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 = '116dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var Uncharted2ToneMapping = 3;
  109. var CineonToneMapping = 4;
  110. var ACESFilmicToneMapping = 5;
  111. var UVMapping = 300;
  112. var CubeReflectionMapping = 301;
  113. var CubeRefractionMapping = 302;
  114. var EquirectangularReflectionMapping = 303;
  115. var EquirectangularRefractionMapping = 304;
  116. var SphericalReflectionMapping = 305;
  117. var CubeUVReflectionMapping = 306;
  118. var CubeUVRefractionMapping = 307;
  119. var RepeatWrapping = 1000;
  120. var ClampToEdgeWrapping = 1001;
  121. var MirroredRepeatWrapping = 1002;
  122. var NearestFilter = 1003;
  123. var NearestMipmapNearestFilter = 1004;
  124. var NearestMipMapNearestFilter = 1004;
  125. var NearestMipmapLinearFilter = 1005;
  126. var NearestMipMapLinearFilter = 1005;
  127. var LinearFilter = 1006;
  128. var LinearMipmapNearestFilter = 1007;
  129. var LinearMipMapNearestFilter = 1007;
  130. var LinearMipmapLinearFilter = 1008;
  131. var LinearMipMapLinearFilter = 1008;
  132. var UnsignedByteType = 1009;
  133. var ByteType = 1010;
  134. var ShortType = 1011;
  135. var UnsignedShortType = 1012;
  136. var IntType = 1013;
  137. var UnsignedIntType = 1014;
  138. var FloatType = 1015;
  139. var HalfFloatType = 1016;
  140. var UnsignedShort4444Type = 1017;
  141. var UnsignedShort5551Type = 1018;
  142. var UnsignedShort565Type = 1019;
  143. var UnsignedInt248Type = 1020;
  144. var AlphaFormat = 1021;
  145. var RGBFormat = 1022;
  146. var RGBAFormat = 1023;
  147. var LuminanceFormat = 1024;
  148. var LuminanceAlphaFormat = 1025;
  149. var RGBEFormat = RGBAFormat;
  150. var DepthFormat = 1026;
  151. var DepthStencilFormat = 1027;
  152. var RedFormat = 1028;
  153. var RedIntegerFormat = 1029;
  154. var RGFormat = 1030;
  155. var RGIntegerFormat = 1031;
  156. var RGBIntegerFormat = 1032;
  157. var RGBAIntegerFormat = 1033;
  158. var RGB_S3TC_DXT1_Format = 33776;
  159. var RGBA_S3TC_DXT1_Format = 33777;
  160. var RGBA_S3TC_DXT3_Format = 33778;
  161. var RGBA_S3TC_DXT5_Format = 33779;
  162. var RGB_PVRTC_4BPPV1_Format = 35840;
  163. var RGB_PVRTC_2BPPV1_Format = 35841;
  164. var RGBA_PVRTC_4BPPV1_Format = 35842;
  165. var RGBA_PVRTC_2BPPV1_Format = 35843;
  166. var RGB_ETC1_Format = 36196;
  167. var RGB_ETC2_Format = 37492;
  168. var RGBA_ETC2_EAC_Format = 37496;
  169. var RGBA_ASTC_4x4_Format = 37808;
  170. var RGBA_ASTC_5x4_Format = 37809;
  171. var RGBA_ASTC_5x5_Format = 37810;
  172. var RGBA_ASTC_6x5_Format = 37811;
  173. var RGBA_ASTC_6x6_Format = 37812;
  174. var RGBA_ASTC_8x5_Format = 37813;
  175. var RGBA_ASTC_8x6_Format = 37814;
  176. var RGBA_ASTC_8x8_Format = 37815;
  177. var RGBA_ASTC_10x5_Format = 37816;
  178. var RGBA_ASTC_10x6_Format = 37817;
  179. var RGBA_ASTC_10x8_Format = 37818;
  180. var RGBA_ASTC_10x10_Format = 37819;
  181. var RGBA_ASTC_12x10_Format = 37820;
  182. var RGBA_ASTC_12x12_Format = 37821;
  183. var RGBA_BPTC_Format = 36492;
  184. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  185. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  186. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  187. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  188. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  189. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  190. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  191. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  192. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  193. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  194. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  195. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  196. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  197. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  198. var LoopOnce = 2200;
  199. var LoopRepeat = 2201;
  200. var LoopPingPong = 2202;
  201. var InterpolateDiscrete = 2300;
  202. var InterpolateLinear = 2301;
  203. var InterpolateSmooth = 2302;
  204. var ZeroCurvatureEnding = 2400;
  205. var ZeroSlopeEnding = 2401;
  206. var WrapAroundEnding = 2402;
  207. var TrianglesDrawMode = 0;
  208. var TriangleStripDrawMode = 1;
  209. var TriangleFanDrawMode = 2;
  210. var LinearEncoding = 3000;
  211. var sRGBEncoding = 3001;
  212. var GammaEncoding = 3007;
  213. var RGBEEncoding = 3002;
  214. var LogLuvEncoding = 3003;
  215. var RGBM7Encoding = 3004;
  216. var RGBM16Encoding = 3005;
  217. var RGBDEncoding = 3006;
  218. var BasicDepthPacking = 3200;
  219. var RGBADepthPacking = 3201;
  220. var TangentSpaceNormalMap = 0;
  221. var ObjectSpaceNormalMap = 1;
  222. var ZeroStencilOp = 0;
  223. var KeepStencilOp = 7680;
  224. var ReplaceStencilOp = 7681;
  225. var IncrementStencilOp = 7682;
  226. var DecrementStencilOp = 7683;
  227. var IncrementWrapStencilOp = 34055;
  228. var DecrementWrapStencilOp = 34056;
  229. var InvertStencilOp = 5386;
  230. var NeverStencilFunc = 512;
  231. var LessStencilFunc = 513;
  232. var EqualStencilFunc = 514;
  233. var LessEqualStencilFunc = 515;
  234. var GreaterStencilFunc = 516;
  235. var NotEqualStencilFunc = 517;
  236. var GreaterEqualStencilFunc = 518;
  237. var AlwaysStencilFunc = 519;
  238. var StaticDrawUsage = 35044;
  239. var DynamicDrawUsage = 35048;
  240. var StreamDrawUsage = 35040;
  241. var StaticReadUsage = 35045;
  242. var DynamicReadUsage = 35049;
  243. var StreamReadUsage = 35041;
  244. var StaticCopyUsage = 35046;
  245. var DynamicCopyUsage = 35050;
  246. var StreamCopyUsage = 35042;
  247. /**
  248. * https://github.com/mrdoob/eventdispatcher.js/
  249. */
  250. function EventDispatcher() {}
  251. Object.assign( EventDispatcher.prototype, {
  252. addEventListener: function ( type, listener ) {
  253. if ( this._listeners === undefined ) { this._listeners = {}; }
  254. var listeners = this._listeners;
  255. if ( listeners[ type ] === undefined ) {
  256. listeners[ type ] = [];
  257. }
  258. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  259. listeners[ type ].push( listener );
  260. }
  261. },
  262. hasEventListener: function ( type, listener ) {
  263. if ( this._listeners === undefined ) { return false; }
  264. var listeners = this._listeners;
  265. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  266. },
  267. removeEventListener: function ( type, listener ) {
  268. if ( this._listeners === undefined ) { return; }
  269. var listeners = this._listeners;
  270. var listenerArray = listeners[ type ];
  271. if ( listenerArray !== undefined ) {
  272. var index = listenerArray.indexOf( listener );
  273. if ( index !== - 1 ) {
  274. listenerArray.splice( index, 1 );
  275. }
  276. }
  277. },
  278. dispatchEvent: function ( event ) {
  279. if ( this._listeners === undefined ) { return; }
  280. var listeners = this._listeners;
  281. var listenerArray = listeners[ event.type ];
  282. if ( listenerArray !== undefined ) {
  283. event.target = this;
  284. // Make a copy, in case listeners are removed while iterating.
  285. var array = listenerArray.slice( 0 );
  286. for ( var i = 0, l = array.length; i < l; i ++ ) {
  287. array[ i ].call( this, event );
  288. }
  289. }
  290. }
  291. } );
  292. /**
  293. * @author alteredq / http://alteredqualia.com/
  294. * @author mrdoob / http://mrdoob.com/
  295. * @author WestLangley / http://github.com/WestLangley
  296. * @author thezwap
  297. */
  298. var _lut = [];
  299. for ( var i = 0; i < 256; i ++ ) {
  300. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  301. }
  302. var MathUtils = {
  303. DEG2RAD: Math.PI / 180,
  304. RAD2DEG: 180 / Math.PI,
  305. generateUUID: function () {
  306. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  307. var d0 = Math.random() * 0xffffffff | 0;
  308. var d1 = Math.random() * 0xffffffff | 0;
  309. var d2 = Math.random() * 0xffffffff | 0;
  310. var d3 = Math.random() * 0xffffffff | 0;
  311. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  312. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  313. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  314. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  315. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  316. return uuid.toUpperCase();
  317. },
  318. clamp: function ( value, min, max ) {
  319. return Math.max( min, Math.min( max, value ) );
  320. },
  321. // compute euclidian modulo of m % n
  322. // https://en.wikipedia.org/wiki/Modulo_operation
  323. euclideanModulo: function ( n, m ) {
  324. return ( ( n % m ) + m ) % m;
  325. },
  326. // Linear mapping from range <a1, a2> to range <b1, b2>
  327. mapLinear: function ( x, a1, a2, b1, b2 ) {
  328. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  329. },
  330. // https://en.wikipedia.org/wiki/Linear_interpolation
  331. lerp: function ( x, y, t ) {
  332. return ( 1 - t ) * x + t * y;
  333. },
  334. // http://en.wikipedia.org/wiki/Smoothstep
  335. smoothstep: function ( x, min, max ) {
  336. if ( x <= min ) { return 0; }
  337. if ( x >= max ) { return 1; }
  338. x = ( x - min ) / ( max - min );
  339. return x * x * ( 3 - 2 * x );
  340. },
  341. smootherstep: function ( x, min, max ) {
  342. if ( x <= min ) { return 0; }
  343. if ( x >= max ) { return 1; }
  344. x = ( x - min ) / ( max - min );
  345. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  346. },
  347. // Random integer from <low, high> interval
  348. randInt: function ( low, high ) {
  349. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  350. },
  351. // Random float from <low, high> interval
  352. randFloat: function ( low, high ) {
  353. return low + Math.random() * ( high - low );
  354. },
  355. // Random float from <-range/2, range/2> interval
  356. randFloatSpread: function ( range ) {
  357. return range * ( 0.5 - Math.random() );
  358. },
  359. degToRad: function ( degrees ) {
  360. return degrees * MathUtils.DEG2RAD;
  361. },
  362. radToDeg: function ( radians ) {
  363. return radians * MathUtils.RAD2DEG;
  364. },
  365. isPowerOfTwo: function ( value ) {
  366. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  367. },
  368. ceilPowerOfTwo: function ( value ) {
  369. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  370. },
  371. floorPowerOfTwo: function ( value ) {
  372. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  373. },
  374. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  375. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  376. // rotations are applied to the axes in the order specified by 'order'
  377. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  378. // angles are in radians
  379. var cos = Math.cos;
  380. var sin = Math.sin;
  381. var c2 = cos( b / 2 );
  382. var s2 = sin( b / 2 );
  383. var c13 = cos( ( a + c ) / 2 );
  384. var s13 = sin( ( a + c ) / 2 );
  385. var c1_3 = cos( ( a - c ) / 2 );
  386. var s1_3 = sin( ( a - c ) / 2 );
  387. var c3_1 = cos( ( c - a ) / 2 );
  388. var s3_1 = sin( ( c - a ) / 2 );
  389. if ( order === 'XYX' ) {
  390. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  391. } else if ( order === 'YZY' ) {
  392. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  393. } else if ( order === 'ZXZ' ) {
  394. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  395. } else if ( order === 'XZX' ) {
  396. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  397. } else if ( order === 'YXY' ) {
  398. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  399. } else if ( order === 'ZYZ' ) {
  400. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  401. } else {
  402. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.' );
  403. }
  404. }
  405. };
  406. /**
  407. * @author mrdoob / http://mrdoob.com/
  408. * @author philogb / http://blog.thejit.org/
  409. * @author egraether / http://egraether.com/
  410. * @author zz85 / http://www.lab4games.net/zz85/blog
  411. */
  412. function Vector2( x, y ) {
  413. this.x = x || 0;
  414. this.y = y || 0;
  415. }
  416. Object.defineProperties( Vector2.prototype, {
  417. "width": {
  418. get: function () {
  419. return this.x;
  420. },
  421. set: function ( value ) {
  422. this.x = value;
  423. }
  424. },
  425. "height": {
  426. get: function () {
  427. return this.y;
  428. },
  429. set: function ( value ) {
  430. this.y = value;
  431. }
  432. }
  433. } );
  434. Object.assign( Vector2.prototype, {
  435. isVector2: true,
  436. set: function ( x, y ) {
  437. this.x = x;
  438. this.y = y;
  439. return this;
  440. },
  441. setScalar: function ( scalar ) {
  442. this.x = scalar;
  443. this.y = scalar;
  444. return this;
  445. },
  446. setX: function ( x ) {
  447. this.x = x;
  448. return this;
  449. },
  450. setY: function ( y ) {
  451. this.y = y;
  452. return this;
  453. },
  454. setComponent: function ( index, value ) {
  455. switch ( index ) {
  456. case 0: this.x = value; break;
  457. case 1: this.y = value; break;
  458. default: throw new Error( 'index is out of range: ' + index );
  459. }
  460. return this;
  461. },
  462. getComponent: function ( index ) {
  463. switch ( index ) {
  464. case 0: return this.x;
  465. case 1: return this.y;
  466. default: throw new Error( 'index is out of range: ' + index );
  467. }
  468. },
  469. clone: function () {
  470. return new this.constructor( this.x, this.y );
  471. },
  472. copy: function ( v ) {
  473. this.x = v.x;
  474. this.y = v.y;
  475. return this;
  476. },
  477. add: function ( v, w ) {
  478. if ( w !== undefined ) {
  479. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  480. return this.addVectors( v, w );
  481. }
  482. this.x += v.x;
  483. this.y += v.y;
  484. return this;
  485. },
  486. addScalar: function ( s ) {
  487. this.x += s;
  488. this.y += s;
  489. return this;
  490. },
  491. addVectors: function ( a, b ) {
  492. this.x = a.x + b.x;
  493. this.y = a.y + b.y;
  494. return this;
  495. },
  496. addScaledVector: function ( v, s ) {
  497. this.x += v.x * s;
  498. this.y += v.y * s;
  499. return this;
  500. },
  501. sub: function ( v, w ) {
  502. if ( w !== undefined ) {
  503. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  504. return this.subVectors( v, w );
  505. }
  506. this.x -= v.x;
  507. this.y -= v.y;
  508. return this;
  509. },
  510. subScalar: function ( s ) {
  511. this.x -= s;
  512. this.y -= s;
  513. return this;
  514. },
  515. subVectors: function ( a, b ) {
  516. this.x = a.x - b.x;
  517. this.y = a.y - b.y;
  518. return this;
  519. },
  520. multiply: function ( v ) {
  521. this.x *= v.x;
  522. this.y *= v.y;
  523. return this;
  524. },
  525. multiplyScalar: function ( scalar ) {
  526. this.x *= scalar;
  527. this.y *= scalar;
  528. return this;
  529. },
  530. divide: function ( v ) {
  531. this.x /= v.x;
  532. this.y /= v.y;
  533. return this;
  534. },
  535. divideScalar: function ( scalar ) {
  536. return this.multiplyScalar( 1 / scalar );
  537. },
  538. applyMatrix3: function ( m ) {
  539. var x = this.x, y = this.y;
  540. var e = m.elements;
  541. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  542. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  543. return this;
  544. },
  545. min: function ( v ) {
  546. this.x = Math.min( this.x, v.x );
  547. this.y = Math.min( this.y, v.y );
  548. return this;
  549. },
  550. max: function ( v ) {
  551. this.x = Math.max( this.x, v.x );
  552. this.y = Math.max( this.y, v.y );
  553. return this;
  554. },
  555. clamp: function ( min, max ) {
  556. // assumes min < max, componentwise
  557. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  558. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  559. return this;
  560. },
  561. clampScalar: function ( minVal, maxVal ) {
  562. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  563. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  564. return this;
  565. },
  566. clampLength: function ( min, max ) {
  567. var length = this.length();
  568. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  569. },
  570. floor: function () {
  571. this.x = Math.floor( this.x );
  572. this.y = Math.floor( this.y );
  573. return this;
  574. },
  575. ceil: function () {
  576. this.x = Math.ceil( this.x );
  577. this.y = Math.ceil( this.y );
  578. return this;
  579. },
  580. round: function () {
  581. this.x = Math.round( this.x );
  582. this.y = Math.round( this.y );
  583. return this;
  584. },
  585. roundToZero: function () {
  586. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  587. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  588. return this;
  589. },
  590. negate: function () {
  591. this.x = - this.x;
  592. this.y = - this.y;
  593. return this;
  594. },
  595. dot: function ( v ) {
  596. return this.x * v.x + this.y * v.y;
  597. },
  598. cross: function ( v ) {
  599. return this.x * v.y - this.y * v.x;
  600. },
  601. lengthSq: function () {
  602. return this.x * this.x + this.y * this.y;
  603. },
  604. length: function () {
  605. return Math.sqrt( this.x * this.x + this.y * this.y );
  606. },
  607. manhattanLength: function () {
  608. return Math.abs( this.x ) + Math.abs( this.y );
  609. },
  610. normalize: function () {
  611. return this.divideScalar( this.length() || 1 );
  612. },
  613. angle: function () {
  614. // computes the angle in radians with respect to the positive x-axis
  615. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  616. return angle;
  617. },
  618. distanceTo: function ( v ) {
  619. return Math.sqrt( this.distanceToSquared( v ) );
  620. },
  621. distanceToSquared: function ( v ) {
  622. var dx = this.x - v.x, dy = this.y - v.y;
  623. return dx * dx + dy * dy;
  624. },
  625. manhattanDistanceTo: function ( v ) {
  626. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  627. },
  628. setLength: function ( length ) {
  629. return this.normalize().multiplyScalar( length );
  630. },
  631. lerp: function ( v, alpha ) {
  632. this.x += ( v.x - this.x ) * alpha;
  633. this.y += ( v.y - this.y ) * alpha;
  634. return this;
  635. },
  636. lerpVectors: function ( v1, v2, alpha ) {
  637. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  638. },
  639. equals: function ( v ) {
  640. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  641. },
  642. fromArray: function ( array, offset ) {
  643. if ( offset === undefined ) { offset = 0; }
  644. this.x = array[ offset ];
  645. this.y = array[ offset + 1 ];
  646. return this;
  647. },
  648. toArray: function ( array, offset ) {
  649. if ( array === undefined ) { array = []; }
  650. if ( offset === undefined ) { offset = 0; }
  651. array[ offset ] = this.x;
  652. array[ offset + 1 ] = this.y;
  653. return array;
  654. },
  655. fromBufferAttribute: function ( attribute, index, offset ) {
  656. if ( offset !== undefined ) {
  657. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  658. }
  659. this.x = attribute.getX( index );
  660. this.y = attribute.getY( index );
  661. return this;
  662. },
  663. rotateAround: function ( center, angle ) {
  664. var c = Math.cos( angle ), s = Math.sin( angle );
  665. var x = this.x - center.x;
  666. var y = this.y - center.y;
  667. this.x = x * c - y * s + center.x;
  668. this.y = x * s + y * c + center.y;
  669. return this;
  670. }
  671. } );
  672. /**
  673. * @author alteredq / http://alteredqualia.com/
  674. * @author WestLangley / http://github.com/WestLangley
  675. * @author bhouston / http://clara.io
  676. * @author tschw
  677. */
  678. function Matrix3() {
  679. this.elements = [
  680. 1, 0, 0,
  681. 0, 1, 0,
  682. 0, 0, 1
  683. ];
  684. if ( arguments.length > 0 ) {
  685. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  686. }
  687. }
  688. Object.assign( Matrix3.prototype, {
  689. isMatrix3: true,
  690. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  691. var te = this.elements;
  692. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  693. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  694. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  695. return this;
  696. },
  697. identity: function () {
  698. this.set(
  699. 1, 0, 0,
  700. 0, 1, 0,
  701. 0, 0, 1
  702. );
  703. return this;
  704. },
  705. clone: function () {
  706. return new this.constructor().fromArray( this.elements );
  707. },
  708. copy: function ( m ) {
  709. var te = this.elements;
  710. var me = m.elements;
  711. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  712. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  713. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  714. return this;
  715. },
  716. extractBasis: function ( xAxis, yAxis, zAxis ) {
  717. xAxis.setFromMatrix3Column( this, 0 );
  718. yAxis.setFromMatrix3Column( this, 1 );
  719. zAxis.setFromMatrix3Column( this, 2 );
  720. return this;
  721. },
  722. setFromMatrix4: function ( m ) {
  723. var me = m.elements;
  724. this.set(
  725. me[ 0 ], me[ 4 ], me[ 8 ],
  726. me[ 1 ], me[ 5 ], me[ 9 ],
  727. me[ 2 ], me[ 6 ], me[ 10 ]
  728. );
  729. return this;
  730. },
  731. multiply: function ( m ) {
  732. return this.multiplyMatrices( this, m );
  733. },
  734. premultiply: function ( m ) {
  735. return this.multiplyMatrices( m, this );
  736. },
  737. multiplyMatrices: function ( a, b ) {
  738. var ae = a.elements;
  739. var be = b.elements;
  740. var te = this.elements;
  741. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  742. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  743. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  744. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  745. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  746. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  747. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  748. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  749. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  750. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  751. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  752. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  753. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  754. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  755. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  756. return this;
  757. },
  758. multiplyScalar: function ( s ) {
  759. var te = this.elements;
  760. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  761. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  762. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  763. return this;
  764. },
  765. determinant: function () {
  766. var te = this.elements;
  767. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  768. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  769. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  770. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  771. },
  772. getInverse: function ( matrix, throwOnDegenerate ) {
  773. if ( throwOnDegenerate !== undefined ) {
  774. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  775. }
  776. var me = matrix.elements,
  777. te = this.elements,
  778. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  779. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  780. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  781. t11 = n33 * n22 - n32 * n23,
  782. t12 = n32 * n13 - n33 * n12,
  783. t13 = n23 * n12 - n22 * n13,
  784. det = n11 * t11 + n21 * t12 + n31 * t13;
  785. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  786. var detInv = 1 / det;
  787. te[ 0 ] = t11 * detInv;
  788. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  789. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  790. te[ 3 ] = t12 * detInv;
  791. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  792. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  793. te[ 6 ] = t13 * detInv;
  794. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  795. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  796. return this;
  797. },
  798. transpose: function () {
  799. var tmp, m = this.elements;
  800. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  801. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  802. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  803. return this;
  804. },
  805. getNormalMatrix: function ( matrix4 ) {
  806. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  807. },
  808. transposeIntoArray: function ( r ) {
  809. var m = this.elements;
  810. r[ 0 ] = m[ 0 ];
  811. r[ 1 ] = m[ 3 ];
  812. r[ 2 ] = m[ 6 ];
  813. r[ 3 ] = m[ 1 ];
  814. r[ 4 ] = m[ 4 ];
  815. r[ 5 ] = m[ 7 ];
  816. r[ 6 ] = m[ 2 ];
  817. r[ 7 ] = m[ 5 ];
  818. r[ 8 ] = m[ 8 ];
  819. return this;
  820. },
  821. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  822. var c = Math.cos( rotation );
  823. var s = Math.sin( rotation );
  824. this.set(
  825. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  826. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  827. 0, 0, 1
  828. );
  829. },
  830. scale: function ( sx, sy ) {
  831. var te = this.elements;
  832. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  833. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  834. return this;
  835. },
  836. rotate: function ( theta ) {
  837. var c = Math.cos( theta );
  838. var s = Math.sin( theta );
  839. var te = this.elements;
  840. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  841. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  842. te[ 0 ] = c * a11 + s * a21;
  843. te[ 3 ] = c * a12 + s * a22;
  844. te[ 6 ] = c * a13 + s * a23;
  845. te[ 1 ] = - s * a11 + c * a21;
  846. te[ 4 ] = - s * a12 + c * a22;
  847. te[ 7 ] = - s * a13 + c * a23;
  848. return this;
  849. },
  850. translate: function ( tx, ty ) {
  851. var te = this.elements;
  852. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  853. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  854. return this;
  855. },
  856. equals: function ( matrix ) {
  857. var te = this.elements;
  858. var me = matrix.elements;
  859. for ( var i = 0; i < 9; i ++ ) {
  860. if ( te[ i ] !== me[ i ] ) { return false; }
  861. }
  862. return true;
  863. },
  864. fromArray: function ( array, offset ) {
  865. if ( offset === undefined ) { offset = 0; }
  866. for ( var i = 0; i < 9; i ++ ) {
  867. this.elements[ i ] = array[ i + offset ];
  868. }
  869. return this;
  870. },
  871. toArray: function ( array, offset ) {
  872. if ( array === undefined ) { array = []; }
  873. if ( offset === undefined ) { offset = 0; }
  874. var te = this.elements;
  875. array[ offset ] = te[ 0 ];
  876. array[ offset + 1 ] = te[ 1 ];
  877. array[ offset + 2 ] = te[ 2 ];
  878. array[ offset + 3 ] = te[ 3 ];
  879. array[ offset + 4 ] = te[ 4 ];
  880. array[ offset + 5 ] = te[ 5 ];
  881. array[ offset + 6 ] = te[ 6 ];
  882. array[ offset + 7 ] = te[ 7 ];
  883. array[ offset + 8 ] = te[ 8 ];
  884. return array;
  885. }
  886. } );
  887. /**
  888. * @author mrdoob / http://mrdoob.com/
  889. * @author alteredq / http://alteredqualia.com/
  890. * @author szimek / https://github.com/szimek/
  891. */
  892. var _canvas;
  893. var ImageUtils = {
  894. getDataURL: function ( image ) {
  895. var canvas;
  896. if ( typeof HTMLCanvasElement == 'undefined' ) {
  897. return image.src;
  898. } else if ( image instanceof HTMLCanvasElement ) {
  899. canvas = image;
  900. } else {
  901. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  902. _canvas.width = image.width;
  903. _canvas.height = image.height;
  904. var context = _canvas.getContext( '2d' );
  905. if ( image instanceof ImageData ) {
  906. context.putImageData( image, 0, 0 );
  907. } else {
  908. context.drawImage( image, 0, 0, image.width, image.height );
  909. }
  910. canvas = _canvas;
  911. }
  912. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  913. return canvas.toDataURL( 'image/jpeg', 0.6 );
  914. } else {
  915. return canvas.toDataURL( 'image/png' );
  916. }
  917. }
  918. };
  919. /**
  920. * @author mrdoob / http://mrdoob.com/
  921. * @author alteredq / http://alteredqualia.com/
  922. * @author szimek / https://github.com/szimek/
  923. */
  924. var textureId = 0;
  925. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  926. Object.defineProperty( this, 'id', { value: textureId ++ } );
  927. this.uuid = MathUtils.generateUUID();
  928. this.name = '';
  929. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  930. this.mipmaps = [];
  931. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  932. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  933. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  934. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  935. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  936. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  937. this.format = format !== undefined ? format : RGBAFormat;
  938. this.internalFormat = null;
  939. this.type = type !== undefined ? type : UnsignedByteType;
  940. this.offset = new Vector2( 0, 0 );
  941. this.repeat = new Vector2( 1, 1 );
  942. this.center = new Vector2( 0, 0 );
  943. this.rotation = 0;
  944. this.matrixAutoUpdate = true;
  945. this.matrix = new Matrix3();
  946. this.generateMipmaps = true;
  947. this.premultiplyAlpha = false;
  948. this.flipY = true;
  949. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  950. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  951. //
  952. // Also changing the encoding after already used by a Material will not automatically make the Material
  953. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  954. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  955. this.version = 0;
  956. this.onUpdate = null;
  957. }
  958. Texture.DEFAULT_IMAGE = undefined;
  959. Texture.DEFAULT_MAPPING = UVMapping;
  960. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  961. constructor: Texture,
  962. isTexture: true,
  963. updateMatrix: function () {
  964. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  965. },
  966. clone: function () {
  967. return new this.constructor().copy( this );
  968. },
  969. copy: function ( source ) {
  970. this.name = source.name;
  971. this.image = source.image;
  972. this.mipmaps = source.mipmaps.slice( 0 );
  973. this.mapping = source.mapping;
  974. this.wrapS = source.wrapS;
  975. this.wrapT = source.wrapT;
  976. this.magFilter = source.magFilter;
  977. this.minFilter = source.minFilter;
  978. this.anisotropy = source.anisotropy;
  979. this.format = source.format;
  980. this.internalFormat = source.internalFormat;
  981. this.type = source.type;
  982. this.offset.copy( source.offset );
  983. this.repeat.copy( source.repeat );
  984. this.center.copy( source.center );
  985. this.rotation = source.rotation;
  986. this.matrixAutoUpdate = source.matrixAutoUpdate;
  987. this.matrix.copy( source.matrix );
  988. this.generateMipmaps = source.generateMipmaps;
  989. this.premultiplyAlpha = source.premultiplyAlpha;
  990. this.flipY = source.flipY;
  991. this.unpackAlignment = source.unpackAlignment;
  992. this.encoding = source.encoding;
  993. return this;
  994. },
  995. toJSON: function ( meta ) {
  996. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  997. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  998. return meta.textures[ this.uuid ];
  999. }
  1000. var output = {
  1001. metadata: {
  1002. version: 4.5,
  1003. type: 'Texture',
  1004. generator: 'Texture.toJSON'
  1005. },
  1006. uuid: this.uuid,
  1007. name: this.name,
  1008. mapping: this.mapping,
  1009. repeat: [ this.repeat.x, this.repeat.y ],
  1010. offset: [ this.offset.x, this.offset.y ],
  1011. center: [ this.center.x, this.center.y ],
  1012. rotation: this.rotation,
  1013. wrap: [ this.wrapS, this.wrapT ],
  1014. format: this.format,
  1015. type: this.type,
  1016. encoding: this.encoding,
  1017. minFilter: this.minFilter,
  1018. magFilter: this.magFilter,
  1019. anisotropy: this.anisotropy,
  1020. flipY: this.flipY,
  1021. premultiplyAlpha: this.premultiplyAlpha,
  1022. unpackAlignment: this.unpackAlignment
  1023. };
  1024. if ( this.image !== undefined ) {
  1025. // TODO: Move to THREE.Image
  1026. var image = this.image;
  1027. if ( image.uuid === undefined ) {
  1028. image.uuid = MathUtils.generateUUID(); // UGH
  1029. }
  1030. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1031. var url;
  1032. if ( Array.isArray( image ) ) {
  1033. // process array of images e.g. CubeTexture
  1034. url = [];
  1035. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1036. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1037. }
  1038. } else {
  1039. // process single image
  1040. url = ImageUtils.getDataURL( image );
  1041. }
  1042. meta.images[ image.uuid ] = {
  1043. uuid: image.uuid,
  1044. url: url
  1045. };
  1046. }
  1047. output.image = image.uuid;
  1048. }
  1049. if ( ! isRootObject ) {
  1050. meta.textures[ this.uuid ] = output;
  1051. }
  1052. return output;
  1053. },
  1054. dispose: function () {
  1055. this.dispatchEvent( { type: 'dispose' } );
  1056. },
  1057. transformUv: function ( uv ) {
  1058. if ( this.mapping !== UVMapping ) { return uv; }
  1059. uv.applyMatrix3( this.matrix );
  1060. if ( uv.x < 0 || uv.x > 1 ) {
  1061. switch ( this.wrapS ) {
  1062. case RepeatWrapping:
  1063. uv.x = uv.x - Math.floor( uv.x );
  1064. break;
  1065. case ClampToEdgeWrapping:
  1066. uv.x = uv.x < 0 ? 0 : 1;
  1067. break;
  1068. case MirroredRepeatWrapping:
  1069. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1070. uv.x = Math.ceil( uv.x ) - uv.x;
  1071. } else {
  1072. uv.x = uv.x - Math.floor( uv.x );
  1073. }
  1074. break;
  1075. }
  1076. }
  1077. if ( uv.y < 0 || uv.y > 1 ) {
  1078. switch ( this.wrapT ) {
  1079. case RepeatWrapping:
  1080. uv.y = uv.y - Math.floor( uv.y );
  1081. break;
  1082. case ClampToEdgeWrapping:
  1083. uv.y = uv.y < 0 ? 0 : 1;
  1084. break;
  1085. case MirroredRepeatWrapping:
  1086. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1087. uv.y = Math.ceil( uv.y ) - uv.y;
  1088. } else {
  1089. uv.y = uv.y - Math.floor( uv.y );
  1090. }
  1091. break;
  1092. }
  1093. }
  1094. if ( this.flipY ) {
  1095. uv.y = 1 - uv.y;
  1096. }
  1097. return uv;
  1098. }
  1099. } );
  1100. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1101. set: function ( value ) {
  1102. if ( value === true ) { this.version ++; }
  1103. }
  1104. } );
  1105. /**
  1106. * @author supereggbert / http://www.paulbrunt.co.uk/
  1107. * @author philogb / http://blog.thejit.org/
  1108. * @author mikael emtinger / http://gomo.se/
  1109. * @author egraether / http://egraether.com/
  1110. * @author WestLangley / http://github.com/WestLangley
  1111. */
  1112. function Vector4( x, y, z, w ) {
  1113. this.x = x || 0;
  1114. this.y = y || 0;
  1115. this.z = z || 0;
  1116. this.w = ( w !== undefined ) ? w : 1;
  1117. }
  1118. Object.defineProperties( Vector4.prototype, {
  1119. "width": {
  1120. get: function () {
  1121. return this.z;
  1122. },
  1123. set: function ( value ) {
  1124. this.z = value;
  1125. }
  1126. },
  1127. "height": {
  1128. get: function () {
  1129. return this.w;
  1130. },
  1131. set: function ( value ) {
  1132. this.w = value;
  1133. }
  1134. }
  1135. } );
  1136. Object.assign( Vector4.prototype, {
  1137. isVector4: true,
  1138. set: function ( x, y, z, w ) {
  1139. this.x = x;
  1140. this.y = y;
  1141. this.z = z;
  1142. this.w = w;
  1143. return this;
  1144. },
  1145. setScalar: function ( scalar ) {
  1146. this.x = scalar;
  1147. this.y = scalar;
  1148. this.z = scalar;
  1149. this.w = scalar;
  1150. return this;
  1151. },
  1152. setX: function ( x ) {
  1153. this.x = x;
  1154. return this;
  1155. },
  1156. setY: function ( y ) {
  1157. this.y = y;
  1158. return this;
  1159. },
  1160. setZ: function ( z ) {
  1161. this.z = z;
  1162. return this;
  1163. },
  1164. setW: function ( w ) {
  1165. this.w = w;
  1166. return this;
  1167. },
  1168. setComponent: function ( index, value ) {
  1169. switch ( index ) {
  1170. case 0: this.x = value; break;
  1171. case 1: this.y = value; break;
  1172. case 2: this.z = value; break;
  1173. case 3: this.w = value; break;
  1174. default: throw new Error( 'index is out of range: ' + index );
  1175. }
  1176. return this;
  1177. },
  1178. getComponent: function ( index ) {
  1179. switch ( index ) {
  1180. case 0: return this.x;
  1181. case 1: return this.y;
  1182. case 2: return this.z;
  1183. case 3: return this.w;
  1184. default: throw new Error( 'index is out of range: ' + index );
  1185. }
  1186. },
  1187. clone: function () {
  1188. return new this.constructor( this.x, this.y, this.z, this.w );
  1189. },
  1190. copy: function ( v ) {
  1191. this.x = v.x;
  1192. this.y = v.y;
  1193. this.z = v.z;
  1194. this.w = ( v.w !== undefined ) ? v.w : 1;
  1195. return this;
  1196. },
  1197. add: function ( v, w ) {
  1198. if ( w !== undefined ) {
  1199. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1200. return this.addVectors( v, w );
  1201. }
  1202. this.x += v.x;
  1203. this.y += v.y;
  1204. this.z += v.z;
  1205. this.w += v.w;
  1206. return this;
  1207. },
  1208. addScalar: function ( s ) {
  1209. this.x += s;
  1210. this.y += s;
  1211. this.z += s;
  1212. this.w += s;
  1213. return this;
  1214. },
  1215. addVectors: function ( a, b ) {
  1216. this.x = a.x + b.x;
  1217. this.y = a.y + b.y;
  1218. this.z = a.z + b.z;
  1219. this.w = a.w + b.w;
  1220. return this;
  1221. },
  1222. addScaledVector: function ( v, s ) {
  1223. this.x += v.x * s;
  1224. this.y += v.y * s;
  1225. this.z += v.z * s;
  1226. this.w += v.w * s;
  1227. return this;
  1228. },
  1229. sub: function ( v, w ) {
  1230. if ( w !== undefined ) {
  1231. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1232. return this.subVectors( v, w );
  1233. }
  1234. this.x -= v.x;
  1235. this.y -= v.y;
  1236. this.z -= v.z;
  1237. this.w -= v.w;
  1238. return this;
  1239. },
  1240. subScalar: function ( s ) {
  1241. this.x -= s;
  1242. this.y -= s;
  1243. this.z -= s;
  1244. this.w -= s;
  1245. return this;
  1246. },
  1247. subVectors: function ( a, b ) {
  1248. this.x = a.x - b.x;
  1249. this.y = a.y - b.y;
  1250. this.z = a.z - b.z;
  1251. this.w = a.w - b.w;
  1252. return this;
  1253. },
  1254. multiplyScalar: function ( scalar ) {
  1255. this.x *= scalar;
  1256. this.y *= scalar;
  1257. this.z *= scalar;
  1258. this.w *= scalar;
  1259. return this;
  1260. },
  1261. applyMatrix4: function ( m ) {
  1262. var x = this.x, y = this.y, z = this.z, w = this.w;
  1263. var e = m.elements;
  1264. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1265. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1266. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1267. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1268. return this;
  1269. },
  1270. divideScalar: function ( scalar ) {
  1271. return this.multiplyScalar( 1 / scalar );
  1272. },
  1273. setAxisAngleFromQuaternion: function ( q ) {
  1274. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1275. // q is assumed to be normalized
  1276. this.w = 2 * Math.acos( q.w );
  1277. var s = Math.sqrt( 1 - q.w * q.w );
  1278. if ( s < 0.0001 ) {
  1279. this.x = 1;
  1280. this.y = 0;
  1281. this.z = 0;
  1282. } else {
  1283. this.x = q.x / s;
  1284. this.y = q.y / s;
  1285. this.z = q.z / s;
  1286. }
  1287. return this;
  1288. },
  1289. setAxisAngleFromRotationMatrix: function ( m ) {
  1290. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1291. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1292. var angle, x, y, z, // variables for result
  1293. epsilon = 0.01, // margin to allow for rounding errors
  1294. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1295. te = m.elements,
  1296. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1297. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1298. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1299. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1300. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1301. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1302. // singularity found
  1303. // first check for identity matrix which must have +1 for all terms
  1304. // in leading diagonal and zero in other terms
  1305. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1306. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1307. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1308. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1309. // this singularity is identity matrix so angle = 0
  1310. this.set( 1, 0, 0, 0 );
  1311. return this; // zero angle, arbitrary axis
  1312. }
  1313. // otherwise this singularity is angle = 180
  1314. angle = Math.PI;
  1315. var xx = ( m11 + 1 ) / 2;
  1316. var yy = ( m22 + 1 ) / 2;
  1317. var zz = ( m33 + 1 ) / 2;
  1318. var xy = ( m12 + m21 ) / 4;
  1319. var xz = ( m13 + m31 ) / 4;
  1320. var yz = ( m23 + m32 ) / 4;
  1321. if ( ( xx > yy ) && ( xx > zz ) ) {
  1322. // m11 is the largest diagonal term
  1323. if ( xx < epsilon ) {
  1324. x = 0;
  1325. y = 0.707106781;
  1326. z = 0.707106781;
  1327. } else {
  1328. x = Math.sqrt( xx );
  1329. y = xy / x;
  1330. z = xz / x;
  1331. }
  1332. } else if ( yy > zz ) {
  1333. // m22 is the largest diagonal term
  1334. if ( yy < epsilon ) {
  1335. x = 0.707106781;
  1336. y = 0;
  1337. z = 0.707106781;
  1338. } else {
  1339. y = Math.sqrt( yy );
  1340. x = xy / y;
  1341. z = yz / y;
  1342. }
  1343. } else {
  1344. // m33 is the largest diagonal term so base result on this
  1345. if ( zz < epsilon ) {
  1346. x = 0.707106781;
  1347. y = 0.707106781;
  1348. z = 0;
  1349. } else {
  1350. z = Math.sqrt( zz );
  1351. x = xz / z;
  1352. y = yz / z;
  1353. }
  1354. }
  1355. this.set( x, y, z, angle );
  1356. return this; // return 180 deg rotation
  1357. }
  1358. // as we have reached here there are no singularities so we can handle normally
  1359. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1360. ( m13 - m31 ) * ( m13 - m31 ) +
  1361. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1362. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1363. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1364. // caught by singularity test above, but I've left it in just in case
  1365. this.x = ( m32 - m23 ) / s;
  1366. this.y = ( m13 - m31 ) / s;
  1367. this.z = ( m21 - m12 ) / s;
  1368. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1369. return this;
  1370. },
  1371. min: function ( v ) {
  1372. this.x = Math.min( this.x, v.x );
  1373. this.y = Math.min( this.y, v.y );
  1374. this.z = Math.min( this.z, v.z );
  1375. this.w = Math.min( this.w, v.w );
  1376. return this;
  1377. },
  1378. max: function ( v ) {
  1379. this.x = Math.max( this.x, v.x );
  1380. this.y = Math.max( this.y, v.y );
  1381. this.z = Math.max( this.z, v.z );
  1382. this.w = Math.max( this.w, v.w );
  1383. return this;
  1384. },
  1385. clamp: function ( min, max ) {
  1386. // assumes min < max, componentwise
  1387. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1388. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1389. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1390. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1391. return this;
  1392. },
  1393. clampScalar: function ( minVal, maxVal ) {
  1394. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1395. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1396. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1397. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1398. return this;
  1399. },
  1400. clampLength: function ( min, max ) {
  1401. var length = this.length();
  1402. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1403. },
  1404. floor: function () {
  1405. this.x = Math.floor( this.x );
  1406. this.y = Math.floor( this.y );
  1407. this.z = Math.floor( this.z );
  1408. this.w = Math.floor( this.w );
  1409. return this;
  1410. },
  1411. ceil: function () {
  1412. this.x = Math.ceil( this.x );
  1413. this.y = Math.ceil( this.y );
  1414. this.z = Math.ceil( this.z );
  1415. this.w = Math.ceil( this.w );
  1416. return this;
  1417. },
  1418. round: function () {
  1419. this.x = Math.round( this.x );
  1420. this.y = Math.round( this.y );
  1421. this.z = Math.round( this.z );
  1422. this.w = Math.round( this.w );
  1423. return this;
  1424. },
  1425. roundToZero: function () {
  1426. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1427. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1428. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1429. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1430. return this;
  1431. },
  1432. negate: function () {
  1433. this.x = - this.x;
  1434. this.y = - this.y;
  1435. this.z = - this.z;
  1436. this.w = - this.w;
  1437. return this;
  1438. },
  1439. dot: function ( v ) {
  1440. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1441. },
  1442. lengthSq: function () {
  1443. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1444. },
  1445. length: function () {
  1446. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1447. },
  1448. manhattanLength: function () {
  1449. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1450. },
  1451. normalize: function () {
  1452. return this.divideScalar( this.length() || 1 );
  1453. },
  1454. setLength: function ( length ) {
  1455. return this.normalize().multiplyScalar( length );
  1456. },
  1457. lerp: function ( v, alpha ) {
  1458. this.x += ( v.x - this.x ) * alpha;
  1459. this.y += ( v.y - this.y ) * alpha;
  1460. this.z += ( v.z - this.z ) * alpha;
  1461. this.w += ( v.w - this.w ) * alpha;
  1462. return this;
  1463. },
  1464. lerpVectors: function ( v1, v2, alpha ) {
  1465. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1466. },
  1467. equals: function ( v ) {
  1468. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1469. },
  1470. fromArray: function ( array, offset ) {
  1471. if ( offset === undefined ) { offset = 0; }
  1472. this.x = array[ offset ];
  1473. this.y = array[ offset + 1 ];
  1474. this.z = array[ offset + 2 ];
  1475. this.w = array[ offset + 3 ];
  1476. return this;
  1477. },
  1478. toArray: function ( array, offset ) {
  1479. if ( array === undefined ) { array = []; }
  1480. if ( offset === undefined ) { offset = 0; }
  1481. array[ offset ] = this.x;
  1482. array[ offset + 1 ] = this.y;
  1483. array[ offset + 2 ] = this.z;
  1484. array[ offset + 3 ] = this.w;
  1485. return array;
  1486. },
  1487. fromBufferAttribute: function ( attribute, index, offset ) {
  1488. if ( offset !== undefined ) {
  1489. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1490. }
  1491. this.x = attribute.getX( index );
  1492. this.y = attribute.getY( index );
  1493. this.z = attribute.getZ( index );
  1494. this.w = attribute.getW( index );
  1495. return this;
  1496. }
  1497. } );
  1498. /**
  1499. * @author szimek / https://github.com/szimek/
  1500. * @author alteredq / http://alteredqualia.com/
  1501. * @author Marius Kintel / https://github.com/kintel
  1502. */
  1503. /*
  1504. In options, we can specify:
  1505. * Texture parameters for an auto-generated target texture
  1506. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1507. */
  1508. function WebGLRenderTarget( width, height, options ) {
  1509. this.width = width;
  1510. this.height = height;
  1511. this.scissor = new Vector4( 0, 0, width, height );
  1512. this.scissorTest = false;
  1513. this.viewport = new Vector4( 0, 0, width, height );
  1514. options = options || {};
  1515. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1516. this.texture.image = {};
  1517. this.texture.image.width = width;
  1518. this.texture.image.height = height;
  1519. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1520. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1521. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1522. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1523. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1524. }
  1525. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1526. constructor: WebGLRenderTarget,
  1527. isWebGLRenderTarget: true,
  1528. setSize: function ( width, height ) {
  1529. if ( this.width !== width || this.height !== height ) {
  1530. this.width = width;
  1531. this.height = height;
  1532. this.texture.image.width = width;
  1533. this.texture.image.height = height;
  1534. this.dispose();
  1535. }
  1536. this.viewport.set( 0, 0, width, height );
  1537. this.scissor.set( 0, 0, width, height );
  1538. },
  1539. clone: function () {
  1540. return new this.constructor().copy( this );
  1541. },
  1542. copy: function ( source ) {
  1543. this.width = source.width;
  1544. this.height = source.height;
  1545. this.viewport.copy( source.viewport );
  1546. this.texture = source.texture.clone();
  1547. this.depthBuffer = source.depthBuffer;
  1548. this.stencilBuffer = source.stencilBuffer;
  1549. this.depthTexture = source.depthTexture;
  1550. return this;
  1551. },
  1552. dispose: function () {
  1553. this.dispatchEvent( { type: 'dispose' } );
  1554. }
  1555. } );
  1556. /**
  1557. * @author Mugen87 / https://github.com/Mugen87
  1558. * @author Matt DesLauriers / @mattdesl
  1559. */
  1560. function WebGLMultisampleRenderTarget( width, height, options ) {
  1561. WebGLRenderTarget.call( this, width, height, options );
  1562. this.samples = 4;
  1563. }
  1564. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1565. constructor: WebGLMultisampleRenderTarget,
  1566. isWebGLMultisampleRenderTarget: true,
  1567. copy: function ( source ) {
  1568. WebGLRenderTarget.prototype.copy.call( this, source );
  1569. this.samples = source.samples;
  1570. return this;
  1571. }
  1572. } );
  1573. /**
  1574. * @author mikael emtinger / http://gomo.se/
  1575. * @author alteredq / http://alteredqualia.com/
  1576. * @author WestLangley / http://github.com/WestLangley
  1577. * @author bhouston / http://clara.io
  1578. */
  1579. function Quaternion( x, y, z, w ) {
  1580. this._x = x || 0;
  1581. this._y = y || 0;
  1582. this._z = z || 0;
  1583. this._w = ( w !== undefined ) ? w : 1;
  1584. }
  1585. Object.assign( Quaternion, {
  1586. slerp: function ( qa, qb, qm, t ) {
  1587. return qm.copy( qa ).slerp( qb, t );
  1588. },
  1589. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1590. // fuzz-free, array-based Quaternion SLERP operation
  1591. var x0 = src0[ srcOffset0 + 0 ],
  1592. y0 = src0[ srcOffset0 + 1 ],
  1593. z0 = src0[ srcOffset0 + 2 ],
  1594. w0 = src0[ srcOffset0 + 3 ],
  1595. x1 = src1[ srcOffset1 + 0 ],
  1596. y1 = src1[ srcOffset1 + 1 ],
  1597. z1 = src1[ srcOffset1 + 2 ],
  1598. w1 = src1[ srcOffset1 + 3 ];
  1599. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1600. var s = 1 - t,
  1601. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1602. dir = ( cos >= 0 ? 1 : - 1 ),
  1603. sqrSin = 1 - cos * cos;
  1604. // Skip the Slerp for tiny steps to avoid numeric problems:
  1605. if ( sqrSin > Number.EPSILON ) {
  1606. var sin = Math.sqrt( sqrSin ),
  1607. len = Math.atan2( sin, cos * dir );
  1608. s = Math.sin( s * len ) / sin;
  1609. t = Math.sin( t * len ) / sin;
  1610. }
  1611. var tDir = t * dir;
  1612. x0 = x0 * s + x1 * tDir;
  1613. y0 = y0 * s + y1 * tDir;
  1614. z0 = z0 * s + z1 * tDir;
  1615. w0 = w0 * s + w1 * tDir;
  1616. // Normalize in case we just did a lerp:
  1617. if ( s === 1 - t ) {
  1618. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1619. x0 *= f;
  1620. y0 *= f;
  1621. z0 *= f;
  1622. w0 *= f;
  1623. }
  1624. }
  1625. dst[ dstOffset ] = x0;
  1626. dst[ dstOffset + 1 ] = y0;
  1627. dst[ dstOffset + 2 ] = z0;
  1628. dst[ dstOffset + 3 ] = w0;
  1629. }
  1630. } );
  1631. Object.defineProperties( Quaternion.prototype, {
  1632. x: {
  1633. get: function () {
  1634. return this._x;
  1635. },
  1636. set: function ( value ) {
  1637. this._x = value;
  1638. this._onChangeCallback();
  1639. }
  1640. },
  1641. y: {
  1642. get: function () {
  1643. return this._y;
  1644. },
  1645. set: function ( value ) {
  1646. this._y = value;
  1647. this._onChangeCallback();
  1648. }
  1649. },
  1650. z: {
  1651. get: function () {
  1652. return this._z;
  1653. },
  1654. set: function ( value ) {
  1655. this._z = value;
  1656. this._onChangeCallback();
  1657. }
  1658. },
  1659. w: {
  1660. get: function () {
  1661. return this._w;
  1662. },
  1663. set: function ( value ) {
  1664. this._w = value;
  1665. this._onChangeCallback();
  1666. }
  1667. }
  1668. } );
  1669. Object.assign( Quaternion.prototype, {
  1670. isQuaternion: true,
  1671. set: function ( x, y, z, w ) {
  1672. this._x = x;
  1673. this._y = y;
  1674. this._z = z;
  1675. this._w = w;
  1676. this._onChangeCallback();
  1677. return this;
  1678. },
  1679. clone: function () {
  1680. return new this.constructor( this._x, this._y, this._z, this._w );
  1681. },
  1682. copy: function ( quaternion ) {
  1683. this._x = quaternion.x;
  1684. this._y = quaternion.y;
  1685. this._z = quaternion.z;
  1686. this._w = quaternion.w;
  1687. this._onChangeCallback();
  1688. return this;
  1689. },
  1690. setFromEuler: function ( euler, update ) {
  1691. if ( ! ( euler && euler.isEuler ) ) {
  1692. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1693. }
  1694. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1695. // http://www.mathworks.com/matlabcentral/fileexchange/
  1696. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1697. // content/SpinCalc.m
  1698. var cos = Math.cos;
  1699. var sin = Math.sin;
  1700. var c1 = cos( x / 2 );
  1701. var c2 = cos( y / 2 );
  1702. var c3 = cos( z / 2 );
  1703. var s1 = sin( x / 2 );
  1704. var s2 = sin( y / 2 );
  1705. var s3 = sin( z / 2 );
  1706. if ( order === 'XYZ' ) {
  1707. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1708. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1709. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1710. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1711. } else if ( order === 'YXZ' ) {
  1712. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1713. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1714. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1715. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1716. } else if ( order === 'ZXY' ) {
  1717. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1718. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1719. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1720. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1721. } else if ( order === 'ZYX' ) {
  1722. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1723. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1724. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1725. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1726. } else if ( order === 'YZX' ) {
  1727. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1728. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1729. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1730. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1731. } else if ( order === 'XZY' ) {
  1732. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1733. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1734. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1735. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1736. }
  1737. if ( update !== false ) { this._onChangeCallback(); }
  1738. return this;
  1739. },
  1740. setFromAxisAngle: function ( axis, angle ) {
  1741. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1742. // assumes axis is normalized
  1743. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1744. this._x = axis.x * s;
  1745. this._y = axis.y * s;
  1746. this._z = axis.z * s;
  1747. this._w = Math.cos( halfAngle );
  1748. this._onChangeCallback();
  1749. return this;
  1750. },
  1751. setFromRotationMatrix: function ( m ) {
  1752. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1753. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1754. var te = m.elements,
  1755. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1756. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1757. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1758. trace = m11 + m22 + m33,
  1759. s;
  1760. if ( trace > 0 ) {
  1761. s = 0.5 / Math.sqrt( trace + 1.0 );
  1762. this._w = 0.25 / s;
  1763. this._x = ( m32 - m23 ) * s;
  1764. this._y = ( m13 - m31 ) * s;
  1765. this._z = ( m21 - m12 ) * s;
  1766. } else if ( m11 > m22 && m11 > m33 ) {
  1767. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1768. this._w = ( m32 - m23 ) / s;
  1769. this._x = 0.25 * s;
  1770. this._y = ( m12 + m21 ) / s;
  1771. this._z = ( m13 + m31 ) / s;
  1772. } else if ( m22 > m33 ) {
  1773. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1774. this._w = ( m13 - m31 ) / s;
  1775. this._x = ( m12 + m21 ) / s;
  1776. this._y = 0.25 * s;
  1777. this._z = ( m23 + m32 ) / s;
  1778. } else {
  1779. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1780. this._w = ( m21 - m12 ) / s;
  1781. this._x = ( m13 + m31 ) / s;
  1782. this._y = ( m23 + m32 ) / s;
  1783. this._z = 0.25 * s;
  1784. }
  1785. this._onChangeCallback();
  1786. return this;
  1787. },
  1788. setFromUnitVectors: function ( vFrom, vTo ) {
  1789. // assumes direction vectors vFrom and vTo are normalized
  1790. var EPS = 0.000001;
  1791. var r = vFrom.dot( vTo ) + 1;
  1792. if ( r < EPS ) {
  1793. r = 0;
  1794. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1795. this._x = - vFrom.y;
  1796. this._y = vFrom.x;
  1797. this._z = 0;
  1798. this._w = r;
  1799. } else {
  1800. this._x = 0;
  1801. this._y = - vFrom.z;
  1802. this._z = vFrom.y;
  1803. this._w = r;
  1804. }
  1805. } else {
  1806. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1807. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1808. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1809. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1810. this._w = r;
  1811. }
  1812. return this.normalize();
  1813. },
  1814. angleTo: function ( q ) {
  1815. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1816. },
  1817. rotateTowards: function ( q, step ) {
  1818. var angle = this.angleTo( q );
  1819. if ( angle === 0 ) { return this; }
  1820. var t = Math.min( 1, step / angle );
  1821. this.slerp( q, t );
  1822. return this;
  1823. },
  1824. inverse: function () {
  1825. // quaternion is assumed to have unit length
  1826. return this.conjugate();
  1827. },
  1828. conjugate: function () {
  1829. this._x *= - 1;
  1830. this._y *= - 1;
  1831. this._z *= - 1;
  1832. this._onChangeCallback();
  1833. return this;
  1834. },
  1835. dot: function ( v ) {
  1836. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1837. },
  1838. lengthSq: function () {
  1839. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1840. },
  1841. length: function () {
  1842. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1843. },
  1844. normalize: function () {
  1845. var l = this.length();
  1846. if ( l === 0 ) {
  1847. this._x = 0;
  1848. this._y = 0;
  1849. this._z = 0;
  1850. this._w = 1;
  1851. } else {
  1852. l = 1 / l;
  1853. this._x = this._x * l;
  1854. this._y = this._y * l;
  1855. this._z = this._z * l;
  1856. this._w = this._w * l;
  1857. }
  1858. this._onChangeCallback();
  1859. return this;
  1860. },
  1861. multiply: function ( q, p ) {
  1862. if ( p !== undefined ) {
  1863. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1864. return this.multiplyQuaternions( q, p );
  1865. }
  1866. return this.multiplyQuaternions( this, q );
  1867. },
  1868. premultiply: function ( q ) {
  1869. return this.multiplyQuaternions( q, this );
  1870. },
  1871. multiplyQuaternions: function ( a, b ) {
  1872. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1873. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1874. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1875. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1876. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1877. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1878. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1879. this._onChangeCallback();
  1880. return this;
  1881. },
  1882. slerp: function ( qb, t ) {
  1883. if ( t === 0 ) { return this; }
  1884. if ( t === 1 ) { return this.copy( qb ); }
  1885. var x = this._x, y = this._y, z = this._z, w = this._w;
  1886. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1887. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1888. if ( cosHalfTheta < 0 ) {
  1889. this._w = - qb._w;
  1890. this._x = - qb._x;
  1891. this._y = - qb._y;
  1892. this._z = - qb._z;
  1893. cosHalfTheta = - cosHalfTheta;
  1894. } else {
  1895. this.copy( qb );
  1896. }
  1897. if ( cosHalfTheta >= 1.0 ) {
  1898. this._w = w;
  1899. this._x = x;
  1900. this._y = y;
  1901. this._z = z;
  1902. return this;
  1903. }
  1904. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1905. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1906. var s = 1 - t;
  1907. this._w = s * w + t * this._w;
  1908. this._x = s * x + t * this._x;
  1909. this._y = s * y + t * this._y;
  1910. this._z = s * z + t * this._z;
  1911. this.normalize();
  1912. this._onChangeCallback();
  1913. return this;
  1914. }
  1915. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1916. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1917. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1918. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1919. this._w = ( w * ratioA + this._w * ratioB );
  1920. this._x = ( x * ratioA + this._x * ratioB );
  1921. this._y = ( y * ratioA + this._y * ratioB );
  1922. this._z = ( z * ratioA + this._z * ratioB );
  1923. this._onChangeCallback();
  1924. return this;
  1925. },
  1926. equals: function ( quaternion ) {
  1927. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1928. },
  1929. fromArray: function ( array, offset ) {
  1930. if ( offset === undefined ) { offset = 0; }
  1931. this._x = array[ offset ];
  1932. this._y = array[ offset + 1 ];
  1933. this._z = array[ offset + 2 ];
  1934. this._w = array[ offset + 3 ];
  1935. this._onChangeCallback();
  1936. return this;
  1937. },
  1938. toArray: function ( array, offset ) {
  1939. if ( array === undefined ) { array = []; }
  1940. if ( offset === undefined ) { offset = 0; }
  1941. array[ offset ] = this._x;
  1942. array[ offset + 1 ] = this._y;
  1943. array[ offset + 2 ] = this._z;
  1944. array[ offset + 3 ] = this._w;
  1945. return array;
  1946. },
  1947. fromBufferAttribute: function ( attribute, index ) {
  1948. this._x = attribute.getX( index );
  1949. this._y = attribute.getY( index );
  1950. this._z = attribute.getZ( index );
  1951. this._w = attribute.getW( index );
  1952. return this;
  1953. },
  1954. _onChange: function ( callback ) {
  1955. this._onChangeCallback = callback;
  1956. return this;
  1957. },
  1958. _onChangeCallback: function () {}
  1959. } );
  1960. /**
  1961. * @author mrdoob / http://mrdoob.com/
  1962. * @author kile / http://kile.stravaganza.org/
  1963. * @author philogb / http://blog.thejit.org/
  1964. * @author mikael emtinger / http://gomo.se/
  1965. * @author egraether / http://egraether.com/
  1966. * @author WestLangley / http://github.com/WestLangley
  1967. */
  1968. var _vector = new Vector3();
  1969. var _quaternion = new Quaternion();
  1970. function Vector3( x, y, z ) {
  1971. this.x = x || 0;
  1972. this.y = y || 0;
  1973. this.z = z || 0;
  1974. }
  1975. Object.assign( Vector3.prototype, {
  1976. isVector3: true,
  1977. set: function ( x, y, z ) {
  1978. this.x = x;
  1979. this.y = y;
  1980. this.z = z;
  1981. return this;
  1982. },
  1983. setScalar: function ( scalar ) {
  1984. this.x = scalar;
  1985. this.y = scalar;
  1986. this.z = scalar;
  1987. return this;
  1988. },
  1989. setX: function ( x ) {
  1990. this.x = x;
  1991. return this;
  1992. },
  1993. setY: function ( y ) {
  1994. this.y = y;
  1995. return this;
  1996. },
  1997. setZ: function ( z ) {
  1998. this.z = z;
  1999. return this;
  2000. },
  2001. setComponent: function ( index, value ) {
  2002. switch ( index ) {
  2003. case 0: this.x = value; break;
  2004. case 1: this.y = value; break;
  2005. case 2: this.z = value; break;
  2006. default: throw new Error( 'index is out of range: ' + index );
  2007. }
  2008. return this;
  2009. },
  2010. getComponent: function ( index ) {
  2011. switch ( index ) {
  2012. case 0: return this.x;
  2013. case 1: return this.y;
  2014. case 2: return this.z;
  2015. default: throw new Error( 'index is out of range: ' + index );
  2016. }
  2017. },
  2018. clone: function () {
  2019. return new this.constructor( this.x, this.y, this.z );
  2020. },
  2021. copy: function ( v ) {
  2022. this.x = v.x;
  2023. this.y = v.y;
  2024. this.z = v.z;
  2025. return this;
  2026. },
  2027. add: function ( v, w ) {
  2028. if ( w !== undefined ) {
  2029. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2030. return this.addVectors( v, w );
  2031. }
  2032. this.x += v.x;
  2033. this.y += v.y;
  2034. this.z += v.z;
  2035. return this;
  2036. },
  2037. addScalar: function ( s ) {
  2038. this.x += s;
  2039. this.y += s;
  2040. this.z += s;
  2041. return this;
  2042. },
  2043. addVectors: function ( a, b ) {
  2044. this.x = a.x + b.x;
  2045. this.y = a.y + b.y;
  2046. this.z = a.z + b.z;
  2047. return this;
  2048. },
  2049. addScaledVector: function ( v, s ) {
  2050. this.x += v.x * s;
  2051. this.y += v.y * s;
  2052. this.z += v.z * s;
  2053. return this;
  2054. },
  2055. sub: function ( v, w ) {
  2056. if ( w !== undefined ) {
  2057. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2058. return this.subVectors( v, w );
  2059. }
  2060. this.x -= v.x;
  2061. this.y -= v.y;
  2062. this.z -= v.z;
  2063. return this;
  2064. },
  2065. subScalar: function ( s ) {
  2066. this.x -= s;
  2067. this.y -= s;
  2068. this.z -= s;
  2069. return this;
  2070. },
  2071. subVectors: function ( a, b ) {
  2072. this.x = a.x - b.x;
  2073. this.y = a.y - b.y;
  2074. this.z = a.z - b.z;
  2075. return this;
  2076. },
  2077. multiply: function ( v, w ) {
  2078. if ( w !== undefined ) {
  2079. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2080. return this.multiplyVectors( v, w );
  2081. }
  2082. this.x *= v.x;
  2083. this.y *= v.y;
  2084. this.z *= v.z;
  2085. return this;
  2086. },
  2087. multiplyScalar: function ( scalar ) {
  2088. this.x *= scalar;
  2089. this.y *= scalar;
  2090. this.z *= scalar;
  2091. return this;
  2092. },
  2093. multiplyVectors: function ( a, b ) {
  2094. this.x = a.x * b.x;
  2095. this.y = a.y * b.y;
  2096. this.z = a.z * b.z;
  2097. return this;
  2098. },
  2099. applyEuler: function ( euler ) {
  2100. if ( ! ( euler && euler.isEuler ) ) {
  2101. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2102. }
  2103. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2104. },
  2105. applyAxisAngle: function ( axis, angle ) {
  2106. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2107. },
  2108. applyMatrix3: function ( m ) {
  2109. var x = this.x, y = this.y, z = this.z;
  2110. var e = m.elements;
  2111. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2112. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2113. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2114. return this;
  2115. },
  2116. applyNormalMatrix: function ( m ) {
  2117. return this.applyMatrix3( m ).normalize();
  2118. },
  2119. applyMatrix4: function ( m ) {
  2120. var x = this.x, y = this.y, z = this.z;
  2121. var e = m.elements;
  2122. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2123. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2124. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2125. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2126. return this;
  2127. },
  2128. applyQuaternion: function ( q ) {
  2129. var x = this.x, y = this.y, z = this.z;
  2130. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2131. // calculate quat * vector
  2132. var ix = qw * x + qy * z - qz * y;
  2133. var iy = qw * y + qz * x - qx * z;
  2134. var iz = qw * z + qx * y - qy * x;
  2135. var iw = - qx * x - qy * y - qz * z;
  2136. // calculate result * inverse quat
  2137. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2138. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2139. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2140. return this;
  2141. },
  2142. project: function ( camera ) {
  2143. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2144. },
  2145. unproject: function ( camera ) {
  2146. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2147. },
  2148. transformDirection: function ( m ) {
  2149. // input: THREE.Matrix4 affine matrix
  2150. // vector interpreted as a direction
  2151. var x = this.x, y = this.y, z = this.z;
  2152. var e = m.elements;
  2153. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2154. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2155. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2156. return this.normalize();
  2157. },
  2158. divide: function ( v ) {
  2159. this.x /= v.x;
  2160. this.y /= v.y;
  2161. this.z /= v.z;
  2162. return this;
  2163. },
  2164. divideScalar: function ( scalar ) {
  2165. return this.multiplyScalar( 1 / scalar );
  2166. },
  2167. min: function ( v ) {
  2168. this.x = Math.min( this.x, v.x );
  2169. this.y = Math.min( this.y, v.y );
  2170. this.z = Math.min( this.z, v.z );
  2171. return this;
  2172. },
  2173. max: function ( v ) {
  2174. this.x = Math.max( this.x, v.x );
  2175. this.y = Math.max( this.y, v.y );
  2176. this.z = Math.max( this.z, v.z );
  2177. return this;
  2178. },
  2179. clamp: function ( min, max ) {
  2180. // assumes min < max, componentwise
  2181. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2182. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2183. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2184. return this;
  2185. },
  2186. clampScalar: function ( minVal, maxVal ) {
  2187. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2188. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2189. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2190. return this;
  2191. },
  2192. clampLength: function ( min, max ) {
  2193. var length = this.length();
  2194. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2195. },
  2196. floor: function () {
  2197. this.x = Math.floor( this.x );
  2198. this.y = Math.floor( this.y );
  2199. this.z = Math.floor( this.z );
  2200. return this;
  2201. },
  2202. ceil: function () {
  2203. this.x = Math.ceil( this.x );
  2204. this.y = Math.ceil( this.y );
  2205. this.z = Math.ceil( this.z );
  2206. return this;
  2207. },
  2208. round: function () {
  2209. this.x = Math.round( this.x );
  2210. this.y = Math.round( this.y );
  2211. this.z = Math.round( this.z );
  2212. return this;
  2213. },
  2214. roundToZero: function () {
  2215. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2216. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2217. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2218. return this;
  2219. },
  2220. negate: function () {
  2221. this.x = - this.x;
  2222. this.y = - this.y;
  2223. this.z = - this.z;
  2224. return this;
  2225. },
  2226. dot: function ( v ) {
  2227. return this.x * v.x + this.y * v.y + this.z * v.z;
  2228. },
  2229. // TODO lengthSquared?
  2230. lengthSq: function () {
  2231. return this.x * this.x + this.y * this.y + this.z * this.z;
  2232. },
  2233. length: function () {
  2234. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2235. },
  2236. manhattanLength: function () {
  2237. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2238. },
  2239. normalize: function () {
  2240. return this.divideScalar( this.length() || 1 );
  2241. },
  2242. setLength: function ( length ) {
  2243. return this.normalize().multiplyScalar( length );
  2244. },
  2245. lerp: function ( v, alpha ) {
  2246. this.x += ( v.x - this.x ) * alpha;
  2247. this.y += ( v.y - this.y ) * alpha;
  2248. this.z += ( v.z - this.z ) * alpha;
  2249. return this;
  2250. },
  2251. lerpVectors: function ( v1, v2, alpha ) {
  2252. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2253. },
  2254. cross: function ( v, w ) {
  2255. if ( w !== undefined ) {
  2256. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2257. return this.crossVectors( v, w );
  2258. }
  2259. return this.crossVectors( this, v );
  2260. },
  2261. crossVectors: function ( a, b ) {
  2262. var ax = a.x, ay = a.y, az = a.z;
  2263. var bx = b.x, by = b.y, bz = b.z;
  2264. this.x = ay * bz - az * by;
  2265. this.y = az * bx - ax * bz;
  2266. this.z = ax * by - ay * bx;
  2267. return this;
  2268. },
  2269. projectOnVector: function ( v ) {
  2270. var denominator = v.lengthSq();
  2271. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2272. var scalar = v.dot( this ) / denominator;
  2273. return this.copy( v ).multiplyScalar( scalar );
  2274. },
  2275. projectOnPlane: function ( planeNormal ) {
  2276. _vector.copy( this ).projectOnVector( planeNormal );
  2277. return this.sub( _vector );
  2278. },
  2279. reflect: function ( normal ) {
  2280. // reflect incident vector off plane orthogonal to normal
  2281. // normal is assumed to have unit length
  2282. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2283. },
  2284. angleTo: function ( v ) {
  2285. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2286. if ( denominator === 0 ) { return Math.PI / 2; }
  2287. var theta = this.dot( v ) / denominator;
  2288. // clamp, to handle numerical problems
  2289. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2290. },
  2291. distanceTo: function ( v ) {
  2292. return Math.sqrt( this.distanceToSquared( v ) );
  2293. },
  2294. distanceToSquared: function ( v ) {
  2295. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2296. return dx * dx + dy * dy + dz * dz;
  2297. },
  2298. manhattanDistanceTo: function ( v ) {
  2299. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2300. },
  2301. setFromSpherical: function ( s ) {
  2302. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2303. },
  2304. setFromSphericalCoords: function ( radius, phi, theta ) {
  2305. var sinPhiRadius = Math.sin( phi ) * radius;
  2306. this.x = sinPhiRadius * Math.sin( theta );
  2307. this.y = Math.cos( phi ) * radius;
  2308. this.z = sinPhiRadius * Math.cos( theta );
  2309. return this;
  2310. },
  2311. setFromCylindrical: function ( c ) {
  2312. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2313. },
  2314. setFromCylindricalCoords: function ( radius, theta, y ) {
  2315. this.x = radius * Math.sin( theta );
  2316. this.y = y;
  2317. this.z = radius * Math.cos( theta );
  2318. return this;
  2319. },
  2320. setFromMatrixPosition: function ( m ) {
  2321. var e = m.elements;
  2322. this.x = e[ 12 ];
  2323. this.y = e[ 13 ];
  2324. this.z = e[ 14 ];
  2325. return this;
  2326. },
  2327. setFromMatrixScale: function ( m ) {
  2328. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2329. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2330. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2331. this.x = sx;
  2332. this.y = sy;
  2333. this.z = sz;
  2334. return this;
  2335. },
  2336. setFromMatrixColumn: function ( m, index ) {
  2337. return this.fromArray( m.elements, index * 4 );
  2338. },
  2339. setFromMatrix3Column: function ( m, index ) {
  2340. return this.fromArray( m.elements, index * 3 );
  2341. },
  2342. equals: function ( v ) {
  2343. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2344. },
  2345. fromArray: function ( array, offset ) {
  2346. if ( offset === undefined ) { offset = 0; }
  2347. this.x = array[ offset ];
  2348. this.y = array[ offset + 1 ];
  2349. this.z = array[ offset + 2 ];
  2350. return this;
  2351. },
  2352. toArray: function ( array, offset ) {
  2353. if ( array === undefined ) { array = []; }
  2354. if ( offset === undefined ) { offset = 0; }
  2355. array[ offset ] = this.x;
  2356. array[ offset + 1 ] = this.y;
  2357. array[ offset + 2 ] = this.z;
  2358. return array;
  2359. },
  2360. fromBufferAttribute: function ( attribute, index, offset ) {
  2361. if ( offset !== undefined ) {
  2362. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2363. }
  2364. this.x = attribute.getX( index );
  2365. this.y = attribute.getY( index );
  2366. this.z = attribute.getZ( index );
  2367. return this;
  2368. }
  2369. } );
  2370. var _v1 = new Vector3();
  2371. var _m1 = new Matrix4();
  2372. var _zero = new Vector3( 0, 0, 0 );
  2373. var _one = new Vector3( 1, 1, 1 );
  2374. var _x = new Vector3();
  2375. var _y = new Vector3();
  2376. var _z = new Vector3();
  2377. /**
  2378. * @author mrdoob / http://mrdoob.com/
  2379. * @author supereggbert / http://www.paulbrunt.co.uk/
  2380. * @author philogb / http://blog.thejit.org/
  2381. * @author jordi_ros / http://plattsoft.com
  2382. * @author D1plo1d / http://github.com/D1plo1d
  2383. * @author alteredq / http://alteredqualia.com/
  2384. * @author mikael emtinger / http://gomo.se/
  2385. * @author timknip / http://www.floorplanner.com/
  2386. * @author bhouston / http://clara.io
  2387. * @author WestLangley / http://github.com/WestLangley
  2388. */
  2389. function Matrix4() {
  2390. this.elements = [
  2391. 1, 0, 0, 0,
  2392. 0, 1, 0, 0,
  2393. 0, 0, 1, 0,
  2394. 0, 0, 0, 1
  2395. ];
  2396. if ( arguments.length > 0 ) {
  2397. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2398. }
  2399. }
  2400. Object.assign( Matrix4.prototype, {
  2401. isMatrix4: true,
  2402. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2403. var te = this.elements;
  2404. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2405. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2406. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2407. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2408. return this;
  2409. },
  2410. identity: function () {
  2411. this.set(
  2412. 1, 0, 0, 0,
  2413. 0, 1, 0, 0,
  2414. 0, 0, 1, 0,
  2415. 0, 0, 0, 1
  2416. );
  2417. return this;
  2418. },
  2419. clone: function () {
  2420. return new Matrix4().fromArray( this.elements );
  2421. },
  2422. copy: function ( m ) {
  2423. var te = this.elements;
  2424. var me = m.elements;
  2425. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2426. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2427. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2428. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2429. return this;
  2430. },
  2431. copyPosition: function ( m ) {
  2432. var te = this.elements, me = m.elements;
  2433. te[ 12 ] = me[ 12 ];
  2434. te[ 13 ] = me[ 13 ];
  2435. te[ 14 ] = me[ 14 ];
  2436. return this;
  2437. },
  2438. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2439. xAxis.setFromMatrixColumn( this, 0 );
  2440. yAxis.setFromMatrixColumn( this, 1 );
  2441. zAxis.setFromMatrixColumn( this, 2 );
  2442. return this;
  2443. },
  2444. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2445. this.set(
  2446. xAxis.x, yAxis.x, zAxis.x, 0,
  2447. xAxis.y, yAxis.y, zAxis.y, 0,
  2448. xAxis.z, yAxis.z, zAxis.z, 0,
  2449. 0, 0, 0, 1
  2450. );
  2451. return this;
  2452. },
  2453. extractRotation: function ( m ) {
  2454. // this method does not support reflection matrices
  2455. var te = this.elements;
  2456. var me = m.elements;
  2457. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2458. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2459. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2460. te[ 0 ] = me[ 0 ] * scaleX;
  2461. te[ 1 ] = me[ 1 ] * scaleX;
  2462. te[ 2 ] = me[ 2 ] * scaleX;
  2463. te[ 3 ] = 0;
  2464. te[ 4 ] = me[ 4 ] * scaleY;
  2465. te[ 5 ] = me[ 5 ] * scaleY;
  2466. te[ 6 ] = me[ 6 ] * scaleY;
  2467. te[ 7 ] = 0;
  2468. te[ 8 ] = me[ 8 ] * scaleZ;
  2469. te[ 9 ] = me[ 9 ] * scaleZ;
  2470. te[ 10 ] = me[ 10 ] * scaleZ;
  2471. te[ 11 ] = 0;
  2472. te[ 12 ] = 0;
  2473. te[ 13 ] = 0;
  2474. te[ 14 ] = 0;
  2475. te[ 15 ] = 1;
  2476. return this;
  2477. },
  2478. makeRotationFromEuler: function ( euler ) {
  2479. if ( ! ( euler && euler.isEuler ) ) {
  2480. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2481. }
  2482. var te = this.elements;
  2483. var x = euler.x, y = euler.y, z = euler.z;
  2484. var a = Math.cos( x ), b = Math.sin( x );
  2485. var c = Math.cos( y ), d = Math.sin( y );
  2486. var e = Math.cos( z ), f = Math.sin( z );
  2487. if ( euler.order === 'XYZ' ) {
  2488. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2489. te[ 0 ] = c * e;
  2490. te[ 4 ] = - c * f;
  2491. te[ 8 ] = d;
  2492. te[ 1 ] = af + be * d;
  2493. te[ 5 ] = ae - bf * d;
  2494. te[ 9 ] = - b * c;
  2495. te[ 2 ] = bf - ae * d;
  2496. te[ 6 ] = be + af * d;
  2497. te[ 10 ] = a * c;
  2498. } else if ( euler.order === 'YXZ' ) {
  2499. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2500. te[ 0 ] = ce + df * b;
  2501. te[ 4 ] = de * b - cf;
  2502. te[ 8 ] = a * d;
  2503. te[ 1 ] = a * f;
  2504. te[ 5 ] = a * e;
  2505. te[ 9 ] = - b;
  2506. te[ 2 ] = cf * b - de;
  2507. te[ 6 ] = df + ce * b;
  2508. te[ 10 ] = a * c;
  2509. } else if ( euler.order === 'ZXY' ) {
  2510. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2511. te[ 0 ] = ce - df * b;
  2512. te[ 4 ] = - a * f;
  2513. te[ 8 ] = de + cf * b;
  2514. te[ 1 ] = cf + de * b;
  2515. te[ 5 ] = a * e;
  2516. te[ 9 ] = df - ce * b;
  2517. te[ 2 ] = - a * d;
  2518. te[ 6 ] = b;
  2519. te[ 10 ] = a * c;
  2520. } else if ( euler.order === 'ZYX' ) {
  2521. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2522. te[ 0 ] = c * e;
  2523. te[ 4 ] = be * d - af;
  2524. te[ 8 ] = ae * d + bf;
  2525. te[ 1 ] = c * f;
  2526. te[ 5 ] = bf * d + ae;
  2527. te[ 9 ] = af * d - be;
  2528. te[ 2 ] = - d;
  2529. te[ 6 ] = b * c;
  2530. te[ 10 ] = a * c;
  2531. } else if ( euler.order === 'YZX' ) {
  2532. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2533. te[ 0 ] = c * e;
  2534. te[ 4 ] = bd - ac * f;
  2535. te[ 8 ] = bc * f + ad;
  2536. te[ 1 ] = f;
  2537. te[ 5 ] = a * e;
  2538. te[ 9 ] = - b * e;
  2539. te[ 2 ] = - d * e;
  2540. te[ 6 ] = ad * f + bc;
  2541. te[ 10 ] = ac - bd * f;
  2542. } else if ( euler.order === 'XZY' ) {
  2543. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2544. te[ 0 ] = c * e;
  2545. te[ 4 ] = - f;
  2546. te[ 8 ] = d * e;
  2547. te[ 1 ] = ac * f + bd;
  2548. te[ 5 ] = a * e;
  2549. te[ 9 ] = ad * f - bc;
  2550. te[ 2 ] = bc * f - ad;
  2551. te[ 6 ] = b * e;
  2552. te[ 10 ] = bd * f + ac;
  2553. }
  2554. // bottom row
  2555. te[ 3 ] = 0;
  2556. te[ 7 ] = 0;
  2557. te[ 11 ] = 0;
  2558. // last column
  2559. te[ 12 ] = 0;
  2560. te[ 13 ] = 0;
  2561. te[ 14 ] = 0;
  2562. te[ 15 ] = 1;
  2563. return this;
  2564. },
  2565. makeRotationFromQuaternion: function ( q ) {
  2566. return this.compose( _zero, q, _one );
  2567. },
  2568. lookAt: function ( eye, target, up ) {
  2569. var te = this.elements;
  2570. _z.subVectors( eye, target );
  2571. if ( _z.lengthSq() === 0 ) {
  2572. // eye and target are in the same position
  2573. _z.z = 1;
  2574. }
  2575. _z.normalize();
  2576. _x.crossVectors( up, _z );
  2577. if ( _x.lengthSq() === 0 ) {
  2578. // up and z are parallel
  2579. if ( Math.abs( up.z ) === 1 ) {
  2580. _z.x += 0.0001;
  2581. } else {
  2582. _z.z += 0.0001;
  2583. }
  2584. _z.normalize();
  2585. _x.crossVectors( up, _z );
  2586. }
  2587. _x.normalize();
  2588. _y.crossVectors( _z, _x );
  2589. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2590. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2591. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2592. return this;
  2593. },
  2594. multiply: function ( m, n ) {
  2595. if ( n !== undefined ) {
  2596. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2597. return this.multiplyMatrices( m, n );
  2598. }
  2599. return this.multiplyMatrices( this, m );
  2600. },
  2601. premultiply: function ( m ) {
  2602. return this.multiplyMatrices( m, this );
  2603. },
  2604. multiplyMatrices: function ( a, b ) {
  2605. var ae = a.elements;
  2606. var be = b.elements;
  2607. var te = this.elements;
  2608. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2609. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2610. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2611. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2612. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2613. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2614. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2615. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2616. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2617. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2618. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2619. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2620. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2621. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2622. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2623. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2624. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2625. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2626. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2627. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2628. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2629. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2630. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2631. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2632. return this;
  2633. },
  2634. multiplyScalar: function ( s ) {
  2635. var te = this.elements;
  2636. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2637. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2638. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2639. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2640. return this;
  2641. },
  2642. determinant: function () {
  2643. var te = this.elements;
  2644. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2645. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2646. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2647. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2648. //TODO: make this more efficient
  2649. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2650. return (
  2651. n41 * (
  2652. + n14 * n23 * n32
  2653. - n13 * n24 * n32
  2654. - n14 * n22 * n33
  2655. + n12 * n24 * n33
  2656. + n13 * n22 * n34
  2657. - n12 * n23 * n34
  2658. ) +
  2659. n42 * (
  2660. + n11 * n23 * n34
  2661. - n11 * n24 * n33
  2662. + n14 * n21 * n33
  2663. - n13 * n21 * n34
  2664. + n13 * n24 * n31
  2665. - n14 * n23 * n31
  2666. ) +
  2667. n43 * (
  2668. + n11 * n24 * n32
  2669. - n11 * n22 * n34
  2670. - n14 * n21 * n32
  2671. + n12 * n21 * n34
  2672. + n14 * n22 * n31
  2673. - n12 * n24 * n31
  2674. ) +
  2675. n44 * (
  2676. - n13 * n22 * n31
  2677. - n11 * n23 * n32
  2678. + n11 * n22 * n33
  2679. + n13 * n21 * n32
  2680. - n12 * n21 * n33
  2681. + n12 * n23 * n31
  2682. )
  2683. );
  2684. },
  2685. transpose: function () {
  2686. var te = this.elements;
  2687. var tmp;
  2688. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2689. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2690. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2691. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2692. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2693. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2694. return this;
  2695. },
  2696. setPosition: function ( x, y, z ) {
  2697. var te = this.elements;
  2698. if ( x.isVector3 ) {
  2699. te[ 12 ] = x.x;
  2700. te[ 13 ] = x.y;
  2701. te[ 14 ] = x.z;
  2702. } else {
  2703. te[ 12 ] = x;
  2704. te[ 13 ] = y;
  2705. te[ 14 ] = z;
  2706. }
  2707. return this;
  2708. },
  2709. getInverse: function ( m, throwOnDegenerate ) {
  2710. if ( throwOnDegenerate !== undefined ) {
  2711. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2712. }
  2713. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2714. var te = this.elements,
  2715. me = m.elements,
  2716. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2717. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2718. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2719. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2720. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2721. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2722. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2723. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2724. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2725. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2726. var detInv = 1 / det;
  2727. te[ 0 ] = t11 * detInv;
  2728. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2729. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2730. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2731. te[ 4 ] = t12 * detInv;
  2732. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2733. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2734. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2735. te[ 8 ] = t13 * detInv;
  2736. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2737. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2738. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2739. te[ 12 ] = t14 * detInv;
  2740. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2741. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2742. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2743. return this;
  2744. },
  2745. scale: function ( v ) {
  2746. var te = this.elements;
  2747. var x = v.x, y = v.y, z = v.z;
  2748. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2749. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2750. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2751. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2752. return this;
  2753. },
  2754. getMaxScaleOnAxis: function () {
  2755. var te = this.elements;
  2756. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2757. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2758. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2759. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2760. },
  2761. makeTranslation: function ( x, y, z ) {
  2762. this.set(
  2763. 1, 0, 0, x,
  2764. 0, 1, 0, y,
  2765. 0, 0, 1, z,
  2766. 0, 0, 0, 1
  2767. );
  2768. return this;
  2769. },
  2770. makeRotationX: function ( theta ) {
  2771. var c = Math.cos( theta ), s = Math.sin( theta );
  2772. this.set(
  2773. 1, 0, 0, 0,
  2774. 0, c, - s, 0,
  2775. 0, s, c, 0,
  2776. 0, 0, 0, 1
  2777. );
  2778. return this;
  2779. },
  2780. makeRotationY: function ( theta ) {
  2781. var c = Math.cos( theta ), s = Math.sin( theta );
  2782. this.set(
  2783. c, 0, s, 0,
  2784. 0, 1, 0, 0,
  2785. - s, 0, c, 0,
  2786. 0, 0, 0, 1
  2787. );
  2788. return this;
  2789. },
  2790. makeRotationZ: function ( theta ) {
  2791. var c = Math.cos( theta ), s = Math.sin( theta );
  2792. this.set(
  2793. c, - s, 0, 0,
  2794. s, c, 0, 0,
  2795. 0, 0, 1, 0,
  2796. 0, 0, 0, 1
  2797. );
  2798. return this;
  2799. },
  2800. makeRotationAxis: function ( axis, angle ) {
  2801. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2802. var c = Math.cos( angle );
  2803. var s = Math.sin( angle );
  2804. var t = 1 - c;
  2805. var x = axis.x, y = axis.y, z = axis.z;
  2806. var tx = t * x, ty = t * y;
  2807. this.set(
  2808. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2809. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2810. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2811. 0, 0, 0, 1
  2812. );
  2813. return this;
  2814. },
  2815. makeScale: function ( x, y, z ) {
  2816. this.set(
  2817. x, 0, 0, 0,
  2818. 0, y, 0, 0,
  2819. 0, 0, z, 0,
  2820. 0, 0, 0, 1
  2821. );
  2822. return this;
  2823. },
  2824. makeShear: function ( x, y, z ) {
  2825. this.set(
  2826. 1, y, z, 0,
  2827. x, 1, z, 0,
  2828. x, y, 1, 0,
  2829. 0, 0, 0, 1
  2830. );
  2831. return this;
  2832. },
  2833. compose: function ( position, quaternion, scale ) {
  2834. var te = this.elements;
  2835. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2836. var x2 = x + x, y2 = y + y, z2 = z + z;
  2837. var xx = x * x2, xy = x * y2, xz = x * z2;
  2838. var yy = y * y2, yz = y * z2, zz = z * z2;
  2839. var wx = w * x2, wy = w * y2, wz = w * z2;
  2840. var sx = scale.x, sy = scale.y, sz = scale.z;
  2841. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2842. te[ 1 ] = ( xy + wz ) * sx;
  2843. te[ 2 ] = ( xz - wy ) * sx;
  2844. te[ 3 ] = 0;
  2845. te[ 4 ] = ( xy - wz ) * sy;
  2846. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2847. te[ 6 ] = ( yz + wx ) * sy;
  2848. te[ 7 ] = 0;
  2849. te[ 8 ] = ( xz + wy ) * sz;
  2850. te[ 9 ] = ( yz - wx ) * sz;
  2851. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2852. te[ 11 ] = 0;
  2853. te[ 12 ] = position.x;
  2854. te[ 13 ] = position.y;
  2855. te[ 14 ] = position.z;
  2856. te[ 15 ] = 1;
  2857. return this;
  2858. },
  2859. decompose: function ( position, quaternion, scale ) {
  2860. var te = this.elements;
  2861. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2862. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2863. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2864. // if determine is negative, we need to invert one scale
  2865. var det = this.determinant();
  2866. if ( det < 0 ) { sx = - sx; }
  2867. position.x = te[ 12 ];
  2868. position.y = te[ 13 ];
  2869. position.z = te[ 14 ];
  2870. // scale the rotation part
  2871. _m1.copy( this );
  2872. var invSX = 1 / sx;
  2873. var invSY = 1 / sy;
  2874. var invSZ = 1 / sz;
  2875. _m1.elements[ 0 ] *= invSX;
  2876. _m1.elements[ 1 ] *= invSX;
  2877. _m1.elements[ 2 ] *= invSX;
  2878. _m1.elements[ 4 ] *= invSY;
  2879. _m1.elements[ 5 ] *= invSY;
  2880. _m1.elements[ 6 ] *= invSY;
  2881. _m1.elements[ 8 ] *= invSZ;
  2882. _m1.elements[ 9 ] *= invSZ;
  2883. _m1.elements[ 10 ] *= invSZ;
  2884. quaternion.setFromRotationMatrix( _m1 );
  2885. scale.x = sx;
  2886. scale.y = sy;
  2887. scale.z = sz;
  2888. return this;
  2889. },
  2890. makePerspective: function ( left, right, top, bottom, near, far ) {
  2891. if ( far === undefined ) {
  2892. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2893. }
  2894. var te = this.elements;
  2895. var x = 2 * near / ( right - left );
  2896. var y = 2 * near / ( top - bottom );
  2897. var a = ( right + left ) / ( right - left );
  2898. var b = ( top + bottom ) / ( top - bottom );
  2899. var c = - ( far + near ) / ( far - near );
  2900. var d = - 2 * far * near / ( far - near );
  2901. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2902. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2903. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2904. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2905. return this;
  2906. },
  2907. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2908. var te = this.elements;
  2909. var w = 1.0 / ( right - left );
  2910. var h = 1.0 / ( top - bottom );
  2911. var p = 1.0 / ( far - near );
  2912. var x = ( right + left ) * w;
  2913. var y = ( top + bottom ) * h;
  2914. var z = ( far + near ) * p;
  2915. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2916. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2917. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2918. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2919. return this;
  2920. },
  2921. equals: function ( matrix ) {
  2922. var te = this.elements;
  2923. var me = matrix.elements;
  2924. for ( var i = 0; i < 16; i ++ ) {
  2925. if ( te[ i ] !== me[ i ] ) { return false; }
  2926. }
  2927. return true;
  2928. },
  2929. fromArray: function ( array, offset ) {
  2930. if ( offset === undefined ) { offset = 0; }
  2931. for ( var i = 0; i < 16; i ++ ) {
  2932. this.elements[ i ] = array[ i + offset ];
  2933. }
  2934. return this;
  2935. },
  2936. toArray: function ( array, offset ) {
  2937. if ( array === undefined ) { array = []; }
  2938. if ( offset === undefined ) { offset = 0; }
  2939. var te = this.elements;
  2940. array[ offset ] = te[ 0 ];
  2941. array[ offset + 1 ] = te[ 1 ];
  2942. array[ offset + 2 ] = te[ 2 ];
  2943. array[ offset + 3 ] = te[ 3 ];
  2944. array[ offset + 4 ] = te[ 4 ];
  2945. array[ offset + 5 ] = te[ 5 ];
  2946. array[ offset + 6 ] = te[ 6 ];
  2947. array[ offset + 7 ] = te[ 7 ];
  2948. array[ offset + 8 ] = te[ 8 ];
  2949. array[ offset + 9 ] = te[ 9 ];
  2950. array[ offset + 10 ] = te[ 10 ];
  2951. array[ offset + 11 ] = te[ 11 ];
  2952. array[ offset + 12 ] = te[ 12 ];
  2953. array[ offset + 13 ] = te[ 13 ];
  2954. array[ offset + 14 ] = te[ 14 ];
  2955. array[ offset + 15 ] = te[ 15 ];
  2956. return array;
  2957. }
  2958. } );
  2959. /**
  2960. * @author mrdoob / http://mrdoob.com/
  2961. * @author WestLangley / http://github.com/WestLangley
  2962. * @author bhouston / http://clara.io
  2963. */
  2964. var _matrix = new Matrix4();
  2965. var _quaternion$1 = new Quaternion();
  2966. function Euler( x, y, z, order ) {
  2967. this._x = x || 0;
  2968. this._y = y || 0;
  2969. this._z = z || 0;
  2970. this._order = order || Euler.DefaultOrder;
  2971. }
  2972. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2973. Euler.DefaultOrder = 'XYZ';
  2974. Object.defineProperties( Euler.prototype, {
  2975. x: {
  2976. get: function () {
  2977. return this._x;
  2978. },
  2979. set: function ( value ) {
  2980. this._x = value;
  2981. this._onChangeCallback();
  2982. }
  2983. },
  2984. y: {
  2985. get: function () {
  2986. return this._y;
  2987. },
  2988. set: function ( value ) {
  2989. this._y = value;
  2990. this._onChangeCallback();
  2991. }
  2992. },
  2993. z: {
  2994. get: function () {
  2995. return this._z;
  2996. },
  2997. set: function ( value ) {
  2998. this._z = value;
  2999. this._onChangeCallback();
  3000. }
  3001. },
  3002. order: {
  3003. get: function () {
  3004. return this._order;
  3005. },
  3006. set: function ( value ) {
  3007. this._order = value;
  3008. this._onChangeCallback();
  3009. }
  3010. }
  3011. } );
  3012. Object.assign( Euler.prototype, {
  3013. isEuler: true,
  3014. set: function ( x, y, z, order ) {
  3015. this._x = x;
  3016. this._y = y;
  3017. this._z = z;
  3018. this._order = order || this._order;
  3019. this._onChangeCallback();
  3020. return this;
  3021. },
  3022. clone: function () {
  3023. return new this.constructor( this._x, this._y, this._z, this._order );
  3024. },
  3025. copy: function ( euler ) {
  3026. this._x = euler._x;
  3027. this._y = euler._y;
  3028. this._z = euler._z;
  3029. this._order = euler._order;
  3030. this._onChangeCallback();
  3031. return this;
  3032. },
  3033. setFromRotationMatrix: function ( m, order, update ) {
  3034. var clamp = MathUtils.clamp;
  3035. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3036. var te = m.elements;
  3037. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3038. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3039. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3040. order = order || this._order;
  3041. if ( order === 'XYZ' ) {
  3042. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3043. if ( Math.abs( m13 ) < 0.9999999 ) {
  3044. this._x = Math.atan2( - m23, m33 );
  3045. this._z = Math.atan2( - m12, m11 );
  3046. } else {
  3047. this._x = Math.atan2( m32, m22 );
  3048. this._z = 0;
  3049. }
  3050. } else if ( order === 'YXZ' ) {
  3051. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3052. if ( Math.abs( m23 ) < 0.9999999 ) {
  3053. this._y = Math.atan2( m13, m33 );
  3054. this._z = Math.atan2( m21, m22 );
  3055. } else {
  3056. this._y = Math.atan2( - m31, m11 );
  3057. this._z = 0;
  3058. }
  3059. } else if ( order === 'ZXY' ) {
  3060. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3061. if ( Math.abs( m32 ) < 0.9999999 ) {
  3062. this._y = Math.atan2( - m31, m33 );
  3063. this._z = Math.atan2( - m12, m22 );
  3064. } else {
  3065. this._y = 0;
  3066. this._z = Math.atan2( m21, m11 );
  3067. }
  3068. } else if ( order === 'ZYX' ) {
  3069. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3070. if ( Math.abs( m31 ) < 0.9999999 ) {
  3071. this._x = Math.atan2( m32, m33 );
  3072. this._z = Math.atan2( m21, m11 );
  3073. } else {
  3074. this._x = 0;
  3075. this._z = Math.atan2( - m12, m22 );
  3076. }
  3077. } else if ( order === 'YZX' ) {
  3078. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3079. if ( Math.abs( m21 ) < 0.9999999 ) {
  3080. this._x = Math.atan2( - m23, m22 );
  3081. this._y = Math.atan2( - m31, m11 );
  3082. } else {
  3083. this._x = 0;
  3084. this._y = Math.atan2( m13, m33 );
  3085. }
  3086. } else if ( order === 'XZY' ) {
  3087. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3088. if ( Math.abs( m12 ) < 0.9999999 ) {
  3089. this._x = Math.atan2( m32, m22 );
  3090. this._y = Math.atan2( m13, m11 );
  3091. } else {
  3092. this._x = Math.atan2( - m23, m33 );
  3093. this._y = 0;
  3094. }
  3095. } else {
  3096. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3097. }
  3098. this._order = order;
  3099. if ( update !== false ) { this._onChangeCallback(); }
  3100. return this;
  3101. },
  3102. setFromQuaternion: function ( q, order, update ) {
  3103. _matrix.makeRotationFromQuaternion( q );
  3104. return this.setFromRotationMatrix( _matrix, order, update );
  3105. },
  3106. setFromVector3: function ( v, order ) {
  3107. return this.set( v.x, v.y, v.z, order || this._order );
  3108. },
  3109. reorder: function ( newOrder ) {
  3110. // WARNING: this discards revolution information -bhouston
  3111. _quaternion$1.setFromEuler( this );
  3112. return this.setFromQuaternion( _quaternion$1, newOrder );
  3113. },
  3114. equals: function ( euler ) {
  3115. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3116. },
  3117. fromArray: function ( array ) {
  3118. this._x = array[ 0 ];
  3119. this._y = array[ 1 ];
  3120. this._z = array[ 2 ];
  3121. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3122. this._onChangeCallback();
  3123. return this;
  3124. },
  3125. toArray: function ( array, offset ) {
  3126. if ( array === undefined ) { array = []; }
  3127. if ( offset === undefined ) { offset = 0; }
  3128. array[ offset ] = this._x;
  3129. array[ offset + 1 ] = this._y;
  3130. array[ offset + 2 ] = this._z;
  3131. array[ offset + 3 ] = this._order;
  3132. return array;
  3133. },
  3134. toVector3: function ( optionalResult ) {
  3135. if ( optionalResult ) {
  3136. return optionalResult.set( this._x, this._y, this._z );
  3137. } else {
  3138. return new Vector3( this._x, this._y, this._z );
  3139. }
  3140. },
  3141. _onChange: function ( callback ) {
  3142. this._onChangeCallback = callback;
  3143. return this;
  3144. },
  3145. _onChangeCallback: function () {}
  3146. } );
  3147. /**
  3148. * @author mrdoob / http://mrdoob.com/
  3149. */
  3150. function Layers() {
  3151. this.mask = 1 | 0;
  3152. }
  3153. Object.assign( Layers.prototype, {
  3154. set: function ( channel ) {
  3155. this.mask = 1 << channel | 0;
  3156. },
  3157. enable: function ( channel ) {
  3158. this.mask |= 1 << channel | 0;
  3159. },
  3160. enableAll: function () {
  3161. this.mask = 0xffffffff | 0;
  3162. },
  3163. toggle: function ( channel ) {
  3164. this.mask ^= 1 << channel | 0;
  3165. },
  3166. disable: function ( channel ) {
  3167. this.mask &= ~ ( 1 << channel | 0 );
  3168. },
  3169. disableAll: function () {
  3170. this.mask = 0;
  3171. },
  3172. test: function ( layers ) {
  3173. return ( this.mask & layers.mask ) !== 0;
  3174. }
  3175. } );
  3176. var _object3DId = 0;
  3177. var _v1$1 = new Vector3();
  3178. var _q1 = new Quaternion();
  3179. var _m1$1 = new Matrix4();
  3180. var _target = new Vector3();
  3181. var _position = new Vector3();
  3182. var _scale = new Vector3();
  3183. var _quaternion$2 = new Quaternion();
  3184. var _xAxis = new Vector3( 1, 0, 0 );
  3185. var _yAxis = new Vector3( 0, 1, 0 );
  3186. var _zAxis = new Vector3( 0, 0, 1 );
  3187. var _addedEvent = { type: 'added' };
  3188. var _removedEvent = { type: 'removed' };
  3189. /**
  3190. * @author mrdoob / http://mrdoob.com/
  3191. * @author mikael emtinger / http://gomo.se/
  3192. * @author alteredq / http://alteredqualia.com/
  3193. * @author WestLangley / http://github.com/WestLangley
  3194. * @author elephantatwork / www.elephantatwork.ch
  3195. */
  3196. function Object3D() {
  3197. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3198. this.uuid = MathUtils.generateUUID();
  3199. this.name = '';
  3200. this.type = 'Object3D';
  3201. this.parent = null;
  3202. this.children = [];
  3203. this.up = Object3D.DefaultUp.clone();
  3204. var position = new Vector3();
  3205. var rotation = new Euler();
  3206. var quaternion = new Quaternion();
  3207. var scale = new Vector3( 1, 1, 1 );
  3208. function onRotationChange() {
  3209. quaternion.setFromEuler( rotation, false );
  3210. }
  3211. function onQuaternionChange() {
  3212. rotation.setFromQuaternion( quaternion, undefined, false );
  3213. }
  3214. rotation._onChange( onRotationChange );
  3215. quaternion._onChange( onQuaternionChange );
  3216. Object.defineProperties( this, {
  3217. position: {
  3218. configurable: true,
  3219. enumerable: true,
  3220. value: position
  3221. },
  3222. rotation: {
  3223. configurable: true,
  3224. enumerable: true,
  3225. value: rotation
  3226. },
  3227. quaternion: {
  3228. configurable: true,
  3229. enumerable: true,
  3230. value: quaternion
  3231. },
  3232. scale: {
  3233. configurable: true,
  3234. enumerable: true,
  3235. value: scale
  3236. },
  3237. modelViewMatrix: {
  3238. value: new Matrix4()
  3239. },
  3240. normalMatrix: {
  3241. value: new Matrix3()
  3242. }
  3243. } );
  3244. this.matrix = new Matrix4();
  3245. this.matrixWorld = new Matrix4();
  3246. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3247. this.matrixWorldNeedsUpdate = false;
  3248. this.layers = new Layers();
  3249. this.visible = true;
  3250. this.castShadow = false;
  3251. this.receiveShadow = false;
  3252. this.frustumCulled = true;
  3253. this.renderOrder = 0;
  3254. this.userData = {};
  3255. }
  3256. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3257. Object3D.DefaultMatrixAutoUpdate = true;
  3258. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3259. constructor: Object3D,
  3260. isObject3D: true,
  3261. onBeforeRender: function () {},
  3262. onAfterRender: function () {},
  3263. applyMatrix4: function ( matrix ) {
  3264. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3265. this.matrix.premultiply( matrix );
  3266. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3267. },
  3268. applyQuaternion: function ( q ) {
  3269. this.quaternion.premultiply( q );
  3270. return this;
  3271. },
  3272. setRotationFromAxisAngle: function ( axis, angle ) {
  3273. // assumes axis is normalized
  3274. this.quaternion.setFromAxisAngle( axis, angle );
  3275. },
  3276. setRotationFromEuler: function ( euler ) {
  3277. this.quaternion.setFromEuler( euler, true );
  3278. },
  3279. setRotationFromMatrix: function ( m ) {
  3280. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3281. this.quaternion.setFromRotationMatrix( m );
  3282. },
  3283. setRotationFromQuaternion: function ( q ) {
  3284. // assumes q is normalized
  3285. this.quaternion.copy( q );
  3286. },
  3287. rotateOnAxis: function ( axis, angle ) {
  3288. // rotate object on axis in object space
  3289. // axis is assumed to be normalized
  3290. _q1.setFromAxisAngle( axis, angle );
  3291. this.quaternion.multiply( _q1 );
  3292. return this;
  3293. },
  3294. rotateOnWorldAxis: function ( axis, angle ) {
  3295. // rotate object on axis in world space
  3296. // axis is assumed to be normalized
  3297. // method assumes no rotated parent
  3298. _q1.setFromAxisAngle( axis, angle );
  3299. this.quaternion.premultiply( _q1 );
  3300. return this;
  3301. },
  3302. rotateX: function ( angle ) {
  3303. return this.rotateOnAxis( _xAxis, angle );
  3304. },
  3305. rotateY: function ( angle ) {
  3306. return this.rotateOnAxis( _yAxis, angle );
  3307. },
  3308. rotateZ: function ( angle ) {
  3309. return this.rotateOnAxis( _zAxis, angle );
  3310. },
  3311. translateOnAxis: function ( axis, distance ) {
  3312. // translate object by distance along axis in object space
  3313. // axis is assumed to be normalized
  3314. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3315. this.position.add( _v1$1.multiplyScalar( distance ) );
  3316. return this;
  3317. },
  3318. translateX: function ( distance ) {
  3319. return this.translateOnAxis( _xAxis, distance );
  3320. },
  3321. translateY: function ( distance ) {
  3322. return this.translateOnAxis( _yAxis, distance );
  3323. },
  3324. translateZ: function ( distance ) {
  3325. return this.translateOnAxis( _zAxis, distance );
  3326. },
  3327. localToWorld: function ( vector ) {
  3328. return vector.applyMatrix4( this.matrixWorld );
  3329. },
  3330. worldToLocal: function ( vector ) {
  3331. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3332. },
  3333. lookAt: function ( x, y, z ) {
  3334. // This method does not support objects having non-uniformly-scaled parent(s)
  3335. if ( x.isVector3 ) {
  3336. _target.copy( x );
  3337. } else {
  3338. _target.set( x, y, z );
  3339. }
  3340. var parent = this.parent;
  3341. this.updateWorldMatrix( true, false );
  3342. _position.setFromMatrixPosition( this.matrixWorld );
  3343. if ( this.isCamera || this.isLight ) {
  3344. _m1$1.lookAt( _position, _target, this.up );
  3345. } else {
  3346. _m1$1.lookAt( _target, _position, this.up );
  3347. }
  3348. this.quaternion.setFromRotationMatrix( _m1$1 );
  3349. if ( parent ) {
  3350. _m1$1.extractRotation( parent.matrixWorld );
  3351. _q1.setFromRotationMatrix( _m1$1 );
  3352. this.quaternion.premultiply( _q1.inverse() );
  3353. }
  3354. },
  3355. add: function ( object ) {
  3356. if ( arguments.length > 1 ) {
  3357. for ( var i = 0; i < arguments.length; i ++ ) {
  3358. this.add( arguments[ i ] );
  3359. }
  3360. return this;
  3361. }
  3362. if ( object === this ) {
  3363. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3364. return this;
  3365. }
  3366. if ( ( object && object.isObject3D ) ) {
  3367. if ( object.parent !== null ) {
  3368. object.parent.remove( object );
  3369. }
  3370. object.parent = this;
  3371. this.children.push( object );
  3372. object.dispatchEvent( _addedEvent );
  3373. } else {
  3374. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3375. }
  3376. return this;
  3377. },
  3378. remove: function ( object ) {
  3379. if ( arguments.length > 1 ) {
  3380. for ( var i = 0; i < arguments.length; i ++ ) {
  3381. this.remove( arguments[ i ] );
  3382. }
  3383. return this;
  3384. }
  3385. var index = this.children.indexOf( object );
  3386. if ( index !== - 1 ) {
  3387. object.parent = null;
  3388. this.children.splice( index, 1 );
  3389. object.dispatchEvent( _removedEvent );
  3390. }
  3391. return this;
  3392. },
  3393. attach: function ( object ) {
  3394. // adds object as a child of this, while maintaining the object's world transform
  3395. this.updateWorldMatrix( true, false );
  3396. _m1$1.getInverse( this.matrixWorld );
  3397. if ( object.parent !== null ) {
  3398. object.parent.updateWorldMatrix( true, false );
  3399. _m1$1.multiply( object.parent.matrixWorld );
  3400. }
  3401. object.applyMatrix4( _m1$1 );
  3402. object.updateWorldMatrix( false, false );
  3403. this.add( object );
  3404. return this;
  3405. },
  3406. getObjectById: function ( id ) {
  3407. return this.getObjectByProperty( 'id', id );
  3408. },
  3409. getObjectByName: function ( name ) {
  3410. return this.getObjectByProperty( 'name', name );
  3411. },
  3412. getObjectByProperty: function ( name, value ) {
  3413. if ( this[ name ] === value ) { return this; }
  3414. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3415. var child = this.children[ i ];
  3416. var object = child.getObjectByProperty( name, value );
  3417. if ( object !== undefined ) {
  3418. return object;
  3419. }
  3420. }
  3421. return undefined;
  3422. },
  3423. getWorldPosition: function ( target ) {
  3424. if ( target === undefined ) {
  3425. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3426. target = new Vector3();
  3427. }
  3428. this.updateMatrixWorld( true );
  3429. return target.setFromMatrixPosition( this.matrixWorld );
  3430. },
  3431. getWorldQuaternion: function ( target ) {
  3432. if ( target === undefined ) {
  3433. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3434. target = new Quaternion();
  3435. }
  3436. this.updateMatrixWorld( true );
  3437. this.matrixWorld.decompose( _position, target, _scale );
  3438. return target;
  3439. },
  3440. getWorldScale: function ( target ) {
  3441. if ( target === undefined ) {
  3442. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3443. target = new Vector3();
  3444. }
  3445. this.updateMatrixWorld( true );
  3446. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3447. return target;
  3448. },
  3449. getWorldDirection: function ( target ) {
  3450. if ( target === undefined ) {
  3451. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3452. target = new Vector3();
  3453. }
  3454. this.updateMatrixWorld( true );
  3455. var e = this.matrixWorld.elements;
  3456. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3457. },
  3458. raycast: function () {},
  3459. traverse: function ( callback ) {
  3460. callback( this );
  3461. var children = this.children;
  3462. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3463. children[ i ].traverse( callback );
  3464. }
  3465. },
  3466. traverseVisible: function ( callback ) {
  3467. if ( this.visible === false ) { return; }
  3468. callback( this );
  3469. var children = this.children;
  3470. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3471. children[ i ].traverseVisible( callback );
  3472. }
  3473. },
  3474. traverseAncestors: function ( callback ) {
  3475. var parent = this.parent;
  3476. if ( parent !== null ) {
  3477. callback( parent );
  3478. parent.traverseAncestors( callback );
  3479. }
  3480. },
  3481. updateMatrix: function () {
  3482. this.matrix.compose( this.position, this.quaternion, this.scale );
  3483. this.matrixWorldNeedsUpdate = true;
  3484. },
  3485. updateMatrixWorld: function ( force ) {
  3486. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3487. if ( this.matrixWorldNeedsUpdate || force ) {
  3488. if ( this.parent === null ) {
  3489. this.matrixWorld.copy( this.matrix );
  3490. } else {
  3491. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3492. }
  3493. this.matrixWorldNeedsUpdate = false;
  3494. force = true;
  3495. }
  3496. // update children
  3497. var children = this.children;
  3498. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3499. children[ i ].updateMatrixWorld( force );
  3500. }
  3501. },
  3502. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3503. var parent = this.parent;
  3504. if ( updateParents === true && parent !== null ) {
  3505. parent.updateWorldMatrix( true, false );
  3506. }
  3507. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3508. if ( this.parent === null ) {
  3509. this.matrixWorld.copy( this.matrix );
  3510. } else {
  3511. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3512. }
  3513. // update children
  3514. if ( updateChildren === true ) {
  3515. var children = this.children;
  3516. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3517. children[ i ].updateWorldMatrix( false, true );
  3518. }
  3519. }
  3520. },
  3521. toJSON: function ( meta ) {
  3522. // meta is a string when called from JSON.stringify
  3523. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3524. var output = {};
  3525. // meta is a hash used to collect geometries, materials.
  3526. // not providing it implies that this is the root object
  3527. // being serialized.
  3528. if ( isRootObject ) {
  3529. // initialize meta obj
  3530. meta = {
  3531. geometries: {},
  3532. materials: {},
  3533. textures: {},
  3534. images: {},
  3535. shapes: {}
  3536. };
  3537. output.metadata = {
  3538. version: 4.5,
  3539. type: 'Object',
  3540. generator: 'Object3D.toJSON'
  3541. };
  3542. }
  3543. // standard Object3D serialization
  3544. var object = {};
  3545. object.uuid = this.uuid;
  3546. object.type = this.type;
  3547. if ( this.name !== '' ) { object.name = this.name; }
  3548. if ( this.castShadow === true ) { object.castShadow = true; }
  3549. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3550. if ( this.visible === false ) { object.visible = false; }
  3551. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3552. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3553. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3554. object.layers = this.layers.mask;
  3555. object.matrix = this.matrix.toArray();
  3556. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3557. // object specific properties
  3558. if ( this.isInstancedMesh ) {
  3559. object.type = 'InstancedMesh';
  3560. object.count = this.count;
  3561. object.instanceMatrix = this.instanceMatrix.toJSON();
  3562. }
  3563. //
  3564. function serialize( library, element ) {
  3565. if ( library[ element.uuid ] === undefined ) {
  3566. library[ element.uuid ] = element.toJSON( meta );
  3567. }
  3568. return element.uuid;
  3569. }
  3570. if ( this.isMesh || this.isLine || this.isPoints ) {
  3571. object.geometry = serialize( meta.geometries, this.geometry );
  3572. var parameters = this.geometry.parameters;
  3573. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3574. var shapes = parameters.shapes;
  3575. if ( Array.isArray( shapes ) ) {
  3576. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3577. var shape = shapes[ i ];
  3578. serialize( meta.shapes, shape );
  3579. }
  3580. } else {
  3581. serialize( meta.shapes, shapes );
  3582. }
  3583. }
  3584. }
  3585. if ( this.material !== undefined ) {
  3586. if ( Array.isArray( this.material ) ) {
  3587. var uuids = [];
  3588. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3589. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3590. }
  3591. object.material = uuids;
  3592. } else {
  3593. object.material = serialize( meta.materials, this.material );
  3594. }
  3595. }
  3596. //
  3597. if ( this.children.length > 0 ) {
  3598. object.children = [];
  3599. for ( var i = 0; i < this.children.length; i ++ ) {
  3600. object.children.push( this.children[ i ].toJSON( meta ).object );
  3601. }
  3602. }
  3603. if ( isRootObject ) {
  3604. var geometries = extractFromCache( meta.geometries );
  3605. var materials = extractFromCache( meta.materials );
  3606. var textures = extractFromCache( meta.textures );
  3607. var images = extractFromCache( meta.images );
  3608. var shapes = extractFromCache( meta.shapes );
  3609. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3610. if ( materials.length > 0 ) { output.materials = materials; }
  3611. if ( textures.length > 0 ) { output.textures = textures; }
  3612. if ( images.length > 0 ) { output.images = images; }
  3613. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3614. }
  3615. output.object = object;
  3616. return output;
  3617. // extract data from the cache hash
  3618. // remove metadata on each item
  3619. // and return as array
  3620. function extractFromCache( cache ) {
  3621. var values = [];
  3622. for ( var key in cache ) {
  3623. var data = cache[ key ];
  3624. delete data.metadata;
  3625. values.push( data );
  3626. }
  3627. return values;
  3628. }
  3629. },
  3630. clone: function ( recursive ) {
  3631. return new this.constructor().copy( this, recursive );
  3632. },
  3633. copy: function ( source, recursive ) {
  3634. if ( recursive === undefined ) { recursive = true; }
  3635. this.name = source.name;
  3636. this.up.copy( source.up );
  3637. this.position.copy( source.position );
  3638. this.quaternion.copy( source.quaternion );
  3639. this.scale.copy( source.scale );
  3640. this.matrix.copy( source.matrix );
  3641. this.matrixWorld.copy( source.matrixWorld );
  3642. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3643. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3644. this.layers.mask = source.layers.mask;
  3645. this.visible = source.visible;
  3646. this.castShadow = source.castShadow;
  3647. this.receiveShadow = source.receiveShadow;
  3648. this.frustumCulled = source.frustumCulled;
  3649. this.renderOrder = source.renderOrder;
  3650. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3651. if ( recursive === true ) {
  3652. for ( var i = 0; i < source.children.length; i ++ ) {
  3653. var child = source.children[ i ];
  3654. this.add( child.clone() );
  3655. }
  3656. }
  3657. return this;
  3658. }
  3659. } );
  3660. /**
  3661. * @author mrdoob / http://mrdoob.com/
  3662. */
  3663. function Scene() {
  3664. Object3D.call( this );
  3665. this.type = 'Scene';
  3666. this.background = null;
  3667. this.environment = null;
  3668. this.fog = null;
  3669. this.overrideMaterial = null;
  3670. this.autoUpdate = true; // checked by the renderer
  3671. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3672. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3673. }
  3674. }
  3675. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3676. constructor: Scene,
  3677. isScene: true,
  3678. copy: function ( source, recursive ) {
  3679. Object3D.prototype.copy.call( this, source, recursive );
  3680. if ( source.background !== null ) { this.background = source.background.clone(); }
  3681. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3682. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3683. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3684. this.autoUpdate = source.autoUpdate;
  3685. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3686. return this;
  3687. },
  3688. toJSON: function ( meta ) {
  3689. var data = Object3D.prototype.toJSON.call( this, meta );
  3690. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3691. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3692. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3693. return data;
  3694. },
  3695. dispose: function () {
  3696. this.dispatchEvent( { type: 'dispose' } );
  3697. }
  3698. } );
  3699. var _points = [
  3700. new Vector3(),
  3701. new Vector3(),
  3702. new Vector3(),
  3703. new Vector3(),
  3704. new Vector3(),
  3705. new Vector3(),
  3706. new Vector3(),
  3707. new Vector3()
  3708. ];
  3709. var _vector$1 = new Vector3();
  3710. var _box = new Box3();
  3711. // triangle centered vertices
  3712. var _v0 = new Vector3();
  3713. var _v1$2 = new Vector3();
  3714. var _v2 = new Vector3();
  3715. // triangle edge vectors
  3716. var _f0 = new Vector3();
  3717. var _f1 = new Vector3();
  3718. var _f2 = new Vector3();
  3719. var _center = new Vector3();
  3720. var _extents = new Vector3();
  3721. var _triangleNormal = new Vector3();
  3722. var _testAxis = new Vector3();
  3723. /**
  3724. * @author bhouston / http://clara.io
  3725. * @author WestLangley / http://github.com/WestLangley
  3726. */
  3727. function Box3( min, max ) {
  3728. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3729. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3730. }
  3731. Object.assign( Box3.prototype, {
  3732. isBox3: true,
  3733. set: function ( min, max ) {
  3734. this.min.copy( min );
  3735. this.max.copy( max );
  3736. return this;
  3737. },
  3738. setFromArray: function ( array ) {
  3739. var minX = + Infinity;
  3740. var minY = + Infinity;
  3741. var minZ = + Infinity;
  3742. var maxX = - Infinity;
  3743. var maxY = - Infinity;
  3744. var maxZ = - Infinity;
  3745. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3746. var x = array[ i ];
  3747. var y = array[ i + 1 ];
  3748. var z = array[ i + 2 ];
  3749. if ( x < minX ) { minX = x; }
  3750. if ( y < minY ) { minY = y; }
  3751. if ( z < minZ ) { minZ = z; }
  3752. if ( x > maxX ) { maxX = x; }
  3753. if ( y > maxY ) { maxY = y; }
  3754. if ( z > maxZ ) { maxZ = z; }
  3755. }
  3756. this.min.set( minX, minY, minZ );
  3757. this.max.set( maxX, maxY, maxZ );
  3758. return this;
  3759. },
  3760. setFromBufferAttribute: function ( attribute ) {
  3761. var minX = + Infinity;
  3762. var minY = + Infinity;
  3763. var minZ = + Infinity;
  3764. var maxX = - Infinity;
  3765. var maxY = - Infinity;
  3766. var maxZ = - Infinity;
  3767. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3768. var x = attribute.getX( i );
  3769. var y = attribute.getY( i );
  3770. var z = attribute.getZ( i );
  3771. if ( x < minX ) { minX = x; }
  3772. if ( y < minY ) { minY = y; }
  3773. if ( z < minZ ) { minZ = z; }
  3774. if ( x > maxX ) { maxX = x; }
  3775. if ( y > maxY ) { maxY = y; }
  3776. if ( z > maxZ ) { maxZ = z; }
  3777. }
  3778. this.min.set( minX, minY, minZ );
  3779. this.max.set( maxX, maxY, maxZ );
  3780. return this;
  3781. },
  3782. setFromPoints: function ( points ) {
  3783. this.makeEmpty();
  3784. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3785. this.expandByPoint( points[ i ] );
  3786. }
  3787. return this;
  3788. },
  3789. setFromCenterAndSize: function ( center, size ) {
  3790. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3791. this.min.copy( center ).sub( halfSize );
  3792. this.max.copy( center ).add( halfSize );
  3793. return this;
  3794. },
  3795. setFromObject: function ( object ) {
  3796. this.makeEmpty();
  3797. return this.expandByObject( object );
  3798. },
  3799. clone: function () {
  3800. return new this.constructor().copy( this );
  3801. },
  3802. copy: function ( box ) {
  3803. this.min.copy( box.min );
  3804. this.max.copy( box.max );
  3805. return this;
  3806. },
  3807. makeEmpty: function () {
  3808. this.min.x = this.min.y = this.min.z = + Infinity;
  3809. this.max.x = this.max.y = this.max.z = - Infinity;
  3810. return this;
  3811. },
  3812. isEmpty: function () {
  3813. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3814. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3815. },
  3816. getCenter: function ( target ) {
  3817. if ( target === undefined ) {
  3818. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3819. target = new Vector3();
  3820. }
  3821. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3822. },
  3823. getSize: function ( target ) {
  3824. if ( target === undefined ) {
  3825. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3826. target = new Vector3();
  3827. }
  3828. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3829. },
  3830. expandByPoint: function ( point ) {
  3831. this.min.min( point );
  3832. this.max.max( point );
  3833. return this;
  3834. },
  3835. expandByVector: function ( vector ) {
  3836. this.min.sub( vector );
  3837. this.max.add( vector );
  3838. return this;
  3839. },
  3840. expandByScalar: function ( scalar ) {
  3841. this.min.addScalar( - scalar );
  3842. this.max.addScalar( scalar );
  3843. return this;
  3844. },
  3845. expandByObject: function ( object ) {
  3846. // Computes the world-axis-aligned bounding box of an object (including its children),
  3847. // accounting for both the object's, and children's, world transforms
  3848. object.updateWorldMatrix( false, false );
  3849. var geometry = object.geometry;
  3850. if ( geometry !== undefined ) {
  3851. if ( geometry.boundingBox === null ) {
  3852. geometry.computeBoundingBox();
  3853. }
  3854. _box.copy( geometry.boundingBox );
  3855. _box.applyMatrix4( object.matrixWorld );
  3856. this.union( _box );
  3857. }
  3858. var children = object.children;
  3859. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3860. this.expandByObject( children[ i ] );
  3861. }
  3862. return this;
  3863. },
  3864. containsPoint: function ( point ) {
  3865. return point.x < this.min.x || point.x > this.max.x ||
  3866. point.y < this.min.y || point.y > this.max.y ||
  3867. point.z < this.min.z || point.z > this.max.z ? false : true;
  3868. },
  3869. containsBox: function ( box ) {
  3870. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3871. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3872. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3873. },
  3874. getParameter: function ( point, target ) {
  3875. // This can potentially have a divide by zero if the box
  3876. // has a size dimension of 0.
  3877. if ( target === undefined ) {
  3878. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3879. target = new Vector3();
  3880. }
  3881. return target.set(
  3882. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3883. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3884. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3885. );
  3886. },
  3887. intersectsBox: function ( box ) {
  3888. // using 6 splitting planes to rule out intersections.
  3889. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3890. box.max.y < this.min.y || box.min.y > this.max.y ||
  3891. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3892. },
  3893. intersectsSphere: function ( sphere ) {
  3894. // Find the point on the AABB closest to the sphere center.
  3895. this.clampPoint( sphere.center, _vector$1 );
  3896. // If that point is inside the sphere, the AABB and sphere intersect.
  3897. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3898. },
  3899. intersectsPlane: function ( plane ) {
  3900. // We compute the minimum and maximum dot product values. If those values
  3901. // are on the same side (back or front) of the plane, then there is no intersection.
  3902. var min, max;
  3903. if ( plane.normal.x > 0 ) {
  3904. min = plane.normal.x * this.min.x;
  3905. max = plane.normal.x * this.max.x;
  3906. } else {
  3907. min = plane.normal.x * this.max.x;
  3908. max = plane.normal.x * this.min.x;
  3909. }
  3910. if ( plane.normal.y > 0 ) {
  3911. min += plane.normal.y * this.min.y;
  3912. max += plane.normal.y * this.max.y;
  3913. } else {
  3914. min += plane.normal.y * this.max.y;
  3915. max += plane.normal.y * this.min.y;
  3916. }
  3917. if ( plane.normal.z > 0 ) {
  3918. min += plane.normal.z * this.min.z;
  3919. max += plane.normal.z * this.max.z;
  3920. } else {
  3921. min += plane.normal.z * this.max.z;
  3922. max += plane.normal.z * this.min.z;
  3923. }
  3924. return ( min <= - plane.constant && max >= - plane.constant );
  3925. },
  3926. intersectsTriangle: function ( triangle ) {
  3927. if ( this.isEmpty() ) {
  3928. return false;
  3929. }
  3930. // compute box center and extents
  3931. this.getCenter( _center );
  3932. _extents.subVectors( this.max, _center );
  3933. // translate triangle to aabb origin
  3934. _v0.subVectors( triangle.a, _center );
  3935. _v1$2.subVectors( triangle.b, _center );
  3936. _v2.subVectors( triangle.c, _center );
  3937. // compute edge vectors for triangle
  3938. _f0.subVectors( _v1$2, _v0 );
  3939. _f1.subVectors( _v2, _v1$2 );
  3940. _f2.subVectors( _v0, _v2 );
  3941. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3942. // 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
  3943. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3944. var axes = [
  3945. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3946. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3947. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3948. ];
  3949. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3950. return false;
  3951. }
  3952. // test 3 face normals from the aabb
  3953. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3954. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3955. return false;
  3956. }
  3957. // finally testing the face normal of the triangle
  3958. // use already existing triangle edge vectors here
  3959. _triangleNormal.crossVectors( _f0, _f1 );
  3960. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3961. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3962. },
  3963. clampPoint: function ( point, target ) {
  3964. if ( target === undefined ) {
  3965. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3966. target = new Vector3();
  3967. }
  3968. return target.copy( point ).clamp( this.min, this.max );
  3969. },
  3970. distanceToPoint: function ( point ) {
  3971. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  3972. return clampedPoint.sub( point ).length();
  3973. },
  3974. getBoundingSphere: function ( target ) {
  3975. if ( target === undefined ) {
  3976. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3977. //target = new Sphere(); // removed to avoid cyclic dependency
  3978. }
  3979. this.getCenter( target.center );
  3980. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  3981. return target;
  3982. },
  3983. intersect: function ( box ) {
  3984. this.min.max( box.min );
  3985. this.max.min( box.max );
  3986. // 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.
