three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. ( function () {
  37. Object.assign = function ( target ) {
  38. if ( target === undefined || target === null ) {
  39. throw new TypeError( 'Cannot convert undefined or null to object' );
  40. }
  41. var output = Object( target );
  42. for ( var index = 1; index < arguments.length; index ++ ) {
  43. var source = arguments[ index ];
  44. if ( source !== undefined && source !== null ) {
  45. for ( var nextKey in source ) {
  46. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  47. output[ nextKey ] = source[ nextKey ];
  48. }
  49. }
  50. }
  51. }
  52. return output;
  53. };
  54. } )();
  55. }
  56. /**
  57. * https://github.com/mrdoob/eventdispatcher.js/
  58. */
  59. function EventDispatcher() {}
  60. Object.assign( EventDispatcher.prototype, {
  61. addEventListener: function ( type, listener ) {
  62. if ( this._listeners === undefined ) this._listeners = {};
  63. var listeners = this._listeners;
  64. if ( listeners[ type ] === undefined ) {
  65. listeners[ type ] = [];
  66. }
  67. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  68. listeners[ type ].push( listener );
  69. }
  70. },
  71. hasEventListener: function ( type, listener ) {
  72. if ( this._listeners === undefined ) return false;
  73. var listeners = this._listeners;
  74. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  75. },
  76. removeEventListener: function ( type, listener ) {
  77. if ( this._listeners === undefined ) return;
  78. var listeners = this._listeners;
  79. var listenerArray = listeners[ type ];
  80. if ( listenerArray !== undefined ) {
  81. var index = listenerArray.indexOf( listener );
  82. if ( index !== - 1 ) {
  83. listenerArray.splice( index, 1 );
  84. }
  85. }
  86. },
  87. dispatchEvent: function ( event ) {
  88. if ( this._listeners === undefined ) return;
  89. var listeners = this._listeners;
  90. var listenerArray = listeners[ event.type ];
  91. if ( listenerArray !== undefined ) {
  92. event.target = this;
  93. var array = listenerArray.slice( 0 );
  94. for ( var i = 0, l = array.length; i < l; i ++ ) {
  95. array[ i ].call( this, event );
  96. }
  97. }
  98. }
  99. } );
  100. var REVISION = '106';
  101. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
  102. var CullFaceNone = 0;
  103. var CullFaceBack = 1;
  104. var CullFaceFront = 2;
  105. var CullFaceFrontBack = 3;
  106. var FrontFaceDirectionCW = 0;
  107. var FrontFaceDirectionCCW = 1;
  108. var BasicShadowMap = 0;
  109. var PCFShadowMap = 1;
  110. var PCFSoftShadowMap = 2;
  111. var FrontSide = 0;
  112. var BackSide = 1;
  113. var DoubleSide = 2;
  114. var FlatShading = 1;
  115. var SmoothShading = 2;
  116. var NoColors = 0;
  117. var FaceColors = 1;
  118. var VertexColors = 2;
  119. var NoBlending = 0;
  120. var NormalBlending = 1;
  121. var AdditiveBlending = 2;
  122. var SubtractiveBlending = 3;
  123. var MultiplyBlending = 4;
  124. var CustomBlending = 5;
  125. var AddEquation = 100;
  126. var SubtractEquation = 101;
  127. var ReverseSubtractEquation = 102;
  128. var MinEquation = 103;
  129. var MaxEquation = 104;
  130. var ZeroFactor = 200;
  131. var OneFactor = 201;
  132. var SrcColorFactor = 202;
  133. var OneMinusSrcColorFactor = 203;
  134. var SrcAlphaFactor = 204;
  135. var OneMinusSrcAlphaFactor = 205;
  136. var DstAlphaFactor = 206;
  137. var OneMinusDstAlphaFactor = 207;
  138. var DstColorFactor = 208;
  139. var OneMinusDstColorFactor = 209;
  140. var SrcAlphaSaturateFactor = 210;
  141. var NeverDepth = 0;
  142. var AlwaysDepth = 1;
  143. var LessDepth = 2;
  144. var LessEqualDepth = 3;
  145. var EqualDepth = 4;
  146. var GreaterEqualDepth = 5;
  147. var GreaterDepth = 6;
  148. var NotEqualDepth = 7;
  149. var MultiplyOperation = 0;
  150. var MixOperation = 1;
  151. var AddOperation = 2;
  152. var NoToneMapping = 0;
  153. var LinearToneMapping = 1;
  154. var ReinhardToneMapping = 2;
  155. var Uncharted2ToneMapping = 3;
  156. var CineonToneMapping = 4;
  157. var ACESFilmicToneMapping = 5;
  158. var UVMapping = 300;
  159. var CubeReflectionMapping = 301;
  160. var CubeRefractionMapping = 302;
  161. var EquirectangularReflectionMapping = 303;
  162. var EquirectangularRefractionMapping = 304;
  163. var SphericalReflectionMapping = 305;
  164. var CubeUVReflectionMapping = 306;
  165. var CubeUVRefractionMapping = 307;
  166. var RepeatWrapping = 1000;
  167. var ClampToEdgeWrapping = 1001;
  168. var MirroredRepeatWrapping = 1002;
  169. var NearestFilter = 1003;
  170. var NearestMipMapNearestFilter = 1004;
  171. var NearestMipMapLinearFilter = 1005;
  172. var LinearFilter = 1006;
  173. var LinearMipMapNearestFilter = 1007;
  174. var LinearMipMapLinearFilter = 1008;
  175. var UnsignedByteType = 1009;
  176. var ByteType = 1010;
  177. var ShortType = 1011;
  178. var UnsignedShortType = 1012;
  179. var IntType = 1013;
  180. var UnsignedIntType = 1014;
  181. var FloatType = 1015;
  182. var HalfFloatType = 1016;
  183. var UnsignedShort4444Type = 1017;
  184. var UnsignedShort5551Type = 1018;
  185. var UnsignedShort565Type = 1019;
  186. var UnsignedInt248Type = 1020;
  187. var AlphaFormat = 1021;
  188. var RGBFormat = 1022;
  189. var RGBAFormat = 1023;
  190. var LuminanceFormat = 1024;
  191. var LuminanceAlphaFormat = 1025;
  192. var RGBEFormat = RGBAFormat;
  193. var DepthFormat = 1026;
  194. var DepthStencilFormat = 1027;
  195. var RedFormat = 1028;
  196. var RGB_S3TC_DXT1_Format = 33776;
  197. var RGBA_S3TC_DXT1_Format = 33777;
  198. var RGBA_S3TC_DXT3_Format = 33778;
  199. var RGBA_S3TC_DXT5_Format = 33779;
  200. var RGB_PVRTC_4BPPV1_Format = 35840;
  201. var RGB_PVRTC_2BPPV1_Format = 35841;
  202. var RGBA_PVRTC_4BPPV1_Format = 35842;
  203. var RGBA_PVRTC_2BPPV1_Format = 35843;
  204. var RGB_ETC1_Format = 36196;
  205. var RGBA_ASTC_4x4_Format = 37808;
  206. var RGBA_ASTC_5x4_Format = 37809;
  207. var RGBA_ASTC_5x5_Format = 37810;
  208. var RGBA_ASTC_6x5_Format = 37811;
  209. var RGBA_ASTC_6x6_Format = 37812;
  210. var RGBA_ASTC_8x5_Format = 37813;
  211. var RGBA_ASTC_8x6_Format = 37814;
  212. var RGBA_ASTC_8x8_Format = 37815;
  213. var RGBA_ASTC_10x5_Format = 37816;
  214. var RGBA_ASTC_10x6_Format = 37817;
  215. var RGBA_ASTC_10x8_Format = 37818;
  216. var RGBA_ASTC_10x10_Format = 37819;
  217. var RGBA_ASTC_12x10_Format = 37820;
  218. var RGBA_ASTC_12x12_Format = 37821;
  219. var LoopOnce = 2200;
  220. var LoopRepeat = 2201;
  221. var LoopPingPong = 2202;
  222. var InterpolateDiscrete = 2300;
  223. var InterpolateLinear = 2301;
  224. var InterpolateSmooth = 2302;
  225. var ZeroCurvatureEnding = 2400;
  226. var ZeroSlopeEnding = 2401;
  227. var WrapAroundEnding = 2402;
  228. var TrianglesDrawMode = 0;
  229. var TriangleStripDrawMode = 1;
  230. var TriangleFanDrawMode = 2;
  231. var LinearEncoding = 3000;
  232. var sRGBEncoding = 3001;
  233. var GammaEncoding = 3007;
  234. var RGBEEncoding = 3002;
  235. var LogLuvEncoding = 3003;
  236. var RGBM7Encoding = 3004;
  237. var RGBM16Encoding = 3005;
  238. var RGBDEncoding = 3006;
  239. var BasicDepthPacking = 3200;
  240. var RGBADepthPacking = 3201;
  241. var TangentSpaceNormalMap = 0;
  242. var ObjectSpaceNormalMap = 1;
  243. /**
  244. * @author alteredq / http://alteredqualia.com/
  245. * @author mrdoob / http://mrdoob.com/
  246. */
  247. var _Math = {
  248. DEG2RAD: Math.PI / 180,
  249. RAD2DEG: 180 / Math.PI,
  250. generateUUID: ( function () {
  251. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  252. var lut = [];
  253. for ( var i = 0; i < 256; i ++ ) {
  254. lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  255. }
  256. return function generateUUID() {
  257. var d0 = Math.random() * 0xffffffff | 0;
  258. var d1 = Math.random() * 0xffffffff | 0;
  259. var d2 = Math.random() * 0xffffffff | 0;
  260. var d3 = Math.random() * 0xffffffff | 0;
  261. var uuid = lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' +
  262. lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' +
  263. lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] +
  264. lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];
  265. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  266. return uuid.toUpperCase();
  267. };
  268. } )(),
  269. clamp: function ( value, min, max ) {
  270. return Math.max( min, Math.min( max, value ) );
  271. },
  272. // compute euclidian modulo of m % n
  273. // https://en.wikipedia.org/wiki/Modulo_operation
  274. euclideanModulo: function ( n, m ) {
  275. return ( ( n % m ) + m ) % m;
  276. },
  277. // Linear mapping from range <a1, a2> to range <b1, b2>
  278. mapLinear: function ( x, a1, a2, b1, b2 ) {
  279. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  280. },
  281. // https://en.wikipedia.org/wiki/Linear_interpolation
  282. lerp: function ( x, y, t ) {
  283. return ( 1 - t ) * x + t * y;
  284. },
  285. // http://en.wikipedia.org/wiki/Smoothstep
  286. smoothstep: function ( x, min, max ) {
  287. if ( x <= min ) return 0;
  288. if ( x >= max ) return 1;
  289. x = ( x - min ) / ( max - min );
  290. return x * x * ( 3 - 2 * x );
  291. },
  292. smootherstep: function ( x, min, max ) {
  293. if ( x <= min ) return 0;
  294. if ( x >= max ) return 1;
  295. x = ( x - min ) / ( max - min );
  296. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  297. },
  298. // Random integer from <low, high> interval
  299. randInt: function ( low, high ) {
  300. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  301. },
  302. // Random float from <low, high> interval
  303. randFloat: function ( low, high ) {
  304. return low + Math.random() * ( high - low );
  305. },
  306. // Random float from <-range/2, range/2> interval
  307. randFloatSpread: function ( range ) {
  308. return range * ( 0.5 - Math.random() );
  309. },
  310. degToRad: function ( degrees ) {
  311. return degrees * _Math.DEG2RAD;
  312. },
  313. radToDeg: function ( radians ) {
  314. return radians * _Math.RAD2DEG;
  315. },
  316. isPowerOfTwo: function ( value ) {
  317. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  318. },
  319. ceilPowerOfTwo: function ( value ) {
  320. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  321. },
  322. floorPowerOfTwo: function ( value ) {
  323. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  324. }
  325. };
  326. /**
  327. * @author mrdoob / http://mrdoob.com/
  328. * @author philogb / http://blog.thejit.org/
  329. * @author egraether / http://egraether.com/
  330. * @author zz85 / http://www.lab4games.net/zz85/blog
  331. */
  332. function Vector2( x, y ) {
  333. this.x = x || 0;
  334. this.y = y || 0;
  335. }
  336. Object.defineProperties( Vector2.prototype, {
  337. "width": {
  338. get: function () {
  339. return this.x;
  340. },
  341. set: function ( value ) {
  342. this.x = value;
  343. }
  344. },
  345. "height": {
  346. get: function () {
  347. return this.y;
  348. },
  349. set: function ( value ) {
  350. this.y = value;
  351. }
  352. }
  353. } );
  354. Object.assign( Vector2.prototype, {
  355. isVector2: true,
  356. set: function ( x, y ) {
  357. this.x = x;
  358. this.y = y;
  359. return this;
  360. },
  361. setScalar: function ( scalar ) {
  362. this.x = scalar;
  363. this.y = scalar;
  364. return this;
  365. },
  366. setX: function ( x ) {
  367. this.x = x;
  368. return this;
  369. },
  370. setY: function ( y ) {
  371. this.y = y;
  372. return this;
  373. },
  374. setComponent: function ( index, value ) {
  375. switch ( index ) {
  376. case 0: this.x = value; break;
  377. case 1: this.y = value; break;
  378. default: throw new Error( 'index is out of range: ' + index );
  379. }
  380. return this;
  381. },
  382. getComponent: function ( index ) {
  383. switch ( index ) {
  384. case 0: return this.x;
  385. case 1: return this.y;
  386. default: throw new Error( 'index is out of range: ' + index );
  387. }
  388. },
  389. clone: function () {
  390. return new this.constructor( this.x, this.y );
  391. },
  392. copy: function ( v ) {
  393. this.x = v.x;
  394. this.y = v.y;
  395. return this;
  396. },
  397. add: function ( v, w ) {
  398. if ( w !== undefined ) {
  399. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  400. return this.addVectors( v, w );
  401. }
  402. this.x += v.x;
  403. this.y += v.y;
  404. return this;
  405. },
  406. addScalar: function ( s ) {
  407. this.x += s;
  408. this.y += s;
  409. return this;
  410. },
  411. addVectors: function ( a, b ) {
  412. this.x = a.x + b.x;
  413. this.y = a.y + b.y;
  414. return this;
  415. },
  416. addScaledVector: function ( v, s ) {
  417. this.x += v.x * s;
  418. this.y += v.y * s;
  419. return this;
  420. },
  421. sub: function ( v, w ) {
  422. if ( w !== undefined ) {
  423. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  424. return this.subVectors( v, w );
  425. }
  426. this.x -= v.x;
  427. this.y -= v.y;
  428. return this;
  429. },
  430. subScalar: function ( s ) {
  431. this.x -= s;
  432. this.y -= s;
  433. return this;
  434. },
  435. subVectors: function ( a, b ) {
  436. this.x = a.x - b.x;
  437. this.y = a.y - b.y;
  438. return this;
  439. },
  440. multiply: function ( v ) {
  441. this.x *= v.x;
  442. this.y *= v.y;
  443. return this;
  444. },
  445. multiplyScalar: function ( scalar ) {
  446. this.x *= scalar;
  447. this.y *= scalar;
  448. return this;
  449. },
  450. divide: function ( v ) {
  451. this.x /= v.x;
  452. this.y /= v.y;
  453. return this;
  454. },
  455. divideScalar: function ( scalar ) {
  456. return this.multiplyScalar( 1 / scalar );
  457. },
  458. applyMatrix3: function ( m ) {
  459. var x = this.x, y = this.y;
  460. var e = m.elements;
  461. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  462. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  463. return this;
  464. },
  465. min: function ( v ) {
  466. this.x = Math.min( this.x, v.x );
  467. this.y = Math.min( this.y, v.y );
  468. return this;
  469. },
  470. max: function ( v ) {
  471. this.x = Math.max( this.x, v.x );
  472. this.y = Math.max( this.y, v.y );
  473. return this;
  474. },
  475. clamp: function ( min, max ) {
  476. // assumes min < max, componentwise
  477. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  478. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  479. return this;
  480. },
  481. clampScalar: function ( minVal, maxVal ) {
  482. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  483. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  484. return this;
  485. },
  486. clampLength: function ( min, max ) {
  487. var length = this.length();
  488. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  489. },
  490. floor: function () {
  491. this.x = Math.floor( this.x );
  492. this.y = Math.floor( this.y );
  493. return this;
  494. },
  495. ceil: function () {
  496. this.x = Math.ceil( this.x );
  497. this.y = Math.ceil( this.y );
  498. return this;
  499. },
  500. round: function () {
  501. this.x = Math.round( this.x );
  502. this.y = Math.round( this.y );
  503. return this;
  504. },
  505. roundToZero: function () {
  506. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  507. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  508. return this;
  509. },
  510. negate: function () {
  511. this.x = - this.x;
  512. this.y = - this.y;
  513. return this;
  514. },
  515. dot: function ( v ) {
  516. return this.x * v.x + this.y * v.y;
  517. },
  518. cross: function ( v ) {
  519. return this.x * v.y - this.y * v.x;
  520. },
  521. lengthSq: function () {
  522. return this.x * this.x + this.y * this.y;
  523. },
  524. length: function () {
  525. return Math.sqrt( this.x * this.x + this.y * this.y );
  526. },
  527. manhattanLength: function () {
  528. return Math.abs( this.x ) + Math.abs( this.y );
  529. },
  530. normalize: function () {
  531. return this.divideScalar( this.length() || 1 );
  532. },
  533. angle: function () {
  534. // computes the angle in radians with respect to the positive x-axis
  535. var angle = Math.atan2( this.y, this.x );
  536. if ( angle < 0 ) angle += 2 * Math.PI;
  537. return angle;
  538. },
  539. distanceTo: function ( v ) {
  540. return Math.sqrt( this.distanceToSquared( v ) );
  541. },
  542. distanceToSquared: function ( v ) {
  543. var dx = this.x - v.x, dy = this.y - v.y;
  544. return dx * dx + dy * dy;
  545. },
  546. manhattanDistanceTo: function ( v ) {
  547. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  548. },
  549. setLength: function ( length ) {
  550. return this.normalize().multiplyScalar( length );
  551. },
  552. lerp: function ( v, alpha ) {
  553. this.x += ( v.x - this.x ) * alpha;
  554. this.y += ( v.y - this.y ) * alpha;
  555. return this;
  556. },
  557. lerpVectors: function ( v1, v2, alpha ) {
  558. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  559. },
  560. equals: function ( v ) {
  561. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  562. },
  563. fromArray: function ( array, offset ) {
  564. if ( offset === undefined ) offset = 0;
  565. this.x = array[ offset ];
  566. this.y = array[ offset + 1 ];
  567. return this;
  568. },
  569. toArray: function ( array, offset ) {
  570. if ( array === undefined ) array = [];
  571. if ( offset === undefined ) offset = 0;
  572. array[ offset ] = this.x;
  573. array[ offset + 1 ] = this.y;
  574. return array;
  575. },
  576. fromBufferAttribute: function ( attribute, index, offset ) {
  577. if ( offset !== undefined ) {
  578. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  579. }
  580. this.x = attribute.getX( index );
  581. this.y = attribute.getY( index );
  582. return this;
  583. },
  584. rotateAround: function ( center, angle ) {
  585. var c = Math.cos( angle ), s = Math.sin( angle );
  586. var x = this.x - center.x;
  587. var y = this.y - center.y;
  588. this.x = x * c - y * s + center.x;
  589. this.y = x * s + y * c + center.y;
  590. return this;
  591. }
  592. } );
  593. /**
  594. * @author mikael emtinger / http://gomo.se/
  595. * @author alteredq / http://alteredqualia.com/
  596. * @author WestLangley / http://github.com/WestLangley
  597. * @author bhouston / http://clara.io
  598. */
  599. function Quaternion( x, y, z, w ) {
  600. this._x = x || 0;
  601. this._y = y || 0;
  602. this._z = z || 0;
  603. this._w = ( w !== undefined ) ? w : 1;
  604. }
  605. Object.assign( Quaternion, {
  606. slerp: function ( qa, qb, qm, t ) {
  607. return qm.copy( qa ).slerp( qb, t );
  608. },
  609. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  610. // fuzz-free, array-based Quaternion SLERP operation
  611. var x0 = src0[ srcOffset0 + 0 ],
  612. y0 = src0[ srcOffset0 + 1 ],
  613. z0 = src0[ srcOffset0 + 2 ],
  614. w0 = src0[ srcOffset0 + 3 ],
  615. x1 = src1[ srcOffset1 + 0 ],
  616. y1 = src1[ srcOffset1 + 1 ],
  617. z1 = src1[ srcOffset1 + 2 ],
  618. w1 = src1[ srcOffset1 + 3 ];
  619. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  620. var s = 1 - t,
  621. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  622. dir = ( cos >= 0 ? 1 : - 1 ),
  623. sqrSin = 1 - cos * cos;
  624. // Skip the Slerp for tiny steps to avoid numeric problems:
  625. if ( sqrSin > Number.EPSILON ) {
  626. var sin = Math.sqrt( sqrSin ),
  627. len = Math.atan2( sin, cos * dir );
  628. s = Math.sin( s * len ) / sin;
  629. t = Math.sin( t * len ) / sin;
  630. }
  631. var tDir = t * dir;
  632. x0 = x0 * s + x1 * tDir;
  633. y0 = y0 * s + y1 * tDir;
  634. z0 = z0 * s + z1 * tDir;
  635. w0 = w0 * s + w1 * tDir;
  636. // Normalize in case we just did a lerp:
  637. if ( s === 1 - t ) {
  638. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  639. x0 *= f;
  640. y0 *= f;
  641. z0 *= f;
  642. w0 *= f;
  643. }
  644. }
  645. dst[ dstOffset ] = x0;
  646. dst[ dstOffset + 1 ] = y0;
  647. dst[ dstOffset + 2 ] = z0;
  648. dst[ dstOffset + 3 ] = w0;
  649. }
  650. } );
  651. Object.defineProperties( Quaternion.prototype, {
  652. x: {
  653. get: function () {
  654. return this._x;
  655. },
  656. set: function ( value ) {
  657. this._x = value;
  658. this._onChangeCallback();
  659. }
  660. },
  661. y: {
  662. get: function () {
  663. return this._y;
  664. },
  665. set: function ( value ) {
  666. this._y = value;
  667. this._onChangeCallback();
  668. }
  669. },
  670. z: {
  671. get: function () {
  672. return this._z;
  673. },
  674. set: function ( value ) {
  675. this._z = value;
  676. this._onChangeCallback();
  677. }
  678. },
  679. w: {
  680. get: function () {
  681. return this._w;
  682. },
  683. set: function ( value ) {
  684. this._w = value;
  685. this._onChangeCallback();
  686. }
  687. }
  688. } );
  689. Object.assign( Quaternion.prototype, {
  690. isQuaternion: true,
  691. set: function ( x, y, z, w ) {
  692. this._x = x;
  693. this._y = y;
  694. this._z = z;
  695. this._w = w;
  696. this._onChangeCallback();
  697. return this;
  698. },
  699. clone: function () {
  700. return new this.constructor( this._x, this._y, this._z, this._w );
  701. },
  702. copy: function ( quaternion ) {
  703. this._x = quaternion.x;
  704. this._y = quaternion.y;
  705. this._z = quaternion.z;
  706. this._w = quaternion.w;
  707. this._onChangeCallback();
  708. return this;
  709. },
  710. setFromEuler: function ( euler, update ) {
  711. if ( ! ( euler && euler.isEuler ) ) {
  712. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  713. }
  714. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  715. // http://www.mathworks.com/matlabcentral/fileexchange/
  716. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  717. // content/SpinCalc.m
  718. var cos = Math.cos;
  719. var sin = Math.sin;
  720. var c1 = cos( x / 2 );
  721. var c2 = cos( y / 2 );
  722. var c3 = cos( z / 2 );
  723. var s1 = sin( x / 2 );
  724. var s2 = sin( y / 2 );
  725. var s3 = sin( z / 2 );
  726. if ( order === 'XYZ' ) {
  727. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  728. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  729. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  730. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  731. } else if ( order === 'YXZ' ) {
  732. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  733. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  734. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  735. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  736. } else if ( order === 'ZXY' ) {
  737. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  738. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  739. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  740. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  741. } else if ( order === 'ZYX' ) {
  742. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  743. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  744. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  745. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  746. } else if ( order === 'YZX' ) {
  747. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  748. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  749. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  750. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  751. } else if ( order === 'XZY' ) {
  752. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  753. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  754. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  755. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  756. }
  757. if ( update !== false ) this._onChangeCallback();
  758. return this;
  759. },
  760. setFromAxisAngle: function ( axis, angle ) {
  761. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  762. // assumes axis is normalized
  763. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  764. this._x = axis.x * s;
  765. this._y = axis.y * s;
  766. this._z = axis.z * s;
  767. this._w = Math.cos( halfAngle );
  768. this._onChangeCallback();
  769. return this;
  770. },
  771. setFromRotationMatrix: function ( m ) {
  772. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  773. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  774. var te = m.elements,
  775. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  776. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  777. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  778. trace = m11 + m22 + m33,
  779. s;
  780. if ( trace > 0 ) {
  781. s = 0.5 / Math.sqrt( trace + 1.0 );
  782. this._w = 0.25 / s;
  783. this._x = ( m32 - m23 ) * s;
  784. this._y = ( m13 - m31 ) * s;
  785. this._z = ( m21 - m12 ) * s;
  786. } else if ( m11 > m22 && m11 > m33 ) {
  787. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  788. this._w = ( m32 - m23 ) / s;
  789. this._x = 0.25 * s;
  790. this._y = ( m12 + m21 ) / s;
  791. this._z = ( m13 + m31 ) / s;
  792. } else if ( m22 > m33 ) {
  793. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  794. this._w = ( m13 - m31 ) / s;
  795. this._x = ( m12 + m21 ) / s;
  796. this._y = 0.25 * s;
  797. this._z = ( m23 + m32 ) / s;
  798. } else {
  799. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  800. this._w = ( m21 - m12 ) / s;
  801. this._x = ( m13 + m31 ) / s;
  802. this._y = ( m23 + m32 ) / s;
  803. this._z = 0.25 * s;
  804. }
  805. this._onChangeCallback();
  806. return this;
  807. },
  808. setFromUnitVectors: function ( vFrom, vTo ) {
  809. // assumes direction vectors vFrom and vTo are normalized
  810. var EPS = 0.000001;
  811. var r = vFrom.dot( vTo ) + 1;
  812. if ( r < EPS ) {
  813. r = 0;
  814. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  815. this._x = - vFrom.y;
  816. this._y = vFrom.x;
  817. this._z = 0;
  818. this._w = r;
  819. } else {
  820. this._x = 0;
  821. this._y = - vFrom.z;
  822. this._z = vFrom.y;
  823. this._w = r;
  824. }
  825. } else {
  826. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  827. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  828. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  829. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  830. this._w = r;
  831. }
  832. return this.normalize();
  833. },
  834. angleTo: function ( q ) {
  835. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  836. },
  837. rotateTowards: function ( q, step ) {
  838. var angle = this.angleTo( q );
  839. if ( angle === 0 ) return this;
  840. var t = Math.min( 1, step / angle );
  841. this.slerp( q, t );
  842. return this;
  843. },
  844. inverse: function () {
  845. // quaternion is assumed to have unit length
  846. return this.conjugate();
  847. },
  848. conjugate: function () {
  849. this._x *= - 1;
  850. this._y *= - 1;
  851. this._z *= - 1;
  852. this._onChangeCallback();
  853. return this;
  854. },
  855. dot: function ( v ) {
  856. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  857. },
  858. lengthSq: function () {
  859. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  860. },
  861. length: function () {
  862. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  863. },
  864. normalize: function () {
  865. var l = this.length();
  866. if ( l === 0 ) {
  867. this._x = 0;
  868. this._y = 0;
  869. this._z = 0;
  870. this._w = 1;
  871. } else {
  872. l = 1 / l;
  873. this._x = this._x * l;
  874. this._y = this._y * l;
  875. this._z = this._z * l;
  876. this._w = this._w * l;
  877. }
  878. this._onChangeCallback();
  879. return this;
  880. },
  881. multiply: function ( q, p ) {
  882. if ( p !== undefined ) {
  883. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  884. return this.multiplyQuaternions( q, p );
  885. }
  886. return this.multiplyQuaternions( this, q );
  887. },
  888. premultiply: function ( q ) {
  889. return this.multiplyQuaternions( q, this );
  890. },
  891. multiplyQuaternions: function ( a, b ) {
  892. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  893. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  894. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  895. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  896. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  897. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  898. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  899. this._onChangeCallback();
  900. return this;
  901. },
  902. slerp: function ( qb, t ) {
  903. if ( t === 0 ) return this;
  904. if ( t === 1 ) return this.copy( qb );
  905. var x = this._x, y = this._y, z = this._z, w = this._w;
  906. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  907. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  908. if ( cosHalfTheta < 0 ) {
  909. this._w = - qb._w;
  910. this._x = - qb._x;
  911. this._y = - qb._y;
  912. this._z = - qb._z;
  913. cosHalfTheta = - cosHalfTheta;
  914. } else {
  915. this.copy( qb );
  916. }
  917. if ( cosHalfTheta >= 1.0 ) {
  918. this._w = w;
  919. this._x = x;
  920. this._y = y;
  921. this._z = z;
  922. return this;
  923. }
  924. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  925. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  926. var s = 1 - t;
  927. this._w = s * w + t * this._w;
  928. this._x = s * x + t * this._x;
  929. this._y = s * y + t * this._y;
  930. this._z = s * z + t * this._z;
  931. this.normalize();
  932. this._onChangeCallback();
  933. return this;
  934. }
  935. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  936. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  937. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  938. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  939. this._w = ( w * ratioA + this._w * ratioB );
  940. this._x = ( x * ratioA + this._x * ratioB );
  941. this._y = ( y * ratioA + this._y * ratioB );
  942. this._z = ( z * ratioA + this._z * ratioB );
  943. this._onChangeCallback();
  944. return this;
  945. },
  946. equals: function ( quaternion ) {
  947. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  948. },
  949. fromArray: function ( array, offset ) {
  950. if ( offset === undefined ) offset = 0;
  951. this._x = array[ offset ];
  952. this._y = array[ offset + 1 ];
  953. this._z = array[ offset + 2 ];
  954. this._w = array[ offset + 3 ];
  955. this._onChangeCallback();
  956. return this;
  957. },
  958. toArray: function ( array, offset ) {
  959. if ( array === undefined ) array = [];
  960. if ( offset === undefined ) offset = 0;
  961. array[ offset ] = this._x;
  962. array[ offset + 1 ] = this._y;
  963. array[ offset + 2 ] = this._z;
  964. array[ offset + 3 ] = this._w;
  965. return array;
  966. },
  967. _onChange: function ( callback ) {
  968. this._onChangeCallback = callback;
  969. return this;
  970. },
  971. _onChangeCallback: function () {}
  972. } );
  973. /**
  974. * @author mrdoob / http://mrdoob.com/
  975. * @author kile / http://kile.stravaganza.org/
  976. * @author philogb / http://blog.thejit.org/
  977. * @author mikael emtinger / http://gomo.se/
  978. * @author egraether / http://egraether.com/
  979. * @author WestLangley / http://github.com/WestLangley
  980. */
  981. function Vector3( x, y, z ) {
  982. this.x = x || 0;
  983. this.y = y || 0;
  984. this.z = z || 0;
  985. }
  986. Object.assign( Vector3.prototype, {
  987. isVector3: true,
  988. set: function ( x, y, z ) {
  989. this.x = x;
  990. this.y = y;
  991. this.z = z;
  992. return this;
  993. },
  994. setScalar: function ( scalar ) {
  995. this.x = scalar;
  996. this.y = scalar;
  997. this.z = scalar;
  998. return this;
  999. },
  1000. setX: function ( x ) {
  1001. this.x = x;
  1002. return this;
  1003. },
  1004. setY: function ( y ) {
  1005. this.y = y;
  1006. return this;
  1007. },
  1008. setZ: function ( z ) {
  1009. this.z = z;
  1010. return this;
  1011. },
  1012. setComponent: function ( index, value ) {
  1013. switch ( index ) {
  1014. case 0: this.x = value; break;
  1015. case 1: this.y = value; break;
  1016. case 2: this.z = value; break;
  1017. default: throw new Error( 'index is out of range: ' + index );
  1018. }
  1019. return this;
  1020. },
  1021. getComponent: function ( index ) {
  1022. switch ( index ) {
  1023. case 0: return this.x;
  1024. case 1: return this.y;
  1025. case 2: return this.z;
  1026. default: throw new Error( 'index is out of range: ' + index );
  1027. }
  1028. },
  1029. clone: function () {
  1030. return new this.constructor( this.x, this.y, this.z );
  1031. },
  1032. copy: function ( v ) {
  1033. this.x = v.x;
  1034. this.y = v.y;
  1035. this.z = v.z;
  1036. return this;
  1037. },
  1038. add: function ( v, w ) {
  1039. if ( w !== undefined ) {
  1040. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1041. return this.addVectors( v, w );
  1042. }
  1043. this.x += v.x;
  1044. this.y += v.y;
  1045. this.z += v.z;
  1046. return this;
  1047. },
  1048. addScalar: function ( s ) {
  1049. this.x += s;
  1050. this.y += s;
  1051. this.z += s;
  1052. return this;
  1053. },
  1054. addVectors: function ( a, b ) {
  1055. this.x = a.x + b.x;
  1056. this.y = a.y + b.y;
  1057. this.z = a.z + b.z;
  1058. return this;
  1059. },
  1060. addScaledVector: function ( v, s ) {
  1061. this.x += v.x * s;
  1062. this.y += v.y * s;
  1063. this.z += v.z * s;
  1064. return this;
  1065. },
  1066. sub: function ( v, w ) {
  1067. if ( w !== undefined ) {
  1068. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1069. return this.subVectors( v, w );
  1070. }
  1071. this.x -= v.x;
  1072. this.y -= v.y;
  1073. this.z -= v.z;
  1074. return this;
  1075. },
  1076. subScalar: function ( s ) {
  1077. this.x -= s;
  1078. this.y -= s;
  1079. this.z -= s;
  1080. return this;
  1081. },
  1082. subVectors: function ( a, b ) {
  1083. this.x = a.x - b.x;
  1084. this.y = a.y - b.y;
  1085. this.z = a.z - b.z;
  1086. return this;
  1087. },
  1088. multiply: function ( v, w ) {
  1089. if ( w !== undefined ) {
  1090. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1091. return this.multiplyVectors( v, w );
  1092. }
  1093. this.x *= v.x;
  1094. this.y *= v.y;
  1095. this.z *= v.z;
  1096. return this;
  1097. },
  1098. multiplyScalar: function ( scalar ) {
  1099. this.x *= scalar;
  1100. this.y *= scalar;
  1101. this.z *= scalar;
  1102. return this;
  1103. },
  1104. multiplyVectors: function ( a, b ) {
  1105. this.x = a.x * b.x;
  1106. this.y = a.y * b.y;
  1107. this.z = a.z * b.z;
  1108. return this;
  1109. },
  1110. applyEuler: function () {
  1111. var quaternion = new Quaternion();
  1112. return function applyEuler( euler ) {
  1113. if ( ! ( euler && euler.isEuler ) ) {
  1114. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1115. }
  1116. return this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1117. };
  1118. }(),
  1119. applyAxisAngle: function () {
  1120. var quaternion = new Quaternion();
  1121. return function applyAxisAngle( axis, angle ) {
  1122. return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1123. };
  1124. }(),
  1125. applyMatrix3: function ( m ) {
  1126. var x = this.x, y = this.y, z = this.z;
  1127. var e = m.elements;
  1128. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1129. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1130. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1131. return this;
  1132. },
  1133. applyMatrix4: function ( m ) {
  1134. var x = this.x, y = this.y, z = this.z;
  1135. var e = m.elements;
  1136. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1137. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1138. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1139. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1140. return this;
  1141. },
  1142. applyQuaternion: function ( q ) {
  1143. var x = this.x, y = this.y, z = this.z;
  1144. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1145. // calculate quat * vector
  1146. var ix = qw * x + qy * z - qz * y;
  1147. var iy = qw * y + qz * x - qx * z;
  1148. var iz = qw * z + qx * y - qy * x;
  1149. var iw = - qx * x - qy * y - qz * z;
  1150. // calculate result * inverse quat
  1151. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1152. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1153. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1154. return this;
  1155. },
  1156. project: function ( camera ) {
  1157. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1158. },
  1159. unproject: function ( camera ) {
  1160. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1161. },
  1162. transformDirection: function ( m ) {
  1163. // input: THREE.Matrix4 affine matrix
  1164. // vector interpreted as a direction
  1165. var x = this.x, y = this.y, z = this.z;
  1166. var e = m.elements;
  1167. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1168. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1169. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1170. return this.normalize();
  1171. },
  1172. divide: function ( v ) {
  1173. this.x /= v.x;
  1174. this.y /= v.y;
  1175. this.z /= v.z;
  1176. return this;
  1177. },
  1178. divideScalar: function ( scalar ) {
  1179. return this.multiplyScalar( 1 / scalar );
  1180. },
  1181. min: function ( v ) {
  1182. this.x = Math.min( this.x, v.x );
  1183. this.y = Math.min( this.y, v.y );
  1184. this.z = Math.min( this.z, v.z );
  1185. return this;
  1186. },
  1187. max: function ( v ) {
  1188. this.x = Math.max( this.x, v.x );
  1189. this.y = Math.max( this.y, v.y );
  1190. this.z = Math.max( this.z, v.z );
  1191. return this;
  1192. },
  1193. clamp: function ( min, max ) {
  1194. // assumes min < max, componentwise
  1195. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1196. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1197. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1198. return this;
  1199. },
  1200. clampScalar: function ( minVal, maxVal ) {
  1201. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1202. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1203. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1204. return this;
  1205. },
  1206. clampLength: function ( min, max ) {
  1207. var length = this.length();
  1208. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1209. },
  1210. floor: function () {
  1211. this.x = Math.floor( this.x );
  1212. this.y = Math.floor( this.y );
  1213. this.z = Math.floor( this.z );
  1214. return this;
  1215. },
  1216. ceil: function () {
  1217. this.x = Math.ceil( this.x );
  1218. this.y = Math.ceil( this.y );
  1219. this.z = Math.ceil( this.z );
  1220. return this;
  1221. },
  1222. round: function () {
  1223. this.x = Math.round( this.x );
  1224. this.y = Math.round( this.y );
  1225. this.z = Math.round( this.z );
  1226. return this;
  1227. },
  1228. roundToZero: function () {
  1229. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1230. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1231. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1232. return this;
  1233. },
  1234. negate: function () {
  1235. this.x = - this.x;
  1236. this.y = - this.y;
  1237. this.z = - this.z;
  1238. return this;
  1239. },
  1240. dot: function ( v ) {
  1241. return this.x * v.x + this.y * v.y + this.z * v.z;
  1242. },
  1243. // TODO lengthSquared?