  3987. if ( this.isEmpty() ) { this.makeEmpty(); }
  3988. return this;
  3989. },
  3990. union: function ( box ) {
  3991. this.min.min( box.min );
  3992. this.max.max( box.max );
  3993. return this;
  3994. },
  3995. applyMatrix4: function ( matrix ) {
  3996. // transform of empty box is an empty box.
  3997. if ( this.isEmpty() ) { return this; }
  3998. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3999. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4000. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4001. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4002. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4003. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4004. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4005. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4006. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4007. this.setFromPoints( _points );
  4008. return this;
  4009. },
  4010. translate: function ( offset ) {
  4011. this.min.add( offset );
  4012. this.max.add( offset );
  4013. return this;
  4014. },
  4015. equals: function ( box ) {
  4016. return box.min.equals( this.min ) && box.max.equals( this.max );
  4017. }
  4018. } );
  4019. function satForAxes( axes, v0, v1, v2, extents ) {
  4020. var i, j;
  4021. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4022. _testAxis.fromArray( axes, i );
  4023. // project the aabb onto the seperating axis
  4024. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4025. // project all 3 vertices of the triangle onto the seperating axis
  4026. var p0 = v0.dot( _testAxis );
  4027. var p1 = v1.dot( _testAxis );
  4028. var p2 = v2.dot( _testAxis );
  4029. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4030. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4031. // points of the projected triangle are outside the projected half-length of the aabb
  4032. // the axis is seperating and we can exit
  4033. return false;
  4034. }
  4035. }
  4036. return true;
  4037. }
  4038. var _box$1 = new Box3();
  4039. /**
  4040. * @author bhouston / http://clara.io
  4041. * @author mrdoob / http://mrdoob.com/
  4042. */
  4043. function Sphere( center, radius ) {
  4044. this.center = ( center !== undefined ) ? center : new Vector3();
  4045. this.radius = ( radius !== undefined ) ? radius : 0;
  4046. }
  4047. Object.assign( Sphere.prototype, {
  4048. set: function ( center, radius ) {
  4049. this.center.copy( center );
  4050. this.radius = radius;
  4051. return this;
  4052. },
  4053. setFromPoints: function ( points, optionalCenter ) {
  4054. var center = this.center;
  4055. if ( optionalCenter !== undefined ) {
  4056. center.copy( optionalCenter );
  4057. } else {
  4058. _box$1.setFromPoints( points ).getCenter( center );
  4059. }
  4060. var maxRadiusSq = 0;
  4061. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4062. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4063. }
  4064. this.radius = Math.sqrt( maxRadiusSq );
  4065. return this;
  4066. },
  4067. clone: function () {
  4068. return new this.constructor().copy( this );
  4069. },
  4070. copy: function ( sphere ) {
  4071. this.center.copy( sphere.center );
  4072. this.radius = sphere.radius;
  4073. return this;
  4074. },
  4075. empty: function () {
  4076. return ( this.radius <= 0 );
  4077. },
  4078. containsPoint: function ( point ) {
  4079. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4080. },
  4081. distanceToPoint: function ( point ) {
  4082. return ( point.distanceTo( this.center ) - this.radius );
  4083. },
  4084. intersectsSphere: function ( sphere ) {
  4085. var radiusSum = this.radius + sphere.radius;
  4086. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4087. },
  4088. intersectsBox: function ( box ) {
  4089. return box.intersectsSphere( this );
  4090. },
  4091. intersectsPlane: function ( plane ) {
  4092. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4093. },
  4094. clampPoint: function ( point, target ) {
  4095. var deltaLengthSq = this.center.distanceToSquared( point );
  4096. if ( target === undefined ) {
  4097. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4098. target = new Vector3();
  4099. }
  4100. target.copy( point );
  4101. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4102. target.sub( this.center ).normalize();
  4103. target.multiplyScalar( this.radius ).add( this.center );
  4104. }
  4105. return target;
  4106. },
  4107. getBoundingBox: function ( target ) {
  4108. if ( target === undefined ) {
  4109. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4110. target = new Box3();
  4111. }
  4112. target.set( this.center, this.center );
  4113. target.expandByScalar( this.radius );
  4114. return target;
  4115. },
  4116. applyMatrix4: function ( matrix ) {
  4117. this.center.applyMatrix4( matrix );
  4118. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4119. return this;
  4120. },
  4121. translate: function ( offset ) {
  4122. this.center.add( offset );
  4123. return this;
  4124. },
  4125. equals: function ( sphere ) {
  4126. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4127. }
  4128. } );
  4129. var _vector$2 = new Vector3();
  4130. var _segCenter = new Vector3();
  4131. var _segDir = new Vector3();
  4132. var _diff = new Vector3();
  4133. var _edge1 = new Vector3();
  4134. var _edge2 = new Vector3();
  4135. var _normal = new Vector3();
  4136. /**
  4137. * @author bhouston / http://clara.io
  4138. */
  4139. function Ray( origin, direction ) {
  4140. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4141. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4142. }
  4143. Object.assign( Ray.prototype, {
  4144. set: function ( origin, direction ) {
  4145. this.origin.copy( origin );
  4146. this.direction.copy( direction );
  4147. return this;
  4148. },
  4149. clone: function () {
  4150. return new this.constructor().copy( this );
  4151. },
  4152. copy: function ( ray ) {
  4153. this.origin.copy( ray.origin );
  4154. this.direction.copy( ray.direction );
  4155. return this;
  4156. },
  4157. at: function ( t, target ) {
  4158. if ( target === undefined ) {
  4159. console.warn( 'THREE.Ray: .at() target is now required' );
  4160. target = new Vector3();
  4161. }
  4162. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4163. },
  4164. lookAt: function ( v ) {
  4165. this.direction.copy( v ).sub( this.origin ).normalize();
  4166. return this;
  4167. },
  4168. recast: function ( t ) {
  4169. this.origin.copy( this.at( t, _vector$2 ) );
  4170. return this;
  4171. },
  4172. closestPointToPoint: function ( point, target ) {
  4173. if ( target === undefined ) {
  4174. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4175. target = new Vector3();
  4176. }
  4177. target.subVectors( point, this.origin );
  4178. var directionDistance = target.dot( this.direction );
  4179. if ( directionDistance < 0 ) {
  4180. return target.copy( this.origin );
  4181. }
  4182. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4183. },
  4184. distanceToPoint: function ( point ) {
  4185. return Math.sqrt( this.distanceSqToPoint( point ) );
  4186. },
  4187. distanceSqToPoint: function ( point ) {
  4188. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4189. // point behind the ray
  4190. if ( directionDistance < 0 ) {
  4191. return this.origin.distanceToSquared( point );
  4192. }
  4193. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4194. return _vector$2.distanceToSquared( point );
  4195. },
  4196. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4197. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4198. // It returns the min distance between the ray and the segment
  4199. // defined by v0 and v1
  4200. // It can also set two optional targets :
  4201. // - The closest point on the ray
  4202. // - The closest point on the segment
  4203. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4204. _segDir.copy( v1 ).sub( v0 ).normalize();
  4205. _diff.copy( this.origin ).sub( _segCenter );
  4206. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4207. var a01 = - this.direction.dot( _segDir );
  4208. var b0 = _diff.dot( this.direction );
  4209. var b1 = - _diff.dot( _segDir );
  4210. var c = _diff.lengthSq();
  4211. var det = Math.abs( 1 - a01 * a01 );
  4212. var s0, s1, sqrDist, extDet;
  4213. if ( det > 0 ) {
  4214. // The ray and segment are not parallel.
  4215. s0 = a01 * b1 - b0;
  4216. s1 = a01 * b0 - b1;
  4217. extDet = segExtent * det;
  4218. if ( s0 >= 0 ) {
  4219. if ( s1 >= - extDet ) {
  4220. if ( s1 <= extDet ) {
  4221. // region 0
  4222. // Minimum at interior points of ray and segment.
  4223. var invDet = 1 / det;
  4224. s0 *= invDet;
  4225. s1 *= invDet;
  4226. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4227. } else {
  4228. // region 1
  4229. s1 = segExtent;
  4230. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4231. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4232. }
  4233. } else {
  4234. // region 5
  4235. s1 = - segExtent;
  4236. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4237. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4238. }
  4239. } else {
  4240. if ( s1 <= - extDet ) {
  4241. // region 4
  4242. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4243. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4244. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4245. } else if ( s1 <= extDet ) {
  4246. // region 3
  4247. s0 = 0;
  4248. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4249. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4250. } else {
  4251. // region 2
  4252. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4253. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4254. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4255. }
  4256. }
  4257. } else {
  4258. // Ray and segment are parallel.
  4259. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4260. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4261. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4262. }
  4263. if ( optionalPointOnRay ) {
  4264. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4265. }
  4266. if ( optionalPointOnSegment ) {
  4267. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4268. }
  4269. return sqrDist;
  4270. },
  4271. intersectSphere: function ( sphere, target ) {
  4272. _vector$2.subVectors( sphere.center, this.origin );
  4273. var tca = _vector$2.dot( this.direction );
  4274. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4275. var radius2 = sphere.radius * sphere.radius;
  4276. if ( d2 > radius2 ) { return null; }
  4277. var thc = Math.sqrt( radius2 - d2 );
  4278. // t0 = first intersect point - entrance on front of sphere
  4279. var t0 = tca - thc;
  4280. // t1 = second intersect point - exit point on back of sphere
  4281. var t1 = tca + thc;
  4282. // test to see if both t0 and t1 are behind the ray - if so, return null
  4283. if ( t0 < 0 && t1 < 0 ) { return null; }
  4284. // test to see if t0 is behind the ray:
  4285. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4286. // in order to always return an intersect point that is in front of the ray.
  4287. if ( t0 < 0 ) { return this.at( t1, target ); }
  4288. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4289. return this.at( t0, target );
  4290. },
  4291. intersectsSphere: function ( sphere ) {
  4292. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4293. },
  4294. distanceToPlane: function ( plane ) {
  4295. var denominator = plane.normal.dot( this.direction );
  4296. if ( denominator === 0 ) {
  4297. // line is coplanar, return origin
  4298. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4299. return 0;
  4300. }
  4301. // Null is preferable to undefined since undefined means.... it is undefined
  4302. return null;
  4303. }
  4304. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4305. // Return if the ray never intersects the plane
  4306. return t >= 0 ? t : null;
  4307. },
  4308. intersectPlane: function ( plane, target ) {
  4309. var t = this.distanceToPlane( plane );
  4310. if ( t === null ) {
  4311. return null;
  4312. }
  4313. return this.at( t, target );
  4314. },
  4315. intersectsPlane: function ( plane ) {
  4316. // check if the ray lies on the plane first
  4317. var distToPoint = plane.distanceToPoint( this.origin );
  4318. if ( distToPoint === 0 ) {
  4319. return true;
  4320. }
  4321. var denominator = plane.normal.dot( this.direction );
  4322. if ( denominator * distToPoint < 0 ) {
  4323. return true;
  4324. }
  4325. // ray origin is behind the plane (and is pointing behind it)
  4326. return false;
  4327. },
  4328. intersectBox: function ( box, target ) {
  4329. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4330. var invdirx = 1 / this.direction.x,
  4331. invdiry = 1 / this.direction.y,
  4332. invdirz = 1 / this.direction.z;
  4333. var origin = this.origin;
  4334. if ( invdirx >= 0 ) {
  4335. tmin = ( box.min.x - origin.x ) * invdirx;
  4336. tmax = ( box.max.x - origin.x ) * invdirx;
  4337. } else {
  4338. tmin = ( box.max.x - origin.x ) * invdirx;
  4339. tmax = ( box.min.x - origin.x ) * invdirx;
  4340. }
  4341. if ( invdiry >= 0 ) {
  4342. tymin = ( box.min.y - origin.y ) * invdiry;
  4343. tymax = ( box.max.y - origin.y ) * invdiry;
  4344. } else {
  4345. tymin = ( box.max.y - origin.y ) * invdiry;
  4346. tymax = ( box.min.y - origin.y ) * invdiry;
  4347. }
  4348. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4349. // These lines also handle the case where tmin or tmax is NaN
  4350. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4351. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4352. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4353. if ( invdirz >= 0 ) {
  4354. tzmin = ( box.min.z - origin.z ) * invdirz;
  4355. tzmax = ( box.max.z - origin.z ) * invdirz;
  4356. } else {
  4357. tzmin = ( box.max.z - origin.z ) * invdirz;
  4358. tzmax = ( box.min.z - origin.z ) * invdirz;
  4359. }
  4360. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4361. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4362. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4363. //return point closest to the ray (positive side)
  4364. if ( tmax < 0 ) { return null; }
  4365. return this.at( tmin >= 0 ? tmin : tmax, target );
  4366. },
  4367. intersectsBox: function ( box ) {
  4368. return this.intersectBox( box, _vector$2 ) !== null;
  4369. },
  4370. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4371. // Compute the offset origin, edges, and normal.
  4372. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4373. _edge1.subVectors( b, a );
  4374. _edge2.subVectors( c, a );
  4375. _normal.crossVectors( _edge1, _edge2 );
  4376. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4377. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4378. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4379. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4380. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4381. var DdN = this.direction.dot( _normal );
  4382. var sign;
  4383. if ( DdN > 0 ) {
  4384. if ( backfaceCulling ) { return null; }
  4385. sign = 1;
  4386. } else if ( DdN < 0 ) {
  4387. sign = - 1;
  4388. DdN = - DdN;
  4389. } else {
  4390. return null;
  4391. }
  4392. _diff.subVectors( this.origin, a );
  4393. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4394. // b1 < 0, no intersection
  4395. if ( DdQxE2 < 0 ) {
  4396. return null;
  4397. }
  4398. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4399. // b2 < 0, no intersection
  4400. if ( DdE1xQ < 0 ) {
  4401. return null;
  4402. }
  4403. // b1+b2 > 1, no intersection
  4404. if ( DdQxE2 + DdE1xQ > DdN ) {
  4405. return null;
  4406. }
  4407. // Line intersects triangle, check if ray does.
  4408. var QdN = - sign * _diff.dot( _normal );
  4409. // t < 0, no intersection
  4410. if ( QdN < 0 ) {
  4411. return null;
  4412. }
  4413. // Ray intersects triangle.
  4414. return this.at( QdN / DdN, target );
  4415. },
  4416. applyMatrix4: function ( matrix4 ) {
  4417. this.origin.applyMatrix4( matrix4 );
  4418. this.direction.transformDirection( matrix4 );
  4419. return this;
  4420. },
  4421. equals: function ( ray ) {
  4422. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4423. }
  4424. } );
  4425. /**
  4426. * @author bhouston / http://clara.io
  4427. */
  4428. var _vector1 = new Vector3();
  4429. var _vector2 = new Vector3();
  4430. var _normalMatrix = new Matrix3();
  4431. function Plane( normal, constant ) {
  4432. // normal is assumed to be normalized
  4433. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4434. this.constant = ( constant !== undefined ) ? constant : 0;
  4435. }
  4436. Object.assign( Plane.prototype, {
  4437. isPlane: true,
  4438. set: function ( normal, constant ) {
  4439. this.normal.copy( normal );
  4440. this.constant = constant;
  4441. return this;
  4442. },
  4443. setComponents: function ( x, y, z, w ) {
  4444. this.normal.set( x, y, z );
  4445. this.constant = w;
  4446. return this;
  4447. },
  4448. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4449. this.normal.copy( normal );
  4450. this.constant = - point.dot( this.normal );
  4451. return this;
  4452. },
  4453. setFromCoplanarPoints: function ( a, b, c ) {
  4454. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4455. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4456. this.setFromNormalAndCoplanarPoint( normal, a );
  4457. return this;
  4458. },
  4459. clone: function () {
  4460. return new this.constructor().copy( this );
  4461. },
  4462. copy: function ( plane ) {
  4463. this.normal.copy( plane.normal );
  4464. this.constant = plane.constant;
  4465. return this;
  4466. },
  4467. normalize: function () {
  4468. // Note: will lead to a divide by zero if the plane is invalid.
  4469. var inverseNormalLength = 1.0 / this.normal.length();
  4470. this.normal.multiplyScalar( inverseNormalLength );
  4471. this.constant *= inverseNormalLength;
  4472. return this;
  4473. },
  4474. negate: function () {
  4475. this.constant *= - 1;
  4476. this.normal.negate();
  4477. return this;
  4478. },
  4479. distanceToPoint: function ( point ) {
  4480. return this.normal.dot( point ) + this.constant;
  4481. },
  4482. distanceToSphere: function ( sphere ) {
  4483. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4484. },
  4485. projectPoint: function ( point, target ) {
  4486. if ( target === undefined ) {
  4487. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4488. target = new Vector3();
  4489. }
  4490. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4491. },
  4492. intersectLine: function ( line, target ) {
  4493. if ( target === undefined ) {
  4494. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4495. target = new Vector3();
  4496. }
  4497. var direction = line.delta( _vector1 );
  4498. var denominator = this.normal.dot( direction );
  4499. if ( denominator === 0 ) {
  4500. // line is coplanar, return origin
  4501. if ( this.distanceToPoint( line.start ) === 0 ) {
  4502. return target.copy( line.start );
  4503. }
  4504. // Unsure if this is the correct method to handle this case.
  4505. return undefined;
  4506. }
  4507. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4508. if ( t < 0 || t > 1 ) {
  4509. return undefined;
  4510. }
  4511. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4512. },
  4513. intersectsLine: function ( line ) {
  4514. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4515. var startSign = this.distanceToPoint( line.start );
  4516. var endSign = this.distanceToPoint( line.end );
  4517. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4518. },
  4519. intersectsBox: function ( box ) {
  4520. return box.intersectsPlane( this );
  4521. },
  4522. intersectsSphere: function ( sphere ) {
  4523. return sphere.intersectsPlane( this );
  4524. },
  4525. coplanarPoint: function ( target ) {
  4526. if ( target === undefined ) {
  4527. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4528. target = new Vector3();
  4529. }
  4530. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4531. },
  4532. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4533. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4534. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4535. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4536. this.constant = - referencePoint.dot( normal );
  4537. return this;
  4538. },
  4539. translate: function ( offset ) {
  4540. this.constant -= offset.dot( this.normal );
  4541. return this;
  4542. },
  4543. equals: function ( plane ) {
  4544. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4545. }
  4546. } );
  4547. /**
  4548. * @author bhouston / http://clara.io
  4549. * @author mrdoob / http://mrdoob.com/
  4550. */
  4551. var _v0$1 = new Vector3();
  4552. var _v1$3 = new Vector3();
  4553. var _v2$1 = new Vector3();
  4554. var _v3 = new Vector3();
  4555. var _vab = new Vector3();
  4556. var _vac = new Vector3();
  4557. var _vbc = new Vector3();
  4558. var _vap = new Vector3();
  4559. var _vbp = new Vector3();
  4560. var _vcp = new Vector3();
  4561. function Triangle( a, b, c ) {
  4562. this.a = ( a !== undefined ) ? a : new Vector3();
  4563. this.b = ( b !== undefined ) ? b : new Vector3();
  4564. this.c = ( c !== undefined ) ? c : new Vector3();
  4565. }
  4566. Object.assign( Triangle, {
  4567. getNormal: function ( a, b, c, target ) {
  4568. if ( target === undefined ) {
  4569. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4570. target = new Vector3();
  4571. }
  4572. target.subVectors( c, b );
  4573. _v0$1.subVectors( a, b );
  4574. target.cross( _v0$1 );
  4575. var targetLengthSq = target.lengthSq();
  4576. if ( targetLengthSq > 0 ) {
  4577. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4578. }
  4579. return target.set( 0, 0, 0 );
  4580. },
  4581. // static/instance method to calculate barycentric coordinates
  4582. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4583. getBarycoord: function ( point, a, b, c, target ) {
  4584. _v0$1.subVectors( c, a );
  4585. _v1$3.subVectors( b, a );
  4586. _v2$1.subVectors( point, a );
  4587. var dot00 = _v0$1.dot( _v0$1 );
  4588. var dot01 = _v0$1.dot( _v1$3 );
  4589. var dot02 = _v0$1.dot( _v2$1 );
  4590. var dot11 = _v1$3.dot( _v1$3 );
  4591. var dot12 = _v1$3.dot( _v2$1 );
  4592. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4593. if ( target === undefined ) {
  4594. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4595. target = new Vector3();
  4596. }
  4597. // collinear or singular triangle
  4598. if ( denom === 0 ) {
  4599. // arbitrary location outside of triangle?
  4600. // not sure if this is the best idea, maybe should be returning undefined
  4601. return target.set( - 2, - 1, - 1 );
  4602. }
  4603. var invDenom = 1 / denom;
  4604. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4605. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4606. // barycentric coordinates must always sum to 1
  4607. return target.set( 1 - u - v, v, u );
  4608. },
  4609. containsPoint: function ( point, a, b, c ) {
  4610. Triangle.getBarycoord( point, a, b, c, _v3 );
  4611. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4612. },
  4613. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4614. this.getBarycoord( point, p1, p2, p3, _v3 );
  4615. target.set( 0, 0 );
  4616. target.addScaledVector( uv1, _v3.x );
  4617. target.addScaledVector( uv2, _v3.y );
  4618. target.addScaledVector( uv3, _v3.z );
  4619. return target;
  4620. },
  4621. isFrontFacing: function ( a, b, c, direction ) {
  4622. _v0$1.subVectors( c, b );
  4623. _v1$3.subVectors( a, b );
  4624. // strictly front facing
  4625. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4626. }
  4627. } );
  4628. Object.assign( Triangle.prototype, {
  4629. set: function ( a, b, c ) {
  4630. this.a.copy( a );
  4631. this.b.copy( b );
  4632. this.c.copy( c );
  4633. return this;
  4634. },
  4635. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4636. this.a.copy( points[ i0 ] );
  4637. this.b.copy( points[ i1 ] );
  4638. this.c.copy( points[ i2 ] );
  4639. return this;
  4640. },
  4641. clone: function () {
  4642. return new this.constructor().copy( this );
  4643. },
  4644. copy: function ( triangle ) {
  4645. this.a.copy( triangle.a );
  4646. this.b.copy( triangle.b );
  4647. this.c.copy( triangle.c );
  4648. return this;
  4649. },
  4650. getArea: function () {
  4651. _v0$1.subVectors( this.c, this.b );
  4652. _v1$3.subVectors( this.a, this.b );
  4653. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4654. },
  4655. getMidpoint: function ( target ) {
  4656. if ( target === undefined ) {
  4657. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4658. target = new Vector3();
  4659. }
  4660. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4661. },
  4662. getNormal: function ( target ) {
  4663. return Triangle.getNormal( this.a, this.b, this.c, target );
  4664. },
  4665. getPlane: function ( target ) {
  4666. if ( target === undefined ) {
  4667. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4668. target = new Plane();
  4669. }
  4670. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4671. },
  4672. getBarycoord: function ( point, target ) {
  4673. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4674. },
  4675. getUV: function ( point, uv1, uv2, uv3, target ) {
  4676. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4677. },
  4678. containsPoint: function ( point ) {
  4679. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4680. },
  4681. isFrontFacing: function ( direction ) {
  4682. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4683. },
  4684. intersectsBox: function ( box ) {
  4685. return box.intersectsTriangle( this );
  4686. },
  4687. closestPointToPoint: function ( p, target ) {
  4688. if ( target === undefined ) {
  4689. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4690. target = new Vector3();
  4691. }
  4692. var a = this.a, b = this.b, c = this.c;
  4693. var v, w;
  4694. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4695. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4696. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4697. // basically, we're distinguishing which of the voronoi regions of the triangle
  4698. // the point lies in with the minimum amount of redundant computation.
  4699. _vab.subVectors( b, a );
  4700. _vac.subVectors( c, a );
  4701. _vap.subVectors( p, a );
  4702. var d1 = _vab.dot( _vap );
  4703. var d2 = _vac.dot( _vap );
  4704. if ( d1 <= 0 && d2 <= 0 ) {
  4705. // vertex region of A; barycentric coords (1, 0, 0)
  4706. return target.copy( a );
  4707. }
  4708. _vbp.subVectors( p, b );
  4709. var d3 = _vab.dot( _vbp );
  4710. var d4 = _vac.dot( _vbp );
  4711. if ( d3 >= 0 && d4 <= d3 ) {
  4712. // vertex region of B; barycentric coords (0, 1, 0)
  4713. return target.copy( b );
  4714. }
  4715. var vc = d1 * d4 - d3 * d2;
  4716. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4717. v = d1 / ( d1 - d3 );
  4718. // edge region of AB; barycentric coords (1-v, v, 0)
  4719. return target.copy( a ).addScaledVector( _vab, v );
  4720. }
  4721. _vcp.subVectors( p, c );
  4722. var d5 = _vab.dot( _vcp );
  4723. var d6 = _vac.dot( _vcp );
  4724. if ( d6 >= 0 && d5 <= d6 ) {
  4725. // vertex region of C; barycentric coords (0, 0, 1)
  4726. return target.copy( c );
  4727. }
  4728. var vb = d5 * d2 - d1 * d6;
  4729. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4730. w = d2 / ( d2 - d6 );
  4731. // edge region of AC; barycentric coords (1-w, 0, w)
  4732. return target.copy( a ).addScaledVector( _vac, w );
  4733. }
  4734. var va = d3 * d6 - d5 * d4;
  4735. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4736. _vbc.subVectors( c, b );
  4737. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4738. // edge region of BC; barycentric coords (0, 1-w, w)
  4739. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4740. }
  4741. // face region
  4742. var denom = 1 / ( va + vb + vc );
  4743. // u = va * denom
  4744. v = vb * denom;
  4745. w = vc * denom;
  4746. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4747. },
  4748. equals: function ( triangle ) {
  4749. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4750. }
  4751. } );
  4752. /**
  4753. * @author mrdoob / http://mrdoob.com/
  4754. */
  4755. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4756. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4757. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4758. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4759. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4760. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4761. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4762. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4763. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4764. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4765. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4766. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4767. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4768. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4769. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4770. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4771. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4772. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4773. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4774. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4775. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4776. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4777. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4778. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4779. var _hslA = { h: 0, s: 0, l: 0 };
  4780. var _hslB = { h: 0, s: 0, l: 0 };
  4781. function Color( r, g, b ) {
  4782. if ( g === undefined && b === undefined ) {
  4783. // r is THREE.Color, hex or string
  4784. return this.set( r );
  4785. }
  4786. return this.setRGB( r, g, b );
  4787. }
  4788. function hue2rgb( p, q, t ) {
  4789. if ( t < 0 ) { t += 1; }
  4790. if ( t > 1 ) { t -= 1; }
  4791. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4792. if ( t < 1 / 2 ) { return q; }
  4793. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4794. return p;
  4795. }
  4796. function SRGBToLinear( c ) {
  4797. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4798. }
  4799. function LinearToSRGB( c ) {
  4800. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4801. }
  4802. Object.assign( Color.prototype, {
  4803. isColor: true,
  4804. r: 1, g: 1, b: 1,
  4805. set: function ( value ) {
  4806. if ( value && value.isColor ) {
  4807. this.copy( value );
  4808. } else if ( typeof value === 'number' ) {
  4809. this.setHex( value );
  4810. } else if ( typeof value === 'string' ) {
  4811. this.setStyle( value );
  4812. }
  4813. return this;
  4814. },
  4815. setScalar: function ( scalar ) {
  4816. this.r = scalar;
  4817. this.g = scalar;
  4818. this.b = scalar;
  4819. return this;
  4820. },
  4821. setHex: function ( hex ) {
  4822. hex = Math.floor( hex );
  4823. this.r = ( hex >> 16 & 255 ) / 255;
  4824. this.g = ( hex >> 8 & 255 ) / 255;
  4825. this.b = ( hex & 255 ) / 255;
  4826. return this;
  4827. },
  4828. setRGB: function ( r, g, b ) {
  4829. this.r = r;
  4830. this.g = g;
  4831. this.b = b;
  4832. return this;
  4833. },
  4834. setHSL: function ( h, s, l ) {
  4835. // h,s,l ranges are in 0.0 - 1.0
  4836. h = MathUtils.euclideanModulo( h, 1 );
  4837. s = MathUtils.clamp( s, 0, 1 );
  4838. l = MathUtils.clamp( l, 0, 1 );
  4839. if ( s === 0 ) {
  4840. this.r = this.g = this.b = l;
  4841. } else {
  4842. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4843. var q = ( 2 * l ) - p;
  4844. this.r = hue2rgb( q, p, h + 1 / 3 );
  4845. this.g = hue2rgb( q, p, h );
  4846. this.b = hue2rgb( q, p, h - 1 / 3 );
  4847. }
  4848. return this;
  4849. },
  4850. setStyle: function ( style ) {
  4851. function handleAlpha( string ) {
  4852. if ( string === undefined ) { return; }
  4853. if ( parseFloat( string ) < 1 ) {
  4854. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4855. }
  4856. }
  4857. var m;
  4858. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4859. // rgb / hsl
  4860. var color;
  4861. var name = m[ 1 ];
  4862. var components = m[ 2 ];
  4863. switch ( name ) {
  4864. case 'rgb':
  4865. case 'rgba':
  4866. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4867. // rgb(255,0,0) rgba(255,0,0,0.5)
  4868. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4869. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4870. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4871. handleAlpha( color[ 5 ] );
  4872. return this;
  4873. }
  4874. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4875. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4876. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4877. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4878. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4879. handleAlpha( color[ 5 ] );
  4880. return this;
  4881. }
  4882. break;
  4883. case 'hsl':
  4884. case 'hsla':
  4885. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4886. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4887. var h = parseFloat( color[ 1 ] ) / 360;
  4888. var s = parseInt( color[ 2 ], 10 ) / 100;
  4889. var l = parseInt( color[ 3 ], 10 ) / 100;
  4890. handleAlpha( color[ 5 ] );
  4891. return this.setHSL( h, s, l );
  4892. }
  4893. break;
  4894. }
  4895. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4896. // hex color
  4897. var hex = m[ 1 ];
  4898. var size = hex.length;
  4899. if ( size === 3 ) {
  4900. // #ff0
  4901. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4902. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4903. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4904. return this;
  4905. } else if ( size === 6 ) {
  4906. // #ff0000
  4907. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4908. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4909. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4910. return this;
  4911. }
  4912. }
  4913. if ( style && style.length > 0 ) {
  4914. return this.setColorName( style );
  4915. }
  4916. return this;
  4917. },
  4918. setColorName: function ( style ) {
  4919. // color keywords
  4920. var hex = _colorKeywords[ style ];
  4921. if ( hex !== undefined ) {
  4922. // red
  4923. this.setHex( hex );
  4924. } else {
  4925. // unknown color
  4926. console.warn( 'THREE.Color: Unknown color ' + style );
  4927. }
  4928. return this;
  4929. },
  4930. clone: function () {
  4931. return new this.constructor( this.r, this.g, this.b );
  4932. },
  4933. copy: function ( color ) {
  4934. this.r = color.r;
  4935. this.g = color.g;
  4936. this.b = color.b;
  4937. return this;
  4938. },
  4939. copyGammaToLinear: function ( color, gammaFactor ) {
  4940. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4941. this.r = Math.pow( color.r, gammaFactor );
  4942. this.g = Math.pow( color.g, gammaFactor );
  4943. this.b = Math.pow( color.b, gammaFactor );
  4944. return this;
  4945. },
  4946. copyLinearToGamma: function ( color, gammaFactor ) {
  4947. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4948. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4949. this.r = Math.pow( color.r, safeInverse );
  4950. this.g = Math.pow( color.g, safeInverse );
  4951. this.b = Math.pow( color.b, safeInverse );
  4952. return this;
  4953. },
  4954. convertGammaToLinear: function ( gammaFactor ) {
  4955. this.copyGammaToLinear( this, gammaFactor );
  4956. return this;
  4957. },
  4958. convertLinearToGamma: function ( gammaFactor ) {
  4959. this.copyLinearToGamma( this, gammaFactor );
  4960. return this;
  4961. },
  4962. copySRGBToLinear: function ( color ) {
  4963. this.r = SRGBToLinear( color.r );
  4964. this.g = SRGBToLinear( color.g );
  4965. this.b = SRGBToLinear( color.b );
  4966. return this;
  4967. },
  4968. copyLinearToSRGB: function ( color ) {
  4969. this.r = LinearToSRGB( color.r );
  4970. this.g = LinearToSRGB( color.g );
  4971. this.b = LinearToSRGB( color.b );
  4972. return this;
  4973. },
  4974. convertSRGBToLinear: function () {
  4975. this.copySRGBToLinear( this );
  4976. return this;
  4977. },
  4978. convertLinearToSRGB: function () {
  4979. this.copyLinearToSRGB( this );
  4980. return this;
  4981. },
  4982. getHex: function () {
  4983. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4984. },
  4985. getHexString: function () {
  4986. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4987. },
  4988. getHSL: function ( target ) {
  4989. // h,s,l ranges are in 0.0 - 1.0
  4990. if ( target === undefined ) {
  4991. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4992. target = { h: 0, s: 0, l: 0 };
  4993. }
  4994. var r = this.r, g = this.g, b = this.b;
  4995. var max = Math.max( r, g, b );
  4996. var min = Math.min( r, g, b );
  4997. var hue, saturation;
  4998. var lightness = ( min + max ) / 2.0;
  4999. if ( min === max ) {
  5000. hue = 0;
  5001. saturation = 0;
  5002. } else {
  5003. var delta = max - min;
  5004. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5005. switch ( max ) {
  5006. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5007. case g: hue = ( b - r ) / delta + 2; break;
  5008. case b: hue = ( r - g ) / delta + 4; break;
  5009. }
  5010. hue /= 6;
  5011. }
  5012. target.h = hue;
  5013. target.s = saturation;
  5014. target.l = lightness;
  5015. return target;
  5016. },
  5017. getStyle: function () {
  5018. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5019. },
  5020. offsetHSL: function ( h, s, l ) {
  5021. this.getHSL( _hslA );
  5022. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5023. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5024. return this;
  5025. },
  5026. add: function ( color ) {
  5027. this.r += color.r;
  5028. this.g += color.g;
  5029. this.b += color.b;
  5030. return this;
  5031. },
  5032. addColors: function ( color1, color2 ) {
  5033. this.r = color1.r + color2.r;
  5034. this.g = color1.g + color2.g;
  5035. this.b = color1.b + color2.b;
  5036. return this;
  5037. },
  5038. addScalar: function ( s ) {
  5039. this.r += s;
  5040. this.g += s;
  5041. this.b += s;
  5042. return this;
  5043. },
  5044. sub: function ( color ) {
  5045. this.r = Math.max( 0, this.r - color.r );
  5046. this.g = Math.max( 0, this.g - color.g );
  5047. this.b = Math.max( 0, this.b - color.b );
  5048. return this;
  5049. },
  5050. multiply: function ( color ) {
  5051. this.r *= color.r;
  5052. this.g *= color.g;
  5053. this.b *= color.b;
  5054. return this;
  5055. },
  5056. multiplyScalar: function ( s ) {
  5057. this.r *= s;
  5058. this.g *= s;
  5059. this.b *= s;
  5060. return this;
  5061. },
  5062. lerp: function ( color, alpha ) {
  5063. this.r += ( color.r - this.r ) * alpha;
  5064. this.g += ( color.g - this.g ) * alpha;
  5065. this.b += ( color.b - this.b ) * alpha;
  5066. return this;
  5067. },
  5068. lerpHSL: function ( color, alpha ) {
  5069. this.getHSL( _hslA );
  5070. color.getHSL( _hslB );
  5071. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5072. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5073. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5074. this.setHSL( h, s, l );
  5075. return this;
  5076. },
  5077. equals: function ( c ) {
  5078. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5079. },
  5080. fromArray: function ( array, offset ) {
  5081. if ( offset === undefined ) { offset = 0; }
  5082. this.r = array[ offset ];
  5083. this.g = array[ offset + 1 ];
  5084. this.b = array[ offset + 2 ];
  5085. return this;
  5086. },
  5087. toArray: function ( array, offset ) {
  5088. if ( array === undefined ) { array = []; }
  5089. if ( offset === undefined ) { offset = 0; }
  5090. array[ offset ] = this.r;
  5091. array[ offset + 1 ] = this.g;
  5092. array[ offset + 2 ] = this.b;
  5093. return array;
  5094. },
  5095. toJSON: function () {
  5096. return this.getHex();
  5097. }
  5098. } );
  5099. Color.NAMES = _colorKeywords;
  5100. /**
  5101. * @author mrdoob / http://mrdoob.com/
  5102. * @author alteredq / http://alteredqualia.com/
  5103. */
  5104. function Face3( a, b, c, normal, color, materialIndex ) {
  5105. this.a = a;
  5106. this.b = b;
  5107. this.c = c;
  5108. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5109. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5110. this.color = ( color && color.isColor ) ? color : new Color();
  5111. this.vertexColors = Array.isArray( color ) ? color : [];
  5112. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5113. }
  5114. Object.assign( Face3.prototype, {
  5115. clone: function () {
  5116. return new this.constructor().copy( this );
  5117. },
  5118. copy: function ( source ) {
  5119. this.a = source.a;
  5120. this.b = source.b;
  5121. this.c = source.c;
  5122. this.normal.copy( source.normal );
  5123. this.color.copy( source.color );
  5124. this.materialIndex = source.materialIndex;
  5125. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5126. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5127. }
  5128. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5129. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5130. }
  5131. return this;
  5132. }
  5133. } );
  5134. /**
  5135. * @author mrdoob / http://mrdoob.com/
  5136. * @author alteredq / http://alteredqualia.com/
  5137. */
  5138. var materialId = 0;
  5139. function Material() {
  5140. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5141. this.uuid = MathUtils.generateUUID();
  5142. this.name = '';
  5143. this.type = 'Material';
  5144. this.fog = true;
  5145. this.blending = NormalBlending;
  5146. this.side = FrontSide;
  5147. this.flatShading = false;
  5148. this.vertexColors = false;
  5149. this.opacity = 1;
  5150. this.transparent = false;
  5151. this.blendSrc = SrcAlphaFactor;
  5152. this.blendDst = OneMinusSrcAlphaFactor;
  5153. this.blendEquation = AddEquation;
  5154. this.blendSrcAlpha = null;
  5155. this.blendDstAlpha = null;
  5156. this.blendEquationAlpha = null;
  5157. this.depthFunc = LessEqualDepth;
  5158. this.depthTest = true;
  5159. this.depthWrite = true;
  5160. this.stencilWriteMask = 0xff;
  5161. this.stencilFunc = AlwaysStencilFunc;
  5162. this.stencilRef = 0;
  5163. this.stencilFuncMask = 0xff;
  5164. this.stencilFail = KeepStencilOp;
  5165. this.stencilZFail = KeepStencilOp;
  5166. this.stencilZPass = KeepStencilOp;
  5167. this.stencilWrite = false;
  5168. this.clippingPlanes = null;
  5169. this.clipIntersection = false;
  5170. this.clipShadows = false;
  5171. this.shadowSide = null;
  5172. this.colorWrite = true;
  5173. this.precision = null; // override the renderer's default precision for this material
  5174. this.polygonOffset = false;
  5175. this.polygonOffsetFactor = 0;
  5176. this.polygonOffsetUnits = 0;
  5177. this.dithering = false;
  5178. this.alphaTest = 0;
  5179. this.premultipliedAlpha = false;
  5180. this.visible = true;
  5181. this.toneMapped = true;
  5182. this.userData = {};
  5183. this.version = 0;
  5184. }
  5185. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5186. constructor: Material,
  5187. isMaterial: true,
  5188. onBeforeCompile: function () {},
  5189. setValues: function ( values ) {
  5190. if ( values === undefined ) { return; }
  5191. for ( var key in values ) {
  5192. var newValue = values[ key ];
  5193. if ( newValue === undefined ) {
  5194. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5195. continue;
  5196. }
  5197. // for backward compatability if shading is set in the constructor
  5198. if ( key === 'shading' ) {
  5199. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5200. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5201. continue;
  5202. }
  5203. var currentValue = this[ key ];
  5204. if ( currentValue === undefined ) {
  5205. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5206. continue;
  5207. }
  5208. if ( currentValue && currentValue.isColor ) {
  5209. currentValue.set( newValue );
  5210. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5211. currentValue.copy( newValue );
  5212. } else {
  5213. this[ key ] = newValue;
  5214. }
  5215. }
  5216. },
  5217. toJSON: function ( meta ) {
  5218. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5219. if ( isRoot ) {
  5220. meta = {
  5221. textures: {},
  5222. images: {}
  5223. };
  5224. }
  5225. var data = {
  5226. metadata: {
  5227. version: 4.5,
  5228. type: 'Material',
  5229. generator: 'Material.toJSON'
  5230. }
  5231. };
  5232. // standard Material serialization
  5233. data.uuid = this.uuid;
  5234. data.type = this.type;
  5235. if ( this.name !== '' ) { data.name = this.name; }
  5236. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5237. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5238. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5239. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5240. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5241. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5242. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5243. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5244. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5245. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5246. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5247. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5248. }
  5249. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5250. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5251. }
  5252. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5253. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5254. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5255. }
  5256. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5257. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5258. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5259. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5260. if ( this.aoMap && this.aoMap.isTexture ) {
  5261. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5262. data.aoMapIntensity = this.aoMapIntensity;
  5263. }
  5264. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5265. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5266. data.bumpScale = this.bumpScale;
  5267. }
  5268. if ( this.normalMap && this.normalMap.isTexture ) {
  5269. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5270. data.normalMapType = this.normalMapType;
  5271. data.normalScale = this.normalScale.toArray();
  5272. }
  5273. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5274. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5275. data.displacementScale = this.displacementScale;
  5276. data.displacementBias = this.displacementBias;
  5277. }
  5278. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5279. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5280. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5281. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5282. if ( this.envMap && this.envMap.isTexture ) {
  5283. data.envMap = this.envMap.toJSON( meta ).uuid;
  5284. data.reflectivity = this.reflectivity; // Scale behind envMap
  5285. data.refractionRatio = this.refractionRatio;
  5286. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5287. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5288. }
  5289. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5290. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5291. }
  5292. if ( this.size !== undefined ) { data.size = this.size; }
  5293. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5294. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5295. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5296. if ( this.side !== FrontSide ) { data.side = this.side; }
  5297. if ( this.vertexColors ) { data.vertexColors = true; }
  5298. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5299. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5300. data.depthFunc = this.depthFunc;
  5301. data.depthTest = this.depthTest;
  5302. data.depthWrite = this.depthWrite;
  5303. data.stencilWrite = this.stencilWrite;
  5304. data.stencilWriteMask = this.stencilWriteMask;
  5305. data.stencilFunc = this.stencilFunc;
  5306. data.stencilRef = this.stencilRef;
  5307. data.stencilFuncMask = this.stencilFuncMask;
  5308. data.stencilFail = this.stencilFail;
  5309. data.stencilZFail = this.stencilZFail;
  5310. data.stencilZPass = this.stencilZPass;
  5311. // rotation (SpriteMaterial)
  5312. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5313. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5314. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5315. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5316. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5317. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5318. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5319. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5320. if ( this.dithering === true ) { data.dithering = true; }
  5321. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5322. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5323. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5324. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5325. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5326. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5327. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5328. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5329. if ( this.skinning === true ) { data.skinning = true; }
  5330. if ( this.visible === false ) { data.visible = false; }
  5331. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5332. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5333. // TODO: Copied from Object3D.toJSON
  5334. function extractFromCache( cache ) {
  5335. var values = [];
  5336. for ( var key in cache ) {
  5337. var data = cache[ key ];
  5338. delete data.metadata;
  5339. values.push( data );
  5340. }
  5341. return values;
  5342. }
  5343. if ( isRoot ) {
  5344. var textures = extractFromCache( meta.textures );
  5345. var images = extractFromCache( meta.images );
  5346. if ( textures.length > 0 ) { data.textures = textures; }
  5347. if ( images.length > 0 ) { data.images = images; }
  5348. }
  5349. return data;
  5350. },
  5351. clone: function () {
  5352. return new this.constructor().copy( this );
  5353. },
  5354. copy: function ( source ) {
  5355. this.name = source.name;
  5356. this.fog = source.fog;
  5357. this.blending = source.blending;
  5358. this.side = source.side;
  5359. this.flatShading = source.flatShading;
  5360. this.vertexColors = source.vertexColors;
  5361. this.opacity = source.opacity;
  5362. this.transparent = source.transparent;
  5363. this.blendSrc = source.blendSrc;
  5364. this.blendDst = source.blendDst;
  5365. this.blendEquation = source.blendEquation;
  5366. this.blendSrcAlpha = source.blendSrcAlpha;
  5367. this.blendDstAlpha = source.blendDstAlpha;
  5368. this.blendEquationAlpha = source.blendEquationAlpha;
  5369. this.depthFunc = source.depthFunc;
  5370. this.depthTest = source.depthTest;
  5371. this.depthWrite = source.depthWrite;
  5372. this.stencilWriteMask = source.stencilWriteMask;
  5373. this.stencilFunc = source.stencilFunc;
  5374. this.stencilRef = source.stencilRef;
  5375. this.stencilFuncMask = source.stencilFuncMask;
  5376. this.stencilFail = source.stencilFail;
  5377. this.stencilZFail = source.stencilZFail;
  5378. this.stencilZPass = source.stencilZPass;
  5379. this.stencilWrite = source.stencilWrite;
  5380. var srcPlanes = source.clippingPlanes,
  5381. dstPlanes = null;
  5382. if ( srcPlanes !== null ) {
  5383. var n = srcPlanes.length;
  5384. dstPlanes = new Array( n );
  5385. for ( var i = 0; i !== n; ++ i )
  5386. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5387. }
  5388. this.clippingPlanes = dstPlanes;
  5389. this.clipIntersection = source.clipIntersection;
  5390. this.clipShadows = source.clipShadows;
  5391. this.shadowSide = source.shadowSide;
  5392. this.colorWrite = source.colorWrite;
  5393. this.precision = source.precision;
  5394. this.polygonOffset = source.polygonOffset;
  5395. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5396. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5397. this.dithering = source.dithering;
  5398. this.alphaTest = source.alphaTest;
  5399. this.premultipliedAlpha = source.premultipliedAlpha;
  5400. this.visible = source.visible;
  5401. this.toneMapped = source.toneMapped;
  5402. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5403. return this;
  5404. },
  5405. dispose: function () {
  5406. this.dispatchEvent( { type: 'dispose' } );
  5407. }
  5408. } );
  5409. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5410. set: function ( value ) {
  5411. if ( value === true ) { this.version ++; }
  5412. }
  5413. } );
  5414. /**
  5415. * @author mrdoob / http://mrdoob.com/
  5416. * @author alteredq / http://alteredqualia.com/
  5417. *
  5418. * parameters = {
  5419. * color: <hex>,
  5420. * opacity: <float>,
  5421. * map: new THREE.Texture( <Image> ),
  5422. *
  5423. * lightMap: new THREE.Texture( <Image> ),
  5424. * lightMapIntensity: <float>
  5425. *
  5426. * aoMap: new THREE.Texture( <Image> ),
  5427. * aoMapIntensity: <float>
  5428. *
  5429. * specularMap: new THREE.Texture( <Image> ),
  5430. *
  5431. * alphaMap: new THREE.Texture( <Image> ),
  5432. *
  5433. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5434. * combine: THREE.Multiply,
  5435. * reflectivity: <float>,
  5436. * refractionRatio: <float>,
  5437. *
  5438. * depthTest: <bool>,
  5439. * depthWrite: <bool>,
  5440. *
  5441. * wireframe: <boolean>,
  5442. * wireframeLinewidth: <float>,
  5443. *
  5444. * skinning: <bool>,
  5445. * morphTargets: <bool>
  5446. * }
  5447. */
  5448. function MeshBasicMaterial( parameters ) {
  5449. Material.call( this );
  5450. this.type = 'MeshBasicMaterial';
  5451. this.color = new Color( 0xffffff ); // emissive
  5452. this.map = null;
  5453. this.lightMap = null;
  5454. this.lightMapIntensity = 1.0;
  5455. this.aoMap = null;
  5456. this.aoMapIntensity = 1.0;
  5457. this.specularMap = null;
  5458. this.alphaMap = null;
  5459. this.envMap = null;
  5460. this.combine = MultiplyOperation;
  5461. this.reflectivity = 1;
  5462. this.refractionRatio = 0.98;
  5463. this.wireframe = false;
  5464. this.wireframeLinewidth = 1;
  5465. this.wireframeLinecap = 'round';
  5466. this.wireframeLinejoin = 'round';
  5467. this.skinning = false;
  5468. this.morphTargets = false;
  5469. this.setValues( parameters );
  5470. }
  5471. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5472. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5473. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5474. MeshBasicMaterial.prototype.copy = function ( source ) {
  5475. Material.prototype.copy.call( this, source );
  5476. this.color.copy( source.color );
  5477. this.map = source.map;
  5478. this.lightMap = source.lightMap;
  5479. this.lightMapIntensity = source.lightMapIntensity;
  5480. this.aoMap = source.aoMap;
  5481. this.aoMapIntensity = source.aoMapIntensity;
  5482. this.specularMap = source.specularMap;
  5483. this.alphaMap = source.alphaMap;
  5484. this.envMap = source.envMap;
  5485. this.combine = source.combine;
  5486. this.reflectivity = source.reflectivity;
  5487. this.refractionRatio = source.refractionRatio;
  5488. this.wireframe = source.wireframe;
  5489. this.wireframeLinewidth = source.wireframeLinewidth;
  5490. this.wireframeLinecap = source.wireframeLinecap;
  5491. this.wireframeLinejoin = source.wireframeLinejoin;
  5492. this.skinning = source.skinning;
  5493. this.morphTargets = source.morphTargets;
  5494. return this;
  5495. };
  5496. /**
  5497. * @author mrdoob / http://mrdoob.com/
  5498. */
  5499. var _vector$3 = new Vector3();
  5500. function BufferAttribute( array, itemSize, normalized ) {
  5501. if ( Array.isArray( array ) ) {
  5502. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5503. }
  5504. this.name = '';
  5505. this.array = array;
  5506. this.itemSize = itemSize;
  5507. this.count = array !== undefined ? array.length / itemSize : 0;
  5508. this.normalized = normalized === true;
  5509. this.usage = StaticDrawUsage;
  5510. this.updateRange = { offset: 0, count: - 1 };
  5511. this.version = 0;
  5512. }
  5513. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5514. set: function ( value ) {
  5515. if ( value === true ) { this.version ++; }
  5516. }
  5517. } );
  5518. Object.assign( BufferAttribute.prototype, {
  5519. isBufferAttribute: true,
  5520. onUploadCallback: function () {},
  5521. setUsage: function ( value ) {
  5522. this.usage = value;
  5523. return this;
  5524. },
  5525. copy: function ( source ) {
  5526. this.name = source.name;
  5527. this.array = new source.array.constructor( source.array );
  5528. this.itemSize = source.itemSize;
  5529. this.count = source.count;
  5530. this.normalized = source.normalized;
  5531. this.usage = source.usage;
  5532. return this;
  5533. },
  5534. copyAt: function ( index1, attribute, index2 ) {
  5535. index1 *= this.itemSize;
  5536. index2 *= attribute.itemSize;
  5537. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5538. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5539. }
  5540. return this;
  5541. },
  5542. copyArray: function ( array ) {
  5543. this.array.set( array );
  5544. return this;
  5545. },
  5546. copyColorsArray: function ( colors ) {
  5547. var array = this.array, offset = 0;
  5548. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5549. var color = colors[ i ];
  5550. if ( color === undefined ) {
  5551. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5552. color = new Color();
  5553. }
  5554. array[ offset ++ ] = color.r;
  5555. array[ offset ++ ] = color.g;
  5556. array[ offset ++ ] = color.b;
  5557. }
  5558. return this;
  5559. },
  5560. copyVector2sArray: function ( vectors ) {
  5561. var array = this.array, offset = 0;
  5562. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5563. var vector = vectors[ i ];
  5564. if ( vector === undefined ) {
  5565. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5566. vector = new Vector2();
  5567. }
  5568. array[ offset ++ ] = vector.x;
  5569. array[ offset ++ ] = vector.y;
  5570. }
  5571. return this;
  5572. },
  5573. copyVector3sArray: function ( vectors ) {
  5574. var array = this.array, offset = 0;
  5575. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5576. var vector = vectors[ i ];
  5577. if ( vector === undefined ) {
  5578. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5579. vector = new Vector3();
  5580. }
  5581. array[ offset ++ ] = vector.x;
  5582. array[ offset ++ ] = vector.y;
  5583. array[ offset ++ ] = vector.z;
  5584. }
  5585. return this;
  5586. },
  5587. copyVector4sArray: function ( vectors ) {
  5588. var array = this.array, offset = 0;
  5589. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5590. var vector = vectors[ i ];
  5591. if ( vector === undefined ) {
  5592. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5593. vector = new Vector4();
  5594. }
  5595. array[ offset ++ ] = vector.x;
  5596. array[ offset ++ ] = vector.y;
  5597. array[ offset ++ ] = vector.z;
  5598. array[ offset ++ ] = vector.w;
  5599. }
  5600. return this;
  5601. },
  5602. applyMatrix3: function ( m ) {
  5603. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5604. _vector$3.x = this.getX( i );
  5605. _vector$3.y = this.getY( i );
  5606. _vector$3.z = this.getZ( i );
  5607. _vector$3.applyMatrix3( m );
  5608. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5609. }
  5610. return this;
  5611. },
  5612. applyMatrix4: function ( m ) {
  5613. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5614. _vector$3.x = this.getX( i );
  5615. _vector$3.y = this.getY( i );
  5616. _vector$3.z = this.getZ( i );
  5617. _vector$3.applyMatrix4( m );
  5618. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5619. }
  5620. return this;
  5621. },
  5622. applyNormalMatrix: function ( m ) {
  5623. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5624. _vector$3.x = this.getX( i );
  5625. _vector$3.y = this.getY( i );
  5626. _vector$3.z = this.getZ( i );
  5627. _vector$3.applyNormalMatrix( m );
  5628. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5629. }
  5630. return this;
  5631. },
  5632. transformDirection: function ( m ) {
  5633. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5634. _vector$3.x = this.getX( i );
  5635. _vector$3.y = this.getY( i );
  5636. _vector$3.z = this.getZ( i );
  5637. _vector$3.transformDirection( m );
  5638. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5639. }
  5640. return this;
  5641. },
  5642. set: function ( value, offset ) {
  5643. if ( offset === undefined ) { offset = 0; }
  5644. this.array.set( value, offset );
  5645. return this;
  5646. },
  5647. getX: function ( index ) {
  5648. return this.array[ index * this.itemSize ];
  5649. },
  5650. setX: function ( index, x ) {
  5651. this.array[ index * this.itemSize ] = x;
  5652. return this;
  5653. },
  5654. getY: function ( index ) {
  5655. return this.array[ index * this.itemSize + 1 ];
  5656. },
  5657. setY: function ( index, y ) {
  5658. this.array[ index * this.itemSize + 1 ] = y;
  5659. return this;
  5660. },
  5661. getZ: function ( index ) {
  5662. return this.array[ index * this.itemSize + 2 ];
  5663. },
  5664. setZ: function ( index, z ) {
  5665. this.array[ index * this.itemSize + 2 ] = z;
  5666. return this;
  5667. },
  5668. getW: function ( index ) {
  5669. return this.array[ index * this.itemSize + 3 ];
  5670. },
  5671. setW: function ( index, w ) {
  5672. this.array[ index * this.itemSize + 3 ] = w;
  5673. return this;
  5674. },
  5675. setXY: function ( index, x, y ) {
  5676. index *= this.itemSize;
  5677. this.array[ index + 0 ] = x;
  5678. this.array[ index + 1 ] = y;
  5679. return this;
  5680. },
  5681. setXYZ: function ( index, x, y, z ) {
  5682. index *= this.itemSize;
  5683. this.array[ index + 0 ] = x;
  5684. this.array[ index + 1 ] = y;
  5685. this.array[ index + 2 ] = z;
  5686. return this;
  5687. },
  5688. setXYZW: function ( index, x, y, z, w ) {
  5689. index *= this.itemSize;
  5690. this.array[ index + 0 ] = x;
  5691. this.array[ index + 1 ] = y;
  5692. this.array[ index + 2 ] = z;
  5693. this.array[ index + 3 ] = w;
  5694. return this;
  5695. },
  5696. onUpload: function ( callback ) {
  5697. this.onUploadCallback = callback;
  5698. return this;
  5699. },
  5700. clone: function () {
  5701. return new this.constructor( this.array, this.itemSize ).copy( this );
  5702. },
  5703. toJSON: function () {
  5704. return {
  5705. itemSize: this.itemSize,
  5706. type: this.array.constructor.name,
  5707. array: Array.prototype.slice.call( this.array ),
  5708. normalized: this.normalized
  5709. };
  5710. }
  5711. } );
  5712. //
  5713. function Int8BufferAttribute( array, itemSize, normalized ) {
  5714. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5715. }
  5716. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5717. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5718. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5719. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5720. }
  5721. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5722. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5723. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5724. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5725. }
  5726. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5727. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5728. function Int16BufferAttribute( array, itemSize, normalized ) {
  5729. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5730. }
  5731. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5732. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5733. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5734. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5735. }
  5736. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5737. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5738. function Int32BufferAttribute( array, itemSize, normalized ) {
  5739. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5740. }
  5741. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5742. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5743. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5744. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5745. }
  5746. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5747. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5748. function Float32BufferAttribute( array, itemSize, normalized ) {
  5749. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5750. }
  5751. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5752. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5753. function Float64BufferAttribute( array, itemSize, normalized ) {
  5754. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5755. }
  5756. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5757. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5758. /**
  5759. * @author mrdoob / http://mrdoob.com/
  5760. */
  5761. function DirectGeometry() {
  5762. this.vertices = [];
  5763. this.normals = [];
  5764. this.colors = [];
  5765. this.uvs = [];
  5766. this.uvs2 = [];
  5767. this.groups = [];
  5768. this.morphTargets = {};
  5769. this.skinWeights = [];
  5770. this.skinIndices = [];
  5771. // this.lineDistances = [];
  5772. this.boundingBox = null;
  5773. this.boundingSphere = null;
  5774. // update flags
  5775. this.verticesNeedUpdate = false;
  5776. this.normalsNeedUpdate = false;
  5777. this.colorsNeedUpdate = false;
  5778. this.uvsNeedUpdate = false;
  5779. this.groupsNeedUpdate = false;
  5780. }
  5781. Object.assign( DirectGeometry.prototype, {
  5782. computeGroups: function ( geometry ) {
  5783. var group;
  5784. var groups = [];
  5785. var materialIndex = undefined;
  5786. var faces = geometry.faces;
  5787. for ( var i = 0; i < faces.length; i ++ ) {
  5788. var face = faces[ i ];
  5789. // materials
  5790. if ( face.materialIndex !== materialIndex ) {
  5791. materialIndex = face.materialIndex;
  5792. if ( group !== undefined ) {
  5793. group.count = ( i * 3 ) - group.start;
  5794. groups.push( group );
  5795. }
  5796. group = {
  5797. start: i * 3,
  5798. materialIndex: materialIndex
  5799. };
  5800. }
  5801. }
  5802. if ( group !== undefined ) {
  5803. group.count = ( i * 3 ) - group.start;
  5804. groups.push( group );
  5805. }
  5806. this.groups = groups;
  5807. },
  5808. fromGeometry: function ( geometry ) {
  5809. var faces = geometry.faces;
  5810. var vertices = geometry.vertices;
  5811. var faceVertexUvs = geometry.faceVertexUvs;
  5812. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5813. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5814. // morphs
  5815. var morphTargets = geometry.morphTargets;
  5816. var morphTargetsLength = morphTargets.length;
  5817. var morphTargetsPosition;
  5818. if ( morphTargetsLength > 0 ) {
  5819. morphTargetsPosition = [];
  5820. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5821. morphTargetsPosition[ i ] = {
  5822. name: morphTargets[ i ].name,
  5823. data: []
  5824. };
  5825. }
  5826. this.morphTargets.position = morphTargetsPosition;
  5827. }
  5828. var morphNormals = geometry.morphNormals;
  5829. var morphNormalsLength = morphNormals.length;
  5830. var morphTargetsNormal;
  5831. if ( morphNormalsLength > 0 ) {
  5832. morphTargetsNormal = [];
  5833. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5834. morphTargetsNormal[ i ] = {
  5835. name: morphNormals[ i ].name,
  5836. data: []
  5837. };
  5838. }
  5839. this.morphTargets.normal = morphTargetsNormal;
  5840. }
  5841. // skins
  5842. var skinIndices = geometry.skinIndices;
  5843. var skinWeights = geometry.skinWeights;
  5844. var hasSkinIndices = skinIndices.length === vertices.length;
  5845. var hasSkinWeights = skinWeights.length === vertices.length;
  5846. //
  5847. if ( vertices.length > 0 && faces.length === 0 ) {
  5848. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5849. }
  5850. for ( var i = 0; i < faces.length; i ++ ) {
  5851. var face = faces[ i ];
  5852. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5853. var vertexNormals = face.vertexNormals;
  5854. if ( vertexNormals.length === 3 ) {
  5855. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5856. } else {
  5857. var normal = face.normal;
  5858. this.normals.push( normal, normal, normal );
  5859. }
  5860. var vertexColors = face.vertexColors;
  5861. if ( vertexColors.length === 3 ) {
  5862. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5863. } else {
  5864. var color = face.color;
  5865. this.colors.push( color, color, color );
  5866. }
  5867. if ( hasFaceVertexUv === true ) {
  5868. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5869. if ( vertexUvs !== undefined ) {
  5870. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5871. } else {
  5872. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5873. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5874. }
  5875. }
  5876. if ( hasFaceVertexUv2 === true ) {
  5877. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5878. if ( vertexUvs !== undefined ) {
  5879. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5880. } else {
  5881. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5882. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5883. }
  5884. }
  5885. // morphs
  5886. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5887. var morphTarget = morphTargets[ j ].vertices;
  5888. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5889. }
  5890. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5891. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5892. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5893. }
  5894. // skins
  5895. if ( hasSkinIndices ) {
  5896. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5897. }
  5898. if ( hasSkinWeights ) {
  5899. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5900. }
  5901. }
  5902. this.computeGroups( geometry );
  5903. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5904. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5905. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5906. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5907. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5908. if ( geometry.boundingSphere !== null ) {
  5909. this.boundingSphere = geometry.boundingSphere.clone();
  5910. }
  5911. if ( geometry.boundingBox !== null ) {
  5912. this.boundingBox = geometry.boundingBox.clone();
  5913. }
  5914. return this;
  5915. }
  5916. } );
  5917. /**
  5918. * @author mrdoob / http://mrdoob.com/
  5919. */
  5920. function arrayMax( array ) {
  5921. if ( array.length === 0 ) { return - Infinity; }
  5922. var max = array[ 0 ];
  5923. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5924. if ( array[ i ] > max ) { max = array[ i ]; }
  5925. }
  5926. return max;
  5927. }
  5928. /**
  5929. * @author alteredq / http://alteredqualia.com/
  5930. * @author mrdoob / http://mrdoob.com/
  5931. */
  5932. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5933. var _m1$2 = new Matrix4();
  5934. var _obj = new Object3D();
  5935. var _offset = new Vector3();
  5936. var _box$2 = new Box3();
  5937. var _boxMorphTargets = new Box3();
  5938. var _vector$4 = new Vector3();
  5939. function BufferGeometry() {
  5940. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5941. this.uuid = MathUtils.generateUUID();
  5942. this.name = '';
  5943. this.type = 'BufferGeometry';
  5944. this.index = null;
  5945. this.attributes = {};
  5946. this.morphAttributes = {};
  5947. this.morphTargetsRelative = false;
  5948. this.groups = [];
  5949. this.boundingBox = null;
  5950. this.boundingSphere = null;
  5951. this.drawRange = { start: 0, count: Infinity };
  5952. this.userData = {};
  5953. }
  5954. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5955. constructor: BufferGeometry,
  5956. isBufferGeometry: true,
  5957. getIndex: function () {
  5958. return this.index;
  5959. },
  5960. setIndex: function ( index ) {
  5961. if ( Array.isArray( index ) ) {
  5962. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5963. } else {
  5964. this.index = index;
  5965. }
  5966. },
  5967. getAttribute: function ( name ) {
  5968. return this.attributes[ name ];
  5969. },
  5970. setAttribute: function ( name, attribute ) {
  5971. this.attributes[ name ] = attribute;
  5972. return this;
  5973. },
  5974. deleteAttribute: function ( name ) {
  5975. delete this.attributes[ name ];
  5976. return this;
  5977. },
  5978. addGroup: function ( start, count, materialIndex ) {
  5979. this.groups.push( {
  5980. start: start,
  5981. count: count,
  5982. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5983. } );
  5984. },
  5985. clearGroups: function () {
  5986. this.groups = [];
  5987. },
  5988. setDrawRange: function ( start, count ) {
  5989. this.drawRange.start = start;
  5990. this.drawRange.count = count;
  5991. },
  5992. applyMatrix4: function ( matrix ) {
  5993. var position = this.attributes.position;
  5994. if ( position !== undefined ) {
  5995. position.applyMatrix4( matrix );
  5996. position.needsUpdate = true;
  5997. }
  5998. var normal = this.attributes.normal;
  5999. if ( normal !== undefined ) {
  6000. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6001. normal.applyNormalMatrix( normalMatrix );
  6002. normal.needsUpdate = true;
  6003. }
  6004. var tangent = this.attributes.tangent;
  6005. if ( tangent !== undefined ) {
  6006. tangent.transformDirection( matrix );
  6007. tangent.needsUpdate = true;
  6008. }
  6009. if ( this.boundingBox !== null ) {
  6010. this.computeBoundingBox();
  6011. }
  6012. if ( this.boundingSphere !== null ) {
  6013. this.computeBoundingSphere();
  6014. }
  6015. return this;
  6016. },
  6017. rotateX: function ( angle ) {
  6018. // rotate geometry around world x-axis
  6019. _m1$2.makeRotationX( angle );
  6020. this.applyMatrix4( _m1$2 );
  6021. return this;
  6022. },
  6023. rotateY: function ( angle ) {
  6024. // rotate geometry around world y-axis
  6025. _m1$2.makeRotationY( angle );
  6026. this.applyMatrix4( _m1$2 );
  6027. return this;
  6028. },
  6029. rotateZ: function ( angle ) {
  6030. // rotate geometry around world z-axis
  6031. _m1$2.makeRotationZ( angle );
  6032. this.applyMatrix4( _m1$2 );
  6033. return this;
  6034. },
  6035. translate: function ( x, y, z ) {
  6036. // translate geometry
  6037. _m1$2.makeTranslation( x, y, z );
  6038. this.applyMatrix4( _m1$2 );
  6039. return this;
  6040. },
  6041. scale: function ( x, y, z ) {
  6042. // scale geometry
  6043. _m1$2.makeScale( x, y, z );
  6044. this.applyMatrix4( _m1$2 );
  6045. return this;
  6046. },
  6047. lookAt: function ( vector ) {
  6048. _obj.lookAt( vector );
  6049. _obj.updateMatrix();
  6050. this.applyMatrix4( _obj.matrix );
  6051. return this;
  6052. },
  6053. center: function () {
  6054. this.computeBoundingBox();
  6055. this.boundingBox.getCenter( _offset ).negate();
  6056. this.translate( _offset.x, _offset.y, _offset.z );
  6057. return this;
  6058. },
  6059. setFromObject: function ( object ) {
  6060. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6061. var geometry = object.geometry;
  6062. if ( object.isPoints || object.isLine ) {
  6063. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6064. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6065. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6066. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6067. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6068. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6069. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6070. }
  6071. if ( geometry.boundingSphere !== null ) {
  6072. this.boundingSphere = geometry.boundingSphere.clone();
  6073. }
  6074. if ( geometry.boundingBox !== null ) {
  6075. this.boundingBox = geometry.boundingBox.clone();
  6076. }
  6077. } else if ( object.isMesh ) {
  6078. if ( geometry && geometry.isGeometry ) {
  6079. this.fromGeometry( geometry );
  6080. }
  6081. }
  6082. return this;
  6083. },
  6084. setFromPoints: function ( points ) {
  6085. var position = [];
  6086. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6087. var point = points[ i ];
  6088. position.push( point.x, point.y, point.z || 0 );
  6089. }
  6090. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6091. return this;
  6092. },
  6093. updateFromObject: function ( object ) {
  6094. var geometry = object.geometry;
  6095. if ( object.isMesh ) {
  6096. var direct = geometry.__directGeometry;
  6097. if ( geometry.elementsNeedUpdate === true ) {
  6098. direct = undefined;
  6099. geometry.elementsNeedUpdate = false;
  6100. }
  6101. if ( direct === undefined ) {
  6102. return this.fromGeometry( geometry );
  6103. }
  6104. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6105. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6106. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6107. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6108. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6109. geometry.verticesNeedUpdate = false;
  6110. geometry.normalsNeedUpdate = false;
  6111. geometry.colorsNeedUpdate = false;
  6112. geometry.uvsNeedUpdate = false;
  6113. geometry.groupsNeedUpdate = false;
  6114. geometry = direct;
  6115. }
  6116. var attribute;
  6117. if ( geometry.verticesNeedUpdate === true ) {
  6118. attribute = this.attributes.position;
  6119. if ( attribute !== undefined ) {
  6120. attribute.copyVector3sArray( geometry.vertices );
  6121. attribute.needsUpdate = true;
  6122. }
  6123. geometry.verticesNeedUpdate = false;
  6124. }
  6125. if ( geometry.normalsNeedUpdate === true ) {
  6126. attribute = this.attributes.normal;
  6127. if ( attribute !== undefined ) {
  6128. attribute.copyVector3sArray( geometry.normals );
  6129. attribute.needsUpdate = true;
  6130. }
  6131. geometry.normalsNeedUpdate = false;
  6132. }
  6133. if ( geometry.colorsNeedUpdate === true ) {
  6134. attribute = this.attributes.color;
  6135. if ( attribute !== undefined ) {
  6136. attribute.copyColorsArray( geometry.colors );
  6137. attribute.needsUpdate = true;
  6138. }
  6139. geometry.colorsNeedUpdate = false;
  6140. }
  6141. if ( geometry.uvsNeedUpdate ) {
  6142. attribute = this.attributes.uv;
  6143. if ( attribute !== undefined ) {
  6144. attribute.copyVector2sArray( geometry.uvs );
  6145. attribute.needsUpdate = true;
  6146. }
  6147. geometry.uvsNeedUpdate = false;
  6148. }
  6149. if ( geometry.lineDistancesNeedUpdate ) {
  6150. attribute = this.attributes.lineDistance;
  6151. if ( attribute !== undefined ) {
  6152. attribute.copyArray( geometry.lineDistances );
  6153. attribute.needsUpdate = true;
  6154. }
  6155. geometry.lineDistancesNeedUpdate = false;
  6156. }
  6157. if ( geometry.groupsNeedUpdate ) {
  6158. geometry.computeGroups( object.geometry );
  6159. this.groups = geometry.groups;
  6160. geometry.groupsNeedUpdate = false;
  6161. }
  6162. return this;
  6163. },
  6164. fromGeometry: function ( geometry ) {
  6165. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6166. return this.fromDirectGeometry( geometry.__directGeometry );
  6167. },
  6168. fromDirectGeometry: function ( geometry ) {
  6169. var positions = new Float32Array( geometry.vertices.length * 3 );
  6170. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6171. if ( geometry.normals.length > 0 ) {
  6172. var normals = new Float32Array( geometry.normals.length * 3 );
  6173. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6174. }
  6175. if ( geometry.colors.length > 0 ) {
  6176. var colors = new Float32Array( geometry.colors.length * 3 );
  6177. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6178. }
  6179. if ( geometry.uvs.length > 0 ) {
  6180. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6181. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6182. }
  6183. if ( geometry.uvs2.length > 0 ) {
  6184. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6185. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6186. }
  6187. // groups
  6188. this.groups = geometry.groups;
  6189. // morphs
  6190. for ( var name in geometry.morphTargets ) {
  6191. var array = [];
  6192. var morphTargets = geometry.morphTargets[ name ];
  6193. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6194. var morphTarget = morphTargets[ i ];
  6195. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6196. attribute.name = morphTarget.name;
  6197. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6198. }
  6199. this.morphAttributes[ name ] = array;
  6200. }
  6201. // skinning
  6202. if ( geometry.skinIndices.length > 0 ) {
  6203. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6204. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6205. }
  6206. if ( geometry.skinWeights.length > 0 ) {
  6207. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6208. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6209. }
  6210. //
  6211. if ( geometry.boundingSphere !== null ) {
  6212. this.boundingSphere = geometry.boundingSphere.clone();
  6213. }
  6214. if ( geometry.boundingBox !== null ) {
  6215. this.boundingBox = geometry.boundingBox.clone();
  6216. }
  6217. return this;
  6218. },
  6219. computeBoundingBox: function () {
  6220. if ( this.boundingBox === null ) {
  6221. this.boundingBox = new Box3();
  6222. }
  6223. var position = this.attributes.position;
  6224. var morphAttributesPosition = this.morphAttributes.position;
  6225. if ( position !== undefined ) {
  6226. this.boundingBox.setFromBufferAttribute( position );
  6227. // process morph attributes if present
  6228. if ( morphAttributesPosition ) {
  6229. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6230. var morphAttribute = morphAttributesPosition[ i ];
  6231. _box$2.setFromBufferAttribute( morphAttribute );
  6232. if ( this.morphTargetsRelative ) {
  6233. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6234. this.boundingBox.expandByPoint( _vector$4 );
  6235. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6236. this.boundingBox.expandByPoint( _vector$4 );
  6237. } else {
  6238. this.boundingBox.expandByPoint( _box$2.min );
  6239. this.boundingBox.expandByPoint( _box$2.max );
  6240. }
  6241. }
  6242. }
  6243. } else {
  6244. this.boundingBox.makeEmpty();
  6245. }
  6246. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6247. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6248. }
  6249. },
  6250. computeBoundingSphere: function () {
  6251. if ( this.boundingSphere === null ) {
  6252. this.boundingSphere = new Sphere();
  6253. }
  6254. var position = this.attributes.position;
  6255. var morphAttributesPosition = this.morphAttributes.position;
  6256. if ( position ) {
  6257. // first, find the center of the bounding sphere
  6258. var center = this.boundingSphere.center;
  6259. _box$2.setFromBufferAttribute( position );
  6260. // process morph attributes if present
  6261. if ( morphAttributesPosition ) {
  6262. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6263. var morphAttribute = morphAttributesPosition[ i ];
  6264. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6265. if ( this.morphTargetsRelative ) {
  6266. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6267. _box$2.expandByPoint( _vector$4 );
  6268. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6269. _box$2.expandByPoint( _vector$4 );
  6270. } else {
  6271. _box$2.expandByPoint( _boxMorphTargets.min );
  6272. _box$2.expandByPoint( _boxMorphTargets.max );
  6273. }
  6274. }
  6275. }
  6276. _box$2.getCenter( center );
  6277. // second, try to find a boundingSphere with a radius smaller than the
  6278. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6279. var maxRadiusSq = 0;
  6280. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6281. _vector$4.fromBufferAttribute( position, i );
  6282. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6283. }
  6284. // process morph attributes if present
  6285. if ( morphAttributesPosition ) {
  6286. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6287. var morphAttribute = morphAttributesPosition[ i ];
  6288. var morphTargetsRelative = this.morphTargetsRelative;
  6289. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6290. _vector$4.fromBufferAttribute( morphAttribute, j );
  6291. if ( morphTargetsRelative ) {
  6292. _offset.fromBufferAttribute( position, j );
  6293. _vector$4.add( _offset );
  6294. }
  6295. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6296. }
  6297. }
  6298. }
  6299. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6300. if ( isNaN( this.boundingSphere.radius ) ) {
  6301. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6302. }
  6303. }
  6304. },
  6305. computeFaceNormals: function () {
  6306. // backwards compatibility
  6307. },
  6308. computeVertexNormals: function () {
  6309. var index = this.index;
  6310. var attributes = this.attributes;
  6311. if ( attributes.position ) {
  6312. var positions = attributes.position.array;
  6313. if ( attributes.normal === undefined ) {
  6314. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6315. } else {
  6316. // reset existing normals to zero
  6317. var array = attributes.normal.array;
  6318. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6319. array[ i ] = 0;
  6320. }
  6321. }
  6322. var normals = attributes.normal.array;
  6323. var vA, vB, vC;
  6324. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6325. var cb = new Vector3(), ab = new Vector3();
  6326. // indexed elements
  6327. if ( index ) {
  6328. var indices = index.array;
  6329. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6330. vA = indices[ i + 0 ] * 3;
  6331. vB = indices[ i + 1 ] * 3;
  6332. vC = indices[ i + 2 ] * 3;
  6333. pA.fromArray( positions, vA );
  6334. pB.fromArray( positions, vB );
  6335. pC.fromArray( positions, vC );
  6336. cb.subVectors( pC, pB );
  6337. ab.subVectors( pA, pB );
  6338. cb.cross( ab );
  6339. normals[ vA ] += cb.x;
  6340. normals[ vA + 1 ] += cb.y;
  6341. normals[ vA + 2 ] += cb.z;
  6342. normals[ vB ] += cb.x;
  6343. normals[ vB + 1 ] += cb.y;
  6344. normals[ vB + 2 ] += cb.z;
  6345. normals[ vC ] += cb.x;
  6346. normals[ vC + 1 ] += cb.y;
  6347. normals[ vC + 2 ] += cb.z;
  6348. }
  6349. } else {
  6350. // non-indexed elements (unconnected triangle soup)
  6351. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6352. pA.fromArray( positions, i );
  6353. pB.fromArray( positions, i + 3 );
  6354. pC.fromArray( positions, i + 6 );
  6355. cb.subVectors( pC, pB );
  6356. ab.subVectors( pA, pB );
  6357. cb.cross( ab );
  6358. normals[ i ] = cb.x;
  6359. normals[ i + 1 ] = cb.y;
  6360. normals[ i + 2 ] = cb.z;
  6361. normals[ i + 3 ] = cb.x;
  6362. normals[ i + 4 ] = cb.y;
  6363. normals[ i + 5 ] = cb.z;
  6364. normals[ i + 6 ] = cb.x;
  6365. normals[ i + 7 ] = cb.y;
  6366. normals[ i + 8 ] = cb.z;
  6367. }
  6368. }
  6369. this.normalizeNormals();
  6370. attributes.normal.needsUpdate = true;
  6371. }
  6372. },
  6373. merge: function ( geometry, offset ) {
  6374. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6375. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6376. return;
  6377. }
  6378. if ( offset === undefined ) {
  6379. offset = 0;
  6380. console.warn(
  6381. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6382. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6383. );
  6384. }
  6385. var attributes = this.attributes;
  6386. for ( var key in attributes ) {
  6387. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6388. var attribute1 = attributes[ key ];
  6389. var attributeArray1 = attribute1.array;
  6390. var attribute2 = geometry.attributes[ key ];
  6391. var attributeArray2 = attribute2.array;
  6392. var attributeOffset = attribute2.itemSize * offset;
  6393. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6394. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6395. attributeArray1[ j ] = attributeArray2[ i ];
  6396. }
  6397. }
  6398. return this;
  6399. },
  6400. normalizeNormals: function () {
  6401. var normals = this.attributes.normal;
  6402. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6403. _vector$4.x = normals.getX( i );
  6404. _vector$4.y = normals.getY( i );
  6405. _vector$4.z = normals.getZ( i );
  6406. _vector$4.normalize();
  6407. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6408. }
  6409. },
  6410. toNonIndexed: function () {
  6411. function convertBufferAttribute( attribute, indices ) {
  6412. var array = attribute.array;
  6413. var itemSize = attribute.itemSize;
  6414. var array2 = new array.constructor( indices.length * itemSize );
  6415. var index = 0, index2 = 0;
  6416. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6417. index = indices[ i ] * itemSize;
  6418. for ( var j = 0; j < itemSize; j ++ ) {
  6419. array2[ index2 ++ ] = array[ index ++ ];
  6420. }
  6421. }
  6422. return new BufferAttribute( array2, itemSize );
  6423. }
  6424. //
  6425. if ( this.index === null ) {
  6426. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6427. return this;
  6428. }
  6429. var geometry2 = new BufferGeometry();
  6430. var indices = this.index.array;
  6431. var attributes = this.attributes;
  6432. // attributes
  6433. for ( var name in attributes ) {
  6434. var attribute = attributes[ name ];
  6435. var newAttribute = convertBufferAttribute( attribute, indices );
  6436. geometry2.setAttribute( name, newAttribute );
  6437. }
  6438. // morph attributes
  6439. var morphAttributes = this.morphAttributes;
  6440. for ( name in morphAttributes ) {
  6441. var morphArray = [];
  6442. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6443. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6444. var attribute = morphAttribute[ i ];
  6445. var newAttribute = convertBufferAttribute( attribute, indices );
  6446. morphArray.push( newAttribute );
  6447. }
  6448. geometry2.morphAttributes[ name ] = morphArray;
  6449. }
  6450. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6451. // groups
  6452. var groups = this.groups;
  6453. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6454. var group = groups[ i ];
  6455. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6456. }
  6457. return geometry2;
  6458. },
  6459. toJSON: function () {
  6460. var data = {
  6461. metadata: {
  6462. version: 4.5,
  6463. type: 'BufferGeometry',
  6464. generator: 'BufferGeometry.toJSON'
  6465. }
  6466. };
  6467. // standard BufferGeometry serialization
  6468. data.uuid = this.uuid;
  6469. data.type = this.type;
  6470. if ( this.name !== '' ) { data.name = this.name; }
  6471. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6472. if ( this.parameters !== undefined ) {
  6473. var parameters = this.parameters;
  6474. for ( var key in parameters ) {
  6475. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6476. }
  6477. return data;
  6478. }
  6479. data.data = { attributes: {} };
  6480. var index = this.index;
  6481. if ( index !== null ) {
  6482. data.data.index = {
  6483. type: index.array.constructor.name,
  6484. array: Array.prototype.slice.call( index.array )
  6485. };
  6486. }
  6487. var attributes = this.attributes;
  6488. for ( var key in attributes ) {
  6489. var attribute = attributes[ key ];
  6490. var attributeData = attribute.toJSON();
  6491. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6492. data.data.attributes[ key ] = attributeData;
  6493. }
  6494. var morphAttributes = {};
  6495. var hasMorphAttributes = false;
  6496. for ( var key in this.morphAttributes ) {
  6497. var attributeArray = this.morphAttributes[ key ];
  6498. var array = [];
  6499. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6500. var attribute = attributeArray[ i ];
  6501. var attributeData = attribute.toJSON();
  6502. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6503. array.push( attributeData );
  6504. }
  6505. if ( array.length > 0 ) {
  6506. morphAttributes[ key ] = array;
  6507. hasMorphAttributes = true;
  6508. }
  6509. }
  6510. if ( hasMorphAttributes ) {
  6511. data.data.morphAttributes = morphAttributes;
  6512. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6513. }
  6514. var groups = this.groups;
  6515. if ( groups.length > 0 ) {
  6516. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6517. }
  6518. var boundingSphere = this.boundingSphere;
  6519. if ( boundingSphere !== null ) {
  6520. data.data.boundingSphere = {
  6521. center: boundingSphere.center.toArray(),
  6522. radius: boundingSphere.radius
  6523. };
  6524. }
  6525. return data;
  6526. },
  6527. clone: function () {
  6528. /*
  6529. // Handle primitives
  6530. var parameters = this.parameters;
  6531. if ( parameters !== undefined ) {
  6532. var values = [];
  6533. for ( var key in parameters ) {
  6534. values.push( parameters[ key ] );
  6535. }
  6536. var geometry = Object.create( this.constructor.prototype );
  6537. this.constructor.apply( geometry, values );
  6538. return geometry;
  6539. }
  6540. return new this.constructor().copy( this );
  6541. */
  6542. return new BufferGeometry().copy( this );
  6543. },
  6544. copy: function ( source ) {
  6545. var name, i, l;
  6546. // reset
  6547. this.index = null;
  6548. this.attributes = {};
  6549. this.morphAttributes = {};
  6550. this.groups = [];
  6551. this.boundingBox = null;
  6552. this.boundingSphere = null;
  6553. // name
  6554. this.name = source.name;
  6555. // index
  6556. var index = source.index;
  6557. if ( index !== null ) {
  6558. this.setIndex( index.clone() );
  6559. }
  6560. // attributes
  6561. var attributes = source.attributes;
  6562. for ( name in attributes ) {
  6563. var attribute = attributes[ name ];
  6564. this.setAttribute( name, attribute.clone() );
  6565. }
  6566. // morph attributes
  6567. var morphAttributes = source.morphAttributes;
  6568. for ( name in morphAttributes ) {
  6569. var array = [];
  6570. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6571. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6572. array.push( morphAttribute[ i ].clone() );
  6573. }
  6574. this.morphAttributes[ name ] = array;
  6575. }
  6576. this.morphTargetsRelative = source.morphTargetsRelative;
  6577. // groups
  6578. var groups = source.groups;
  6579. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6580. var group = groups[ i ];
  6581. this.addGroup( group.start, group.count, group.materialIndex );
  6582. }
  6583. // bounding box
  6584. var boundingBox = source.boundingBox;
  6585. if ( boundingBox !== null ) {
  6586. this.boundingBox = boundingBox.clone();
  6587. }
  6588. // bounding sphere
  6589. var boundingSphere = source.boundingSphere;
  6590. if ( boundingSphere !== null ) {
  6591. this.boundingSphere = boundingSphere.clone();
  6592. }
  6593. // draw range
  6594. this.drawRange.start = source.drawRange.start;
  6595. this.drawRange.count = source.drawRange.count;
  6596. // user data
  6597. this.userData = source.userData;
  6598. return this;
  6599. },
  6600. dispose: function () {
  6601. this.dispatchEvent( { type: 'dispose' } );
  6602. }
  6603. } );
  6604. /**
  6605. * @author mrdoob / http://mrdoob.com/
  6606. * @author alteredq / http://alteredqualia.com/
  6607. * @author mikael emtinger / http://gomo.se/
  6608. * @author jonobr1 / http://jonobr1.com/
  6609. */
  6610. var _inverseMatrix = new Matrix4();
  6611. var _ray = new Ray();
  6612. var _sphere = new Sphere();
  6613. var _vA = new Vector3();
  6614. var _vB = new Vector3();
  6615. var _vC = new Vector3();
  6616. var _tempA = new Vector3();
  6617. var _tempB = new Vector3();
  6618. var _tempC = new Vector3();
  6619. var _morphA = new Vector3();
  6620. var _morphB = new Vector3();
  6621. var _morphC = new Vector3();
  6622. var _uvA = new Vector2();
  6623. var _uvB = new Vector2();
  6624. var _uvC = new Vector2();
  6625. var _intersectionPoint = new Vector3();
  6626. var _intersectionPointWorld = new Vector3();
  6627. function Mesh( geometry, material ) {
  6628. Object3D.call( this );
  6629. this.type = 'Mesh';
  6630. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6631. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6632. this.updateMorphTargets();
  6633. }
  6634. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6635. constructor: Mesh,
  6636. isMesh: true,
  6637. copy: function ( source ) {
  6638. Object3D.prototype.copy.call( this, source );
  6639. if ( source.morphTargetInfluences !== undefined ) {
  6640. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6641. }
  6642. if ( source.morphTargetDictionary !== undefined ) {
  6643. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6644. }
  6645. return this;
  6646. },
  6647. updateMorphTargets: function () {
  6648. var geometry = this.geometry;
  6649. var m, ml, name;
  6650. if ( geometry.isBufferGeometry ) {
  6651. var morphAttributes = geometry.morphAttributes;
  6652. var keys = Object.keys( morphAttributes );
  6653. if ( keys.length > 0 ) {
  6654. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6655. if ( morphAttribute !== undefined ) {
  6656. this.morphTargetInfluences = [];
  6657. this.morphTargetDictionary = {};
  6658. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6659. name = morphAttribute[ m ].name || String( m );
  6660. this.morphTargetInfluences.push( 0 );
  6661. this.morphTargetDictionary[ name ] = m;
  6662. }
  6663. }
  6664. }
  6665. } else {
  6666. var morphTargets = geometry.morphTargets;
  6667. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6668. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6669. }
  6670. }
  6671. },
  6672. raycast: function ( raycaster, intersects ) {
  6673. var geometry = this.geometry;
  6674. var material = this.material;
  6675. var matrixWorld = this.matrixWorld;
  6676. if ( material === undefined ) { return; }
  6677. // Checking boundingSphere distance to ray
  6678. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6679. _sphere.copy( geometry.boundingSphere );
  6680. _sphere.applyMatrix4( matrixWorld );
  6681. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6682. //
  6683. _inverseMatrix.getInverse( matrixWorld );
  6684. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6685. // Check boundingBox before continuing
  6686. if ( geometry.boundingBox !== null ) {
  6687. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6688. }
  6689. var intersection;
  6690. if ( geometry.isBufferGeometry ) {
  6691. var a, b, c;
  6692. var index = geometry.index;
  6693. var position = geometry.attributes.position;
  6694. var morphPosition = geometry.morphAttributes.position;
  6695. var morphTargetsRelative = geometry.morphTargetsRelative;
  6696. var uv = geometry.attributes.uv;
  6697. var uv2 = geometry.attributes.uv2;
  6698. var groups = geometry.groups;
  6699. var drawRange = geometry.drawRange;
  6700. var i, j, il, jl;
  6701. var group, groupMaterial;
  6702. var start, end;
  6703. if ( index !== null ) {
  6704. // indexed buffer geometry
  6705. if ( Array.isArray( material ) ) {
  6706. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6707. group = groups[ i ];
  6708. groupMaterial = material[ group.materialIndex ];
  6709. start = Math.max( group.start, drawRange.start );
  6710. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6711. for ( j = start, jl = end; j < jl; j += 3 ) {
  6712. a = index.getX( j );
  6713. b = index.getX( j + 1 );
  6714. c = index.getX( j + 2 );
  6715. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6716. if ( intersection ) {
  6717. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6718. intersection.face.materialIndex = group.materialIndex;
  6719. intersects.push( intersection );
  6720. }
  6721. }
  6722. }
  6723. } else {
  6724. start = Math.max( 0, drawRange.start );
  6725. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6726. for ( i = start, il = end; i < il; i += 3 ) {
  6727. a = index.getX( i );
  6728. b = index.getX( i + 1 );
  6729. c = index.getX( i + 2 );
  6730. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6731. if ( intersection ) {
  6732. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6733. intersects.push( intersection );
  6734. }
  6735. }
  6736. }
  6737. } else if ( position !== undefined ) {
  6738. // non-indexed buffer geometry
  6739. if ( Array.isArray( material ) ) {
  6740. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6741. group = groups[ i ];
  6742. groupMaterial = material[ group.materialIndex ];
  6743. start = Math.max( group.start, drawRange.start );
  6744. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6745. for ( j = start, jl = end; j < jl; j += 3 ) {
  6746. a = j;
  6747. b = j + 1;
  6748. c = j + 2;
  6749. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6750. if ( intersection ) {
  6751. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6752. intersection.face.materialIndex = group.materialIndex;
  6753. intersects.push( intersection );
  6754. }
  6755. }
  6756. }
  6757. } else {
  6758. start = Math.max( 0, drawRange.start );
  6759. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6760. for ( i = start, il = end; i < il; i += 3 ) {
  6761. a = i;
  6762. b = i + 1;
  6763. c = i + 2;
  6764. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6765. if ( intersection ) {
  6766. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6767. intersects.push( intersection );
  6768. }
  6769. }
  6770. }
  6771. }
  6772. } else if ( geometry.isGeometry ) {
  6773. var fvA, fvB, fvC;
  6774. var isMultiMaterial = Array.isArray( material );
  6775. var vertices = geometry.vertices;
  6776. var faces = geometry.faces;
  6777. var uvs;
  6778. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6779. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6780. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6781. var face = faces[ f ];
  6782. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6783. if ( faceMaterial === undefined ) { continue; }
  6784. fvA = vertices[ face.a ];
  6785. fvB = vertices[ face.b ];
  6786. fvC = vertices[ face.c ];
  6787. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6788. if ( intersection ) {
  6789. if ( uvs && uvs[ f ] ) {
  6790. var uvs_f = uvs[ f ];
  6791. _uvA.copy( uvs_f[ 0 ] );
  6792. _uvB.copy( uvs_f[ 1 ] );
  6793. _uvC.copy( uvs_f[ 2 ] );
  6794. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6795. }
  6796. intersection.face = face;
  6797. intersection.faceIndex = f;
  6798. intersects.push( intersection );
  6799. }
  6800. }
  6801. }
  6802. },
  6803. clone: function () {
  6804. return new this.constructor( this.geometry, this.material ).copy( this );
  6805. }
  6806. } );
  6807. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6808. var intersect;
  6809. if ( material.side === BackSide ) {
  6810. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6811. } else {
  6812. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6813. }
  6814. if ( intersect === null ) { return null; }
  6815. _intersectionPointWorld.copy( point );
  6816. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6817. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6818. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6819. return {
  6820. distance: distance,
  6821. point: _intersectionPointWorld.clone(),
  6822. object: object
  6823. };
  6824. }
  6825. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6826. _vA.fromBufferAttribute( position, a );
  6827. _vB.fromBufferAttribute( position, b );
  6828. _vC.fromBufferAttribute( position, c );
  6829. var morphInfluences = object.morphTargetInfluences;
  6830. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6831. _morphA.set( 0, 0, 0 );
  6832. _morphB.set( 0, 0, 0 );
  6833. _morphC.set( 0, 0, 0 );
  6834. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6835. var influence = morphInfluences[ i ];
  6836. var morphAttribute = morphPosition[ i ];
  6837. if ( influence === 0 ) { continue; }
  6838. _tempA.fromBufferAttribute( morphAttribute, a );
  6839. _tempB.fromBufferAttribute( morphAttribute, b );
  6840. _tempC.fromBufferAttribute( morphAttribute, c );
  6841. if ( morphTargetsRelative ) {
  6842. _morphA.addScaledVector( _tempA, influence );
  6843. _morphB.addScaledVector( _tempB, influence );
  6844. _morphC.addScaledVector( _tempC, influence );
  6845. } else {
  6846. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6847. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6848. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6849. }
  6850. }
  6851. _vA.add( _morphA );
  6852. _vB.add( _morphB );
  6853. _vC.add( _morphC );
  6854. }
  6855. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6856. if ( intersection ) {
  6857. if ( uv ) {
  6858. _uvA.fromBufferAttribute( uv, a );
  6859. _uvB.fromBufferAttribute( uv, b );
  6860. _uvC.fromBufferAttribute( uv, c );
  6861. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6862. }
  6863. if ( uv2 ) {
  6864. _uvA.fromBufferAttribute( uv2, a );
  6865. _uvB.fromBufferAttribute( uv2, b );
  6866. _uvC.fromBufferAttribute( uv2, c );
  6867. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6868. }
  6869. var face = new Face3( a, b, c );
  6870. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6871. intersection.face = face;
  6872. }
  6873. return intersection;
  6874. }
  6875. /**
  6876. * @author mrdoob / http://mrdoob.com/
  6877. * @author kile / http://kile.stravaganza.org/
  6878. * @author alteredq / http://alteredqualia.com/
  6879. * @author mikael emtinger / http://gomo.se/
  6880. * @author zz85 / http://www.lab4games.net/zz85/blog
  6881. * @author bhouston / http://clara.io
  6882. */
  6883. var _geometryId = 0; // Geometry uses even numbers as Id
  6884. var _m1$3 = new Matrix4();
  6885. var _obj$1 = new Object3D();
  6886. var _offset$1 = new Vector3();
  6887. function Geometry() {
  6888. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6889. this.uuid = MathUtils.generateUUID();
  6890. this.name = '';
  6891. this.type = 'Geometry';
  6892. this.vertices = [];
  6893. this.colors = [];
  6894. this.faces = [];
  6895. this.faceVertexUvs = [[]];
  6896. this.morphTargets = [];
  6897. this.morphNormals = [];
  6898. this.skinWeights = [];
  6899. this.skinIndices = [];
  6900. this.lineDistances = [];
  6901. this.boundingBox = null;
  6902. this.boundingSphere = null;
  6903. // update flags
  6904. this.elementsNeedUpdate = false;
  6905. this.verticesNeedUpdate = false;
  6906. this.uvsNeedUpdate = false;
  6907. this.normalsNeedUpdate = false;
  6908. this.colorsNeedUpdate = false;
  6909. this.lineDistancesNeedUpdate = false;
  6910. this.groupsNeedUpdate = false;
  6911. }
  6912. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6913. constructor: Geometry,
  6914. isGeometry: true,
  6915. applyMatrix4: function ( matrix ) {
  6916. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6917. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6918. var vertex = this.vertices[ i ];
  6919. vertex.applyMatrix4( matrix );
  6920. }
  6921. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6922. var face = this.faces[ i ];
  6923. face.normal.applyMatrix3( normalMatrix ).normalize();
  6924. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6925. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6926. }
  6927. }
  6928. if ( this.boundingBox !== null ) {
  6929. this.computeBoundingBox();
  6930. }
  6931. if ( this.boundingSphere !== null ) {
  6932. this.computeBoundingSphere();
  6933. }
  6934. this.verticesNeedUpdate = true;
  6935. this.normalsNeedUpdate = true;
  6936. return this;
  6937. },
  6938. rotateX: function ( angle ) {
  6939. // rotate geometry around world x-axis
  6940. _m1$3.makeRotationX( angle );
  6941. this.applyMatrix4( _m1$3 );
  6942. return this;
  6943. },
  6944. rotateY: function ( angle ) {
  6945. // rotate geometry around world y-axis
  6946. _m1$3.makeRotationY( angle );
  6947. this.applyMatrix4( _m1$3 );
  6948. return this;
  6949. },
  6950. rotateZ: function ( angle ) {
  6951. // rotate geometry around world z-axis
  6952. _m1$3.makeRotationZ( angle );
  6953. this.applyMatrix4( _m1$3 );
  6954. return this;
  6955. },
  6956. translate: function ( x, y, z ) {
  6957. // translate geometry
  6958. _m1$3.makeTranslation( x, y, z );
  6959. this.applyMatrix4( _m1$3 );
  6960. return this;
  6961. },
  6962. scale: function ( x, y, z ) {
  6963. // scale geometry
  6964. _m1$3.makeScale( x, y, z );
  6965. this.applyMatrix4( _m1$3 );
  6966. return this;
  6967. },
  6968. lookAt: function ( vector ) {
  6969. _obj$1.lookAt( vector );
  6970. _obj$1.updateMatrix();
  6971. this.applyMatrix4( _obj$1.matrix );
  6972. return this;
  6973. },
  6974. fromBufferGeometry: function ( geometry ) {
  6975. var scope = this;
  6976. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6977. var attributes = geometry.attributes;
  6978. if ( attributes.position === undefined ) {
  6979. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6980. return this;
  6981. }
  6982. var positions = attributes.position.array;
  6983. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6984. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6985. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6986. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6987. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6988. for ( var i = 0; i < positions.length; i += 3 ) {
  6989. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6990. if ( colors !== undefined ) {
  6991. scope.colors.push( new Color().fromArray( colors, i ) );
  6992. }
  6993. }
  6994. function addFace( a, b, c, materialIndex ) {
  6995. var vertexColors = ( colors === undefined ) ? [] : [
  6996. scope.colors[ a ].clone(),
  6997. scope.colors[ b ].clone(),
  6998. scope.colors[ c ].clone() ];
  6999. var vertexNormals = ( normals === undefined ) ? [] : [
  7000. new Vector3().fromArray( normals, a * 3 ),
  7001. new Vector3().fromArray( normals, b * 3 ),
  7002. new Vector3().fromArray( normals, c * 3 )
  7003. ];
  7004. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7005. scope.faces.push( face );
  7006. if ( uvs !== undefined ) {
  7007. scope.faceVertexUvs[ 0 ].push( [
  7008. new Vector2().fromArray( uvs, a * 2 ),
  7009. new Vector2().fromArray( uvs, b * 2 ),
  7010. new Vector2().fromArray( uvs, c * 2 )
  7011. ] );
  7012. }
  7013. if ( uvs2 !== undefined ) {
  7014. scope.faceVertexUvs[ 1 ].push( [
  7015. new Vector2().fromArray( uvs2, a * 2 ),
  7016. new Vector2().fromArray( uvs2, b * 2 ),
  7017. new Vector2().fromArray( uvs2, c * 2 )
  7018. ] );
  7019. }
  7020. }
  7021. var groups = geometry.groups;
  7022. if ( groups.length > 0 ) {
  7023. for ( var i = 0; i < groups.length; i ++ ) {
  7024. var group = groups[ i ];
  7025. var start = group.start;
  7026. var count = group.count;
  7027. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7028. if ( indices !== undefined ) {
  7029. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  7030. } else {
  7031. addFace( j, j + 1, j + 2, group.materialIndex );
  7032. }
  7033. }
  7034. }
  7035. } else {
  7036. if ( indices !== undefined ) {
  7037. for ( var i = 0; i < indices.length; i += 3 ) {
  7038. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  7039. }
  7040. } else {
  7041. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  7042. addFace( i, i + 1, i + 2 );
  7043. }
  7044. }
  7045. }
  7046. this.computeFaceNormals();
  7047. if ( geometry.boundingBox !== null ) {
  7048. this.boundingBox = geometry.boundingBox.clone();
  7049. }
  7050. if ( geometry.boundingSphere !== null ) {
  7051. this.boundingSphere = geometry.boundingSphere.clone();
  7052. }
  7053. return this;
  7054. },
  7055. center: function () {
  7056. this.computeBoundingBox();
  7057. this.boundingBox.getCenter( _offset$1 ).negate();
  7058. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7059. return this;
  7060. },
  7061. normalize: function () {
  7062. this.computeBoundingSphere();
  7063. var center = this.boundingSphere.center;
  7064. var radius = this.boundingSphere.radius;
  7065. var s = radius === 0 ? 1 : 1.0 / radius;
  7066. var matrix = new Matrix4();
  7067. matrix.set(
  7068. s, 0, 0, - s * center.x,
  7069. 0, s, 0, - s * center.y,
  7070. 0, 0, s, - s * center.z,
  7071. 0, 0, 0, 1
  7072. );
  7073. this.applyMatrix4( matrix );
  7074. return this;
  7075. },
  7076. computeFaceNormals: function () {
  7077. var cb = new Vector3(), ab = new Vector3();
  7078. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7079. var face = this.faces[ f ];
  7080. var vA = this.vertices[ face.a ];
  7081. var vB = this.vertices[ face.b ];
  7082. var vC = this.vertices[ face.c ];
  7083. cb.subVectors( vC, vB );
  7084. ab.subVectors( vA, vB );
  7085. cb.cross( ab );
  7086. cb.normalize();
  7087. face.normal.copy( cb );
  7088. }
  7089. },
  7090. computeVertexNormals: function ( areaWeighted ) {
  7091. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7092. var v, vl, f, fl, face, vertices;
  7093. vertices = new Array( this.vertices.length );
  7094. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7095. vertices[ v ] = new Vector3();
  7096. }
  7097. if ( areaWeighted ) {
  7098. // vertex normals weighted by triangle areas
  7099. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7100. var vA, vB, vC;
  7101. var cb = new Vector3(), ab = new Vector3();
  7102. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7103. face = this.faces[ f ];
  7104. vA = this.vertices[ face.a ];
  7105. vB = this.vertices[ face.b ];
  7106. vC = this.vertices[ face.c ];
  7107. cb.subVectors( vC, vB );
  7108. ab.subVectors( vA, vB );
  7109. cb.cross( ab );
  7110. vertices[ face.a ].add( cb );
  7111. vertices[ face.b ].add( cb );
  7112. vertices[ face.c ].add( cb );
  7113. }
  7114. } else {
  7115. this.computeFaceNormals();
  7116. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7117. face = this.faces[ f ];
  7118. vertices[ face.a ].add( face.normal );
  7119. vertices[ face.b ].add( face.normal );
  7120. vertices[ face.c ].add( face.normal );
  7121. }
  7122. }
  7123. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7124. vertices[ v ].normalize();
  7125. }
  7126. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7127. face = this.faces[ f ];
  7128. var vertexNormals = face.vertexNormals;
  7129. if ( vertexNormals.length === 3 ) {
  7130. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7131. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7132. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7133. } else {
  7134. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7135. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7136. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7137. }
  7138. }
  7139. if ( this.faces.length > 0 ) {
  7140. this.normalsNeedUpdate = true;
  7141. }
  7142. },
  7143. computeFlatVertexNormals: function () {
  7144. var f, fl, face;
  7145. this.computeFaceNormals();
  7146. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7147. face = this.faces[ f ];
  7148. var vertexNormals = face.vertexNormals;
  7149. if ( vertexNormals.length === 3 ) {
  7150. vertexNormals[ 0 ].copy( face.normal );
  7151. vertexNormals[ 1 ].copy( face.normal );
  7152. vertexNormals[ 2 ].copy( face.normal );
  7153. } else {
  7154. vertexNormals[ 0 ] = face.normal.clone();
  7155. vertexNormals[ 1 ] = face.normal.clone();
  7156. vertexNormals[ 2 ] = face.normal.clone();
  7157. }
  7158. }
  7159. if ( this.faces.length > 0 ) {
  7160. this.normalsNeedUpdate = true;
  7161. }
  7162. },
  7163. computeMorphNormals: function () {
  7164. var i, il, f, fl, face;
  7165. // save original normals
  7166. // - create temp variables on first access
  7167. // otherwise just copy (for faster repeated calls)
  7168. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7169. face = this.faces[ f ];
  7170. if ( ! face.__originalFaceNormal ) {
  7171. face.__originalFaceNormal = face.normal.clone();
  7172. } else {
  7173. face.__originalFaceNormal.copy( face.normal );
  7174. }
  7175. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7176. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7177. if ( ! face.__originalVertexNormals[ i ] ) {
  7178. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7179. } else {
  7180. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7181. }
  7182. }
  7183. }
  7184. // use temp geometry to compute face and vertex normals for each morph
  7185. var tmpGeo = new Geometry();
  7186. tmpGeo.faces = this.faces;
  7187. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7188. // create on first access
  7189. if ( ! this.morphNormals[ i ] ) {
  7190. this.morphNormals[ i ] = {};
  7191. this.morphNormals[ i ].faceNormals = [];
  7192. this.morphNormals[ i ].vertexNormals = [];
  7193. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7194. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7195. var faceNormal, vertexNormals;
  7196. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7197. faceNormal = new Vector3();
  7198. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7199. dstNormalsFace.push( faceNormal );
  7200. dstNormalsVertex.push( vertexNormals );
  7201. }
  7202. }
  7203. var morphNormals = this.morphNormals[ i ];
  7204. // set vertices to morph target
  7205. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7206. // compute morph normals
  7207. tmpGeo.computeFaceNormals();
  7208. tmpGeo.computeVertexNormals();
  7209. // store morph normals
  7210. var faceNormal, vertexNormals;
  7211. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7212. face = this.faces[ f ];
  7213. faceNormal = morphNormals.faceNormals[ f ];
  7214. vertexNormals = morphNormals.vertexNormals[ f ];
  7215. faceNormal.copy( face.normal );
  7216. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7217. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7218. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7219. }
  7220. }
  7221. // restore original normals
  7222. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7223. face = this.faces[ f ];
  7224. face.normal = face.__originalFaceNormal;
  7225. face.vertexNormals = face.__originalVertexNormals;
  7226. }
  7227. },
  7228. computeBoundingBox: function () {
  7229. if ( this.boundingBox === null ) {
  7230. this.boundingBox = new Box3();
  7231. }
  7232. this.boundingBox.setFromPoints( this.vertices );
  7233. },
  7234. computeBoundingSphere: function () {
  7235. if ( this.boundingSphere === null ) {
  7236. this.boundingSphere = new Sphere();
  7237. }
  7238. this.boundingSphere.setFromPoints( this.vertices );
  7239. },
  7240. merge: function ( geometry, matrix, materialIndexOffset ) {
  7241. if ( ! ( geometry && geometry.isGeometry ) ) {
  7242. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7243. return;
  7244. }
  7245. var normalMatrix,
  7246. vertexOffset = this.vertices.length,
  7247. vertices1 = this.vertices,
  7248. vertices2 = geometry.vertices,
  7249. faces1 = this.faces,
  7250. faces2 = geometry.faces,
  7251. colors1 = this.colors,
  7252. colors2 = geometry.colors;
  7253. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7254. if ( matrix !== undefined ) {
  7255. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7256. }
  7257. // vertices
  7258. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7259. var vertex = vertices2[ i ];
  7260. var vertexCopy = vertex.clone();
  7261. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7262. vertices1.push( vertexCopy );
  7263. }
  7264. // colors
  7265. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7266. colors1.push( colors2[ i ].clone() );
  7267. }
  7268. // faces
  7269. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7270. var face = faces2[ i ], faceCopy, normal, color,
  7271. faceVertexNormals = face.vertexNormals,
  7272. faceVertexColors = face.vertexColors;
  7273. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7274. faceCopy.normal.copy( face.normal );
  7275. if ( normalMatrix !== undefined ) {
  7276. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7277. }
  7278. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7279. normal = faceVertexNormals[ j ].clone();
  7280. if ( normalMatrix !== undefined ) {
  7281. normal.applyMatrix3( normalMatrix ).normalize();
  7282. }
  7283. faceCopy.vertexNormals.push( normal );
  7284. }
  7285. faceCopy.color.copy( face.color );
  7286. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7287. color = faceVertexColors[ j ];
  7288. faceCopy.vertexColors.push( color.clone() );
  7289. }
  7290. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7291. faces1.push( faceCopy );
  7292. }
  7293. // uvs
  7294. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7295. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7296. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7297. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7298. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7299. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7300. uvsCopy.push( uvs2[ k ].clone() );
  7301. }
  7302. this.faceVertexUvs[ i ].push( uvsCopy );
  7303. }
  7304. }
  7305. },
  7306. mergeMesh: function ( mesh ) {
  7307. if ( ! ( mesh && mesh.isMesh ) ) {
  7308. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7309. return;
  7310. }
  7311. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7312. this.merge( mesh.geometry, mesh.matrix );
  7313. },
  7314. /*
  7315. * Checks for duplicate vertices with hashmap.
  7316. * Duplicated vertices are removed
  7317. * and faces' vertices are updated.
  7318. */
  7319. mergeVertices: function () {
  7320. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7321. var unique = [], changes = [];
  7322. var v, key;
  7323. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7324. var precision = Math.pow( 10, precisionPoints );
  7325. var i, il, face;
  7326. var indices, j, jl;
  7327. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7328. v = this.vertices[ i ];
  7329. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7330. if ( verticesMap[ key ] === undefined ) {
  7331. verticesMap[ key ] = i;
  7332. unique.push( this.vertices[ i ] );
  7333. changes[ i ] = unique.length - 1;
  7334. } else {
  7335. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7336. changes[ i ] = changes[ verticesMap[ key ] ];
  7337. }
  7338. }
  7339. // if faces are completely degenerate after merging vertices, we
  7340. // have to remove them from the geometry.
  7341. var faceIndicesToRemove = [];
  7342. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7343. face = this.faces[ i ];
  7344. face.a = changes[ face.a ];
  7345. face.b = changes[ face.b ];
  7346. face.c = changes[ face.c ];
  7347. indices = [ face.a, face.b, face.c ];
  7348. // if any duplicate vertices are found in a Face3
  7349. // we have to remove the face as nothing can be saved
  7350. for ( var n = 0; n < 3; n ++ ) {
  7351. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7352. faceIndicesToRemove.push( i );
  7353. break;
  7354. }
  7355. }
  7356. }
  7357. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7358. var idx = faceIndicesToRemove[ i ];
  7359. this.faces.splice( idx, 1 );
  7360. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7361. this.faceVertexUvs[ j ].splice( idx, 1 );
  7362. }
  7363. }
  7364. // Use unique set of vertices
  7365. var diff = this.vertices.length - unique.length;
  7366. this.vertices = unique;
  7367. return diff;
  7368. },
  7369. setFromPoints: function ( points ) {
  7370. this.vertices = [];
  7371. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7372. var point = points[ i ];
  7373. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7374. }
  7375. return this;
  7376. },
  7377. sortFacesByMaterialIndex: function () {
  7378. var faces = this.faces;
  7379. var length = faces.length;
  7380. // tag faces
  7381. for ( var i = 0; i < length; i ++ ) {
  7382. faces[ i ]._id = i;
  7383. }
  7384. // sort faces
  7385. function materialIndexSort( a, b ) {
  7386. return a.materialIndex - b.materialIndex;
  7387. }
  7388. faces.sort( materialIndexSort );
  7389. // sort uvs
  7390. var uvs1 = this.faceVertexUvs[ 0 ];
  7391. var uvs2 = this.faceVertexUvs[ 1 ];
  7392. var newUvs1, newUvs2;
  7393. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7394. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7395. for ( var i = 0; i < length; i ++ ) {
  7396. var id = faces[ i ]._id;
  7397. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7398. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7399. }
  7400. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7401. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7402. },
  7403. toJSON: function () {
  7404. var data = {
  7405. metadata: {
  7406. version: 4.5,
  7407. type: 'Geometry',
  7408. generator: 'Geometry.toJSON'
  7409. }
  7410. };
  7411. // standard Geometry serialization
  7412. data.uuid = this.uuid;
  7413. data.type = this.type;
  7414. if ( this.name !== '' ) { data.name = this.name; }
  7415. if ( this.parameters !== undefined ) {
  7416. var parameters = this.parameters;
  7417. for ( var key in parameters ) {
  7418. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7419. }
  7420. return data;
  7421. }
  7422. var vertices = [];
  7423. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7424. var vertex = this.vertices[ i ];
  7425. vertices.push( vertex.x, vertex.y, vertex.z );
  7426. }
  7427. var faces = [];
  7428. var normals = [];
  7429. var normalsHash = {};
  7430. var colors = [];
  7431. var colorsHash = {};
  7432. var uvs = [];
  7433. var uvsHash = {};
  7434. for ( var i = 0; i < this.faces.length; i ++ ) {
  7435. var face = this.faces[ i ];
  7436. var hasMaterial = true;
  7437. var hasFaceUv = false; // deprecated
  7438. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7439. var hasFaceNormal = face.normal.length() > 0;
  7440. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7441. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7442. var hasFaceVertexColor = face.vertexColors.length > 0;
  7443. var faceType = 0;
  7444. faceType = setBit( faceType, 0, 0 ); // isQuad
  7445. faceType = setBit( faceType, 1, hasMaterial );
  7446. faceType = setBit( faceType, 2, hasFaceUv );
  7447. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7448. faceType = setBit( faceType, 4, hasFaceNormal );
  7449. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7450. faceType = setBit( faceType, 6, hasFaceColor );
  7451. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7452. faces.push( faceType );
  7453. faces.push( face.a, face.b, face.c );
  7454. faces.push( face.materialIndex );
  7455. if ( hasFaceVertexUv ) {
  7456. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7457. faces.push(
  7458. getUvIndex( faceVertexUvs[ 0 ] ),
  7459. getUvIndex( faceVertexUvs[ 1 ] ),
  7460. getUvIndex( faceVertexUvs[ 2 ] )
  7461. );
  7462. }
  7463. if ( hasFaceNormal ) {
  7464. faces.push( getNormalIndex( face.normal ) );
  7465. }
  7466. if ( hasFaceVertexNormal ) {
  7467. var vertexNormals = face.vertexNormals;
  7468. faces.push(
  7469. getNormalIndex( vertexNormals[ 0 ] ),
  7470. getNormalIndex( vertexNormals[ 1 ] ),
  7471. getNormalIndex( vertexNormals[ 2 ] )
  7472. );
  7473. }
  7474. if ( hasFaceColor ) {
  7475. faces.push( getColorIndex( face.color ) );
  7476. }
  7477. if ( hasFaceVertexColor ) {
  7478. var vertexColors = face.vertexColors;
  7479. faces.push(
  7480. getColorIndex( vertexColors[ 0 ] ),
  7481. getColorIndex( vertexColors[ 1 ] ),
  7482. getColorIndex( vertexColors[ 2 ] )
  7483. );
  7484. }
  7485. }
  7486. function setBit( value, position, enabled ) {
  7487. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7488. }
  7489. function getNormalIndex( normal ) {
  7490. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7491. if ( normalsHash[ hash ] !== undefined ) {
  7492. return normalsHash[ hash ];
  7493. }
  7494. normalsHash[ hash ] = normals.length / 3;
  7495. normals.push( normal.x, normal.y, normal.z );
  7496. return normalsHash[ hash ];
  7497. }
  7498. function getColorIndex( color ) {
  7499. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7500. if ( colorsHash[ hash ] !== undefined ) {
  7501. return colorsHash[ hash ];
  7502. }
  7503. colorsHash[ hash ] = colors.length;
  7504. colors.push( color.getHex() );
  7505. return colorsHash[ hash ];
  7506. }
  7507. function getUvIndex( uv ) {
  7508. var hash = uv.x.toString() + uv.y.toString();
  7509. if ( uvsHash[ hash ] !== undefined ) {
  7510. return uvsHash[ hash ];
  7511. }
  7512. uvsHash[ hash ] = uvs.length / 2;
  7513. uvs.push( uv.x, uv.y );
  7514. return uvsHash[ hash ];
  7515. }
  7516. data.data = {};
  7517. data.data.vertices = vertices;
  7518. data.data.normals = normals;
  7519. if ( colors.length > 0 ) { data.data.colors = colors; }
  7520. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7521. data.data.faces = faces;
  7522. return data;
  7523. },
  7524. clone: function () {
  7525. /*
  7526. // Handle primitives
  7527. var parameters = this.parameters;
  7528. if ( parameters !== undefined ) {
  7529. var values = [];
  7530. for ( var key in parameters ) {
  7531. values.push( parameters[ key ] );
  7532. }
  7533. var geometry = Object.create( this.constructor.prototype );
  7534. this.constructor.apply( geometry, values );
  7535. return geometry;
  7536. }
  7537. return new this.constructor().copy( this );
  7538. */
  7539. return new Geometry().copy( this );
  7540. },
  7541. copy: function ( source ) {
  7542. var i, il, j, jl, k, kl;
  7543. // reset
  7544. this.vertices = [];
  7545. this.colors = [];
  7546. this.faces = [];
  7547. this.faceVertexUvs = [[]];
  7548. this.morphTargets = [];
  7549. this.morphNormals = [];
  7550. this.skinWeights = [];
  7551. this.skinIndices = [];
  7552. this.lineDistances = [];
  7553. this.boundingBox = null;
  7554. this.boundingSphere = null;
  7555. // name
  7556. this.name = source.name;
  7557. // vertices
  7558. var vertices = source.vertices;
  7559. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7560. this.vertices.push( vertices[ i ].clone() );
  7561. }
  7562. // colors
  7563. var colors = source.colors;
  7564. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7565. this.colors.push( colors[ i ].clone() );
  7566. }
  7567. // faces
  7568. var faces = source.faces;
  7569. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7570. this.faces.push( faces[ i ].clone() );
  7571. }
  7572. // face vertex uvs
  7573. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7574. var faceVertexUvs = source.faceVertexUvs[ i ];
  7575. if ( this.faceVertexUvs[ i ] === undefined ) {
  7576. this.faceVertexUvs[ i ] = [];
  7577. }
  7578. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7579. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7580. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7581. var uv = uvs[ k ];
  7582. uvsCopy.push( uv.clone() );
  7583. }
  7584. this.faceVertexUvs[ i ].push( uvsCopy );
  7585. }
  7586. }
  7587. // morph targets
  7588. var morphTargets = source.morphTargets;
  7589. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7590. var morphTarget = {};
  7591. morphTarget.name = morphTargets[ i ].name;
  7592. // vertices
  7593. if ( morphTargets[ i ].vertices !== undefined ) {
  7594. morphTarget.vertices = [];
  7595. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7596. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7597. }
  7598. }
  7599. // normals
  7600. if ( morphTargets[ i ].normals !== undefined ) {
  7601. morphTarget.normals = [];
  7602. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7603. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7604. }
  7605. }
  7606. this.morphTargets.push( morphTarget );
  7607. }
  7608. // morph normals
  7609. var morphNormals = source.morphNormals;
  7610. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7611. var morphNormal = {};
  7612. // vertex normals
  7613. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7614. morphNormal.vertexNormals = [];
  7615. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7616. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7617. var destVertexNormal = {};
  7618. destVertexNormal.a = srcVertexNormal.a.clone();
  7619. destVertexNormal.b = srcVertexNormal.b.clone();
  7620. destVertexNormal.c = srcVertexNormal.c.clone();
  7621. morphNormal.vertexNormals.push( destVertexNormal );
  7622. }
  7623. }
  7624. // face normals
  7625. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7626. morphNormal.faceNormals = [];
  7627. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7628. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7629. }
  7630. }
  7631. this.morphNormals.push( morphNormal );
  7632. }
  7633. // skin weights
  7634. var skinWeights = source.skinWeights;
  7635. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7636. this.skinWeights.push( skinWeights[ i ].clone() );
  7637. }
  7638. // skin indices
  7639. var skinIndices = source.skinIndices;
  7640. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7641. this.skinIndices.push( skinIndices[ i ].clone() );
  7642. }
  7643. // line distances
  7644. var lineDistances = source.lineDistances;
  7645. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7646. this.lineDistances.push( lineDistances[ i ] );
  7647. }
  7648. // bounding box
  7649. var boundingBox = source.boundingBox;
  7650. if ( boundingBox !== null ) {
  7651. this.boundingBox = boundingBox.clone();
  7652. }
  7653. // bounding sphere
  7654. var boundingSphere = source.boundingSphere;
  7655. if ( boundingSphere !== null ) {
  7656. this.boundingSphere = boundingSphere.clone();
  7657. }
  7658. // update flags
  7659. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7660. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7661. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7662. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7663. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7664. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7665. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7666. return this;
  7667. },
  7668. dispose: function () {
  7669. this.dispatchEvent( { type: 'dispose' } );
  7670. }
  7671. } );
  7672. /**
  7673. * @author mrdoob / http://mrdoob.com/
  7674. * @author Mugen87 / https://github.com/Mugen87
  7675. */
  7676. // BoxGeometry
  7677. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7678. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7679. Geometry.call(this);
  7680. this.type = 'BoxGeometry';
  7681. this.parameters = {
  7682. width: width,
  7683. height: height,
  7684. depth: depth,
  7685. widthSegments: widthSegments,
  7686. heightSegments: heightSegments,
  7687. depthSegments: depthSegments
  7688. };
  7689. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7690. this.mergeVertices();
  7691. }
  7692. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7693. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7694. BoxGeometry.prototype.constructor = BoxGeometry;
  7695. return BoxGeometry;
  7696. }(Geometry));
  7697. // BoxBufferGeometry
  7698. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7699. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7700. BufferGeometry.call(this);
  7701. this.type = 'BoxBufferGeometry';
  7702. this.parameters = {
  7703. width: width,
  7704. height: height,
  7705. depth: depth,
  7706. widthSegments: widthSegments,
  7707. heightSegments: heightSegments,
  7708. depthSegments: depthSegments
  7709. };
  7710. var scope = this;
  7711. width = width || 1;
  7712. height = height || 1;
  7713. depth = depth || 1;
  7714. // segments
  7715. widthSegments = Math.floor( widthSegments ) || 1;
  7716. heightSegments = Math.floor( heightSegments ) || 1;
  7717. depthSegments = Math.floor( depthSegments ) || 1;
  7718. // buffers
  7719. var indices = [];
  7720. var vertices = [];
  7721. var normals = [];
  7722. var uvs = [];
  7723. // helper variables
  7724. var numberOfVertices = 0;
  7725. var groupStart = 0;
  7726. // build each side of the box geometry
  7727. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7728. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7729. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7730. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7731. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7732. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7733. // build geometry
  7734. this.setIndex( indices );
  7735. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7736. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7737. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7738. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7739. var segmentWidth = width / gridX;
  7740. var segmentHeight = height / gridY;
  7741. var widthHalf = width / 2;
  7742. var heightHalf = height / 2;
  7743. var depthHalf = depth / 2;
  7744. var gridX1 = gridX + 1;
  7745. var gridY1 = gridY + 1;
  7746. var vertexCounter = 0;
  7747. var groupCount = 0;
  7748. var ix, iy;
  7749. var vector = new Vector3();
  7750. // generate vertices, normals and uvs
  7751. for ( iy = 0; iy < gridY1; iy ++ ) {
  7752. var y = iy * segmentHeight - heightHalf;
  7753. for ( ix = 0; ix < gridX1; ix ++ ) {
  7754. var x = ix * segmentWidth - widthHalf;
  7755. // set values to correct vector component
  7756. vector[ u ] = x * udir;
  7757. vector[ v ] = y * vdir;
  7758. vector[ w ] = depthHalf;
  7759. // now apply vector to vertex buffer
  7760. vertices.push( vector.x, vector.y, vector.z );
  7761. // set values to correct vector component
  7762. vector[ u ] = 0;
  7763. vector[ v ] = 0;
  7764. vector[ w ] = depth > 0 ? 1 : - 1;
  7765. // now apply vector to normal buffer
  7766. normals.push( vector.x, vector.y, vector.z );
  7767. // uvs
  7768. uvs.push( ix / gridX );
  7769. uvs.push( 1 - ( iy / gridY ) );
  7770. // counters
  7771. vertexCounter += 1;
  7772. }
  7773. }
  7774. // indices
  7775. // 1. you need three indices to draw a single face
  7776. // 2. a single segment consists of two faces
  7777. // 3. so we need to generate six (2*3) indices per segment
  7778. for ( iy = 0; iy < gridY; iy ++ ) {
  7779. for ( ix = 0; ix < gridX; ix ++ ) {
  7780. var a = numberOfVertices + ix + gridX1 * iy;
  7781. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7782. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7783. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7784. // faces
  7785. indices.push( a, b, d );
  7786. indices.push( b, c, d );
  7787. // increase counter
  7788. groupCount += 6;
  7789. }
  7790. }
  7791. // add a group to the geometry. this will ensure multi material support
  7792. scope.addGroup( groupStart, groupCount, materialIndex );
  7793. // calculate new start value for groups
  7794. groupStart += groupCount;
  7795. // update total number of vertices
  7796. numberOfVertices += vertexCounter;
  7797. }
  7798. }
  7799. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7800. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7801. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7802. return BoxBufferGeometry;
  7803. }(BufferGeometry));
  7804. /**
  7805. * Uniform Utilities
  7806. */
  7807. function cloneUniforms( src ) {
  7808. var dst = {};
  7809. for ( var u in src ) {
  7810. dst[ u ] = {};
  7811. for ( var p in src[ u ] ) {
  7812. var property = src[ u ][ p ];
  7813. if ( property && ( property.isColor ||
  7814. property.isMatrix3 || property.isMatrix4 ||
  7815. property.isVector2 || property.isVector3 || property.isVector4 ||
  7816. property.isTexture ) ) {
  7817. dst[ u ][ p ] = property.clone();
  7818. } else if ( Array.isArray( property ) ) {
  7819. dst[ u ][ p ] = property.slice();
  7820. } else {
  7821. dst[ u ][ p ] = property;
  7822. }
  7823. }
  7824. }
  7825. return dst;
  7826. }
  7827. function mergeUniforms( uniforms ) {
  7828. var merged = {};
  7829. for ( var u = 0; u < uniforms.length; u ++ ) {
  7830. var tmp = cloneUniforms( uniforms[ u ] );
  7831. for ( var p in tmp ) {
  7832. merged[ p ] = tmp[ p ];
  7833. }
  7834. }
  7835. return merged;
  7836. }
  7837. // Legacy
  7838. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7839. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7840. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7841. /**
  7842. * @author alteredq / http://alteredqualia.com/
  7843. *
  7844. * parameters = {
  7845. * defines: { "label" : "value" },
  7846. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7847. *
  7848. * fragmentShader: <string>,
  7849. * vertexShader: <string>,
  7850. *
  7851. * wireframe: <boolean>,
  7852. * wireframeLinewidth: <float>,
  7853. *
  7854. * lights: <bool>,
  7855. *
  7856. * skinning: <bool>,
  7857. * morphTargets: <bool>,
  7858. * morphNormals: <bool>
  7859. * }
  7860. */
  7861. function ShaderMaterial( parameters ) {
  7862. Material.call( this );
  7863. this.type = 'ShaderMaterial';
  7864. this.defines = {};
  7865. this.uniforms = {};
  7866. this.vertexShader = default_vertex;
  7867. this.fragmentShader = default_fragment;
  7868. this.linewidth = 1;
  7869. this.wireframe = false;
  7870. this.wireframeLinewidth = 1;
  7871. this.fog = false; // set to use scene fog
  7872. this.lights = false; // set to use scene lights
  7873. this.clipping = false; // set to use user-defined clipping planes
  7874. this.skinning = false; // set to use skinning attribute streams
  7875. this.morphTargets = false; // set to use morph targets
  7876. this.morphNormals = false; // set to use morph normals
  7877. this.extensions = {
  7878. derivatives: false, // set to use derivatives
  7879. fragDepth: false, // set to use fragment depth values
  7880. drawBuffers: false, // set to use draw buffers
  7881. shaderTextureLOD: false // set to use shader texture LOD
  7882. };
  7883. // When rendered geometry doesn't include these attributes but the material does,
  7884. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7885. this.defaultAttributeValues = {
  7886. 'color': [ 1, 1, 1 ],
  7887. 'uv': [ 0, 0 ],
  7888. 'uv2': [ 0, 0 ]
  7889. };
  7890. this.index0AttributeName = undefined;
  7891. this.uniformsNeedUpdate = false;
  7892. if ( parameters !== undefined ) {
  7893. if ( parameters.attributes !== undefined ) {
  7894. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7895. }
  7896. this.setValues( parameters );
  7897. }
  7898. }
  7899. ShaderMaterial.prototype = Object.create( Material.prototype );
  7900. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7901. ShaderMaterial.prototype.isShaderMaterial = true;
  7902. ShaderMaterial.prototype.copy = function ( source ) {
  7903. Material.prototype.copy.call( this, source );
  7904. this.fragmentShader = source.fragmentShader;
  7905. this.vertexShader = source.vertexShader;
  7906. this.uniforms = cloneUniforms( source.uniforms );
  7907. this.defines = Object.assign( {}, source.defines );
  7908. this.wireframe = source.wireframe;
  7909. this.wireframeLinewidth = source.wireframeLinewidth;
  7910. this.lights = source.lights;
  7911. this.clipping = source.clipping;
  7912. this.skinning = source.skinning;
  7913. this.morphTargets = source.morphTargets;
  7914. this.morphNormals = source.morphNormals;
  7915. this.extensions = source.extensions;
  7916. return this;
  7917. };
  7918. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7919. var data = Material.prototype.toJSON.call( this, meta );
  7920. data.uniforms = {};
  7921. for ( var name in this.uniforms ) {
  7922. var uniform = this.uniforms[ name ];
  7923. var value = uniform.value;
  7924. if ( value && value.isTexture ) {
  7925. data.uniforms[ name ] = {
  7926. type: 't',
  7927. value: value.toJSON( meta ).uuid
  7928. };
  7929. } else if ( value && value.isColor ) {
  7930. data.uniforms[ name ] = {
  7931. type: 'c',
  7932. value: value.getHex()
  7933. };
  7934. } else if ( value && value.isVector2 ) {
  7935. data.uniforms[ name ] = {
  7936. type: 'v2',
  7937. value: value.toArray()
  7938. };
  7939. } else if ( value && value.isVector3 ) {
  7940. data.uniforms[ name ] = {
  7941. type: 'v3',
  7942. value: value.toArray()
  7943. };
  7944. } else if ( value && value.isVector4 ) {
  7945. data.uniforms[ name ] = {
  7946. type: 'v4',
  7947. value: value.toArray()
  7948. };
  7949. } else if ( value && value.isMatrix3 ) {
  7950. data.uniforms[ name ] = {
  7951. type: 'm3',
  7952. value: value.toArray()
  7953. };
  7954. } else if ( value && value.isMatrix4 ) {
  7955. data.uniforms[ name ] = {
  7956. type: 'm4',
  7957. value: value.toArray()
  7958. };
  7959. } else {
  7960. data.uniforms[ name ] = {
  7961. value: value
  7962. };
  7963. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7964. }
  7965. }
  7966. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7967. data.vertexShader = this.vertexShader;
  7968. data.fragmentShader = this.fragmentShader;
  7969. var extensions = {};
  7970. for ( var key in this.extensions ) {
  7971. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7972. }
  7973. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7974. return data;
  7975. };
  7976. /**
  7977. * @author mrdoob / http://mrdoob.com/
  7978. * @author mikael emtinger / http://gomo.se/
  7979. * @author WestLangley / http://github.com/WestLangley
  7980. */
  7981. function Camera() {
  7982. Object3D.call( this );
  7983. this.type = 'Camera';
  7984. this.matrixWorldInverse = new Matrix4();
  7985. this.projectionMatrix = new Matrix4();
  7986. this.projectionMatrixInverse = new Matrix4();
  7987. }
  7988. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7989. constructor: Camera,
  7990. isCamera: true,
  7991. copy: function ( source, recursive ) {
  7992. Object3D.prototype.copy.call( this, source, recursive );
  7993. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7994. this.projectionMatrix.copy( source.projectionMatrix );
  7995. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7996. return this;
  7997. },
  7998. getWorldDirection: function ( target ) {
  7999. if ( target === undefined ) {
  8000. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8001. target = new Vector3();
  8002. }
  8003. this.updateMatrixWorld( true );
  8004. var e = this.matrixWorld.elements;
  8005. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8006. },
  8007. updateMatrixWorld: function ( force ) {
  8008. Object3D.prototype.updateMatrixWorld.call( this, force );
  8009. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8010. },
  8011. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8012. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8013. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8014. },
  8015. clone: function () {
  8016. return new this.constructor().copy( this );
  8017. }
  8018. } );
  8019. /**
  8020. * @author mrdoob / http://mrdoob.com/
  8021. * @author greggman / http://games.greggman.com/
  8022. * @author zz85 / http://www.lab4games.net/zz85/blog
  8023. * @author tschw
  8024. */
  8025. function PerspectiveCamera( fov, aspect, near, far ) {
  8026. Camera.call( this );
  8027. this.type = 'PerspectiveCamera';
  8028. this.fov = fov !== undefined ? fov : 50;
  8029. this.zoom = 1;
  8030. this.near = near !== undefined ? near : 0.1;
  8031. this.far = far !== undefined ? far : 2000;
  8032. this.focus = 10;
  8033. this.aspect = aspect !== undefined ? aspect : 1;
  8034. this.view = null;
  8035. this.filmGauge = 35; // width of the film (default in millimeters)
  8036. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8037. this.updateProjectionMatrix();
  8038. }
  8039. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8040. constructor: PerspectiveCamera,
  8041. isPerspectiveCamera: true,
  8042. copy: function ( source, recursive ) {
  8043. Camera.prototype.copy.call( this, source, recursive );
  8044. this.fov = source.fov;
  8045. this.zoom = source.zoom;
  8046. this.near = source.near;
  8047. this.far = source.far;
  8048. this.focus = source.focus;
  8049. this.aspect = source.aspect;
  8050. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8051. this.filmGauge = source.filmGauge;
  8052. this.filmOffset = source.filmOffset;
  8053. return this;
  8054. },
  8055. /**
  8056. * Sets the FOV by focal length in respect to the current .filmGauge.