  1244. lengthSq: function () {
  1245. return this.x * this.x + this.y * this.y + this.z * this.z;
  1246. },
  1247. length: function () {
  1248. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1249. },
  1250. manhattanLength: function () {
  1251. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1252. },
  1253. normalize: function () {
  1254. return this.divideScalar( this.length() || 1 );
  1255. },
  1256. setLength: function ( length ) {
  1257. return this.normalize().multiplyScalar( length );
  1258. },
  1259. lerp: function ( v, alpha ) {
  1260. this.x += ( v.x - this.x ) * alpha;
  1261. this.y += ( v.y - this.y ) * alpha;
  1262. this.z += ( v.z - this.z ) * alpha;
  1263. return this;
  1264. },
  1265. lerpVectors: function ( v1, v2, alpha ) {
  1266. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1267. },
  1268. cross: function ( v, w ) {
  1269. if ( w !== undefined ) {
  1270. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1271. return this.crossVectors( v, w );
  1272. }
  1273. return this.crossVectors( this, v );
  1274. },
  1275. crossVectors: function ( a, b ) {
  1276. var ax = a.x, ay = a.y, az = a.z;
  1277. var bx = b.x, by = b.y, bz = b.z;
  1278. this.x = ay * bz - az * by;
  1279. this.y = az * bx - ax * bz;
  1280. this.z = ax * by - ay * bx;
  1281. return this;
  1282. },
  1283. projectOnVector: function ( vector ) {
  1284. var scalar = vector.dot( this ) / vector.lengthSq();
  1285. return this.copy( vector ).multiplyScalar( scalar );
  1286. },
  1287. projectOnPlane: function () {
  1288. var v1 = new Vector3();
  1289. return function projectOnPlane( planeNormal ) {
  1290. v1.copy( this ).projectOnVector( planeNormal );
  1291. return this.sub( v1 );
  1292. };
  1293. }(),
  1294. reflect: function () {
  1295. // reflect incident vector off plane orthogonal to normal
  1296. // normal is assumed to have unit length
  1297. var v1 = new Vector3();
  1298. return function reflect( normal ) {
  1299. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1300. };
  1301. }(),
  1302. angleTo: function ( v ) {
  1303. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1304. // clamp, to handle numerical problems
  1305. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1306. },
  1307. distanceTo: function ( v ) {
  1308. return Math.sqrt( this.distanceToSquared( v ) );
  1309. },
  1310. distanceToSquared: function ( v ) {
  1311. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1312. return dx * dx + dy * dy + dz * dz;
  1313. },
  1314. manhattanDistanceTo: function ( v ) {
  1315. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1316. },
  1317. setFromSpherical: function ( s ) {
  1318. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1319. },
  1320. setFromSphericalCoords: function ( radius, phi, theta ) {
  1321. var sinPhiRadius = Math.sin( phi ) * radius;
  1322. this.x = sinPhiRadius * Math.sin( theta );
  1323. this.y = Math.cos( phi ) * radius;
  1324. this.z = sinPhiRadius * Math.cos( theta );
  1325. return this;
  1326. },
  1327. setFromCylindrical: function ( c ) {
  1328. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1329. },
  1330. setFromCylindricalCoords: function ( radius, theta, y ) {
  1331. this.x = radius * Math.sin( theta );
  1332. this.y = y;
  1333. this.z = radius * Math.cos( theta );
  1334. return this;
  1335. },
  1336. setFromMatrixPosition: function ( m ) {
  1337. var e = m.elements;
  1338. this.x = e[ 12 ];
  1339. this.y = e[ 13 ];
  1340. this.z = e[ 14 ];
  1341. return this;
  1342. },
  1343. setFromMatrixScale: function ( m ) {
  1344. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1345. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1346. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1347. this.x = sx;
  1348. this.y = sy;
  1349. this.z = sz;
  1350. return this;
  1351. },
  1352. setFromMatrixColumn: function ( m, index ) {
  1353. return this.fromArray( m.elements, index * 4 );
  1354. },
  1355. equals: function ( v ) {
  1356. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1357. },
  1358. fromArray: function ( array, offset ) {
  1359. if ( offset === undefined ) offset = 0;
  1360. this.x = array[ offset ];
  1361. this.y = array[ offset + 1 ];
  1362. this.z = array[ offset + 2 ];
  1363. return this;
  1364. },
  1365. toArray: function ( array, offset ) {
  1366. if ( array === undefined ) array = [];
  1367. if ( offset === undefined ) offset = 0;
  1368. array[ offset ] = this.x;
  1369. array[ offset + 1 ] = this.y;
  1370. array[ offset + 2 ] = this.z;
  1371. return array;
  1372. },
  1373. fromBufferAttribute: function ( attribute, index, offset ) {
  1374. if ( offset !== undefined ) {
  1375. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1376. }
  1377. this.x = attribute.getX( index );
  1378. this.y = attribute.getY( index );
  1379. this.z = attribute.getZ( index );
  1380. return this;
  1381. }
  1382. } );
  1383. /**
  1384. * @author alteredq / http://alteredqualia.com/
  1385. * @author WestLangley / http://github.com/WestLangley
  1386. * @author bhouston / http://clara.io
  1387. * @author tschw
  1388. */
  1389. function Matrix3() {
  1390. this.elements = [
  1391. 1, 0, 0,
  1392. 0, 1, 0,
  1393. 0, 0, 1
  1394. ];
  1395. if ( arguments.length > 0 ) {
  1396. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1397. }
  1398. }
  1399. Object.assign( Matrix3.prototype, {
  1400. isMatrix3: true,
  1401. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1402. var te = this.elements;
  1403. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1404. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1405. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1406. return this;
  1407. },
  1408. identity: function () {
  1409. this.set(
  1410. 1, 0, 0,
  1411. 0, 1, 0,
  1412. 0, 0, 1
  1413. );
  1414. return this;
  1415. },
  1416. clone: function () {
  1417. return new this.constructor().fromArray( this.elements );
  1418. },
  1419. copy: function ( m ) {
  1420. var te = this.elements;
  1421. var me = m.elements;
  1422. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1423. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1424. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1425. return this;
  1426. },
  1427. setFromMatrix4: function ( m ) {
  1428. var me = m.elements;
  1429. this.set(
  1430. me[ 0 ], me[ 4 ], me[ 8 ],
  1431. me[ 1 ], me[ 5 ], me[ 9 ],
  1432. me[ 2 ], me[ 6 ], me[ 10 ]
  1433. );
  1434. return this;
  1435. },
  1436. applyToBufferAttribute: function () {
  1437. var v1 = new Vector3();
  1438. return function applyToBufferAttribute( attribute ) {
  1439. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1440. v1.x = attribute.getX( i );
  1441. v1.y = attribute.getY( i );
  1442. v1.z = attribute.getZ( i );
  1443. v1.applyMatrix3( this );
  1444. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  1445. }
  1446. return attribute;
  1447. };
  1448. }(),
  1449. multiply: function ( m ) {
  1450. return this.multiplyMatrices( this, m );
  1451. },
  1452. premultiply: function ( m ) {
  1453. return this.multiplyMatrices( m, this );
  1454. },
  1455. multiplyMatrices: function ( a, b ) {
  1456. var ae = a.elements;
  1457. var be = b.elements;
  1458. var te = this.elements;
  1459. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1460. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1461. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1462. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1463. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1464. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1465. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1466. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1467. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1468. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1469. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1470. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1471. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1472. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1473. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1474. return this;
  1475. },
  1476. multiplyScalar: function ( s ) {
  1477. var te = this.elements;
  1478. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1479. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1480. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1481. return this;
  1482. },
  1483. determinant: function () {
  1484. var te = this.elements;
  1485. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1486. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1487. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1488. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1489. },
  1490. getInverse: function ( matrix, throwOnDegenerate ) {
  1491. if ( matrix && matrix.isMatrix4 ) {
  1492. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1493. }
  1494. var me = matrix.elements,
  1495. te = this.elements,
  1496. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1497. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1498. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1499. t11 = n33 * n22 - n32 * n23,
  1500. t12 = n32 * n13 - n33 * n12,
  1501. t13 = n23 * n12 - n22 * n13,
  1502. det = n11 * t11 + n21 * t12 + n31 * t13;
  1503. if ( det === 0 ) {
  1504. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1505. if ( throwOnDegenerate === true ) {
  1506. throw new Error( msg );
  1507. } else {
  1508. console.warn( msg );
  1509. }
  1510. return this.identity();
  1511. }
  1512. var detInv = 1 / det;
  1513. te[ 0 ] = t11 * detInv;
  1514. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1515. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1516. te[ 3 ] = t12 * detInv;
  1517. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1518. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1519. te[ 6 ] = t13 * detInv;
  1520. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1521. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1522. return this;
  1523. },
  1524. transpose: function () {
  1525. var tmp, m = this.elements;
  1526. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1527. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1528. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1529. return this;
  1530. },
  1531. getNormalMatrix: function ( matrix4 ) {
  1532. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1533. },
  1534. transposeIntoArray: function ( r ) {
  1535. var m = this.elements;
  1536. r[ 0 ] = m[ 0 ];
  1537. r[ 1 ] = m[ 3 ];
  1538. r[ 2 ] = m[ 6 ];
  1539. r[ 3 ] = m[ 1 ];
  1540. r[ 4 ] = m[ 4 ];
  1541. r[ 5 ] = m[ 7 ];
  1542. r[ 6 ] = m[ 2 ];
  1543. r[ 7 ] = m[ 5 ];
  1544. r[ 8 ] = m[ 8 ];
  1545. return this;
  1546. },
  1547. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1548. var c = Math.cos( rotation );
  1549. var s = Math.sin( rotation );
  1550. this.set(
  1551. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1552. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1553. 0, 0, 1
  1554. );
  1555. },
  1556. scale: function ( sx, sy ) {
  1557. var te = this.elements;
  1558. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1559. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1560. return this;
  1561. },
  1562. rotate: function ( theta ) {
  1563. var c = Math.cos( theta );
  1564. var s = Math.sin( theta );
  1565. var te = this.elements;
  1566. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1567. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1568. te[ 0 ] = c * a11 + s * a21;
  1569. te[ 3 ] = c * a12 + s * a22;
  1570. te[ 6 ] = c * a13 + s * a23;
  1571. te[ 1 ] = - s * a11 + c * a21;
  1572. te[ 4 ] = - s * a12 + c * a22;
  1573. te[ 7 ] = - s * a13 + c * a23;
  1574. return this;
  1575. },
  1576. translate: function ( tx, ty ) {
  1577. var te = this.elements;
  1578. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1579. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1580. return this;
  1581. },
  1582. equals: function ( matrix ) {
  1583. var te = this.elements;
  1584. var me = matrix.elements;
  1585. for ( var i = 0; i < 9; i ++ ) {
  1586. if ( te[ i ] !== me[ i ] ) return false;
  1587. }
  1588. return true;
  1589. },
  1590. fromArray: function ( array, offset ) {
  1591. if ( offset === undefined ) offset = 0;
  1592. for ( var i = 0; i < 9; i ++ ) {
  1593. this.elements[ i ] = array[ i + offset ];
  1594. }
  1595. return this;
  1596. },
  1597. toArray: function ( array, offset ) {
  1598. if ( array === undefined ) array = [];
  1599. if ( offset === undefined ) offset = 0;
  1600. var te = this.elements;
  1601. array[ offset ] = te[ 0 ];
  1602. array[ offset + 1 ] = te[ 1 ];
  1603. array[ offset + 2 ] = te[ 2 ];
  1604. array[ offset + 3 ] = te[ 3 ];
  1605. array[ offset + 4 ] = te[ 4 ];
  1606. array[ offset + 5 ] = te[ 5 ];
  1607. array[ offset + 6 ] = te[ 6 ];
  1608. array[ offset + 7 ] = te[ 7 ];
  1609. array[ offset + 8 ] = te[ 8 ];
  1610. return array;
  1611. }
  1612. } );
  1613. /**
  1614. * @author mrdoob / http://mrdoob.com/
  1615. * @author alteredq / http://alteredqualia.com/
  1616. * @author szimek / https://github.com/szimek/
  1617. */
  1618. var _canvas;
  1619. var ImageUtils = {
  1620. getDataURL: function ( image ) {
  1621. var canvas;
  1622. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1623. return image.src;
  1624. } else if ( image instanceof HTMLCanvasElement ) {
  1625. canvas = image;
  1626. } else {
  1627. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  1628. _canvas.width = image.width;
  1629. _canvas.height = image.height;
  1630. var context = _canvas.getContext( '2d' );
  1631. if ( image instanceof ImageData ) {
  1632. context.putImageData( image, 0, 0 );
  1633. } else {
  1634. context.drawImage( image, 0, 0, image.width, image.height );
  1635. }
  1636. canvas = _canvas;
  1637. }
  1638. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1639. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1640. } else {
  1641. return canvas.toDataURL( 'image/png' );
  1642. }
  1643. }
  1644. };
  1645. /**
  1646. * @author mrdoob / http://mrdoob.com/
  1647. * @author alteredq / http://alteredqualia.com/
  1648. * @author szimek / https://github.com/szimek/
  1649. */
  1650. var textureId = 0;
  1651. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1652. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1653. this.uuid = _Math.generateUUID();
  1654. this.name = '';
  1655. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1656. this.mipmaps = [];
  1657. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1658. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1659. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1660. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1661. this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
  1662. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1663. this.format = format !== undefined ? format : RGBAFormat;
  1664. this.type = type !== undefined ? type : UnsignedByteType;
  1665. this.offset = new Vector2( 0, 0 );
  1666. this.repeat = new Vector2( 1, 1 );
  1667. this.center = new Vector2( 0, 0 );
  1668. this.rotation = 0;
  1669. this.matrixAutoUpdate = true;
  1670. this.matrix = new Matrix3();
  1671. this.generateMipmaps = true;
  1672. this.premultiplyAlpha = false;
  1673. this.flipY = true;
  1674. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1675. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1676. //
  1677. // Also changing the encoding after already used by a Material will not automatically make the Material
  1678. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1679. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1680. this.version = 0;
  1681. this.onUpdate = null;
  1682. }
  1683. Texture.DEFAULT_IMAGE = undefined;
  1684. Texture.DEFAULT_MAPPING = UVMapping;
  1685. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1686. constructor: Texture,
  1687. isTexture: true,
  1688. updateMatrix: function () {
  1689. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1690. },
  1691. clone: function () {
  1692. return new this.constructor().copy( this );
  1693. },
  1694. copy: function ( source ) {
  1695. this.name = source.name;
  1696. this.image = source.image;
  1697. this.mipmaps = source.mipmaps.slice( 0 );
  1698. this.mapping = source.mapping;
  1699. this.wrapS = source.wrapS;
  1700. this.wrapT = source.wrapT;
  1701. this.magFilter = source.magFilter;
  1702. this.minFilter = source.minFilter;
  1703. this.anisotropy = source.anisotropy;
  1704. this.format = source.format;
  1705. this.type = source.type;
  1706. this.offset.copy( source.offset );
  1707. this.repeat.copy( source.repeat );
  1708. this.center.copy( source.center );
  1709. this.rotation = source.rotation;
  1710. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1711. this.matrix.copy( source.matrix );
  1712. this.generateMipmaps = source.generateMipmaps;
  1713. this.premultiplyAlpha = source.premultiplyAlpha;
  1714. this.flipY = source.flipY;
  1715. this.unpackAlignment = source.unpackAlignment;
  1716. this.encoding = source.encoding;
  1717. return this;
  1718. },
  1719. toJSON: function ( meta ) {
  1720. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1721. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1722. return meta.textures[ this.uuid ];
  1723. }
  1724. var output = {
  1725. metadata: {
  1726. version: 4.5,
  1727. type: 'Texture',
  1728. generator: 'Texture.toJSON'
  1729. },
  1730. uuid: this.uuid,
  1731. name: this.name,
  1732. mapping: this.mapping,
  1733. repeat: [ this.repeat.x, this.repeat.y ],
  1734. offset: [ this.offset.x, this.offset.y ],
  1735. center: [ this.center.x, this.center.y ],
  1736. rotation: this.rotation,
  1737. wrap: [ this.wrapS, this.wrapT ],
  1738. format: this.format,
  1739. type: this.type,
  1740. encoding: this.encoding,
  1741. minFilter: this.minFilter,
  1742. magFilter: this.magFilter,
  1743. anisotropy: this.anisotropy,
  1744. flipY: this.flipY,
  1745. premultiplyAlpha: this.premultiplyAlpha,
  1746. unpackAlignment: this.unpackAlignment
  1747. };
  1748. if ( this.image !== undefined ) {
  1749. // TODO: Move to THREE.Image
  1750. var image = this.image;
  1751. if ( image.uuid === undefined ) {
  1752. image.uuid = _Math.generateUUID(); // UGH
  1753. }
  1754. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1755. var url;
  1756. if ( Array.isArray( image ) ) {
  1757. // process array of images e.g. CubeTexture
  1758. url = [];
  1759. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1760. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1761. }
  1762. } else {
  1763. // process single image
  1764. url = ImageUtils.getDataURL( image );
  1765. }
  1766. meta.images[ image.uuid ] = {
  1767. uuid: image.uuid,
  1768. url: url
  1769. };
  1770. }
  1771. output.image = image.uuid;
  1772. }
  1773. if ( ! isRootObject ) {
  1774. meta.textures[ this.uuid ] = output;
  1775. }
  1776. return output;
  1777. },
  1778. dispose: function () {
  1779. this.dispatchEvent( { type: 'dispose' } );
  1780. },
  1781. transformUv: function ( uv ) {
  1782. if ( this.mapping !== UVMapping ) return uv;
  1783. uv.applyMatrix3( this.matrix );
  1784. if ( uv.x < 0 || uv.x > 1 ) {
  1785. switch ( this.wrapS ) {
  1786. case RepeatWrapping:
  1787. uv.x = uv.x - Math.floor( uv.x );
  1788. break;
  1789. case ClampToEdgeWrapping:
  1790. uv.x = uv.x < 0 ? 0 : 1;
  1791. break;
  1792. case MirroredRepeatWrapping:
  1793. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1794. uv.x = Math.ceil( uv.x ) - uv.x;
  1795. } else {
  1796. uv.x = uv.x - Math.floor( uv.x );
  1797. }
  1798. break;
  1799. }
  1800. }
  1801. if ( uv.y < 0 || uv.y > 1 ) {
  1802. switch ( this.wrapT ) {
  1803. case RepeatWrapping:
  1804. uv.y = uv.y - Math.floor( uv.y );
  1805. break;
  1806. case ClampToEdgeWrapping:
  1807. uv.y = uv.y < 0 ? 0 : 1;
  1808. break;
  1809. case MirroredRepeatWrapping:
  1810. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1811. uv.y = Math.ceil( uv.y ) - uv.y;
  1812. } else {
  1813. uv.y = uv.y - Math.floor( uv.y );
  1814. }
  1815. break;
  1816. }
  1817. }
  1818. if ( this.flipY ) {
  1819. uv.y = 1 - uv.y;
  1820. }
  1821. return uv;
  1822. }
  1823. } );
  1824. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1825. set: function ( value ) {
  1826. if ( value === true ) this.version ++;
  1827. }
  1828. } );
  1829. /**
  1830. * @author supereggbert / http://www.paulbrunt.co.uk/
  1831. * @author philogb / http://blog.thejit.org/
  1832. * @author mikael emtinger / http://gomo.se/
  1833. * @author egraether / http://egraether.com/
  1834. * @author WestLangley / http://github.com/WestLangley
  1835. */
  1836. function Vector4( x, y, z, w ) {
  1837. this.x = x || 0;
  1838. this.y = y || 0;
  1839. this.z = z || 0;
  1840. this.w = ( w !== undefined ) ? w : 1;
  1841. }
  1842. Object.defineProperties( Vector4.prototype, {
  1843. "width": {
  1844. get: function () {
  1845. return this.z;
  1846. },
  1847. set: function ( value ) {
  1848. this.z = value;
  1849. }
  1850. },
  1851. "height": {
  1852. get: function () {
  1853. return this.w;
  1854. },
  1855. set: function ( value ) {
  1856. this.w = value;
  1857. }
  1858. }
  1859. } );
  1860. Object.assign( Vector4.prototype, {
  1861. isVector4: true,
  1862. set: function ( x, y, z, w ) {
  1863. this.x = x;
  1864. this.y = y;
  1865. this.z = z;
  1866. this.w = w;
  1867. return this;
  1868. },
  1869. setScalar: function ( scalar ) {
  1870. this.x = scalar;
  1871. this.y = scalar;
  1872. this.z = scalar;
  1873. this.w = scalar;
  1874. return this;
  1875. },
  1876. setX: function ( x ) {
  1877. this.x = x;
  1878. return this;
  1879. },
  1880. setY: function ( y ) {
  1881. this.y = y;
  1882. return this;
  1883. },
  1884. setZ: function ( z ) {
  1885. this.z = z;
  1886. return this;
  1887. },
  1888. setW: function ( w ) {
  1889. this.w = w;
  1890. return this;
  1891. },
  1892. setComponent: function ( index, value ) {
  1893. switch ( index ) {
  1894. case 0: this.x = value; break;
  1895. case 1: this.y = value; break;
  1896. case 2: this.z = value; break;
  1897. case 3: this.w = value; break;
  1898. default: throw new Error( 'index is out of range: ' + index );
  1899. }
  1900. return this;
  1901. },
  1902. getComponent: function ( index ) {
  1903. switch ( index ) {
  1904. case 0: return this.x;
  1905. case 1: return this.y;
  1906. case 2: return this.z;
  1907. case 3: return this.w;
  1908. default: throw new Error( 'index is out of range: ' + index );
  1909. }
  1910. },
  1911. clone: function () {
  1912. return new this.constructor( this.x, this.y, this.z, this.w );
  1913. },
  1914. copy: function ( v ) {
  1915. this.x = v.x;
  1916. this.y = v.y;
  1917. this.z = v.z;
  1918. this.w = ( v.w !== undefined ) ? v.w : 1;
  1919. return this;
  1920. },
  1921. add: function ( v, w ) {
  1922. if ( w !== undefined ) {
  1923. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1924. return this.addVectors( v, w );
  1925. }
  1926. this.x += v.x;
  1927. this.y += v.y;
  1928. this.z += v.z;
  1929. this.w += v.w;
  1930. return this;
  1931. },
  1932. addScalar: function ( s ) {
  1933. this.x += s;
  1934. this.y += s;
  1935. this.z += s;
  1936. this.w += s;
  1937. return this;
  1938. },
  1939. addVectors: function ( a, b ) {
  1940. this.x = a.x + b.x;
  1941. this.y = a.y + b.y;
  1942. this.z = a.z + b.z;
  1943. this.w = a.w + b.w;
  1944. return this;
  1945. },
  1946. addScaledVector: function ( v, s ) {
  1947. this.x += v.x * s;
  1948. this.y += v.y * s;
  1949. this.z += v.z * s;
  1950. this.w += v.w * s;
  1951. return this;
  1952. },
  1953. sub: function ( v, w ) {
  1954. if ( w !== undefined ) {
  1955. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1956. return this.subVectors( v, w );
  1957. }
  1958. this.x -= v.x;
  1959. this.y -= v.y;
  1960. this.z -= v.z;
  1961. this.w -= v.w;
  1962. return this;
  1963. },
  1964. subScalar: function ( s ) {
  1965. this.x -= s;
  1966. this.y -= s;
  1967. this.z -= s;
  1968. this.w -= s;
  1969. return this;
  1970. },
  1971. subVectors: function ( a, b ) {
  1972. this.x = a.x - b.x;
  1973. this.y = a.y - b.y;
  1974. this.z = a.z - b.z;
  1975. this.w = a.w - b.w;
  1976. return this;
  1977. },
  1978. multiplyScalar: function ( scalar ) {
  1979. this.x *= scalar;
  1980. this.y *= scalar;
  1981. this.z *= scalar;
  1982. this.w *= scalar;
  1983. return this;
  1984. },
  1985. applyMatrix4: function ( m ) {
  1986. var x = this.x, y = this.y, z = this.z, w = this.w;
  1987. var e = m.elements;
  1988. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1989. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1990. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1991. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1992. return this;
  1993. },
  1994. divideScalar: function ( scalar ) {
  1995. return this.multiplyScalar( 1 / scalar );
  1996. },
  1997. setAxisAngleFromQuaternion: function ( q ) {
  1998. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1999. // q is assumed to be normalized
  2000. this.w = 2 * Math.acos( q.w );
  2001. var s = Math.sqrt( 1 - q.w * q.w );
  2002. if ( s < 0.0001 ) {
  2003. this.x = 1;
  2004. this.y = 0;
  2005. this.z = 0;
  2006. } else {
  2007. this.x = q.x / s;
  2008. this.y = q.y / s;
  2009. this.z = q.z / s;
  2010. }
  2011. return this;
  2012. },
  2013. setAxisAngleFromRotationMatrix: function ( m ) {
  2014. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2015. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2016. var angle, x, y, z, // variables for result
  2017. epsilon = 0.01, // margin to allow for rounding errors
  2018. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2019. te = m.elements,
  2020. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2021. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2022. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2023. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2024. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2025. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2026. // singularity found
  2027. // first check for identity matrix which must have +1 for all terms
  2028. // in leading diagonal and zero in other terms
  2029. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2030. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2031. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2032. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2033. // this singularity is identity matrix so angle = 0
  2034. this.set( 1, 0, 0, 0 );
  2035. return this; // zero angle, arbitrary axis
  2036. }
  2037. // otherwise this singularity is angle = 180
  2038. angle = Math.PI;
  2039. var xx = ( m11 + 1 ) / 2;
  2040. var yy = ( m22 + 1 ) / 2;
  2041. var zz = ( m33 + 1 ) / 2;
  2042. var xy = ( m12 + m21 ) / 4;
  2043. var xz = ( m13 + m31 ) / 4;
  2044. var yz = ( m23 + m32 ) / 4;
  2045. if ( ( xx > yy ) && ( xx > zz ) ) {
  2046. // m11 is the largest diagonal term
  2047. if ( xx < epsilon ) {
  2048. x = 0;
  2049. y = 0.707106781;
  2050. z = 0.707106781;
  2051. } else {
  2052. x = Math.sqrt( xx );
  2053. y = xy / x;
  2054. z = xz / x;
  2055. }
  2056. } else if ( yy > zz ) {
  2057. // m22 is the largest diagonal term
  2058. if ( yy < epsilon ) {
  2059. x = 0.707106781;
  2060. y = 0;
  2061. z = 0.707106781;
  2062. } else {
  2063. y = Math.sqrt( yy );
  2064. x = xy / y;
  2065. z = yz / y;
  2066. }
  2067. } else {
  2068. // m33 is the largest diagonal term so base result on this
  2069. if ( zz < epsilon ) {
  2070. x = 0.707106781;
  2071. y = 0.707106781;
  2072. z = 0;
  2073. } else {
  2074. z = Math.sqrt( zz );
  2075. x = xz / z;
  2076. y = yz / z;
  2077. }
  2078. }
  2079. this.set( x, y, z, angle );
  2080. return this; // return 180 deg rotation
  2081. }
  2082. // as we have reached here there are no singularities so we can handle normally
  2083. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2084. ( m13 - m31 ) * ( m13 - m31 ) +
  2085. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2086. if ( Math.abs( s ) < 0.001 ) s = 1;
  2087. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2088. // caught by singularity test above, but I've left it in just in case
  2089. this.x = ( m32 - m23 ) / s;
  2090. this.y = ( m13 - m31 ) / s;
  2091. this.z = ( m21 - m12 ) / s;
  2092. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2093. return this;
  2094. },
  2095. min: function ( v ) {
  2096. this.x = Math.min( this.x, v.x );
  2097. this.y = Math.min( this.y, v.y );
  2098. this.z = Math.min( this.z, v.z );
  2099. this.w = Math.min( this.w, v.w );
  2100. return this;
  2101. },
  2102. max: function ( v ) {
  2103. this.x = Math.max( this.x, v.x );
  2104. this.y = Math.max( this.y, v.y );
  2105. this.z = Math.max( this.z, v.z );
  2106. this.w = Math.max( this.w, v.w );
  2107. return this;
  2108. },
  2109. clamp: function ( min, max ) {
  2110. // assumes min < max, componentwise
  2111. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2112. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2113. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2114. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2115. return this;
  2116. },
  2117. clampScalar: function () {
  2118. var min, max;
  2119. return function clampScalar( minVal, maxVal ) {
  2120. if ( min === undefined ) {
  2121. min = new Vector4();
  2122. max = new Vector4();
  2123. }
  2124. min.set( minVal, minVal, minVal, minVal );
  2125. max.set( maxVal, maxVal, maxVal, maxVal );
  2126. return this.clamp( min, max );
  2127. };
  2128. }(),
  2129. clampLength: function ( min, max ) {
  2130. var length = this.length();
  2131. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2132. },
  2133. floor: function () {
  2134. this.x = Math.floor( this.x );
  2135. this.y = Math.floor( this.y );
  2136. this.z = Math.floor( this.z );
  2137. this.w = Math.floor( this.w );
  2138. return this;
  2139. },
  2140. ceil: function () {
  2141. this.x = Math.ceil( this.x );
  2142. this.y = Math.ceil( this.y );
  2143. this.z = Math.ceil( this.z );
  2144. this.w = Math.ceil( this.w );
  2145. return this;
  2146. },
  2147. round: function () {
  2148. this.x = Math.round( this.x );
  2149. this.y = Math.round( this.y );
  2150. this.z = Math.round( this.z );
  2151. this.w = Math.round( this.w );
  2152. return this;
  2153. },
  2154. roundToZero: function () {
  2155. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2156. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2157. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2158. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2159. return this;
  2160. },
  2161. negate: function () {
  2162. this.x = - this.x;
  2163. this.y = - this.y;
  2164. this.z = - this.z;
  2165. this.w = - this.w;
  2166. return this;
  2167. },
  2168. dot: function ( v ) {
  2169. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2170. },
  2171. lengthSq: function () {
  2172. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2173. },
  2174. length: function () {
  2175. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2176. },
  2177. manhattanLength: function () {
  2178. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2179. },
  2180. normalize: function () {
  2181. return this.divideScalar( this.length() || 1 );
  2182. },
  2183. setLength: function ( length ) {
  2184. return this.normalize().multiplyScalar( length );
  2185. },
  2186. lerp: function ( v, alpha ) {
  2187. this.x += ( v.x - this.x ) * alpha;
  2188. this.y += ( v.y - this.y ) * alpha;
  2189. this.z += ( v.z - this.z ) * alpha;
  2190. this.w += ( v.w - this.w ) * alpha;
  2191. return this;
  2192. },
  2193. lerpVectors: function ( v1, v2, alpha ) {
  2194. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2195. },
  2196. equals: function ( v ) {
  2197. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2198. },
  2199. fromArray: function ( array, offset ) {
  2200. if ( offset === undefined ) offset = 0;
  2201. this.x = array[ offset ];
  2202. this.y = array[ offset + 1 ];
  2203. this.z = array[ offset + 2 ];
  2204. this.w = array[ offset + 3 ];
  2205. return this;
  2206. },
  2207. toArray: function ( array, offset ) {
  2208. if ( array === undefined ) array = [];
  2209. if ( offset === undefined ) offset = 0;
  2210. array[ offset ] = this.x;
  2211. array[ offset + 1 ] = this.y;
  2212. array[ offset + 2 ] = this.z;
  2213. array[ offset + 3 ] = this.w;
  2214. return array;
  2215. },
  2216. fromBufferAttribute: function ( attribute, index, offset ) {
  2217. if ( offset !== undefined ) {
  2218. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2219. }
  2220. this.x = attribute.getX( index );
  2221. this.y = attribute.getY( index );
  2222. this.z = attribute.getZ( index );
  2223. this.w = attribute.getW( index );
  2224. return this;
  2225. }
  2226. } );
  2227. /**
  2228. * @author szimek / https://github.com/szimek/
  2229. * @author alteredq / http://alteredqualia.com/
  2230. * @author Marius Kintel / https://github.com/kintel
  2231. */
  2232. /*
  2233. In options, we can specify:
  2234. * Texture parameters for an auto-generated target texture
  2235. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2236. */
  2237. function WebGLRenderTarget( width, height, options ) {
  2238. this.width = width;
  2239. this.height = height;
  2240. this.scissor = new Vector4( 0, 0, width, height );
  2241. this.scissorTest = false;
  2242. this.viewport = new Vector4( 0, 0, width, height );
  2243. options = options || {};
  2244. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2245. this.texture.image = {};
  2246. this.texture.image.width = width;
  2247. this.texture.image.height = height;
  2248. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2249. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2250. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2251. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2252. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2253. }
  2254. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2255. constructor: WebGLRenderTarget,
  2256. isWebGLRenderTarget: true,
  2257. setSize: function ( width, height ) {
  2258. if ( this.width !== width || this.height !== height ) {
  2259. this.width = width;
  2260. this.height = height;
  2261. this.texture.image.width = width;
  2262. this.texture.image.height = height;
  2263. this.dispose();
  2264. }
  2265. this.viewport.set( 0, 0, width, height );
  2266. this.scissor.set( 0, 0, width, height );
  2267. },
  2268. clone: function () {
  2269. return new this.constructor().copy( this );
  2270. },
  2271. copy: function ( source ) {
  2272. this.width = source.width;
  2273. this.height = source.height;
  2274. this.viewport.copy( source.viewport );
  2275. this.texture = source.texture.clone();
  2276. this.depthBuffer = source.depthBuffer;
  2277. this.stencilBuffer = source.stencilBuffer;
  2278. this.depthTexture = source.depthTexture;
  2279. return this;
  2280. },
  2281. dispose: function () {
  2282. this.dispatchEvent( { type: 'dispose' } );
  2283. }
  2284. } );
  2285. /**
  2286. * @author Mugen87 / https://github.com/Mugen87
  2287. * @author Matt DesLauriers / @mattdesl
  2288. */
  2289. function WebGLMultisampleRenderTarget( width, height, options ) {
  2290. WebGLRenderTarget.call( this, width, height, options );
  2291. this.samples = 4;
  2292. }
  2293. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2294. constructor: WebGLMultisampleRenderTarget,
  2295. isWebGLMultisampleRenderTarget: true,
  2296. copy: function ( source ) {
  2297. WebGLRenderTarget.prototype.copy.call( this, source );
  2298. this.samples = source.samples;
  2299. return this;
  2300. }
  2301. } );
  2302. /**
  2303. * @author mrdoob / http://mrdoob.com/
  2304. * @author supereggbert / http://www.paulbrunt.co.uk/
  2305. * @author philogb / http://blog.thejit.org/
  2306. * @author jordi_ros / http://plattsoft.com
  2307. * @author D1plo1d / http://github.com/D1plo1d
  2308. * @author alteredq / http://alteredqualia.com/
  2309. * @author mikael emtinger / http://gomo.se/
  2310. * @author timknip / http://www.floorplanner.com/
  2311. * @author bhouston / http://clara.io
  2312. * @author WestLangley / http://github.com/WestLangley
  2313. */
  2314. function Matrix4() {
  2315. this.elements = [
  2316. 1, 0, 0, 0,
  2317. 0, 1, 0, 0,
  2318. 0, 0, 1, 0,
  2319. 0, 0, 0, 1
  2320. ];
  2321. if ( arguments.length > 0 ) {
  2322. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2323. }
  2324. }
  2325. Object.assign( Matrix4.prototype, {
  2326. isMatrix4: true,
  2327. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2328. var te = this.elements;
  2329. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2330. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2331. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2332. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2333. return this;
  2334. },
  2335. identity: function () {
  2336. this.set(
  2337. 1, 0, 0, 0,
  2338. 0, 1, 0, 0,
  2339. 0, 0, 1, 0,
  2340. 0, 0, 0, 1
  2341. );
  2342. return this;
  2343. },
  2344. clone: function () {
  2345. return new Matrix4().fromArray( this.elements );
  2346. },
  2347. copy: function ( m ) {
  2348. var te = this.elements;
  2349. var me = m.elements;
  2350. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2351. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2352. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2353. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2354. return this;
  2355. },
  2356. copyPosition: function ( m ) {
  2357. var te = this.elements, me = m.elements;
  2358. te[ 12 ] = me[ 12 ];
  2359. te[ 13 ] = me[ 13 ];
  2360. te[ 14 ] = me[ 14 ];
  2361. return this;
  2362. },
  2363. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2364. xAxis.setFromMatrixColumn( this, 0 );
  2365. yAxis.setFromMatrixColumn( this, 1 );
  2366. zAxis.setFromMatrixColumn( this, 2 );
  2367. return this;
  2368. },
  2369. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2370. this.set(
  2371. xAxis.x, yAxis.x, zAxis.x, 0,
  2372. xAxis.y, yAxis.y, zAxis.y, 0,
  2373. xAxis.z, yAxis.z, zAxis.z, 0,
  2374. 0, 0, 0, 1
  2375. );
  2376. return this;
  2377. },
  2378. extractRotation: function () {
  2379. var v1 = new Vector3();
  2380. return function extractRotation( m ) {
  2381. // this method does not support reflection matrices
  2382. var te = this.elements;
  2383. var me = m.elements;
  2384. var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  2385. var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  2386. var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  2387. te[ 0 ] = me[ 0 ] * scaleX;
  2388. te[ 1 ] = me[ 1 ] * scaleX;
  2389. te[ 2 ] = me[ 2 ] * scaleX;
  2390. te[ 3 ] = 0;
  2391. te[ 4 ] = me[ 4 ] * scaleY;
  2392. te[ 5 ] = me[ 5 ] * scaleY;
  2393. te[ 6 ] = me[ 6 ] * scaleY;
  2394. te[ 7 ] = 0;
  2395. te[ 8 ] = me[ 8 ] * scaleZ;
  2396. te[ 9 ] = me[ 9 ] * scaleZ;
  2397. te[ 10 ] = me[ 10 ] * scaleZ;
  2398. te[ 11 ] = 0;
  2399. te[ 12 ] = 0;
  2400. te[ 13 ] = 0;
  2401. te[ 14 ] = 0;
  2402. te[ 15 ] = 1;
  2403. return this;
  2404. };
  2405. }(),
  2406. makeRotationFromEuler: function ( euler ) {
  2407. if ( ! ( euler && euler.isEuler ) ) {
  2408. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2409. }
  2410. var te = this.elements;
  2411. var x = euler.x, y = euler.y, z = euler.z;
  2412. var a = Math.cos( x ), b = Math.sin( x );
  2413. var c = Math.cos( y ), d = Math.sin( y );
  2414. var e = Math.cos( z ), f = Math.sin( z );
  2415. if ( euler.order === 'XYZ' ) {
  2416. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2417. te[ 0 ] = c * e;
  2418. te[ 4 ] = - c * f;
  2419. te[ 8 ] = d;
  2420. te[ 1 ] = af + be * d;
  2421. te[ 5 ] = ae - bf * d;
  2422. te[ 9 ] = - b * c;
  2423. te[ 2 ] = bf - ae * d;
  2424. te[ 6 ] = be + af * d;
  2425. te[ 10 ] = a * c;
  2426. } else if ( euler.order === 'YXZ' ) {
  2427. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2428. te[ 0 ] = ce + df * b;
  2429. te[ 4 ] = de * b - cf;
  2430. te[ 8 ] = a * d;
  2431. te[ 1 ] = a * f;
  2432. te[ 5 ] = a * e;
  2433. te[ 9 ] = - b;
  2434. te[ 2 ] = cf * b - de;
  2435. te[ 6 ] = df + ce * b;
  2436. te[ 10 ] = a * c;
  2437. } else if ( euler.order === 'ZXY' ) {
  2438. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2439. te[ 0 ] = ce - df * b;
  2440. te[ 4 ] = - a * f;
  2441. te[ 8 ] = de + cf * b;
  2442. te[ 1 ] = cf + de * b;
  2443. te[ 5 ] = a * e;
  2444. te[ 9 ] = df - ce * b;
  2445. te[ 2 ] = - a * d;
  2446. te[ 6 ] = b;
  2447. te[ 10 ] = a * c;
  2448. } else if ( euler.order === 'ZYX' ) {
  2449. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2450. te[ 0 ] = c * e;
  2451. te[ 4 ] = be * d - af;
  2452. te[ 8 ] = ae * d + bf;
  2453. te[ 1 ] = c * f;
  2454. te[ 5 ] = bf * d + ae;
  2455. te[ 9 ] = af * d - be;
  2456. te[ 2 ] = - d;
  2457. te[ 6 ] = b * c;
  2458. te[ 10 ] = a * c;
  2459. } else if ( euler.order === 'YZX' ) {
  2460. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2461. te[ 0 ] = c * e;
  2462. te[ 4 ] = bd - ac * f;
  2463. te[ 8 ] = bc * f + ad;
  2464. te[ 1 ] = f;
  2465. te[ 5 ] = a * e;
  2466. te[ 9 ] = - b * e;
  2467. te[ 2 ] = - d * e;
  2468. te[ 6 ] = ad * f + bc;
  2469. te[ 10 ] = ac - bd * f;
  2470. } else if ( euler.order === 'XZY' ) {
  2471. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2472. te[ 0 ] = c * e;
  2473. te[ 4 ] = - f;
  2474. te[ 8 ] = d * e;
  2475. te[ 1 ] = ac * f + bd;
  2476. te[ 5 ] = a * e;
  2477. te[ 9 ] = ad * f - bc;
  2478. te[ 2 ] = bc * f - ad;
  2479. te[ 6 ] = b * e;
  2480. te[ 10 ] = bd * f + ac;
  2481. }
  2482. // bottom row
  2483. te[ 3 ] = 0;
  2484. te[ 7 ] = 0;
  2485. te[ 11 ] = 0;
  2486. // last column
  2487. te[ 12 ] = 0;
  2488. te[ 13 ] = 0;
  2489. te[ 14 ] = 0;
  2490. te[ 15 ] = 1;
  2491. return this;
  2492. },
  2493. makeRotationFromQuaternion: function () {
  2494. var zero = new Vector3( 0, 0, 0 );
  2495. var one = new Vector3( 1, 1, 1 );
  2496. return function makeRotationFromQuaternion( q ) {
  2497. return this.compose( zero, q, one );
  2498. };
  2499. }(),
  2500. lookAt: function () {
  2501. var x = new Vector3();
  2502. var y = new Vector3();
  2503. var z = new Vector3();
  2504. return function lookAt( eye, target, up ) {
  2505. var te = this.elements;
  2506. z.subVectors( eye, target );
  2507. if ( z.lengthSq() === 0 ) {
  2508. // eye and target are in the same position
  2509. z.z = 1;
  2510. }
  2511. z.normalize();
  2512. x.crossVectors( up, z );
  2513. if ( x.lengthSq() === 0 ) {
  2514. // up and z are parallel
  2515. if ( Math.abs( up.z ) === 1 ) {
  2516. z.x += 0.0001;
  2517. } else {
  2518. z.z += 0.0001;
  2519. }
  2520. z.normalize();
  2521. x.crossVectors( up, z );
  2522. }
  2523. x.normalize();
  2524. y.crossVectors( z, x );
  2525. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  2526. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  2527. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  2528. return this;
  2529. };
  2530. }(),
  2531. multiply: function ( m, n ) {
  2532. if ( n !== undefined ) {
  2533. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2534. return this.multiplyMatrices( m, n );
  2535. }
  2536. return this.multiplyMatrices( this, m );
  2537. },
  2538. premultiply: function ( m ) {
  2539. return this.multiplyMatrices( m, this );
  2540. },
  2541. multiplyMatrices: function ( a, b ) {
  2542. var ae = a.elements;
  2543. var be = b.elements;
  2544. var te = this.elements;
  2545. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2546. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2547. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2548. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2549. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2550. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2551. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2552. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2553. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2554. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2555. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2556. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2557. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2558. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2559. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2560. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2561. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2562. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2563. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2564. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2565. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2566. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2567. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2568. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2569. return this;
  2570. },
  2571. multiplyScalar: function ( s ) {
  2572. var te = this.elements;
  2573. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2574. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2575. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2576. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2577. return this;
  2578. },
  2579. applyToBufferAttribute: function () {
  2580. var v1 = new Vector3();
  2581. return function applyToBufferAttribute( attribute ) {
  2582. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2583. v1.x = attribute.getX( i );
  2584. v1.y = attribute.getY( i );
  2585. v1.z = attribute.getZ( i );
  2586. v1.applyMatrix4( this );
  2587. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  2588. }
  2589. return attribute;
  2590. };
  2591. }(),
  2592. determinant: function () {
  2593. var te = this.elements;
  2594. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2595. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2596. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2597. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2598. //TODO: make this more efficient
  2599. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2600. return (
  2601. n41 * (
  2602. + n14 * n23 * n32
  2603. - n13 * n24 * n32
  2604. - n14 * n22 * n33
  2605. + n12 * n24 * n33
  2606. + n13 * n22 * n34
  2607. - n12 * n23 * n34
  2608. ) +
  2609. n42 * (
  2610. + n11 * n23 * n34
  2611. - n11 * n24 * n33
  2612. + n14 * n21 * n33
  2613. - n13 * n21 * n34
  2614. + n13 * n24 * n31
  2615. - n14 * n23 * n31
  2616. ) +
  2617. n43 * (
  2618. + n11 * n24 * n32
  2619. - n11 * n22 * n34
  2620. - n14 * n21 * n32
  2621. + n12 * n21 * n34
  2622. + n14 * n22 * n31
  2623. - n12 * n24 * n31
  2624. ) +
  2625. n44 * (
  2626. - n13 * n22 * n31
  2627. - n11 * n23 * n32
  2628. + n11 * n22 * n33
  2629. + n13 * n21 * n32
  2630. - n12 * n21 * n33
  2631. + n12 * n23 * n31
  2632. )
  2633. );
  2634. },
  2635. transpose: function () {
  2636. var te = this.elements;
  2637. var tmp;
  2638. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2639. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2640. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2641. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2642. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2643. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2644. return this;
  2645. },
  2646. setPosition: function ( x, y, z ) {
  2647. var te = this.elements;
  2648. if ( x.isVector3 ) {
  2649. te[ 12 ] = x.x;
  2650. te[ 13 ] = x.y;
  2651. te[ 14 ] = x.z;
  2652. } else {
  2653. te[ 12 ] = x;
  2654. te[ 13 ] = y;
  2655. te[ 14 ] = z;
  2656. }
  2657. return this;
  2658. },
  2659. getInverse: function ( m, throwOnDegenerate ) {
  2660. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2661. var te = this.elements,
  2662. me = m.elements,
  2663. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2664. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2665. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2666. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2667. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2668. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2669. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2670. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2671. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2672. if ( det === 0 ) {
  2673. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2674. if ( throwOnDegenerate === true ) {
  2675. throw new Error( msg );
  2676. } else {
  2677. console.warn( msg );
  2678. }
  2679. return this.identity();
  2680. }
  2681. var detInv = 1 / det;
  2682. te[ 0 ] = t11 * detInv;
  2683. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2684. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2685. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2686. te[ 4 ] = t12 * detInv;
  2687. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2688. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2689. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2690. te[ 8 ] = t13 * detInv;
  2691. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2692. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2693. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2694. te[ 12 ] = t14 * detInv;
  2695. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2696. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2697. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2698. return this;
  2699. },
  2700. scale: function ( v ) {
  2701. var te = this.elements;
  2702. var x = v.x, y = v.y, z = v.z;
  2703. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2704. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2705. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2706. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2707. return this;
  2708. },
  2709. getMaxScaleOnAxis: function () {
  2710. var te = this.elements;
  2711. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2712. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2713. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2714. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2715. },
  2716. makeTranslation: function ( x, y, z ) {
  2717. this.set(
  2718. 1, 0, 0, x,
  2719. 0, 1, 0, y,
  2720. 0, 0, 1, z,
  2721. 0, 0, 0, 1
  2722. );
  2723. return this;
  2724. },
  2725. makeRotationX: function ( theta ) {
  2726. var c = Math.cos( theta ), s = Math.sin( theta );
  2727. this.set(
  2728. 1, 0, 0, 0,
  2729. 0, c, - s, 0,
  2730. 0, s, c, 0,
  2731. 0, 0, 0, 1
  2732. );
  2733. return this;
  2734. },
  2735. makeRotationY: function ( theta ) {
  2736. var c = Math.cos( theta ), s = Math.sin( theta );
  2737. this.set(
  2738. c, 0, s, 0,
  2739. 0, 1, 0, 0,
  2740. - s, 0, c, 0,
  2741. 0, 0, 0, 1
  2742. );
  2743. return this;
  2744. },
  2745. makeRotationZ: function ( theta ) {
  2746. var c = Math.cos( theta ), s = Math.sin( theta );
  2747. this.set(
  2748. c, - s, 0, 0,
  2749. s, c, 0, 0,
  2750. 0, 0, 1, 0,
  2751. 0, 0, 0, 1
  2752. );
  2753. return this;
  2754. },
  2755. makeRotationAxis: function ( axis, angle ) {
  2756. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2757. var c = Math.cos( angle );
  2758. var s = Math.sin( angle );
  2759. var t = 1 - c;
  2760. var x = axis.x, y = axis.y, z = axis.z;
  2761. var tx = t * x, ty = t * y;
  2762. this.set(
  2763. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2764. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2765. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2766. 0, 0, 0, 1
  2767. );
  2768. return this;
  2769. },
  2770. makeScale: function ( x, y, z ) {
  2771. this.set(
  2772. x, 0, 0, 0,
  2773. 0, y, 0, 0,
  2774. 0, 0, z, 0,
  2775. 0, 0, 0, 1
  2776. );
  2777. return this;
  2778. },
  2779. makeShear: function ( x, y, z ) {
  2780. this.set(
  2781. 1, y, z, 0,
  2782. x, 1, z, 0,
  2783. x, y, 1, 0,
  2784. 0, 0, 0, 1
  2785. );
  2786. return this;
  2787. },
  2788. compose: function ( position, quaternion, scale ) {
  2789. var te = this.elements;
  2790. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2791. var x2 = x + x, y2 = y + y, z2 = z + z;
  2792. var xx = x * x2, xy = x * y2, xz = x * z2;
  2793. var yy = y * y2, yz = y * z2, zz = z * z2;
  2794. var wx = w * x2, wy = w * y2, wz = w * z2;
  2795. var sx = scale.x, sy = scale.y, sz = scale.z;
  2796. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2797. te[ 1 ] = ( xy + wz ) * sx;
  2798. te[ 2 ] = ( xz - wy ) * sx;
  2799. te[ 3 ] = 0;
  2800. te[ 4 ] = ( xy - wz ) * sy;
  2801. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2802. te[ 6 ] = ( yz + wx ) * sy;
  2803. te[ 7 ] = 0;
  2804. te[ 8 ] = ( xz + wy ) * sz;
  2805. te[ 9 ] = ( yz - wx ) * sz;
  2806. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2807. te[ 11 ] = 0;
  2808. te[ 12 ] = position.x;
  2809. te[ 13 ] = position.y;
  2810. te[ 14 ] = position.z;
  2811. te[ 15 ] = 1;
  2812. return this;
  2813. },
  2814. decompose: function () {
  2815. var vector = new Vector3();
  2816. var matrix = new Matrix4();
  2817. return function decompose( position, quaternion, scale ) {
  2818. var te = this.elements;
  2819. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2820. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2821. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2822. // if determine is negative, we need to invert one scale
  2823. var det = this.determinant();
  2824. if ( det < 0 ) sx = - sx;
  2825. position.x = te[ 12 ];
  2826. position.y = te[ 13 ];
  2827. position.z = te[ 14 ];
  2828. // scale the rotation part
  2829. matrix.copy( this );
  2830. var invSX = 1 / sx;
  2831. var invSY = 1 / sy;
  2832. var invSZ = 1 / sz;
  2833. matrix.elements[ 0 ] *= invSX;
  2834. matrix.elements[ 1 ] *= invSX;
  2835. matrix.elements[ 2 ] *= invSX;
  2836. matrix.elements[ 4 ] *= invSY;
  2837. matrix.elements[ 5 ] *= invSY;
  2838. matrix.elements[ 6 ] *= invSY;
  2839. matrix.elements[ 8 ] *= invSZ;
  2840. matrix.elements[ 9 ] *= invSZ;
  2841. matrix.elements[ 10 ] *= invSZ;
  2842. quaternion.setFromRotationMatrix( matrix );
  2843. scale.x = sx;
  2844. scale.y = sy;
  2845. scale.z = sz;
  2846. return this;
  2847. };
  2848. }(),
  2849. makePerspective: function ( left, right, top, bottom, near, far ) {
  2850. if ( far === undefined ) {
  2851. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2852. }
  2853. var te = this.elements;
  2854. var x = 2 * near / ( right - left );
  2855. var y = 2 * near / ( top - bottom );
  2856. var a = ( right + left ) / ( right - left );
  2857. var b = ( top + bottom ) / ( top - bottom );
  2858. var c = - ( far + near ) / ( far - near );
  2859. var d = - 2 * far * near / ( far - near );
  2860. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2861. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2862. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2863. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2864. return this;
  2865. },
  2866. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2867. var te = this.elements;
  2868. var w = 1.0 / ( right - left );
  2869. var h = 1.0 / ( top - bottom );
  2870. var p = 1.0 / ( far - near );
  2871. var x = ( right + left ) * w;
  2872. var y = ( top + bottom ) * h;
  2873. var z = ( far + near ) * p;
  2874. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2875. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2876. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2877. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2878. return this;
  2879. },
  2880. equals: function ( matrix ) {
  2881. var te = this.elements;
  2882. var me = matrix.elements;
  2883. for ( var i = 0; i < 16; i ++ ) {
  2884. if ( te[ i ] !== me[ i ] ) return false;
  2885. }
  2886. return true;
  2887. },
  2888. fromArray: function ( array, offset ) {
  2889. if ( offset === undefined ) offset = 0;
  2890. for ( var i = 0; i < 16; i ++ ) {
  2891. this.elements[ i ] = array[ i + offset ];
  2892. }
  2893. return this;
  2894. },
  2895. toArray: function ( array, offset ) {
  2896. if ( array === undefined ) array = [];
  2897. if ( offset === undefined ) offset = 0;
  2898. var te = this.elements;
  2899. array[ offset ] = te[ 0 ];
  2900. array[ offset + 1 ] = te[ 1 ];
  2901. array[ offset + 2 ] = te[ 2 ];
  2902. array[ offset + 3 ] = te[ 3 ];
  2903. array[ offset + 4 ] = te[ 4 ];
  2904. array[ offset + 5 ] = te[ 5 ];
  2905. array[ offset + 6 ] = te[ 6 ];
  2906. array[ offset + 7 ] = te[ 7 ];
  2907. array[ offset + 8 ] = te[ 8 ];
  2908. array[ offset + 9 ] = te[ 9 ];
  2909. array[ offset + 10 ] = te[ 10 ];
  2910. array[ offset + 11 ] = te[ 11 ];
  2911. array[ offset + 12 ] = te[ 12 ];
  2912. array[ offset + 13 ] = te[ 13 ];
  2913. array[ offset + 14 ] = te[ 14 ];
  2914. array[ offset + 15 ] = te[ 15 ];
  2915. return array;
  2916. }
  2917. } );
  2918. /**
  2919. * @author mrdoob / http://mrdoob.com/
  2920. * @author WestLangley / http://github.com/WestLangley
  2921. * @author bhouston / http://clara.io
  2922. */
  2923. function Euler( x, y, z, order ) {
  2924. this._x = x || 0;
  2925. this._y = y || 0;
  2926. this._z = z || 0;
  2927. this._order = order || Euler.DefaultOrder;
  2928. }
  2929. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2930. Euler.DefaultOrder = 'XYZ';
  2931. Object.defineProperties( Euler.prototype, {
  2932. x: {
  2933. get: function () {
  2934. return this._x;
  2935. },
  2936. set: function ( value ) {
  2937. this._x = value;
  2938. this._onChangeCallback();
  2939. }
  2940. },
  2941. y: {
  2942. get: function () {
  2943. return this._y;
  2944. },
  2945. set: function ( value ) {
  2946. this._y = value;
  2947. this._onChangeCallback();
  2948. }
  2949. },
  2950. z: {
  2951. get: function () {
  2952. return this._z;
  2953. },
  2954. set: function ( value ) {
  2955. this._z = value;
  2956. this._onChangeCallback();
  2957. }
  2958. },
  2959. order: {
  2960. get: function () {
  2961. return this._order;
  2962. },
  2963. set: function ( value ) {
  2964. this._order = value;
  2965. this._onChangeCallback();
  2966. }
  2967. }
  2968. } );
  2969. Object.assign( Euler.prototype, {
  2970. isEuler: true,
  2971. set: function ( x, y, z, order ) {
  2972. this._x = x;
  2973. this._y = y;
  2974. this._z = z;
  2975. this._order = order || this._order;
  2976. this._onChangeCallback();
  2977. return this;
  2978. },
  2979. clone: function () {
  2980. return new this.constructor( this._x, this._y, this._z, this._order );
  2981. },
  2982. copy: function ( euler ) {
  2983. this._x = euler._x;
  2984. this._y = euler._y;
  2985. this._z = euler._z;
  2986. this._order = euler._order;
  2987. this._onChangeCallback();
  2988. return this;
  2989. },
  2990. setFromRotationMatrix: function ( m, order, update ) {
  2991. var clamp = _Math.clamp;
  2992. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2993. var te = m.elements;
  2994. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2995. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2996. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2997. order = order || this._order;
  2998. if ( order === 'XYZ' ) {
  2999. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3000. if ( Math.abs( m13 ) < 0.99999 ) {
  3001. this._x = Math.atan2( - m23, m33 );
  3002. this._z = Math.atan2( - m12, m11 );
  3003. } else {
  3004. this._x = Math.atan2( m32, m22 );
  3005. this._z = 0;
  3006. }
  3007. } else if ( order === 'YXZ' ) {
  3008. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3009. if ( Math.abs( m23 ) < 0.99999 ) {
  3010. this._y = Math.atan2( m13, m33 );
  3011. this._z = Math.atan2( m21, m22 );
  3012. } else {
  3013. this._y = Math.atan2( - m31, m11 );
  3014. this._z = 0;
  3015. }
  3016. } else if ( order === 'ZXY' ) {
  3017. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3018. if ( Math.abs( m32 ) < 0.99999 ) {
  3019. this._y = Math.atan2( - m31, m33 );
  3020. this._z = Math.atan2( - m12, m22 );
  3021. } else {
  3022. this._y = 0;
  3023. this._z = Math.atan2( m21, m11 );
  3024. }
  3025. } else if ( order === 'ZYX' ) {
  3026. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3027. if ( Math.abs( m31 ) < 0.99999 ) {
  3028. this._x = Math.atan2( m32, m33 );
  3029. this._z = Math.atan2( m21, m11 );
  3030. } else {
  3031. this._x = 0;
  3032. this._z = Math.atan2( - m12, m22 );
  3033. }
  3034. } else if ( order === 'YZX' ) {
  3035. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3036. if ( Math.abs( m21 ) < 0.99999 ) {
  3037. this._x = Math.atan2( - m23, m22 );
  3038. this._y = Math.atan2( - m31, m11 );
  3039. } else {
  3040. this._x = 0;
  3041. this._y = Math.atan2( m13, m33 );
  3042. }
  3043. } else if ( order === 'XZY' ) {
  3044. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3045. if ( Math.abs( m12 ) < 0.99999 ) {
  3046. this._x = Math.atan2( m32, m22 );
  3047. this._y = Math.atan2( m13, m11 );
  3048. } else {
  3049. this._x = Math.atan2( - m23, m33 );
  3050. this._y = 0;
  3051. }
  3052. } else {
  3053. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3054. }
  3055. this._order = order;
  3056. if ( update !== false ) this._onChangeCallback();
  3057. return this;
  3058. },
  3059. setFromQuaternion: function () {
  3060. var matrix = new Matrix4();
  3061. return function setFromQuaternion( q, order, update ) {
  3062. matrix.makeRotationFromQuaternion( q );
  3063. return this.setFromRotationMatrix( matrix, order, update );
  3064. };
  3065. }(),
  3066. setFromVector3: function ( v, order ) {
  3067. return this.set( v.x, v.y, v.z, order || this._order );
  3068. },
  3069. reorder: function () {
  3070. // WARNING: this discards revolution information -bhouston
  3071. var q = new Quaternion();
  3072. return function reorder( newOrder ) {
  3073. q.setFromEuler( this );
  3074. return this.setFromQuaternion( q, newOrder );
  3075. };
  3076. }(),
  3077. equals: function ( euler ) {
  3078. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3079. },
  3080. fromArray: function ( array ) {
  3081. this._x = array[ 0 ];
  3082. this._y = array[ 1 ];
  3083. this._z = array[ 2 ];
  3084. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  3085. this._onChangeCallback();
  3086. return this;
  3087. },
  3088. toArray: function ( array, offset ) {
  3089. if ( array === undefined ) array = [];
  3090. if ( offset === undefined ) offset = 0;
  3091. array[ offset ] = this._x;
  3092. array[ offset + 1 ] = this._y;
  3093. array[ offset + 2 ] = this._z;
  3094. array[ offset + 3 ] = this._order;
  3095. return array;
  3096. },
  3097. toVector3: function ( optionalResult ) {
  3098. if ( optionalResult ) {
  3099. return optionalResult.set( this._x, this._y, this._z );
  3100. } else {
  3101. return new Vector3( this._x, this._y, this._z );
  3102. }
  3103. },
  3104. _onChange: function ( callback ) {
  3105. this._onChangeCallback = callback;
  3106. return this;
  3107. },
  3108. _onChangeCallback: function () {}
  3109. } );
  3110. /**
  3111. * @author mrdoob / http://mrdoob.com/
  3112. */
  3113. function Layers() {
  3114. this.mask = 1 | 0;
  3115. }
  3116. Object.assign( Layers.prototype, {
  3117. set: function ( channel ) {
  3118. this.mask = 1 << channel | 0;
  3119. },
  3120. enable: function ( channel ) {
  3121. this.mask |= 1 << channel | 0;
  3122. },
  3123. toggle: function ( channel ) {
  3124. this.mask ^= 1 << channel | 0;
  3125. },
  3126. disable: function ( channel ) {
  3127. this.mask &= ~ ( 1 << channel | 0 );
  3128. },
  3129. test: function ( layers ) {
  3130. return ( this.mask & layers.mask ) !== 0;
  3131. }
  3132. } );
  3133. /**
  3134. * @author mrdoob / http://mrdoob.com/
  3135. * @author mikael emtinger / http://gomo.se/
  3136. * @author alteredq / http://alteredqualia.com/
  3137. * @author WestLangley / http://github.com/WestLangley
  3138. * @author elephantatwork / www.elephantatwork.ch
  3139. */
  3140. var object3DId = 0;
  3141. function Object3D() {
  3142. Object.defineProperty( this, 'id', { value: object3DId ++ } );
  3143. this.uuid = _Math.generateUUID();
  3144. this.name = '';
  3145. this.type = 'Object3D';
  3146. this.parent = null;
  3147. this.children = [];
  3148. this.up = Object3D.DefaultUp.clone();
  3149. var position = new Vector3();
  3150. var rotation = new Euler();
  3151. var quaternion = new Quaternion();
  3152. var scale = new Vector3( 1, 1, 1 );
  3153. function onRotationChange() {
  3154. quaternion.setFromEuler( rotation, false );
  3155. }
  3156. function onQuaternionChange() {
  3157. rotation.setFromQuaternion( quaternion, undefined, false );
  3158. }
  3159. rotation._onChange( onRotationChange );
  3160. quaternion._onChange( onQuaternionChange );
  3161. Object.defineProperties( this, {
  3162. position: {
  3163. configurable: true,
  3164. enumerable: true,
  3165. value: position
  3166. },
  3167. rotation: {
  3168. configurable: true,
  3169. enumerable: true,
  3170. value: rotation
  3171. },
  3172. quaternion: {
  3173. configurable: true,
  3174. enumerable: true,
  3175. value: quaternion
  3176. },
  3177. scale: {
  3178. configurable: true,
  3179. enumerable: true,
  3180. value: scale
  3181. },
  3182. modelViewMatrix: {
  3183. value: new Matrix4()
  3184. },
  3185. normalMatrix: {
  3186. value: new Matrix3()
  3187. }
  3188. } );
  3189. this.matrix = new Matrix4();
  3190. this.matrixWorld = new Matrix4();
  3191. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3192. this.matrixWorldNeedsUpdate = false;
  3193. this.layers = new Layers();
  3194. this.visible = true;
  3195. this.castShadow = false;
  3196. this.receiveShadow = false;
  3197. this.frustumCulled = true;
  3198. this.renderOrder = 0;
  3199. this.userData = {};
  3200. }
  3201. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3202. Object3D.DefaultMatrixAutoUpdate = true;
  3203. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3204. constructor: Object3D,
  3205. isObject3D: true,
  3206. onBeforeRender: function () {},
  3207. onAfterRender: function () {},
  3208. applyMatrix: function ( matrix ) {
  3209. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3210. this.matrix.premultiply( matrix );
  3211. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3212. },
  3213. applyQuaternion: function ( q ) {
  3214. this.quaternion.premultiply( q );
  3215. return this;
  3216. },
  3217. setRotationFromAxisAngle: function ( axis, angle ) {
  3218. // assumes axis is normalized
  3219. this.quaternion.setFromAxisAngle( axis, angle );
  3220. },
  3221. setRotationFromEuler: function ( euler ) {
  3222. this.quaternion.setFromEuler( euler, true );
  3223. },
  3224. setRotationFromMatrix: function ( m ) {
  3225. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3226. this.quaternion.setFromRotationMatrix( m );
  3227. },
  3228. setRotationFromQuaternion: function ( q ) {
  3229. // assumes q is normalized
  3230. this.quaternion.copy( q );
  3231. },
  3232. rotateOnAxis: function () {
  3233. // rotate object on axis in object space
  3234. // axis is assumed to be normalized
  3235. var q1 = new Quaternion();
  3236. return function rotateOnAxis( axis, angle ) {
  3237. q1.setFromAxisAngle( axis, angle );
  3238. this.quaternion.multiply( q1 );
  3239. return this;
  3240. };
  3241. }(),
  3242. rotateOnWorldAxis: function () {
  3243. // rotate object on axis in world space
  3244. // axis is assumed to be normalized
  3245. // method assumes no rotated parent
  3246. var q1 = new Quaternion();
  3247. return function rotateOnWorldAxis( axis, angle ) {
  3248. q1.setFromAxisAngle( axis, angle );
  3249. this.quaternion.premultiply( q1 );
  3250. return this;
  3251. };
  3252. }(),
  3253. rotateX: function () {
  3254. var v1 = new Vector3( 1, 0, 0 );
  3255. return function rotateX( angle ) {
  3256. return this.rotateOnAxis( v1, angle );
  3257. };
  3258. }(),
  3259. rotateY: function () {
  3260. var v1 = new Vector3( 0, 1, 0 );
  3261. return function rotateY( angle ) {
  3262. return this.rotateOnAxis( v1, angle );
  3263. };
  3264. }(),
  3265. rotateZ: function () {
  3266. var v1 = new Vector3( 0, 0, 1 );
  3267. return function rotateZ( angle ) {
  3268. return this.rotateOnAxis( v1, angle );
  3269. };
  3270. }(),
  3271. translateOnAxis: function () {
  3272. // translate object by distance along axis in object space
  3273. // axis is assumed to be normalized
  3274. var v1 = new Vector3();
  3275. return function translateOnAxis( axis, distance ) {
  3276. v1.copy( axis ).applyQuaternion( this.quaternion );
  3277. this.position.add( v1.multiplyScalar( distance ) );
  3278. return this;
  3279. };
  3280. }(),
  3281. translateX: function () {
  3282. var v1 = new Vector3( 1, 0, 0 );
  3283. return function translateX( distance ) {
  3284. return this.translateOnAxis( v1, distance );
  3285. };
  3286. }(),
  3287. translateY: function () {
  3288. var v1 = new Vector3( 0, 1, 0 );
  3289. return function translateY( distance ) {
  3290. return this.translateOnAxis( v1, distance );
  3291. };
  3292. }(),
  3293. translateZ: function () {
  3294. var v1 = new Vector3( 0, 0, 1 );
  3295. return function translateZ( distance ) {
  3296. return this.translateOnAxis( v1, distance );
  3297. };
  3298. }(),
  3299. localToWorld: function ( vector ) {
  3300. return vector.applyMatrix4( this.matrixWorld );
  3301. },
  3302. worldToLocal: function () {
  3303. var m1 = new Matrix4();
  3304. return function worldToLocal( vector ) {
  3305. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  3306. };
  3307. }(),
  3308. lookAt: function () {
  3309. // This method does not support objects having non-uniformly-scaled parent(s)
  3310. var q1 = new Quaternion();
  3311. var m1 = new Matrix4();
  3312. var target = new Vector3();
  3313. var position = new Vector3();
  3314. return function lookAt( x, y, z ) {
  3315. if ( x.isVector3 ) {
  3316. target.copy( x );
  3317. } else {
  3318. target.set( x, y, z );
  3319. }
  3320. var parent = this.parent;
  3321. this.updateWorldMatrix( true, false );
  3322. position.setFromMatrixPosition( this.matrixWorld );
  3323. if ( this.isCamera || this.isLight ) {
  3324. m1.lookAt( position, target, this.up );
  3325. } else {
  3326. m1.lookAt( target, position, this.up );
  3327. }
  3328. this.quaternion.setFromRotationMatrix( m1 );
  3329. if ( parent ) {
  3330. m1.extractRotation( parent.matrixWorld );
  3331. q1.setFromRotationMatrix( m1 );
  3332. this.quaternion.premultiply( q1.inverse() );
  3333. }
  3334. };
  3335. }(),
  3336. add: function ( object ) {
  3337. if ( arguments.length > 1 ) {
  3338. for ( var i = 0; i < arguments.length; i ++ ) {
  3339. this.add( arguments[ i ] );
  3340. }
  3341. return this;
  3342. }
  3343. if ( object === this ) {
  3344. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3345. return this;
  3346. }
  3347. if ( ( object && object.isObject3D ) ) {
  3348. if ( object.parent !== null ) {
  3349. object.parent.remove( object );
  3350. }
  3351. object.parent = this;
  3352. this.children.push( object );
  3353. object.dispatchEvent( { type: 'added' } );
  3354. } else {
  3355. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3356. }
  3357. return this;
  3358. },
  3359. remove: function ( object ) {
  3360. if ( arguments.length > 1 ) {
  3361. for ( var i = 0; i < arguments.length; i ++ ) {
  3362. this.remove( arguments[ i ] );
  3363. }
  3364. return this;
  3365. }
  3366. var index = this.children.indexOf( object );
  3367. if ( index !== - 1 ) {
  3368. object.parent = null;
  3369. this.children.splice( index, 1 );
  3370. object.dispatchEvent( { type: 'removed' } );
  3371. }
  3372. return this;
  3373. },
  3374. attach: function () {
  3375. // adds object as a child of this, while maintaining the object's world transform
  3376. var m = new Matrix4();
  3377. return function attach( object ) {
  3378. this.updateWorldMatrix( true, false );
  3379. m.getInverse( this.matrixWorld );
  3380. if ( object.parent !== null ) {
  3381. object.parent.updateWorldMatrix( true, false );
  3382. m.multiply( object.parent.matrixWorld );
  3383. }
  3384. object.applyMatrix( m );
  3385. object.updateWorldMatrix( false, false );
  3386. this.add( object );
  3387. return this;
  3388. };
  3389. }(),
  3390. getObjectById: function ( id ) {
  3391. return this.getObjectByProperty( 'id', id );
  3392. },
  3393. getObjectByName: function ( name ) {
  3394. return this.getObjectByProperty( 'name', name );
  3395. },
  3396. getObjectByProperty: function ( name, value ) {
  3397. if ( this[ name ] === value ) return this;
  3398. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3399. var child = this.children[ i ];
  3400. var object = child.getObjectByProperty( name, value );
  3401. if ( object !== undefined ) {
  3402. return object;
  3403. }
  3404. }
  3405. return undefined;
  3406. },
  3407. getWorldPosition: function ( target ) {
  3408. if ( target === undefined ) {
  3409. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3410. target = new Vector3();
  3411. }
  3412. this.updateMatrixWorld( true );
  3413. return target.setFromMatrixPosition( this.matrixWorld );
  3414. },
  3415. getWorldQuaternion: function () {
  3416. var position = new Vector3();
  3417. var scale = new Vector3();
  3418. return function getWorldQuaternion( target ) {
  3419. if ( target === undefined ) {
  3420. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3421. target = new Quaternion();
  3422. }
  3423. this.updateMatrixWorld( true );
  3424. this.matrixWorld.decompose( position, target, scale );
  3425. return target;
  3426. };
  3427. }(),
  3428. getWorldScale: function () {
  3429. var position = new Vector3();
  3430. var quaternion = new Quaternion();
  3431. return function getWorldScale( target ) {
  3432. if ( target === undefined ) {
  3433. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3434. target = new Vector3();
  3435. }
  3436. this.updateMatrixWorld( true );
  3437. this.matrixWorld.decompose( position, quaternion, target );
  3438. return target;
  3439. };
  3440. }(),
  3441. getWorldDirection: function ( target ) {
  3442. if ( target === undefined ) {
  3443. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3444. target = new Vector3();
  3445. }
  3446. this.updateMatrixWorld( true );
  3447. var e = this.matrixWorld.elements;
  3448. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3449. },
  3450. raycast: function () {},
  3451. traverse: function ( callback ) {
  3452. callback( this );
  3453. var children = this.children;
  3454. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3455. children[ i ].traverse( callback );
  3456. }
  3457. },
  3458. traverseVisible: function ( callback ) {
  3459. if ( this.visible === false ) return;
  3460. callback( this );
  3461. var children = this.children;
  3462. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3463. children[ i ].traverseVisible( callback );
  3464. }
  3465. },
  3466. traverseAncestors: function ( callback ) {
  3467. var parent = this.parent;
  3468. if ( parent !== null ) {
  3469. callback( parent );
  3470. parent.traverseAncestors( callback );
  3471. }
  3472. },
  3473. updateMatrix: function () {
  3474. this.matrix.compose( this.position, this.quaternion, this.scale );
  3475. this.matrixWorldNeedsUpdate = true;
  3476. },
  3477. updateMatrixWorld: function ( force ) {
  3478. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3479. if ( this.matrixWorldNeedsUpdate || force ) {
  3480. if ( this.parent === null ) {
  3481. this.matrixWorld.copy( this.matrix );
  3482. } else {
  3483. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3484. }
  3485. this.matrixWorldNeedsUpdate = false;
  3486. force = true;
  3487. }
  3488. // update children
  3489. var children = this.children;
  3490. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3491. children[ i ].updateMatrixWorld( force );
  3492. }
  3493. },
  3494. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3495. var parent = this.parent;
  3496. if ( updateParents === true && parent !== null ) {
  3497. parent.updateWorldMatrix( true, false );
  3498. }
  3499. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3500. if ( this.parent === null ) {
  3501. this.matrixWorld.copy( this.matrix );
  3502. } else {
  3503. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3504. }
  3505. // update children
  3506. if ( updateChildren === true ) {
  3507. var children = this.children;
  3508. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3509. children[ i ].updateWorldMatrix( false, true );
  3510. }
  3511. }
  3512. },
  3513. toJSON: function ( meta ) {
  3514. // meta is a string when called from JSON.stringify
  3515. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3516. var output = {};
  3517. // meta is a hash used to collect geometries, materials.