  8057. *
  8058. * The default film gauge is 35, so that the focal length can be specified for
  8059. * a 35mm (full frame) camera.
  8060. *
  8061. * Values for focal length and film gauge must have the same unit.
  8062. */
  8063. setFocalLength: function ( focalLength ) {
  8064. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8065. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8066. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8067. this.updateProjectionMatrix();
  8068. },
  8069. /**
  8070. * Calculates the focal length from the current .fov and .filmGauge.
  8071. */
  8072. getFocalLength: function () {
  8073. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8074. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8075. },
  8076. getEffectiveFOV: function () {
  8077. return MathUtils.RAD2DEG * 2 * Math.atan(
  8078. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8079. },
  8080. getFilmWidth: function () {
  8081. // film not completely covered in portrait format (aspect < 1)
  8082. return this.filmGauge * Math.min( this.aspect, 1 );
  8083. },
  8084. getFilmHeight: function () {
  8085. // film not completely covered in landscape format (aspect > 1)
  8086. return this.filmGauge / Math.max( this.aspect, 1 );
  8087. },
  8088. /**
  8089. * Sets an offset in a larger frustum. This is useful for multi-window or
  8090. * multi-monitor/multi-machine setups.
  8091. *
  8092. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8093. * the monitors are in grid like this
  8094. *
  8095. * +---+---+---+
  8096. * | A | B | C |
  8097. * +---+---+---+
  8098. * | D | E | F |
  8099. * +---+---+---+
  8100. *
  8101. * then for each monitor you would call it like this
  8102. *
  8103. * var w = 1920;
  8104. * var h = 1080;
  8105. * var fullWidth = w * 3;
  8106. * var fullHeight = h * 2;
  8107. *
  8108. * --A--
  8109. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8110. * --B--
  8111. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8112. * --C--
  8113. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8114. * --D--
  8115. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8116. * --E--
  8117. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8118. * --F--
  8119. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8120. *
  8121. * Note there is no reason monitors have to be the same size or in a grid.
  8122. */
  8123. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8124. this.aspect = fullWidth / fullHeight;
  8125. if ( this.view === null ) {
  8126. this.view = {
  8127. enabled: true,
  8128. fullWidth: 1,
  8129. fullHeight: 1,
  8130. offsetX: 0,
  8131. offsetY: 0,
  8132. width: 1,
  8133. height: 1
  8134. };
  8135. }
  8136. this.view.enabled = true;
  8137. this.view.fullWidth = fullWidth;
  8138. this.view.fullHeight = fullHeight;
  8139. this.view.offsetX = x;
  8140. this.view.offsetY = y;
  8141. this.view.width = width;
  8142. this.view.height = height;
  8143. this.updateProjectionMatrix();
  8144. },
  8145. clearViewOffset: function () {
  8146. if ( this.view !== null ) {
  8147. this.view.enabled = false;
  8148. }
  8149. this.updateProjectionMatrix();
  8150. },
  8151. updateProjectionMatrix: function () {
  8152. var near = this.near,
  8153. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8154. height = 2 * top,
  8155. width = this.aspect * height,
  8156. left = - 0.5 * width,
  8157. view = this.view;
  8158. if ( this.view !== null && this.view.enabled ) {
  8159. var fullWidth = view.fullWidth,
  8160. fullHeight = view.fullHeight;
  8161. left += view.offsetX * width / fullWidth;
  8162. top -= view.offsetY * height / fullHeight;
  8163. width *= view.width / fullWidth;
  8164. height *= view.height / fullHeight;
  8165. }
  8166. var skew = this.filmOffset;
  8167. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8168. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8169. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8170. },
  8171. toJSON: function ( meta ) {
  8172. var data = Object3D.prototype.toJSON.call( this, meta );
  8173. data.object.fov = this.fov;
  8174. data.object.zoom = this.zoom;
  8175. data.object.near = this.near;
  8176. data.object.far = this.far;
  8177. data.object.focus = this.focus;
  8178. data.object.aspect = this.aspect;
  8179. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8180. data.object.filmGauge = this.filmGauge;
  8181. data.object.filmOffset = this.filmOffset;
  8182. return data;
  8183. }
  8184. } );
  8185. /**
  8186. * Camera for rendering cube maps
  8187. * - renders scene into axis-aligned cube
  8188. *
  8189. * @author alteredq / http://alteredqualia.com/
  8190. */
  8191. var fov = 90, aspect = 1;
  8192. function CubeCamera( near, far, cubeResolution, options ) {
  8193. Object3D.call( this );
  8194. this.type = 'CubeCamera';
  8195. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8196. cameraPX.up.set( 0, - 1, 0 );
  8197. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8198. this.add( cameraPX );
  8199. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8200. cameraNX.up.set( 0, - 1, 0 );
  8201. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8202. this.add( cameraNX );
  8203. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8204. cameraPY.up.set( 0, 0, 1 );
  8205. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8206. this.add( cameraPY );
  8207. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8208. cameraNY.up.set( 0, 0, - 1 );
  8209. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8210. this.add( cameraNY );
  8211. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8212. cameraPZ.up.set( 0, - 1, 0 );
  8213. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8214. this.add( cameraPZ );
  8215. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8216. cameraNZ.up.set( 0, - 1, 0 );
  8217. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8218. this.add( cameraNZ );
  8219. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8220. this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options );
  8221. this.renderTarget.texture.name = "CubeCamera";
  8222. this.update = function ( renderer, scene ) {
  8223. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8224. var currentRenderTarget = renderer.getRenderTarget();
  8225. var renderTarget = this.renderTarget;
  8226. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8227. renderTarget.texture.generateMipmaps = false;
  8228. renderer.setRenderTarget( renderTarget, 0 );
  8229. renderer.render( scene, cameraPX );
  8230. renderer.setRenderTarget( renderTarget, 1 );
  8231. renderer.render( scene, cameraNX );
  8232. renderer.setRenderTarget( renderTarget, 2 );
  8233. renderer.render( scene, cameraPY );
  8234. renderer.setRenderTarget( renderTarget, 3 );
  8235. renderer.render( scene, cameraNY );
  8236. renderer.setRenderTarget( renderTarget, 4 );
  8237. renderer.render( scene, cameraPZ );
  8238. renderTarget.texture.generateMipmaps = generateMipmaps;
  8239. renderer.setRenderTarget( renderTarget, 5 );
  8240. renderer.render( scene, cameraNZ );
  8241. renderer.setRenderTarget( currentRenderTarget );
  8242. };
  8243. this.clear = function ( renderer, color, depth, stencil ) {
  8244. var currentRenderTarget = renderer.getRenderTarget();
  8245. var renderTarget = this.renderTarget;
  8246. for ( var i = 0; i < 6; i ++ ) {
  8247. renderer.setRenderTarget( renderTarget, i );
  8248. renderer.clear( color, depth, stencil );
  8249. }
  8250. renderer.setRenderTarget( currentRenderTarget );
  8251. };
  8252. }
  8253. CubeCamera.prototype = Object.create( Object3D.prototype );
  8254. CubeCamera.prototype.constructor = CubeCamera;
  8255. /**
  8256. * @author alteredq / http://alteredqualia.com
  8257. * @author WestLangley / http://github.com/WestLangley
  8258. */
  8259. function WebGLCubeRenderTarget( size, options, dummy ) {
  8260. if ( Number.isInteger( options ) ) {
  8261. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8262. options = dummy;
  8263. }
  8264. WebGLRenderTarget.call( this, size, size, options );
  8265. }
  8266. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8267. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8268. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8269. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8270. this.texture.type = texture.type;
  8271. this.texture.format = texture.format;
  8272. this.texture.encoding = texture.encoding;
  8273. var scene = new Scene();
  8274. var shader = {
  8275. uniforms: {
  8276. tEquirect: { value: null },
  8277. },
  8278. vertexShader: [
  8279. "varying vec3 vWorldDirection;",
  8280. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8281. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8282. "}",
  8283. "void main() {",
  8284. " vWorldDirection = transformDirection( position, modelMatrix );",
  8285. " #include <begin_vertex>",
  8286. " #include <project_vertex>",
  8287. "}"
  8288. ].join( '\n' ),
  8289. fragmentShader: [
  8290. "uniform sampler2D tEquirect;",
  8291. "varying vec3 vWorldDirection;",
  8292. "#define RECIPROCAL_PI 0.31830988618",
  8293. "#define RECIPROCAL_PI2 0.15915494",
  8294. "void main() {",
  8295. " vec3 direction = normalize( vWorldDirection );",
  8296. " vec2 sampleUV;",
  8297. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8298. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8299. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8300. "}"
  8301. ].join( '\n' ),
  8302. };
  8303. var material = new ShaderMaterial( {
  8304. type: 'CubemapFromEquirect',
  8305. uniforms: cloneUniforms( shader.uniforms ),
  8306. vertexShader: shader.vertexShader,
  8307. fragmentShader: shader.fragmentShader,
  8308. side: BackSide,
  8309. blending: NoBlending
  8310. } );
  8311. material.uniforms.tEquirect.value = texture;
  8312. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8313. scene.add( mesh );
  8314. var camera = new CubeCamera( 1, 10, 1 );
  8315. camera.renderTarget = this;
  8316. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8317. camera.update( renderer, scene );
  8318. mesh.geometry.dispose();
  8319. mesh.material.dispose();
  8320. return this;
  8321. };
  8322. /**
  8323. * @author alteredq / http://alteredqualia.com/
  8324. */
  8325. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8326. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8327. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8328. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8329. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8330. this.generateMipmaps = false;
  8331. this.flipY = false;
  8332. this.unpackAlignment = 1;
  8333. this.needsUpdate = true;
  8334. }
  8335. DataTexture.prototype = Object.create( Texture.prototype );
  8336. DataTexture.prototype.constructor = DataTexture;
  8337. DataTexture.prototype.isDataTexture = true;
  8338. /**
  8339. * @author mrdoob / http://mrdoob.com/
  8340. * @author alteredq / http://alteredqualia.com/
  8341. * @author bhouston / http://clara.io
  8342. */
  8343. var _sphere$1 = new Sphere();
  8344. var _vector$5 = new Vector3();
  8345. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8346. this.planes = [
  8347. ( p0 !== undefined ) ? p0 : new Plane(),
  8348. ( p1 !== undefined ) ? p1 : new Plane(),
  8349. ( p2 !== undefined ) ? p2 : new Plane(),
  8350. ( p3 !== undefined ) ? p3 : new Plane(),
  8351. ( p4 !== undefined ) ? p4 : new Plane(),
  8352. ( p5 !== undefined ) ? p5 : new Plane()
  8353. ];
  8354. }
  8355. Object.assign( Frustum.prototype, {
  8356. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8357. var planes = this.planes;
  8358. planes[ 0 ].copy( p0 );
  8359. planes[ 1 ].copy( p1 );
  8360. planes[ 2 ].copy( p2 );
  8361. planes[ 3 ].copy( p3 );
  8362. planes[ 4 ].copy( p4 );
  8363. planes[ 5 ].copy( p5 );
  8364. return this;
  8365. },
  8366. clone: function () {
  8367. return new this.constructor().copy( this );
  8368. },
  8369. copy: function ( frustum ) {
  8370. var planes = this.planes;
  8371. for ( var i = 0; i < 6; i ++ ) {
  8372. planes[ i ].copy( frustum.planes[ i ] );
  8373. }
  8374. return this;
  8375. },
  8376. setFromProjectionMatrix: function ( m ) {
  8377. var planes = this.planes;
  8378. var me = m.elements;
  8379. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8380. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8381. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8382. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8383. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8384. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8385. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8386. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8387. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8388. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8389. return this;
  8390. },
  8391. intersectsObject: function ( object ) {
  8392. var geometry = object.geometry;
  8393. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8394. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8395. return this.intersectsSphere( _sphere$1 );
  8396. },
  8397. intersectsSprite: function ( sprite ) {
  8398. _sphere$1.center.set( 0, 0, 0 );
  8399. _sphere$1.radius = 0.7071067811865476;
  8400. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8401. return this.intersectsSphere( _sphere$1 );
  8402. },
  8403. intersectsSphere: function ( sphere ) {
  8404. var planes = this.planes;
  8405. var center = sphere.center;
  8406. var negRadius = - sphere.radius;
  8407. for ( var i = 0; i < 6; i ++ ) {
  8408. var distance = planes[ i ].distanceToPoint( center );
  8409. if ( distance < negRadius ) {
  8410. return false;
  8411. }
  8412. }
  8413. return true;
  8414. },
  8415. intersectsBox: function ( box ) {
  8416. var planes = this.planes;
  8417. for ( var i = 0; i < 6; i ++ ) {
  8418. var plane = planes[ i ];
  8419. // corner at max distance
  8420. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8421. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8422. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8423. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8424. return false;
  8425. }
  8426. }
  8427. return true;
  8428. },
  8429. containsPoint: function ( point ) {
  8430. var planes = this.planes;
  8431. for ( var i = 0; i < 6; i ++ ) {
  8432. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8433. return false;
  8434. }
  8435. }
  8436. return true;
  8437. }
  8438. } );
  8439. /**
  8440. * Uniforms library for shared webgl shaders
  8441. */
  8442. var UniformsLib = {
  8443. common: {
  8444. diffuse: { value: new Color( 0xeeeeee ) },
  8445. opacity: { value: 1.0 },
  8446. map: { value: null },
  8447. uvTransform: { value: new Matrix3() },
  8448. uv2Transform: { value: new Matrix3() },
  8449. alphaMap: { value: null },
  8450. },
  8451. specularmap: {
  8452. specularMap: { value: null },
  8453. },
  8454. envmap: {
  8455. envMap: { value: null },
  8456. flipEnvMap: { value: - 1 },
  8457. reflectivity: { value: 1.0 },
  8458. refractionRatio: { value: 0.98 },
  8459. maxMipLevel: { value: 0 }
  8460. },
  8461. aomap: {
  8462. aoMap: { value: null },
  8463. aoMapIntensity: { value: 1 }
  8464. },
  8465. lightmap: {
  8466. lightMap: { value: null },
  8467. lightMapIntensity: { value: 1 }
  8468. },
  8469. emissivemap: {
  8470. emissiveMap: { value: null }
  8471. },
  8472. bumpmap: {
  8473. bumpMap: { value: null },
  8474. bumpScale: { value: 1 }
  8475. },
  8476. normalmap: {
  8477. normalMap: { value: null },
  8478. normalScale: { value: new Vector2( 1, 1 ) }
  8479. },
  8480. displacementmap: {
  8481. displacementMap: { value: null },
  8482. displacementScale: { value: 1 },
  8483. displacementBias: { value: 0 }
  8484. },
  8485. roughnessmap: {
  8486. roughnessMap: { value: null }
  8487. },
  8488. metalnessmap: {
  8489. metalnessMap: { value: null }
  8490. },
  8491. gradientmap: {
  8492. gradientMap: { value: null }
  8493. },
  8494. fog: {
  8495. fogDensity: { value: 0.00025 },
  8496. fogNear: { value: 1 },
  8497. fogFar: { value: 2000 },
  8498. fogColor: { value: new Color( 0xffffff ) }
  8499. },
  8500. lights: {
  8501. ambientLightColor: { value: [] },
  8502. lightProbe: { value: [] },
  8503. directionalLights: { value: [], properties: {
  8504. direction: {},
  8505. color: {}
  8506. } },
  8507. directionalLightShadows: { value: [], properties: {
  8508. shadowBias: {},
  8509. shadowRadius: {},
  8510. shadowMapSize: {}
  8511. } },
  8512. directionalShadowMap: { value: [] },
  8513. directionalShadowMatrix: { value: [] },
  8514. spotLights: { value: [], properties: {
  8515. color: {},
  8516. position: {},
  8517. direction: {},
  8518. distance: {},
  8519. coneCos: {},
  8520. penumbraCos: {},
  8521. decay: {}
  8522. } },
  8523. spotLightShadows: { value: [], properties: {
  8524. shadowBias: {},
  8525. shadowRadius: {},
  8526. shadowMapSize: {}
  8527. } },
  8528. spotShadowMap: { value: [] },
  8529. spotShadowMatrix: { value: [] },
  8530. pointLights: { value: [], properties: {
  8531. color: {},
  8532. position: {},
  8533. decay: {},
  8534. distance: {}
  8535. } },
  8536. pointLightShadows: { value: [], properties: {
  8537. shadowBias: {},
  8538. shadowRadius: {},
  8539. shadowMapSize: {},
  8540. shadowCameraNear: {},
  8541. shadowCameraFar: {}
  8542. } },
  8543. pointShadowMap: { value: [] },
  8544. pointShadowMatrix: { value: [] },
  8545. hemisphereLights: { value: [], properties: {
  8546. direction: {},
  8547. skyColor: {},
  8548. groundColor: {}
  8549. } },
  8550. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8551. rectAreaLights: { value: [], properties: {
  8552. color: {},
  8553. position: {},
  8554. width: {},
  8555. height: {}
  8556. } }
  8557. },
  8558. points: {
  8559. diffuse: { value: new Color( 0xeeeeee ) },
  8560. opacity: { value: 1.0 },
  8561. size: { value: 1.0 },
  8562. scale: { value: 1.0 },
  8563. map: { value: null },
  8564. alphaMap: { value: null },
  8565. uvTransform: { value: new Matrix3() }
  8566. },
  8567. sprite: {
  8568. diffuse: { value: new Color( 0xeeeeee ) },
  8569. opacity: { value: 1.0 },
  8570. center: { value: new Vector2( 0.5, 0.5 ) },
  8571. rotation: { value: 0.0 },
  8572. map: { value: null },
  8573. alphaMap: { value: null },
  8574. uvTransform: { value: new Matrix3() }
  8575. }
  8576. };
  8577. /**
  8578. * @author mrdoob / http://mrdoob.com/
  8579. */
  8580. function WebGLAnimation() {
  8581. var context = null;
  8582. var isAnimating = false;
  8583. var animationLoop = null;
  8584. function onAnimationFrame( time, frame ) {
  8585. if ( isAnimating === false ) { return; }
  8586. animationLoop( time, frame );
  8587. context.requestAnimationFrame( onAnimationFrame );
  8588. }
  8589. return {
  8590. start: function () {
  8591. if ( isAnimating === true ) { return; }
  8592. if ( animationLoop === null ) { return; }
  8593. context.requestAnimationFrame( onAnimationFrame );
  8594. isAnimating = true;
  8595. },
  8596. stop: function () {
  8597. isAnimating = false;
  8598. },
  8599. setAnimationLoop: function ( callback ) {
  8600. animationLoop = callback;
  8601. },
  8602. setContext: function ( value ) {
  8603. context = value;
  8604. }
  8605. };
  8606. }
  8607. /**
  8608. * @author mrdoob / http://mrdoob.com/
  8609. */
  8610. function WebGLAttributes( gl, capabilities ) {
  8611. var isWebGL2 = capabilities.isWebGL2;
  8612. var buffers = new WeakMap();
  8613. function createBuffer( attribute, bufferType ) {
  8614. var array = attribute.array;
  8615. var usage = attribute.usage;
  8616. var buffer = gl.createBuffer();
  8617. gl.bindBuffer( bufferType, buffer );
  8618. gl.bufferData( bufferType, array, usage );
  8619. attribute.onUploadCallback();
  8620. var type = 5126;
  8621. if ( array instanceof Float32Array ) {
  8622. type = 5126;
  8623. } else if ( array instanceof Float64Array ) {
  8624. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8625. } else if ( array instanceof Uint16Array ) {
  8626. type = 5123;
  8627. } else if ( array instanceof Int16Array ) {
  8628. type = 5122;
  8629. } else if ( array instanceof Uint32Array ) {
  8630. type = 5125;
  8631. } else if ( array instanceof Int32Array ) {
  8632. type = 5124;
  8633. } else if ( array instanceof Int8Array ) {
  8634. type = 5120;
  8635. } else if ( array instanceof Uint8Array ) {
  8636. type = 5121;
  8637. }
  8638. return {
  8639. buffer: buffer,
  8640. type: type,
  8641. bytesPerElement: array.BYTES_PER_ELEMENT,
  8642. version: attribute.version
  8643. };
  8644. }
  8645. function updateBuffer( buffer, attribute, bufferType ) {
  8646. var array = attribute.array;
  8647. var updateRange = attribute.updateRange;
  8648. gl.bindBuffer( bufferType, buffer );
  8649. if ( updateRange.count === - 1 ) {
  8650. // Not using update ranges
  8651. gl.bufferSubData( bufferType, 0, array );
  8652. } else {
  8653. if ( isWebGL2 ) {
  8654. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8655. array, updateRange.offset, updateRange.count );
  8656. } else {
  8657. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8658. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8659. }
  8660. updateRange.count = - 1; // reset range
  8661. }
  8662. }
  8663. //
  8664. function get( attribute ) {
  8665. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8666. return buffers.get( attribute );
  8667. }
  8668. function remove( attribute ) {
  8669. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8670. var data = buffers.get( attribute );
  8671. if ( data ) {
  8672. gl.deleteBuffer( data.buffer );
  8673. buffers.delete( attribute );
  8674. }
  8675. }
  8676. function update( attribute, bufferType ) {
  8677. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8678. var data = buffers.get( attribute );
  8679. if ( data === undefined ) {
  8680. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8681. } else if ( data.version < attribute.version ) {
  8682. updateBuffer( data.buffer, attribute, bufferType );
  8683. data.version = attribute.version;
  8684. }
  8685. }
  8686. return {
  8687. get: get,
  8688. remove: remove,
  8689. update: update
  8690. };
  8691. }
  8692. /**
  8693. * @author mrdoob / http://mrdoob.com/
  8694. * @author Mugen87 / https://github.com/Mugen87
  8695. */
  8696. // PlaneGeometry
  8697. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8698. Geometry.call( this );
  8699. this.type = 'PlaneGeometry';
  8700. this.parameters = {
  8701. width: width,
  8702. height: height,
  8703. widthSegments: widthSegments,
  8704. heightSegments: heightSegments
  8705. };
  8706. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8707. this.mergeVertices();
  8708. }
  8709. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8710. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8711. // PlaneBufferGeometry
  8712. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8713. BufferGeometry.call( this );
  8714. this.type = 'PlaneBufferGeometry';
  8715. this.parameters = {
  8716. width: width,
  8717. height: height,
  8718. widthSegments: widthSegments,
  8719. heightSegments: heightSegments
  8720. };
  8721. width = width || 1;
  8722. height = height || 1;
  8723. var width_half = width / 2;
  8724. var height_half = height / 2;
  8725. var gridX = Math.floor( widthSegments ) || 1;
  8726. var gridY = Math.floor( heightSegments ) || 1;
  8727. var gridX1 = gridX + 1;
  8728. var gridY1 = gridY + 1;
  8729. var segment_width = width / gridX;
  8730. var segment_height = height / gridY;
  8731. var ix, iy;
  8732. // buffers
  8733. var indices = [];
  8734. var vertices = [];
  8735. var normals = [];
  8736. var uvs = [];
  8737. // generate vertices, normals and uvs
  8738. for ( iy = 0; iy < gridY1; iy ++ ) {
  8739. var y = iy * segment_height - height_half;
  8740. for ( ix = 0; ix < gridX1; ix ++ ) {
  8741. var x = ix * segment_width - width_half;
  8742. vertices.push( x, - y, 0 );
  8743. normals.push( 0, 0, 1 );
  8744. uvs.push( ix / gridX );
  8745. uvs.push( 1 - ( iy / gridY ) );
  8746. }
  8747. }
  8748. // indices
  8749. for ( iy = 0; iy < gridY; iy ++ ) {
  8750. for ( ix = 0; ix < gridX; ix ++ ) {
  8751. var a = ix + gridX1 * iy;
  8752. var b = ix + gridX1 * ( iy + 1 );
  8753. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  8754. var d = ( ix + 1 ) + gridX1 * iy;
  8755. // faces
  8756. indices.push( a, b, d );
  8757. indices.push( b, c, d );
  8758. }
  8759. }
  8760. // build geometry
  8761. this.setIndex( indices );
  8762. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8763. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8764. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8765. }
  8766. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8767. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8768. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8769. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8770. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8771. 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";
  8772. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8773. var begin_vertex = "vec3 transformed = vec3( position );";
  8774. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8775. 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";
  8776. 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";
  8777. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8778. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8779. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8780. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8781. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8782. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8783. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8784. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8785. 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}";
  8786. 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";
  8787. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8788. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8789. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8790. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8791. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8792. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8793. 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}";
  8794. 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";
  8795. 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";
  8796. 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";
  8797. 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";
  8798. 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";
  8799. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8800. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8801. 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";
  8802. 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";
  8803. 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}";
  8804. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8805. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8806. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
  8807. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8808. 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";
  8809. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8810. 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)";
  8811. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8812. 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)";
  8813. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8814. 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}";
  8815. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8816. 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";
  8817. 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";
  8818. 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";
  8819. 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";
  8820. 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";
  8821. 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";
  8822. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8823. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8824. 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";
  8825. 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";
  8826. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8827. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8828. 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";
  8829. 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";
  8830. 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";
  8831. 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;";
  8832. 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";
  8833. 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";
  8834. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8835. 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";
  8836. var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8837. 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}";
  8838. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8839. 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;";
  8840. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8841. 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";
  8842. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8843. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8844. 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";
  8845. 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";
  8846. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8847. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8848. 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";
  8849. 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";
  8850. 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";
  8851. 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";
  8852. 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";
  8853. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8854. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8855. 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}";
  8856. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8857. 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";
  8858. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8859. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8860. 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";
  8861. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8862. 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";
  8863. 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}";
  8864. 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}";
  8865. 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}";
  8866. 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}";
  8867. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  8868. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
  8869. 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}";
  8870. 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}";
  8871. 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}";
  8872. 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}";
  8873. 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}";
  8874. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8875. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8876. 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}";
  8877. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8878. 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}";
  8879. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8880. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8881. 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}";
  8882. 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}";
  8883. 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}";
  8884. 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}";
  8885. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8886. 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}";
  8887. 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}";
  8888. 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}";
  8889. 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}";
  8890. 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}";
  8891. 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}";
  8892. 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}";
  8893. 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}";
  8894. 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}";
  8895. var ShaderChunk = {
  8896. alphamap_fragment: alphamap_fragment,
  8897. alphamap_pars_fragment: alphamap_pars_fragment,
  8898. alphatest_fragment: alphatest_fragment,
  8899. aomap_fragment: aomap_fragment,
  8900. aomap_pars_fragment: aomap_pars_fragment,
  8901. begin_vertex: begin_vertex,
  8902. beginnormal_vertex: beginnormal_vertex,
  8903. bsdfs: bsdfs,
  8904. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8905. clipping_planes_fragment: clipping_planes_fragment,
  8906. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8907. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8908. clipping_planes_vertex: clipping_planes_vertex,
  8909. color_fragment: color_fragment,
  8910. color_pars_fragment: color_pars_fragment,
  8911. color_pars_vertex: color_pars_vertex,
  8912. color_vertex: color_vertex,
  8913. common: common,
  8914. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8915. defaultnormal_vertex: defaultnormal_vertex,
  8916. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8917. displacementmap_vertex: displacementmap_vertex,
  8918. emissivemap_fragment: emissivemap_fragment,
  8919. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8920. encodings_fragment: encodings_fragment,
  8921. encodings_pars_fragment: encodings_pars_fragment,
  8922. envmap_fragment: envmap_fragment,
  8923. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8924. envmap_pars_fragment: envmap_pars_fragment,
  8925. envmap_pars_vertex: envmap_pars_vertex,
  8926. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8927. envmap_vertex: envmap_vertex,
  8928. fog_vertex: fog_vertex,
  8929. fog_pars_vertex: fog_pars_vertex,
  8930. fog_fragment: fog_fragment,
  8931. fog_pars_fragment: fog_pars_fragment,
  8932. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8933. lightmap_fragment: lightmap_fragment,
  8934. lightmap_pars_fragment: lightmap_pars_fragment,
  8935. lights_lambert_vertex: lights_lambert_vertex,
  8936. lights_pars_begin: lights_pars_begin,
  8937. lights_toon_fragment: lights_toon_fragment,
  8938. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8939. lights_phong_fragment: lights_phong_fragment,
  8940. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8941. lights_physical_fragment: lights_physical_fragment,
  8942. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8943. lights_fragment_begin: lights_fragment_begin,
  8944. lights_fragment_maps: lights_fragment_maps,
  8945. lights_fragment_end: lights_fragment_end,
  8946. logdepthbuf_fragment: logdepthbuf_fragment,
  8947. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8948. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8949. logdepthbuf_vertex: logdepthbuf_vertex,
  8950. map_fragment: map_fragment,
  8951. map_pars_fragment: map_pars_fragment,
  8952. map_particle_fragment: map_particle_fragment,
  8953. map_particle_pars_fragment: map_particle_pars_fragment,
  8954. metalnessmap_fragment: metalnessmap_fragment,
  8955. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8956. morphnormal_vertex: morphnormal_vertex,
  8957. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8958. morphtarget_vertex: morphtarget_vertex,
  8959. normal_fragment_begin: normal_fragment_begin,
  8960. normal_fragment_maps: normal_fragment_maps,
  8961. normalmap_pars_fragment: normalmap_pars_fragment,
  8962. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8963. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8964. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8965. packing: packing,
  8966. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8967. project_vertex: project_vertex,
  8968. dithering_fragment: dithering_fragment,
  8969. dithering_pars_fragment: dithering_pars_fragment,
  8970. roughnessmap_fragment: roughnessmap_fragment,
  8971. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8972. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8973. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8974. shadowmap_vertex: shadowmap_vertex,
  8975. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8976. skinbase_vertex: skinbase_vertex,
  8977. skinning_pars_vertex: skinning_pars_vertex,
  8978. skinning_vertex: skinning_vertex,
  8979. skinnormal_vertex: skinnormal_vertex,
  8980. specularmap_fragment: specularmap_fragment,
  8981. specularmap_pars_fragment: specularmap_pars_fragment,
  8982. tonemapping_fragment: tonemapping_fragment,
  8983. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8984. uv_pars_fragment: uv_pars_fragment,
  8985. uv_pars_vertex: uv_pars_vertex,
  8986. uv_vertex: uv_vertex,
  8987. uv2_pars_fragment: uv2_pars_fragment,
  8988. uv2_pars_vertex: uv2_pars_vertex,
  8989. uv2_vertex: uv2_vertex,
  8990. worldpos_vertex: worldpos_vertex,
  8991. background_frag: background_frag,
  8992. background_vert: background_vert,
  8993. cube_frag: cube_frag,
  8994. cube_vert: cube_vert,
  8995. depth_frag: depth_frag,
  8996. depth_vert: depth_vert,
  8997. distanceRGBA_frag: distanceRGBA_frag,
  8998. distanceRGBA_vert: distanceRGBA_vert,
  8999. equirect_frag: equirect_frag,
  9000. equirect_vert: equirect_vert,
  9001. linedashed_frag: linedashed_frag,
  9002. linedashed_vert: linedashed_vert,
  9003. meshbasic_frag: meshbasic_frag,
  9004. meshbasic_vert: meshbasic_vert,
  9005. meshlambert_frag: meshlambert_frag,
  9006. meshlambert_vert: meshlambert_vert,
  9007. meshmatcap_frag: meshmatcap_frag,
  9008. meshmatcap_vert: meshmatcap_vert,
  9009. meshtoon_frag: meshtoon_frag,
  9010. meshtoon_vert: meshtoon_vert,
  9011. meshphong_frag: meshphong_frag,
  9012. meshphong_vert: meshphong_vert,
  9013. meshphysical_frag: meshphysical_frag,
  9014. meshphysical_vert: meshphysical_vert,
  9015. normal_frag: normal_frag,
  9016. normal_vert: normal_vert,
  9017. points_frag: points_frag,
  9018. points_vert: points_vert,
  9019. shadow_frag: shadow_frag,
  9020. shadow_vert: shadow_vert,
  9021. sprite_frag: sprite_frag,
  9022. sprite_vert: sprite_vert
  9023. };
  9024. /**
  9025. * @author alteredq / http://alteredqualia.com/
  9026. * @author mrdoob / http://mrdoob.com/
  9027. * @author mikael emtinger / http://gomo.se/
  9028. */
  9029. var ShaderLib = {
  9030. basic: {
  9031. uniforms: mergeUniforms( [
  9032. UniformsLib.common,
  9033. UniformsLib.specularmap,
  9034. UniformsLib.envmap,
  9035. UniformsLib.aomap,
  9036. UniformsLib.lightmap,
  9037. UniformsLib.fog
  9038. ] ),
  9039. vertexShader: ShaderChunk.meshbasic_vert,
  9040. fragmentShader: ShaderChunk.meshbasic_frag
  9041. },
  9042. lambert: {
  9043. uniforms: mergeUniforms( [
  9044. UniformsLib.common,
  9045. UniformsLib.specularmap,
  9046. UniformsLib.envmap,
  9047. UniformsLib.aomap,
  9048. UniformsLib.lightmap,
  9049. UniformsLib.emissivemap,
  9050. UniformsLib.fog,
  9051. UniformsLib.lights,
  9052. {
  9053. emissive: { value: new Color( 0x000000 ) }
  9054. }
  9055. ] ),
  9056. vertexShader: ShaderChunk.meshlambert_vert,
  9057. fragmentShader: ShaderChunk.meshlambert_frag
  9058. },
  9059. phong: {
  9060. uniforms: mergeUniforms( [
  9061. UniformsLib.common,
  9062. UniformsLib.specularmap,
  9063. UniformsLib.envmap,
  9064. UniformsLib.aomap,
  9065. UniformsLib.lightmap,
  9066. UniformsLib.emissivemap,
  9067. UniformsLib.bumpmap,
  9068. UniformsLib.normalmap,
  9069. UniformsLib.displacementmap,
  9070. UniformsLib.fog,
  9071. UniformsLib.lights,
  9072. {
  9073. emissive: { value: new Color( 0x000000 ) },
  9074. specular: { value: new Color( 0x111111 ) },
  9075. shininess: { value: 30 }
  9076. }
  9077. ] ),
  9078. vertexShader: ShaderChunk.meshphong_vert,
  9079. fragmentShader: ShaderChunk.meshphong_frag
  9080. },
  9081. standard: {
  9082. uniforms: mergeUniforms( [
  9083. UniformsLib.common,
  9084. UniformsLib.envmap,
  9085. UniformsLib.aomap,
  9086. UniformsLib.lightmap,
  9087. UniformsLib.emissivemap,
  9088. UniformsLib.bumpmap,
  9089. UniformsLib.normalmap,
  9090. UniformsLib.displacementmap,
  9091. UniformsLib.roughnessmap,
  9092. UniformsLib.metalnessmap,
  9093. UniformsLib.fog,
  9094. UniformsLib.lights,
  9095. {
  9096. emissive: { value: new Color( 0x000000 ) },
  9097. roughness: { value: 0.5 },
  9098. metalness: { value: 0.5 },
  9099. envMapIntensity: { value: 1 } // temporary
  9100. }
  9101. ] ),
  9102. vertexShader: ShaderChunk.meshphysical_vert,
  9103. fragmentShader: ShaderChunk.meshphysical_frag
  9104. },
  9105. toon: {
  9106. uniforms: mergeUniforms( [
  9107. UniformsLib.common,
  9108. UniformsLib.specularmap,
  9109. UniformsLib.aomap,
  9110. UniformsLib.lightmap,
  9111. UniformsLib.emissivemap,
  9112. UniformsLib.bumpmap,
  9113. UniformsLib.normalmap,
  9114. UniformsLib.displacementmap,
  9115. UniformsLib.gradientmap,
  9116. UniformsLib.fog,
  9117. UniformsLib.lights,
  9118. {
  9119. emissive: { value: new Color( 0x000000 ) },
  9120. specular: { value: new Color( 0x111111 ) },
  9121. shininess: { value: 30 }
  9122. }
  9123. ] ),
  9124. vertexShader: ShaderChunk.meshtoon_vert,
  9125. fragmentShader: ShaderChunk.meshtoon_frag
  9126. },
  9127. matcap: {
  9128. uniforms: mergeUniforms( [
  9129. UniformsLib.common,
  9130. UniformsLib.bumpmap,
  9131. UniformsLib.normalmap,
  9132. UniformsLib.displacementmap,
  9133. UniformsLib.fog,
  9134. {
  9135. matcap: { value: null }
  9136. }
  9137. ] ),
  9138. vertexShader: ShaderChunk.meshmatcap_vert,
  9139. fragmentShader: ShaderChunk.meshmatcap_frag
  9140. },
  9141. points: {
  9142. uniforms: mergeUniforms( [
  9143. UniformsLib.points,
  9144. UniformsLib.fog
  9145. ] ),
  9146. vertexShader: ShaderChunk.points_vert,
  9147. fragmentShader: ShaderChunk.points_frag
  9148. },
  9149. dashed: {
  9150. uniforms: mergeUniforms( [
  9151. UniformsLib.common,
  9152. UniformsLib.fog,
  9153. {
  9154. scale: { value: 1 },
  9155. dashSize: { value: 1 },
  9156. totalSize: { value: 2 }
  9157. }
  9158. ] ),
  9159. vertexShader: ShaderChunk.linedashed_vert,
  9160. fragmentShader: ShaderChunk.linedashed_frag
  9161. },
  9162. depth: {
  9163. uniforms: mergeUniforms( [
  9164. UniformsLib.common,
  9165. UniformsLib.displacementmap
  9166. ] ),
  9167. vertexShader: ShaderChunk.depth_vert,
  9168. fragmentShader: ShaderChunk.depth_frag
  9169. },
  9170. normal: {
  9171. uniforms: mergeUniforms( [
  9172. UniformsLib.common,
  9173. UniformsLib.bumpmap,
  9174. UniformsLib.normalmap,
  9175. UniformsLib.displacementmap,
  9176. {
  9177. opacity: { value: 1.0 }
  9178. }
  9179. ] ),
  9180. vertexShader: ShaderChunk.normal_vert,
  9181. fragmentShader: ShaderChunk.normal_frag
  9182. },
  9183. sprite: {
  9184. uniforms: mergeUniforms( [
  9185. UniformsLib.sprite,
  9186. UniformsLib.fog
  9187. ] ),
  9188. vertexShader: ShaderChunk.sprite_vert,
  9189. fragmentShader: ShaderChunk.sprite_frag
  9190. },
  9191. background: {
  9192. uniforms: {
  9193. uvTransform: { value: new Matrix3() },
  9194. t2D: { value: null },
  9195. },
  9196. vertexShader: ShaderChunk.background_vert,
  9197. fragmentShader: ShaderChunk.background_frag
  9198. },
  9199. /* -------------------------------------------------------------------------
  9200. // Cube map shader
  9201. ------------------------------------------------------------------------- */
  9202. cube: {
  9203. uniforms: mergeUniforms( [
  9204. UniformsLib.envmap,
  9205. {
  9206. opacity: { value: 1.0 }
  9207. }
  9208. ] ),
  9209. vertexShader: ShaderChunk.cube_vert,
  9210. fragmentShader: ShaderChunk.cube_frag
  9211. },
  9212. equirect: {
  9213. uniforms: {
  9214. tEquirect: { value: null },
  9215. },
  9216. vertexShader: ShaderChunk.equirect_vert,
  9217. fragmentShader: ShaderChunk.equirect_frag
  9218. },
  9219. distanceRGBA: {
  9220. uniforms: mergeUniforms( [
  9221. UniformsLib.common,
  9222. UniformsLib.displacementmap,
  9223. {
  9224. referencePosition: { value: new Vector3() },
  9225. nearDistance: { value: 1 },
  9226. farDistance: { value: 1000 }
  9227. }
  9228. ] ),
  9229. vertexShader: ShaderChunk.distanceRGBA_vert,
  9230. fragmentShader: ShaderChunk.distanceRGBA_frag
  9231. },
  9232. shadow: {
  9233. uniforms: mergeUniforms( [
  9234. UniformsLib.lights,
  9235. UniformsLib.fog,
  9236. {
  9237. color: { value: new Color( 0x00000 ) },
  9238. opacity: { value: 1.0 }
  9239. } ] ),
  9240. vertexShader: ShaderChunk.shadow_vert,
  9241. fragmentShader: ShaderChunk.shadow_frag
  9242. }
  9243. };
  9244. ShaderLib.physical = {
  9245. uniforms: mergeUniforms( [
  9246. ShaderLib.standard.uniforms,
  9247. {
  9248. clearcoat: { value: 0 },
  9249. clearcoatMap: { value: null },
  9250. clearcoatRoughness: { value: 0 },
  9251. clearcoatRoughnessMap: { value: null },
  9252. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9253. clearcoatNormalMap: { value: null },
  9254. sheen: { value: new Color( 0x000000 ) },
  9255. transparency: { value: 0 },
  9256. }
  9257. ] ),
  9258. vertexShader: ShaderChunk.meshphysical_vert,
  9259. fragmentShader: ShaderChunk.meshphysical_frag
  9260. };
  9261. /**
  9262. * @author mrdoob / http://mrdoob.com/
  9263. */
  9264. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9265. var clearColor = new Color( 0x000000 );
  9266. var clearAlpha = 0;
  9267. var planeMesh;
  9268. var boxMesh;
  9269. var currentBackground = null;
  9270. var currentBackgroundVersion = 0;
  9271. var currentTonemapping = null;
  9272. function render( renderList, scene, camera, forceClear ) {
  9273. var background = scene.background;
  9274. // Ignore background in AR
  9275. // TODO: Reconsider this.
  9276. var xr = renderer.xr;
  9277. var session = xr.getSession && xr.getSession();
  9278. if ( session && session.environmentBlendMode === 'additive' ) {
  9279. background = null;
  9280. }
  9281. if ( background === null ) {
  9282. setClear( clearColor, clearAlpha );
  9283. } else if ( background && background.isColor ) {
  9284. setClear( background, 1 );
  9285. forceClear = true;
  9286. }
  9287. if ( renderer.autoClear || forceClear ) {
  9288. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9289. }
  9290. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9291. if ( boxMesh === undefined ) {
  9292. boxMesh = new Mesh(
  9293. new BoxBufferGeometry( 1, 1, 1 ),
  9294. new ShaderMaterial( {
  9295. type: 'BackgroundCubeMaterial',
  9296. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9297. vertexShader: ShaderLib.cube.vertexShader,
  9298. fragmentShader: ShaderLib.cube.fragmentShader,
  9299. side: BackSide,
  9300. depthTest: false,
  9301. depthWrite: false,
  9302. fog: false
  9303. } )
  9304. );
  9305. boxMesh.geometry.deleteAttribute( 'normal' );
  9306. boxMesh.geometry.deleteAttribute( 'uv' );
  9307. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9308. this.matrixWorld.copyPosition( camera.matrixWorld );
  9309. };
  9310. // enable code injection for non-built-in material
  9311. Object.defineProperty( boxMesh.material, 'envMap', {
  9312. get: function () {
  9313. return this.uniforms.envMap.value;
  9314. }
  9315. } );
  9316. objects.update( boxMesh );
  9317. }
  9318. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9319. boxMesh.material.uniforms.envMap.value = texture;
  9320. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9321. if ( currentBackground !== background ||
  9322. currentBackgroundVersion !== texture.version ||
  9323. currentTonemapping !== renderer.toneMapping ) {
  9324. boxMesh.material.needsUpdate = true;
  9325. currentBackground = background;
  9326. currentBackgroundVersion = texture.version;
  9327. currentTonemapping = renderer.toneMapping;
  9328. }
  9329. // push to the pre-sorted opaque render list
  9330. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9331. } else if ( background && background.isTexture ) {
  9332. if ( planeMesh === undefined ) {
  9333. planeMesh = new Mesh(
  9334. new PlaneBufferGeometry( 2, 2 ),
  9335. new ShaderMaterial( {
  9336. type: 'BackgroundMaterial',
  9337. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9338. vertexShader: ShaderLib.background.vertexShader,
  9339. fragmentShader: ShaderLib.background.fragmentShader,
  9340. side: FrontSide,
  9341. depthTest: false,
  9342. depthWrite: false,
  9343. fog: false
  9344. } )
  9345. );
  9346. planeMesh.geometry.deleteAttribute( 'normal' );
  9347. // enable code injection for non-built-in material
  9348. Object.defineProperty( planeMesh.material, 'map', {
  9349. get: function () {
  9350. return this.uniforms.t2D.value;
  9351. }
  9352. } );
  9353. objects.update( planeMesh );
  9354. }
  9355. planeMesh.material.uniforms.t2D.value = background;
  9356. if ( background.matrixAutoUpdate === true ) {
  9357. background.updateMatrix();
  9358. }
  9359. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9360. if ( currentBackground !== background ||
  9361. currentBackgroundVersion !== background.version ||
  9362. currentTonemapping !== renderer.toneMapping ) {
  9363. planeMesh.material.needsUpdate = true;
  9364. currentBackground = background;
  9365. currentBackgroundVersion = background.version;
  9366. currentTonemapping = renderer.toneMapping;
  9367. }
  9368. // push to the pre-sorted opaque render list
  9369. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9370. }
  9371. }
  9372. function setClear( color, alpha ) {
  9373. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9374. }
  9375. return {
  9376. getClearColor: function () {
  9377. return clearColor;
  9378. },
  9379. setClearColor: function ( color, alpha ) {
  9380. clearColor.set( color );
  9381. clearAlpha = alpha !== undefined ? alpha : 1;
  9382. setClear( clearColor, clearAlpha );
  9383. },
  9384. getClearAlpha: function () {
  9385. return clearAlpha;
  9386. },
  9387. setClearAlpha: function ( alpha ) {
  9388. clearAlpha = alpha;
  9389. setClear( clearColor, clearAlpha );
  9390. },
  9391. render: render
  9392. };
  9393. }
  9394. /**
  9395. * @author mrdoob / http://mrdoob.com/
  9396. */
  9397. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9398. var isWebGL2 = capabilities.isWebGL2;
  9399. var mode;
  9400. function setMode( value ) {
  9401. mode = value;
  9402. }
  9403. function render( start, count ) {
  9404. gl.drawArrays( mode, start, count );
  9405. info.update( count, mode );
  9406. }
  9407. function renderInstances( geometry, start, count, primcount ) {
  9408. if ( primcount === 0 ) { return; }
  9409. var extension, methodName;
  9410. if ( isWebGL2 ) {
  9411. extension = gl;
  9412. methodName = 'drawArraysInstanced';
  9413. } else {
  9414. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9415. methodName = 'drawArraysInstancedANGLE';
  9416. if ( extension === null ) {
  9417. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9418. return;
  9419. }
  9420. }
  9421. extension[ methodName ]( mode, start, count, primcount );
  9422. info.update( count, mode, primcount );
  9423. }
  9424. //
  9425. this.setMode = setMode;
  9426. this.render = render;
  9427. this.renderInstances = renderInstances;
  9428. }
  9429. /**
  9430. * @author mrdoob / http://mrdoob.com/
  9431. */
  9432. function WebGLCapabilities( gl, extensions, parameters ) {
  9433. var maxAnisotropy;
  9434. function getMaxAnisotropy() {
  9435. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9436. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9437. if ( extension !== null ) {
  9438. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9439. } else {
  9440. maxAnisotropy = 0;
  9441. }
  9442. return maxAnisotropy;
  9443. }
  9444. function getMaxPrecision( precision ) {
  9445. if ( precision === 'highp' ) {
  9446. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9447. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9448. return 'highp';
  9449. }
  9450. precision = 'mediump';
  9451. }
  9452. if ( precision === 'mediump' ) {
  9453. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9454. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9455. return 'mediump';
  9456. }
  9457. }
  9458. return 'lowp';
  9459. }
  9460. /* eslint-disable no-undef */
  9461. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9462. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9463. /* eslint-enable no-undef */
  9464. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9465. var maxPrecision = getMaxPrecision( precision );
  9466. if ( maxPrecision !== precision ) {
  9467. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9468. precision = maxPrecision;
  9469. }
  9470. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9471. var maxTextures = gl.getParameter( 34930 );
  9472. var maxVertexTextures = gl.getParameter( 35660 );
  9473. var maxTextureSize = gl.getParameter( 3379 );
  9474. var maxCubemapSize = gl.getParameter( 34076 );
  9475. var maxAttributes = gl.getParameter( 34921 );
  9476. var maxVertexUniforms = gl.getParameter( 36347 );
  9477. var maxVaryings = gl.getParameter( 36348 );
  9478. var maxFragmentUniforms = gl.getParameter( 36349 );
  9479. var vertexTextures = maxVertexTextures > 0;
  9480. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9481. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9482. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9483. return {
  9484. isWebGL2: isWebGL2,
  9485. getMaxAnisotropy: getMaxAnisotropy,
  9486. getMaxPrecision: getMaxPrecision,
  9487. precision: precision,
  9488. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9489. maxTextures: maxTextures,
  9490. maxVertexTextures: maxVertexTextures,
  9491. maxTextureSize: maxTextureSize,
  9492. maxCubemapSize: maxCubemapSize,
  9493. maxAttributes: maxAttributes,
  9494. maxVertexUniforms: maxVertexUniforms,
  9495. maxVaryings: maxVaryings,
  9496. maxFragmentUniforms: maxFragmentUniforms,
  9497. vertexTextures: vertexTextures,
  9498. floatFragmentTextures: floatFragmentTextures,
  9499. floatVertexTextures: floatVertexTextures,
  9500. maxSamples: maxSamples
  9501. };
  9502. }
  9503. /**
  9504. * @author tschw
  9505. */
  9506. function WebGLClipping() {
  9507. var scope = this,
  9508. globalState = null,
  9509. numGlobalPlanes = 0,
  9510. localClippingEnabled = false,
  9511. renderingShadows = false,
  9512. plane = new Plane(),
  9513. viewNormalMatrix = new Matrix3(),
  9514. uniform = { value: null, needsUpdate: false };
  9515. this.uniform = uniform;
  9516. this.numPlanes = 0;
  9517. this.numIntersection = 0;
  9518. this.init = function ( planes, enableLocalClipping, camera ) {
  9519. var enabled =
  9520. planes.length !== 0 ||
  9521. enableLocalClipping ||
  9522. // enable state of previous frame - the clipping code has to
  9523. // run another frame in order to reset the state:
  9524. numGlobalPlanes !== 0 ||
  9525. localClippingEnabled;
  9526. localClippingEnabled = enableLocalClipping;
  9527. globalState = projectPlanes( planes, camera, 0 );
  9528. numGlobalPlanes = planes.length;
  9529. return enabled;
  9530. };
  9531. this.beginShadows = function () {
  9532. renderingShadows = true;
  9533. projectPlanes( null );
  9534. };
  9535. this.endShadows = function () {
  9536. renderingShadows = false;
  9537. resetGlobalState();
  9538. };
  9539. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9540. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9541. // there's no local clipping
  9542. if ( renderingShadows ) {
  9543. // there's no global clipping
  9544. projectPlanes( null );
  9545. } else {
  9546. resetGlobalState();
  9547. }
  9548. } else {
  9549. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9550. lGlobal = nGlobal * 4,
  9551. dstArray = cache.clippingState || null;
  9552. uniform.value = dstArray; // ensure unique state
  9553. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9554. for ( var i = 0; i !== lGlobal; ++ i ) {
  9555. dstArray[ i ] = globalState[ i ];
  9556. }
  9557. cache.clippingState = dstArray;
  9558. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9559. this.numPlanes += nGlobal;
  9560. }
  9561. };
  9562. function resetGlobalState() {
  9563. if ( uniform.value !== globalState ) {
  9564. uniform.value = globalState;
  9565. uniform.needsUpdate = numGlobalPlanes > 0;
  9566. }
  9567. scope.numPlanes = numGlobalPlanes;
  9568. scope.numIntersection = 0;
  9569. }
  9570. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9571. var nPlanes = planes !== null ? planes.length : 0,
  9572. dstArray = null;
  9573. if ( nPlanes !== 0 ) {
  9574. dstArray = uniform.value;
  9575. if ( skipTransform !== true || dstArray === null ) {
  9576. var flatSize = dstOffset + nPlanes * 4,
  9577. viewMatrix = camera.matrixWorldInverse;
  9578. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9579. if ( dstArray === null || dstArray.length < flatSize ) {
  9580. dstArray = new Float32Array( flatSize );
  9581. }
  9582. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9583. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9584. plane.normal.toArray( dstArray, i4 );
  9585. dstArray[ i4 + 3 ] = plane.constant;
  9586. }
  9587. }
  9588. uniform.value = dstArray;
  9589. uniform.needsUpdate = true;
  9590. }
  9591. scope.numPlanes = nPlanes;
  9592. scope.numIntersection = 0;
  9593. return dstArray;
  9594. }
  9595. }
  9596. /**
  9597. * @author mrdoob / http://mrdoob.com/
  9598. */
  9599. function WebGLExtensions( gl ) {
  9600. var extensions = {};
  9601. return {
  9602. get: function ( name ) {
  9603. if ( extensions[ name ] !== undefined ) {
  9604. return extensions[ name ];
  9605. }
  9606. var extension;
  9607. switch ( name ) {
  9608. case 'WEBGL_depth_texture':
  9609. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9610. break;
  9611. case 'EXT_texture_filter_anisotropic':
  9612. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9613. break;
  9614. case 'WEBGL_compressed_texture_s3tc':
  9615. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9616. break;
  9617. case 'WEBGL_compressed_texture_pvrtc':
  9618. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9619. break;
  9620. default:
  9621. extension = gl.getExtension( name );
  9622. }
  9623. if ( extension === null ) {
  9624. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9625. }
  9626. extensions[ name ] = extension;
  9627. return extension;
  9628. }
  9629. };
  9630. }
  9631. /**
  9632. * @author mrdoob / http://mrdoob.com/
  9633. */
  9634. function WebGLGeometries( gl, attributes, info ) {
  9635. var geometries = new WeakMap();
  9636. var wireframeAttributes = new WeakMap();
  9637. function onGeometryDispose( event ) {
  9638. var geometry = event.target;
  9639. var buffergeometry = geometries.get( geometry );
  9640. if ( buffergeometry.index !== null ) {
  9641. attributes.remove( buffergeometry.index );
  9642. }
  9643. for ( var name in buffergeometry.attributes ) {
  9644. attributes.remove( buffergeometry.attributes[ name ] );
  9645. }
  9646. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9647. geometries.delete( geometry );
  9648. var attribute = wireframeAttributes.get( buffergeometry );
  9649. if ( attribute ) {
  9650. attributes.remove( attribute );
  9651. wireframeAttributes.delete( buffergeometry );
  9652. }
  9653. //
  9654. info.memory.geometries --;
  9655. }
  9656. function get( object, geometry ) {
  9657. var buffergeometry = geometries.get( geometry );
  9658. if ( buffergeometry ) { return buffergeometry; }
  9659. geometry.addEventListener( 'dispose', onGeometryDispose );
  9660. if ( geometry.isBufferGeometry ) {
  9661. buffergeometry = geometry;
  9662. } else if ( geometry.isGeometry ) {
  9663. if ( geometry._bufferGeometry === undefined ) {
  9664. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9665. }
  9666. buffergeometry = geometry._bufferGeometry;
  9667. }
  9668. geometries.set( geometry, buffergeometry );
  9669. info.memory.geometries ++;
  9670. return buffergeometry;
  9671. }
  9672. function update( geometry ) {
  9673. var index = geometry.index;
  9674. var geometryAttributes = geometry.attributes;
  9675. if ( index !== null ) {
  9676. attributes.update( index, 34963 );
  9677. }
  9678. for ( var name in geometryAttributes ) {
  9679. attributes.update( geometryAttributes[ name ], 34962 );
  9680. }
  9681. // morph targets
  9682. var morphAttributes = geometry.morphAttributes;
  9683. for ( var name in morphAttributes ) {
  9684. var array = morphAttributes[ name ];
  9685. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9686. attributes.update( array[ i ], 34962 );
  9687. }
  9688. }
  9689. }
  9690. function updateWireframeAttribute( geometry ) {
  9691. var indices = [];
  9692. var geometryIndex = geometry.index;
  9693. var geometryPosition = geometry.attributes.position;
  9694. var version = 0;
  9695. if ( geometryIndex !== null ) {
  9696. var array = geometryIndex.array;
  9697. version = geometryIndex.version;
  9698. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9699. var a = array[ i + 0 ];
  9700. var b = array[ i + 1 ];
  9701. var c = array[ i + 2 ];
  9702. indices.push( a, b, b, c, c, a );
  9703. }
  9704. } else {
  9705. var array = geometryPosition.array;
  9706. version = geometryPosition.version;
  9707. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9708. var a = i + 0;
  9709. var b = i + 1;
  9710. var c = i + 2;
  9711. indices.push( a, b, b, c, c, a );
  9712. }
  9713. }
  9714. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9715. attribute.version = version;
  9716. attributes.update( attribute, 34963 );
  9717. //
  9718. var previousAttribute = wireframeAttributes.get( geometry );
  9719. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9720. //
  9721. wireframeAttributes.set( geometry, attribute );
  9722. }
  9723. function getWireframeAttribute( geometry ) {
  9724. var currentAttribute = wireframeAttributes.get( geometry );
  9725. if ( currentAttribute ) {
  9726. var geometryIndex = geometry.index;
  9727. if ( geometryIndex !== null ) {
  9728. // if the attribute is obsolete, create a new one
  9729. if ( currentAttribute.version < geometryIndex.version ) {
  9730. updateWireframeAttribute( geometry );
  9731. }
  9732. }
  9733. } else {
  9734. updateWireframeAttribute( geometry );
  9735. }
  9736. return wireframeAttributes.get( geometry );
  9737. }
  9738. return {
  9739. get: get,
  9740. update: update,
  9741. getWireframeAttribute: getWireframeAttribute
  9742. };
  9743. }
  9744. /**
  9745. * @author mrdoob / http://mrdoob.com/
  9746. */
  9747. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9748. var isWebGL2 = capabilities.isWebGL2;
  9749. var mode;
  9750. function setMode( value ) {
  9751. mode = value;
  9752. }
  9753. var type, bytesPerElement;
  9754. function setIndex( value ) {
  9755. type = value.type;
  9756. bytesPerElement = value.bytesPerElement;
  9757. }
  9758. function render( start, count ) {
  9759. gl.drawElements( mode, count, type, start * bytesPerElement );
  9760. info.update( count, mode );
  9761. }
  9762. function renderInstances( geometry, start, count, primcount ) {
  9763. if ( primcount === 0 ) { return; }
  9764. var extension, methodName;
  9765. if ( isWebGL2 ) {
  9766. extension = gl;
  9767. methodName = 'drawElementsInstanced';
  9768. } else {
  9769. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9770. methodName = 'drawElementsInstancedANGLE';
  9771. if ( extension === null ) {
  9772. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9773. return;
  9774. }
  9775. }
  9776. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9777. info.update( count, mode, primcount );
  9778. }
  9779. //
  9780. this.setMode = setMode;
  9781. this.setIndex = setIndex;
  9782. this.render = render;
  9783. this.renderInstances = renderInstances;
  9784. }
  9785. /**
  9786. * @author Mugen87 / https://github.com/Mugen87
  9787. */
  9788. function WebGLInfo( gl ) {
  9789. var memory = {
  9790. geometries: 0,
  9791. textures: 0
  9792. };
  9793. var render = {
  9794. frame: 0,
  9795. calls: 0,
  9796. triangles: 0,
  9797. points: 0,
  9798. lines: 0
  9799. };
  9800. function update( count, mode, instanceCount ) {
  9801. instanceCount = instanceCount || 1;
  9802. render.calls ++;
  9803. switch ( mode ) {
  9804. case 4:
  9805. render.triangles += instanceCount * ( count / 3 );
  9806. break;
  9807. case 1:
  9808. render.lines += instanceCount * ( count / 2 );
  9809. break;
  9810. case 3:
  9811. render.lines += instanceCount * ( count - 1 );
  9812. break;
  9813. case 2:
  9814. render.lines += instanceCount * count;
  9815. break;
  9816. case 0:
  9817. render.points += instanceCount * count;
  9818. break;
  9819. default:
  9820. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9821. break;
  9822. }
  9823. }
  9824. function reset() {
  9825. render.frame ++;
  9826. render.calls = 0;
  9827. render.triangles = 0;
  9828. render.points = 0;
  9829. render.lines = 0;
  9830. }
  9831. return {
  9832. memory: memory,
  9833. render: render,
  9834. programs: null,
  9835. autoReset: true,
  9836. reset: reset,
  9837. update: update
  9838. };
  9839. }
  9840. /**
  9841. * @author mrdoob / http://mrdoob.com/
  9842. */
  9843. function absNumericalSort( a, b ) {
  9844. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9845. }
  9846. function WebGLMorphtargets( gl ) {
  9847. var influencesList = {};
  9848. var morphInfluences = new Float32Array( 8 );
  9849. function update( object, geometry, material, program ) {
  9850. var objectInfluences = object.morphTargetInfluences;
  9851. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9852. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9853. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9854. var influences = influencesList[ geometry.id ];
  9855. if ( influences === undefined ) {
  9856. // initialise list
  9857. influences = [];
  9858. for ( var i = 0; i < length; i ++ ) {
  9859. influences[ i ] = [ i, 0 ];
  9860. }
  9861. influencesList[ geometry.id ] = influences;
  9862. }
  9863. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9864. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9865. // Remove current morphAttributes
  9866. for ( var i = 0; i < length; i ++ ) {
  9867. var influence = influences[ i ];
  9868. if ( influence[ 1 ] !== 0 ) {
  9869. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9870. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9871. }
  9872. }
  9873. // Collect influences
  9874. for ( var i = 0; i < length; i ++ ) {
  9875. var influence = influences[ i ];
  9876. influence[ 0 ] = i;
  9877. influence[ 1 ] = objectInfluences[ i ];
  9878. }
  9879. influences.sort( absNumericalSort );
  9880. // Add morphAttributes
  9881. var morphInfluencesSum = 0;
  9882. for ( var i = 0; i < 8; i ++ ) {
  9883. var influence = influences[ i ];
  9884. if ( influence ) {
  9885. var index = influence[ 0 ];
  9886. var value = influence[ 1 ];
  9887. if ( value ) {
  9888. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9889. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9890. morphInfluences[ i ] = value;
  9891. morphInfluencesSum += value;
  9892. continue;
  9893. }
  9894. }
  9895. morphInfluences[ i ] = 0;
  9896. }
  9897. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9898. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9899. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9900. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9901. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9902. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9903. }
  9904. return {
  9905. update: update
  9906. };
  9907. }
  9908. /**
  9909. * @author mrdoob / http://mrdoob.com/
  9910. */
  9911. function WebGLObjects( gl, geometries, attributes, info ) {
  9912. var updateMap = new WeakMap();
  9913. function update( object ) {
  9914. var frame = info.render.frame;
  9915. var geometry = object.geometry;
  9916. var buffergeometry = geometries.get( object, geometry );
  9917. // Update once per frame
  9918. if ( updateMap.get( buffergeometry ) !== frame ) {
  9919. if ( geometry.isGeometry ) {
  9920. buffergeometry.updateFromObject( object );
  9921. }
  9922. geometries.update( buffergeometry );
  9923. updateMap.set( buffergeometry, frame );
  9924. }
  9925. if ( object.isInstancedMesh ) {
  9926. attributes.update( object.instanceMatrix, 34962 );
  9927. }
  9928. return buffergeometry;
  9929. }
  9930. function dispose() {
  9931. updateMap = new WeakMap();
  9932. }
  9933. return {
  9934. update: update,
  9935. dispose: dispose
  9936. };
  9937. }
  9938. /**
  9939. * @author mrdoob / http://mrdoob.com/
  9940. */
  9941. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9942. images = images !== undefined ? images : [];
  9943. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9944. format = format !== undefined ? format : RGBFormat;
  9945. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9946. this.flipY = false;
  9947. }
  9948. CubeTexture.prototype = Object.create( Texture.prototype );
  9949. CubeTexture.prototype.constructor = CubeTexture;
  9950. CubeTexture.prototype.isCubeTexture = true;
  9951. Object.defineProperty( CubeTexture.prototype, 'images', {
  9952. get: function () {
  9953. return this.image;
  9954. },
  9955. set: function ( value ) {
  9956. this.image = value;
  9957. }
  9958. } );
  9959. /**
  9960. * @author Takahiro https://github.com/takahirox
  9961. */
  9962. function DataTexture2DArray( data, width, height, depth ) {
  9963. Texture.call( this, null );
  9964. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9965. this.magFilter = NearestFilter;
  9966. this.minFilter = NearestFilter;
  9967. this.wrapR = ClampToEdgeWrapping;
  9968. this.generateMipmaps = false;
  9969. this.flipY = false;
  9970. this.needsUpdate = true;
  9971. }
  9972. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9973. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9974. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9975. /**
  9976. * @author Artur Trzesiok
  9977. */
  9978. function DataTexture3D( data, width, height, depth ) {
  9979. // We're going to add .setXXX() methods for setting properties later.
  9980. // Users can still set in DataTexture3D directly.
  9981. //
  9982. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9983. // texture.anisotropy = 16;
  9984. //
  9985. // See #14839
  9986. Texture.call( this, null );
  9987. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9988. this.magFilter = NearestFilter;
  9989. this.minFilter = NearestFilter;
  9990. this.wrapR = ClampToEdgeWrapping;
  9991. this.generateMipmaps = false;
  9992. this.flipY = false;
  9993. this.needsUpdate = true;
  9994. }
  9995. DataTexture3D.prototype = Object.create( Texture.prototype );
  9996. DataTexture3D.prototype.constructor = DataTexture3D;
  9997. DataTexture3D.prototype.isDataTexture3D = true;
  9998. /**
  9999. * @author tschw
  10000. * @author Mugen87 / https://github.com/Mugen87
  10001. * @author mrdoob / http://mrdoob.com/
  10002. *
  10003. * Uniforms of a program.
  10004. * Those form a tree structure with a special top-level container for the root,
  10005. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10006. *
  10007. *
  10008. * Properties of inner nodes including the top-level container:
  10009. *
  10010. * .seq - array of nested uniforms
  10011. * .map - nested uniforms by name
  10012. *
  10013. *
  10014. * Methods of all nodes except the top-level container:
  10015. *
  10016. * .setValue( gl, value, [textures] )
  10017. *
  10018. * uploads a uniform value(s)
  10019. * the 'textures' parameter is needed for sampler uniforms
  10020. *
  10021. *
  10022. * Static methods of the top-level container (textures factorizations):
  10023. *
  10024. * .upload( gl, seq, values, textures )
  10025. *
  10026. * sets uniforms in 'seq' to 'values[id].value'
  10027. *
  10028. * .seqWithValue( seq, values ) : filteredSeq
  10029. *
  10030. * filters 'seq' entries with corresponding entry in values
  10031. *
  10032. *
  10033. * Methods of the top-level container (textures factorizations):
  10034. *
  10035. * .setValue( gl, name, value, textures )
  10036. *
  10037. * sets uniform with name 'name' to 'value'
  10038. *
  10039. * .setOptional( gl, obj, prop )
  10040. *
  10041. * like .set for an optional property of the object
  10042. *
  10043. */
  10044. var emptyTexture = new Texture();
  10045. var emptyTexture2dArray = new DataTexture2DArray();
  10046. var emptyTexture3d = new DataTexture3D();
  10047. var emptyCubeTexture = new CubeTexture();
  10048. // --- Utilities ---
  10049. // Array Caches (provide typed arrays for temporary by size)
  10050. var arrayCacheF32 = [];
  10051. var arrayCacheI32 = [];
  10052. // Float32Array caches used for uploading Matrix uniforms
  10053. var mat4array = new Float32Array( 16 );
  10054. var mat3array = new Float32Array( 9 );
  10055. var mat2array = new Float32Array( 4 );
  10056. // Flattening for arrays of vectors and matrices
  10057. function flatten( array, nBlocks, blockSize ) {
  10058. var firstElem = array[ 0 ];
  10059. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10060. // unoptimized: ! isNaN( firstElem )
  10061. // see http://jacksondunstan.com/articles/983
  10062. var n = nBlocks * blockSize,
  10063. r = arrayCacheF32[ n ];
  10064. if ( r === undefined ) {
  10065. r = new Float32Array( n );
  10066. arrayCacheF32[ n ] = r;
  10067. }
  10068. if ( nBlocks !== 0 ) {
  10069. firstElem.toArray( r, 0 );
  10070. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10071. offset += blockSize;
  10072. array[ i ].toArray( r, offset );
  10073. }
  10074. }
  10075. return r;
  10076. }
  10077. function arraysEqual( a, b ) {
  10078. if ( a.length !== b.length ) { return false; }
  10079. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10080. if ( a[ i ] !== b[ i ] ) { return false; }
  10081. }
  10082. return true;
  10083. }
  10084. function copyArray( a, b ) {
  10085. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10086. a[ i ] = b[ i ];
  10087. }
  10088. }
  10089. // Texture unit allocation
  10090. function allocTexUnits( textures, n ) {
  10091. var r = arrayCacheI32[ n ];
  10092. if ( r === undefined ) {
  10093. r = new Int32Array( n );
  10094. arrayCacheI32[ n ] = r;
  10095. }
  10096. for ( var i = 0; i !== n; ++ i )
  10097. { r[ i ] = textures.allocateTextureUnit(); }
  10098. return r;
  10099. }
  10100. // --- Setters ---
  10101. // Note: Defining these methods externally, because they come in a bunch
  10102. // and this way their names minify.
  10103. // Single scalar
  10104. function setValueV1f( gl, v ) {
  10105. var cache = this.cache;
  10106. if ( cache[ 0 ] === v ) { return; }
  10107. gl.uniform1f( this.addr, v );
  10108. cache[ 0 ] = v;
  10109. }
  10110. // Single float vector (from flat array or THREE.VectorN)
  10111. function setValueV2f( gl, v ) {
  10112. var cache = this.cache;
  10113. if ( v.x !== undefined ) {
  10114. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10115. gl.uniform2f( this.addr, v.x, v.y );
  10116. cache[ 0 ] = v.x;
  10117. cache[ 1 ] = v.y;
  10118. }
  10119. } else {
  10120. if ( arraysEqual( cache, v ) ) { return; }
  10121. gl.uniform2fv( this.addr, v );
  10122. copyArray( cache, v );
  10123. }
  10124. }
  10125. function setValueV3f( gl, v ) {
  10126. var cache = this.cache;
  10127. if ( v.x !== undefined ) {
  10128. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10129. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10130. cache[ 0 ] = v.x;
  10131. cache[ 1 ] = v.y;
  10132. cache[ 2 ] = v.z;
  10133. }
  10134. } else if ( v.r !== undefined ) {
  10135. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10136. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10137. cache[ 0 ] = v.r;
  10138. cache[ 1 ] = v.g;
  10139. cache[ 2 ] = v.b;
  10140. }
  10141. } else {
  10142. if ( arraysEqual( cache, v ) ) { return; }
  10143. gl.uniform3fv( this.addr, v );
  10144. copyArray( cache, v );
  10145. }
  10146. }
  10147. function setValueV4f( gl, v ) {
  10148. var cache = this.cache;
  10149. if ( v.x !== undefined ) {
  10150. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10151. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10152. cache[ 0 ] = v.x;
  10153. cache[ 1 ] = v.y;
  10154. cache[ 2 ] = v.z;
  10155. cache[ 3 ] = v.w;
  10156. }
  10157. } else {
  10158. if ( arraysEqual( cache, v ) ) { return; }
  10159. gl.uniform4fv( this.addr, v );
  10160. copyArray( cache, v );
  10161. }
  10162. }
  10163. // Single matrix (from flat array or MatrixN)
  10164. function setValueM2( gl, v ) {
  10165. var cache = this.cache;
  10166. var elements = v.elements;
  10167. if ( elements === undefined ) {
  10168. if ( arraysEqual( cache, v ) ) { return; }
  10169. gl.uniformMatrix2fv( this.addr, false, v );
  10170. copyArray( cache, v );
  10171. } else {
  10172. if ( arraysEqual( cache, elements ) ) { return; }
  10173. mat2array.set( elements );
  10174. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10175. copyArray( cache, elements );
  10176. }
  10177. }
  10178. function setValueM3( gl, v ) {
  10179. var cache = this.cache;
  10180. var elements = v.elements;
  10181. if ( elements === undefined ) {
  10182. if ( arraysEqual( cache, v ) ) { return; }
  10183. gl.uniformMatrix3fv( this.addr, false, v );
  10184. copyArray( cache, v );
  10185. } else {
  10186. if ( arraysEqual( cache, elements ) ) { return; }
  10187. mat3array.set( elements );
  10188. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10189. copyArray( cache, elements );
  10190. }
  10191. }
  10192. function setValueM4( gl, v ) {
  10193. var cache = this.cache;
  10194. var elements = v.elements;
  10195. if ( elements === undefined ) {
  10196. if ( arraysEqual( cache, v ) ) { return; }
  10197. gl.uniformMatrix4fv( this.addr, false, v );
  10198. copyArray( cache, v );
  10199. } else {
  10200. if ( arraysEqual( cache, elements ) ) { return; }
  10201. mat4array.set( elements );
  10202. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10203. copyArray( cache, elements );
  10204. }
  10205. }
  10206. // Single texture (2D / Cube)
  10207. function setValueT1( gl, v, textures ) {
  10208. var cache = this.cache;
  10209. var unit = textures.allocateTextureUnit();
  10210. if ( cache[ 0 ] !== unit ) {
  10211. gl.uniform1i( this.addr, unit );
  10212. cache[ 0 ] = unit;
  10213. }
  10214. textures.safeSetTexture2D( v || emptyTexture, unit );
  10215. }
  10216. function setValueT2DArray1( gl, v, textures ) {
  10217. var cache = this.cache;
  10218. var unit = textures.allocateTextureUnit();
  10219. if ( cache[ 0 ] !== unit ) {
  10220. gl.uniform1i( this.addr, unit );
  10221. cache[ 0 ] = unit;
  10222. }
  10223. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10224. }
  10225. function setValueT3D1( gl, v, textures ) {
  10226. var cache = this.cache;
  10227. var unit = textures.allocateTextureUnit();
  10228. if ( cache[ 0 ] !== unit ) {
  10229. gl.uniform1i( this.addr, unit );
  10230. cache[ 0 ] = unit;
  10231. }
  10232. textures.setTexture3D( v || emptyTexture3d, unit );
  10233. }
  10234. function setValueT6( gl, v, textures ) {
  10235. var cache = this.cache;
  10236. var unit = textures.allocateTextureUnit();
  10237. if ( cache[ 0 ] !== unit ) {
  10238. gl.uniform1i( this.addr, unit );
  10239. cache[ 0 ] = unit;
  10240. }
  10241. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10242. }
  10243. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10244. function setValueV1i( gl, v ) {
  10245. var cache = this.cache;
  10246. if ( cache[ 0 ] === v ) { return; }
  10247. gl.uniform1i( this.addr, v );
  10248. cache[ 0 ] = v;
  10249. }
  10250. function setValueV2i( gl, v ) {
  10251. var cache = this.cache;
  10252. if ( arraysEqual( cache, v ) ) { return; }
  10253. gl.uniform2iv( this.addr, v );
  10254. copyArray( cache, v );
  10255. }
  10256. function setValueV3i( gl, v ) {
  10257. var cache = this.cache;
  10258. if ( arraysEqual( cache, v ) ) { return; }
  10259. gl.uniform3iv( this.addr, v );
  10260. copyArray( cache, v );
  10261. }
  10262. function setValueV4i( gl, v ) {
  10263. var cache = this.cache;
  10264. if ( arraysEqual( cache, v ) ) { return; }
  10265. gl.uniform4iv( this.addr, v );
  10266. copyArray( cache, v );
  10267. }
  10268. // uint
  10269. function setValueV1ui( gl, v ) {
  10270. var cache = this.cache;
  10271. if ( cache[ 0 ] === v ) { return; }
  10272. gl.uniform1ui( this.addr, v );
  10273. cache[ 0 ] = v;
  10274. }
  10275. // Helper to pick the right setter for the singular case
  10276. function getSingularSetter( type ) {
  10277. switch ( type ) {
  10278. case 0x1406: return setValueV1f; // FLOAT
  10279. case 0x8b50: return setValueV2f; // _VEC2
  10280. case 0x8b51: return setValueV3f; // _VEC3
  10281. case 0x8b52: return setValueV4f; // _VEC4
  10282. case 0x8b5a: return setValueM2; // _MAT2
  10283. case 0x8b5b: return setValueM3; // _MAT3
  10284. case 0x8b5c: return setValueM4; // _MAT4
  10285. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10286. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10287. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10288. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10289. case 0x1405: return setValueV1ui; // UINT
  10290. case 0x8b5e: // SAMPLER_2D
  10291. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10292. case 0x8dca: // INT_SAMPLER_2D
  10293. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10294. case 0x8b62: // SAMPLER_2D_SHADOW
  10295. return setValueT1;
  10296. case 0x8b5f: // SAMPLER_3D
  10297. case 0x8dcb: // INT_SAMPLER_3D
  10298. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10299. return setValueT3D1;
  10300. case 0x8b60: // SAMPLER_CUBE
  10301. case 0x8dcc: // INT_SAMPLER_CUBE
  10302. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10303. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10304. return setValueT6;
  10305. case 0x8dc1: // SAMPLER_2D_ARRAY
  10306. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10307. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10308. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10309. return setValueT2DArray1;
  10310. }
  10311. }
  10312. // Array of scalars
  10313. function setValueV1fArray( gl, v ) {
  10314. gl.uniform1fv( this.addr, v );
  10315. }
  10316. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10317. function setValueV1iArray( gl, v ) {
  10318. gl.uniform1iv( this.addr, v );
  10319. }
  10320. function setValueV2iArray( gl, v ) {
  10321. gl.uniform2iv( this.addr, v );
  10322. }
  10323. function setValueV3iArray( gl, v ) {
  10324. gl.uniform3iv( this.addr, v );
  10325. }
  10326. function setValueV4iArray( gl, v ) {
  10327. gl.uniform4iv( this.addr, v );
  10328. }
  10329. // Array of vectors (flat or from THREE classes)
  10330. function setValueV2fArray( gl, v ) {
  10331. var data = flatten( v, this.size, 2 );
  10332. gl.uniform2fv( this.addr, data );
  10333. }
  10334. function setValueV3fArray( gl, v ) {
  10335. var data = flatten( v, this.size, 3 );
  10336. gl.uniform3fv( this.addr, data );
  10337. }
  10338. function setValueV4fArray( gl, v ) {
  10339. var data = flatten( v, this.size, 4 );
  10340. gl.uniform4fv( this.addr, data );
  10341. }
  10342. // Array of matrices (flat or from THREE clases)
  10343. function setValueM2Array( gl, v ) {
  10344. var data = flatten( v, this.size, 4 );
  10345. gl.uniformMatrix2fv( this.addr, false, data );
  10346. }
  10347. function setValueM3Array( gl, v ) {
  10348. var data = flatten( v, this.size, 9 );
  10349. gl.uniformMatrix3fv( this.addr, false, data );
  10350. }
  10351. function setValueM4Array( gl, v ) {
  10352. var data = flatten( v, this.size, 16 );
  10353. gl.uniformMatrix4fv( this.addr, false, data );
  10354. }
  10355. // Array of textures (2D / Cube)
  10356. function setValueT1Array( gl, v, textures ) {
  10357. var n = v.length;
  10358. var units = allocTexUnits( textures, n );
  10359. gl.uniform1iv( this.addr, units );
  10360. for ( var i = 0; i !== n; ++ i ) {
  10361. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10362. }
  10363. }
  10364. function setValueT6Array( gl, v, textures ) {
  10365. var n = v.length;
  10366. var units = allocTexUnits( textures, n );
  10367. gl.uniform1iv( this.addr, units );
  10368. for ( var i = 0; i !== n; ++ i ) {
  10369. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10370. }
  10371. }
  10372. // Helper to pick the right setter for a pure (bottom-level) array
  10373. function getPureArraySetter( type ) {
  10374. switch ( type ) {
  10375. case 0x1406: return setValueV1fArray; // FLOAT
  10376. case 0x8b50: return setValueV2fArray; // _VEC2
  10377. case 0x8b51: return setValueV3fArray; // _VEC3
  10378. case 0x8b52: return setValueV4fArray; // _VEC4
  10379. case 0x8b5a: return setValueM2Array; // _MAT2
  10380. case 0x8b5b: return setValueM3Array; // _MAT3
  10381. case 0x8b5c: return setValueM4Array; // _MAT4
  10382. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10383. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10384. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10385. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10386. case 0x8b5e: // SAMPLER_2D
  10387. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10388. case 0x8dca: // INT_SAMPLER_2D
  10389. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10390. case 0x8b62: // SAMPLER_2D_SHADOW
  10391. return setValueT1Array;
  10392. case 0x8b60: // SAMPLER_CUBE
  10393. case 0x8dcc: // INT_SAMPLER_CUBE
  10394. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10395. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10396. return setValueT6Array;
  10397. }
  10398. }
  10399. // --- Uniform Classes ---
  10400. function SingleUniform( id, activeInfo, addr ) {
  10401. this.id = id;
  10402. this.addr = addr;
  10403. this.cache = [];
  10404. this.setValue = getSingularSetter( activeInfo.type );
  10405. // this.path = activeInfo.name; // DEBUG
  10406. }
  10407. function PureArrayUniform( id, activeInfo, addr ) {
  10408. this.id = id;
  10409. this.addr = addr;
  10410. this.cache = [];
  10411. this.size = activeInfo.size;
  10412. this.setValue = getPureArraySetter( activeInfo.type );
  10413. // this.path = activeInfo.name; // DEBUG
  10414. }
  10415. PureArrayUniform.prototype.updateCache = function ( data ) {
  10416. var cache = this.cache;
  10417. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10418. this.cache = new Float32Array( data.length );
  10419. }
  10420. copyArray( cache, data );
  10421. };
  10422. function StructuredUniform( id ) {
  10423. this.id = id;
  10424. this.seq = [];
  10425. this.map = {};
  10426. }
  10427. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10428. var seq = this.seq;
  10429. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10430. var u = seq[ i ];
  10431. u.setValue( gl, value[ u.id ], textures );
  10432. }
  10433. };
  10434. // --- Top-level ---
  10435. // Parser - builds up the property tree from the path strings
  10436. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10437. // extracts
  10438. // - the identifier (member name or array index)
  10439. // - followed by an optional right bracket (found when array index)
  10440. // - followed by an optional left bracket or dot (type of subscript)
  10441. //
  10442. // Note: These portions can be read in a non-overlapping fashion and
  10443. // allow straightforward parsing of the hierarchy that WebGL encodes
  10444. // in the uniform names.
  10445. function addUniform( container, uniformObject ) {
  10446. container.seq.push( uniformObject );
  10447. container.map[ uniformObject.id ] = uniformObject;
  10448. }
  10449. function parseUniform( activeInfo, addr, container ) {
  10450. var path = activeInfo.name,
  10451. pathLength = path.length;
  10452. // reset RegExp object, because of the early exit of a previous run
  10453. RePathPart.lastIndex = 0;
  10454. while ( true ) {
  10455. var match = RePathPart.exec( path ),
  10456. matchEnd = RePathPart.lastIndex,
  10457. id = match[ 1 ],
  10458. idIsIndex = match[ 2 ] === ']',
  10459. subscript = match[ 3 ];
  10460. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10461. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10462. // bare name or "pure" bottom-level array "[0]" suffix
  10463. addUniform( container, subscript === undefined ?
  10464. new SingleUniform( id, activeInfo, addr ) :
  10465. new PureArrayUniform( id, activeInfo, addr ) );
  10466. break;
  10467. } else {
  10468. // step into inner node / create it in case it doesn't exist
  10469. var map = container.map, next = map[ id ];
  10470. if ( next === undefined ) {
  10471. next = new StructuredUniform( id );
  10472. addUniform( container, next );
  10473. }
  10474. container = next;
  10475. }
  10476. }
  10477. }
  10478. // Root Container
  10479. function WebGLUniforms( gl, program ) {
  10480. this.seq = [];
  10481. this.map = {};
  10482. var n = gl.getProgramParameter( program, 35718 );
  10483. for ( var i = 0; i < n; ++ i ) {
  10484. var info = gl.getActiveUniform( program, i ),
  10485. addr = gl.getUniformLocation( program, info.name );
  10486. parseUniform( info, addr, this );
  10487. }
  10488. }
  10489. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10490. var u = this.map[ name ];
  10491. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10492. };
  10493. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10494. var v = object[ name ];
  10495. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10496. };
  10497. // Static interface
  10498. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10499. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10500. var u = seq[ i ],
  10501. v = values[ u.id ];
  10502. if ( v.needsUpdate !== false ) {
  10503. // note: always updating when .needsUpdate is undefined
  10504. u.setValue( gl, v.value, textures );
  10505. }
  10506. }
  10507. };
  10508. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10509. var r = [];
  10510. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10511. var u = seq[ i ];
  10512. if ( u.id in values ) { r.push( u ); }
  10513. }
  10514. return r;
  10515. };
  10516. /**
  10517. * @author mrdoob / http://mrdoob.com/
  10518. */
  10519. function WebGLShader( gl, type, string ) {
  10520. var shader = gl.createShader( type );
  10521. gl.shaderSource( shader, string );
  10522. gl.compileShader( shader );
  10523. return shader;
  10524. }
  10525. /**
  10526. * @author mrdoob / http://mrdoob.com/
  10527. */
  10528. var programIdCount = 0;
  10529. function addLineNumbers( string ) {
  10530. var lines = string.split( '\n' );
  10531. for ( var i = 0; i < lines.length; i ++ ) {
  10532. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10533. }
  10534. return lines.join( '\n' );
  10535. }
  10536. function getEncodingComponents( encoding ) {
  10537. switch ( encoding ) {
  10538. case LinearEncoding:
  10539. return [ 'Linear', '( value )' ];
  10540. case sRGBEncoding:
  10541. return [ 'sRGB', '( value )' ];
  10542. case RGBEEncoding:
  10543. return [ 'RGBE', '( value )' ];
  10544. case RGBM7Encoding:
  10545. return [ 'RGBM', '( value, 7.0 )' ];
  10546. case RGBM16Encoding:
  10547. return [ 'RGBM', '( value, 16.0 )' ];
  10548. case RGBDEncoding:
  10549. return [ 'RGBD', '( value, 256.0 )' ];
  10550. case GammaEncoding:
  10551. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10552. case LogLuvEncoding:
  10553. return [ 'LogLuv', '( value )' ];
  10554. default:
  10555. throw new Error( 'unsupported encoding: ' + encoding );
  10556. }
  10557. }
  10558. function getShaderErrors( gl, shader, type ) {
  10559. var status = gl.getShaderParameter( shader, 35713 );
  10560. var log = gl.getShaderInfoLog( shader ).trim();
  10561. if ( status && log === '' ) { return ''; }
  10562. // --enable-privileged-webgl-extension
  10563. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10564. var source = gl.getShaderSource( shader );
  10565. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10566. }
  10567. function getTexelDecodingFunction( functionName, encoding ) {
  10568. var components = getEncodingComponents( encoding );
  10569. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10570. }
  10571. function getTexelEncodingFunction( functionName, encoding ) {
  10572. var components = getEncodingComponents( encoding );
  10573. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10574. }
  10575. function getToneMappingFunction( functionName, toneMapping ) {
  10576. var toneMappingName;
  10577. switch ( toneMapping ) {
  10578. case LinearToneMapping:
  10579. toneMappingName = 'Linear';
  10580. break;
  10581. case ReinhardToneMapping:
  10582. toneMappingName = 'Reinhard';
  10583. break;
  10584. case Uncharted2ToneMapping:
  10585. toneMappingName = 'Uncharted2';
  10586. break;
  10587. case CineonToneMapping:
  10588. toneMappingName = 'OptimizedCineon';
  10589. break;
  10590. case ACESFilmicToneMapping:
  10591. toneMappingName = 'ACESFilmic';
  10592. break;
  10593. default:
  10594. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10595. }
  10596. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10597. }
  10598. function generateExtensions( parameters ) {
  10599. var chunks = [
  10600. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10601. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10602. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10603. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10604. ];
  10605. return chunks.filter( filterEmptyLine ).join( '\n' );
  10606. }
  10607. function generateDefines( defines ) {
  10608. var chunks = [];
  10609. for ( var name in defines ) {
  10610. var value = defines[ name ];
  10611. if ( value === false ) { continue; }
  10612. chunks.push( '#define ' + name + ' ' + value );
  10613. }
  10614. return chunks.join( '\n' );
  10615. }
  10616. function fetchAttributeLocations( gl, program ) {
  10617. var attributes = {};
  10618. var n = gl.getProgramParameter( program, 35721 );
  10619. for ( var i = 0; i < n; i ++ ) {
  10620. var info = gl.getActiveAttrib( program, i );
  10621. var name = info.name;
  10622. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10623. attributes[ name ] = gl.getAttribLocation( program, name );
  10624. }
  10625. return attributes;
  10626. }
  10627. function filterEmptyLine( string ) {
  10628. return string !== '';
  10629. }
  10630. function replaceLightNums( string, parameters ) {
  10631. return string
  10632. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10633. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10634. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10635. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10636. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10637. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10638. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10639. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10640. }
  10641. function replaceClippingPlaneNums( string, parameters ) {
  10642. return string
  10643. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10644. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10645. }
  10646. // Resolve Includes
  10647. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10648. function resolveIncludes( string ) {
  10649. return string.replace( includePattern, includeReplacer );
  10650. }
  10651. function includeReplacer( match, include ) {
  10652. var string = ShaderChunk[ include ];
  10653. if ( string === undefined ) {
  10654. throw new Error( 'Can not resolve #include <' + include + '>' );
  10655. }
  10656. return resolveIncludes( string );
  10657. }
  10658. // Unroll Loops
  10659. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10660. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10661. function unrollLoops( string ) {
  10662. return string
  10663. .replace( unrollLoopPattern, loopReplacer )
  10664. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10665. }
  10666. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10667. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10668. return loopReplacer( match, start, end, snippet );
  10669. }
  10670. function loopReplacer( match, start, end, snippet ) {
  10671. var string = '';
  10672. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10673. string += snippet
  10674. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10675. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10676. }
  10677. return string;
  10678. }
  10679. //
  10680. function generatePrecision( parameters ) {
  10681. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10682. if ( parameters.precision === "highp" ) {
  10683. precisionstring += "\n#define HIGH_PRECISION";
  10684. } else if ( parameters.precision === "mediump" ) {
  10685. precisionstring += "\n#define MEDIUM_PRECISION";
  10686. } else if ( parameters.precision === "lowp" ) {
  10687. precisionstring += "\n#define LOW_PRECISION";
  10688. }
  10689. return precisionstring;
  10690. }
  10691. function generateShadowMapTypeDefine( parameters ) {
  10692. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10693. if ( parameters.shadowMapType === PCFShadowMap ) {
  10694. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10695. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10696. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10697. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10698. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10699. }
  10700. return shadowMapTypeDefine;
  10701. }
  10702. function generateEnvMapTypeDefine( parameters ) {
  10703. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10704. if ( parameters.envMap ) {
  10705. switch ( parameters.envMapMode ) {
  10706. case CubeReflectionMapping:
  10707. case CubeRefractionMapping:
  10708. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10709. break;
  10710. case CubeUVReflectionMapping:
  10711. case CubeUVRefractionMapping:
  10712. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10713. break;
  10714. case EquirectangularReflectionMapping:
  10715. case EquirectangularRefractionMapping:
  10716. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10717. break;
  10718. case SphericalReflectionMapping:
  10719. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10720. break;
  10721. }
  10722. }
  10723. return envMapTypeDefine;
  10724. }
  10725. function generateEnvMapModeDefine( parameters ) {
  10726. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10727. if ( parameters.envMap ) {
  10728. switch ( parameters.envMapMode ) {
  10729. case CubeRefractionMapping:
  10730. case EquirectangularRefractionMapping:
  10731. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10732. break;
  10733. }
  10734. }
  10735. return envMapModeDefine;
  10736. }
  10737. function generateEnvMapBlendingDefine( parameters ) {
  10738. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10739. if ( parameters.envMap ) {
  10740. switch ( parameters.combine ) {
  10741. case MultiplyOperation:
  10742. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10743. break;
  10744. case MixOperation:
  10745. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10746. break;
  10747. case AddOperation:
  10748. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10749. break;
  10750. }
  10751. }
  10752. return envMapBlendingDefine;
  10753. }
  10754. function WebGLProgram( renderer, cacheKey, parameters ) {
  10755. var gl = renderer.getContext();
  10756. var defines = parameters.defines;
  10757. var vertexShader = parameters.vertexShader;
  10758. var fragmentShader = parameters.fragmentShader;
  10759. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10760. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10761. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10762. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10763. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10764. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10765. var customDefines = generateDefines( defines );
  10766. var program = gl.createProgram();
  10767. var prefixVertex, prefixFragment;
  10768. if ( parameters.isRawShaderMaterial ) {
  10769. prefixVertex = [
  10770. customDefines
  10771. ].filter( filterEmptyLine ).join( '\n' );
  10772. if ( prefixVertex.length > 0 ) {
  10773. prefixVertex += '\n';
  10774. }
  10775. prefixFragment = [
  10776. customExtensions,
  10777. customDefines
  10778. ].filter( filterEmptyLine ).join( '\n' );
  10779. if ( prefixFragment.length > 0 ) {
  10780. prefixFragment += '\n';
  10781. }
  10782. } else {
  10783. prefixVertex = [
  10784. generatePrecision( parameters ),
  10785. '#define SHADER_NAME ' + parameters.shaderName,
  10786. customDefines,
  10787. parameters.instancing ? '#define USE_INSTANCING' : '',
  10788. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10789. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10790. '#define MAX_BONES ' + parameters.maxBones,
  10791. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10792. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10793. parameters.map ? '#define USE_MAP' : '',
  10794. parameters.envMap ? '#define USE_ENVMAP' : '',
  10795. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10796. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10797. parameters.aoMap ? '#define USE_AOMAP' : '',
  10798. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10799. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10800. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10801. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10802. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10803. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10804. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10805. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10806. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10807. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10808. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10809. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10810. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10811. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10812. parameters.vertexColors ? '#define USE_COLOR' : '',
  10813. parameters.vertexUvs ? '#define USE_UV' : '',
  10814. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10815. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10816. parameters.skinning ? '#define USE_SKINNING' : '',
  10817. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10818. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10819. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10820. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10821. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10822. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10823. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10824. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10825. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10826. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10827. 'uniform mat4 modelMatrix;',
  10828. 'uniform mat4 modelViewMatrix;',
  10829. 'uniform mat4 projectionMatrix;',
  10830. 'uniform mat4 viewMatrix;',
  10831. 'uniform mat3 normalMatrix;',
  10832. 'uniform vec3 cameraPosition;',
  10833. 'uniform bool isOrthographic;',
  10834. '#ifdef USE_INSTANCING',
  10835. ' attribute mat4 instanceMatrix;',
  10836. '#endif',
  10837. 'attribute vec3 position;',
  10838. 'attribute vec3 normal;',
  10839. 'attribute vec2 uv;',
  10840. '#ifdef USE_TANGENT',
  10841. ' attribute vec4 tangent;',
  10842. '#endif',
  10843. '#ifdef USE_COLOR',
  10844. ' attribute vec3 color;',
  10845. '#endif',
  10846. '#ifdef USE_MORPHTARGETS',
  10847. ' attribute vec3 morphTarget0;',
  10848. ' attribute vec3 morphTarget1;',
  10849. ' attribute vec3 morphTarget2;',
  10850. ' attribute vec3 morphTarget3;',
  10851. ' #ifdef USE_MORPHNORMALS',
  10852. ' attribute vec3 morphNormal0;',
  10853. ' attribute vec3 morphNormal1;',
  10854. ' attribute vec3 morphNormal2;',
  10855. ' attribute vec3 morphNormal3;',
  10856. ' #else',
  10857. ' attribute vec3 morphTarget4;',
  10858. ' attribute vec3 morphTarget5;',
  10859. ' attribute vec3 morphTarget6;',
  10860. ' attribute vec3 morphTarget7;',
  10861. ' #endif',
  10862. '#endif',
  10863. '#ifdef USE_SKINNING',
  10864. ' attribute vec4 skinIndex;',
  10865. ' attribute vec4 skinWeight;',
  10866. '#endif',
  10867. '\n'
  10868. ].filter( filterEmptyLine ).join( '\n' );
  10869. prefixFragment = [
  10870. customExtensions,
  10871. generatePrecision( parameters ),
  10872. '#define SHADER_NAME ' + parameters.shaderName,
  10873. customDefines,
  10874. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10875. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10876. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10877. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10878. parameters.map ? '#define USE_MAP' : '',
  10879. parameters.matcap ? '#define USE_MATCAP' : '',
  10880. parameters.envMap ? '#define USE_ENVMAP' : '',
  10881. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10882. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10883. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10884. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10885. parameters.aoMap ? '#define USE_AOMAP' : '',
  10886. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10887. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10888. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10889. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10890. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10891. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10892. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10893. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10894. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10895. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10896. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10897. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10898. parameters.sheen ? '#define USE_SHEEN' : '',
  10899. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10900. parameters.vertexColors ? '#define USE_COLOR' : '',
  10901. parameters.vertexUvs ? '#define USE_UV' : '',
  10902. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10903. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10904. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10905. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10906. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10907. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10908. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10909. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10910. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10911. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10912. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10913. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  10914. 'uniform mat4 viewMatrix;',
  10915. 'uniform vec3 cameraPosition;',
  10916. 'uniform bool isOrthographic;',
  10917. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10918. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10919. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10920. parameters.dithering ? '#define DITHERING' : '',
  10921. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10922. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10923. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10924. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10925. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10926. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10927. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10928. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10929. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  10930. '\n'
  10931. ].filter( filterEmptyLine ).join( '\n' );
  10932. }
  10933. vertexShader = resolveIncludes( vertexShader );
  10934. vertexShader = replaceLightNums( vertexShader, parameters );
  10935. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10936. fragmentShader = resolveIncludes( fragmentShader );
  10937. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10938. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10939. vertexShader = unrollLoops( vertexShader );
  10940. fragmentShader = unrollLoops( fragmentShader );
  10941. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  10942. var isGLSL3ShaderMaterial = false;
  10943. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10944. if ( parameters.isShaderMaterial &&
  10945. vertexShader.match( versionRegex ) !== null &&
  10946. fragmentShader.match( versionRegex ) !== null ) {
  10947. isGLSL3ShaderMaterial = true;
  10948. vertexShader = vertexShader.replace( versionRegex, '' );
  10949. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10950. }
  10951. // GLSL 3.0 conversion
  10952. prefixVertex = [
  10953. '#version 300 es\n',
  10954. '#define attribute in',
  10955. '#define varying out',
  10956. '#define texture2D texture'
  10957. ].join( '\n' ) + '\n' + prefixVertex;
  10958. prefixFragment = [
  10959. '#version 300 es\n',
  10960. '#define varying in',
  10961. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10962. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10963. '#define gl_FragDepthEXT gl_FragDepth',
  10964. '#define texture2D texture',
  10965. '#define textureCube texture',
  10966. '#define texture2DProj textureProj',
  10967. '#define texture2DLodEXT textureLod',
  10968. '#define texture2DProjLodEXT textureProjLod',
  10969. '#define textureCubeLodEXT textureLod',
  10970. '#define texture2DGradEXT textureGrad',
  10971. '#define texture2DProjGradEXT textureProjGrad',
  10972. '#define textureCubeGradEXT textureGrad'
  10973. ].join( '\n' ) + '\n' + prefixFragment;
  10974. }
  10975. var vertexGlsl = prefixVertex + vertexShader;
  10976. var fragmentGlsl = prefixFragment + fragmentShader;
  10977. // console.log( '*VERTEX*', vertexGlsl );
  10978. // console.log( '*FRAGMENT*', fragmentGlsl );
  10979. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10980. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10981. gl.attachShader( program, glVertexShader );
  10982. gl.attachShader( program, glFragmentShader );
  10983. // Force a particular attribute to index 0.
  10984. if ( parameters.index0AttributeName !== undefined ) {
  10985. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  10986. } else if ( parameters.morphTargets === true ) {
  10987. // programs with morphTargets displace position out of attribute 0
  10988. gl.bindAttribLocation( program, 0, 'position' );
  10989. }
  10990. gl.linkProgram( program );
  10991. // check for link errors
  10992. if ( renderer.debug.checkShaderErrors ) {
  10993. var programLog = gl.getProgramInfoLog( program ).trim();
  10994. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10995. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10996. var runnable = true;
  10997. var haveDiagnostics = true;
  10998. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10999. runnable = false;
  11000. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11001. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11002. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11003. } else if ( programLog !== '' ) {
  11004. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11005. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11006. haveDiagnostics = false;
  11007. }
  11008. if ( haveDiagnostics ) {
  11009. this.diagnostics = {
  11010. runnable: runnable,
  11011. programLog: programLog,
  11012. vertexShader: {
  11013. log: vertexLog,
  11014. prefix: prefixVertex
  11015. },
  11016. fragmentShader: {
  11017. log: fragmentLog,
  11018. prefix: prefixFragment
  11019. }
  11020. };
  11021. }
  11022. }
  11023. // clean up
  11024. gl.detachShader( program, glVertexShader );
  11025. gl.detachShader( program, glFragmentShader );
  11026. gl.deleteShader( glVertexShader );
  11027. gl.deleteShader( glFragmentShader );
  11028. // set up caching for uniform locations
  11029. var cachedUniforms;
  11030. this.getUniforms = function () {
  11031. if ( cachedUniforms === undefined ) {
  11032. cachedUniforms = new WebGLUniforms( gl, program );
  11033. }
  11034. return cachedUniforms;
  11035. };
  11036. // set up caching for attribute locations
  11037. var cachedAttributes;
  11038. this.getAttributes = function () {
  11039. if ( cachedAttributes === undefined ) {
  11040. cachedAttributes = fetchAttributeLocations( gl, program );
  11041. }
  11042. return cachedAttributes;
  11043. };
  11044. // free resource
  11045. this.destroy = function () {
  11046. gl.deleteProgram( program );
  11047. this.program = undefined;
  11048. };
  11049. //
  11050. this.name = parameters.shaderName;
  11051. this.id = programIdCount ++;
  11052. this.cacheKey = cacheKey;
  11053. this.usedTimes = 1;
  11054. this.program = program;
  11055. this.vertexShader = glVertexShader;
  11056. this.fragmentShader = glFragmentShader;
  11057. return this;
  11058. }
  11059. /**
  11060. * @author mrdoob / http://mrdoob.com/
  11061. */
  11062. function WebGLPrograms( renderer, extensions, capabilities ) {
  11063. var programs = [];
  11064. var isWebGL2 = capabilities.isWebGL2;
  11065. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11066. var floatVertexTextures = capabilities.floatVertexTextures;
  11067. var precision = capabilities.precision;
  11068. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11069. var vertexTextures = capabilities.vertexTextures;
  11070. var shaderIDs = {
  11071. MeshDepthMaterial: 'depth',
  11072. MeshDistanceMaterial: 'distanceRGBA',
  11073. MeshNormalMaterial: 'normal',
  11074. MeshBasicMaterial: 'basic',
  11075. MeshLambertMaterial: 'lambert',
  11076. MeshPhongMaterial: 'phong',
  11077. MeshToonMaterial: 'toon',
  11078. MeshStandardMaterial: 'physical',
  11079. MeshPhysicalMaterial: 'physical',
  11080. MeshMatcapMaterial: 'matcap',
  11081. LineBasicMaterial: 'basic',
  11082. LineDashedMaterial: 'dashed',
  11083. PointsMaterial: 'points',
  11084. ShadowMaterial: 'shadow',
  11085. SpriteMaterial: 'sprite'
  11086. };
  11087. var parameterNames = [
  11088. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11089. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11090. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11091. "roughnessMap", "metalnessMap", "gradientMap",
  11092. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11093. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11094. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11095. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11096. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11097. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11098. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11099. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11100. "sheen"
  11101. ];
  11102. function getShaderObject( material, shaderID ) {
  11103. var shaderobject;
  11104. if ( shaderID ) {
  11105. var shader = ShaderLib[ shaderID ];
  11106. shaderobject = {
  11107. name: material.type,
  11108. uniforms: UniformsUtils.clone( shader.uniforms ),
  11109. vertexShader: shader.vertexShader,
  11110. fragmentShader: shader.fragmentShader
  11111. };
  11112. } else {
  11113. shaderobject = {
  11114. name: material.type,
  11115. uniforms: material.uniforms,
  11116. vertexShader: material.vertexShader,
  11117. fragmentShader: material.fragmentShader
  11118. };
  11119. }
  11120. return shaderobject;
  11121. }
  11122. function allocateBones( object ) {
  11123. var skeleton = object.skeleton;
  11124. var bones = skeleton.bones;
  11125. if ( floatVertexTextures ) {
  11126. return 1024;
  11127. } else {
  11128. // default for when object is not specified
  11129. // ( for example when prebuilding shader to be used with multiple objects )
  11130. //
  11131. // - leave some extra space for other uniforms
  11132. // - limit here is ANGLE's 254 max uniform vectors
  11133. // (up to 54 should be safe)
  11134. var nVertexUniforms = maxVertexUniforms;
  11135. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11136. var maxBones = Math.min( nVertexMatrices, bones.length );
  11137. if ( maxBones < bones.length ) {
  11138. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11139. return 0;
  11140. }
  11141. return maxBones;
  11142. }
  11143. }
  11144. function getTextureEncodingFromMap( map ) {
  11145. var encoding;
  11146. if ( ! map ) {
  11147. encoding = LinearEncoding;
  11148. } else if ( map.isTexture ) {
  11149. encoding = map.encoding;
  11150. } else if ( map.isWebGLRenderTarget ) {
  11151. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11152. encoding = map.texture.encoding;
  11153. }
  11154. return encoding;
  11155. }
  11156. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11157. var fog = scene.fog;
  11158. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11159. var envMap = material.envMap || environment;
  11160. var shaderID = shaderIDs[ material.type ];
  11161. // heuristics to create shader parameters according to lights in the scene
  11162. // (not to blow over maxLights budget)
  11163. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11164. if ( material.precision !== null ) {
  11165. precision = capabilities.getMaxPrecision( material.precision );
  11166. if ( precision !== material.precision ) {
  11167. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11168. }
  11169. }
  11170. var shaderobject = getShaderObject( material, shaderID );
  11171. material.onBeforeCompile( shaderobject, renderer );
  11172. var currentRenderTarget = renderer.getRenderTarget();
  11173. var parameters = {
  11174. isWebGL2: isWebGL2,
  11175. shaderID: shaderID,
  11176. shaderName: shaderobject.name,
  11177. uniforms: shaderobject.uniforms,
  11178. vertexShader: shaderobject.vertexShader,
  11179. fragmentShader: shaderobject.fragmentShader,
  11180. defines: material.defines,
  11181. isRawShaderMaterial: material.isRawShaderMaterial,
  11182. isShaderMaterial: material.isShaderMaterial,
  11183. precision: precision,
  11184. instancing: object.isInstancedMesh === true,
  11185. supportsVertexTextures: vertexTextures,
  11186. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11187. map: !! material.map,
  11188. mapEncoding: getTextureEncodingFromMap( material.map ),
  11189. matcap: !! material.matcap,
  11190. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11191. envMap: !! envMap,
  11192. envMapMode: envMap && envMap.mapping,
  11193. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11194. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11195. lightMap: !! material.lightMap,
  11196. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11197. aoMap: !! material.aoMap,
  11198. emissiveMap: !! material.emissiveMap,
  11199. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11200. bumpMap: !! material.bumpMap,
  11201. normalMap: !! material.normalMap,
  11202. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11203. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11204. clearcoatMap: !! material.clearcoatMap,
  11205. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11206. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11207. displacementMap: !! material.displacementMap,
  11208. roughnessMap: !! material.roughnessMap,
  11209. metalnessMap: !! material.metalnessMap,
  11210. specularMap: !! material.specularMap,
  11211. alphaMap: !! material.alphaMap,
  11212. gradientMap: !! material.gradientMap,
  11213. sheen: !! material.sheen,
  11214. combine: material.combine,
  11215. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11216. vertexColors: material.vertexColors,
  11217. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11218. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11219. fog: !! fog,
  11220. useFog: material.fog,
  11221. fogExp2: ( fog && fog.isFogExp2 ),
  11222. flatShading: material.flatShading,
  11223. sizeAttenuation: material.sizeAttenuation,
  11224. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11225. skinning: material.skinning && maxBones > 0,
  11226. maxBones: maxBones,
  11227. useVertexTexture: floatVertexTextures,
  11228. morphTargets: material.morphTargets,
  11229. morphNormals: material.morphNormals,
  11230. maxMorphTargets: renderer.maxMorphTargets,
  11231. maxMorphNormals: renderer.maxMorphNormals,
  11232. numDirLights: lights.directional.length,
  11233. numPointLights: lights.point.length,
  11234. numSpotLights: lights.spot.length,
  11235. numRectAreaLights: lights.rectArea.length,
  11236. numHemiLights: lights.hemi.length,
  11237. numDirLightShadows: lights.directionalShadowMap.length,
  11238. numPointLightShadows: lights.pointShadowMap.length,
  11239. numSpotLightShadows: lights.spotShadowMap.length,
  11240. numClippingPlanes: nClipPlanes,
  11241. numClipIntersection: nClipIntersection,
  11242. dithering: material.dithering,
  11243. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11244. shadowMapType: renderer.shadowMap.type,
  11245. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11246. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11247. premultipliedAlpha: material.premultipliedAlpha,
  11248. alphaTest: material.alphaTest,
  11249. doubleSided: material.side === DoubleSide,
  11250. flipSided: material.side === BackSide,
  11251. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11252. index0AttributeName: material.index0AttributeName,
  11253. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11254. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11255. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11256. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11257. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11258. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11259. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11260. onBeforeCompile: material.onBeforeCompile
  11261. };
  11262. return parameters;
  11263. };
  11264. this.getProgramCacheKey = function ( parameters ) {
  11265. var array = [];
  11266. if ( parameters.shaderID ) {
  11267. array.push( parameters.shaderID );
  11268. } else {
  11269. array.push( parameters.fragmentShader );
  11270. array.push( parameters.vertexShader );
  11271. }
  11272. if ( parameters.defines !== undefined ) {
  11273. for ( var name in parameters.defines ) {
  11274. array.push( name );
  11275. array.push( parameters.defines[ name ] );
  11276. }
  11277. }
  11278. if ( parameters.isRawShaderMaterial === undefined ) {
  11279. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11280. array.push( parameters[ parameterNames[ i ] ] );
  11281. }
  11282. array.push( renderer.outputEncoding );
  11283. array.push( renderer.gammaFactor );
  11284. }
  11285. array.push( parameters.onBeforeCompile.toString() );
  11286. return array.join();
  11287. };
  11288. this.acquireProgram = function ( parameters, cacheKey ) {
  11289. var program;
  11290. // Check if code has been already compiled
  11291. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11292. var preexistingProgram = programs[ p ];
  11293. if ( preexistingProgram.cacheKey === cacheKey ) {
  11294. program = preexistingProgram;
  11295. ++ program.usedTimes;
  11296. break;
  11297. }
  11298. }
  11299. if ( program === undefined ) {
  11300. program = new WebGLProgram( renderer, cacheKey, parameters );
  11301. programs.push( program );
  11302. }
  11303. return program;
  11304. };
  11305. this.releaseProgram = function ( program ) {
  11306. if ( -- program.usedTimes === 0 ) {
  11307. // Remove from unordered set
  11308. var i = programs.indexOf( program );
  11309. programs[ i ] = programs[ programs.length - 1 ];
  11310. programs.pop();
  11311. // Free WebGL resources
  11312. program.destroy();
  11313. }
  11314. };
  11315. // Exposed for resource monitoring & error feedback via renderer.info:
  11316. this.programs = programs;
  11317. }
  11318. /**
  11319. * @author fordacious / fordacious.github.io
  11320. */
  11321. function WebGLProperties() {
  11322. var properties = new WeakMap();
  11323. function get( object ) {
  11324. var map = properties.get( object );
  11325. if ( map === undefined ) {
  11326. map = {};
  11327. properties.set( object, map );
  11328. }
  11329. return map;
  11330. }
  11331. function remove( object ) {
  11332. properties.delete( object );
  11333. }
  11334. function update( object, key, value ) {
  11335. properties.get( object )[ key ] = value;
  11336. }
  11337. function dispose() {
  11338. properties = new WeakMap();
  11339. }
  11340. return {
  11341. get: get,
  11342. remove: remove,
  11343. update: update,
  11344. dispose: dispose
  11345. };
  11346. }
  11347. /**
  11348. * @author mrdoob / http://mrdoob.com/
  11349. */
  11350. function painterSortStable( a, b ) {
  11351. if ( a.groupOrder !== b.groupOrder ) {
  11352. return a.groupOrder - b.groupOrder;
  11353. } else if ( a.renderOrder !== b.renderOrder ) {
  11354. return a.renderOrder - b.renderOrder;
  11355. } else if ( a.program !== b.program ) {
  11356. return a.program.id - b.program.id;
  11357. } else if ( a.material.id !== b.material.id ) {
  11358. return a.material.id - b.material.id;
  11359. } else if ( a.z !== b.z ) {
  11360. return a.z - b.z;
  11361. } else {
  11362. return a.id - b.id;
  11363. }
  11364. }
  11365. function reversePainterSortStable( a, b ) {
  11366. if ( a.groupOrder !== b.groupOrder ) {
  11367. return a.groupOrder - b.groupOrder;
  11368. } else if ( a.renderOrder !== b.renderOrder ) {
  11369. return a.renderOrder - b.renderOrder;
  11370. } else if ( a.z !== b.z ) {
  11371. return b.z - a.z;
  11372. } else {
  11373. return a.id - b.id;
  11374. }
  11375. }
  11376. function WebGLRenderList() {
  11377. var renderItems = [];
  11378. var renderItemsIndex = 0;
  11379. var opaque = [];
  11380. var transparent = [];
  11381. var defaultProgram = { id: - 1 };
  11382. function init() {
  11383. renderItemsIndex = 0;
  11384. opaque.length = 0;
  11385. transparent.length = 0;
  11386. }
  11387. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11388. var renderItem = renderItems[ renderItemsIndex ];
  11389. if ( renderItem === undefined ) {
  11390. renderItem = {
  11391. id: object.id,
  11392. object: object,
  11393. geometry: geometry,
  11394. material: material,
  11395. program: material.program || defaultProgram,
  11396. groupOrder: groupOrder,
  11397. renderOrder: object.renderOrder,
  11398. z: z,
  11399. group: group
  11400. };
  11401. renderItems[ renderItemsIndex ] = renderItem;
  11402. } else {
  11403. renderItem.id = object.id;
  11404. renderItem.object = object;
  11405. renderItem.geometry = geometry;
  11406. renderItem.material = material;
  11407. renderItem.program = material.program || defaultProgram;
  11408. renderItem.groupOrder = groupOrder;
  11409. renderItem.renderOrder = object.renderOrder;
  11410. renderItem.z = z;
  11411. renderItem.group = group;
  11412. }
  11413. renderItemsIndex ++;
  11414. return renderItem;
  11415. }
  11416. function push( object, geometry, material, groupOrder, z, group ) {
  11417. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11418. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11419. }
  11420. function unshift( object, geometry, material, groupOrder, z, group ) {
  11421. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11422. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11423. }
  11424. function sort( customOpaqueSort, customTransparentSort ) {
  11425. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11426. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11427. }
  11428. function finish() {
  11429. // Clear references from inactive renderItems in the list
  11430. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11431. var renderItem = renderItems[ i ];
  11432. if ( renderItem.id === null ) { break; }
  11433. renderItem.id = null;
  11434. renderItem.object = null;
  11435. renderItem.geometry = null;
  11436. renderItem.material = null;
  11437. renderItem.program = null;
  11438. renderItem.group = null;
  11439. }
  11440. }
  11441. return {
  11442. opaque: opaque,
  11443. transparent: transparent,
  11444. init: init,
  11445. push: push,
  11446. unshift: unshift,
  11447. finish: finish,
  11448. sort: sort
  11449. };
  11450. }
  11451. function WebGLRenderLists() {
  11452. var lists = new WeakMap();
  11453. function onSceneDispose( event ) {
  11454. var scene = event.target;
  11455. scene.removeEventListener( 'dispose', onSceneDispose );
  11456. lists.delete( scene );
  11457. }
  11458. function get( scene, camera ) {
  11459. var cameras = lists.get( scene );
  11460. var list;
  11461. if ( cameras === undefined ) {
  11462. list = new WebGLRenderList();
  11463. lists.set( scene, new WeakMap() );
  11464. lists.get( scene ).set( camera, list );
  11465. scene.addEventListener( 'dispose', onSceneDispose );
  11466. } else {
  11467. list = cameras.get( camera );
  11468. if ( list === undefined ) {
  11469. list = new WebGLRenderList();
  11470. cameras.set( camera, list );
  11471. }
  11472. }
  11473. return list;
  11474. }
  11475. function dispose() {
  11476. lists = new WeakMap();
  11477. }
  11478. return {
  11479. get: get,
  11480. dispose: dispose
  11481. };
  11482. }
  11483. /**
  11484. * @author mrdoob / http://mrdoob.com/
  11485. */
  11486. function UniformsCache() {
  11487. var lights = {};
  11488. return {
  11489. get: function ( light ) {
  11490. if ( lights[ light.id ] !== undefined ) {
  11491. return lights[ light.id ];
  11492. }
  11493. var uniforms;
  11494. switch ( light.type ) {
  11495. case 'DirectionalLight':
  11496. uniforms = {
  11497. direction: new Vector3(),
  11498. color: new Color()
  11499. };
  11500. break;
  11501. case 'SpotLight':
  11502. uniforms = {
  11503. position: new Vector3(),
  11504. direction: new Vector3(),
  11505. color: new Color(),
  11506. distance: 0,
  11507. coneCos: 0,
  11508. penumbraCos: 0,
  11509. decay: 0
  11510. };
  11511. break;
  11512. case 'PointLight':
  11513. uniforms = {
  11514. position: new Vector3(),
  11515. color: new Color(),
  11516. distance: 0,
  11517. decay: 0
  11518. };
  11519. break;
  11520. case 'HemisphereLight':
  11521. uniforms = {
  11522. direction: new Vector3(),
  11523. skyColor: new Color(),
  11524. groundColor: new Color()
  11525. };
  11526. break;
  11527. case 'RectAreaLight':
  11528. uniforms = {
  11529. color: new Color(),
  11530. position: new Vector3(),
  11531. halfWidth: new Vector3(),
  11532. halfHeight: new Vector3()
  11533. };
  11534. break;
  11535. }
  11536. lights[ light.id ] = uniforms;
  11537. return uniforms;
  11538. }
  11539. };
  11540. }
  11541. function ShadowUniformsCache() {
  11542. var lights = {};
  11543. return {
  11544. get: function ( light ) {
  11545. if ( lights[ light.id ] !== undefined ) {
  11546. return lights[ light.id ];
  11547. }
  11548. var uniforms;
  11549. switch ( light.type ) {
  11550. case 'DirectionalLight':
  11551. uniforms = {
  11552. shadowBias: 0,
  11553. shadowRadius: 1,
  11554. shadowMapSize: new Vector2()
  11555. };
  11556. break;
  11557. case 'SpotLight':
  11558. uniforms = {
  11559. shadowBias: 0,
  11560. shadowRadius: 1,
  11561. shadowMapSize: new Vector2()
  11562. };
  11563. break;
  11564. case 'PointLight':
  11565. uniforms = {
  11566. shadowBias: 0,
  11567. shadowRadius: 1,
  11568. shadowMapSize: new Vector2(),
  11569. shadowCameraNear: 1,
  11570. shadowCameraFar: 1000
  11571. };
  11572. break;
  11573. // TODO (abelnation): set RectAreaLight shadow uniforms
  11574. }
  11575. lights[ light.id ] = uniforms;
  11576. return uniforms;
  11577. }
  11578. };
  11579. }
  11580. var nextVersion = 0;
  11581. function shadowCastingLightsFirst( lightA, lightB ) {
  11582. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11583. }
  11584. function WebGLLights() {
  11585. var cache = new UniformsCache();
  11586. var shadowCache = ShadowUniformsCache();
  11587. var state = {
  11588. version: 0,
  11589. hash: {
  11590. directionalLength: - 1,
  11591. pointLength: - 1,
  11592. spotLength: - 1,
  11593. rectAreaLength: - 1,
  11594. hemiLength: - 1,
  11595. numDirectionalShadows: - 1,
  11596. numPointShadows: - 1,
  11597. numSpotShadows: - 1
  11598. },
  11599. ambient: [ 0, 0, 0 ],
  11600. probe: [],
  11601. directional: [],
  11602. directionalShadow: [],
  11603. directionalShadowMap: [],
  11604. directionalShadowMatrix: [],
  11605. spot: [],
  11606. spotShadow: [],
  11607. spotShadowMap: [],
  11608. spotShadowMatrix: [],
  11609. rectArea: [],
  11610. point: [],
  11611. pointShadow: [],
  11612. pointShadowMap: [],
  11613. pointShadowMatrix: [],
  11614. hemi: []
  11615. };
  11616. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11617. var vector3 = new Vector3();
  11618. var matrix4 = new Matrix4();
  11619. var matrix42 = new Matrix4();
  11620. function setup( lights, shadows, camera ) {
  11621. var r = 0, g = 0, b = 0;
  11622. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11623. var directionalLength = 0;
  11624. var pointLength = 0;
  11625. var spotLength = 0;
  11626. var rectAreaLength = 0;
  11627. var hemiLength = 0;
  11628. var numDirectionalShadows = 0;
  11629. var numPointShadows = 0;
  11630. var numSpotShadows = 0;
  11631. var viewMatrix = camera.matrixWorldInverse;
  11632. lights.sort( shadowCastingLightsFirst );
  11633. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11634. var light = lights[ i ];
  11635. var color = light.color;
  11636. var intensity = light.intensity;
  11637. var distance = light.distance;
  11638. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11639. if ( light.isAmbientLight ) {
  11640. r += color.r * intensity;
  11641. g += color.g * intensity;
  11642. b += color.b * intensity;
  11643. } else if ( light.isLightProbe ) {
  11644. for ( var j = 0; j < 9; j ++ ) {
  11645. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11646. }
  11647. } else if ( light.isDirectionalLight ) {
  11648. var uniforms = cache.get( light );
  11649. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11650. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11651. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11652. uniforms.direction.sub( vector3 );
  11653. uniforms.direction.transformDirection( viewMatrix );
  11654. if ( light.castShadow ) {
  11655. var shadow = light.shadow;
  11656. var shadowUniforms = shadowCache.get( light );
  11657. shadowUniforms.shadowBias = shadow.bias;
  11658. shadowUniforms.shadowRadius = shadow.radius;
  11659. shadowUniforms.shadowMapSize = shadow.mapSize;
  11660. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11661. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11662. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11663. numDirectionalShadows ++;
  11664. }
  11665. state.directional[ directionalLength ] = uniforms;
  11666. directionalLength ++;
  11667. } else if ( light.isSpotLight ) {
  11668. var uniforms = cache.get( light );
  11669. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11670. uniforms.position.applyMatrix4( viewMatrix );
  11671. uniforms.color.copy( color ).multiplyScalar( intensity );
  11672. uniforms.distance = distance;
  11673. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11674. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11675. uniforms.direction.sub( vector3 );
  11676. uniforms.direction.transformDirection( viewMatrix );
  11677. uniforms.coneCos = Math.cos( light.angle );
  11678. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11679. uniforms.decay = light.decay;
  11680. if ( light.castShadow ) {
  11681. var shadow = light.shadow;
  11682. var shadowUniforms = shadowCache.get( light );
  11683. shadowUniforms.shadowBias = shadow.bias;
  11684. shadowUniforms.shadowRadius = shadow.radius;
  11685. shadowUniforms.shadowMapSize = shadow.mapSize;
  11686. state.spotShadow[ spotLength ] = shadowUniforms;
  11687. state.spotShadowMap[ spotLength ] = shadowMap;
  11688. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11689. numSpotShadows ++;
  11690. }
  11691. state.spot[ spotLength ] = uniforms;
  11692. spotLength ++;
  11693. } else if ( light.isRectAreaLight ) {
  11694. var uniforms = cache.get( light );
  11695. // (a) intensity is the total visible light emitted
  11696. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11697. // (b) intensity is the brightness of the light
  11698. uniforms.color.copy( color ).multiplyScalar( intensity );
  11699. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11700. uniforms.position.applyMatrix4( viewMatrix );
  11701. // extract local rotation of light to derive width/height half vectors
  11702. matrix42.identity();
  11703. matrix4.copy( light.matrixWorld );
  11704. matrix4.premultiply( viewMatrix );
  11705. matrix42.extractRotation( matrix4 );
  11706. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11707. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11708. uniforms.halfWidth.applyMatrix4( matrix42 );
  11709. uniforms.halfHeight.applyMatrix4( matrix42 );
  11710. // TODO (abelnation): RectAreaLight distance?