  3518. // not providing it implies that this is the root object
  3519. // being serialized.
  3520. if ( isRootObject ) {
  3521. // initialize meta obj
  3522. meta = {
  3523. geometries: {},
  3524. materials: {},
  3525. textures: {},
  3526. images: {},
  3527. shapes: {}
  3528. };
  3529. output.metadata = {
  3530. version: 4.5,
  3531. type: 'Object',
  3532. generator: 'Object3D.toJSON'
  3533. };
  3534. }
  3535. // standard Object3D serialization
  3536. var object = {};
  3537. object.uuid = this.uuid;
  3538. object.type = this.type;
  3539. if ( this.name !== '' ) object.name = this.name;
  3540. if ( this.castShadow === true ) object.castShadow = true;
  3541. if ( this.receiveShadow === true ) object.receiveShadow = true;
  3542. if ( this.visible === false ) object.visible = false;
  3543. if ( this.frustumCulled === false ) object.frustumCulled = false;
  3544. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  3545. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  3546. object.layers = this.layers.mask;
  3547. object.matrix = this.matrix.toArray();
  3548. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  3549. // object specific properties
  3550. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  3551. //
  3552. function serialize( library, element ) {
  3553. if ( library[ element.uuid ] === undefined ) {
  3554. library[ element.uuid ] = element.toJSON( meta );
  3555. }
  3556. return element.uuid;
  3557. }
  3558. if ( this.isMesh || this.isLine || this.isPoints ) {
  3559. object.geometry = serialize( meta.geometries, this.geometry );
  3560. var parameters = this.geometry.parameters;
  3561. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3562. var shapes = parameters.shapes;
  3563. if ( Array.isArray( shapes ) ) {
  3564. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3565. var shape = shapes[ i ];
  3566. serialize( meta.shapes, shape );
  3567. }
  3568. } else {
  3569. serialize( meta.shapes, shapes );
  3570. }
  3571. }
  3572. }
  3573. if ( this.material !== undefined ) {
  3574. if ( Array.isArray( this.material ) ) {
  3575. var uuids = [];
  3576. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3577. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3578. }
  3579. object.material = uuids;
  3580. } else {
  3581. object.material = serialize( meta.materials, this.material );
  3582. }
  3583. }
  3584. //
  3585. if ( this.children.length > 0 ) {
  3586. object.children = [];
  3587. for ( var i = 0; i < this.children.length; i ++ ) {
  3588. object.children.push( this.children[ i ].toJSON( meta ).object );
  3589. }
  3590. }
  3591. if ( isRootObject ) {
  3592. var geometries = extractFromCache( meta.geometries );
  3593. var materials = extractFromCache( meta.materials );
  3594. var textures = extractFromCache( meta.textures );
  3595. var images = extractFromCache( meta.images );
  3596. var shapes = extractFromCache( meta.shapes );
  3597. if ( geometries.length > 0 ) output.geometries = geometries;
  3598. if ( materials.length > 0 ) output.materials = materials;
  3599. if ( textures.length > 0 ) output.textures = textures;
  3600. if ( images.length > 0 ) output.images = images;
  3601. if ( shapes.length > 0 ) output.shapes = shapes;
  3602. }
  3603. output.object = object;
  3604. return output;
  3605. // extract data from the cache hash
  3606. // remove metadata on each item
  3607. // and return as array
  3608. function extractFromCache( cache ) {
  3609. var values = [];
  3610. for ( var key in cache ) {
  3611. var data = cache[ key ];
  3612. delete data.metadata;
  3613. values.push( data );
  3614. }
  3615. return values;
  3616. }
  3617. },
  3618. clone: function ( recursive ) {
  3619. return new this.constructor().copy( this, recursive );
  3620. },
  3621. copy: function ( source, recursive ) {
  3622. if ( recursive === undefined ) recursive = true;
  3623. this.name = source.name;
  3624. this.up.copy( source.up );
  3625. this.position.copy( source.position );
  3626. this.quaternion.copy( source.quaternion );
  3627. this.scale.copy( source.scale );
  3628. this.matrix.copy( source.matrix );
  3629. this.matrixWorld.copy( source.matrixWorld );
  3630. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3631. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3632. this.layers.mask = source.layers.mask;
  3633. this.visible = source.visible;
  3634. this.castShadow = source.castShadow;
  3635. this.receiveShadow = source.receiveShadow;
  3636. this.frustumCulled = source.frustumCulled;
  3637. this.renderOrder = source.renderOrder;
  3638. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3639. if ( recursive === true ) {
  3640. for ( var i = 0; i < source.children.length; i ++ ) {
  3641. var child = source.children[ i ];
  3642. this.add( child.clone() );
  3643. }
  3644. }
  3645. return this;
  3646. }
  3647. } );
  3648. /**
  3649. * @author mrdoob / http://mrdoob.com/
  3650. */
  3651. function Scene() {
  3652. Object3D.call( this );
  3653. this.type = 'Scene';
  3654. this.background = null;
  3655. this.fog = null;
  3656. this.overrideMaterial = null;
  3657. this.autoUpdate = true; // checked by the renderer
  3658. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3659. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3660. }
  3661. }
  3662. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3663. constructor: Scene,
  3664. isScene: true,
  3665. copy: function ( source, recursive ) {
  3666. Object3D.prototype.copy.call( this, source, recursive );
  3667. if ( source.background !== null ) this.background = source.background.clone();
  3668. if ( source.fog !== null ) this.fog = source.fog.clone();
  3669. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  3670. this.autoUpdate = source.autoUpdate;
  3671. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3672. return this;
  3673. },
  3674. toJSON: function ( meta ) {
  3675. var data = Object3D.prototype.toJSON.call( this, meta );
  3676. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  3677. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  3678. return data;
  3679. },
  3680. dispose: function () {
  3681. this.dispatchEvent( { type: 'dispose' } );
  3682. }
  3683. } );
  3684. /**
  3685. * @author bhouston / http://clara.io
  3686. * @author WestLangley / http://github.com/WestLangley
  3687. */
  3688. function Box3( min, max ) {
  3689. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3690. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3691. }
  3692. Object.assign( Box3.prototype, {
  3693. isBox3: true,
  3694. set: function ( min, max ) {
  3695. this.min.copy( min );
  3696. this.max.copy( max );
  3697. return this;
  3698. },
  3699. setFromArray: function ( array ) {
  3700. var minX = + Infinity;
  3701. var minY = + Infinity;
  3702. var minZ = + Infinity;
  3703. var maxX = - Infinity;
  3704. var maxY = - Infinity;
  3705. var maxZ = - Infinity;
  3706. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3707. var x = array[ i ];
  3708. var y = array[ i + 1 ];
  3709. var z = array[ i + 2 ];
  3710. if ( x < minX ) minX = x;
  3711. if ( y < minY ) minY = y;
  3712. if ( z < minZ ) minZ = z;
  3713. if ( x > maxX ) maxX = x;
  3714. if ( y > maxY ) maxY = y;
  3715. if ( z > maxZ ) maxZ = z;
  3716. }
  3717. this.min.set( minX, minY, minZ );
  3718. this.max.set( maxX, maxY, maxZ );
  3719. return this;
  3720. },
  3721. setFromBufferAttribute: function ( attribute ) {
  3722. var minX = + Infinity;
  3723. var minY = + Infinity;
  3724. var minZ = + Infinity;
  3725. var maxX = - Infinity;
  3726. var maxY = - Infinity;
  3727. var maxZ = - Infinity;
  3728. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3729. var x = attribute.getX( i );
  3730. var y = attribute.getY( i );
  3731. var z = attribute.getZ( i );
  3732. if ( x < minX ) minX = x;
  3733. if ( y < minY ) minY = y;
  3734. if ( z < minZ ) minZ = z;
  3735. if ( x > maxX ) maxX = x;
  3736. if ( y > maxY ) maxY = y;
  3737. if ( z > maxZ ) maxZ = z;
  3738. }
  3739. this.min.set( minX, minY, minZ );
  3740. this.max.set( maxX, maxY, maxZ );
  3741. return this;
  3742. },
  3743. setFromPoints: function ( points ) {
  3744. this.makeEmpty();
  3745. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3746. this.expandByPoint( points[ i ] );
  3747. }
  3748. return this;
  3749. },
  3750. setFromCenterAndSize: function () {
  3751. var v1 = new Vector3();
  3752. return function setFromCenterAndSize( center, size ) {
  3753. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  3754. this.min.copy( center ).sub( halfSize );
  3755. this.max.copy( center ).add( halfSize );
  3756. return this;
  3757. };
  3758. }(),
  3759. setFromObject: function ( object ) {
  3760. this.makeEmpty();
  3761. return this.expandByObject( object );
  3762. },
  3763. clone: function () {
  3764. return new this.constructor().copy( this );
  3765. },
  3766. copy: function ( box ) {
  3767. this.min.copy( box.min );
  3768. this.max.copy( box.max );
  3769. return this;
  3770. },
  3771. makeEmpty: function () {
  3772. this.min.x = this.min.y = this.min.z = + Infinity;
  3773. this.max.x = this.max.y = this.max.z = - Infinity;
  3774. return this;
  3775. },
  3776. isEmpty: function () {
  3777. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3778. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3779. },
  3780. getCenter: function ( target ) {
  3781. if ( target === undefined ) {
  3782. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3783. target = new Vector3();
  3784. }
  3785. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3786. },
  3787. getSize: function ( target ) {
  3788. if ( target === undefined ) {
  3789. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3790. target = new Vector3();
  3791. }
  3792. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3793. },
  3794. expandByPoint: function ( point ) {
  3795. this.min.min( point );
  3796. this.max.max( point );
  3797. return this;
  3798. },
  3799. expandByVector: function ( vector ) {
  3800. this.min.sub( vector );
  3801. this.max.add( vector );
  3802. return this;
  3803. },
  3804. expandByScalar: function ( scalar ) {
  3805. this.min.addScalar( - scalar );
  3806. this.max.addScalar( scalar );
  3807. return this;
  3808. },
  3809. expandByObject: function () {
  3810. // Computes the world-axis-aligned bounding box of an object (including its children),
  3811. // accounting for both the object's, and children's, world transforms
  3812. var scope, i, l;
  3813. var v1 = new Vector3();
  3814. function traverse( node ) {
  3815. var geometry = node.geometry;
  3816. if ( geometry !== undefined ) {
  3817. if ( geometry.isGeometry ) {
  3818. var vertices = geometry.vertices;
  3819. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3820. v1.copy( vertices[ i ] );
  3821. v1.applyMatrix4( node.matrixWorld );
  3822. scope.expandByPoint( v1 );
  3823. }
  3824. } else if ( geometry.isBufferGeometry ) {
  3825. var attribute = geometry.attributes.position;
  3826. if ( attribute !== undefined ) {
  3827. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3828. v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
  3829. scope.expandByPoint( v1 );
  3830. }
  3831. }
  3832. }
  3833. }
  3834. }
  3835. return function expandByObject( object ) {
  3836. scope = this;
  3837. object.updateMatrixWorld( true );
  3838. object.traverse( traverse );
  3839. return this;
  3840. };
  3841. }(),
  3842. containsPoint: function ( point ) {
  3843. return point.x < this.min.x || point.x > this.max.x ||
  3844. point.y < this.min.y || point.y > this.max.y ||
  3845. point.z < this.min.z || point.z > this.max.z ? false : true;
  3846. },
  3847. containsBox: function ( box ) {
  3848. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3849. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3850. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3851. },
  3852. getParameter: function ( point, target ) {
  3853. // This can potentially have a divide by zero if the box
  3854. // has a size dimension of 0.
  3855. if ( target === undefined ) {
  3856. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3857. target = new Vector3();
  3858. }
  3859. return target.set(
  3860. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3861. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3862. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3863. );
  3864. },
  3865. intersectsBox: function ( box ) {
  3866. // using 6 splitting planes to rule out intersections.
  3867. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3868. box.max.y < this.min.y || box.min.y > this.max.y ||
  3869. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3870. },
  3871. intersectsSphere: ( function () {
  3872. var closestPoint = new Vector3();
  3873. return function intersectsSphere( sphere ) {
  3874. // Find the point on the AABB closest to the sphere center.
  3875. this.clampPoint( sphere.center, closestPoint );
  3876. // If that point is inside the sphere, the AABB and sphere intersect.
  3877. return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3878. };
  3879. } )(),
  3880. intersectsPlane: function ( plane ) {
  3881. // We compute the minimum and maximum dot product values. If those values
  3882. // are on the same side (back or front) of the plane, then there is no intersection.
  3883. var min, max;
  3884. if ( plane.normal.x > 0 ) {
  3885. min = plane.normal.x * this.min.x;
  3886. max = plane.normal.x * this.max.x;
  3887. } else {
  3888. min = plane.normal.x * this.max.x;
  3889. max = plane.normal.x * this.min.x;
  3890. }
  3891. if ( plane.normal.y > 0 ) {
  3892. min += plane.normal.y * this.min.y;
  3893. max += plane.normal.y * this.max.y;
  3894. } else {
  3895. min += plane.normal.y * this.max.y;
  3896. max += plane.normal.y * this.min.y;
  3897. }
  3898. if ( plane.normal.z > 0 ) {
  3899. min += plane.normal.z * this.min.z;
  3900. max += plane.normal.z * this.max.z;
  3901. } else {
  3902. min += plane.normal.z * this.max.z;
  3903. max += plane.normal.z * this.min.z;
  3904. }
  3905. return ( min <= - plane.constant && max >= - plane.constant );
  3906. },
  3907. intersectsTriangle: ( function () {
  3908. // triangle centered vertices
  3909. var v0 = new Vector3();
  3910. var v1 = new Vector3();
  3911. var v2 = new Vector3();
  3912. // triangle edge vectors
  3913. var f0 = new Vector3();
  3914. var f1 = new Vector3();
  3915. var f2 = new Vector3();
  3916. var testAxis = new Vector3();
  3917. var center = new Vector3();
  3918. var extents = new Vector3();
  3919. var triangleNormal = new Vector3();
  3920. function satForAxes( axes ) {
  3921. var i, j;
  3922. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3923. testAxis.fromArray( axes, i );
  3924. // project the aabb onto the seperating axis
  3925. var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
  3926. // project all 3 vertices of the triangle onto the seperating axis
  3927. var p0 = v0.dot( testAxis );
  3928. var p1 = v1.dot( testAxis );
  3929. var p2 = v2.dot( testAxis );
  3930. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3931. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3932. // points of the projected triangle are outside the projected half-length of the aabb
  3933. // the axis is seperating and we can exit
  3934. return false;
  3935. }
  3936. }
  3937. return true;
  3938. }
  3939. return function intersectsTriangle( triangle ) {
  3940. if ( this.isEmpty() ) {
  3941. return false;
  3942. }
  3943. // compute box center and extents
  3944. this.getCenter( center );
  3945. extents.subVectors( this.max, center );
  3946. // translate triangle to aabb origin
  3947. v0.subVectors( triangle.a, center );
  3948. v1.subVectors( triangle.b, center );
  3949. v2.subVectors( triangle.c, center );
  3950. // compute edge vectors for triangle
  3951. f0.subVectors( v1, v0 );
  3952. f1.subVectors( v2, v1 );
  3953. f2.subVectors( v0, v2 );
  3954. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3955. // 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
  3956. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3957. var axes = [
  3958. 0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
  3959. f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
  3960. - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
  3961. ];
  3962. if ( ! satForAxes( axes ) ) {
  3963. return false;
  3964. }
  3965. // test 3 face normals from the aabb
  3966. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3967. if ( ! satForAxes( axes ) ) {
  3968. return false;
  3969. }
  3970. // finally testing the face normal of the triangle
  3971. // use already existing triangle edge vectors here
  3972. triangleNormal.crossVectors( f0, f1 );
  3973. axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
  3974. return satForAxes( axes );
  3975. };
  3976. } )(),
  3977. clampPoint: function ( point, target ) {
  3978. if ( target === undefined ) {
  3979. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3980. target = new Vector3();
  3981. }
  3982. return target.copy( point ).clamp( this.min, this.max );
  3983. },
  3984. distanceToPoint: function () {
  3985. var v1 = new Vector3();
  3986. return function distanceToPoint( point ) {
  3987. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  3988. return clampedPoint.sub( point ).length();
  3989. };
  3990. }(),
  3991. getBoundingSphere: function () {
  3992. var v1 = new Vector3();
  3993. return function getBoundingSphere( target ) {
  3994. if ( target === undefined ) {
  3995. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3996. //target = new Sphere(); // removed to avoid cyclic dependency
  3997. }
  3998. this.getCenter( target.center );
  3999. target.radius = this.getSize( v1 ).length() * 0.5;
  4000. return target;
  4001. };
  4002. }(),
  4003. intersect: function ( box ) {
  4004. this.min.max( box.min );
  4005. this.max.min( box.max );
  4006. // 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.
  4007. if ( this.isEmpty() ) this.makeEmpty();
  4008. return this;
  4009. },
  4010. union: function ( box ) {
  4011. this.min.min( box.min );
  4012. this.max.max( box.max );
  4013. return this;
  4014. },
  4015. applyMatrix4: function () {
  4016. var points = [
  4017. new Vector3(),
  4018. new Vector3(),
  4019. new Vector3(),
  4020. new Vector3(),
  4021. new Vector3(),
  4022. new Vector3(),
  4023. new Vector3(),
  4024. new Vector3()
  4025. ];
  4026. return function applyMatrix4( matrix ) {
  4027. // transform of empty box is an empty box.
  4028. if ( this.isEmpty() ) return this;
  4029. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4030. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4031. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4032. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4033. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4034. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4035. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4036. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4037. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4038. this.setFromPoints( points );
  4039. return this;
  4040. };
  4041. }(),
  4042. translate: function ( offset ) {
  4043. this.min.add( offset );
  4044. this.max.add( offset );
  4045. return this;
  4046. },
  4047. equals: function ( box ) {
  4048. return box.min.equals( this.min ) && box.max.equals( this.max );
  4049. }
  4050. } );
  4051. /**
  4052. * @author bhouston / http://clara.io
  4053. * @author mrdoob / http://mrdoob.com/
  4054. */
  4055. function Sphere( center, radius ) {
  4056. this.center = ( center !== undefined ) ? center : new Vector3();
  4057. this.radius = ( radius !== undefined ) ? radius : 0;
  4058. }
  4059. Object.assign( Sphere.prototype, {
  4060. set: function ( center, radius ) {
  4061. this.center.copy( center );
  4062. this.radius = radius;
  4063. return this;
  4064. },
  4065. setFromPoints: function () {
  4066. var box = new Box3();
  4067. return function setFromPoints( points, optionalCenter ) {
  4068. var center = this.center;
  4069. if ( optionalCenter !== undefined ) {
  4070. center.copy( optionalCenter );
  4071. } else {
  4072. box.setFromPoints( points ).getCenter( center );
  4073. }
  4074. var maxRadiusSq = 0;
  4075. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4076. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4077. }
  4078. this.radius = Math.sqrt( maxRadiusSq );
  4079. return this;
  4080. };
  4081. }(),
  4082. clone: function () {
  4083. return new this.constructor().copy( this );
  4084. },
  4085. copy: function ( sphere ) {
  4086. this.center.copy( sphere.center );
  4087. this.radius = sphere.radius;
  4088. return this;
  4089. },
  4090. empty: function () {
  4091. return ( this.radius <= 0 );
  4092. },
  4093. containsPoint: function ( point ) {
  4094. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4095. },
  4096. distanceToPoint: function ( point ) {
  4097. return ( point.distanceTo( this.center ) - this.radius );
  4098. },
  4099. intersectsSphere: function ( sphere ) {
  4100. var radiusSum = this.radius + sphere.radius;
  4101. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4102. },
  4103. intersectsBox: function ( box ) {
  4104. return box.intersectsSphere( this );
  4105. },
  4106. intersectsPlane: function ( plane ) {
  4107. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4108. },
  4109. clampPoint: function ( point, target ) {
  4110. var deltaLengthSq = this.center.distanceToSquared( point );
  4111. if ( target === undefined ) {
  4112. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4113. target = new Vector3();
  4114. }
  4115. target.copy( point );
  4116. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4117. target.sub( this.center ).normalize();
  4118. target.multiplyScalar( this.radius ).add( this.center );
  4119. }
  4120. return target;
  4121. },
  4122. getBoundingBox: function ( target ) {
  4123. if ( target === undefined ) {
  4124. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4125. target = new Box3();
  4126. }
  4127. target.set( this.center, this.center );
  4128. target.expandByScalar( this.radius );
  4129. return target;
  4130. },
  4131. applyMatrix4: function ( matrix ) {
  4132. this.center.applyMatrix4( matrix );
  4133. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4134. return this;
  4135. },
  4136. translate: function ( offset ) {
  4137. this.center.add( offset );
  4138. return this;
  4139. },
  4140. equals: function ( sphere ) {
  4141. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4142. }
  4143. } );
  4144. /**
  4145. * @author bhouston / http://clara.io
  4146. */
  4147. function Ray( origin, direction ) {
  4148. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4149. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4150. }
  4151. Object.assign( Ray.prototype, {
  4152. set: function ( origin, direction ) {
  4153. this.origin.copy( origin );
  4154. this.direction.copy( direction );
  4155. return this;
  4156. },
  4157. clone: function () {
  4158. return new this.constructor().copy( this );
  4159. },
  4160. copy: function ( ray ) {
  4161. this.origin.copy( ray.origin );
  4162. this.direction.copy( ray.direction );
  4163. return this;
  4164. },
  4165. at: function ( t, target ) {
  4166. if ( target === undefined ) {
  4167. console.warn( 'THREE.Ray: .at() target is now required' );
  4168. target = new Vector3();
  4169. }
  4170. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4171. },
  4172. lookAt: function ( v ) {
  4173. this.direction.copy( v ).sub( this.origin ).normalize();
  4174. return this;
  4175. },
  4176. recast: function () {
  4177. var v1 = new Vector3();
  4178. return function recast( t ) {
  4179. this.origin.copy( this.at( t, v1 ) );
  4180. return this;
  4181. };
  4182. }(),
  4183. closestPointToPoint: function ( point, target ) {
  4184. if ( target === undefined ) {
  4185. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4186. target = new Vector3();
  4187. }
  4188. target.subVectors( point, this.origin );
  4189. var directionDistance = target.dot( this.direction );
  4190. if ( directionDistance < 0 ) {
  4191. return target.copy( this.origin );
  4192. }
  4193. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4194. },
  4195. distanceToPoint: function ( point ) {
  4196. return Math.sqrt( this.distanceSqToPoint( point ) );
  4197. },
  4198. distanceSqToPoint: function () {
  4199. var v1 = new Vector3();
  4200. return function distanceSqToPoint( point ) {
  4201. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  4202. // point behind the ray
  4203. if ( directionDistance < 0 ) {
  4204. return this.origin.distanceToSquared( point );
  4205. }
  4206. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4207. return v1.distanceToSquared( point );
  4208. };
  4209. }(),
  4210. distanceSqToSegment: function () {
  4211. var segCenter = new Vector3();
  4212. var segDir = new Vector3();
  4213. var diff = new Vector3();
  4214. return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4215. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4216. // It returns the min distance between the ray and the segment
  4217. // defined by v0 and v1
  4218. // It can also set two optional targets :
  4219. // - The closest point on the ray
  4220. // - The closest point on the segment
  4221. segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4222. segDir.copy( v1 ).sub( v0 ).normalize();
  4223. diff.copy( this.origin ).sub( segCenter );
  4224. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4225. var a01 = - this.direction.dot( segDir );
  4226. var b0 = diff.dot( this.direction );
  4227. var b1 = - diff.dot( segDir );
  4228. var c = diff.lengthSq();
  4229. var det = Math.abs( 1 - a01 * a01 );
  4230. var s0, s1, sqrDist, extDet;
  4231. if ( det > 0 ) {
  4232. // The ray and segment are not parallel.
  4233. s0 = a01 * b1 - b0;
  4234. s1 = a01 * b0 - b1;
  4235. extDet = segExtent * det;
  4236. if ( s0 >= 0 ) {
  4237. if ( s1 >= - extDet ) {
  4238. if ( s1 <= extDet ) {
  4239. // region 0
  4240. // Minimum at interior points of ray and segment.
  4241. var invDet = 1 / det;
  4242. s0 *= invDet;
  4243. s1 *= invDet;
  4244. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4245. } else {
  4246. // region 1
  4247. s1 = segExtent;
  4248. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4249. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4250. }
  4251. } else {
  4252. // region 5
  4253. s1 = - segExtent;
  4254. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4255. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4256. }
  4257. } else {
  4258. if ( s1 <= - extDet ) {
  4259. // region 4
  4260. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4261. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4262. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4263. } else if ( s1 <= extDet ) {
  4264. // region 3
  4265. s0 = 0;
  4266. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4267. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4268. } else {
  4269. // region 2
  4270. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4271. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4272. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4273. }
  4274. }
  4275. } else {
  4276. // Ray and segment are parallel.
  4277. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4278. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4279. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4280. }
  4281. if ( optionalPointOnRay ) {
  4282. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4283. }
  4284. if ( optionalPointOnSegment ) {
  4285. optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
  4286. }
  4287. return sqrDist;
  4288. };
  4289. }(),
  4290. intersectSphere: function () {
  4291. var v1 = new Vector3();
  4292. return function intersectSphere( sphere, target ) {
  4293. v1.subVectors( sphere.center, this.origin );
  4294. var tca = v1.dot( this.direction );
  4295. var d2 = v1.dot( v1 ) - tca * tca;
  4296. var radius2 = sphere.radius * sphere.radius;
  4297. if ( d2 > radius2 ) return null;
  4298. var thc = Math.sqrt( radius2 - d2 );
  4299. // t0 = first intersect point - entrance on front of sphere
  4300. var t0 = tca - thc;
  4301. // t1 = second intersect point - exit point on back of sphere
  4302. var t1 = tca + thc;
  4303. // test to see if both t0 and t1 are behind the ray - if so, return null
  4304. if ( t0 < 0 && t1 < 0 ) return null;
  4305. // test to see if t0 is behind the ray:
  4306. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4307. // in order to always return an intersect point that is in front of the ray.
  4308. if ( t0 < 0 ) return this.at( t1, target );
  4309. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4310. return this.at( t0, target );
  4311. };
  4312. }(),
  4313. intersectsSphere: function ( sphere ) {
  4314. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4315. },
  4316. distanceToPlane: function ( plane ) {
  4317. var denominator = plane.normal.dot( this.direction );
  4318. if ( denominator === 0 ) {
  4319. // line is coplanar, return origin
  4320. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4321. return 0;
  4322. }
  4323. // Null is preferable to undefined since undefined means.... it is undefined
  4324. return null;
  4325. }
  4326. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4327. // Return if the ray never intersects the plane
  4328. return t >= 0 ? t : null;
  4329. },
  4330. intersectPlane: function ( plane, target ) {
  4331. var t = this.distanceToPlane( plane );
  4332. if ( t === null ) {
  4333. return null;
  4334. }
  4335. return this.at( t, target );
  4336. },
  4337. intersectsPlane: function ( plane ) {
  4338. // check if the ray lies on the plane first
  4339. var distToPoint = plane.distanceToPoint( this.origin );
  4340. if ( distToPoint === 0 ) {
  4341. return true;
  4342. }
  4343. var denominator = plane.normal.dot( this.direction );
  4344. if ( denominator * distToPoint < 0 ) {
  4345. return true;
  4346. }
  4347. // ray origin is behind the plane (and is pointing behind it)
  4348. return false;
  4349. },
  4350. intersectBox: function ( box, target ) {
  4351. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4352. var invdirx = 1 / this.direction.x,
  4353. invdiry = 1 / this.direction.y,
  4354. invdirz = 1 / this.direction.z;
  4355. var origin = this.origin;
  4356. if ( invdirx >= 0 ) {
  4357. tmin = ( box.min.x - origin.x ) * invdirx;
  4358. tmax = ( box.max.x - origin.x ) * invdirx;
  4359. } else {
  4360. tmin = ( box.max.x - origin.x ) * invdirx;
  4361. tmax = ( box.min.x - origin.x ) * invdirx;
  4362. }
  4363. if ( invdiry >= 0 ) {
  4364. tymin = ( box.min.y - origin.y ) * invdiry;
  4365. tymax = ( box.max.y - origin.y ) * invdiry;
  4366. } else {
  4367. tymin = ( box.max.y - origin.y ) * invdiry;
  4368. tymax = ( box.min.y - origin.y ) * invdiry;
  4369. }
  4370. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  4371. // These lines also handle the case where tmin or tmax is NaN
  4372. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4373. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  4374. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  4375. if ( invdirz >= 0 ) {
  4376. tzmin = ( box.min.z - origin.z ) * invdirz;
  4377. tzmax = ( box.max.z - origin.z ) * invdirz;
  4378. } else {
  4379. tzmin = ( box.max.z - origin.z ) * invdirz;
  4380. tzmax = ( box.min.z - origin.z ) * invdirz;
  4381. }
  4382. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  4383. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  4384. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  4385. //return point closest to the ray (positive side)
  4386. if ( tmax < 0 ) return null;
  4387. return this.at( tmin >= 0 ? tmin : tmax, target );
  4388. },
  4389. intersectsBox: ( function () {
  4390. var v = new Vector3();
  4391. return function intersectsBox( box ) {
  4392. return this.intersectBox( box, v ) !== null;
  4393. };
  4394. } )(),
  4395. intersectTriangle: function () {
  4396. // Compute the offset origin, edges, and normal.
  4397. var diff = new Vector3();
  4398. var edge1 = new Vector3();
  4399. var edge2 = new Vector3();
  4400. var normal = new Vector3();
  4401. return function intersectTriangle( a, b, c, backfaceCulling, target ) {
  4402. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4403. edge1.subVectors( b, a );
  4404. edge2.subVectors( c, a );
  4405. normal.crossVectors( edge1, edge2 );
  4406. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4407. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4408. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4409. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4410. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4411. var DdN = this.direction.dot( normal );
  4412. var sign;
  4413. if ( DdN > 0 ) {
  4414. if ( backfaceCulling ) return null;
  4415. sign = 1;
  4416. } else if ( DdN < 0 ) {
  4417. sign = - 1;
  4418. DdN = - DdN;
  4419. } else {
  4420. return null;
  4421. }
  4422. diff.subVectors( this.origin, a );
  4423. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  4424. // b1 < 0, no intersection
  4425. if ( DdQxE2 < 0 ) {
  4426. return null;
  4427. }
  4428. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  4429. // b2 < 0, no intersection
  4430. if ( DdE1xQ < 0 ) {
  4431. return null;
  4432. }
  4433. // b1+b2 > 1, no intersection
  4434. if ( DdQxE2 + DdE1xQ > DdN ) {
  4435. return null;
  4436. }
  4437. // Line intersects triangle, check if ray does.
  4438. var QdN = - sign * diff.dot( normal );
  4439. // t < 0, no intersection
  4440. if ( QdN < 0 ) {
  4441. return null;
  4442. }
  4443. // Ray intersects triangle.
  4444. return this.at( QdN / DdN, target );
  4445. };
  4446. }(),
  4447. applyMatrix4: function ( matrix4 ) {
  4448. this.origin.applyMatrix4( matrix4 );
  4449. this.direction.transformDirection( matrix4 );
  4450. return this;
  4451. },
  4452. equals: function ( ray ) {
  4453. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4454. }
  4455. } );
  4456. /**
  4457. * @author bhouston / http://clara.io
  4458. * @author mrdoob / http://mrdoob.com/
  4459. */
  4460. function Triangle( a, b, c ) {
  4461. this.a = ( a !== undefined ) ? a : new Vector3();
  4462. this.b = ( b !== undefined ) ? b : new Vector3();
  4463. this.c = ( c !== undefined ) ? c : new Vector3();
  4464. }
  4465. Object.assign( Triangle, {
  4466. getNormal: function () {
  4467. var v0 = new Vector3();
  4468. return function getNormal( a, b, c, target ) {
  4469. if ( target === undefined ) {
  4470. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4471. target = new Vector3();
  4472. }
  4473. target.subVectors( c, b );
  4474. v0.subVectors( a, b );
  4475. target.cross( v0 );
  4476. var targetLengthSq = target.lengthSq();
  4477. if ( targetLengthSq > 0 ) {
  4478. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4479. }
  4480. return target.set( 0, 0, 0 );
  4481. };
  4482. }(),
  4483. // static/instance method to calculate barycentric coordinates
  4484. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4485. getBarycoord: function () {
  4486. var v0 = new Vector3();
  4487. var v1 = new Vector3();
  4488. var v2 = new Vector3();
  4489. return function getBarycoord( point, a, b, c, target ) {
  4490. v0.subVectors( c, a );
  4491. v1.subVectors( b, a );
  4492. v2.subVectors( point, a );
  4493. var dot00 = v0.dot( v0 );
  4494. var dot01 = v0.dot( v1 );
  4495. var dot02 = v0.dot( v2 );
  4496. var dot11 = v1.dot( v1 );
  4497. var dot12 = v1.dot( v2 );
  4498. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4499. if ( target === undefined ) {
  4500. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4501. target = new Vector3();
  4502. }
  4503. // collinear or singular triangle
  4504. if ( denom === 0 ) {
  4505. // arbitrary location outside of triangle?
  4506. // not sure if this is the best idea, maybe should be returning undefined
  4507. return target.set( - 2, - 1, - 1 );
  4508. }
  4509. var invDenom = 1 / denom;
  4510. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4511. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4512. // barycentric coordinates must always sum to 1
  4513. return target.set( 1 - u - v, v, u );
  4514. };
  4515. }(),
  4516. containsPoint: function () {
  4517. var v1 = new Vector3();
  4518. return function containsPoint( point, a, b, c ) {
  4519. Triangle.getBarycoord( point, a, b, c, v1 );
  4520. return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
  4521. };
  4522. }(),
  4523. getUV: function () {
  4524. var barycoord = new Vector3();
  4525. return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4526. this.getBarycoord( point, p1, p2, p3, barycoord );
  4527. target.set( 0, 0 );
  4528. target.addScaledVector( uv1, barycoord.x );
  4529. target.addScaledVector( uv2, barycoord.y );
  4530. target.addScaledVector( uv3, barycoord.z );
  4531. return target;
  4532. };
  4533. }(),
  4534. isFrontFacing: function () {
  4535. var v0 = new Vector3();
  4536. var v1 = new Vector3();
  4537. return function isFrontFacing( a, b, c, direction ) {
  4538. v0.subVectors( c, b );
  4539. v1.subVectors( a, b );
  4540. // strictly front facing
  4541. return ( v0.cross( v1 ).dot( direction ) < 0 ) ? true : false;
  4542. };
  4543. }()
  4544. } );
  4545. Object.assign( Triangle.prototype, {
  4546. set: function ( a, b, c ) {
  4547. this.a.copy( a );
  4548. this.b.copy( b );
  4549. this.c.copy( c );
  4550. return this;
  4551. },
  4552. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4553. this.a.copy( points[ i0 ] );
  4554. this.b.copy( points[ i1 ] );
  4555. this.c.copy( points[ i2 ] );
  4556. return this;
  4557. },
  4558. clone: function () {
  4559. return new this.constructor().copy( this );
  4560. },
  4561. copy: function ( triangle ) {
  4562. this.a.copy( triangle.a );
  4563. this.b.copy( triangle.b );
  4564. this.c.copy( triangle.c );
  4565. return this;
  4566. },
  4567. getArea: function () {
  4568. var v0 = new Vector3();
  4569. var v1 = new Vector3();
  4570. return function getArea() {
  4571. v0.subVectors( this.c, this.b );
  4572. v1.subVectors( this.a, this.b );
  4573. return v0.cross( v1 ).length() * 0.5;
  4574. };
  4575. }(),
  4576. getMidpoint: function ( target ) {
  4577. if ( target === undefined ) {
  4578. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4579. target = new Vector3();
  4580. }
  4581. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4582. },
  4583. getNormal: function ( target ) {
  4584. return Triangle.getNormal( this.a, this.b, this.c, target );
  4585. },
  4586. getPlane: function ( target ) {
  4587. if ( target === undefined ) {
  4588. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4589. target = new Vector3();
  4590. }
  4591. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4592. },
  4593. getBarycoord: function ( point, target ) {
  4594. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4595. },
  4596. getUV: function ( point, uv1, uv2, uv3, target ) {
  4597. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4598. },
  4599. containsPoint: function ( point ) {
  4600. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4601. },
  4602. isFrontFacing: function ( direction ) {
  4603. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4604. },
  4605. intersectsBox: function ( box ) {
  4606. return box.intersectsTriangle( this );
  4607. },
  4608. closestPointToPoint: function () {
  4609. var vab = new Vector3();
  4610. var vac = new Vector3();
  4611. var vbc = new Vector3();
  4612. var vap = new Vector3();
  4613. var vbp = new Vector3();
  4614. var vcp = new Vector3();
  4615. return function closestPointToPoint( p, target ) {
  4616. if ( target === undefined ) {
  4617. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4618. target = new Vector3();
  4619. }
  4620. var a = this.a, b = this.b, c = this.c;
  4621. var v, w;
  4622. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4623. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4624. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4625. // basically, we're distinguishing which of the voronoi regions of the triangle
  4626. // the point lies in with the minimum amount of redundant computation.
  4627. vab.subVectors( b, a );
  4628. vac.subVectors( c, a );
  4629. vap.subVectors( p, a );
  4630. var d1 = vab.dot( vap );
  4631. var d2 = vac.dot( vap );
  4632. if ( d1 <= 0 && d2 <= 0 ) {
  4633. // vertex region of A; barycentric coords (1, 0, 0)
  4634. return target.copy( a );
  4635. }
  4636. vbp.subVectors( p, b );
  4637. var d3 = vab.dot( vbp );
  4638. var d4 = vac.dot( vbp );
  4639. if ( d3 >= 0 && d4 <= d3 ) {
  4640. // vertex region of B; barycentric coords (0, 1, 0)
  4641. return target.copy( b );
  4642. }
  4643. var vc = d1 * d4 - d3 * d2;
  4644. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4645. v = d1 / ( d1 - d3 );
  4646. // edge region of AB; barycentric coords (1-v, v, 0)
  4647. return target.copy( a ).addScaledVector( vab, v );
  4648. }
  4649. vcp.subVectors( p, c );
  4650. var d5 = vab.dot( vcp );
  4651. var d6 = vac.dot( vcp );
  4652. if ( d6 >= 0 && d5 <= d6 ) {
  4653. // vertex region of C; barycentric coords (0, 0, 1)
  4654. return target.copy( c );
  4655. }
  4656. var vb = d5 * d2 - d1 * d6;
  4657. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4658. w = d2 / ( d2 - d6 );
  4659. // edge region of AC; barycentric coords (1-w, 0, w)
  4660. return target.copy( a ).addScaledVector( vac, w );
  4661. }
  4662. var va = d3 * d6 - d5 * d4;
  4663. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4664. vbc.subVectors( c, b );
  4665. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4666. // edge region of BC; barycentric coords (0, 1-w, w)
  4667. return target.copy( b ).addScaledVector( vbc, w ); // edge region of BC
  4668. }
  4669. // face region
  4670. var denom = 1 / ( va + vb + vc );
  4671. // u = va * denom
  4672. v = vb * denom;
  4673. w = vc * denom;
  4674. return target.copy( a ).addScaledVector( vab, v ).addScaledVector( vac, w );
  4675. };
  4676. }(),
  4677. equals: function ( triangle ) {
  4678. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4679. }
  4680. } );
  4681. /**
  4682. * @author mrdoob / http://mrdoob.com/
  4683. */
  4684. var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4685. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4686. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4687. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4688. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4689. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4690. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4691. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4692. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4693. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4694. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4695. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4696. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4697. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4698. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4699. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4700. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4701. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4702. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4703. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4704. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4705. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4706. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4707. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4708. function Color( r, g, b ) {
  4709. if ( g === undefined && b === undefined ) {
  4710. // r is THREE.Color, hex or string
  4711. return this.set( r );
  4712. }
  4713. return this.setRGB( r, g, b );
  4714. }
  4715. function hue2rgb( p, q, t ) {
  4716. if ( t < 0 ) t += 1;
  4717. if ( t > 1 ) t -= 1;
  4718. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  4719. if ( t < 1 / 2 ) return q;
  4720. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  4721. return p;
  4722. }
  4723. function SRGBToLinear( c ) {
  4724. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4725. }
  4726. function LinearToSRGB( c ) {
  4727. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4728. }
  4729. Object.assign( Color.prototype, {
  4730. isColor: true,
  4731. r: 1, g: 1, b: 1,
  4732. set: function ( value ) {
  4733. if ( value && value.isColor ) {
  4734. this.copy( value );
  4735. } else if ( typeof value === 'number' ) {
  4736. this.setHex( value );
  4737. } else if ( typeof value === 'string' ) {
  4738. this.setStyle( value );
  4739. }
  4740. return this;
  4741. },
  4742. setScalar: function ( scalar ) {
  4743. this.r = scalar;
  4744. this.g = scalar;
  4745. this.b = scalar;
  4746. return this;
  4747. },
  4748. setHex: function ( hex ) {
  4749. hex = Math.floor( hex );
  4750. this.r = ( hex >> 16 & 255 ) / 255;
  4751. this.g = ( hex >> 8 & 255 ) / 255;
  4752. this.b = ( hex & 255 ) / 255;
  4753. return this;
  4754. },
  4755. setRGB: function ( r, g, b ) {
  4756. this.r = r;
  4757. this.g = g;
  4758. this.b = b;
  4759. return this;
  4760. },
  4761. setHSL: function ( h, s, l ) {
  4762. // h,s,l ranges are in 0.0 - 1.0
  4763. h = _Math.euclideanModulo( h, 1 );
  4764. s = _Math.clamp( s, 0, 1 );
  4765. l = _Math.clamp( l, 0, 1 );
  4766. if ( s === 0 ) {
  4767. this.r = this.g = this.b = l;
  4768. } else {
  4769. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4770. var q = ( 2 * l ) - p;
  4771. this.r = hue2rgb( q, p, h + 1 / 3 );
  4772. this.g = hue2rgb( q, p, h );
  4773. this.b = hue2rgb( q, p, h - 1 / 3 );
  4774. }
  4775. return this;
  4776. },
  4777. setStyle: function ( style ) {
  4778. function handleAlpha( string ) {
  4779. if ( string === undefined ) return;
  4780. if ( parseFloat( string ) < 1 ) {
  4781. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4782. }
  4783. }
  4784. var m;
  4785. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4786. // rgb / hsl
  4787. var color;
  4788. var name = m[ 1 ];
  4789. var components = m[ 2 ];
  4790. switch ( name ) {
  4791. case 'rgb':
  4792. case 'rgba':
  4793. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4794. // rgb(255,0,0) rgba(255,0,0,0.5)
  4795. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4796. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4797. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4798. handleAlpha( color[ 5 ] );
  4799. return this;
  4800. }
  4801. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4802. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4803. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4804. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4805. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4806. handleAlpha( color[ 5 ] );
  4807. return this;
  4808. }
  4809. break;
  4810. case 'hsl':
  4811. case 'hsla':
  4812. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4813. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4814. var h = parseFloat( color[ 1 ] ) / 360;
  4815. var s = parseInt( color[ 2 ], 10 ) / 100;
  4816. var l = parseInt( color[ 3 ], 10 ) / 100;
  4817. handleAlpha( color[ 5 ] );
  4818. return this.setHSL( h, s, l );
  4819. }
  4820. break;
  4821. }
  4822. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4823. // hex color
  4824. var hex = m[ 1 ];
  4825. var size = hex.length;
  4826. if ( size === 3 ) {
  4827. // #ff0
  4828. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4829. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4830. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4831. return this;
  4832. } else if ( size === 6 ) {
  4833. // #ff0000
  4834. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4835. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4836. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4837. return this;
  4838. }
  4839. }
  4840. if ( style && style.length > 0 ) {
  4841. // color keywords
  4842. var hex = ColorKeywords[ style ];
  4843. if ( hex !== undefined ) {
  4844. // red
  4845. this.setHex( hex );
  4846. } else {
  4847. // unknown color
  4848. console.warn( 'THREE.Color: Unknown color ' + style );
  4849. }
  4850. }
  4851. return this;
  4852. },
  4853. clone: function () {
  4854. return new this.constructor( this.r, this.g, this.b );
  4855. },
  4856. copy: function ( color ) {
  4857. this.r = color.r;
  4858. this.g = color.g;
  4859. this.b = color.b;
  4860. return this;
  4861. },
  4862. copyGammaToLinear: function ( color, gammaFactor ) {
  4863. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4864. this.r = Math.pow( color.r, gammaFactor );
  4865. this.g = Math.pow( color.g, gammaFactor );
  4866. this.b = Math.pow( color.b, gammaFactor );
  4867. return this;
  4868. },
  4869. copyLinearToGamma: function ( color, gammaFactor ) {
  4870. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4871. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4872. this.r = Math.pow( color.r, safeInverse );
  4873. this.g = Math.pow( color.g, safeInverse );
  4874. this.b = Math.pow( color.b, safeInverse );
  4875. return this;
  4876. },
  4877. convertGammaToLinear: function ( gammaFactor ) {
  4878. this.copyGammaToLinear( this, gammaFactor );
  4879. return this;
  4880. },
  4881. convertLinearToGamma: function ( gammaFactor ) {
  4882. this.copyLinearToGamma( this, gammaFactor );
  4883. return this;
  4884. },
  4885. copySRGBToLinear: function ( color ) {
  4886. this.r = SRGBToLinear( color.r );
  4887. this.g = SRGBToLinear( color.g );
  4888. this.b = SRGBToLinear( color.b );
  4889. return this;
  4890. },
  4891. copyLinearToSRGB: function ( color ) {
  4892. this.r = LinearToSRGB( color.r );
  4893. this.g = LinearToSRGB( color.g );
  4894. this.b = LinearToSRGB( color.b );
  4895. return this;
  4896. },
  4897. convertSRGBToLinear: function () {
  4898. this.copySRGBToLinear( this );
  4899. return this;
  4900. },
  4901. convertLinearToSRGB: function () {
  4902. this.copyLinearToSRGB( this );
  4903. return this;
  4904. },
  4905. getHex: function () {
  4906. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4907. },
  4908. getHexString: function () {
  4909. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4910. },
  4911. getHSL: function ( target ) {
  4912. // h,s,l ranges are in 0.0 - 1.0
  4913. if ( target === undefined ) {
  4914. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4915. target = { h: 0, s: 0, l: 0 };
  4916. }
  4917. var r = this.r, g = this.g, b = this.b;
  4918. var max = Math.max( r, g, b );
  4919. var min = Math.min( r, g, b );
  4920. var hue, saturation;
  4921. var lightness = ( min + max ) / 2.0;
  4922. if ( min === max ) {
  4923. hue = 0;
  4924. saturation = 0;
  4925. } else {
  4926. var delta = max - min;
  4927. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4928. switch ( max ) {
  4929. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4930. case g: hue = ( b - r ) / delta + 2; break;
  4931. case b: hue = ( r - g ) / delta + 4; break;
  4932. }
  4933. hue /= 6;
  4934. }
  4935. target.h = hue;
  4936. target.s = saturation;
  4937. target.l = lightness;
  4938. return target;
  4939. },
  4940. getStyle: function () {
  4941. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4942. },
  4943. offsetHSL: function () {
  4944. var hsl = {};
  4945. return function ( h, s, l ) {
  4946. this.getHSL( hsl );
  4947. hsl.h += h; hsl.s += s; hsl.l += l;
  4948. this.setHSL( hsl.h, hsl.s, hsl.l );
  4949. return this;
  4950. };
  4951. }(),
  4952. add: function ( color ) {
  4953. this.r += color.r;
  4954. this.g += color.g;
  4955. this.b += color.b;
  4956. return this;
  4957. },
  4958. addColors: function ( color1, color2 ) {
  4959. this.r = color1.r + color2.r;
  4960. this.g = color1.g + color2.g;
  4961. this.b = color1.b + color2.b;
  4962. return this;
  4963. },
  4964. addScalar: function ( s ) {
  4965. this.r += s;
  4966. this.g += s;
  4967. this.b += s;
  4968. return this;
  4969. },
  4970. sub: function ( color ) {
  4971. this.r = Math.max( 0, this.r - color.r );
  4972. this.g = Math.max( 0, this.g - color.g );
  4973. this.b = Math.max( 0, this.b - color.b );
  4974. return this;
  4975. },
  4976. multiply: function ( color ) {
  4977. this.r *= color.r;
  4978. this.g *= color.g;
  4979. this.b *= color.b;
  4980. return this;
  4981. },
  4982. multiplyScalar: function ( s ) {
  4983. this.r *= s;
  4984. this.g *= s;
  4985. this.b *= s;
  4986. return this;
  4987. },
  4988. lerp: function ( color, alpha ) {
  4989. this.r += ( color.r - this.r ) * alpha;
  4990. this.g += ( color.g - this.g ) * alpha;
  4991. this.b += ( color.b - this.b ) * alpha;
  4992. return this;
  4993. },
  4994. lerpHSL: function () {
  4995. var hslA = { h: 0, s: 0, l: 0 };
  4996. var hslB = { h: 0, s: 0, l: 0 };
  4997. return function lerpHSL( color, alpha ) {
  4998. this.getHSL( hslA );
  4999. color.getHSL( hslB );
  5000. var h = _Math.lerp( hslA.h, hslB.h, alpha );
  5001. var s = _Math.lerp( hslA.s, hslB.s, alpha );
  5002. var l = _Math.lerp( hslA.l, hslB.l, alpha );
  5003. this.setHSL( h, s, l );
  5004. return this;
  5005. };
  5006. }(),
  5007. equals: function ( c ) {
  5008. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5009. },
  5010. fromArray: function ( array, offset ) {
  5011. if ( offset === undefined ) offset = 0;
  5012. this.r = array[ offset ];
  5013. this.g = array[ offset + 1 ];
  5014. this.b = array[ offset + 2 ];
  5015. return this;
  5016. },
  5017. toArray: function ( array, offset ) {
  5018. if ( array === undefined ) array = [];
  5019. if ( offset === undefined ) offset = 0;
  5020. array[ offset ] = this.r;
  5021. array[ offset + 1 ] = this.g;
  5022. array[ offset + 2 ] = this.b;
  5023. return array;
  5024. },
  5025. toJSON: function () {
  5026. return this.getHex();
  5027. }
  5028. } );
  5029. /**
  5030. * @author mrdoob / http://mrdoob.com/
  5031. * @author alteredq / http://alteredqualia.com/
  5032. */
  5033. function Face3( a, b, c, normal, color, materialIndex ) {
  5034. this.a = a;
  5035. this.b = b;
  5036. this.c = c;
  5037. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5038. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5039. this.color = ( color && color.isColor ) ? color : new Color();
  5040. this.vertexColors = Array.isArray( color ) ? color : [];
  5041. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5042. }
  5043. Object.assign( Face3.prototype, {
  5044. clone: function () {
  5045. return new this.constructor().copy( this );
  5046. },
  5047. copy: function ( source ) {
  5048. this.a = source.a;
  5049. this.b = source.b;
  5050. this.c = source.c;
  5051. this.normal.copy( source.normal );
  5052. this.color.copy( source.color );
  5053. this.materialIndex = source.materialIndex;
  5054. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5055. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5056. }
  5057. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5058. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5059. }
  5060. return this;
  5061. }
  5062. } );
  5063. /**
  5064. * @author mrdoob / http://mrdoob.com/
  5065. * @author alteredq / http://alteredqualia.com/
  5066. */
  5067. var materialId = 0;
  5068. function Material() {
  5069. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5070. this.uuid = _Math.generateUUID();
  5071. this.name = '';
  5072. this.type = 'Material';
  5073. this.fog = true;
  5074. this.lights = true;
  5075. this.blending = NormalBlending;
  5076. this.side = FrontSide;
  5077. this.flatShading = false;
  5078. this.vertexTangents = false;
  5079. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  5080. this.opacity = 1;
  5081. this.transparent = false;
  5082. this.blendSrc = SrcAlphaFactor;
  5083. this.blendDst = OneMinusSrcAlphaFactor;
  5084. this.blendEquation = AddEquation;
  5085. this.blendSrcAlpha = null;
  5086. this.blendDstAlpha = null;
  5087. this.blendEquationAlpha = null;
  5088. this.depthFunc = LessEqualDepth;
  5089. this.depthTest = true;
  5090. this.depthWrite = true;
  5091. this.clippingPlanes = null;
  5092. this.clipIntersection = false;
  5093. this.clipShadows = false;
  5094. this.shadowSide = null;
  5095. this.colorWrite = true;
  5096. this.precision = null; // override the renderer's default precision for this material
  5097. this.polygonOffset = false;
  5098. this.polygonOffsetFactor = 0;
  5099. this.polygonOffsetUnits = 0;
  5100. this.dithering = false;
  5101. this.alphaTest = 0;
  5102. this.premultipliedAlpha = false;
  5103. this.visible = true;
  5104. this.userData = {};
  5105. this.needsUpdate = true;
  5106. }
  5107. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5108. constructor: Material,
  5109. isMaterial: true,
  5110. onBeforeCompile: function () {},
  5111. setValues: function ( values ) {
  5112. if ( values === undefined ) return;
  5113. for ( var key in values ) {
  5114. var newValue = values[ key ];
  5115. if ( newValue === undefined ) {
  5116. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5117. continue;
  5118. }
  5119. // for backward compatability if shading is set in the constructor
  5120. if ( key === 'shading' ) {
  5121. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5122. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5123. continue;
  5124. }
  5125. var currentValue = this[ key ];
  5126. if ( currentValue === undefined ) {
  5127. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5128. continue;
  5129. }
  5130. if ( currentValue && currentValue.isColor ) {
  5131. currentValue.set( newValue );
  5132. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5133. currentValue.copy( newValue );
  5134. } else {
  5135. this[ key ] = newValue;
  5136. }
  5137. }
  5138. },
  5139. toJSON: function ( meta ) {
  5140. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5141. if ( isRoot ) {
  5142. meta = {
  5143. textures: {},
  5144. images: {}
  5145. };
  5146. }
  5147. var data = {
  5148. metadata: {
  5149. version: 4.5,
  5150. type: 'Material',
  5151. generator: 'Material.toJSON'
  5152. }
  5153. };
  5154. // standard Material serialization
  5155. data.uuid = this.uuid;
  5156. data.type = this.type;
  5157. if ( this.name !== '' ) data.name = this.name;
  5158. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5159. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5160. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5161. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5162. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5163. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5164. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5165. if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  5166. if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  5167. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5168. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5169. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5170. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5171. if ( this.aoMap && this.aoMap.isTexture ) {
  5172. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5173. data.aoMapIntensity = this.aoMapIntensity;
  5174. }
  5175. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5176. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5177. data.bumpScale = this.bumpScale;
  5178. }
  5179. if ( this.normalMap && this.normalMap.isTexture ) {
  5180. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5181. data.normalMapType = this.normalMapType;
  5182. data.normalScale = this.normalScale.toArray();
  5183. }
  5184. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5185. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5186. data.displacementScale = this.displacementScale;
  5187. data.displacementBias = this.displacementBias;
  5188. }
  5189. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5190. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5191. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5192. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5193. if ( this.envMap && this.envMap.isTexture ) {
  5194. data.envMap = this.envMap.toJSON( meta ).uuid;
  5195. data.reflectivity = this.reflectivity; // Scale behind envMap
  5196. data.refractionRatio = this.refractionRatio;
  5197. if ( this.combine !== undefined ) data.combine = this.combine;
  5198. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5199. }
  5200. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5201. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5202. }
  5203. if ( this.size !== undefined ) data.size = this.size;
  5204. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5205. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5206. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  5207. if ( this.side !== FrontSide ) data.side = this.side;
  5208. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  5209. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5210. if ( this.transparent === true ) data.transparent = this.transparent;
  5211. data.depthFunc = this.depthFunc;
  5212. data.depthTest = this.depthTest;
  5213. data.depthWrite = this.depthWrite;
  5214. // rotation (SpriteMaterial)
  5215. if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;
  5216. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5217. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5218. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5219. if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5220. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5221. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5222. if ( this.scale !== undefined ) data.scale = this.scale;
  5223. if ( this.dithering === true ) data.dithering = true;
  5224. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5225. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  5226. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  5227. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5228. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5229. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5230. if ( this.morphTargets === true ) data.morphTargets = true;
  5231. if ( this.morphNormals === true ) data.morphNormals = true;
  5232. if ( this.skinning === true ) data.skinning = true;
  5233. if ( this.visible === false ) data.visible = false;
  5234. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  5235. // TODO: Copied from Object3D.toJSON
  5236. function extractFromCache( cache ) {
  5237. var values = [];
  5238. for ( var key in cache ) {
  5239. var data = cache[ key ];
  5240. delete data.metadata;
  5241. values.push( data );
  5242. }
  5243. return values;
  5244. }
  5245. if ( isRoot ) {
  5246. var textures = extractFromCache( meta.textures );
  5247. var images = extractFromCache( meta.images );
  5248. if ( textures.length > 0 ) data.textures = textures;
  5249. if ( images.length > 0 ) data.images = images;
  5250. }
  5251. return data;
  5252. },
  5253. clone: function () {
  5254. return new this.constructor().copy( this );
  5255. },
  5256. copy: function ( source ) {
  5257. this.name = source.name;
  5258. this.fog = source.fog;
  5259. this.lights = source.lights;
  5260. this.blending = source.blending;
  5261. this.side = source.side;
  5262. this.flatShading = source.flatShading;
  5263. this.vertexColors = source.vertexColors;
  5264. this.opacity = source.opacity;
  5265. this.transparent = source.transparent;
  5266. this.blendSrc = source.blendSrc;
  5267. this.blendDst = source.blendDst;
  5268. this.blendEquation = source.blendEquation;
  5269. this.blendSrcAlpha = source.blendSrcAlpha;
  5270. this.blendDstAlpha = source.blendDstAlpha;
  5271. this.blendEquationAlpha = source.blendEquationAlpha;
  5272. this.depthFunc = source.depthFunc;
  5273. this.depthTest = source.depthTest;
  5274. this.depthWrite = source.depthWrite;
  5275. this.colorWrite = source.colorWrite;
  5276. this.precision = source.precision;
  5277. this.polygonOffset = source.polygonOffset;
  5278. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5279. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5280. this.dithering = source.dithering;
  5281. this.alphaTest = source.alphaTest;
  5282. this.premultipliedAlpha = source.premultipliedAlpha;
  5283. this.visible = source.visible;
  5284. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5285. this.clipShadows = source.clipShadows;
  5286. this.clipIntersection = source.clipIntersection;
  5287. var srcPlanes = source.clippingPlanes,
  5288. dstPlanes = null;
  5289. if ( srcPlanes !== null ) {
  5290. var n = srcPlanes.length;
  5291. dstPlanes = new Array( n );
  5292. for ( var i = 0; i !== n; ++ i )
  5293. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5294. }
  5295. this.clippingPlanes = dstPlanes;
  5296. this.shadowSide = source.shadowSide;
  5297. return this;
  5298. },
  5299. dispose: function () {
  5300. this.dispatchEvent( { type: 'dispose' } );
  5301. }
  5302. } );
  5303. /**
  5304. * @author mrdoob / http://mrdoob.com/
  5305. * @author alteredq / http://alteredqualia.com/
  5306. *
  5307. * parameters = {
  5308. * color: <hex>,
  5309. * opacity: <float>,
  5310. * map: new THREE.Texture( <Image> ),
  5311. *
  5312. * lightMap: new THREE.Texture( <Image> ),
  5313. * lightMapIntensity: <float>
  5314. *
  5315. * aoMap: new THREE.Texture( <Image> ),
  5316. * aoMapIntensity: <float>
  5317. *
  5318. * specularMap: new THREE.Texture( <Image> ),
  5319. *
  5320. * alphaMap: new THREE.Texture( <Image> ),
  5321. *
  5322. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5323. * combine: THREE.Multiply,
  5324. * reflectivity: <float>,
  5325. * refractionRatio: <float>,
  5326. *
  5327. * depthTest: <bool>,
  5328. * depthWrite: <bool>,
  5329. *
  5330. * wireframe: <boolean>,
  5331. * wireframeLinewidth: <float>,
  5332. *
  5333. * skinning: <bool>,
  5334. * morphTargets: <bool>
  5335. * }
  5336. */
  5337. function MeshBasicMaterial( parameters ) {
  5338. Material.call( this );
  5339. this.type = 'MeshBasicMaterial';
  5340. this.color = new Color( 0xffffff ); // emissive
  5341. this.map = null;
  5342. this.lightMap = null;
  5343. this.lightMapIntensity = 1.0;
  5344. this.aoMap = null;
  5345. this.aoMapIntensity = 1.0;
  5346. this.specularMap = null;
  5347. this.alphaMap = null;
  5348. this.envMap = null;
  5349. this.combine = MultiplyOperation;
  5350. this.reflectivity = 1;
  5351. this.refractionRatio = 0.98;
  5352. this.wireframe = false;
  5353. this.wireframeLinewidth = 1;
  5354. this.wireframeLinecap = 'round';
  5355. this.wireframeLinejoin = 'round';
  5356. this.skinning = false;
  5357. this.morphTargets = false;
  5358. this.lights = false;
  5359. this.setValues( parameters );
  5360. }
  5361. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5362. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5363. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5364. MeshBasicMaterial.prototype.copy = function ( source ) {
  5365. Material.prototype.copy.call( this, source );
  5366. this.color.copy( source.color );
  5367. this.map = source.map;
  5368. this.lightMap = source.lightMap;
  5369. this.lightMapIntensity = source.lightMapIntensity;
  5370. this.aoMap = source.aoMap;
  5371. this.aoMapIntensity = source.aoMapIntensity;
  5372. this.specularMap = source.specularMap;
  5373. this.alphaMap = source.alphaMap;
  5374. this.envMap = source.envMap;
  5375. this.combine = source.combine;
  5376. this.reflectivity = source.reflectivity;
  5377. this.refractionRatio = source.refractionRatio;
  5378. this.wireframe = source.wireframe;
  5379. this.wireframeLinewidth = source.wireframeLinewidth;
  5380. this.wireframeLinecap = source.wireframeLinecap;
  5381. this.wireframeLinejoin = source.wireframeLinejoin;
  5382. this.skinning = source.skinning;
  5383. this.morphTargets = source.morphTargets;
  5384. return this;
  5385. };
  5386. /**
  5387. * @author mrdoob / http://mrdoob.com/
  5388. */
  5389. function BufferAttribute( array, itemSize, normalized ) {
  5390. if ( Array.isArray( array ) ) {
  5391. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5392. }
  5393. this.name = '';
  5394. this.array = array;
  5395. this.itemSize = itemSize;
  5396. this.count = array !== undefined ? array.length / itemSize : 0;
  5397. this.normalized = normalized === true;
  5398. this.dynamic = false;
  5399. this.updateRange = { offset: 0, count: - 1 };
  5400. this.version = 0;
  5401. }
  5402. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5403. set: function ( value ) {
  5404. if ( value === true ) this.version ++;
  5405. }
  5406. } );
  5407. Object.assign( BufferAttribute.prototype, {
  5408. isBufferAttribute: true,
  5409. onUploadCallback: function () {},
  5410. setArray: function ( array ) {
  5411. if ( Array.isArray( array ) ) {
  5412. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5413. }
  5414. this.count = array !== undefined ? array.length / this.itemSize : 0;
  5415. this.array = array;
  5416. return this;
  5417. },
  5418. setDynamic: function ( value ) {
  5419. this.dynamic = value;
  5420. return this;
  5421. },
  5422. copy: function ( source ) {
  5423. this.name = source.name;
  5424. this.array = new source.array.constructor( source.array );
  5425. this.itemSize = source.itemSize;
  5426. this.count = source.count;
  5427. this.normalized = source.normalized;
  5428. this.dynamic = source.dynamic;
  5429. return this;
  5430. },
  5431. copyAt: function ( index1, attribute, index2 ) {
  5432. index1 *= this.itemSize;
  5433. index2 *= attribute.itemSize;
  5434. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5435. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5436. }
  5437. return this;
  5438. },
  5439. copyArray: function ( array ) {
  5440. this.array.set( array );
  5441. return this;
  5442. },
  5443. copyColorsArray: function ( colors ) {
  5444. var array = this.array, offset = 0;
  5445. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5446. var color = colors[ i ];
  5447. if ( color === undefined ) {
  5448. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5449. color = new Color();
  5450. }
  5451. array[ offset ++ ] = color.r;
  5452. array[ offset ++ ] = color.g;
  5453. array[ offset ++ ] = color.b;
  5454. }
  5455. return this;
  5456. },
  5457. copyVector2sArray: function ( vectors ) {
  5458. var array = this.array, offset = 0;
  5459. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5460. var vector = vectors[ i ];
  5461. if ( vector === undefined ) {
  5462. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5463. vector = new Vector2();
  5464. }
  5465. array[ offset ++ ] = vector.x;
  5466. array[ offset ++ ] = vector.y;
  5467. }
  5468. return this;
  5469. },
  5470. copyVector3sArray: function ( vectors ) {
  5471. var array = this.array, offset = 0;
  5472. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5473. var vector = vectors[ i ];
  5474. if ( vector === undefined ) {
  5475. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5476. vector = new Vector3();
  5477. }
  5478. array[ offset ++ ] = vector.x;
  5479. array[ offset ++ ] = vector.y;
  5480. array[ offset ++ ] = vector.z;
  5481. }
  5482. return this;
  5483. },
  5484. copyVector4sArray: function ( vectors ) {
  5485. var array = this.array, offset = 0;
  5486. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5487. var vector = vectors[ i ];
  5488. if ( vector === undefined ) {
  5489. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5490. vector = new Vector4();
  5491. }
  5492. array[ offset ++ ] = vector.x;
  5493. array[ offset ++ ] = vector.y;
  5494. array[ offset ++ ] = vector.z;
  5495. array[ offset ++ ] = vector.w;
  5496. }
  5497. return this;
  5498. },
  5499. set: function ( value, offset ) {
  5500. if ( offset === undefined ) offset = 0;
  5501. this.array.set( value, offset );
  5502. return this;
  5503. },
  5504. getX: function ( index ) {
  5505. return this.array[ index * this.itemSize ];
  5506. },
  5507. setX: function ( index, x ) {
  5508. this.array[ index * this.itemSize ] = x;
  5509. return this;
  5510. },
  5511. getY: function ( index ) {
  5512. return this.array[ index * this.itemSize + 1 ];
  5513. },
  5514. setY: function ( index, y ) {
  5515. this.array[ index * this.itemSize + 1 ] = y;
  5516. return this;
  5517. },
  5518. getZ: function ( index ) {
  5519. return this.array[ index * this.itemSize + 2 ];
  5520. },
  5521. setZ: function ( index, z ) {
  5522. this.array[ index * this.itemSize + 2 ] = z;
  5523. return this;
  5524. },
  5525. getW: function ( index ) {
  5526. return this.array[ index * this.itemSize + 3 ];
  5527. },
  5528. setW: function ( index, w ) {
  5529. this.array[ index * this.itemSize + 3 ] = w;
  5530. return this;
  5531. },
  5532. setXY: function ( index, x, y ) {
  5533. index *= this.itemSize;
  5534. this.array[ index + 0 ] = x;
  5535. this.array[ index + 1 ] = y;
  5536. return this;
  5537. },
  5538. setXYZ: function ( index, x, y, z ) {
  5539. index *= this.itemSize;
  5540. this.array[ index + 0 ] = x;
  5541. this.array[ index + 1 ] = y;
  5542. this.array[ index + 2 ] = z;
  5543. return this;
  5544. },
  5545. setXYZW: function ( index, x, y, z, w ) {
  5546. index *= this.itemSize;
  5547. this.array[ index + 0 ] = x;
  5548. this.array[ index + 1 ] = y;
  5549. this.array[ index + 2 ] = z;
  5550. this.array[ index + 3 ] = w;
  5551. return this;
  5552. },
  5553. onUpload: function ( callback ) {
  5554. this.onUploadCallback = callback;
  5555. return this;
  5556. },
  5557. clone: function () {
  5558. return new this.constructor( this.array, this.itemSize ).copy( this );
  5559. },
  5560. toJSON: function () {
  5561. return {
  5562. itemSize: this.itemSize,
  5563. type: this.array.constructor.name,
  5564. array: Array.prototype.slice.call( this.array ),
  5565. normalized: this.normalized
  5566. };
  5567. }
  5568. } );
  5569. //
  5570. function Int8BufferAttribute( array, itemSize, normalized ) {
  5571. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5572. }
  5573. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5574. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5575. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5576. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5577. }
  5578. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5579. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5580. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5581. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5582. }
  5583. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5584. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5585. function Int16BufferAttribute( array, itemSize, normalized ) {
  5586. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5587. }
  5588. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5589. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5590. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5591. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5592. }
  5593. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5594. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5595. function Int32BufferAttribute( array, itemSize, normalized ) {
  5596. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5597. }
  5598. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5599. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5600. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5601. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5602. }
  5603. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5604. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5605. function Float32BufferAttribute( array, itemSize, normalized ) {
  5606. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5607. }
  5608. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5609. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5610. function Float64BufferAttribute( array, itemSize, normalized ) {
  5611. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5612. }
  5613. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5614. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5615. /**
  5616. * @author mrdoob / http://mrdoob.com/
  5617. */
  5618. function DirectGeometry() {
  5619. this.vertices = [];
  5620. this.normals = [];
  5621. this.colors = [];
  5622. this.uvs = [];
  5623. this.uvs2 = [];
  5624. this.groups = [];
  5625. this.morphTargets = {};
  5626. this.skinWeights = [];
  5627. this.skinIndices = [];
  5628. // this.lineDistances = [];
  5629. this.boundingBox = null;
  5630. this.boundingSphere = null;
  5631. // update flags
  5632. this.verticesNeedUpdate = false;
  5633. this.normalsNeedUpdate = false;
  5634. this.colorsNeedUpdate = false;
  5635. this.uvsNeedUpdate = false;
  5636. this.groupsNeedUpdate = false;
  5637. }
  5638. Object.assign( DirectGeometry.prototype, {
  5639. computeGroups: function ( geometry ) {
  5640. var group;
  5641. var groups = [];
  5642. var materialIndex = undefined;
  5643. var faces = geometry.faces;
  5644. for ( var i = 0; i < faces.length; i ++ ) {
  5645. var face = faces[ i ];
  5646. // materials
  5647. if ( face.materialIndex !== materialIndex ) {
  5648. materialIndex = face.materialIndex;
  5649. if ( group !== undefined ) {
  5650. group.count = ( i * 3 ) - group.start;
  5651. groups.push( group );
  5652. }
  5653. group = {
  5654. start: i * 3,
  5655. materialIndex: materialIndex
  5656. };
  5657. }
  5658. }
  5659. if ( group !== undefined ) {
  5660. group.count = ( i * 3 ) - group.start;
  5661. groups.push( group );
  5662. }
  5663. this.groups = groups;
  5664. },
  5665. fromGeometry: function ( geometry ) {
  5666. var faces = geometry.faces;
  5667. var vertices = geometry.vertices;
  5668. var faceVertexUvs = geometry.faceVertexUvs;
  5669. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5670. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5671. // morphs
  5672. var morphTargets = geometry.morphTargets;
  5673. var morphTargetsLength = morphTargets.length;
  5674. var morphTargetsPosition;
  5675. if ( morphTargetsLength > 0 ) {
  5676. morphTargetsPosition = [];
  5677. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5678. morphTargetsPosition[ i ] = {
  5679. name: morphTargets[ i ].name,
  5680. data: []
  5681. };
  5682. }
  5683. this.morphTargets.position = morphTargetsPosition;
  5684. }
  5685. var morphNormals = geometry.morphNormals;
  5686. var morphNormalsLength = morphNormals.length;
  5687. var morphTargetsNormal;
  5688. if ( morphNormalsLength > 0 ) {
  5689. morphTargetsNormal = [];
  5690. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5691. morphTargetsNormal[ i ] = {
  5692. name: morphNormals[ i ].name,
  5693. data: []
  5694. };
  5695. }
  5696. this.morphTargets.normal = morphTargetsNormal;
  5697. }
  5698. // skins
  5699. var skinIndices = geometry.skinIndices;
  5700. var skinWeights = geometry.skinWeights;
  5701. var hasSkinIndices = skinIndices.length === vertices.length;
  5702. var hasSkinWeights = skinWeights.length === vertices.length;
  5703. //
  5704. if ( vertices.length > 0 && faces.length === 0 ) {
  5705. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5706. }
  5707. for ( var i = 0; i < faces.length; i ++ ) {
  5708. var face = faces[ i ];
  5709. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5710. var vertexNormals = face.vertexNormals;
  5711. if ( vertexNormals.length === 3 ) {
  5712. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5713. } else {
  5714. var normal = face.normal;
  5715. this.normals.push( normal, normal, normal );
  5716. }
  5717. var vertexColors = face.vertexColors;
  5718. if ( vertexColors.length === 3 ) {
  5719. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5720. } else {
  5721. var color = face.color;
  5722. this.colors.push( color, color, color );
  5723. }
  5724. if ( hasFaceVertexUv === true ) {
  5725. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5726. if ( vertexUvs !== undefined ) {
  5727. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5728. } else {
  5729. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5730. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5731. }
  5732. }
  5733. if ( hasFaceVertexUv2 === true ) {
  5734. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5735. if ( vertexUvs !== undefined ) {
  5736. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5737. } else {
  5738. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5739. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5740. }
  5741. }
  5742. // morphs
  5743. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5744. var morphTarget = morphTargets[ j ].vertices;
  5745. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5746. }
  5747. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5748. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5749. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5750. }
  5751. // skins
  5752. if ( hasSkinIndices ) {
  5753. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5754. }
  5755. if ( hasSkinWeights ) {
  5756. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5757. }
  5758. }
  5759. this.computeGroups( geometry );
  5760. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5761. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5762. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5763. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5764. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5765. if ( geometry.boundingSphere !== null ) {
  5766. this.boundingSphere = geometry.boundingSphere.clone();
  5767. }
  5768. if ( geometry.boundingBox !== null ) {
  5769. this.boundingBox = geometry.boundingBox.clone();
  5770. }
  5771. return this;
  5772. }
  5773. } );
  5774. /**
  5775. * @author mrdoob / http://mrdoob.com/
  5776. */
  5777. function arrayMax( array ) {
  5778. if ( array.length === 0 ) return - Infinity;
  5779. var max = array[ 0 ];
  5780. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5781. if ( array[ i ] > max ) max = array[ i ];
  5782. }
  5783. return max;
  5784. }
  5785. /**
  5786. * @author alteredq / http://alteredqualia.com/
  5787. * @author mrdoob / http://mrdoob.com/
  5788. */
  5789. var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5790. function BufferGeometry() {
  5791. Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
  5792. this.uuid = _Math.generateUUID();
  5793. this.name = '';
  5794. this.type = 'BufferGeometry';
  5795. this.index = null;
  5796. this.attributes = {};
  5797. this.morphAttributes = {};
  5798. this.groups = [];
  5799. this.boundingBox = null;
  5800. this.boundingSphere = null;
  5801. this.drawRange = { start: 0, count: Infinity };
  5802. this.userData = {};
  5803. }
  5804. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5805. constructor: BufferGeometry,
  5806. isBufferGeometry: true,
  5807. getIndex: function () {
  5808. return this.index;
  5809. },
  5810. setIndex: function ( index ) {
  5811. if ( Array.isArray( index ) ) {
  5812. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5813. } else {
  5814. this.index = index;
  5815. }
  5816. },
  5817. addAttribute: function ( name, attribute ) {
  5818. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5819. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5820. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5821. }
  5822. if ( name === 'index' ) {
  5823. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5824. this.setIndex( attribute );
  5825. return this;
  5826. }
  5827. this.attributes[ name ] = attribute;
  5828. return this;
  5829. },
  5830. getAttribute: function ( name ) {
  5831. return this.attributes[ name ];
  5832. },
  5833. removeAttribute: function ( name ) {
  5834. delete this.attributes[ name ];
  5835. return this;
  5836. },
  5837. addGroup: function ( start, count, materialIndex ) {
  5838. this.groups.push( {
  5839. start: start,
  5840. count: count,
  5841. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5842. } );
  5843. },
  5844. clearGroups: function () {
  5845. this.groups = [];
  5846. },
  5847. setDrawRange: function ( start, count ) {
  5848. this.drawRange.start = start;
  5849. this.drawRange.count = count;
  5850. },
  5851. applyMatrix: function ( matrix ) {
  5852. var position = this.attributes.position;
  5853. if ( position !== undefined ) {
  5854. matrix.applyToBufferAttribute( position );
  5855. position.needsUpdate = true;
  5856. }
  5857. var normal = this.attributes.normal;
  5858. if ( normal !== undefined ) {
  5859. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5860. normalMatrix.applyToBufferAttribute( normal );
  5861. normal.needsUpdate = true;
  5862. }
  5863. var tangent = this.attributes.tangent;
  5864. if ( tangent !== undefined ) {
  5865. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5866. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5867. normalMatrix.applyToBufferAttribute( tangent );
  5868. tangent.needsUpdate = true;
  5869. }
  5870. if ( this.boundingBox !== null ) {
  5871. this.computeBoundingBox();
  5872. }
  5873. if ( this.boundingSphere !== null ) {
  5874. this.computeBoundingSphere();
  5875. }
  5876. return this;
  5877. },
  5878. rotateX: function () {
  5879. // rotate geometry around world x-axis
  5880. var m1 = new Matrix4();
  5881. return function rotateX( angle ) {
  5882. m1.makeRotationX( angle );
  5883. this.applyMatrix( m1 );
  5884. return this;
  5885. };
  5886. }(),
  5887. rotateY: function () {
  5888. // rotate geometry around world y-axis
  5889. var m1 = new Matrix4();
  5890. return function rotateY( angle ) {
  5891. m1.makeRotationY( angle );
  5892. this.applyMatrix( m1 );
  5893. return this;
  5894. };
  5895. }(),
  5896. rotateZ: function () {
  5897. // rotate geometry around world z-axis
  5898. var m1 = new Matrix4();
  5899. return function rotateZ( angle ) {
  5900. m1.makeRotationZ( angle );
  5901. this.applyMatrix( m1 );
  5902. return this;
  5903. };
  5904. }(),
  5905. translate: function () {
  5906. // translate geometry
  5907. var m1 = new Matrix4();
  5908. return function translate( x, y, z ) {
  5909. m1.makeTranslation( x, y, z );
  5910. this.applyMatrix( m1 );
  5911. return this;
  5912. };
  5913. }(),
  5914. scale: function () {
  5915. // scale geometry
  5916. var m1 = new Matrix4();
  5917. return function scale( x, y, z ) {
  5918. m1.makeScale( x, y, z );
  5919. this.applyMatrix( m1 );
  5920. return this;
  5921. };
  5922. }(),
  5923. lookAt: function () {
  5924. var obj = new Object3D();
  5925. return function lookAt( vector ) {
  5926. obj.lookAt( vector );
  5927. obj.updateMatrix();
  5928. this.applyMatrix( obj.matrix );
  5929. };
  5930. }(),
  5931. center: function () {
  5932. var offset = new Vector3();
  5933. return function center() {
  5934. this.computeBoundingBox();
  5935. this.boundingBox.getCenter( offset ).negate();
  5936. this.translate( offset.x, offset.y, offset.z );
  5937. return this;
  5938. };
  5939. }(),
  5940. setFromObject: function ( object ) {
  5941. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5942. var geometry = object.geometry;
  5943. if ( object.isPoints || object.isLine ) {
  5944. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5945. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5946. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5947. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5948. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5949. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5950. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5951. }
  5952. if ( geometry.boundingSphere !== null ) {
  5953. this.boundingSphere = geometry.boundingSphere.clone();
  5954. }
  5955. if ( geometry.boundingBox !== null ) {
  5956. this.boundingBox = geometry.boundingBox.clone();
  5957. }
  5958. } else if ( object.isMesh ) {
  5959. if ( geometry && geometry.isGeometry ) {
  5960. this.fromGeometry( geometry );
  5961. }
  5962. }
  5963. return this;
  5964. },
  5965. setFromPoints: function ( points ) {
  5966. var position = [];
  5967. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5968. var point = points[ i ];
  5969. position.push( point.x, point.y, point.z || 0 );
  5970. }
  5971. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5972. return this;
  5973. },
  5974. updateFromObject: function ( object ) {
  5975. var geometry = object.geometry;
  5976. if ( object.isMesh ) {
  5977. var direct = geometry.__directGeometry;
  5978. if ( geometry.elementsNeedUpdate === true ) {
  5979. direct = undefined;
  5980. geometry.elementsNeedUpdate = false;
  5981. }
  5982. if ( direct === undefined ) {
  5983. return this.fromGeometry( geometry );
  5984. }
  5985. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5986. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5987. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5988. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5989. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5990. geometry.verticesNeedUpdate = false;
  5991. geometry.normalsNeedUpdate = false;
  5992. geometry.colorsNeedUpdate = false;
  5993. geometry.uvsNeedUpdate = false;
  5994. geometry.groupsNeedUpdate = false;
  5995. geometry = direct;
  5996. }
  5997. var attribute;
  5998. if ( geometry.verticesNeedUpdate === true ) {
  5999. attribute = this.attributes.position;
  6000. if ( attribute !== undefined ) {
  6001. attribute.copyVector3sArray( geometry.vertices );
  6002. attribute.needsUpdate = true;
  6003. }
  6004. geometry.verticesNeedUpdate = false;
  6005. }
  6006. if ( geometry.normalsNeedUpdate === true ) {
  6007. attribute = this.attributes.normal;
  6008. if ( attribute !== undefined ) {
  6009. attribute.copyVector3sArray( geometry.normals );
  6010. attribute.needsUpdate = true;
  6011. }
  6012. geometry.normalsNeedUpdate = false;
  6013. }
  6014. if ( geometry.colorsNeedUpdate === true ) {
  6015. attribute = this.attributes.color;
  6016. if ( attribute !== undefined ) {
  6017. attribute.copyColorsArray( geometry.colors );
  6018. attribute.needsUpdate = true;
  6019. }
  6020. geometry.colorsNeedUpdate = false;
  6021. }
  6022. if ( geometry.uvsNeedUpdate ) {
  6023. attribute = this.attributes.uv;
  6024. if ( attribute !== undefined ) {
  6025. attribute.copyVector2sArray( geometry.uvs );
  6026. attribute.needsUpdate = true;
  6027. }
  6028. geometry.uvsNeedUpdate = false;
  6029. }
  6030. if ( geometry.lineDistancesNeedUpdate ) {
  6031. attribute = this.attributes.lineDistance;
  6032. if ( attribute !== undefined ) {
  6033. attribute.copyArray( geometry.lineDistances );
  6034. attribute.needsUpdate = true;
  6035. }
  6036. geometry.lineDistancesNeedUpdate = false;
  6037. }
  6038. if ( geometry.groupsNeedUpdate ) {
  6039. geometry.computeGroups( object.geometry );
  6040. this.groups = geometry.groups;
  6041. geometry.groupsNeedUpdate = false;
  6042. }
  6043. return this;
  6044. },
  6045. fromGeometry: function ( geometry ) {
  6046. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6047. return this.fromDirectGeometry( geometry.__directGeometry );
  6048. },
  6049. fromDirectGeometry: function ( geometry ) {
  6050. var positions = new Float32Array( geometry.vertices.length * 3 );
  6051. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6052. if ( geometry.normals.length > 0 ) {
  6053. var normals = new Float32Array( geometry.normals.length * 3 );
  6054. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6055. }
  6056. if ( geometry.colors.length > 0 ) {
  6057. var colors = new Float32Array( geometry.colors.length * 3 );
  6058. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6059. }
  6060. if ( geometry.uvs.length > 0 ) {
  6061. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6062. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6063. }
  6064. if ( geometry.uvs2.length > 0 ) {
  6065. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6066. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6067. }
  6068. // groups
  6069. this.groups = geometry.groups;
  6070. // morphs
  6071. for ( var name in geometry.morphTargets ) {
  6072. var array = [];
  6073. var morphTargets = geometry.morphTargets[ name ];
  6074. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6075. var morphTarget = morphTargets[ i ];
  6076. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6077. attribute.name = morphTarget.name;
  6078. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6079. }
  6080. this.morphAttributes[ name ] = array;
  6081. }
  6082. // skinning
  6083. if ( geometry.skinIndices.length > 0 ) {
  6084. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6085. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6086. }
  6087. if ( geometry.skinWeights.length > 0 ) {
  6088. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6089. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6090. }
  6091. //
  6092. if ( geometry.boundingSphere !== null ) {
  6093. this.boundingSphere = geometry.boundingSphere.clone();
  6094. }
  6095. if ( geometry.boundingBox !== null ) {
  6096. this.boundingBox = geometry.boundingBox.clone();
  6097. }
  6098. return this;
  6099. },
  6100. computeBoundingBox: function () {
  6101. var box = new Box3();
  6102. return function computeBoundingBox() {
  6103. if ( this.boundingBox === null ) {
  6104. this.boundingBox = new Box3();
  6105. }
  6106. var position = this.attributes.position;
  6107. var morphAttributesPosition = this.morphAttributes.position;
  6108. if ( position !== undefined ) {
  6109. this.boundingBox.setFromBufferAttribute( position );
  6110. // process morph attributes if present
  6111. if ( morphAttributesPosition ) {
  6112. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6113. var morphAttribute = morphAttributesPosition[ i ];
  6114. box.setFromBufferAttribute( morphAttribute );
  6115. this.boundingBox.expandByPoint( box.min );
  6116. this.boundingBox.expandByPoint( box.max );
  6117. }
  6118. }
  6119. } else {
  6120. this.boundingBox.makeEmpty();
  6121. }
  6122. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6123. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6124. }
  6125. };
  6126. }(),
  6127. computeBoundingSphere: function () {
  6128. var box = new Box3();
  6129. var boxMorphTargets = new Box3();
  6130. var vector = new Vector3();
  6131. return function computeBoundingSphere() {
  6132. if ( this.boundingSphere === null ) {
  6133. this.boundingSphere = new Sphere();
  6134. }
  6135. var position = this.attributes.position;
  6136. var morphAttributesPosition = this.morphAttributes.position;
  6137. if ( position ) {
  6138. // first, find the center of the bounding sphere
  6139. var center = this.boundingSphere.center;
  6140. box.setFromBufferAttribute( position );
  6141. // process morph attributes if present
  6142. if ( morphAttributesPosition ) {
  6143. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6144. var morphAttribute = morphAttributesPosition[ i ];
  6145. boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6146. box.expandByPoint( boxMorphTargets.min );
  6147. box.expandByPoint( boxMorphTargets.max );
  6148. }
  6149. }
  6150. box.getCenter( center );
  6151. // second, try to find a boundingSphere with a radius smaller than the
  6152. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6153. var maxRadiusSq = 0;
  6154. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6155. vector.fromBufferAttribute( position, i );
  6156. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  6157. }
  6158. // process morph attributes if present
  6159. if ( morphAttributesPosition ) {
  6160. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6161. var morphAttribute = morphAttributesPosition[ i ];
  6162. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6163. vector.fromBufferAttribute( morphAttribute, j );
  6164. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  6165. }
  6166. }
  6167. }
  6168. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6169. if ( isNaN( this.boundingSphere.radius ) ) {
  6170. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6171. }
  6172. }
  6173. };
  6174. }(),
  6175. computeFaceNormals: function () {
  6176. // backwards compatibility
  6177. },
  6178. computeVertexNormals: function () {
  6179. var index = this.index;
  6180. var attributes = this.attributes;
  6181. if ( attributes.position ) {
  6182. var positions = attributes.position.array;
  6183. if ( attributes.normal === undefined ) {
  6184. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6185. } else {
  6186. // reset existing normals to zero
  6187. var array = attributes.normal.array;
  6188. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6189. array[ i ] = 0;
  6190. }
  6191. }
  6192. var normals = attributes.normal.array;
  6193. var vA, vB, vC;
  6194. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6195. var cb = new Vector3(), ab = new Vector3();
  6196. // indexed elements
  6197. if ( index ) {
  6198. var indices = index.array;
  6199. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6200. vA = indices[ i + 0 ] * 3;
  6201. vB = indices[ i + 1 ] * 3;
  6202. vC = indices[ i + 2 ] * 3;
  6203. pA.fromArray( positions, vA );
  6204. pB.fromArray( positions, vB );
  6205. pC.fromArray( positions, vC );
  6206. cb.subVectors( pC, pB );
  6207. ab.subVectors( pA, pB );
  6208. cb.cross( ab );
  6209. normals[ vA ] += cb.x;
  6210. normals[ vA + 1 ] += cb.y;
  6211. normals[ vA + 2 ] += cb.z;
  6212. normals[ vB ] += cb.x;
  6213. normals[ vB + 1 ] += cb.y;
  6214. normals[ vB + 2 ] += cb.z;
  6215. normals[ vC ] += cb.x;
  6216. normals[ vC + 1 ] += cb.y;
  6217. normals[ vC + 2 ] += cb.z;
  6218. }
  6219. } else {
  6220. // non-indexed elements (unconnected triangle soup)
  6221. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6222. pA.fromArray( positions, i );
  6223. pB.fromArray( positions, i + 3 );
  6224. pC.fromArray( positions, i + 6 );
  6225. cb.subVectors( pC, pB );
  6226. ab.subVectors( pA, pB );
  6227. cb.cross( ab );
  6228. normals[ i ] = cb.x;
  6229. normals[ i + 1 ] = cb.y;
  6230. normals[ i + 2 ] = cb.z;
  6231. normals[ i + 3 ] = cb.x;
  6232. normals[ i + 4 ] = cb.y;
  6233. normals[ i + 5 ] = cb.z;
  6234. normals[ i + 6 ] = cb.x;
  6235. normals[ i + 7 ] = cb.y;
  6236. normals[ i + 8 ] = cb.z;
  6237. }
  6238. }
  6239. this.normalizeNormals();
  6240. attributes.normal.needsUpdate = true;
  6241. }
  6242. },
  6243. merge: function ( geometry, offset ) {
  6244. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6245. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6246. return;
  6247. }
  6248. if ( offset === undefined ) {
  6249. offset = 0;
  6250. console.warn(
  6251. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6252. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6253. );
  6254. }
  6255. var attributes = this.attributes;
  6256. for ( var key in attributes ) {
  6257. if ( geometry.attributes[ key ] === undefined ) continue;
  6258. var attribute1 = attributes[ key ];
  6259. var attributeArray1 = attribute1.array;
  6260. var attribute2 = geometry.attributes[ key ];
  6261. var attributeArray2 = attribute2.array;
  6262. var attributeOffset = attribute2.itemSize * offset;
  6263. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6264. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6265. attributeArray1[ j ] = attributeArray2[ i ];
  6266. }
  6267. }
  6268. return this;
  6269. },
  6270. normalizeNormals: function () {
  6271. var vector = new Vector3();
  6272. return function normalizeNormals() {