  11711. // uniforms.distance = distance;
  11712. state.rectArea[ rectAreaLength ] = uniforms;
  11713. rectAreaLength ++;
  11714. } else if ( light.isPointLight ) {
  11715. var uniforms = cache.get( light );
  11716. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11717. uniforms.position.applyMatrix4( viewMatrix );
  11718. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11719. uniforms.distance = light.distance;
  11720. uniforms.decay = light.decay;
  11721. if ( light.castShadow ) {
  11722. var shadow = light.shadow;
  11723. var shadowUniforms = shadowCache.get( light );
  11724. shadowUniforms.shadowBias = shadow.bias;
  11725. shadowUniforms.shadowRadius = shadow.radius;
  11726. shadowUniforms.shadowMapSize = shadow.mapSize;
  11727. shadowUniforms.shadowCameraNear = shadow.camera.near;
  11728. shadowUniforms.shadowCameraFar = shadow.camera.far;
  11729. state.pointShadow[ pointLength ] = shadowUniforms;
  11730. state.pointShadowMap[ pointLength ] = shadowMap;
  11731. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11732. numPointShadows ++;
  11733. }
  11734. state.point[ pointLength ] = uniforms;
  11735. pointLength ++;
  11736. } else if ( light.isHemisphereLight ) {
  11737. var uniforms = cache.get( light );
  11738. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11739. uniforms.direction.transformDirection( viewMatrix );
  11740. uniforms.direction.normalize();
  11741. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11742. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11743. state.hemi[ hemiLength ] = uniforms;
  11744. hemiLength ++;
  11745. }
  11746. }
  11747. state.ambient[ 0 ] = r;
  11748. state.ambient[ 1 ] = g;
  11749. state.ambient[ 2 ] = b;
  11750. var hash = state.hash;
  11751. if ( hash.directionalLength !== directionalLength ||
  11752. hash.pointLength !== pointLength ||
  11753. hash.spotLength !== spotLength ||
  11754. hash.rectAreaLength !== rectAreaLength ||
  11755. hash.hemiLength !== hemiLength ||
  11756. hash.numDirectionalShadows !== numDirectionalShadows ||
  11757. hash.numPointShadows !== numPointShadows ||
  11758. hash.numSpotShadows !== numSpotShadows ) {
  11759. state.directional.length = directionalLength;
  11760. state.spot.length = spotLength;
  11761. state.rectArea.length = rectAreaLength;
  11762. state.point.length = pointLength;
  11763. state.hemi.length = hemiLength;
  11764. state.directionalShadow.length = numDirectionalShadows;
  11765. state.directionalShadowMap.length = numDirectionalShadows;
  11766. state.pointShadow.length = numPointShadows;
  11767. state.pointShadowMap.length = numPointShadows;
  11768. state.spotShadow.length = numSpotShadows;
  11769. state.spotShadowMap.length = numSpotShadows;
  11770. state.directionalShadowMatrix.length = numDirectionalShadows;
  11771. state.pointShadowMatrix.length = numPointShadows;
  11772. state.spotShadowMatrix.length = numSpotShadows;
  11773. hash.directionalLength = directionalLength;
  11774. hash.pointLength = pointLength;
  11775. hash.spotLength = spotLength;
  11776. hash.rectAreaLength = rectAreaLength;
  11777. hash.hemiLength = hemiLength;
  11778. hash.numDirectionalShadows = numDirectionalShadows;
  11779. hash.numPointShadows = numPointShadows;
  11780. hash.numSpotShadows = numSpotShadows;
  11781. state.version = nextVersion ++;
  11782. }
  11783. }
  11784. return {
  11785. setup: setup,
  11786. state: state
  11787. };
  11788. }
  11789. /**
  11790. * @author Mugen87 / https://github.com/Mugen87
  11791. */
  11792. function WebGLRenderState() {
  11793. var lights = new WebGLLights();
  11794. var lightsArray = [];
  11795. var shadowsArray = [];
  11796. function init() {
  11797. lightsArray.length = 0;
  11798. shadowsArray.length = 0;
  11799. }
  11800. function pushLight( light ) {
  11801. lightsArray.push( light );
  11802. }
  11803. function pushShadow( shadowLight ) {
  11804. shadowsArray.push( shadowLight );
  11805. }
  11806. function setupLights( camera ) {
  11807. lights.setup( lightsArray, shadowsArray, camera );
  11808. }
  11809. var state = {
  11810. lightsArray: lightsArray,
  11811. shadowsArray: shadowsArray,
  11812. lights: lights
  11813. };
  11814. return {
  11815. init: init,
  11816. state: state,
  11817. setupLights: setupLights,
  11818. pushLight: pushLight,
  11819. pushShadow: pushShadow
  11820. };
  11821. }
  11822. function WebGLRenderStates() {
  11823. var renderStates = new WeakMap();
  11824. function onSceneDispose( event ) {
  11825. var scene = event.target;
  11826. scene.removeEventListener( 'dispose', onSceneDispose );
  11827. renderStates.delete( scene );
  11828. }
  11829. function get( scene, camera ) {
  11830. var renderState;
  11831. if ( renderStates.has( scene ) === false ) {
  11832. renderState = new WebGLRenderState();
  11833. renderStates.set( scene, new WeakMap() );
  11834. renderStates.get( scene ).set( camera, renderState );
  11835. scene.addEventListener( 'dispose', onSceneDispose );
  11836. } else {
  11837. if ( renderStates.get( scene ).has( camera ) === false ) {
  11838. renderState = new WebGLRenderState();
  11839. renderStates.get( scene ).set( camera, renderState );
  11840. } else {
  11841. renderState = renderStates.get( scene ).get( camera );
  11842. }
  11843. }
  11844. return renderState;
  11845. }
  11846. function dispose() {
  11847. renderStates = new WeakMap();
  11848. }
  11849. return {
  11850. get: get,
  11851. dispose: dispose
  11852. };
  11853. }
  11854. /**
  11855. * @author mrdoob / http://mrdoob.com/
  11856. * @author alteredq / http://alteredqualia.com/
  11857. * @author bhouston / https://clara.io
  11858. * @author WestLangley / http://github.com/WestLangley
  11859. *
  11860. * parameters = {
  11861. *
  11862. * opacity: <float>,
  11863. *
  11864. * map: new THREE.Texture( <Image> ),
  11865. *
  11866. * alphaMap: new THREE.Texture( <Image> ),
  11867. *
  11868. * displacementMap: new THREE.Texture( <Image> ),
  11869. * displacementScale: <float>,
  11870. * displacementBias: <float>,
  11871. *
  11872. * wireframe: <boolean>,
  11873. * wireframeLinewidth: <float>
  11874. * }
  11875. */
  11876. function MeshDepthMaterial( parameters ) {
  11877. Material.call( this );
  11878. this.type = 'MeshDepthMaterial';
  11879. this.depthPacking = BasicDepthPacking;
  11880. this.skinning = false;
  11881. this.morphTargets = false;
  11882. this.map = null;
  11883. this.alphaMap = null;
  11884. this.displacementMap = null;
  11885. this.displacementScale = 1;
  11886. this.displacementBias = 0;
  11887. this.wireframe = false;
  11888. this.wireframeLinewidth = 1;
  11889. this.fog = false;
  11890. this.setValues( parameters );
  11891. }
  11892. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11893. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11894. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11895. MeshDepthMaterial.prototype.copy = function ( source ) {
  11896. Material.prototype.copy.call( this, source );
  11897. this.depthPacking = source.depthPacking;
  11898. this.skinning = source.skinning;
  11899. this.morphTargets = source.morphTargets;
  11900. this.map = source.map;
  11901. this.alphaMap = source.alphaMap;
  11902. this.displacementMap = source.displacementMap;
  11903. this.displacementScale = source.displacementScale;
  11904. this.displacementBias = source.displacementBias;
  11905. this.wireframe = source.wireframe;
  11906. this.wireframeLinewidth = source.wireframeLinewidth;
  11907. return this;
  11908. };
  11909. /**
  11910. * @author WestLangley / http://github.com/WestLangley
  11911. *
  11912. * parameters = {
  11913. *
  11914. * referencePosition: <float>,
  11915. * nearDistance: <float>,
  11916. * farDistance: <float>,
  11917. *
  11918. * skinning: <bool>,
  11919. * morphTargets: <bool>,
  11920. *
  11921. * map: new THREE.Texture( <Image> ),
  11922. *
  11923. * alphaMap: new THREE.Texture( <Image> ),
  11924. *
  11925. * displacementMap: new THREE.Texture( <Image> ),
  11926. * displacementScale: <float>,
  11927. * displacementBias: <float>
  11928. *
  11929. * }
  11930. */
  11931. function MeshDistanceMaterial( parameters ) {
  11932. Material.call( this );
  11933. this.type = 'MeshDistanceMaterial';
  11934. this.referencePosition = new Vector3();
  11935. this.nearDistance = 1;
  11936. this.farDistance = 1000;
  11937. this.skinning = false;
  11938. this.morphTargets = false;
  11939. this.map = null;
  11940. this.alphaMap = null;
  11941. this.displacementMap = null;
  11942. this.displacementScale = 1;
  11943. this.displacementBias = 0;
  11944. this.fog = false;
  11945. this.setValues( parameters );
  11946. }
  11947. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11948. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11949. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11950. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11951. Material.prototype.copy.call( this, source );
  11952. this.referencePosition.copy( source.referencePosition );
  11953. this.nearDistance = source.nearDistance;
  11954. this.farDistance = source.farDistance;
  11955. this.skinning = source.skinning;
  11956. this.morphTargets = source.morphTargets;
  11957. this.map = source.map;
  11958. this.alphaMap = source.alphaMap;
  11959. this.displacementMap = source.displacementMap;
  11960. this.displacementScale = source.displacementScale;
  11961. this.displacementBias = source.displacementBias;
  11962. return this;
  11963. };
  11964. 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}";
  11965. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11966. /**
  11967. * @author alteredq / http://alteredqualia.com/
  11968. * @author mrdoob / http://mrdoob.com/
  11969. */
  11970. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11971. var _frustum = new Frustum(),
  11972. _shadowMapSize = new Vector2(),
  11973. _viewportSize = new Vector2(),
  11974. _viewport = new Vector4(),
  11975. _depthMaterials = [],
  11976. _distanceMaterials = [],
  11977. _materialCache = {};
  11978. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11979. var shadowMaterialVertical = new ShaderMaterial( {
  11980. defines: {
  11981. SAMPLE_RATE: 2.0 / 8.0,
  11982. HALF_SAMPLE_RATE: 1.0 / 8.0
  11983. },
  11984. uniforms: {
  11985. shadow_pass: { value: null },
  11986. resolution: { value: new Vector2() },
  11987. radius: { value: 4.0 }
  11988. },
  11989. vertexShader: vsm_vert,
  11990. fragmentShader: vsm_frag
  11991. } );
  11992. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11993. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11994. var fullScreenTri = new BufferGeometry();
  11995. fullScreenTri.setAttribute(
  11996. "position",
  11997. new BufferAttribute(
  11998. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11999. 3
  12000. )
  12001. );
  12002. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12003. var scope = this;
  12004. this.enabled = false;
  12005. this.autoUpdate = true;
  12006. this.needsUpdate = false;
  12007. this.type = PCFShadowMap;
  12008. this.render = function ( lights, scene, camera ) {
  12009. if ( scope.enabled === false ) { return; }
  12010. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12011. if ( lights.length === 0 ) { return; }
  12012. var currentRenderTarget = _renderer.getRenderTarget();
  12013. var activeCubeFace = _renderer.getActiveCubeFace();
  12014. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12015. var _state = _renderer.state;
  12016. // Set GL state for depth map.
  12017. _state.setBlending( NoBlending );
  12018. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12019. _state.buffers.depth.setTest( true );
  12020. _state.setScissorTest( false );
  12021. // render depth map
  12022. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12023. var light = lights[ i ];
  12024. var shadow = light.shadow;
  12025. if ( shadow === undefined ) {
  12026. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12027. continue;
  12028. }
  12029. _shadowMapSize.copy( shadow.mapSize );
  12030. var shadowFrameExtents = shadow.getFrameExtents();
  12031. _shadowMapSize.multiply( shadowFrameExtents );
  12032. _viewportSize.copy( shadow.mapSize );
  12033. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12034. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  12035. if ( _shadowMapSize.x > maxTextureSize ) {
  12036. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12037. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12038. shadow.mapSize.x = _viewportSize.x;
  12039. }
  12040. if ( _shadowMapSize.y > maxTextureSize ) {
  12041. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12042. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12043. shadow.mapSize.y = _viewportSize.y;
  12044. }
  12045. }
  12046. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12047. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12048. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12049. shadow.map.texture.name = light.name + ".shadowMap";
  12050. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12051. shadow.camera.updateProjectionMatrix();
  12052. }
  12053. if ( shadow.map === null ) {
  12054. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12055. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12056. shadow.map.texture.name = light.name + ".shadowMap";
  12057. shadow.camera.updateProjectionMatrix();
  12058. }
  12059. _renderer.setRenderTarget( shadow.map );
  12060. _renderer.clear();
  12061. var viewportCount = shadow.getViewportCount();
  12062. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12063. var viewport = shadow.getViewport( vp );
  12064. _viewport.set(
  12065. _viewportSize.x * viewport.x,
  12066. _viewportSize.y * viewport.y,
  12067. _viewportSize.x * viewport.z,
  12068. _viewportSize.y * viewport.w
  12069. );
  12070. _state.viewport( _viewport );
  12071. shadow.updateMatrices( light, vp );
  12072. _frustum = shadow.getFrustum();
  12073. renderObject( scene, camera, shadow.camera, light, this.type );
  12074. }
  12075. // do blur pass for VSM
  12076. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12077. VSMPass( shadow, camera );
  12078. }
  12079. }
  12080. scope.needsUpdate = false;
  12081. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12082. };
  12083. function VSMPass( shadow, camera ) {
  12084. var geometry = _objects.update( fullScreenMesh );
  12085. // vertical pass
  12086. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12087. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12088. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12089. _renderer.setRenderTarget( shadow.mapPass );
  12090. _renderer.clear();
  12091. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12092. // horizonal pass
  12093. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12094. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12095. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12096. _renderer.setRenderTarget( shadow.map );
  12097. _renderer.clear();
  12098. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12099. }
  12100. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12101. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12102. var material = _depthMaterials[ index ];
  12103. if ( material === undefined ) {
  12104. material = new MeshDepthMaterial( {
  12105. depthPacking: RGBADepthPacking,
  12106. morphTargets: useMorphing,
  12107. skinning: useSkinning
  12108. } );
  12109. _depthMaterials[ index ] = material;
  12110. }
  12111. return material;
  12112. }
  12113. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12114. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12115. var material = _distanceMaterials[ index ];
  12116. if ( material === undefined ) {
  12117. material = new MeshDistanceMaterial( {
  12118. morphTargets: useMorphing,
  12119. skinning: useSkinning
  12120. } );
  12121. _distanceMaterials[ index ] = material;
  12122. }
  12123. return material;
  12124. }
  12125. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12126. var geometry = object.geometry;
  12127. var result = null;
  12128. var getMaterialVariant = getDepthMaterialVariant;
  12129. var customMaterial = object.customDepthMaterial;
  12130. if ( light.isPointLight === true ) {
  12131. getMaterialVariant = getDistanceMaterialVariant;
  12132. customMaterial = object.customDistanceMaterial;
  12133. }
  12134. if ( customMaterial === undefined ) {
  12135. var useMorphing = false;
  12136. if ( material.morphTargets === true ) {
  12137. if ( geometry.isBufferGeometry === true ) {
  12138. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12139. } else if ( geometry.isGeometry === true ) {
  12140. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  12141. }
  12142. }
  12143. var useSkinning = false;
  12144. if ( object.isSkinnedMesh === true ) {
  12145. if ( material.skinning === true ) {
  12146. useSkinning = true;
  12147. } else {
  12148. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12149. }
  12150. }
  12151. var useInstancing = object.isInstancedMesh === true;
  12152. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12153. } else {
  12154. result = customMaterial;
  12155. }
  12156. if ( _renderer.localClippingEnabled &&
  12157. material.clipShadows === true &&
  12158. material.clippingPlanes.length !== 0 ) {
  12159. // in this case we need a unique material instance reflecting the
  12160. // appropriate state
  12161. var keyA = result.uuid, keyB = material.uuid;
  12162. var materialsForVariant = _materialCache[ keyA ];
  12163. if ( materialsForVariant === undefined ) {
  12164. materialsForVariant = {};
  12165. _materialCache[ keyA ] = materialsForVariant;
  12166. }
  12167. var cachedMaterial = materialsForVariant[ keyB ];
  12168. if ( cachedMaterial === undefined ) {
  12169. cachedMaterial = result.clone();
  12170. materialsForVariant[ keyB ] = cachedMaterial;
  12171. }
  12172. result = cachedMaterial;
  12173. }
  12174. result.visible = material.visible;
  12175. result.wireframe = material.wireframe;
  12176. if ( type === VSMShadowMap ) {
  12177. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12178. } else {
  12179. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12180. }
  12181. result.clipShadows = material.clipShadows;
  12182. result.clippingPlanes = material.clippingPlanes;
  12183. result.clipIntersection = material.clipIntersection;
  12184. result.wireframeLinewidth = material.wireframeLinewidth;
  12185. result.linewidth = material.linewidth;
  12186. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12187. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12188. result.nearDistance = shadowCameraNear;
  12189. result.farDistance = shadowCameraFar;
  12190. }
  12191. return result;
  12192. }
  12193. function renderObject( object, camera, shadowCamera, light, type ) {
  12194. if ( object.visible === false ) { return; }
  12195. var visible = object.layers.test( camera.layers );
  12196. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12197. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12198. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12199. var geometry = _objects.update( object );
  12200. var material = object.material;
  12201. if ( Array.isArray( material ) ) {
  12202. var groups = geometry.groups;
  12203. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12204. var group = groups[ k ];
  12205. var groupMaterial = material[ group.materialIndex ];
  12206. if ( groupMaterial && groupMaterial.visible ) {
  12207. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12208. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12209. }
  12210. }
  12211. } else if ( material.visible ) {
  12212. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  12213. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12214. }
  12215. }
  12216. }
  12217. var children = object.children;
  12218. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12219. renderObject( children[ i ], camera, shadowCamera, light, type );
  12220. }
  12221. }
  12222. }
  12223. /**
  12224. * @author mrdoob / http://mrdoob.com/
  12225. */
  12226. function WebGLState( gl, extensions, capabilities ) {
  12227. var isWebGL2 = capabilities.isWebGL2;
  12228. function ColorBuffer() {
  12229. var locked = false;
  12230. var color = new Vector4();
  12231. var currentColorMask = null;
  12232. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12233. return {
  12234. setMask: function ( colorMask ) {
  12235. if ( currentColorMask !== colorMask && ! locked ) {
  12236. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12237. currentColorMask = colorMask;
  12238. }
  12239. },
  12240. setLocked: function ( lock ) {
  12241. locked = lock;
  12242. },
  12243. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12244. if ( premultipliedAlpha === true ) {
  12245. r *= a; g *= a; b *= a;
  12246. }
  12247. color.set( r, g, b, a );
  12248. if ( currentColorClear.equals( color ) === false ) {
  12249. gl.clearColor( r, g, b, a );
  12250. currentColorClear.copy( color );
  12251. }
  12252. },
  12253. reset: function () {
  12254. locked = false;
  12255. currentColorMask = null;
  12256. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12257. }
  12258. };
  12259. }
  12260. function DepthBuffer() {
  12261. var locked = false;
  12262. var currentDepthMask = null;
  12263. var currentDepthFunc = null;
  12264. var currentDepthClear = null;
  12265. return {
  12266. setTest: function ( depthTest ) {
  12267. if ( depthTest ) {
  12268. enable( 2929 );
  12269. } else {
  12270. disable( 2929 );
  12271. }
  12272. },
  12273. setMask: function ( depthMask ) {
  12274. if ( currentDepthMask !== depthMask && ! locked ) {
  12275. gl.depthMask( depthMask );
  12276. currentDepthMask = depthMask;
  12277. }
  12278. },
  12279. setFunc: function ( depthFunc ) {
  12280. if ( currentDepthFunc !== depthFunc ) {
  12281. if ( depthFunc ) {
  12282. switch ( depthFunc ) {
  12283. case NeverDepth:
  12284. gl.depthFunc( 512 );
  12285. break;
  12286. case AlwaysDepth:
  12287. gl.depthFunc( 519 );
  12288. break;
  12289. case LessDepth:
  12290. gl.depthFunc( 513 );
  12291. break;
  12292. case LessEqualDepth:
  12293. gl.depthFunc( 515 );
  12294. break;
  12295. case EqualDepth:
  12296. gl.depthFunc( 514 );
  12297. break;
  12298. case GreaterEqualDepth:
  12299. gl.depthFunc( 518 );
  12300. break;
  12301. case GreaterDepth:
  12302. gl.depthFunc( 516 );
  12303. break;
  12304. case NotEqualDepth:
  12305. gl.depthFunc( 517 );
  12306. break;
  12307. default:
  12308. gl.depthFunc( 515 );
  12309. }
  12310. } else {
  12311. gl.depthFunc( 515 );
  12312. }
  12313. currentDepthFunc = depthFunc;
  12314. }
  12315. },
  12316. setLocked: function ( lock ) {
  12317. locked = lock;
  12318. },
  12319. setClear: function ( depth ) {
  12320. if ( currentDepthClear !== depth ) {
  12321. gl.clearDepth( depth );
  12322. currentDepthClear = depth;
  12323. }
  12324. },
  12325. reset: function () {
  12326. locked = false;
  12327. currentDepthMask = null;
  12328. currentDepthFunc = null;
  12329. currentDepthClear = null;
  12330. }
  12331. };
  12332. }
  12333. function StencilBuffer() {
  12334. var locked = false;
  12335. var currentStencilMask = null;
  12336. var currentStencilFunc = null;
  12337. var currentStencilRef = null;
  12338. var currentStencilFuncMask = null;
  12339. var currentStencilFail = null;
  12340. var currentStencilZFail = null;
  12341. var currentStencilZPass = null;
  12342. var currentStencilClear = null;
  12343. return {
  12344. setTest: function ( stencilTest ) {
  12345. if ( ! locked ) {
  12346. if ( stencilTest ) {
  12347. enable( 2960 );
  12348. } else {
  12349. disable( 2960 );
  12350. }
  12351. }
  12352. },
  12353. setMask: function ( stencilMask ) {
  12354. if ( currentStencilMask !== stencilMask && ! locked ) {
  12355. gl.stencilMask( stencilMask );
  12356. currentStencilMask = stencilMask;
  12357. }
  12358. },
  12359. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12360. if ( currentStencilFunc !== stencilFunc ||
  12361. currentStencilRef !== stencilRef ||
  12362. currentStencilFuncMask !== stencilMask ) {
  12363. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12364. currentStencilFunc = stencilFunc;
  12365. currentStencilRef = stencilRef;
  12366. currentStencilFuncMask = stencilMask;
  12367. }
  12368. },
  12369. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12370. if ( currentStencilFail !== stencilFail ||
  12371. currentStencilZFail !== stencilZFail ||
  12372. currentStencilZPass !== stencilZPass ) {
  12373. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12374. currentStencilFail = stencilFail;
  12375. currentStencilZFail = stencilZFail;
  12376. currentStencilZPass = stencilZPass;
  12377. }
  12378. },
  12379. setLocked: function ( lock ) {
  12380. locked = lock;
  12381. },
  12382. setClear: function ( stencil ) {
  12383. if ( currentStencilClear !== stencil ) {
  12384. gl.clearStencil( stencil );
  12385. currentStencilClear = stencil;
  12386. }
  12387. },
  12388. reset: function () {
  12389. locked = false;
  12390. currentStencilMask = null;
  12391. currentStencilFunc = null;
  12392. currentStencilRef = null;
  12393. currentStencilFuncMask = null;
  12394. currentStencilFail = null;
  12395. currentStencilZFail = null;
  12396. currentStencilZPass = null;
  12397. currentStencilClear = null;
  12398. }
  12399. };
  12400. }
  12401. //
  12402. var colorBuffer = new ColorBuffer();
  12403. var depthBuffer = new DepthBuffer();
  12404. var stencilBuffer = new StencilBuffer();
  12405. var maxVertexAttributes = gl.getParameter( 34921 );
  12406. var newAttributes = new Uint8Array( maxVertexAttributes );
  12407. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12408. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12409. var enabledCapabilities = {};
  12410. var currentProgram = null;
  12411. var currentBlendingEnabled = null;
  12412. var currentBlending = null;
  12413. var currentBlendEquation = null;
  12414. var currentBlendSrc = null;
  12415. var currentBlendDst = null;
  12416. var currentBlendEquationAlpha = null;
  12417. var currentBlendSrcAlpha = null;
  12418. var currentBlendDstAlpha = null;
  12419. var currentPremultipledAlpha = false;
  12420. var currentFlipSided = null;
  12421. var currentCullFace = null;
  12422. var currentLineWidth = null;
  12423. var currentPolygonOffsetFactor = null;
  12424. var currentPolygonOffsetUnits = null;
  12425. var maxTextures = gl.getParameter( 35661 );
  12426. var lineWidthAvailable = false;
  12427. var version = 0;
  12428. var glVersion = gl.getParameter( 7938 );
  12429. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12430. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12431. lineWidthAvailable = ( version >= 1.0 );
  12432. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12433. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12434. lineWidthAvailable = ( version >= 2.0 );
  12435. }
  12436. var currentTextureSlot = null;
  12437. var currentBoundTextures = {};
  12438. var currentScissor = new Vector4();
  12439. var currentViewport = new Vector4();
  12440. function createTexture( type, target, count ) {
  12441. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12442. var texture = gl.createTexture();
  12443. gl.bindTexture( type, texture );
  12444. gl.texParameteri( type, 10241, 9728 );
  12445. gl.texParameteri( type, 10240, 9728 );
  12446. for ( var i = 0; i < count; i ++ ) {
  12447. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12448. }
  12449. return texture;
  12450. }
  12451. var emptyTextures = {};
  12452. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12453. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12454. // init
  12455. colorBuffer.setClear( 0, 0, 0, 1 );
  12456. depthBuffer.setClear( 1 );
  12457. stencilBuffer.setClear( 0 );
  12458. enable( 2929 );
  12459. depthBuffer.setFunc( LessEqualDepth );
  12460. setFlipSided( false );
  12461. setCullFace( CullFaceBack );
  12462. enable( 2884 );
  12463. setBlending( NoBlending );
  12464. //
  12465. function initAttributes() {
  12466. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12467. newAttributes[ i ] = 0;
  12468. }
  12469. }
  12470. function enableAttribute( attribute ) {
  12471. enableAttributeAndDivisor( attribute, 0 );
  12472. }
  12473. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12474. newAttributes[ attribute ] = 1;
  12475. if ( enabledAttributes[ attribute ] === 0 ) {
  12476. gl.enableVertexAttribArray( attribute );
  12477. enabledAttributes[ attribute ] = 1;
  12478. }
  12479. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12480. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12481. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12482. attributeDivisors[ attribute ] = meshPerAttribute;
  12483. }
  12484. }
  12485. function disableUnusedAttributes() {
  12486. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12487. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12488. gl.disableVertexAttribArray( i );
  12489. enabledAttributes[ i ] = 0;
  12490. }
  12491. }
  12492. }
  12493. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  12494. if ( isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  12495. gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );
  12496. } else {
  12497. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  12498. }
  12499. }
  12500. function enable( id ) {
  12501. if ( enabledCapabilities[ id ] !== true ) {
  12502. gl.enable( id );
  12503. enabledCapabilities[ id ] = true;
  12504. }
  12505. }
  12506. function disable( id ) {
  12507. if ( enabledCapabilities[ id ] !== false ) {
  12508. gl.disable( id );
  12509. enabledCapabilities[ id ] = false;
  12510. }
  12511. }
  12512. function useProgram( program ) {
  12513. if ( currentProgram !== program ) {
  12514. gl.useProgram( program );
  12515. currentProgram = program;
  12516. return true;
  12517. }
  12518. return false;
  12519. }
  12520. var equationToGL = {};
  12521. equationToGL[ AddEquation ] = 32774;
  12522. equationToGL[ SubtractEquation ] = 32778;
  12523. equationToGL[ ReverseSubtractEquation ] = 32779;
  12524. if ( isWebGL2 ) {
  12525. equationToGL[ MinEquation ] = 32775;
  12526. equationToGL[ MaxEquation ] = 32776;
  12527. } else {
  12528. var extension = extensions.get( 'EXT_blend_minmax' );
  12529. if ( extension !== null ) {
  12530. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12531. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12532. }
  12533. }
  12534. var factorToGL = {};
  12535. factorToGL[ ZeroFactor ] = 0;
  12536. factorToGL[ OneFactor ] = 1;
  12537. factorToGL[ SrcColorFactor ] = 768;
  12538. factorToGL[ SrcAlphaFactor ] = 770;
  12539. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12540. factorToGL[ DstColorFactor ] = 774;
  12541. factorToGL[ DstAlphaFactor ] = 772;
  12542. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12543. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12544. factorToGL[ OneMinusDstColorFactor ] = 775;
  12545. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12546. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12547. if ( blending === NoBlending ) {
  12548. if ( currentBlendingEnabled ) {
  12549. disable( 3042 );
  12550. currentBlendingEnabled = false;
  12551. }
  12552. return;
  12553. }
  12554. if ( ! currentBlendingEnabled ) {
  12555. enable( 3042 );
  12556. currentBlendingEnabled = true;
  12557. }
  12558. if ( blending !== CustomBlending ) {
  12559. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12560. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12561. gl.blendEquation( 32774 );
  12562. currentBlendEquation = AddEquation;
  12563. currentBlendEquationAlpha = AddEquation;
  12564. }
  12565. if ( premultipliedAlpha ) {
  12566. switch ( blending ) {
  12567. case NormalBlending:
  12568. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12569. break;
  12570. case AdditiveBlending:
  12571. gl.blendFunc( 1, 1 );
  12572. break;
  12573. case SubtractiveBlending:
  12574. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12575. break;
  12576. case MultiplyBlending:
  12577. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12578. break;
  12579. default:
  12580. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12581. break;
  12582. }
  12583. } else {
  12584. switch ( blending ) {
  12585. case NormalBlending:
  12586. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12587. break;
  12588. case AdditiveBlending:
  12589. gl.blendFunc( 770, 1 );
  12590. break;
  12591. case SubtractiveBlending:
  12592. gl.blendFunc( 0, 769 );
  12593. break;
  12594. case MultiplyBlending:
  12595. gl.blendFunc( 0, 768 );
  12596. break;
  12597. default:
  12598. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12599. break;
  12600. }
  12601. }
  12602. currentBlendSrc = null;
  12603. currentBlendDst = null;
  12604. currentBlendSrcAlpha = null;
  12605. currentBlendDstAlpha = null;
  12606. currentBlending = blending;
  12607. currentPremultipledAlpha = premultipliedAlpha;
  12608. }
  12609. return;
  12610. }
  12611. // custom blending
  12612. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12613. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12614. blendDstAlpha = blendDstAlpha || blendDst;
  12615. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12616. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12617. currentBlendEquation = blendEquation;
  12618. currentBlendEquationAlpha = blendEquationAlpha;
  12619. }
  12620. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12621. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12622. currentBlendSrc = blendSrc;
  12623. currentBlendDst = blendDst;
  12624. currentBlendSrcAlpha = blendSrcAlpha;
  12625. currentBlendDstAlpha = blendDstAlpha;
  12626. }
  12627. currentBlending = blending;
  12628. currentPremultipledAlpha = null;
  12629. }
  12630. function setMaterial( material, frontFaceCW ) {
  12631. material.side === DoubleSide
  12632. ? disable( 2884 )
  12633. : enable( 2884 );
  12634. var flipSided = ( material.side === BackSide );
  12635. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12636. setFlipSided( flipSided );
  12637. ( material.blending === NormalBlending && material.transparent === false )
  12638. ? setBlending( NoBlending )
  12639. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12640. depthBuffer.setFunc( material.depthFunc );
  12641. depthBuffer.setTest( material.depthTest );
  12642. depthBuffer.setMask( material.depthWrite );
  12643. colorBuffer.setMask( material.colorWrite );
  12644. var stencilWrite = material.stencilWrite;
  12645. stencilBuffer.setTest( stencilWrite );
  12646. if ( stencilWrite ) {
  12647. stencilBuffer.setMask( material.stencilWriteMask );
  12648. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12649. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12650. }
  12651. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12652. }
  12653. //
  12654. function setFlipSided( flipSided ) {
  12655. if ( currentFlipSided !== flipSided ) {
  12656. if ( flipSided ) {
  12657. gl.frontFace( 2304 );
  12658. } else {
  12659. gl.frontFace( 2305 );
  12660. }
  12661. currentFlipSided = flipSided;
  12662. }
  12663. }
  12664. function setCullFace( cullFace ) {
  12665. if ( cullFace !== CullFaceNone ) {
  12666. enable( 2884 );
  12667. if ( cullFace !== currentCullFace ) {
  12668. if ( cullFace === CullFaceBack ) {
  12669. gl.cullFace( 1029 );
  12670. } else if ( cullFace === CullFaceFront ) {
  12671. gl.cullFace( 1028 );
  12672. } else {
  12673. gl.cullFace( 1032 );
  12674. }
  12675. }
  12676. } else {
  12677. disable( 2884 );
  12678. }
  12679. currentCullFace = cullFace;
  12680. }
  12681. function setLineWidth( width ) {
  12682. if ( width !== currentLineWidth ) {
  12683. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12684. currentLineWidth = width;
  12685. }
  12686. }
  12687. function setPolygonOffset( polygonOffset, factor, units ) {
  12688. if ( polygonOffset ) {
  12689. enable( 32823 );
  12690. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12691. gl.polygonOffset( factor, units );
  12692. currentPolygonOffsetFactor = factor;
  12693. currentPolygonOffsetUnits = units;
  12694. }
  12695. } else {
  12696. disable( 32823 );
  12697. }
  12698. }
  12699. function setScissorTest( scissorTest ) {
  12700. if ( scissorTest ) {
  12701. enable( 3089 );
  12702. } else {
  12703. disable( 3089 );
  12704. }
  12705. }
  12706. // texture
  12707. function activeTexture( webglSlot ) {
  12708. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12709. if ( currentTextureSlot !== webglSlot ) {
  12710. gl.activeTexture( webglSlot );
  12711. currentTextureSlot = webglSlot;
  12712. }
  12713. }
  12714. function bindTexture( webglType, webglTexture ) {
  12715. if ( currentTextureSlot === null ) {
  12716. activeTexture();
  12717. }
  12718. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12719. if ( boundTexture === undefined ) {
  12720. boundTexture = { type: undefined, texture: undefined };
  12721. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12722. }
  12723. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12724. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12725. boundTexture.type = webglType;
  12726. boundTexture.texture = webglTexture;
  12727. }
  12728. }
  12729. function unbindTexture() {
  12730. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12731. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12732. gl.bindTexture( boundTexture.type, null );
  12733. boundTexture.type = undefined;
  12734. boundTexture.texture = undefined;
  12735. }
  12736. }
  12737. function compressedTexImage2D() {
  12738. try {
  12739. gl.compressedTexImage2D.apply( gl, arguments );
  12740. } catch ( error ) {
  12741. console.error( 'THREE.WebGLState:', error );
  12742. }
  12743. }
  12744. function texImage2D() {
  12745. try {
  12746. gl.texImage2D.apply( gl, arguments );
  12747. } catch ( error ) {
  12748. console.error( 'THREE.WebGLState:', error );
  12749. }
  12750. }
  12751. function texImage3D() {
  12752. try {
  12753. gl.texImage3D.apply( gl, arguments );
  12754. } catch ( error ) {
  12755. console.error( 'THREE.WebGLState:', error );
  12756. }
  12757. }
  12758. //
  12759. function scissor( scissor ) {
  12760. if ( currentScissor.equals( scissor ) === false ) {
  12761. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12762. currentScissor.copy( scissor );
  12763. }
  12764. }
  12765. function viewport( viewport ) {
  12766. if ( currentViewport.equals( viewport ) === false ) {
  12767. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12768. currentViewport.copy( viewport );
  12769. }
  12770. }
  12771. //
  12772. function reset() {
  12773. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12774. if ( enabledAttributes[ i ] === 1 ) {
  12775. gl.disableVertexAttribArray( i );
  12776. enabledAttributes[ i ] = 0;
  12777. }
  12778. }
  12779. enabledCapabilities = {};
  12780. currentTextureSlot = null;
  12781. currentBoundTextures = {};
  12782. currentProgram = null;
  12783. currentBlending = null;
  12784. currentFlipSided = null;
  12785. currentCullFace = null;
  12786. colorBuffer.reset();
  12787. depthBuffer.reset();
  12788. stencilBuffer.reset();
  12789. }
  12790. return {
  12791. buffers: {
  12792. color: colorBuffer,
  12793. depth: depthBuffer,
  12794. stencil: stencilBuffer
  12795. },
  12796. initAttributes: initAttributes,
  12797. enableAttribute: enableAttribute,
  12798. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12799. disableUnusedAttributes: disableUnusedAttributes,
  12800. vertexAttribPointer: vertexAttribPointer,
  12801. enable: enable,
  12802. disable: disable,
  12803. useProgram: useProgram,
  12804. setBlending: setBlending,
  12805. setMaterial: setMaterial,
  12806. setFlipSided: setFlipSided,
  12807. setCullFace: setCullFace,
  12808. setLineWidth: setLineWidth,
  12809. setPolygonOffset: setPolygonOffset,
  12810. setScissorTest: setScissorTest,
  12811. activeTexture: activeTexture,
  12812. bindTexture: bindTexture,
  12813. unbindTexture: unbindTexture,
  12814. compressedTexImage2D: compressedTexImage2D,
  12815. texImage2D: texImage2D,
  12816. texImage3D: texImage3D,
  12817. scissor: scissor,
  12818. viewport: viewport,
  12819. reset: reset
  12820. };
  12821. }
  12822. /**
  12823. * @author mrdoob / http://mrdoob.com/
  12824. */
  12825. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12826. var isWebGL2 = capabilities.isWebGL2;
  12827. var maxTextures = capabilities.maxTextures;
  12828. var maxCubemapSize = capabilities.maxCubemapSize;
  12829. var maxTextureSize = capabilities.maxTextureSize;
  12830. var maxSamples = capabilities.maxSamples;
  12831. var _videoTextures = new WeakMap();
  12832. var _canvas;
  12833. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12834. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12835. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12836. var useOffscreenCanvas = false;
  12837. try {
  12838. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12839. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12840. } catch ( err ) {
  12841. // Ignore any errors
  12842. }
  12843. function createCanvas( width, height ) {
  12844. // Use OffscreenCanvas when available. Specially needed in web workers
  12845. return useOffscreenCanvas ?
  12846. new OffscreenCanvas( width, height ) :
  12847. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12848. }
  12849. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12850. var scale = 1;
  12851. // handle case if texture exceeds max size
  12852. if ( image.width > maxSize || image.height > maxSize ) {
  12853. scale = maxSize / Math.max( image.width, image.height );
  12854. }
  12855. // only perform resize if necessary
  12856. if ( scale < 1 || needsPowerOfTwo === true ) {
  12857. // only perform resize for certain image types
  12858. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12859. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12860. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12861. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12862. var width = floor( scale * image.width );
  12863. var height = floor( scale * image.height );
  12864. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12865. // cube textures can't reuse the same canvas
  12866. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12867. canvas.width = width;
  12868. canvas.height = height;
  12869. var context = canvas.getContext( '2d' );
  12870. context.drawImage( image, 0, 0, width, height );
  12871. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12872. return canvas;
  12873. } else {
  12874. if ( 'data' in image ) {
  12875. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12876. }
  12877. return image;
  12878. }
  12879. }
  12880. return image;
  12881. }
  12882. function isPowerOfTwo( image ) {
  12883. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12884. }
  12885. function textureNeedsPowerOfTwo( texture ) {
  12886. if ( isWebGL2 ) { return false; }
  12887. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12888. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12889. }
  12890. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12891. return texture.generateMipmaps && supportsMips &&
  12892. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12893. }
  12894. function generateMipmap( target, texture, width, height ) {
  12895. _gl.generateMipmap( target );
  12896. var textureProperties = properties.get( texture );
  12897. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12898. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12899. }
  12900. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12901. if ( isWebGL2 === false ) { return glFormat; }
  12902. if ( internalFormatName !== null ) {
  12903. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12904. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12905. }
  12906. var internalFormat = glFormat;
  12907. if ( glFormat === 6403 ) {
  12908. if ( glType === 5126 ) { internalFormat = 33326; }
  12909. if ( glType === 5131 ) { internalFormat = 33325; }
  12910. if ( glType === 5121 ) { internalFormat = 33321; }
  12911. }
  12912. if ( glFormat === 6407 ) {
  12913. if ( glType === 5126 ) { internalFormat = 34837; }
  12914. if ( glType === 5131 ) { internalFormat = 34843; }
  12915. if ( glType === 5121 ) { internalFormat = 32849; }
  12916. }
  12917. if ( glFormat === 6408 ) {
  12918. if ( glType === 5126 ) { internalFormat = 34836; }
  12919. if ( glType === 5131 ) { internalFormat = 34842; }
  12920. if ( glType === 5121 ) { internalFormat = 32856; }
  12921. }
  12922. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12923. internalFormat === 34842 || internalFormat === 34836 ) {
  12924. extensions.get( 'EXT_color_buffer_float' );
  12925. }
  12926. return internalFormat;
  12927. }
  12928. // Fallback filters for non-power-of-2 textures
  12929. function filterFallback( f ) {
  12930. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12931. return 9728;
  12932. }
  12933. return 9729;
  12934. }
  12935. //
  12936. function onTextureDispose( event ) {
  12937. var texture = event.target;
  12938. texture.removeEventListener( 'dispose', onTextureDispose );
  12939. deallocateTexture( texture );
  12940. if ( texture.isVideoTexture ) {
  12941. _videoTextures.delete( texture );
  12942. }
  12943. info.memory.textures --;
  12944. }
  12945. function onRenderTargetDispose( event ) {
  12946. var renderTarget = event.target;
  12947. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12948. deallocateRenderTarget( renderTarget );
  12949. info.memory.textures --;
  12950. }
  12951. //
  12952. function deallocateTexture( texture ) {
  12953. var textureProperties = properties.get( texture );
  12954. if ( textureProperties.__webglInit === undefined ) { return; }
  12955. _gl.deleteTexture( textureProperties.__webglTexture );
  12956. properties.remove( texture );
  12957. }
  12958. function deallocateRenderTarget( renderTarget ) {
  12959. var renderTargetProperties = properties.get( renderTarget );
  12960. var textureProperties = properties.get( renderTarget.texture );
  12961. if ( ! renderTarget ) { return; }
  12962. if ( textureProperties.__webglTexture !== undefined ) {
  12963. _gl.deleteTexture( textureProperties.__webglTexture );
  12964. }
  12965. if ( renderTarget.depthTexture ) {
  12966. renderTarget.depthTexture.dispose();
  12967. }
  12968. if ( renderTarget.isWebGLCubeRenderTarget ) {
  12969. for ( var i = 0; i < 6; i ++ ) {
  12970. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12971. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12972. }
  12973. } else {
  12974. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12975. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12976. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  12977. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  12978. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  12979. }
  12980. properties.remove( renderTarget.texture );
  12981. properties.remove( renderTarget );
  12982. }
  12983. //
  12984. var textureUnits = 0;
  12985. function resetTextureUnits() {
  12986. textureUnits = 0;
  12987. }
  12988. function allocateTextureUnit() {
  12989. var textureUnit = textureUnits;
  12990. if ( textureUnit >= maxTextures ) {
  12991. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12992. }
  12993. textureUnits += 1;
  12994. return textureUnit;
  12995. }
  12996. //
  12997. function setTexture2D( texture, slot ) {
  12998. var textureProperties = properties.get( texture );
  12999. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13000. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13001. var image = texture.image;
  13002. if ( image === undefined ) {
  13003. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13004. } else if ( image.complete === false ) {
  13005. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13006. } else {
  13007. uploadTexture( textureProperties, texture, slot );
  13008. return;
  13009. }
  13010. }
  13011. state.activeTexture( 33984 + slot );
  13012. state.bindTexture( 3553, textureProperties.__webglTexture );
  13013. }
  13014. function setTexture2DArray( texture, slot ) {
  13015. var textureProperties = properties.get( texture );
  13016. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13017. uploadTexture( textureProperties, texture, slot );
  13018. return;
  13019. }
  13020. state.activeTexture( 33984 + slot );
  13021. state.bindTexture( 35866, textureProperties.__webglTexture );
  13022. }
  13023. function setTexture3D( texture, slot ) {
  13024. var textureProperties = properties.get( texture );
  13025. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13026. uploadTexture( textureProperties, texture, slot );
  13027. return;
  13028. }
  13029. state.activeTexture( 33984 + slot );
  13030. state.bindTexture( 32879, textureProperties.__webglTexture );
  13031. }
  13032. function setTextureCube( texture, slot ) {
  13033. if ( texture.image.length !== 6 ) { return; }
  13034. var textureProperties = properties.get( texture );
  13035. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13036. initTexture( textureProperties, texture );
  13037. state.activeTexture( 33984 + slot );
  13038. state.bindTexture( 34067, textureProperties.__webglTexture );
  13039. _gl.pixelStorei( 37440, texture.flipY );
  13040. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13041. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13042. var cubeImage = [];
  13043. for ( var i = 0; i < 6; i ++ ) {
  13044. if ( ! isCompressed && ! isDataTexture ) {
  13045. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13046. } else {
  13047. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13048. }
  13049. }
  13050. var image = cubeImage[ 0 ],
  13051. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13052. glFormat = utils.convert( texture.format ),
  13053. glType = utils.convert( texture.type ),
  13054. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13055. setTextureParameters( 34067, texture, supportsMips );
  13056. var mipmaps;
  13057. if ( isCompressed ) {
  13058. for ( var i = 0; i < 6; i ++ ) {
  13059. mipmaps = cubeImage[ i ].mipmaps;
  13060. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13061. var mipmap = mipmaps[ j ];
  13062. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13063. if ( glFormat !== null ) {
  13064. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13065. } else {
  13066. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13067. }
  13068. } else {
  13069. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13070. }
  13071. }
  13072. }
  13073. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13074. } else {
  13075. mipmaps = texture.mipmaps;
  13076. for ( var i = 0; i < 6; i ++ ) {
  13077. if ( isDataTexture ) {
  13078. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  13079. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13080. var mipmap = mipmaps[ j ];
  13081. var mipmapImage = mipmap.image[ i ].image;
  13082. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13083. }
  13084. } else {
  13085. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  13086. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13087. var mipmap = mipmaps[ j ];
  13088. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  13089. }
  13090. }
  13091. }
  13092. textureProperties.__maxMipLevel = mipmaps.length;
  13093. }
  13094. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13095. // We assume images for cube map have the same size.
  13096. generateMipmap( 34067, texture, image.width, image.height );
  13097. }
  13098. textureProperties.__version = texture.version;
  13099. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13100. } else {
  13101. state.activeTexture( 33984 + slot );
  13102. state.bindTexture( 34067, textureProperties.__webglTexture );
  13103. }
  13104. }
  13105. function setTextureCubeDynamic( texture, slot ) {
  13106. state.activeTexture( 33984 + slot );
  13107. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13108. }
  13109. var wrappingToGL = {};
  13110. wrappingToGL[ RepeatWrapping ] = 10497;
  13111. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13112. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13113. var filterToGL = {};
  13114. filterToGL[ NearestFilter ] = 9728;
  13115. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13116. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13117. filterToGL[ LinearFilter ] = 9729;
  13118. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13119. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13120. function setTextureParameters( textureType, texture, supportsMips ) {
  13121. if ( supportsMips ) {
  13122. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13123. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13124. if ( textureType === 32879 || textureType === 35866 ) {
  13125. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13126. }
  13127. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13128. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13129. } else {
  13130. _gl.texParameteri( textureType, 10242, 33071 );
  13131. _gl.texParameteri( textureType, 10243, 33071 );
  13132. if ( textureType === 32879 || textureType === 35866 ) {
  13133. _gl.texParameteri( textureType, 32882, 33071 );
  13134. }
  13135. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13136. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13137. }
  13138. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13139. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13140. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13141. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13142. }
  13143. }
  13144. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13145. if ( extension ) {
  13146. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13147. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13148. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13149. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13150. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13151. }
  13152. }
  13153. }
  13154. function initTexture( textureProperties, texture ) {
  13155. if ( textureProperties.__webglInit === undefined ) {
  13156. textureProperties.__webglInit = true;
  13157. texture.addEventListener( 'dispose', onTextureDispose );
  13158. textureProperties.__webglTexture = _gl.createTexture();
  13159. info.memory.textures ++;
  13160. }
  13161. }
  13162. function uploadTexture( textureProperties, texture, slot ) {
  13163. var textureType = 3553;
  13164. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13165. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13166. initTexture( textureProperties, texture );
  13167. state.activeTexture( 33984 + slot );
  13168. state.bindTexture( textureType, textureProperties.__webglTexture );
  13169. _gl.pixelStorei( 37440, texture.flipY );
  13170. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13171. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13172. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13173. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13174. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13175. glFormat = utils.convert( texture.format ),
  13176. glType = utils.convert( texture.type ),
  13177. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13178. setTextureParameters( textureType, texture, supportsMips );
  13179. var mipmap, mipmaps = texture.mipmaps;
  13180. if ( texture.isDepthTexture ) {
  13181. // populate depth texture with dummy data
  13182. glInternalFormat = 6402;
  13183. if ( isWebGL2 ) {
  13184. if ( texture.type === FloatType ) {
  13185. glInternalFormat = 36012;
  13186. } else if ( texture.type === UnsignedIntType ) {
  13187. glInternalFormat = 33190;
  13188. } else if ( texture.type === UnsignedInt248Type ) {
  13189. glInternalFormat = 35056;
  13190. } else {
  13191. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13192. }
  13193. } else {
  13194. if ( texture.type === FloatType ) {
  13195. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13196. }
  13197. }
  13198. // validation checks for WebGL 1
  13199. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13200. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13201. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13202. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13203. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13204. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13205. texture.type = UnsignedShortType;
  13206. glType = utils.convert( texture.type );
  13207. }
  13208. }
  13209. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13210. // Depth stencil textures need the DEPTH_STENCIL internal format
  13211. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13212. glInternalFormat = 34041;
  13213. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13214. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13215. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13216. if ( texture.type !== UnsignedInt248Type ) {
  13217. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13218. texture.type = UnsignedInt248Type;
  13219. glType = utils.convert( texture.type );
  13220. }
  13221. }
  13222. //
  13223. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13224. } else if ( texture.isDataTexture ) {
  13225. // use manually created mipmaps if available
  13226. // if there are no manual mipmaps
  13227. // set 0 level mipmap and then use GL to generate other mipmap levels
  13228. if ( mipmaps.length > 0 && supportsMips ) {
  13229. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13230. mipmap = mipmaps[ i ];
  13231. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13232. }
  13233. texture.generateMipmaps = false;
  13234. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13235. } else {
  13236. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13237. textureProperties.__maxMipLevel = 0;
  13238. }
  13239. } else if ( texture.isCompressedTexture ) {
  13240. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13241. mipmap = mipmaps[ i ];
  13242. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13243. if ( glFormat !== null ) {
  13244. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13245. } else {
  13246. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13247. }
  13248. } else {
  13249. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13250. }
  13251. }
  13252. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13253. } else if ( texture.isDataTexture2DArray ) {
  13254. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13255. textureProperties.__maxMipLevel = 0;
  13256. } else if ( texture.isDataTexture3D ) {
  13257. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13258. textureProperties.__maxMipLevel = 0;
  13259. } else {
  13260. // regular Texture (image, video, canvas)
  13261. // use manually created mipmaps if available
  13262. // if there are no manual mipmaps
  13263. // set 0 level mipmap and then use GL to generate other mipmap levels
  13264. if ( mipmaps.length > 0 && supportsMips ) {
  13265. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13266. mipmap = mipmaps[ i ];
  13267. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13268. }
  13269. texture.generateMipmaps = false;
  13270. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13271. } else {
  13272. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13273. textureProperties.__maxMipLevel = 0;
  13274. }
  13275. }
  13276. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13277. generateMipmap( textureType, texture, image.width, image.height );
  13278. }
  13279. textureProperties.__version = texture.version;
  13280. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13281. }
  13282. // Render targets
  13283. // Setup storage for target texture and bind it to correct framebuffer
  13284. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13285. var glFormat = utils.convert( renderTarget.texture.format );
  13286. var glType = utils.convert( renderTarget.texture.type );
  13287. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13288. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13289. _gl.bindFramebuffer( 36160, framebuffer );
  13290. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13291. _gl.bindFramebuffer( 36160, null );
  13292. }
  13293. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13294. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13295. _gl.bindRenderbuffer( 36161, renderbuffer );
  13296. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13297. var glInternalFormat = 33189;
  13298. if ( isMultisample ) {
  13299. var depthTexture = renderTarget.depthTexture;
  13300. if ( depthTexture && depthTexture.isDepthTexture ) {
  13301. if ( depthTexture.type === FloatType ) {
  13302. glInternalFormat = 36012;
  13303. } else if ( depthTexture.type === UnsignedIntType ) {
  13304. glInternalFormat = 33190;
  13305. }
  13306. }
  13307. var samples = getRenderTargetSamples( renderTarget );
  13308. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13309. } else {
  13310. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13311. }
  13312. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13313. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13314. if ( isMultisample ) {
  13315. var samples = getRenderTargetSamples( renderTarget );
  13316. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13317. } else {
  13318. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13319. }
  13320. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13321. } else {
  13322. var glFormat = utils.convert( renderTarget.texture.format );
  13323. var glType = utils.convert( renderTarget.texture.type );
  13324. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13325. if ( isMultisample ) {
  13326. var samples = getRenderTargetSamples( renderTarget );
  13327. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13328. } else {
  13329. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13330. }
  13331. }
  13332. _gl.bindRenderbuffer( 36161, null );
  13333. }
  13334. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13335. function setupDepthTexture( framebuffer, renderTarget ) {
  13336. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13337. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13338. _gl.bindFramebuffer( 36160, framebuffer );
  13339. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13340. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13341. }
  13342. // upload an empty depth texture with framebuffer size
  13343. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13344. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13345. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13346. renderTarget.depthTexture.image.width = renderTarget.width;
  13347. renderTarget.depthTexture.image.height = renderTarget.height;
  13348. renderTarget.depthTexture.needsUpdate = true;
  13349. }
  13350. setTexture2D( renderTarget.depthTexture, 0 );
  13351. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13352. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13353. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13354. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13355. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13356. } else {
  13357. throw new Error( 'Unknown depthTexture format' );
  13358. }
  13359. }
  13360. // Setup GL resources for a non-texture depth buffer
  13361. function setupDepthRenderbuffer( renderTarget ) {
  13362. var renderTargetProperties = properties.get( renderTarget );
  13363. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13364. if ( renderTarget.depthTexture ) {
  13365. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13366. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13367. } else {
  13368. if ( isCube ) {
  13369. renderTargetProperties.__webglDepthbuffer = [];
  13370. for ( var i = 0; i < 6; i ++ ) {
  13371. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13372. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13373. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13374. }
  13375. } else {
  13376. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13377. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13378. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13379. }
  13380. }
  13381. _gl.bindFramebuffer( 36160, null );
  13382. }
  13383. // Set up GL resources for the render target
  13384. function setupRenderTarget( renderTarget ) {
  13385. var renderTargetProperties = properties.get( renderTarget );
  13386. var textureProperties = properties.get( renderTarget.texture );
  13387. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13388. textureProperties.__webglTexture = _gl.createTexture();
  13389. info.memory.textures ++;
  13390. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13391. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13392. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13393. // Handles WebGL2 RGBFormat fallback - #18858
  13394. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13395. renderTarget.texture.format = RGBAFormat;
  13396. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13397. }
  13398. // Setup framebuffer
  13399. if ( isCube ) {
  13400. renderTargetProperties.__webglFramebuffer = [];
  13401. for ( var i = 0; i < 6; i ++ ) {
  13402. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13403. }
  13404. } else {
  13405. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13406. if ( isMultisample ) {
  13407. if ( isWebGL2 ) {
  13408. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13409. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13410. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13411. var glFormat = utils.convert( renderTarget.texture.format );
  13412. var glType = utils.convert( renderTarget.texture.type );
  13413. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13414. var samples = getRenderTargetSamples( renderTarget );
  13415. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13416. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13417. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13418. _gl.bindRenderbuffer( 36161, null );
  13419. if ( renderTarget.depthBuffer ) {
  13420. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13421. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13422. }
  13423. _gl.bindFramebuffer( 36160, null );
  13424. } else {
  13425. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13426. }
  13427. }
  13428. }
  13429. // Setup color buffer
  13430. if ( isCube ) {
  13431. state.bindTexture( 34067, textureProperties.__webglTexture );
  13432. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13433. for ( var i = 0; i < 6; i ++ ) {
  13434. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13435. }
  13436. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13437. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13438. }
  13439. state.bindTexture( 34067, null );
  13440. } else {
  13441. state.bindTexture( 3553, textureProperties.__webglTexture );
  13442. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13443. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13444. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13445. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13446. }
  13447. state.bindTexture( 3553, null );
  13448. }
  13449. // Setup depth and stencil buffers
  13450. if ( renderTarget.depthBuffer ) {
  13451. setupDepthRenderbuffer( renderTarget );
  13452. }
  13453. }
  13454. function updateRenderTargetMipmap( renderTarget ) {
  13455. var texture = renderTarget.texture;
  13456. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13457. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13458. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13459. var webglTexture = properties.get( texture ).__webglTexture;
  13460. state.bindTexture( target, webglTexture );
  13461. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13462. state.bindTexture( target, null );
  13463. }
  13464. }
  13465. function updateMultisampleRenderTarget( renderTarget ) {
  13466. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13467. if ( isWebGL2 ) {
  13468. var renderTargetProperties = properties.get( renderTarget );
  13469. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13470. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13471. var width = renderTarget.width;
  13472. var height = renderTarget.height;
  13473. var mask = 16384;
  13474. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13475. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13476. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13477. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13478. } else {
  13479. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13480. }
  13481. }
  13482. }
  13483. function getRenderTargetSamples( renderTarget ) {
  13484. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13485. Math.min( maxSamples, renderTarget.samples ) : 0;
  13486. }
  13487. function updateVideoTexture( texture ) {
  13488. var frame = info.render.frame;
  13489. // Check the last frame we updated the VideoTexture
  13490. if ( _videoTextures.get( texture ) !== frame ) {
  13491. _videoTextures.set( texture, frame );
  13492. texture.update();
  13493. }
  13494. }
  13495. // backwards compatibility
  13496. var warnedTexture2D = false;
  13497. var warnedTextureCube = false;
  13498. function safeSetTexture2D( texture, slot ) {
  13499. if ( texture && texture.isWebGLRenderTarget ) {
  13500. if ( warnedTexture2D === false ) {
  13501. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13502. warnedTexture2D = true;
  13503. }
  13504. texture = texture.texture;
  13505. }
  13506. setTexture2D( texture, slot );
  13507. }
  13508. function safeSetTextureCube( texture, slot ) {
  13509. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13510. if ( warnedTextureCube === false ) {
  13511. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13512. warnedTextureCube = true;
  13513. }
  13514. texture = texture.texture;
  13515. }
  13516. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13517. // TODO: unify these code paths
  13518. if ( ( texture && texture.isCubeTexture ) ||
  13519. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13520. // CompressedTexture can have Array in image :/
  13521. // this function alone should take care of cube textures
  13522. setTextureCube( texture, slot );
  13523. } else {
  13524. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13525. setTextureCubeDynamic( texture, slot );
  13526. }
  13527. }
  13528. //
  13529. this.allocateTextureUnit = allocateTextureUnit;
  13530. this.resetTextureUnits = resetTextureUnits;
  13531. this.setTexture2D = setTexture2D;
  13532. this.setTexture2DArray = setTexture2DArray;
  13533. this.setTexture3D = setTexture3D;
  13534. this.setTextureCube = setTextureCube;
  13535. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13536. this.setupRenderTarget = setupRenderTarget;
  13537. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13538. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13539. this.safeSetTexture2D = safeSetTexture2D;
  13540. this.safeSetTextureCube = safeSetTextureCube;
  13541. }
  13542. /**
  13543. * @author thespite / http://www.twitter.com/thespite
  13544. */
  13545. function WebGLUtils( gl, extensions, capabilities ) {
  13546. var isWebGL2 = capabilities.isWebGL2;
  13547. function convert( p ) {
  13548. var extension;
  13549. if ( p === UnsignedByteType ) { return 5121; }
  13550. if ( p === UnsignedShort4444Type ) { return 32819; }
  13551. if ( p === UnsignedShort5551Type ) { return 32820; }
  13552. if ( p === UnsignedShort565Type ) { return 33635; }
  13553. if ( p === ByteType ) { return 5120; }
  13554. if ( p === ShortType ) { return 5122; }
  13555. if ( p === UnsignedShortType ) { return 5123; }
  13556. if ( p === IntType ) { return 5124; }
  13557. if ( p === UnsignedIntType ) { return 5125; }
  13558. if ( p === FloatType ) { return 5126; }
  13559. if ( p === HalfFloatType ) {
  13560. if ( isWebGL2 ) { return 5131; }
  13561. extension = extensions.get( 'OES_texture_half_float' );
  13562. if ( extension !== null ) {
  13563. return extension.HALF_FLOAT_OES;
  13564. } else {
  13565. return null;
  13566. }
  13567. }
  13568. if ( p === AlphaFormat ) { return 6406; }
  13569. if ( p === RGBFormat ) { return 6407; }
  13570. if ( p === RGBAFormat ) { return 6408; }
  13571. if ( p === LuminanceFormat ) { return 6409; }
  13572. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13573. if ( p === DepthFormat ) { return 6402; }
  13574. if ( p === DepthStencilFormat ) { return 34041; }
  13575. if ( p === RedFormat ) { return 6403; }
  13576. // WebGL2 formats.
  13577. if ( p === RedIntegerFormat ) { return 36244; }
  13578. if ( p === RGFormat ) { return 33319; }
  13579. if ( p === RGIntegerFormat ) { return 33320; }
  13580. if ( p === RGBIntegerFormat ) { return 36248; }
  13581. if ( p === RGBAIntegerFormat ) { return 36249; }
  13582. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13583. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13584. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13585. if ( extension !== null ) {
  13586. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13587. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13588. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13589. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13590. } else {
  13591. return null;
  13592. }
  13593. }
  13594. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13595. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13596. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13597. if ( extension !== null ) {
  13598. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13599. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13600. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13601. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13602. } else {
  13603. return null;
  13604. }
  13605. }
  13606. if ( p === RGB_ETC1_Format ) {
  13607. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13608. if ( extension !== null ) {
  13609. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13610. } else {
  13611. return null;
  13612. }
  13613. }
  13614. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13615. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13616. if ( extension !== null ) {
  13617. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13618. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13619. }
  13620. }
  13621. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13622. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13623. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13624. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13625. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13626. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13627. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13628. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13629. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13630. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13631. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13632. if ( extension !== null ) {
  13633. // TODO Complete?
  13634. return p;
  13635. } else {
  13636. return null;
  13637. }
  13638. }
  13639. if ( p === RGBA_BPTC_Format ) {
  13640. extension = extensions.get( 'EXT_texture_compression_bptc' );
  13641. if ( extension !== null ) {
  13642. // TODO Complete?
  13643. return p;
  13644. } else {
  13645. return null;
  13646. }
  13647. }
  13648. if ( p === UnsignedInt248Type ) {
  13649. if ( isWebGL2 ) { return 34042; }
  13650. extension = extensions.get( 'WEBGL_depth_texture' );
  13651. if ( extension !== null ) {
  13652. return extension.UNSIGNED_INT_24_8_WEBGL;
  13653. } else {
  13654. return null;
  13655. }
  13656. }
  13657. }
  13658. return { convert: convert };
  13659. }
  13660. /**
  13661. * @author mrdoob / http://mrdoob.com/
  13662. */
  13663. function ArrayCamera( array ) {
  13664. PerspectiveCamera.call( this );
  13665. this.cameras = array || [];
  13666. }
  13667. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13668. constructor: ArrayCamera,
  13669. isArrayCamera: true
  13670. } );
  13671. /**
  13672. * @author mrdoob / http://mrdoob.com/
  13673. */
  13674. function Group() {
  13675. Object3D.call( this );
  13676. this.type = 'Group';
  13677. }
  13678. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13679. constructor: Group,
  13680. isGroup: true
  13681. } );
  13682. /**
  13683. * @author mrdoob / http://mrdoob.com/
  13684. */
  13685. function WebXRManager( renderer, gl ) {
  13686. var scope = this;
  13687. var session = null;
  13688. var framebufferScaleFactor = 1.0;
  13689. var referenceSpace = null;
  13690. var referenceSpaceType = 'local-floor';
  13691. var pose = null;
  13692. var controllers = [];
  13693. var inputSourcesMap = new Map();
  13694. //
  13695. var cameraL = new PerspectiveCamera();
  13696. cameraL.layers.enable( 1 );
  13697. cameraL.viewport = new Vector4();
  13698. var cameraR = new PerspectiveCamera();
  13699. cameraR.layers.enable( 2 );
  13700. cameraR.viewport = new Vector4();
  13701. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13702. cameraVR.layers.enable( 1 );
  13703. cameraVR.layers.enable( 2 );
  13704. var _currentDepthNear = null;
  13705. var _currentDepthFar = null;
  13706. //
  13707. this.enabled = false;
  13708. this.isPresenting = false;
  13709. this.getController = function ( id ) {
  13710. var controller = controllers[ id ];
  13711. if ( controller === undefined ) {
  13712. controller = {};
  13713. controllers[ id ] = controller;
  13714. }
  13715. if ( controller.targetRay === undefined ) {
  13716. controller.targetRay = new Group();
  13717. controller.targetRay.matrixAutoUpdate = false;
  13718. controller.targetRay.visible = false;
  13719. }
  13720. return controller.targetRay;
  13721. };
  13722. this.getControllerGrip = function ( id ) {
  13723. var controller = controllers[ id ];
  13724. if ( controller === undefined ) {
  13725. controller = {};
  13726. controllers[ id ] = controller;
  13727. }
  13728. if ( controller.grip === undefined ) {
  13729. controller.grip = new Group();
  13730. controller.grip.matrixAutoUpdate = false;
  13731. controller.grip.visible = false;
  13732. }
  13733. return controller.grip;
  13734. };
  13735. //
  13736. function onSessionEvent( event ) {
  13737. var controller = inputSourcesMap.get( event.inputSource );
  13738. if ( controller ) {
  13739. if ( controller.targetRay ) {
  13740. controller.targetRay.dispatchEvent( { type: event.type } );
  13741. }
  13742. if ( controller.grip ) {
  13743. controller.grip.dispatchEvent( { type: event.type } );
  13744. }
  13745. }
  13746. }
  13747. function onSessionEnd() {
  13748. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13749. if ( controller.targetRay ) {
  13750. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13751. controller.targetRay.visible = false;
  13752. }
  13753. if ( controller.grip ) {
  13754. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13755. controller.grip.visible = false;
  13756. }
  13757. } );
  13758. inputSourcesMap.clear();
  13759. //
  13760. renderer.setFramebuffer( null );
  13761. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13762. animation.stop();
  13763. scope.isPresenting = false;
  13764. scope.dispatchEvent( { type: 'sessionend' } );
  13765. }
  13766. function onRequestReferenceSpace( value ) {
  13767. referenceSpace = value;
  13768. animation.setContext( session );
  13769. animation.start();
  13770. scope.isPresenting = true;
  13771. scope.dispatchEvent( { type: 'sessionstart' } );
  13772. }
  13773. this.setFramebufferScaleFactor = function ( value ) {
  13774. framebufferScaleFactor = value;
  13775. // Warn if function is used while presenting
  13776. if ( scope.isPresenting == true ) {
  13777. console.warn( "WebXRManager: Cannot change framebuffer scale while presenting VR content" );
  13778. }
  13779. };
  13780. this.setReferenceSpaceType = function ( value ) {
  13781. referenceSpaceType = value;
  13782. };
  13783. this.getReferenceSpace = function () {
  13784. return referenceSpace;
  13785. };
  13786. this.getSession = function () {
  13787. return session;
  13788. };
  13789. this.setSession = function ( value ) {
  13790. session = value;
  13791. if ( session !== null ) {
  13792. session.addEventListener( 'select', onSessionEvent );
  13793. session.addEventListener( 'selectstart', onSessionEvent );
  13794. session.addEventListener( 'selectend', onSessionEvent );
  13795. session.addEventListener( 'squeeze', onSessionEvent );
  13796. session.addEventListener( 'squeezestart', onSessionEvent );
  13797. session.addEventListener( 'squeezeend', onSessionEvent );
  13798. session.addEventListener( 'end', onSessionEnd );
  13799. var attributes = gl.getContextAttributes();
  13800. var layerInit = {
  13801. antialias: attributes.antialias,
  13802. alpha: attributes.alpha,
  13803. depth: attributes.depth,
  13804. stencil: attributes.stencil,
  13805. framebufferScaleFactor: framebufferScaleFactor
  13806. };
  13807. // eslint-disable-next-line no-undef
  13808. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13809. session.updateRenderState( { baseLayer: baseLayer } );
  13810. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13811. //
  13812. session.addEventListener( 'inputsourceschange', updateInputSources );
  13813. }
  13814. };
  13815. function updateInputSources( event ) {
  13816. var inputSources = session.inputSources;
  13817. // Assign inputSources to available controllers
  13818. for ( var i = 0; i < controllers.length; i ++ ) {
  13819. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13820. }
  13821. // Notify disconnected
  13822. for ( var i = 0; i < event.removed.length; i ++ ) {
  13823. var inputSource = event.removed[ i ];
  13824. var controller = inputSourcesMap.get( inputSource );
  13825. if ( controller ) {
  13826. if ( controller.targetRay ) {
  13827. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13828. }
  13829. if ( controller.grip ) {
  13830. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13831. }
  13832. inputSourcesMap.delete( inputSource );
  13833. }
  13834. }
  13835. // Notify connected
  13836. for ( var i = 0; i < event.added.length; i ++ ) {
  13837. var inputSource = event.added[ i ];
  13838. var controller = inputSourcesMap.get( inputSource );
  13839. if ( controller ) {
  13840. if ( controller.targetRay ) {
  13841. controller.targetRay.dispatchEvent( { type: 'connected', data: inputSource } );
  13842. }
  13843. if ( controller.grip ) {
  13844. controller.grip.dispatchEvent( { type: 'connected', data: inputSource } );
  13845. }
  13846. }
  13847. }
  13848. }
  13849. //
  13850. var cameraLPos = new Vector3();
  13851. var cameraRPos = new Vector3();
  13852. /**
  13853. * @author jsantell / https://www.jsantell.com/
  13854. *
  13855. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13856. * the cameras' projection and world matrices have already been set.
  13857. * And that near and far planes are identical for both cameras.
  13858. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13859. */
  13860. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13861. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13862. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13863. var ipd = cameraLPos.distanceTo( cameraRPos );
  13864. var projL = cameraL.projectionMatrix.elements;
  13865. var projR = cameraR.projectionMatrix.elements;
  13866. // VR systems will have identical far and near planes, and
  13867. // most likely identical top and bottom frustum extents.
  13868. // Use the left camera for these values.
  13869. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13870. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13871. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13872. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13873. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13874. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13875. var left = near * leftFov;
  13876. var right = near * rightFov;
  13877. // Calculate the new camera's position offset from the
  13878. // left camera. xOffset should be roughly half `ipd`.
  13879. var zOffset = ipd / ( - leftFov + rightFov );
  13880. var xOffset = zOffset * - leftFov;
  13881. // TODO: Better way to apply this offset?
  13882. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13883. camera.translateX( xOffset );
  13884. camera.translateZ( zOffset );
  13885. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13886. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13887. // Find the union of the frustum values of the cameras and scale
  13888. // the values so that the near plane's position does not change in world space,
  13889. // although must now be relative to the new union camera.
  13890. var near2 = near + zOffset;
  13891. var far2 = far + zOffset;
  13892. var left2 = left - xOffset;
  13893. var right2 = right + ( ipd - xOffset );
  13894. var top2 = topFov * far / far2 * near2;
  13895. var bottom2 = bottomFov * far / far2 * near2;
  13896. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13897. }
  13898. function updateCamera( camera, parent ) {
  13899. if ( parent === null ) {
  13900. camera.matrixWorld.copy( camera.matrix );
  13901. } else {
  13902. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13903. }
  13904. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13905. }
  13906. this.getCamera = function ( camera ) {
  13907. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  13908. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  13909. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  13910. // Note that the new renderState won't apply until the next frame. See #18320
  13911. session.updateRenderState( {
  13912. depthNear: cameraVR.near,
  13913. depthFar: cameraVR.far
  13914. } );
  13915. _currentDepthNear = cameraVR.near;
  13916. _currentDepthFar = cameraVR.far;
  13917. }
  13918. var parent = camera.parent;
  13919. var cameras = cameraVR.cameras;
  13920. updateCamera( cameraVR, parent );
  13921. for ( var i = 0; i < cameras.length; i ++ ) {
  13922. updateCamera( cameras[ i ], parent );
  13923. }
  13924. // update camera and its children
  13925. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13926. var children = camera.children;
  13927. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13928. children[ i ].updateMatrixWorld( true );
  13929. }
  13930. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13931. return cameraVR;
  13932. };
  13933. // Animation Loop
  13934. var onAnimationFrameCallback = null;
  13935. function onAnimationFrame( time, frame ) {
  13936. pose = frame.getViewerPose( referenceSpace );
  13937. if ( pose !== null ) {
  13938. var views = pose.views;
  13939. var baseLayer = session.renderState.baseLayer;
  13940. renderer.setFramebuffer( baseLayer.framebuffer );
  13941. for ( var i = 0; i < views.length; i ++ ) {
  13942. var view = views[ i ];
  13943. var viewport = baseLayer.getViewport( view );
  13944. var camera = cameraVR.cameras[ i ];
  13945. camera.matrix.fromArray( view.transform.matrix );
  13946. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13947. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13948. if ( i === 0 ) {
  13949. cameraVR.matrix.copy( camera.matrix );
  13950. }
  13951. }
  13952. }
  13953. //
  13954. var inputSources = session.inputSources;
  13955. for ( var i = 0; i < controllers.length; i ++ ) {
  13956. var controller = controllers[ i ];
  13957. var inputSource = inputSources[ i ];
  13958. var inputPose = null;
  13959. var gripPose = null;
  13960. if ( inputSource ) {
  13961. if ( controller.targetRay ) {
  13962. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13963. if ( inputPose !== null ) {
  13964. controller.targetRay.matrix.fromArray( inputPose.transform.matrix );
  13965. controller.targetRay.matrix.decompose( controller.targetRay.position, controller.targetRay.rotation, controller.targetRay.scale );
  13966. }
  13967. }
  13968. if ( controller.grip && inputSource.gripSpace ) {
  13969. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13970. if ( gripPose !== null ) {
  13971. controller.grip.matrix.fromArray( gripPose.transform.matrix );
  13972. controller.grip.matrix.decompose( controller.grip.position, controller.grip.rotation, controller.grip.scale );
  13973. }
  13974. }
  13975. }
  13976. if ( controller.targetRay ) {
  13977. controller.targetRay.visible = inputPose !== null;
  13978. }
  13979. if ( controller.grip ) {
  13980. controller.grip.visible = gripPose !== null;
  13981. }
  13982. }
  13983. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  13984. }
  13985. var animation = new WebGLAnimation();
  13986. animation.setAnimationLoop( onAnimationFrame );
  13987. this.setAnimationLoop = function ( callback ) {
  13988. onAnimationFrameCallback = callback;
  13989. };
  13990. this.dispose = function () {};
  13991. }
  13992. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13993. /**
  13994. * @author supereggbert / http://www.paulbrunt.co.uk/
  13995. * @author mrdoob / http://mrdoob.com/
  13996. * @author alteredq / http://alteredqualia.com/
  13997. * @author szimek / https://github.com/szimek/
  13998. * @author tschw
  13999. */
  14000. function WebGLRenderer( parameters ) {
  14001. parameters = parameters || {};
  14002. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14003. _context = parameters.context !== undefined ? parameters.context : null,
  14004. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14005. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14006. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14007. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14008. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14009. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14010. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14011. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14012. var currentRenderList = null;
  14013. var currentRenderState = null;
  14014. // public properties
  14015. this.domElement = _canvas;
  14016. // Debug configuration container
  14017. this.debug = {
  14018. /**
  14019. * Enables error checking and reporting when shader programs are being compiled
  14020. * @type {boolean}
  14021. */
  14022. checkShaderErrors: true
  14023. };
  14024. // clearing
  14025. this.autoClear = true;
  14026. this.autoClearColor = true;
  14027. this.autoClearDepth = true;
  14028. this.autoClearStencil = true;
  14029. // scene graph
  14030. this.sortObjects = true;
  14031. // user-defined clipping
  14032. this.clippingPlanes = [];
  14033. this.localClippingEnabled = false;
  14034. // physically based shading
  14035. this.gammaFactor = 2.0; // for backwards compatibility
  14036. this.outputEncoding = LinearEncoding;
  14037. // physical lights
  14038. this.physicallyCorrectLights = false;
  14039. // tone mapping
  14040. this.toneMapping = LinearToneMapping;
  14041. this.toneMappingExposure = 1.0;
  14042. this.toneMappingWhitePoint = 1.0;
  14043. // morphs
  14044. this.maxMorphTargets = 8;
  14045. this.maxMorphNormals = 4;
  14046. // internal properties
  14047. var _this = this,
  14048. _isContextLost = false,
  14049. // internal state cache
  14050. _framebuffer = null,
  14051. _currentActiveCubeFace = 0,
  14052. _currentActiveMipmapLevel = 0,
  14053. _currentRenderTarget = null,
  14054. _currentFramebuffer = null,
  14055. _currentMaterialId = - 1,
  14056. // geometry and program caching
  14057. _currentGeometryProgram = {
  14058. geometry: null,
  14059. program: null,
  14060. wireframe: false
  14061. },
  14062. _currentCamera = null,
  14063. _currentArrayCamera = null,
  14064. _currentViewport = new Vector4(),
  14065. _currentScissor = new Vector4(),
  14066. _currentScissorTest = null,
  14067. //
  14068. _width = _canvas.width,
  14069. _height = _canvas.height,
  14070. _pixelRatio = 1,
  14071. _opaqueSort = null,
  14072. _transparentSort = null,
  14073. _viewport = new Vector4( 0, 0, _width, _height ),
  14074. _scissor = new Vector4( 0, 0, _width, _height ),
  14075. _scissorTest = false,
  14076. // frustum
  14077. _frustum = new Frustum(),
  14078. // clipping
  14079. _clipping = new WebGLClipping(),
  14080. _clippingEnabled = false,
  14081. _localClippingEnabled = false,
  14082. // camera matrices cache
  14083. _projScreenMatrix = new Matrix4(),
  14084. _vector3 = new Vector3();
  14085. function getTargetPixelRatio() {
  14086. return _currentRenderTarget === null ? _pixelRatio : 1;
  14087. }
  14088. // initialize
  14089. var _gl;
  14090. try {
  14091. var contextAttributes = {
  14092. alpha: _alpha,
  14093. depth: _depth,
  14094. stencil: _stencil,
  14095. antialias: _antialias,
  14096. premultipliedAlpha: _premultipliedAlpha,
  14097. preserveDrawingBuffer: _preserveDrawingBuffer,
  14098. powerPreference: _powerPreference,
  14099. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14100. xrCompatible: true
  14101. };
  14102. // event listeners must be registered before WebGL context is created, see #12753
  14103. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14104. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14105. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14106. if ( _gl === null ) {
  14107. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14108. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14109. } else {
  14110. throw new Error( 'Error creating WebGL context.' );
  14111. }
  14112. }
  14113. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14114. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14115. _gl.getShaderPrecisionFormat = function () {
  14116. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14117. };
  14118. }
  14119. } catch ( error ) {
  14120. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14121. throw error;
  14122. }
  14123. var extensions, capabilities, state, info;
  14124. var properties, textures, attributes, geometries, objects;
  14125. var programCache, renderLists, renderStates;
  14126. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14127. var utils;
  14128. function initGLContext() {
  14129. extensions = new WebGLExtensions( _gl );
  14130. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14131. if ( capabilities.isWebGL2 === false ) {
  14132. extensions.get( 'WEBGL_depth_texture' );
  14133. extensions.get( 'OES_texture_float' );
  14134. extensions.get( 'OES_texture_half_float' );
  14135. extensions.get( 'OES_texture_half_float_linear' );
  14136. extensions.get( 'OES_standard_derivatives' );
  14137. extensions.get( 'OES_element_index_uint' );
  14138. extensions.get( 'ANGLE_instanced_arrays' );
  14139. }
  14140. extensions.get( 'OES_texture_float_linear' );
  14141. utils = new WebGLUtils( _gl, extensions, capabilities );
  14142. state = new WebGLState( _gl, extensions, capabilities );
  14143. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14144. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14145. info = new WebGLInfo( _gl );
  14146. properties = new WebGLProperties();
  14147. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14148. attributes = new WebGLAttributes( _gl, capabilities );
  14149. geometries = new WebGLGeometries( _gl, attributes, info );
  14150. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14151. morphtargets = new WebGLMorphtargets( _gl );
  14152. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14153. renderLists = new WebGLRenderLists();
  14154. renderStates = new WebGLRenderStates();
  14155. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14156. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14157. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14158. info.programs = programCache.programs;
  14159. _this.capabilities = capabilities;
  14160. _this.extensions = extensions;
  14161. _this.properties = properties;
  14162. _this.renderLists = renderLists;
  14163. _this.state = state;
  14164. _this.info = info;
  14165. }
  14166. initGLContext();
  14167. // xr
  14168. var xr = new WebXRManager( _this, _gl );
  14169. this.xr = xr;
  14170. // shadow map
  14171. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14172. this.shadowMap = shadowMap;
  14173. // API
  14174. this.getContext = function () {
  14175. return _gl;
  14176. };
  14177. this.getContextAttributes = function () {
  14178. return _gl.getContextAttributes();
  14179. };
  14180. this.forceContextLoss = function () {
  14181. var extension = extensions.get( 'WEBGL_lose_context' );
  14182. if ( extension ) { extension.loseContext(); }
  14183. };
  14184. this.forceContextRestore = function () {
  14185. var extension = extensions.get( 'WEBGL_lose_context' );
  14186. if ( extension ) { extension.restoreContext(); }
  14187. };
  14188. this.getPixelRatio = function () {
  14189. return _pixelRatio;
  14190. };
  14191. this.setPixelRatio = function ( value ) {
  14192. if ( value === undefined ) { return; }
  14193. _pixelRatio = value;
  14194. this.setSize( _width, _height, false );
  14195. };
  14196. this.getSize = function ( target ) {
  14197. if ( target === undefined ) {
  14198. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14199. target = new Vector2();
  14200. }
  14201. return target.set( _width, _height );
  14202. };
  14203. this.setSize = function ( width, height, updateStyle ) {
  14204. if ( xr.isPresenting ) {
  14205. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14206. return;
  14207. }
  14208. _width = width;
  14209. _height = height;
  14210. _canvas.width = Math.floor( width * _pixelRatio );
  14211. _canvas.height = Math.floor( height * _pixelRatio );
  14212. if ( updateStyle !== false ) {
  14213. _canvas.style.width = width + 'px';
  14214. _canvas.style.height = height + 'px';
  14215. }
  14216. this.setViewport( 0, 0, width, height );
  14217. };
  14218. this.getDrawingBufferSize = function ( target ) {
  14219. if ( target === undefined ) {
  14220. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14221. target = new Vector2();
  14222. }
  14223. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14224. };
  14225. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14226. _width = width;
  14227. _height = height;
  14228. _pixelRatio = pixelRatio;
  14229. _canvas.width = Math.floor( width * pixelRatio );
  14230. _canvas.height = Math.floor( height * pixelRatio );
  14231. this.setViewport( 0, 0, width, height );
  14232. };
  14233. this.getCurrentViewport = function ( target ) {
  14234. if ( target === undefined ) {
  14235. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14236. target = new Vector4();
  14237. }
  14238. return target.copy( _currentViewport );
  14239. };
  14240. this.getViewport = function ( target ) {
  14241. return target.copy( _viewport );
  14242. };
  14243. this.setViewport = function ( x, y, width, height ) {
  14244. if ( x.isVector4 ) {
  14245. _viewport.set( x.x, x.y, x.z, x.w );
  14246. } else {
  14247. _viewport.set( x, y, width, height );
  14248. }
  14249. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14250. };
  14251. this.getScissor = function ( target ) {
  14252. return target.copy( _scissor );
  14253. };
  14254. this.setScissor = function ( x, y, width, height ) {
  14255. if ( x.isVector4 ) {
  14256. _scissor.set( x.x, x.y, x.z, x.w );
  14257. } else {
  14258. _scissor.set( x, y, width, height );
  14259. }
  14260. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14261. };
  14262. this.getScissorTest = function () {
  14263. return _scissorTest;
  14264. };
  14265. this.setScissorTest = function ( boolean ) {
  14266. state.setScissorTest( _scissorTest = boolean );
  14267. };
  14268. this.setOpaqueSort = function ( method ) {
  14269. _opaqueSort = method;
  14270. };
  14271. this.setTransparentSort = function ( method ) {
  14272. _transparentSort = method;
  14273. };
  14274. // Clearing
  14275. this.getClearColor = function () {
  14276. return background.getClearColor();
  14277. };
  14278. this.setClearColor = function () {
  14279. background.setClearColor.apply( background, arguments );
  14280. };
  14281. this.getClearAlpha = function () {
  14282. return background.getClearAlpha();
  14283. };
  14284. this.setClearAlpha = function () {
  14285. background.setClearAlpha.apply( background, arguments );
  14286. };
  14287. this.clear = function ( color, depth, stencil ) {
  14288. var bits = 0;
  14289. if ( color === undefined || color ) { bits |= 16384; }
  14290. if ( depth === undefined || depth ) { bits |= 256; }
  14291. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14292. _gl.clear( bits );
  14293. };
  14294. this.clearColor = function () {
  14295. this.clear( true, false, false );
  14296. };
  14297. this.clearDepth = function () {
  14298. this.clear( false, true, false );
  14299. };
  14300. this.clearStencil = function () {
  14301. this.clear( false, false, true );
  14302. };
  14303. //
  14304. this.dispose = function () {
  14305. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14306. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14307. renderLists.dispose();
  14308. renderStates.dispose();
  14309. properties.dispose();
  14310. objects.dispose();
  14311. xr.dispose();
  14312. animation.stop();
  14313. };
  14314. // Events
  14315. function onContextLost( event ) {
  14316. event.preventDefault();
  14317. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14318. _isContextLost = true;
  14319. }
  14320. function onContextRestore( /* event */ ) {
  14321. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14322. _isContextLost = false;
  14323. initGLContext();
  14324. }
  14325. function onMaterialDispose( event ) {
  14326. var material = event.target;
  14327. material.removeEventListener( 'dispose', onMaterialDispose );
  14328. deallocateMaterial( material );
  14329. }
  14330. // Buffer deallocation
  14331. function deallocateMaterial( material ) {
  14332. releaseMaterialProgramReference( material );
  14333. properties.remove( material );
  14334. }
  14335. function releaseMaterialProgramReference( material ) {
  14336. var programInfo = properties.get( material ).program;
  14337. material.program = undefined;
  14338. if ( programInfo !== undefined ) {
  14339. programCache.releaseProgram( programInfo );
  14340. }
  14341. }
  14342. // Buffer rendering
  14343. function renderObjectImmediate( object, program ) {
  14344. object.render( function ( object ) {
  14345. _this.renderBufferImmediate( object, program );
  14346. } );
  14347. }
  14348. this.renderBufferImmediate = function ( object, program ) {
  14349. state.initAttributes();
  14350. var buffers = properties.get( object );
  14351. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14352. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14353. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14354. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14355. var programAttributes = program.getAttributes();
  14356. if ( object.hasPositions ) {
  14357. _gl.bindBuffer( 34962, buffers.position );
  14358. _gl.bufferData( 34962, object.positionArray, 35048 );
  14359. state.enableAttribute( programAttributes.position );
  14360. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14361. }
  14362. if ( object.hasNormals ) {
  14363. _gl.bindBuffer( 34962, buffers.normal );
  14364. _gl.bufferData( 34962, object.normalArray, 35048 );
  14365. state.enableAttribute( programAttributes.normal );
  14366. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14367. }
  14368. if ( object.hasUvs ) {
  14369. _gl.bindBuffer( 34962, buffers.uv );
  14370. _gl.bufferData( 34962, object.uvArray, 35048 );
  14371. state.enableAttribute( programAttributes.uv );
  14372. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14373. }
  14374. if ( object.hasColors ) {
  14375. _gl.bindBuffer( 34962, buffers.color );
  14376. _gl.bufferData( 34962, object.colorArray, 35048 );
  14377. state.enableAttribute( programAttributes.color );
  14378. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14379. }
  14380. state.disableUnusedAttributes();
  14381. _gl.drawArrays( 4, 0, object.count );
  14382. object.count = 0;
  14383. };
  14384. var tempScene = new Scene();
  14385. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14386. if ( scene === null ) { scene = tempScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14387. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14388. var program = setProgram( camera, scene, material, object );
  14389. state.setMaterial( material, frontFaceCW );
  14390. var updateBuffers = false;
  14391. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14392. _currentGeometryProgram.program !== program.id ||
  14393. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14394. _currentGeometryProgram.geometry = geometry.id;
  14395. _currentGeometryProgram.program = program.id;
  14396. _currentGeometryProgram.wireframe = material.wireframe === true;
  14397. updateBuffers = true;
  14398. }
  14399. if ( material.morphTargets || material.morphNormals ) {
  14400. morphtargets.update( object, geometry, material, program );
  14401. updateBuffers = true;
  14402. }
  14403. //
  14404. var index = geometry.index;
  14405. var position = geometry.attributes.position;
  14406. //
  14407. if ( index === null ) {
  14408. if ( position === undefined || position.count === 0 ) { return; }
  14409. } else if ( index.count === 0 ) {
  14410. return;
  14411. }
  14412. //
  14413. var rangeFactor = 1;
  14414. if ( material.wireframe === true ) {
  14415. index = geometries.getWireframeAttribute( geometry );
  14416. rangeFactor = 2;
  14417. }
  14418. var attribute;
  14419. var renderer = bufferRenderer;
  14420. if ( index !== null ) {
  14421. attribute = attributes.get( index );
  14422. renderer = indexedBufferRenderer;
  14423. renderer.setIndex( attribute );
  14424. }
  14425. if ( updateBuffers ) {
  14426. setupVertexAttributes( object, geometry, material, program );
  14427. if ( index !== null ) {
  14428. _gl.bindBuffer( 34963, attribute.buffer );
  14429. }
  14430. }
  14431. //
  14432. var dataCount = ( index !== null ) ? index.count : position.count;
  14433. var rangeStart = geometry.drawRange.start * rangeFactor;
  14434. var rangeCount = geometry.drawRange.count * rangeFactor;
  14435. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14436. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14437. var drawStart = Math.max( rangeStart, groupStart );
  14438. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14439. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14440. if ( drawCount === 0 ) { return; }
  14441. //
  14442. if ( object.isMesh ) {
  14443. if ( material.wireframe === true ) {
  14444. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14445. renderer.setMode( 1 );
  14446. } else {
  14447. renderer.setMode( 4 );
  14448. }
  14449. } else if ( object.isLine ) {
  14450. var lineWidth = material.linewidth;
  14451. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14452. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14453. if ( object.isLineSegments ) {
  14454. renderer.setMode( 1 );
  14455. } else if ( object.isLineLoop ) {
  14456. renderer.setMode( 2 );
  14457. } else {
  14458. renderer.setMode( 3 );
  14459. }
  14460. } else if ( object.isPoints ) {
  14461. renderer.setMode( 0 );
  14462. } else if ( object.isSprite ) {
  14463. renderer.setMode( 4 );
  14464. }
  14465. if ( object.isInstancedMesh ) {
  14466. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14467. } else if ( geometry.isInstancedBufferGeometry ) {
  14468. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14469. } else {
  14470. renderer.render( drawStart, drawCount );
  14471. }
  14472. };
  14473. function setupVertexAttributes( object, geometry, material, program ) {
  14474. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14475. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14476. }
  14477. state.initAttributes();
  14478. var geometryAttributes = geometry.attributes;
  14479. var programAttributes = program.getAttributes();
  14480. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14481. for ( var name in programAttributes ) {
  14482. var programAttribute = programAttributes[ name ];
  14483. if ( programAttribute >= 0 ) {
  14484. var geometryAttribute = geometryAttributes[ name ];
  14485. if ( geometryAttribute !== undefined ) {
  14486. var normalized = geometryAttribute.normalized;
  14487. var size = geometryAttribute.itemSize;
  14488. var attribute = attributes.get( geometryAttribute );
  14489. // TODO Attribute may not be available on context restore
  14490. if ( attribute === undefined ) { continue; }
  14491. var buffer = attribute.buffer;
  14492. var type = attribute.type;
  14493. var bytesPerElement = attribute.bytesPerElement;
  14494. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14495. var data = geometryAttribute.data;
  14496. var stride = data.stride;
  14497. var offset = geometryAttribute.offset;
  14498. if ( data && data.isInstancedInterleavedBuffer ) {
  14499. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14500. if ( geometry.maxInstancedCount === undefined ) {
  14501. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14502. }
  14503. } else {
  14504. state.enableAttribute( programAttribute );
  14505. }
  14506. _gl.bindBuffer( 34962, buffer );
  14507. state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14508. } else {
  14509. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14510. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14511. if ( geometry.maxInstancedCount === undefined ) {
  14512. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14513. }
  14514. } else {
  14515. state.enableAttribute( programAttribute );
  14516. }
  14517. _gl.bindBuffer( 34962, buffer );
  14518. state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14519. }
  14520. } else if ( name === 'instanceMatrix' ) {
  14521. var attribute = attributes.get( object.instanceMatrix );
  14522. // TODO Attribute may not be available on context restore
  14523. if ( attribute === undefined ) { continue; }
  14524. var buffer = attribute.buffer;
  14525. var type = attribute.type;
  14526. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14527. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14528. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14529. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14530. _gl.bindBuffer( 34962, buffer );
  14531. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14532. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14533. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14534. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14535. } else if ( materialDefaultAttributeValues !== undefined ) {
  14536. var value = materialDefaultAttributeValues[ name ];
  14537. if ( value !== undefined ) {
  14538. switch ( value.length ) {
  14539. case 2:
  14540. _gl.vertexAttrib2fv( programAttribute, value );
  14541. break;
  14542. case 3:
  14543. _gl.vertexAttrib3fv( programAttribute, value );
  14544. break;
  14545. case 4:
  14546. _gl.vertexAttrib4fv( programAttribute, value );
  14547. break;
  14548. default:
  14549. _gl.vertexAttrib1fv( programAttribute, value );
  14550. }
  14551. }
  14552. }
  14553. }
  14554. }
  14555. state.disableUnusedAttributes();
  14556. }
  14557. // Compile
  14558. this.compile = function ( scene, camera ) {
  14559. currentRenderState = renderStates.get( scene, camera );
  14560. currentRenderState.init();
  14561. scene.traverse( function ( object ) {
  14562. if ( object.isLight ) {
  14563. currentRenderState.pushLight( object );
  14564. if ( object.castShadow ) {
  14565. currentRenderState.pushShadow( object );
  14566. }
  14567. }
  14568. } );
  14569. currentRenderState.setupLights( camera );
  14570. var compiled = {};
  14571. scene.traverse( function ( object ) {
  14572. if ( object.material ) {
  14573. if ( Array.isArray( object.material ) ) {
  14574. for ( var i = 0; i < object.material.length; i ++ ) {
  14575. if ( object.material[ i ].uuid in compiled === false ) {
  14576. initMaterial( object.material[ i ], scene, object );
  14577. compiled[ object.material[ i ].uuid ] = true;
  14578. }
  14579. }
  14580. } else if ( object.material.uuid in compiled === false ) {
  14581. initMaterial( object.material, scene, object );
  14582. compiled[ object.material.uuid ] = true;
  14583. }
  14584. }
  14585. } );
  14586. };
  14587. // Animation Loop
  14588. var onAnimationFrameCallback = null;
  14589. function onAnimationFrame( time ) {
  14590. if ( xr.isPresenting ) { return; }
  14591. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14592. }
  14593. var animation = new WebGLAnimation();
  14594. animation.setAnimationLoop( onAnimationFrame );
  14595. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14596. this.setAnimationLoop = function ( callback ) {
  14597. onAnimationFrameCallback = callback;
  14598. xr.setAnimationLoop( callback );
  14599. animation.start();
  14600. };
  14601. // Rendering
  14602. this.render = function ( scene, camera ) {
  14603. var renderTarget, forceClear;
  14604. if ( arguments[ 2 ] !== undefined ) {
  14605. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14606. renderTarget = arguments[ 2 ];
  14607. }
  14608. if ( arguments[ 3 ] !== undefined ) {
  14609. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14610. forceClear = arguments[ 3 ];
  14611. }
  14612. if ( ! ( camera && camera.isCamera ) ) {
  14613. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14614. return;
  14615. }
  14616. if ( _isContextLost ) { return; }
  14617. // reset caching for this frame
  14618. _currentGeometryProgram.geometry = null;
  14619. _currentGeometryProgram.program = null;
  14620. _currentGeometryProgram.wireframe = false;
  14621. _currentMaterialId = - 1;
  14622. _currentCamera = null;
  14623. // update scene graph
  14624. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14625. // update camera matrices and frustum
  14626. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14627. if ( xr.enabled && xr.isPresenting ) {
  14628. camera = xr.getCamera( camera );
  14629. }
  14630. //
  14631. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14632. currentRenderState = renderStates.get( scene, camera );
  14633. currentRenderState.init();
  14634. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14635. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  14636. _localClippingEnabled = this.localClippingEnabled;
  14637. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14638. currentRenderList = renderLists.get( scene, camera );
  14639. currentRenderList.init();
  14640. projectObject( scene, camera, 0, _this.sortObjects );
  14641. currentRenderList.finish();
  14642. if ( _this.sortObjects === true ) {
  14643. currentRenderList.sort( _opaqueSort, _transparentSort );
  14644. }
  14645. //
  14646. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14647. var shadowsArray = currentRenderState.state.shadowsArray;
  14648. shadowMap.render( shadowsArray, scene, camera );
  14649. currentRenderState.setupLights( camera );
  14650. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14651. //
  14652. if ( this.info.autoReset ) { this.info.reset(); }
  14653. if ( renderTarget !== undefined ) {
  14654. this.setRenderTarget( renderTarget );
  14655. }
  14656. //
  14657. background.render( currentRenderList, scene, camera, forceClear );
  14658. // render scene
  14659. var opaqueObjects = currentRenderList.opaque;
  14660. var transparentObjects = currentRenderList.transparent;
  14661. if ( scene.overrideMaterial ) {
  14662. var overrideMaterial = scene.overrideMaterial;
  14663. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14664. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14665. } else {
  14666. // opaque pass (front-to-back order)
  14667. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14668. // transparent pass (back-to-front order)
  14669. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14670. }
  14671. //
  14672. scene.onAfterRender( _this, scene, camera );
  14673. //
  14674. if ( _currentRenderTarget !== null ) {
  14675. // Generate mipmap if we're using any kind of mipmap filtering
  14676. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14677. // resolve multisample renderbuffers to a single-sample texture if necessary
  14678. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14679. }
  14680. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14681. state.buffers.depth.setTest( true );
  14682. state.buffers.depth.setMask( true );
  14683. state.buffers.color.setMask( true );
  14684. state.setPolygonOffset( false );
  14685. // _gl.finish();
  14686. currentRenderList = null;
  14687. currentRenderState = null;
  14688. };
  14689. function projectObject( object, camera, groupOrder, sortObjects ) {
  14690. if ( object.visible === false ) { return; }
  14691. var visible = object.layers.test( camera.layers );
  14692. if ( visible ) {
  14693. if ( object.isGroup ) {
  14694. groupOrder = object.renderOrder;
  14695. } else if ( object.isLOD ) {
  14696. if ( object.autoUpdate === true ) { object.update( camera ); }
  14697. } else if ( object.isLight ) {
  14698. currentRenderState.pushLight( object );
  14699. if ( object.castShadow ) {
  14700. currentRenderState.pushShadow( object );
  14701. }
  14702. } else if ( object.isSprite ) {
  14703. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14704. if ( sortObjects ) {
  14705. _vector3.setFromMatrixPosition( object.matrixWorld )
  14706. .applyMatrix4( _projScreenMatrix );
  14707. }
  14708. var geometry = objects.update( object );
  14709. var material = object.material;
  14710. if ( material.visible ) {
  14711. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14712. }
  14713. }
  14714. } else if ( object.isImmediateRenderObject ) {
  14715. if ( sortObjects ) {
  14716. _vector3.setFromMatrixPosition( object.matrixWorld )
  14717. .applyMatrix4( _projScreenMatrix );
  14718. }
  14719. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14720. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14721. if ( object.isSkinnedMesh ) {
  14722. // update skeleton only once in a frame
  14723. if ( object.skeleton.frame !== info.render.frame ) {
  14724. object.skeleton.update();
  14725. object.skeleton.frame = info.render.frame;
  14726. }
  14727. }
  14728. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14729. if ( sortObjects ) {
  14730. _vector3.setFromMatrixPosition( object.matrixWorld )
  14731. .applyMatrix4( _projScreenMatrix );
  14732. }
  14733. var geometry = objects.update( object );
  14734. var material = object.material;
  14735. if ( Array.isArray( material ) ) {
  14736. var groups = geometry.groups;
  14737. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14738. var group = groups[ i ];
  14739. var groupMaterial = material[ group.materialIndex ];
  14740. if ( groupMaterial && groupMaterial.visible ) {
  14741. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14742. }
  14743. }
  14744. } else if ( material.visible ) {
  14745. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14746. }
  14747. }
  14748. }
  14749. }
  14750. var children = object.children;
  14751. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14752. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14753. }
  14754. }
  14755. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14756. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14757. var renderItem = renderList[ i ];
  14758. var object = renderItem.object;
  14759. var geometry = renderItem.geometry;
  14760. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14761. var group = renderItem.group;
  14762. if ( camera.isArrayCamera ) {
  14763. _currentArrayCamera = camera;
  14764. var cameras = camera.cameras;
  14765. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14766. var camera2 = cameras[ j ];
  14767. if ( object.layers.test( camera2.layers ) ) {
  14768. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14769. currentRenderState.setupLights( camera2 );
  14770. renderObject( object, scene, camera2, geometry, material, group );
  14771. }
  14772. }
  14773. } else {
  14774. _currentArrayCamera = null;
  14775. renderObject( object, scene, camera, geometry, material, group );
  14776. }
  14777. }
  14778. }
  14779. function renderObject( object, scene, camera, geometry, material, group ) {
  14780. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14781. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14782. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14783. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14784. if ( object.isImmediateRenderObject ) {
  14785. var program = setProgram( camera, scene, material, object );
  14786. state.setMaterial( material );
  14787. _currentGeometryProgram.geometry = null;
  14788. _currentGeometryProgram.program = null;
  14789. _currentGeometryProgram.wireframe = false;
  14790. renderObjectImmediate( object, program );
  14791. } else {
  14792. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  14793. }
  14794. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14795. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14796. }
  14797. function initMaterial( material, scene, object ) {
  14798. var materialProperties = properties.get( material );
  14799. var lights = currentRenderState.state.lights;
  14800. var shadowsArray = currentRenderState.state.shadowsArray;
  14801. var lightsStateVersion = lights.state.version;
  14802. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  14803. var programCacheKey = programCache.getProgramCacheKey( parameters );
  14804. var program = materialProperties.program;
  14805. var programChange = true;
  14806. if ( program === undefined ) {
  14807. // new material
  14808. material.addEventListener( 'dispose', onMaterialDispose );
  14809. } else if ( program.cacheKey !== programCacheKey ) {
  14810. // changed glsl or parameters
  14811. releaseMaterialProgramReference( material );
  14812. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14813. materialProperties.lightsStateVersion = lightsStateVersion;
  14814. programChange = false;
  14815. } else if ( parameters.shaderID !== undefined ) {
  14816. // same glsl and uniform list
  14817. return;
  14818. } else {
  14819. // only rebuild uniform list
  14820. programChange = false;
  14821. }
  14822. if ( programChange ) {
  14823. program = programCache.acquireProgram( parameters, programCacheKey );
  14824. materialProperties.program = program;
  14825. materialProperties.uniforms = parameters.uniforms;
  14826. materialProperties.outputEncoding = _this.outputEncoding;
  14827. material.program = program;
  14828. }
  14829. var programAttributes = program.getAttributes();
  14830. if ( material.morphTargets ) {
  14831. material.numSupportedMorphTargets = 0;
  14832. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14833. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14834. material.numSupportedMorphTargets ++;
  14835. }
  14836. }
  14837. }
  14838. if ( material.morphNormals ) {
  14839. material.numSupportedMorphNormals = 0;
  14840. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14841. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14842. material.numSupportedMorphNormals ++;
  14843. }
  14844. }
  14845. }
  14846. var uniforms = materialProperties.uniforms;
  14847. if ( ! material.isShaderMaterial &&
  14848. ! material.isRawShaderMaterial ||
  14849. material.clipping === true ) {
  14850. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14851. materialProperties.numIntersection = _clipping.numIntersection;
  14852. uniforms.clippingPlanes = _clipping.uniform;
  14853. }
  14854. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  14855. materialProperties.fog = scene.fog;
  14856. // store the light setup it was created for
  14857. materialProperties.needsLights = materialNeedsLights( material );
  14858. materialProperties.lightsStateVersion = lightsStateVersion;
  14859. if ( materialProperties.needsLights ) {
  14860. // wire up the material to this renderer's lighting state
  14861. uniforms.ambientLightColor.value = lights.state.ambient;
  14862. uniforms.lightProbe.value = lights.state.probe;
  14863. uniforms.directionalLights.value = lights.state.directional;
  14864. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  14865. uniforms.spotLights.value = lights.state.spot;
  14866. uniforms.spotLightShadows.value = lights.state.spotShadow;
  14867. uniforms.rectAreaLights.value = lights.state.rectArea;
  14868. uniforms.pointLights.value = lights.state.point;
  14869. uniforms.pointLightShadows.value = lights.state.pointShadow;
  14870. uniforms.hemisphereLights.value = lights.state.hemi;
  14871. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14872. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14873. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14874. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14875. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14876. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14877. // TODO (abelnation): add area lights shadow info to uniforms
  14878. }
  14879. var progUniforms = materialProperties.program.getUniforms(),
  14880. uniformsList =
  14881. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14882. materialProperties.uniformsList = uniformsList;
  14883. }
  14884. function setProgram( camera, scene, material, object ) {
  14885. textures.resetTextureUnits();
  14886. var fog = scene.fog;
  14887. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  14888. var materialProperties = properties.get( material );
  14889. var lights = currentRenderState.state.lights;
  14890. if ( _clippingEnabled ) {
  14891. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14892. var useCache =
  14893. camera === _currentCamera &&
  14894. material.id === _currentMaterialId;
  14895. // we might want to call this function with some ClippingGroup
  14896. // object instead of the material, once it becomes feasible
  14897. // (#8465, #8379)
  14898. _clipping.setState(
  14899. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14900. camera, materialProperties, useCache );
  14901. }
  14902. }
  14903. if ( material.version === materialProperties.__version ) {
  14904. if ( materialProperties.program === undefined ) {
  14905. initMaterial( material, scene, object );
  14906. } else if ( material.fog && materialProperties.fog !== fog ) {
  14907. initMaterial( material, scene, object );
  14908. } else if ( materialProperties.environment !== environment ) {
  14909. initMaterial( material, scene, object );
  14910. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14911. initMaterial( material, scene, object );
  14912. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14913. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14914. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14915. initMaterial( material, scene, object );
  14916. } else if ( materialProperties.outputEncoding !== _this.outputEncoding ) {
  14917. initMaterial( material, scene, object );
  14918. }
  14919. } else {
  14920. initMaterial( material, scene, object );
  14921. materialProperties.__version = material.version;
  14922. }
  14923. var refreshProgram = false;
  14924. var refreshMaterial = false;
  14925. var refreshLights = false;
  14926. var program = materialProperties.program,
  14927. p_uniforms = program.getUniforms(),
  14928. m_uniforms = materialProperties.uniforms;
  14929. if ( state.useProgram( program.program ) ) {
  14930. refreshProgram = true;
  14931. refreshMaterial = true;
  14932. refreshLights = true;
  14933. }
  14934. if ( material.id !== _currentMaterialId ) {
  14935. _currentMaterialId = material.id;
  14936. refreshMaterial = true;
  14937. }
  14938. if ( refreshProgram || _currentCamera !== camera ) {
  14939. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14940. if ( capabilities.logarithmicDepthBuffer ) {
  14941. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14942. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14943. }
  14944. if ( _currentCamera !== camera ) {
  14945. _currentCamera = camera;
  14946. // lighting uniforms depend on the camera so enforce an update
  14947. // now, in case this material supports lights - or later, when
  14948. // the next material that does gets activated:
  14949. refreshMaterial = true; // set to true on material change
  14950. refreshLights = true; // remains set until update done
  14951. }
  14952. // load material specific uniforms
  14953. // (shader material also gets them for the sake of genericity)
  14954. if ( material.isShaderMaterial ||
  14955. material.isMeshPhongMaterial ||
  14956. material.isMeshToonMaterial ||
  14957. material.isMeshStandardMaterial ||
  14958. material.envMap ) {
  14959. var uCamPos = p_uniforms.map.cameraPosition;
  14960. if ( uCamPos !== undefined ) {
  14961. uCamPos.setValue( _gl,
  14962. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14963. }
  14964. }
  14965. if ( material.isMeshPhongMaterial ||
  14966. material.isMeshToonMaterial ||
  14967. material.isMeshLambertMaterial ||
  14968. material.isMeshBasicMaterial ||
  14969. material.isMeshStandardMaterial ||
  14970. material.isShaderMaterial ) {
  14971. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  14972. }
  14973. if ( material.isMeshPhongMaterial ||
  14974. material.isMeshToonMaterial ||
  14975. material.isMeshLambertMaterial ||
  14976. material.isMeshBasicMaterial ||
  14977. material.isMeshStandardMaterial ||
  14978. material.isShaderMaterial ||
  14979. material.skinning ) {
  14980. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14981. }
  14982. }
  14983. // skinning uniforms must be set even if material didn't change
  14984. // auto-setting of texture unit for bone texture must go before other textures
  14985. // otherwise textures used for skinning can take over texture units reserved for other material textures
  14986. if ( material.skinning ) {
  14987. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14988. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14989. var skeleton = object.skeleton;
  14990. if ( skeleton ) {
  14991. var bones = skeleton.bones;
  14992. if ( capabilities.floatVertexTextures ) {
  14993. if ( skeleton.boneTexture === undefined ) {
  14994. // layout (1 matrix = 4 pixels)
  14995. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14996. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14997. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14998. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14999. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15000. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15001. size = MathUtils.ceilPowerOfTwo( size );
  15002. size = Math.max( size, 4 );
  15003. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15004. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15005. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15006. skeleton.boneMatrices = boneMatrices;
  15007. skeleton.boneTexture = boneTexture;
  15008. skeleton.boneTextureSize = size;
  15009. }
  15010. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15011. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15012. } else {
  15013. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15014. }
  15015. }
  15016. }
  15017. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15018. materialProperties.receiveShadow = object.receiveShadow;
  15019. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15020. }
  15021. if ( refreshMaterial ) {
  15022. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15023. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15024. if ( materialProperties.needsLights ) {
  15025. // the current material requires lighting info
  15026. // note: all lighting uniforms are always set correctly
  15027. // they simply reference the renderer's state for their
  15028. // values
  15029. //
  15030. // use the current material's .needsUpdate flags to set
  15031. // the GL state when required
  15032. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15033. }
  15034. // refresh uniforms common to several materials
  15035. if ( fog && material.fog ) {
  15036. refreshUniformsFog( m_uniforms, fog );
  15037. }
  15038. if ( material.isMeshBasicMaterial ) {
  15039. refreshUniformsCommon( m_uniforms, material );
  15040. } else if ( material.isMeshLambertMaterial ) {
  15041. refreshUniformsCommon( m_uniforms, material );
  15042. refreshUniformsLambert( m_uniforms, material );
  15043. } else if ( material.isMeshToonMaterial ) {
  15044. refreshUniformsCommon( m_uniforms, material );
  15045. refreshUniformsToon( m_uniforms, material );
  15046. } else if ( material.isMeshPhongMaterial ) {
  15047. refreshUniformsCommon( m_uniforms, material );
  15048. refreshUniformsPhong( m_uniforms, material );
  15049. } else if ( material.isMeshStandardMaterial ) {
  15050. refreshUniformsCommon( m_uniforms, material, environment );
  15051. if ( material.isMeshPhysicalMaterial ) {
  15052. refreshUniformsPhysical( m_uniforms, material, environment );
  15053. } else {
  15054. refreshUniformsStandard( m_uniforms, material, environment );
  15055. }
  15056. } else if ( material.isMeshMatcapMaterial ) {
  15057. refreshUniformsCommon( m_uniforms, material );
  15058. refreshUniformsMatcap( m_uniforms, material );
  15059. } else if ( material.isMeshDepthMaterial ) {
  15060. refreshUniformsCommon( m_uniforms, material );
  15061. refreshUniformsDepth( m_uniforms, material );
  15062. } else if ( material.isMeshDistanceMaterial ) {
  15063. refreshUniformsCommon( m_uniforms, material );
  15064. refreshUniformsDistance( m_uniforms, material );
  15065. } else if ( material.isMeshNormalMaterial ) {
  15066. refreshUniformsCommon( m_uniforms, material );
  15067. refreshUniformsNormal( m_uniforms, material );
  15068. } else if ( material.isLineBasicMaterial ) {
  15069. refreshUniformsLine( m_uniforms, material );
  15070. if ( material.isLineDashedMaterial ) {
  15071. refreshUniformsDash( m_uniforms, material );
  15072. }
  15073. } else if ( material.isPointsMaterial ) {
  15074. refreshUniformsPoints( m_uniforms, material );
  15075. } else if ( material.isSpriteMaterial ) {
  15076. refreshUniformsSprites( m_uniforms, material );
  15077. } else if ( material.isShadowMaterial ) {
  15078. m_uniforms.color.value.copy( material.color );
  15079. m_uniforms.opacity.value = material.opacity;
  15080. }
  15081. // RectAreaLight Texture
  15082. // TODO (mrdoob): Find a nicer implementation
  15083. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15084. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15085. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15086. if ( material.isShaderMaterial ) {
  15087. material.uniformsNeedUpdate = false; // #15581
  15088. }
  15089. }
  15090. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15091. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15092. material.uniformsNeedUpdate = false;
  15093. }
  15094. if ( material.isSpriteMaterial ) {
  15095. p_uniforms.setValue( _gl, 'center', object.center );
  15096. }
  15097. // common matrices
  15098. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15099. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15100. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15101. return program;
  15102. }
  15103. // Uniforms (refresh uniforms objects)
  15104. function refreshUniformsCommon( uniforms, material, environment ) {
  15105. uniforms.opacity.value = material.opacity;
  15106. if ( material.color ) {
  15107. uniforms.diffuse.value.copy( material.color );
  15108. }
  15109. if ( material.emissive ) {
  15110. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15111. }
  15112. if ( material.map ) {
  15113. uniforms.map.value = material.map;
  15114. }
  15115. if ( material.alphaMap ) {
  15116. uniforms.alphaMap.value = material.alphaMap;
  15117. }
  15118. if ( material.specularMap ) {
  15119. uniforms.specularMap.value = material.specularMap;
  15120. }
  15121. var envMap = material.envMap || environment;
  15122. if ( envMap ) {
  15123. uniforms.envMap.value = envMap;
  15124. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  15125. uniforms.reflectivity.value = material.reflectivity;
  15126. uniforms.refractionRatio.value = material.refractionRatio;
  15127. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  15128. }
  15129. if ( material.lightMap ) {
  15130. uniforms.lightMap.value = material.lightMap;
  15131. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15132. }
  15133. if ( material.aoMap ) {
  15134. uniforms.aoMap.value = material.aoMap;
  15135. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15136. }
  15137. // uv repeat and offset setting priorities
  15138. // 1. color map
  15139. // 2. specular map
  15140. // 3. normal map
  15141. // 4. bump map
  15142. // 5. alpha map
  15143. // 6. emissive map
  15144. var uvScaleMap;
  15145. if ( material.map ) {
  15146. uvScaleMap = material.map;
  15147. } else if ( material.specularMap ) {
  15148. uvScaleMap = material.specularMap;
  15149. } else if ( material.displacementMap ) {
  15150. uvScaleMap = material.displacementMap;
  15151. } else if ( material.normalMap ) {
  15152. uvScaleMap = material.normalMap;
  15153. } else if ( material.bumpMap ) {
  15154. uvScaleMap = material.bumpMap;
  15155. } else if ( material.roughnessMap ) {
  15156. uvScaleMap = material.roughnessMap;
  15157. } else if ( material.metalnessMap ) {
  15158. uvScaleMap = material.metalnessMap;
  15159. } else if ( material.alphaMap ) {
  15160. uvScaleMap = material.alphaMap;
  15161. } else if ( material.emissiveMap ) {
  15162. uvScaleMap = material.emissiveMap;
  15163. }
  15164. if ( uvScaleMap !== undefined ) {
  15165. // backwards compatibility
  15166. if ( uvScaleMap.isWebGLRenderTarget ) {
  15167. uvScaleMap = uvScaleMap.texture;
  15168. }
  15169. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15170. uvScaleMap.updateMatrix();
  15171. }
  15172. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15173. }
  15174. // uv repeat and offset setting priorities for uv2
  15175. // 1. ao map
  15176. // 2. light map
  15177. var uv2ScaleMap;
  15178. if ( material.aoMap ) {
  15179. uv2ScaleMap = material.aoMap;
  15180. } else if ( material.lightMap ) {
  15181. uv2ScaleMap = material.lightMap;
  15182. }
  15183. if ( uv2ScaleMap !== undefined ) {
  15184. // backwards compatibility
  15185. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  15186. uv2ScaleMap = uv2ScaleMap.texture;
  15187. }
  15188. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  15189. uv2ScaleMap.updateMatrix();
  15190. }
  15191. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  15192. }
  15193. }
  15194. function refreshUniformsLine( uniforms, material ) {
  15195. uniforms.diffuse.value.copy( material.color );
  15196. uniforms.opacity.value = material.opacity;
  15197. }
  15198. function refreshUniformsDash( uniforms, material ) {
  15199. uniforms.dashSize.value = material.dashSize;
  15200. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15201. uniforms.scale.value = material.scale;
  15202. }
  15203. function refreshUniformsPoints( uniforms, material ) {
  15204. uniforms.diffuse.value.copy( material.color );
  15205. uniforms.opacity.value = material.opacity;
  15206. uniforms.size.value = material.size * _pixelRatio;
  15207. uniforms.scale.value = _height * 0.5;
  15208. if ( material.map ) {
  15209. uniforms.map.value = material.map;
  15210. }
  15211. if ( material.alphaMap ) {
  15212. uniforms.alphaMap.value = material.alphaMap;
  15213. }
  15214. // uv repeat and offset setting priorities
  15215. // 1. color map
  15216. // 2. alpha map
  15217. var uvScaleMap;
  15218. if ( material.map ) {
  15219. uvScaleMap = material.map;
  15220. } else if ( material.alphaMap ) {
  15221. uvScaleMap = material.alphaMap;
  15222. }
  15223. if ( uvScaleMap !== undefined ) {
  15224. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15225. uvScaleMap.updateMatrix();
  15226. }
  15227. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15228. }
  15229. }
  15230. function refreshUniformsSprites( uniforms, material ) {
  15231. uniforms.diffuse.value.copy( material.color );
  15232. uniforms.opacity.value = material.opacity;
  15233. uniforms.rotation.value = material.rotation;
  15234. if ( material.map ) {
  15235. uniforms.map.value = material.map;
  15236. }
  15237. if ( material.alphaMap ) {
  15238. uniforms.alphaMap.value = material.alphaMap;
  15239. }
  15240. // uv repeat and offset setting priorities
  15241. // 1. color map
  15242. // 2. alpha map
  15243. var uvScaleMap;
  15244. if ( material.map ) {
  15245. uvScaleMap = material.map;
  15246. } else if ( material.alphaMap ) {
  15247. uvScaleMap = material.alphaMap;
  15248. }
  15249. if ( uvScaleMap !== undefined ) {
  15250. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15251. uvScaleMap.updateMatrix();
  15252. }
  15253. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15254. }
  15255. }
  15256. function refreshUniformsFog( uniforms, fog ) {
  15257. uniforms.fogColor.value.copy( fog.color );
  15258. if ( fog.isFog ) {
  15259. uniforms.fogNear.value = fog.near;
  15260. uniforms.fogFar.value = fog.far;
  15261. } else if ( fog.isFogExp2 ) {
  15262. uniforms.fogDensity.value = fog.density;
  15263. }
  15264. }
  15265. function refreshUniformsLambert( uniforms, material ) {
  15266. if ( material.emissiveMap ) {
  15267. uniforms.emissiveMap.value = material.emissiveMap;
  15268. }
  15269. }
  15270. function refreshUniformsPhong( uniforms, material ) {
  15271. uniforms.specular.value.copy( material.specular );
  15272. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15273. if ( material.emissiveMap ) {
  15274. uniforms.emissiveMap.value = material.emissiveMap;
  15275. }
  15276. if ( material.bumpMap ) {
  15277. uniforms.bumpMap.value = material.bumpMap;
  15278. uniforms.bumpScale.value = material.bumpScale;
  15279. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15280. }
  15281. if ( material.normalMap ) {
  15282. uniforms.normalMap.value = material.normalMap;
  15283. uniforms.normalScale.value.copy( material.normalScale );
  15284. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15285. }
  15286. if ( material.displacementMap ) {
  15287. uniforms.displacementMap.value = material.displacementMap;
  15288. uniforms.displacementScale.value = material.displacementScale;
  15289. uniforms.displacementBias.value = material.displacementBias;
  15290. }
  15291. }
  15292. function refreshUniformsToon( uniforms, material ) {
  15293. uniforms.specular.value.copy( material.specular );
  15294. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15295. if ( material.gradientMap ) {
  15296. uniforms.gradientMap.value = material.gradientMap;
  15297. }
  15298. if ( material.emissiveMap ) {
  15299. uniforms.emissiveMap.value = material.emissiveMap;
  15300. }
  15301. if ( material.bumpMap ) {
  15302. uniforms.bumpMap.value = material.bumpMap;
  15303. uniforms.bumpScale.value = material.bumpScale;
  15304. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15305. }
  15306. if ( material.normalMap ) {
  15307. uniforms.normalMap.value = material.normalMap;
  15308. uniforms.normalScale.value.copy( material.normalScale );
  15309. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15310. }
  15311. if ( material.displacementMap ) {
  15312. uniforms.displacementMap.value = material.displacementMap;
  15313. uniforms.displacementScale.value = material.displacementScale;
  15314. uniforms.displacementBias.value = material.displacementBias;
  15315. }
  15316. }
  15317. function refreshUniformsStandard( uniforms, material, environment ) {
  15318. uniforms.roughness.value = material.roughness;
  15319. uniforms.metalness.value = material.metalness;
  15320. if ( material.roughnessMap ) {
  15321. uniforms.roughnessMap.value = material.roughnessMap;
  15322. }
  15323. if ( material.metalnessMap ) {
  15324. uniforms.metalnessMap.value = material.metalnessMap;
  15325. }
  15326. if ( material.emissiveMap ) {
  15327. uniforms.emissiveMap.value = material.emissiveMap;
  15328. }
  15329. if ( material.bumpMap ) {
  15330. uniforms.bumpMap.value = material.bumpMap;
  15331. uniforms.bumpScale.value = material.bumpScale;
  15332. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15333. }
  15334. if ( material.normalMap ) {
  15335. uniforms.normalMap.value = material.normalMap;
  15336. uniforms.normalScale.value.copy( material.normalScale );
  15337. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15338. }
  15339. if ( material.displacementMap ) {
  15340. uniforms.displacementMap.value = material.displacementMap;
  15341. uniforms.displacementScale.value = material.displacementScale;
  15342. uniforms.displacementBias.value = material.displacementBias;
  15343. }
  15344. if ( material.envMap || environment ) {
  15345. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15346. uniforms.envMapIntensity.value = material.envMapIntensity;
  15347. }
  15348. }
  15349. function refreshUniformsPhysical( uniforms, material, environment ) {
  15350. refreshUniformsStandard( uniforms, material, environment );
  15351. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15352. uniforms.clearcoat.value = material.clearcoat;
  15353. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15354. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15355. if ( material.clearcoatMap ) {
  15356. uniforms.clearcoatMap.value = material.clearcoatMap;
  15357. }
  15358. if ( material.clearcoatRoughnessMap ) {
  15359. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  15360. }
  15361. if ( material.clearcoatNormalMap ) {
  15362. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15363. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15364. if ( material.side === BackSide ) {
  15365. uniforms.clearcoatNormalScale.value.negate();
  15366. }
  15367. }
  15368. uniforms.transparency.value = material.transparency;
  15369. }
  15370. function refreshUniformsMatcap( uniforms, material ) {
  15371. if ( material.matcap ) {
  15372. uniforms.matcap.value = material.matcap;
  15373. }
  15374. if ( material.bumpMap ) {
  15375. uniforms.bumpMap.value = material.bumpMap;
  15376. uniforms.bumpScale.value = material.bumpScale;
  15377. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15378. }
  15379. if ( material.normalMap ) {
  15380. uniforms.normalMap.value = material.normalMap;
  15381. uniforms.normalScale.value.copy( material.normalScale );
  15382. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15383. }
  15384. if ( material.displacementMap ) {
  15385. uniforms.displacementMap.value = material.displacementMap;
  15386. uniforms.displacementScale.value = material.displacementScale;
  15387. uniforms.displacementBias.value = material.displacementBias;
  15388. }
  15389. }
  15390. function refreshUniformsDepth( uniforms, material ) {
  15391. if ( material.displacementMap ) {
  15392. uniforms.displacementMap.value = material.displacementMap;
  15393. uniforms.displacementScale.value = material.displacementScale;
  15394. uniforms.displacementBias.value = material.displacementBias;
  15395. }
  15396. }
  15397. function refreshUniformsDistance( uniforms, material ) {
  15398. if ( material.displacementMap ) {
  15399. uniforms.displacementMap.value = material.displacementMap;
  15400. uniforms.displacementScale.value = material.displacementScale;
  15401. uniforms.displacementBias.value = material.displacementBias;
  15402. }
  15403. uniforms.referencePosition.value.copy( material.referencePosition );
  15404. uniforms.nearDistance.value = material.nearDistance;
  15405. uniforms.farDistance.value = material.farDistance;
  15406. }
  15407. function refreshUniformsNormal( uniforms, material ) {
  15408. if ( material.bumpMap ) {
  15409. uniforms.bumpMap.value = material.bumpMap;
  15410. uniforms.bumpScale.value = material.bumpScale;
  15411. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15412. }
  15413. if ( material.normalMap ) {
  15414. uniforms.normalMap.value = material.normalMap;
  15415. uniforms.normalScale.value.copy( material.normalScale );
  15416. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15417. }
  15418. if ( material.displacementMap ) {
  15419. uniforms.displacementMap.value = material.displacementMap;
  15420. uniforms.displacementScale.value = material.displacementScale;
  15421. uniforms.displacementBias.value = material.displacementBias;
  15422. }
  15423. }
  15424. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15425. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15426. uniforms.ambientLightColor.needsUpdate = value;
  15427. uniforms.lightProbe.needsUpdate = value;
  15428. uniforms.directionalLights.needsUpdate = value;
  15429. uniforms.directionalLightShadows.needsUpdate = value;
  15430. uniforms.pointLights.needsUpdate = value;
  15431. uniforms.pointLightShadows.needsUpdate = value;
  15432. uniforms.spotLights.needsUpdate = value;
  15433. uniforms.spotLightShadows.needsUpdate = value;
  15434. uniforms.rectAreaLights.needsUpdate = value;
  15435. uniforms.hemisphereLights.needsUpdate = value;
  15436. }
  15437. function materialNeedsLights( material ) {
  15438. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15439. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15440. ( material.isShaderMaterial && material.lights === true );
  15441. }
  15442. //
  15443. this.setFramebuffer = function ( value ) {
  15444. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15445. _framebuffer = value;
  15446. };
  15447. this.getActiveCubeFace = function () {
  15448. return _currentActiveCubeFace;
  15449. };
  15450. this.getActiveMipmapLevel = function () {
  15451. return _currentActiveMipmapLevel;
  15452. };
  15453. this.getRenderTarget = function () {
  15454. return _currentRenderTarget;
  15455. };
  15456. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15457. _currentRenderTarget = renderTarget;
  15458. _currentActiveCubeFace = activeCubeFace;
  15459. _currentActiveMipmapLevel = activeMipmapLevel;
  15460. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15461. textures.setupRenderTarget( renderTarget );
  15462. }
  15463. var framebuffer = _framebuffer;
  15464. var isCube = false;
  15465. if ( renderTarget ) {
  15466. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15467. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15468. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15469. isCube = true;
  15470. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15471. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15472. } else {
  15473. framebuffer = __webglFramebuffer;
  15474. }
  15475. _currentViewport.copy( renderTarget.viewport );
  15476. _currentScissor.copy( renderTarget.scissor );
  15477. _currentScissorTest = renderTarget.scissorTest;
  15478. } else {
  15479. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15480. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15481. _currentScissorTest = _scissorTest;
  15482. }
  15483. if ( _currentFramebuffer !== framebuffer ) {
  15484. _gl.bindFramebuffer( 36160, framebuffer );
  15485. _currentFramebuffer = framebuffer;
  15486. }
  15487. state.viewport( _currentViewport );
  15488. state.scissor( _currentScissor );
  15489. state.setScissorTest( _currentScissorTest );
  15490. if ( isCube ) {
  15491. var textureProperties = properties.get( renderTarget.texture );
  15492. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15493. }
  15494. };
  15495. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15496. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15497. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15498. return;
  15499. }
  15500. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15501. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15502. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15503. }
  15504. if ( framebuffer ) {
  15505. var restore = false;
  15506. if ( framebuffer !== _currentFramebuffer ) {
  15507. _gl.bindFramebuffer( 36160, framebuffer );
  15508. restore = true;
  15509. }
  15510. try {
  15511. var texture = renderTarget.texture;
  15512. var textureFormat = texture.format;
  15513. var textureType = texture.type;
  15514. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15515. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15516. return;
  15517. }
  15518. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15519. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15520. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15521. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15522. return;
  15523. }
  15524. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15525. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15526. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15527. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15528. }
  15529. } else {
  15530. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15531. }
  15532. } finally {
  15533. if ( restore ) {
  15534. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15535. }
  15536. }
  15537. }
  15538. };
  15539. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15540. if ( level === undefined ) { level = 0; }
  15541. var levelScale = Math.pow( 2, - level );
  15542. var width = Math.floor( texture.image.width * levelScale );
  15543. var height = Math.floor( texture.image.height * levelScale );
  15544. var glFormat = utils.convert( texture.format );
  15545. textures.setTexture2D( texture, 0 );
  15546. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15547. state.unbindTexture();
  15548. };
  15549. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15550. if ( level === undefined ) { level = 0; }
  15551. var width = srcTexture.image.width;
  15552. var height = srcTexture.image.height;
  15553. var glFormat = utils.convert( dstTexture.format );
  15554. var glType = utils.convert( dstTexture.type );
  15555. textures.setTexture2D( dstTexture, 0 );
  15556. if ( srcTexture.isDataTexture ) {
  15557. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15558. } else {
  15559. if ( srcTexture.isCompressedTexture ) {
  15560. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15561. } else {
  15562. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15563. }
  15564. }
  15565. // Generate mipmaps only when copying level 0
  15566. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15567. state.unbindTexture();
  15568. };
  15569. this.initTexture = function ( texture ) {
  15570. textures.setTexture2D( texture, 0 );
  15571. state.unbindTexture();
  15572. };
  15573. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15574. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15575. }
  15576. }
  15577. /**
  15578. * @author mrdoob / http://mrdoob.com/
  15579. * @author alteredq / http://alteredqualia.com/
  15580. */
  15581. function FogExp2( color, density ) {
  15582. this.name = '';
  15583. this.color = new Color( color );
  15584. this.density = ( density !== undefined ) ? density : 0.00025;
  15585. }
  15586. Object.assign( FogExp2.prototype, {
  15587. isFogExp2: true,
  15588. clone: function () {
  15589. return new FogExp2( this.color, this.density );
  15590. },
  15591. toJSON: function ( /* meta */ ) {
  15592. return {
  15593. type: 'FogExp2',
  15594. color: this.color.getHex(),
  15595. density: this.density
  15596. };
  15597. }
  15598. } );
  15599. /**
  15600. * @author mrdoob / http://mrdoob.com/
  15601. * @author alteredq / http://alteredqualia.com/
  15602. */
  15603. function Fog( color, near, far ) {
  15604. this.name = '';
  15605. this.color = new Color( color );
  15606. this.near = ( near !== undefined ) ? near : 1;
  15607. this.far = ( far !== undefined ) ? far : 1000;
  15608. }
  15609. Object.assign( Fog.prototype, {
  15610. isFog: true,
  15611. clone: function () {
  15612. return new Fog( this.color, this.near, this.far );
  15613. },
  15614. toJSON: function ( /* meta */ ) {
  15615. return {
  15616. type: 'Fog',
  15617. color: this.color.getHex(),
  15618. near: this.near,
  15619. far: this.far
  15620. };
  15621. }
  15622. } );
  15623. /**
  15624. * @author benaadams / https://twitter.com/ben_a_adams
  15625. */
  15626. function InterleavedBuffer( array, stride ) {
  15627. this.array = array;
  15628. this.stride = stride;
  15629. this.count = array !== undefined ? array.length / stride : 0;
  15630. this.usage = StaticDrawUsage;
  15631. this.updateRange = { offset: 0, count: - 1 };
  15632. this.version = 0;
  15633. }
  15634. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15635. set: function ( value ) {
  15636. if ( value === true ) { this.version ++; }
  15637. }
  15638. } );
  15639. Object.assign( InterleavedBuffer.prototype, {
  15640. isInterleavedBuffer: true,
  15641. onUploadCallback: function () {},
  15642. setUsage: function ( value ) {
  15643. this.usage = value;
  15644. return this;
  15645. },
  15646. copy: function ( source ) {
  15647. this.array = new source.array.constructor( source.array );
  15648. this.count = source.count;
  15649. this.stride = source.stride;
  15650. this.usage = source.usage;
  15651. return this;
  15652. },
  15653. copyAt: function ( index1, attribute, index2 ) {
  15654. index1 *= this.stride;
  15655. index2 *= attribute.stride;
  15656. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15657. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15658. }
  15659. return this;
  15660. },
  15661. set: function ( value, offset ) {
  15662. if ( offset === undefined ) { offset = 0; }
  15663. this.array.set( value, offset );
  15664. return this;
  15665. },
  15666. clone: function () {
  15667. return new this.constructor().copy( this );
  15668. },
  15669. onUpload: function ( callback ) {
  15670. this.onUploadCallback = callback;
  15671. return this;
  15672. }
  15673. } );
  15674. /**
  15675. * @author benaadams / https://twitter.com/ben_a_adams
  15676. */
  15677. var _vector$6 = new Vector3();
  15678. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15679. this.data = interleavedBuffer;
  15680. this.itemSize = itemSize;
  15681. this.offset = offset;
  15682. this.normalized = normalized === true;
  15683. }
  15684. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15685. count: {
  15686. get: function () {
  15687. return this.data.count;
  15688. }
  15689. },
  15690. array: {
  15691. get: function () {
  15692. return this.data.array;
  15693. }
  15694. }
  15695. } );
  15696. Object.assign( InterleavedBufferAttribute.prototype, {
  15697. isInterleavedBufferAttribute: true,
  15698. applyMatrix4: function ( m ) {
  15699. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15700. _vector$6.x = this.getX( i );
  15701. _vector$6.y = this.getY( i );
  15702. _vector$6.z = this.getZ( i );
  15703. _vector$6.applyMatrix4( m );
  15704. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15705. }
  15706. return this;
  15707. },
  15708. setX: function ( index, x ) {
  15709. this.data.array[ index * this.data.stride + this.offset ] = x;
  15710. return this;
  15711. },
  15712. setY: function ( index, y ) {
  15713. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15714. return this;
  15715. },
  15716. setZ: function ( index, z ) {
  15717. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15718. return this;
  15719. },
  15720. setW: function ( index, w ) {
  15721. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15722. return this;
  15723. },
  15724. getX: function ( index ) {
  15725. return this.data.array[ index * this.data.stride + this.offset ];
  15726. },
  15727. getY: function ( index ) {
  15728. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15729. },
  15730. getZ: function ( index ) {
  15731. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15732. },
  15733. getW: function ( index ) {
  15734. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15735. },
  15736. setXY: function ( index, x, y ) {
  15737. index = index * this.data.stride + this.offset;
  15738. this.data.array[ index + 0 ] = x;
  15739. this.data.array[ index + 1 ] = y;
  15740. return this;
  15741. },
  15742. setXYZ: function ( index, x, y, z ) {
  15743. index = index * this.data.stride + this.offset;
  15744. this.data.array[ index + 0 ] = x;
  15745. this.data.array[ index + 1 ] = y;
  15746. this.data.array[ index + 2 ] = z;
  15747. return this;
  15748. },
  15749. setXYZW: function ( index, x, y, z, w ) {
  15750. index = index * this.data.stride + this.offset;
  15751. this.data.array[ index + 0 ] = x;
  15752. this.data.array[ index + 1 ] = y;
  15753. this.data.array[ index + 2 ] = z;
  15754. this.data.array[ index + 3 ] = w;
  15755. return this;
  15756. }
  15757. } );
  15758. /**
  15759. * @author alteredq / http://alteredqualia.com/
  15760. *
  15761. * parameters = {
  15762. * color: <hex>,
  15763. * map: new THREE.Texture( <Image> ),
  15764. * alphaMap: new THREE.Texture( <Image> ),
  15765. * rotation: <float>,
  15766. * sizeAttenuation: <bool>
  15767. * }
  15768. */
  15769. function SpriteMaterial( parameters ) {
  15770. Material.call( this );
  15771. this.type = 'SpriteMaterial';
  15772. this.color = new Color( 0xffffff );
  15773. this.map = null;
  15774. this.alphaMap = null;
  15775. this.rotation = 0;
  15776. this.sizeAttenuation = true;
  15777. this.transparent = true;
  15778. this.setValues( parameters );
  15779. }
  15780. SpriteMaterial.prototype = Object.create( Material.prototype );
  15781. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15782. SpriteMaterial.prototype.isSpriteMaterial = true;
  15783. SpriteMaterial.prototype.copy = function ( source ) {
  15784. Material.prototype.copy.call( this, source );
  15785. this.color.copy( source.color );
  15786. this.map = source.map;
  15787. this.alphaMap = source.alphaMap;
  15788. this.rotation = source.rotation;
  15789. this.sizeAttenuation = source.sizeAttenuation;
  15790. return this;
  15791. };
  15792. /**
  15793. * @author mikael emtinger / http://gomo.se/
  15794. * @author alteredq / http://alteredqualia.com/
  15795. */
  15796. var _geometry;
  15797. var _intersectPoint = new Vector3();
  15798. var _worldScale = new Vector3();
  15799. var _mvPosition = new Vector3();
  15800. var _alignedPosition = new Vector2();
  15801. var _rotatedPosition = new Vector2();
  15802. var _viewWorldMatrix = new Matrix4();
  15803. var _vA$1 = new Vector3();
  15804. var _vB$1 = new Vector3();
  15805. var _vC$1 = new Vector3();
  15806. var _uvA$1 = new Vector2();
  15807. var _uvB$1 = new Vector2();
  15808. var _uvC$1 = new Vector2();
  15809. function Sprite( material ) {
  15810. Object3D.call( this );
  15811. this.type = 'Sprite';
  15812. if ( _geometry === undefined ) {
  15813. _geometry = new BufferGeometry();
  15814. var float32Array = new Float32Array( [
  15815. - 0.5, - 0.5, 0, 0, 0,
  15816. 0.5, - 0.5, 0, 1, 0,
  15817. 0.5, 0.5, 0, 1, 1,
  15818. - 0.5, 0.5, 0, 0, 1
  15819. ] );
  15820. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15821. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15822. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15823. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15824. }
  15825. this.geometry = _geometry;
  15826. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15827. this.center = new Vector2( 0.5, 0.5 );
  15828. }
  15829. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15830. constructor: Sprite,
  15831. isSprite: true,
  15832. raycast: function ( raycaster, intersects ) {
  15833. if ( raycaster.camera === null ) {
  15834. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15835. }
  15836. _worldScale.setFromMatrixScale( this.matrixWorld );
  15837. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15838. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15839. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15840. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15841. _worldScale.multiplyScalar( - _mvPosition.z );
  15842. }
  15843. var rotation = this.material.rotation;
  15844. var sin, cos;
  15845. if ( rotation !== 0 ) {
  15846. cos = Math.cos( rotation );
  15847. sin = Math.sin( rotation );
  15848. }
  15849. var center = this.center;
  15850. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15851. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15852. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15853. _uvA$1.set( 0, 0 );
  15854. _uvB$1.set( 1, 0 );
  15855. _uvC$1.set( 1, 1 );
  15856. // check first triangle
  15857. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15858. if ( intersect === null ) {
  15859. // check second triangle
  15860. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15861. _uvB$1.set( 0, 1 );
  15862. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15863. if ( intersect === null ) {
  15864. return;
  15865. }
  15866. }
  15867. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15868. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15869. intersects.push( {
  15870. distance: distance,
  15871. point: _intersectPoint.clone(),
  15872. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15873. face: null,
  15874. object: this
  15875. } );
  15876. },
  15877. clone: function () {
  15878. return new this.constructor( this.material ).copy( this );
  15879. },
  15880. copy: function ( source ) {
  15881. Object3D.prototype.copy.call( this, source );
  15882. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15883. return this;
  15884. }
  15885. } );
  15886. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15887. // compute position in camera space
  15888. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15889. // to check if rotation is not zero
  15890. if ( sin !== undefined ) {
  15891. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15892. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15893. } else {
  15894. _rotatedPosition.copy( _alignedPosition );
  15895. }
  15896. vertexPosition.copy( mvPosition );
  15897. vertexPosition.x += _rotatedPosition.x;
  15898. vertexPosition.y += _rotatedPosition.y;
  15899. // transform to world space
  15900. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15901. }
  15902. /**
  15903. * @author mikael emtinger / http://gomo.se/
  15904. * @author alteredq / http://alteredqualia.com/
  15905. * @author mrdoob / http://mrdoob.com/
  15906. */
  15907. var _v1$4 = new Vector3();
  15908. var _v2$2 = new Vector3();
  15909. function LOD() {
  15910. Object3D.call( this );
  15911. this._currentLevel = 0;
  15912. this.type = 'LOD';
  15913. Object.defineProperties( this, {
  15914. levels: {
  15915. enumerable: true,
  15916. value: []
  15917. }
  15918. } );
  15919. this.autoUpdate = true;
  15920. }
  15921. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15922. constructor: LOD,
  15923. isLOD: true,
  15924. copy: function ( source ) {
  15925. Object3D.prototype.copy.call( this, source, false );
  15926. var levels = source.levels;
  15927. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15928. var level = levels[ i ];
  15929. this.addLevel( level.object.clone(), level.distance );
  15930. }
  15931. this.autoUpdate = source.autoUpdate;
  15932. return this;
  15933. },
  15934. addLevel: function ( object, distance ) {
  15935. if ( distance === undefined ) { distance = 0; }
  15936. distance = Math.abs( distance );
  15937. var levels = this.levels;
  15938. for ( var l = 0; l < levels.length; l ++ ) {
  15939. if ( distance < levels[ l ].distance ) {
  15940. break;
  15941. }
  15942. }
  15943. levels.splice( l, 0, { distance: distance, object: object } );
  15944. this.add( object );
  15945. return this;
  15946. },
  15947. getCurrentLevel: function () {
  15948. return this._currentLevel;
  15949. },
  15950. getObjectForDistance: function ( distance ) {
  15951. var levels = this.levels;
  15952. if ( levels.length > 0 ) {
  15953. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15954. if ( distance < levels[ i ].distance ) {
  15955. break;
  15956. }
  15957. }
  15958. return levels[ i - 1 ].object;
  15959. }
  15960. return null;
  15961. },
  15962. raycast: function ( raycaster, intersects ) {
  15963. var levels = this.levels;
  15964. if ( levels.length > 0 ) {
  15965. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15966. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15967. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15968. }
  15969. },
  15970. update: function ( camera ) {
  15971. var levels = this.levels;
  15972. if ( levels.length > 1 ) {
  15973. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15974. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15975. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  15976. levels[ 0 ].object.visible = true;
  15977. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15978. if ( distance >= levels[ i ].distance ) {
  15979. levels[ i - 1 ].object.visible = false;
  15980. levels[ i ].object.visible = true;
  15981. } else {
  15982. break;
  15983. }
  15984. }
  15985. this._currentLevel = i - 1;
  15986. for ( ; i < l; i ++ ) {
  15987. levels[ i ].object.visible = false;
  15988. }
  15989. }
  15990. },
  15991. toJSON: function ( meta ) {
  15992. var data = Object3D.prototype.toJSON.call( this, meta );
  15993. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  15994. data.object.levels = [];
  15995. var levels = this.levels;
  15996. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15997. var level = levels[ i ];
  15998. data.object.levels.push( {
  15999. object: level.object.uuid,
  16000. distance: level.distance
  16001. } );
  16002. }
  16003. return data;
  16004. }
  16005. } );
  16006. /**
  16007. * @author mikael emtinger / http://gomo.se/
  16008. * @author alteredq / http://alteredqualia.com/
  16009. * @author ikerr / http://verold.com
  16010. */
  16011. function SkinnedMesh( geometry, material ) {
  16012. if ( geometry && geometry.isGeometry ) {
  16013. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16014. }
  16015. Mesh.call( this, geometry, material );
  16016. this.type = 'SkinnedMesh';
  16017. this.bindMode = 'attached';
  16018. this.bindMatrix = new Matrix4();
  16019. this.bindMatrixInverse = new Matrix4();
  16020. }
  16021. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16022. constructor: SkinnedMesh,
  16023. isSkinnedMesh: true,
  16024. bind: function ( skeleton, bindMatrix ) {
  16025. this.skeleton = skeleton;
  16026. if ( bindMatrix === undefined ) {
  16027. this.updateMatrixWorld( true );
  16028. this.skeleton.calculateInverses();
  16029. bindMatrix = this.matrixWorld;
  16030. }
  16031. this.bindMatrix.copy( bindMatrix );
  16032. this.bindMatrixInverse.getInverse( bindMatrix );
  16033. },
  16034. pose: function () {
  16035. this.skeleton.pose();
  16036. },
  16037. normalizeSkinWeights: function () {
  16038. var vector = new Vector4();
  16039. var skinWeight = this.geometry.attributes.skinWeight;
  16040. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16041. vector.x = skinWeight.getX( i );
  16042. vector.y = skinWeight.getY( i );
  16043. vector.z = skinWeight.getZ( i );
  16044. vector.w = skinWeight.getW( i );
  16045. var scale = 1.0 / vector.manhattanLength();
  16046. if ( scale !== Infinity ) {
  16047. vector.multiplyScalar( scale );
  16048. } else {
  16049. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16050. }
  16051. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16052. }
  16053. },
  16054. updateMatrixWorld: function ( force ) {
  16055. Mesh.prototype.updateMatrixWorld.call( this, force );
  16056. if ( this.bindMode === 'attached' ) {
  16057. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16058. } else if ( this.bindMode === 'detached' ) {
  16059. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16060. } else {
  16061. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16062. }
  16063. },
  16064. clone: function () {
  16065. return new this.constructor( this.geometry, this.material ).copy( this );
  16066. }
  16067. } );
  16068. /**
  16069. * @author mikael emtinger / http://gomo.se/
  16070. * @author alteredq / http://alteredqualia.com/
  16071. * @author michael guerrero / http://realitymeltdown.com
  16072. * @author ikerr / http://verold.com
  16073. */
  16074. var _offsetMatrix = new Matrix4();
  16075. var _identityMatrix = new Matrix4();
  16076. function Skeleton( bones, boneInverses ) {
  16077. // copy the bone array
  16078. bones = bones || [];
  16079. this.bones = bones.slice( 0 );
  16080. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16081. this.frame = - 1;
  16082. // use the supplied bone inverses or calculate the inverses
  16083. if ( boneInverses === undefined ) {
  16084. this.calculateInverses();
  16085. } else {
  16086. if ( this.bones.length === boneInverses.length ) {
  16087. this.boneInverses = boneInverses.slice( 0 );
  16088. } else {
  16089. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16090. this.boneInverses = [];
  16091. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16092. this.boneInverses.push( new Matrix4() );
  16093. }
  16094. }
  16095. }
  16096. }
  16097. Object.assign( Skeleton.prototype, {
  16098. calculateInverses: function () {
  16099. this.boneInverses = [];
  16100. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16101. var inverse = new Matrix4();
  16102. if ( this.bones[ i ] ) {
  16103. inverse.getInverse( this.bones[ i ].matrixWorld );
  16104. }
  16105. this.boneInverses.push( inverse );
  16106. }
  16107. },
  16108. pose: function () {
  16109. var bone, i, il;
  16110. // recover the bind-time world matrices
  16111. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16112. bone = this.bones[ i ];
  16113. if ( bone ) {
  16114. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16115. }
  16116. }
  16117. // compute the local matrices, positions, rotations and scales
  16118. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16119. bone = this.bones[ i ];
  16120. if ( bone ) {
  16121. if ( bone.parent && bone.parent.isBone ) {
  16122. bone.matrix.getInverse( bone.parent.matrixWorld );
  16123. bone.matrix.multiply( bone.matrixWorld );
  16124. } else {
  16125. bone.matrix.copy( bone.matrixWorld );
  16126. }
  16127. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16128. }
  16129. }
  16130. },
  16131. update: function () {
  16132. var bones = this.bones;
  16133. var boneInverses = this.boneInverses;
  16134. var boneMatrices = this.boneMatrices;
  16135. var boneTexture = this.boneTexture;
  16136. // flatten bone matrices to array
  16137. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16138. // compute the offset between the current and the original transform
  16139. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16140. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16141. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16142. }
  16143. if ( boneTexture !== undefined ) {
  16144. boneTexture.needsUpdate = true;
  16145. }
  16146. },
  16147. clone: function () {
  16148. return new Skeleton( this.bones, this.boneInverses );
  16149. },
  16150. getBoneByName: function ( name ) {
  16151. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16152. var bone = this.bones[ i ];
  16153. if ( bone.name === name ) {
  16154. return bone;
  16155. }
  16156. }
  16157. return undefined;
  16158. },
  16159. dispose: function ( ) {
  16160. if ( this.boneTexture ) {
  16161. this.boneTexture.dispose();
  16162. this.boneTexture = undefined;
  16163. }
  16164. }
  16165. } );
  16166. /**
  16167. * @author mikael emtinger / http://gomo.se/
  16168. * @author alteredq / http://alteredqualia.com/
  16169. * @author ikerr / http://verold.com
  16170. */
  16171. function Bone() {
  16172. Object3D.call( this );
  16173. this.type = 'Bone';
  16174. }
  16175. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16176. constructor: Bone,
  16177. isBone: true
  16178. } );
  16179. /**
  16180. * @author mrdoob / http://mrdoob.com/
  16181. */
  16182. var _instanceLocalMatrix = new Matrix4();
  16183. var _instanceWorldMatrix = new Matrix4();
  16184. var _instanceIntersects = [];
  16185. var _mesh = new Mesh();
  16186. function InstancedMesh( geometry, material, count ) {
  16187. Mesh.call( this, geometry, material );
  16188. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16189. this.count = count;
  16190. this.frustumCulled = false;
  16191. }
  16192. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16193. constructor: InstancedMesh,
  16194. isInstancedMesh: true,
  16195. getMatrixAt: function ( index, matrix ) {
  16196. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16197. },
  16198. raycast: function ( raycaster, intersects ) {
  16199. var matrixWorld = this.matrixWorld;
  16200. var raycastTimes = this.count;
  16201. _mesh.geometry = this.geometry;
  16202. _mesh.material = this.material;
  16203. if ( _mesh.material === undefined ) { return; }
  16204. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16205. // calculate the world matrix for each instance
  16206. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16207. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16208. // the mesh represents this single instance
  16209. _mesh.matrixWorld = _instanceWorldMatrix;
  16210. _mesh.raycast( raycaster, _instanceIntersects );
  16211. // process the result of raycast
  16212. if ( _instanceIntersects.length > 0 ) {
  16213. _instanceIntersects[ 0 ].instanceId = instanceId;
  16214. _instanceIntersects[ 0 ].object = this;
  16215. intersects.push( _instanceIntersects[ 0 ] );
  16216. _instanceIntersects.length = 0;
  16217. }
  16218. }
  16219. },
  16220. setMatrixAt: function ( index, matrix ) {
  16221. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16222. },
  16223. updateMorphTargets: function () {
  16224. }
  16225. } );
  16226. /**
  16227. * @author mrdoob / http://mrdoob.com/
  16228. * @author alteredq / http://alteredqualia.com/
  16229. *
  16230. * parameters = {
  16231. * color: <hex>,
  16232. * opacity: <float>,
  16233. *
  16234. * linewidth: <float>,
  16235. * linecap: "round",
  16236. * linejoin: "round"
  16237. * }
  16238. */
  16239. function LineBasicMaterial( parameters ) {
  16240. Material.call( this );
  16241. this.type = 'LineBasicMaterial';
  16242. this.color = new Color( 0xffffff );
  16243. this.linewidth = 1;
  16244. this.linecap = 'round';
  16245. this.linejoin = 'round';
  16246. this.setValues( parameters );
  16247. }
  16248. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16249. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16250. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16251. LineBasicMaterial.prototype.copy = function ( source ) {
  16252. Material.prototype.copy.call( this, source );
  16253. this.color.copy( source.color );
  16254. this.linewidth = source.linewidth;
  16255. this.linecap = source.linecap;
  16256. this.linejoin = source.linejoin;
  16257. return this;
  16258. };
  16259. /**
  16260. * @author mrdoob / http://mrdoob.com/
  16261. */
  16262. var _start = new Vector3();
  16263. var _end = new Vector3();
  16264. var _inverseMatrix$1 = new Matrix4();
  16265. var _ray$1 = new Ray();
  16266. var _sphere$2 = new Sphere();
  16267. function Line( geometry, material, mode ) {
  16268. if ( mode === 1 ) {
  16269. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16270. }
  16271. Object3D.call( this );
  16272. this.type = 'Line';
  16273. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16274. this.material = material !== undefined ? material : new LineBasicMaterial();
  16275. }
  16276. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16277. constructor: Line,
  16278. isLine: true,
  16279. computeLineDistances: function () {
  16280. var geometry = this.geometry;
  16281. if ( geometry.isBufferGeometry ) {
  16282. // we assume non-indexed geometry
  16283. if ( geometry.index === null ) {
  16284. var positionAttribute = geometry.attributes.position;
  16285. var lineDistances = [ 0 ];
  16286. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16287. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16288. _end.fromBufferAttribute( positionAttribute, i );
  16289. lineDistances[ i ] = lineDistances[ i - 1 ];
  16290. lineDistances[ i ] += _start.distanceTo( _end );
  16291. }
  16292. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16293. } else {
  16294. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16295. }
  16296. } else if ( geometry.isGeometry ) {
  16297. var vertices = geometry.vertices;
  16298. var lineDistances = geometry.lineDistances;
  16299. lineDistances[ 0 ] = 0;
  16300. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16301. lineDistances[ i ] = lineDistances[ i - 1 ];
  16302. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16303. }
  16304. }
  16305. return this;
  16306. },
  16307. raycast: function ( raycaster, intersects ) {
  16308. var geometry = this.geometry;
  16309. var matrixWorld = this.matrixWorld;
  16310. var threshold = raycaster.params.Line.threshold;
  16311. // Checking boundingSphere distance to ray
  16312. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16313. _sphere$2.copy( geometry.boundingSphere );
  16314. _sphere$2.applyMatrix4( matrixWorld );
  16315. _sphere$2.radius += threshold;
  16316. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16317. //
  16318. _inverseMatrix$1.getInverse( matrixWorld );
  16319. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16320. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16321. var localThresholdSq = localThreshold * localThreshold;
  16322. var vStart = new Vector3();
  16323. var vEnd = new Vector3();
  16324. var interSegment = new Vector3();
  16325. var interRay = new Vector3();
  16326. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16327. if ( geometry.isBufferGeometry ) {
  16328. var index = geometry.index;
  16329. var attributes = geometry.attributes;
  16330. var positions = attributes.position.array;
  16331. if ( index !== null ) {
  16332. var indices = index.array;
  16333. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16334. var a = indices[ i ];
  16335. var b = indices[ i + 1 ];
  16336. vStart.fromArray( positions, a * 3 );
  16337. vEnd.fromArray( positions, b * 3 );
  16338. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16339. if ( distSq > localThresholdSq ) { continue; }
  16340. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16341. var distance = raycaster.ray.origin.distanceTo( interRay );
  16342. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16343. intersects.push( {
  16344. distance: distance,
  16345. // What do we want? intersection point on the ray or on the segment??