  6273. var normals = this.attributes.normal;
  6274. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6275. vector.x = normals.getX( i );
  6276. vector.y = normals.getY( i );
  6277. vector.z = normals.getZ( i );
  6278. vector.normalize();
  6279. normals.setXYZ( i, vector.x, vector.y, vector.z );
  6280. }
  6281. };
  6282. }(),
  6283. toNonIndexed: function () {
  6284. function convertBufferAttribute( attribute, indices ) {
  6285. var array = attribute.array;
  6286. var itemSize = attribute.itemSize;
  6287. var array2 = new array.constructor( indices.length * itemSize );
  6288. var index = 0, index2 = 0;
  6289. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6290. index = indices[ i ] * itemSize;
  6291. for ( var j = 0; j < itemSize; j ++ ) {
  6292. array2[ index2 ++ ] = array[ index ++ ];
  6293. }
  6294. }
  6295. return new BufferAttribute( array2, itemSize );
  6296. }
  6297. //
  6298. if ( this.index === null ) {
  6299. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6300. return this;
  6301. }
  6302. var geometry2 = new BufferGeometry();
  6303. var indices = this.index.array;
  6304. var attributes = this.attributes;
  6305. // attributes
  6306. for ( var name in attributes ) {
  6307. var attribute = attributes[ name ];
  6308. var newAttribute = convertBufferAttribute( attribute, indices );
  6309. geometry2.addAttribute( name, newAttribute );
  6310. }
  6311. // morph attributes
  6312. var morphAttributes = this.morphAttributes;
  6313. for ( name in morphAttributes ) {
  6314. var morphArray = [];
  6315. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6316. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6317. var attribute = morphAttribute[ i ];
  6318. var newAttribute = convertBufferAttribute( attribute, indices );
  6319. morphArray.push( newAttribute );
  6320. }
  6321. geometry2.morphAttributes[ name ] = morphArray;
  6322. }
  6323. // groups
  6324. var groups = this.groups;
  6325. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6326. var group = groups[ i ];
  6327. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6328. }
  6329. return geometry2;
  6330. },
  6331. toJSON: function () {
  6332. var data = {
  6333. metadata: {
  6334. version: 4.5,
  6335. type: 'BufferGeometry',
  6336. generator: 'BufferGeometry.toJSON'
  6337. }
  6338. };
  6339. // standard BufferGeometry serialization
  6340. data.uuid = this.uuid;
  6341. data.type = this.type;
  6342. if ( this.name !== '' ) data.name = this.name;
  6343. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6344. if ( this.parameters !== undefined ) {
  6345. var parameters = this.parameters;
  6346. for ( var key in parameters ) {
  6347. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6348. }
  6349. return data;
  6350. }
  6351. data.data = { attributes: {} };
  6352. var index = this.index;
  6353. if ( index !== null ) {
  6354. data.data.index = {
  6355. type: index.array.constructor.name,
  6356. array: Array.prototype.slice.call( index.array )
  6357. };
  6358. }
  6359. var attributes = this.attributes;
  6360. for ( var key in attributes ) {
  6361. var attribute = attributes[ key ];
  6362. var attributeData = attribute.toJSON();
  6363. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6364. data.data.attributes[ key ] = attributeData;
  6365. }
  6366. var morphAttributes = {};
  6367. var hasMorphAttributes = false;
  6368. for ( var key in this.morphAttributes ) {
  6369. var attributeArray = this.morphAttributes[ key ];
  6370. var array = [];
  6371. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6372. var attribute = attributeArray[ i ];
  6373. var attributeData = attribute.toJSON();
  6374. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6375. array.push( attributeData );
  6376. }
  6377. if ( array.length > 0 ) {
  6378. morphAttributes[ key ] = array;
  6379. hasMorphAttributes = true;
  6380. }
  6381. }
  6382. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  6383. var groups = this.groups;
  6384. if ( groups.length > 0 ) {
  6385. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6386. }
  6387. var boundingSphere = this.boundingSphere;
  6388. if ( boundingSphere !== null ) {
  6389. data.data.boundingSphere = {
  6390. center: boundingSphere.center.toArray(),
  6391. radius: boundingSphere.radius
  6392. };
  6393. }
  6394. return data;
  6395. },
  6396. clone: function () {
  6397. /*
  6398. // Handle primitives
  6399. var parameters = this.parameters;
  6400. if ( parameters !== undefined ) {
  6401. var values = [];
  6402. for ( var key in parameters ) {
  6403. values.push( parameters[ key ] );
  6404. }
  6405. var geometry = Object.create( this.constructor.prototype );
  6406. this.constructor.apply( geometry, values );
  6407. return geometry;
  6408. }
  6409. return new this.constructor().copy( this );
  6410. */
  6411. return new BufferGeometry().copy( this );
  6412. },
  6413. copy: function ( source ) {
  6414. var name, i, l;
  6415. // reset
  6416. this.index = null;
  6417. this.attributes = {};
  6418. this.morphAttributes = {};
  6419. this.groups = [];
  6420. this.boundingBox = null;
  6421. this.boundingSphere = null;
  6422. // name
  6423. this.name = source.name;
  6424. // index
  6425. var index = source.index;
  6426. if ( index !== null ) {
  6427. this.setIndex( index.clone() );
  6428. }
  6429. // attributes
  6430. var attributes = source.attributes;
  6431. for ( name in attributes ) {
  6432. var attribute = attributes[ name ];
  6433. this.addAttribute( name, attribute.clone() );
  6434. }
  6435. // morph attributes
  6436. var morphAttributes = source.morphAttributes;
  6437. for ( name in morphAttributes ) {
  6438. var array = [];
  6439. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6440. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6441. array.push( morphAttribute[ i ].clone() );
  6442. }
  6443. this.morphAttributes[ name ] = array;
  6444. }
  6445. // groups
  6446. var groups = source.groups;
  6447. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6448. var group = groups[ i ];
  6449. this.addGroup( group.start, group.count, group.materialIndex );
  6450. }
  6451. // bounding box
  6452. var boundingBox = source.boundingBox;
  6453. if ( boundingBox !== null ) {
  6454. this.boundingBox = boundingBox.clone();
  6455. }
  6456. // bounding sphere
  6457. var boundingSphere = source.boundingSphere;
  6458. if ( boundingSphere !== null ) {
  6459. this.boundingSphere = boundingSphere.clone();
  6460. }
  6461. // draw range
  6462. this.drawRange.start = source.drawRange.start;
  6463. this.drawRange.count = source.drawRange.count;
  6464. // user data
  6465. this.userData = source.userData;
  6466. return this;
  6467. },
  6468. dispose: function () {
  6469. this.dispatchEvent( { type: 'dispose' } );
  6470. }
  6471. } );
  6472. /**
  6473. * @author mrdoob / http://mrdoob.com/
  6474. * @author alteredq / http://alteredqualia.com/
  6475. * @author mikael emtinger / http://gomo.se/
  6476. * @author jonobr1 / http://jonobr1.com/
  6477. */
  6478. function Mesh( geometry, material ) {
  6479. Object3D.call( this );
  6480. this.type = 'Mesh';
  6481. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6482. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6483. this.drawMode = TrianglesDrawMode;
  6484. this.updateMorphTargets();
  6485. }
  6486. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6487. constructor: Mesh,
  6488. isMesh: true,
  6489. setDrawMode: function ( value ) {
  6490. this.drawMode = value;
  6491. },
  6492. copy: function ( source ) {
  6493. Object3D.prototype.copy.call( this, source );
  6494. this.drawMode = source.drawMode;
  6495. if ( source.morphTargetInfluences !== undefined ) {
  6496. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6497. }
  6498. if ( source.morphTargetDictionary !== undefined ) {
  6499. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6500. }
  6501. return this;
  6502. },
  6503. updateMorphTargets: function () {
  6504. var geometry = this.geometry;
  6505. var m, ml, name;
  6506. if ( geometry.isBufferGeometry ) {
  6507. var morphAttributes = geometry.morphAttributes;
  6508. var keys = Object.keys( morphAttributes );
  6509. if ( keys.length > 0 ) {
  6510. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6511. if ( morphAttribute !== undefined ) {
  6512. this.morphTargetInfluences = [];
  6513. this.morphTargetDictionary = {};
  6514. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6515. name = morphAttribute[ m ].name || String( m );
  6516. this.morphTargetInfluences.push( 0 );
  6517. this.morphTargetDictionary[ name ] = m;
  6518. }
  6519. }
  6520. }
  6521. } else {
  6522. var morphTargets = geometry.morphTargets;
  6523. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6524. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6525. }
  6526. }
  6527. },
  6528. raycast: ( function () {
  6529. var inverseMatrix = new Matrix4();
  6530. var ray = new Ray();
  6531. var sphere = new Sphere();
  6532. var vA = new Vector3();
  6533. var vB = new Vector3();
  6534. var vC = new Vector3();
  6535. var tempA = new Vector3();
  6536. var tempB = new Vector3();
  6537. var tempC = new Vector3();
  6538. var morphA = new Vector3();
  6539. var morphB = new Vector3();
  6540. var morphC = new Vector3();
  6541. var uvA = new Vector2();
  6542. var uvB = new Vector2();
  6543. var uvC = new Vector2();
  6544. var intersectionPoint = new Vector3();
  6545. var intersectionPointWorld = new Vector3();
  6546. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6547. var intersect;
  6548. if ( material.side === BackSide ) {
  6549. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6550. } else {
  6551. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6552. }
  6553. if ( intersect === null ) return null;
  6554. intersectionPointWorld.copy( point );
  6555. intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6556. var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
  6557. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  6558. return {
  6559. distance: distance,
  6560. point: intersectionPointWorld.clone(),
  6561. object: object
  6562. };
  6563. }
  6564. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, a, b, c ) {
  6565. vA.fromBufferAttribute( position, a );
  6566. vB.fromBufferAttribute( position, b );
  6567. vC.fromBufferAttribute( position, c );
  6568. var morphInfluences = object.morphTargetInfluences;
  6569. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6570. morphA.set( 0, 0, 0 );
  6571. morphB.set( 0, 0, 0 );
  6572. morphC.set( 0, 0, 0 );
  6573. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6574. var influence = morphInfluences[ i ];
  6575. var morphAttribute = morphPosition[ i ];
  6576. if ( influence === 0 ) continue;
  6577. tempA.fromBufferAttribute( morphAttribute, a );
  6578. tempB.fromBufferAttribute( morphAttribute, b );
  6579. tempC.fromBufferAttribute( morphAttribute, c );
  6580. morphA.addScaledVector( tempA.sub( vA ), influence );
  6581. morphB.addScaledVector( tempB.sub( vB ), influence );
  6582. morphC.addScaledVector( tempC.sub( vC ), influence );
  6583. }
  6584. vA.add( morphA );
  6585. vB.add( morphB );
  6586. vC.add( morphC );
  6587. }
  6588. var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
  6589. if ( intersection ) {
  6590. if ( uv ) {
  6591. uvA.fromBufferAttribute( uv, a );
  6592. uvB.fromBufferAttribute( uv, b );
  6593. uvC.fromBufferAttribute( uv, c );
  6594. intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
  6595. }
  6596. var face = new Face3( a, b, c );
  6597. Triangle.getNormal( vA, vB, vC, face.normal );
  6598. intersection.face = face;
  6599. }
  6600. return intersection;
  6601. }
  6602. return function raycast( raycaster, intersects ) {
  6603. var geometry = this.geometry;
  6604. var material = this.material;
  6605. var matrixWorld = this.matrixWorld;
  6606. if ( material === undefined ) return;
  6607. // Checking boundingSphere distance to ray
  6608. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6609. sphere.copy( geometry.boundingSphere );
  6610. sphere.applyMatrix4( matrixWorld );
  6611. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  6612. //
  6613. inverseMatrix.getInverse( matrixWorld );
  6614. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  6615. // Check boundingBox before continuing
  6616. if ( geometry.boundingBox !== null ) {
  6617. if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
  6618. }
  6619. var intersection;
  6620. if ( geometry.isBufferGeometry ) {
  6621. var a, b, c;
  6622. var index = geometry.index;
  6623. var position = geometry.attributes.position;
  6624. var morphPosition = geometry.morphAttributes.position;
  6625. var uv = geometry.attributes.uv;
  6626. var groups = geometry.groups;
  6627. var drawRange = geometry.drawRange;
  6628. var i, j, il, jl;
  6629. var group, groupMaterial;
  6630. var start, end;
  6631. if ( index !== null ) {
  6632. // indexed buffer geometry
  6633. if ( Array.isArray( material ) ) {
  6634. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6635. group = groups[ i ];
  6636. groupMaterial = material[ group.materialIndex ];
  6637. start = Math.max( group.start, drawRange.start );
  6638. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6639. for ( j = start, jl = end; j < jl; j += 3 ) {
  6640. a = index.getX( j );
  6641. b = index.getX( j + 1 );
  6642. c = index.getX( j + 2 );
  6643. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, a, b, c );
  6644. if ( intersection ) {
  6645. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6646. intersection.face.materialIndex = group.materialIndex;
  6647. intersects.push( intersection );
  6648. }
  6649. }
  6650. }
  6651. } else {
  6652. start = Math.max( 0, drawRange.start );
  6653. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6654. for ( i = start, il = end; i < il; i += 3 ) {
  6655. a = index.getX( i );
  6656. b = index.getX( i + 1 );
  6657. c = index.getX( i + 2 );
  6658. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, a, b, c );
  6659. if ( intersection ) {
  6660. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6661. intersects.push( intersection );
  6662. }
  6663. }
  6664. }
  6665. } else if ( position !== undefined ) {
  6666. // non-indexed buffer geometry
  6667. if ( Array.isArray( material ) ) {
  6668. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6669. group = groups[ i ];
  6670. groupMaterial = material[ group.materialIndex ];
  6671. start = Math.max( group.start, drawRange.start );
  6672. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6673. for ( j = start, jl = end; j < jl; j += 3 ) {
  6674. a = j;
  6675. b = j + 1;
  6676. c = j + 2;
  6677. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, a, b, c );
  6678. if ( intersection ) {
  6679. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6680. intersection.face.materialIndex = group.materialIndex;
  6681. intersects.push( intersection );
  6682. }
  6683. }
  6684. }
  6685. } else {
  6686. start = Math.max( 0, drawRange.start );
  6687. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6688. for ( i = start, il = end; i < il; i += 3 ) {
  6689. a = i;
  6690. b = i + 1;
  6691. c = i + 2;
  6692. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, a, b, c );
  6693. if ( intersection ) {
  6694. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6695. intersects.push( intersection );
  6696. }
  6697. }
  6698. }
  6699. }
  6700. } else if ( geometry.isGeometry ) {
  6701. var fvA, fvB, fvC;
  6702. var isMultiMaterial = Array.isArray( material );
  6703. var vertices = geometry.vertices;
  6704. var faces = geometry.faces;
  6705. var uvs;
  6706. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6707. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  6708. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6709. var face = faces[ f ];
  6710. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6711. if ( faceMaterial === undefined ) continue;
  6712. fvA = vertices[ face.a ];
  6713. fvB = vertices[ face.b ];
  6714. fvC = vertices[ face.c ];
  6715. intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
  6716. if ( intersection ) {
  6717. if ( uvs && uvs[ f ] ) {
  6718. var uvs_f = uvs[ f ];
  6719. uvA.copy( uvs_f[ 0 ] );
  6720. uvB.copy( uvs_f[ 1 ] );
  6721. uvC.copy( uvs_f[ 2 ] );
  6722. intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
  6723. }
  6724. intersection.face = face;
  6725. intersection.faceIndex = f;
  6726. intersects.push( intersection );
  6727. }
  6728. }
  6729. }
  6730. };
  6731. }() ),
  6732. clone: function () {
  6733. return new this.constructor( this.geometry, this.material ).copy( this );
  6734. }
  6735. } );
  6736. /**
  6737. * @author mrdoob / http://mrdoob.com/
  6738. * @author kile / http://kile.stravaganza.org/
  6739. * @author alteredq / http://alteredqualia.com/
  6740. * @author mikael emtinger / http://gomo.se/
  6741. * @author zz85 / http://www.lab4games.net/zz85/blog
  6742. * @author bhouston / http://clara.io
  6743. */
  6744. var geometryId = 0; // Geometry uses even numbers as Id
  6745. function Geometry() {
  6746. Object.defineProperty( this, 'id', { value: geometryId += 2 } );
  6747. this.uuid = _Math.generateUUID();
  6748. this.name = '';
  6749. this.type = 'Geometry';
  6750. this.vertices = [];
  6751. this.colors = [];
  6752. this.faces = [];
  6753. this.faceVertexUvs = [[]];
  6754. this.morphTargets = [];
  6755. this.morphNormals = [];
  6756. this.skinWeights = [];
  6757. this.skinIndices = [];
  6758. this.lineDistances = [];
  6759. this.boundingBox = null;
  6760. this.boundingSphere = null;
  6761. // update flags
  6762. this.elementsNeedUpdate = false;
  6763. this.verticesNeedUpdate = false;
  6764. this.uvsNeedUpdate = false;
  6765. this.normalsNeedUpdate = false;
  6766. this.colorsNeedUpdate = false;
  6767. this.lineDistancesNeedUpdate = false;
  6768. this.groupsNeedUpdate = false;
  6769. }
  6770. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6771. constructor: Geometry,
  6772. isGeometry: true,
  6773. applyMatrix: function ( matrix ) {
  6774. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6775. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6776. var vertex = this.vertices[ i ];
  6777. vertex.applyMatrix4( matrix );
  6778. }
  6779. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6780. var face = this.faces[ i ];
  6781. face.normal.applyMatrix3( normalMatrix ).normalize();
  6782. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6783. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6784. }
  6785. }
  6786. if ( this.boundingBox !== null ) {
  6787. this.computeBoundingBox();
  6788. }
  6789. if ( this.boundingSphere !== null ) {
  6790. this.computeBoundingSphere();
  6791. }
  6792. this.verticesNeedUpdate = true;
  6793. this.normalsNeedUpdate = true;
  6794. return this;
  6795. },
  6796. rotateX: function () {
  6797. // rotate geometry around world x-axis
  6798. var m1 = new Matrix4();
  6799. return function rotateX( angle ) {
  6800. m1.makeRotationX( angle );
  6801. this.applyMatrix( m1 );
  6802. return this;
  6803. };
  6804. }(),
  6805. rotateY: function () {
  6806. // rotate geometry around world y-axis
  6807. var m1 = new Matrix4();
  6808. return function rotateY( angle ) {
  6809. m1.makeRotationY( angle );
  6810. this.applyMatrix( m1 );
  6811. return this;
  6812. };
  6813. }(),
  6814. rotateZ: function () {
  6815. // rotate geometry around world z-axis
  6816. var m1 = new Matrix4();
  6817. return function rotateZ( angle ) {
  6818. m1.makeRotationZ( angle );
  6819. this.applyMatrix( m1 );
  6820. return this;
  6821. };
  6822. }(),
  6823. translate: function () {
  6824. // translate geometry
  6825. var m1 = new Matrix4();
  6826. return function translate( x, y, z ) {
  6827. m1.makeTranslation( x, y, z );
  6828. this.applyMatrix( m1 );
  6829. return this;
  6830. };
  6831. }(),
  6832. scale: function () {
  6833. // scale geometry
  6834. var m1 = new Matrix4();
  6835. return function scale( x, y, z ) {
  6836. m1.makeScale( x, y, z );
  6837. this.applyMatrix( m1 );
  6838. return this;
  6839. };
  6840. }(),
  6841. lookAt: function () {
  6842. var obj = new Object3D();
  6843. return function lookAt( vector ) {
  6844. obj.lookAt( vector );
  6845. obj.updateMatrix();
  6846. this.applyMatrix( obj.matrix );
  6847. };
  6848. }(),
  6849. fromBufferGeometry: function ( geometry ) {
  6850. var scope = this;
  6851. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6852. var attributes = geometry.attributes;
  6853. var positions = attributes.position.array;
  6854. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6855. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6856. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6857. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6858. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  6859. for ( var i = 0; i < positions.length; i += 3 ) {
  6860. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6861. if ( colors !== undefined ) {
  6862. scope.colors.push( new Color().fromArray( colors, i ) );
  6863. }
  6864. }
  6865. function addFace( a, b, c, materialIndex ) {
  6866. var vertexColors = ( colors === undefined ) ? [] : [
  6867. scope.colors[ a ].clone(),
  6868. scope.colors[ b ].clone(),
  6869. scope.colors[ c ].clone() ];
  6870. var vertexNormals = ( normals === undefined ) ? [] : [
  6871. new Vector3().fromArray( normals, a * 3 ),
  6872. new Vector3().fromArray( normals, b * 3 ),
  6873. new Vector3().fromArray( normals, c * 3 )
  6874. ];
  6875. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6876. scope.faces.push( face );
  6877. if ( uvs !== undefined ) {
  6878. scope.faceVertexUvs[ 0 ].push( [
  6879. new Vector2().fromArray( uvs, a * 2 ),
  6880. new Vector2().fromArray( uvs, b * 2 ),
  6881. new Vector2().fromArray( uvs, c * 2 )
  6882. ] );
  6883. }
  6884. if ( uvs2 !== undefined ) {
  6885. scope.faceVertexUvs[ 1 ].push( [
  6886. new Vector2().fromArray( uvs2, a * 2 ),
  6887. new Vector2().fromArray( uvs2, b * 2 ),
  6888. new Vector2().fromArray( uvs2, c * 2 )
  6889. ] );
  6890. }
  6891. }
  6892. var groups = geometry.groups;
  6893. if ( groups.length > 0 ) {
  6894. for ( var i = 0; i < groups.length; i ++ ) {
  6895. var group = groups[ i ];
  6896. var start = group.start;
  6897. var count = group.count;
  6898. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6899. if ( indices !== undefined ) {
  6900. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6901. } else {
  6902. addFace( j, j + 1, j + 2, group.materialIndex );
  6903. }
  6904. }
  6905. }
  6906. } else {
  6907. if ( indices !== undefined ) {
  6908. for ( var i = 0; i < indices.length; i += 3 ) {
  6909. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6910. }
  6911. } else {
  6912. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6913. addFace( i, i + 1, i + 2 );
  6914. }
  6915. }
  6916. }
  6917. this.computeFaceNormals();
  6918. if ( geometry.boundingBox !== null ) {
  6919. this.boundingBox = geometry.boundingBox.clone();
  6920. }
  6921. if ( geometry.boundingSphere !== null ) {
  6922. this.boundingSphere = geometry.boundingSphere.clone();
  6923. }
  6924. return this;
  6925. },
  6926. center: function () {
  6927. var offset = new Vector3();
  6928. return function center() {
  6929. this.computeBoundingBox();
  6930. this.boundingBox.getCenter( offset ).negate();
  6931. this.translate( offset.x, offset.y, offset.z );
  6932. return this;
  6933. };
  6934. }(),
  6935. normalize: function () {
  6936. this.computeBoundingSphere();
  6937. var center = this.boundingSphere.center;
  6938. var radius = this.boundingSphere.radius;
  6939. var s = radius === 0 ? 1 : 1.0 / radius;
  6940. var matrix = new Matrix4();
  6941. matrix.set(
  6942. s, 0, 0, - s * center.x,
  6943. 0, s, 0, - s * center.y,
  6944. 0, 0, s, - s * center.z,
  6945. 0, 0, 0, 1
  6946. );
  6947. this.applyMatrix( matrix );
  6948. return this;
  6949. },
  6950. computeFaceNormals: function () {
  6951. var cb = new Vector3(), ab = new Vector3();
  6952. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6953. var face = this.faces[ f ];
  6954. var vA = this.vertices[ face.a ];
  6955. var vB = this.vertices[ face.b ];
  6956. var vC = this.vertices[ face.c ];
  6957. cb.subVectors( vC, vB );
  6958. ab.subVectors( vA, vB );
  6959. cb.cross( ab );
  6960. cb.normalize();
  6961. face.normal.copy( cb );
  6962. }
  6963. },
  6964. computeVertexNormals: function ( areaWeighted ) {
  6965. if ( areaWeighted === undefined ) areaWeighted = true;
  6966. var v, vl, f, fl, face, vertices;
  6967. vertices = new Array( this.vertices.length );
  6968. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6969. vertices[ v ] = new Vector3();
  6970. }
  6971. if ( areaWeighted ) {
  6972. // vertex normals weighted by triangle areas
  6973. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6974. var vA, vB, vC;
  6975. var cb = new Vector3(), ab = new Vector3();
  6976. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6977. face = this.faces[ f ];
  6978. vA = this.vertices[ face.a ];
  6979. vB = this.vertices[ face.b ];
  6980. vC = this.vertices[ face.c ];
  6981. cb.subVectors( vC, vB );
  6982. ab.subVectors( vA, vB );
  6983. cb.cross( ab );
  6984. vertices[ face.a ].add( cb );
  6985. vertices[ face.b ].add( cb );
  6986. vertices[ face.c ].add( cb );
  6987. }
  6988. } else {
  6989. this.computeFaceNormals();
  6990. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6991. face = this.faces[ f ];
  6992. vertices[ face.a ].add( face.normal );
  6993. vertices[ face.b ].add( face.normal );
  6994. vertices[ face.c ].add( face.normal );
  6995. }
  6996. }
  6997. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6998. vertices[ v ].normalize();
  6999. }
  7000. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7001. face = this.faces[ f ];
  7002. var vertexNormals = face.vertexNormals;
  7003. if ( vertexNormals.length === 3 ) {
  7004. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7005. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7006. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7007. } else {
  7008. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7009. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7010. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7011. }
  7012. }
  7013. if ( this.faces.length > 0 ) {
  7014. this.normalsNeedUpdate = true;
  7015. }
  7016. },
  7017. computeFlatVertexNormals: function () {
  7018. var f, fl, face;
  7019. this.computeFaceNormals();
  7020. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7021. face = this.faces[ f ];
  7022. var vertexNormals = face.vertexNormals;
  7023. if ( vertexNormals.length === 3 ) {
  7024. vertexNormals[ 0 ].copy( face.normal );
  7025. vertexNormals[ 1 ].copy( face.normal );
  7026. vertexNormals[ 2 ].copy( face.normal );
  7027. } else {
  7028. vertexNormals[ 0 ] = face.normal.clone();
  7029. vertexNormals[ 1 ] = face.normal.clone();
  7030. vertexNormals[ 2 ] = face.normal.clone();
  7031. }
  7032. }
  7033. if ( this.faces.length > 0 ) {
  7034. this.normalsNeedUpdate = true;
  7035. }
  7036. },
  7037. computeMorphNormals: function () {
  7038. var i, il, f, fl, face;
  7039. // save original normals
  7040. // - create temp variables on first access
  7041. // otherwise just copy (for faster repeated calls)
  7042. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7043. face = this.faces[ f ];
  7044. if ( ! face.__originalFaceNormal ) {
  7045. face.__originalFaceNormal = face.normal.clone();
  7046. } else {
  7047. face.__originalFaceNormal.copy( face.normal );
  7048. }
  7049. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  7050. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7051. if ( ! face.__originalVertexNormals[ i ] ) {
  7052. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7053. } else {
  7054. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7055. }
  7056. }
  7057. }
  7058. // use temp geometry to compute face and vertex normals for each morph
  7059. var tmpGeo = new Geometry();
  7060. tmpGeo.faces = this.faces;
  7061. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7062. // create on first access
  7063. if ( ! this.morphNormals[ i ] ) {
  7064. this.morphNormals[ i ] = {};
  7065. this.morphNormals[ i ].faceNormals = [];
  7066. this.morphNormals[ i ].vertexNormals = [];
  7067. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7068. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7069. var faceNormal, vertexNormals;
  7070. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7071. faceNormal = new Vector3();
  7072. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7073. dstNormalsFace.push( faceNormal );
  7074. dstNormalsVertex.push( vertexNormals );
  7075. }
  7076. }
  7077. var morphNormals = this.morphNormals[ i ];
  7078. // set vertices to morph target
  7079. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7080. // compute morph normals
  7081. tmpGeo.computeFaceNormals();
  7082. tmpGeo.computeVertexNormals();
  7083. // store morph normals
  7084. var faceNormal, vertexNormals;
  7085. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7086. face = this.faces[ f ];
  7087. faceNormal = morphNormals.faceNormals[ f ];
  7088. vertexNormals = morphNormals.vertexNormals[ f ];
  7089. faceNormal.copy( face.normal );
  7090. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7091. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7092. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7093. }
  7094. }
  7095. // restore original normals
  7096. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7097. face = this.faces[ f ];
  7098. face.normal = face.__originalFaceNormal;
  7099. face.vertexNormals = face.__originalVertexNormals;
  7100. }
  7101. },
  7102. computeBoundingBox: function () {
  7103. if ( this.boundingBox === null ) {
  7104. this.boundingBox = new Box3();
  7105. }
  7106. this.boundingBox.setFromPoints( this.vertices );
  7107. },
  7108. computeBoundingSphere: function () {
  7109. if ( this.boundingSphere === null ) {
  7110. this.boundingSphere = new Sphere();
  7111. }
  7112. this.boundingSphere.setFromPoints( this.vertices );
  7113. },
  7114. merge: function ( geometry, matrix, materialIndexOffset ) {
  7115. if ( ! ( geometry && geometry.isGeometry ) ) {
  7116. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7117. return;
  7118. }
  7119. var normalMatrix,
  7120. vertexOffset = this.vertices.length,
  7121. vertices1 = this.vertices,
  7122. vertices2 = geometry.vertices,
  7123. faces1 = this.faces,
  7124. faces2 = geometry.faces,
  7125. uvs1 = this.faceVertexUvs[ 0 ],
  7126. uvs2 = geometry.faceVertexUvs[ 0 ],
  7127. colors1 = this.colors,
  7128. colors2 = geometry.colors;
  7129. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  7130. if ( matrix !== undefined ) {
  7131. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7132. }
  7133. // vertices
  7134. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7135. var vertex = vertices2[ i ];
  7136. var vertexCopy = vertex.clone();
  7137. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  7138. vertices1.push( vertexCopy );
  7139. }
  7140. // colors
  7141. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7142. colors1.push( colors2[ i ].clone() );
  7143. }
  7144. // faces
  7145. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7146. var face = faces2[ i ], faceCopy, normal, color,
  7147. faceVertexNormals = face.vertexNormals,
  7148. faceVertexColors = face.vertexColors;
  7149. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7150. faceCopy.normal.copy( face.normal );
  7151. if ( normalMatrix !== undefined ) {
  7152. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7153. }
  7154. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7155. normal = faceVertexNormals[ j ].clone();
  7156. if ( normalMatrix !== undefined ) {
  7157. normal.applyMatrix3( normalMatrix ).normalize();
  7158. }
  7159. faceCopy.vertexNormals.push( normal );
  7160. }
  7161. faceCopy.color.copy( face.color );
  7162. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7163. color = faceVertexColors[ j ];
  7164. faceCopy.vertexColors.push( color.clone() );
  7165. }
  7166. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7167. faces1.push( faceCopy );
  7168. }
  7169. // uvs
  7170. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  7171. var uv = uvs2[ i ], uvCopy = [];
  7172. if ( uv === undefined ) {
  7173. continue;
  7174. }
  7175. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  7176. uvCopy.push( uv[ j ].clone() );
  7177. }
  7178. uvs1.push( uvCopy );
  7179. }
  7180. },
  7181. mergeMesh: function ( mesh ) {
  7182. if ( ! ( mesh && mesh.isMesh ) ) {
  7183. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7184. return;
  7185. }
  7186. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  7187. this.merge( mesh.geometry, mesh.matrix );
  7188. },
  7189. /*
  7190. * Checks for duplicate vertices with hashmap.
  7191. * Duplicated vertices are removed
  7192. * and faces' vertices are updated.
  7193. */
  7194. mergeVertices: function () {
  7195. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7196. var unique = [], changes = [];
  7197. var v, key;
  7198. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7199. var precision = Math.pow( 10, precisionPoints );
  7200. var i, il, face;
  7201. var indices, j, jl;
  7202. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7203. v = this.vertices[ i ];
  7204. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7205. if ( verticesMap[ key ] === undefined ) {
  7206. verticesMap[ key ] = i;
  7207. unique.push( this.vertices[ i ] );
  7208. changes[ i ] = unique.length - 1;
  7209. } else {
  7210. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7211. changes[ i ] = changes[ verticesMap[ key ] ];
  7212. }
  7213. }
  7214. // if faces are completely degenerate after merging vertices, we
  7215. // have to remove them from the geometry.
  7216. var faceIndicesToRemove = [];
  7217. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7218. face = this.faces[ i ];
  7219. face.a = changes[ face.a ];
  7220. face.b = changes[ face.b ];
  7221. face.c = changes[ face.c ];
  7222. indices = [ face.a, face.b, face.c ];
  7223. // if any duplicate vertices are found in a Face3
  7224. // we have to remove the face as nothing can be saved
  7225. for ( var n = 0; n < 3; n ++ ) {
  7226. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7227. faceIndicesToRemove.push( i );
  7228. break;
  7229. }
  7230. }
  7231. }
  7232. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7233. var idx = faceIndicesToRemove[ i ];
  7234. this.faces.splice( idx, 1 );
  7235. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7236. this.faceVertexUvs[ j ].splice( idx, 1 );
  7237. }
  7238. }
  7239. // Use unique set of vertices
  7240. var diff = this.vertices.length - unique.length;
  7241. this.vertices = unique;
  7242. return diff;
  7243. },
  7244. setFromPoints: function ( points ) {
  7245. this.vertices = [];
  7246. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7247. var point = points[ i ];
  7248. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7249. }
  7250. return this;
  7251. },
  7252. sortFacesByMaterialIndex: function () {
  7253. var faces = this.faces;
  7254. var length = faces.length;
  7255. // tag faces
  7256. for ( var i = 0; i < length; i ++ ) {
  7257. faces[ i ]._id = i;
  7258. }
  7259. // sort faces
  7260. function materialIndexSort( a, b ) {
  7261. return a.materialIndex - b.materialIndex;
  7262. }
  7263. faces.sort( materialIndexSort );
  7264. // sort uvs
  7265. var uvs1 = this.faceVertexUvs[ 0 ];
  7266. var uvs2 = this.faceVertexUvs[ 1 ];
  7267. var newUvs1, newUvs2;
  7268. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  7269. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  7270. for ( var i = 0; i < length; i ++ ) {
  7271. var id = faces[ i ]._id;
  7272. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  7273. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  7274. }
  7275. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  7276. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  7277. },
  7278. toJSON: function () {
  7279. var data = {
  7280. metadata: {
  7281. version: 4.5,
  7282. type: 'Geometry',
  7283. generator: 'Geometry.toJSON'
  7284. }
  7285. };
  7286. // standard Geometry serialization
  7287. data.uuid = this.uuid;
  7288. data.type = this.type;
  7289. if ( this.name !== '' ) data.name = this.name;
  7290. if ( this.parameters !== undefined ) {
  7291. var parameters = this.parameters;
  7292. for ( var key in parameters ) {
  7293. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7294. }
  7295. return data;
  7296. }
  7297. var vertices = [];
  7298. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7299. var vertex = this.vertices[ i ];
  7300. vertices.push( vertex.x, vertex.y, vertex.z );
  7301. }
  7302. var faces = [];
  7303. var normals = [];
  7304. var normalsHash = {};
  7305. var colors = [];
  7306. var colorsHash = {};
  7307. var uvs = [];
  7308. var uvsHash = {};
  7309. for ( var i = 0; i < this.faces.length; i ++ ) {
  7310. var face = this.faces[ i ];
  7311. var hasMaterial = true;
  7312. var hasFaceUv = false; // deprecated
  7313. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7314. var hasFaceNormal = face.normal.length() > 0;
  7315. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7316. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7317. var hasFaceVertexColor = face.vertexColors.length > 0;
  7318. var faceType = 0;
  7319. faceType = setBit( faceType, 0, 0 ); // isQuad
  7320. faceType = setBit( faceType, 1, hasMaterial );
  7321. faceType = setBit( faceType, 2, hasFaceUv );
  7322. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7323. faceType = setBit( faceType, 4, hasFaceNormal );
  7324. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7325. faceType = setBit( faceType, 6, hasFaceColor );
  7326. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7327. faces.push( faceType );
  7328. faces.push( face.a, face.b, face.c );
  7329. faces.push( face.materialIndex );
  7330. if ( hasFaceVertexUv ) {
  7331. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7332. faces.push(
  7333. getUvIndex( faceVertexUvs[ 0 ] ),
  7334. getUvIndex( faceVertexUvs[ 1 ] ),
  7335. getUvIndex( faceVertexUvs[ 2 ] )
  7336. );
  7337. }
  7338. if ( hasFaceNormal ) {
  7339. faces.push( getNormalIndex( face.normal ) );
  7340. }
  7341. if ( hasFaceVertexNormal ) {
  7342. var vertexNormals = face.vertexNormals;
  7343. faces.push(
  7344. getNormalIndex( vertexNormals[ 0 ] ),
  7345. getNormalIndex( vertexNormals[ 1 ] ),
  7346. getNormalIndex( vertexNormals[ 2 ] )
  7347. );
  7348. }
  7349. if ( hasFaceColor ) {
  7350. faces.push( getColorIndex( face.color ) );
  7351. }
  7352. if ( hasFaceVertexColor ) {
  7353. var vertexColors = face.vertexColors;
  7354. faces.push(
  7355. getColorIndex( vertexColors[ 0 ] ),
  7356. getColorIndex( vertexColors[ 1 ] ),
  7357. getColorIndex( vertexColors[ 2 ] )
  7358. );
  7359. }
  7360. }
  7361. function setBit( value, position, enabled ) {
  7362. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7363. }
  7364. function getNormalIndex( normal ) {
  7365. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7366. if ( normalsHash[ hash ] !== undefined ) {
  7367. return normalsHash[ hash ];
  7368. }
  7369. normalsHash[ hash ] = normals.length / 3;
  7370. normals.push( normal.x, normal.y, normal.z );
  7371. return normalsHash[ hash ];
  7372. }
  7373. function getColorIndex( color ) {
  7374. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7375. if ( colorsHash[ hash ] !== undefined ) {
  7376. return colorsHash[ hash ];
  7377. }
  7378. colorsHash[ hash ] = colors.length;
  7379. colors.push( color.getHex() );
  7380. return colorsHash[ hash ];
  7381. }
  7382. function getUvIndex( uv ) {
  7383. var hash = uv.x.toString() + uv.y.toString();
  7384. if ( uvsHash[ hash ] !== undefined ) {
  7385. return uvsHash[ hash ];
  7386. }
  7387. uvsHash[ hash ] = uvs.length / 2;
  7388. uvs.push( uv.x, uv.y );
  7389. return uvsHash[ hash ];
  7390. }
  7391. data.data = {};
  7392. data.data.vertices = vertices;
  7393. data.data.normals = normals;
  7394. if ( colors.length > 0 ) data.data.colors = colors;
  7395. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  7396. data.data.faces = faces;
  7397. return data;
  7398. },
  7399. clone: function () {
  7400. /*
  7401. // Handle primitives
  7402. var parameters = this.parameters;
  7403. if ( parameters !== undefined ) {
  7404. var values = [];
  7405. for ( var key in parameters ) {
  7406. values.push( parameters[ key ] );
  7407. }
  7408. var geometry = Object.create( this.constructor.prototype );
  7409. this.constructor.apply( geometry, values );
  7410. return geometry;
  7411. }
  7412. return new this.constructor().copy( this );
  7413. */
  7414. return new Geometry().copy( this );
  7415. },
  7416. copy: function ( source ) {
  7417. var i, il, j, jl, k, kl;
  7418. // reset
  7419. this.vertices = [];
  7420. this.colors = [];
  7421. this.faces = [];
  7422. this.faceVertexUvs = [[]];
  7423. this.morphTargets = [];
  7424. this.morphNormals = [];
  7425. this.skinWeights = [];
  7426. this.skinIndices = [];
  7427. this.lineDistances = [];
  7428. this.boundingBox = null;
  7429. this.boundingSphere = null;
  7430. // name
  7431. this.name = source.name;
  7432. // vertices
  7433. var vertices = source.vertices;
  7434. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7435. this.vertices.push( vertices[ i ].clone() );
  7436. }
  7437. // colors
  7438. var colors = source.colors;
  7439. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7440. this.colors.push( colors[ i ].clone() );
  7441. }
  7442. // faces
  7443. var faces = source.faces;
  7444. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7445. this.faces.push( faces[ i ].clone() );
  7446. }
  7447. // face vertex uvs
  7448. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7449. var faceVertexUvs = source.faceVertexUvs[ i ];
  7450. if ( this.faceVertexUvs[ i ] === undefined ) {
  7451. this.faceVertexUvs[ i ] = [];
  7452. }
  7453. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7454. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7455. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7456. var uv = uvs[ k ];
  7457. uvsCopy.push( uv.clone() );
  7458. }
  7459. this.faceVertexUvs[ i ].push( uvsCopy );
  7460. }
  7461. }
  7462. // morph targets
  7463. var morphTargets = source.morphTargets;
  7464. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7465. var morphTarget = {};
  7466. morphTarget.name = morphTargets[ i ].name;
  7467. // vertices
  7468. if ( morphTargets[ i ].vertices !== undefined ) {
  7469. morphTarget.vertices = [];
  7470. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7471. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7472. }
  7473. }
  7474. // normals
  7475. if ( morphTargets[ i ].normals !== undefined ) {
  7476. morphTarget.normals = [];
  7477. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7478. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7479. }
  7480. }
  7481. this.morphTargets.push( morphTarget );
  7482. }
  7483. // morph normals
  7484. var morphNormals = source.morphNormals;
  7485. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7486. var morphNormal = {};
  7487. // vertex normals
  7488. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7489. morphNormal.vertexNormals = [];
  7490. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7491. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7492. var destVertexNormal = {};
  7493. destVertexNormal.a = srcVertexNormal.a.clone();
  7494. destVertexNormal.b = srcVertexNormal.b.clone();
  7495. destVertexNormal.c = srcVertexNormal.c.clone();
  7496. morphNormal.vertexNormals.push( destVertexNormal );
  7497. }
  7498. }
  7499. // face normals
  7500. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7501. morphNormal.faceNormals = [];
  7502. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7503. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7504. }
  7505. }
  7506. this.morphNormals.push( morphNormal );
  7507. }
  7508. // skin weights
  7509. var skinWeights = source.skinWeights;
  7510. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7511. this.skinWeights.push( skinWeights[ i ].clone() );
  7512. }
  7513. // skin indices
  7514. var skinIndices = source.skinIndices;
  7515. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7516. this.skinIndices.push( skinIndices[ i ].clone() );
  7517. }
  7518. // line distances
  7519. var lineDistances = source.lineDistances;
  7520. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7521. this.lineDistances.push( lineDistances[ i ] );
  7522. }
  7523. // bounding box
  7524. var boundingBox = source.boundingBox;
  7525. if ( boundingBox !== null ) {
  7526. this.boundingBox = boundingBox.clone();
  7527. }
  7528. // bounding sphere
  7529. var boundingSphere = source.boundingSphere;
  7530. if ( boundingSphere !== null ) {
  7531. this.boundingSphere = boundingSphere.clone();
  7532. }
  7533. // update flags
  7534. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7535. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7536. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7537. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7538. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7539. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7540. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7541. return this;
  7542. },
  7543. dispose: function () {
  7544. this.dispatchEvent( { type: 'dispose' } );
  7545. }
  7546. } );
  7547. /**
  7548. * @author mrdoob / http://mrdoob.com/
  7549. * @author Mugen87 / https://github.com/Mugen87
  7550. */
  7551. // BoxGeometry
  7552. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7553. Geometry.call( this );
  7554. this.type = 'BoxGeometry';
  7555. this.parameters = {
  7556. width: width,
  7557. height: height,
  7558. depth: depth,
  7559. widthSegments: widthSegments,
  7560. heightSegments: heightSegments,
  7561. depthSegments: depthSegments
  7562. };
  7563. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7564. this.mergeVertices();
  7565. }
  7566. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7567. BoxGeometry.prototype.constructor = BoxGeometry;
  7568. // BoxBufferGeometry
  7569. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7570. BufferGeometry.call( this );
  7571. this.type = 'BoxBufferGeometry';
  7572. this.parameters = {
  7573. width: width,
  7574. height: height,
  7575. depth: depth,
  7576. widthSegments: widthSegments,
  7577. heightSegments: heightSegments,
  7578. depthSegments: depthSegments
  7579. };
  7580. var scope = this;
  7581. width = width || 1;
  7582. height = height || 1;
  7583. depth = depth || 1;
  7584. // segments
  7585. widthSegments = Math.floor( widthSegments ) || 1;
  7586. heightSegments = Math.floor( heightSegments ) || 1;
  7587. depthSegments = Math.floor( depthSegments ) || 1;
  7588. // buffers
  7589. var indices = [];
  7590. var vertices = [];
  7591. var normals = [];
  7592. var uvs = [];
  7593. // helper variables
  7594. var numberOfVertices = 0;
  7595. var groupStart = 0;
  7596. // build each side of the box geometry
  7597. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7598. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7599. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7600. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7601. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7602. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7603. // build geometry
  7604. this.setIndex( indices );
  7605. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7606. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7607. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7608. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7609. var segmentWidth = width / gridX;
  7610. var segmentHeight = height / gridY;
  7611. var widthHalf = width / 2;
  7612. var heightHalf = height / 2;
  7613. var depthHalf = depth / 2;
  7614. var gridX1 = gridX + 1;
  7615. var gridY1 = gridY + 1;
  7616. var vertexCounter = 0;
  7617. var groupCount = 0;
  7618. var ix, iy;
  7619. var vector = new Vector3();
  7620. // generate vertices, normals and uvs
  7621. for ( iy = 0; iy < gridY1; iy ++ ) {
  7622. var y = iy * segmentHeight - heightHalf;
  7623. for ( ix = 0; ix < gridX1; ix ++ ) {
  7624. var x = ix * segmentWidth - widthHalf;
  7625. // set values to correct vector component
  7626. vector[ u ] = x * udir;
  7627. vector[ v ] = y * vdir;
  7628. vector[ w ] = depthHalf;
  7629. // now apply vector to vertex buffer
  7630. vertices.push( vector.x, vector.y, vector.z );
  7631. // set values to correct vector component
  7632. vector[ u ] = 0;
  7633. vector[ v ] = 0;
  7634. vector[ w ] = depth > 0 ? 1 : - 1;
  7635. // now apply vector to normal buffer
  7636. normals.push( vector.x, vector.y, vector.z );
  7637. // uvs
  7638. uvs.push( ix / gridX );
  7639. uvs.push( 1 - ( iy / gridY ) );
  7640. // counters
  7641. vertexCounter += 1;
  7642. }
  7643. }
  7644. // indices
  7645. // 1. you need three indices to draw a single face
  7646. // 2. a single segment consists of two faces
  7647. // 3. so we need to generate six (2*3) indices per segment
  7648. for ( iy = 0; iy < gridY; iy ++ ) {
  7649. for ( ix = 0; ix < gridX; ix ++ ) {
  7650. var a = numberOfVertices + ix + gridX1 * iy;
  7651. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7652. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7653. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7654. // faces
  7655. indices.push( a, b, d );
  7656. indices.push( b, c, d );
  7657. // increase counter
  7658. groupCount += 6;
  7659. }
  7660. }
  7661. // add a group to the geometry. this will ensure multi material support
  7662. scope.addGroup( groupStart, groupCount, materialIndex );
  7663. // calculate new start value for groups
  7664. groupStart += groupCount;
  7665. // update total number of vertices
  7666. numberOfVertices += vertexCounter;
  7667. }
  7668. }
  7669. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7670. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7671. /**
  7672. * Uniform Utilities
  7673. */
  7674. function cloneUniforms( src ) {
  7675. var dst = {};
  7676. for ( var u in src ) {
  7677. dst[ u ] = {};
  7678. for ( var p in src[ u ] ) {
  7679. var property = src[ u ][ p ];
  7680. if ( property && ( property.isColor ||
  7681. property.isMatrix3 || property.isMatrix4 ||
  7682. property.isVector2 || property.isVector3 || property.isVector4 ||
  7683. property.isTexture ) ) {
  7684. dst[ u ][ p ] = property.clone();
  7685. } else if ( Array.isArray( property ) ) {
  7686. dst[ u ][ p ] = property.slice();
  7687. } else {
  7688. dst[ u ][ p ] = property;
  7689. }
  7690. }
  7691. }
  7692. return dst;
  7693. }
  7694. function mergeUniforms( uniforms ) {
  7695. var merged = {};
  7696. for ( var u = 0; u < uniforms.length; u ++ ) {
  7697. var tmp = cloneUniforms( uniforms[ u ] );
  7698. for ( var p in tmp ) {
  7699. merged[ p ] = tmp[ p ];
  7700. }
  7701. }
  7702. return merged;
  7703. }
  7704. // Legacy
  7705. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7706. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7707. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7708. /**
  7709. * @author alteredq / http://alteredqualia.com/
  7710. *
  7711. * parameters = {
  7712. * defines: { "label" : "value" },
  7713. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7714. *
  7715. * fragmentShader: <string>,
  7716. * vertexShader: <string>,
  7717. *
  7718. * wireframe: <boolean>,
  7719. * wireframeLinewidth: <float>,
  7720. *
  7721. * lights: <bool>,
  7722. *
  7723. * skinning: <bool>,
  7724. * morphTargets: <bool>,
  7725. * morphNormals: <bool>
  7726. * }
  7727. */
  7728. function ShaderMaterial( parameters ) {
  7729. Material.call( this );
  7730. this.type = 'ShaderMaterial';
  7731. this.defines = {};
  7732. this.uniforms = {};
  7733. this.vertexShader = default_vertex;
  7734. this.fragmentShader = default_fragment;
  7735. this.linewidth = 1;
  7736. this.wireframe = false;
  7737. this.wireframeLinewidth = 1;
  7738. this.fog = false; // set to use scene fog
  7739. this.lights = false; // set to use scene lights
  7740. this.clipping = false; // set to use user-defined clipping planes
  7741. this.skinning = false; // set to use skinning attribute streams
  7742. this.morphTargets = false; // set to use morph targets
  7743. this.morphNormals = false; // set to use morph normals
  7744. this.extensions = {
  7745. derivatives: false, // set to use derivatives
  7746. fragDepth: false, // set to use fragment depth values
  7747. drawBuffers: false, // set to use draw buffers
  7748. shaderTextureLOD: false // set to use shader texture LOD
  7749. };
  7750. // When rendered geometry doesn't include these attributes but the material does,
  7751. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7752. this.defaultAttributeValues = {
  7753. 'color': [ 1, 1, 1 ],
  7754. 'uv': [ 0, 0 ],
  7755. 'uv2': [ 0, 0 ]
  7756. };
  7757. this.index0AttributeName = undefined;
  7758. this.uniformsNeedUpdate = false;
  7759. if ( parameters !== undefined ) {
  7760. if ( parameters.attributes !== undefined ) {
  7761. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7762. }
  7763. this.setValues( parameters );
  7764. }
  7765. }
  7766. ShaderMaterial.prototype = Object.create( Material.prototype );
  7767. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7768. ShaderMaterial.prototype.isShaderMaterial = true;
  7769. ShaderMaterial.prototype.copy = function ( source ) {
  7770. Material.prototype.copy.call( this, source );
  7771. this.fragmentShader = source.fragmentShader;
  7772. this.vertexShader = source.vertexShader;
  7773. this.uniforms = cloneUniforms( source.uniforms );
  7774. this.defines = Object.assign( {}, source.defines );
  7775. this.wireframe = source.wireframe;
  7776. this.wireframeLinewidth = source.wireframeLinewidth;
  7777. this.lights = source.lights;
  7778. this.clipping = source.clipping;
  7779. this.skinning = source.skinning;
  7780. this.morphTargets = source.morphTargets;
  7781. this.morphNormals = source.morphNormals;
  7782. this.extensions = source.extensions;
  7783. return this;
  7784. };
  7785. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7786. var data = Material.prototype.toJSON.call( this, meta );
  7787. data.uniforms = {};
  7788. for ( var name in this.uniforms ) {
  7789. var uniform = this.uniforms[ name ];
  7790. var value = uniform.value;
  7791. if ( value && value.isTexture ) {
  7792. data.uniforms[ name ] = {
  7793. type: 't',
  7794. value: value.toJSON( meta ).uuid
  7795. };
  7796. } else if ( value && value.isColor ) {
  7797. data.uniforms[ name ] = {
  7798. type: 'c',
  7799. value: value.getHex()
  7800. };
  7801. } else if ( value && value.isVector2 ) {
  7802. data.uniforms[ name ] = {
  7803. type: 'v2',
  7804. value: value.toArray()
  7805. };
  7806. } else if ( value && value.isVector3 ) {
  7807. data.uniforms[ name ] = {
  7808. type: 'v3',
  7809. value: value.toArray()
  7810. };
  7811. } else if ( value && value.isVector4 ) {
  7812. data.uniforms[ name ] = {
  7813. type: 'v4',
  7814. value: value.toArray()
  7815. };
  7816. } else if ( value && value.isMatrix3 ) {
  7817. data.uniforms[ name ] = {
  7818. type: 'm3',
  7819. value: value.toArray()
  7820. };
  7821. } else if ( value && value.isMatrix4 ) {
  7822. data.uniforms[ name ] = {
  7823. type: 'm4',
  7824. value: value.toArray()
  7825. };
  7826. } else {
  7827. data.uniforms[ name ] = {
  7828. value: value
  7829. };
  7830. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7831. }
  7832. }
  7833. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7834. data.vertexShader = this.vertexShader;
  7835. data.fragmentShader = this.fragmentShader;
  7836. var extensions = {};
  7837. for ( var key in this.extensions ) {
  7838. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7839. }
  7840. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7841. return data;
  7842. };
  7843. /**
  7844. * @author mrdoob / http://mrdoob.com/
  7845. * @author mikael emtinger / http://gomo.se/
  7846. * @author WestLangley / http://github.com/WestLangley
  7847. */
  7848. function Camera() {
  7849. Object3D.call( this );
  7850. this.type = 'Camera';
  7851. this.matrixWorldInverse = new Matrix4();
  7852. this.projectionMatrix = new Matrix4();
  7853. this.projectionMatrixInverse = new Matrix4();
  7854. }
  7855. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7856. constructor: Camera,
  7857. isCamera: true,
  7858. copy: function ( source, recursive ) {
  7859. Object3D.prototype.copy.call( this, source, recursive );
  7860. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7861. this.projectionMatrix.copy( source.projectionMatrix );
  7862. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7863. return this;
  7864. },
  7865. getWorldDirection: function ( target ) {
  7866. if ( target === undefined ) {
  7867. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7868. target = new Vector3();
  7869. }
  7870. this.updateMatrixWorld( true );
  7871. var e = this.matrixWorld.elements;
  7872. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7873. },
  7874. updateMatrixWorld: function ( force ) {
  7875. Object3D.prototype.updateMatrixWorld.call( this, force );
  7876. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7877. },
  7878. clone: function () {
  7879. return new this.constructor().copy( this );
  7880. }
  7881. } );
  7882. /**
  7883. * @author mrdoob / http://mrdoob.com/
  7884. * @author greggman / http://games.greggman.com/
  7885. * @author zz85 / http://www.lab4games.net/zz85/blog
  7886. * @author tschw
  7887. */
  7888. function PerspectiveCamera( fov, aspect, near, far ) {
  7889. Camera.call( this );
  7890. this.type = 'PerspectiveCamera';
  7891. this.fov = fov !== undefined ? fov : 50;
  7892. this.zoom = 1;
  7893. this.near = near !== undefined ? near : 0.1;
  7894. this.far = far !== undefined ? far : 2000;
  7895. this.focus = 10;
  7896. this.aspect = aspect !== undefined ? aspect : 1;
  7897. this.view = null;
  7898. this.filmGauge = 35; // width of the film (default in millimeters)
  7899. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7900. this.updateProjectionMatrix();
  7901. }
  7902. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7903. constructor: PerspectiveCamera,
  7904. isPerspectiveCamera: true,
  7905. copy: function ( source, recursive ) {
  7906. Camera.prototype.copy.call( this, source, recursive );
  7907. this.fov = source.fov;
  7908. this.zoom = source.zoom;
  7909. this.near = source.near;
  7910. this.far = source.far;
  7911. this.focus = source.focus;
  7912. this.aspect = source.aspect;
  7913. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7914. this.filmGauge = source.filmGauge;
  7915. this.filmOffset = source.filmOffset;
  7916. return this;
  7917. },
  7918. /**
  7919. * Sets the FOV by focal length in respect to the current .filmGauge.
  7920. *
  7921. * The default film gauge is 35, so that the focal length can be specified for
  7922. * a 35mm (full frame) camera.
  7923. *
  7924. * Values for focal length and film gauge must have the same unit.
  7925. */
  7926. setFocalLength: function ( focalLength ) {
  7927. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7928. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7929. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7930. this.updateProjectionMatrix();
  7931. },
  7932. /**
  7933. * Calculates the focal length from the current .fov and .filmGauge.
  7934. */
  7935. getFocalLength: function () {
  7936. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7937. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7938. },
  7939. getEffectiveFOV: function () {
  7940. return _Math.RAD2DEG * 2 * Math.atan(
  7941. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7942. },
  7943. getFilmWidth: function () {
  7944. // film not completely covered in portrait format (aspect < 1)
  7945. return this.filmGauge * Math.min( this.aspect, 1 );
  7946. },
  7947. getFilmHeight: function () {
  7948. // film not completely covered in landscape format (aspect > 1)
  7949. return this.filmGauge / Math.max( this.aspect, 1 );
  7950. },
  7951. /**
  7952. * Sets an offset in a larger frustum. This is useful for multi-window or
  7953. * multi-monitor/multi-machine setups.
  7954. *
  7955. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7956. * the monitors are in grid like this
  7957. *
  7958. * +---+---+---+
  7959. * | A | B | C |
  7960. * +---+---+---+
  7961. * | D | E | F |
  7962. * +---+---+---+
  7963. *
  7964. * then for each monitor you would call it like this
  7965. *
  7966. * var w = 1920;
  7967. * var h = 1080;
  7968. * var fullWidth = w * 3;
  7969. * var fullHeight = h * 2;
  7970. *
  7971. * --A--
  7972. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7973. * --B--
  7974. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7975. * --C--
  7976. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7977. * --D--
  7978. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7979. * --E--
  7980. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7981. * --F--
  7982. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7983. *
  7984. * Note there is no reason monitors have to be the same size or in a grid.
  7985. */
  7986. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7987. this.aspect = fullWidth / fullHeight;
  7988. if ( this.view === null ) {
  7989. this.view = {
  7990. enabled: true,
  7991. fullWidth: 1,
  7992. fullHeight: 1,
  7993. offsetX: 0,
  7994. offsetY: 0,
  7995. width: 1,
  7996. height: 1
  7997. };
  7998. }
  7999. this.view.enabled = true;
  8000. this.view.fullWidth = fullWidth;
  8001. this.view.fullHeight = fullHeight;
  8002. this.view.offsetX = x;
  8003. this.view.offsetY = y;
  8004. this.view.width = width;
  8005. this.view.height = height;
  8006. this.updateProjectionMatrix();
  8007. },
  8008. clearViewOffset: function () {
  8009. if ( this.view !== null ) {
  8010. this.view.enabled = false;
  8011. }
  8012. this.updateProjectionMatrix();
  8013. },
  8014. updateProjectionMatrix: function () {
  8015. var near = this.near,
  8016. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8017. height = 2 * top,
  8018. width = this.aspect * height,
  8019. left = - 0.5 * width,
  8020. view = this.view;
  8021. if ( this.view !== null && this.view.enabled ) {
  8022. var fullWidth = view.fullWidth,
  8023. fullHeight = view.fullHeight;
  8024. left += view.offsetX * width / fullWidth;
  8025. top -= view.offsetY * height / fullHeight;
  8026. width *= view.width / fullWidth;
  8027. height *= view.height / fullHeight;
  8028. }
  8029. var skew = this.filmOffset;
  8030. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  8031. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8032. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8033. },
  8034. toJSON: function ( meta ) {
  8035. var data = Object3D.prototype.toJSON.call( this, meta );
  8036. data.object.fov = this.fov;
  8037. data.object.zoom = this.zoom;
  8038. data.object.near = this.near;
  8039. data.object.far = this.far;
  8040. data.object.focus = this.focus;
  8041. data.object.aspect = this.aspect;
  8042. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  8043. data.object.filmGauge = this.filmGauge;
  8044. data.object.filmOffset = this.filmOffset;
  8045. return data;
  8046. }
  8047. } );
  8048. /**
  8049. * Camera for rendering cube maps
  8050. * - renders scene into axis-aligned cube
  8051. *
  8052. * @author alteredq / http://alteredqualia.com/
  8053. */
  8054. var fov = 90, aspect = 1;
  8055. function CubeCamera( near, far, cubeResolution, options ) {
  8056. Object3D.call( this );
  8057. this.type = 'CubeCamera';
  8058. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8059. cameraPX.up.set( 0, - 1, 0 );
  8060. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8061. this.add( cameraPX );
  8062. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8063. cameraNX.up.set( 0, - 1, 0 );
  8064. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8065. this.add( cameraNX );
  8066. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8067. cameraPY.up.set( 0, 0, 1 );
  8068. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8069. this.add( cameraPY );
  8070. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8071. cameraNY.up.set( 0, 0, - 1 );
  8072. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8073. this.add( cameraNY );
  8074. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8075. cameraPZ.up.set( 0, - 1, 0 );
  8076. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8077. this.add( cameraPZ );
  8078. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8079. cameraNZ.up.set( 0, - 1, 0 );
  8080. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8081. this.add( cameraNZ );
  8082. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8083. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  8084. this.renderTarget.texture.name = "CubeCamera";
  8085. this.update = function ( renderer, scene ) {
  8086. if ( this.parent === null ) this.updateMatrixWorld();
  8087. var currentRenderTarget = renderer.getRenderTarget();
  8088. var renderTarget = this.renderTarget;
  8089. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8090. renderTarget.texture.generateMipmaps = false;
  8091. renderer.setRenderTarget( renderTarget, 0 );
  8092. renderer.render( scene, cameraPX );
  8093. renderer.setRenderTarget( renderTarget, 1 );
  8094. renderer.render( scene, cameraNX );
  8095. renderer.setRenderTarget( renderTarget, 2 );
  8096. renderer.render( scene, cameraPY );
  8097. renderer.setRenderTarget( renderTarget, 3 );
  8098. renderer.render( scene, cameraNY );
  8099. renderer.setRenderTarget( renderTarget, 4 );
  8100. renderer.render( scene, cameraPZ );
  8101. renderTarget.texture.generateMipmaps = generateMipmaps;
  8102. renderer.setRenderTarget( renderTarget, 5 );
  8103. renderer.render( scene, cameraNZ );
  8104. renderer.setRenderTarget( currentRenderTarget );
  8105. };
  8106. this.clear = function ( renderer, color, depth, stencil ) {
  8107. var currentRenderTarget = renderer.getRenderTarget();
  8108. var renderTarget = this.renderTarget;
  8109. for ( var i = 0; i < 6; i ++ ) {
  8110. renderer.setRenderTarget( renderTarget, i );
  8111. renderer.clear( color, depth, stencil );
  8112. }
  8113. renderer.setRenderTarget( currentRenderTarget );
  8114. };
  8115. }
  8116. CubeCamera.prototype = Object.create( Object3D.prototype );
  8117. CubeCamera.prototype.constructor = CubeCamera;
  8118. /**
  8119. * @author alteredq / http://alteredqualia.com
  8120. * @author WestLangley / http://github.com/WestLangley
  8121. */
  8122. function WebGLRenderTargetCube( width, height, options ) {
  8123. WebGLRenderTarget.call( this, width, height, options );
  8124. }
  8125. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8126. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8127. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8128. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8129. this.texture.type = texture.type;
  8130. this.texture.format = texture.format;
  8131. this.texture.encoding = texture.encoding;
  8132. var scene = new Scene();
  8133. var shader = {
  8134. uniforms: {
  8135. tEquirect: { value: null },
  8136. },
  8137. vertexShader: [
  8138. "varying vec3 vWorldDirection;",
  8139. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8140. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8141. "}",
  8142. "void main() {",
  8143. " vWorldDirection = transformDirection( position, modelMatrix );",
  8144. " #include <begin_vertex>",
  8145. " #include <project_vertex>",
  8146. "}"
  8147. ].join( '\n' ),
  8148. fragmentShader: [
  8149. "uniform sampler2D tEquirect;",
  8150. "varying vec3 vWorldDirection;",
  8151. "#define RECIPROCAL_PI 0.31830988618",
  8152. "#define RECIPROCAL_PI2 0.15915494",
  8153. "void main() {",
  8154. " vec3 direction = normalize( vWorldDirection );",
  8155. " vec2 sampleUV;",
  8156. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8157. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8158. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8159. "}"
  8160. ].join( '\n' ),
  8161. };
  8162. var material = new ShaderMaterial( {
  8163. type: 'CubemapFromEquirect',
  8164. uniforms: cloneUniforms( shader.uniforms ),
  8165. vertexShader: shader.vertexShader,
  8166. fragmentShader: shader.fragmentShader,
  8167. side: BackSide,
  8168. blending: NoBlending
  8169. } );
  8170. material.uniforms.tEquirect.value = texture;
  8171. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8172. scene.add( mesh );
  8173. var camera = new CubeCamera( 1, 10, 1 );
  8174. camera.renderTarget = this;
  8175. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8176. camera.update( renderer, scene );
  8177. mesh.geometry.dispose();
  8178. mesh.material.dispose();
  8179. return this;
  8180. };
  8181. /**
  8182. * @author alteredq / http://alteredqualia.com/
  8183. */
  8184. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8185. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8186. this.image = { data: data, width: width, height: height };
  8187. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8188. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8189. this.generateMipmaps = false;
  8190. this.flipY = false;
  8191. this.unpackAlignment = 1;
  8192. }
  8193. DataTexture.prototype = Object.create( Texture.prototype );
  8194. DataTexture.prototype.constructor = DataTexture;
  8195. DataTexture.prototype.isDataTexture = true;
  8196. /**
  8197. * @author bhouston / http://clara.io
  8198. */
  8199. function Plane( normal, constant ) {
  8200. // normal is assumed to be normalized
  8201. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8202. this.constant = ( constant !== undefined ) ? constant : 0;
  8203. }
  8204. Object.assign( Plane.prototype, {
  8205. isPlane: true,
  8206. set: function ( normal, constant ) {
  8207. this.normal.copy( normal );
  8208. this.constant = constant;
  8209. return this;
  8210. },
  8211. setComponents: function ( x, y, z, w ) {
  8212. this.normal.set( x, y, z );
  8213. this.constant = w;
  8214. return this;
  8215. },
  8216. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8217. this.normal.copy( normal );
  8218. this.constant = - point.dot( this.normal );
  8219. return this;
  8220. },
  8221. setFromCoplanarPoints: function () {
  8222. var v1 = new Vector3();
  8223. var v2 = new Vector3();
  8224. return function setFromCoplanarPoints( a, b, c ) {
  8225. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  8226. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8227. this.setFromNormalAndCoplanarPoint( normal, a );
  8228. return this;
  8229. };
  8230. }(),
  8231. clone: function () {
  8232. return new this.constructor().copy( this );
  8233. },
  8234. copy: function ( plane ) {
  8235. this.normal.copy( plane.normal );
  8236. this.constant = plane.constant;
  8237. return this;
  8238. },
  8239. normalize: function () {
  8240. // Note: will lead to a divide by zero if the plane is invalid.
  8241. var inverseNormalLength = 1.0 / this.normal.length();
  8242. this.normal.multiplyScalar( inverseNormalLength );
  8243. this.constant *= inverseNormalLength;
  8244. return this;
  8245. },
  8246. negate: function () {
  8247. this.constant *= - 1;
  8248. this.normal.negate();
  8249. return this;
  8250. },
  8251. distanceToPoint: function ( point ) {
  8252. return this.normal.dot( point ) + this.constant;
  8253. },
  8254. distanceToSphere: function ( sphere ) {
  8255. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8256. },
  8257. projectPoint: function ( point, target ) {
  8258. if ( target === undefined ) {
  8259. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8260. target = new Vector3();
  8261. }
  8262. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8263. },
  8264. intersectLine: function () {
  8265. var v1 = new Vector3();
  8266. return function intersectLine( line, target ) {
  8267. if ( target === undefined ) {
  8268. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8269. target = new Vector3();
  8270. }
  8271. var direction = line.delta( v1 );
  8272. var denominator = this.normal.dot( direction );
  8273. if ( denominator === 0 ) {
  8274. // line is coplanar, return origin
  8275. if ( this.distanceToPoint( line.start ) === 0 ) {
  8276. return target.copy( line.start );
  8277. }
  8278. // Unsure if this is the correct method to handle this case.
  8279. return undefined;
  8280. }
  8281. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8282. if ( t < 0 || t > 1 ) {
  8283. return undefined;
  8284. }
  8285. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8286. };
  8287. }(),
  8288. intersectsLine: function ( line ) {
  8289. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8290. var startSign = this.distanceToPoint( line.start );
  8291. var endSign = this.distanceToPoint( line.end );
  8292. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8293. },
  8294. intersectsBox: function ( box ) {
  8295. return box.intersectsPlane( this );
  8296. },
  8297. intersectsSphere: function ( sphere ) {
  8298. return sphere.intersectsPlane( this );
  8299. },
  8300. coplanarPoint: function ( target ) {
  8301. if ( target === undefined ) {
  8302. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8303. target = new Vector3();
  8304. }
  8305. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8306. },
  8307. applyMatrix4: function () {
  8308. var v1 = new Vector3();
  8309. var m1 = new Matrix3();
  8310. return function applyMatrix4( matrix, optionalNormalMatrix ) {
  8311. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  8312. var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
  8313. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8314. this.constant = - referencePoint.dot( normal );
  8315. return this;
  8316. };
  8317. }(),
  8318. translate: function ( offset ) {
  8319. this.constant -= offset.dot( this.normal );
  8320. return this;
  8321. },
  8322. equals: function ( plane ) {
  8323. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8324. }
  8325. } );
  8326. /**
  8327. * @author mrdoob / http://mrdoob.com/
  8328. * @author alteredq / http://alteredqualia.com/
  8329. * @author bhouston / http://clara.io
  8330. */
  8331. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8332. this.planes = [
  8333. ( p0 !== undefined ) ? p0 : new Plane(),
  8334. ( p1 !== undefined ) ? p1 : new Plane(),
  8335. ( p2 !== undefined ) ? p2 : new Plane(),
  8336. ( p3 !== undefined ) ? p3 : new Plane(),
  8337. ( p4 !== undefined ) ? p4 : new Plane(),
  8338. ( p5 !== undefined ) ? p5 : new Plane()
  8339. ];
  8340. }
  8341. Object.assign( Frustum.prototype, {
  8342. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8343. var planes = this.planes;
  8344. planes[ 0 ].copy( p0 );
  8345. planes[ 1 ].copy( p1 );
  8346. planes[ 2 ].copy( p2 );
  8347. planes[ 3 ].copy( p3 );
  8348. planes[ 4 ].copy( p4 );
  8349. planes[ 5 ].copy( p5 );
  8350. return this;
  8351. },
  8352. clone: function () {
  8353. return new this.constructor().copy( this );
  8354. },
  8355. copy: function ( frustum ) {
  8356. var planes = this.planes;
  8357. for ( var i = 0; i < 6; i ++ ) {
  8358. planes[ i ].copy( frustum.planes[ i ] );
  8359. }
  8360. return this;
  8361. },
  8362. setFromMatrix: function ( m ) {
  8363. var planes = this.planes;
  8364. var me = m.elements;
  8365. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8366. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8367. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8368. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8369. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8370. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8371. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8372. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8373. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8374. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8375. return this;
  8376. },
  8377. intersectsObject: function () {
  8378. var sphere = new Sphere();
  8379. return function intersectsObject( object ) {
  8380. var geometry = object.geometry;
  8381. if ( geometry.boundingSphere === null )
  8382. geometry.computeBoundingSphere();
  8383. sphere.copy( geometry.boundingSphere )
  8384. .applyMatrix4( object.matrixWorld );
  8385. return this.intersectsSphere( sphere );
  8386. };
  8387. }(),
  8388. intersectsSprite: function () {
  8389. var sphere = new Sphere();
  8390. return function intersectsSprite( sprite ) {
  8391. sphere.center.set( 0, 0, 0 );
  8392. sphere.radius = 0.7071067811865476;
  8393. sphere.applyMatrix4( sprite.matrixWorld );
  8394. return this.intersectsSphere( sphere );
  8395. };
  8396. }(),
  8397. intersectsSphere: function ( sphere ) {
  8398. var planes = this.planes;
  8399. var center = sphere.center;
  8400. var negRadius = - sphere.radius;
  8401. for ( var i = 0; i < 6; i ++ ) {
  8402. var distance = planes[ i ].distanceToPoint( center );
  8403. if ( distance < negRadius ) {
  8404. return false;
  8405. }
  8406. }
  8407. return true;
  8408. },
  8409. intersectsBox: function () {
  8410. var p = new Vector3();
  8411. return function intersectsBox( box ) {
  8412. var planes = this.planes;
  8413. for ( var i = 0; i < 6; i ++ ) {
  8414. var plane = planes[ i ];
  8415. // corner at max distance
  8416. p.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8417. p.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8418. p.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8419. if ( plane.distanceToPoint( p ) < 0 ) {
  8420. return false;
  8421. }
  8422. }
  8423. return true;
  8424. };
  8425. }(),
  8426. containsPoint: function ( point ) {
  8427. var planes = this.planes;
  8428. for ( var i = 0; i < 6; i ++ ) {
  8429. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8430. return false;
  8431. }
  8432. }
  8433. return true;
  8434. }
  8435. } );
  8436. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8437. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8438. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8439. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8440. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8441. var begin_vertex = "vec3 transformed = vec3( position );";
  8442. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8443. 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 GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, 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_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 GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.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}";
  8444. 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";
  8445. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8446. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8447. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8448. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8449. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8450. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8451. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8452. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8453. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\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}";
  8454. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  8455. var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8456. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8457. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  8458. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8459. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8460. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8461. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8462. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8463. var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8464. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8465. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8466. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8467. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8468. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8469. 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";
  8470. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  8471. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8472. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8473. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8474. var lights_pars_begin = "uniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8475. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8476. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8477. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8478. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif";
  8479. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#endif\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\tfloat clearCoatInv = 1.0 - clearCoatDHR;\n\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec3 singleScattering = vec3( 0.0 );\n\t\tvec3 multiScattering = vec3( 0.0 );\n\t\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\t\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * singleScattering;\n\t\treflectedLight.indirectDiffuse += multiScattering * cosineWeightedIrradiance;\n\t\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n\t#else\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#endif\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8480. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif";
  8481. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif";
  8482. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, irradiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif";
  8483. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8484. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  8485. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8486. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif";
  8487. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8488. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8489. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  8490. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8491. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8492. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8493. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  8494. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8495. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8496. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif";
  8497. var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy = normalScale * mapN.xy;\n\t\t\tnormal = normalize( vTBN * mapN );\n\t\t#else\n\t\t\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\t\t#endif\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8498. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#else\n\t\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\t\tvec2 st0 = dFdx( vUv.st );\n\t\t\tvec2 st1 = dFdy( vUv.st );\n\t\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\t\tvec3 N = normalize( surf_norm );\n\t\t\tmat3 tsn = mat3( S, T, N );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy *= normalScale;\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\treturn normalize( tsn * mapN );\n\t\t}\n\t#endif\n#endif";
  8499. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8500. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8501. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  8502. var dithering_fragment = "#if defined( DITHERING )\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8503. var dithering_pars_fragment = "#if defined( 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";
  8504. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8505. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8506. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8507. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif";
  8508. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8509. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8510. 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";
  8511. 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";
  8512. 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";
  8513. 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";
  8514. 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";
  8515. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8516. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8517. var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8518. var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
  8519. var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8520. var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8521. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8522. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8523. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8524. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  8525. 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}";
  8526. 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}";
  8527. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8528. 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}";
  8529. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
  8530. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}";
  8531. 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}";
  8532. 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}";
  8533. 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}";
  8534. 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}";
  8535. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8536. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8537. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8538. 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}";
  8539. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8540. 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}";
  8541. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8542. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8543. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8544. 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}";
  8545. var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <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 <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8546. var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8547. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_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}";
  8548. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8549. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8550. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8551. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
  8552. 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}";
  8553. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8554. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8555. var ShaderChunk = {
  8556. alphamap_fragment: alphamap_fragment,
  8557. alphamap_pars_fragment: alphamap_pars_fragment,
  8558. alphatest_fragment: alphatest_fragment,
  8559. aomap_fragment: aomap_fragment,
  8560. aomap_pars_fragment: aomap_pars_fragment,
  8561. begin_vertex: begin_vertex,
  8562. beginnormal_vertex: beginnormal_vertex,
  8563. bsdfs: bsdfs,
  8564. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8565. clipping_planes_fragment: clipping_planes_fragment,
  8566. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8567. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8568. clipping_planes_vertex: clipping_planes_vertex,
  8569. color_fragment: color_fragment,
  8570. color_pars_fragment: color_pars_fragment,
  8571. color_pars_vertex: color_pars_vertex,
  8572. color_vertex: color_vertex,
  8573. common: common,
  8574. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8575. defaultnormal_vertex: defaultnormal_vertex,
  8576. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8577. displacementmap_vertex: displacementmap_vertex,
  8578. emissivemap_fragment: emissivemap_fragment,
  8579. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8580. encodings_fragment: encodings_fragment,
  8581. encodings_pars_fragment: encodings_pars_fragment,
  8582. envmap_fragment: envmap_fragment,
  8583. envmap_pars_fragment: envmap_pars_fragment,
  8584. envmap_pars_vertex: envmap_pars_vertex,
  8585. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8586. envmap_vertex: envmap_vertex,
  8587. fog_vertex: fog_vertex,
  8588. fog_pars_vertex: fog_pars_vertex,
  8589. fog_fragment: fog_fragment,
  8590. fog_pars_fragment: fog_pars_fragment,
  8591. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8592. lightmap_fragment: lightmap_fragment,
  8593. lightmap_pars_fragment: lightmap_pars_fragment,
  8594. lights_lambert_vertex: lights_lambert_vertex,
  8595. lights_pars_begin: lights_pars_begin,
  8596. lights_phong_fragment: lights_phong_fragment,
  8597. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8598. lights_physical_fragment: lights_physical_fragment,
  8599. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8600. lights_fragment_begin: lights_fragment_begin,
  8601. lights_fragment_maps: lights_fragment_maps,
  8602. lights_fragment_end: lights_fragment_end,
  8603. logdepthbuf_fragment: logdepthbuf_fragment,
  8604. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8605. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8606. logdepthbuf_vertex: logdepthbuf_vertex,
  8607. map_fragment: map_fragment,
  8608. map_pars_fragment: map_pars_fragment,
  8609. map_particle_fragment: map_particle_fragment,
  8610. map_particle_pars_fragment: map_particle_pars_fragment,
  8611. metalnessmap_fragment: metalnessmap_fragment,
  8612. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8613. morphnormal_vertex: morphnormal_vertex,
  8614. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8615. morphtarget_vertex: morphtarget_vertex,
  8616. normal_fragment_begin: normal_fragment_begin,
  8617. normal_fragment_maps: normal_fragment_maps,
  8618. normalmap_pars_fragment: normalmap_pars_fragment,
  8619. packing: packing,
  8620. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8621. project_vertex: project_vertex,
  8622. dithering_fragment: dithering_fragment,
  8623. dithering_pars_fragment: dithering_pars_fragment,
  8624. roughnessmap_fragment: roughnessmap_fragment,
  8625. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8626. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8627. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8628. shadowmap_vertex: shadowmap_vertex,
  8629. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8630. skinbase_vertex: skinbase_vertex,
  8631. skinning_pars_vertex: skinning_pars_vertex,
  8632. skinning_vertex: skinning_vertex,
  8633. skinnormal_vertex: skinnormal_vertex,
  8634. specularmap_fragment: specularmap_fragment,
  8635. specularmap_pars_fragment: specularmap_pars_fragment,
  8636. tonemapping_fragment: tonemapping_fragment,
  8637. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8638. uv_pars_fragment: uv_pars_fragment,
  8639. uv_pars_vertex: uv_pars_vertex,
  8640. uv_vertex: uv_vertex,
  8641. uv2_pars_fragment: uv2_pars_fragment,
  8642. uv2_pars_vertex: uv2_pars_vertex,
  8643. uv2_vertex: uv2_vertex,
  8644. worldpos_vertex: worldpos_vertex,
  8645. background_frag: background_frag,
  8646. background_vert: background_vert,
  8647. cube_frag: cube_frag,
  8648. cube_vert: cube_vert,
  8649. depth_frag: depth_frag,
  8650. depth_vert: depth_vert,
  8651. distanceRGBA_frag: distanceRGBA_frag,
  8652. distanceRGBA_vert: distanceRGBA_vert,
  8653. equirect_frag: equirect_frag,
  8654. equirect_vert: equirect_vert,
  8655. linedashed_frag: linedashed_frag,
  8656. linedashed_vert: linedashed_vert,
  8657. meshbasic_frag: meshbasic_frag,
  8658. meshbasic_vert: meshbasic_vert,
  8659. meshlambert_frag: meshlambert_frag,
  8660. meshlambert_vert: meshlambert_vert,
  8661. meshmatcap_frag: meshmatcap_frag,
  8662. meshmatcap_vert: meshmatcap_vert,
  8663. meshphong_frag: meshphong_frag,
  8664. meshphong_vert: meshphong_vert,
  8665. meshphysical_frag: meshphysical_frag,
  8666. meshphysical_vert: meshphysical_vert,
  8667. normal_frag: normal_frag,
  8668. normal_vert: normal_vert,
  8669. points_frag: points_frag,
  8670. points_vert: points_vert,
  8671. shadow_frag: shadow_frag,
  8672. shadow_vert: shadow_vert,
  8673. sprite_frag: sprite_frag,
  8674. sprite_vert: sprite_vert
  8675. };
  8676. /**
  8677. * Uniforms library for shared webgl shaders
  8678. */
  8679. var UniformsLib = {
  8680. common: {
  8681. diffuse: { value: new Color( 0xeeeeee ) },
  8682. opacity: { value: 1.0 },
  8683. map: { value: null },
  8684. uvTransform: { value: new Matrix3() },
  8685. alphaMap: { value: null },
  8686. },
  8687. specularmap: {
  8688. specularMap: { value: null },
  8689. },
  8690. envmap: {
  8691. envMap: { value: null },
  8692. flipEnvMap: { value: - 1 },
  8693. reflectivity: { value: 1.0 },
  8694. refractionRatio: { value: 0.98 },
  8695. maxMipLevel: { value: 0 }
  8696. },
  8697. aomap: {
  8698. aoMap: { value: null },
  8699. aoMapIntensity: { value: 1 }
  8700. },
  8701. lightmap: {
  8702. lightMap: { value: null },
  8703. lightMapIntensity: { value: 1 }
  8704. },
  8705. emissivemap: {
  8706. emissiveMap: { value: null }
  8707. },
  8708. bumpmap: {
  8709. bumpMap: { value: null },
  8710. bumpScale: { value: 1 }
  8711. },
  8712. normalmap: {
  8713. normalMap: { value: null },
  8714. normalScale: { value: new Vector2( 1, 1 ) }
  8715. },
  8716. displacementmap: {
  8717. displacementMap: { value: null },
  8718. displacementScale: { value: 1 },
  8719. displacementBias: { value: 0 }
  8720. },
  8721. roughnessmap: {
  8722. roughnessMap: { value: null }
  8723. },
  8724. metalnessmap: {
  8725. metalnessMap: { value: null }
  8726. },
  8727. gradientmap: {
  8728. gradientMap: { value: null }
  8729. },
  8730. fog: {
  8731. fogDensity: { value: 0.00025 },
  8732. fogNear: { value: 1 },
  8733. fogFar: { value: 2000 },
  8734. fogColor: { value: new Color( 0xffffff ) }
  8735. },
  8736. lights: {
  8737. ambientLightColor: { value: [] },
  8738. lightProbe: { value: [] },
  8739. directionalLights: { value: [], properties: {
  8740. direction: {},
  8741. color: {},
  8742. shadow: {},
  8743. shadowBias: {},
  8744. shadowRadius: {},
  8745. shadowMapSize: {}
  8746. } },
  8747. directionalShadowMap: { value: [] },
  8748. directionalShadowMatrix: { value: [] },
  8749. spotLights: { value: [], properties: {
  8750. color: {},
  8751. position: {},
  8752. direction: {},
  8753. distance: {},
  8754. coneCos: {},
  8755. penumbraCos: {},
  8756. decay: {},
  8757. shadow: {},
  8758. shadowBias: {},
  8759. shadowRadius: {},
  8760. shadowMapSize: {}
  8761. } },
  8762. spotShadowMap: { value: [] },
  8763. spotShadowMatrix: { value: [] },
  8764. pointLights: { value: [], properties: {
  8765. color: {},
  8766. position: {},
  8767. decay: {},
  8768. distance: {},
  8769. shadow: {},
  8770. shadowBias: {},
  8771. shadowRadius: {},
  8772. shadowMapSize: {},
  8773. shadowCameraNear: {},
  8774. shadowCameraFar: {}
  8775. } },
  8776. pointShadowMap: { value: [] },
  8777. pointShadowMatrix: { value: [] },
  8778. hemisphereLights: { value: [], properties: {
  8779. direction: {},
  8780. skyColor: {},
  8781. groundColor: {}
  8782. } },
  8783. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8784. rectAreaLights: { value: [], properties: {
  8785. color: {},
  8786. position: {},
  8787. width: {},
  8788. height: {}
  8789. } }
  8790. },
  8791. points: {
  8792. diffuse: { value: new Color( 0xeeeeee ) },
  8793. opacity: { value: 1.0 },
  8794. size: { value: 1.0 },
  8795. scale: { value: 1.0 },
  8796. map: { value: null },
  8797. uvTransform: { value: new Matrix3() }
  8798. },
  8799. sprite: {
  8800. diffuse: { value: new Color( 0xeeeeee ) },
  8801. opacity: { value: 1.0 },
  8802. center: { value: new Vector2( 0.5, 0.5 ) },
  8803. rotation: { value: 0.0 },
  8804. map: { value: null },
  8805. uvTransform: { value: new Matrix3() }
  8806. }
  8807. };
  8808. /**
  8809. * @author alteredq / http://alteredqualia.com/
  8810. * @author mrdoob / http://mrdoob.com/
  8811. * @author mikael emtinger / http://gomo.se/
  8812. */
  8813. var ShaderLib = {
  8814. basic: {
  8815. uniforms: mergeUniforms( [
  8816. UniformsLib.common,
  8817. UniformsLib.specularmap,
  8818. UniformsLib.envmap,
  8819. UniformsLib.aomap,
  8820. UniformsLib.lightmap,
  8821. UniformsLib.fog
  8822. ] ),
  8823. vertexShader: ShaderChunk.meshbasic_vert,
  8824. fragmentShader: ShaderChunk.meshbasic_frag
  8825. },
  8826. lambert: {
  8827. uniforms: mergeUniforms( [
  8828. UniformsLib.common,
  8829. UniformsLib.specularmap,
  8830. UniformsLib.envmap,
  8831. UniformsLib.aomap,
  8832. UniformsLib.lightmap,
  8833. UniformsLib.emissivemap,
  8834. UniformsLib.fog,
  8835. UniformsLib.lights,
  8836. {
  8837. emissive: { value: new Color( 0x000000 ) }
  8838. }
  8839. ] ),
  8840. vertexShader: ShaderChunk.meshlambert_vert,
  8841. fragmentShader: ShaderChunk.meshlambert_frag
  8842. },
  8843. phong: {
  8844. uniforms: mergeUniforms( [
  8845. UniformsLib.common,
  8846. UniformsLib.specularmap,
  8847. UniformsLib.envmap,
  8848. UniformsLib.aomap,
  8849. UniformsLib.lightmap,
  8850. UniformsLib.emissivemap,
  8851. UniformsLib.bumpmap,
  8852. UniformsLib.normalmap,
  8853. UniformsLib.displacementmap,
  8854. UniformsLib.gradientmap,
  8855. UniformsLib.fog,
  8856. UniformsLib.lights,
  8857. {
  8858. emissive: { value: new Color( 0x000000 ) },
  8859. specular: { value: new Color( 0x111111 ) },
  8860. shininess: { value: 30 }
  8861. }
  8862. ] ),
  8863. vertexShader: ShaderChunk.meshphong_vert,
  8864. fragmentShader: ShaderChunk.meshphong_frag
  8865. },
  8866. standard: {
  8867. uniforms: mergeUniforms( [
  8868. UniformsLib.common,
  8869. UniformsLib.envmap,
  8870. UniformsLib.aomap,
  8871. UniformsLib.lightmap,
  8872. UniformsLib.emissivemap,
  8873. UniformsLib.bumpmap,
  8874. UniformsLib.normalmap,
  8875. UniformsLib.displacementmap,
  8876. UniformsLib.roughnessmap,
  8877. UniformsLib.metalnessmap,
  8878. UniformsLib.fog,
  8879. UniformsLib.lights,
  8880. {
  8881. emissive: { value: new Color( 0x000000 ) },
  8882. roughness: { value: 0.5 },
  8883. metalness: { value: 0.5 },
  8884. envMapIntensity: { value: 1 } // temporary
  8885. }
  8886. ] ),
  8887. vertexShader: ShaderChunk.meshphysical_vert,
  8888. fragmentShader: ShaderChunk.meshphysical_frag
  8889. },
  8890. matcap: {
  8891. uniforms: mergeUniforms( [
  8892. UniformsLib.common,
  8893. UniformsLib.bumpmap,
  8894. UniformsLib.normalmap,
  8895. UniformsLib.displacementmap,
  8896. UniformsLib.fog,
  8897. {
  8898. matcap: { value: null }
  8899. }
  8900. ] ),
  8901. vertexShader: ShaderChunk.meshmatcap_vert,
  8902. fragmentShader: ShaderChunk.meshmatcap_frag
  8903. },
  8904. points: {
  8905. uniforms: mergeUniforms( [
  8906. UniformsLib.points,
  8907. UniformsLib.fog
  8908. ] ),
  8909. vertexShader: ShaderChunk.points_vert,
  8910. fragmentShader: ShaderChunk.points_frag
  8911. },
  8912. dashed: {
  8913. uniforms: mergeUniforms( [
  8914. UniformsLib.common,
  8915. UniformsLib.fog,
  8916. {
  8917. scale: { value: 1 },
  8918. dashSize: { value: 1 },
  8919. totalSize: { value: 2 }
  8920. }
  8921. ] ),
  8922. vertexShader: ShaderChunk.linedashed_vert,
  8923. fragmentShader: ShaderChunk.linedashed_frag
  8924. },
  8925. depth: {
  8926. uniforms: mergeUniforms( [
  8927. UniformsLib.common,
  8928. UniformsLib.displacementmap
  8929. ] ),
  8930. vertexShader: ShaderChunk.depth_vert,
  8931. fragmentShader: ShaderChunk.depth_frag
  8932. },
  8933. normal: {
  8934. uniforms: mergeUniforms( [
  8935. UniformsLib.common,
  8936. UniformsLib.bumpmap,
  8937. UniformsLib.normalmap,
  8938. UniformsLib.displacementmap,
  8939. {
  8940. opacity: { value: 1.0 }
  8941. }
  8942. ] ),
  8943. vertexShader: ShaderChunk.normal_vert,
  8944. fragmentShader: ShaderChunk.normal_frag
  8945. },
  8946. sprite: {
  8947. uniforms: mergeUniforms( [
  8948. UniformsLib.sprite,
  8949. UniformsLib.fog
  8950. ] ),
  8951. vertexShader: ShaderChunk.sprite_vert,
  8952. fragmentShader: ShaderChunk.sprite_frag
  8953. },
  8954. background: {
  8955. uniforms: {
  8956. uvTransform: { value: new Matrix3() },
  8957. t2D: { value: null },
  8958. },
  8959. vertexShader: ShaderChunk.background_vert,
  8960. fragmentShader: ShaderChunk.background_frag
  8961. },
  8962. /* -------------------------------------------------------------------------
  8963. // Cube map shader
  8964. ------------------------------------------------------------------------- */
  8965. cube: {
  8966. uniforms: {
  8967. tCube: { value: null },
  8968. tFlip: { value: - 1 },
  8969. opacity: { value: 1.0 }
  8970. },
  8971. vertexShader: ShaderChunk.cube_vert,
  8972. fragmentShader: ShaderChunk.cube_frag
  8973. },
  8974. equirect: {
  8975. uniforms: {
  8976. tEquirect: { value: null },
  8977. },
  8978. vertexShader: ShaderChunk.equirect_vert,
  8979. fragmentShader: ShaderChunk.equirect_frag
  8980. },
  8981. distanceRGBA: {
  8982. uniforms: mergeUniforms( [
  8983. UniformsLib.common,
  8984. UniformsLib.displacementmap,
  8985. {
  8986. referencePosition: { value: new Vector3() },
  8987. nearDistance: { value: 1 },
  8988. farDistance: { value: 1000 }
  8989. }
  8990. ] ),
  8991. vertexShader: ShaderChunk.distanceRGBA_vert,
  8992. fragmentShader: ShaderChunk.distanceRGBA_frag
  8993. },
  8994. shadow: {
  8995. uniforms: mergeUniforms( [
  8996. UniformsLib.lights,
  8997. UniformsLib.fog,
  8998. {
  8999. color: { value: new Color( 0x00000 ) },
  9000. opacity: { value: 1.0 }
  9001. },
  9002. ] ),
  9003. vertexShader: ShaderChunk.shadow_vert,
  9004. fragmentShader: ShaderChunk.shadow_frag
  9005. }
  9006. };
  9007. ShaderLib.physical = {
  9008. uniforms: mergeUniforms( [
  9009. ShaderLib.standard.uniforms,
  9010. {
  9011. clearCoat: { value: 0 },
  9012. clearCoatRoughness: { value: 0 }
  9013. }
  9014. ] ),
  9015. vertexShader: ShaderChunk.meshphysical_vert,
  9016. fragmentShader: ShaderChunk.meshphysical_frag
  9017. };
  9018. /**
  9019. * @author mrdoob / http://mrdoob.com/
  9020. */
  9021. function WebGLAnimation() {
  9022. var context = null;
  9023. var isAnimating = false;
  9024. var animationLoop = null;
  9025. function onAnimationFrame( time, frame ) {
  9026. if ( isAnimating === false ) return;
  9027. animationLoop( time, frame );
  9028. context.requestAnimationFrame( onAnimationFrame );
  9029. }
  9030. return {
  9031. start: function () {
  9032. if ( isAnimating === true ) return;
  9033. if ( animationLoop === null ) return;
  9034. context.requestAnimationFrame( onAnimationFrame );
  9035. isAnimating = true;
  9036. },
  9037. stop: function () {
  9038. isAnimating = false;
  9039. },
  9040. setAnimationLoop: function ( callback ) {
  9041. animationLoop = callback;
  9042. },
  9043. setContext: function ( value ) {
  9044. context = value;
  9045. }
  9046. };
  9047. }
  9048. /**
  9049. * @author mrdoob / http://mrdoob.com/
  9050. */
  9051. function WebGLAttributes( gl ) {
  9052. var buffers = new WeakMap();
  9053. function createBuffer( attribute, bufferType ) {
  9054. var array = attribute.array;
  9055. var usage = attribute.dynamic ? 35048 : 35044;
  9056. var buffer = gl.createBuffer();
  9057. gl.bindBuffer( bufferType, buffer );
  9058. gl.bufferData( bufferType, array, usage );
  9059. attribute.onUploadCallback();
  9060. var type = 5126;
  9061. if ( array instanceof Float32Array ) {
  9062. type = 5126;
  9063. } else if ( array instanceof Float64Array ) {
  9064. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  9065. } else if ( array instanceof Uint16Array ) {
  9066. type = 5123;
  9067. } else if ( array instanceof Int16Array ) {
  9068. type = 5122;
  9069. } else if ( array instanceof Uint32Array ) {
  9070. type = 5125;
  9071. } else if ( array instanceof Int32Array ) {
  9072. type = 5124;
  9073. } else if ( array instanceof Int8Array ) {
  9074. type = 5120;
  9075. } else if ( array instanceof Uint8Array ) {
  9076. type = 5121;
  9077. }
  9078. return {
  9079. buffer: buffer,
  9080. type: type,
  9081. bytesPerElement: array.BYTES_PER_ELEMENT,
  9082. version: attribute.version
  9083. };
  9084. }
  9085. function updateBuffer( buffer, attribute, bufferType ) {
  9086. var array = attribute.array;
  9087. var updateRange = attribute.updateRange;
  9088. gl.bindBuffer( bufferType, buffer );
  9089. if ( attribute.dynamic === false ) {
  9090. gl.bufferData( bufferType, array, 35044 );
  9091. } else if ( updateRange.count === - 1 ) {
  9092. // Not using update ranges
  9093. gl.bufferSubData( bufferType, 0, array );
  9094. } else if ( updateRange.count === 0 ) {
  9095. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  9096. } else {
  9097. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  9098. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  9099. updateRange.count = - 1; // reset range
  9100. }
  9101. }
  9102. //
  9103. function get( attribute ) {
  9104. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9105. return buffers.get( attribute );
  9106. }
  9107. function remove( attribute ) {
  9108. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9109. var data = buffers.get( attribute );
  9110. if ( data ) {
  9111. gl.deleteBuffer( data.buffer );
  9112. buffers.delete( attribute );
  9113. }
  9114. }
  9115. function update( attribute, bufferType ) {
  9116. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9117. var data = buffers.get( attribute );
  9118. if ( data === undefined ) {
  9119. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9120. } else if ( data.version < attribute.version ) {
  9121. updateBuffer( data.buffer, attribute, bufferType );
  9122. data.version = attribute.version;
  9123. }
  9124. }
  9125. return {
  9126. get: get,
  9127. remove: remove,
  9128. update: update
  9129. };
  9130. }
  9131. /**
  9132. * @author mrdoob / http://mrdoob.com/
  9133. * @author Mugen87 / https://github.com/Mugen87
  9134. */
  9135. // PlaneGeometry
  9136. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9137. Geometry.call( this );
  9138. this.type = 'PlaneGeometry';
  9139. this.parameters = {
  9140. width: width,
  9141. height: height,
  9142. widthSegments: widthSegments,
  9143. heightSegments: heightSegments
  9144. };
  9145. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9146. this.mergeVertices();
  9147. }
  9148. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9149. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9150. // PlaneBufferGeometry
  9151. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9152. BufferGeometry.call( this );
  9153. this.type = 'PlaneBufferGeometry';
  9154. this.parameters = {
  9155. width: width,
  9156. height: height,
  9157. widthSegments: widthSegments,
  9158. heightSegments: heightSegments
  9159. };
  9160. width = width || 1;
  9161. height = height || 1;
  9162. var width_half = width / 2;
  9163. var height_half = height / 2;
  9164. var gridX = Math.floor( widthSegments ) || 1;
  9165. var gridY = Math.floor( heightSegments ) || 1;
  9166. var gridX1 = gridX + 1;
  9167. var gridY1 = gridY + 1;
  9168. var segment_width = width / gridX;
  9169. var segment_height = height / gridY;
  9170. var ix, iy;
  9171. // buffers
  9172. var indices = [];
  9173. var vertices = [];
  9174. var normals = [];
  9175. var uvs = [];
  9176. // generate vertices, normals and uvs
  9177. for ( iy = 0; iy < gridY1; iy ++ ) {
  9178. var y = iy * segment_height - height_half;
  9179. for ( ix = 0; ix < gridX1; ix ++ ) {
  9180. var x = ix * segment_width - width_half;
  9181. vertices.push( x, - y, 0 );
  9182. normals.push( 0, 0, 1 );
  9183. uvs.push( ix / gridX );
  9184. uvs.push( 1 - ( iy / gridY ) );
  9185. }
  9186. }
  9187. // indices
  9188. for ( iy = 0; iy < gridY; iy ++ ) {
  9189. for ( ix = 0; ix < gridX; ix ++ ) {
  9190. var a = ix + gridX1 * iy;
  9191. var b = ix + gridX1 * ( iy + 1 );
  9192. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9193. var d = ( ix + 1 ) + gridX1 * iy;
  9194. // faces
  9195. indices.push( a, b, d );
  9196. indices.push( b, c, d );
  9197. }
  9198. }
  9199. // build geometry
  9200. this.setIndex( indices );
  9201. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9202. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9203. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9204. }
  9205. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9206. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9207. /**
  9208. * @author mrdoob / http://mrdoob.com/
  9209. */
  9210. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9211. var clearColor = new Color( 0x000000 );
  9212. var clearAlpha = 0;
  9213. var planeMesh;
  9214. var boxMesh;
  9215. // Store the current background texture and its `version`
  9216. // so we can recompile the material accordingly.
  9217. var currentBackground = null;
  9218. var currentBackgroundVersion = 0;
  9219. function render( renderList, scene, camera, forceClear ) {
  9220. var background = scene.background;
  9221. // Ignore background in AR
  9222. // TODO: Reconsider this.