  16346. // point: raycaster.ray.at( distance ),
  16347. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16348. index: i,
  16349. face: null,
  16350. faceIndex: null,
  16351. object: this
  16352. } );
  16353. }
  16354. } else {
  16355. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16356. vStart.fromArray( positions, 3 * i );
  16357. vEnd.fromArray( positions, 3 * i + 3 );
  16358. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16359. if ( distSq > localThresholdSq ) { continue; }
  16360. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16361. var distance = raycaster.ray.origin.distanceTo( interRay );
  16362. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16363. intersects.push( {
  16364. distance: distance,
  16365. // What do we want? intersection point on the ray or on the segment??
  16366. // point: raycaster.ray.at( distance ),
  16367. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16368. index: i,
  16369. face: null,
  16370. faceIndex: null,
  16371. object: this
  16372. } );
  16373. }
  16374. }
  16375. } else if ( geometry.isGeometry ) {
  16376. var vertices = geometry.vertices;
  16377. var nbVertices = vertices.length;
  16378. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16379. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16380. if ( distSq > localThresholdSq ) { continue; }
  16381. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16382. var distance = raycaster.ray.origin.distanceTo( interRay );
  16383. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16384. intersects.push( {
  16385. distance: distance,
  16386. // What do we want? intersection point on the ray or on the segment??
  16387. // point: raycaster.ray.at( distance ),
  16388. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16389. index: i,
  16390. face: null,
  16391. faceIndex: null,
  16392. object: this
  16393. } );
  16394. }
  16395. }
  16396. },
  16397. clone: function () {
  16398. return new this.constructor( this.geometry, this.material ).copy( this );
  16399. }
  16400. } );
  16401. /**
  16402. * @author mrdoob / http://mrdoob.com/
  16403. */
  16404. var _start$1 = new Vector3();
  16405. var _end$1 = new Vector3();
  16406. function LineSegments( geometry, material ) {
  16407. Line.call( this, geometry, material );
  16408. this.type = 'LineSegments';
  16409. }
  16410. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16411. constructor: LineSegments,
  16412. isLineSegments: true,
  16413. computeLineDistances: function () {
  16414. var geometry = this.geometry;
  16415. if ( geometry.isBufferGeometry ) {
  16416. // we assume non-indexed geometry
  16417. if ( geometry.index === null ) {
  16418. var positionAttribute = geometry.attributes.position;
  16419. var lineDistances = [];
  16420. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16421. _start$1.fromBufferAttribute( positionAttribute, i );
  16422. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16423. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16424. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16425. }
  16426. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16427. } else {
  16428. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16429. }
  16430. } else if ( geometry.isGeometry ) {
  16431. var vertices = geometry.vertices;
  16432. var lineDistances = geometry.lineDistances;
  16433. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16434. _start$1.copy( vertices[ i ] );
  16435. _end$1.copy( vertices[ i + 1 ] );
  16436. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16437. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16438. }
  16439. }
  16440. return this;
  16441. }
  16442. } );
  16443. /**
  16444. * @author mgreter / http://github.com/mgreter
  16445. */
  16446. function LineLoop( geometry, material ) {
  16447. Line.call( this, geometry, material );
  16448. this.type = 'LineLoop';
  16449. }
  16450. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16451. constructor: LineLoop,
  16452. isLineLoop: true,
  16453. } );
  16454. /**
  16455. * @author mrdoob / http://mrdoob.com/
  16456. * @author alteredq / http://alteredqualia.com/
  16457. *
  16458. * parameters = {
  16459. * color: <hex>,
  16460. * opacity: <float>,
  16461. * map: new THREE.Texture( <Image> ),
  16462. * alphaMap: new THREE.Texture( <Image> ),
  16463. *
  16464. * size: <float>,
  16465. * sizeAttenuation: <bool>
  16466. *
  16467. * morphTargets: <bool>
  16468. * }
  16469. */
  16470. function PointsMaterial( parameters ) {
  16471. Material.call( this );
  16472. this.type = 'PointsMaterial';
  16473. this.color = new Color( 0xffffff );
  16474. this.map = null;
  16475. this.alphaMap = null;
  16476. this.size = 1;
  16477. this.sizeAttenuation = true;
  16478. this.morphTargets = false;
  16479. this.setValues( parameters );
  16480. }
  16481. PointsMaterial.prototype = Object.create( Material.prototype );
  16482. PointsMaterial.prototype.constructor = PointsMaterial;
  16483. PointsMaterial.prototype.isPointsMaterial = true;
  16484. PointsMaterial.prototype.copy = function ( source ) {
  16485. Material.prototype.copy.call( this, source );
  16486. this.color.copy( source.color );
  16487. this.map = source.map;
  16488. this.alphaMap = source.alphaMap;
  16489. this.size = source.size;
  16490. this.sizeAttenuation = source.sizeAttenuation;
  16491. this.morphTargets = source.morphTargets;
  16492. return this;
  16493. };
  16494. /**
  16495. * @author alteredq / http://alteredqualia.com/
  16496. */
  16497. var _inverseMatrix$2 = new Matrix4();
  16498. var _ray$2 = new Ray();
  16499. var _sphere$3 = new Sphere();
  16500. var _position$1 = new Vector3();
  16501. function Points( geometry, material ) {
  16502. Object3D.call( this );
  16503. this.type = 'Points';
  16504. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16505. this.material = material !== undefined ? material : new PointsMaterial();
  16506. this.updateMorphTargets();
  16507. }
  16508. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16509. constructor: Points,
  16510. isPoints: true,
  16511. raycast: function ( raycaster, intersects ) {
  16512. var geometry = this.geometry;
  16513. var matrixWorld = this.matrixWorld;
  16514. var threshold = raycaster.params.Points.threshold;
  16515. // Checking boundingSphere distance to ray
  16516. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16517. _sphere$3.copy( geometry.boundingSphere );
  16518. _sphere$3.applyMatrix4( matrixWorld );
  16519. _sphere$3.radius += threshold;
  16520. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16521. //
  16522. _inverseMatrix$2.getInverse( matrixWorld );
  16523. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16524. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16525. var localThresholdSq = localThreshold * localThreshold;
  16526. if ( geometry.isBufferGeometry ) {
  16527. var index = geometry.index;
  16528. var attributes = geometry.attributes;
  16529. var positions = attributes.position.array;
  16530. if ( index !== null ) {
  16531. var indices = index.array;
  16532. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16533. var a = indices[ i ];
  16534. _position$1.fromArray( positions, a * 3 );
  16535. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16536. }
  16537. } else {
  16538. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16539. _position$1.fromArray( positions, i * 3 );
  16540. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16541. }
  16542. }
  16543. } else {
  16544. var vertices = geometry.vertices;
  16545. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16546. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16547. }
  16548. }
  16549. },
  16550. updateMorphTargets: function () {
  16551. var geometry = this.geometry;
  16552. var m, ml, name;
  16553. if ( geometry.isBufferGeometry ) {
  16554. var morphAttributes = geometry.morphAttributes;
  16555. var keys = Object.keys( morphAttributes );
  16556. if ( keys.length > 0 ) {
  16557. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16558. if ( morphAttribute !== undefined ) {
  16559. this.morphTargetInfluences = [];
  16560. this.morphTargetDictionary = {};
  16561. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16562. name = morphAttribute[ m ].name || String( m );
  16563. this.morphTargetInfluences.push( 0 );
  16564. this.morphTargetDictionary[ name ] = m;
  16565. }
  16566. }
  16567. }
  16568. } else {
  16569. var morphTargets = geometry.morphTargets;
  16570. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16571. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16572. }
  16573. }
  16574. },
  16575. clone: function () {
  16576. return new this.constructor( this.geometry, this.material ).copy( this );
  16577. }
  16578. } );
  16579. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16580. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16581. if ( rayPointDistanceSq < localThresholdSq ) {
  16582. var intersectPoint = new Vector3();
  16583. _ray$2.closestPointToPoint( point, intersectPoint );
  16584. intersectPoint.applyMatrix4( matrixWorld );
  16585. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16586. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16587. intersects.push( {
  16588. distance: distance,
  16589. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16590. point: intersectPoint,
  16591. index: index,
  16592. face: null,
  16593. object: object
  16594. } );
  16595. }
  16596. }
  16597. /**
  16598. * @author mrdoob / http://mrdoob.com/
  16599. */
  16600. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16601. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16602. this.format = format !== undefined ? format : RGBFormat;
  16603. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16604. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16605. this.generateMipmaps = false;
  16606. }
  16607. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16608. constructor: VideoTexture,
  16609. isVideoTexture: true,
  16610. update: function () {
  16611. var video = this.image;
  16612. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16613. this.needsUpdate = true;
  16614. }
  16615. }
  16616. } );
  16617. /**
  16618. * @author alteredq / http://alteredqualia.com/
  16619. */
  16620. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16621. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16622. this.image = { width: width, height: height };
  16623. this.mipmaps = mipmaps;
  16624. // no flipping for cube textures
  16625. // (also flipping doesn't work for compressed textures )
  16626. this.flipY = false;
  16627. // can't generate mipmaps for compressed textures
  16628. // mips must be embedded in DDS files
  16629. this.generateMipmaps = false;
  16630. }
  16631. CompressedTexture.prototype = Object.create( Texture.prototype );
  16632. CompressedTexture.prototype.constructor = CompressedTexture;
  16633. CompressedTexture.prototype.isCompressedTexture = true;
  16634. /**
  16635. * @author mrdoob / http://mrdoob.com/
  16636. */
  16637. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16638. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16639. this.needsUpdate = true;
  16640. }
  16641. CanvasTexture.prototype = Object.create( Texture.prototype );
  16642. CanvasTexture.prototype.constructor = CanvasTexture;
  16643. CanvasTexture.prototype.isCanvasTexture = true;
  16644. /**
  16645. * @author Matt DesLauriers / @mattdesl
  16646. * @author atix / arthursilber.de
  16647. */
  16648. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16649. format = format !== undefined ? format : DepthFormat;
  16650. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16651. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16652. }
  16653. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16654. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16655. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16656. this.image = { width: width, height: height };
  16657. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16658. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16659. this.flipY = false;
  16660. this.generateMipmaps = false;
  16661. }
  16662. DepthTexture.prototype = Object.create( Texture.prototype );
  16663. DepthTexture.prototype.constructor = DepthTexture;
  16664. DepthTexture.prototype.isDepthTexture = true;
  16665. /**
  16666. * @author mrdoob / http://mrdoob.com/
  16667. * @author Mugen87 / https://github.com/Mugen87
  16668. */
  16669. function WireframeGeometry( geometry ) {
  16670. BufferGeometry.call( this );
  16671. this.type = 'WireframeGeometry';
  16672. // buffer
  16673. var vertices = [];
  16674. // helper variables
  16675. var i, j, l, o, ol;
  16676. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16677. var key, keys = [ 'a', 'b', 'c' ];
  16678. var vertex;
  16679. // different logic for Geometry and BufferGeometry
  16680. if ( geometry && geometry.isGeometry ) {
  16681. // create a data structure that contains all edges without duplicates
  16682. var faces = geometry.faces;
  16683. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16684. var face = faces[ i ];
  16685. for ( j = 0; j < 3; j ++ ) {
  16686. edge1 = face[ keys[ j ] ];
  16687. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16688. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16689. edge[ 1 ] = Math.max( edge1, edge2 );
  16690. key = edge[ 0 ] + ',' + edge[ 1 ];
  16691. if ( edges[ key ] === undefined ) {
  16692. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16693. }
  16694. }
  16695. }
  16696. // generate vertices
  16697. for ( key in edges ) {
  16698. e = edges[ key ];
  16699. vertex = geometry.vertices[ e.index1 ];
  16700. vertices.push( vertex.x, vertex.y, vertex.z );
  16701. vertex = geometry.vertices[ e.index2 ];
  16702. vertices.push( vertex.x, vertex.y, vertex.z );
  16703. }
  16704. } else if ( geometry && geometry.isBufferGeometry ) {
  16705. var position, indices, groups;
  16706. var group, start, count;
  16707. var index1, index2;
  16708. vertex = new Vector3();
  16709. if ( geometry.index !== null ) {
  16710. // indexed BufferGeometry
  16711. position = geometry.attributes.position;
  16712. indices = geometry.index;
  16713. groups = geometry.groups;
  16714. if ( groups.length === 0 ) {
  16715. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16716. }
  16717. // create a data structure that contains all eges without duplicates
  16718. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16719. group = groups[ o ];
  16720. start = group.start;
  16721. count = group.count;
  16722. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16723. for ( j = 0; j < 3; j ++ ) {
  16724. edge1 = indices.getX( i + j );
  16725. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16726. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16727. edge[ 1 ] = Math.max( edge1, edge2 );
  16728. key = edge[ 0 ] + ',' + edge[ 1 ];
  16729. if ( edges[ key ] === undefined ) {
  16730. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16731. }
  16732. }
  16733. }
  16734. }
  16735. // generate vertices
  16736. for ( key in edges ) {
  16737. e = edges[ key ];
  16738. vertex.fromBufferAttribute( position, e.index1 );
  16739. vertices.push( vertex.x, vertex.y, vertex.z );
  16740. vertex.fromBufferAttribute( position, e.index2 );
  16741. vertices.push( vertex.x, vertex.y, vertex.z );
  16742. }
  16743. } else {
  16744. // non-indexed BufferGeometry
  16745. position = geometry.attributes.position;
  16746. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16747. for ( j = 0; j < 3; j ++ ) {
  16748. // three edges per triangle, an edge is represented as (index1, index2)
  16749. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16750. index1 = 3 * i + j;
  16751. vertex.fromBufferAttribute( position, index1 );
  16752. vertices.push( vertex.x, vertex.y, vertex.z );
  16753. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16754. vertex.fromBufferAttribute( position, index2 );
  16755. vertices.push( vertex.x, vertex.y, vertex.z );
  16756. }
  16757. }
  16758. }
  16759. }
  16760. // build geometry
  16761. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16762. }
  16763. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16764. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16765. /**
  16766. * @author zz85 / https://github.com/zz85
  16767. * @author Mugen87 / https://github.com/Mugen87
  16768. *
  16769. * Parametric Surfaces Geometry
  16770. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16771. */
  16772. // ParametricGeometry
  16773. function ParametricGeometry( func, slices, stacks ) {
  16774. Geometry.call( this );
  16775. this.type = 'ParametricGeometry';
  16776. this.parameters = {
  16777. func: func,
  16778. slices: slices,
  16779. stacks: stacks
  16780. };
  16781. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16782. this.mergeVertices();
  16783. }
  16784. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16785. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16786. // ParametricBufferGeometry
  16787. function ParametricBufferGeometry( func, slices, stacks ) {
  16788. BufferGeometry.call( this );
  16789. this.type = 'ParametricBufferGeometry';
  16790. this.parameters = {
  16791. func: func,
  16792. slices: slices,
  16793. stacks: stacks
  16794. };
  16795. // buffers
  16796. var indices = [];
  16797. var vertices = [];
  16798. var normals = [];
  16799. var uvs = [];
  16800. var EPS = 0.00001;
  16801. var normal = new Vector3();
  16802. var p0 = new Vector3(), p1 = new Vector3();
  16803. var pu = new Vector3(), pv = new Vector3();
  16804. var i, j;
  16805. if ( func.length < 3 ) {
  16806. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16807. }
  16808. // generate vertices, normals and uvs
  16809. var sliceCount = slices + 1;
  16810. for ( i = 0; i <= stacks; i ++ ) {
  16811. var v = i / stacks;
  16812. for ( j = 0; j <= slices; j ++ ) {
  16813. var u = j / slices;
  16814. // vertex
  16815. func( u, v, p0 );
  16816. vertices.push( p0.x, p0.y, p0.z );
  16817. // normal
  16818. // approximate tangent vectors via finite differences
  16819. if ( u - EPS >= 0 ) {
  16820. func( u - EPS, v, p1 );
  16821. pu.subVectors( p0, p1 );
  16822. } else {
  16823. func( u + EPS, v, p1 );
  16824. pu.subVectors( p1, p0 );
  16825. }
  16826. if ( v - EPS >= 0 ) {
  16827. func( u, v - EPS, p1 );
  16828. pv.subVectors( p0, p1 );
  16829. } else {
  16830. func( u, v + EPS, p1 );
  16831. pv.subVectors( p1, p0 );
  16832. }
  16833. // cross product of tangent vectors returns surface normal
  16834. normal.crossVectors( pu, pv ).normalize();
  16835. normals.push( normal.x, normal.y, normal.z );
  16836. // uv
  16837. uvs.push( u, v );
  16838. }
  16839. }
  16840. // generate indices
  16841. for ( i = 0; i < stacks; i ++ ) {
  16842. for ( j = 0; j < slices; j ++ ) {
  16843. var a = i * sliceCount + j;
  16844. var b = i * sliceCount + j + 1;
  16845. var c = ( i + 1 ) * sliceCount + j + 1;
  16846. var d = ( i + 1 ) * sliceCount + j;
  16847. // faces one and two
  16848. indices.push( a, b, d );
  16849. indices.push( b, c, d );
  16850. }
  16851. }
  16852. // build geometry
  16853. this.setIndex( indices );
  16854. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16855. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16856. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16857. }
  16858. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16859. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16860. /**
  16861. * @author clockworkgeek / https://github.com/clockworkgeek
  16862. * @author timothypratley / https://github.com/timothypratley
  16863. * @author WestLangley / http://github.com/WestLangley
  16864. * @author Mugen87 / https://github.com/Mugen87
  16865. */
  16866. // PolyhedronGeometry
  16867. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16868. Geometry.call( this );
  16869. this.type = 'PolyhedronGeometry';
  16870. this.parameters = {
  16871. vertices: vertices,
  16872. indices: indices,
  16873. radius: radius,
  16874. detail: detail
  16875. };
  16876. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16877. this.mergeVertices();
  16878. }
  16879. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16880. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16881. // PolyhedronBufferGeometry
  16882. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16883. BufferGeometry.call( this );
  16884. this.type = 'PolyhedronBufferGeometry';
  16885. this.parameters = {
  16886. vertices: vertices,
  16887. indices: indices,
  16888. radius: radius,
  16889. detail: detail
  16890. };
  16891. radius = radius || 1;
  16892. detail = detail || 0;
  16893. // default buffer data
  16894. var vertexBuffer = [];
  16895. var uvBuffer = [];
  16896. // the subdivision creates the vertex buffer data
  16897. subdivide( detail );
  16898. // all vertices should lie on a conceptual sphere with a given radius
  16899. applyRadius( radius );
  16900. // finally, create the uv data
  16901. generateUVs();
  16902. // build non-indexed geometry
  16903. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16904. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16905. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16906. if ( detail === 0 ) {
  16907. this.computeVertexNormals(); // flat normals
  16908. } else {
  16909. this.normalizeNormals(); // smooth normals
  16910. }
  16911. // helper functions
  16912. function subdivide( detail ) {
  16913. var a = new Vector3();
  16914. var b = new Vector3();
  16915. var c = new Vector3();
  16916. // iterate over all faces and apply a subdivison with the given detail value
  16917. for ( var i = 0; i < indices.length; i += 3 ) {
  16918. // get the vertices of the face
  16919. getVertexByIndex( indices[ i + 0 ], a );
  16920. getVertexByIndex( indices[ i + 1 ], b );
  16921. getVertexByIndex( indices[ i + 2 ], c );
  16922. // perform subdivision
  16923. subdivideFace( a, b, c, detail );
  16924. }
  16925. }
  16926. function subdivideFace( a, b, c, detail ) {
  16927. var cols = Math.pow( 2, detail );
  16928. // we use this multidimensional array as a data structure for creating the subdivision
  16929. var v = [];
  16930. var i, j;
  16931. // construct all of the vertices for this subdivision
  16932. for ( i = 0; i <= cols; i ++ ) {
  16933. v[ i ] = [];
  16934. var aj = a.clone().lerp( c, i / cols );
  16935. var bj = b.clone().lerp( c, i / cols );
  16936. var rows = cols - i;
  16937. for ( j = 0; j <= rows; j ++ ) {
  16938. if ( j === 0 && i === cols ) {
  16939. v[ i ][ j ] = aj;
  16940. } else {
  16941. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16942. }
  16943. }
  16944. }
  16945. // construct all of the faces
  16946. for ( i = 0; i < cols; i ++ ) {
  16947. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16948. var k = Math.floor( j / 2 );
  16949. if ( j % 2 === 0 ) {
  16950. pushVertex( v[ i ][ k + 1 ] );
  16951. pushVertex( v[ i + 1 ][ k ] );
  16952. pushVertex( v[ i ][ k ] );
  16953. } else {
  16954. pushVertex( v[ i ][ k + 1 ] );
  16955. pushVertex( v[ i + 1 ][ k + 1 ] );
  16956. pushVertex( v[ i + 1 ][ k ] );
  16957. }
  16958. }
  16959. }
  16960. }
  16961. function applyRadius( radius ) {
  16962. var vertex = new Vector3();
  16963. // iterate over the entire buffer and apply the radius to each vertex
  16964. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16965. vertex.x = vertexBuffer[ i + 0 ];
  16966. vertex.y = vertexBuffer[ i + 1 ];
  16967. vertex.z = vertexBuffer[ i + 2 ];
  16968. vertex.normalize().multiplyScalar( radius );
  16969. vertexBuffer[ i + 0 ] = vertex.x;
  16970. vertexBuffer[ i + 1 ] = vertex.y;
  16971. vertexBuffer[ i + 2 ] = vertex.z;
  16972. }
  16973. }
  16974. function generateUVs() {
  16975. var vertex = new Vector3();
  16976. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16977. vertex.x = vertexBuffer[ i + 0 ];
  16978. vertex.y = vertexBuffer[ i + 1 ];
  16979. vertex.z = vertexBuffer[ i + 2 ];
  16980. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16981. var v = inclination( vertex ) / Math.PI + 0.5;
  16982. uvBuffer.push( u, 1 - v );
  16983. }
  16984. correctUVs();
  16985. correctSeam();
  16986. }
  16987. function correctSeam() {
  16988. // handle case when face straddles the seam, see #3269
  16989. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16990. // uv data of a single face
  16991. var x0 = uvBuffer[ i + 0 ];
  16992. var x1 = uvBuffer[ i + 2 ];
  16993. var x2 = uvBuffer[ i + 4 ];
  16994. var max = Math.max( x0, x1, x2 );
  16995. var min = Math.min( x0, x1, x2 );
  16996. // 0.9 is somewhat arbitrary
  16997. if ( max > 0.9 && min < 0.1 ) {
  16998. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16999. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17000. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17001. }
  17002. }
  17003. }
  17004. function pushVertex( vertex ) {
  17005. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17006. }
  17007. function getVertexByIndex( index, vertex ) {
  17008. var stride = index * 3;
  17009. vertex.x = vertices[ stride + 0 ];
  17010. vertex.y = vertices[ stride + 1 ];
  17011. vertex.z = vertices[ stride + 2 ];
  17012. }
  17013. function correctUVs() {
  17014. var a = new Vector3();
  17015. var b = new Vector3();
  17016. var c = new Vector3();
  17017. var centroid = new Vector3();
  17018. var uvA = new Vector2();
  17019. var uvB = new Vector2();
  17020. var uvC = new Vector2();
  17021. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17022. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17023. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17024. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17025. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17026. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17027. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17028. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17029. var azi = azimuth( centroid );
  17030. correctUV( uvA, j + 0, a, azi );
  17031. correctUV( uvB, j + 2, b, azi );
  17032. correctUV( uvC, j + 4, c, azi );
  17033. }
  17034. }
  17035. function correctUV( uv, stride, vector, azimuth ) {
  17036. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17037. uvBuffer[ stride ] = uv.x - 1;
  17038. }
  17039. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17040. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17041. }
  17042. }
  17043. // Angle around the Y axis, counter-clockwise when looking from above.
  17044. function azimuth( vector ) {
  17045. return Math.atan2( vector.z, - vector.x );
  17046. }
  17047. // Angle above the XZ plane.
  17048. function inclination( vector ) {
  17049. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17050. }
  17051. }
  17052. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17053. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17054. /**
  17055. * @author timothypratley / https://github.com/timothypratley
  17056. * @author Mugen87 / https://github.com/Mugen87
  17057. */
  17058. // TetrahedronGeometry
  17059. function TetrahedronGeometry( radius, detail ) {
  17060. Geometry.call( this );
  17061. this.type = 'TetrahedronGeometry';
  17062. this.parameters = {
  17063. radius: radius,
  17064. detail: detail
  17065. };
  17066. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17067. this.mergeVertices();
  17068. }
  17069. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17070. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17071. // TetrahedronBufferGeometry
  17072. function TetrahedronBufferGeometry( radius, detail ) {
  17073. var vertices = [
  17074. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17075. ];
  17076. var indices = [
  17077. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17078. ];
  17079. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17080. this.type = 'TetrahedronBufferGeometry';
  17081. this.parameters = {
  17082. radius: radius,
  17083. detail: detail
  17084. };
  17085. }
  17086. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17087. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17088. /**
  17089. * @author timothypratley / https://github.com/timothypratley
  17090. * @author Mugen87 / https://github.com/Mugen87
  17091. */
  17092. // OctahedronGeometry
  17093. function OctahedronGeometry( radius, detail ) {
  17094. Geometry.call( this );
  17095. this.type = 'OctahedronGeometry';
  17096. this.parameters = {
  17097. radius: radius,
  17098. detail: detail
  17099. };
  17100. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17101. this.mergeVertices();
  17102. }
  17103. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17104. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17105. // OctahedronBufferGeometry
  17106. function OctahedronBufferGeometry( radius, detail ) {
  17107. var vertices = [
  17108. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17109. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17110. ];
  17111. var indices = [
  17112. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17113. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17114. 1, 3, 4, 1, 4, 2
  17115. ];
  17116. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17117. this.type = 'OctahedronBufferGeometry';
  17118. this.parameters = {
  17119. radius: radius,
  17120. detail: detail
  17121. };
  17122. }
  17123. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17124. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17125. /**
  17126. * @author timothypratley / https://github.com/timothypratley
  17127. * @author Mugen87 / https://github.com/Mugen87
  17128. */
  17129. // IcosahedronGeometry
  17130. function IcosahedronGeometry( radius, detail ) {
  17131. Geometry.call( this );
  17132. this.type = 'IcosahedronGeometry';
  17133. this.parameters = {
  17134. radius: radius,
  17135. detail: detail
  17136. };
  17137. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17138. this.mergeVertices();
  17139. }
  17140. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17141. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17142. // IcosahedronBufferGeometry
  17143. function IcosahedronBufferGeometry( radius, detail ) {
  17144. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17145. var vertices = [
  17146. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17147. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17148. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17149. ];
  17150. var indices = [
  17151. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17152. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17153. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17154. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17155. ];
  17156. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17157. this.type = 'IcosahedronBufferGeometry';
  17158. this.parameters = {
  17159. radius: radius,
  17160. detail: detail
  17161. };
  17162. }
  17163. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17164. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17165. /**
  17166. * @author Abe Pazos / https://hamoid.com
  17167. * @author Mugen87 / https://github.com/Mugen87
  17168. */
  17169. // DodecahedronGeometry
  17170. function DodecahedronGeometry( radius, detail ) {
  17171. Geometry.call( this );
  17172. this.type = 'DodecahedronGeometry';
  17173. this.parameters = {
  17174. radius: radius,
  17175. detail: detail
  17176. };
  17177. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17178. this.mergeVertices();
  17179. }
  17180. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17181. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17182. // DodecahedronBufferGeometry
  17183. function DodecahedronBufferGeometry( radius, detail ) {
  17184. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17185. var r = 1 / t;
  17186. var vertices = [
  17187. // (±1, ±1, ±1)
  17188. - 1, - 1, - 1, - 1, - 1, 1,
  17189. - 1, 1, - 1, - 1, 1, 1,
  17190. 1, - 1, - 1, 1, - 1, 1,
  17191. 1, 1, - 1, 1, 1, 1,
  17192. // (0, ±1/φ, ±φ)
  17193. 0, - r, - t, 0, - r, t,
  17194. 0, r, - t, 0, r, t,
  17195. // (±1/φ, ±φ, 0)
  17196. - r, - t, 0, - r, t, 0,
  17197. r, - t, 0, r, t, 0,
  17198. // (±φ, 0, ±1/φ)
  17199. - t, 0, - r, t, 0, - r,
  17200. - t, 0, r, t, 0, r
  17201. ];
  17202. var indices = [
  17203. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17204. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17205. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17206. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17207. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17208. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17209. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17210. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17211. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17212. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17213. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17214. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17215. ];
  17216. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17217. this.type = 'DodecahedronBufferGeometry';
  17218. this.parameters = {
  17219. radius: radius,
  17220. detail: detail
  17221. };
  17222. }
  17223. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17224. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17225. /**
  17226. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17227. * @author WestLangley / https://github.com/WestLangley
  17228. * @author zz85 / https://github.com/zz85
  17229. * @author miningold / https://github.com/miningold
  17230. * @author jonobr1 / https://github.com/jonobr1
  17231. * @author Mugen87 / https://github.com/Mugen87
  17232. *
  17233. */
  17234. // TubeGeometry
  17235. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17236. Geometry.call( this );
  17237. this.type = 'TubeGeometry';
  17238. this.parameters = {
  17239. path: path,
  17240. tubularSegments: tubularSegments,
  17241. radius: radius,
  17242. radialSegments: radialSegments,
  17243. closed: closed
  17244. };
  17245. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17246. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17247. // expose internals
  17248. this.tangents = bufferGeometry.tangents;
  17249. this.normals = bufferGeometry.normals;
  17250. this.binormals = bufferGeometry.binormals;
  17251. // create geometry
  17252. this.fromBufferGeometry( bufferGeometry );
  17253. this.mergeVertices();
  17254. }
  17255. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17256. TubeGeometry.prototype.constructor = TubeGeometry;
  17257. // TubeBufferGeometry
  17258. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17259. BufferGeometry.call( this );
  17260. this.type = 'TubeBufferGeometry';
  17261. this.parameters = {
  17262. path: path,
  17263. tubularSegments: tubularSegments,
  17264. radius: radius,
  17265. radialSegments: radialSegments,
  17266. closed: closed
  17267. };
  17268. tubularSegments = tubularSegments || 64;
  17269. radius = radius || 1;
  17270. radialSegments = radialSegments || 8;
  17271. closed = closed || false;
  17272. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17273. // expose internals
  17274. this.tangents = frames.tangents;
  17275. this.normals = frames.normals;
  17276. this.binormals = frames.binormals;
  17277. // helper variables
  17278. var vertex = new Vector3();
  17279. var normal = new Vector3();
  17280. var uv = new Vector2();
  17281. var P = new Vector3();
  17282. var i, j;
  17283. // buffer
  17284. var vertices = [];
  17285. var normals = [];
  17286. var uvs = [];
  17287. var indices = [];
  17288. // create buffer data
  17289. generateBufferData();
  17290. // build geometry
  17291. this.setIndex( indices );
  17292. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17293. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17294. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17295. // functions
  17296. function generateBufferData() {
  17297. for ( i = 0; i < tubularSegments; i ++ ) {
  17298. generateSegment( i );
  17299. }
  17300. // if the geometry is not closed, generate the last row of vertices and normals
  17301. // at the regular position on the given path
  17302. //
  17303. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17304. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17305. // uvs are generated in a separate function.
  17306. // this makes it easy compute correct values for closed geometries
  17307. generateUVs();
  17308. // finally create faces
  17309. generateIndices();
  17310. }
  17311. function generateSegment( i ) {
  17312. // we use getPointAt to sample evenly distributed points from the given path
  17313. P = path.getPointAt( i / tubularSegments, P );
  17314. // retrieve corresponding normal and binormal
  17315. var N = frames.normals[ i ];
  17316. var B = frames.binormals[ i ];
  17317. // generate normals and vertices for the current segment
  17318. for ( j = 0; j <= radialSegments; j ++ ) {
  17319. var v = j / radialSegments * Math.PI * 2;
  17320. var sin = Math.sin( v );
  17321. var cos = - Math.cos( v );
  17322. // normal
  17323. normal.x = ( cos * N.x + sin * B.x );
  17324. normal.y = ( cos * N.y + sin * B.y );
  17325. normal.z = ( cos * N.z + sin * B.z );
  17326. normal.normalize();
  17327. normals.push( normal.x, normal.y, normal.z );
  17328. // vertex
  17329. vertex.x = P.x + radius * normal.x;
  17330. vertex.y = P.y + radius * normal.y;
  17331. vertex.z = P.z + radius * normal.z;
  17332. vertices.push( vertex.x, vertex.y, vertex.z );
  17333. }
  17334. }
  17335. function generateIndices() {
  17336. for ( j = 1; j <= tubularSegments; j ++ ) {
  17337. for ( i = 1; i <= radialSegments; i ++ ) {
  17338. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17339. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17340. var c = ( radialSegments + 1 ) * j + i;
  17341. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17342. // faces
  17343. indices.push( a, b, d );
  17344. indices.push( b, c, d );
  17345. }
  17346. }
  17347. }
  17348. function generateUVs() {
  17349. for ( i = 0; i <= tubularSegments; i ++ ) {
  17350. for ( j = 0; j <= radialSegments; j ++ ) {
  17351. uv.x = i / tubularSegments;
  17352. uv.y = j / radialSegments;
  17353. uvs.push( uv.x, uv.y );
  17354. }
  17355. }
  17356. }
  17357. }
  17358. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17359. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17360. TubeBufferGeometry.prototype.toJSON = function () {
  17361. var data = BufferGeometry.prototype.toJSON.call( this );
  17362. data.path = this.parameters.path.toJSON();
  17363. return data;
  17364. };
  17365. /**
  17366. * @author oosmoxiecode
  17367. * @author Mugen87 / https://github.com/Mugen87
  17368. *
  17369. * based on http://www.blackpawn.com/texts/pqtorus/
  17370. */
  17371. // TorusKnotGeometry
  17372. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17373. Geometry.call( this );
  17374. this.type = 'TorusKnotGeometry';
  17375. this.parameters = {
  17376. radius: radius,
  17377. tube: tube,
  17378. tubularSegments: tubularSegments,
  17379. radialSegments: radialSegments,
  17380. p: p,
  17381. q: q
  17382. };
  17383. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17384. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17385. this.mergeVertices();
  17386. }
  17387. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17388. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17389. // TorusKnotBufferGeometry
  17390. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17391. BufferGeometry.call( this );
  17392. this.type = 'TorusKnotBufferGeometry';
  17393. this.parameters = {
  17394. radius: radius,
  17395. tube: tube,
  17396. tubularSegments: tubularSegments,
  17397. radialSegments: radialSegments,
  17398. p: p,
  17399. q: q
  17400. };
  17401. radius = radius || 1;
  17402. tube = tube || 0.4;
  17403. tubularSegments = Math.floor( tubularSegments ) || 64;
  17404. radialSegments = Math.floor( radialSegments ) || 8;
  17405. p = p || 2;
  17406. q = q || 3;
  17407. // buffers
  17408. var indices = [];
  17409. var vertices = [];
  17410. var normals = [];
  17411. var uvs = [];
  17412. // helper variables
  17413. var i, j;
  17414. var vertex = new Vector3();
  17415. var normal = new Vector3();
  17416. var P1 = new Vector3();
  17417. var P2 = new Vector3();
  17418. var B = new Vector3();
  17419. var T = new Vector3();
  17420. var N = new Vector3();
  17421. // generate vertices, normals and uvs
  17422. for ( i = 0; i <= tubularSegments; ++ i ) {
  17423. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17424. var u = i / tubularSegments * p * Math.PI * 2;
  17425. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17426. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17427. calculatePositionOnCurve( u, p, q, radius, P1 );
  17428. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17429. // calculate orthonormal basis
  17430. T.subVectors( P2, P1 );
  17431. N.addVectors( P2, P1 );
  17432. B.crossVectors( T, N );
  17433. N.crossVectors( B, T );
  17434. // normalize B, N. T can be ignored, we don't use it
  17435. B.normalize();
  17436. N.normalize();
  17437. for ( j = 0; j <= radialSegments; ++ j ) {
  17438. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17439. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17440. var v = j / radialSegments * Math.PI * 2;
  17441. var cx = - tube * Math.cos( v );
  17442. var cy = tube * Math.sin( v );
  17443. // now calculate the final vertex position.
  17444. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17445. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17446. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17447. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17448. vertices.push( vertex.x, vertex.y, vertex.z );
  17449. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17450. normal.subVectors( vertex, P1 ).normalize();
  17451. normals.push( normal.x, normal.y, normal.z );
  17452. // uv
  17453. uvs.push( i / tubularSegments );
  17454. uvs.push( j / radialSegments );
  17455. }
  17456. }
  17457. // generate indices
  17458. for ( j = 1; j <= tubularSegments; j ++ ) {
  17459. for ( i = 1; i <= radialSegments; i ++ ) {
  17460. // indices
  17461. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17462. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17463. var c = ( radialSegments + 1 ) * j + i;
  17464. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17465. // faces
  17466. indices.push( a, b, d );
  17467. indices.push( b, c, d );
  17468. }
  17469. }
  17470. // build geometry
  17471. this.setIndex( indices );
  17472. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17473. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17474. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17475. // this function calculates the current position on the torus curve
  17476. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17477. var cu = Math.cos( u );
  17478. var su = Math.sin( u );
  17479. var quOverP = q / p * u;
  17480. var cs = Math.cos( quOverP );
  17481. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17482. position.y = radius * ( 2 + cs ) * su * 0.5;
  17483. position.z = radius * Math.sin( quOverP ) * 0.5;
  17484. }
  17485. }
  17486. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17487. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17488. /**
  17489. * @author oosmoxiecode
  17490. * @author mrdoob / http://mrdoob.com/
  17491. * @author Mugen87 / https://github.com/Mugen87
  17492. */
  17493. // TorusGeometry
  17494. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17495. Geometry.call( this );
  17496. this.type = 'TorusGeometry';
  17497. this.parameters = {
  17498. radius: radius,
  17499. tube: tube,
  17500. radialSegments: radialSegments,
  17501. tubularSegments: tubularSegments,
  17502. arc: arc
  17503. };
  17504. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17505. this.mergeVertices();
  17506. }
  17507. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17508. TorusGeometry.prototype.constructor = TorusGeometry;
  17509. // TorusBufferGeometry
  17510. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17511. BufferGeometry.call( this );
  17512. this.type = 'TorusBufferGeometry';
  17513. this.parameters = {
  17514. radius: radius,
  17515. tube: tube,
  17516. radialSegments: radialSegments,
  17517. tubularSegments: tubularSegments,
  17518. arc: arc
  17519. };
  17520. radius = radius || 1;
  17521. tube = tube || 0.4;
  17522. radialSegments = Math.floor( radialSegments ) || 8;
  17523. tubularSegments = Math.floor( tubularSegments ) || 6;
  17524. arc = arc || Math.PI * 2;
  17525. // buffers
  17526. var indices = [];
  17527. var vertices = [];
  17528. var normals = [];
  17529. var uvs = [];
  17530. // helper variables
  17531. var center = new Vector3();
  17532. var vertex = new Vector3();
  17533. var normal = new Vector3();
  17534. var j, i;
  17535. // generate vertices, normals and uvs
  17536. for ( j = 0; j <= radialSegments; j ++ ) {
  17537. for ( i = 0; i <= tubularSegments; i ++ ) {
  17538. var u = i / tubularSegments * arc;
  17539. var v = j / radialSegments * Math.PI * 2;
  17540. // vertex
  17541. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17542. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17543. vertex.z = tube * Math.sin( v );
  17544. vertices.push( vertex.x, vertex.y, vertex.z );
  17545. // normal
  17546. center.x = radius * Math.cos( u );
  17547. center.y = radius * Math.sin( u );
  17548. normal.subVectors( vertex, center ).normalize();
  17549. normals.push( normal.x, normal.y, normal.z );
  17550. // uv
  17551. uvs.push( i / tubularSegments );
  17552. uvs.push( j / radialSegments );
  17553. }
  17554. }
  17555. // generate indices
  17556. for ( j = 1; j <= radialSegments; j ++ ) {
  17557. for ( i = 1; i <= tubularSegments; i ++ ) {
  17558. // indices
  17559. var a = ( tubularSegments + 1 ) * j + i - 1;
  17560. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17561. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17562. var d = ( tubularSegments + 1 ) * j + i;
  17563. // faces
  17564. indices.push( a, b, d );
  17565. indices.push( b, c, d );
  17566. }
  17567. }
  17568. // build geometry
  17569. this.setIndex( indices );
  17570. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17571. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17572. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17573. }
  17574. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17575. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17576. /**
  17577. * @author Mugen87 / https://github.com/Mugen87
  17578. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17579. */
  17580. var Earcut = {
  17581. triangulate: function ( data, holeIndices, dim ) {
  17582. dim = dim || 2;
  17583. var hasHoles = holeIndices && holeIndices.length,
  17584. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17585. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17586. triangles = [];
  17587. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17588. var minX, minY, maxX, maxY, x, y, invSize;
  17589. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17590. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17591. if ( data.length > 80 * dim ) {
  17592. minX = maxX = data[ 0 ];
  17593. minY = maxY = data[ 1 ];
  17594. for ( var i = dim; i < outerLen; i += dim ) {
  17595. x = data[ i ];
  17596. y = data[ i + 1 ];
  17597. if ( x < minX ) { minX = x; }
  17598. if ( y < minY ) { minY = y; }
  17599. if ( x > maxX ) { maxX = x; }
  17600. if ( y > maxY ) { maxY = y; }
  17601. }
  17602. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17603. invSize = Math.max( maxX - minX, maxY - minY );
  17604. invSize = invSize !== 0 ? 1 / invSize : 0;
  17605. }
  17606. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17607. return triangles;
  17608. }
  17609. };
  17610. // create a circular doubly linked list from polygon points in the specified winding order
  17611. function linkedList( data, start, end, dim, clockwise ) {
  17612. var i, last;
  17613. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17614. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17615. } else {
  17616. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17617. }
  17618. if ( last && equals( last, last.next ) ) {
  17619. removeNode( last );
  17620. last = last.next;
  17621. }
  17622. return last;
  17623. }
  17624. // eliminate colinear or duplicate points
  17625. function filterPoints( start, end ) {
  17626. if ( ! start ) { return start; }
  17627. if ( ! end ) { end = start; }
  17628. var p = start,
  17629. again;
  17630. do {
  17631. again = false;
  17632. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17633. removeNode( p );
  17634. p = end = p.prev;
  17635. if ( p === p.next ) { break; }
  17636. again = true;
  17637. } else {
  17638. p = p.next;
  17639. }
  17640. } while ( again || p !== end );
  17641. return end;
  17642. }
  17643. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17644. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17645. if ( ! ear ) { return; }
  17646. // interlink polygon nodes in z-order
  17647. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17648. var stop = ear,
  17649. prev, next;
  17650. // iterate through ears, slicing them one by one
  17651. while ( ear.prev !== ear.next ) {
  17652. prev = ear.prev;
  17653. next = ear.next;
  17654. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17655. // cut off the triangle
  17656. triangles.push( prev.i / dim );
  17657. triangles.push( ear.i / dim );
  17658. triangles.push( next.i / dim );
  17659. removeNode( ear );
  17660. // skipping the next vertex leads to less sliver triangles
  17661. ear = next.next;
  17662. stop = next.next;
  17663. continue;
  17664. }
  17665. ear = next;
  17666. // if we looped through the whole remaining polygon and can't find any more ears
  17667. if ( ear === stop ) {
  17668. // try filtering points and slicing again
  17669. if ( ! pass ) {
  17670. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17671. // if this didn't work, try curing all small self-intersections locally
  17672. } else if ( pass === 1 ) {
  17673. ear = cureLocalIntersections( ear, triangles, dim );
  17674. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17675. // as a last resort, try splitting the remaining polygon into two
  17676. } else if ( pass === 2 ) {
  17677. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17678. }
  17679. break;
  17680. }
  17681. }
  17682. }
  17683. // check whether a polygon node forms a valid ear with adjacent nodes
  17684. function isEar( ear ) {
  17685. var a = ear.prev,
  17686. b = ear,
  17687. c = ear.next;
  17688. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17689. // now make sure we don't have other points inside the potential ear
  17690. var p = ear.next.next;
  17691. while ( p !== ear.prev ) {
  17692. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17693. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17694. p = p.next;
  17695. }
  17696. return true;
  17697. }
  17698. function isEarHashed( ear, minX, minY, invSize ) {
  17699. var a = ear.prev,
  17700. b = ear,
  17701. c = ear.next;
  17702. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17703. // triangle bbox; min & max are calculated like this for speed
  17704. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17705. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17706. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17707. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17708. // z-order range for the current triangle bbox;
  17709. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17710. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17711. var p = ear.prevZ,
  17712. n = ear.nextZ;
  17713. // look for points inside the triangle in both directions
  17714. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17715. if ( p !== ear.prev && p !== ear.next &&
  17716. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17717. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17718. p = p.prevZ;
  17719. if ( n !== ear.prev && n !== ear.next &&
  17720. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17721. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17722. n = n.nextZ;
  17723. }
  17724. // look for remaining points in decreasing z-order
  17725. while ( p && p.z >= minZ ) {
  17726. if ( p !== ear.prev && p !== ear.next &&
  17727. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17728. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17729. p = p.prevZ;
  17730. }
  17731. // look for remaining points in increasing z-order
  17732. while ( n && n.z <= maxZ ) {
  17733. if ( n !== ear.prev && n !== ear.next &&
  17734. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17735. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17736. n = n.nextZ;
  17737. }
  17738. return true;
  17739. }
  17740. // go through all polygon nodes and cure small local self-intersections
  17741. function cureLocalIntersections( start, triangles, dim ) {
  17742. var p = start;
  17743. do {
  17744. var a = p.prev,
  17745. b = p.next.next;
  17746. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17747. triangles.push( a.i / dim );
  17748. triangles.push( p.i / dim );
  17749. triangles.push( b.i / dim );
  17750. // remove two nodes involved
  17751. removeNode( p );
  17752. removeNode( p.next );
  17753. p = start = b;
  17754. }
  17755. p = p.next;
  17756. } while ( p !== start );
  17757. return p;
  17758. }
  17759. // try splitting polygon into two and triangulate them independently
  17760. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17761. // look for a valid diagonal that divides the polygon into two
  17762. var a = start;
  17763. do {
  17764. var b = a.next.next;
  17765. while ( b !== a.prev ) {
  17766. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17767. // split the polygon in two by the diagonal
  17768. var c = splitPolygon( a, b );
  17769. // filter colinear points around the cuts
  17770. a = filterPoints( a, a.next );
  17771. c = filterPoints( c, c.next );
  17772. // run earcut on each half
  17773. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17774. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17775. return;
  17776. }
  17777. b = b.next;
  17778. }
  17779. a = a.next;
  17780. } while ( a !== start );
  17781. }
  17782. // link every hole into the outer loop, producing a single-ring polygon without holes
  17783. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17784. var queue = [],
  17785. i, len, start, end, list;
  17786. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17787. start = holeIndices[ i ] * dim;
  17788. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17789. list = linkedList( data, start, end, dim, false );
  17790. if ( list === list.next ) { list.steiner = true; }
  17791. queue.push( getLeftmost( list ) );
  17792. }
  17793. queue.sort( compareX );
  17794. // process holes from left to right
  17795. for ( i = 0; i < queue.length; i ++ ) {
  17796. eliminateHole( queue[ i ], outerNode );
  17797. outerNode = filterPoints( outerNode, outerNode.next );
  17798. }
  17799. return outerNode;
  17800. }
  17801. function compareX( a, b ) {
  17802. return a.x - b.x;
  17803. }
  17804. // find a bridge between vertices that connects hole with an outer ring and and link it
  17805. function eliminateHole( hole, outerNode ) {
  17806. outerNode = findHoleBridge( hole, outerNode );
  17807. if ( outerNode ) {
  17808. var b = splitPolygon( outerNode, hole );
  17809. filterPoints( b, b.next );
  17810. }
  17811. }
  17812. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17813. function findHoleBridge( hole, outerNode ) {
  17814. var p = outerNode,
  17815. hx = hole.x,
  17816. hy = hole.y,
  17817. qx = - Infinity,
  17818. m;
  17819. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17820. // segment's endpoint with lesser x will be potential connection point
  17821. do {
  17822. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17823. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17824. if ( x <= hx && x > qx ) {
  17825. qx = x;
  17826. if ( x === hx ) {
  17827. if ( hy === p.y ) { return p; }
  17828. if ( hy === p.next.y ) { return p.next; }
  17829. }
  17830. m = p.x < p.next.x ? p : p.next;
  17831. }
  17832. }
  17833. p = p.next;
  17834. } while ( p !== outerNode );
  17835. if ( ! m ) { return null; }
  17836. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17837. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17838. // if there are no points found, we have a valid connection;
  17839. // otherwise choose the point of the minimum angle with the ray as connection point
  17840. var stop = m,
  17841. mx = m.x,
  17842. my = m.y,
  17843. tanMin = Infinity,
  17844. tan;
  17845. p = m.next;
  17846. while ( p !== stop ) {
  17847. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17848. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17849. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17850. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17851. m = p;
  17852. tanMin = tan;
  17853. }
  17854. }
  17855. p = p.next;
  17856. }
  17857. return m;
  17858. }
  17859. // interlink polygon nodes in z-order
  17860. function indexCurve( start, minX, minY, invSize ) {
  17861. var p = start;
  17862. do {
  17863. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17864. p.prevZ = p.prev;
  17865. p.nextZ = p.next;
  17866. p = p.next;
  17867. } while ( p !== start );
  17868. p.prevZ.nextZ = null;
  17869. p.prevZ = null;
  17870. sortLinked( p );
  17871. }
  17872. // Simon Tatham's linked list merge sort algorithm
  17873. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17874. function sortLinked( list ) {
  17875. var i, p, q, e, tail, numMerges, pSize, qSize,
  17876. inSize = 1;
  17877. do {
  17878. p = list;
  17879. list = null;
  17880. tail = null;
  17881. numMerges = 0;
  17882. while ( p ) {
  17883. numMerges ++;
  17884. q = p;
  17885. pSize = 0;
  17886. for ( i = 0; i < inSize; i ++ ) {
  17887. pSize ++;
  17888. q = q.nextZ;
  17889. if ( ! q ) { break; }
  17890. }
  17891. qSize = inSize;
  17892. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17893. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17894. e = p;
  17895. p = p.nextZ;
  17896. pSize --;
  17897. } else {
  17898. e = q;
  17899. q = q.nextZ;
  17900. qSize --;
  17901. }
  17902. if ( tail ) { tail.nextZ = e; }
  17903. else { list = e; }
  17904. e.prevZ = tail;
  17905. tail = e;
  17906. }
  17907. p = q;
  17908. }
  17909. tail.nextZ = null;
  17910. inSize *= 2;
  17911. } while ( numMerges > 1 );
  17912. return list;
  17913. }
  17914. // z-order of a point given coords and inverse of the longer side of data bbox
  17915. function zOrder( x, y, minX, minY, invSize ) {
  17916. // coords are transformed into non-negative 15-bit integer range
  17917. x = 32767 * ( x - minX ) * invSize;
  17918. y = 32767 * ( y - minY ) * invSize;
  17919. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17920. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17921. x = ( x | ( x << 2 ) ) & 0x33333333;
  17922. x = ( x | ( x << 1 ) ) & 0x55555555;
  17923. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17924. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17925. y = ( y | ( y << 2 ) ) & 0x33333333;
  17926. y = ( y | ( y << 1 ) ) & 0x55555555;
  17927. return x | ( y << 1 );
  17928. }
  17929. // find the leftmost node of a polygon ring
  17930. function getLeftmost( start ) {
  17931. var p = start,
  17932. leftmost = start;
  17933. do {
  17934. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17935. p = p.next;
  17936. } while ( p !== start );
  17937. return leftmost;
  17938. }
  17939. // check if a point lies within a convex triangle
  17940. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17941. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17942. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17943. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17944. }
  17945. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17946. function isValidDiagonal( a, b ) {
  17947. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17948. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17949. }
  17950. // signed area of a triangle
  17951. function area( p, q, r ) {
  17952. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17953. }
  17954. // check if two points are equal
  17955. function equals( p1, p2 ) {
  17956. return p1.x === p2.x && p1.y === p2.y;
  17957. }
  17958. // check if two segments intersect
  17959. function intersects( p1, q1, p2, q2 ) {
  17960. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17961. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17962. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17963. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17964. }
  17965. // check if a polygon diagonal intersects any polygon segments
  17966. function intersectsPolygon( a, b ) {
  17967. var p = a;
  17968. do {
  17969. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17970. intersects( p, p.next, a, b ) ) { return true; }
  17971. p = p.next;
  17972. } while ( p !== a );
  17973. return false;
  17974. }
  17975. // check if a polygon diagonal is locally inside the polygon
  17976. function locallyInside( a, b ) {
  17977. return area( a.prev, a, a.next ) < 0 ?
  17978. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17979. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17980. }
  17981. // check if the middle point of a polygon diagonal is inside the polygon
  17982. function middleInside( a, b ) {
  17983. var p = a,
  17984. inside = false,
  17985. px = ( a.x + b.x ) / 2,
  17986. py = ( a.y + b.y ) / 2;
  17987. do {
  17988. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17989. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17990. { inside = ! inside; }
  17991. p = p.next;
  17992. } while ( p !== a );
  17993. return inside;
  17994. }
  17995. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17996. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17997. function splitPolygon( a, b ) {
  17998. var a2 = new Node( a.i, a.x, a.y ),
  17999. b2 = new Node( b.i, b.x, b.y ),
  18000. an = a.next,
  18001. bp = b.prev;
  18002. a.next = b;
  18003. b.prev = a;
  18004. a2.next = an;
  18005. an.prev = a2;
  18006. b2.next = a2;
  18007. a2.prev = b2;
  18008. bp.next = b2;
  18009. b2.prev = bp;
  18010. return b2;
  18011. }
  18012. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18013. function insertNode( i, x, y, last ) {
  18014. var p = new Node( i, x, y );
  18015. if ( ! last ) {
  18016. p.prev = p;
  18017. p.next = p;
  18018. } else {
  18019. p.next = last.next;
  18020. p.prev = last;
  18021. last.next.prev = p;
  18022. last.next = p;
  18023. }
  18024. return p;
  18025. }
  18026. function removeNode( p ) {
  18027. p.next.prev = p.prev;
  18028. p.prev.next = p.next;
  18029. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18030. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18031. }
  18032. function Node( i, x, y ) {
  18033. // vertex index in coordinates array
  18034. this.i = i;
  18035. // vertex coordinates
  18036. this.x = x;
  18037. this.y = y;
  18038. // previous and next vertex nodes in a polygon ring
  18039. this.prev = null;
  18040. this.next = null;
  18041. // z-order curve value
  18042. this.z = null;
  18043. // previous and next nodes in z-order
  18044. this.prevZ = null;
  18045. this.nextZ = null;
  18046. // indicates whether this is a steiner point
  18047. this.steiner = false;
  18048. }
  18049. function signedArea( data, start, end, dim ) {
  18050. var sum = 0;
  18051. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18052. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18053. j = i;
  18054. }
  18055. return sum;
  18056. }
  18057. /**
  18058. * @author zz85 / http://www.lab4games.net/zz85/blog
  18059. */
  18060. var ShapeUtils = {
  18061. // calculate area of the contour polygon
  18062. area: function ( contour ) {
  18063. var n = contour.length;
  18064. var a = 0.0;
  18065. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18066. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18067. }
  18068. return a * 0.5;
  18069. },
  18070. isClockWise: function ( pts ) {
  18071. return ShapeUtils.area( pts ) < 0;
  18072. },
  18073. triangulateShape: function ( contour, holes ) {
  18074. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18075. var holeIndices = []; // array of hole indices
  18076. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18077. removeDupEndPts( contour );
  18078. addContour( vertices, contour );
  18079. //
  18080. var holeIndex = contour.length;
  18081. holes.forEach( removeDupEndPts );
  18082. for ( var i = 0; i < holes.length; i ++ ) {
  18083. holeIndices.push( holeIndex );
  18084. holeIndex += holes[ i ].length;
  18085. addContour( vertices, holes[ i ] );
  18086. }
  18087. //
  18088. var triangles = Earcut.triangulate( vertices, holeIndices );
  18089. //
  18090. for ( var i = 0; i < triangles.length; i += 3 ) {
  18091. faces.push( triangles.slice( i, i + 3 ) );
  18092. }
  18093. return faces;
  18094. }
  18095. };
  18096. function removeDupEndPts( points ) {
  18097. var l = points.length;
  18098. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18099. points.pop();
  18100. }
  18101. }
  18102. function addContour( vertices, contour ) {
  18103. for ( var i = 0; i < contour.length; i ++ ) {
  18104. vertices.push( contour[ i ].x );
  18105. vertices.push( contour[ i ].y );
  18106. }
  18107. }
  18108. /**
  18109. * @author zz85 / http://www.lab4games.net/zz85/blog
  18110. *
  18111. * Creates extruded geometry from a path shape.
  18112. *
  18113. * parameters = {
  18114. *
  18115. * curveSegments: <int>, // number of points on the curves
  18116. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18117. * depth: <float>, // Depth to extrude the shape
  18118. *
  18119. * bevelEnabled: <bool>, // turn on bevel
  18120. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18121. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18122. * bevelOffset: <float>, // how far from shape outline does bevel start
  18123. * bevelSegments: <int>, // number of bevel layers
  18124. *
  18125. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18126. *
  18127. * UVGenerator: <Object> // object that provides UV generator functions
  18128. *
  18129. * }
  18130. */
  18131. // ExtrudeGeometry
  18132. function ExtrudeGeometry( shapes, options ) {
  18133. Geometry.call( this );
  18134. this.type = 'ExtrudeGeometry';
  18135. this.parameters = {
  18136. shapes: shapes,
  18137. options: options
  18138. };
  18139. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18140. this.mergeVertices();
  18141. }
  18142. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18143. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18144. ExtrudeGeometry.prototype.toJSON = function () {
  18145. var data = Geometry.prototype.toJSON.call( this );
  18146. var shapes = this.parameters.shapes;
  18147. var options = this.parameters.options;
  18148. return toJSON( shapes, options, data );
  18149. };
  18150. // ExtrudeBufferGeometry
  18151. function ExtrudeBufferGeometry( shapes, options ) {
  18152. BufferGeometry.call( this );
  18153. this.type = 'ExtrudeBufferGeometry';
  18154. this.parameters = {
  18155. shapes: shapes,
  18156. options: options
  18157. };
  18158. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18159. var scope = this;
  18160. var verticesArray = [];
  18161. var uvArray = [];
  18162. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18163. var shape = shapes[ i ];
  18164. addShape( shape );
  18165. }
  18166. // build geometry
  18167. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18168. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18169. this.computeVertexNormals();
  18170. // functions
  18171. function addShape( shape ) {
  18172. var placeholder = [];
  18173. // options
  18174. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18175. var steps = options.steps !== undefined ? options.steps : 1;
  18176. var depth = options.depth !== undefined ? options.depth : 100;
  18177. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18178. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18179. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18180. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18181. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18182. var extrudePath = options.extrudePath;
  18183. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18184. // deprecated options
  18185. if ( options.amount !== undefined ) {
  18186. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18187. depth = options.amount;
  18188. }
  18189. //
  18190. var extrudePts, extrudeByPath = false;
  18191. var splineTube, binormal, normal, position2;
  18192. if ( extrudePath ) {
  18193. extrudePts = extrudePath.getSpacedPoints( steps );
  18194. extrudeByPath = true;
  18195. bevelEnabled = false; // bevels not supported for path extrusion
  18196. // SETUP TNB variables
  18197. // TODO1 - have a .isClosed in spline?
  18198. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18199. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18200. binormal = new Vector3();
  18201. normal = new Vector3();
  18202. position2 = new Vector3();
  18203. }
  18204. // Safeguards if bevels are not enabled
  18205. if ( ! bevelEnabled ) {
  18206. bevelSegments = 0;
  18207. bevelThickness = 0;
  18208. bevelSize = 0;
  18209. bevelOffset = 0;
  18210. }
  18211. // Variables initialization
  18212. var ahole, h, hl; // looping of holes
  18213. var shapePoints = shape.extractPoints( curveSegments );
  18214. var vertices = shapePoints.shape;
  18215. var holes = shapePoints.holes;
  18216. var reverse = ! ShapeUtils.isClockWise( vertices );
  18217. if ( reverse ) {
  18218. vertices = vertices.reverse();
  18219. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18220. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18221. ahole = holes[ h ];
  18222. if ( ShapeUtils.isClockWise( ahole ) ) {
  18223. holes[ h ] = ahole.reverse();
  18224. }
  18225. }
  18226. }
  18227. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18228. /* Vertices */
  18229. var contour = vertices; // vertices has all points but contour has only points of circumference
  18230. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18231. ahole = holes[ h ];
  18232. vertices = vertices.concat( ahole );
  18233. }
  18234. function scalePt2( pt, vec, size ) {
  18235. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18236. return vec.clone().multiplyScalar( size ).add( pt );
  18237. }
  18238. var b, bs, t, z,
  18239. vert, vlen = vertices.length,
  18240. face, flen = faces.length;
  18241. // Find directions for point movement
  18242. function getBevelVec( inPt, inPrev, inNext ) {
  18243. // computes for inPt the corresponding point inPt' on a new contour
  18244. // shifted by 1 unit (length of normalized vector) to the left
  18245. // if we walk along contour clockwise, this new contour is outside the old one
  18246. //
  18247. // inPt' is the intersection of the two lines parallel to the two
  18248. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18249. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18250. // good reading for geometry algorithms (here: line-line intersection)
  18251. // http://geomalgorithms.com/a05-_intersect-1.html
  18252. var v_prev_x = inPt.x - inPrev.x,
  18253. v_prev_y = inPt.y - inPrev.y;
  18254. var v_next_x = inNext.x - inPt.x,
  18255. v_next_y = inNext.y - inPt.y;
  18256. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18257. // check for collinear edges
  18258. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18259. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18260. // not collinear
  18261. // length of vectors for normalizing
  18262. var v_prev_len = Math.sqrt( v_prev_lensq );
  18263. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18264. // shift adjacent points by unit vectors to the left
  18265. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18266. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18267. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18268. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18269. // scaling factor for v_prev to intersection point
  18270. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18271. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18272. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18273. // vector from inPt to intersection point
  18274. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18275. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18276. // Don't normalize!, otherwise sharp corners become ugly
  18277. // but prevent crazy spikes
  18278. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18279. if ( v_trans_lensq <= 2 ) {
  18280. return new Vector2( v_trans_x, v_trans_y );
  18281. } else {
  18282. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18283. }
  18284. } else {
  18285. // handle special case of collinear edges
  18286. var direction_eq = false; // assumes: opposite
  18287. if ( v_prev_x > Number.EPSILON ) {
  18288. if ( v_next_x > Number.EPSILON ) {
  18289. direction_eq = true;
  18290. }
  18291. } else {
  18292. if ( v_prev_x < - Number.EPSILON ) {
  18293. if ( v_next_x < - Number.EPSILON ) {
  18294. direction_eq = true;
  18295. }
  18296. } else {
  18297. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18298. direction_eq = true;
  18299. }
  18300. }
  18301. }
  18302. if ( direction_eq ) {
  18303. // console.log("Warning: lines are a straight sequence");
  18304. v_trans_x = - v_prev_y;
  18305. v_trans_y = v_prev_x;
  18306. shrink_by = Math.sqrt( v_prev_lensq );
  18307. } else {
  18308. // console.log("Warning: lines are a straight spike");
  18309. v_trans_x = v_prev_x;
  18310. v_trans_y = v_prev_y;
  18311. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18312. }
  18313. }
  18314. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18315. }
  18316. var contourMovements = [];
  18317. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18318. if ( j === il ) { j = 0; }
  18319. if ( k === il ) { k = 0; }
  18320. // (j)---(i)---(k)
  18321. // console.log('i,j,k', i, j , k)
  18322. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18323. }
  18324. var holesMovements = [],
  18325. oneHoleMovements, verticesMovements = contourMovements.concat();
  18326. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18327. ahole = holes[ h ];
  18328. oneHoleMovements = [];
  18329. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18330. if ( j === il ) { j = 0; }
  18331. if ( k === il ) { k = 0; }
  18332. // (j)---(i)---(k)
  18333. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18334. }
  18335. holesMovements.push( oneHoleMovements );
  18336. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18337. }
  18338. // Loop bevelSegments, 1 for the front, 1 for the back
  18339. for ( b = 0; b < bevelSegments; b ++ ) {
  18340. //for ( b = bevelSegments; b > 0; b -- ) {
  18341. t = b / bevelSegments;
  18342. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18343. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18344. // contract shape
  18345. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18346. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18347. v( vert.x, vert.y, - z );
  18348. }
  18349. // expand holes
  18350. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18351. ahole = holes[ h ];
  18352. oneHoleMovements = holesMovements[ h ];
  18353. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18354. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18355. v( vert.x, vert.y, - z );
  18356. }
  18357. }
  18358. }
  18359. bs = bevelSize + bevelOffset;
  18360. // Back facing vertices
  18361. for ( i = 0; i < vlen; i ++ ) {
  18362. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18363. if ( ! extrudeByPath ) {
  18364. v( vert.x, vert.y, 0 );
  18365. } else {
  18366. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18367. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18368. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18369. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18370. v( position2.x, position2.y, position2.z );
  18371. }
  18372. }
  18373. // Add stepped vertices...
  18374. // Including front facing vertices
  18375. var s;
  18376. for ( s = 1; s <= steps; s ++ ) {
  18377. for ( i = 0; i < vlen; i ++ ) {
  18378. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18379. if ( ! extrudeByPath ) {
  18380. v( vert.x, vert.y, depth / steps * s );
  18381. } else {
  18382. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18383. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18384. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18385. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18386. v( position2.x, position2.y, position2.z );
  18387. }
  18388. }
  18389. }
  18390. // Add bevel segments planes
  18391. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18392. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18393. t = b / bevelSegments;
  18394. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18395. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18396. // contract shape
  18397. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18398. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18399. v( vert.x, vert.y, depth + z );
  18400. }
  18401. // expand holes
  18402. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18403. ahole = holes[ h ];
  18404. oneHoleMovements = holesMovements[ h ];
  18405. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18406. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18407. if ( ! extrudeByPath ) {
  18408. v( vert.x, vert.y, depth + z );
  18409. } else {
  18410. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18411. }
  18412. }
  18413. }
  18414. }
  18415. /* Faces */
  18416. // Top and bottom faces
  18417. buildLidFaces();
  18418. // Sides faces
  18419. buildSideFaces();
  18420. ///// Internal functions
  18421. function buildLidFaces() {
  18422. var start = verticesArray.length / 3;
  18423. if ( bevelEnabled ) {
  18424. var layer = 0; // steps + 1
  18425. var offset = vlen * layer;
  18426. // Bottom faces
  18427. for ( i = 0; i < flen; i ++ ) {
  18428. face = faces[ i ];
  18429. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18430. }
  18431. layer = steps + bevelSegments * 2;
  18432. offset = vlen * layer;
  18433. // Top faces
  18434. for ( i = 0; i < flen; i ++ ) {
  18435. face = faces[ i ];
  18436. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18437. }
  18438. } else {
  18439. // Bottom faces
  18440. for ( i = 0; i < flen; i ++ ) {
  18441. face = faces[ i ];
  18442. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18443. }
  18444. // Top faces
  18445. for ( i = 0; i < flen; i ++ ) {
  18446. face = faces[ i ];
  18447. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18448. }
  18449. }
  18450. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18451. }
  18452. // Create faces for the z-sides of the shape
  18453. function buildSideFaces() {
  18454. var start = verticesArray.length / 3;
  18455. var layeroffset = 0;
  18456. sidewalls( contour, layeroffset );
  18457. layeroffset += contour.length;
  18458. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18459. ahole = holes[ h ];
  18460. sidewalls( ahole, layeroffset );
  18461. //, true
  18462. layeroffset += ahole.length;
  18463. }
  18464. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18465. }
  18466. function sidewalls( contour, layeroffset ) {
  18467. var j, k;
  18468. i = contour.length;
  18469. while ( -- i >= 0 ) {
  18470. j = i;
  18471. k = i - 1;
  18472. if ( k < 0 ) { k = contour.length - 1; }
  18473. //console.log('b', i,j, i-1, k,vertices.length);
  18474. var s = 0,
  18475. sl = steps + bevelSegments * 2;
  18476. for ( s = 0; s < sl; s ++ ) {
  18477. var slen1 = vlen * s;
  18478. var slen2 = vlen * ( s + 1 );
  18479. var a = layeroffset + j + slen1,
  18480. b = layeroffset + k + slen1,
  18481. c = layeroffset + k + slen2,
  18482. d = layeroffset + j + slen2;
  18483. f4( a, b, c, d );
  18484. }
  18485. }
  18486. }
  18487. function v( x, y, z ) {
  18488. placeholder.push( x );
  18489. placeholder.push( y );
  18490. placeholder.push( z );
  18491. }
  18492. function f3( a, b, c ) {
  18493. addVertex( a );
  18494. addVertex( b );
  18495. addVertex( c );
  18496. var nextIndex = verticesArray.length / 3;
  18497. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18498. addUV( uvs[ 0 ] );
  18499. addUV( uvs[ 1 ] );
  18500. addUV( uvs[ 2 ] );
  18501. }
  18502. function f4( a, b, c, d ) {
  18503. addVertex( a );
  18504. addVertex( b );
  18505. addVertex( d );
  18506. addVertex( b );
  18507. addVertex( c );
  18508. addVertex( d );
  18509. var nextIndex = verticesArray.length / 3;
  18510. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18511. addUV( uvs[ 0 ] );
  18512. addUV( uvs[ 1 ] );
  18513. addUV( uvs[ 3 ] );
  18514. addUV( uvs[ 1 ] );
  18515. addUV( uvs[ 2 ] );
  18516. addUV( uvs[ 3 ] );
  18517. }
  18518. function addVertex( index ) {
  18519. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18520. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18521. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18522. }
  18523. function addUV( vector2 ) {
  18524. uvArray.push( vector2.x );
  18525. uvArray.push( vector2.y );
  18526. }
  18527. }
  18528. }
  18529. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18530. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18531. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18532. var data = BufferGeometry.prototype.toJSON.call( this );
  18533. var shapes = this.parameters.shapes;
  18534. var options = this.parameters.options;
  18535. return toJSON( shapes, options, data );
  18536. };
  18537. //
  18538. var WorldUVGenerator = {
  18539. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18540. var a_x = vertices[ indexA * 3 ];
  18541. var a_y = vertices[ indexA * 3 + 1 ];
  18542. var b_x = vertices[ indexB * 3 ];
  18543. var b_y = vertices[ indexB * 3 + 1 ];
  18544. var c_x = vertices[ indexC * 3 ];
  18545. var c_y = vertices[ indexC * 3 + 1 ];
  18546. return [
  18547. new Vector2( a_x, a_y ),
  18548. new Vector2( b_x, b_y ),
  18549. new Vector2( c_x, c_y )
  18550. ];
  18551. },
  18552. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18553. var a_x = vertices[ indexA * 3 ];
  18554. var a_y = vertices[ indexA * 3 + 1 ];
  18555. var a_z = vertices[ indexA * 3 + 2 ];
  18556. var b_x = vertices[ indexB * 3 ];
  18557. var b_y = vertices[ indexB * 3 + 1 ];
  18558. var b_z = vertices[ indexB * 3 + 2 ];
  18559. var c_x = vertices[ indexC * 3 ];
  18560. var c_y = vertices[ indexC * 3 + 1 ];
  18561. var c_z = vertices[ indexC * 3 + 2 ];
  18562. var d_x = vertices[ indexD * 3 ];
  18563. var d_y = vertices[ indexD * 3 + 1 ];
  18564. var d_z = vertices[ indexD * 3 + 2 ];
  18565. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18566. return [
  18567. new Vector2( a_x, 1 - a_z ),
  18568. new Vector2( b_x, 1 - b_z ),
  18569. new Vector2( c_x, 1 - c_z ),
  18570. new Vector2( d_x, 1 - d_z )
  18571. ];
  18572. } else {
  18573. return [
  18574. new Vector2( a_y, 1 - a_z ),
  18575. new Vector2( b_y, 1 - b_z ),
  18576. new Vector2( c_y, 1 - c_z ),
  18577. new Vector2( d_y, 1 - d_z )
  18578. ];
  18579. }
  18580. }
  18581. };
  18582. function toJSON( shapes, options, data ) {
  18583. //
  18584. data.shapes = [];
  18585. if ( Array.isArray( shapes ) ) {
  18586. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18587. var shape = shapes[ i ];
  18588. data.shapes.push( shape.uuid );
  18589. }
  18590. } else {
  18591. data.shapes.push( shapes.uuid );
  18592. }
  18593. //
  18594. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18595. return data;
  18596. }
  18597. /**
  18598. * @author zz85 / http://www.lab4games.net/zz85/blog
  18599. * @author alteredq / http://alteredqualia.com/
  18600. *
  18601. * Text = 3D Text
  18602. *
  18603. * parameters = {
  18604. * font: <THREE.Font>, // font
  18605. *
  18606. * size: <float>, // size of the text
  18607. * height: <float>, // thickness to extrude text
  18608. * curveSegments: <int>, // number of points on the curves
  18609. *
  18610. * bevelEnabled: <bool>, // turn on bevel
  18611. * bevelThickness: <float>, // how deep into text bevel goes
  18612. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18613. * bevelOffset: <float> // how far from text outline does bevel start
  18614. * }
  18615. */
  18616. // TextGeometry
  18617. function TextGeometry( text, parameters ) {
  18618. Geometry.call( this );
  18619. this.type = 'TextGeometry';
  18620. this.parameters = {
  18621. text: text,
  18622. parameters: parameters
  18623. };
  18624. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18625. this.mergeVertices();
  18626. }
  18627. TextGeometry.prototype = Object.create( Geometry.prototype );
  18628. TextGeometry.prototype.constructor = TextGeometry;
  18629. // TextBufferGeometry
  18630. function TextBufferGeometry( text, parameters ) {
  18631. parameters = parameters || {};
  18632. var font = parameters.font;
  18633. if ( ! ( font && font.isFont ) ) {
  18634. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18635. return new Geometry();
  18636. }
  18637. var shapes = font.generateShapes( text, parameters.size );
  18638. // translate parameters to ExtrudeGeometry API
  18639. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18640. // defaults
  18641. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18642. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18643. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18644. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18645. this.type = 'TextBufferGeometry';
  18646. }
  18647. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18648. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18649. /**
  18650. * @author mrdoob / http://mrdoob.com/
  18651. * @author benaadams / https://twitter.com/ben_a_adams
  18652. * @author Mugen87 / https://github.com/Mugen87
  18653. */
  18654. // SphereGeometry
  18655. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18656. Geometry.call( this );
  18657. this.type = 'SphereGeometry';
  18658. this.parameters = {
  18659. radius: radius,
  18660. widthSegments: widthSegments,
  18661. heightSegments: heightSegments,
  18662. phiStart: phiStart,
  18663. phiLength: phiLength,
  18664. thetaStart: thetaStart,
  18665. thetaLength: thetaLength
  18666. };
  18667. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18668. this.mergeVertices();
  18669. }
  18670. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18671. SphereGeometry.prototype.constructor = SphereGeometry;
  18672. // SphereBufferGeometry
  18673. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18674. BufferGeometry.call( this );
  18675. this.type = 'SphereBufferGeometry';
  18676. this.parameters = {
  18677. radius: radius,
  18678. widthSegments: widthSegments,
  18679. heightSegments: heightSegments,
  18680. phiStart: phiStart,
  18681. phiLength: phiLength,
  18682. thetaStart: thetaStart,
  18683. thetaLength: thetaLength
  18684. };
  18685. radius = radius || 1;
  18686. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18687. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18688. phiStart = phiStart !== undefined ? phiStart : 0;
  18689. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18690. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18691. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18692. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18693. var ix, iy;
  18694. var index = 0;
  18695. var grid = [];
  18696. var vertex = new Vector3();
  18697. var normal = new Vector3();
  18698. // buffers
  18699. var indices = [];
  18700. var vertices = [];
  18701. var normals = [];
  18702. var uvs = [];
  18703. // generate vertices, normals and uvs
  18704. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18705. var verticesRow = [];
  18706. var v = iy / heightSegments;
  18707. // special case for the poles
  18708. var uOffset = 0;
  18709. if ( iy == 0 && thetaStart == 0 ) {
  18710. uOffset = 0.5 / widthSegments;
  18711. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18712. uOffset = - 0.5 / widthSegments;
  18713. }
  18714. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18715. var u = ix / widthSegments;
  18716. // vertex
  18717. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18718. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18719. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18720. vertices.push( vertex.x, vertex.y, vertex.z );
  18721. // normal
  18722. normal.copy( vertex ).normalize();
  18723. normals.push( normal.x, normal.y, normal.z );
  18724. // uv
  18725. uvs.push( u + uOffset, 1 - v );
  18726. verticesRow.push( index ++ );
  18727. }
  18728. grid.push( verticesRow );
  18729. }
  18730. // indices
  18731. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18732. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18733. var a = grid[ iy ][ ix + 1 ];
  18734. var b = grid[ iy ][ ix ];
  18735. var c = grid[ iy + 1 ][ ix ];
  18736. var d = grid[ iy + 1 ][ ix + 1 ];
  18737. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18738. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18739. }
  18740. }
  18741. // build geometry
  18742. this.setIndex( indices );
  18743. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18744. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18745. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18746. }
  18747. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18748. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18749. /**
  18750. * @author Kaleb Murphy
  18751. * @author Mugen87 / https://github.com/Mugen87
  18752. */
  18753. // RingGeometry
  18754. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18755. Geometry.call( this );
  18756. this.type = 'RingGeometry';
  18757. this.parameters = {
  18758. innerRadius: innerRadius,
  18759. outerRadius: outerRadius,
  18760. thetaSegments: thetaSegments,
  18761. phiSegments: phiSegments,
  18762. thetaStart: thetaStart,
  18763. thetaLength: thetaLength
  18764. };
  18765. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18766. this.mergeVertices();
  18767. }
  18768. RingGeometry.prototype = Object.create( Geometry.prototype );
  18769. RingGeometry.prototype.constructor = RingGeometry;
  18770. // RingBufferGeometry
  18771. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18772. BufferGeometry.call( this );
  18773. this.type = 'RingBufferGeometry';
  18774. this.parameters = {
  18775. innerRadius: innerRadius,
  18776. outerRadius: outerRadius,
  18777. thetaSegments: thetaSegments,
  18778. phiSegments: phiSegments,
  18779. thetaStart: thetaStart,
  18780. thetaLength: thetaLength
  18781. };
  18782. innerRadius = innerRadius || 0.5;
  18783. outerRadius = outerRadius || 1;
  18784. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18785. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18786. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18787. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18788. // buffers
  18789. var indices = [];
  18790. var vertices = [];
  18791. var normals = [];
  18792. var uvs = [];
  18793. // some helper variables
  18794. var segment;
  18795. var radius = innerRadius;
  18796. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18797. var vertex = new Vector3();
  18798. var uv = new Vector2();
  18799. var j, i;
  18800. // generate vertices, normals and uvs
  18801. for ( j = 0; j <= phiSegments; j ++ ) {
  18802. for ( i = 0; i <= thetaSegments; i ++ ) {
  18803. // values are generate from the inside of the ring to the outside
  18804. segment = thetaStart + i / thetaSegments * thetaLength;
  18805. // vertex
  18806. vertex.x = radius * Math.cos( segment );
  18807. vertex.y = radius * Math.sin( segment );
  18808. vertices.push( vertex.x, vertex.y, vertex.z );
  18809. // normal
  18810. normals.push( 0, 0, 1 );
  18811. // uv
  18812. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18813. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18814. uvs.push( uv.x, uv.y );
  18815. }
  18816. // increase the radius for next row of vertices
  18817. radius += radiusStep;
  18818. }
  18819. // indices
  18820. for ( j = 0; j < phiSegments; j ++ ) {
  18821. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18822. for ( i = 0; i < thetaSegments; i ++ ) {
  18823. segment = i + thetaSegmentLevel;
  18824. var a = segment;
  18825. var b = segment + thetaSegments + 1;
  18826. var c = segment + thetaSegments + 2;
  18827. var d = segment + 1;
  18828. // faces
  18829. indices.push( a, b, d );
  18830. indices.push( b, c, d );
  18831. }
  18832. }
  18833. // build geometry
  18834. this.setIndex( indices );
  18835. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18836. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18837. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18838. }
  18839. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18840. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18841. /**
  18842. * @author zz85 / https://github.com/zz85
  18843. * @author bhouston / http://clara.io
  18844. * @author Mugen87 / https://github.com/Mugen87
  18845. */
  18846. // LatheGeometry
  18847. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18848. Geometry.call( this );
  18849. this.type = 'LatheGeometry';
  18850. this.parameters = {
  18851. points: points,
  18852. segments: segments,
  18853. phiStart: phiStart,
  18854. phiLength: phiLength
  18855. };
  18856. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18857. this.mergeVertices();
  18858. }
  18859. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18860. LatheGeometry.prototype.constructor = LatheGeometry;
  18861. // LatheBufferGeometry
  18862. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18863. BufferGeometry.call( this );
  18864. this.type = 'LatheBufferGeometry';
  18865. this.parameters = {
  18866. points: points,
  18867. segments: segments,
  18868. phiStart: phiStart,
  18869. phiLength: phiLength
  18870. };
  18871. segments = Math.floor( segments ) || 12;
  18872. phiStart = phiStart || 0;
  18873. phiLength = phiLength || Math.PI * 2;
  18874. // clamp phiLength so it's in range of [ 0, 2PI ]
  18875. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  18876. // buffers
  18877. var indices = [];
  18878. var vertices = [];
  18879. var uvs = [];
  18880. // helper variables
  18881. var base;
  18882. var inverseSegments = 1.0 / segments;
  18883. var vertex = new Vector3();
  18884. var uv = new Vector2();
  18885. var i, j;
  18886. // generate vertices and uvs
  18887. for ( i = 0; i <= segments; i ++ ) {
  18888. var phi = phiStart + i * inverseSegments * phiLength;
  18889. var sin = Math.sin( phi );
  18890. var cos = Math.cos( phi );
  18891. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18892. // vertex
  18893. vertex.x = points[ j ].x * sin;
  18894. vertex.y = points[ j ].y;
  18895. vertex.z = points[ j ].x * cos;
  18896. vertices.push( vertex.x, vertex.y, vertex.z );
  18897. // uv
  18898. uv.x = i / segments;
  18899. uv.y = j / ( points.length - 1 );
  18900. uvs.push( uv.x, uv.y );
  18901. }
  18902. }
  18903. // indices
  18904. for ( i = 0; i < segments; i ++ ) {
  18905. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18906. base = j + i * points.length;
  18907. var a = base;
  18908. var b = base + points.length;
  18909. var c = base + points.length + 1;
  18910. var d = base + 1;
  18911. // faces
  18912. indices.push( a, b, d );
  18913. indices.push( b, c, d );
  18914. }
  18915. }
  18916. // build geometry
  18917. this.setIndex( indices );
  18918. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18919. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18920. // generate normals
  18921. this.computeVertexNormals();
  18922. // if the geometry is closed, we need to average the normals along the seam.
  18923. // because the corresponding vertices are identical (but still have different UVs).
  18924. if ( phiLength === Math.PI * 2 ) {
  18925. var normals = this.attributes.normal.array;
  18926. var n1 = new Vector3();
  18927. var n2 = new Vector3();
  18928. var n = new Vector3();
  18929. // this is the buffer offset for the last line of vertices
  18930. base = segments * points.length * 3;
  18931. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18932. // select the normal of the vertex in the first line
  18933. n1.x = normals[ j + 0 ];
  18934. n1.y = normals[ j + 1 ];
  18935. n1.z = normals[ j + 2 ];
  18936. // select the normal of the vertex in the last line
  18937. n2.x = normals[ base + j + 0 ];
  18938. n2.y = normals[ base + j + 1 ];
  18939. n2.z = normals[ base + j + 2 ];
  18940. // average normals
  18941. n.addVectors( n1, n2 ).normalize();
  18942. // assign the new values to both normals
  18943. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18944. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18945. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18946. }
  18947. }
  18948. }
  18949. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18950. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18951. /**
  18952. * @author jonobr1 / http://jonobr1.com
  18953. * @author Mugen87 / https://github.com/Mugen87
  18954. */
  18955. // ShapeGeometry
  18956. function ShapeGeometry( shapes, curveSegments ) {
  18957. Geometry.call( this );
  18958. this.type = 'ShapeGeometry';
  18959. if ( typeof curveSegments === 'object' ) {
  18960. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18961. curveSegments = curveSegments.curveSegments;
  18962. }
  18963. this.parameters = {
  18964. shapes: shapes,
  18965. curveSegments: curveSegments
  18966. };
  18967. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18968. this.mergeVertices();
  18969. }
  18970. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18971. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18972. ShapeGeometry.prototype.toJSON = function () {
  18973. var data = Geometry.prototype.toJSON.call( this );
  18974. var shapes = this.parameters.shapes;
  18975. return toJSON$1( shapes, data );
  18976. };
  18977. // ShapeBufferGeometry
  18978. function ShapeBufferGeometry( shapes, curveSegments ) {
  18979. BufferGeometry.call( this );
  18980. this.type = 'ShapeBufferGeometry';
  18981. this.parameters = {
  18982. shapes: shapes,
  18983. curveSegments: curveSegments
  18984. };
  18985. curveSegments = curveSegments || 12;
  18986. // buffers
  18987. var indices = [];
  18988. var vertices = [];
  18989. var normals = [];
  18990. var uvs = [];
  18991. // helper variables
  18992. var groupStart = 0;
  18993. var groupCount = 0;
  18994. // allow single and array values for "shapes" parameter
  18995. if ( Array.isArray( shapes ) === false ) {
  18996. addShape( shapes );
  18997. } else {
  18998. for ( var i = 0; i < shapes.length; i ++ ) {
  18999. addShape( shapes[ i ] );
  19000. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19001. groupStart += groupCount;
  19002. groupCount = 0;
  19003. }
  19004. }
  19005. // build geometry
  19006. this.setIndex( indices );
  19007. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19008. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19009. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19010. // helper functions
  19011. function addShape( shape ) {
  19012. var i, l, shapeHole;
  19013. var indexOffset = vertices.length / 3;
  19014. var points = shape.extractPoints( curveSegments );
  19015. var shapeVertices = points.shape;
  19016. var shapeHoles = points.holes;
  19017. // check direction of vertices
  19018. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19019. shapeVertices = shapeVertices.reverse();
  19020. }
  19021. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19022. shapeHole = shapeHoles[ i ];
  19023. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19024. shapeHoles[ i ] = shapeHole.reverse();
  19025. }
  19026. }
  19027. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19028. // join vertices of inner and outer paths to a single array
  19029. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19030. shapeHole = shapeHoles[ i ];
  19031. shapeVertices = shapeVertices.concat( shapeHole );
  19032. }
  19033. // vertices, normals, uvs
  19034. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  19035. var vertex = shapeVertices[ i ];
  19036. vertices.push( vertex.x, vertex.y, 0 );
  19037. normals.push( 0, 0, 1 );
  19038. uvs.push( vertex.x, vertex.y ); // world uvs
  19039. }
  19040. // incides
  19041. for ( i = 0, l = faces.length; i < l; i ++ ) {
  19042. var face = faces[ i ];
  19043. var a = face[ 0 ] + indexOffset;
  19044. var b = face[ 1 ] + indexOffset;
  19045. var c = face[ 2 ] + indexOffset;
  19046. indices.push( a, b, c );
  19047. groupCount += 3;
  19048. }
  19049. }
  19050. }
  19051. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19052. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19053. ShapeBufferGeometry.prototype.toJSON = function () {
  19054. var data = BufferGeometry.prototype.toJSON.call( this );
  19055. var shapes = this.parameters.shapes;
  19056. return toJSON$1( shapes, data );
  19057. };
  19058. //
  19059. function toJSON$1( shapes, data ) {
  19060. data.shapes = [];
  19061. if ( Array.isArray( shapes ) ) {
  19062. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19063. var shape = shapes[ i ];
  19064. data.shapes.push( shape.uuid );
  19065. }
  19066. } else {
  19067. data.shapes.push( shapes.uuid );
  19068. }
  19069. return data;
  19070. }
  19071. /**
  19072. * @author WestLangley / http://github.com/WestLangley
  19073. * @author Mugen87 / https://github.com/Mugen87
  19074. */
  19075. function EdgesGeometry( geometry, thresholdAngle ) {
  19076. BufferGeometry.call( this );
  19077. this.type = 'EdgesGeometry';
  19078. this.parameters = {
  19079. thresholdAngle: thresholdAngle
  19080. };
  19081. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19082. // buffer
  19083. var vertices = [];
  19084. // helper variables
  19085. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19086. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19087. var key, keys = [ 'a', 'b', 'c' ];
  19088. // prepare source geometry
  19089. var geometry2;
  19090. if ( geometry.isBufferGeometry ) {
  19091. geometry2 = new Geometry();
  19092. geometry2.fromBufferGeometry( geometry );
  19093. } else {
  19094. geometry2 = geometry.clone();
  19095. }
  19096. geometry2.mergeVertices();
  19097. geometry2.computeFaceNormals();
  19098. var sourceVertices = geometry2.vertices;
  19099. var faces = geometry2.faces;
  19100. // now create a data structure where each entry represents an edge with its adjoining faces
  19101. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19102. var face = faces[ i ];
  19103. for ( var j = 0; j < 3; j ++ ) {
  19104. edge1 = face[ keys[ j ] ];
  19105. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19106. edge[ 0 ] = Math.min( edge1, edge2 );
  19107. edge[ 1 ] = Math.max( edge1, edge2 );
  19108. key = edge[ 0 ] + ',' + edge[ 1 ];
  19109. if ( edges[ key ] === undefined ) {
  19110. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19111. } else {
  19112. edges[ key ].face2 = i;
  19113. }
  19114. }
  19115. }
  19116. // generate vertices
  19117. for ( key in edges ) {
  19118. var e = edges[ key ];
  19119. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19120. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19121. var vertex = sourceVertices[ e.index1 ];
  19122. vertices.push( vertex.x, vertex.y, vertex.z );
  19123. vertex = sourceVertices[ e.index2 ];
  19124. vertices.push( vertex.x, vertex.y, vertex.z );
  19125. }
  19126. }
  19127. // build geometry
  19128. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19129. }
  19130. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19131. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19132. /**
  19133. * @author mrdoob / http://mrdoob.com/
  19134. * @author Mugen87 / https://github.com/Mugen87
  19135. */
  19136. // CylinderGeometry
  19137. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19138. Geometry.call( this );
  19139. this.type = 'CylinderGeometry';
  19140. this.parameters = {
  19141. radiusTop: radiusTop,
  19142. radiusBottom: radiusBottom,
  19143. height: height,
  19144. radialSegments: radialSegments,
  19145. heightSegments: heightSegments,
  19146. openEnded: openEnded,
  19147. thetaStart: thetaStart,
  19148. thetaLength: thetaLength
  19149. };
  19150. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19151. this.mergeVertices();
  19152. }
  19153. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19154. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19155. // CylinderBufferGeometry
  19156. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19157. BufferGeometry.call( this );
  19158. this.type = 'CylinderBufferGeometry';
  19159. this.parameters = {
  19160. radiusTop: radiusTop,
  19161. radiusBottom: radiusBottom,
  19162. height: height,
  19163. radialSegments: radialSegments,
  19164. heightSegments: heightSegments,
  19165. openEnded: openEnded,
  19166. thetaStart: thetaStart,
  19167. thetaLength: thetaLength
  19168. };
  19169. var scope = this;
  19170. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19171. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19172. height = height || 1;
  19173. radialSegments = Math.floor( radialSegments ) || 8;
  19174. heightSegments = Math.floor( heightSegments ) || 1;
  19175. openEnded = openEnded !== undefined ? openEnded : false;
  19176. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19177. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19178. // buffers
  19179. var indices = [];
  19180. var vertices = [];
  19181. var normals = [];
  19182. var uvs = [];
  19183. // helper variables
  19184. var index = 0;
  19185. var indexArray = [];
  19186. var halfHeight = height / 2;
  19187. var groupStart = 0;
  19188. // generate geometry
  19189. generateTorso();
  19190. if ( openEnded === false ) {
  19191. if ( radiusTop > 0 ) { generateCap( true ); }
  19192. if ( radiusBottom > 0 ) { generateCap( false ); }
  19193. }
  19194. // build geometry
  19195. this.setIndex( indices );
  19196. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19197. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19198. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19199. function generateTorso() {
  19200. var x, y;
  19201. var normal = new Vector3();
  19202. var vertex = new Vector3();
  19203. var groupCount = 0;
  19204. // this will be used to calculate the normal
  19205. var slope = ( radiusBottom - radiusTop ) / height;
  19206. // generate vertices, normals and uvs
  19207. for ( y = 0; y <= heightSegments; y ++ ) {
  19208. var indexRow = [];
  19209. var v = y / heightSegments;
  19210. // calculate the radius of the current row
  19211. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19212. for ( x = 0; x <= radialSegments; x ++ ) {
  19213. var u = x / radialSegments;
  19214. var theta = u * thetaLength + thetaStart;
  19215. var sinTheta = Math.sin( theta );
  19216. var cosTheta = Math.cos( theta );
  19217. // vertex
  19218. vertex.x = radius * sinTheta;
  19219. vertex.y = - v * height + halfHeight;
  19220. vertex.z = radius * cosTheta;
  19221. vertices.push( vertex.x, vertex.y, vertex.z );
  19222. // normal
  19223. normal.set( sinTheta, slope, cosTheta ).normalize();
  19224. normals.push( normal.x, normal.y, normal.z );
  19225. // uv
  19226. uvs.push( u, 1 - v );
  19227. // save index of vertex in respective row
  19228. indexRow.push( index ++ );
  19229. }
  19230. // now save vertices of the row in our index array
  19231. indexArray.push( indexRow );
  19232. }
  19233. // generate indices
  19234. for ( x = 0; x < radialSegments; x ++ ) {
  19235. for ( y = 0; y < heightSegments; y ++ ) {
  19236. // we use the index array to access the correct indices
  19237. var a = indexArray[ y ][ x ];
  19238. var b = indexArray[ y + 1 ][ x ];
  19239. var c = indexArray[ y + 1 ][ x + 1 ];
  19240. var d = indexArray[ y ][ x + 1 ];
  19241. // faces
  19242. indices.push( a, b, d );
  19243. indices.push( b, c, d );
  19244. // update group counter
  19245. groupCount += 6;
  19246. }
  19247. }
  19248. // add a group to the geometry. this will ensure multi material support
  19249. scope.addGroup( groupStart, groupCount, 0 );
  19250. // calculate new start value for groups
  19251. groupStart += groupCount;
  19252. }
  19253. function generateCap( top ) {
  19254. var x, centerIndexStart, centerIndexEnd;
  19255. var uv = new Vector2();
  19256. var vertex = new Vector3();
  19257. var groupCount = 0;
  19258. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19259. var sign = ( top === true ) ? 1 : - 1;
  19260. // save the index of the first center vertex
  19261. centerIndexStart = index;
  19262. // first we generate the center vertex data of the cap.
  19263. // because the geometry needs one set of uvs per face,
  19264. // we must generate a center vertex per face/segment
  19265. for ( x = 1; x <= radialSegments; x ++ ) {
  19266. // vertex
  19267. vertices.push( 0, halfHeight * sign, 0 );
  19268. // normal
  19269. normals.push( 0, sign, 0 );
  19270. // uv
  19271. uvs.push( 0.5, 0.5 );
  19272. // increase index
  19273. index ++;
  19274. }
  19275. // save the index of the last center vertex
  19276. centerIndexEnd = index;
  19277. // now we generate the surrounding vertices, normals and uvs
  19278. for ( x = 0; x <= radialSegments; x ++ ) {
  19279. var u = x / radialSegments;
  19280. var theta = u * thetaLength + thetaStart;
  19281. var cosTheta = Math.cos( theta );
  19282. var sinTheta = Math.sin( theta );
  19283. // vertex
  19284. vertex.x = radius * sinTheta;
  19285. vertex.y = halfHeight * sign;
  19286. vertex.z = radius * cosTheta;
  19287. vertices.push( vertex.x, vertex.y, vertex.z );
  19288. // normal
  19289. normals.push( 0, sign, 0 );
  19290. // uv
  19291. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19292. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19293. uvs.push( uv.x, uv.y );
  19294. // increase index
  19295. index ++;
  19296. }
  19297. // generate indices
  19298. for ( x = 0; x < radialSegments; x ++ ) {
  19299. var c = centerIndexStart + x;
  19300. var i = centerIndexEnd + x;
  19301. if ( top === true ) {
  19302. // face top
  19303. indices.push( i, i + 1, c );
  19304. } else {
  19305. // face bottom
  19306. indices.push( i + 1, i, c );
  19307. }
  19308. groupCount += 3;
  19309. }
  19310. // add a group to the geometry. this will ensure multi material support
  19311. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19312. // calculate new start value for groups
  19313. groupStart += groupCount;
  19314. }
  19315. }
  19316. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19317. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19318. /**
  19319. * @author abelnation / http://github.com/abelnation
  19320. */
  19321. // ConeGeometry
  19322. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19323. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19324. this.type = 'ConeGeometry';
  19325. this.parameters = {
  19326. radius: radius,
  19327. height: height,
  19328. radialSegments: radialSegments,
  19329. heightSegments: heightSegments,
  19330. openEnded: openEnded,
  19331. thetaStart: thetaStart,
  19332. thetaLength: thetaLength
  19333. };
  19334. }
  19335. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19336. ConeGeometry.prototype.constructor = ConeGeometry;
  19337. // ConeBufferGeometry
  19338. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19339. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19340. this.type = 'ConeBufferGeometry';
  19341. this.parameters = {
  19342. radius: radius,
  19343. height: height,
  19344. radialSegments: radialSegments,
  19345. heightSegments: heightSegments,
  19346. openEnded: openEnded,
  19347. thetaStart: thetaStart,
  19348. thetaLength: thetaLength
  19349. };
  19350. }
  19351. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19352. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19353. /**
  19354. * @author benaadams / https://twitter.com/ben_a_adams
  19355. * @author Mugen87 / https://github.com/Mugen87
  19356. * @author hughes
  19357. */
  19358. // CircleGeometry
  19359. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19360. Geometry.call( this );
  19361. this.type = 'CircleGeometry';
  19362. this.parameters = {
  19363. radius: radius,
  19364. segments: segments,
  19365. thetaStart: thetaStart,
  19366. thetaLength: thetaLength
  19367. };
  19368. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19369. this.mergeVertices();
  19370. }
  19371. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19372. CircleGeometry.prototype.constructor = CircleGeometry;
  19373. // CircleBufferGeometry
  19374. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19375. BufferGeometry.call( this );
  19376. this.type = 'CircleBufferGeometry';
  19377. this.parameters = {
  19378. radius: radius,
  19379. segments: segments,
  19380. thetaStart: thetaStart,
  19381. thetaLength: thetaLength
  19382. };
  19383. radius = radius || 1;
  19384. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19385. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19386. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19387. // buffers
  19388. var indices = [];
  19389. var vertices = [];
  19390. var normals = [];
  19391. var uvs = [];
  19392. // helper variables
  19393. var i, s;
  19394. var vertex = new Vector3();
  19395. var uv = new Vector2();
  19396. // center point
  19397. vertices.push( 0, 0, 0 );
  19398. normals.push( 0, 0, 1 );
  19399. uvs.push( 0.5, 0.5 );
  19400. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19401. var segment = thetaStart + s / segments * thetaLength;
  19402. // vertex
  19403. vertex.x = radius * Math.cos( segment );
  19404. vertex.y = radius * Math.sin( segment );
  19405. vertices.push( vertex.x, vertex.y, vertex.z );
  19406. // normal
  19407. normals.push( 0, 0, 1 );
  19408. // uvs
  19409. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19410. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19411. uvs.push( uv.x, uv.y );
  19412. }
  19413. // indices
  19414. for ( i = 1; i <= segments; i ++ ) {
  19415. indices.push( i, i + 1, 0 );
  19416. }
  19417. // build geometry
  19418. this.setIndex( indices );
  19419. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19420. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19421. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19422. }
  19423. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19424. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19425. var Geometries = /*#__PURE__*/Object.freeze({
  19426. __proto__: null,
  19427. WireframeGeometry: WireframeGeometry,
  19428. ParametricGeometry: ParametricGeometry,
  19429. ParametricBufferGeometry: ParametricBufferGeometry,
  19430. TetrahedronGeometry: TetrahedronGeometry,
  19431. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19432. OctahedronGeometry: OctahedronGeometry,
  19433. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19434. IcosahedronGeometry: IcosahedronGeometry,
  19435. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19436. DodecahedronGeometry: DodecahedronGeometry,
  19437. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19438. PolyhedronGeometry: PolyhedronGeometry,
  19439. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19440. TubeGeometry: TubeGeometry,
  19441. TubeBufferGeometry: TubeBufferGeometry,
  19442. TorusKnotGeometry: TorusKnotGeometry,
  19443. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19444. TorusGeometry: TorusGeometry,
  19445. TorusBufferGeometry: TorusBufferGeometry,
  19446. TextGeometry: TextGeometry,
  19447. TextBufferGeometry: TextBufferGeometry,
  19448. SphereGeometry: SphereGeometry,
  19449. SphereBufferGeometry: SphereBufferGeometry,
  19450. RingGeometry: RingGeometry,
  19451. RingBufferGeometry: RingBufferGeometry,
  19452. PlaneGeometry: PlaneGeometry,
  19453. PlaneBufferGeometry: PlaneBufferGeometry,
  19454. LatheGeometry: LatheGeometry,
  19455. LatheBufferGeometry: LatheBufferGeometry,
  19456. ShapeGeometry: ShapeGeometry,
  19457. ShapeBufferGeometry: ShapeBufferGeometry,
  19458. ExtrudeGeometry: ExtrudeGeometry,
  19459. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19460. EdgesGeometry: EdgesGeometry,
  19461. ConeGeometry: ConeGeometry,
  19462. ConeBufferGeometry: ConeBufferGeometry,
  19463. CylinderGeometry: CylinderGeometry,
  19464. CylinderBufferGeometry: CylinderBufferGeometry,
  19465. CircleGeometry: CircleGeometry,
  19466. CircleBufferGeometry: CircleBufferGeometry,
  19467. BoxGeometry: BoxGeometry,
  19468. BoxBufferGeometry: BoxBufferGeometry
  19469. });
  19470. /**
  19471. * @author mrdoob / http://mrdoob.com/
  19472. *
  19473. * parameters = {
  19474. * color: <THREE.Color>
  19475. * }
  19476. */
  19477. function ShadowMaterial( parameters ) {
  19478. Material.call( this );
  19479. this.type = 'ShadowMaterial';
  19480. this.color = new Color( 0x000000 );
  19481. this.transparent = true;
  19482. this.setValues( parameters );
  19483. }
  19484. ShadowMaterial.prototype = Object.create( Material.prototype );
  19485. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19486. ShadowMaterial.prototype.isShadowMaterial = true;
  19487. ShadowMaterial.prototype.copy = function ( source ) {
  19488. Material.prototype.copy.call( this, source );
  19489. this.color.copy( source.color );
  19490. return this;
  19491. };
  19492. /**
  19493. * @author mrdoob / http://mrdoob.com/
  19494. */
  19495. function RawShaderMaterial( parameters ) {
  19496. ShaderMaterial.call( this, parameters );
  19497. this.type = 'RawShaderMaterial';
  19498. }
  19499. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19500. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19501. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19502. /**
  19503. * @author WestLangley / http://github.com/WestLangley
  19504. *
  19505. * parameters = {
  19506. * color: <hex>,
  19507. * roughness: <float>,
  19508. * metalness: <float>,
  19509. * opacity: <float>,
  19510. *
  19511. * map: new THREE.Texture( <Image> ),
  19512. *
  19513. * lightMap: new THREE.Texture( <Image> ),
  19514. * lightMapIntensity: <float>
  19515. *
  19516. * aoMap: new THREE.Texture( <Image> ),
  19517. * aoMapIntensity: <float>
  19518. *
  19519. * emissive: <hex>,
  19520. * emissiveIntensity: <float>
  19521. * emissiveMap: new THREE.Texture( <Image> ),
  19522. *
  19523. * bumpMap: new THREE.Texture( <Image> ),
  19524. * bumpScale: <float>,
  19525. *
  19526. * normalMap: new THREE.Texture( <Image> ),
  19527. * normalMapType: THREE.TangentSpaceNormalMap,
  19528. * normalScale: <Vector2>,
  19529. *
  19530. * displacementMap: new THREE.Texture( <Image> ),
  19531. * displacementScale: <float>,
  19532. * displacementBias: <float>,
  19533. *
  19534. * roughnessMap: new THREE.Texture( <Image> ),
  19535. *
  19536. * metalnessMap: new THREE.Texture( <Image> ),
  19537. *
  19538. * alphaMap: new THREE.Texture( <Image> ),
  19539. *
  19540. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19541. * envMapIntensity: <float>
  19542. *
  19543. * refractionRatio: <float>,
  19544. *
  19545. * wireframe: <boolean>,
  19546. * wireframeLinewidth: <float>,
  19547. *
  19548. * skinning: <bool>,
  19549. * morphTargets: <bool>,
  19550. * morphNormals: <bool>
  19551. * }
  19552. */
  19553. function MeshStandardMaterial( parameters ) {
  19554. Material.call( this );
  19555. this.defines = { 'STANDARD': '' };
  19556. this.type = 'MeshStandardMaterial';
  19557. this.color = new Color( 0xffffff ); // diffuse
  19558. this.roughness = 1.0;
  19559. this.metalness = 0.0;
  19560. this.map = null;
  19561. this.lightMap = null;
  19562. this.lightMapIntensity = 1.0;
  19563. this.aoMap = null;
  19564. this.aoMapIntensity = 1.0;
  19565. this.emissive = new Color( 0x000000 );
  19566. this.emissiveIntensity = 1.0;
  19567. this.emissiveMap = null;
  19568. this.bumpMap = null;
  19569. this.bumpScale = 1;
  19570. this.normalMap = null;
  19571. this.normalMapType = TangentSpaceNormalMap;
  19572. this.normalScale = new Vector2( 1, 1 );
  19573. this.displacementMap = null;
  19574. this.displacementScale = 1;
  19575. this.displacementBias = 0;
  19576. this.roughnessMap = null;
  19577. this.metalnessMap = null;
  19578. this.alphaMap = null;
  19579. this.envMap = null;
  19580. this.envMapIntensity = 1.0;
  19581. this.refractionRatio = 0.98;
  19582. this.wireframe = false;
  19583. this.wireframeLinewidth = 1;
  19584. this.wireframeLinecap = 'round';
  19585. this.wireframeLinejoin = 'round';
  19586. this.skinning = false;
  19587. this.morphTargets = false;
  19588. this.morphNormals = false;
  19589. this.vertexTangents = false;
  19590. this.setValues( parameters );
  19591. }
  19592. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19593. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19594. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19595. MeshStandardMaterial.prototype.copy = function ( source ) {
  19596. Material.prototype.copy.call( this, source );
  19597. this.defines = { 'STANDARD': '' };
  19598. this.color.copy( source.color );
  19599. this.roughness = source.roughness;
  19600. this.metalness = source.metalness;
  19601. this.map = source.map;
  19602. this.lightMap = source.lightMap;
  19603. this.lightMapIntensity = source.lightMapIntensity;
  19604. this.aoMap = source.aoMap;
  19605. this.aoMapIntensity = source.aoMapIntensity;
  19606. this.emissive.copy( source.emissive );
  19607. this.emissiveMap = source.emissiveMap;
  19608. this.emissiveIntensity = source.emissiveIntensity;
  19609. this.bumpMap = source.bumpMap;
  19610. this.bumpScale = source.bumpScale;
  19611. this.normalMap = source.normalMap;
  19612. this.normalMapType = source.normalMapType;
  19613. this.normalScale.copy( source.normalScale );
  19614. this.displacementMap = source.displacementMap;
  19615. this.displacementScale = source.displacementScale;
  19616. this.displacementBias = source.displacementBias;
  19617. this.roughnessMap = source.roughnessMap;
  19618. this.metalnessMap = source.metalnessMap;
  19619. this.alphaMap = source.alphaMap;
  19620. this.envMap = source.envMap;
  19621. this.envMapIntensity = source.envMapIntensity;
  19622. this.refractionRatio = source.refractionRatio;
  19623. this.wireframe = source.wireframe;
  19624. this.wireframeLinewidth = source.wireframeLinewidth;
  19625. this.wireframeLinecap = source.wireframeLinecap;
  19626. this.wireframeLinejoin = source.wireframeLinejoin;
  19627. this.skinning = source.skinning;
  19628. this.morphTargets = source.morphTargets;
  19629. this.morphNormals = source.morphNormals;
  19630. this.vertexTangents = source.vertexTangents;
  19631. return this;
  19632. };
  19633. /**
  19634. * @author WestLangley / http://github.com/WestLangley
  19635. *
  19636. * parameters = {
  19637. * clearcoat: <float>,
  19638. * clearcoatMap: new THREE.Texture( <Image> ),
  19639. * clearcoatRoughness: <float>,
  19640. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19641. * clearcoatNormalScale: <Vector2>,
  19642. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19643. *
  19644. * reflectivity: <float>,
  19645. *
  19646. * sheen: <Color>,
  19647. *
  19648. * transparency: <float>
  19649. * }
  19650. */
  19651. function MeshPhysicalMaterial( parameters ) {
  19652. MeshStandardMaterial.call( this );
  19653. this.defines = {
  19654. 'STANDARD': '',
  19655. 'PHYSICAL': ''
  19656. };
  19657. this.type = 'MeshPhysicalMaterial';
  19658. this.clearcoat = 0.0;
  19659. this.clearcoatMap = null;
  19660. this.clearcoatRoughness = 0.0;
  19661. this.clearcoatRoughnessMap = null;
  19662. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19663. this.clearcoatNormalMap = null;
  19664. this.reflectivity = 0.5; // maps to F0 = 0.04
  19665. this.sheen = null; // null will disable sheen bsdf
  19666. this.transparency = 0.0;
  19667. this.setValues( parameters );
  19668. }
  19669. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19670. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19671. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19672. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19673. MeshStandardMaterial.prototype.copy.call( this, source );
  19674. this.defines = {
  19675. 'STANDARD': '',
  19676. 'PHYSICAL': ''
  19677. };
  19678. this.clearcoat = source.clearcoat;
  19679. this.clearcoatMap = source.clearcoatMap;
  19680. this.clearcoatRoughness = source.clearcoatRoughness;
  19681. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19682. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19683. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19684. this.reflectivity = source.reflectivity;
  19685. if ( source.sheen ) {
  19686. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19687. } else {
  19688. this.sheen = null;
  19689. }
  19690. this.transparency = source.transparency;
  19691. return this;
  19692. };
  19693. /**
  19694. * @author mrdoob / http://mrdoob.com/
  19695. * @author alteredq / http://alteredqualia.com/
  19696. *
  19697. * parameters = {
  19698. * color: <hex>,
  19699. * specular: <hex>,
  19700. * shininess: <float>,
  19701. * opacity: <float>,
  19702. *
  19703. * map: new THREE.Texture( <Image> ),
  19704. *
  19705. * lightMap: new THREE.Texture( <Image> ),
  19706. * lightMapIntensity: <float>
  19707. *
  19708. * aoMap: new THREE.Texture( <Image> ),
  19709. * aoMapIntensity: <float>
  19710. *
  19711. * emissive: <hex>,
  19712. * emissiveIntensity: <float>
  19713. * emissiveMap: new THREE.Texture( <Image> ),
  19714. *
  19715. * bumpMap: new THREE.Texture( <Image> ),
  19716. * bumpScale: <float>,
  19717. *
  19718. * normalMap: new THREE.Texture( <Image> ),
  19719. * normalMapType: THREE.TangentSpaceNormalMap,
  19720. * normalScale: <Vector2>,
  19721. *
  19722. * displacementMap: new THREE.Texture( <Image> ),
  19723. * displacementScale: <float>,
  19724. * displacementBias: <float>,
  19725. *
  19726. * specularMap: new THREE.Texture( <Image> ),
  19727. *
  19728. * alphaMap: new THREE.Texture( <Image> ),
  19729. *
  19730. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19731. * combine: THREE.MultiplyOperation,
  19732. * reflectivity: <float>,
  19733. * refractionRatio: <float>,
  19734. *
  19735. * wireframe: <boolean>,
  19736. * wireframeLinewidth: <float>,
  19737. *
  19738. * skinning: <bool>,
  19739. * morphTargets: <bool>,
  19740. * morphNormals: <bool>
  19741. * }
  19742. */
  19743. function MeshPhongMaterial( parameters ) {
  19744. Material.call( this );
  19745. this.type = 'MeshPhongMaterial';
  19746. this.color = new Color( 0xffffff ); // diffuse
  19747. this.specular = new Color( 0x111111 );
  19748. this.shininess = 30;
  19749. this.map = null;
  19750. this.lightMap = null;
  19751. this.lightMapIntensity = 1.0;
  19752. this.aoMap = null;
  19753. this.aoMapIntensity = 1.0;
  19754. this.emissive = new Color( 0x000000 );
  19755. this.emissiveIntensity = 1.0;
  19756. this.emissiveMap = null;
  19757. this.bumpMap = null;
  19758. this.bumpScale = 1;
  19759. this.normalMap = null;
  19760. this.normalMapType = TangentSpaceNormalMap;
  19761. this.normalScale = new Vector2( 1, 1 );
  19762. this.displacementMap = null;
  19763. this.displacementScale = 1;
  19764. this.displacementBias = 0;
  19765. this.specularMap = null;
  19766. this.alphaMap = null;
  19767. this.envMap = null;
  19768. this.combine = MultiplyOperation;
  19769. this.reflectivity = 1;
  19770. this.refractionRatio = 0.98;
  19771. this.wireframe = false;
  19772. this.wireframeLinewidth = 1;
  19773. this.wireframeLinecap = 'round';
  19774. this.wireframeLinejoin = 'round';
  19775. this.skinning = false;
  19776. this.morphTargets = false;
  19777. this.morphNormals = false;
  19778. this.setValues( parameters );
  19779. }
  19780. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19781. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19782. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19783. MeshPhongMaterial.prototype.copy = function ( source ) {
  19784. Material.prototype.copy.call( this, source );
  19785. this.color.copy( source.color );
  19786. this.specular.copy( source.specular );
  19787. this.shininess = source.shininess;
  19788. this.map = source.map;
  19789. this.lightMap = source.lightMap;
  19790. this.lightMapIntensity = source.lightMapIntensity;
  19791. this.aoMap = source.aoMap;
  19792. this.aoMapIntensity = source.aoMapIntensity;
  19793. this.emissive.copy( source.emissive );
  19794. this.emissiveMap = source.emissiveMap;
  19795. this.emissiveIntensity = source.emissiveIntensity;
  19796. this.bumpMap = source.bumpMap;
  19797. this.bumpScale = source.bumpScale;
  19798. this.normalMap = source.normalMap;
  19799. this.normalMapType = source.normalMapType;
  19800. this.normalScale.copy( source.normalScale );
  19801. this.displacementMap = source.displacementMap;
  19802. this.displacementScale = source.displacementScale;
  19803. this.displacementBias = source.displacementBias;
  19804. this.specularMap = source.specularMap;
  19805. this.alphaMap = source.alphaMap;
  19806. this.envMap = source.envMap;
  19807. this.combine = source.combine;
  19808. this.reflectivity = source.reflectivity;
  19809. this.refractionRatio = source.refractionRatio;
  19810. this.wireframe = source.wireframe;
  19811. this.wireframeLinewidth = source.wireframeLinewidth;
  19812. this.wireframeLinecap = source.wireframeLinecap;
  19813. this.wireframeLinejoin = source.wireframeLinejoin;
  19814. this.skinning = source.skinning;
  19815. this.morphTargets = source.morphTargets;
  19816. this.morphNormals = source.morphNormals;
  19817. return this;
  19818. };
  19819. /**
  19820. * @author takahirox / http://github.com/takahirox
  19821. *
  19822. * parameters = {
  19823. * color: <hex>,
  19824. * specular: <hex>,
  19825. * shininess: <float>,
  19826. *
  19827. * map: new THREE.Texture( <Image> ),
  19828. * gradientMap: new THREE.Texture( <Image> ),
  19829. *
  19830. * lightMap: new THREE.Texture( <Image> ),
  19831. * lightMapIntensity: <float>
  19832. *
  19833. * aoMap: new THREE.Texture( <Image> ),
  19834. * aoMapIntensity: <float>
  19835. *
  19836. * emissive: <hex>,
  19837. * emissiveIntensity: <float>
  19838. * emissiveMap: new THREE.Texture( <Image> ),
  19839. *
  19840. * bumpMap: new THREE.Texture( <Image> ),
  19841. * bumpScale: <float>,
  19842. *
  19843. * normalMap: new THREE.Texture( <Image> ),
  19844. * normalMapType: THREE.TangentSpaceNormalMap,
  19845. * normalScale: <Vector2>,
  19846. *
  19847. * displacementMap: new THREE.Texture( <Image> ),
  19848. * displacementScale: <float>,
  19849. * displacementBias: <float>,
  19850. *
  19851. * specularMap: new THREE.Texture( <Image> ),
  19852. *
  19853. * alphaMap: new THREE.Texture( <Image> ),
  19854. *
  19855. * wireframe: <boolean>,
  19856. * wireframeLinewidth: <float>,
  19857. *
  19858. * skinning: <bool>,
  19859. * morphTargets: <bool>,
  19860. * morphNormals: <bool>
  19861. * }
  19862. */
  19863. function MeshToonMaterial( parameters ) {
  19864. Material.call( this );
  19865. this.defines = { 'TOON': '' };
  19866. this.type = 'MeshToonMaterial';
  19867. this.color = new Color( 0xffffff );
  19868. this.specular = new Color( 0x111111 );
  19869. this.shininess = 30;
  19870. this.map = null;
  19871. this.gradientMap = null;
  19872. this.lightMap = null;
  19873. this.lightMapIntensity = 1.0;
  19874. this.aoMap = null;
  19875. this.aoMapIntensity = 1.0;
  19876. this.emissive = new Color( 0x000000 );
  19877. this.emissiveIntensity = 1.0;
  19878. this.emissiveMap = null;
  19879. this.bumpMap = null;
  19880. this.bumpScale = 1;
  19881. this.normalMap = null;
  19882. this.normalMapType = TangentSpaceNormalMap;
  19883. this.normalScale = new Vector2( 1, 1 );
  19884. this.displacementMap = null;
  19885. this.displacementScale = 1;
  19886. this.displacementBias = 0;
  19887. this.specularMap = null;
  19888. this.alphaMap = null;
  19889. this.wireframe = false;
  19890. this.wireframeLinewidth = 1;
  19891. this.wireframeLinecap = 'round';
  19892. this.wireframeLinejoin = 'round';
  19893. this.skinning = false;
  19894. this.morphTargets = false;
  19895. this.morphNormals = false;
  19896. this.setValues( parameters );
  19897. }
  19898. MeshToonMaterial.prototype = Object.create( Material.prototype );
  19899. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19900. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19901. MeshToonMaterial.prototype.copy = function ( source ) {
  19902. Material.prototype.copy.call( this, source );
  19903. this.color.copy( source.color );
  19904. this.specular.copy( source.specular );
  19905. this.shininess = source.shininess;
  19906. this.map = source.map;
  19907. this.gradientMap = source.gradientMap;
  19908. this.lightMap = source.lightMap;
  19909. this.lightMapIntensity = source.lightMapIntensity;
  19910. this.aoMap = source.aoMap;
  19911. this.aoMapIntensity = source.aoMapIntensity;
  19912. this.emissive.copy( source.emissive );
  19913. this.emissiveMap = source.emissiveMap;
  19914. this.emissiveIntensity = source.emissiveIntensity;
  19915. this.bumpMap = source.bumpMap;
  19916. this.bumpScale = source.bumpScale;
  19917. this.normalMap = source.normalMap;
  19918. this.normalMapType = source.normalMapType;
  19919. this.normalScale.copy( source.normalScale );
  19920. this.displacementMap = source.displacementMap;
  19921. this.displacementScale = source.displacementScale;
  19922. this.displacementBias = source.displacementBias;
  19923. this.specularMap = source.specularMap;
  19924. this.alphaMap = source.alphaMap;
  19925. this.wireframe = source.wireframe;
  19926. this.wireframeLinewidth = source.wireframeLinewidth;
  19927. this.wireframeLinecap = source.wireframeLinecap;
  19928. this.wireframeLinejoin = source.wireframeLinejoin;
  19929. this.skinning = source.skinning;
  19930. this.morphTargets = source.morphTargets;
  19931. this.morphNormals = source.morphNormals;
  19932. return this;
  19933. };
  19934. /**
  19935. * @author mrdoob / http://mrdoob.com/
  19936. * @author WestLangley / http://github.com/WestLangley
  19937. *
  19938. * parameters = {
  19939. * opacity: <float>,
  19940. *
  19941. * bumpMap: new THREE.Texture( <Image> ),
  19942. * bumpScale: <float>,
  19943. *
  19944. * normalMap: new THREE.Texture( <Image> ),
  19945. * normalMapType: THREE.TangentSpaceNormalMap,
  19946. * normalScale: <Vector2>,
  19947. *
  19948. * displacementMap: new THREE.Texture( <Image> ),
  19949. * displacementScale: <float>,
  19950. * displacementBias: <float>,
  19951. *
  19952. * wireframe: <boolean>,
  19953. * wireframeLinewidth: <float>
  19954. *
  19955. * skinning: <bool>,
  19956. * morphTargets: <bool>,
  19957. * morphNormals: <bool>
  19958. * }
  19959. */
  19960. function MeshNormalMaterial( parameters ) {
  19961. Material.call( this );
  19962. this.type = 'MeshNormalMaterial';
  19963. this.bumpMap = null;
  19964. this.bumpScale = 1;
  19965. this.normalMap = null;
  19966. this.normalMapType = TangentSpaceNormalMap;
  19967. this.normalScale = new Vector2( 1, 1 );
  19968. this.displacementMap = null;
  19969. this.displacementScale = 1;
  19970. this.displacementBias = 0;
  19971. this.wireframe = false;
  19972. this.wireframeLinewidth = 1;
  19973. this.fog = false;
  19974. this.skinning = false;
  19975. this.morphTargets = false;
  19976. this.morphNormals = false;
  19977. this.setValues( parameters );
  19978. }
  19979. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19980. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19981. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19982. MeshNormalMaterial.prototype.copy = function ( source ) {
  19983. Material.prototype.copy.call( this, source );
  19984. this.bumpMap = source.bumpMap;
  19985. this.bumpScale = source.bumpScale;
  19986. this.normalMap = source.normalMap;
  19987. this.normalMapType = source.normalMapType;
  19988. this.normalScale.copy( source.normalScale );
  19989. this.displacementMap = source.displacementMap;
  19990. this.displacementScale = source.displacementScale;
  19991. this.displacementBias = source.displacementBias;
  19992. this.wireframe = source.wireframe;
  19993. this.wireframeLinewidth = source.wireframeLinewidth;
  19994. this.skinning = source.skinning;
  19995. this.morphTargets = source.morphTargets;
  19996. this.morphNormals = source.morphNormals;
  19997. return this;
  19998. };
  19999. /**
  20000. * @author mrdoob / http://mrdoob.com/
  20001. * @author alteredq / http://alteredqualia.com/
  20002. *
  20003. * parameters = {
  20004. * color: <hex>,
  20005. * opacity: <float>,
  20006. *
  20007. * map: new THREE.Texture( <Image> ),
  20008. *
  20009. * lightMap: new THREE.Texture( <Image> ),
  20010. * lightMapIntensity: <float>
  20011. *
  20012. * aoMap: new THREE.Texture( <Image> ),
  20013. * aoMapIntensity: <float>
  20014. *
  20015. * emissive: <hex>,
  20016. * emissiveIntensity: <float>
  20017. * emissiveMap: new THREE.Texture( <Image> ),
  20018. *
  20019. * specularMap: new THREE.Texture( <Image> ),
  20020. *
  20021. * alphaMap: new THREE.Texture( <Image> ),
  20022. *
  20023. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20024. * combine: THREE.Multiply,
  20025. * reflectivity: <float>,
  20026. * refractionRatio: <float>,
  20027. *
  20028. * wireframe: <boolean>,
  20029. * wireframeLinewidth: <float>,
  20030. *
  20031. * skinning: <bool>,
  20032. * morphTargets: <bool>,
  20033. * morphNormals: <bool>
  20034. * }
  20035. */
  20036. function MeshLambertMaterial( parameters ) {
  20037. Material.call( this );
  20038. this.type = 'MeshLambertMaterial';
  20039. this.color = new Color( 0xffffff ); // diffuse
  20040. this.map = null;
  20041. this.lightMap = null;
  20042. this.lightMapIntensity = 1.0;
  20043. this.aoMap = null;
  20044. this.aoMapIntensity = 1.0;
  20045. this.emissive = new Color( 0x000000 );
  20046. this.emissiveIntensity = 1.0;
  20047. this.emissiveMap = null;
  20048. this.specularMap = null;
  20049. this.alphaMap = null;
  20050. this.envMap = null;
  20051. this.combine = MultiplyOperation;
  20052. this.reflectivity = 1;
  20053. this.refractionRatio = 0.98;
  20054. this.wireframe = false;
  20055. this.wireframeLinewidth = 1;
  20056. this.wireframeLinecap = 'round';
  20057. this.wireframeLinejoin = 'round';
  20058. this.skinning = false;
  20059. this.morphTargets = false;
  20060. this.morphNormals = false;
  20061. this.setValues( parameters );
  20062. }
  20063. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20064. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20065. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20066. MeshLambertMaterial.prototype.copy = function ( source ) {
  20067. Material.prototype.copy.call( this, source );
  20068. this.color.copy( source.color );
  20069. this.map = source.map;
  20070. this.lightMap = source.lightMap;
  20071. this.lightMapIntensity = source.lightMapIntensity;
  20072. this.aoMap = source.aoMap;
  20073. this.aoMapIntensity = source.aoMapIntensity;
  20074. this.emissive.copy( source.emissive );
  20075. this.emissiveMap = source.emissiveMap;
  20076. this.emissiveIntensity = source.emissiveIntensity;
  20077. this.specularMap = source.specularMap;
  20078. this.alphaMap = source.alphaMap;
  20079. this.envMap = source.envMap;
  20080. this.combine = source.combine;
  20081. this.reflectivity = source.reflectivity;
  20082. this.refractionRatio = source.refractionRatio;
  20083. this.wireframe = source.wireframe;
  20084. this.wireframeLinewidth = source.wireframeLinewidth;
  20085. this.wireframeLinecap = source.wireframeLinecap;
  20086. this.wireframeLinejoin = source.wireframeLinejoin;
  20087. this.skinning = source.skinning;
  20088. this.morphTargets = source.morphTargets;
  20089. this.morphNormals = source.morphNormals;
  20090. return this;
  20091. };
  20092. /**
  20093. * @author WestLangley / http://github.com/WestLangley
  20094. *
  20095. * parameters = {
  20096. * color: <hex>,
  20097. * opacity: <float>,
  20098. *
  20099. * matcap: new THREE.Texture( <Image> ),
  20100. *
  20101. * map: new THREE.Texture( <Image> ),
  20102. *
  20103. * bumpMap: new THREE.Texture( <Image> ),
  20104. * bumpScale: <float>,
  20105. *
  20106. * normalMap: new THREE.Texture( <Image> ),
  20107. * normalMapType: THREE.TangentSpaceNormalMap,
  20108. * normalScale: <Vector2>,
  20109. *
  20110. * displacementMap: new THREE.Texture( <Image> ),
  20111. * displacementScale: <float>,
  20112. * displacementBias: <float>,
  20113. *
  20114. * alphaMap: new THREE.Texture( <Image> ),
  20115. *
  20116. * skinning: <bool>,
  20117. * morphTargets: <bool>,
  20118. * morphNormals: <bool>
  20119. * }
  20120. */
  20121. function MeshMatcapMaterial( parameters ) {
  20122. Material.call( this );
  20123. this.defines = { 'MATCAP': '' };
  20124. this.type = 'MeshMatcapMaterial';
  20125. this.color = new Color( 0xffffff ); // diffuse
  20126. this.matcap = null;
  20127. this.map = null;
  20128. this.bumpMap = null;
  20129. this.bumpScale = 1;
  20130. this.normalMap = null;
  20131. this.normalMapType = TangentSpaceNormalMap;
  20132. this.normalScale = new Vector2( 1, 1 );
  20133. this.displacementMap = null;
  20134. this.displacementScale = 1;
  20135. this.displacementBias = 0;
  20136. this.alphaMap = null;
  20137. this.skinning = false;
  20138. this.morphTargets = false;
  20139. this.morphNormals = false;
  20140. this.setValues( parameters );
  20141. }
  20142. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20143. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20144. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20145. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20146. Material.prototype.copy.call( this, source );
  20147. this.defines = { 'MATCAP': '' };
  20148. this.color.copy( source.color );
  20149. this.matcap = source.matcap;
  20150. this.map = source.map;
  20151. this.bumpMap = source.bumpMap;
  20152. this.bumpScale = source.bumpScale;
  20153. this.normalMap = source.normalMap;
  20154. this.normalMapType = source.normalMapType;
  20155. this.normalScale.copy( source.normalScale );
  20156. this.displacementMap = source.displacementMap;
  20157. this.displacementScale = source.displacementScale;
  20158. this.displacementBias = source.displacementBias;
  20159. this.alphaMap = source.alphaMap;
  20160. this.skinning = source.skinning;
  20161. this.morphTargets = source.morphTargets;
  20162. this.morphNormals = source.morphNormals;
  20163. return this;
  20164. };
  20165. /**
  20166. * @author alteredq / http://alteredqualia.com/
  20167. *
  20168. * parameters = {
  20169. * color: <hex>,
  20170. * opacity: <float>,
  20171. *
  20172. * linewidth: <float>,
  20173. *
  20174. * scale: <float>,
  20175. * dashSize: <float>,
  20176. * gapSize: <float>
  20177. * }
  20178. */
  20179. function LineDashedMaterial( parameters ) {
  20180. LineBasicMaterial.call( this );
  20181. this.type = 'LineDashedMaterial';
  20182. this.scale = 1;
  20183. this.dashSize = 3;
  20184. this.gapSize = 1;
  20185. this.setValues( parameters );
  20186. }
  20187. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20188. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20189. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20190. LineDashedMaterial.prototype.copy = function ( source ) {
  20191. LineBasicMaterial.prototype.copy.call( this, source );
  20192. this.scale = source.scale;
  20193. this.dashSize = source.dashSize;
  20194. this.gapSize = source.gapSize;
  20195. return this;
  20196. };
  20197. var Materials = /*#__PURE__*/Object.freeze({
  20198. __proto__: null,
  20199. ShadowMaterial: ShadowMaterial,
  20200. SpriteMaterial: SpriteMaterial,
  20201. RawShaderMaterial: RawShaderMaterial,
  20202. ShaderMaterial: ShaderMaterial,
  20203. PointsMaterial: PointsMaterial,
  20204. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20205. MeshStandardMaterial: MeshStandardMaterial,
  20206. MeshPhongMaterial: MeshPhongMaterial,
  20207. MeshToonMaterial: MeshToonMaterial,
  20208. MeshNormalMaterial: MeshNormalMaterial,
  20209. MeshLambertMaterial: MeshLambertMaterial,
  20210. MeshDepthMaterial: MeshDepthMaterial,
  20211. MeshDistanceMaterial: MeshDistanceMaterial,
  20212. MeshBasicMaterial: MeshBasicMaterial,
  20213. MeshMatcapMaterial: MeshMatcapMaterial,
  20214. LineDashedMaterial: LineDashedMaterial,
  20215. LineBasicMaterial: LineBasicMaterial,
  20216. Material: Material
  20217. });
  20218. /**
  20219. * @author tschw
  20220. * @author Ben Houston / http://clara.io/
  20221. * @author David Sarno / http://lighthaus.us/
  20222. */
  20223. var AnimationUtils = {
  20224. // same as Array.prototype.slice, but also works on typed arrays
  20225. arraySlice: function ( array, from, to ) {
  20226. if ( AnimationUtils.isTypedArray( array ) ) {
  20227. // in ios9 array.subarray(from, undefined) will return empty array
  20228. // but array.subarray(from) or array.subarray(from, len) is correct
  20229. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20230. }
  20231. return array.slice( from, to );
  20232. },
  20233. // converts an array to a specific type
  20234. convertArray: function ( array, type, forceClone ) {
  20235. if ( ! array || // let 'undefined' and 'null' pass
  20236. ! forceClone && array.constructor === type ) { return array; }
  20237. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20238. return new type( array ); // create typed array
  20239. }
  20240. return Array.prototype.slice.call( array ); // create Array
  20241. },
  20242. isTypedArray: function ( object ) {
  20243. return ArrayBuffer.isView( object ) &&
  20244. ! ( object instanceof DataView );
  20245. },
  20246. // returns an array by which times and values can be sorted
  20247. getKeyframeOrder: function ( times ) {
  20248. function compareTime( i, j ) {
  20249. return times[ i ] - times[ j ];
  20250. }
  20251. var n = times.length;
  20252. var result = new Array( n );
  20253. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20254. result.sort( compareTime );
  20255. return result;
  20256. },
  20257. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20258. sortedArray: function ( values, stride, order ) {
  20259. var nValues = values.length;
  20260. var result = new values.constructor( nValues );
  20261. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20262. var srcOffset = order[ i ] * stride;
  20263. for ( var j = 0; j !== stride; ++ j ) {
  20264. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20265. }
  20266. }
  20267. return result;
  20268. },
  20269. // function for parsing AOS keyframe formats
  20270. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20271. var i = 1, key = jsonKeys[ 0 ];
  20272. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20273. key = jsonKeys[ i ++ ];
  20274. }
  20275. if ( key === undefined ) { return; } // no data
  20276. var value = key[ valuePropertyName ];
  20277. if ( value === undefined ) { return; } // no data
  20278. if ( Array.isArray( value ) ) {
  20279. do {
  20280. value = key[ valuePropertyName ];
  20281. if ( value !== undefined ) {
  20282. times.push( key.time );
  20283. values.push.apply( values, value ); // push all elements
  20284. }
  20285. key = jsonKeys[ i ++ ];
  20286. } while ( key !== undefined );
  20287. } else if ( value.toArray !== undefined ) {
  20288. // ...assume THREE.Math-ish
  20289. do {
  20290. value = key[ valuePropertyName ];
  20291. if ( value !== undefined ) {
  20292. times.push( key.time );
  20293. value.toArray( values, values.length );
  20294. }
  20295. key = jsonKeys[ i ++ ];
  20296. } while ( key !== undefined );
  20297. } else {
  20298. // otherwise push as-is
  20299. do {
  20300. value = key[ valuePropertyName ];
  20301. if ( value !== undefined ) {
  20302. times.push( key.time );
  20303. values.push( value );
  20304. }
  20305. key = jsonKeys[ i ++ ];
  20306. } while ( key !== undefined );
  20307. }
  20308. },
  20309. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20310. fps = fps || 30;
  20311. var clip = sourceClip.clone();
  20312. clip.name = name;
  20313. var tracks = [];
  20314. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20315. var track = clip.tracks[ i ];
  20316. var valueSize = track.getValueSize();
  20317. var times = [];
  20318. var values = [];
  20319. for ( var j = 0; j < track.times.length; ++ j ) {
  20320. var frame = track.times[ j ] * fps;
  20321. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20322. times.push( track.times[ j ] );
  20323. for ( var k = 0; k < valueSize; ++ k ) {
  20324. values.push( track.values[ j * valueSize + k ] );
  20325. }
  20326. }
  20327. if ( times.length === 0 ) { continue; }
  20328. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20329. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20330. tracks.push( track );
  20331. }
  20332. clip.tracks = tracks;
  20333. // find minimum .times value across all tracks in the trimmed clip
  20334. var minStartTime = Infinity;
  20335. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20336. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20337. minStartTime = clip.tracks[ i ].times[ 0 ];
  20338. }
  20339. }
  20340. // shift all tracks such that clip begins at t=0
  20341. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20342. clip.tracks[ i ].shift( - 1 * minStartTime );
  20343. }
  20344. clip.resetDuration();
  20345. return clip;
  20346. }
  20347. };
  20348. /**
  20349. * Abstract base class of interpolants over parametric samples.
  20350. *
  20351. * The parameter domain is one dimensional, typically the time or a path
  20352. * along a curve defined by the data.
  20353. *
  20354. * The sample values can have any dimensionality and derived classes may
  20355. * apply special interpretations to the data.
  20356. *
  20357. * This class provides the interval seek in a Template Method, deferring
  20358. * the actual interpolation to derived classes.
  20359. *
  20360. * Time complexity is O(1) for linear access crossing at most two points
  20361. * and O(log N) for random access, where N is the number of positions.
  20362. *
  20363. * References:
  20364. *
  20365. * http://www.oodesign.com/template-method-pattern.html
  20366. *
  20367. * @author tschw
  20368. */
  20369. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20370. this.parameterPositions = parameterPositions;
  20371. this._cachedIndex = 0;
  20372. this.resultBuffer = resultBuffer !== undefined ?
  20373. resultBuffer : new sampleValues.constructor( sampleSize );
  20374. this.sampleValues = sampleValues;
  20375. this.valueSize = sampleSize;
  20376. }
  20377. Object.assign( Interpolant.prototype, {
  20378. evaluate: function ( t ) {
  20379. var pp = this.parameterPositions,
  20380. i1 = this._cachedIndex,
  20381. t1 = pp[ i1 ],
  20382. t0 = pp[ i1 - 1 ];
  20383. validate_interval: {
  20384. seek: {
  20385. var right;
  20386. linear_scan: {
  20387. //- See http://jsperf.com/comparison-to-undefined/3
  20388. //- slower code:
  20389. //-
  20390. //- if ( t >= t1 || t1 === undefined ) {
  20391. forward_scan: if ( ! ( t < t1 ) ) {
  20392. for ( var giveUpAt = i1 + 2; ; ) {
  20393. if ( t1 === undefined ) {
  20394. if ( t < t0 ) { break forward_scan; }
  20395. // after end
  20396. i1 = pp.length;
  20397. this._cachedIndex = i1;
  20398. return this.afterEnd_( i1 - 1, t, t0 );
  20399. }
  20400. if ( i1 === giveUpAt ) { break; } // this loop
  20401. t0 = t1;
  20402. t1 = pp[ ++ i1 ];
  20403. if ( t < t1 ) {
  20404. // we have arrived at the sought interval
  20405. break seek;
  20406. }
  20407. }
  20408. // prepare binary search on the right side of the index
  20409. right = pp.length;
  20410. break linear_scan;
  20411. }
  20412. //- slower code:
  20413. //- if ( t < t0 || t0 === undefined ) {
  20414. if ( ! ( t >= t0 ) ) {
  20415. // looping?
  20416. var t1global = pp[ 1 ];
  20417. if ( t < t1global ) {
  20418. i1 = 2; // + 1, using the scan for the details
  20419. t0 = t1global;
  20420. }
  20421. // linear reverse scan
  20422. for ( var giveUpAt = i1 - 2; ; ) {
  20423. if ( t0 === undefined ) {
  20424. // before start
  20425. this._cachedIndex = 0;
  20426. return this.beforeStart_( 0, t, t1 );
  20427. }
  20428. if ( i1 === giveUpAt ) { break; } // this loop
  20429. t1 = t0;
  20430. t0 = pp[ -- i1 - 1 ];
  20431. if ( t >= t0 ) {
  20432. // we have arrived at the sought interval
  20433. break seek;
  20434. }
  20435. }
  20436. // prepare binary search on the left side of the index
  20437. right = i1;
  20438. i1 = 0;
  20439. break linear_scan;
  20440. }
  20441. // the interval is valid
  20442. break validate_interval;
  20443. } // linear scan
  20444. // binary search
  20445. while ( i1 < right ) {
  20446. var mid = ( i1 + right ) >>> 1;
  20447. if ( t < pp[ mid ] ) {
  20448. right = mid;
  20449. } else {
  20450. i1 = mid + 1;
  20451. }
  20452. }
  20453. t1 = pp[ i1 ];
  20454. t0 = pp[ i1 - 1 ];
  20455. // check boundary cases, again
  20456. if ( t0 === undefined ) {
  20457. this._cachedIndex = 0;
  20458. return this.beforeStart_( 0, t, t1 );
  20459. }
  20460. if ( t1 === undefined ) {
  20461. i1 = pp.length;
  20462. this._cachedIndex = i1;
  20463. return this.afterEnd_( i1 - 1, t0, t );
  20464. }
  20465. } // seek
  20466. this._cachedIndex = i1;
  20467. this.intervalChanged_( i1, t0, t1 );
  20468. } // validate_interval
  20469. return this.interpolate_( i1, t0, t, t1 );
  20470. },
  20471. settings: null, // optional, subclass-specific settings structure
  20472. // Note: The indirection allows central control of many interpolants.
  20473. // --- Protected interface
  20474. DefaultSettings_: {},
  20475. getSettings_: function () {
  20476. return this.settings || this.DefaultSettings_;
  20477. },
  20478. copySampleValue_: function ( index ) {
  20479. // copies a sample value to the result buffer
  20480. var result = this.resultBuffer,
  20481. values = this.sampleValues,
  20482. stride = this.valueSize,
  20483. offset = index * stride;
  20484. for ( var i = 0; i !== stride; ++ i ) {
  20485. result[ i ] = values[ offset + i ];
  20486. }
  20487. return result;
  20488. },
  20489. // Template methods for derived classes:
  20490. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20491. throw new Error( 'call to abstract method' );
  20492. // implementations shall return this.resultBuffer
  20493. },
  20494. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20495. // empty
  20496. }
  20497. } );
  20498. // DECLARE ALIAS AFTER assign prototype
  20499. Object.assign( Interpolant.prototype, {
  20500. //( 0, t, t0 ), returns this.resultBuffer
  20501. beforeStart_: Interpolant.prototype.copySampleValue_,
  20502. //( N-1, tN-1, t ), returns this.resultBuffer
  20503. afterEnd_: Interpolant.prototype.copySampleValue_,
  20504. } );
  20505. /**
  20506. * Fast and simple cubic spline interpolant.
  20507. *
  20508. * It was derived from a Hermitian construction setting the first derivative
  20509. * at each sample position to the linear slope between neighboring positions
  20510. * over their parameter interval.
  20511. *
  20512. * @author tschw
  20513. */
  20514. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20515. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20516. this._weightPrev = - 0;
  20517. this._offsetPrev = - 0;
  20518. this._weightNext = - 0;
  20519. this._offsetNext = - 0;
  20520. }
  20521. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20522. constructor: CubicInterpolant,
  20523. DefaultSettings_: {
  20524. endingStart: ZeroCurvatureEnding,
  20525. endingEnd: ZeroCurvatureEnding
  20526. },
  20527. intervalChanged_: function ( i1, t0, t1 ) {
  20528. var pp = this.parameterPositions,
  20529. iPrev = i1 - 2,
  20530. iNext = i1 + 1,
  20531. tPrev = pp[ iPrev ],
  20532. tNext = pp[ iNext ];
  20533. if ( tPrev === undefined ) {
  20534. switch ( this.getSettings_().endingStart ) {
  20535. case ZeroSlopeEnding:
  20536. // f'(t0) = 0
  20537. iPrev = i1;
  20538. tPrev = 2 * t0 - t1;
  20539. break;
  20540. case WrapAroundEnding:
  20541. // use the other end of the curve
  20542. iPrev = pp.length - 2;
  20543. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20544. break;
  20545. default: // ZeroCurvatureEnding
  20546. // f''(t0) = 0 a.k.a. Natural Spline
  20547. iPrev = i1;
  20548. tPrev = t1;
  20549. }
  20550. }
  20551. if ( tNext === undefined ) {
  20552. switch ( this.getSettings_().endingEnd ) {
  20553. case ZeroSlopeEnding:
  20554. // f'(tN) = 0
  20555. iNext = i1;
  20556. tNext = 2 * t1 - t0;
  20557. break;
  20558. case WrapAroundEnding:
  20559. // use the other end of the curve
  20560. iNext = 1;
  20561. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20562. break;
  20563. default: // ZeroCurvatureEnding
  20564. // f''(tN) = 0, a.k.a. Natural Spline
  20565. iNext = i1 - 1;
  20566. tNext = t0;
  20567. }
  20568. }
  20569. var halfDt = ( t1 - t0 ) * 0.5,
  20570. stride = this.valueSize;
  20571. this._weightPrev = halfDt / ( t0 - tPrev );
  20572. this._weightNext = halfDt / ( tNext - t1 );
  20573. this._offsetPrev = iPrev * stride;
  20574. this._offsetNext = iNext * stride;
  20575. },
  20576. interpolate_: function ( i1, t0, t, t1 ) {
  20577. var result = this.resultBuffer,
  20578. values = this.sampleValues,
  20579. stride = this.valueSize,
  20580. o1 = i1 * stride, o0 = o1 - stride,
  20581. oP = this._offsetPrev, oN = this._offsetNext,
  20582. wP = this._weightPrev, wN = this._weightNext,
  20583. p = ( t - t0 ) / ( t1 - t0 ),
  20584. pp = p * p,
  20585. ppp = pp * p;
  20586. // evaluate polynomials
  20587. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20588. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20589. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20590. var sN = wN * ppp - wN * pp;
  20591. // combine data linearly
  20592. for ( var i = 0; i !== stride; ++ i ) {
  20593. result[ i ] =
  20594. sP * values[ oP + i ] +
  20595. s0 * values[ o0 + i ] +
  20596. s1 * values[ o1 + i ] +
  20597. sN * values[ oN + i ];
  20598. }
  20599. return result;
  20600. }
  20601. } );
  20602. /**
  20603. * @author tschw
  20604. */
  20605. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20606. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20607. }
  20608. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20609. constructor: LinearInterpolant,
  20610. interpolate_: function ( i1, t0, t, t1 ) {
  20611. var result = this.resultBuffer,
  20612. values = this.sampleValues,
  20613. stride = this.valueSize,
  20614. offset1 = i1 * stride,
  20615. offset0 = offset1 - stride,
  20616. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20617. weight0 = 1 - weight1;
  20618. for ( var i = 0; i !== stride; ++ i ) {
  20619. result[ i ] =
  20620. values[ offset0 + i ] * weight0 +
  20621. values[ offset1 + i ] * weight1;
  20622. }
  20623. return result;
  20624. }
  20625. } );
  20626. /**
  20627. *
  20628. * Interpolant that evaluates to the sample value at the position preceeding
  20629. * the parameter.
  20630. *
  20631. * @author tschw
  20632. */
  20633. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20634. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20635. }
  20636. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20637. constructor: DiscreteInterpolant,
  20638. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20639. return this.copySampleValue_( i1 - 1 );
  20640. }
  20641. } );
  20642. /**
  20643. *
  20644. * A timed sequence of keyframes for a specific property.
  20645. *
  20646. *
  20647. * @author Ben Houston / http://clara.io/
  20648. * @author David Sarno / http://lighthaus.us/
  20649. * @author tschw
  20650. */
  20651. function KeyframeTrack( name, times, values, interpolation ) {
  20652. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20653. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20654. this.name = name;
  20655. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20656. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20657. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20658. }
  20659. // Static methods
  20660. Object.assign( KeyframeTrack, {
  20661. // Serialization (in static context, because of constructor invocation
  20662. // and automatic invocation of .toJSON):
  20663. toJSON: function ( track ) {
  20664. var trackType = track.constructor;
  20665. var json;
  20666. // derived classes can define a static toJSON method
  20667. if ( trackType.toJSON !== undefined ) {
  20668. json = trackType.toJSON( track );
  20669. } else {
  20670. // by default, we assume the data can be serialized as-is
  20671. json = {
  20672. 'name': track.name,
  20673. 'times': AnimationUtils.convertArray( track.times, Array ),
  20674. 'values': AnimationUtils.convertArray( track.values, Array )
  20675. };
  20676. var interpolation = track.getInterpolation();
  20677. if ( interpolation !== track.DefaultInterpolation ) {
  20678. json.interpolation = interpolation;
  20679. }
  20680. }
  20681. json.type = track.ValueTypeName; // mandatory
  20682. return json;
  20683. }
  20684. } );
  20685. Object.assign( KeyframeTrack.prototype, {
  20686. constructor: KeyframeTrack,
  20687. TimeBufferType: Float32Array,
  20688. ValueBufferType: Float32Array,
  20689. DefaultInterpolation: InterpolateLinear,
  20690. InterpolantFactoryMethodDiscrete: function ( result ) {
  20691. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20692. },
  20693. InterpolantFactoryMethodLinear: function ( result ) {
  20694. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20695. },
  20696. InterpolantFactoryMethodSmooth: function ( result ) {
  20697. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20698. },
  20699. setInterpolation: function ( interpolation ) {
  20700. var factoryMethod;
  20701. switch ( interpolation ) {
  20702. case InterpolateDiscrete:
  20703. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20704. break;
  20705. case InterpolateLinear:
  20706. factoryMethod = this.InterpolantFactoryMethodLinear;
  20707. break;
  20708. case InterpolateSmooth:
  20709. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20710. break;
  20711. }
  20712. if ( factoryMethod === undefined ) {
  20713. var message = "unsupported interpolation for " +
  20714. this.ValueTypeName + " keyframe track named " + this.name;
  20715. if ( this.createInterpolant === undefined ) {
  20716. // fall back to default, unless the default itself is messed up
  20717. if ( interpolation !== this.DefaultInterpolation ) {
  20718. this.setInterpolation( this.DefaultInterpolation );
  20719. } else {
  20720. throw new Error( message ); // fatal, in this case
  20721. }
  20722. }
  20723. console.warn( 'THREE.KeyframeTrack:', message );
  20724. return this;
  20725. }
  20726. this.createInterpolant = factoryMethod;
  20727. return this;
  20728. },
  20729. getInterpolation: function () {
  20730. switch ( this.createInterpolant ) {
  20731. case this.InterpolantFactoryMethodDiscrete:
  20732. return InterpolateDiscrete;
  20733. case this.InterpolantFactoryMethodLinear:
  20734. return InterpolateLinear;
  20735. case this.InterpolantFactoryMethodSmooth:
  20736. return InterpolateSmooth;
  20737. }
  20738. },
  20739. getValueSize: function () {
  20740. return this.values.length / this.times.length;
  20741. },
  20742. // move all keyframes either forwards or backwards in time
  20743. shift: function ( timeOffset ) {
  20744. if ( timeOffset !== 0.0 ) {
  20745. var times = this.times;
  20746. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20747. times[ i ] += timeOffset;
  20748. }
  20749. }
  20750. return this;
  20751. },
  20752. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20753. scale: function ( timeScale ) {
  20754. if ( timeScale !== 1.0 ) {
  20755. var times = this.times;
  20756. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20757. times[ i ] *= timeScale;
  20758. }
  20759. }
  20760. return this;
  20761. },
  20762. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20763. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20764. trim: function ( startTime, endTime ) {
  20765. var times = this.times,
  20766. nKeys = times.length,
  20767. from = 0,
  20768. to = nKeys - 1;
  20769. while ( from !== nKeys && times[ from ] < startTime ) {
  20770. ++ from;
  20771. }
  20772. while ( to !== - 1 && times[ to ] > endTime ) {
  20773. -- to;
  20774. }
  20775. ++ to; // inclusive -> exclusive bound
  20776. if ( from !== 0 || to !== nKeys ) {
  20777. // empty tracks are forbidden, so keep at least one keyframe
  20778. if ( from >= to ) {
  20779. to = Math.max( to, 1 );
  20780. from = to - 1;
  20781. }
  20782. var stride = this.getValueSize();
  20783. this.times = AnimationUtils.arraySlice( times, from, to );
  20784. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20785. }
  20786. return this;
  20787. },
  20788. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20789. validate: function () {
  20790. var valid = true;
  20791. var valueSize = this.getValueSize();
  20792. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20793. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20794. valid = false;
  20795. }
  20796. var times = this.times,
  20797. values = this.values,
  20798. nKeys = times.length;
  20799. if ( nKeys === 0 ) {
  20800. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20801. valid = false;
  20802. }
  20803. var prevTime = null;
  20804. for ( var i = 0; i !== nKeys; i ++ ) {
  20805. var currTime = times[ i ];
  20806. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20807. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20808. valid = false;
  20809. break;
  20810. }
  20811. if ( prevTime !== null && prevTime > currTime ) {
  20812. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20813. valid = false;
  20814. break;
  20815. }
  20816. prevTime = currTime;
  20817. }
  20818. if ( values !== undefined ) {
  20819. if ( AnimationUtils.isTypedArray( values ) ) {
  20820. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20821. var value = values[ i ];
  20822. if ( isNaN( value ) ) {
  20823. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20824. valid = false;
  20825. break;
  20826. }
  20827. }
  20828. }
  20829. }
  20830. return valid;
  20831. },
  20832. // removes equivalent sequential keys as common in morph target sequences
  20833. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20834. optimize: function () {
  20835. // times or values may be shared with other tracks, so overwriting is unsafe
  20836. var times = AnimationUtils.arraySlice( this.times ),
  20837. values = AnimationUtils.arraySlice( this.values ),
  20838. stride = this.getValueSize(),
  20839. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20840. writeIndex = 1,
  20841. lastIndex = times.length - 1;
  20842. for ( var i = 1; i < lastIndex; ++ i ) {
  20843. var keep = false;
  20844. var time = times[ i ];
  20845. var timeNext = times[ i + 1 ];
  20846. // remove adjacent keyframes scheduled at the same time
  20847. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20848. if ( ! smoothInterpolation ) {
  20849. // remove unnecessary keyframes same as their neighbors
  20850. var offset = i * stride,
  20851. offsetP = offset - stride,
  20852. offsetN = offset + stride;
  20853. for ( var j = 0; j !== stride; ++ j ) {
  20854. var value = values[ offset + j ];
  20855. if ( value !== values[ offsetP + j ] ||
  20856. value !== values[ offsetN + j ] ) {
  20857. keep = true;
  20858. break;
  20859. }
  20860. }
  20861. } else {
  20862. keep = true;
  20863. }
  20864. }
  20865. // in-place compaction
  20866. if ( keep ) {
  20867. if ( i !== writeIndex ) {
  20868. times[ writeIndex ] = times[ i ];
  20869. var readOffset = i * stride,
  20870. writeOffset = writeIndex * stride;
  20871. for ( var j = 0; j !== stride; ++ j ) {
  20872. values[ writeOffset + j ] = values[ readOffset + j ];
  20873. }
  20874. }
  20875. ++ writeIndex;
  20876. }
  20877. }
  20878. // flush last keyframe (compaction looks ahead)
  20879. if ( lastIndex > 0 ) {
  20880. times[ writeIndex ] = times[ lastIndex ];
  20881. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20882. values[ writeOffset + j ] = values[ readOffset + j ];
  20883. }
  20884. ++ writeIndex;
  20885. }
  20886. if ( writeIndex !== times.length ) {
  20887. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20888. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20889. } else {
  20890. this.times = times;
  20891. this.values = values;
  20892. }
  20893. return this;
  20894. },
  20895. clone: function () {
  20896. var times = AnimationUtils.arraySlice( this.times, 0 );
  20897. var values = AnimationUtils.arraySlice( this.values, 0 );
  20898. var TypedKeyframeTrack = this.constructor;
  20899. var track = new TypedKeyframeTrack( this.name, times, values );
  20900. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20901. track.createInterpolant = this.createInterpolant;
  20902. return track;
  20903. }
  20904. } );
  20905. /**
  20906. *
  20907. * A Track of Boolean keyframe values.
  20908. *
  20909. *
  20910. * @author Ben Houston / http://clara.io/
  20911. * @author David Sarno / http://lighthaus.us/
  20912. * @author tschw
  20913. */
  20914. function BooleanKeyframeTrack( name, times, values ) {
  20915. KeyframeTrack.call( this, name, times, values );
  20916. }
  20917. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20918. constructor: BooleanKeyframeTrack,
  20919. ValueTypeName: 'bool',
  20920. ValueBufferType: Array,
  20921. DefaultInterpolation: InterpolateDiscrete,
  20922. InterpolantFactoryMethodLinear: undefined,
  20923. InterpolantFactoryMethodSmooth: undefined
  20924. // Note: Actually this track could have a optimized / compressed
  20925. // representation of a single value and a custom interpolant that
  20926. // computes "firstValue ^ isOdd( index )".
  20927. } );
  20928. /**
  20929. *
  20930. * A Track of keyframe values that represent color.
  20931. *
  20932. *
  20933. * @author Ben Houston / http://clara.io/
  20934. * @author David Sarno / http://lighthaus.us/
  20935. * @author tschw
  20936. */
  20937. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20938. KeyframeTrack.call( this, name, times, values, interpolation );
  20939. }
  20940. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20941. constructor: ColorKeyframeTrack,
  20942. ValueTypeName: 'color'
  20943. // ValueBufferType is inherited
  20944. // DefaultInterpolation is inherited
  20945. // Note: Very basic implementation and nothing special yet.
  20946. // However, this is the place for color space parameterization.
  20947. } );
  20948. /**
  20949. *
  20950. * A Track of numeric keyframe values.
  20951. *
  20952. * @author Ben Houston / http://clara.io/
  20953. * @author David Sarno / http://lighthaus.us/
  20954. * @author tschw
  20955. */
  20956. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20957. KeyframeTrack.call( this, name, times, values, interpolation );
  20958. }
  20959. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20960. constructor: NumberKeyframeTrack,
  20961. ValueTypeName: 'number'
  20962. // ValueBufferType is inherited
  20963. // DefaultInterpolation is inherited
  20964. } );
  20965. /**
  20966. * Spherical linear unit quaternion interpolant.
  20967. *
  20968. * @author tschw
  20969. */
  20970. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20971. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20972. }
  20973. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20974. constructor: QuaternionLinearInterpolant,
  20975. interpolate_: function ( i1, t0, t, t1 ) {
  20976. var result = this.resultBuffer,
  20977. values = this.sampleValues,
  20978. stride = this.valueSize,
  20979. offset = i1 * stride,
  20980. alpha = ( t - t0 ) / ( t1 - t0 );
  20981. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20982. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20983. }
  20984. return result;
  20985. }
  20986. } );
  20987. /**
  20988. *
  20989. * A Track of quaternion keyframe values.
  20990. *
  20991. * @author Ben Houston / http://clara.io/
  20992. * @author David Sarno / http://lighthaus.us/
  20993. * @author tschw
  20994. */
  20995. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20996. KeyframeTrack.call( this, name, times, values, interpolation );
  20997. }
  20998. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20999. constructor: QuaternionKeyframeTrack,
  21000. ValueTypeName: 'quaternion',
  21001. // ValueBufferType is inherited
  21002. DefaultInterpolation: InterpolateLinear,
  21003. InterpolantFactoryMethodLinear: function ( result ) {
  21004. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21005. },
  21006. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21007. } );
  21008. /**
  21009. *
  21010. * A Track that interpolates Strings
  21011. *
  21012. *
  21013. * @author Ben Houston / http://clara.io/
  21014. * @author David Sarno / http://lighthaus.us/
  21015. * @author tschw
  21016. */
  21017. function StringKeyframeTrack( name, times, values, interpolation ) {
  21018. KeyframeTrack.call( this, name, times, values, interpolation );
  21019. }
  21020. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21021. constructor: StringKeyframeTrack,
  21022. ValueTypeName: 'string',
  21023. ValueBufferType: Array,
  21024. DefaultInterpolation: InterpolateDiscrete,
  21025. InterpolantFactoryMethodLinear: undefined,
  21026. InterpolantFactoryMethodSmooth: undefined
  21027. } );
  21028. /**
  21029. *
  21030. * A Track of vectored keyframe values.
  21031. *
  21032. *
  21033. * @author Ben Houston / http://clara.io/
  21034. * @author David Sarno / http://lighthaus.us/
  21035. * @author tschw
  21036. */
  21037. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21038. KeyframeTrack.call( this, name, times, values, interpolation );
  21039. }
  21040. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21041. constructor: VectorKeyframeTrack,
  21042. ValueTypeName: 'vector'
  21043. // ValueBufferType is inherited
  21044. // DefaultInterpolation is inherited
  21045. } );
  21046. /**
  21047. *
  21048. * Reusable set of Tracks that represent an animation.
  21049. *
  21050. * @author Ben Houston / http://clara.io/
  21051. * @author David Sarno / http://lighthaus.us/
  21052. */
  21053. function AnimationClip( name, duration, tracks ) {
  21054. this.name = name;
  21055. this.tracks = tracks;
  21056. this.duration = ( duration !== undefined ) ? duration : - 1;
  21057. this.uuid = MathUtils.generateUUID();
  21058. // this means it should figure out its duration by scanning the tracks
  21059. if ( this.duration < 0 ) {
  21060. this.resetDuration();
  21061. }
  21062. }
  21063. function getTrackTypeForValueTypeName( typeName ) {
  21064. switch ( typeName.toLowerCase() ) {
  21065. case 'scalar':
  21066. case 'double':
  21067. case 'float':
  21068. case 'number':
  21069. case 'integer':
  21070. return NumberKeyframeTrack;
  21071. case 'vector':
  21072. case 'vector2':
  21073. case 'vector3':
  21074. case 'vector4':
  21075. return VectorKeyframeTrack;
  21076. case 'color':
  21077. return ColorKeyframeTrack;
  21078. case 'quaternion':
  21079. return QuaternionKeyframeTrack;
  21080. case 'bool':
  21081. case 'boolean':
  21082. return BooleanKeyframeTrack;
  21083. case 'string':
  21084. return StringKeyframeTrack;
  21085. }
  21086. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21087. }
  21088. function parseKeyframeTrack( json ) {
  21089. if ( json.type === undefined ) {
  21090. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21091. }
  21092. var trackType = getTrackTypeForValueTypeName( json.type );
  21093. if ( json.times === undefined ) {
  21094. var times = [], values = [];
  21095. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21096. json.times = times;
  21097. json.values = values;
  21098. }
  21099. // derived classes can define a static parse method
  21100. if ( trackType.parse !== undefined ) {
  21101. return trackType.parse( json );
  21102. } else {
  21103. // by default, we assume a constructor compatible with the base
  21104. return new trackType( json.name, json.times, json.values, json.interpolation );
  21105. }
  21106. }
  21107. Object.assign( AnimationClip, {
  21108. parse: function ( json ) {
  21109. var tracks = [],
  21110. jsonTracks = json.tracks,
  21111. frameTime = 1.0 / ( json.fps || 1.0 );
  21112. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21113. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21114. }
  21115. return new AnimationClip( json.name, json.duration, tracks );
  21116. },
  21117. toJSON: function ( clip ) {
  21118. var tracks = [],
  21119. clipTracks = clip.tracks;
  21120. var json = {
  21121. 'name': clip.name,
  21122. 'duration': clip.duration,
  21123. 'tracks': tracks,
  21124. 'uuid': clip.uuid
  21125. };
  21126. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21127. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21128. }
  21129. return json;
  21130. },
  21131. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21132. var numMorphTargets = morphTargetSequence.length;
  21133. var tracks = [];
  21134. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21135. var times = [];
  21136. var values = [];
  21137. times.push(
  21138. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21139. i,
  21140. ( i + 1 ) % numMorphTargets );
  21141. values.push( 0, 1, 0 );
  21142. var order = AnimationUtils.getKeyframeOrder( times );
  21143. times = AnimationUtils.sortedArray( times, 1, order );
  21144. values = AnimationUtils.sortedArray( values, 1, order );
  21145. // if there is a key at the first frame, duplicate it as the
  21146. // last frame as well for perfect loop.
  21147. if ( ! noLoop && times[ 0 ] === 0 ) {
  21148. times.push( numMorphTargets );
  21149. values.push( values[ 0 ] );
  21150. }
  21151. tracks.push(
  21152. new NumberKeyframeTrack(
  21153. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21154. times, values
  21155. ).scale( 1.0 / fps ) );
  21156. }
  21157. return new AnimationClip( name, - 1, tracks );
  21158. },
  21159. findByName: function ( objectOrClipArray, name ) {
  21160. var clipArray = objectOrClipArray;
  21161. if ( ! Array.isArray( objectOrClipArray ) ) {
  21162. var o = objectOrClipArray;
  21163. clipArray = o.geometry && o.geometry.animations || o.animations;
  21164. }
  21165. for ( var i = 0; i < clipArray.length; i ++ ) {
  21166. if ( clipArray[ i ].name === name ) {
  21167. return clipArray[ i ];
  21168. }
  21169. }
  21170. return null;
  21171. },
  21172. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21173. var animationToMorphTargets = {};
  21174. // tested with https://regex101.com/ on trick sequences
  21175. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21176. var pattern = /^([\w-]*?)([\d]+)$/;
  21177. // sort morph target names into animation groups based
  21178. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21179. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21180. var morphTarget = morphTargets[ i ];
  21181. var parts = morphTarget.name.match( pattern );
  21182. if ( parts && parts.length > 1 ) {
  21183. var name = parts[ 1 ];
  21184. var animationMorphTargets = animationToMorphTargets[ name ];
  21185. if ( ! animationMorphTargets ) {
  21186. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21187. }
  21188. animationMorphTargets.push( morphTarget );
  21189. }
  21190. }
  21191. var clips = [];
  21192. for ( var name in animationToMorphTargets ) {
  21193. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21194. }
  21195. return clips;
  21196. },
  21197. // parse the animation.hierarchy format
  21198. parseAnimation: function ( animation, bones ) {
  21199. if ( ! animation ) {
  21200. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21201. return null;
  21202. }
  21203. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21204. // only return track if there are actually keys.
  21205. if ( animationKeys.length !== 0 ) {
  21206. var times = [];
  21207. var values = [];
  21208. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21209. // empty keys are filtered out, so check again
  21210. if ( times.length !== 0 ) {
  21211. destTracks.push( new trackType( trackName, times, values ) );
  21212. }
  21213. }
  21214. };
  21215. var tracks = [];
  21216. var clipName = animation.name || 'default';
  21217. // automatic length determination in AnimationClip.
  21218. var duration = animation.length || - 1;
  21219. var fps = animation.fps || 30;
  21220. var hierarchyTracks = animation.hierarchy || [];
  21221. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21222. var animationKeys = hierarchyTracks[ h ].keys;
  21223. // skip empty tracks
  21224. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21225. // process morph targets
  21226. if ( animationKeys[ 0 ].morphTargets ) {
  21227. // figure out all morph targets used in this track
  21228. var morphTargetNames = {};
  21229. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21230. if ( animationKeys[ k ].morphTargets ) {
  21231. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21232. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21233. }
  21234. }
  21235. }
  21236. // create a track for each morph target with all zero
  21237. // morphTargetInfluences except for the keys in which
  21238. // the morphTarget is named.
  21239. for ( var morphTargetName in morphTargetNames ) {
  21240. var times = [];
  21241. var values = [];
  21242. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21243. var animationKey = animationKeys[ k ];
  21244. times.push( animationKey.time );
  21245. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21246. }
  21247. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21248. }
  21249. duration = morphTargetNames.length * ( fps || 1.0 );
  21250. } else {
  21251. // ...assume skeletal animation
  21252. var boneName = '.bones[' + bones[ h ].name + ']';
  21253. addNonemptyTrack(
  21254. VectorKeyframeTrack, boneName + '.position',
  21255. animationKeys, 'pos', tracks );
  21256. addNonemptyTrack(
  21257. QuaternionKeyframeTrack, boneName + '.quaternion',
  21258. animationKeys, 'rot', tracks );
  21259. addNonemptyTrack(
  21260. VectorKeyframeTrack, boneName + '.scale',
  21261. animationKeys, 'scl', tracks );
  21262. }
  21263. }
  21264. if ( tracks.length === 0 ) {
  21265. return null;
  21266. }
  21267. var clip = new AnimationClip( clipName, duration, tracks );
  21268. return clip;
  21269. }
  21270. } );
  21271. Object.assign( AnimationClip.prototype, {
  21272. resetDuration: function () {
  21273. var tracks = this.tracks, duration = 0;
  21274. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21275. var track = this.tracks[ i ];
  21276. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21277. }
  21278. this.duration = duration;
  21279. return this;
  21280. },
  21281. trim: function () {
  21282. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21283. this.tracks[ i ].trim( 0, this.duration );
  21284. }
  21285. return this;
  21286. },
  21287. validate: function () {
  21288. var valid = true;
  21289. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21290. valid = valid && this.tracks[ i ].validate();
  21291. }
  21292. return valid;
  21293. },
  21294. optimize: function () {
  21295. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21296. this.tracks[ i ].optimize();
  21297. }
  21298. return this;
  21299. },
  21300. clone: function () {
  21301. var tracks = [];
  21302. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21303. tracks.push( this.tracks[ i ].clone() );
  21304. }
  21305. return new AnimationClip( this.name, this.duration, tracks );
  21306. }
  21307. } );
  21308. /**
  21309. * @author mrdoob / http://mrdoob.com/
  21310. */
  21311. var Cache = {
  21312. enabled: false,
  21313. files: {},
  21314. add: function ( key, file ) {
  21315. if ( this.enabled === false ) { return; }
  21316. // console.log( 'THREE.Cache', 'Adding key:', key );
  21317. this.files[ key ] = file;
  21318. },
  21319. get: function ( key ) {
  21320. if ( this.enabled === false ) { return; }
  21321. // console.log( 'THREE.Cache', 'Checking key:', key );
  21322. return this.files[ key ];
  21323. },
  21324. remove: function ( key ) {
  21325. delete this.files[ key ];
  21326. },
  21327. clear: function () {
  21328. this.files = {};
  21329. }
  21330. };
  21331. /**
  21332. * @author mrdoob / http://mrdoob.com/
  21333. */
  21334. function LoadingManager( onLoad, onProgress, onError ) {
  21335. var scope = this;
  21336. var isLoading = false;
  21337. var itemsLoaded = 0;
  21338. var itemsTotal = 0;
  21339. var urlModifier = undefined;
  21340. var handlers = [];
  21341. // Refer to #5689 for the reason why we don't set .onStart
  21342. // in the constructor
  21343. this.onStart = undefined;
  21344. this.onLoad = onLoad;
  21345. this.onProgress = onProgress;
  21346. this.onError = onError;
  21347. this.itemStart = function ( url ) {
  21348. itemsTotal ++;
  21349. if ( isLoading === false ) {
  21350. if ( scope.onStart !== undefined ) {
  21351. scope.onStart( url, itemsLoaded, itemsTotal );
  21352. }
  21353. }
  21354. isLoading = true;
  21355. };
  21356. this.itemEnd = function ( url ) {
  21357. itemsLoaded ++;
  21358. if ( scope.onProgress !== undefined ) {
  21359. scope.onProgress( url, itemsLoaded, itemsTotal );
  21360. }
  21361. if ( itemsLoaded === itemsTotal ) {
  21362. isLoading = false;
  21363. if ( scope.onLoad !== undefined ) {
  21364. scope.onLoad();
  21365. }
  21366. }
  21367. };
  21368. this.itemError = function ( url ) {
  21369. if ( scope.onError !== undefined ) {
  21370. scope.onError( url );
  21371. }
  21372. };
  21373. this.resolveURL = function ( url ) {
  21374. if ( urlModifier ) {
  21375. return urlModifier( url );
  21376. }
  21377. return url;
  21378. };
  21379. this.setURLModifier = function ( transform ) {
  21380. urlModifier = transform;
  21381. return this;
  21382. };
  21383. this.addHandler = function ( regex, loader ) {
  21384. handlers.push( regex, loader );
  21385. return this;
  21386. };
  21387. this.removeHandler = function ( regex ) {
  21388. var index = handlers.indexOf( regex );
  21389. if ( index !== - 1 ) {
  21390. handlers.splice( index, 2 );
  21391. }
  21392. return this;
  21393. };
  21394. this.getHandler = function ( file ) {
  21395. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21396. var regex = handlers[ i ];
  21397. var loader = handlers[ i + 1 ];
  21398. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21399. if ( regex.test( file ) ) {
  21400. return loader;
  21401. }
  21402. }
  21403. return null;
  21404. };
  21405. }
  21406. var DefaultLoadingManager = new LoadingManager();
  21407. /**
  21408. * @author alteredq / http://alteredqualia.com/
  21409. */
  21410. function Loader( manager ) {
  21411. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21412. this.crossOrigin = 'anonymous';
  21413. this.path = '';
  21414. this.resourcePath = '';
  21415. }
  21416. Object.assign( Loader.prototype, {
  21417. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21418. parse: function ( /* data */ ) {},
  21419. setCrossOrigin: function ( crossOrigin ) {
  21420. this.crossOrigin = crossOrigin;
  21421. return this;
  21422. },
  21423. setPath: function ( path ) {
  21424. this.path = path;
  21425. return this;
  21426. },
  21427. setResourcePath: function ( resourcePath ) {
  21428. this.resourcePath = resourcePath;
  21429. return this;
  21430. }
  21431. } );
  21432. /**
  21433. * @author mrdoob / http://mrdoob.com/
  21434. */
  21435. var loading = {};
  21436. function FileLoader( manager ) {
  21437. Loader.call( this, manager );
  21438. }
  21439. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21440. constructor: FileLoader,
  21441. load: function ( url, onLoad, onProgress, onError ) {
  21442. if ( url === undefined ) { url = ''; }
  21443. if ( this.path !== undefined ) { url = this.path + url; }
  21444. url = this.manager.resolveURL( url );
  21445. var scope = this;
  21446. var cached = Cache.get( url );
  21447. if ( cached !== undefined ) {
  21448. scope.manager.itemStart( url );
  21449. setTimeout( function () {
  21450. if ( onLoad ) { onLoad( cached ); }
  21451. scope.manager.itemEnd( url );
  21452. }, 0 );
  21453. return cached;
  21454. }
  21455. // Check if request is duplicate
  21456. if ( loading[ url ] !== undefined ) {
  21457. loading[ url ].push( {
  21458. onLoad: onLoad,
  21459. onProgress: onProgress,
  21460. onError: onError
  21461. } );
  21462. return;
  21463. }
  21464. // Check for data: URI
  21465. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21466. var dataUriRegexResult = url.match( dataUriRegex );
  21467. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21468. if ( dataUriRegexResult ) {
  21469. var mimeType = dataUriRegexResult[ 1 ];
  21470. var isBase64 = !! dataUriRegexResult[ 2 ];
  21471. var data = dataUriRegexResult[ 3 ];
  21472. data = decodeURIComponent( data );
  21473. if ( isBase64 ) { data = atob( data ); }
  21474. try {
  21475. var response;
  21476. var responseType = ( this.responseType || '' ).toLowerCase();
  21477. switch ( responseType ) {
  21478. case 'arraybuffer':
  21479. case 'blob':
  21480. var view = new Uint8Array( data.length );
  21481. for ( var i = 0; i < data.length; i ++ ) {
  21482. view[ i ] = data.charCodeAt( i );
  21483. }
  21484. if ( responseType === 'blob' ) {
  21485. response = new Blob( [ view.buffer ], { type: mimeType } );
  21486. } else {
  21487. response = view.buffer;
  21488. }
  21489. break;
  21490. case 'document':
  21491. var parser = new DOMParser();
  21492. response = parser.parseFromString( data, mimeType );
  21493. break;
  21494. case 'json':
  21495. response = JSON.parse( data );
  21496. break;
  21497. default: // 'text' or other
  21498. response = data;
  21499. break;
  21500. }
  21501. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21502. setTimeout( function () {
  21503. if ( onLoad ) { onLoad( response ); }
  21504. scope.manager.itemEnd( url );
  21505. }, 0 );
  21506. } catch ( error ) {
  21507. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21508. setTimeout( function () {
  21509. if ( onError ) { onError( error ); }
  21510. scope.manager.itemError( url );
  21511. scope.manager.itemEnd( url );
  21512. }, 0 );
  21513. }
  21514. } else {
  21515. // Initialise array for duplicate requests
  21516. loading[ url ] = [];
  21517. loading[ url ].push( {
  21518. onLoad: onLoad,
  21519. onProgress: onProgress,
  21520. onError: onError
  21521. } );
  21522. var request = new XMLHttpRequest();
  21523. request.open( 'GET', url, true );
  21524. request.addEventListener( 'load', function ( event ) {
  21525. var response = this.response;
  21526. var callbacks = loading[ url ];
  21527. delete loading[ url ];
  21528. if ( this.status === 200 || this.status === 0 ) {
  21529. // Some browsers return HTTP Status 0 when using non-http protocol
  21530. // e.g. 'file://' or 'data://'. Handle as success.
  21531. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21532. // Add to cache only on HTTP success, so that we do not cache
  21533. // error response bodies as proper responses to requests.
  21534. Cache.add( url, response );
  21535. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21536. var callback = callbacks[ i ];
  21537. if ( callback.onLoad ) { callback.onLoad( response ); }
  21538. }
  21539. scope.manager.itemEnd( url );
  21540. } else {
  21541. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21542. var callback = callbacks[ i ];
  21543. if ( callback.onError ) { callback.onError( event ); }
  21544. }
  21545. scope.manager.itemError( url );
  21546. scope.manager.itemEnd( url );
  21547. }
  21548. }, false );
  21549. request.addEventListener( 'progress', function ( event ) {
  21550. var callbacks = loading[ url ];
  21551. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21552. var callback = callbacks[ i ];
  21553. if ( callback.onProgress ) { callback.onProgress( event ); }
  21554. }
  21555. }, false );
  21556. request.addEventListener( 'error', function ( event ) {
  21557. var callbacks = loading[ url ];
  21558. delete loading[ url ];
  21559. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21560. var callback = callbacks[ i ];
  21561. if ( callback.onError ) { callback.onError( event ); }
  21562. }
  21563. scope.manager.itemError( url );
  21564. scope.manager.itemEnd( url );
  21565. }, false );
  21566. request.addEventListener( 'abort', function ( event ) {
  21567. var callbacks = loading[ url ];
  21568. delete loading[ url ];
  21569. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21570. var callback = callbacks[ i ];
  21571. if ( callback.onError ) { callback.onError( event ); }
  21572. }
  21573. scope.manager.itemError( url );
  21574. scope.manager.itemEnd( url );
  21575. }, false );
  21576. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21577. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21578. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21579. for ( var header in this.requestHeader ) {
  21580. request.setRequestHeader( header, this.requestHeader[ header ] );
  21581. }
  21582. request.send( null );
  21583. }
  21584. scope.manager.itemStart( url );
  21585. return request;
  21586. },
  21587. setResponseType: function ( value ) {
  21588. this.responseType = value;
  21589. return this;
  21590. },
  21591. setWithCredentials: function ( value ) {
  21592. this.withCredentials = value;
  21593. return this;
  21594. },
  21595. setMimeType: function ( value ) {
  21596. this.mimeType = value;
  21597. return this;
  21598. },
  21599. setRequestHeader: function ( value ) {
  21600. this.requestHeader = value;
  21601. return this;
  21602. }
  21603. } );
  21604. /**
  21605. * @author bhouston / http://clara.io/
  21606. */
  21607. function AnimationLoader( manager ) {
  21608. Loader.call( this, manager );
  21609. }
  21610. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21611. constructor: AnimationLoader,
  21612. load: function ( url, onLoad, onProgress, onError ) {
  21613. var scope = this;
  21614. var loader = new FileLoader( scope.manager );
  21615. loader.setPath( scope.path );
  21616. loader.load( url, function ( text ) {
  21617. onLoad( scope.parse( JSON.parse( text ) ) );
  21618. }, onProgress, onError );
  21619. },
  21620. parse: function ( json ) {
  21621. var animations = [];
  21622. for ( var i = 0; i < json.length; i ++ ) {
  21623. var clip = AnimationClip.parse( json[ i ] );
  21624. animations.push( clip );
  21625. }
  21626. return animations;
  21627. }
  21628. } );
  21629. /**
  21630. * @author mrdoob / http://mrdoob.com/
  21631. *
  21632. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21633. *
  21634. * Sub classes have to implement the parse() method which will be used in load().
  21635. */
  21636. function CompressedTextureLoader( manager ) {
  21637. Loader.call( this, manager );
  21638. }
  21639. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21640. constructor: CompressedTextureLoader,
  21641. load: function ( url, onLoad, onProgress, onError ) {
  21642. var scope = this;
  21643. var images = [];
  21644. var texture = new CompressedTexture();
  21645. texture.image = images;
  21646. var loader = new FileLoader( this.manager );
  21647. loader.setPath( this.path );
  21648. loader.setResponseType( 'arraybuffer' );
  21649. function loadTexture( i ) {
  21650. loader.load( url[ i ], function ( buffer ) {
  21651. var texDatas = scope.parse( buffer, true );
  21652. images[ i ] = {
  21653. width: texDatas.width,
  21654. height: texDatas.height,
  21655. format: texDatas.format,
  21656. mipmaps: texDatas.mipmaps
  21657. };
  21658. loaded += 1;
  21659. if ( loaded === 6 ) {
  21660. if ( texDatas.mipmapCount === 1 )
  21661. { texture.minFilter = LinearFilter; }
  21662. texture.format = texDatas.format;
  21663. texture.needsUpdate = true;
  21664. if ( onLoad ) { onLoad( texture ); }
  21665. }
  21666. }, onProgress, onError );
  21667. }
  21668. if ( Array.isArray( url ) ) {
  21669. var loaded = 0;
  21670. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21671. loadTexture( i );
  21672. }
  21673. } else {
  21674. // compressed cubemap texture stored in a single DDS file
  21675. loader.load( url, function ( buffer ) {
  21676. var texDatas = scope.parse( buffer, true );
  21677. if ( texDatas.isCubemap ) {
  21678. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21679. for ( var f = 0; f < faces; f ++ ) {
  21680. images[ f ] = { mipmaps: [] };
  21681. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21682. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21683. images[ f ].format = texDatas.format;
  21684. images[ f ].width = texDatas.width;
  21685. images[ f ].height = texDatas.height;
  21686. }
  21687. }
  21688. } else {
  21689. texture.image.width = texDatas.width;
  21690. texture.image.height = texDatas.height;
  21691. texture.mipmaps = texDatas.mipmaps;
  21692. }
  21693. if ( texDatas.mipmapCount === 1 ) {
  21694. texture.minFilter = LinearFilter;
  21695. }
  21696. texture.format = texDatas.format;
  21697. texture.needsUpdate = true;
  21698. if ( onLoad ) { onLoad( texture ); }
  21699. }, onProgress, onError );
  21700. }
  21701. return texture;
  21702. }
  21703. } );
  21704. /**
  21705. * @author Nikos M. / https://github.com/foo123/
  21706. *
  21707. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21708. *
  21709. * Sub classes have to implement the parse() method which will be used in load().
  21710. */
  21711. function DataTextureLoader( manager ) {
  21712. Loader.call( this, manager );
  21713. }
  21714. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21715. constructor: DataTextureLoader,
  21716. load: function ( url, onLoad, onProgress, onError ) {
  21717. var scope = this;
  21718. var texture = new DataTexture();
  21719. var loader = new FileLoader( this.manager );
  21720. loader.setResponseType( 'arraybuffer' );
  21721. loader.setPath( this.path );
  21722. loader.load( url, function ( buffer ) {
  21723. var texData = scope.parse( buffer );
  21724. if ( ! texData ) { return; }
  21725. if ( texData.image !== undefined ) {
  21726. texture.image = texData.image;
  21727. } else if ( texData.data !== undefined ) {
  21728. texture.image.width = texData.width;
  21729. texture.image.height = texData.height;
  21730. texture.image.data = texData.data;
  21731. }
  21732. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21733. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21734. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21735. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21736. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21737. if ( texData.format !== undefined ) {
  21738. texture.format = texData.format;
  21739. }
  21740. if ( texData.type !== undefined ) {
  21741. texture.type = texData.type;
  21742. }
  21743. if ( texData.mipmaps !== undefined ) {
  21744. texture.mipmaps = texData.mipmaps;
  21745. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21746. }
  21747. if ( texData.mipmapCount === 1 ) {
  21748. texture.minFilter = LinearFilter;
  21749. }
  21750. texture.needsUpdate = true;
  21751. if ( onLoad ) { onLoad( texture, texData ); }
  21752. }, onProgress, onError );
  21753. return texture;
  21754. }
  21755. } );
  21756. /**
  21757. * @author mrdoob / http://mrdoob.com/
  21758. */
  21759. function ImageLoader( manager ) {
  21760. Loader.call( this, manager );
  21761. }
  21762. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21763. constructor: ImageLoader,
  21764. load: function ( url, onLoad, onProgress, onError ) {
  21765. if ( this.path !== undefined ) { url = this.path + url; }
  21766. url = this.manager.resolveURL( url );
  21767. var scope = this;
  21768. var cached = Cache.get( url );
  21769. if ( cached !== undefined ) {
  21770. scope.manager.itemStart( url );
  21771. setTimeout( function () {
  21772. if ( onLoad ) { onLoad( cached ); }
  21773. scope.manager.itemEnd( url );
  21774. }, 0 );
  21775. return cached;
  21776. }
  21777. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21778. function onImageLoad() {
  21779. image.removeEventListener( 'load', onImageLoad, false );
  21780. image.removeEventListener( 'error', onImageError, false );
  21781. Cache.add( url, this );
  21782. if ( onLoad ) { onLoad( this ); }
  21783. scope.manager.itemEnd( url );
  21784. }
  21785. function onImageError( event ) {
  21786. image.removeEventListener( 'load', onImageLoad, false );
  21787. image.removeEventListener( 'error', onImageError, false );
  21788. if ( onError ) { onError( event ); }
  21789. scope.manager.itemError( url );
  21790. scope.manager.itemEnd( url );
  21791. }
  21792. image.addEventListener( 'load', onImageLoad, false );
  21793. image.addEventListener( 'error', onImageError, false );
  21794. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21795. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21796. }
  21797. scope.manager.itemStart( url );
  21798. image.src = url;
  21799. return image;
  21800. }
  21801. } );
  21802. /**
  21803. * @author mrdoob / http://mrdoob.com/
  21804. */
  21805. function CubeTextureLoader( manager ) {
  21806. Loader.call( this, manager );
  21807. }
  21808. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21809. constructor: CubeTextureLoader,
  21810. load: function ( urls, onLoad, onProgress, onError ) {
  21811. var texture = new CubeTexture();
  21812. var loader = new ImageLoader( this.manager );
  21813. loader.setCrossOrigin( this.crossOrigin );
  21814. loader.setPath( this.path );
  21815. var loaded = 0;
  21816. function loadTexture( i ) {
  21817. loader.load( urls[ i ], function ( image ) {
  21818. texture.images[ i ] = image;
  21819. loaded ++;
  21820. if ( loaded === 6 ) {
  21821. texture.needsUpdate = true;
  21822. if ( onLoad ) { onLoad( texture ); }
  21823. }
  21824. }, undefined, onError );
  21825. }
  21826. for ( var i = 0; i < urls.length; ++ i ) {
  21827. loadTexture( i );
  21828. }
  21829. return texture;
  21830. }
  21831. } );
  21832. /**
  21833. * @author mrdoob / http://mrdoob.com/
  21834. */
  21835. function TextureLoader( manager ) {
  21836. Loader.call( this, manager );
  21837. }
  21838. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21839. constructor: TextureLoader,
  21840. load: function ( url, onLoad, onProgress, onError ) {
  21841. var texture = new Texture();
  21842. var loader = new ImageLoader( this.manager );
  21843. loader.setCrossOrigin( this.crossOrigin );
  21844. loader.setPath( this.path );
  21845. loader.load( url, function ( image ) {
  21846. texture.image = image;
  21847. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21848. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21849. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21850. texture.needsUpdate = true;
  21851. if ( onLoad !== undefined ) {
  21852. onLoad( texture );
  21853. }
  21854. }, onProgress, onError );
  21855. return texture;
  21856. }
  21857. } );
  21858. /**
  21859. * @author zz85 / http://www.lab4games.net/zz85/blog
  21860. * Extensible curve object
  21861. *
  21862. * Some common of curve methods:
  21863. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  21864. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  21865. * .getPoints(), .getSpacedPoints()
  21866. * .getLength()
  21867. * .updateArcLengths()
  21868. *
  21869. * This following curves inherit from THREE.Curve:
  21870. *
  21871. * -- 2D curves --
  21872. * THREE.ArcCurve
  21873. * THREE.CubicBezierCurve
  21874. * THREE.EllipseCurve
  21875. * THREE.LineCurve
  21876. * THREE.QuadraticBezierCurve
  21877. * THREE.SplineCurve
  21878. *
  21879. * -- 3D curves --
  21880. * THREE.CatmullRomCurve3
  21881. * THREE.CubicBezierCurve3
  21882. * THREE.LineCurve3
  21883. * THREE.QuadraticBezierCurve3
  21884. *
  21885. * A series of curves can be represented as a THREE.CurvePath.
  21886. *
  21887. **/
  21888. /**************************************************************
  21889. * Abstract Curve base class
  21890. **************************************************************/
  21891. function Curve() {
  21892. this.type = 'Curve';
  21893. this.arcLengthDivisions = 200;
  21894. }
  21895. Object.assign( Curve.prototype, {
  21896. // Virtual base class method to overwrite and implement in subclasses
  21897. // - t [0 .. 1]
  21898. getPoint: function ( /* t, optionalTarget */ ) {
  21899. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21900. return null;
  21901. },
  21902. // Get point at relative position in curve according to arc length
  21903. // - u [0 .. 1]
  21904. getPointAt: function ( u, optionalTarget ) {
  21905. var t = this.getUtoTmapping( u );
  21906. return this.getPoint( t, optionalTarget );
  21907. },
  21908. // Get sequence of points using getPoint( t )
  21909. getPoints: function ( divisions ) {
  21910. if ( divisions === undefined ) { divisions = 5; }
  21911. var points = [];
  21912. for ( var d = 0; d <= divisions; d ++ ) {
  21913. points.push( this.getPoint( d / divisions ) );
  21914. }
  21915. return points;
  21916. },
  21917. // Get sequence of points using getPointAt( u )
  21918. getSpacedPoints: function ( divisions ) {
  21919. if ( divisions === undefined ) { divisions = 5; }
  21920. var points = [];
  21921. for ( var d = 0; d <= divisions; d ++ ) {
  21922. points.push( this.getPointAt( d / divisions ) );
  21923. }
  21924. return points;
  21925. },
  21926. // Get total curve arc length
  21927. getLength: function () {
  21928. var lengths = this.getLengths();
  21929. return lengths[ lengths.length - 1 ];
  21930. },
  21931. // Get list of cumulative segment lengths
  21932. getLengths: function ( divisions ) {
  21933. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21934. if ( this.cacheArcLengths &&
  21935. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21936. ! this.needsUpdate ) {
  21937. return this.cacheArcLengths;
  21938. }
  21939. this.needsUpdate = false;
  21940. var cache = [];
  21941. var current, last = this.getPoint( 0 );
  21942. var p, sum = 0;
  21943. cache.push( 0 );
  21944. for ( p = 1; p <= divisions; p ++ ) {
  21945. current = this.getPoint( p / divisions );
  21946. sum += current.distanceTo( last );
  21947. cache.push( sum );
  21948. last = current;
  21949. }
  21950. this.cacheArcLengths = cache;
  21951. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21952. },
  21953. updateArcLengths: function () {
  21954. this.needsUpdate = true;
  21955. this.getLengths();
  21956. },
  21957. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21958. getUtoTmapping: function ( u, distance ) {
  21959. var arcLengths = this.getLengths();
  21960. var i = 0, il = arcLengths.length;
  21961. var targetArcLength; // The targeted u distance value to get
  21962. if ( distance ) {
  21963. targetArcLength = distance;
  21964. } else {
  21965. targetArcLength = u * arcLengths[ il - 1 ];
  21966. }
  21967. // binary search for the index with largest value smaller than target u distance
  21968. var low = 0, high = il - 1, comparison;
  21969. while ( low <= high ) {
  21970. 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
  21971. comparison = arcLengths[ i ] - targetArcLength;
  21972. if ( comparison < 0 ) {
  21973. low = i + 1;
  21974. } else if ( comparison > 0 ) {
  21975. high = i - 1;
  21976. } else {
  21977. high = i;
  21978. break;
  21979. // DONE
  21980. }
  21981. }
  21982. i = high;
  21983. if ( arcLengths[ i ] === targetArcLength ) {
  21984. return i / ( il - 1 );
  21985. }
  21986. // we could get finer grain at lengths, or use simple interpolation between two points
  21987. var lengthBefore = arcLengths[ i ];
  21988. var lengthAfter = arcLengths[ i + 1 ];
  21989. var segmentLength = lengthAfter - lengthBefore;
  21990. // determine where we are between the 'before' and 'after' points
  21991. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21992. // add that fractional amount to t
  21993. var t = ( i + segmentFraction ) / ( il - 1 );
  21994. return t;
  21995. },
  21996. // Returns a unit vector tangent at t
  21997. // In case any sub curve does not implement its tangent derivation,
  21998. // 2 points a small delta apart will be used to find its gradient
  21999. // which seems to give a reasonable approximation
  22000. getTangent: function ( t, optionalTarget ) {
  22001. var delta = 0.0001;
  22002. var t1 = t - delta;
  22003. var t2 = t + delta;
  22004. // Capping in case of danger
  22005. if ( t1 < 0 ) { t1 = 0; }
  22006. if ( t2 > 1 ) { t2 = 1; }
  22007. var pt1 = this.getPoint( t1 );
  22008. var pt2 = this.getPoint( t2 );
  22009. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22010. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22011. return tangent;
  22012. },
  22013. getTangentAt: function ( u, optionalTarget ) {
  22014. var t = this.getUtoTmapping( u );
  22015. return this.getTangent( t, optionalTarget );
  22016. },
  22017. computeFrenetFrames: function ( segments, closed ) {
  22018. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22019. var normal = new Vector3();
  22020. var tangents = [];
  22021. var normals = [];
  22022. var binormals = [];
  22023. var vec = new Vector3();
  22024. var mat = new Matrix4();
  22025. var i, u, theta;
  22026. // compute the tangent vectors for each segment on the curve
  22027. for ( i = 0; i <= segments; i ++ ) {
  22028. u = i / segments;
  22029. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22030. tangents[ i ].normalize();
  22031. }
  22032. // select an initial normal vector perpendicular to the first tangent vector,
  22033. // and in the direction of the minimum tangent xyz component
  22034. normals[ 0 ] = new Vector3();
  22035. binormals[ 0 ] = new Vector3();
  22036. var min = Number.MAX_VALUE;
  22037. var tx = Math.abs( tangents[ 0 ].x );
  22038. var ty = Math.abs( tangents[ 0 ].y );
  22039. var tz = Math.abs( tangents[ 0 ].z );
  22040. if ( tx <= min ) {
  22041. min = tx;
  22042. normal.set( 1, 0, 0 );
  22043. }
  22044. if ( ty <= min ) {
  22045. min = ty;
  22046. normal.set( 0, 1, 0 );
  22047. }
  22048. if ( tz <= min ) {
  22049. normal.set( 0, 0, 1 );
  22050. }
  22051. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22052. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22053. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22054. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22055. for ( i = 1; i <= segments; i ++ ) {
  22056. normals[ i ] = normals[ i - 1 ].clone();
  22057. binormals[ i ] = binormals[ i - 1 ].clone();
  22058. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22059. if ( vec.length() > Number.EPSILON ) {
  22060. vec.normalize();
  22061. theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  22062. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22063. }
  22064. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22065. }
  22066. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22067. if ( closed === true ) {
  22068. theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22069. theta /= segments;
  22070. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22071. theta = - theta;
  22072. }
  22073. for ( i = 1; i <= segments; i ++ ) {
  22074. // twist a little...
  22075. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22076. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22077. }
  22078. }
  22079. return {
  22080. tangents: tangents,
  22081. normals: normals,
  22082. binormals: binormals
  22083. };
  22084. },
  22085. clone: function () {
  22086. return new this.constructor().copy( this );
  22087. },
  22088. copy: function ( source ) {
  22089. this.arcLengthDivisions = source.arcLengthDivisions;
  22090. return this;
  22091. },
  22092. toJSON: function () {
  22093. var data = {
  22094. metadata: {
  22095. version: 4.5,
  22096. type: 'Curve',
  22097. generator: 'Curve.toJSON'
  22098. }
  22099. };
  22100. data.arcLengthDivisions = this.arcLengthDivisions;
  22101. data.type = this.type;
  22102. return data;
  22103. },
  22104. fromJSON: function ( json ) {
  22105. this.arcLengthDivisions = json.arcLengthDivisions;
  22106. return this;
  22107. }
  22108. } );
  22109. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22110. Curve.call( this );
  22111. this.type = 'EllipseCurve';
  22112. this.aX = aX || 0;
  22113. this.aY = aY || 0;
  22114. this.xRadius = xRadius || 1;
  22115. this.yRadius = yRadius || 1;
  22116. this.aStartAngle = aStartAngle || 0;
  22117. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22118. this.aClockwise = aClockwise || false;
  22119. this.aRotation = aRotation || 0;
  22120. }
  22121. EllipseCurve.prototype = Object.create( Curve.prototype );
  22122. EllipseCurve.prototype.constructor = EllipseCurve;
  22123. EllipseCurve.prototype.isEllipseCurve = true;
  22124. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22125. var point = optionalTarget || new Vector2();
  22126. var twoPi = Math.PI * 2;
  22127. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22128. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22129. // ensures that deltaAngle is 0 .. 2 PI
  22130. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22131. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22132. if ( deltaAngle < Number.EPSILON ) {
  22133. if ( samePoints ) {
  22134. deltaAngle = 0;
  22135. } else {
  22136. deltaAngle = twoPi;
  22137. }
  22138. }
  22139. if ( this.aClockwise === true && ! samePoints ) {
  22140. if ( deltaAngle === twoPi ) {
  22141. deltaAngle = - twoPi;
  22142. } else {
  22143. deltaAngle = deltaAngle - twoPi;
  22144. }
  22145. }
  22146. var angle = this.aStartAngle + t * deltaAngle;
  22147. var x = this.aX + this.xRadius * Math.cos( angle );
  22148. var y = this.aY + this.yRadius * Math.sin( angle );
  22149. if ( this.aRotation !== 0 ) {
  22150. var cos = Math.cos( this.aRotation );
  22151. var sin = Math.sin( this.aRotation );
  22152. var tx = x - this.aX;
  22153. var ty = y - this.aY;
  22154. // Rotate the point about the center of the ellipse.
  22155. x = tx * cos - ty * sin + this.aX;
  22156. y = tx * sin + ty * cos + this.aY;
  22157. }
  22158. return point.set( x, y );
  22159. };
  22160. EllipseCurve.prototype.copy = function ( source ) {
  22161. Curve.prototype.copy.call( this, source );
  22162. this.aX = source.aX;
  22163. this.aY = source.aY;
  22164. this.xRadius = source.xRadius;
  22165. this.yRadius = source.yRadius;
  22166. this.aStartAngle = source.aStartAngle;
  22167. this.aEndAngle = source.aEndAngle;
  22168. this.aClockwise = source.aClockwise;
  22169. this.aRotation = source.aRotation;
  22170. return this;
  22171. };
  22172. EllipseCurve.prototype.toJSON = function () {
  22173. var data = Curve.prototype.toJSON.call( this );
  22174. data.aX = this.aX;
  22175. data.aY = this.aY;
  22176. data.xRadius = this.xRadius;
  22177. data.yRadius = this.yRadius;
  22178. data.aStartAngle = this.aStartAngle;
  22179. data.aEndAngle = this.aEndAngle;
  22180. data.aClockwise = this.aClockwise;
  22181. data.aRotation = this.aRotation;
  22182. return data;
  22183. };
  22184. EllipseCurve.prototype.fromJSON = function ( json ) {
  22185. Curve.prototype.fromJSON.call( this, json );
  22186. this.aX = json.aX;
  22187. this.aY = json.aY;
  22188. this.xRadius = json.xRadius;
  22189. this.yRadius = json.yRadius;
  22190. this.aStartAngle = json.aStartAngle;
  22191. this.aEndAngle = json.aEndAngle;
  22192. this.aClockwise = json.aClockwise;
  22193. this.aRotation = json.aRotation;
  22194. return this;
  22195. };
  22196. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22197. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22198. this.type = 'ArcCurve';
  22199. }
  22200. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22201. ArcCurve.prototype.constructor = ArcCurve;
  22202. ArcCurve.prototype.isArcCurve = true;
  22203. /**
  22204. * @author zz85 https://github.com/zz85
  22205. *
  22206. * Centripetal CatmullRom Curve - which is useful for avoiding
  22207. * cusps and self-intersections in non-uniform catmull rom curves.
  22208. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22209. *
  22210. * curve.type accepts centripetal(default), chordal and catmullrom
  22211. * curve.tension is used for catmullrom which defaults to 0.5
  22212. */
  22213. /*
  22214. Based on an optimized c++ solution in
  22215. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22216. - http://ideone.com/NoEbVM
  22217. This CubicPoly class could be used for reusing some variables and calculations,
  22218. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22219. which can be placed in CurveUtils.
  22220. */
  22221. function CubicPoly() {
  22222. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22223. /*
  22224. * Compute coefficients for a cubic polynomial
  22225. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22226. * such that
  22227. * p(0) = x0, p(1) = x1
  22228. * and
  22229. * p'(0) = t0, p'(1) = t1.
  22230. */
  22231. function init( x0, x1, t0, t1 ) {
  22232. c0 = x0;
  22233. c1 = t0;
  22234. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22235. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22236. }
  22237. return {
  22238. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22239. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22240. },
  22241. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22242. // compute tangents when parameterized in [t1,t2]
  22243. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22244. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22245. // rescale tangents for parametrization in [0,1]
  22246. t1 *= dt1;
  22247. t2 *= dt1;
  22248. init( x1, x2, t1, t2 );
  22249. },
  22250. calc: function ( t ) {
  22251. var t2 = t * t;
  22252. var t3 = t2 * t;
  22253. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22254. }
  22255. };
  22256. }
  22257. //
  22258. var tmp = new Vector3();
  22259. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22260. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22261. Curve.call( this );
  22262. this.type = 'CatmullRomCurve3';
  22263. this.points = points || [];
  22264. this.closed = closed || false;
  22265. this.curveType = curveType || 'centripetal';
  22266. this.tension = tension || 0.5;
  22267. }
  22268. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22269. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22270. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22271. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22272. var point = optionalTarget || new Vector3();
  22273. var points = this.points;
  22274. var l = points.length;
  22275. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22276. var intPoint = Math.floor( p );
  22277. var weight = p - intPoint;
  22278. if ( this.closed ) {
  22279. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22280. } else if ( weight === 0 && intPoint === l - 1 ) {
  22281. intPoint = l - 2;
  22282. weight = 1;
  22283. }
  22284. var p0, p1, p2, p3; // 4 points
  22285. if ( this.closed || intPoint > 0 ) {
  22286. p0 = points[ ( intPoint - 1 ) % l ];
  22287. } else {
  22288. // extrapolate first point
  22289. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22290. p0 = tmp;
  22291. }
  22292. p1 = points[ intPoint % l ];
  22293. p2 = points[ ( intPoint + 1 ) % l ];
  22294. if ( this.closed || intPoint + 2 < l ) {
  22295. p3 = points[ ( intPoint + 2 ) % l ];
  22296. } else {
  22297. // extrapolate last point
  22298. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22299. p3 = tmp;
  22300. }
  22301. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22302. // init Centripetal / Chordal Catmull-Rom
  22303. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22304. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22305. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22306. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22307. // safety check for repeated points
  22308. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22309. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22310. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22311. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22312. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22313. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22314. } else if ( this.curveType === 'catmullrom' ) {
  22315. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22316. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22317. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22318. }
  22319. point.set(
  22320. px.calc( weight ),
  22321. py.calc( weight ),
  22322. pz.calc( weight )
  22323. );
  22324. return point;
  22325. };
  22326. CatmullRomCurve3.prototype.copy = function ( source ) {
  22327. Curve.prototype.copy.call( this, source );
  22328. this.points = [];
  22329. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22330. var point = source.points[ i ];
  22331. this.points.push( point.clone() );
  22332. }
  22333. this.closed = source.closed;
  22334. this.curveType = source.curveType;
  22335. this.tension = source.tension;
  22336. return this;
  22337. };
  22338. CatmullRomCurve3.prototype.toJSON = function () {
  22339. var data = Curve.prototype.toJSON.call( this );
  22340. data.points = [];
  22341. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22342. var point = this.points[ i ];
  22343. data.points.push( point.toArray() );
  22344. }
  22345. data.closed = this.closed;
  22346. data.curveType = this.curveType;
  22347. data.tension = this.tension;
  22348. return data;
  22349. };
  22350. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22351. Curve.prototype.fromJSON.call( this, json );
  22352. this.points = [];
  22353. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22354. var point = json.points[ i ];
  22355. this.points.push( new Vector3().fromArray( point ) );
  22356. }
  22357. this.closed = json.closed;
  22358. this.curveType = json.curveType;
  22359. this.tension = json.tension;
  22360. return this;
  22361. };
  22362. /**
  22363. * @author zz85 / http://www.lab4games.net/zz85/blog
  22364. *
  22365. * Bezier Curves formulas obtained from
  22366. * http://en.wikipedia.org/wiki/Bézier_curve
  22367. */
  22368. function CatmullRom( t, p0, p1, p2, p3 ) {
  22369. var v0 = ( p2 - p0 ) * 0.5;
  22370. var v1 = ( p3 - p1 ) * 0.5;
  22371. var t2 = t * t;
  22372. var t3 = t * t2;
  22373. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22374. }
  22375. //
  22376. function QuadraticBezierP0( t, p ) {
  22377. var k = 1 - t;
  22378. return k * k * p;
  22379. }
  22380. function QuadraticBezierP1( t, p ) {
  22381. return 2 * ( 1 - t ) * t * p;
  22382. }
  22383. function QuadraticBezierP2( t, p ) {
  22384. return t * t * p;
  22385. }
  22386. function QuadraticBezier( t, p0, p1, p2 ) {
  22387. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22388. QuadraticBezierP2( t, p2 );
  22389. }
  22390. //
  22391. function CubicBezierP0( t, p ) {
  22392. var k = 1 - t;
  22393. return k * k * k * p;
  22394. }
  22395. function CubicBezierP1( t, p ) {
  22396. var k = 1 - t;
  22397. return 3 * k * k * t * p;
  22398. }
  22399. function CubicBezierP2( t, p ) {
  22400. return 3 * ( 1 - t ) * t * t * p;
  22401. }
  22402. function CubicBezierP3( t, p ) {
  22403. return t * t * t * p;
  22404. }
  22405. function CubicBezier( t, p0, p1, p2, p3 ) {
  22406. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22407. CubicBezierP3( t, p3 );
  22408. }
  22409. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22410. Curve.call( this );
  22411. this.type = 'CubicBezierCurve';
  22412. this.v0 = v0 || new Vector2();
  22413. this.v1 = v1 || new Vector2();
  22414. this.v2 = v2 || new Vector2();
  22415. this.v3 = v3 || new Vector2();
  22416. }
  22417. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22418. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22419. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22420. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22421. var point = optionalTarget || new Vector2();
  22422. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22423. point.set(
  22424. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22425. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22426. );
  22427. return point;
  22428. };
  22429. CubicBezierCurve.prototype.copy = function ( source ) {
  22430. Curve.prototype.copy.call( this, source );
  22431. this.v0.copy( source.v0 );
  22432. this.v1.copy( source.v1 );
  22433. this.v2.copy( source.v2 );
  22434. this.v3.copy( source.v3 );
  22435. return this;
  22436. };
  22437. CubicBezierCurve.prototype.toJSON = function () {
  22438. var data = Curve.prototype.toJSON.call( this );
  22439. data.v0 = this.v0.toArray();
  22440. data.v1 = this.v1.toArray();
  22441. data.v2 = this.v2.toArray();
  22442. data.v3 = this.v3.toArray();
  22443. return data;
  22444. };
  22445. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22446. Curve.prototype.fromJSON.call( this, json );
  22447. this.v0.fromArray( json.v0 );
  22448. this.v1.fromArray( json.v1 );
  22449. this.v2.fromArray( json.v2 );
  22450. this.v3.fromArray( json.v3 );
  22451. return this;
  22452. };
  22453. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22454. Curve.call( this );
  22455. this.type = 'CubicBezierCurve3';
  22456. this.v0 = v0 || new Vector3();
  22457. this.v1 = v1 || new Vector3();
  22458. this.v2 = v2 || new Vector3();
  22459. this.v3 = v3 || new Vector3();
  22460. }
  22461. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22462. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22463. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22464. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22465. var point = optionalTarget || new Vector3();
  22466. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22467. point.set(
  22468. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22469. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22470. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22471. );
  22472. return point;
  22473. };
  22474. CubicBezierCurve3.prototype.copy = function ( source ) {
  22475. Curve.prototype.copy.call( this, source );
  22476. this.v0.copy( source.v0 );
  22477. this.v1.copy( source.v1 );
  22478. this.v2.copy( source.v2 );
  22479. this.v3.copy( source.v3 );
  22480. return this;
  22481. };
  22482. CubicBezierCurve3.prototype.toJSON = function () {
  22483. var data = Curve.prototype.toJSON.call( this );
  22484. data.v0 = this.v0.toArray();
  22485. data.v1 = this.v1.toArray();
  22486. data.v2 = this.v2.toArray();
  22487. data.v3 = this.v3.toArray();
  22488. return data;
  22489. };
  22490. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22491. Curve.prototype.fromJSON.call( this, json );
  22492. this.v0.fromArray( json.v0 );
  22493. this.v1.fromArray( json.v1 );
  22494. this.v2.fromArray( json.v2 );
  22495. this.v3.fromArray( json.v3 );
  22496. return this;
  22497. };
  22498. function LineCurve( v1, v2 ) {
  22499. Curve.call( this );
  22500. this.type = 'LineCurve';
  22501. this.v1 = v1 || new Vector2();
  22502. this.v2 = v2 || new Vector2();
  22503. }
  22504. LineCurve.prototype = Object.create( Curve.prototype );
  22505. LineCurve.prototype.constructor = LineCurve;
  22506. LineCurve.prototype.isLineCurve = true;
  22507. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22508. var point = optionalTarget || new Vector2();
  22509. if ( t === 1 ) {
  22510. point.copy( this.v2 );
  22511. } else {
  22512. point.copy( this.v2 ).sub( this.v1 );
  22513. point.multiplyScalar( t ).add( this.v1 );
  22514. }
  22515. return point;
  22516. };
  22517. // Line curve is linear, so we can overwrite default getPointAt
  22518. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22519. return this.getPoint( u, optionalTarget );
  22520. };
  22521. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  22522. var tangent = optionalTarget || new Vector2();
  22523. var tangent = tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  22524. return tangent;
  22525. };
  22526. LineCurve.prototype.copy = function ( source ) {
  22527. Curve.prototype.copy.call( this, source );
  22528. this.v1.copy( source.v1 );
  22529. this.v2.copy( source.v2 );
  22530. return this;
  22531. };
  22532. LineCurve.prototype.toJSON = function () {
  22533. var data = Curve.prototype.toJSON.call( this );
  22534. data.v1 = this.v1.toArray();
  22535. data.v2 = this.v2.toArray();
  22536. return data;
  22537. };
  22538. LineCurve.prototype.fromJSON = function ( json ) {
  22539. Curve.prototype.fromJSON.call( this, json );
  22540. this.v1.fromArray( json.v1 );
  22541. this.v2.fromArray( json.v2 );
  22542. return this;
  22543. };
  22544. function LineCurve3( v1, v2 ) {
  22545. Curve.call( this );
  22546. this.type = 'LineCurve3';
  22547. this.v1 = v1 || new Vector3();
  22548. this.v2 = v2 || new Vector3();
  22549. }
  22550. LineCurve3.prototype = Object.create( Curve.prototype );
  22551. LineCurve3.prototype.constructor = LineCurve3;
  22552. LineCurve3.prototype.isLineCurve3 = true;
  22553. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22554. var point = optionalTarget || new Vector3();
  22555. if ( t === 1 ) {
  22556. point.copy( this.v2 );
  22557. } else {
  22558. point.copy( this.v2 ).sub( this.v1 );
  22559. point.multiplyScalar( t ).add( this.v1 );
  22560. }
  22561. return point;
  22562. };
  22563. // Line curve is linear, so we can overwrite default getPointAt
  22564. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22565. return this.getPoint( u, optionalTarget );
  22566. };
  22567. LineCurve3.prototype.copy = function ( source ) {
  22568. Curve.prototype.copy.call( this, source );
  22569. this.v1.copy( source.v1 );
  22570. this.v2.copy( source.v2 );
  22571. return this;
  22572. };
  22573. LineCurve3.prototype.toJSON = function () {
  22574. var data = Curve.prototype.toJSON.call( this );
  22575. data.v1 = this.v1.toArray();
  22576. data.v2 = this.v2.toArray();
  22577. return data;
  22578. };
  22579. LineCurve3.prototype.fromJSON = function ( json ) {
  22580. Curve.prototype.fromJSON.call( this, json );
  22581. this.v1.fromArray( json.v1 );
  22582. this.v2.fromArray( json.v2 );
  22583. return this;
  22584. };
  22585. function QuadraticBezierCurve( v0, v1, v2 ) {
  22586. Curve.call( this );
  22587. this.type = 'QuadraticBezierCurve';
  22588. this.v0 = v0 || new Vector2();
  22589. this.v1 = v1 || new Vector2();
  22590. this.v2 = v2 || new Vector2();
  22591. }
  22592. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22593. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22594. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22595. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22596. var point = optionalTarget || new Vector2();
  22597. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22598. point.set(
  22599. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22600. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22601. );
  22602. return point;
  22603. };
  22604. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22605. Curve.prototype.copy.call( this, source );
  22606. this.v0.copy( source.v0 );
  22607. this.v1.copy( source.v1 );
  22608. this.v2.copy( source.v2 );
  22609. return this;
  22610. };
  22611. QuadraticBezierCurve.prototype.toJSON = function () {
  22612. var data = Curve.prototype.toJSON.call( this );
  22613. data.v0 = this.v0.toArray();
  22614. data.v1 = this.v1.toArray();
  22615. data.v2 = this.v2.toArray();
  22616. return data;
  22617. };
  22618. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22619. Curve.prototype.fromJSON.call( this, json );
  22620. this.v0.fromArray( json.v0 );
  22621. this.v1.fromArray( json.v1 );
  22622. this.v2.fromArray( json.v2 );
  22623. return this;
  22624. };
  22625. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22626. Curve.call( this );
  22627. this.type = 'QuadraticBezierCurve3';
  22628. this.v0 = v0 || new Vector3();
  22629. this.v1 = v1 || new Vector3();
  22630. this.v2 = v2 || new Vector3();
  22631. }
  22632. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22633. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22634. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22635. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22636. var point = optionalTarget || new Vector3();
  22637. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22638. point.set(
  22639. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22640. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22641. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22642. );
  22643. return point;
  22644. };
  22645. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22646. Curve.prototype.copy.call( this, source );
  22647. this.v0.copy( source.v0 );
  22648. this.v1.copy( source.v1 );
  22649. this.v2.copy( source.v2 );
  22650. return this;
  22651. };
  22652. QuadraticBezierCurve3.prototype.toJSON = function () {
  22653. var data = Curve.prototype.toJSON.call( this );
  22654. data.v0 = this.v0.toArray();
  22655. data.v1 = this.v1.toArray();
  22656. data.v2 = this.v2.toArray();
  22657. return data;
  22658. };
  22659. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22660. Curve.prototype.fromJSON.call( this, json );
  22661. this.v0.fromArray( json.v0 );
  22662. this.v1.fromArray( json.v1 );
  22663. this.v2.fromArray( json.v2 );
  22664. return this;
  22665. };
  22666. function SplineCurve( points /* array of Vector2 */ ) {
  22667. Curve.call( this );
  22668. this.type = 'SplineCurve';
  22669. this.points = points || [];
  22670. }
  22671. SplineCurve.prototype = Object.create( Curve.prototype );
  22672. SplineCurve.prototype.constructor = SplineCurve;
  22673. SplineCurve.prototype.isSplineCurve = true;
  22674. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22675. var point = optionalTarget || new Vector2();
  22676. var points = this.points;
  22677. var p = ( points.length - 1 ) * t;
  22678. var intPoint = Math.floor( p );
  22679. var weight = p - intPoint;
  22680. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22681. var p1 = points[ intPoint ];
  22682. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22683. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22684. point.set(
  22685. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22686. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22687. );
  22688. return point;
  22689. };
  22690. SplineCurve.prototype.copy = function ( source ) {
  22691. Curve.prototype.copy.call( this, source );
  22692. this.points = [];
  22693. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22694. var point = source.points[ i ];
  22695. this.points.push( point.clone() );
  22696. }
  22697. return this;
  22698. };
  22699. SplineCurve.prototype.toJSON = function () {
  22700. var data = Curve.prototype.toJSON.call( this );
  22701. data.points = [];
  22702. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22703. var point = this.points[ i ];
  22704. data.points.push( point.toArray() );
  22705. }
  22706. return data;
  22707. };
  22708. SplineCurve.prototype.fromJSON = function ( json ) {
  22709. Curve.prototype.fromJSON.call( this, json );
  22710. this.points = [];
  22711. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22712. var point = json.points[ i ];
  22713. this.points.push( new Vector2().fromArray( point ) );
  22714. }
  22715. return this;
  22716. };
  22717. var Curves = /*#__PURE__*/Object.freeze({
  22718. __proto__: null,
  22719. ArcCurve: ArcCurve,
  22720. CatmullRomCurve3: CatmullRomCurve3,
  22721. CubicBezierCurve: CubicBezierCurve,
  22722. CubicBezierCurve3: CubicBezierCurve3,
  22723. EllipseCurve: EllipseCurve,
  22724. LineCurve: LineCurve,
  22725. LineCurve3: LineCurve3,
  22726. QuadraticBezierCurve: QuadraticBezierCurve,
  22727. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22728. SplineCurve: SplineCurve
  22729. });
  22730. /**
  22731. * @author zz85 / http://www.lab4games.net/zz85/blog
  22732. *
  22733. **/
  22734. /**************************************************************
  22735. * Curved Path - a curve path is simply a array of connected
  22736. * curves, but retains the api of a curve
  22737. **************************************************************/
  22738. function CurvePath() {
  22739. Curve.call( this );
  22740. this.type = 'CurvePath';
  22741. this.curves = [];
  22742. this.autoClose = false; // Automatically closes the path
  22743. }
  22744. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22745. constructor: CurvePath,
  22746. add: function ( curve ) {
  22747. this.curves.push( curve );
  22748. },
  22749. closePath: function () {
  22750. // Add a line curve if start and end of lines are not connected
  22751. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22752. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22753. if ( ! startPoint.equals( endPoint ) ) {
  22754. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22755. }
  22756. },
  22757. // To get accurate point with reference to
  22758. // entire path distance at time t,
  22759. // following has to be done:
  22760. // 1. Length of each sub path have to be known
  22761. // 2. Locate and identify type of curve
  22762. // 3. Get t for the curve
  22763. // 4. Return curve.getPointAt(t')
  22764. getPoint: function ( t ) {
  22765. var d = t * this.getLength();
  22766. var curveLengths = this.getCurveLengths();
  22767. var i = 0;
  22768. // To think about boundaries points.