  9223. var vr = renderer.vr;
  9224. var session = vr.getSession && vr.getSession();
  9225. if ( session && session.environmentBlendMode === 'additive' ) {
  9226. background = null;
  9227. }
  9228. if ( background === null ) {
  9229. setClear( clearColor, clearAlpha );
  9230. currentBackground = null;
  9231. currentBackgroundVersion = 0;
  9232. } else if ( background && background.isColor ) {
  9233. setClear( background, 1 );
  9234. forceClear = true;
  9235. currentBackground = null;
  9236. currentBackgroundVersion = 0;
  9237. }
  9238. if ( renderer.autoClear || forceClear ) {
  9239. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9240. }
  9241. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9242. if ( boxMesh === undefined ) {
  9243. boxMesh = new Mesh(
  9244. new BoxBufferGeometry( 1, 1, 1 ),
  9245. new ShaderMaterial( {
  9246. type: 'BackgroundCubeMaterial',
  9247. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9248. vertexShader: ShaderLib.cube.vertexShader,
  9249. fragmentShader: ShaderLib.cube.fragmentShader,
  9250. side: BackSide,
  9251. depthTest: false,
  9252. depthWrite: false,
  9253. fog: false
  9254. } )
  9255. );
  9256. boxMesh.geometry.removeAttribute( 'normal' );
  9257. boxMesh.geometry.removeAttribute( 'uv' );
  9258. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9259. this.matrixWorld.copyPosition( camera.matrixWorld );
  9260. };
  9261. // enable code injection for non-built-in material
  9262. Object.defineProperty( boxMesh.material, 'map', {
  9263. get: function () {
  9264. return this.uniforms.tCube.value;
  9265. }
  9266. } );
  9267. objects.update( boxMesh );
  9268. }
  9269. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9270. boxMesh.material.uniforms.tCube.value = texture;
  9271. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9272. if ( currentBackground !== background ||
  9273. currentBackgroundVersion !== texture.version ) {
  9274. boxMesh.material.needsUpdate = true;
  9275. currentBackground = background;
  9276. currentBackgroundVersion = texture.version;
  9277. }
  9278. // push to the pre-sorted opaque render list
  9279. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9280. } else if ( background && background.isTexture ) {
  9281. if ( planeMesh === undefined ) {
  9282. planeMesh = new Mesh(
  9283. new PlaneBufferGeometry( 2, 2 ),
  9284. new ShaderMaterial( {
  9285. type: 'BackgroundMaterial',
  9286. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9287. vertexShader: ShaderLib.background.vertexShader,
  9288. fragmentShader: ShaderLib.background.fragmentShader,
  9289. side: FrontSide,
  9290. depthTest: false,
  9291. depthWrite: false,
  9292. fog: false
  9293. } )
  9294. );
  9295. planeMesh.geometry.removeAttribute( 'normal' );
  9296. // enable code injection for non-built-in material
  9297. Object.defineProperty( planeMesh.material, 'map', {
  9298. get: function () {
  9299. return this.uniforms.t2D.value;
  9300. }
  9301. } );
  9302. objects.update( planeMesh );
  9303. }
  9304. planeMesh.material.uniforms.t2D.value = background;
  9305. if ( background.matrixAutoUpdate === true ) {
  9306. background.updateMatrix();
  9307. }
  9308. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9309. if ( currentBackground !== background ||
  9310. currentBackgroundVersion !== background.version ) {
  9311. planeMesh.material.needsUpdate = true;
  9312. currentBackground = background;
  9313. currentBackgroundVersion = background.version;
  9314. }
  9315. // push to the pre-sorted opaque render list
  9316. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9317. }
  9318. }
  9319. function setClear( color, alpha ) {
  9320. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9321. }
  9322. return {
  9323. getClearColor: function () {
  9324. return clearColor;
  9325. },
  9326. setClearColor: function ( color, alpha ) {
  9327. clearColor.set( color );
  9328. clearAlpha = alpha !== undefined ? alpha : 1;
  9329. setClear( clearColor, clearAlpha );
  9330. },
  9331. getClearAlpha: function () {
  9332. return clearAlpha;
  9333. },
  9334. setClearAlpha: function ( alpha ) {
  9335. clearAlpha = alpha;
  9336. setClear( clearColor, clearAlpha );
  9337. },
  9338. render: render
  9339. };
  9340. }
  9341. /**
  9342. * @author mrdoob / http://mrdoob.com/
  9343. */
  9344. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9345. var mode;
  9346. function setMode( value ) {
  9347. mode = value;
  9348. }
  9349. function render( start, count ) {
  9350. gl.drawArrays( mode, start, count );
  9351. info.update( count, mode );
  9352. }
  9353. function renderInstances( geometry, start, count ) {
  9354. var extension;
  9355. if ( capabilities.isWebGL2 ) {
  9356. extension = gl;
  9357. } else {
  9358. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9359. if ( extension === null ) {
  9360. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9361. return;
  9362. }
  9363. }
  9364. extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
  9365. info.update( count, mode, geometry.maxInstancedCount );
  9366. }
  9367. //
  9368. this.setMode = setMode;
  9369. this.render = render;
  9370. this.renderInstances = renderInstances;
  9371. }
  9372. /**
  9373. * @author mrdoob / http://mrdoob.com/
  9374. */
  9375. function WebGLCapabilities( gl, extensions, parameters ) {
  9376. var maxAnisotropy;
  9377. function getMaxAnisotropy() {
  9378. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  9379. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9380. if ( extension !== null ) {
  9381. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9382. } else {
  9383. maxAnisotropy = 0;
  9384. }
  9385. return maxAnisotropy;
  9386. }
  9387. function getMaxPrecision( precision ) {
  9388. if ( precision === 'highp' ) {
  9389. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9390. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9391. return 'highp';
  9392. }
  9393. precision = 'mediump';
  9394. }
  9395. if ( precision === 'mediump' ) {
  9396. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9397. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9398. return 'mediump';
  9399. }
  9400. }
  9401. return 'lowp';
  9402. }
  9403. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9404. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9405. var maxPrecision = getMaxPrecision( precision );
  9406. if ( maxPrecision !== precision ) {
  9407. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9408. precision = maxPrecision;
  9409. }
  9410. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9411. var maxTextures = gl.getParameter( 34930 );
  9412. var maxVertexTextures = gl.getParameter( 35660 );
  9413. var maxTextureSize = gl.getParameter( 3379 );
  9414. var maxCubemapSize = gl.getParameter( 34076 );
  9415. var maxAttributes = gl.getParameter( 34921 );
  9416. var maxVertexUniforms = gl.getParameter( 36347 );
  9417. var maxVaryings = gl.getParameter( 36348 );
  9418. var maxFragmentUniforms = gl.getParameter( 36349 );
  9419. var vertexTextures = maxVertexTextures > 0;
  9420. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9421. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9422. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9423. return {
  9424. isWebGL2: isWebGL2,
  9425. getMaxAnisotropy: getMaxAnisotropy,
  9426. getMaxPrecision: getMaxPrecision,
  9427. precision: precision,
  9428. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9429. maxTextures: maxTextures,
  9430. maxVertexTextures: maxVertexTextures,
  9431. maxTextureSize: maxTextureSize,
  9432. maxCubemapSize: maxCubemapSize,
  9433. maxAttributes: maxAttributes,
  9434. maxVertexUniforms: maxVertexUniforms,
  9435. maxVaryings: maxVaryings,
  9436. maxFragmentUniforms: maxFragmentUniforms,
  9437. vertexTextures: vertexTextures,
  9438. floatFragmentTextures: floatFragmentTextures,
  9439. floatVertexTextures: floatVertexTextures,
  9440. maxSamples: maxSamples
  9441. };
  9442. }
  9443. /**
  9444. * @author tschw
  9445. */
  9446. function WebGLClipping() {
  9447. var scope = this,
  9448. globalState = null,
  9449. numGlobalPlanes = 0,
  9450. localClippingEnabled = false,
  9451. renderingShadows = false,
  9452. plane = new Plane(),
  9453. viewNormalMatrix = new Matrix3(),
  9454. uniform = { value: null, needsUpdate: false };
  9455. this.uniform = uniform;
  9456. this.numPlanes = 0;
  9457. this.numIntersection = 0;
  9458. this.init = function ( planes, enableLocalClipping, camera ) {
  9459. var enabled =
  9460. planes.length !== 0 ||
  9461. enableLocalClipping ||
  9462. // enable state of previous frame - the clipping code has to
  9463. // run another frame in order to reset the state:
  9464. numGlobalPlanes !== 0 ||
  9465. localClippingEnabled;
  9466. localClippingEnabled = enableLocalClipping;
  9467. globalState = projectPlanes( planes, camera, 0 );
  9468. numGlobalPlanes = planes.length;
  9469. return enabled;
  9470. };
  9471. this.beginShadows = function () {
  9472. renderingShadows = true;
  9473. projectPlanes( null );
  9474. };
  9475. this.endShadows = function () {
  9476. renderingShadows = false;
  9477. resetGlobalState();
  9478. };
  9479. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9480. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9481. // there's no local clipping
  9482. if ( renderingShadows ) {
  9483. // there's no global clipping
  9484. projectPlanes( null );
  9485. } else {
  9486. resetGlobalState();
  9487. }
  9488. } else {
  9489. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9490. lGlobal = nGlobal * 4,
  9491. dstArray = cache.clippingState || null;
  9492. uniform.value = dstArray; // ensure unique state
  9493. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9494. for ( var i = 0; i !== lGlobal; ++ i ) {
  9495. dstArray[ i ] = globalState[ i ];
  9496. }
  9497. cache.clippingState = dstArray;
  9498. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9499. this.numPlanes += nGlobal;
  9500. }
  9501. };
  9502. function resetGlobalState() {
  9503. if ( uniform.value !== globalState ) {
  9504. uniform.value = globalState;
  9505. uniform.needsUpdate = numGlobalPlanes > 0;
  9506. }
  9507. scope.numPlanes = numGlobalPlanes;
  9508. scope.numIntersection = 0;
  9509. }
  9510. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9511. var nPlanes = planes !== null ? planes.length : 0,
  9512. dstArray = null;
  9513. if ( nPlanes !== 0 ) {
  9514. dstArray = uniform.value;
  9515. if ( skipTransform !== true || dstArray === null ) {
  9516. var flatSize = dstOffset + nPlanes * 4,
  9517. viewMatrix = camera.matrixWorldInverse;
  9518. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9519. if ( dstArray === null || dstArray.length < flatSize ) {
  9520. dstArray = new Float32Array( flatSize );
  9521. }
  9522. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9523. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9524. plane.normal.toArray( dstArray, i4 );
  9525. dstArray[ i4 + 3 ] = plane.constant;
  9526. }
  9527. }
  9528. uniform.value = dstArray;
  9529. uniform.needsUpdate = true;
  9530. }
  9531. scope.numPlanes = nPlanes;
  9532. return dstArray;
  9533. }
  9534. }
  9535. /**
  9536. * @author mrdoob / http://mrdoob.com/
  9537. */
  9538. function WebGLExtensions( gl ) {
  9539. var extensions = {};
  9540. return {
  9541. get: function ( name ) {
  9542. if ( extensions[ name ] !== undefined ) {
  9543. return extensions[ name ];
  9544. }
  9545. var extension;
  9546. switch ( name ) {
  9547. case 'WEBGL_depth_texture':
  9548. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9549. break;
  9550. case 'EXT_texture_filter_anisotropic':
  9551. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9552. break;
  9553. case 'WEBGL_compressed_texture_s3tc':
  9554. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9555. break;
  9556. case 'WEBGL_compressed_texture_pvrtc':
  9557. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9558. break;
  9559. default:
  9560. extension = gl.getExtension( name );
  9561. }
  9562. if ( extension === null ) {
  9563. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9564. }
  9565. extensions[ name ] = extension;
  9566. return extension;
  9567. }
  9568. };
  9569. }
  9570. /**
  9571. * @author mrdoob / http://mrdoob.com/
  9572. */
  9573. function WebGLGeometries( gl, attributes, info ) {
  9574. var geometries = {};
  9575. var wireframeAttributes = {};
  9576. function onGeometryDispose( event ) {
  9577. var geometry = event.target;
  9578. var buffergeometry = geometries[ geometry.id ];
  9579. if ( buffergeometry.index !== null ) {
  9580. attributes.remove( buffergeometry.index );
  9581. }
  9582. for ( var name in buffergeometry.attributes ) {
  9583. attributes.remove( buffergeometry.attributes[ name ] );
  9584. }
  9585. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9586. delete geometries[ geometry.id ];
  9587. var attribute = wireframeAttributes[ buffergeometry.id ];
  9588. if ( attribute ) {
  9589. attributes.remove( attribute );
  9590. delete wireframeAttributes[ buffergeometry.id ];
  9591. }
  9592. //
  9593. info.memory.geometries --;
  9594. }
  9595. function get( object, geometry ) {
  9596. var buffergeometry = geometries[ geometry.id ];
  9597. if ( buffergeometry ) return buffergeometry;
  9598. geometry.addEventListener( 'dispose', onGeometryDispose );
  9599. if ( geometry.isBufferGeometry ) {
  9600. buffergeometry = geometry;
  9601. } else if ( geometry.isGeometry ) {
  9602. if ( geometry._bufferGeometry === undefined ) {
  9603. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9604. }
  9605. buffergeometry = geometry._bufferGeometry;
  9606. }
  9607. geometries[ geometry.id ] = buffergeometry;
  9608. info.memory.geometries ++;
  9609. return buffergeometry;
  9610. }
  9611. function update( geometry ) {
  9612. var index = geometry.index;
  9613. var geometryAttributes = geometry.attributes;
  9614. if ( index !== null ) {
  9615. attributes.update( index, 34963 );
  9616. }
  9617. for ( var name in geometryAttributes ) {
  9618. attributes.update( geometryAttributes[ name ], 34962 );
  9619. }
  9620. // morph targets
  9621. var morphAttributes = geometry.morphAttributes;
  9622. for ( var name in morphAttributes ) {
  9623. var array = morphAttributes[ name ];
  9624. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9625. attributes.update( array[ i ], 34962 );
  9626. }
  9627. }
  9628. }
  9629. function getWireframeAttribute( geometry ) {
  9630. var attribute = wireframeAttributes[ geometry.id ];
  9631. if ( attribute ) return attribute;
  9632. var indices = [];
  9633. var geometryIndex = geometry.index;
  9634. var geometryAttributes = geometry.attributes;
  9635. // console.time( 'wireframe' );
  9636. if ( geometryIndex !== null ) {
  9637. var array = geometryIndex.array;
  9638. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9639. var a = array[ i + 0 ];
  9640. var b = array[ i + 1 ];
  9641. var c = array[ i + 2 ];
  9642. indices.push( a, b, b, c, c, a );
  9643. }
  9644. } else {
  9645. var array = geometryAttributes.position.array;
  9646. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9647. var a = i + 0;
  9648. var b = i + 1;
  9649. var c = i + 2;
  9650. indices.push( a, b, b, c, c, a );
  9651. }
  9652. }
  9653. // console.timeEnd( 'wireframe' );
  9654. attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9655. attributes.update( attribute, 34963 );
  9656. wireframeAttributes[ geometry.id ] = attribute;
  9657. return attribute;
  9658. }
  9659. return {
  9660. get: get,
  9661. update: update,
  9662. getWireframeAttribute: getWireframeAttribute
  9663. };
  9664. }
  9665. /**
  9666. * @author mrdoob / http://mrdoob.com/
  9667. */
  9668. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9669. var mode;
  9670. function setMode( value ) {
  9671. mode = value;
  9672. }
  9673. var type, bytesPerElement;
  9674. function setIndex( value ) {
  9675. type = value.type;
  9676. bytesPerElement = value.bytesPerElement;
  9677. }
  9678. function render( start, count ) {
  9679. gl.drawElements( mode, count, type, start * bytesPerElement );
  9680. info.update( count, mode );
  9681. }
  9682. function renderInstances( geometry, start, count ) {
  9683. var extension;
  9684. if ( capabilities.isWebGL2 ) {
  9685. extension = gl;
  9686. } else {
  9687. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  9688. if ( extension === null ) {
  9689. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9690. return;
  9691. }
  9692. }
  9693. extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9694. info.update( count, mode, geometry.maxInstancedCount );
  9695. }
  9696. //
  9697. this.setMode = setMode;
  9698. this.setIndex = setIndex;
  9699. this.render = render;
  9700. this.renderInstances = renderInstances;
  9701. }
  9702. /**
  9703. * @author Mugen87 / https://github.com/Mugen87
  9704. */
  9705. function WebGLInfo( gl ) {
  9706. var memory = {
  9707. geometries: 0,
  9708. textures: 0
  9709. };
  9710. var render = {
  9711. frame: 0,
  9712. calls: 0,
  9713. triangles: 0,
  9714. points: 0,
  9715. lines: 0
  9716. };
  9717. function update( count, mode, instanceCount ) {
  9718. instanceCount = instanceCount || 1;
  9719. render.calls ++;
  9720. switch ( mode ) {
  9721. case 4:
  9722. render.triangles += instanceCount * ( count / 3 );
  9723. break;
  9724. case 5:
  9725. case 6:
  9726. render.triangles += instanceCount * ( count - 2 );
  9727. break;
  9728. case 1:
  9729. render.lines += instanceCount * ( count / 2 );
  9730. break;
  9731. case 3:
  9732. render.lines += instanceCount * ( count - 1 );
  9733. break;
  9734. case 2:
  9735. render.lines += instanceCount * count;
  9736. break;
  9737. case 0:
  9738. render.points += instanceCount * count;
  9739. break;
  9740. default:
  9741. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9742. break;
  9743. }
  9744. }
  9745. function reset() {
  9746. render.frame ++;
  9747. render.calls = 0;
  9748. render.triangles = 0;
  9749. render.points = 0;
  9750. render.lines = 0;
  9751. }
  9752. return {
  9753. memory: memory,
  9754. render: render,
  9755. programs: null,
  9756. autoReset: true,
  9757. reset: reset,
  9758. update: update
  9759. };
  9760. }
  9761. /**
  9762. * @author mrdoob / http://mrdoob.com/
  9763. */
  9764. function absNumericalSort( a, b ) {
  9765. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9766. }
  9767. function WebGLMorphtargets( gl ) {
  9768. var influencesList = {};
  9769. var morphInfluences = new Float32Array( 8 );
  9770. function update( object, geometry, material, program ) {
  9771. var objectInfluences = object.morphTargetInfluences;
  9772. var length = objectInfluences.length;
  9773. var influences = influencesList[ geometry.id ];
  9774. if ( influences === undefined ) {
  9775. // initialise list
  9776. influences = [];
  9777. for ( var i = 0; i < length; i ++ ) {
  9778. influences[ i ] = [ i, 0 ];
  9779. }
  9780. influencesList[ geometry.id ] = influences;
  9781. }
  9782. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9783. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9784. // Remove current morphAttributes
  9785. for ( var i = 0; i < length; i ++ ) {
  9786. var influence = influences[ i ];
  9787. if ( influence[ 1 ] !== 0 ) {
  9788. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9789. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9790. }
  9791. }
  9792. // Collect influences
  9793. for ( var i = 0; i < length; i ++ ) {
  9794. var influence = influences[ i ];
  9795. influence[ 0 ] = i;
  9796. influence[ 1 ] = objectInfluences[ i ];
  9797. }
  9798. influences.sort( absNumericalSort );
  9799. // Add morphAttributes
  9800. for ( var i = 0; i < 8; i ++ ) {
  9801. var influence = influences[ i ];
  9802. if ( influence ) {
  9803. var index = influence[ 0 ];
  9804. var value = influence[ 1 ];
  9805. if ( value ) {
  9806. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9807. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9808. morphInfluences[ i ] = value;
  9809. continue;
  9810. }
  9811. }
  9812. morphInfluences[ i ] = 0;
  9813. }
  9814. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9815. }
  9816. return {
  9817. update: update
  9818. };
  9819. }
  9820. /**
  9821. * @author mrdoob / http://mrdoob.com/
  9822. */
  9823. function WebGLObjects( geometries, info ) {
  9824. var updateList = {};
  9825. function update( object ) {
  9826. var frame = info.render.frame;
  9827. var geometry = object.geometry;
  9828. var buffergeometry = geometries.get( object, geometry );
  9829. // Update once per frame
  9830. if ( updateList[ buffergeometry.id ] !== frame ) {
  9831. if ( geometry.isGeometry ) {
  9832. buffergeometry.updateFromObject( object );
  9833. }
  9834. geometries.update( buffergeometry );
  9835. updateList[ buffergeometry.id ] = frame;
  9836. }
  9837. return buffergeometry;
  9838. }
  9839. function dispose() {
  9840. updateList = {};
  9841. }
  9842. return {
  9843. update: update,
  9844. dispose: dispose
  9845. };
  9846. }
  9847. /**
  9848. * @author mrdoob / http://mrdoob.com/
  9849. */
  9850. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9851. images = images !== undefined ? images : [];
  9852. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9853. format = format !== undefined ? format : RGBFormat;
  9854. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9855. this.flipY = false;
  9856. }
  9857. CubeTexture.prototype = Object.create( Texture.prototype );
  9858. CubeTexture.prototype.constructor = CubeTexture;
  9859. CubeTexture.prototype.isCubeTexture = true;
  9860. Object.defineProperty( CubeTexture.prototype, 'images', {
  9861. get: function () {
  9862. return this.image;
  9863. },
  9864. set: function ( value ) {
  9865. this.image = value;
  9866. }
  9867. } );
  9868. /**
  9869. * @author Takahiro https://github.com/takahirox
  9870. */
  9871. function DataTexture2DArray( data, width, height, depth ) {
  9872. Texture.call( this, null );
  9873. this.image = { data: data, width: width, height: height, depth: depth };
  9874. this.magFilter = NearestFilter;
  9875. this.minFilter = NearestFilter;
  9876. this.wrapR = ClampToEdgeWrapping;
  9877. this.generateMipmaps = false;
  9878. this.flipY = false;
  9879. }
  9880. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9881. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9882. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9883. /**
  9884. * @author Artur Trzesiok
  9885. */
  9886. function DataTexture3D( data, width, height, depth ) {
  9887. // We're going to add .setXXX() methods for setting properties later.
  9888. // Users can still set in DataTexture3D directly.
  9889. //
  9890. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9891. // texture.anisotropy = 16;
  9892. //
  9893. // See #14839
  9894. Texture.call( this, null );
  9895. this.image = { data: data, width: width, height: height, depth: depth };
  9896. this.magFilter = NearestFilter;
  9897. this.minFilter = NearestFilter;
  9898. this.wrapR = ClampToEdgeWrapping;
  9899. this.generateMipmaps = false;
  9900. this.flipY = false;
  9901. }
  9902. DataTexture3D.prototype = Object.create( Texture.prototype );
  9903. DataTexture3D.prototype.constructor = DataTexture3D;
  9904. DataTexture3D.prototype.isDataTexture3D = true;
  9905. /**
  9906. * @author tschw
  9907. * @author Mugen87 / https://github.com/Mugen87
  9908. * @author mrdoob / http://mrdoob.com/
  9909. *
  9910. * Uniforms of a program.
  9911. * Those form a tree structure with a special top-level container for the root,
  9912. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9913. *
  9914. *
  9915. * Properties of inner nodes including the top-level container:
  9916. *
  9917. * .seq - array of nested uniforms
  9918. * .map - nested uniforms by name
  9919. *
  9920. *
  9921. * Methods of all nodes except the top-level container:
  9922. *
  9923. * .setValue( gl, value, [textures] )
  9924. *
  9925. * uploads a uniform value(s)
  9926. * the 'textures' parameter is needed for sampler uniforms
  9927. *
  9928. *
  9929. * Static methods of the top-level container (textures factorizations):
  9930. *
  9931. * .upload( gl, seq, values, textures )
  9932. *
  9933. * sets uniforms in 'seq' to 'values[id].value'
  9934. *
  9935. * .seqWithValue( seq, values ) : filteredSeq
  9936. *
  9937. * filters 'seq' entries with corresponding entry in values
  9938. *
  9939. *
  9940. * Methods of the top-level container (textures factorizations):
  9941. *
  9942. * .setValue( gl, name, value, textures )
  9943. *
  9944. * sets uniform with name 'name' to 'value'
  9945. *
  9946. * .setOptional( gl, obj, prop )
  9947. *
  9948. * like .set for an optional property of the object
  9949. *
  9950. */
  9951. var emptyTexture = new Texture();
  9952. var emptyTexture2dArray = new DataTexture2DArray();
  9953. var emptyTexture3d = new DataTexture3D();
  9954. var emptyCubeTexture = new CubeTexture();
  9955. // --- Utilities ---
  9956. // Array Caches (provide typed arrays for temporary by size)
  9957. var arrayCacheF32 = [];
  9958. var arrayCacheI32 = [];
  9959. // Float32Array caches used for uploading Matrix uniforms
  9960. var mat4array = new Float32Array( 16 );
  9961. var mat3array = new Float32Array( 9 );
  9962. var mat2array = new Float32Array( 4 );
  9963. // Flattening for arrays of vectors and matrices
  9964. function flatten( array, nBlocks, blockSize ) {
  9965. var firstElem = array[ 0 ];
  9966. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9967. // unoptimized: ! isNaN( firstElem )
  9968. // see http://jacksondunstan.com/articles/983
  9969. var n = nBlocks * blockSize,
  9970. r = arrayCacheF32[ n ];
  9971. if ( r === undefined ) {
  9972. r = new Float32Array( n );
  9973. arrayCacheF32[ n ] = r;
  9974. }
  9975. if ( nBlocks !== 0 ) {
  9976. firstElem.toArray( r, 0 );
  9977. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9978. offset += blockSize;
  9979. array[ i ].toArray( r, offset );
  9980. }
  9981. }
  9982. return r;
  9983. }
  9984. function arraysEqual( a, b ) {
  9985. if ( a.length !== b.length ) return false;
  9986. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9987. if ( a[ i ] !== b[ i ] ) return false;
  9988. }
  9989. return true;
  9990. }
  9991. function copyArray( a, b ) {
  9992. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9993. a[ i ] = b[ i ];
  9994. }
  9995. }
  9996. // Texture unit allocation
  9997. function allocTexUnits( textures, n ) {
  9998. var r = arrayCacheI32[ n ];
  9999. if ( r === undefined ) {
  10000. r = new Int32Array( n );
  10001. arrayCacheI32[ n ] = r;
  10002. }
  10003. for ( var i = 0; i !== n; ++ i )
  10004. r[ i ] = textures.allocateTextureUnit();
  10005. return r;
  10006. }
  10007. // --- Setters ---
  10008. // Note: Defining these methods externally, because they come in a bunch
  10009. // and this way their names minify.
  10010. // Single scalar
  10011. function setValueV1f( gl, v ) {
  10012. var cache = this.cache;
  10013. if ( cache[ 0 ] === v ) return;
  10014. gl.uniform1f( this.addr, v );
  10015. cache[ 0 ] = v;
  10016. }
  10017. // Single float vector (from flat array or THREE.VectorN)
  10018. function setValueV2f( gl, v ) {
  10019. var cache = this.cache;
  10020. if ( v.x !== undefined ) {
  10021. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10022. gl.uniform2f( this.addr, v.x, v.y );
  10023. cache[ 0 ] = v.x;
  10024. cache[ 1 ] = v.y;
  10025. }
  10026. } else {
  10027. if ( arraysEqual( cache, v ) ) return;
  10028. gl.uniform2fv( this.addr, v );
  10029. copyArray( cache, v );
  10030. }
  10031. }
  10032. function setValueV3f( gl, v ) {
  10033. var cache = this.cache;
  10034. if ( v.x !== undefined ) {
  10035. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10036. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10037. cache[ 0 ] = v.x;
  10038. cache[ 1 ] = v.y;
  10039. cache[ 2 ] = v.z;
  10040. }
  10041. } else if ( v.r !== undefined ) {
  10042. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10043. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10044. cache[ 0 ] = v.r;
  10045. cache[ 1 ] = v.g;
  10046. cache[ 2 ] = v.b;
  10047. }
  10048. } else {
  10049. if ( arraysEqual( cache, v ) ) return;
  10050. gl.uniform3fv( this.addr, v );
  10051. copyArray( cache, v );
  10052. }
  10053. }
  10054. function setValueV4f( gl, v ) {
  10055. var cache = this.cache;
  10056. if ( v.x !== undefined ) {
  10057. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10058. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10059. cache[ 0 ] = v.x;
  10060. cache[ 1 ] = v.y;
  10061. cache[ 2 ] = v.z;
  10062. cache[ 3 ] = v.w;
  10063. }
  10064. } else {
  10065. if ( arraysEqual( cache, v ) ) return;
  10066. gl.uniform4fv( this.addr, v );
  10067. copyArray( cache, v );
  10068. }
  10069. }
  10070. // Single matrix (from flat array or MatrixN)
  10071. function setValueM2( gl, v ) {
  10072. var cache = this.cache;
  10073. var elements = v.elements;
  10074. if ( elements === undefined ) {
  10075. if ( arraysEqual( cache, v ) ) return;
  10076. gl.uniformMatrix2fv( this.addr, false, v );
  10077. copyArray( cache, v );
  10078. } else {
  10079. if ( arraysEqual( cache, elements ) ) return;
  10080. mat2array.set( elements );
  10081. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10082. copyArray( cache, elements );
  10083. }
  10084. }
  10085. function setValueM3( gl, v ) {
  10086. var cache = this.cache;
  10087. var elements = v.elements;
  10088. if ( elements === undefined ) {
  10089. if ( arraysEqual( cache, v ) ) return;
  10090. gl.uniformMatrix3fv( this.addr, false, v );
  10091. copyArray( cache, v );
  10092. } else {
  10093. if ( arraysEqual( cache, elements ) ) return;
  10094. mat3array.set( elements );
  10095. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10096. copyArray( cache, elements );
  10097. }
  10098. }
  10099. function setValueM4( gl, v ) {
  10100. var cache = this.cache;
  10101. var elements = v.elements;
  10102. if ( elements === undefined ) {
  10103. if ( arraysEqual( cache, v ) ) return;
  10104. gl.uniformMatrix4fv( this.addr, false, v );
  10105. copyArray( cache, v );
  10106. } else {
  10107. if ( arraysEqual( cache, elements ) ) return;
  10108. mat4array.set( elements );
  10109. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10110. copyArray( cache, elements );
  10111. }
  10112. }
  10113. // Single texture (2D / Cube)
  10114. function setValueT1( gl, v, textures ) {
  10115. var cache = this.cache;
  10116. var unit = textures.allocateTextureUnit();
  10117. if ( cache[ 0 ] !== unit ) {
  10118. gl.uniform1i( this.addr, unit );
  10119. cache[ 0 ] = unit;
  10120. }
  10121. textures.safeSetTexture2D( v || emptyTexture, unit );
  10122. }
  10123. function setValueT2DArray1( gl, v, textures ) {
  10124. var cache = this.cache;
  10125. var unit = textures.allocateTextureUnit();
  10126. if ( cache[ 0 ] !== unit ) {
  10127. gl.uniform1i( this.addr, unit );
  10128. cache[ 0 ] = unit;
  10129. }
  10130. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10131. }
  10132. function setValueT3D1( gl, v, textures ) {
  10133. var cache = this.cache;
  10134. var unit = textures.allocateTextureUnit();
  10135. if ( cache[ 0 ] !== unit ) {
  10136. gl.uniform1i( this.addr, unit );
  10137. cache[ 0 ] = unit;
  10138. }
  10139. textures.setTexture3D( v || emptyTexture3d, unit );
  10140. }
  10141. function setValueT6( gl, v, textures ) {
  10142. var cache = this.cache;
  10143. var unit = textures.allocateTextureUnit();
  10144. if ( cache[ 0 ] !== unit ) {
  10145. gl.uniform1i( this.addr, unit );
  10146. cache[ 0 ] = unit;
  10147. }
  10148. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10149. }
  10150. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10151. function setValueV1i( gl, v ) {
  10152. var cache = this.cache;
  10153. if ( cache[ 0 ] === v ) return;
  10154. gl.uniform1i( this.addr, v );
  10155. cache[ 0 ] = v;
  10156. }
  10157. function setValueV2i( gl, v ) {
  10158. var cache = this.cache;
  10159. if ( arraysEqual( cache, v ) ) return;
  10160. gl.uniform2iv( this.addr, v );
  10161. copyArray( cache, v );
  10162. }
  10163. function setValueV3i( gl, v ) {
  10164. var cache = this.cache;
  10165. if ( arraysEqual( cache, v ) ) return;
  10166. gl.uniform3iv( this.addr, v );
  10167. copyArray( cache, v );
  10168. }
  10169. function setValueV4i( gl, v ) {
  10170. var cache = this.cache;
  10171. if ( arraysEqual( cache, v ) ) return;
  10172. gl.uniform4iv( this.addr, v );
  10173. copyArray( cache, v );
  10174. }
  10175. // Helper to pick the right setter for the singular case
  10176. function getSingularSetter( type ) {
  10177. switch ( type ) {
  10178. case 0x1406: return setValueV1f; // FLOAT
  10179. case 0x8b50: return setValueV2f; // _VEC2
  10180. case 0x8b51: return setValueV3f; // _VEC3
  10181. case 0x8b52: return setValueV4f; // _VEC4
  10182. case 0x8b5a: return setValueM2; // _MAT2
  10183. case 0x8b5b: return setValueM3; // _MAT3
  10184. case 0x8b5c: return setValueM4; // _MAT4
  10185. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10186. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10187. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10188. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10189. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10190. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10191. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10192. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10193. }
  10194. }
  10195. // Array of scalars
  10196. function setValueV1fArray( gl, v ) {
  10197. gl.uniform1fv( this.addr, v );
  10198. }
  10199. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10200. function setValueV1iArray( gl, v ) {
  10201. gl.uniform1iv( this.addr, v );
  10202. }
  10203. function setValueV2iArray( gl, v ) {
  10204. gl.uniform2iv( this.addr, v );
  10205. }
  10206. function setValueV3iArray( gl, v ) {
  10207. gl.uniform3iv( this.addr, v );
  10208. }
  10209. function setValueV4iArray( gl, v ) {
  10210. gl.uniform4iv( this.addr, v );
  10211. }
  10212. // Array of vectors (flat or from THREE classes)
  10213. function setValueV2fArray( gl, v ) {
  10214. var data = flatten( v, this.size, 2 );
  10215. gl.uniform2fv( this.addr, data );
  10216. }
  10217. function setValueV3fArray( gl, v ) {
  10218. var data = flatten( v, this.size, 3 );
  10219. gl.uniform3fv( this.addr, data );
  10220. }
  10221. function setValueV4fArray( gl, v ) {
  10222. var data = flatten( v, this.size, 4 );
  10223. gl.uniform4fv( this.addr, data );
  10224. }
  10225. // Array of matrices (flat or from THREE clases)
  10226. function setValueM2Array( gl, v ) {
  10227. var data = flatten( v, this.size, 4 );
  10228. gl.uniformMatrix2fv( this.addr, false, data );
  10229. }
  10230. function setValueM3Array( gl, v ) {
  10231. var data = flatten( v, this.size, 9 );
  10232. gl.uniformMatrix3fv( this.addr, false, data );
  10233. }
  10234. function setValueM4Array( gl, v ) {
  10235. var data = flatten( v, this.size, 16 );
  10236. gl.uniformMatrix4fv( this.addr, false, data );
  10237. }
  10238. // Array of textures (2D / Cube)
  10239. function setValueT1Array( gl, v, textures ) {
  10240. var n = v.length;
  10241. var units = allocTexUnits( textures, n );
  10242. gl.uniform1iv( this.addr, units );
  10243. for ( var i = 0; i !== n; ++ i ) {
  10244. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10245. }
  10246. }
  10247. function setValueT6Array( gl, v, textures ) {
  10248. var n = v.length;
  10249. var units = allocTexUnits( textures, n );
  10250. gl.uniform1iv( this.addr, units );
  10251. for ( var i = 0; i !== n; ++ i ) {
  10252. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10253. }
  10254. }
  10255. // Helper to pick the right setter for a pure (bottom-level) array
  10256. function getPureArraySetter( type ) {
  10257. switch ( type ) {
  10258. case 0x1406: return setValueV1fArray; // FLOAT
  10259. case 0x8b50: return setValueV2fArray; // _VEC2
  10260. case 0x8b51: return setValueV3fArray; // _VEC3
  10261. case 0x8b52: return setValueV4fArray; // _VEC4
  10262. case 0x8b5a: return setValueM2Array; // _MAT2
  10263. case 0x8b5b: return setValueM3Array; // _MAT3
  10264. case 0x8b5c: return setValueM4Array; // _MAT4
  10265. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10266. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10267. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10268. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10269. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10270. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10271. }
  10272. }
  10273. // --- Uniform Classes ---
  10274. function SingleUniform( id, activeInfo, addr ) {
  10275. this.id = id;
  10276. this.addr = addr;
  10277. this.cache = [];
  10278. this.setValue = getSingularSetter( activeInfo.type );
  10279. // this.path = activeInfo.name; // DEBUG
  10280. }
  10281. function PureArrayUniform( id, activeInfo, addr ) {
  10282. this.id = id;
  10283. this.addr = addr;
  10284. this.cache = [];
  10285. this.size = activeInfo.size;
  10286. this.setValue = getPureArraySetter( activeInfo.type );
  10287. // this.path = activeInfo.name; // DEBUG
  10288. }
  10289. PureArrayUniform.prototype.updateCache = function ( data ) {
  10290. var cache = this.cache;
  10291. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10292. this.cache = new Float32Array( data.length );
  10293. }
  10294. copyArray( cache, data );
  10295. };
  10296. function StructuredUniform( id ) {
  10297. this.id = id;
  10298. this.seq = [];
  10299. this.map = {};
  10300. }
  10301. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10302. var seq = this.seq;
  10303. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10304. var u = seq[ i ];
  10305. u.setValue( gl, value[ u.id ], textures );
  10306. }
  10307. };
  10308. // --- Top-level ---
  10309. // Parser - builds up the property tree from the path strings
  10310. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10311. // extracts
  10312. // - the identifier (member name or array index)
  10313. // - followed by an optional right bracket (found when array index)
  10314. // - followed by an optional left bracket or dot (type of subscript)
  10315. //
  10316. // Note: These portions can be read in a non-overlapping fashion and
  10317. // allow straightforward parsing of the hierarchy that WebGL encodes
  10318. // in the uniform names.
  10319. function addUniform( container, uniformObject ) {
  10320. container.seq.push( uniformObject );
  10321. container.map[ uniformObject.id ] = uniformObject;
  10322. }
  10323. function parseUniform( activeInfo, addr, container ) {
  10324. var path = activeInfo.name,
  10325. pathLength = path.length;
  10326. // reset RegExp object, because of the early exit of a previous run
  10327. RePathPart.lastIndex = 0;
  10328. while ( true ) {
  10329. var match = RePathPart.exec( path ),
  10330. matchEnd = RePathPart.lastIndex,
  10331. id = match[ 1 ],
  10332. idIsIndex = match[ 2 ] === ']',
  10333. subscript = match[ 3 ];
  10334. if ( idIsIndex ) id = id | 0; // convert to integer
  10335. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10336. // bare name or "pure" bottom-level array "[0]" suffix
  10337. addUniform( container, subscript === undefined ?
  10338. new SingleUniform( id, activeInfo, addr ) :
  10339. new PureArrayUniform( id, activeInfo, addr ) );
  10340. break;
  10341. } else {
  10342. // step into inner node / create it in case it doesn't exist
  10343. var map = container.map, next = map[ id ];
  10344. if ( next === undefined ) {
  10345. next = new StructuredUniform( id );
  10346. addUniform( container, next );
  10347. }
  10348. container = next;
  10349. }
  10350. }
  10351. }
  10352. // Root Container
  10353. function WebGLUniforms( gl, program ) {
  10354. this.seq = [];
  10355. this.map = {};
  10356. var n = gl.getProgramParameter( program, 35718 );
  10357. for ( var i = 0; i < n; ++ i ) {
  10358. var info = gl.getActiveUniform( program, i ),
  10359. addr = gl.getUniformLocation( program, info.name );
  10360. parseUniform( info, addr, this );
  10361. }
  10362. }
  10363. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10364. var u = this.map[ name ];
  10365. if ( u !== undefined ) u.setValue( gl, value, textures );
  10366. };
  10367. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10368. var v = object[ name ];
  10369. if ( v !== undefined ) this.setValue( gl, name, v );
  10370. };
  10371. // Static interface
  10372. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10373. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10374. var u = seq[ i ],
  10375. v = values[ u.id ];
  10376. if ( v.needsUpdate !== false ) {
  10377. // note: always updating when .needsUpdate is undefined
  10378. u.setValue( gl, v.value, textures );
  10379. }
  10380. }
  10381. };
  10382. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10383. var r = [];
  10384. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10385. var u = seq[ i ];
  10386. if ( u.id in values ) r.push( u );
  10387. }
  10388. return r;
  10389. };
  10390. /**
  10391. * @author mrdoob / http://mrdoob.com/
  10392. */
  10393. function WebGLShader( gl, type, string ) {
  10394. var shader = gl.createShader( type );
  10395. gl.shaderSource( shader, string );
  10396. gl.compileShader( shader );
  10397. return shader;
  10398. }
  10399. /**
  10400. * @author mrdoob / http://mrdoob.com/
  10401. */
  10402. var programIdCount = 0;
  10403. function addLineNumbers( string ) {
  10404. var lines = string.split( '\n' );
  10405. for ( var i = 0; i < lines.length; i ++ ) {
  10406. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10407. }
  10408. return lines.join( '\n' );
  10409. }
  10410. function getEncodingComponents( encoding ) {
  10411. switch ( encoding ) {
  10412. case LinearEncoding:
  10413. return [ 'Linear', '( value )' ];
  10414. case sRGBEncoding:
  10415. return [ 'sRGB', '( value )' ];
  10416. case RGBEEncoding:
  10417. return [ 'RGBE', '( value )' ];
  10418. case RGBM7Encoding:
  10419. return [ 'RGBM', '( value, 7.0 )' ];
  10420. case RGBM16Encoding:
  10421. return [ 'RGBM', '( value, 16.0 )' ];
  10422. case RGBDEncoding:
  10423. return [ 'RGBD', '( value, 256.0 )' ];
  10424. case GammaEncoding:
  10425. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10426. default:
  10427. throw new Error( 'unsupported encoding: ' + encoding );
  10428. }
  10429. }
  10430. function getShaderErrors( gl, shader, type ) {
  10431. var status = gl.getShaderParameter( shader, 35713 );
  10432. var log = gl.getShaderInfoLog( shader ).trim();
  10433. if ( status && log === '' ) return '';
  10434. // --enable-privileged-webgl-extension
  10435. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10436. var source = gl.getShaderSource( shader );
  10437. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10438. }
  10439. function getTexelDecodingFunction( functionName, encoding ) {
  10440. var components = getEncodingComponents( encoding );
  10441. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10442. }
  10443. function getTexelEncodingFunction( functionName, encoding ) {
  10444. var components = getEncodingComponents( encoding );
  10445. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10446. }
  10447. function getToneMappingFunction( functionName, toneMapping ) {
  10448. var toneMappingName;
  10449. switch ( toneMapping ) {
  10450. case LinearToneMapping:
  10451. toneMappingName = 'Linear';
  10452. break;
  10453. case ReinhardToneMapping:
  10454. toneMappingName = 'Reinhard';
  10455. break;
  10456. case Uncharted2ToneMapping:
  10457. toneMappingName = 'Uncharted2';
  10458. break;
  10459. case CineonToneMapping:
  10460. toneMappingName = 'OptimizedCineon';
  10461. break;
  10462. case ACESFilmicToneMapping:
  10463. toneMappingName = 'ACESFilmic';
  10464. break;
  10465. default:
  10466. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10467. }
  10468. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10469. }
  10470. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10471. extensions = extensions || {};
  10472. var chunks = [
  10473. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10474. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10475. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10476. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10477. ];
  10478. return chunks.filter( filterEmptyLine ).join( '\n' );
  10479. }
  10480. function generateDefines( defines ) {
  10481. var chunks = [];
  10482. for ( var name in defines ) {
  10483. var value = defines[ name ];
  10484. if ( value === false ) continue;
  10485. chunks.push( '#define ' + name + ' ' + value );
  10486. }
  10487. return chunks.join( '\n' );
  10488. }
  10489. function fetchAttributeLocations( gl, program ) {
  10490. var attributes = {};
  10491. var n = gl.getProgramParameter( program, 35721 );
  10492. for ( var i = 0; i < n; i ++ ) {
  10493. var info = gl.getActiveAttrib( program, i );
  10494. var name = info.name;
  10495. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10496. attributes[ name ] = gl.getAttribLocation( program, name );
  10497. }
  10498. return attributes;
  10499. }
  10500. function filterEmptyLine( string ) {
  10501. return string !== '';
  10502. }
  10503. function replaceLightNums( string, parameters ) {
  10504. return string
  10505. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10506. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10507. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10508. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10509. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  10510. }
  10511. function replaceClippingPlaneNums( string, parameters ) {
  10512. return string
  10513. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10514. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10515. }
  10516. function parseIncludes( string ) {
  10517. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10518. function replace( match, include ) {
  10519. var replace = ShaderChunk[ include ];
  10520. if ( replace === undefined ) {
  10521. throw new Error( 'Can not resolve #include <' + include + '>' );
  10522. }
  10523. return parseIncludes( replace );
  10524. }
  10525. return string.replace( pattern, replace );
  10526. }
  10527. function unrollLoops( string ) {
  10528. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10529. function replace( match, start, end, snippet ) {
  10530. var unroll = '';
  10531. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10532. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  10533. }
  10534. return unroll;
  10535. }
  10536. return string.replace( pattern, replace );
  10537. }
  10538. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10539. var gl = renderer.context;
  10540. var defines = material.defines;
  10541. var vertexShader = shader.vertexShader;
  10542. var fragmentShader = shader.fragmentShader;
  10543. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10544. if ( parameters.shadowMapType === PCFShadowMap ) {
  10545. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10546. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10547. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10548. }
  10549. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10550. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10551. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10552. if ( parameters.envMap ) {
  10553. switch ( material.envMap.mapping ) {
  10554. case CubeReflectionMapping:
  10555. case CubeRefractionMapping:
  10556. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10557. break;
  10558. case CubeUVReflectionMapping:
  10559. case CubeUVRefractionMapping:
  10560. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10561. break;
  10562. case EquirectangularReflectionMapping:
  10563. case EquirectangularRefractionMapping:
  10564. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10565. break;
  10566. case SphericalReflectionMapping:
  10567. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10568. break;
  10569. }
  10570. switch ( material.envMap.mapping ) {
  10571. case CubeRefractionMapping:
  10572. case EquirectangularRefractionMapping:
  10573. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10574. break;
  10575. }
  10576. switch ( material.combine ) {
  10577. case MultiplyOperation:
  10578. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10579. break;
  10580. case MixOperation:
  10581. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10582. break;
  10583. case AddOperation:
  10584. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10585. break;
  10586. }
  10587. }
  10588. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10589. // console.log( 'building new program ' );
  10590. //
  10591. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10592. var customDefines = generateDefines( defines );
  10593. //
  10594. var program = gl.createProgram();
  10595. var prefixVertex, prefixFragment;
  10596. if ( material.isRawShaderMaterial ) {
  10597. prefixVertex = [
  10598. customDefines
  10599. ].filter( filterEmptyLine ).join( '\n' );
  10600. if ( prefixVertex.length > 0 ) {
  10601. prefixVertex += '\n';
  10602. }
  10603. prefixFragment = [
  10604. customExtensions,
  10605. customDefines
  10606. ].filter( filterEmptyLine ).join( '\n' );
  10607. if ( prefixFragment.length > 0 ) {
  10608. prefixFragment += '\n';
  10609. }
  10610. } else {
  10611. prefixVertex = [
  10612. 'precision ' + parameters.precision + ' float;',
  10613. 'precision ' + parameters.precision + ' int;',
  10614. '#define SHADER_NAME ' + shader.name,
  10615. customDefines,
  10616. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10617. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10618. '#define MAX_BONES ' + parameters.maxBones,
  10619. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10620. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10621. parameters.map ? '#define USE_MAP' : '',
  10622. parameters.envMap ? '#define USE_ENVMAP' : '',
  10623. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10624. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10625. parameters.aoMap ? '#define USE_AOMAP' : '',
  10626. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10627. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10628. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10629. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10630. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10631. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10632. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10633. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10634. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10635. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10636. parameters.vertexColors ? '#define USE_COLOR' : '',
  10637. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10638. parameters.skinning ? '#define USE_SKINNING' : '',
  10639. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10640. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10641. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10642. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10643. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10644. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10645. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10646. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10647. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10648. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10649. 'uniform mat4 modelMatrix;',
  10650. 'uniform mat4 modelViewMatrix;',
  10651. 'uniform mat4 projectionMatrix;',
  10652. 'uniform mat4 viewMatrix;',
  10653. 'uniform mat3 normalMatrix;',
  10654. 'uniform vec3 cameraPosition;',
  10655. 'attribute vec3 position;',
  10656. 'attribute vec3 normal;',
  10657. 'attribute vec2 uv;',
  10658. '#ifdef USE_TANGENT',
  10659. ' attribute vec4 tangent;',
  10660. '#endif',
  10661. '#ifdef USE_COLOR',
  10662. ' attribute vec3 color;',
  10663. '#endif',
  10664. '#ifdef USE_MORPHTARGETS',
  10665. ' attribute vec3 morphTarget0;',
  10666. ' attribute vec3 morphTarget1;',
  10667. ' attribute vec3 morphTarget2;',
  10668. ' attribute vec3 morphTarget3;',
  10669. ' #ifdef USE_MORPHNORMALS',
  10670. ' attribute vec3 morphNormal0;',
  10671. ' attribute vec3 morphNormal1;',
  10672. ' attribute vec3 morphNormal2;',
  10673. ' attribute vec3 morphNormal3;',
  10674. ' #else',
  10675. ' attribute vec3 morphTarget4;',
  10676. ' attribute vec3 morphTarget5;',
  10677. ' attribute vec3 morphTarget6;',
  10678. ' attribute vec3 morphTarget7;',
  10679. ' #endif',
  10680. '#endif',
  10681. '#ifdef USE_SKINNING',
  10682. ' attribute vec4 skinIndex;',
  10683. ' attribute vec4 skinWeight;',
  10684. '#endif',
  10685. '\n'
  10686. ].filter( filterEmptyLine ).join( '\n' );
  10687. prefixFragment = [
  10688. customExtensions,
  10689. 'precision ' + parameters.precision + ' float;',
  10690. 'precision ' + parameters.precision + ' int;',
  10691. '#define SHADER_NAME ' + shader.name,
  10692. customDefines,
  10693. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10694. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10695. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10696. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10697. parameters.map ? '#define USE_MAP' : '',
  10698. parameters.matcap ? '#define USE_MATCAP' : '',
  10699. parameters.envMap ? '#define USE_ENVMAP' : '',
  10700. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10701. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10702. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10703. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10704. parameters.aoMap ? '#define USE_AOMAP' : '',
  10705. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10706. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10707. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10708. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10709. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10710. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10711. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10712. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10713. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10714. parameters.vertexColors ? '#define USE_COLOR' : '',
  10715. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10716. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10717. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10718. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10719. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10720. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10721. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10722. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10723. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10724. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10725. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10726. 'uniform mat4 viewMatrix;',
  10727. 'uniform vec3 cameraPosition;',
  10728. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10729. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10730. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10731. parameters.dithering ? '#define DITHERING' : '',
  10732. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10733. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10734. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10735. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10736. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10737. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10738. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10739. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10740. '\n'
  10741. ].filter( filterEmptyLine ).join( '\n' );
  10742. }
  10743. vertexShader = parseIncludes( vertexShader );
  10744. vertexShader = replaceLightNums( vertexShader, parameters );
  10745. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10746. fragmentShader = parseIncludes( fragmentShader );
  10747. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10748. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10749. vertexShader = unrollLoops( vertexShader );
  10750. fragmentShader = unrollLoops( fragmentShader );
  10751. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10752. var isGLSL3ShaderMaterial = false;
  10753. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10754. if ( material.isShaderMaterial &&
  10755. vertexShader.match( versionRegex ) !== null &&
  10756. fragmentShader.match( versionRegex ) !== null ) {
  10757. isGLSL3ShaderMaterial = true;
  10758. vertexShader = vertexShader.replace( versionRegex, '' );
  10759. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10760. }
  10761. // GLSL 3.0 conversion
  10762. prefixVertex = [
  10763. '#version 300 es\n',
  10764. '#define attribute in',
  10765. '#define varying out',
  10766. '#define texture2D texture'
  10767. ].join( '\n' ) + '\n' + prefixVertex;
  10768. prefixFragment = [
  10769. '#version 300 es\n',
  10770. '#define varying in',
  10771. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10772. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10773. '#define gl_FragDepthEXT gl_FragDepth',
  10774. '#define texture2D texture',
  10775. '#define textureCube texture',
  10776. '#define texture2DProj textureProj',
  10777. '#define texture2DLodEXT textureLod',
  10778. '#define texture2DProjLodEXT textureProjLod',
  10779. '#define textureCubeLodEXT textureLod',
  10780. '#define texture2DGradEXT textureGrad',
  10781. '#define texture2DProjGradEXT textureProjGrad',
  10782. '#define textureCubeGradEXT textureGrad'
  10783. ].join( '\n' ) + '\n' + prefixFragment;
  10784. }
  10785. var vertexGlsl = prefixVertex + vertexShader;
  10786. var fragmentGlsl = prefixFragment + fragmentShader;
  10787. // console.log( '*VERTEX*', vertexGlsl );
  10788. // console.log( '*FRAGMENT*', fragmentGlsl );
  10789. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10790. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10791. gl.attachShader( program, glVertexShader );
  10792. gl.attachShader( program, glFragmentShader );
  10793. // Force a particular attribute to index 0.