  22769. while ( i < curveLengths.length ) {
  22770. if ( curveLengths[ i ] >= d ) {
  22771. var diff = curveLengths[ i ] - d;
  22772. var curve = this.curves[ i ];
  22773. var segmentLength = curve.getLength();
  22774. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22775. return curve.getPointAt( u );
  22776. }
  22777. i ++;
  22778. }
  22779. return null;
  22780. // loop where sum != 0, sum > d , sum+1 <d
  22781. },
  22782. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22783. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22784. // getPoint() depends on getLength
  22785. getLength: function () {
  22786. var lens = this.getCurveLengths();
  22787. return lens[ lens.length - 1 ];
  22788. },
  22789. // cacheLengths must be recalculated.
  22790. updateArcLengths: function () {
  22791. this.needsUpdate = true;
  22792. this.cacheLengths = null;
  22793. this.getCurveLengths();
  22794. },
  22795. // Compute lengths and cache them
  22796. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22797. getCurveLengths: function () {
  22798. // We use cache values if curves and cache array are same length
  22799. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22800. return this.cacheLengths;
  22801. }
  22802. // Get length of sub-curve
  22803. // Push sums into cached array
  22804. var lengths = [], sums = 0;
  22805. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22806. sums += this.curves[ i ].getLength();
  22807. lengths.push( sums );
  22808. }
  22809. this.cacheLengths = lengths;
  22810. return lengths;
  22811. },
  22812. getSpacedPoints: function ( divisions ) {
  22813. if ( divisions === undefined ) { divisions = 40; }
  22814. var points = [];
  22815. for ( var i = 0; i <= divisions; i ++ ) {
  22816. points.push( this.getPoint( i / divisions ) );
  22817. }
  22818. if ( this.autoClose ) {
  22819. points.push( points[ 0 ] );
  22820. }
  22821. return points;
  22822. },
  22823. getPoints: function ( divisions ) {
  22824. divisions = divisions || 12;
  22825. var points = [], last;
  22826. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22827. var curve = curves[ i ];
  22828. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22829. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22830. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22831. : divisions;
  22832. var pts = curve.getPoints( resolution );
  22833. for ( var j = 0; j < pts.length; j ++ ) {
  22834. var point = pts[ j ];
  22835. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22836. points.push( point );
  22837. last = point;
  22838. }
  22839. }
  22840. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22841. points.push( points[ 0 ] );
  22842. }
  22843. return points;
  22844. },
  22845. copy: function ( source ) {
  22846. Curve.prototype.copy.call( this, source );
  22847. this.curves = [];
  22848. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22849. var curve = source.curves[ i ];
  22850. this.curves.push( curve.clone() );
  22851. }
  22852. this.autoClose = source.autoClose;
  22853. return this;
  22854. },
  22855. toJSON: function () {
  22856. var data = Curve.prototype.toJSON.call( this );
  22857. data.autoClose = this.autoClose;
  22858. data.curves = [];
  22859. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22860. var curve = this.curves[ i ];
  22861. data.curves.push( curve.toJSON() );
  22862. }
  22863. return data;
  22864. },
  22865. fromJSON: function ( json ) {
  22866. Curve.prototype.fromJSON.call( this, json );
  22867. this.autoClose = json.autoClose;
  22868. this.curves = [];
  22869. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22870. var curve = json.curves[ i ];
  22871. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22872. }
  22873. return this;
  22874. }
  22875. } );
  22876. /**
  22877. * @author zz85 / http://www.lab4games.net/zz85/blog
  22878. * Creates free form 2d path using series of points, lines or curves.
  22879. **/
  22880. function Path( points ) {
  22881. CurvePath.call( this );
  22882. this.type = 'Path';
  22883. this.currentPoint = new Vector2();
  22884. if ( points ) {
  22885. this.setFromPoints( points );
  22886. }
  22887. }
  22888. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22889. constructor: Path,
  22890. setFromPoints: function ( points ) {
  22891. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22892. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22893. this.lineTo( points[ i ].x, points[ i ].y );
  22894. }
  22895. return this;
  22896. },
  22897. moveTo: function ( x, y ) {
  22898. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22899. return this;
  22900. },
  22901. lineTo: function ( x, y ) {
  22902. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22903. this.curves.push( curve );
  22904. this.currentPoint.set( x, y );
  22905. return this;
  22906. },
  22907. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22908. var curve = new QuadraticBezierCurve(
  22909. this.currentPoint.clone(),
  22910. new Vector2( aCPx, aCPy ),
  22911. new Vector2( aX, aY )
  22912. );
  22913. this.curves.push( curve );
  22914. this.currentPoint.set( aX, aY );
  22915. return this;
  22916. },
  22917. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22918. var curve = new CubicBezierCurve(
  22919. this.currentPoint.clone(),
  22920. new Vector2( aCP1x, aCP1y ),
  22921. new Vector2( aCP2x, aCP2y ),
  22922. new Vector2( aX, aY )
  22923. );
  22924. this.curves.push( curve );
  22925. this.currentPoint.set( aX, aY );
  22926. return this;
  22927. },
  22928. splineThru: function ( pts /*Array of Vector*/ ) {
  22929. var npts = [ this.currentPoint.clone() ].concat( pts );
  22930. var curve = new SplineCurve( npts );
  22931. this.curves.push( curve );
  22932. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22933. return this;
  22934. },
  22935. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22936. var x0 = this.currentPoint.x;
  22937. var y0 = this.currentPoint.y;
  22938. this.absarc( aX + x0, aY + y0, aRadius,
  22939. aStartAngle, aEndAngle, aClockwise );
  22940. return this;
  22941. },
  22942. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22943. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22944. return this;
  22945. },
  22946. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22947. var x0 = this.currentPoint.x;
  22948. var y0 = this.currentPoint.y;
  22949. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22950. return this;
  22951. },
  22952. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22953. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22954. if ( this.curves.length > 0 ) {
  22955. // if a previous curve is present, attempt to join
  22956. var firstPoint = curve.getPoint( 0 );
  22957. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22958. this.lineTo( firstPoint.x, firstPoint.y );
  22959. }
  22960. }
  22961. this.curves.push( curve );
  22962. var lastPoint = curve.getPoint( 1 );
  22963. this.currentPoint.copy( lastPoint );
  22964. return this;
  22965. },
  22966. copy: function ( source ) {
  22967. CurvePath.prototype.copy.call( this, source );
  22968. this.currentPoint.copy( source.currentPoint );
  22969. return this;
  22970. },
  22971. toJSON: function () {
  22972. var data = CurvePath.prototype.toJSON.call( this );
  22973. data.currentPoint = this.currentPoint.toArray();
  22974. return data;
  22975. },
  22976. fromJSON: function ( json ) {
  22977. CurvePath.prototype.fromJSON.call( this, json );
  22978. this.currentPoint.fromArray( json.currentPoint );
  22979. return this;
  22980. }
  22981. } );
  22982. /**
  22983. * @author zz85 / http://www.lab4games.net/zz85/blog
  22984. * Defines a 2d shape plane using paths.
  22985. **/
  22986. // STEP 1 Create a path.
  22987. // STEP 2 Turn path into shape.
  22988. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22989. // STEP 3a - Extract points from each shape, turn to vertices
  22990. // STEP 3b - Triangulate each shape, add faces.
  22991. function Shape( points ) {
  22992. Path.call( this, points );
  22993. this.uuid = MathUtils.generateUUID();
  22994. this.type = 'Shape';
  22995. this.holes = [];
  22996. }
  22997. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22998. constructor: Shape,
  22999. getPointsHoles: function ( divisions ) {
  23000. var holesPts = [];
  23001. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23002. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23003. }
  23004. return holesPts;
  23005. },
  23006. // get points of shape and holes (keypoints based on segments parameter)
  23007. extractPoints: function ( divisions ) {
  23008. return {
  23009. shape: this.getPoints( divisions ),
  23010. holes: this.getPointsHoles( divisions )
  23011. };
  23012. },
  23013. copy: function ( source ) {
  23014. Path.prototype.copy.call( this, source );
  23015. this.holes = [];
  23016. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23017. var hole = source.holes[ i ];
  23018. this.holes.push( hole.clone() );
  23019. }
  23020. return this;
  23021. },
  23022. toJSON: function () {
  23023. var data = Path.prototype.toJSON.call( this );
  23024. data.uuid = this.uuid;
  23025. data.holes = [];
  23026. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23027. var hole = this.holes[ i ];
  23028. data.holes.push( hole.toJSON() );
  23029. }
  23030. return data;
  23031. },
  23032. fromJSON: function ( json ) {
  23033. Path.prototype.fromJSON.call( this, json );
  23034. this.uuid = json.uuid;
  23035. this.holes = [];
  23036. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23037. var hole = json.holes[ i ];
  23038. this.holes.push( new Path().fromJSON( hole ) );
  23039. }
  23040. return this;
  23041. }
  23042. } );
  23043. /**
  23044. * @author mrdoob / http://mrdoob.com/
  23045. * @author alteredq / http://alteredqualia.com/
  23046. */
  23047. function Light( color, intensity ) {
  23048. Object3D.call( this );
  23049. this.type = 'Light';
  23050. this.color = new Color( color );
  23051. this.intensity = intensity !== undefined ? intensity : 1;
  23052. this.receiveShadow = undefined;
  23053. }
  23054. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23055. constructor: Light,
  23056. isLight: true,
  23057. copy: function ( source ) {
  23058. Object3D.prototype.copy.call( this, source );
  23059. this.color.copy( source.color );
  23060. this.intensity = source.intensity;
  23061. return this;
  23062. },
  23063. toJSON: function ( meta ) {
  23064. var data = Object3D.prototype.toJSON.call( this, meta );
  23065. data.object.color = this.color.getHex();
  23066. data.object.intensity = this.intensity;
  23067. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23068. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23069. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23070. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23071. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23072. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23073. return data;
  23074. }
  23075. } );
  23076. /**
  23077. * @author alteredq / http://alteredqualia.com/
  23078. */
  23079. function HemisphereLight( skyColor, groundColor, intensity ) {
  23080. Light.call( this, skyColor, intensity );
  23081. this.type = 'HemisphereLight';
  23082. this.castShadow = undefined;
  23083. this.position.copy( Object3D.DefaultUp );
  23084. this.updateMatrix();
  23085. this.groundColor = new Color( groundColor );
  23086. }
  23087. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23088. constructor: HemisphereLight,
  23089. isHemisphereLight: true,
  23090. copy: function ( source ) {
  23091. Light.prototype.copy.call( this, source );
  23092. this.groundColor.copy( source.groundColor );
  23093. return this;
  23094. }
  23095. } );
  23096. /**
  23097. * @author mrdoob / http://mrdoob.com/
  23098. */
  23099. function LightShadow( camera ) {
  23100. this.camera = camera;
  23101. this.bias = 0;
  23102. this.radius = 1;
  23103. this.mapSize = new Vector2( 512, 512 );
  23104. this.map = null;
  23105. this.mapPass = null;
  23106. this.matrix = new Matrix4();
  23107. this._frustum = new Frustum();
  23108. this._frameExtents = new Vector2( 1, 1 );
  23109. this._viewportCount = 1;
  23110. this._viewports = [
  23111. new Vector4( 0, 0, 1, 1 )
  23112. ];
  23113. }
  23114. Object.assign( LightShadow.prototype, {
  23115. _projScreenMatrix: new Matrix4(),
  23116. _lightPositionWorld: new Vector3(),
  23117. _lookTarget: new Vector3(),
  23118. getViewportCount: function () {
  23119. return this._viewportCount;
  23120. },
  23121. getFrustum: function () {
  23122. return this._frustum;
  23123. },
  23124. updateMatrices: function ( light ) {
  23125. var shadowCamera = this.camera,
  23126. shadowMatrix = this.matrix,
  23127. projScreenMatrix = this._projScreenMatrix,
  23128. lookTarget = this._lookTarget,
  23129. lightPositionWorld = this._lightPositionWorld;
  23130. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23131. shadowCamera.position.copy( lightPositionWorld );
  23132. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23133. shadowCamera.lookAt( lookTarget );
  23134. shadowCamera.updateMatrixWorld();
  23135. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23136. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23137. shadowMatrix.set(
  23138. 0.5, 0.0, 0.0, 0.5,
  23139. 0.0, 0.5, 0.0, 0.5,
  23140. 0.0, 0.0, 0.5, 0.5,
  23141. 0.0, 0.0, 0.0, 1.0
  23142. );
  23143. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23144. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23145. },
  23146. getViewport: function ( viewportIndex ) {
  23147. return this._viewports[ viewportIndex ];
  23148. },
  23149. getFrameExtents: function () {
  23150. return this._frameExtents;
  23151. },
  23152. copy: function ( source ) {
  23153. this.camera = source.camera.clone();
  23154. this.bias = source.bias;
  23155. this.radius = source.radius;
  23156. this.mapSize.copy( source.mapSize );
  23157. return this;
  23158. },
  23159. clone: function () {
  23160. return new this.constructor().copy( this );
  23161. },
  23162. toJSON: function () {
  23163. var object = {};
  23164. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23165. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23166. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23167. object.camera = this.camera.toJSON( false ).object;
  23168. delete object.camera.matrix;
  23169. return object;
  23170. }
  23171. } );
  23172. /**
  23173. * @author mrdoob / http://mrdoob.com/
  23174. */
  23175. function SpotLightShadow() {
  23176. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23177. }
  23178. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23179. constructor: SpotLightShadow,
  23180. isSpotLightShadow: true,
  23181. updateMatrices: function ( light ) {
  23182. var camera = this.camera;
  23183. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23184. var aspect = this.mapSize.width / this.mapSize.height;
  23185. var far = light.distance || camera.far;
  23186. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23187. camera.fov = fov;
  23188. camera.aspect = aspect;
  23189. camera.far = far;
  23190. camera.updateProjectionMatrix();
  23191. }
  23192. LightShadow.prototype.updateMatrices.call( this, light );
  23193. }
  23194. } );
  23195. /**
  23196. * @author alteredq / http://alteredqualia.com/
  23197. */
  23198. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23199. Light.call( this, color, intensity );
  23200. this.type = 'SpotLight';
  23201. this.position.copy( Object3D.DefaultUp );
  23202. this.updateMatrix();
  23203. this.target = new Object3D();
  23204. Object.defineProperty( this, 'power', {
  23205. get: function () {
  23206. // intensity = power per solid angle.
  23207. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23208. return this.intensity * Math.PI;
  23209. },
  23210. set: function ( power ) {
  23211. // intensity = power per solid angle.
  23212. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23213. this.intensity = power / Math.PI;
  23214. }
  23215. } );
  23216. this.distance = ( distance !== undefined ) ? distance : 0;
  23217. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23218. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23219. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23220. this.shadow = new SpotLightShadow();
  23221. }
  23222. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23223. constructor: SpotLight,
  23224. isSpotLight: true,
  23225. copy: function ( source ) {
  23226. Light.prototype.copy.call( this, source );
  23227. this.distance = source.distance;
  23228. this.angle = source.angle;
  23229. this.penumbra = source.penumbra;
  23230. this.decay = source.decay;
  23231. this.target = source.target.clone();
  23232. this.shadow = source.shadow.clone();
  23233. return this;
  23234. }
  23235. } );
  23236. function PointLightShadow() {
  23237. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23238. this._frameExtents = new Vector2( 4, 2 );
  23239. this._viewportCount = 6;
  23240. this._viewports = [
  23241. // These viewports map a cube-map onto a 2D texture with the
  23242. // following orientation:
  23243. //
  23244. // xzXZ
  23245. // y Y
  23246. //
  23247. // X - Positive x direction
  23248. // x - Negative x direction
  23249. // Y - Positive y direction
  23250. // y - Negative y direction
  23251. // Z - Positive z direction
  23252. // z - Negative z direction
  23253. // positive X
  23254. new Vector4( 2, 1, 1, 1 ),
  23255. // negative X
  23256. new Vector4( 0, 1, 1, 1 ),
  23257. // positive Z
  23258. new Vector4( 3, 1, 1, 1 ),
  23259. // negative Z
  23260. new Vector4( 1, 1, 1, 1 ),
  23261. // positive Y
  23262. new Vector4( 3, 0, 1, 1 ),
  23263. // negative Y
  23264. new Vector4( 1, 0, 1, 1 )
  23265. ];
  23266. this._cubeDirections = [
  23267. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23268. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23269. ];
  23270. this._cubeUps = [
  23271. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23272. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23273. ];
  23274. }
  23275. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23276. constructor: PointLightShadow,
  23277. isPointLightShadow: true,
  23278. updateMatrices: function ( light, viewportIndex ) {
  23279. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23280. var camera = this.camera,
  23281. shadowMatrix = this.matrix,
  23282. lightPositionWorld = this._lightPositionWorld,
  23283. lookTarget = this._lookTarget,
  23284. projScreenMatrix = this._projScreenMatrix;
  23285. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23286. camera.position.copy( lightPositionWorld );
  23287. lookTarget.copy( camera.position );
  23288. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23289. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23290. camera.lookAt( lookTarget );
  23291. camera.updateMatrixWorld();
  23292. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23293. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23294. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23295. }
  23296. } );
  23297. /**
  23298. * @author mrdoob / http://mrdoob.com/
  23299. */
  23300. function PointLight( color, intensity, distance, decay ) {
  23301. Light.call( this, color, intensity );
  23302. this.type = 'PointLight';
  23303. Object.defineProperty( this, 'power', {
  23304. get: function () {
  23305. // intensity = power per solid angle.
  23306. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23307. return this.intensity * 4 * Math.PI;
  23308. },
  23309. set: function ( power ) {
  23310. // intensity = power per solid angle.
  23311. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23312. this.intensity = power / ( 4 * Math.PI );
  23313. }
  23314. } );
  23315. this.distance = ( distance !== undefined ) ? distance : 0;
  23316. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23317. this.shadow = new PointLightShadow();
  23318. }
  23319. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23320. constructor: PointLight,
  23321. isPointLight: true,
  23322. copy: function ( source ) {
  23323. Light.prototype.copy.call( this, source );
  23324. this.distance = source.distance;
  23325. this.decay = source.decay;
  23326. this.shadow = source.shadow.clone();
  23327. return this;
  23328. }
  23329. } );
  23330. /**
  23331. * @author alteredq / http://alteredqualia.com/
  23332. * @author arose / http://github.com/arose
  23333. */
  23334. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23335. Camera.call( this );
  23336. this.type = 'OrthographicCamera';
  23337. this.zoom = 1;
  23338. this.view = null;
  23339. this.left = ( left !== undefined ) ? left : - 1;
  23340. this.right = ( right !== undefined ) ? right : 1;
  23341. this.top = ( top !== undefined ) ? top : 1;
  23342. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23343. this.near = ( near !== undefined ) ? near : 0.1;
  23344. this.far = ( far !== undefined ) ? far : 2000;
  23345. this.updateProjectionMatrix();
  23346. }
  23347. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23348. constructor: OrthographicCamera,
  23349. isOrthographicCamera: true,
  23350. copy: function ( source, recursive ) {
  23351. Camera.prototype.copy.call( this, source, recursive );
  23352. this.left = source.left;
  23353. this.right = source.right;
  23354. this.top = source.top;
  23355. this.bottom = source.bottom;
  23356. this.near = source.near;
  23357. this.far = source.far;
  23358. this.zoom = source.zoom;
  23359. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23360. return this;
  23361. },
  23362. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23363. if ( this.view === null ) {
  23364. this.view = {
  23365. enabled: true,
  23366. fullWidth: 1,
  23367. fullHeight: 1,
  23368. offsetX: 0,
  23369. offsetY: 0,
  23370. width: 1,
  23371. height: 1
  23372. };
  23373. }
  23374. this.view.enabled = true;
  23375. this.view.fullWidth = fullWidth;
  23376. this.view.fullHeight = fullHeight;
  23377. this.view.offsetX = x;
  23378. this.view.offsetY = y;
  23379. this.view.width = width;
  23380. this.view.height = height;
  23381. this.updateProjectionMatrix();
  23382. },
  23383. clearViewOffset: function () {
  23384. if ( this.view !== null ) {
  23385. this.view.enabled = false;
  23386. }
  23387. this.updateProjectionMatrix();
  23388. },
  23389. updateProjectionMatrix: function () {
  23390. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23391. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23392. var cx = ( this.right + this.left ) / 2;
  23393. var cy = ( this.top + this.bottom ) / 2;
  23394. var left = cx - dx;
  23395. var right = cx + dx;
  23396. var top = cy + dy;
  23397. var bottom = cy - dy;
  23398. if ( this.view !== null && this.view.enabled ) {
  23399. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23400. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23401. left += scaleW * this.view.offsetX;
  23402. right = left + scaleW * this.view.width;
  23403. top -= scaleH * this.view.offsetY;
  23404. bottom = top - scaleH * this.view.height;
  23405. }
  23406. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23407. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23408. },
  23409. toJSON: function ( meta ) {
  23410. var data = Object3D.prototype.toJSON.call( this, meta );
  23411. data.object.zoom = this.zoom;
  23412. data.object.left = this.left;
  23413. data.object.right = this.right;
  23414. data.object.top = this.top;
  23415. data.object.bottom = this.bottom;
  23416. data.object.near = this.near;
  23417. data.object.far = this.far;
  23418. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23419. return data;
  23420. }
  23421. } );
  23422. /**
  23423. * @author mrdoob / http://mrdoob.com/
  23424. */
  23425. function DirectionalLightShadow() {
  23426. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23427. }
  23428. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23429. constructor: DirectionalLightShadow,
  23430. isDirectionalLightShadow: true,
  23431. updateMatrices: function ( light ) {
  23432. LightShadow.prototype.updateMatrices.call( this, light );
  23433. }
  23434. } );
  23435. /**
  23436. * @author mrdoob / http://mrdoob.com/
  23437. * @author alteredq / http://alteredqualia.com/
  23438. */
  23439. function DirectionalLight( color, intensity ) {
  23440. Light.call( this, color, intensity );
  23441. this.type = 'DirectionalLight';
  23442. this.position.copy( Object3D.DefaultUp );
  23443. this.updateMatrix();
  23444. this.target = new Object3D();
  23445. this.shadow = new DirectionalLightShadow();
  23446. }
  23447. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23448. constructor: DirectionalLight,
  23449. isDirectionalLight: true,
  23450. copy: function ( source ) {
  23451. Light.prototype.copy.call( this, source );
  23452. this.target = source.target.clone();
  23453. this.shadow = source.shadow.clone();
  23454. return this;
  23455. }
  23456. } );
  23457. /**
  23458. * @author mrdoob / http://mrdoob.com/
  23459. */
  23460. function AmbientLight( color, intensity ) {
  23461. Light.call( this, color, intensity );
  23462. this.type = 'AmbientLight';
  23463. this.castShadow = undefined;
  23464. }
  23465. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23466. constructor: AmbientLight,
  23467. isAmbientLight: true
  23468. } );
  23469. /**
  23470. * @author abelnation / http://github.com/abelnation
  23471. */
  23472. function RectAreaLight( color, intensity, width, height ) {
  23473. Light.call( this, color, intensity );
  23474. this.type = 'RectAreaLight';
  23475. this.width = ( width !== undefined ) ? width : 10;
  23476. this.height = ( height !== undefined ) ? height : 10;
  23477. }
  23478. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23479. constructor: RectAreaLight,
  23480. isRectAreaLight: true,
  23481. copy: function ( source ) {
  23482. Light.prototype.copy.call( this, source );
  23483. this.width = source.width;
  23484. this.height = source.height;
  23485. return this;
  23486. },
  23487. toJSON: function ( meta ) {
  23488. var data = Light.prototype.toJSON.call( this, meta );
  23489. data.object.width = this.width;
  23490. data.object.height = this.height;
  23491. return data;
  23492. }
  23493. } );
  23494. /**
  23495. * @author bhouston / http://clara.io
  23496. * @author WestLangley / http://github.com/WestLangley
  23497. *
  23498. * Primary reference:
  23499. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23500. *
  23501. * Secondary reference:
  23502. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23503. */
  23504. // 3-band SH defined by 9 coefficients
  23505. function SphericalHarmonics3() {
  23506. this.coefficients = [];
  23507. for ( var i = 0; i < 9; i ++ ) {
  23508. this.coefficients.push( new Vector3() );
  23509. }
  23510. }
  23511. Object.assign( SphericalHarmonics3.prototype, {
  23512. isSphericalHarmonics3: true,
  23513. set: function ( coefficients ) {
  23514. for ( var i = 0; i < 9; i ++ ) {
  23515. this.coefficients[ i ].copy( coefficients[ i ] );
  23516. }
  23517. return this;
  23518. },
  23519. zero: function () {
  23520. for ( var i = 0; i < 9; i ++ ) {
  23521. this.coefficients[ i ].set( 0, 0, 0 );
  23522. }
  23523. return this;
  23524. },
  23525. // get the radiance in the direction of the normal
  23526. // target is a Vector3
  23527. getAt: function ( normal, target ) {
  23528. // normal is assumed to be unit length
  23529. var x = normal.x, y = normal.y, z = normal.z;
  23530. var coeff = this.coefficients;
  23531. // band 0
  23532. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  23533. // band 1
  23534. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  23535. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  23536. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  23537. // band 2
  23538. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  23539. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  23540. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  23541. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  23542. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  23543. return target;
  23544. },
  23545. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23546. // target is a Vector3
  23547. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23548. getIrradianceAt: function ( normal, target ) {
  23549. // normal is assumed to be unit length
  23550. var x = normal.x, y = normal.y, z = normal.z;
  23551. var coeff = this.coefficients;
  23552. // band 0
  23553. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  23554. // band 1
  23555. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  23556. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  23557. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  23558. // band 2
  23559. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  23560. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  23561. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  23562. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  23563. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  23564. return target;
  23565. },
  23566. add: function ( sh ) {
  23567. for ( var i = 0; i < 9; i ++ ) {
  23568. this.coefficients[ i ].add( sh.coefficients[ i ] );
  23569. }
  23570. return this;
  23571. },
  23572. addScaledSH: function ( sh, s ) {
  23573. for ( var i = 0; i < 9; i ++ ) {
  23574. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  23575. }
  23576. return this;
  23577. },
  23578. scale: function ( s ) {
  23579. for ( var i = 0; i < 9; i ++ ) {
  23580. this.coefficients[ i ].multiplyScalar( s );
  23581. }
  23582. return this;
  23583. },
  23584. lerp: function ( sh, alpha ) {
  23585. for ( var i = 0; i < 9; i ++ ) {
  23586. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  23587. }
  23588. return this;
  23589. },
  23590. equals: function ( sh ) {
  23591. for ( var i = 0; i < 9; i ++ ) {
  23592. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  23593. return false;
  23594. }
  23595. }
  23596. return true;
  23597. },
  23598. copy: function ( sh ) {
  23599. return this.set( sh.coefficients );
  23600. },
  23601. clone: function () {
  23602. return new this.constructor().copy( this );
  23603. },
  23604. fromArray: function ( array, offset ) {
  23605. if ( offset === undefined ) { offset = 0; }
  23606. var coefficients = this.coefficients;
  23607. for ( var i = 0; i < 9; i ++ ) {
  23608. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  23609. }
  23610. return this;
  23611. },
  23612. toArray: function ( array, offset ) {
  23613. if ( array === undefined ) { array = []; }
  23614. if ( offset === undefined ) { offset = 0; }
  23615. var coefficients = this.coefficients;
  23616. for ( var i = 0; i < 9; i ++ ) {
  23617. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  23618. }
  23619. return array;
  23620. }
  23621. } );
  23622. Object.assign( SphericalHarmonics3, {
  23623. // evaluate the basis functions
  23624. // shBasis is an Array[ 9 ]
  23625. getBasisAt: function ( normal, shBasis ) {
  23626. // normal is assumed to be unit length
  23627. var x = normal.x, y = normal.y, z = normal.z;
  23628. // band 0
  23629. shBasis[ 0 ] = 0.282095;
  23630. // band 1
  23631. shBasis[ 1 ] = 0.488603 * y;
  23632. shBasis[ 2 ] = 0.488603 * z;
  23633. shBasis[ 3 ] = 0.488603 * x;
  23634. // band 2
  23635. shBasis[ 4 ] = 1.092548 * x * y;
  23636. shBasis[ 5 ] = 1.092548 * y * z;
  23637. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  23638. shBasis[ 7 ] = 1.092548 * x * z;
  23639. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  23640. }
  23641. } );
  23642. /**
  23643. * @author WestLangley / http://github.com/WestLangley
  23644. *
  23645. * A LightProbe is a source of indirect-diffuse light
  23646. */
  23647. function LightProbe( sh, intensity ) {
  23648. Light.call( this, undefined, intensity );
  23649. this.type = 'LightProbe';
  23650. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  23651. }
  23652. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  23653. constructor: LightProbe,
  23654. isLightProbe: true,
  23655. copy: function ( source ) {
  23656. Light.prototype.copy.call( this, source );
  23657. this.sh.copy( source.sh );
  23658. return this;
  23659. },
  23660. fromJSON: function ( json ) {
  23661. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  23662. this.sh.fromArray( json.sh );
  23663. return this;
  23664. },
  23665. toJSON: function ( meta ) {
  23666. var data = Light.prototype.toJSON.call( this, meta );
  23667. data.object.sh = this.sh.toArray();
  23668. return data;
  23669. }
  23670. } );
  23671. /**
  23672. * @author mrdoob / http://mrdoob.com/
  23673. */
  23674. function MaterialLoader( manager ) {
  23675. Loader.call( this, manager );
  23676. this.textures = {};
  23677. }
  23678. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23679. constructor: MaterialLoader,
  23680. load: function ( url, onLoad, onProgress, onError ) {
  23681. var scope = this;
  23682. var loader = new FileLoader( scope.manager );
  23683. loader.setPath( scope.path );
  23684. loader.load( url, function ( text ) {
  23685. onLoad( scope.parse( JSON.parse( text ) ) );
  23686. }, onProgress, onError );
  23687. },
  23688. parse: function ( json ) {
  23689. var textures = this.textures;
  23690. function getTexture( name ) {
  23691. if ( textures[ name ] === undefined ) {
  23692. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23693. }
  23694. return textures[ name ];
  23695. }
  23696. var material = new Materials[ json.type ]();
  23697. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23698. if ( json.name !== undefined ) { material.name = json.name; }
  23699. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23700. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23701. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23702. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23703. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23704. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23705. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23706. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23707. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23708. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23709. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23710. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23711. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23712. if ( json.side !== undefined ) { material.side = json.side; }
  23713. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23714. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23715. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23716. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23717. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23718. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23719. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23720. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23721. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23722. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23723. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23724. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23725. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23726. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23727. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23728. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23729. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23730. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23731. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23732. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23733. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23734. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23735. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23736. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23737. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23738. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23739. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23740. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23741. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23742. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23743. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  23744. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23745. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23746. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23747. if ( json.vertexColors !== undefined ) {
  23748. if ( typeof json.vertexColors === 'number' ) {
  23749. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  23750. } else {
  23751. material.vertexColors = json.vertexColors;
  23752. }
  23753. }
  23754. // Shader Material
  23755. if ( json.uniforms !== undefined ) {
  23756. for ( var name in json.uniforms ) {
  23757. var uniform = json.uniforms[ name ];
  23758. material.uniforms[ name ] = {};
  23759. switch ( uniform.type ) {
  23760. case 't':
  23761. material.uniforms[ name ].value = getTexture( uniform.value );
  23762. break;
  23763. case 'c':
  23764. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23765. break;
  23766. case 'v2':
  23767. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23768. break;
  23769. case 'v3':
  23770. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23771. break;
  23772. case 'v4':
  23773. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23774. break;
  23775. case 'm3':
  23776. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23777. case 'm4':
  23778. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23779. break;
  23780. default:
  23781. material.uniforms[ name ].value = uniform.value;
  23782. }
  23783. }
  23784. }
  23785. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23786. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23787. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23788. if ( json.extensions !== undefined ) {
  23789. for ( var key in json.extensions ) {
  23790. material.extensions[ key ] = json.extensions[ key ];
  23791. }
  23792. }
  23793. // Deprecated
  23794. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23795. // for PointsMaterial
  23796. if ( json.size !== undefined ) { material.size = json.size; }
  23797. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23798. // maps
  23799. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23800. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23801. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  23802. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23803. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23804. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23805. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23806. if ( json.normalScale !== undefined ) {
  23807. var normalScale = json.normalScale;
  23808. if ( Array.isArray( normalScale ) === false ) {
  23809. // Blender exporter used to export a scalar. See #7459
  23810. normalScale = [ normalScale, normalScale ];
  23811. }
  23812. material.normalScale = new Vector2().fromArray( normalScale );
  23813. }
  23814. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23815. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23816. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23817. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23818. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23819. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23820. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23821. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23822. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23823. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23824. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23825. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23826. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23827. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23828. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23829. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23830. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23831. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  23832. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  23833. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23834. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23835. return material;
  23836. },
  23837. setTextures: function ( value ) {
  23838. this.textures = value;
  23839. return this;
  23840. }
  23841. } );
  23842. /**
  23843. * @author Don McCurdy / https://www.donmccurdy.com
  23844. */
  23845. var LoaderUtils = {
  23846. decodeText: function ( array ) {
  23847. if ( typeof TextDecoder !== 'undefined' ) {
  23848. return new TextDecoder().decode( array );
  23849. }
  23850. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23851. // throws a "maximum call stack size exceeded" error for large arrays.
  23852. var s = '';
  23853. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23854. // Implicitly assumes little-endian.
  23855. s += String.fromCharCode( array[ i ] );
  23856. }
  23857. try {
  23858. // merges multi-byte utf-8 characters.
  23859. return decodeURIComponent( escape( s ) );
  23860. } catch ( e ) { // see #16358
  23861. return s;
  23862. }
  23863. },
  23864. extractUrlBase: function ( url ) {
  23865. var index = url.lastIndexOf( '/' );
  23866. if ( index === - 1 ) { return './'; }
  23867. return url.substr( 0, index + 1 );
  23868. }
  23869. };
  23870. /**
  23871. * @author benaadams / https://twitter.com/ben_a_adams
  23872. */
  23873. function InstancedBufferGeometry() {
  23874. BufferGeometry.call( this );
  23875. this.type = 'InstancedBufferGeometry';
  23876. this.maxInstancedCount = undefined;
  23877. }
  23878. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23879. constructor: InstancedBufferGeometry,
  23880. isInstancedBufferGeometry: true,
  23881. copy: function ( source ) {
  23882. BufferGeometry.prototype.copy.call( this, source );
  23883. this.maxInstancedCount = source.maxInstancedCount;
  23884. return this;
  23885. },
  23886. clone: function () {
  23887. return new this.constructor().copy( this );
  23888. },
  23889. toJSON: function () {
  23890. var data = BufferGeometry.prototype.toJSON.call( this );
  23891. data.maxInstancedCount = this.maxInstancedCount;
  23892. data.isInstancedBufferGeometry = true;
  23893. return data;
  23894. }
  23895. } );
  23896. /**
  23897. * @author benaadams / https://twitter.com/ben_a_adams
  23898. */
  23899. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23900. if ( typeof ( normalized ) === 'number' ) {
  23901. meshPerAttribute = normalized;
  23902. normalized = false;
  23903. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23904. }
  23905. BufferAttribute.call( this, array, itemSize, normalized );
  23906. this.meshPerAttribute = meshPerAttribute || 1;
  23907. }
  23908. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23909. constructor: InstancedBufferAttribute,
  23910. isInstancedBufferAttribute: true,
  23911. copy: function ( source ) {
  23912. BufferAttribute.prototype.copy.call( this, source );
  23913. this.meshPerAttribute = source.meshPerAttribute;
  23914. return this;
  23915. },
  23916. toJSON: function () {
  23917. var data = BufferAttribute.prototype.toJSON.call( this );
  23918. data.meshPerAttribute = this.meshPerAttribute;
  23919. data.isInstancedBufferAttribute = true;
  23920. return data;
  23921. }
  23922. } );
  23923. /**
  23924. * @author mrdoob / http://mrdoob.com/
  23925. */
  23926. function BufferGeometryLoader( manager ) {
  23927. Loader.call( this, manager );
  23928. }
  23929. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23930. constructor: BufferGeometryLoader,
  23931. load: function ( url, onLoad, onProgress, onError ) {
  23932. var scope = this;
  23933. var loader = new FileLoader( scope.manager );
  23934. loader.setPath( scope.path );
  23935. loader.load( url, function ( text ) {
  23936. onLoad( scope.parse( JSON.parse( text ) ) );
  23937. }, onProgress, onError );
  23938. },
  23939. parse: function ( json ) {
  23940. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23941. var index = json.data.index;
  23942. if ( index !== undefined ) {
  23943. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23944. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23945. }
  23946. var attributes = json.data.attributes;
  23947. for ( var key in attributes ) {
  23948. var attribute = attributes[ key ];
  23949. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23950. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23951. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23952. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23953. geometry.setAttribute( key, bufferAttribute );
  23954. }
  23955. var morphAttributes = json.data.morphAttributes;
  23956. if ( morphAttributes ) {
  23957. for ( var key in morphAttributes ) {
  23958. var attributeArray = morphAttributes[ key ];
  23959. var array = [];
  23960. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23961. var attribute = attributeArray[ i ];
  23962. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23963. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23964. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23965. array.push( bufferAttribute );
  23966. }
  23967. geometry.morphAttributes[ key ] = array;
  23968. }
  23969. }
  23970. var morphTargetsRelative = json.data.morphTargetsRelative;
  23971. if ( morphTargetsRelative ) {
  23972. geometry.morphTargetsRelative = true;
  23973. }
  23974. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23975. if ( groups !== undefined ) {
  23976. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23977. var group = groups[ i ];
  23978. geometry.addGroup( group.start, group.count, group.materialIndex );
  23979. }
  23980. }
  23981. var boundingSphere = json.data.boundingSphere;
  23982. if ( boundingSphere !== undefined ) {
  23983. var center = new Vector3();
  23984. if ( boundingSphere.center !== undefined ) {
  23985. center.fromArray( boundingSphere.center );
  23986. }
  23987. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23988. }
  23989. if ( json.name ) { geometry.name = json.name; }
  23990. if ( json.userData ) { geometry.userData = json.userData; }
  23991. return geometry;
  23992. }
  23993. } );
  23994. var TYPED_ARRAYS = {
  23995. Int8Array: Int8Array,
  23996. Uint8Array: Uint8Array,
  23997. // Workaround for IE11 pre KB2929437. See #11440
  23998. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23999. Int16Array: Int16Array,
  24000. Uint16Array: Uint16Array,
  24001. Int32Array: Int32Array,
  24002. Uint32Array: Uint32Array,
  24003. Float32Array: Float32Array,
  24004. Float64Array: Float64Array
  24005. };
  24006. /**
  24007. * @author mrdoob / http://mrdoob.com/
  24008. */
  24009. function ObjectLoader( manager ) {
  24010. Loader.call( this, manager );
  24011. }
  24012. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24013. constructor: ObjectLoader,
  24014. load: function ( url, onLoad, onProgress, onError ) {
  24015. var scope = this;
  24016. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24017. this.resourcePath = this.resourcePath || path;
  24018. var loader = new FileLoader( scope.manager );
  24019. loader.setPath( this.path );
  24020. loader.load( url, function ( text ) {
  24021. var json = null;
  24022. try {
  24023. json = JSON.parse( text );
  24024. } catch ( error ) {
  24025. if ( onError !== undefined ) { onError( error ); }
  24026. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24027. return;
  24028. }
  24029. var metadata = json.metadata;
  24030. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24031. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24032. return;
  24033. }
  24034. scope.parse( json, onLoad );
  24035. }, onProgress, onError );
  24036. },
  24037. parse: function ( json, onLoad ) {
  24038. var shapes = this.parseShape( json.shapes );
  24039. var geometries = this.parseGeometries( json.geometries, shapes );
  24040. var images = this.parseImages( json.images, function () {
  24041. if ( onLoad !== undefined ) { onLoad( object ); }
  24042. } );
  24043. var textures = this.parseTextures( json.textures, images );
  24044. var materials = this.parseMaterials( json.materials, textures );
  24045. var object = this.parseObject( json.object, geometries, materials );
  24046. if ( json.animations ) {
  24047. object.animations = this.parseAnimations( json.animations );
  24048. }
  24049. if ( json.images === undefined || json.images.length === 0 ) {
  24050. if ( onLoad !== undefined ) { onLoad( object ); }
  24051. }
  24052. return object;
  24053. },
  24054. parseShape: function ( json ) {
  24055. var shapes = {};
  24056. if ( json !== undefined ) {
  24057. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24058. var shape = new Shape().fromJSON( json[ i ] );
  24059. shapes[ shape.uuid ] = shape;
  24060. }
  24061. }
  24062. return shapes;
  24063. },
  24064. parseGeometries: function ( json, shapes ) {
  24065. var geometries = {};
  24066. if ( json !== undefined ) {
  24067. var bufferGeometryLoader = new BufferGeometryLoader();
  24068. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24069. var geometry;
  24070. var data = json[ i ];
  24071. switch ( data.type ) {
  24072. case 'PlaneGeometry':
  24073. case 'PlaneBufferGeometry':
  24074. geometry = new Geometries[ data.type ](
  24075. data.width,
  24076. data.height,
  24077. data.widthSegments,
  24078. data.heightSegments
  24079. );
  24080. break;
  24081. case 'BoxGeometry':
  24082. case 'BoxBufferGeometry':
  24083. case 'CubeGeometry': // backwards compatible
  24084. geometry = new Geometries[ data.type ](
  24085. data.width,
  24086. data.height,
  24087. data.depth,
  24088. data.widthSegments,
  24089. data.heightSegments,
  24090. data.depthSegments
  24091. );
  24092. break;
  24093. case 'CircleGeometry':
  24094. case 'CircleBufferGeometry':
  24095. geometry = new Geometries[ data.type ](
  24096. data.radius,
  24097. data.segments,
  24098. data.thetaStart,
  24099. data.thetaLength
  24100. );
  24101. break;
  24102. case 'CylinderGeometry':
  24103. case 'CylinderBufferGeometry':
  24104. geometry = new Geometries[ data.type ](
  24105. data.radiusTop,
  24106. data.radiusBottom,
  24107. data.height,
  24108. data.radialSegments,
  24109. data.heightSegments,
  24110. data.openEnded,
  24111. data.thetaStart,
  24112. data.thetaLength
  24113. );
  24114. break;
  24115. case 'ConeGeometry':
  24116. case 'ConeBufferGeometry':
  24117. geometry = new Geometries[ data.type ](
  24118. data.radius,
  24119. data.height,
  24120. data.radialSegments,
  24121. data.heightSegments,
  24122. data.openEnded,
  24123. data.thetaStart,
  24124. data.thetaLength
  24125. );
  24126. break;
  24127. case 'SphereGeometry':
  24128. case 'SphereBufferGeometry':
  24129. geometry = new Geometries[ data.type ](
  24130. data.radius,
  24131. data.widthSegments,
  24132. data.heightSegments,
  24133. data.phiStart,
  24134. data.phiLength,
  24135. data.thetaStart,
  24136. data.thetaLength
  24137. );
  24138. break;
  24139. case 'DodecahedronGeometry':
  24140. case 'DodecahedronBufferGeometry':
  24141. case 'IcosahedronGeometry':
  24142. case 'IcosahedronBufferGeometry':
  24143. case 'OctahedronGeometry':
  24144. case 'OctahedronBufferGeometry':
  24145. case 'TetrahedronGeometry':
  24146. case 'TetrahedronBufferGeometry':
  24147. geometry = new Geometries[ data.type ](
  24148. data.radius,
  24149. data.detail
  24150. );
  24151. break;
  24152. case 'RingGeometry':
  24153. case 'RingBufferGeometry':
  24154. geometry = new Geometries[ data.type ](
  24155. data.innerRadius,
  24156. data.outerRadius,
  24157. data.thetaSegments,
  24158. data.phiSegments,
  24159. data.thetaStart,
  24160. data.thetaLength
  24161. );
  24162. break;
  24163. case 'TorusGeometry':
  24164. case 'TorusBufferGeometry':
  24165. geometry = new Geometries[ data.type ](
  24166. data.radius,
  24167. data.tube,
  24168. data.radialSegments,
  24169. data.tubularSegments,
  24170. data.arc
  24171. );
  24172. break;
  24173. case 'TorusKnotGeometry':
  24174. case 'TorusKnotBufferGeometry':
  24175. geometry = new Geometries[ data.type ](
  24176. data.radius,
  24177. data.tube,
  24178. data.tubularSegments,
  24179. data.radialSegments,
  24180. data.p,
  24181. data.q
  24182. );
  24183. break;
  24184. case 'TubeGeometry':
  24185. case 'TubeBufferGeometry':
  24186. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24187. // User defined curves or instances of CurvePath will not be deserialized.
  24188. geometry = new Geometries[ data.type ](
  24189. new Curves[ data.path.type ]().fromJSON( data.path ),
  24190. data.tubularSegments,
  24191. data.radius,
  24192. data.radialSegments,
  24193. data.closed
  24194. );
  24195. break;
  24196. case 'LatheGeometry':
  24197. case 'LatheBufferGeometry':
  24198. geometry = new Geometries[ data.type ](
  24199. data.points,
  24200. data.segments,
  24201. data.phiStart,
  24202. data.phiLength
  24203. );
  24204. break;
  24205. case 'PolyhedronGeometry':
  24206. case 'PolyhedronBufferGeometry':
  24207. geometry = new Geometries[ data.type ](
  24208. data.vertices,
  24209. data.indices,
  24210. data.radius,
  24211. data.details
  24212. );
  24213. break;
  24214. case 'ShapeGeometry':
  24215. case 'ShapeBufferGeometry':
  24216. var geometryShapes = [];
  24217. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24218. var shape = shapes[ data.shapes[ j ] ];
  24219. geometryShapes.push( shape );
  24220. }
  24221. geometry = new Geometries[ data.type ](
  24222. geometryShapes,
  24223. data.curveSegments
  24224. );
  24225. break;
  24226. case 'ExtrudeGeometry':
  24227. case 'ExtrudeBufferGeometry':
  24228. var geometryShapes = [];
  24229. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24230. var shape = shapes[ data.shapes[ j ] ];
  24231. geometryShapes.push( shape );
  24232. }
  24233. var extrudePath = data.options.extrudePath;
  24234. if ( extrudePath !== undefined ) {
  24235. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24236. }
  24237. geometry = new Geometries[ data.type ](
  24238. geometryShapes,
  24239. data.options
  24240. );
  24241. break;
  24242. case 'BufferGeometry':
  24243. case 'InstancedBufferGeometry':
  24244. geometry = bufferGeometryLoader.parse( data );
  24245. break;
  24246. case 'Geometry':
  24247. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24248. break;
  24249. default:
  24250. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24251. continue;
  24252. }
  24253. geometry.uuid = data.uuid;
  24254. if ( data.name !== undefined ) { geometry.name = data.name; }
  24255. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24256. geometries[ data.uuid ] = geometry;
  24257. }
  24258. }
  24259. return geometries;
  24260. },
  24261. parseMaterials: function ( json, textures ) {
  24262. var cache = {}; // MultiMaterial
  24263. var materials = {};
  24264. if ( json !== undefined ) {
  24265. var loader = new MaterialLoader();
  24266. loader.setTextures( textures );
  24267. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24268. var data = json[ i ];
  24269. if ( data.type === 'MultiMaterial' ) {
  24270. // Deprecated
  24271. var array = [];
  24272. for ( var j = 0; j < data.materials.length; j ++ ) {
  24273. var material = data.materials[ j ];
  24274. if ( cache[ material.uuid ] === undefined ) {
  24275. cache[ material.uuid ] = loader.parse( material );
  24276. }
  24277. array.push( cache[ material.uuid ] );
  24278. }
  24279. materials[ data.uuid ] = array;
  24280. } else {
  24281. if ( cache[ data.uuid ] === undefined ) {
  24282. cache[ data.uuid ] = loader.parse( data );
  24283. }
  24284. materials[ data.uuid ] = cache[ data.uuid ];
  24285. }
  24286. }
  24287. }
  24288. return materials;
  24289. },
  24290. parseAnimations: function ( json ) {
  24291. var animations = [];
  24292. for ( var i = 0; i < json.length; i ++ ) {
  24293. var data = json[ i ];
  24294. var clip = AnimationClip.parse( data );
  24295. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24296. animations.push( clip );
  24297. }
  24298. return animations;
  24299. },
  24300. parseImages: function ( json, onLoad ) {
  24301. var scope = this;
  24302. var images = {};
  24303. function loadImage( url ) {
  24304. scope.manager.itemStart( url );
  24305. return loader.load( url, function () {
  24306. scope.manager.itemEnd( url );
  24307. }, undefined, function () {
  24308. scope.manager.itemError( url );
  24309. scope.manager.itemEnd( url );
  24310. } );
  24311. }
  24312. if ( json !== undefined && json.length > 0 ) {
  24313. var manager = new LoadingManager( onLoad );
  24314. var loader = new ImageLoader( manager );
  24315. loader.setCrossOrigin( this.crossOrigin );
  24316. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24317. var image = json[ i ];
  24318. var url = image.url;
  24319. if ( Array.isArray( url ) ) {
  24320. // load array of images e.g CubeTexture
  24321. images[ image.uuid ] = [];
  24322. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24323. var currentUrl = url[ j ];
  24324. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24325. images[ image.uuid ].push( loadImage( path ) );
  24326. }
  24327. } else {
  24328. // load single image
  24329. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24330. images[ image.uuid ] = loadImage( path );
  24331. }
  24332. }
  24333. }
  24334. return images;
  24335. },
  24336. parseTextures: function ( json, images ) {
  24337. function parseConstant( value, type ) {
  24338. if ( typeof value === 'number' ) { return value; }
  24339. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24340. return type[ value ];
  24341. }
  24342. var textures = {};
  24343. if ( json !== undefined ) {
  24344. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24345. var data = json[ i ];
  24346. if ( data.image === undefined ) {
  24347. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24348. }
  24349. if ( images[ data.image ] === undefined ) {
  24350. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24351. }
  24352. var texture;
  24353. if ( Array.isArray( images[ data.image ] ) ) {
  24354. texture = new CubeTexture( images[ data.image ] );
  24355. } else {
  24356. texture = new Texture( images[ data.image ] );
  24357. }
  24358. texture.needsUpdate = true;
  24359. texture.uuid = data.uuid;
  24360. if ( data.name !== undefined ) { texture.name = data.name; }
  24361. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24362. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24363. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24364. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24365. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24366. if ( data.wrap !== undefined ) {
  24367. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24368. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24369. }
  24370. if ( data.format !== undefined ) { texture.format = data.format; }
  24371. if ( data.type !== undefined ) { texture.type = data.type; }
  24372. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24373. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24374. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24375. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24376. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24377. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24378. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24379. textures[ data.uuid ] = texture;
  24380. }
  24381. }
  24382. return textures;
  24383. },
  24384. parseObject: function ( data, geometries, materials ) {
  24385. var object;
  24386. function getGeometry( name ) {
  24387. if ( geometries[ name ] === undefined ) {
  24388. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24389. }
  24390. return geometries[ name ];
  24391. }
  24392. function getMaterial( name ) {
  24393. if ( name === undefined ) { return undefined; }
  24394. if ( Array.isArray( name ) ) {
  24395. var array = [];
  24396. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24397. var uuid = name[ i ];
  24398. if ( materials[ uuid ] === undefined ) {
  24399. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24400. }
  24401. array.push( materials[ uuid ] );
  24402. }
  24403. return array;
  24404. }
  24405. if ( materials[ name ] === undefined ) {
  24406. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24407. }
  24408. return materials[ name ];
  24409. }
  24410. switch ( data.type ) {
  24411. case 'Scene':
  24412. object = new Scene();
  24413. if ( data.background !== undefined ) {
  24414. if ( Number.isInteger( data.background ) ) {
  24415. object.background = new Color( data.background );
  24416. }
  24417. }
  24418. if ( data.fog !== undefined ) {
  24419. if ( data.fog.type === 'Fog' ) {
  24420. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24421. } else if ( data.fog.type === 'FogExp2' ) {
  24422. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24423. }
  24424. }
  24425. break;
  24426. case 'PerspectiveCamera':
  24427. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24428. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24429. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24430. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24431. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24432. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24433. break;
  24434. case 'OrthographicCamera':
  24435. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24436. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24437. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24438. break;
  24439. case 'AmbientLight':
  24440. object = new AmbientLight( data.color, data.intensity );
  24441. break;
  24442. case 'DirectionalLight':
  24443. object = new DirectionalLight( data.color, data.intensity );
  24444. break;
  24445. case 'PointLight':
  24446. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24447. break;
  24448. case 'RectAreaLight':
  24449. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24450. break;
  24451. case 'SpotLight':
  24452. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24453. break;
  24454. case 'HemisphereLight':
  24455. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24456. break;
  24457. case 'LightProbe':
  24458. object = new LightProbe().fromJSON( data );
  24459. break;
  24460. case 'SkinnedMesh':
  24461. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24462. case 'Mesh':
  24463. var geometry = getGeometry( data.geometry );
  24464. var material = getMaterial( data.material );
  24465. object = new Mesh( geometry, material );
  24466. break;
  24467. case 'InstancedMesh':
  24468. var geometry = getGeometry( data.geometry );
  24469. var material = getMaterial( data.material );
  24470. var count = data.count;
  24471. var instanceMatrix = data.instanceMatrix;
  24472. object = new InstancedMesh( geometry, material, count );
  24473. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24474. break;
  24475. case 'LOD':
  24476. object = new LOD();
  24477. break;
  24478. case 'Line':
  24479. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24480. break;
  24481. case 'LineLoop':
  24482. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24483. break;
  24484. case 'LineSegments':
  24485. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24486. break;
  24487. case 'PointCloud':
  24488. case 'Points':
  24489. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24490. break;
  24491. case 'Sprite':
  24492. object = new Sprite( getMaterial( data.material ) );
  24493. break;
  24494. case 'Group':
  24495. object = new Group();
  24496. break;
  24497. default:
  24498. object = new Object3D();
  24499. }
  24500. object.uuid = data.uuid;
  24501. if ( data.name !== undefined ) { object.name = data.name; }
  24502. if ( data.matrix !== undefined ) {
  24503. object.matrix.fromArray( data.matrix );
  24504. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24505. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24506. } else {
  24507. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24508. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24509. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24510. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24511. }
  24512. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24513. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24514. if ( data.shadow ) {
  24515. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24516. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24517. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24518. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24519. }
  24520. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24521. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24522. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24523. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24524. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24525. if ( data.children !== undefined ) {
  24526. var children = data.children;
  24527. for ( var i = 0; i < children.length; i ++ ) {
  24528. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24529. }
  24530. }
  24531. if ( data.type === 'LOD' ) {
  24532. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24533. var levels = data.levels;
  24534. for ( var l = 0; l < levels.length; l ++ ) {
  24535. var level = levels[ l ];
  24536. var child = object.getObjectByProperty( 'uuid', level.object );
  24537. if ( child !== undefined ) {
  24538. object.addLevel( child, level.distance );
  24539. }
  24540. }
  24541. }
  24542. return object;
  24543. }
  24544. } );
  24545. var TEXTURE_MAPPING = {
  24546. UVMapping: UVMapping,
  24547. CubeReflectionMapping: CubeReflectionMapping,
  24548. CubeRefractionMapping: CubeRefractionMapping,
  24549. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24550. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24551. SphericalReflectionMapping: SphericalReflectionMapping,
  24552. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24553. CubeUVRefractionMapping: CubeUVRefractionMapping
  24554. };
  24555. var TEXTURE_WRAPPING = {
  24556. RepeatWrapping: RepeatWrapping,
  24557. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24558. MirroredRepeatWrapping: MirroredRepeatWrapping
  24559. };
  24560. var TEXTURE_FILTER = {
  24561. NearestFilter: NearestFilter,
  24562. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24563. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24564. LinearFilter: LinearFilter,
  24565. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24566. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24567. };
  24568. /**
  24569. * @author thespite / http://clicktorelease.com/
  24570. */
  24571. function ImageBitmapLoader( manager ) {
  24572. if ( typeof createImageBitmap === 'undefined' ) {
  24573. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24574. }
  24575. if ( typeof fetch === 'undefined' ) {
  24576. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24577. }
  24578. Loader.call( this, manager );
  24579. this.options = undefined;
  24580. }
  24581. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24582. constructor: ImageBitmapLoader,
  24583. setOptions: function setOptions( options ) {
  24584. this.options = options;
  24585. return this;
  24586. },
  24587. load: function ( url, onLoad, onProgress, onError ) {
  24588. if ( url === undefined ) { url = ''; }
  24589. if ( this.path !== undefined ) { url = this.path + url; }
  24590. url = this.manager.resolveURL( url );
  24591. var scope = this;
  24592. var cached = Cache.get( url );
  24593. if ( cached !== undefined ) {
  24594. scope.manager.itemStart( url );
  24595. setTimeout( function () {
  24596. if ( onLoad ) { onLoad( cached ); }
  24597. scope.manager.itemEnd( url );
  24598. }, 0 );
  24599. return cached;
  24600. }
  24601. fetch( url ).then( function ( res ) {
  24602. return res.blob();
  24603. } ).then( function ( blob ) {
  24604. if ( scope.options === undefined ) {
  24605. // Workaround for FireFox. It causes an error if you pass options.
  24606. return createImageBitmap( blob );
  24607. } else {
  24608. return createImageBitmap( blob, scope.options );
  24609. }
  24610. } ).then( function ( imageBitmap ) {
  24611. Cache.add( url, imageBitmap );
  24612. if ( onLoad ) { onLoad( imageBitmap ); }
  24613. scope.manager.itemEnd( url );
  24614. } ).catch( function ( e ) {
  24615. if ( onError ) { onError( e ); }
  24616. scope.manager.itemError( url );
  24617. scope.manager.itemEnd( url );
  24618. } );
  24619. scope.manager.itemStart( url );
  24620. }
  24621. } );
  24622. /**
  24623. * @author zz85 / http://www.lab4games.net/zz85/blog
  24624. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24625. **/
  24626. function ShapePath() {
  24627. this.type = 'ShapePath';
  24628. this.color = new Color();
  24629. this.subPaths = [];
  24630. this.currentPath = null;
  24631. }
  24632. Object.assign( ShapePath.prototype, {
  24633. moveTo: function ( x, y ) {
  24634. this.currentPath = new Path();
  24635. this.subPaths.push( this.currentPath );
  24636. this.currentPath.moveTo( x, y );
  24637. return this;
  24638. },
  24639. lineTo: function ( x, y ) {
  24640. this.currentPath.lineTo( x, y );
  24641. return this;
  24642. },
  24643. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24644. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24645. return this;
  24646. },
  24647. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24648. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24649. return this;
  24650. },
  24651. splineThru: function ( pts ) {
  24652. this.currentPath.splineThru( pts );
  24653. return this;
  24654. },
  24655. toShapes: function ( isCCW, noHoles ) {
  24656. function toShapesNoHoles( inSubpaths ) {
  24657. var shapes = [];
  24658. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24659. var tmpPath = inSubpaths[ i ];
  24660. var tmpShape = new Shape();
  24661. tmpShape.curves = tmpPath.curves;
  24662. shapes.push( tmpShape );
  24663. }
  24664. return shapes;
  24665. }
  24666. function isPointInsidePolygon( inPt, inPolygon ) {
  24667. var polyLen = inPolygon.length;
  24668. // inPt on polygon contour => immediate success or
  24669. // toggling of inside/outside at every single! intersection point of an edge
  24670. // with the horizontal line through inPt, left of inPt
  24671. // not counting lowerY endpoints of edges and whole edges on that line
  24672. var inside = false;
  24673. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24674. var edgeLowPt = inPolygon[ p ];
  24675. var edgeHighPt = inPolygon[ q ];
  24676. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24677. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24678. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24679. // not parallel
  24680. if ( edgeDy < 0 ) {
  24681. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24682. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24683. }
  24684. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24685. if ( inPt.y === edgeLowPt.y ) {
  24686. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24687. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24688. } else {
  24689. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24690. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24691. if ( perpEdge < 0 ) { continue; }
  24692. inside = ! inside; // true intersection left of inPt
  24693. }
  24694. } else {
  24695. // parallel or collinear
  24696. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24697. // edge lies on the same horizontal line as inPt
  24698. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24699. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24700. // continue;
  24701. }
  24702. }
  24703. return inside;
  24704. }
  24705. var isClockWise = ShapeUtils.isClockWise;
  24706. var subPaths = this.subPaths;
  24707. if ( subPaths.length === 0 ) { return []; }
  24708. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24709. var solid, tmpPath, tmpShape, shapes = [];
  24710. if ( subPaths.length === 1 ) {
  24711. tmpPath = subPaths[ 0 ];
  24712. tmpShape = new Shape();
  24713. tmpShape.curves = tmpPath.curves;
  24714. shapes.push( tmpShape );
  24715. return shapes;
  24716. }
  24717. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24718. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24719. // console.log("Holes first", holesFirst);
  24720. var betterShapeHoles = [];
  24721. var newShapes = [];
  24722. var newShapeHoles = [];
  24723. var mainIdx = 0;
  24724. var tmpPoints;
  24725. newShapes[ mainIdx ] = undefined;
  24726. newShapeHoles[ mainIdx ] = [];
  24727. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24728. tmpPath = subPaths[ i ];
  24729. tmpPoints = tmpPath.getPoints();
  24730. solid = isClockWise( tmpPoints );
  24731. solid = isCCW ? ! solid : solid;
  24732. if ( solid ) {
  24733. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24734. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24735. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24736. if ( holesFirst ) { mainIdx ++; }
  24737. newShapeHoles[ mainIdx ] = [];
  24738. //console.log('cw', i);
  24739. } else {
  24740. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24741. //console.log('ccw', i);
  24742. }
  24743. }
  24744. // only Holes? -> probably all Shapes with wrong orientation
  24745. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24746. if ( newShapes.length > 1 ) {
  24747. var ambiguous = false;
  24748. var toChange = [];
  24749. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24750. betterShapeHoles[ sIdx ] = [];
  24751. }
  24752. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24753. var sho = newShapeHoles[ sIdx ];
  24754. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24755. var ho = sho[ hIdx ];
  24756. var hole_unassigned = true;
  24757. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24758. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24759. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24760. if ( hole_unassigned ) {
  24761. hole_unassigned = false;
  24762. betterShapeHoles[ s2Idx ].push( ho );
  24763. } else {
  24764. ambiguous = true;
  24765. }
  24766. }
  24767. }
  24768. if ( hole_unassigned ) {
  24769. betterShapeHoles[ sIdx ].push( ho );
  24770. }
  24771. }
  24772. }
  24773. // console.log("ambiguous: ", ambiguous);
  24774. if ( toChange.length > 0 ) {
  24775. // console.log("to change: ", toChange);
  24776. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24777. }
  24778. }
  24779. var tmpHoles;
  24780. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24781. tmpShape = newShapes[ i ].s;
  24782. shapes.push( tmpShape );
  24783. tmpHoles = newShapeHoles[ i ];
  24784. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24785. tmpShape.holes.push( tmpHoles[ j ].h );
  24786. }
  24787. }
  24788. //console.log("shape", shapes);
  24789. return shapes;
  24790. }
  24791. } );
  24792. /**
  24793. * @author zz85 / http://www.lab4games.net/zz85/blog
  24794. * @author mrdoob / http://mrdoob.com/
  24795. */
  24796. function Font( data ) {
  24797. this.type = 'Font';
  24798. this.data = data;
  24799. }
  24800. Object.assign( Font.prototype, {
  24801. isFont: true,
  24802. generateShapes: function ( text, size ) {
  24803. if ( size === undefined ) { size = 100; }
  24804. var shapes = [];
  24805. var paths = createPaths( text, size, this.data );
  24806. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24807. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24808. }
  24809. return shapes;
  24810. }
  24811. } );
  24812. function createPaths( text, size, data ) {
  24813. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  24814. var scale = size / data.resolution;
  24815. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24816. var paths = [];
  24817. var offsetX = 0, offsetY = 0;
  24818. for ( var i = 0; i < chars.length; i ++ ) {
  24819. var char = chars[ i ];
  24820. if ( char === '\n' ) {
  24821. offsetX = 0;
  24822. offsetY -= line_height;
  24823. } else {
  24824. var ret = createPath( char, scale, offsetX, offsetY, data );
  24825. offsetX += ret.offsetX;
  24826. paths.push( ret.path );
  24827. }
  24828. }
  24829. return paths;
  24830. }
  24831. function createPath( char, scale, offsetX, offsetY, data ) {
  24832. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24833. if ( ! glyph ) {
  24834. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24835. return;
  24836. }
  24837. var path = new ShapePath();
  24838. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24839. if ( glyph.o ) {
  24840. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24841. for ( var i = 0, l = outline.length; i < l; ) {
  24842. var action = outline[ i ++ ];
  24843. switch ( action ) {
  24844. case 'm': // moveTo
  24845. x = outline[ i ++ ] * scale + offsetX;
  24846. y = outline[ i ++ ] * scale + offsetY;
  24847. path.moveTo( x, y );
  24848. break;
  24849. case 'l': // lineTo
  24850. x = outline[ i ++ ] * scale + offsetX;
  24851. y = outline[ i ++ ] * scale + offsetY;
  24852. path.lineTo( x, y );
  24853. break;
  24854. case 'q': // quadraticCurveTo
  24855. cpx = outline[ i ++ ] * scale + offsetX;
  24856. cpy = outline[ i ++ ] * scale + offsetY;
  24857. cpx1 = outline[ i ++ ] * scale + offsetX;
  24858. cpy1 = outline[ i ++ ] * scale + offsetY;
  24859. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24860. break;
  24861. case 'b': // bezierCurveTo
  24862. cpx = outline[ i ++ ] * scale + offsetX;
  24863. cpy = outline[ i ++ ] * scale + offsetY;
  24864. cpx1 = outline[ i ++ ] * scale + offsetX;
  24865. cpy1 = outline[ i ++ ] * scale + offsetY;
  24866. cpx2 = outline[ i ++ ] * scale + offsetX;
  24867. cpy2 = outline[ i ++ ] * scale + offsetY;
  24868. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24869. break;
  24870. }
  24871. }
  24872. }
  24873. return { offsetX: glyph.ha * scale, path: path };
  24874. }
  24875. /**
  24876. * @author mrdoob / http://mrdoob.com/
  24877. */
  24878. function FontLoader( manager ) {
  24879. Loader.call( this, manager );
  24880. }
  24881. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24882. constructor: FontLoader,
  24883. load: function ( url, onLoad, onProgress, onError ) {
  24884. var scope = this;
  24885. var loader = new FileLoader( this.manager );
  24886. loader.setPath( this.path );
  24887. loader.load( url, function ( text ) {
  24888. var json;
  24889. try {
  24890. json = JSON.parse( text );
  24891. } catch ( e ) {
  24892. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24893. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24894. }
  24895. var font = scope.parse( json );
  24896. if ( onLoad ) { onLoad( font ); }
  24897. }, onProgress, onError );
  24898. },
  24899. parse: function ( json ) {
  24900. return new Font( json );
  24901. }
  24902. } );
  24903. /**
  24904. * @author mrdoob / http://mrdoob.com/
  24905. */
  24906. var _context;
  24907. var AudioContext = {
  24908. getContext: function () {
  24909. if ( _context === undefined ) {
  24910. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24911. }
  24912. return _context;
  24913. },
  24914. setContext: function ( value ) {
  24915. _context = value;
  24916. }
  24917. };
  24918. /**
  24919. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24920. */
  24921. function AudioLoader( manager ) {
  24922. Loader.call( this, manager );
  24923. }
  24924. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24925. constructor: AudioLoader,
  24926. load: function ( url, onLoad, onProgress, onError ) {
  24927. var loader = new FileLoader( this.manager );
  24928. loader.setResponseType( 'arraybuffer' );
  24929. loader.setPath( this.path );
  24930. loader.load( url, function ( buffer ) {
  24931. // Create a copy of the buffer. The `decodeAudioData` method
  24932. // detaches the buffer when complete, preventing reuse.
  24933. var bufferCopy = buffer.slice( 0 );
  24934. var context = AudioContext.getContext();
  24935. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24936. onLoad( audioBuffer );
  24937. } );
  24938. }, onProgress, onError );
  24939. }
  24940. } );
  24941. /**
  24942. * @author WestLangley / http://github.com/WestLangley
  24943. */
  24944. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24945. LightProbe.call( this, undefined, intensity );
  24946. var color1 = new Color().set( skyColor );
  24947. var color2 = new Color().set( groundColor );
  24948. var sky = new Vector3( color1.r, color1.g, color1.b );
  24949. var ground = new Vector3( color2.r, color2.g, color2.b );
  24950. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24951. var c0 = Math.sqrt( Math.PI );
  24952. var c1 = c0 * Math.sqrt( 0.75 );
  24953. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24954. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24955. }
  24956. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24957. constructor: HemisphereLightProbe,
  24958. isHemisphereLightProbe: true,
  24959. copy: function ( source ) { // modifying colors not currently supported
  24960. LightProbe.prototype.copy.call( this, source );
  24961. return this;
  24962. },
  24963. toJSON: function ( meta ) {
  24964. var data = LightProbe.prototype.toJSON.call( this, meta );
  24965. // data.sh = this.sh.toArray(); // todo
  24966. return data;
  24967. }
  24968. } );
  24969. /**
  24970. * @author WestLangley / http://github.com/WestLangley
  24971. */
  24972. function AmbientLightProbe( color, intensity ) {
  24973. LightProbe.call( this, undefined, intensity );
  24974. var color1 = new Color().set( color );
  24975. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24976. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24977. }
  24978. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24979. constructor: AmbientLightProbe,
  24980. isAmbientLightProbe: true,
  24981. copy: function ( source ) { // modifying color not currently supported
  24982. LightProbe.prototype.copy.call( this, source );
  24983. return this;
  24984. },
  24985. toJSON: function ( meta ) {
  24986. var data = LightProbe.prototype.toJSON.call( this, meta );
  24987. // data.sh = this.sh.toArray(); // todo
  24988. return data;
  24989. }
  24990. } );
  24991. var _eyeRight = new Matrix4();
  24992. var _eyeLeft = new Matrix4();
  24993. /**
  24994. * @author mrdoob / http://mrdoob.com/
  24995. */
  24996. function StereoCamera() {
  24997. this.type = 'StereoCamera';
  24998. this.aspect = 1;
  24999. this.eyeSep = 0.064;
  25000. this.cameraL = new PerspectiveCamera();
  25001. this.cameraL.layers.enable( 1 );
  25002. this.cameraL.matrixAutoUpdate = false;
  25003. this.cameraR = new PerspectiveCamera();
  25004. this.cameraR.layers.enable( 2 );
  25005. this.cameraR.matrixAutoUpdate = false;
  25006. this._cache = {
  25007. focus: null,
  25008. fov: null,
  25009. aspect: null,
  25010. near: null,
  25011. far: null,
  25012. zoom: null,
  25013. eyeSep: null
  25014. };
  25015. }
  25016. Object.assign( StereoCamera.prototype, {
  25017. update: function ( camera ) {
  25018. var cache = this._cache;
  25019. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25020. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25021. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25022. if ( needsUpdate ) {
  25023. cache.focus = camera.focus;
  25024. cache.fov = camera.fov;
  25025. cache.aspect = camera.aspect * this.aspect;
  25026. cache.near = camera.near;
  25027. cache.far = camera.far;
  25028. cache.zoom = camera.zoom;
  25029. cache.eyeSep = this.eyeSep;
  25030. // Off-axis stereoscopic effect based on
  25031. // http://paulbourke.net/stereographics/stereorender/
  25032. var projectionMatrix = camera.projectionMatrix.clone();
  25033. var eyeSepHalf = cache.eyeSep / 2;
  25034. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25035. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25036. var xmin, xmax;
  25037. // translate xOffset
  25038. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25039. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25040. // for left eye
  25041. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25042. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25043. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25044. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25045. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25046. // for right eye
  25047. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25048. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25049. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25050. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25051. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25052. }
  25053. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25054. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25055. }
  25056. } );
  25057. /**
  25058. * @author alteredq / http://alteredqualia.com/
  25059. */
  25060. function Clock( autoStart ) {
  25061. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25062. this.startTime = 0;
  25063. this.oldTime = 0;
  25064. this.elapsedTime = 0;
  25065. this.running = false;
  25066. }
  25067. Object.assign( Clock.prototype, {
  25068. start: function () {
  25069. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25070. this.oldTime = this.startTime;
  25071. this.elapsedTime = 0;
  25072. this.running = true;
  25073. },
  25074. stop: function () {
  25075. this.getElapsedTime();
  25076. this.running = false;
  25077. this.autoStart = false;
  25078. },
  25079. getElapsedTime: function () {
  25080. this.getDelta();
  25081. return this.elapsedTime;
  25082. },
  25083. getDelta: function () {
  25084. var diff = 0;
  25085. if ( this.autoStart && ! this.running ) {
  25086. this.start();
  25087. return 0;
  25088. }
  25089. if ( this.running ) {
  25090. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25091. diff = ( newTime - this.oldTime ) / 1000;
  25092. this.oldTime = newTime;
  25093. this.elapsedTime += diff;
  25094. }
  25095. return diff;
  25096. }
  25097. } );
  25098. /**
  25099. * @author mrdoob / http://mrdoob.com/
  25100. */
  25101. var _position$2 = new Vector3();
  25102. var _quaternion$3 = new Quaternion();
  25103. var _scale$1 = new Vector3();
  25104. var _orientation = new Vector3();
  25105. function AudioListener() {
  25106. Object3D.call( this );
  25107. this.type = 'AudioListener';
  25108. this.context = AudioContext.getContext();
  25109. this.gain = this.context.createGain();
  25110. this.gain.connect( this.context.destination );
  25111. this.filter = null;
  25112. this.timeDelta = 0;
  25113. // private
  25114. this._clock = new Clock();
  25115. }
  25116. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25117. constructor: AudioListener,
  25118. getInput: function () {
  25119. return this.gain;
  25120. },
  25121. removeFilter: function ( ) {
  25122. if ( this.filter !== null ) {
  25123. this.gain.disconnect( this.filter );
  25124. this.filter.disconnect( this.context.destination );
  25125. this.gain.connect( this.context.destination );
  25126. this.filter = null;
  25127. }
  25128. return this;
  25129. },
  25130. getFilter: function () {
  25131. return this.filter;
  25132. },
  25133. setFilter: function ( value ) {
  25134. if ( this.filter !== null ) {
  25135. this.gain.disconnect( this.filter );
  25136. this.filter.disconnect( this.context.destination );
  25137. } else {
  25138. this.gain.disconnect( this.context.destination );
  25139. }
  25140. this.filter = value;
  25141. this.gain.connect( this.filter );
  25142. this.filter.connect( this.context.destination );
  25143. return this;
  25144. },
  25145. getMasterVolume: function () {
  25146. return this.gain.gain.value;
  25147. },
  25148. setMasterVolume: function ( value ) {
  25149. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25150. return this;
  25151. },
  25152. updateMatrixWorld: function ( force ) {
  25153. Object3D.prototype.updateMatrixWorld.call( this, force );
  25154. var listener = this.context.listener;
  25155. var up = this.up;
  25156. this.timeDelta = this._clock.getDelta();
  25157. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25158. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25159. if ( listener.positionX ) {
  25160. // code path for Chrome (see #14393)
  25161. var endTime = this.context.currentTime + this.timeDelta;
  25162. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25163. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25164. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25165. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25166. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25167. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25168. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25169. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25170. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25171. } else {
  25172. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25173. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25174. }
  25175. }
  25176. } );
  25177. /**
  25178. * @author mrdoob / http://mrdoob.com/
  25179. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25180. */
  25181. function Audio( listener ) {
  25182. Object3D.call( this );
  25183. this.type = 'Audio';
  25184. this.listener = listener;
  25185. this.context = listener.context;
  25186. this.gain = this.context.createGain();
  25187. this.gain.connect( listener.getInput() );
  25188. this.autoplay = false;
  25189. this.buffer = null;
  25190. this.detune = 0;
  25191. this.loop = false;
  25192. this.loopStart = 0;
  25193. this.loopEnd = 0;
  25194. this.offset = 0;
  25195. this.duration = undefined;
  25196. this.playbackRate = 1;
  25197. this.isPlaying = false;
  25198. this.hasPlaybackControl = true;
  25199. this.sourceType = 'empty';
  25200. this._startedAt = 0;
  25201. this._pausedAt = 0;
  25202. this.filters = [];
  25203. }
  25204. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25205. constructor: Audio,
  25206. getOutput: function () {
  25207. return this.gain;
  25208. },
  25209. setNodeSource: function ( audioNode ) {
  25210. this.hasPlaybackControl = false;
  25211. this.sourceType = 'audioNode';
  25212. this.source = audioNode;
  25213. this.connect();
  25214. return this;
  25215. },
  25216. setMediaElementSource: function ( mediaElement ) {
  25217. this.hasPlaybackControl = false;
  25218. this.sourceType = 'mediaNode';
  25219. this.source = this.context.createMediaElementSource( mediaElement );
  25220. this.connect();
  25221. return this;
  25222. },
  25223. setMediaStreamSource: function ( mediaStream ) {
  25224. this.hasPlaybackControl = false;
  25225. this.sourceType = 'mediaStreamNode';
  25226. this.source = this.context.createMediaStreamSource( mediaStream );
  25227. this.connect();
  25228. return this;
  25229. },
  25230. setBuffer: function ( audioBuffer ) {
  25231. this.buffer = audioBuffer;
  25232. this.sourceType = 'buffer';
  25233. if ( this.autoplay ) { this.play(); }
  25234. return this;
  25235. },
  25236. play: function ( delay ) {
  25237. if ( delay === undefined ) { delay = 0; }
  25238. if ( this.isPlaying === true ) {
  25239. console.warn( 'THREE.Audio: Audio is already playing.' );
  25240. return;
  25241. }
  25242. if ( this.hasPlaybackControl === false ) {
  25243. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25244. return;
  25245. }
  25246. this._startedAt = this.context.currentTime + delay;
  25247. var source = this.context.createBufferSource();
  25248. source.buffer = this.buffer;
  25249. source.loop = this.loop;
  25250. source.loopStart = this.loopStart;
  25251. source.loopEnd = this.loopEnd;
  25252. source.onended = this.onEnded.bind( this );
  25253. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25254. this.isPlaying = true;
  25255. this.source = source;
  25256. this.setDetune( this.detune );
  25257. this.setPlaybackRate( this.playbackRate );
  25258. return this.connect();
  25259. },
  25260. pause: function () {
  25261. if ( this.hasPlaybackControl === false ) {
  25262. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25263. return;
  25264. }
  25265. if ( this.isPlaying === true ) {
  25266. this._pausedAt += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25267. this.source.stop();
  25268. this.source.onended = null;
  25269. this.isPlaying = false;
  25270. }
  25271. return this;
  25272. },
  25273. stop: function () {
  25274. if ( this.hasPlaybackControl === false ) {
  25275. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25276. return;
  25277. }
  25278. this._pausedAt = 0;
  25279. this.source.stop();
  25280. this.source.onended = null;
  25281. this.isPlaying = false;
  25282. return this;
  25283. },
  25284. connect: function () {
  25285. if ( this.filters.length > 0 ) {
  25286. this.source.connect( this.filters[ 0 ] );
  25287. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25288. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25289. }
  25290. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25291. } else {
  25292. this.source.connect( this.getOutput() );
  25293. }
  25294. return this;
  25295. },
  25296. disconnect: function () {
  25297. if ( this.filters.length > 0 ) {
  25298. this.source.disconnect( this.filters[ 0 ] );
  25299. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25300. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25301. }
  25302. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25303. } else {
  25304. this.source.disconnect( this.getOutput() );
  25305. }
  25306. return this;
  25307. },
  25308. getFilters: function () {
  25309. return this.filters;
  25310. },
  25311. setFilters: function ( value ) {
  25312. if ( ! value ) { value = []; }
  25313. if ( this.isPlaying === true ) {
  25314. this.disconnect();
  25315. this.filters = value;
  25316. this.connect();
  25317. } else {
  25318. this.filters = value;
  25319. }
  25320. return this;
  25321. },
  25322. setDetune: function ( value ) {
  25323. this.detune = value;
  25324. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25325. if ( this.isPlaying === true ) {
  25326. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25327. }
  25328. return this;
  25329. },
  25330. getDetune: function () {
  25331. return this.detune;
  25332. },
  25333. getFilter: function () {
  25334. return this.getFilters()[ 0 ];
  25335. },
  25336. setFilter: function ( filter ) {
  25337. return this.setFilters( filter ? [ filter ] : [] );
  25338. },
  25339. setPlaybackRate: function ( value ) {
  25340. if ( this.hasPlaybackControl === false ) {
  25341. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25342. return;
  25343. }
  25344. this.playbackRate = value;
  25345. if ( this.isPlaying === true ) {
  25346. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25347. }
  25348. return this;
  25349. },
  25350. getPlaybackRate: function () {
  25351. return this.playbackRate;
  25352. },
  25353. onEnded: function () {
  25354. this.isPlaying = false;
  25355. },
  25356. getLoop: function () {
  25357. if ( this.hasPlaybackControl === false ) {
  25358. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25359. return false;
  25360. }
  25361. return this.loop;
  25362. },
  25363. setLoop: function ( value ) {
  25364. if ( this.hasPlaybackControl === false ) {
  25365. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25366. return;
  25367. }
  25368. this.loop = value;
  25369. if ( this.isPlaying === true ) {
  25370. this.source.loop = this.loop;
  25371. }
  25372. return this;
  25373. },
  25374. setLoopStart: function ( value ) {
  25375. this.loopStart = value;
  25376. return this;
  25377. },
  25378. setLoopEnd: function ( value ) {
  25379. this.loopEnd = value;
  25380. return this;
  25381. },
  25382. getVolume: function () {
  25383. return this.gain.gain.value;
  25384. },
  25385. setVolume: function ( value ) {
  25386. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25387. return this;
  25388. }
  25389. } );
  25390. /**
  25391. * @author mrdoob / http://mrdoob.com/
  25392. */
  25393. var _position$3 = new Vector3();
  25394. var _quaternion$4 = new Quaternion();
  25395. var _scale$2 = new Vector3();
  25396. var _orientation$1 = new Vector3();
  25397. function PositionalAudio( listener ) {
  25398. Audio.call( this, listener );
  25399. this.panner = this.context.createPanner();
  25400. this.panner.panningModel = 'HRTF';
  25401. this.panner.connect( this.gain );
  25402. }
  25403. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25404. constructor: PositionalAudio,
  25405. getOutput: function () {
  25406. return this.panner;
  25407. },
  25408. getRefDistance: function () {
  25409. return this.panner.refDistance;
  25410. },
  25411. setRefDistance: function ( value ) {
  25412. this.panner.refDistance = value;
  25413. return this;
  25414. },
  25415. getRolloffFactor: function () {
  25416. return this.panner.rolloffFactor;
  25417. },
  25418. setRolloffFactor: function ( value ) {
  25419. this.panner.rolloffFactor = value;
  25420. return this;
  25421. },
  25422. getDistanceModel: function () {
  25423. return this.panner.distanceModel;
  25424. },
  25425. setDistanceModel: function ( value ) {
  25426. this.panner.distanceModel = value;
  25427. return this;
  25428. },
  25429. getMaxDistance: function () {
  25430. return this.panner.maxDistance;
  25431. },
  25432. setMaxDistance: function ( value ) {
  25433. this.panner.maxDistance = value;
  25434. return this;
  25435. },
  25436. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25437. this.panner.coneInnerAngle = coneInnerAngle;
  25438. this.panner.coneOuterAngle = coneOuterAngle;
  25439. this.panner.coneOuterGain = coneOuterGain;
  25440. return this;
  25441. },
  25442. updateMatrixWorld: function ( force ) {
  25443. Object3D.prototype.updateMatrixWorld.call( this, force );
  25444. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25445. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25446. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25447. var panner = this.panner;
  25448. if ( panner.positionX ) {
  25449. // code path for Chrome and Firefox (see #14393)
  25450. var endTime = this.context.currentTime + this.listener.timeDelta;
  25451. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25452. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25453. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25454. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25455. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25456. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25457. } else {
  25458. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25459. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25460. }
  25461. }
  25462. } );
  25463. /**
  25464. * @author mrdoob / http://mrdoob.com/
  25465. */
  25466. function AudioAnalyser( audio, fftSize ) {
  25467. this.analyser = audio.context.createAnalyser();
  25468. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25469. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25470. audio.getOutput().connect( this.analyser );
  25471. }
  25472. Object.assign( AudioAnalyser.prototype, {
  25473. getFrequencyData: function () {
  25474. this.analyser.getByteFrequencyData( this.data );
  25475. return this.data;
  25476. },
  25477. getAverageFrequency: function () {
  25478. var value = 0, data = this.getFrequencyData();
  25479. for ( var i = 0; i < data.length; i ++ ) {
  25480. value += data[ i ];
  25481. }
  25482. return value / data.length;
  25483. }
  25484. } );
  25485. /**
  25486. *
  25487. * Buffered scene graph property that allows weighted accumulation.
  25488. *
  25489. *
  25490. * @author Ben Houston / http://clara.io/
  25491. * @author David Sarno / http://lighthaus.us/
  25492. * @author tschw
  25493. */
  25494. function PropertyMixer( binding, typeName, valueSize ) {
  25495. this.binding = binding;
  25496. this.valueSize = valueSize;
  25497. var bufferType = Float64Array,
  25498. mixFunction;
  25499. switch ( typeName ) {
  25500. case 'quaternion':
  25501. mixFunction = this._slerp;
  25502. break;
  25503. case 'string':
  25504. case 'bool':
  25505. bufferType = Array;
  25506. mixFunction = this._select;
  25507. break;
  25508. default:
  25509. mixFunction = this._lerp;
  25510. }
  25511. this.buffer = new bufferType( valueSize * 4 );
  25512. // layout: [ incoming | accu0 | accu1 | orig ]
  25513. //
  25514. // interpolators can use .buffer as their .result
  25515. // the data then goes to 'incoming'
  25516. //
  25517. // 'accu0' and 'accu1' are used frame-interleaved for
  25518. // the cumulative result and are compared to detect
  25519. // changes
  25520. //
  25521. // 'orig' stores the original state of the property
  25522. this._mixBufferRegion = mixFunction;
  25523. this.cumulativeWeight = 0;
  25524. this.useCount = 0;
  25525. this.referenceCount = 0;
  25526. }
  25527. Object.assign( PropertyMixer.prototype, {
  25528. // accumulate data in the 'incoming' region into 'accu<i>'
  25529. accumulate: function ( accuIndex, weight ) {
  25530. // note: happily accumulating nothing when weight = 0, the caller knows
  25531. // the weight and shouldn't have made the call in the first place
  25532. var buffer = this.buffer,
  25533. stride = this.valueSize,
  25534. offset = accuIndex * stride + stride,
  25535. currentWeight = this.cumulativeWeight;
  25536. if ( currentWeight === 0 ) {
  25537. // accuN := incoming * weight
  25538. for ( var i = 0; i !== stride; ++ i ) {
  25539. buffer[ offset + i ] = buffer[ i ];
  25540. }
  25541. currentWeight = weight;
  25542. } else {
  25543. // accuN := accuN + incoming * weight
  25544. currentWeight += weight;
  25545. var mix = weight / currentWeight;
  25546. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25547. }
  25548. this.cumulativeWeight = currentWeight;
  25549. },
  25550. // apply the state of 'accu<i>' to the binding when accus differ
  25551. apply: function ( accuIndex ) {
  25552. var stride = this.valueSize,
  25553. buffer = this.buffer,
  25554. offset = accuIndex * stride + stride,
  25555. weight = this.cumulativeWeight,
  25556. binding = this.binding;
  25557. this.cumulativeWeight = 0;
  25558. if ( weight < 1 ) {
  25559. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25560. var originalValueOffset = stride * 3;
  25561. this._mixBufferRegion(
  25562. buffer, offset, originalValueOffset, 1 - weight, stride );
  25563. }
  25564. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25565. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25566. // value has changed -> update scene graph
  25567. binding.setValue( buffer, offset );
  25568. break;
  25569. }
  25570. }
  25571. },
  25572. // remember the state of the bound property and copy it to both accus
  25573. saveOriginalState: function () {
  25574. var binding = this.binding;
  25575. var buffer = this.buffer,
  25576. stride = this.valueSize,
  25577. originalValueOffset = stride * 3;
  25578. binding.getValue( buffer, originalValueOffset );
  25579. // accu[0..1] := orig -- initially detect changes against the original
  25580. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25581. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25582. }
  25583. this.cumulativeWeight = 0;
  25584. },
  25585. // apply the state previously taken via 'saveOriginalState' to the binding
  25586. restoreOriginalState: function () {
  25587. var originalValueOffset = this.valueSize * 3;
  25588. this.binding.setValue( this.buffer, originalValueOffset );
  25589. },
  25590. // mix functions
  25591. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25592. if ( t >= 0.5 ) {
  25593. for ( var i = 0; i !== stride; ++ i ) {
  25594. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25595. }
  25596. }
  25597. },
  25598. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25599. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25600. },
  25601. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25602. var s = 1 - t;
  25603. for ( var i = 0; i !== stride; ++ i ) {
  25604. var j = dstOffset + i;
  25605. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25606. }
  25607. }
  25608. } );
  25609. /**
  25610. *
  25611. * A reference to a real property in the scene graph.
  25612. *
  25613. *
  25614. * @author Ben Houston / http://clara.io/
  25615. * @author David Sarno / http://lighthaus.us/
  25616. * @author tschw
  25617. */
  25618. // Characters [].:/ are reserved for track binding syntax.
  25619. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25620. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25621. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25622. // only latin characters, and the unicode \p{L} is not yet supported. So
  25623. // instead, we exclude reserved characters and match everything else.
  25624. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25625. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25626. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25627. // be matched to parse the rest of the track name.
  25628. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25629. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25630. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25631. // Object on target node, and accessor. May not contain reserved
  25632. // characters. Accessor may contain any character except closing bracket.
  25633. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25634. // Property and accessor. May not contain reserved characters. Accessor may
  25635. // contain any non-bracket characters.
  25636. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25637. var _trackRe = new RegExp( ''
  25638. + '^'
  25639. + _directoryRe
  25640. + _nodeRe
  25641. + _objectRe
  25642. + _propertyRe
  25643. + '$'
  25644. );
  25645. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25646. function Composite( targetGroup, path, optionalParsedPath ) {
  25647. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25648. this._targetGroup = targetGroup;
  25649. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25650. }
  25651. Object.assign( Composite.prototype, {
  25652. getValue: function ( array, offset ) {
  25653. this.bind(); // bind all binding
  25654. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25655. binding = this._bindings[ firstValidIndex ];
  25656. // and only call .getValue on the first
  25657. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25658. },
  25659. setValue: function ( array, offset ) {
  25660. var bindings = this._bindings;
  25661. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25662. bindings[ i ].setValue( array, offset );
  25663. }
  25664. },
  25665. bind: function () {
  25666. var bindings = this._bindings;
  25667. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25668. bindings[ i ].bind();
  25669. }
  25670. },
  25671. unbind: function () {
  25672. var bindings = this._bindings;
  25673. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25674. bindings[ i ].unbind();
  25675. }
  25676. }
  25677. } );
  25678. function PropertyBinding( rootNode, path, parsedPath ) {
  25679. this.path = path;
  25680. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25681. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25682. this.rootNode = rootNode;
  25683. }
  25684. Object.assign( PropertyBinding, {
  25685. Composite: Composite,
  25686. create: function ( root, path, parsedPath ) {
  25687. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25688. return new PropertyBinding( root, path, parsedPath );
  25689. } else {
  25690. return new PropertyBinding.Composite( root, path, parsedPath );
  25691. }
  25692. },
  25693. /**
  25694. * Replaces spaces with underscores and removes unsupported characters from
  25695. * node names, to ensure compatibility with parseTrackName().
  25696. *
  25697. * @param {string} name Node name to be sanitized.
  25698. * @return {string}
  25699. */
  25700. sanitizeNodeName: function ( name ) {
  25701. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25702. },
  25703. parseTrackName: function ( trackName ) {
  25704. var matches = _trackRe.exec( trackName );
  25705. if ( ! matches ) {
  25706. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25707. }
  25708. var results = {
  25709. // directoryName: matches[ 1 ], // (tschw) currently unused
  25710. nodeName: matches[ 2 ],
  25711. objectName: matches[ 3 ],
  25712. objectIndex: matches[ 4 ],
  25713. propertyName: matches[ 5 ], // required
  25714. propertyIndex: matches[ 6 ]
  25715. };
  25716. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25717. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25718. var objectName = results.nodeName.substring( lastDot + 1 );
  25719. // Object names must be checked against a whitelist. Otherwise, there
  25720. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25721. // 'bar' could be the objectName, or part of a nodeName (which can
  25722. // include '.' characters).
  25723. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25724. results.nodeName = results.nodeName.substring( 0, lastDot );
  25725. results.objectName = objectName;
  25726. }
  25727. }
  25728. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25729. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25730. }
  25731. return results;
  25732. },
  25733. findNode: function ( root, nodeName ) {
  25734. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25735. return root;
  25736. }
  25737. // search into skeleton bones.
  25738. if ( root.skeleton ) {
  25739. var bone = root.skeleton.getBoneByName( nodeName );
  25740. if ( bone !== undefined ) {
  25741. return bone;
  25742. }
  25743. }
  25744. // search into node subtree.
  25745. if ( root.children ) {
  25746. var searchNodeSubtree = function ( children ) {
  25747. for ( var i = 0; i < children.length; i ++ ) {
  25748. var childNode = children[ i ];
  25749. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25750. return childNode;
  25751. }
  25752. var result = searchNodeSubtree( childNode.children );
  25753. if ( result ) { return result; }
  25754. }
  25755. return null;
  25756. };
  25757. var subTreeNode = searchNodeSubtree( root.children );
  25758. if ( subTreeNode ) {
  25759. return subTreeNode;
  25760. }
  25761. }
  25762. return null;
  25763. }
  25764. } );
  25765. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25766. // these are used to "bind" a nonexistent property
  25767. _getValue_unavailable: function () {},
  25768. _setValue_unavailable: function () {},
  25769. BindingType: {
  25770. Direct: 0,
  25771. EntireArray: 1,
  25772. ArrayElement: 2,
  25773. HasFromToArray: 3
  25774. },
  25775. Versioning: {
  25776. None: 0,
  25777. NeedsUpdate: 1,
  25778. MatrixWorldNeedsUpdate: 2
  25779. },
  25780. GetterByBindingType: [
  25781. function getValue_direct( buffer, offset ) {
  25782. buffer[ offset ] = this.node[ this.propertyName ];
  25783. },
  25784. function getValue_array( buffer, offset ) {
  25785. var source = this.resolvedProperty;
  25786. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25787. buffer[ offset ++ ] = source[ i ];
  25788. }
  25789. },
  25790. function getValue_arrayElement( buffer, offset ) {
  25791. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25792. },
  25793. function getValue_toArray( buffer, offset ) {
  25794. this.resolvedProperty.toArray( buffer, offset );
  25795. }
  25796. ],
  25797. SetterByBindingTypeAndVersioning: [
  25798. [
  25799. // Direct
  25800. function setValue_direct( buffer, offset ) {
  25801. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25802. },
  25803. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25804. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25805. this.targetObject.needsUpdate = true;
  25806. },
  25807. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25808. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25809. this.targetObject.matrixWorldNeedsUpdate = true;
  25810. }
  25811. ], [
  25812. // EntireArray
  25813. function setValue_array( buffer, offset ) {
  25814. var dest = this.resolvedProperty;
  25815. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25816. dest[ i ] = buffer[ offset ++ ];
  25817. }
  25818. },
  25819. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25820. var dest = this.resolvedProperty;
  25821. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25822. dest[ i ] = buffer[ offset ++ ];
  25823. }
  25824. this.targetObject.needsUpdate = true;
  25825. },
  25826. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25827. var dest = this.resolvedProperty;
  25828. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25829. dest[ i ] = buffer[ offset ++ ];
  25830. }
  25831. this.targetObject.matrixWorldNeedsUpdate = true;
  25832. }
  25833. ], [
  25834. // ArrayElement
  25835. function setValue_arrayElement( buffer, offset ) {
  25836. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25837. },
  25838. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25839. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25840. this.targetObject.needsUpdate = true;
  25841. },
  25842. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25843. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25844. this.targetObject.matrixWorldNeedsUpdate = true;
  25845. }
  25846. ], [
  25847. // HasToFromArray
  25848. function setValue_fromArray( buffer, offset ) {
  25849. this.resolvedProperty.fromArray( buffer, offset );
  25850. },
  25851. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25852. this.resolvedProperty.fromArray( buffer, offset );
  25853. this.targetObject.needsUpdate = true;
  25854. },
  25855. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25856. this.resolvedProperty.fromArray( buffer, offset );
  25857. this.targetObject.matrixWorldNeedsUpdate = true;
  25858. }
  25859. ]
  25860. ],
  25861. getValue: function getValue_unbound( targetArray, offset ) {
  25862. this.bind();
  25863. this.getValue( targetArray, offset );
  25864. // Note: This class uses a State pattern on a per-method basis:
  25865. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25866. // prototype version of these methods with one that represents
  25867. // the bound state. When the property is not found, the methods
  25868. // become no-ops.
  25869. },
  25870. setValue: function getValue_unbound( sourceArray, offset ) {
  25871. this.bind();
  25872. this.setValue( sourceArray, offset );
  25873. },
  25874. // create getter / setter pair for a property in the scene graph
  25875. bind: function () {
  25876. var targetObject = this.node,
  25877. parsedPath = this.parsedPath,
  25878. objectName = parsedPath.objectName,
  25879. propertyName = parsedPath.propertyName,
  25880. propertyIndex = parsedPath.propertyIndex;
  25881. if ( ! targetObject ) {
  25882. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25883. this.node = targetObject;
  25884. }
  25885. // set fail state so we can just 'return' on error
  25886. this.getValue = this._getValue_unavailable;
  25887. this.setValue = this._setValue_unavailable;
  25888. // ensure there is a value node
  25889. if ( ! targetObject ) {
  25890. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25891. return;
  25892. }
  25893. if ( objectName ) {
  25894. var objectIndex = parsedPath.objectIndex;
  25895. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25896. switch ( objectName ) {
  25897. case 'materials':
  25898. if ( ! targetObject.material ) {
  25899. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25900. return;
  25901. }
  25902. if ( ! targetObject.material.materials ) {
  25903. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25904. return;
  25905. }
  25906. targetObject = targetObject.material.materials;
  25907. break;
  25908. case 'bones':
  25909. if ( ! targetObject.skeleton ) {
  25910. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25911. return;
  25912. }
  25913. // potential future optimization: skip this if propertyIndex is already an integer
  25914. // and convert the integer string to a true integer.
  25915. targetObject = targetObject.skeleton.bones;
  25916. // support resolving morphTarget names into indices.
  25917. for ( var i = 0; i < targetObject.length; i ++ ) {
  25918. if ( targetObject[ i ].name === objectIndex ) {
  25919. objectIndex = i;
  25920. break;
  25921. }
  25922. }
  25923. break;
  25924. default:
  25925. if ( targetObject[ objectName ] === undefined ) {
  25926. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25927. return;
  25928. }
  25929. targetObject = targetObject[ objectName ];
  25930. }
  25931. if ( objectIndex !== undefined ) {
  25932. if ( targetObject[ objectIndex ] === undefined ) {
  25933. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25934. return;
  25935. }
  25936. targetObject = targetObject[ objectIndex ];
  25937. }
  25938. }
  25939. // resolve property
  25940. var nodeProperty = targetObject[ propertyName ];
  25941. if ( nodeProperty === undefined ) {
  25942. var nodeName = parsedPath.nodeName;
  25943. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25944. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25945. return;
  25946. }
  25947. // determine versioning scheme
  25948. var versioning = this.Versioning.None;
  25949. this.targetObject = targetObject;
  25950. if ( targetObject.needsUpdate !== undefined ) { // material
  25951. versioning = this.Versioning.NeedsUpdate;
  25952. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25953. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25954. }
  25955. // determine how the property gets bound
  25956. var bindingType = this.BindingType.Direct;
  25957. if ( propertyIndex !== undefined ) {
  25958. // access a sub element of the property array (only primitives are supported right now)
  25959. if ( propertyName === "morphTargetInfluences" ) {
  25960. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25961. // support resolving morphTarget names into indices.
  25962. if ( ! targetObject.geometry ) {
  25963. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25964. return;
  25965. }
  25966. if ( targetObject.geometry.isBufferGeometry ) {
  25967. if ( ! targetObject.geometry.morphAttributes ) {
  25968. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25969. return;
  25970. }
  25971. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25972. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25973. propertyIndex = i;
  25974. break;
  25975. }
  25976. }
  25977. } else {
  25978. if ( ! targetObject.geometry.morphTargets ) {
  25979. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25980. return;
  25981. }
  25982. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25983. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25984. propertyIndex = i;
  25985. break;
  25986. }
  25987. }
  25988. }
  25989. }
  25990. bindingType = this.BindingType.ArrayElement;
  25991. this.resolvedProperty = nodeProperty;
  25992. this.propertyIndex = propertyIndex;
  25993. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25994. // must use copy for Object3D.Euler/Quaternion
  25995. bindingType = this.BindingType.HasFromToArray;
  25996. this.resolvedProperty = nodeProperty;
  25997. } else if ( Array.isArray( nodeProperty ) ) {
  25998. bindingType = this.BindingType.EntireArray;
  25999. this.resolvedProperty = nodeProperty;
  26000. } else {
  26001. this.propertyName = propertyName;
  26002. }
  26003. // select getter / setter
  26004. this.getValue = this.GetterByBindingType[ bindingType ];
  26005. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26006. },
  26007. unbind: function () {
  26008. this.node = null;
  26009. // back to the prototype version of getValue / setValue
  26010. // note: avoiding to mutate the shape of 'this' via 'delete'
  26011. this.getValue = this._getValue_unbound;
  26012. this.setValue = this._setValue_unbound;
  26013. }
  26014. } );
  26015. // DECLARE ALIAS AFTER assign prototype
  26016. Object.assign( PropertyBinding.prototype, {
  26017. // initial state of these methods that calls 'bind'
  26018. _getValue_unbound: PropertyBinding.prototype.getValue,
  26019. _setValue_unbound: PropertyBinding.prototype.setValue,
  26020. } );
  26021. /**
  26022. *
  26023. * A group of objects that receives a shared animation state.
  26024. *
  26025. * Usage:
  26026. *
  26027. * - Add objects you would otherwise pass as 'root' to the
  26028. * constructor or the .clipAction method of AnimationMixer.
  26029. *
  26030. * - Instead pass this object as 'root'.
  26031. *
  26032. * - You can also add and remove objects later when the mixer
  26033. * is running.
  26034. *
  26035. * Note:
  26036. *
  26037. * Objects of this class appear as one object to the mixer,
  26038. * so cache control of the individual objects must be done
  26039. * on the group.
  26040. *
  26041. * Limitation:
  26042. *
  26043. * - The animated properties must be compatible among the
  26044. * all objects in the group.
  26045. *
  26046. * - A single property can either be controlled through a
  26047. * target group or directly, but not both.
  26048. *
  26049. * @author tschw
  26050. */
  26051. function AnimationObjectGroup() {
  26052. this.uuid = MathUtils.generateUUID();
  26053. // cached objects followed by the active ones
  26054. this._objects = Array.prototype.slice.call( arguments );
  26055. this.nCachedObjects_ = 0; // threshold
  26056. // note: read by PropertyBinding.Composite
  26057. var indices = {};
  26058. this._indicesByUUID = indices; // for bookkeeping
  26059. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26060. indices[ arguments[ i ].uuid ] = i;
  26061. }
  26062. this._paths = []; // inside: string
  26063. this._parsedPaths = []; // inside: { we don't care, here }
  26064. this._bindings = []; // inside: Array< PropertyBinding >
  26065. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26066. var scope = this;
  26067. this.stats = {
  26068. objects: {
  26069. get total() {
  26070. return scope._objects.length;
  26071. },
  26072. get inUse() {
  26073. return this.total - scope.nCachedObjects_;
  26074. }
  26075. },
  26076. get bindingsPerObject() {
  26077. return scope._bindings.length;
  26078. }
  26079. };
  26080. }
  26081. Object.assign( AnimationObjectGroup.prototype, {
  26082. isAnimationObjectGroup: true,
  26083. add: function () {
  26084. var objects = this._objects,
  26085. nObjects = objects.length,
  26086. nCachedObjects = this.nCachedObjects_,
  26087. indicesByUUID = this._indicesByUUID,
  26088. paths = this._paths,
  26089. parsedPaths = this._parsedPaths,
  26090. bindings = this._bindings,
  26091. nBindings = bindings.length,
  26092. knownObject = undefined;
  26093. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26094. var object = arguments[ i ],
  26095. uuid = object.uuid,
  26096. index = indicesByUUID[ uuid ];
  26097. if ( index === undefined ) {
  26098. // unknown object -> add it to the ACTIVE region
  26099. index = nObjects ++;
  26100. indicesByUUID[ uuid ] = index;
  26101. objects.push( object );
  26102. // accounting is done, now do the same for all bindings
  26103. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26104. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26105. }
  26106. } else if ( index < nCachedObjects ) {
  26107. knownObject = objects[ index ];
  26108. // move existing object to the ACTIVE region
  26109. var firstActiveIndex = -- nCachedObjects,
  26110. lastCachedObject = objects[ firstActiveIndex ];
  26111. indicesByUUID[ lastCachedObject.uuid ] = index;
  26112. objects[ index ] = lastCachedObject;
  26113. indicesByUUID[ uuid ] = firstActiveIndex;
  26114. objects[ firstActiveIndex ] = object;
  26115. // accounting is done, now do the same for all bindings
  26116. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26117. var bindingsForPath = bindings[ j ],
  26118. lastCached = bindingsForPath[ firstActiveIndex ],
  26119. binding = bindingsForPath[ index ];
  26120. bindingsForPath[ index ] = lastCached;
  26121. if ( binding === undefined ) {
  26122. // since we do not bother to create new bindings
  26123. // for objects that are cached, the binding may
  26124. // or may not exist
  26125. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26126. }
  26127. bindingsForPath[ firstActiveIndex ] = binding;
  26128. }
  26129. } else if ( objects[ index ] !== knownObject ) {
  26130. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26131. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26132. } // else the object is already where we want it to be
  26133. } // for arguments
  26134. this.nCachedObjects_ = nCachedObjects;
  26135. },
  26136. remove: function () {
  26137. var objects = this._objects,
  26138. nCachedObjects = this.nCachedObjects_,
  26139. indicesByUUID = this._indicesByUUID,
  26140. bindings = this._bindings,
  26141. nBindings = bindings.length;
  26142. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26143. var object = arguments[ i ],
  26144. uuid = object.uuid,
  26145. index = indicesByUUID[ uuid ];
  26146. if ( index !== undefined && index >= nCachedObjects ) {
  26147. // move existing object into the CACHED region
  26148. var lastCachedIndex = nCachedObjects ++,
  26149. firstActiveObject = objects[ lastCachedIndex ];
  26150. indicesByUUID[ firstActiveObject.uuid ] = index;
  26151. objects[ index ] = firstActiveObject;
  26152. indicesByUUID[ uuid ] = lastCachedIndex;
  26153. objects[ lastCachedIndex ] = object;
  26154. // accounting is done, now do the same for all bindings
  26155. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26156. var bindingsForPath = bindings[ j ],
  26157. firstActive = bindingsForPath[ lastCachedIndex ],
  26158. binding = bindingsForPath[ index ];
  26159. bindingsForPath[ index ] = firstActive;
  26160. bindingsForPath[ lastCachedIndex ] = binding;
  26161. }
  26162. }
  26163. } // for arguments
  26164. this.nCachedObjects_ = nCachedObjects;
  26165. },
  26166. // remove & forget
  26167. uncache: function () {
  26168. var objects = this._objects,
  26169. nObjects = objects.length,
  26170. nCachedObjects = this.nCachedObjects_,
  26171. indicesByUUID = this._indicesByUUID,
  26172. bindings = this._bindings,
  26173. nBindings = bindings.length;
  26174. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26175. var object = arguments[ i ],
  26176. uuid = object.uuid,
  26177. index = indicesByUUID[ uuid ];
  26178. if ( index !== undefined ) {
  26179. delete indicesByUUID[ uuid ];
  26180. if ( index < nCachedObjects ) {
  26181. // object is cached, shrink the CACHED region
  26182. var firstActiveIndex = -- nCachedObjects,
  26183. lastCachedObject = objects[ firstActiveIndex ],
  26184. lastIndex = -- nObjects,
  26185. lastObject = objects[ lastIndex ];
  26186. // last cached object takes this object's place
  26187. indicesByUUID[ lastCachedObject.uuid ] = index;
  26188. objects[ index ] = lastCachedObject;
  26189. // last object goes to the activated slot and pop
  26190. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26191. objects[ firstActiveIndex ] = lastObject;
  26192. objects.pop();
  26193. // accounting is done, now do the same for all bindings
  26194. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26195. var bindingsForPath = bindings[ j ],
  26196. lastCached = bindingsForPath[ firstActiveIndex ],
  26197. last = bindingsForPath[ lastIndex ];
  26198. bindingsForPath[ index ] = lastCached;
  26199. bindingsForPath[ firstActiveIndex ] = last;
  26200. bindingsForPath.pop();
  26201. }
  26202. } else {
  26203. // object is active, just swap with the last and pop
  26204. var lastIndex = -- nObjects,
  26205. lastObject = objects[ lastIndex ];
  26206. indicesByUUID[ lastObject.uuid ] = index;
  26207. objects[ index ] = lastObject;
  26208. objects.pop();
  26209. // accounting is done, now do the same for all bindings
  26210. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26211. var bindingsForPath = bindings[ j ];
  26212. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26213. bindingsForPath.pop();
  26214. }
  26215. } // cached or active
  26216. } // if object is known
  26217. } // for arguments
  26218. this.nCachedObjects_ = nCachedObjects;
  26219. },
  26220. // Internal interface used by befriended PropertyBinding.Composite:
  26221. subscribe_: function ( path, parsedPath ) {
  26222. // returns an array of bindings for the given path that is changed
  26223. // according to the contained objects in the group
  26224. var indicesByPath = this._bindingsIndicesByPath,
  26225. index = indicesByPath[ path ],
  26226. bindings = this._bindings;
  26227. if ( index !== undefined ) { return bindings[ index ]; }
  26228. var paths = this._paths,
  26229. parsedPaths = this._parsedPaths,
  26230. objects = this._objects,
  26231. nObjects = objects.length,
  26232. nCachedObjects = this.nCachedObjects_,
  26233. bindingsForPath = new Array( nObjects );
  26234. index = bindings.length;
  26235. indicesByPath[ path ] = index;
  26236. paths.push( path );
  26237. parsedPaths.push( parsedPath );
  26238. bindings.push( bindingsForPath );
  26239. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26240. var object = objects[ i ];
  26241. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26242. }
  26243. return bindingsForPath;
  26244. },
  26245. unsubscribe_: function ( path ) {
  26246. // tells the group to forget about a property path and no longer
  26247. // update the array previously obtained with 'subscribe_'
  26248. var indicesByPath = this._bindingsIndicesByPath,
  26249. index = indicesByPath[ path ];
  26250. if ( index !== undefined ) {
  26251. var paths = this._paths,
  26252. parsedPaths = this._parsedPaths,
  26253. bindings = this._bindings,
  26254. lastBindingsIndex = bindings.length - 1,
  26255. lastBindings = bindings[ lastBindingsIndex ],
  26256. lastBindingsPath = path[ lastBindingsIndex ];
  26257. indicesByPath[ lastBindingsPath ] = index;
  26258. bindings[ index ] = lastBindings;
  26259. bindings.pop();
  26260. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26261. parsedPaths.pop();
  26262. paths[ index ] = paths[ lastBindingsIndex ];
  26263. paths.pop();
  26264. }
  26265. }
  26266. } );
  26267. /**
  26268. *
  26269. * Action provided by AnimationMixer for scheduling clip playback on specific
  26270. * objects.
  26271. *
  26272. * @author Ben Houston / http://clara.io/
  26273. * @author David Sarno / http://lighthaus.us/
  26274. * @author tschw
  26275. *
  26276. */
  26277. function AnimationAction( mixer, clip, localRoot ) {
  26278. this._mixer = mixer;
  26279. this._clip = clip;
  26280. this._localRoot = localRoot || null;
  26281. var tracks = clip.tracks,
  26282. nTracks = tracks.length,
  26283. interpolants = new Array( nTracks );
  26284. var interpolantSettings = {
  26285. endingStart: ZeroCurvatureEnding,
  26286. endingEnd: ZeroCurvatureEnding
  26287. };
  26288. for ( var i = 0; i !== nTracks; ++ i ) {
  26289. var interpolant = tracks[ i ].createInterpolant( null );
  26290. interpolants[ i ] = interpolant;
  26291. interpolant.settings = interpolantSettings;
  26292. }
  26293. this._interpolantSettings = interpolantSettings;
  26294. this._interpolants = interpolants; // bound by the mixer
  26295. // inside: PropertyMixer (managed by the mixer)
  26296. this._propertyBindings = new Array( nTracks );
  26297. this._cacheIndex = null; // for the memory manager
  26298. this._byClipCacheIndex = null; // for the memory manager
  26299. this._timeScaleInterpolant = null;
  26300. this._weightInterpolant = null;
  26301. this.loop = LoopRepeat;
  26302. this._loopCount = - 1;
  26303. // global mixer time when the action is to be started
  26304. // it's set back to 'null' upon start of the action
  26305. this._startTime = null;
  26306. // scaled local time of the action
  26307. // gets clamped or wrapped to 0..clip.duration according to loop
  26308. this.time = 0;
  26309. this.timeScale = 1;
  26310. this._effectiveTimeScale = 1;
  26311. this.weight = 1;
  26312. this._effectiveWeight = 1;
  26313. this.repetitions = Infinity; // no. of repetitions when looping
  26314. this.paused = false; // true -> zero effective time scale
  26315. this.enabled = true; // false -> zero effective weight
  26316. this.clampWhenFinished = false;// keep feeding the last frame?
  26317. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26318. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26319. }
  26320. Object.assign( AnimationAction.prototype, {
  26321. // State & Scheduling
  26322. play: function () {
  26323. this._mixer._activateAction( this );
  26324. return this;
  26325. },
  26326. stop: function () {
  26327. this._mixer._deactivateAction( this );
  26328. return this.reset();
  26329. },
  26330. reset: function () {
  26331. this.paused = false;
  26332. this.enabled = true;
  26333. this.time = 0; // restart clip
  26334. this._loopCount = - 1;// forget previous loops
  26335. this._startTime = null;// forget scheduling
  26336. return this.stopFading().stopWarping();
  26337. },
  26338. isRunning: function () {
  26339. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26340. this._startTime === null && this._mixer._isActiveAction( this );
  26341. },
  26342. // return true when play has been called
  26343. isScheduled: function () {
  26344. return this._mixer._isActiveAction( this );
  26345. },
  26346. startAt: function ( time ) {
  26347. this._startTime = time;
  26348. return this;
  26349. },
  26350. setLoop: function ( mode, repetitions ) {
  26351. this.loop = mode;
  26352. this.repetitions = repetitions;
  26353. return this;
  26354. },
  26355. // Weight
  26356. // set the weight stopping any scheduled fading
  26357. // although .enabled = false yields an effective weight of zero, this
  26358. // method does *not* change .enabled, because it would be confusing
  26359. setEffectiveWeight: function ( weight ) {
  26360. this.weight = weight;
  26361. // note: same logic as when updated at runtime
  26362. this._effectiveWeight = this.enabled ? weight : 0;
  26363. return this.stopFading();
  26364. },
  26365. // return the weight considering fading and .enabled
  26366. getEffectiveWeight: function () {
  26367. return this._effectiveWeight;
  26368. },
  26369. fadeIn: function ( duration ) {
  26370. return this._scheduleFading( duration, 0, 1 );
  26371. },
  26372. fadeOut: function ( duration ) {
  26373. return this._scheduleFading( duration, 1, 0 );
  26374. },
  26375. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26376. fadeOutAction.fadeOut( duration );
  26377. this.fadeIn( duration );
  26378. if ( warp ) {
  26379. var fadeInDuration = this._clip.duration,
  26380. fadeOutDuration = fadeOutAction._clip.duration,
  26381. startEndRatio = fadeOutDuration / fadeInDuration,
  26382. endStartRatio = fadeInDuration / fadeOutDuration;
  26383. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26384. this.warp( endStartRatio, 1.0, duration );
  26385. }
  26386. return this;
  26387. },
  26388. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26389. return fadeInAction.crossFadeFrom( this, duration, warp );
  26390. },
  26391. stopFading: function () {
  26392. var weightInterpolant = this._weightInterpolant;
  26393. if ( weightInterpolant !== null ) {
  26394. this._weightInterpolant = null;
  26395. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26396. }
  26397. return this;
  26398. },
  26399. // Time Scale Control
  26400. // set the time scale stopping any scheduled warping
  26401. // although .paused = true yields an effective time scale of zero, this
  26402. // method does *not* change .paused, because it would be confusing
  26403. setEffectiveTimeScale: function ( timeScale ) {
  26404. this.timeScale = timeScale;
  26405. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26406. return this.stopWarping();
  26407. },
  26408. // return the time scale considering warping and .paused
  26409. getEffectiveTimeScale: function () {
  26410. return this._effectiveTimeScale;
  26411. },
  26412. setDuration: function ( duration ) {
  26413. this.timeScale = this._clip.duration / duration;
  26414. return this.stopWarping();
  26415. },
  26416. syncWith: function ( action ) {
  26417. this.time = action.time;
  26418. this.timeScale = action.timeScale;
  26419. return this.stopWarping();
  26420. },
  26421. halt: function ( duration ) {
  26422. return this.warp( this._effectiveTimeScale, 0, duration );
  26423. },
  26424. warp: function ( startTimeScale, endTimeScale, duration ) {
  26425. var mixer = this._mixer, now = mixer.time,
  26426. interpolant = this._timeScaleInterpolant,
  26427. timeScale = this.timeScale;
  26428. if ( interpolant === null ) {
  26429. interpolant = mixer._lendControlInterpolant();
  26430. this._timeScaleInterpolant = interpolant;
  26431. }
  26432. var times = interpolant.parameterPositions,
  26433. values = interpolant.sampleValues;
  26434. times[ 0 ] = now;
  26435. times[ 1 ] = now + duration;
  26436. values[ 0 ] = startTimeScale / timeScale;
  26437. values[ 1 ] = endTimeScale / timeScale;
  26438. return this;
  26439. },
  26440. stopWarping: function () {
  26441. var timeScaleInterpolant = this._timeScaleInterpolant;
  26442. if ( timeScaleInterpolant !== null ) {
  26443. this._timeScaleInterpolant = null;
  26444. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26445. }
  26446. return this;
  26447. },
  26448. // Object Accessors
  26449. getMixer: function () {
  26450. return this._mixer;
  26451. },
  26452. getClip: function () {
  26453. return this._clip;
  26454. },
  26455. getRoot: function () {
  26456. return this._localRoot || this._mixer._root;
  26457. },
  26458. // Interna
  26459. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26460. // called by the mixer
  26461. if ( ! this.enabled ) {
  26462. // call ._updateWeight() to update ._effectiveWeight
  26463. this._updateWeight( time );
  26464. return;
  26465. }
  26466. var startTime = this._startTime;
  26467. if ( startTime !== null ) {
  26468. // check for scheduled start of action
  26469. var timeRunning = ( time - startTime ) * timeDirection;
  26470. if ( timeRunning < 0 || timeDirection === 0 ) {
  26471. return; // yet to come / don't decide when delta = 0
  26472. }
  26473. // start
  26474. this._startTime = null; // unschedule
  26475. deltaTime = timeDirection * timeRunning;
  26476. }
  26477. // apply time scale and advance time
  26478. deltaTime *= this._updateTimeScale( time );
  26479. var clipTime = this._updateTime( deltaTime );
  26480. // note: _updateTime may disable the action resulting in
  26481. // an effective weight of 0
  26482. var weight = this._updateWeight( time );
  26483. if ( weight > 0 ) {
  26484. var interpolants = this._interpolants;
  26485. var propertyMixers = this._propertyBindings;
  26486. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26487. interpolants[ j ].evaluate( clipTime );
  26488. propertyMixers[ j ].accumulate( accuIndex, weight );
  26489. }
  26490. }
  26491. },
  26492. _updateWeight: function ( time ) {
  26493. var weight = 0;
  26494. if ( this.enabled ) {
  26495. weight = this.weight;
  26496. var interpolant = this._weightInterpolant;
  26497. if ( interpolant !== null ) {
  26498. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26499. weight *= interpolantValue;
  26500. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26501. this.stopFading();
  26502. if ( interpolantValue === 0 ) {
  26503. // faded out, disable
  26504. this.enabled = false;
  26505. }
  26506. }
  26507. }
  26508. }
  26509. this._effectiveWeight = weight;
  26510. return weight;
  26511. },
  26512. _updateTimeScale: function ( time ) {
  26513. var timeScale = 0;
  26514. if ( ! this.paused ) {
  26515. timeScale = this.timeScale;
  26516. var interpolant = this._timeScaleInterpolant;
  26517. if ( interpolant !== null ) {
  26518. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26519. timeScale *= interpolantValue;
  26520. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26521. this.stopWarping();
  26522. if ( timeScale === 0 ) {
  26523. // motion has halted, pause
  26524. this.paused = true;
  26525. } else {
  26526. // warp done - apply final time scale
  26527. this.timeScale = timeScale;
  26528. }
  26529. }
  26530. }
  26531. }
  26532. this._effectiveTimeScale = timeScale;
  26533. return timeScale;
  26534. },
  26535. _updateTime: function ( deltaTime ) {
  26536. var time = this.time + deltaTime;
  26537. var duration = this._clip.duration;
  26538. var loop = this.loop;
  26539. var loopCount = this._loopCount;
  26540. var pingPong = ( loop === LoopPingPong );
  26541. if ( deltaTime === 0 ) {
  26542. if ( loopCount === - 1 ) { return time; }
  26543. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26544. }
  26545. if ( loop === LoopOnce ) {
  26546. if ( loopCount === - 1 ) {
  26547. // just started
  26548. this._loopCount = 0;
  26549. this._setEndings( true, true, false );
  26550. }
  26551. handle_stop: {
  26552. if ( time >= duration ) {
  26553. time = duration;
  26554. } else if ( time < 0 ) {
  26555. time = 0;
  26556. } else {
  26557. this.time = time;
  26558. break handle_stop;
  26559. }
  26560. if ( this.clampWhenFinished ) { this.paused = true; }
  26561. else { this.enabled = false; }
  26562. this.time = time;
  26563. this._mixer.dispatchEvent( {
  26564. type: 'finished', action: this,
  26565. direction: deltaTime < 0 ? - 1 : 1
  26566. } );
  26567. }
  26568. } else { // repetitive Repeat or PingPong
  26569. if ( loopCount === - 1 ) {
  26570. // just started
  26571. if ( deltaTime >= 0 ) {
  26572. loopCount = 0;
  26573. this._setEndings( true, this.repetitions === 0, pingPong );
  26574. } else {
  26575. // when looping in reverse direction, the initial
  26576. // transition through zero counts as a repetition,
  26577. // so leave loopCount at -1
  26578. this._setEndings( this.repetitions === 0, true, pingPong );
  26579. }
  26580. }
  26581. if ( time >= duration || time < 0 ) {
  26582. // wrap around
  26583. var loopDelta = Math.floor( time / duration ); // signed
  26584. time -= duration * loopDelta;
  26585. loopCount += Math.abs( loopDelta );
  26586. var pending = this.repetitions - loopCount;
  26587. if ( pending <= 0 ) {
  26588. // have to stop (switch state, clamp time, fire event)
  26589. if ( this.clampWhenFinished ) { this.paused = true; }
  26590. else { this.enabled = false; }
  26591. time = deltaTime > 0 ? duration : 0;
  26592. this.time = time;
  26593. this._mixer.dispatchEvent( {
  26594. type: 'finished', action: this,
  26595. direction: deltaTime > 0 ? 1 : - 1
  26596. } );
  26597. } else {
  26598. // keep running
  26599. if ( pending === 1 ) {
  26600. // entering the last round
  26601. var atStart = deltaTime < 0;
  26602. this._setEndings( atStart, ! atStart, pingPong );
  26603. } else {
  26604. this._setEndings( false, false, pingPong );
  26605. }
  26606. this._loopCount = loopCount;
  26607. this.time = time;
  26608. this._mixer.dispatchEvent( {
  26609. type: 'loop', action: this, loopDelta: loopDelta
  26610. } );
  26611. }
  26612. } else {
  26613. this.time = time;
  26614. }
  26615. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26616. // invert time for the "pong round"
  26617. return duration - time;
  26618. }
  26619. }
  26620. return time;
  26621. },
  26622. _setEndings: function ( atStart, atEnd, pingPong ) {
  26623. var settings = this._interpolantSettings;
  26624. if ( pingPong ) {
  26625. settings.endingStart = ZeroSlopeEnding;
  26626. settings.endingEnd = ZeroSlopeEnding;
  26627. } else {
  26628. // assuming for LoopOnce atStart == atEnd == true
  26629. if ( atStart ) {
  26630. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26631. } else {
  26632. settings.endingStart = WrapAroundEnding;
  26633. }
  26634. if ( atEnd ) {
  26635. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26636. } else {
  26637. settings.endingEnd = WrapAroundEnding;
  26638. }
  26639. }
  26640. },
  26641. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26642. var mixer = this._mixer, now = mixer.time,
  26643. interpolant = this._weightInterpolant;
  26644. if ( interpolant === null ) {
  26645. interpolant = mixer._lendControlInterpolant();
  26646. this._weightInterpolant = interpolant;
  26647. }
  26648. var times = interpolant.parameterPositions,
  26649. values = interpolant.sampleValues;
  26650. times[ 0 ] = now;
  26651. values[ 0 ] = weightNow;
  26652. times[ 1 ] = now + duration;
  26653. values[ 1 ] = weightThen;
  26654. return this;
  26655. }
  26656. } );
  26657. /**
  26658. *
  26659. * Player for AnimationClips.
  26660. *
  26661. *
  26662. * @author Ben Houston / http://clara.io/
  26663. * @author David Sarno / http://lighthaus.us/
  26664. * @author tschw
  26665. */
  26666. function AnimationMixer( root ) {
  26667. this._root = root;
  26668. this._initMemoryManager();
  26669. this._accuIndex = 0;
  26670. this.time = 0;
  26671. this.timeScale = 1.0;
  26672. }
  26673. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26674. constructor: AnimationMixer,
  26675. _bindAction: function ( action, prototypeAction ) {
  26676. var root = action._localRoot || this._root,
  26677. tracks = action._clip.tracks,
  26678. nTracks = tracks.length,
  26679. bindings = action._propertyBindings,
  26680. interpolants = action._interpolants,
  26681. rootUuid = root.uuid,
  26682. bindingsByRoot = this._bindingsByRootAndName,
  26683. bindingsByName = bindingsByRoot[ rootUuid ];
  26684. if ( bindingsByName === undefined ) {
  26685. bindingsByName = {};
  26686. bindingsByRoot[ rootUuid ] = bindingsByName;
  26687. }
  26688. for ( var i = 0; i !== nTracks; ++ i ) {
  26689. var track = tracks[ i ],
  26690. trackName = track.name,
  26691. binding = bindingsByName[ trackName ];
  26692. if ( binding !== undefined ) {
  26693. bindings[ i ] = binding;
  26694. } else {
  26695. binding = bindings[ i ];
  26696. if ( binding !== undefined ) {
  26697. // existing binding, make sure the cache knows
  26698. if ( binding._cacheIndex === null ) {
  26699. ++ binding.referenceCount;
  26700. this._addInactiveBinding( binding, rootUuid, trackName );
  26701. }
  26702. continue;
  26703. }
  26704. var path = prototypeAction && prototypeAction.
  26705. _propertyBindings[ i ].binding.parsedPath;
  26706. binding = new PropertyMixer(
  26707. PropertyBinding.create( root, trackName, path ),
  26708. track.ValueTypeName, track.getValueSize() );
  26709. ++ binding.referenceCount;
  26710. this._addInactiveBinding( binding, rootUuid, trackName );
  26711. bindings[ i ] = binding;
  26712. }
  26713. interpolants[ i ].resultBuffer = binding.buffer;
  26714. }
  26715. },
  26716. _activateAction: function ( action ) {
  26717. if ( ! this._isActiveAction( action ) ) {
  26718. if ( action._cacheIndex === null ) {
  26719. // this action has been forgotten by the cache, but the user
  26720. // appears to be still using it -> rebind
  26721. var rootUuid = ( action._localRoot || this._root ).uuid,
  26722. clipUuid = action._clip.uuid,
  26723. actionsForClip = this._actionsByClip[ clipUuid ];
  26724. this._bindAction( action,
  26725. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26726. this._addInactiveAction( action, clipUuid, rootUuid );
  26727. }
  26728. var bindings = action._propertyBindings;
  26729. // increment reference counts / sort out state
  26730. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26731. var binding = bindings[ i ];
  26732. if ( binding.useCount ++ === 0 ) {
  26733. this._lendBinding( binding );
  26734. binding.saveOriginalState();
  26735. }
  26736. }
  26737. this._lendAction( action );
  26738. }
  26739. },
  26740. _deactivateAction: function ( action ) {
  26741. if ( this._isActiveAction( action ) ) {
  26742. var bindings = action._propertyBindings;
  26743. // decrement reference counts / sort out state
  26744. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26745. var binding = bindings[ i ];
  26746. if ( -- binding.useCount === 0 ) {
  26747. binding.restoreOriginalState();
  26748. this._takeBackBinding( binding );
  26749. }
  26750. }
  26751. this._takeBackAction( action );
  26752. }
  26753. },
  26754. // Memory manager
  26755. _initMemoryManager: function () {
  26756. this._actions = []; // 'nActiveActions' followed by inactive ones
  26757. this._nActiveActions = 0;
  26758. this._actionsByClip = {};
  26759. // inside:
  26760. // {
  26761. // knownActions: Array< AnimationAction > - used as prototypes
  26762. // actionByRoot: AnimationAction - lookup
  26763. // }
  26764. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26765. this._nActiveBindings = 0;
  26766. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26767. this._controlInterpolants = []; // same game as above
  26768. this._nActiveControlInterpolants = 0;
  26769. var scope = this;
  26770. this.stats = {
  26771. actions: {
  26772. get total() {
  26773. return scope._actions.length;
  26774. },
  26775. get inUse() {
  26776. return scope._nActiveActions;
  26777. }
  26778. },
  26779. bindings: {
  26780. get total() {
  26781. return scope._bindings.length;
  26782. },
  26783. get inUse() {
  26784. return scope._nActiveBindings;
  26785. }
  26786. },
  26787. controlInterpolants: {
  26788. get total() {
  26789. return scope._controlInterpolants.length;
  26790. },
  26791. get inUse() {
  26792. return scope._nActiveControlInterpolants;
  26793. }
  26794. }
  26795. };
  26796. },
  26797. // Memory management for AnimationAction objects
  26798. _isActiveAction: function ( action ) {
  26799. var index = action._cacheIndex;
  26800. return index !== null && index < this._nActiveActions;
  26801. },
  26802. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26803. var actions = this._actions,
  26804. actionsByClip = this._actionsByClip,
  26805. actionsForClip = actionsByClip[ clipUuid ];
  26806. if ( actionsForClip === undefined ) {
  26807. actionsForClip = {
  26808. knownActions: [ action ],
  26809. actionByRoot: {}
  26810. };
  26811. action._byClipCacheIndex = 0;
  26812. actionsByClip[ clipUuid ] = actionsForClip;
  26813. } else {
  26814. var knownActions = actionsForClip.knownActions;
  26815. action._byClipCacheIndex = knownActions.length;
  26816. knownActions.push( action );
  26817. }
  26818. action._cacheIndex = actions.length;
  26819. actions.push( action );
  26820. actionsForClip.actionByRoot[ rootUuid ] = action;
  26821. },
  26822. _removeInactiveAction: function ( action ) {
  26823. var actions = this._actions,
  26824. lastInactiveAction = actions[ actions.length - 1 ],
  26825. cacheIndex = action._cacheIndex;
  26826. lastInactiveAction._cacheIndex = cacheIndex;
  26827. actions[ cacheIndex ] = lastInactiveAction;
  26828. actions.pop();
  26829. action._cacheIndex = null;
  26830. var clipUuid = action._clip.uuid,
  26831. actionsByClip = this._actionsByClip,
  26832. actionsForClip = actionsByClip[ clipUuid ],
  26833. knownActionsForClip = actionsForClip.knownActions,
  26834. lastKnownAction =
  26835. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26836. byClipCacheIndex = action._byClipCacheIndex;
  26837. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26838. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26839. knownActionsForClip.pop();
  26840. action._byClipCacheIndex = null;
  26841. var actionByRoot = actionsForClip.actionByRoot,
  26842. rootUuid = ( action._localRoot || this._root ).uuid;
  26843. delete actionByRoot[ rootUuid ];
  26844. if ( knownActionsForClip.length === 0 ) {
  26845. delete actionsByClip[ clipUuid ];
  26846. }
  26847. this._removeInactiveBindingsForAction( action );
  26848. },
  26849. _removeInactiveBindingsForAction: function ( action ) {
  26850. var bindings = action._propertyBindings;
  26851. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26852. var binding = bindings[ i ];
  26853. if ( -- binding.referenceCount === 0 ) {
  26854. this._removeInactiveBinding( binding );
  26855. }
  26856. }
  26857. },
  26858. _lendAction: function ( action ) {
  26859. // [ active actions | inactive actions ]
  26860. // [ active actions >| inactive actions ]
  26861. // s a
  26862. // <-swap->
  26863. // a s
  26864. var actions = this._actions,
  26865. prevIndex = action._cacheIndex,
  26866. lastActiveIndex = this._nActiveActions ++,
  26867. firstInactiveAction = actions[ lastActiveIndex ];
  26868. action._cacheIndex = lastActiveIndex;
  26869. actions[ lastActiveIndex ] = action;
  26870. firstInactiveAction._cacheIndex = prevIndex;
  26871. actions[ prevIndex ] = firstInactiveAction;
  26872. },
  26873. _takeBackAction: function ( action ) {
  26874. // [ active actions | inactive actions ]
  26875. // [ active actions |< inactive actions ]
  26876. // a s
  26877. // <-swap->
  26878. // s a
  26879. var actions = this._actions,
  26880. prevIndex = action._cacheIndex,
  26881. firstInactiveIndex = -- this._nActiveActions,
  26882. lastActiveAction = actions[ firstInactiveIndex ];
  26883. action._cacheIndex = firstInactiveIndex;
  26884. actions[ firstInactiveIndex ] = action;
  26885. lastActiveAction._cacheIndex = prevIndex;
  26886. actions[ prevIndex ] = lastActiveAction;
  26887. },
  26888. // Memory management for PropertyMixer objects
  26889. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26890. var bindingsByRoot = this._bindingsByRootAndName,
  26891. bindingByName = bindingsByRoot[ rootUuid ],
  26892. bindings = this._bindings;
  26893. if ( bindingByName === undefined ) {
  26894. bindingByName = {};
  26895. bindingsByRoot[ rootUuid ] = bindingByName;
  26896. }
  26897. bindingByName[ trackName ] = binding;
  26898. binding._cacheIndex = bindings.length;
  26899. bindings.push( binding );
  26900. },
  26901. _removeInactiveBinding: function ( binding ) {
  26902. var bindings = this._bindings,
  26903. propBinding = binding.binding,
  26904. rootUuid = propBinding.rootNode.uuid,
  26905. trackName = propBinding.path,
  26906. bindingsByRoot = this._bindingsByRootAndName,
  26907. bindingByName = bindingsByRoot[ rootUuid ],
  26908. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26909. cacheIndex = binding._cacheIndex;
  26910. lastInactiveBinding._cacheIndex = cacheIndex;
  26911. bindings[ cacheIndex ] = lastInactiveBinding;
  26912. bindings.pop();
  26913. delete bindingByName[ trackName ];
  26914. if ( Object.keys( bindingByName ).length === 0 ) {
  26915. delete bindingsByRoot[ rootUuid ];
  26916. }
  26917. },
  26918. _lendBinding: function ( binding ) {
  26919. var bindings = this._bindings,
  26920. prevIndex = binding._cacheIndex,
  26921. lastActiveIndex = this._nActiveBindings ++,
  26922. firstInactiveBinding = bindings[ lastActiveIndex ];
  26923. binding._cacheIndex = lastActiveIndex;
  26924. bindings[ lastActiveIndex ] = binding;
  26925. firstInactiveBinding._cacheIndex = prevIndex;
  26926. bindings[ prevIndex ] = firstInactiveBinding;
  26927. },
  26928. _takeBackBinding: function ( binding ) {
  26929. var bindings = this._bindings,
  26930. prevIndex = binding._cacheIndex,
  26931. firstInactiveIndex = -- this._nActiveBindings,
  26932. lastActiveBinding = bindings[ firstInactiveIndex ];
  26933. binding._cacheIndex = firstInactiveIndex;
  26934. bindings[ firstInactiveIndex ] = binding;
  26935. lastActiveBinding._cacheIndex = prevIndex;
  26936. bindings[ prevIndex ] = lastActiveBinding;
  26937. },
  26938. // Memory management of Interpolants for weight and time scale
  26939. _lendControlInterpolant: function () {
  26940. var interpolants = this._controlInterpolants,
  26941. lastActiveIndex = this._nActiveControlInterpolants ++,
  26942. interpolant = interpolants[ lastActiveIndex ];
  26943. if ( interpolant === undefined ) {
  26944. interpolant = new LinearInterpolant(
  26945. new Float32Array( 2 ), new Float32Array( 2 ),
  26946. 1, this._controlInterpolantsResultBuffer );
  26947. interpolant.__cacheIndex = lastActiveIndex;
  26948. interpolants[ lastActiveIndex ] = interpolant;
  26949. }
  26950. return interpolant;
  26951. },
  26952. _takeBackControlInterpolant: function ( interpolant ) {
  26953. var interpolants = this._controlInterpolants,
  26954. prevIndex = interpolant.__cacheIndex,
  26955. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26956. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26957. interpolant.__cacheIndex = firstInactiveIndex;
  26958. interpolants[ firstInactiveIndex ] = interpolant;
  26959. lastActiveInterpolant.__cacheIndex = prevIndex;
  26960. interpolants[ prevIndex ] = lastActiveInterpolant;
  26961. },
  26962. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26963. // return an action for a clip optionally using a custom root target
  26964. // object (this method allocates a lot of dynamic memory in case a
  26965. // previously unknown clip/root combination is specified)
  26966. clipAction: function ( clip, optionalRoot ) {
  26967. var root = optionalRoot || this._root,
  26968. rootUuid = root.uuid,
  26969. clipObject = typeof clip === 'string' ?
  26970. AnimationClip.findByName( root, clip ) : clip,
  26971. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26972. actionsForClip = this._actionsByClip[ clipUuid ],
  26973. prototypeAction = null;
  26974. if ( actionsForClip !== undefined ) {
  26975. var existingAction =
  26976. actionsForClip.actionByRoot[ rootUuid ];
  26977. if ( existingAction !== undefined ) {
  26978. return existingAction;
  26979. }
  26980. // we know the clip, so we don't have to parse all
  26981. // the bindings again but can just copy
  26982. prototypeAction = actionsForClip.knownActions[ 0 ];
  26983. // also, take the clip from the prototype action
  26984. if ( clipObject === null )
  26985. { clipObject = prototypeAction._clip; }
  26986. }
  26987. // clip must be known when specified via string
  26988. if ( clipObject === null ) { return null; }
  26989. // allocate all resources required to run it
  26990. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26991. this._bindAction( newAction, prototypeAction );
  26992. // and make the action known to the memory manager
  26993. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26994. return newAction;
  26995. },
  26996. // get an existing action
  26997. existingAction: function ( clip, optionalRoot ) {
  26998. var root = optionalRoot || this._root,
  26999. rootUuid = root.uuid,
  27000. clipObject = typeof clip === 'string' ?
  27001. AnimationClip.findByName( root, clip ) : clip,
  27002. clipUuid = clipObject ? clipObject.uuid : clip,
  27003. actionsForClip = this._actionsByClip[ clipUuid ];
  27004. if ( actionsForClip !== undefined ) {
  27005. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27006. }
  27007. return null;
  27008. },
  27009. // deactivates all previously scheduled actions
  27010. stopAllAction: function () {
  27011. var actions = this._actions,
  27012. nActions = this._nActiveActions,
  27013. bindings = this._bindings,
  27014. nBindings = this._nActiveBindings;
  27015. this._nActiveActions = 0;
  27016. this._nActiveBindings = 0;
  27017. for ( var i = 0; i !== nActions; ++ i ) {
  27018. actions[ i ].reset();
  27019. }
  27020. for ( var i = 0; i !== nBindings; ++ i ) {
  27021. bindings[ i ].useCount = 0;
  27022. }
  27023. return this;
  27024. },
  27025. // advance the time and update apply the animation
  27026. update: function ( deltaTime ) {
  27027. deltaTime *= this.timeScale;
  27028. var actions = this._actions,
  27029. nActions = this._nActiveActions,
  27030. time = this.time += deltaTime,
  27031. timeDirection = Math.sign( deltaTime ),
  27032. accuIndex = this._accuIndex ^= 1;
  27033. // run active actions
  27034. for ( var i = 0; i !== nActions; ++ i ) {
  27035. var action = actions[ i ];
  27036. action._update( time, deltaTime, timeDirection, accuIndex );
  27037. }
  27038. // update scene graph
  27039. var bindings = this._bindings,
  27040. nBindings = this._nActiveBindings;
  27041. for ( var i = 0; i !== nBindings; ++ i ) {
  27042. bindings[ i ].apply( accuIndex );
  27043. }
  27044. return this;
  27045. },
  27046. // Allows you to seek to a specific time in an animation.
  27047. setTime: function ( timeInSeconds ) {
  27048. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27049. for ( var i = 0; i < this._actions.length; i ++ ) {
  27050. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27051. }
  27052. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27053. },
  27054. // return this mixer's root target object
  27055. getRoot: function () {
  27056. return this._root;
  27057. },
  27058. // free all resources specific to a particular clip
  27059. uncacheClip: function ( clip ) {
  27060. var actions = this._actions,
  27061. clipUuid = clip.uuid,
  27062. actionsByClip = this._actionsByClip,
  27063. actionsForClip = actionsByClip[ clipUuid ];
  27064. if ( actionsForClip !== undefined ) {
  27065. // note: just calling _removeInactiveAction would mess up the
  27066. // iteration state and also require updating the state we can
  27067. // just throw away
  27068. var actionsToRemove = actionsForClip.knownActions;
  27069. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27070. var action = actionsToRemove[ i ];
  27071. this._deactivateAction( action );
  27072. var cacheIndex = action._cacheIndex,
  27073. lastInactiveAction = actions[ actions.length - 1 ];
  27074. action._cacheIndex = null;
  27075. action._byClipCacheIndex = null;
  27076. lastInactiveAction._cacheIndex = cacheIndex;
  27077. actions[ cacheIndex ] = lastInactiveAction;
  27078. actions.pop();
  27079. this._removeInactiveBindingsForAction( action );
  27080. }
  27081. delete actionsByClip[ clipUuid ];
  27082. }
  27083. },
  27084. // free all resources specific to a particular root target object
  27085. uncacheRoot: function ( root ) {
  27086. var rootUuid = root.uuid,
  27087. actionsByClip = this._actionsByClip;
  27088. for ( var clipUuid in actionsByClip ) {
  27089. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27090. action = actionByRoot[ rootUuid ];
  27091. if ( action !== undefined ) {
  27092. this._deactivateAction( action );
  27093. this._removeInactiveAction( action );
  27094. }
  27095. }
  27096. var bindingsByRoot = this._bindingsByRootAndName,
  27097. bindingByName = bindingsByRoot[ rootUuid ];
  27098. if ( bindingByName !== undefined ) {
  27099. for ( var trackName in bindingByName ) {
  27100. var binding = bindingByName[ trackName ];
  27101. binding.restoreOriginalState();
  27102. this._removeInactiveBinding( binding );
  27103. }
  27104. }
  27105. },
  27106. // remove a targeted clip from the cache
  27107. uncacheAction: function ( clip, optionalRoot ) {
  27108. var action = this.existingAction( clip, optionalRoot );
  27109. if ( action !== null ) {
  27110. this._deactivateAction( action );
  27111. this._removeInactiveAction( action );
  27112. }
  27113. }
  27114. } );
  27115. /**
  27116. * @author mrdoob / http://mrdoob.com/
  27117. */
  27118. function Uniform( value ) {
  27119. if ( typeof value === 'string' ) {
  27120. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27121. value = arguments[ 1 ];
  27122. }
  27123. this.value = value;
  27124. }
  27125. Uniform.prototype.clone = function () {
  27126. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27127. };
  27128. /**
  27129. * @author benaadams / https://twitter.com/ben_a_adams
  27130. */
  27131. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27132. InterleavedBuffer.call( this, array, stride );
  27133. this.meshPerAttribute = meshPerAttribute || 1;
  27134. }
  27135. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27136. constructor: InstancedInterleavedBuffer,
  27137. isInstancedInterleavedBuffer: true,
  27138. copy: function ( source ) {
  27139. InterleavedBuffer.prototype.copy.call( this, source );
  27140. this.meshPerAttribute = source.meshPerAttribute;
  27141. return this;
  27142. }
  27143. } );
  27144. /**
  27145. * @author mrdoob / http://mrdoob.com/
  27146. * @author bhouston / http://clara.io/
  27147. * @author stephomi / http://stephaneginier.com/
  27148. */
  27149. function Raycaster( origin, direction, near, far ) {
  27150. this.ray = new Ray( origin, direction );
  27151. // direction is assumed to be normalized (for accurate distance calculations)
  27152. this.near = near || 0;
  27153. this.far = far || Infinity;
  27154. this.camera = null;
  27155. this.layers = new Layers();
  27156. this.params = {
  27157. Mesh: {},
  27158. Line: { threshold: 1 },
  27159. LOD: {},
  27160. Points: { threshold: 1 },
  27161. Sprite: {}
  27162. };
  27163. Object.defineProperties( this.params, {
  27164. PointCloud: {
  27165. get: function () {
  27166. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27167. return this.Points;
  27168. }
  27169. }
  27170. } );
  27171. }
  27172. function ascSort( a, b ) {
  27173. return a.distance - b.distance;
  27174. }
  27175. function intersectObject( object, raycaster, intersects, recursive ) {
  27176. if ( object.layers.test( raycaster.layers ) ) {
  27177. object.raycast( raycaster, intersects );
  27178. }
  27179. if ( recursive === true ) {
  27180. var children = object.children;
  27181. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27182. intersectObject( children[ i ], raycaster, intersects, true );
  27183. }
  27184. }
  27185. }
  27186. Object.assign( Raycaster.prototype, {
  27187. set: function ( origin, direction ) {
  27188. // direction is assumed to be normalized (for accurate distance calculations)
  27189. this.ray.set( origin, direction );
  27190. },
  27191. setFromCamera: function ( coords, camera ) {
  27192. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27193. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27194. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27195. this.camera = camera;
  27196. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27197. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27198. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27199. this.camera = camera;
  27200. } else {
  27201. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27202. }
  27203. },
  27204. intersectObject: function ( object, recursive, optionalTarget ) {
  27205. var intersects = optionalTarget || [];
  27206. intersectObject( object, this, intersects, recursive );
  27207. intersects.sort( ascSort );
  27208. return intersects;
  27209. },
  27210. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27211. var intersects = optionalTarget || [];
  27212. if ( Array.isArray( objects ) === false ) {
  27213. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27214. return intersects;
  27215. }
  27216. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27217. intersectObject( objects[ i ], this, intersects, recursive );
  27218. }
  27219. intersects.sort( ascSort );
  27220. return intersects;
  27221. }
  27222. } );
  27223. /**
  27224. * @author bhouston / http://clara.io
  27225. * @author WestLangley / http://github.com/WestLangley
  27226. *
  27227. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27228. *
  27229. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27230. * The azimuthal angle (theta) is measured from the positive z-axis.
  27231. */
  27232. function Spherical( radius, phi, theta ) {
  27233. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27234. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27235. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27236. return this;
  27237. }
  27238. Object.assign( Spherical.prototype, {
  27239. set: function ( radius, phi, theta ) {
  27240. this.radius = radius;
  27241. this.phi = phi;
  27242. this.theta = theta;
  27243. return this;
  27244. },
  27245. clone: function () {
  27246. return new this.constructor().copy( this );
  27247. },
  27248. copy: function ( other ) {
  27249. this.radius = other.radius;
  27250. this.phi = other.phi;
  27251. this.theta = other.theta;
  27252. return this;
  27253. },
  27254. // restrict phi to be betwee EPS and PI-EPS
  27255. makeSafe: function () {
  27256. var EPS = 0.000001;
  27257. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27258. return this;
  27259. },
  27260. setFromVector3: function ( v ) {
  27261. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27262. },
  27263. setFromCartesianCoords: function ( x, y, z ) {
  27264. this.radius = Math.sqrt( x * x + y * y + z * z );
  27265. if ( this.radius === 0 ) {
  27266. this.theta = 0;
  27267. this.phi = 0;
  27268. } else {
  27269. this.theta = Math.atan2( x, z );
  27270. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27271. }
  27272. return this;
  27273. }
  27274. } );
  27275. /**
  27276. * @author Mugen87 / https://github.com/Mugen87
  27277. *
  27278. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27279. *
  27280. */
  27281. function Cylindrical( radius, theta, y ) {
  27282. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27283. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27284. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27285. return this;
  27286. }
  27287. Object.assign( Cylindrical.prototype, {
  27288. set: function ( radius, theta, y ) {
  27289. this.radius = radius;
  27290. this.theta = theta;
  27291. this.y = y;
  27292. return this;
  27293. },
  27294. clone: function () {
  27295. return new this.constructor().copy( this );
  27296. },
  27297. copy: function ( other ) {
  27298. this.radius = other.radius;
  27299. this.theta = other.theta;
  27300. this.y = other.y;
  27301. return this;
  27302. },
  27303. setFromVector3: function ( v ) {
  27304. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27305. },
  27306. setFromCartesianCoords: function ( x, y, z ) {
  27307. this.radius = Math.sqrt( x * x + z * z );
  27308. this.theta = Math.atan2( x, z );
  27309. this.y = y;
  27310. return this;
  27311. }
  27312. } );
  27313. /**
  27314. * @author bhouston / http://clara.io
  27315. */
  27316. var _vector$7 = new Vector2();
  27317. function Box2( min, max ) {
  27318. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27319. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27320. }
  27321. Object.assign( Box2.prototype, {
  27322. set: function ( min, max ) {
  27323. this.min.copy( min );
  27324. this.max.copy( max );
  27325. return this;
  27326. },
  27327. setFromPoints: function ( points ) {
  27328. this.makeEmpty();
  27329. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27330. this.expandByPoint( points[ i ] );
  27331. }
  27332. return this;
  27333. },
  27334. setFromCenterAndSize: function ( center, size ) {
  27335. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27336. this.min.copy( center ).sub( halfSize );
  27337. this.max.copy( center ).add( halfSize );
  27338. return this;
  27339. },
  27340. clone: function () {
  27341. return new this.constructor().copy( this );
  27342. },
  27343. copy: function ( box ) {
  27344. this.min.copy( box.min );
  27345. this.max.copy( box.max );
  27346. return this;
  27347. },
  27348. makeEmpty: function () {
  27349. this.min.x = this.min.y = + Infinity;
  27350. this.max.x = this.max.y = - Infinity;
  27351. return this;
  27352. },
  27353. isEmpty: function () {
  27354. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27355. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27356. },
  27357. getCenter: function ( target ) {
  27358. if ( target === undefined ) {
  27359. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27360. target = new Vector2();
  27361. }
  27362. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27363. },
  27364. getSize: function ( target ) {
  27365. if ( target === undefined ) {
  27366. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27367. target = new Vector2();
  27368. }
  27369. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27370. },
  27371. expandByPoint: function ( point ) {
  27372. this.min.min( point );
  27373. this.max.max( point );
  27374. return this;
  27375. },
  27376. expandByVector: function ( vector ) {
  27377. this.min.sub( vector );
  27378. this.max.add( vector );
  27379. return this;
  27380. },
  27381. expandByScalar: function ( scalar ) {
  27382. this.min.addScalar( - scalar );
  27383. this.max.addScalar( scalar );
  27384. return this;
  27385. },
  27386. containsPoint: function ( point ) {
  27387. return point.x < this.min.x || point.x > this.max.x ||
  27388. point.y < this.min.y || point.y > this.max.y ? false : true;
  27389. },
  27390. containsBox: function ( box ) {
  27391. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27392. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27393. },
  27394. getParameter: function ( point, target ) {
  27395. // This can potentially have a divide by zero if the box
  27396. // has a size dimension of 0.
  27397. if ( target === undefined ) {
  27398. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27399. target = new Vector2();
  27400. }
  27401. return target.set(
  27402. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27403. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27404. );
  27405. },
  27406. intersectsBox: function ( box ) {
  27407. // using 4 splitting planes to rule out intersections
  27408. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27409. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27410. },
  27411. clampPoint: function ( point, target ) {
  27412. if ( target === undefined ) {
  27413. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27414. target = new Vector2();
  27415. }
  27416. return target.copy( point ).clamp( this.min, this.max );
  27417. },
  27418. distanceToPoint: function ( point ) {
  27419. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27420. return clampedPoint.sub( point ).length();
  27421. },
  27422. intersect: function ( box ) {
  27423. this.min.max( box.min );
  27424. this.max.min( box.max );
  27425. return this;
  27426. },
  27427. union: function ( box ) {
  27428. this.min.min( box.min );
  27429. this.max.max( box.max );
  27430. return this;
  27431. },
  27432. translate: function ( offset ) {
  27433. this.min.add( offset );
  27434. this.max.add( offset );
  27435. return this;
  27436. },
  27437. equals: function ( box ) {
  27438. return box.min.equals( this.min ) && box.max.equals( this.max );
  27439. }
  27440. } );
  27441. /**
  27442. * @author bhouston / http://clara.io
  27443. */
  27444. var _startP = new Vector3();
  27445. var _startEnd = new Vector3();
  27446. function Line3( start, end ) {
  27447. this.start = ( start !== undefined ) ? start : new Vector3();
  27448. this.end = ( end !== undefined ) ? end : new Vector3();
  27449. }
  27450. Object.assign( Line3.prototype, {
  27451. set: function ( start, end ) {
  27452. this.start.copy( start );
  27453. this.end.copy( end );
  27454. return this;
  27455. },
  27456. clone: function () {
  27457. return new this.constructor().copy( this );
  27458. },
  27459. copy: function ( line ) {
  27460. this.start.copy( line.start );
  27461. this.end.copy( line.end );
  27462. return this;
  27463. },
  27464. getCenter: function ( target ) {
  27465. if ( target === undefined ) {
  27466. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27467. target = new Vector3();
  27468. }
  27469. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27470. },
  27471. delta: function ( target ) {
  27472. if ( target === undefined ) {
  27473. console.warn( 'THREE.Line3: .delta() target is now required' );
  27474. target = new Vector3();
  27475. }
  27476. return target.subVectors( this.end, this.start );
  27477. },
  27478. distanceSq: function () {
  27479. return this.start.distanceToSquared( this.end );
  27480. },
  27481. distance: function () {
  27482. return this.start.distanceTo( this.end );
  27483. },
  27484. at: function ( t, target ) {
  27485. if ( target === undefined ) {
  27486. console.warn( 'THREE.Line3: .at() target is now required' );
  27487. target = new Vector3();
  27488. }
  27489. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27490. },
  27491. closestPointToPointParameter: function ( point, clampToLine ) {
  27492. _startP.subVectors( point, this.start );
  27493. _startEnd.subVectors( this.end, this.start );
  27494. var startEnd2 = _startEnd.dot( _startEnd );
  27495. var startEnd_startP = _startEnd.dot( _startP );
  27496. var t = startEnd_startP / startEnd2;
  27497. if ( clampToLine ) {
  27498. t = MathUtils.clamp( t, 0, 1 );
  27499. }
  27500. return t;
  27501. },
  27502. closestPointToPoint: function ( point, clampToLine, target ) {
  27503. var t = this.closestPointToPointParameter( point, clampToLine );
  27504. if ( target === undefined ) {
  27505. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27506. target = new Vector3();
  27507. }
  27508. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27509. },
  27510. applyMatrix4: function ( matrix ) {
  27511. this.start.applyMatrix4( matrix );
  27512. this.end.applyMatrix4( matrix );
  27513. return this;
  27514. },
  27515. equals: function ( line ) {
  27516. return line.start.equals( this.start ) && line.end.equals( this.end );
  27517. }
  27518. } );
  27519. /**
  27520. * @author alteredq / http://alteredqualia.com/
  27521. */
  27522. function ImmediateRenderObject( material ) {
  27523. Object3D.call( this );
  27524. this.material = material;
  27525. this.render = function ( /* renderCallback */ ) {};
  27526. }
  27527. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27528. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27529. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27530. /**
  27531. * @author alteredq / http://alteredqualia.com/
  27532. * @author mrdoob / http://mrdoob.com/
  27533. * @author WestLangley / http://github.com/WestLangley
  27534. */
  27535. var _vector$8 = new Vector3();
  27536. function SpotLightHelper( light, color ) {
  27537. Object3D.call( this );
  27538. this.light = light;
  27539. this.light.updateMatrixWorld();
  27540. this.matrix = light.matrixWorld;
  27541. this.matrixAutoUpdate = false;
  27542. this.color = color;
  27543. var geometry = new BufferGeometry();
  27544. var positions = [
  27545. 0, 0, 0, 0, 0, 1,
  27546. 0, 0, 0, 1, 0, 1,
  27547. 0, 0, 0, - 1, 0, 1,
  27548. 0, 0, 0, 0, 1, 1,
  27549. 0, 0, 0, 0, - 1, 1
  27550. ];
  27551. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27552. var p1 = ( i / l ) * Math.PI * 2;
  27553. var p2 = ( j / l ) * Math.PI * 2;
  27554. positions.push(
  27555. Math.cos( p1 ), Math.sin( p1 ), 1,
  27556. Math.cos( p2 ), Math.sin( p2 ), 1
  27557. );
  27558. }
  27559. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27560. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  27561. this.cone = new LineSegments( geometry, material );
  27562. this.add( this.cone );
  27563. this.update();
  27564. }
  27565. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27566. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27567. SpotLightHelper.prototype.dispose = function () {
  27568. this.cone.geometry.dispose();
  27569. this.cone.material.dispose();
  27570. };
  27571. SpotLightHelper.prototype.update = function () {
  27572. this.light.updateMatrixWorld();
  27573. var coneLength = this.light.distance ? this.light.distance : 1000;
  27574. var coneWidth = coneLength * Math.tan( this.light.angle );
  27575. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27576. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  27577. this.cone.lookAt( _vector$8 );
  27578. if ( this.color !== undefined ) {
  27579. this.cone.material.color.set( this.color );
  27580. } else {
  27581. this.cone.material.color.copy( this.light.color );
  27582. }
  27583. };
  27584. /**
  27585. * @author Sean Griffin / http://twitter.com/sgrif
  27586. * @author Michael Guerrero / http://realitymeltdown.com
  27587. * @author mrdoob / http://mrdoob.com/
  27588. * @author ikerr / http://verold.com
  27589. * @author Mugen87 / https://github.com/Mugen87
  27590. */
  27591. var _vector$9 = new Vector3();
  27592. var _boneMatrix = new Matrix4();
  27593. var _matrixWorldInv = new Matrix4();
  27594. function getBoneList( object ) {
  27595. var boneList = [];
  27596. if ( object && object.isBone ) {
  27597. boneList.push( object );
  27598. }
  27599. for ( var i = 0; i < object.children.length; i ++ ) {
  27600. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27601. }
  27602. return boneList;
  27603. }
  27604. function SkeletonHelper( object ) {
  27605. var bones = getBoneList( object );
  27606. var geometry = new BufferGeometry();
  27607. var vertices = [];
  27608. var colors = [];
  27609. var color1 = new Color( 0, 0, 1 );
  27610. var color2 = new Color( 0, 1, 0 );
  27611. for ( var i = 0; i < bones.length; i ++ ) {
  27612. var bone = bones[ i ];
  27613. if ( bone.parent && bone.parent.isBone ) {
  27614. vertices.push( 0, 0, 0 );
  27615. vertices.push( 0, 0, 0 );
  27616. colors.push( color1.r, color1.g, color1.b );
  27617. colors.push( color2.r, color2.g, color2.b );
  27618. }
  27619. }
  27620. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27621. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27622. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  27623. LineSegments.call( this, geometry, material );
  27624. this.type = 'SkeletonHelper';
  27625. this.root = object;
  27626. this.bones = bones;
  27627. this.matrix = object.matrixWorld;
  27628. this.matrixAutoUpdate = false;
  27629. }
  27630. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27631. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27632. SkeletonHelper.prototype.isSkeletonHelper = true;
  27633. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27634. var bones = this.bones;
  27635. var geometry = this.geometry;
  27636. var position = geometry.getAttribute( 'position' );
  27637. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27638. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27639. var bone = bones[ i ];
  27640. if ( bone.parent && bone.parent.isBone ) {
  27641. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27642. _vector$9.setFromMatrixPosition( _boneMatrix );
  27643. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  27644. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27645. _vector$9.setFromMatrixPosition( _boneMatrix );
  27646. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  27647. j += 2;
  27648. }
  27649. }
  27650. geometry.getAttribute( 'position' ).needsUpdate = true;
  27651. Object3D.prototype.updateMatrixWorld.call( this, force );
  27652. };
  27653. /**
  27654. * @author alteredq / http://alteredqualia.com/
  27655. * @author mrdoob / http://mrdoob.com/
  27656. */
  27657. function PointLightHelper( light, sphereSize, color ) {
  27658. this.light = light;
  27659. this.light.updateMatrixWorld();
  27660. this.color = color;
  27661. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27662. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  27663. Mesh.call( this, geometry, material );
  27664. this.type = 'PointLightHelper';
  27665. this.matrix = this.light.matrixWorld;
  27666. this.matrixAutoUpdate = false;
  27667. this.update();
  27668. /*
  27669. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27670. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27671. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27672. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27673. var d = light.distance;
  27674. if ( d === 0.0 ) {
  27675. this.lightDistance.visible = false;
  27676. } else {
  27677. this.lightDistance.scale.set( d, d, d );
  27678. }
  27679. this.add( this.lightDistance );
  27680. */
  27681. }
  27682. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27683. PointLightHelper.prototype.constructor = PointLightHelper;
  27684. PointLightHelper.prototype.dispose = function () {
  27685. this.geometry.dispose();
  27686. this.material.dispose();
  27687. };
  27688. PointLightHelper.prototype.update = function () {
  27689. if ( this.color !== undefined ) {
  27690. this.material.color.set( this.color );
  27691. } else {
  27692. this.material.color.copy( this.light.color );
  27693. }
  27694. /*
  27695. var d = this.light.distance;
  27696. if ( d === 0.0 ) {
  27697. this.lightDistance.visible = false;
  27698. } else {
  27699. this.lightDistance.visible = true;
  27700. this.lightDistance.scale.set( d, d, d );
  27701. }
  27702. */
  27703. };
  27704. /**
  27705. * @author alteredq / http://alteredqualia.com/
  27706. * @author mrdoob / http://mrdoob.com/
  27707. * @author Mugen87 / https://github.com/Mugen87
  27708. */
  27709. var _vector$a = new Vector3();
  27710. var _color1 = new Color();
  27711. var _color2 = new Color();
  27712. function HemisphereLightHelper( light, size, color ) {
  27713. Object3D.call( this );
  27714. this.light = light;
  27715. this.light.updateMatrixWorld();
  27716. this.matrix = light.matrixWorld;
  27717. this.matrixAutoUpdate = false;
  27718. this.color = color;
  27719. var geometry = new OctahedronBufferGeometry( size );
  27720. geometry.rotateY( Math.PI * 0.5 );
  27721. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  27722. if ( this.color === undefined ) { this.material.vertexColors = true; }
  27723. var position = geometry.getAttribute( 'position' );
  27724. var colors = new Float32Array( position.count * 3 );
  27725. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27726. this.add( new Mesh( geometry, this.material ) );
  27727. this.update();
  27728. }
  27729. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27730. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27731. HemisphereLightHelper.prototype.dispose = function () {
  27732. this.children[ 0 ].geometry.dispose();
  27733. this.children[ 0 ].material.dispose();
  27734. };
  27735. HemisphereLightHelper.prototype.update = function () {
  27736. var mesh = this.children[ 0 ];
  27737. if ( this.color !== undefined ) {
  27738. this.material.color.set( this.color );
  27739. } else {
  27740. var colors = mesh.geometry.getAttribute( 'color' );
  27741. _color1.copy( this.light.color );
  27742. _color2.copy( this.light.groundColor );
  27743. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27744. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27745. colors.setXYZ( i, color.r, color.g, color.b );
  27746. }
  27747. colors.needsUpdate = true;
  27748. }
  27749. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27750. };
  27751. /**
  27752. * @author mrdoob / http://mrdoob.com/
  27753. */
  27754. function GridHelper( size, divisions, color1, color2 ) {
  27755. size = size || 10;
  27756. divisions = divisions || 10;
  27757. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27758. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27759. var center = divisions / 2;
  27760. var step = size / divisions;
  27761. var halfSize = size / 2;
  27762. var vertices = [], colors = [];
  27763. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27764. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27765. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27766. var color = i === center ? color1 : color2;
  27767. color.toArray( colors, j ); j += 3;
  27768. color.toArray( colors, j ); j += 3;
  27769. color.toArray( colors, j ); j += 3;
  27770. color.toArray( colors, j ); j += 3;
  27771. }
  27772. var geometry = new BufferGeometry();
  27773. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27774. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27775. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  27776. LineSegments.call( this, geometry, material );
  27777. this.type = 'GridHelper';
  27778. }
  27779. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27780. constructor: GridHelper,
  27781. copy: function ( source ) {
  27782. LineSegments.prototype.copy.call( this, source );
  27783. this.geometry.copy( source.geometry );
  27784. this.material.copy( source.material );
  27785. return this;
  27786. },
  27787. clone: function () {
  27788. return new this.constructor().copy( this );
  27789. }
  27790. } );
  27791. /**
  27792. * @author mrdoob / http://mrdoob.com/
  27793. * @author Mugen87 / http://github.com/Mugen87
  27794. * @author Hectate / http://www.github.com/Hectate
  27795. */
  27796. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27797. radius = radius || 10;
  27798. radials = radials || 16;
  27799. circles = circles || 8;
  27800. divisions = divisions || 64;
  27801. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27802. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27803. var vertices = [];
  27804. var colors = [];
  27805. var x, z;
  27806. var v, i, j, r, color;
  27807. // create the radials
  27808. for ( i = 0; i <= radials; i ++ ) {
  27809. v = ( i / radials ) * ( Math.PI * 2 );
  27810. x = Math.sin( v ) * radius;
  27811. z = Math.cos( v ) * radius;
  27812. vertices.push( 0, 0, 0 );
  27813. vertices.push( x, 0, z );
  27814. color = ( i & 1 ) ? color1 : color2;
  27815. colors.push( color.r, color.g, color.b );
  27816. colors.push( color.r, color.g, color.b );
  27817. }
  27818. // create the circles
  27819. for ( i = 0; i <= circles; i ++ ) {
  27820. color = ( i & 1 ) ? color1 : color2;
  27821. r = radius - ( radius / circles * i );
  27822. for ( j = 0; j < divisions; j ++ ) {
  27823. // first vertex
  27824. v = ( j / divisions ) * ( Math.PI * 2 );
  27825. x = Math.sin( v ) * r;
  27826. z = Math.cos( v ) * r;
  27827. vertices.push( x, 0, z );
  27828. colors.push( color.r, color.g, color.b );
  27829. // second vertex
  27830. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27831. x = Math.sin( v ) * r;
  27832. z = Math.cos( v ) * r;
  27833. vertices.push( x, 0, z );
  27834. colors.push( color.r, color.g, color.b );
  27835. }
  27836. }
  27837. var geometry = new BufferGeometry();
  27838. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27839. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27840. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  27841. LineSegments.call( this, geometry, material );
  27842. this.type = 'PolarGridHelper';
  27843. }
  27844. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27845. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27846. /**
  27847. * @author alteredq / http://alteredqualia.com/
  27848. * @author mrdoob / http://mrdoob.com/
  27849. * @author WestLangley / http://github.com/WestLangley
  27850. */
  27851. var _v1$5 = new Vector3();
  27852. var _v2$3 = new Vector3();
  27853. var _v3$1 = new Vector3();
  27854. function DirectionalLightHelper( light, size, color ) {
  27855. Object3D.call( this );
  27856. this.light = light;
  27857. this.light.updateMatrixWorld();
  27858. this.matrix = light.matrixWorld;
  27859. this.matrixAutoUpdate = false;
  27860. this.color = color;
  27861. if ( size === undefined ) { size = 1; }
  27862. var geometry = new BufferGeometry();
  27863. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  27864. - size, size, 0,
  27865. size, size, 0,
  27866. size, - size, 0,
  27867. - size, - size, 0,
  27868. - size, size, 0
  27869. ], 3 ) );
  27870. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  27871. this.lightPlane = new Line( geometry, material );
  27872. this.add( this.lightPlane );
  27873. geometry = new BufferGeometry();
  27874. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27875. this.targetLine = new Line( geometry, material );
  27876. this.add( this.targetLine );
  27877. this.update();
  27878. }
  27879. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27880. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27881. DirectionalLightHelper.prototype.dispose = function () {
  27882. this.lightPlane.geometry.dispose();
  27883. this.lightPlane.material.dispose();
  27884. this.targetLine.geometry.dispose();
  27885. this.targetLine.material.dispose();
  27886. };
  27887. DirectionalLightHelper.prototype.update = function () {
  27888. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  27889. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  27890. _v3$1.subVectors( _v2$3, _v1$5 );
  27891. this.lightPlane.lookAt( _v2$3 );
  27892. if ( this.color !== undefined ) {
  27893. this.lightPlane.material.color.set( this.color );
  27894. this.targetLine.material.color.set( this.color );
  27895. } else {
  27896. this.lightPlane.material.color.copy( this.light.color );
  27897. this.targetLine.material.color.copy( this.light.color );
  27898. }
  27899. this.targetLine.lookAt( _v2$3 );
  27900. this.targetLine.scale.z = _v3$1.length();
  27901. };
  27902. /**
  27903. * @author alteredq / http://alteredqualia.com/
  27904. * @author Mugen87 / https://github.com/Mugen87
  27905. *
  27906. * - shows frustum, line of sight and up of the camera
  27907. * - suitable for fast updates
  27908. * - based on frustum visualization in lightgl.js shadowmap example
  27909. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27910. */
  27911. var _vector$b = new Vector3();
  27912. var _camera = new Camera();
  27913. function CameraHelper( camera ) {
  27914. var geometry = new BufferGeometry();
  27915. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  27916. var vertices = [];
  27917. var colors = [];
  27918. var pointMap = {};
  27919. // colors
  27920. var colorFrustum = new Color( 0xffaa00 );
  27921. var colorCone = new Color( 0xff0000 );
  27922. var colorUp = new Color( 0x00aaff );
  27923. var colorTarget = new Color( 0xffffff );
  27924. var colorCross = new Color( 0x333333 );
  27925. // near
  27926. addLine( 'n1', 'n2', colorFrustum );
  27927. addLine( 'n2', 'n4', colorFrustum );
  27928. addLine( 'n4', 'n3', colorFrustum );
  27929. addLine( 'n3', 'n1', colorFrustum );
  27930. // far
  27931. addLine( 'f1', 'f2', colorFrustum );
  27932. addLine( 'f2', 'f4', colorFrustum );
  27933. addLine( 'f4', 'f3', colorFrustum );
  27934. addLine( 'f3', 'f1', colorFrustum );
  27935. // sides
  27936. addLine( 'n1', 'f1', colorFrustum );
  27937. addLine( 'n2', 'f2', colorFrustum );
  27938. addLine( 'n3', 'f3', colorFrustum );
  27939. addLine( 'n4', 'f4', colorFrustum );
  27940. // cone
  27941. addLine( 'p', 'n1', colorCone );
  27942. addLine( 'p', 'n2', colorCone );
  27943. addLine( 'p', 'n3', colorCone );
  27944. addLine( 'p', 'n4', colorCone );
  27945. // up
  27946. addLine( 'u1', 'u2', colorUp );
  27947. addLine( 'u2', 'u3', colorUp );
  27948. addLine( 'u3', 'u1', colorUp );
  27949. // target
  27950. addLine( 'c', 't', colorTarget );
  27951. addLine( 'p', 'c', colorCross );
  27952. // cross
  27953. addLine( 'cn1', 'cn2', colorCross );
  27954. addLine( 'cn3', 'cn4', colorCross );
  27955. addLine( 'cf1', 'cf2', colorCross );
  27956. addLine( 'cf3', 'cf4', colorCross );
  27957. function addLine( a, b, color ) {
  27958. addPoint( a, color );
  27959. addPoint( b, color );
  27960. }
  27961. function addPoint( id, color ) {
  27962. vertices.push( 0, 0, 0 );
  27963. colors.push( color.r, color.g, color.b );
  27964. if ( pointMap[ id ] === undefined ) {
  27965. pointMap[ id ] = [];
  27966. }
  27967. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27968. }
  27969. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27970. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27971. LineSegments.call( this, geometry, material );
  27972. this.type = 'CameraHelper';
  27973. this.camera = camera;
  27974. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27975. this.matrix = camera.matrixWorld;
  27976. this.matrixAutoUpdate = false;
  27977. this.pointMap = pointMap;
  27978. this.update();
  27979. }
  27980. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27981. CameraHelper.prototype.constructor = CameraHelper;
  27982. CameraHelper.prototype.update = function () {
  27983. var geometry = this.geometry;
  27984. var pointMap = this.pointMap;
  27985. var w = 1, h = 1;
  27986. // we need just camera projection matrix inverse
  27987. // world matrix must be identity
  27988. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27989. // center / target
  27990. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27991. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27992. // near
  27993. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27994. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27995. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27996. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27997. // far
  27998. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27999. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28000. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28001. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28002. // up
  28003. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28004. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28005. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28006. // cross
  28007. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28008. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28009. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28010. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28011. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28012. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28013. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28014. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28015. geometry.getAttribute( 'position' ).needsUpdate = true;
  28016. };
  28017. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28018. _vector$b.set( x, y, z ).unproject( camera );
  28019. var points = pointMap[ point ];
  28020. if ( points !== undefined ) {
  28021. var position = geometry.getAttribute( 'position' );
  28022. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28023. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28024. }
  28025. }
  28026. }
  28027. /**
  28028. * @author mrdoob / http://mrdoob.com/
  28029. * @author Mugen87 / http://github.com/Mugen87
  28030. */
  28031. var _box$3 = new Box3();
  28032. function BoxHelper( object, color ) {
  28033. this.object = object;
  28034. if ( color === undefined ) { color = 0xffff00; }
  28035. 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 ] );
  28036. var positions = new Float32Array( 8 * 3 );
  28037. var geometry = new BufferGeometry();
  28038. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28039. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28040. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28041. this.type = 'BoxHelper';
  28042. this.matrixAutoUpdate = false;
  28043. this.update();
  28044. }
  28045. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28046. BoxHelper.prototype.constructor = BoxHelper;
  28047. BoxHelper.prototype.update = function ( object ) {
  28048. if ( object !== undefined ) {
  28049. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28050. }
  28051. if ( this.object !== undefined ) {
  28052. _box$3.setFromObject( this.object );
  28053. }
  28054. if ( _box$3.isEmpty() ) { return; }
  28055. var min = _box$3.min;
  28056. var max = _box$3.max;
  28057. /*
  28058. 5____4
  28059. 1/___0/|
  28060. | 6__|_7
  28061. 2/___3/
  28062. 0: max.x, max.y, max.z
  28063. 1: min.x, max.y, max.z
  28064. 2: min.x, min.y, max.z
  28065. 3: max.x, min.y, max.z
  28066. 4: max.x, max.y, min.z
  28067. 5: min.x, max.y, min.z
  28068. 6: min.x, min.y, min.z
  28069. 7: max.x, min.y, min.z
  28070. */
  28071. var position = this.geometry.attributes.position;
  28072. var array = position.array;
  28073. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28074. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28075. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28076. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28077. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28078. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28079. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28080. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28081. position.needsUpdate = true;
  28082. this.geometry.computeBoundingSphere();
  28083. };
  28084. BoxHelper.prototype.setFromObject = function ( object ) {
  28085. this.object = object;
  28086. this.update();
  28087. return this;
  28088. };
  28089. BoxHelper.prototype.copy = function ( source ) {
  28090. LineSegments.prototype.copy.call( this, source );
  28091. this.object = source.object;
  28092. return this;
  28093. };
  28094. BoxHelper.prototype.clone = function () {
  28095. return new this.constructor().copy( this );
  28096. };
  28097. /**
  28098. * @author WestLangley / http://github.com/WestLangley
  28099. */
  28100. function Box3Helper( box, color ) {
  28101. this.type = 'Box3Helper';
  28102. this.box = box;
  28103. color = color || 0xffff00;
  28104. 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 ] );
  28105. 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 ];
  28106. var geometry = new BufferGeometry();
  28107. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28108. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28109. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28110. this.type = 'Box3Helper';
  28111. this.geometry.computeBoundingSphere();
  28112. }
  28113. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28114. Box3Helper.prototype.constructor = Box3Helper;
  28115. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28116. var box = this.box;
  28117. if ( box.isEmpty() ) { return; }
  28118. box.getCenter( this.position );
  28119. box.getSize( this.scale );
  28120. this.scale.multiplyScalar( 0.5 );
  28121. Object3D.prototype.updateMatrixWorld.call( this, force );
  28122. };
  28123. /**
  28124. * @author WestLangley / http://github.com/WestLangley
  28125. */
  28126. function PlaneHelper( plane, size, hex ) {
  28127. this.plane = plane;
  28128. this.size = ( size === undefined ) ? 1 : size;
  28129. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28130. 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 ];
  28131. var geometry = new BufferGeometry();
  28132. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28133. geometry.computeBoundingSphere();
  28134. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28135. this.type = 'PlaneHelper';
  28136. //
  28137. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28138. var geometry2 = new BufferGeometry();
  28139. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28140. geometry2.computeBoundingSphere();
  28141. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28142. }
  28143. PlaneHelper.prototype = Object.create( Line.prototype );
  28144. PlaneHelper.prototype.constructor = PlaneHelper;
  28145. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28146. var scale = - this.plane.constant;
  28147. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28148. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28149. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28150. this.lookAt( this.plane.normal );
  28151. Object3D.prototype.updateMatrixWorld.call( this, force );
  28152. };
  28153. /**
  28154. * @author WestLangley / http://github.com/WestLangley
  28155. * @author zz85 / http://github.com/zz85
  28156. * @author bhouston / http://clara.io
  28157. *
  28158. * Creates an arrow for visualizing directions
  28159. *
  28160. * Parameters:
  28161. * dir - Vector3
  28162. * origin - Vector3
  28163. * length - Number
  28164. * color - color in hex value
  28165. * headLength - Number
  28166. * headWidth - Number
  28167. */
  28168. var _axis = new Vector3();
  28169. var _lineGeometry, _coneGeometry;
  28170. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28171. // dir is assumed to be normalized
  28172. Object3D.call( this );
  28173. this.type = 'ArrowHelper';
  28174. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28175. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28176. if ( length === undefined ) { length = 1; }
  28177. if ( color === undefined ) { color = 0xffff00; }
  28178. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28179. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28180. if ( _lineGeometry === undefined ) {
  28181. _lineGeometry = new BufferGeometry();
  28182. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28183. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28184. _coneGeometry.translate( 0, - 0.5, 0 );
  28185. }
  28186. this.position.copy( origin );
  28187. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28188. this.line.matrixAutoUpdate = false;
  28189. this.add( this.line );
  28190. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28191. this.cone.matrixAutoUpdate = false;
  28192. this.add( this.cone );
  28193. this.setDirection( dir );
  28194. this.setLength( length, headLength, headWidth );
  28195. }
  28196. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28197. ArrowHelper.prototype.constructor = ArrowHelper;
  28198. ArrowHelper.prototype.setDirection = function ( dir ) {
  28199. // dir is assumed to be normalized
  28200. if ( dir.y > 0.99999 ) {
  28201. this.quaternion.set( 0, 0, 0, 1 );
  28202. } else if ( dir.y < - 0.99999 ) {
  28203. this.quaternion.set( 1, 0, 0, 0 );
  28204. } else {
  28205. _axis.set( dir.z, 0, - dir.x ).normalize();
  28206. var radians = Math.acos( dir.y );
  28207. this.quaternion.setFromAxisAngle( _axis, radians );
  28208. }
  28209. };
  28210. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28211. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28212. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28213. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28214. this.line.updateMatrix();
  28215. this.cone.scale.set( headWidth, headLength, headWidth );
  28216. this.cone.position.y = length;
  28217. this.cone.updateMatrix();
  28218. };
  28219. ArrowHelper.prototype.setColor = function ( color ) {
  28220. this.line.material.color.set( color );
  28221. this.cone.material.color.set( color );
  28222. };
  28223. ArrowHelper.prototype.copy = function ( source ) {
  28224. Object3D.prototype.copy.call( this, source, false );
  28225. this.line.copy( source.line );
  28226. this.cone.copy( source.cone );
  28227. return this;
  28228. };
  28229. ArrowHelper.prototype.clone = function () {
  28230. return new this.constructor().copy( this );
  28231. };
  28232. /**
  28233. * @author sroucheray / http://sroucheray.org/
  28234. * @author mrdoob / http://mrdoob.com/
  28235. */
  28236. function AxesHelper( size ) {
  28237. size = size || 1;
  28238. var vertices = [
  28239. 0, 0, 0, size, 0, 0,
  28240. 0, 0, 0, 0, size, 0,
  28241. 0, 0, 0, 0, 0, size
  28242. ];
  28243. var colors = [
  28244. 1, 0, 0, 1, 0.6, 0,
  28245. 0, 1, 0, 0.6, 1, 0,
  28246. 0, 0, 1, 0, 0.6, 1
  28247. ];
  28248. var geometry = new BufferGeometry();
  28249. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28250. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28251. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28252. LineSegments.call( this, geometry, material );
  28253. this.type = 'AxesHelper';
  28254. }
  28255. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28256. AxesHelper.prototype.constructor = AxesHelper;
  28257. /**
  28258. * @author Emmett Lalish / elalish
  28259. *
  28260. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28261. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28262. * blur to be quickly accessed based on material roughness. It is packed into a
  28263. * special CubeUV format that allows us to perform custom interpolation so that
  28264. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28265. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28266. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28267. * higher roughness levels. In this way we maintain resolution to smoothly
  28268. * interpolate diffuse lighting while limiting sampling computation.
  28269. */
  28270. var LOD_MIN = 4;
  28271. var LOD_MAX = 8;
  28272. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28273. // The standard deviations (radians) associated with the extra mips. These are
  28274. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28275. // geometric shadowing function. These sigma values squared must match the
  28276. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28277. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28278. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28279. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28280. // samples and exit early, but not recompile the shader.
  28281. var MAX_SAMPLES = 20;
  28282. var ENCODINGS = {};
  28283. ENCODINGS[ LinearEncoding ] = 0;
  28284. ENCODINGS[ sRGBEncoding ] = 1;
  28285. ENCODINGS[ RGBEEncoding ] = 2;
  28286. ENCODINGS[ RGBM7Encoding ] = 3;
  28287. ENCODINGS[ RGBM16Encoding ] = 4;
  28288. ENCODINGS[ RGBDEncoding ] = 5;
  28289. ENCODINGS[ GammaEncoding ] = 6;
  28290. var _flatCamera = new OrthographicCamera();
  28291. var ref = _createPlanes();
  28292. var _lodPlanes = ref._lodPlanes;
  28293. var _sizeLods = ref._sizeLods;
  28294. var _sigmas = ref._sigmas;
  28295. var _oldTarget = null;
  28296. // Golden Ratio
  28297. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28298. var INV_PHI = 1 / PHI;
  28299. // Vertices of a dodecahedron (except the opposites, which represent the
  28300. // same axis), used as axis directions evenly spread on a sphere.
  28301. var _axisDirections = [
  28302. new Vector3( 1, 1, 1 ),
  28303. new Vector3( - 1, 1, 1 ),
  28304. new Vector3( 1, 1, - 1 ),
  28305. new Vector3( - 1, 1, - 1 ),
  28306. new Vector3( 0, PHI, INV_PHI ),
  28307. new Vector3( 0, PHI, - INV_PHI ),
  28308. new Vector3( INV_PHI, 0, PHI ),
  28309. new Vector3( - INV_PHI, 0, PHI ),
  28310. new Vector3( PHI, INV_PHI, 0 ),
  28311. new Vector3( - PHI, INV_PHI, 0 ) ];
  28312. function PMREMGenerator( renderer ) {
  28313. this._renderer = renderer;
  28314. this._pingPongRenderTarget = null;
  28315. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  28316. this._equirectShader = null;
  28317. this._cubemapShader = null;
  28318. this._compileMaterial( this._blurMaterial );
  28319. }
  28320. PMREMGenerator.prototype = {
  28321. constructor: PMREMGenerator,
  28322. /**
  28323. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28324. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28325. * in radians to be applied to the scene before PMREM generation. Optional near
  28326. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28327. * is placed at the origin).
  28328. */
  28329. fromScene: function ( scene, sigma, near, far ) {
  28330. if ( sigma === void 0 ) sigma = 0;
  28331. if ( near === void 0 ) near = 0.1;
  28332. if ( far === void 0 ) far = 100;
  28333. _oldTarget = this._renderer.getRenderTarget();
  28334. var cubeUVRenderTarget = this._allocateTargets();
  28335. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28336. if ( sigma > 0 ) {
  28337. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28338. }
  28339. this._applyPMREM( cubeUVRenderTarget );
  28340. this._cleanup( cubeUVRenderTarget );
  28341. return cubeUVRenderTarget;
  28342. },
  28343. /**
  28344. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28345. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28346. * as this matches best with the 256 x 256 cubemap output.
  28347. */
  28348. fromEquirectangular: function ( equirectangular ) {
  28349. equirectangular.magFilter = NearestFilter;
  28350. equirectangular.minFilter = NearestFilter;
  28351. equirectangular.generateMipmaps = false;
  28352. return this.fromCubemap( equirectangular );
  28353. },
  28354. /**
  28355. * Generates a PMREM from an cubemap texture, which can be either LDR
  28356. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28357. * as this matches best with the 256 x 256 cubemap output.
  28358. */
  28359. fromCubemap: function ( cubemap ) {
  28360. _oldTarget = this._renderer.getRenderTarget();
  28361. var cubeUVRenderTarget = this._allocateTargets( cubemap );
  28362. this._textureToCubeUV( cubemap, cubeUVRenderTarget );
  28363. this._applyPMREM( cubeUVRenderTarget );
  28364. this._cleanup( cubeUVRenderTarget );
  28365. return cubeUVRenderTarget;
  28366. },
  28367. /**
  28368. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28369. * your texture's network fetch for increased concurrency.
  28370. */
  28371. compileCubemapShader: function () {
  28372. if ( this._cubemapShader === null ) {
  28373. this._cubemapShader = _getCubemapShader();
  28374. this._compileMaterial( this._cubemapShader );
  28375. }
  28376. },
  28377. /**
  28378. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28379. * your texture's network fetch for increased concurrency.
  28380. */
  28381. compileEquirectangularShader: function () {
  28382. if ( this._equirectShader === null ) {
  28383. this._equirectShader = _getEquirectShader();
  28384. this._compileMaterial( this._equirectShader );
  28385. }
  28386. },
  28387. /**
  28388. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28389. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28390. * one of them will cause any others to also become unusable.
  28391. */
  28392. dispose: function () {
  28393. this._blurMaterial.dispose();
  28394. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  28395. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  28396. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28397. _lodPlanes[ i ].dispose();
  28398. }
  28399. },
  28400. // private interface
  28401. _cleanup: function ( outputTarget ) {
  28402. this._pingPongRenderTarget.dispose();
  28403. this._renderer.setRenderTarget( _oldTarget );
  28404. outputTarget.scissorTest = false;
  28405. // reset viewport and scissor
  28406. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28407. },
  28408. _allocateTargets: function ( equirectangular ) {
  28409. var params = {
  28410. magFilter: NearestFilter,
  28411. minFilter: NearestFilter,
  28412. generateMipmaps: false,
  28413. type: equirectangular ? equirectangular.type : UnsignedByteType,
  28414. format: equirectangular ? equirectangular.format : RGBEFormat,
  28415. encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
  28416. depthBuffer: false,
  28417. stencilBuffer: false
  28418. };
  28419. var cubeUVRenderTarget = _createRenderTarget( params );
  28420. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28421. this._pingPongRenderTarget = _createRenderTarget( params );
  28422. return cubeUVRenderTarget;
  28423. },
  28424. _compileMaterial: function ( material ) {
  28425. var tmpScene = new Scene();
  28426. tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28427. this._renderer.compile( tmpScene, _flatCamera );
  28428. },
  28429. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  28430. var fov = 90;
  28431. var aspect = 1;
  28432. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28433. var upSign = [ 1, 1, 1, 1, - 1, 1 ];
  28434. var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
  28435. var renderer = this._renderer;
  28436. var outputEncoding = renderer.outputEncoding;
  28437. var toneMapping = renderer.toneMapping;
  28438. var toneMappingExposure = renderer.toneMappingExposure;
  28439. var clearColor = renderer.getClearColor();
  28440. var clearAlpha = renderer.getClearAlpha();
  28441. renderer.toneMapping = LinearToneMapping;
  28442. renderer.toneMappingExposure = 1.0;
  28443. renderer.outputEncoding = LinearEncoding;
  28444. scene.scale.z *= - 1;
  28445. var background = scene.background;
  28446. if ( background && background.isColor ) {
  28447. background.convertSRGBToLinear();
  28448. // Convert linear to RGBE
  28449. var maxComponent = Math.max( background.r, background.g, background.b );
  28450. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28451. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28452. var alpha = ( fExp + 128.0 ) / 255.0;
  28453. renderer.setClearColor( background, alpha );
  28454. scene.background = null;
  28455. }
  28456. for ( var i = 0; i < 6; i ++ ) {
  28457. var col = i % 3;
  28458. if ( col == 0 ) {
  28459. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28460. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28461. } else if ( col == 1 ) {
  28462. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28463. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28464. } else {
  28465. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28466. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28467. }
  28468. _setViewport( cubeUVRenderTarget,
  28469. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28470. renderer.setRenderTarget( cubeUVRenderTarget );
  28471. renderer.render( scene, cubeCamera );
  28472. }
  28473. renderer.toneMapping = toneMapping;
  28474. renderer.toneMappingExposure = toneMappingExposure;
  28475. renderer.outputEncoding = outputEncoding;
  28476. renderer.setClearColor( clearColor, clearAlpha );
  28477. scene.scale.z *= - 1;
  28478. },
  28479. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  28480. var scene = new Scene();
  28481. var renderer = this._renderer;
  28482. if ( texture.isCubeTexture ) {
  28483. if ( this._cubemapShader == null ) {
  28484. this._cubemapShader = _getCubemapShader();
  28485. }
  28486. } else {
  28487. if ( this._equirectShader == null ) {
  28488. this._equirectShader = _getEquirectShader();
  28489. }
  28490. }
  28491. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  28492. scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28493. var uniforms = material.uniforms;
  28494. uniforms[ 'envMap' ].value = texture;
  28495. if ( ! texture.isCubeTexture ) {
  28496. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28497. }
  28498. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28499. uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28500. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28501. renderer.setRenderTarget( cubeUVRenderTarget );
  28502. renderer.render( scene, _flatCamera );
  28503. },
  28504. _applyPMREM: function ( cubeUVRenderTarget ) {
  28505. var renderer = this._renderer;
  28506. var autoClear = renderer.autoClear;
  28507. renderer.autoClear = false;
  28508. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28509. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28510. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28511. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28512. }
  28513. renderer.autoClear = autoClear;
  28514. },
  28515. /**
  28516. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28517. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28518. * the blur latitudinally (around the poles), and then longitudinally (towards
  28519. * the poles) to approximate the orthogonally-separable blur. It is least
  28520. * accurate at the poles, but still does a decent job.
  28521. */
  28522. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28523. var pingPongRenderTarget = this._pingPongRenderTarget;
  28524. this._halfBlur(
  28525. cubeUVRenderTarget,
  28526. pingPongRenderTarget,
  28527. lodIn,
  28528. lodOut,
  28529. sigma,
  28530. 'latitudinal',
  28531. poleAxis );
  28532. this._halfBlur(
  28533. pingPongRenderTarget,
  28534. cubeUVRenderTarget,
  28535. lodOut,
  28536. lodOut,
  28537. sigma,
  28538. 'longitudinal',
  28539. poleAxis );
  28540. },
  28541. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28542. var renderer = this._renderer;
  28543. var blurMaterial = this._blurMaterial;
  28544. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28545. console.error(
  28546. 'blur direction must be either latitudinal or longitudinal!' );
  28547. }
  28548. // Number of standard deviations at which to cut off the discrete approximation.
  28549. var STANDARD_DEVIATIONS = 3;
  28550. var blurScene = new Scene();
  28551. blurScene.add( new Mesh( _lodPlanes[ lodOut ], blurMaterial ) );
  28552. var blurUniforms = blurMaterial.uniforms;
  28553. var pixels = _sizeLods[ lodIn ] - 1;
  28554. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28555. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28556. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28557. if ( samples > MAX_SAMPLES ) {
  28558. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28559. }
  28560. var weights = [];
  28561. var sum = 0;
  28562. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28563. var x = i / sigmaPixels;
  28564. var weight = Math.exp( - x * x / 2 );
  28565. weights.push( weight );
  28566. if ( i == 0 ) {
  28567. sum += weight;
  28568. } else if ( i < samples ) {
  28569. sum += 2 * weight;
  28570. }
  28571. }
  28572. for ( var i = 0; i < weights.length; i ++ ) {
  28573. weights[ i ] = weights[ i ] / sum;
  28574. }
  28575. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28576. blurUniforms[ 'samples' ].value = samples;
  28577. blurUniforms[ 'weights' ].value = weights;
  28578. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28579. if ( poleAxis ) {
  28580. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28581. }
  28582. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28583. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28584. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28585. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28586. var outputSize = _sizeLods[ lodOut ];
  28587. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28588. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28589. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  28590. renderer.setRenderTarget( targetOut );
  28591. renderer.render( blurScene, _flatCamera );
  28592. }
  28593. };
  28594. function _createPlanes() {
  28595. var _lodPlanes = [];
  28596. var _sizeLods = [];
  28597. var _sigmas = [];
  28598. var lod = LOD_MAX;
  28599. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28600. var sizeLod = Math.pow( 2, lod );
  28601. _sizeLods.push( sizeLod );
  28602. var sigma = 1.0 / sizeLod;
  28603. if ( i > LOD_MAX - LOD_MIN ) {
  28604. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28605. } else if ( i == 0 ) {
  28606. sigma = 0;
  28607. }
  28608. _sigmas.push( sigma );
  28609. var texelSize = 1.0 / ( sizeLod - 1 );
  28610. var min = - texelSize / 2;
  28611. var max = 1 + texelSize / 2;
  28612. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28613. var cubeFaces = 6;
  28614. var vertices = 6;
  28615. var positionSize = 3;
  28616. var uvSize = 2;
  28617. var faceIndexSize = 1;
  28618. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28619. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28620. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28621. for ( var face = 0; face < cubeFaces; face ++ ) {
  28622. var x = ( face % 3 ) * 2 / 3 - 1;
  28623. var y = face > 2 ? 0 : - 1;
  28624. var coordinates = [
  28625. x, y, 0,
  28626. x + 2 / 3, y, 0,
  28627. x + 2 / 3, y + 1, 0,
  28628. x, y, 0,
  28629. x + 2 / 3, y + 1, 0,
  28630. x, y + 1, 0
  28631. ];
  28632. position.set( coordinates, positionSize * vertices * face );
  28633. uv.set( uv1, uvSize * vertices * face );
  28634. var fill = [ face, face, face, face, face, face ];
  28635. faceIndex.set( fill, faceIndexSize * vertices * face );
  28636. }
  28637. var planes = new BufferGeometry();
  28638. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28639. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28640. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28641. _lodPlanes.push( planes );
  28642. if ( lod > LOD_MIN ) {
  28643. lod --;
  28644. }
  28645. }
  28646. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28647. }
  28648. function _createRenderTarget( params ) {
  28649. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28650. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28651. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28652. cubeUVRenderTarget.scissorTest = true;
  28653. return cubeUVRenderTarget;
  28654. }
  28655. function _setViewport( target, x, y, width, height ) {
  28656. target.viewport.set( x, y, width, height );
  28657. target.scissor.set( x, y, width, height );
  28658. }
  28659. function _getBlurShader( maxSamples ) {
  28660. var weights = new Float32Array( maxSamples );
  28661. var poleAxis = new Vector3( 0, 1, 0 );
  28662. var shaderMaterial = new RawShaderMaterial( {
  28663. defines: { 'n': maxSamples },
  28664. uniforms: {
  28665. 'envMap': { value: null },
  28666. 'samples': { value: 1 },
  28667. 'weights': { value: weights },
  28668. 'latitudinal': { value: false },
  28669. 'dTheta': { value: 0 },
  28670. 'mipInt': { value: 0 },
  28671. 'poleAxis': { value: poleAxis },
  28672. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28673. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28674. },
  28675. vertexShader: _getCommonVertexShader(),
  28676. 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\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28677. blending: NoBlending,
  28678. depthTest: false,
  28679. depthWrite: false
  28680. } );
  28681. shaderMaterial.type = 'SphericalGaussianBlur';
  28682. return shaderMaterial;
  28683. }
  28684. function _getEquirectShader() {
  28685. var texelSize = new Vector2( 1, 1 );
  28686. var shaderMaterial = new RawShaderMaterial( {
  28687. uniforms: {
  28688. 'envMap': { value: null },
  28689. 'texelSize': { value: texelSize },
  28690. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28691. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28692. },
  28693. vertexShader: _getCommonVertexShader(),
  28694. 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"),
  28695. blending: NoBlending,
  28696. depthTest: false,
  28697. depthWrite: false
  28698. } );
  28699. shaderMaterial.type = 'EquirectangularToCubeUV';
  28700. return shaderMaterial;
  28701. }
  28702. function _getCubemapShader() {
  28703. var shaderMaterial = new RawShaderMaterial( {
  28704. uniforms: {
  28705. 'envMap': { value: null },
  28706. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28707. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28708. },
  28709. vertexShader: _getCommonVertexShader(),
  28710. 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"),
  28711. blending: NoBlending,
  28712. depthTest: false,
  28713. depthWrite: false
  28714. } );
  28715. shaderMaterial.type = 'CubemapToCubeUV';
  28716. return shaderMaterial;
  28717. }
  28718. function _getCommonVertexShader() {
  28719. 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";
  28720. }
  28721. function _getEncodings() {
  28722. 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";
  28723. }
  28724. /**
  28725. * @author mrdoob / http://mrdoob.com/
  28726. */
  28727. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28728. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28729. return new Face3( a, b, c, normal, color, materialIndex );
  28730. }
  28731. var LineStrip = 0;
  28732. var LinePieces = 1;
  28733. var NoColors = 0;
  28734. var FaceColors = 1;
  28735. var VertexColors = 2;
  28736. function MeshFaceMaterial( materials ) {
  28737. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28738. return materials;
  28739. }
  28740. function MultiMaterial( materials ) {
  28741. if ( materials === undefined ) { materials = []; }
  28742. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28743. materials.isMultiMaterial = true;
  28744. materials.materials = materials;
  28745. materials.clone = function () {
  28746. return materials.slice();
  28747. };
  28748. return materials;
  28749. }
  28750. function PointCloud( geometry, material ) {
  28751. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28752. return new Points( geometry, material );
  28753. }
  28754. function Particle( material ) {
  28755. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28756. return new Sprite( material );
  28757. }
  28758. function ParticleSystem( geometry, material ) {
  28759. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28760. return new Points( geometry, material );
  28761. }
  28762. function PointCloudMaterial( parameters ) {
  28763. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28764. return new PointsMaterial( parameters );
  28765. }
  28766. function ParticleBasicMaterial( parameters ) {
  28767. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28768. return new PointsMaterial( parameters );
  28769. }
  28770. function ParticleSystemMaterial( parameters ) {
  28771. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28772. return new PointsMaterial( parameters );
  28773. }
  28774. function Vertex( x, y, z ) {
  28775. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28776. return new Vector3( x, y, z );
  28777. }
  28778. //
  28779. function DynamicBufferAttribute( array, itemSize ) {
  28780. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  28781. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  28782. }
  28783. function Int8Attribute( array, itemSize ) {
  28784. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28785. return new Int8BufferAttribute( array, itemSize );
  28786. }
  28787. function Uint8Attribute( array, itemSize ) {
  28788. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28789. return new Uint8BufferAttribute( array, itemSize );
  28790. }
  28791. function Uint8ClampedAttribute( array, itemSize ) {
  28792. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28793. return new Uint8ClampedBufferAttribute( array, itemSize );
  28794. }
  28795. function Int16Attribute( array, itemSize ) {
  28796. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28797. return new Int16BufferAttribute( array, itemSize );
  28798. }
  28799. function Uint16Attribute( array, itemSize ) {
  28800. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28801. return new Uint16BufferAttribute( array, itemSize );
  28802. }
  28803. function Int32Attribute( array, itemSize ) {
  28804. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28805. return new Int32BufferAttribute( array, itemSize );
  28806. }
  28807. function Uint32Attribute( array, itemSize ) {
  28808. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28809. return new Uint32BufferAttribute( array, itemSize );
  28810. }
  28811. function Float32Attribute( array, itemSize ) {
  28812. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28813. return new Float32BufferAttribute( array, itemSize );
  28814. }
  28815. function Float64Attribute( array, itemSize ) {
  28816. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28817. return new Float64BufferAttribute( array, itemSize );
  28818. }
  28819. //
  28820. Curve.create = function ( construct, getPoint ) {
  28821. console.log( 'THREE.Curve.create() has been deprecated' );
  28822. construct.prototype = Object.create( Curve.prototype );
  28823. construct.prototype.constructor = construct;
  28824. construct.prototype.getPoint = getPoint;
  28825. return construct;
  28826. };
  28827. //
  28828. Object.assign( CurvePath.prototype, {
  28829. createPointsGeometry: function ( divisions ) {
  28830. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28831. // generate geometry from path points (for Line or Points objects)
  28832. var pts = this.getPoints( divisions );
  28833. return this.createGeometry( pts );
  28834. },
  28835. createSpacedPointsGeometry: function ( divisions ) {
  28836. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28837. // generate geometry from equidistant sampling along the path
  28838. var pts = this.getSpacedPoints( divisions );
  28839. return this.createGeometry( pts );
  28840. },
  28841. createGeometry: function ( points ) {
  28842. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28843. var geometry = new Geometry();
  28844. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28845. var point = points[ i ];
  28846. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28847. }
  28848. return geometry;
  28849. }
  28850. } );
  28851. //
  28852. Object.assign( Path.prototype, {
  28853. fromPoints: function ( points ) {
  28854. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28855. return this.setFromPoints( points );
  28856. }
  28857. } );
  28858. //
  28859. function ClosedSplineCurve3( points ) {
  28860. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28861. CatmullRomCurve3.call( this, points );
  28862. this.type = 'catmullrom';
  28863. this.closed = true;
  28864. }
  28865. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28866. //
  28867. function SplineCurve3( points ) {
  28868. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28869. CatmullRomCurve3.call( this, points );
  28870. this.type = 'catmullrom';
  28871. }
  28872. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28873. //
  28874. function Spline( points ) {
  28875. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28876. CatmullRomCurve3.call( this, points );
  28877. this.type = 'catmullrom';
  28878. }
  28879. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28880. Object.assign( Spline.prototype, {
  28881. initFromArray: function ( /* a */ ) {
  28882. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28883. },
  28884. getControlPointsArray: function ( /* optionalTarget */ ) {
  28885. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28886. },
  28887. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28888. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28889. }
  28890. } );
  28891. //
  28892. function AxisHelper( size ) {
  28893. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28894. return new AxesHelper( size );
  28895. }
  28896. function BoundingBoxHelper( object, color ) {
  28897. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28898. return new BoxHelper( object, color );
  28899. }
  28900. function EdgesHelper( object, hex ) {
  28901. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28902. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28903. }
  28904. GridHelper.prototype.setColors = function () {
  28905. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28906. };
  28907. SkeletonHelper.prototype.update = function () {
  28908. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28909. };
  28910. function WireframeHelper( object, hex ) {
  28911. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28912. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28913. }
  28914. //
  28915. Object.assign( Loader.prototype, {
  28916. extractUrlBase: function ( url ) {
  28917. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28918. return LoaderUtils.extractUrlBase( url );
  28919. }
  28920. } );
  28921. Loader.Handlers = {
  28922. add: function ( /* regex, loader */ ) {
  28923. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28924. },
  28925. get: function ( /* file */ ) {
  28926. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28927. }
  28928. };
  28929. function XHRLoader( manager ) {
  28930. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28931. return new FileLoader( manager );
  28932. }
  28933. function BinaryTextureLoader( manager ) {
  28934. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28935. return new DataTextureLoader( manager );
  28936. }
  28937. Object.assign( ObjectLoader.prototype, {
  28938. setTexturePath: function ( value ) {
  28939. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28940. return this.setResourcePath( value );
  28941. }
  28942. } );
  28943. //
  28944. Object.assign( Box2.prototype, {
  28945. center: function ( optionalTarget ) {
  28946. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28947. return this.getCenter( optionalTarget );
  28948. },
  28949. empty: function () {
  28950. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28951. return this.isEmpty();
  28952. },
  28953. isIntersectionBox: function ( box ) {
  28954. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28955. return this.intersectsBox( box );
  28956. },
  28957. size: function ( optionalTarget ) {
  28958. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28959. return this.getSize( optionalTarget );
  28960. }
  28961. } );
  28962. Object.assign( Box3.prototype, {
  28963. center: function ( optionalTarget ) {
  28964. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28965. return this.getCenter( optionalTarget );
  28966. },
  28967. empty: function () {
  28968. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28969. return this.isEmpty();
  28970. },
  28971. isIntersectionBox: function ( box ) {
  28972. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28973. return this.intersectsBox( box );
  28974. },
  28975. isIntersectionSphere: function ( sphere ) {
  28976. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28977. return this.intersectsSphere( sphere );
  28978. },
  28979. size: function ( optionalTarget ) {
  28980. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28981. return this.getSize( optionalTarget );
  28982. }
  28983. } );
  28984. Frustum.prototype.setFromMatrix = function ( m ) {
  28985. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  28986. return this.setFromProjectionMatrix( m );
  28987. };
  28988. Line3.prototype.center = function ( optionalTarget ) {
  28989. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28990. return this.getCenter( optionalTarget );
  28991. };
  28992. Object.assign( MathUtils, {
  28993. random16: function () {
  28994. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28995. return Math.random();
  28996. },
  28997. nearestPowerOfTwo: function ( value ) {
  28998. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28999. return MathUtils.floorPowerOfTwo( value );
  29000. },
  29001. nextPowerOfTwo: function ( value ) {
  29002. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29003. return MathUtils.ceilPowerOfTwo( value );
  29004. }
  29005. } );
  29006. Object.assign( Matrix3.prototype, {
  29007. flattenToArrayOffset: function ( array, offset ) {
  29008. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29009. return this.toArray( array, offset );
  29010. },
  29011. multiplyVector3: function ( vector ) {
  29012. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29013. return vector.applyMatrix3( this );
  29014. },
  29015. multiplyVector3Array: function ( /* a */ ) {
  29016. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29017. },
  29018. applyToBufferAttribute: function ( attribute ) {
  29019. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29020. return attribute.applyMatrix3( this );
  29021. },
  29022. applyToVector3Array: function ( /* array, offset, length */ ) {
  29023. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29024. }
  29025. } );
  29026. Object.assign( Matrix4.prototype, {
  29027. extractPosition: function ( m ) {
  29028. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29029. return this.copyPosition( m );
  29030. },
  29031. flattenToArrayOffset: function ( array, offset ) {
  29032. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29033. return this.toArray( array, offset );
  29034. },
  29035. getPosition: function () {
  29036. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29037. return new Vector3().setFromMatrixColumn( this, 3 );
  29038. },
  29039. setRotationFromQuaternion: function ( q ) {
  29040. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29041. return this.makeRotationFromQuaternion( q );
  29042. },
  29043. multiplyToArray: function () {
  29044. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29045. },
  29046. multiplyVector3: function ( vector ) {
  29047. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29048. return vector.applyMatrix4( this );
  29049. },
  29050. multiplyVector4: function ( vector ) {
  29051. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29052. return vector.applyMatrix4( this );
  29053. },
  29054. multiplyVector3Array: function ( /* a */ ) {
  29055. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29056. },
  29057. rotateAxis: function ( v ) {
  29058. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29059. v.transformDirection( this );
  29060. },
  29061. crossVector: function ( vector ) {
  29062. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29063. return vector.applyMatrix4( this );
  29064. },
  29065. translate: function () {
  29066. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29067. },
  29068. rotateX: function () {
  29069. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29070. },
  29071. rotateY: function () {
  29072. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29073. },
  29074. rotateZ: function () {
  29075. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29076. },
  29077. rotateByAxis: function () {
  29078. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29079. },
  29080. applyToBufferAttribute: function ( attribute ) {
  29081. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29082. return attribute.applyMatrix4( this );
  29083. },
  29084. applyToVector3Array: function ( /* array, offset, length */ ) {
  29085. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29086. },
  29087. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29088. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29089. return this.makePerspective( left, right, top, bottom, near, far );
  29090. }
  29091. } );
  29092. Plane.prototype.isIntersectionLine = function ( line ) {
  29093. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29094. return this.intersectsLine( line );
  29095. };
  29096. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29097. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29098. return vector.applyQuaternion( this );
  29099. };
  29100. Object.assign( Ray.prototype, {
  29101. isIntersectionBox: function ( box ) {
  29102. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29103. return this.intersectsBox( box );
  29104. },
  29105. isIntersectionPlane: function ( plane ) {
  29106. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29107. return this.intersectsPlane( plane );
  29108. },
  29109. isIntersectionSphere: function ( sphere ) {
  29110. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29111. return this.intersectsSphere( sphere );
  29112. }
  29113. } );
  29114. Object.assign( Triangle.prototype, {
  29115. area: function () {
  29116. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29117. return this.getArea();
  29118. },
  29119. barycoordFromPoint: function ( point, target ) {
  29120. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29121. return this.getBarycoord( point, target );
  29122. },
  29123. midpoint: function ( target ) {
  29124. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29125. return this.getMidpoint( target );
  29126. },
  29127. normal: function ( target ) {
  29128. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29129. return this.getNormal( target );
  29130. },
  29131. plane: function ( target ) {
  29132. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29133. return this.getPlane( target );
  29134. }
  29135. } );
  29136. Object.assign( Triangle, {
  29137. barycoordFromPoint: function ( point, a, b, c, target ) {
  29138. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29139. return Triangle.getBarycoord( point, a, b, c, target );
  29140. },
  29141. normal: function ( a, b, c, target ) {
  29142. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29143. return Triangle.getNormal( a, b, c, target );
  29144. }
  29145. } );
  29146. Object.assign( Shape.prototype, {
  29147. extractAllPoints: function ( divisions ) {
  29148. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29149. return this.extractPoints( divisions );
  29150. },
  29151. extrude: function ( options ) {
  29152. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29153. return new ExtrudeGeometry( this, options );
  29154. },
  29155. makeGeometry: function ( options ) {
  29156. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29157. return new ShapeGeometry( this, options );
  29158. }
  29159. } );
  29160. Object.assign( Vector2.prototype, {
  29161. fromAttribute: function ( attribute, index, offset ) {
  29162. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29163. return this.fromBufferAttribute( attribute, index, offset );
  29164. },
  29165. distanceToManhattan: function ( v ) {
  29166. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29167. return this.manhattanDistanceTo( v );
  29168. },
  29169. lengthManhattan: function () {
  29170. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29171. return this.manhattanLength();
  29172. }
  29173. } );
  29174. Object.assign( Vector3.prototype, {
  29175. setEulerFromRotationMatrix: function () {
  29176. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29177. },
  29178. setEulerFromQuaternion: function () {
  29179. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29180. },
  29181. getPositionFromMatrix: function ( m ) {
  29182. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29183. return this.setFromMatrixPosition( m );
  29184. },
  29185. getScaleFromMatrix: function ( m ) {
  29186. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29187. return this.setFromMatrixScale( m );
  29188. },
  29189. getColumnFromMatrix: function ( index, matrix ) {
  29190. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29191. return this.setFromMatrixColumn( matrix, index );
  29192. },
  29193. applyProjection: function ( m ) {
  29194. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29195. return this.applyMatrix4( m );
  29196. },
  29197. fromAttribute: function ( attribute, index, offset ) {
  29198. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29199. return this.fromBufferAttribute( attribute, index, offset );
  29200. },
  29201. distanceToManhattan: function ( v ) {
  29202. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29203. return this.manhattanDistanceTo( v );
  29204. },
  29205. lengthManhattan: function () {
  29206. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29207. return this.manhattanLength();
  29208. }
  29209. } );
  29210. Object.assign( Vector4.prototype, {
  29211. fromAttribute: function ( attribute, index, offset ) {
  29212. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29213. return this.fromBufferAttribute( attribute, index, offset );
  29214. },
  29215. lengthManhattan: function () {
  29216. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29217. return this.manhattanLength();
  29218. }
  29219. } );
  29220. //
  29221. Object.assign( Geometry.prototype, {
  29222. computeTangents: function () {
  29223. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29224. },
  29225. computeLineDistances: function () {
  29226. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29227. },
  29228. applyMatrix: function ( matrix ) {
  29229. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29230. return this.applyMatrix4( matrix );
  29231. }
  29232. } );
  29233. Object.assign( Object3D.prototype, {
  29234. getChildByName: function ( name ) {
  29235. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29236. return this.getObjectByName( name );
  29237. },
  29238. renderDepth: function () {
  29239. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29240. },
  29241. translate: function ( distance, axis ) {
  29242. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29243. return this.translateOnAxis( axis, distance );
  29244. },
  29245. getWorldRotation: function () {
  29246. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29247. },
  29248. applyMatrix: function ( matrix ) {
  29249. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29250. return this.applyMatrix4( matrix );
  29251. }
  29252. } );
  29253. Object.defineProperties( Object3D.prototype, {
  29254. eulerOrder: {
  29255. get: function () {
  29256. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29257. return this.rotation.order;
  29258. },
  29259. set: function ( value ) {
  29260. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29261. this.rotation.order = value;
  29262. }
  29263. },
  29264. useQuaternion: {
  29265. get: function () {
  29266. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29267. },
  29268. set: function () {
  29269. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29270. }
  29271. }
  29272. } );
  29273. Object.assign( Mesh.prototype, {
  29274. setDrawMode: function () {
  29275. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29276. },
  29277. } );
  29278. Object.defineProperties( Mesh.prototype, {
  29279. drawMode: {
  29280. get: function () {
  29281. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29282. return TrianglesDrawMode;
  29283. },
  29284. set: function () {
  29285. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29286. }
  29287. }
  29288. } );
  29289. Object.defineProperties( LOD.prototype, {
  29290. objects: {
  29291. get: function () {
  29292. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29293. return this.levels;
  29294. }
  29295. }
  29296. } );
  29297. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29298. get: function () {
  29299. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29300. },
  29301. set: function () {
  29302. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29303. }
  29304. } );
  29305. SkinnedMesh.prototype.initBones = function () {
  29306. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29307. };
  29308. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29309. get: function () {
  29310. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29311. return this.arcLengthDivisions;
  29312. },
  29313. set: function ( value ) {
  29314. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29315. this.arcLengthDivisions = value;
  29316. }
  29317. } );
  29318. //
  29319. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29320. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29321. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29322. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29323. this.setFocalLength( focalLength );
  29324. };
  29325. //
  29326. Object.defineProperties( Light.prototype, {
  29327. onlyShadow: {
  29328. set: function () {
  29329. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29330. }
  29331. },
  29332. shadowCameraFov: {
  29333. set: function ( value ) {
  29334. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29335. this.shadow.camera.fov = value;
  29336. }
  29337. },
  29338. shadowCameraLeft: {
  29339. set: function ( value ) {
  29340. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29341. this.shadow.camera.left = value;
  29342. }
  29343. },
  29344. shadowCameraRight: {
  29345. set: function ( value ) {
  29346. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29347. this.shadow.camera.right = value;
  29348. }
  29349. },
  29350. shadowCameraTop: {
  29351. set: function ( value ) {
  29352. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29353. this.shadow.camera.top = value;
  29354. }
  29355. },
  29356. shadowCameraBottom: {
  29357. set: function ( value ) {
  29358. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29359. this.shadow.camera.bottom = value;
  29360. }
  29361. },
  29362. shadowCameraNear: {
  29363. set: function ( value ) {
  29364. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29365. this.shadow.camera.near = value;
  29366. }
  29367. },
  29368. shadowCameraFar: {
  29369. set: function ( value ) {
  29370. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29371. this.shadow.camera.far = value;
  29372. }
  29373. },
  29374. shadowCameraVisible: {
  29375. set: function () {
  29376. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29377. }
  29378. },
  29379. shadowBias: {
  29380. set: function ( value ) {
  29381. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29382. this.shadow.bias = value;
  29383. }
  29384. },
  29385. shadowDarkness: {
  29386. set: function () {
  29387. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29388. }
  29389. },
  29390. shadowMapWidth: {
  29391. set: function ( value ) {
  29392. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29393. this.shadow.mapSize.width = value;
  29394. }
  29395. },
  29396. shadowMapHeight: {
  29397. set: function ( value ) {
  29398. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29399. this.shadow.mapSize.height = value;
  29400. }
  29401. }
  29402. } );
  29403. //
  29404. Object.defineProperties( BufferAttribute.prototype, {
  29405. length: {
  29406. get: function () {
  29407. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29408. return this.array.length;
  29409. }
  29410. },
  29411. dynamic: {
  29412. get: function () {
  29413. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29414. return this.usage === DynamicDrawUsage;
  29415. },
  29416. set: function ( /* value */ ) {
  29417. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29418. this.setUsage( DynamicDrawUsage );
  29419. }
  29420. }
  29421. } );
  29422. Object.assign( BufferAttribute.prototype, {
  29423. setDynamic: function ( value ) {
  29424. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29425. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29426. return this;
  29427. },
  29428. copyIndicesArray: function ( /* indices */ ) {
  29429. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29430. },
  29431. setArray: function ( /* array */ ) {
  29432. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29433. }
  29434. } );
  29435. Object.assign( BufferGeometry.prototype, {
  29436. addIndex: function ( index ) {
  29437. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29438. this.setIndex( index );
  29439. },
  29440. addAttribute: function ( name, attribute ) {
  29441. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29442. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29443. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29444. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29445. }
  29446. if ( name === 'index' ) {
  29447. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29448. this.setIndex( attribute );
  29449. return this;
  29450. }
  29451. return this.setAttribute( name, attribute );
  29452. },
  29453. addDrawCall: function ( start, count, indexOffset ) {
  29454. if ( indexOffset !== undefined ) {
  29455. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29456. }
  29457. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29458. this.addGroup( start, count );
  29459. },
  29460. clearDrawCalls: function () {
  29461. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29462. this.clearGroups();
  29463. },
  29464. computeTangents: function () {
  29465. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29466. },
  29467. computeOffsets: function () {
  29468. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29469. },
  29470. removeAttribute: function ( name ) {
  29471. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29472. return this.deleteAttribute( name );
  29473. },
  29474. applyMatrix: function ( matrix ) {
  29475. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29476. return this.applyMatrix4( matrix );
  29477. }
  29478. } );
  29479. Object.defineProperties( BufferGeometry.prototype, {
  29480. drawcalls: {
  29481. get: function () {
  29482. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29483. return this.groups;
  29484. }
  29485. },
  29486. offsets: {
  29487. get: function () {
  29488. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29489. return this.groups;
  29490. }
  29491. }
  29492. } );
  29493. Object.defineProperties( Raycaster.prototype, {
  29494. linePrecision: {
  29495. get: function () {
  29496. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29497. return this.params.Line.threshold;
  29498. },
  29499. set: function ( value ) {
  29500. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29501. this.params.Line.threshold = value;
  29502. }
  29503. }
  29504. } );
  29505. Object.defineProperties( InterleavedBuffer.prototype, {
  29506. dynamic: {
  29507. get: function () {
  29508. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29509. return this.usage === DynamicDrawUsage;
  29510. },
  29511. set: function ( value ) {
  29512. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29513. this.setUsage( value );
  29514. }
  29515. }
  29516. } );
  29517. Object.assign( InterleavedBuffer.prototype, {
  29518. setDynamic: function ( value ) {
  29519. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29520. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29521. return this;
  29522. },
  29523. setArray: function ( /* array */ ) {
  29524. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29525. }
  29526. } );
  29527. //
  29528. Object.assign( ExtrudeBufferGeometry.prototype, {
  29529. getArrays: function () {
  29530. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29531. },
  29532. addShapeList: function () {
  29533. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29534. },
  29535. addShape: function () {
  29536. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29537. }
  29538. } );
  29539. //
  29540. Object.defineProperties( Uniform.prototype, {
  29541. dynamic: {
  29542. set: function () {
  29543. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29544. }
  29545. },
  29546. onUpdate: {
  29547. value: function () {
  29548. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29549. return this;
  29550. }
  29551. }
  29552. } );
  29553. //
  29554. Object.defineProperties( Material.prototype, {
  29555. wrapAround: {
  29556. get: function () {
  29557. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29558. },
  29559. set: function () {
  29560. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29561. }
  29562. },
  29563. overdraw: {
  29564. get: function () {
  29565. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29566. },
  29567. set: function () {
  29568. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29569. }
  29570. },
  29571. wrapRGB: {
  29572. get: function () {
  29573. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29574. return new Color();
  29575. }
  29576. },
  29577. shading: {
  29578. get: function () {
  29579. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29580. },
  29581. set: function ( value ) {
  29582. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29583. this.flatShading = ( value === FlatShading );
  29584. }
  29585. },
  29586. stencilMask: {
  29587. get: function () {
  29588. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29589. return this.stencilFuncMask;
  29590. },
  29591. set: function ( value ) {
  29592. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29593. this.stencilFuncMask = value;
  29594. }
  29595. }
  29596. } );
  29597. Object.defineProperties( MeshPhongMaterial.prototype, {
  29598. metal: {
  29599. get: function () {
  29600. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29601. return false;
  29602. },
  29603. set: function () {
  29604. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29605. }
  29606. }
  29607. } );
  29608. Object.defineProperties( ShaderMaterial.prototype, {
  29609. derivatives: {
  29610. get: function () {
  29611. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29612. return this.extensions.derivatives;
  29613. },
  29614. set: function ( value ) {
  29615. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29616. this.extensions.derivatives = value;
  29617. }
  29618. }
  29619. } );
  29620. //
  29621. Object.assign( WebGLRenderer.prototype, {
  29622. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29623. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29624. this.setRenderTarget( renderTarget );
  29625. this.clear( color, depth, stencil );
  29626. },
  29627. animate: function ( callback ) {
  29628. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29629. this.setAnimationLoop( callback );
  29630. },
  29631. getCurrentRenderTarget: function () {
  29632. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29633. return this.getRenderTarget();
  29634. },
  29635. getMaxAnisotropy: function () {
  29636. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29637. return this.capabilities.getMaxAnisotropy();
  29638. },
  29639. getPrecision: function () {
  29640. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29641. return this.capabilities.precision;
  29642. },
  29643. resetGLState: function () {
  29644. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29645. return this.state.reset();
  29646. },
  29647. supportsFloatTextures: function () {
  29648. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29649. return this.extensions.get( 'OES_texture_float' );
  29650. },
  29651. supportsHalfFloatTextures: function () {
  29652. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29653. return this.extensions.get( 'OES_texture_half_float' );
  29654. },
  29655. supportsStandardDerivatives: function () {
  29656. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29657. return this.extensions.get( 'OES_standard_derivatives' );
  29658. },
  29659. supportsCompressedTextureS3TC: function () {
  29660. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29661. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29662. },
  29663. supportsCompressedTexturePVRTC: function () {
  29664. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29665. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29666. },
  29667. supportsBlendMinMax: function () {
  29668. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29669. return this.extensions.get( 'EXT_blend_minmax' );
  29670. },
  29671. supportsVertexTextures: function () {
  29672. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29673. return this.capabilities.vertexTextures;
  29674. },
  29675. supportsInstancedArrays: function () {
  29676. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29677. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29678. },
  29679. enableScissorTest: function ( boolean ) {
  29680. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29681. this.setScissorTest( boolean );
  29682. },
  29683. initMaterial: function () {
  29684. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29685. },
  29686. addPrePlugin: function () {
  29687. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29688. },
  29689. addPostPlugin: function () {
  29690. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29691. },
  29692. updateShadowMap: function () {
  29693. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29694. },
  29695. setFaceCulling: function () {
  29696. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29697. },
  29698. allocTextureUnit: function () {
  29699. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29700. },
  29701. setTexture: function () {
  29702. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29703. },
  29704. setTexture2D: function () {
  29705. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29706. },
  29707. setTextureCube: function () {
  29708. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29709. },
  29710. getActiveMipMapLevel: function () {
  29711. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29712. return this.getActiveMipmapLevel();
  29713. }
  29714. } );
  29715. Object.defineProperties( WebGLRenderer.prototype, {
  29716. shadowMapEnabled: {
  29717. get: function () {
  29718. return this.shadowMap.enabled;
  29719. },
  29720. set: function ( value ) {
  29721. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29722. this.shadowMap.enabled = value;
  29723. }
  29724. },
  29725. shadowMapType: {
  29726. get: function () {
  29727. return this.shadowMap.type;
  29728. },
  29729. set: function ( value ) {
  29730. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29731. this.shadowMap.type = value;
  29732. }
  29733. },
  29734. shadowMapCullFace: {
  29735. get: function () {
  29736. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29737. return undefined;
  29738. },
  29739. set: function ( /* value */ ) {
  29740. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29741. }
  29742. },
  29743. context: {
  29744. get: function () {
  29745. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29746. return this.getContext();
  29747. }
  29748. },
  29749. vr: {
  29750. get: function () {
  29751. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29752. return this.xr;
  29753. }
  29754. },
  29755. gammaInput: {
  29756. get: function () {
  29757. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29758. return false;
  29759. },
  29760. set: function () {
  29761. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29762. }
  29763. },
  29764. gammaOutput: {
  29765. get: function () {
  29766. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29767. return false;
  29768. },
  29769. set: function ( value ) {
  29770. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29771. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29772. }
  29773. }
  29774. } );
  29775. Object.defineProperties( WebGLShadowMap.prototype, {
  29776. cullFace: {
  29777. get: function () {
  29778. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29779. return undefined;
  29780. },
  29781. set: function ( /* cullFace */ ) {
  29782. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29783. }
  29784. },
  29785. renderReverseSided: {
  29786. get: function () {
  29787. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29788. return undefined;
  29789. },
  29790. set: function () {
  29791. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29792. }
  29793. },
  29794. renderSingleSided: {
  29795. get: function () {
  29796. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29797. return undefined;
  29798. },
  29799. set: function () {
  29800. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29801. }
  29802. }
  29803. } );
  29804. function WebGLRenderTargetCube( width, height, options ) {
  29805. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  29806. return new WebGLCubeRenderTarget( width, options );
  29807. }
  29808. //
  29809. Object.defineProperties( WebGLRenderTarget.prototype, {
  29810. wrapS: {
  29811. get: function () {
  29812. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29813. return this.texture.wrapS;
  29814. },
  29815. set: function ( value ) {
  29816. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29817. this.texture.wrapS = value;
  29818. }
  29819. },
  29820. wrapT: {
  29821. get: function () {
  29822. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29823. return this.texture.wrapT;
  29824. },
  29825. set: function ( value ) {
  29826. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29827. this.texture.wrapT = value;
  29828. }
  29829. },
  29830. magFilter: {
  29831. get: function () {
  29832. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29833. return this.texture.magFilter;
  29834. },
  29835. set: function ( value ) {
  29836. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29837. this.texture.magFilter = value;
  29838. }
  29839. },
  29840. minFilter: {
  29841. get: function () {
  29842. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29843. return this.texture.minFilter;
  29844. },
  29845. set: function ( value ) {
  29846. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29847. this.texture.minFilter = value;
  29848. }
  29849. },
  29850. anisotropy: {
  29851. get: function () {
  29852. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29853. return this.texture.anisotropy;
  29854. },
  29855. set: function ( value ) {
  29856. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29857. this.texture.anisotropy = value;
  29858. }
  29859. },
  29860. offset: {
  29861. get: function () {
  29862. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29863. return this.texture.offset;
  29864. },
  29865. set: function ( value ) {
  29866. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29867. this.texture.offset = value;
  29868. }
  29869. },
  29870. repeat: {
  29871. get: function () {
  29872. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29873. return this.texture.repeat;
  29874. },
  29875. set: function ( value ) {
  29876. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29877. this.texture.repeat = value;
  29878. }
  29879. },
  29880. format: {
  29881. get: function () {
  29882. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29883. return this.texture.format;
  29884. },
  29885. set: function ( value ) {
  29886. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29887. this.texture.format = value;
  29888. }
  29889. },
  29890. type: {
  29891. get: function () {
  29892. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29893. return this.texture.type;
  29894. },
  29895. set: function ( value ) {
  29896. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29897. this.texture.type = value;
  29898. }
  29899. },
  29900. generateMipmaps: {
  29901. get: function () {
  29902. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29903. return this.texture.generateMipmaps;
  29904. },
  29905. set: function ( value ) {
  29906. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29907. this.texture.generateMipmaps = value;
  29908. }
  29909. }
  29910. } );
  29911. //
  29912. Object.defineProperties( Audio.prototype, {
  29913. load: {
  29914. value: function ( file ) {
  29915. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29916. var scope = this;
  29917. var audioLoader = new AudioLoader();
  29918. audioLoader.load( file, function ( buffer ) {
  29919. scope.setBuffer( buffer );
  29920. } );
  29921. return this;
  29922. }
  29923. },
  29924. startTime: {
  29925. set: function () {
  29926. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29927. }
  29928. }
  29929. } );
  29930. AudioAnalyser.prototype.getData = function () {
  29931. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29932. return this.getFrequencyData();
  29933. };
  29934. //
  29935. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29936. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29937. return this.update( renderer, scene );
  29938. };
  29939. //
  29940. var GeometryUtils = {
  29941. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29942. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29943. var matrix;
  29944. if ( geometry2.isMesh ) {
  29945. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29946. matrix = geometry2.matrix;
  29947. geometry2 = geometry2.geometry;
  29948. }
  29949. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29950. },
  29951. center: function ( geometry ) {
  29952. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29953. return geometry.center();
  29954. }
  29955. };
  29956. ImageUtils.crossOrigin = undefined;
  29957. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29958. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29959. var loader = new TextureLoader();
  29960. loader.setCrossOrigin( this.crossOrigin );
  29961. var texture = loader.load( url, onLoad, undefined, onError );
  29962. if ( mapping ) { texture.mapping = mapping; }
  29963. return texture;
  29964. };
  29965. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29966. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29967. var loader = new CubeTextureLoader();
  29968. loader.setCrossOrigin( this.crossOrigin );
  29969. var texture = loader.load( urls, onLoad, undefined, onError );
  29970. if ( mapping ) { texture.mapping = mapping; }
  29971. return texture;
  29972. };
  29973. ImageUtils.loadCompressedTexture = function () {
  29974. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29975. };
  29976. ImageUtils.loadCompressedTextureCube = function () {
  29977. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29978. };
  29979. //
  29980. function CanvasRenderer() {
  29981. console.error( 'THREE.CanvasRenderer has been removed' );
  29982. }
  29983. //
  29984. function JSONLoader() {
  29985. console.error( 'THREE.JSONLoader has been removed.' );
  29986. }
  29987. //
  29988. var SceneUtils = {
  29989. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29990. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  29991. },
  29992. detach: function ( /* child, parent, scene */ ) {
  29993. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  29994. },
  29995. attach: function ( /* child, scene, parent */ ) {
  29996. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  29997. }
  29998. };
  29999. //
  30000. function LensFlare() {
  30001. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30002. }
  30003. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30004. /* eslint-disable no-undef */
  30005. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30006. revision: REVISION,
  30007. } } ) );
  30008. /* eslint-enable no-undef */
  30009. }
  30010. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30011. exports.AddEquation = AddEquation;
  30012. exports.AddOperation = AddOperation;
  30013. exports.AdditiveBlending = AdditiveBlending;
  30014. exports.AlphaFormat = AlphaFormat;
  30015. exports.AlwaysDepth = AlwaysDepth;
  30016. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30017. exports.AmbientLight = AmbientLight;
  30018. exports.AmbientLightProbe = AmbientLightProbe;
  30019. exports.AnimationClip = AnimationClip;
  30020. exports.AnimationLoader = AnimationLoader;
  30021. exports.AnimationMixer = AnimationMixer;
  30022. exports.AnimationObjectGroup = AnimationObjectGroup;
  30023. exports.AnimationUtils = AnimationUtils;
  30024. exports.ArcCurve = ArcCurve;
  30025. exports.ArrayCamera = ArrayCamera;
  30026. exports.ArrowHelper = ArrowHelper;
  30027. exports.Audio = Audio;
  30028. exports.AudioAnalyser = AudioAnalyser;
  30029. exports.AudioContext = AudioContext;
  30030. exports.AudioListener = AudioListener;
  30031. exports.AudioLoader = AudioLoader;
  30032. exports.AxesHelper = AxesHelper;
  30033. exports.AxisHelper = AxisHelper;
  30034. exports.BackSide = BackSide;
  30035. exports.BasicDepthPacking = BasicDepthPacking;
  30036. exports.BasicShadowMap = BasicShadowMap;
  30037. exports.BinaryTextureLoader = BinaryTextureLoader;
  30038. exports.Bone = Bone;
  30039. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30040. exports.BoundingBoxHelper = BoundingBoxHelper;
  30041. exports.Box2 = Box2;
  30042. exports.Box3 = Box3;
  30043. exports.Box3Helper = Box3Helper;
  30044. exports.BoxBufferGeometry = BoxBufferGeometry;
  30045. exports.BoxGeometry = BoxGeometry;
  30046. exports.BoxHelper = BoxHelper;
  30047. exports.BufferAttribute = BufferAttribute;
  30048. exports.BufferGeometry = BufferGeometry;
  30049. exports.BufferGeometryLoader = BufferGeometryLoader;
  30050. exports.ByteType = ByteType;
  30051. exports.Cache = Cache;
  30052. exports.Camera = Camera;
  30053. exports.CameraHelper = CameraHelper;
  30054. exports.CanvasRenderer = CanvasRenderer;
  30055. exports.CanvasTexture = CanvasTexture;
  30056. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30057. exports.CineonToneMapping = CineonToneMapping;
  30058. exports.CircleBufferGeometry = CircleBufferGeometry;
  30059. exports.CircleGeometry = CircleGeometry;
  30060. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30061. exports.Clock = Clock;
  30062. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30063. exports.Color = Color;
  30064. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30065. exports.CompressedTexture = CompressedTexture;
  30066. exports.CompressedTextureLoader = CompressedTextureLoader;
  30067. exports.ConeBufferGeometry = ConeBufferGeometry;
  30068. exports.ConeGeometry = ConeGeometry;
  30069. exports.CubeCamera = CubeCamera;
  30070. exports.CubeGeometry = BoxGeometry;
  30071. exports.CubeReflectionMapping = CubeReflectionMapping;
  30072. exports.CubeRefractionMapping = CubeRefractionMapping;
  30073. exports.CubeTexture = CubeTexture;
  30074. exports.CubeTextureLoader = CubeTextureLoader;
  30075. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30076. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30077. exports.CubicBezierCurve = CubicBezierCurve;
  30078. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30079. exports.CubicInterpolant = CubicInterpolant;
  30080. exports.CullFaceBack = CullFaceBack;
  30081. exports.CullFaceFront = CullFaceFront;
  30082. exports.CullFaceFrontBack = CullFaceFrontBack;
  30083. exports.CullFaceNone = CullFaceNone;
  30084. exports.Curve = Curve;
  30085. exports.CurvePath = CurvePath;
  30086. exports.CustomBlending = CustomBlending;
  30087. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30088. exports.CylinderGeometry = CylinderGeometry;
  30089. exports.Cylindrical = Cylindrical;
  30090. exports.DataTexture = DataTexture;
  30091. exports.DataTexture2DArray = DataTexture2DArray;
  30092. exports.DataTexture3D = DataTexture3D;
  30093. exports.DataTextureLoader = DataTextureLoader;
  30094. exports.DecrementStencilOp = DecrementStencilOp;
  30095. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30096. exports.DefaultLoadingManager = DefaultLoadingManager;
  30097. exports.DepthFormat = DepthFormat;
  30098. exports.DepthStencilFormat = DepthStencilFormat;
  30099. exports.DepthTexture = DepthTexture;
  30100. exports.DirectionalLight = DirectionalLight;
  30101. exports.DirectionalLightHelper = DirectionalLightHelper;
  30102. exports.DirectionalLightShadow = DirectionalLightShadow;
  30103. exports.DiscreteInterpolant = DiscreteInterpolant;
  30104. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30105. exports.DodecahedronGeometry = DodecahedronGeometry;
  30106. exports.DoubleSide = DoubleSide;
  30107. exports.DstAlphaFactor = DstAlphaFactor;
  30108. exports.DstColorFactor = DstColorFactor;
  30109. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30110. exports.DynamicCopyUsage = DynamicCopyUsage;
  30111. exports.DynamicDrawUsage = DynamicDrawUsage;
  30112. exports.DynamicReadUsage = DynamicReadUsage;
  30113. exports.EdgesGeometry = EdgesGeometry;
  30114. exports.EdgesHelper = EdgesHelper;
  30115. exports.EllipseCurve = EllipseCurve;
  30116. exports.EqualDepth = EqualDepth;
  30117. exports.EqualStencilFunc = EqualStencilFunc;
  30118. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30119. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30120. exports.Euler = Euler;
  30121. exports.EventDispatcher = EventDispatcher;
  30122. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30123. exports.ExtrudeGeometry = ExtrudeGeometry;
  30124. exports.Face3 = Face3;
  30125. exports.Face4 = Face4;
  30126. exports.FaceColors = FaceColors;
  30127. exports.FileLoader = FileLoader;
  30128. exports.FlatShading = FlatShading;
  30129. exports.Float32Attribute = Float32Attribute;
  30130. exports.Float32BufferAttribute = Float32BufferAttribute;
  30131. exports.Float64Attribute = Float64Attribute;
  30132. exports.Float64BufferAttribute = Float64BufferAttribute;
  30133. exports.FloatType = FloatType;
  30134. exports.Fog = Fog;
  30135. exports.FogExp2 = FogExp2;
  30136. exports.Font = Font;
  30137. exports.FontLoader = FontLoader;
  30138. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30139. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30140. exports.FrontSide = FrontSide;
  30141. exports.Frustum = Frustum;
  30142. exports.GammaEncoding = GammaEncoding;
  30143. exports.Geometry = Geometry;
  30144. exports.GeometryUtils = GeometryUtils;
  30145. exports.GreaterDepth = GreaterDepth;
  30146. exports.GreaterEqualDepth = GreaterEqualDepth;
  30147. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30148. exports.GreaterStencilFunc = GreaterStencilFunc;
  30149. exports.GridHelper = GridHelper;
  30150. exports.Group = Group;
  30151. exports.HalfFloatType = HalfFloatType;
  30152. exports.HemisphereLight = HemisphereLight;
  30153. exports.HemisphereLightHelper = HemisphereLightHelper;
  30154. exports.HemisphereLightProbe = HemisphereLightProbe;
  30155. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30156. exports.IcosahedronGeometry = IcosahedronGeometry;
  30157. exports.ImageBitmapLoader = ImageBitmapLoader;
  30158. exports.ImageLoader = ImageLoader;
  30159. exports.ImageUtils = ImageUtils;
  30160. exports.ImmediateRenderObject = ImmediateRenderObject;
  30161. exports.IncrementStencilOp = IncrementStencilOp;
  30162. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30163. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30164. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30165. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30166. exports.InstancedMesh = InstancedMesh;
  30167. exports.Int16Attribute = Int16Attribute;
  30168. exports.Int16BufferAttribute = Int16BufferAttribute;
  30169. exports.Int32Attribute = Int32Attribute;
  30170. exports.Int32BufferAttribute = Int32BufferAttribute;
  30171. exports.Int8Attribute = Int8Attribute;
  30172. exports.Int8BufferAttribute = Int8BufferAttribute;
  30173. exports.IntType = IntType;
  30174. exports.InterleavedBuffer = InterleavedBuffer;
  30175. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30176. exports.Interpolant = Interpolant;
  30177. exports.InterpolateDiscrete = InterpolateDiscrete;
  30178. exports.InterpolateLinear = InterpolateLinear;
  30179. exports.InterpolateSmooth = InterpolateSmooth;
  30180. exports.InvertStencilOp = InvertStencilOp;
  30181. exports.JSONLoader = JSONLoader;
  30182. exports.KeepStencilOp = KeepStencilOp;
  30183. exports.KeyframeTrack = KeyframeTrack;
  30184. exports.LOD = LOD;
  30185. exports.LatheBufferGeometry = LatheBufferGeometry;
  30186. exports.LatheGeometry = LatheGeometry;
  30187. exports.Layers = Layers;
  30188. exports.LensFlare = LensFlare;
  30189. exports.LessDepth = LessDepth;
  30190. exports.LessEqualDepth = LessEqualDepth;
  30191. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30192. exports.LessStencilFunc = LessStencilFunc;
  30193. exports.Light = Light;
  30194. exports.LightProbe = LightProbe;
  30195. exports.LightShadow = LightShadow;
  30196. exports.Line = Line;
  30197. exports.Line3 = Line3;
  30198. exports.LineBasicMaterial = LineBasicMaterial;
  30199. exports.LineCurve = LineCurve;
  30200. exports.LineCurve3 = LineCurve3;
  30201. exports.LineDashedMaterial = LineDashedMaterial;
  30202. exports.LineLoop = LineLoop;
  30203. exports.LinePieces = LinePieces;
  30204. exports.LineSegments = LineSegments;
  30205. exports.LineStrip = LineStrip;
  30206. exports.LinearEncoding = LinearEncoding;
  30207. exports.LinearFilter = LinearFilter;
  30208. exports.LinearInterpolant = LinearInterpolant;
  30209. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30210. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30211. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30212. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30213. exports.LinearToneMapping = LinearToneMapping;
  30214. exports.Loader = Loader;
  30215. exports.LoaderUtils = LoaderUtils;
  30216. exports.LoadingManager = LoadingManager;
  30217. exports.LogLuvEncoding = LogLuvEncoding;
  30218. exports.LoopOnce = LoopOnce;
  30219. exports.LoopPingPong = LoopPingPong;
  30220. exports.LoopRepeat = LoopRepeat;
  30221. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30222. exports.LuminanceFormat = LuminanceFormat;
  30223. exports.MOUSE = MOUSE;
  30224. exports.Material = Material;
  30225. exports.MaterialLoader = MaterialLoader;
  30226. exports.Math = MathUtils;
  30227. exports.MathUtils = MathUtils;
  30228. exports.Matrix3 = Matrix3;
  30229. exports.Matrix4 = Matrix4;
  30230. exports.MaxEquation = MaxEquation;
  30231. exports.Mesh = Mesh;
  30232. exports.MeshBasicMaterial = MeshBasicMaterial;
  30233. exports.MeshDepthMaterial = MeshDepthMaterial;
  30234. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30235. exports.MeshFaceMaterial = MeshFaceMaterial;
  30236. exports.MeshLambertMaterial = MeshLambertMaterial;
  30237. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30238. exports.MeshNormalMaterial = MeshNormalMaterial;
  30239. exports.MeshPhongMaterial = MeshPhongMaterial;
  30240. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30241. exports.MeshStandardMaterial = MeshStandardMaterial;
  30242. exports.MeshToonMaterial = MeshToonMaterial;
  30243. exports.MinEquation = MinEquation;
  30244. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30245. exports.MixOperation = MixOperation;
  30246. exports.MultiMaterial = MultiMaterial;
  30247. exports.MultiplyBlending = MultiplyBlending;
  30248. exports.MultiplyOperation = MultiplyOperation;
  30249. exports.NearestFilter = NearestFilter;
  30250. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30251. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30252. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30253. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30254. exports.NeverDepth = NeverDepth;
  30255. exports.NeverStencilFunc = NeverStencilFunc;
  30256. exports.NoBlending = NoBlending;
  30257. exports.NoColors = NoColors;
  30258. exports.NoToneMapping = NoToneMapping;
  30259. exports.NormalBlending = NormalBlending;
  30260. exports.NotEqualDepth = NotEqualDepth;
  30261. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30262. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30263. exports.Object3D = Object3D;
  30264. exports.ObjectLoader = ObjectLoader;
  30265. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30266. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30267. exports.OctahedronGeometry = OctahedronGeometry;
  30268. exports.OneFactor = OneFactor;
  30269. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30270. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30271. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30272. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30273. exports.OrthographicCamera = OrthographicCamera;
  30274. exports.PCFShadowMap = PCFShadowMap;
  30275. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30276. exports.PMREMGenerator = PMREMGenerator;
  30277. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30278. exports.ParametricGeometry = ParametricGeometry;
  30279. exports.Particle = Particle;
  30280. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30281. exports.ParticleSystem = ParticleSystem;
  30282. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30283. exports.Path = Path;
  30284. exports.PerspectiveCamera = PerspectiveCamera;
  30285. exports.Plane = Plane;
  30286. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30287. exports.PlaneGeometry = PlaneGeometry;
  30288. exports.PlaneHelper = PlaneHelper;
  30289. exports.PointCloud = PointCloud;
  30290. exports.PointCloudMaterial = PointCloudMaterial;
  30291. exports.PointLight = PointLight;
  30292. exports.PointLightHelper = PointLightHelper;
  30293. exports.Points = Points;
  30294. exports.PointsMaterial = PointsMaterial;
  30295. exports.PolarGridHelper = PolarGridHelper;
  30296. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30297. exports.PolyhedronGeometry = PolyhedronGeometry;
  30298. exports.PositionalAudio = PositionalAudio;
  30299. exports.PropertyBinding = PropertyBinding;
  30300. exports.PropertyMixer = PropertyMixer;
  30301. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30302. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30303. exports.Quaternion = Quaternion;
  30304. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30305. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30306. exports.REVISION = REVISION;
  30307. exports.RGBADepthPacking = RGBADepthPacking;
  30308. exports.RGBAFormat = RGBAFormat;
  30309. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30310. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30311. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30312. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30313. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30314. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30315. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30316. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30317. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30318. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30319. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30320. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30321. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30322. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30323. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30324. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  30325. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30326. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30327. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30328. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30329. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30330. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30331. exports.RGBDEncoding = RGBDEncoding;
  30332. exports.RGBEEncoding = RGBEEncoding;
  30333. exports.RGBEFormat = RGBEFormat;
  30334. exports.RGBFormat = RGBFormat;
  30335. exports.RGBIntegerFormat = RGBIntegerFormat;
  30336. exports.RGBM16Encoding = RGBM16Encoding;
  30337. exports.RGBM7Encoding = RGBM7Encoding;
  30338. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30339. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30340. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30341. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30342. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30343. exports.RGFormat = RGFormat;
  30344. exports.RGIntegerFormat = RGIntegerFormat;
  30345. exports.RawShaderMaterial = RawShaderMaterial;
  30346. exports.Ray = Ray;
  30347. exports.Raycaster = Raycaster;
  30348. exports.RectAreaLight = RectAreaLight;
  30349. exports.RedFormat = RedFormat;
  30350. exports.RedIntegerFormat = RedIntegerFormat;
  30351. exports.ReinhardToneMapping = ReinhardToneMapping;
  30352. exports.RepeatWrapping = RepeatWrapping;
  30353. exports.ReplaceStencilOp = ReplaceStencilOp;
  30354. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30355. exports.RingBufferGeometry = RingBufferGeometry;
  30356. exports.RingGeometry = RingGeometry;
  30357. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30358. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30359. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30360. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30361. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30362. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30363. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30364. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30365. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30366. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30367. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30368. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30369. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30370. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30371. exports.Scene = Scene;
  30372. exports.SceneUtils = SceneUtils;
  30373. exports.ShaderChunk = ShaderChunk;
  30374. exports.ShaderLib = ShaderLib;
  30375. exports.ShaderMaterial = ShaderMaterial;
  30376. exports.ShadowMaterial = ShadowMaterial;
  30377. exports.Shape = Shape;
  30378. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30379. exports.ShapeGeometry = ShapeGeometry;
  30380. exports.ShapePath = ShapePath;
  30381. exports.ShapeUtils = ShapeUtils;
  30382. exports.ShortType = ShortType;
  30383. exports.Skeleton = Skeleton;
  30384. exports.SkeletonHelper = SkeletonHelper;
  30385. exports.SkinnedMesh = SkinnedMesh;
  30386. exports.SmoothShading = SmoothShading;
  30387. exports.Sphere = Sphere;
  30388. exports.SphereBufferGeometry = SphereBufferGeometry;
  30389. exports.SphereGeometry = SphereGeometry;
  30390. exports.Spherical = Spherical;
  30391. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30392. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30393. exports.Spline = Spline;
  30394. exports.SplineCurve = SplineCurve;
  30395. exports.SplineCurve3 = SplineCurve3;
  30396. exports.SpotLight = SpotLight;
  30397. exports.SpotLightHelper = SpotLightHelper;
  30398. exports.SpotLightShadow = SpotLightShadow;
  30399. exports.Sprite = Sprite;
  30400. exports.SpriteMaterial = SpriteMaterial;
  30401. exports.SrcAlphaFactor = SrcAlphaFactor;
  30402. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30403. exports.SrcColorFactor = SrcColorFactor;
  30404. exports.StaticCopyUsage = StaticCopyUsage;
  30405. exports.StaticDrawUsage = StaticDrawUsage;
  30406. exports.StaticReadUsage = StaticReadUsage;
  30407. exports.StereoCamera = StereoCamera;
  30408. exports.StreamCopyUsage = StreamCopyUsage;
  30409. exports.StreamDrawUsage = StreamDrawUsage;
  30410. exports.StreamReadUsage = StreamReadUsage;
  30411. exports.StringKeyframeTrack = StringKeyframeTrack;
  30412. exports.SubtractEquation = SubtractEquation;
  30413. exports.SubtractiveBlending = SubtractiveBlending;
  30414. exports.TOUCH = TOUCH;
  30415. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30416. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30417. exports.TetrahedronGeometry = TetrahedronGeometry;
  30418. exports.TextBufferGeometry = TextBufferGeometry;
  30419. exports.TextGeometry = TextGeometry;
  30420. exports.Texture = Texture;
  30421. exports.TextureLoader = TextureLoader;
  30422. exports.TorusBufferGeometry = TorusBufferGeometry;
  30423. exports.TorusGeometry = TorusGeometry;
  30424. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30425. exports.TorusKnotGeometry = TorusKnotGeometry;
  30426. exports.Triangle = Triangle;
  30427. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30428. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30429. exports.TrianglesDrawMode = TrianglesDrawMode;
  30430. exports.TubeBufferGeometry = TubeBufferGeometry;
  30431. exports.TubeGeometry = TubeGeometry;
  30432. exports.UVMapping = UVMapping;
  30433. exports.Uint16Attribute = Uint16Attribute;
  30434. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30435. exports.Uint32Attribute = Uint32Attribute;
  30436. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30437. exports.Uint8Attribute = Uint8Attribute;
  30438. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30439. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30440. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30441. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30442. exports.Uniform = Uniform;
  30443. exports.UniformsLib = UniformsLib;
  30444. exports.UniformsUtils = UniformsUtils;
  30445. exports.UnsignedByteType = UnsignedByteType;
  30446. exports.UnsignedInt248Type = UnsignedInt248Type;
  30447. exports.UnsignedIntType = UnsignedIntType;
  30448. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30449. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30450. exports.UnsignedShort565Type = UnsignedShort565Type;
  30451. exports.UnsignedShortType = UnsignedShortType;
  30452. exports.VSMShadowMap = VSMShadowMap;
  30453. exports.Vector2 = Vector2;
  30454. exports.Vector3 = Vector3;
  30455. exports.Vector4 = Vector4;
  30456. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30457. exports.Vertex = Vertex;
  30458. exports.VertexColors = VertexColors;
  30459. exports.VideoTexture = VideoTexture;
  30460. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30461. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30462. exports.WebGLRenderTarget = WebGLRenderTarget;
  30463. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30464. exports.WebGLRenderer = WebGLRenderer;
  30465. exports.WebGLUtils = WebGLUtils;
  30466. exports.WireframeGeometry = WireframeGeometry;
  30467. exports.WireframeHelper = WireframeHelper;
  30468. exports.WrapAroundEnding = WrapAroundEnding;
  30469. exports.XHRLoader = XHRLoader;
  30470. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30471. exports.ZeroFactor = ZeroFactor;
  30472. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30473. exports.ZeroStencilOp = ZeroStencilOp;
  30474. exports.sRGBEncoding = sRGBEncoding;
  30475. Object.defineProperty(exports, '__esModule', { value: true });
  30476. })));