  10794. if ( material.index0AttributeName !== undefined ) {
  10795. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10796. } else if ( parameters.morphTargets === true ) {
  10797. // programs with morphTargets displace position out of attribute 0
  10798. gl.bindAttribLocation( program, 0, 'position' );
  10799. }
  10800. gl.linkProgram( program );
  10801. // check for link errors
  10802. if ( renderer.debug.checkShaderErrors ) {
  10803. var programLog = gl.getProgramInfoLog( program ).trim();
  10804. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10805. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10806. var runnable = true;
  10807. var haveDiagnostics = true;
  10808. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10809. runnable = false;
  10810. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10811. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10812. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10813. } else if ( programLog !== '' ) {
  10814. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10815. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10816. haveDiagnostics = false;
  10817. }
  10818. if ( haveDiagnostics ) {
  10819. this.diagnostics = {
  10820. runnable: runnable,
  10821. material: material,
  10822. programLog: programLog,
  10823. vertexShader: {
  10824. log: vertexLog,
  10825. prefix: prefixVertex
  10826. },
  10827. fragmentShader: {
  10828. log: fragmentLog,
  10829. prefix: prefixFragment
  10830. }
  10831. };
  10832. }
  10833. }
  10834. // clean up
  10835. gl.deleteShader( glVertexShader );
  10836. gl.deleteShader( glFragmentShader );
  10837. // set up caching for uniform locations
  10838. var cachedUniforms;
  10839. this.getUniforms = function () {
  10840. if ( cachedUniforms === undefined ) {
  10841. cachedUniforms = new WebGLUniforms( gl, program );
  10842. }
  10843. return cachedUniforms;
  10844. };
  10845. // set up caching for attribute locations
  10846. var cachedAttributes;
  10847. this.getAttributes = function () {
  10848. if ( cachedAttributes === undefined ) {
  10849. cachedAttributes = fetchAttributeLocations( gl, program );
  10850. }
  10851. return cachedAttributes;
  10852. };
  10853. // free resource
  10854. this.destroy = function () {
  10855. gl.deleteProgram( program );
  10856. this.program = undefined;
  10857. };
  10858. //
  10859. this.name = shader.name;
  10860. this.id = programIdCount ++;
  10861. this.code = code;
  10862. this.usedTimes = 1;
  10863. this.program = program;
  10864. this.vertexShader = glVertexShader;
  10865. this.fragmentShader = glFragmentShader;
  10866. return this;
  10867. }
  10868. /**
  10869. * @author mrdoob / http://mrdoob.com/
  10870. */
  10871. function WebGLPrograms( renderer, extensions, capabilities ) {
  10872. var programs = [];
  10873. var shaderIDs = {
  10874. MeshDepthMaterial: 'depth',
  10875. MeshDistanceMaterial: 'distanceRGBA',
  10876. MeshNormalMaterial: 'normal',
  10877. MeshBasicMaterial: 'basic',
  10878. MeshLambertMaterial: 'lambert',
  10879. MeshPhongMaterial: 'phong',
  10880. MeshToonMaterial: 'phong',
  10881. MeshStandardMaterial: 'physical',
  10882. MeshPhysicalMaterial: 'physical',
  10883. MeshMatcapMaterial: 'matcap',
  10884. LineBasicMaterial: 'basic',
  10885. LineDashedMaterial: 'dashed',
  10886. PointsMaterial: 'points',
  10887. ShadowMaterial: 'shadow',
  10888. SpriteMaterial: 'sprite'
  10889. };
  10890. var parameterNames = [
  10891. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10892. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
  10893. "roughnessMap", "metalnessMap", "gradientMap",
  10894. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp",
  10895. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10896. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10897. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10898. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10899. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10900. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  10901. ];
  10902. function allocateBones( object ) {
  10903. var skeleton = object.skeleton;
  10904. var bones = skeleton.bones;
  10905. if ( capabilities.floatVertexTextures ) {
  10906. return 1024;
  10907. } else {
  10908. // default for when object is not specified
  10909. // ( for example when prebuilding shader to be used with multiple objects )
  10910. //
  10911. // - leave some extra space for other uniforms
  10912. // - limit here is ANGLE's 254 max uniform vectors
  10913. // (up to 54 should be safe)
  10914. var nVertexUniforms = capabilities.maxVertexUniforms;
  10915. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10916. var maxBones = Math.min( nVertexMatrices, bones.length );
  10917. if ( maxBones < bones.length ) {
  10918. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10919. return 0;
  10920. }
  10921. return maxBones;
  10922. }
  10923. }
  10924. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10925. var encoding;
  10926. if ( ! map ) {
  10927. encoding = LinearEncoding;
  10928. } else if ( map.isTexture ) {
  10929. encoding = map.encoding;
  10930. } else if ( map.isWebGLRenderTarget ) {
  10931. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10932. encoding = map.texture.encoding;
  10933. }
  10934. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10935. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10936. encoding = GammaEncoding;
  10937. }
  10938. return encoding;
  10939. }
  10940. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10941. var shaderID = shaderIDs[ material.type ];
  10942. // heuristics to create shader parameters according to lights in the scene
  10943. // (not to blow over maxLights budget)
  10944. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10945. var precision = capabilities.precision;
  10946. if ( material.precision !== null ) {
  10947. precision = capabilities.getMaxPrecision( material.precision );
  10948. if ( precision !== material.precision ) {
  10949. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10950. }
  10951. }
  10952. var currentRenderTarget = renderer.getRenderTarget();
  10953. var parameters = {
  10954. shaderID: shaderID,
  10955. precision: precision,
  10956. supportsVertexTextures: capabilities.vertexTextures,
  10957. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10958. map: !! material.map,
  10959. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10960. matcap: !! material.matcap,
  10961. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10962. envMap: !! material.envMap,
  10963. envMapMode: material.envMap && material.envMap.mapping,
  10964. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10965. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10966. lightMap: !! material.lightMap,
  10967. aoMap: !! material.aoMap,
  10968. emissiveMap: !! material.emissiveMap,
  10969. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10970. bumpMap: !! material.bumpMap,
  10971. normalMap: !! material.normalMap,
  10972. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10973. displacementMap: !! material.displacementMap,
  10974. roughnessMap: !! material.roughnessMap,
  10975. metalnessMap: !! material.metalnessMap,
  10976. specularMap: !! material.specularMap,
  10977. alphaMap: !! material.alphaMap,
  10978. gradientMap: !! material.gradientMap,
  10979. combine: material.combine,
  10980. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10981. vertexColors: material.vertexColors,
  10982. fog: !! fog,
  10983. useFog: material.fog,
  10984. fogExp: ( fog && fog.isFogExp2 ),
  10985. flatShading: material.flatShading,
  10986. sizeAttenuation: material.sizeAttenuation,
  10987. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10988. skinning: material.skinning && maxBones > 0,
  10989. maxBones: maxBones,
  10990. useVertexTexture: capabilities.floatVertexTextures,
  10991. morphTargets: material.morphTargets,
  10992. morphNormals: material.morphNormals,
  10993. maxMorphTargets: renderer.maxMorphTargets,
  10994. maxMorphNormals: renderer.maxMorphNormals,
  10995. numDirLights: lights.directional.length,
  10996. numPointLights: lights.point.length,
  10997. numSpotLights: lights.spot.length,
  10998. numRectAreaLights: lights.rectArea.length,
  10999. numHemiLights: lights.hemi.length,
  11000. numClippingPlanes: nClipPlanes,
  11001. numClipIntersection: nClipIntersection,
  11002. dithering: material.dithering,
  11003. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  11004. shadowMapType: renderer.shadowMap.type,
  11005. toneMapping: renderer.toneMapping,
  11006. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11007. premultipliedAlpha: material.premultipliedAlpha,
  11008. alphaTest: material.alphaTest,
  11009. doubleSided: material.side === DoubleSide,
  11010. flipSided: material.side === BackSide,
  11011. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11012. };
  11013. return parameters;
  11014. };
  11015. this.getProgramCode = function ( material, parameters ) {
  11016. var array = [];
  11017. if ( parameters.shaderID ) {
  11018. array.push( parameters.shaderID );
  11019. } else {
  11020. array.push( material.fragmentShader );
  11021. array.push( material.vertexShader );
  11022. }
  11023. if ( material.defines !== undefined ) {
  11024. for ( var name in material.defines ) {
  11025. array.push( name );
  11026. array.push( material.defines[ name ] );
  11027. }
  11028. }
  11029. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11030. array.push( parameters[ parameterNames[ i ] ] );
  11031. }
  11032. array.push( material.onBeforeCompile.toString() );
  11033. array.push( renderer.gammaOutput );
  11034. array.push( renderer.gammaFactor );
  11035. return array.join();
  11036. };
  11037. this.acquireProgram = function ( material, shader, parameters, code ) {
  11038. var program;
  11039. // Check if code has been already compiled
  11040. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11041. var programInfo = programs[ p ];
  11042. if ( programInfo.code === code ) {
  11043. program = programInfo;
  11044. ++ program.usedTimes;
  11045. break;
  11046. }
  11047. }
  11048. if ( program === undefined ) {
  11049. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  11050. programs.push( program );
  11051. }
  11052. return program;
  11053. };
  11054. this.releaseProgram = function ( program ) {
  11055. if ( -- program.usedTimes === 0 ) {
  11056. // Remove from unordered set
  11057. var i = programs.indexOf( program );
  11058. programs[ i ] = programs[ programs.length - 1 ];
  11059. programs.pop();
  11060. // Free WebGL resources
  11061. program.destroy();
  11062. }
  11063. };
  11064. // Exposed for resource monitoring & error feedback via renderer.info:
  11065. this.programs = programs;
  11066. }
  11067. /**
  11068. * @author fordacious / fordacious.github.io
  11069. */
  11070. function WebGLProperties() {
  11071. var properties = new WeakMap();
  11072. function get( object ) {
  11073. var map = properties.get( object );
  11074. if ( map === undefined ) {
  11075. map = {};
  11076. properties.set( object, map );
  11077. }
  11078. return map;
  11079. }
  11080. function remove( object ) {
  11081. properties.delete( object );
  11082. }
  11083. function update( object, key, value ) {
  11084. properties.get( object )[ key ] = value;
  11085. }
  11086. function dispose() {
  11087. properties = new WeakMap();
  11088. }
  11089. return {
  11090. get: get,
  11091. remove: remove,
  11092. update: update,
  11093. dispose: dispose
  11094. };
  11095. }
  11096. /**
  11097. * @author mrdoob / http://mrdoob.com/
  11098. */
  11099. function painterSortStable( a, b ) {
  11100. if ( a.groupOrder !== b.groupOrder ) {
  11101. return a.groupOrder - b.groupOrder;
  11102. } else if ( a.renderOrder !== b.renderOrder ) {
  11103. return a.renderOrder - b.renderOrder;
  11104. } else if ( a.program !== b.program ) {
  11105. return a.program.id - b.program.id;
  11106. } else if ( a.material.id !== b.material.id ) {
  11107. return a.material.id - b.material.id;
  11108. } else if ( a.z !== b.z ) {
  11109. return a.z - b.z;
  11110. } else {
  11111. return a.id - b.id;
  11112. }
  11113. }
  11114. function reversePainterSortStable( a, b ) {
  11115. if ( a.groupOrder !== b.groupOrder ) {
  11116. return a.groupOrder - b.groupOrder;
  11117. } else if ( a.renderOrder !== b.renderOrder ) {
  11118. return a.renderOrder - b.renderOrder;
  11119. } else if ( a.z !== b.z ) {
  11120. return b.z - a.z;
  11121. } else {
  11122. return a.id - b.id;
  11123. }
  11124. }
  11125. function WebGLRenderList() {
  11126. var renderItems = [];
  11127. var renderItemsIndex = 0;
  11128. var opaque = [];
  11129. var transparent = [];
  11130. var defaultProgram = { id: - 1 };
  11131. function init() {
  11132. renderItemsIndex = 0;
  11133. opaque.length = 0;
  11134. transparent.length = 0;
  11135. }
  11136. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11137. var renderItem = renderItems[ renderItemsIndex ];
  11138. if ( renderItem === undefined ) {
  11139. renderItem = {
  11140. id: object.id,
  11141. object: object,
  11142. geometry: geometry,
  11143. material: material,
  11144. program: material.program || defaultProgram,
  11145. groupOrder: groupOrder,
  11146. renderOrder: object.renderOrder,
  11147. z: z,
  11148. group: group
  11149. };
  11150. renderItems[ renderItemsIndex ] = renderItem;
  11151. } else {
  11152. renderItem.id = object.id;
  11153. renderItem.object = object;
  11154. renderItem.geometry = geometry;
  11155. renderItem.material = material;
  11156. renderItem.program = material.program || defaultProgram;
  11157. renderItem.groupOrder = groupOrder;
  11158. renderItem.renderOrder = object.renderOrder;
  11159. renderItem.z = z;
  11160. renderItem.group = group;
  11161. }
  11162. renderItemsIndex ++;
  11163. return renderItem;
  11164. }
  11165. function push( object, geometry, material, groupOrder, z, group ) {
  11166. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11167. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11168. }
  11169. function unshift( object, geometry, material, groupOrder, z, group ) {
  11170. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11171. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11172. }
  11173. function sort() {
  11174. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  11175. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  11176. }
  11177. return {
  11178. opaque: opaque,
  11179. transparent: transparent,
  11180. init: init,
  11181. push: push,
  11182. unshift: unshift,
  11183. sort: sort
  11184. };
  11185. }
  11186. function WebGLRenderLists() {
  11187. var lists = {};
  11188. function onSceneDispose( event ) {
  11189. var scene = event.target;
  11190. scene.removeEventListener( 'dispose', onSceneDispose );
  11191. delete lists[ scene.id ];
  11192. }
  11193. function get( scene, camera ) {
  11194. var cameras = lists[ scene.id ];
  11195. var list;
  11196. if ( cameras === undefined ) {
  11197. list = new WebGLRenderList();
  11198. lists[ scene.id ] = {};
  11199. lists[ scene.id ][ camera.id ] = list;
  11200. scene.addEventListener( 'dispose', onSceneDispose );
  11201. } else {
  11202. list = cameras[ camera.id ];
  11203. if ( list === undefined ) {
  11204. list = new WebGLRenderList();
  11205. cameras[ camera.id ] = list;
  11206. }
  11207. }
  11208. return list;
  11209. }
  11210. function dispose() {
  11211. lists = {};
  11212. }
  11213. return {
  11214. get: get,
  11215. dispose: dispose
  11216. };
  11217. }
  11218. /**
  11219. * @author mrdoob / http://mrdoob.com/
  11220. */
  11221. function UniformsCache() {
  11222. var lights = {};
  11223. return {
  11224. get: function ( light ) {
  11225. if ( lights[ light.id ] !== undefined ) {
  11226. return lights[ light.id ];
  11227. }
  11228. var uniforms;
  11229. switch ( light.type ) {
  11230. case 'DirectionalLight':
  11231. uniforms = {
  11232. direction: new Vector3(),
  11233. color: new Color(),
  11234. shadow: false,
  11235. shadowBias: 0,
  11236. shadowRadius: 1,
  11237. shadowMapSize: new Vector2()
  11238. };
  11239. break;
  11240. case 'SpotLight':
  11241. uniforms = {
  11242. position: new Vector3(),
  11243. direction: new Vector3(),
  11244. color: new Color(),
  11245. distance: 0,
  11246. coneCos: 0,
  11247. penumbraCos: 0,
  11248. decay: 0,
  11249. shadow: false,
  11250. shadowBias: 0,
  11251. shadowRadius: 1,
  11252. shadowMapSize: new Vector2()
  11253. };
  11254. break;
  11255. case 'PointLight':
  11256. uniforms = {
  11257. position: new Vector3(),
  11258. color: new Color(),
  11259. distance: 0,
  11260. decay: 0,
  11261. shadow: false,
  11262. shadowBias: 0,
  11263. shadowRadius: 1,
  11264. shadowMapSize: new Vector2(),
  11265. shadowCameraNear: 1,
  11266. shadowCameraFar: 1000
  11267. };
  11268. break;
  11269. case 'HemisphereLight':
  11270. uniforms = {
  11271. direction: new Vector3(),
  11272. skyColor: new Color(),
  11273. groundColor: new Color()
  11274. };
  11275. break;
  11276. case 'RectAreaLight':
  11277. uniforms = {
  11278. color: new Color(),
  11279. position: new Vector3(),
  11280. halfWidth: new Vector3(),
  11281. halfHeight: new Vector3()
  11282. // TODO (abelnation): set RectAreaLight shadow uniforms
  11283. };
  11284. break;
  11285. }
  11286. lights[ light.id ] = uniforms;
  11287. return uniforms;
  11288. }
  11289. };
  11290. }
  11291. var nextVersion = 0;
  11292. function WebGLLights() {
  11293. var cache = new UniformsCache();
  11294. var state = {
  11295. version: 0,
  11296. hash: {
  11297. directionalLength: - 1,
  11298. pointLength: - 1,
  11299. spotLength: - 1,
  11300. rectAreaLength: - 1,
  11301. hemiLength: - 1,
  11302. shadowsLength: - 1,
  11303. },
  11304. ambient: [ 0, 0, 0 ],
  11305. probe: [],
  11306. directional: [],
  11307. directionalShadowMap: [],
  11308. directionalShadowMatrix: [],
  11309. spot: [],
  11310. spotShadowMap: [],
  11311. spotShadowMatrix: [],
  11312. rectArea: [],
  11313. point: [],
  11314. pointShadowMap: [],
  11315. pointShadowMatrix: [],
  11316. hemi: []
  11317. };
  11318. for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
  11319. var vector3 = new Vector3();
  11320. var matrix4 = new Matrix4();
  11321. var matrix42 = new Matrix4();
  11322. function setup( lights, shadows, camera ) {
  11323. var r = 0, g = 0, b = 0;
  11324. for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
  11325. var directionalLength = 0;
  11326. var pointLength = 0;
  11327. var spotLength = 0;
  11328. var rectAreaLength = 0;
  11329. var hemiLength = 0;
  11330. var viewMatrix = camera.matrixWorldInverse;
  11331. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11332. var light = lights[ i ];
  11333. var color = light.color;
  11334. var intensity = light.intensity;
  11335. var distance = light.distance;
  11336. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11337. if ( light.isAmbientLight ) {
  11338. r += color.r * intensity;
  11339. g += color.g * intensity;
  11340. b += color.b * intensity;
  11341. } else if ( light.isLightProbe ) {
  11342. for ( var j = 0; j < 9; j ++ ) {
  11343. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11344. }
  11345. } else if ( light.isDirectionalLight ) {
  11346. var uniforms = cache.get( light );
  11347. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11348. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11349. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11350. uniforms.direction.sub( vector3 );
  11351. uniforms.direction.transformDirection( viewMatrix );
  11352. uniforms.shadow = light.castShadow;
  11353. if ( light.castShadow ) {
  11354. var shadow = light.shadow;
  11355. uniforms.shadowBias = shadow.bias;
  11356. uniforms.shadowRadius = shadow.radius;
  11357. uniforms.shadowMapSize = shadow.mapSize;
  11358. }
  11359. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11360. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11361. state.directional[ directionalLength ] = uniforms;
  11362. directionalLength ++;
  11363. } else if ( light.isSpotLight ) {
  11364. var uniforms = cache.get( light );
  11365. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11366. uniforms.position.applyMatrix4( viewMatrix );
  11367. uniforms.color.copy( color ).multiplyScalar( intensity );
  11368. uniforms.distance = distance;
  11369. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11370. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11371. uniforms.direction.sub( vector3 );
  11372. uniforms.direction.transformDirection( viewMatrix );
  11373. uniforms.coneCos = Math.cos( light.angle );
  11374. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11375. uniforms.decay = light.decay;
  11376. uniforms.shadow = light.castShadow;
  11377. if ( light.castShadow ) {
  11378. var shadow = light.shadow;
  11379. uniforms.shadowBias = shadow.bias;
  11380. uniforms.shadowRadius = shadow.radius;
  11381. uniforms.shadowMapSize = shadow.mapSize;
  11382. }
  11383. state.spotShadowMap[ spotLength ] = shadowMap;
  11384. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11385. state.spot[ spotLength ] = uniforms;
  11386. spotLength ++;
  11387. } else if ( light.isRectAreaLight ) {
  11388. var uniforms = cache.get( light );
  11389. // (a) intensity is the total visible light emitted
  11390. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11391. // (b) intensity is the brightness of the light
  11392. uniforms.color.copy( color ).multiplyScalar( intensity );
  11393. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11394. uniforms.position.applyMatrix4( viewMatrix );
  11395. // extract local rotation of light to derive width/height half vectors
  11396. matrix42.identity();
  11397. matrix4.copy( light.matrixWorld );
  11398. matrix4.premultiply( viewMatrix );
  11399. matrix42.extractRotation( matrix4 );
  11400. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11401. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11402. uniforms.halfWidth.applyMatrix4( matrix42 );
  11403. uniforms.halfHeight.applyMatrix4( matrix42 );
  11404. // TODO (abelnation): RectAreaLight distance?
  11405. // uniforms.distance = distance;
  11406. state.rectArea[ rectAreaLength ] = uniforms;
  11407. rectAreaLength ++;
  11408. } else if ( light.isPointLight ) {
  11409. var uniforms = cache.get( light );
  11410. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11411. uniforms.position.applyMatrix4( viewMatrix );
  11412. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11413. uniforms.distance = light.distance;
  11414. uniforms.decay = light.decay;
  11415. uniforms.shadow = light.castShadow;
  11416. if ( light.castShadow ) {
  11417. var shadow = light.shadow;
  11418. uniforms.shadowBias = shadow.bias;
  11419. uniforms.shadowRadius = shadow.radius;
  11420. uniforms.shadowMapSize = shadow.mapSize;
  11421. uniforms.shadowCameraNear = shadow.camera.near;
  11422. uniforms.shadowCameraFar = shadow.camera.far;
  11423. }
  11424. state.pointShadowMap[ pointLength ] = shadowMap;
  11425. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11426. state.point[ pointLength ] = uniforms;
  11427. pointLength ++;
  11428. } else if ( light.isHemisphereLight ) {
  11429. var uniforms = cache.get( light );
  11430. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11431. uniforms.direction.transformDirection( viewMatrix );
  11432. uniforms.direction.normalize();
  11433. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11434. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11435. state.hemi[ hemiLength ] = uniforms;
  11436. hemiLength ++;
  11437. }
  11438. }
  11439. state.ambient[ 0 ] = r;
  11440. state.ambient[ 1 ] = g;
  11441. state.ambient[ 2 ] = b;
  11442. var hash = state.hash;
  11443. if ( hash.directionalLength !== directionalLength ||
  11444. hash.pointLength !== pointLength ||
  11445. hash.spotLength !== spotLength ||
  11446. hash.rectAreaLength !== rectAreaLength ||
  11447. hash.hemiLength !== hemiLength ||
  11448. hash.shadowsLength !== shadows.length ) {
  11449. state.directional.length = directionalLength;
  11450. state.spot.length = spotLength;
  11451. state.rectArea.length = rectAreaLength;
  11452. state.point.length = pointLength;
  11453. state.hemi.length = hemiLength;
  11454. hash.directionalLength = directionalLength;
  11455. hash.pointLength = pointLength;
  11456. hash.spotLength = spotLength;
  11457. hash.rectAreaLength = rectAreaLength;
  11458. hash.hemiLength = hemiLength;
  11459. hash.shadowsLength = shadows.length;
  11460. state.version = nextVersion ++;
  11461. }
  11462. }
  11463. return {
  11464. setup: setup,
  11465. state: state
  11466. };
  11467. }
  11468. /**
  11469. * @author Mugen87 / https://github.com/Mugen87
  11470. */
  11471. function WebGLRenderState() {
  11472. var lights = new WebGLLights();
  11473. var lightsArray = [];
  11474. var shadowsArray = [];
  11475. function init() {
  11476. lightsArray.length = 0;
  11477. shadowsArray.length = 0;
  11478. }
  11479. function pushLight( light ) {
  11480. lightsArray.push( light );
  11481. }
  11482. function pushShadow( shadowLight ) {
  11483. shadowsArray.push( shadowLight );
  11484. }
  11485. function setupLights( camera ) {
  11486. lights.setup( lightsArray, shadowsArray, camera );
  11487. }
  11488. var state = {
  11489. lightsArray: lightsArray,
  11490. shadowsArray: shadowsArray,
  11491. lights: lights
  11492. };
  11493. return {
  11494. init: init,
  11495. state: state,
  11496. setupLights: setupLights,
  11497. pushLight: pushLight,
  11498. pushShadow: pushShadow
  11499. };
  11500. }
  11501. function WebGLRenderStates() {
  11502. var renderStates = {};
  11503. function onSceneDispose( event ) {
  11504. var scene = event.target;
  11505. scene.removeEventListener( 'dispose', onSceneDispose );
  11506. delete renderStates[ scene.id ];
  11507. }
  11508. function get( scene, camera ) {
  11509. var renderState;
  11510. if ( renderStates[ scene.id ] === undefined ) {
  11511. renderState = new WebGLRenderState();
  11512. renderStates[ scene.id ] = {};
  11513. renderStates[ scene.id ][ camera.id ] = renderState;
  11514. scene.addEventListener( 'dispose', onSceneDispose );
  11515. } else {
  11516. if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
  11517. renderState = new WebGLRenderState();
  11518. renderStates[ scene.id ][ camera.id ] = renderState;
  11519. } else {
  11520. renderState = renderStates[ scene.id ][ camera.id ];
  11521. }
  11522. }
  11523. return renderState;
  11524. }
  11525. function dispose() {
  11526. renderStates = {};
  11527. }
  11528. return {
  11529. get: get,
  11530. dispose: dispose
  11531. };
  11532. }
  11533. /**
  11534. * @author mrdoob / http://mrdoob.com/
  11535. * @author alteredq / http://alteredqualia.com/
  11536. * @author bhouston / https://clara.io
  11537. * @author WestLangley / http://github.com/WestLangley
  11538. *
  11539. * parameters = {
  11540. *
  11541. * opacity: <float>,
  11542. *
  11543. * map: new THREE.Texture( <Image> ),
  11544. *
  11545. * alphaMap: new THREE.Texture( <Image> ),
  11546. *
  11547. * displacementMap: new THREE.Texture( <Image> ),
  11548. * displacementScale: <float>,
  11549. * displacementBias: <float>,
  11550. *
  11551. * wireframe: <boolean>,
  11552. * wireframeLinewidth: <float>
  11553. * }
  11554. */
  11555. function MeshDepthMaterial( parameters ) {
  11556. Material.call( this );
  11557. this.type = 'MeshDepthMaterial';
  11558. this.depthPacking = BasicDepthPacking;
  11559. this.skinning = false;
  11560. this.morphTargets = false;
  11561. this.map = null;
  11562. this.alphaMap = null;
  11563. this.displacementMap = null;
  11564. this.displacementScale = 1;
  11565. this.displacementBias = 0;
  11566. this.wireframe = false;
  11567. this.wireframeLinewidth = 1;
  11568. this.fog = false;
  11569. this.lights = false;
  11570. this.setValues( parameters );
  11571. }
  11572. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11573. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11574. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11575. MeshDepthMaterial.prototype.copy = function ( source ) {
  11576. Material.prototype.copy.call( this, source );
  11577. this.depthPacking = source.depthPacking;
  11578. this.skinning = source.skinning;
  11579. this.morphTargets = source.morphTargets;
  11580. this.map = source.map;
  11581. this.alphaMap = source.alphaMap;
  11582. this.displacementMap = source.displacementMap;
  11583. this.displacementScale = source.displacementScale;
  11584. this.displacementBias = source.displacementBias;
  11585. this.wireframe = source.wireframe;
  11586. this.wireframeLinewidth = source.wireframeLinewidth;
  11587. return this;
  11588. };
  11589. /**
  11590. * @author WestLangley / http://github.com/WestLangley
  11591. *
  11592. * parameters = {
  11593. *
  11594. * referencePosition: <float>,
  11595. * nearDistance: <float>,
  11596. * farDistance: <float>,
  11597. *
  11598. * skinning: <bool>,
  11599. * morphTargets: <bool>,
  11600. *
  11601. * map: new THREE.Texture( <Image> ),
  11602. *
  11603. * alphaMap: new THREE.Texture( <Image> ),
  11604. *
  11605. * displacementMap: new THREE.Texture( <Image> ),
  11606. * displacementScale: <float>,
  11607. * displacementBias: <float>
  11608. *
  11609. * }
  11610. */
  11611. function MeshDistanceMaterial( parameters ) {
  11612. Material.call( this );
  11613. this.type = 'MeshDistanceMaterial';
  11614. this.referencePosition = new Vector3();
  11615. this.nearDistance = 1;
  11616. this.farDistance = 1000;
  11617. this.skinning = false;
  11618. this.morphTargets = false;
  11619. this.map = null;
  11620. this.alphaMap = null;
  11621. this.displacementMap = null;
  11622. this.displacementScale = 1;
  11623. this.displacementBias = 0;
  11624. this.fog = false;
  11625. this.lights = false;
  11626. this.setValues( parameters );
  11627. }
  11628. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11629. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11630. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11631. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11632. Material.prototype.copy.call( this, source );
  11633. this.referencePosition.copy( source.referencePosition );
  11634. this.nearDistance = source.nearDistance;
  11635. this.farDistance = source.farDistance;
  11636. this.skinning = source.skinning;
  11637. this.morphTargets = source.morphTargets;
  11638. this.map = source.map;
  11639. this.alphaMap = source.alphaMap;
  11640. this.displacementMap = source.displacementMap;
  11641. this.displacementScale = source.displacementScale;
  11642. this.displacementBias = source.displacementBias;
  11643. return this;
  11644. };
  11645. /**
  11646. * @author alteredq / http://alteredqualia.com/
  11647. * @author mrdoob / http://mrdoob.com/
  11648. */
  11649. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11650. var _frustum = new Frustum(),
  11651. _projScreenMatrix = new Matrix4(),
  11652. _shadowMapSize = new Vector2(),
  11653. _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
  11654. _lookTarget = new Vector3(),
  11655. _lightPositionWorld = new Vector3(),
  11656. _MorphingFlag = 1,
  11657. _SkinningFlag = 2,
  11658. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11659. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11660. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11661. _materialCache = {};
  11662. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11663. var cubeDirections = [
  11664. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  11665. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  11666. ];
  11667. var cubeUps = [
  11668. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  11669. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  11670. ];
  11671. var cube2DViewPorts = [
  11672. new Vector4(), new Vector4(), new Vector4(),
  11673. new Vector4(), new Vector4(), new Vector4()
  11674. ];
  11675. // init
  11676. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11677. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11678. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11679. var depthMaterial = new MeshDepthMaterial( {
  11680. depthPacking: RGBADepthPacking,
  11681. morphTargets: useMorphing,
  11682. skinning: useSkinning
  11683. } );
  11684. _depthMaterials[ i ] = depthMaterial;
  11685. //
  11686. var distanceMaterial = new MeshDistanceMaterial( {
  11687. morphTargets: useMorphing,
  11688. skinning: useSkinning
  11689. } );
  11690. _distanceMaterials[ i ] = distanceMaterial;
  11691. }
  11692. //
  11693. var scope = this;
  11694. this.enabled = false;
  11695. this.autoUpdate = true;
  11696. this.needsUpdate = false;
  11697. this.type = PCFShadowMap;
  11698. this.render = function ( lights, scene, camera ) {
  11699. if ( scope.enabled === false ) return;
  11700. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11701. if ( lights.length === 0 ) return;
  11702. var currentRenderTarget = _renderer.getRenderTarget();
  11703. var activeCubeFace = _renderer.getActiveCubeFace();
  11704. var activeMipMapLevel = _renderer.getActiveMipMapLevel();
  11705. var _state = _renderer.state;
  11706. // Set GL state for depth map.
  11707. _state.setBlending( NoBlending );
  11708. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11709. _state.buffers.depth.setTest( true );
  11710. _state.setScissorTest( false );
  11711. // render depth map
  11712. var faceCount;
  11713. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11714. var light = lights[ i ];
  11715. var shadow = light.shadow;
  11716. var isPointLight = light && light.isPointLight;
  11717. if ( shadow === undefined ) {
  11718. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11719. continue;
  11720. }
  11721. var shadowCamera = shadow.camera;
  11722. _shadowMapSize.copy( shadow.mapSize );
  11723. _shadowMapSize.min( _maxShadowMapSize );
  11724. if ( isPointLight ) {
  11725. var vpWidth = _shadowMapSize.x;
  11726. var vpHeight = _shadowMapSize.y;
  11727. // These viewports map a cube-map onto a 2D texture with the
  11728. // following orientation:
  11729. //
  11730. // xzXZ
  11731. // y Y
  11732. //
  11733. // X - Positive x direction
  11734. // x - Negative x direction
  11735. // Y - Positive y direction
  11736. // y - Negative y direction
  11737. // Z - Positive z direction
  11738. // z - Negative z direction
  11739. // positive X
  11740. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  11741. // negative X
  11742. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  11743. // positive Z
  11744. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  11745. // negative Z
  11746. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  11747. // positive Y
  11748. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  11749. // negative Y
  11750. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  11751. _shadowMapSize.x *= 4.0;
  11752. _shadowMapSize.y *= 2.0;
  11753. }
  11754. if ( shadow.map === null ) {
  11755. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11756. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11757. shadow.map.texture.name = light.name + ".shadowMap";
  11758. shadowCamera.updateProjectionMatrix();
  11759. }
  11760. if ( shadow.isSpotLightShadow ) {
  11761. shadow.update( light );
  11762. }
  11763. var shadowMap = shadow.map;
  11764. var shadowMatrix = shadow.matrix;
  11765. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  11766. shadowCamera.position.copy( _lightPositionWorld );
  11767. if ( isPointLight ) {
  11768. faceCount = 6;
  11769. // for point lights we set the shadow matrix to be a translation-only matrix
  11770. // equal to inverse of the light's position
  11771. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  11772. } else {
  11773. faceCount = 1;
  11774. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  11775. shadowCamera.lookAt( _lookTarget );
  11776. shadowCamera.updateMatrixWorld();
  11777. // compute shadow matrix
  11778. shadowMatrix.set(
  11779. 0.5, 0.0, 0.0, 0.5,
  11780. 0.0, 0.5, 0.0, 0.5,
  11781. 0.0, 0.0, 0.5, 0.5,
  11782. 0.0, 0.0, 0.0, 1.0
  11783. );
  11784. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  11785. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  11786. }
  11787. _renderer.setRenderTarget( shadowMap );
  11788. _renderer.clear();
  11789. // render shadow map for each cube face (if omni-directional) or
  11790. // run a single pass if not
  11791. for ( var face = 0; face < faceCount; face ++ ) {
  11792. if ( isPointLight ) {
  11793. _lookTarget.copy( shadowCamera.position );
  11794. _lookTarget.add( cubeDirections[ face ] );
  11795. shadowCamera.up.copy( cubeUps[ face ] );
  11796. shadowCamera.lookAt( _lookTarget );
  11797. shadowCamera.updateMatrixWorld();
  11798. var vpDimensions = cube2DViewPorts[ face ];
  11799. _state.viewport( vpDimensions );
  11800. }
  11801. // update camera matrices and frustum
  11802. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  11803. _frustum.setFromMatrix( _projScreenMatrix );
  11804. // set object matrices & frustum culling
  11805. renderObject( scene, camera, shadowCamera, isPointLight );
  11806. }
  11807. }
  11808. scope.needsUpdate = false;
  11809. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipMapLevel );
  11810. };
  11811. function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
  11812. var geometry = object.geometry;
  11813. var result = null;
  11814. var materialVariants = _depthMaterials;
  11815. var customMaterial = object.customDepthMaterial;
  11816. if ( isPointLight ) {
  11817. materialVariants = _distanceMaterials;
  11818. customMaterial = object.customDistanceMaterial;
  11819. }
  11820. if ( ! customMaterial ) {
  11821. var useMorphing = false;
  11822. if ( material.morphTargets ) {
  11823. if ( geometry && geometry.isBufferGeometry ) {
  11824. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11825. } else if ( geometry && geometry.isGeometry ) {
  11826. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11827. }
  11828. }
  11829. if ( object.isSkinnedMesh && material.skinning === false ) {
  11830. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11831. }
  11832. var useSkinning = object.isSkinnedMesh && material.skinning;
  11833. var variantIndex = 0;
  11834. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11835. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11836. result = materialVariants[ variantIndex ];
  11837. } else {
  11838. result = customMaterial;
  11839. }
  11840. if ( _renderer.localClippingEnabled &&
  11841. material.clipShadows === true &&
  11842. material.clippingPlanes.length !== 0 ) {
  11843. // in this case we need a unique material instance reflecting the
  11844. // appropriate state
  11845. var keyA = result.uuid, keyB = material.uuid;
  11846. var materialsForVariant = _materialCache[ keyA ];
  11847. if ( materialsForVariant === undefined ) {
  11848. materialsForVariant = {};
  11849. _materialCache[ keyA ] = materialsForVariant;
  11850. }
  11851. var cachedMaterial = materialsForVariant[ keyB ];
  11852. if ( cachedMaterial === undefined ) {
  11853. cachedMaterial = result.clone();
  11854. materialsForVariant[ keyB ] = cachedMaterial;
  11855. }
  11856. result = cachedMaterial;
  11857. }
  11858. result.visible = material.visible;
  11859. result.wireframe = material.wireframe;
  11860. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11861. result.clipShadows = material.clipShadows;
  11862. result.clippingPlanes = material.clippingPlanes;
  11863. result.clipIntersection = material.clipIntersection;
  11864. result.wireframeLinewidth = material.wireframeLinewidth;
  11865. result.linewidth = material.linewidth;
  11866. if ( isPointLight && result.isMeshDistanceMaterial ) {
  11867. result.referencePosition.copy( lightPositionWorld );
  11868. result.nearDistance = shadowCameraNear;
  11869. result.farDistance = shadowCameraFar;
  11870. }
  11871. return result;
  11872. }
  11873. function renderObject( object, camera, shadowCamera, isPointLight ) {
  11874. if ( object.visible === false ) return;
  11875. var visible = object.layers.test( camera.layers );
  11876. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11877. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11878. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11879. var geometry = _objects.update( object );
  11880. var material = object.material;
  11881. if ( Array.isArray( material ) ) {
  11882. var groups = geometry.groups;
  11883. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11884. var group = groups[ k ];
  11885. var groupMaterial = material[ group.materialIndex ];
  11886. if ( groupMaterial && groupMaterial.visible ) {
  11887. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11888. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11889. }
  11890. }
  11891. } else if ( material.visible ) {
  11892. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11893. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11894. }
  11895. }
  11896. }
  11897. var children = object.children;
  11898. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11899. renderObject( children[ i ], camera, shadowCamera, isPointLight );
  11900. }
  11901. }
  11902. }
  11903. /**
  11904. * @author mrdoob / http://mrdoob.com/
  11905. */
  11906. function WebGLState( gl, extensions, utils, capabilities ) {
  11907. function ColorBuffer() {
  11908. var locked = false;
  11909. var color = new Vector4();
  11910. var currentColorMask = null;
  11911. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11912. return {
  11913. setMask: function ( colorMask ) {
  11914. if ( currentColorMask !== colorMask && ! locked ) {
  11915. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11916. currentColorMask = colorMask;
  11917. }
  11918. },
  11919. setLocked: function ( lock ) {
  11920. locked = lock;
  11921. },
  11922. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11923. if ( premultipliedAlpha === true ) {
  11924. r *= a; g *= a; b *= a;
  11925. }
  11926. color.set( r, g, b, a );
  11927. if ( currentColorClear.equals( color ) === false ) {
  11928. gl.clearColor( r, g, b, a );
  11929. currentColorClear.copy( color );
  11930. }
  11931. },
  11932. reset: function () {
  11933. locked = false;
  11934. currentColorMask = null;
  11935. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11936. }
  11937. };
  11938. }
  11939. function DepthBuffer() {
  11940. var locked = false;
  11941. var currentDepthMask = null;
  11942. var currentDepthFunc = null;
  11943. var currentDepthClear = null;
  11944. return {
  11945. setTest: function ( depthTest ) {
  11946. if ( depthTest ) {
  11947. enable( 2929 );
  11948. } else {
  11949. disable( 2929 );
  11950. }
  11951. },
  11952. setMask: function ( depthMask ) {
  11953. if ( currentDepthMask !== depthMask && ! locked ) {
  11954. gl.depthMask( depthMask );
  11955. currentDepthMask = depthMask;
  11956. }
  11957. },
  11958. setFunc: function ( depthFunc ) {
  11959. if ( currentDepthFunc !== depthFunc ) {
  11960. if ( depthFunc ) {
  11961. switch ( depthFunc ) {
  11962. case NeverDepth:
  11963. gl.depthFunc( 512 );
  11964. break;
  11965. case AlwaysDepth:
  11966. gl.depthFunc( 519 );
  11967. break;
  11968. case LessDepth:
  11969. gl.depthFunc( 513 );
  11970. break;
  11971. case LessEqualDepth:
  11972. gl.depthFunc( 515 );
  11973. break;
  11974. case EqualDepth:
  11975. gl.depthFunc( 514 );
  11976. break;
  11977. case GreaterEqualDepth:
  11978. gl.depthFunc( 518 );
  11979. break;
  11980. case GreaterDepth:
  11981. gl.depthFunc( 516 );
  11982. break;
  11983. case NotEqualDepth:
  11984. gl.depthFunc( 517 );
  11985. break;
  11986. default:
  11987. gl.depthFunc( 515 );
  11988. }
  11989. } else {
  11990. gl.depthFunc( 515 );
  11991. }
  11992. currentDepthFunc = depthFunc;
  11993. }
  11994. },
  11995. setLocked: function ( lock ) {
  11996. locked = lock;
  11997. },
  11998. setClear: function ( depth ) {
  11999. if ( currentDepthClear !== depth ) {
  12000. gl.clearDepth( depth );
  12001. currentDepthClear = depth;
  12002. }
  12003. },
  12004. reset: function () {
  12005. locked = false;
  12006. currentDepthMask = null;
  12007. currentDepthFunc = null;
  12008. currentDepthClear = null;
  12009. }
  12010. };
  12011. }
  12012. function StencilBuffer() {
  12013. var locked = false;
  12014. var currentStencilMask = null;
  12015. var currentStencilFunc = null;
  12016. var currentStencilRef = null;
  12017. var currentStencilFuncMask = null;
  12018. var currentStencilFail = null;
  12019. var currentStencilZFail = null;
  12020. var currentStencilZPass = null;
  12021. var currentStencilClear = null;
  12022. return {
  12023. setTest: function ( stencilTest ) {
  12024. if ( stencilTest ) {
  12025. enable( 2960 );
  12026. } else {
  12027. disable( 2960 );
  12028. }
  12029. },
  12030. setMask: function ( stencilMask ) {
  12031. if ( currentStencilMask !== stencilMask && ! locked ) {
  12032. gl.stencilMask( stencilMask );
  12033. currentStencilMask = stencilMask;
  12034. }
  12035. },
  12036. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12037. if ( currentStencilFunc !== stencilFunc ||
  12038. currentStencilRef !== stencilRef ||
  12039. currentStencilFuncMask !== stencilMask ) {
  12040. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12041. currentStencilFunc = stencilFunc;
  12042. currentStencilRef = stencilRef;
  12043. currentStencilFuncMask = stencilMask;
  12044. }
  12045. },
  12046. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12047. if ( currentStencilFail !== stencilFail ||
  12048. currentStencilZFail !== stencilZFail ||
  12049. currentStencilZPass !== stencilZPass ) {
  12050. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12051. currentStencilFail = stencilFail;
  12052. currentStencilZFail = stencilZFail;
  12053. currentStencilZPass = stencilZPass;
  12054. }
  12055. },
  12056. setLocked: function ( lock ) {
  12057. locked = lock;
  12058. },
  12059. setClear: function ( stencil ) {
  12060. if ( currentStencilClear !== stencil ) {
  12061. gl.clearStencil( stencil );
  12062. currentStencilClear = stencil;
  12063. }
  12064. },
  12065. reset: function () {
  12066. locked = false;
  12067. currentStencilMask = null;
  12068. currentStencilFunc = null;
  12069. currentStencilRef = null;
  12070. currentStencilFuncMask = null;
  12071. currentStencilFail = null;
  12072. currentStencilZFail = null;
  12073. currentStencilZPass = null;
  12074. currentStencilClear = null;
  12075. }
  12076. };
  12077. }
  12078. //
  12079. var colorBuffer = new ColorBuffer();
  12080. var depthBuffer = new DepthBuffer();
  12081. var stencilBuffer = new StencilBuffer();
  12082. var maxVertexAttributes = gl.getParameter( 34921 );
  12083. var newAttributes = new Uint8Array( maxVertexAttributes );
  12084. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12085. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12086. var enabledCapabilities = {};
  12087. var compressedTextureFormats = null;
  12088. var currentProgram = null;
  12089. var currentBlendingEnabled = null;
  12090. var currentBlending = null;
  12091. var currentBlendEquation = null;
  12092. var currentBlendSrc = null;
  12093. var currentBlendDst = null;
  12094. var currentBlendEquationAlpha = null;
  12095. var currentBlendSrcAlpha = null;
  12096. var currentBlendDstAlpha = null;
  12097. var currentPremultipledAlpha = false;
  12098. var currentFlipSided = null;
  12099. var currentCullFace = null;
  12100. var currentLineWidth = null;
  12101. var currentPolygonOffsetFactor = null;
  12102. var currentPolygonOffsetUnits = null;
  12103. var maxTextures = gl.getParameter( 35661 );
  12104. var lineWidthAvailable = false;
  12105. var version = 0;
  12106. var glVersion = gl.getParameter( 7938 );
  12107. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12108. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12109. lineWidthAvailable = ( version >= 1.0 );
  12110. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12111. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12112. lineWidthAvailable = ( version >= 2.0 );
  12113. }
  12114. var currentTextureSlot = null;
  12115. var currentBoundTextures = {};
  12116. var currentScissor = new Vector4();
  12117. var currentViewport = new Vector4();
  12118. function createTexture( type, target, count ) {
  12119. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12120. var texture = gl.createTexture();
  12121. gl.bindTexture( type, texture );
  12122. gl.texParameteri( type, 10241, 9728 );
  12123. gl.texParameteri( type, 10240, 9728 );
  12124. for ( var i = 0; i < count; i ++ ) {
  12125. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12126. }
  12127. return texture;
  12128. }
  12129. var emptyTextures = {};
  12130. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12131. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12132. // init
  12133. colorBuffer.setClear( 0, 0, 0, 1 );
  12134. depthBuffer.setClear( 1 );
  12135. stencilBuffer.setClear( 0 );
  12136. enable( 2929 );
  12137. depthBuffer.setFunc( LessEqualDepth );
  12138. setFlipSided( false );
  12139. setCullFace( CullFaceBack );
  12140. enable( 2884 );
  12141. setBlending( NoBlending );
  12142. //
  12143. function initAttributes() {
  12144. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12145. newAttributes[ i ] = 0;
  12146. }
  12147. }
  12148. function enableAttribute( attribute ) {
  12149. enableAttributeAndDivisor( attribute, 0 );
  12150. }
  12151. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12152. newAttributes[ attribute ] = 1;
  12153. if ( enabledAttributes[ attribute ] === 0 ) {
  12154. gl.enableVertexAttribArray( attribute );
  12155. enabledAttributes[ attribute ] = 1;
  12156. }
  12157. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12158. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12159. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12160. attributeDivisors[ attribute ] = meshPerAttribute;
  12161. }
  12162. }
  12163. function disableUnusedAttributes() {
  12164. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12165. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12166. gl.disableVertexAttribArray( i );
  12167. enabledAttributes[ i ] = 0;
  12168. }
  12169. }
  12170. }
  12171. function enable( id ) {
  12172. if ( enabledCapabilities[ id ] !== true ) {
  12173. gl.enable( id );
  12174. enabledCapabilities[ id ] = true;
  12175. }
  12176. }
  12177. function disable( id ) {
  12178. if ( enabledCapabilities[ id ] !== false ) {
  12179. gl.disable( id );
  12180. enabledCapabilities[ id ] = false;
  12181. }
  12182. }
  12183. function getCompressedTextureFormats() {
  12184. if ( compressedTextureFormats === null ) {
  12185. compressedTextureFormats = [];
  12186. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12187. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12188. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12189. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12190. var formats = gl.getParameter( 34467 );
  12191. for ( var i = 0; i < formats.length; i ++ ) {
  12192. compressedTextureFormats.push( formats[ i ] );
  12193. }
  12194. }
  12195. }
  12196. return compressedTextureFormats;
  12197. }
  12198. function useProgram( program ) {
  12199. if ( currentProgram !== program ) {
  12200. gl.useProgram( program );
  12201. currentProgram = program;
  12202. return true;
  12203. }
  12204. return false;
  12205. }
  12206. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12207. if ( blending === NoBlending ) {
  12208. if ( currentBlendingEnabled ) {
  12209. disable( 3042 );
  12210. currentBlendingEnabled = false;
  12211. }
  12212. return;
  12213. }
  12214. if ( ! currentBlendingEnabled ) {
  12215. enable( 3042 );
  12216. currentBlendingEnabled = true;
  12217. }
  12218. if ( blending !== CustomBlending ) {
  12219. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12220. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12221. gl.blendEquation( 32774 );
  12222. currentBlendEquation = AddEquation;
  12223. currentBlendEquationAlpha = AddEquation;
  12224. }
  12225. if ( premultipliedAlpha ) {
  12226. switch ( blending ) {
  12227. case NormalBlending:
  12228. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12229. break;
  12230. case AdditiveBlending:
  12231. gl.blendFunc( 1, 1 );
  12232. break;
  12233. case SubtractiveBlending:
  12234. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12235. break;
  12236. case MultiplyBlending:
  12237. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12238. break;
  12239. default:
  12240. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12241. break;
  12242. }
  12243. } else {
  12244. switch ( blending ) {
  12245. case NormalBlending:
  12246. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12247. break;
  12248. case AdditiveBlending:
  12249. gl.blendFunc( 770, 1 );
  12250. break;
  12251. case SubtractiveBlending:
  12252. gl.blendFunc( 0, 769 );
  12253. break;
  12254. case MultiplyBlending:
  12255. gl.blendFunc( 0, 768 );
  12256. break;
  12257. default:
  12258. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12259. break;
  12260. }
  12261. }
  12262. currentBlendSrc = null;
  12263. currentBlendDst = null;
  12264. currentBlendSrcAlpha = null;
  12265. currentBlendDstAlpha = null;
  12266. currentBlending = blending;
  12267. currentPremultipledAlpha = premultipliedAlpha;
  12268. }
  12269. return;
  12270. }
  12271. // custom blending
  12272. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12273. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12274. blendDstAlpha = blendDstAlpha || blendDst;
  12275. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12276. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12277. currentBlendEquation = blendEquation;
  12278. currentBlendEquationAlpha = blendEquationAlpha;
  12279. }
  12280. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12281. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12282. currentBlendSrc = blendSrc;
  12283. currentBlendDst = blendDst;
  12284. currentBlendSrcAlpha = blendSrcAlpha;
  12285. currentBlendDstAlpha = blendDstAlpha;
  12286. }
  12287. currentBlending = blending;
  12288. currentPremultipledAlpha = null;
  12289. }
  12290. function setMaterial( material, frontFaceCW ) {
  12291. material.side === DoubleSide
  12292. ? disable( 2884 )
  12293. : enable( 2884 );
  12294. var flipSided = ( material.side === BackSide );
  12295. if ( frontFaceCW ) flipSided = ! flipSided;
  12296. setFlipSided( flipSided );
  12297. ( material.blending === NormalBlending && material.transparent === false )
  12298. ? setBlending( NoBlending )
  12299. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12300. depthBuffer.setFunc( material.depthFunc );
  12301. depthBuffer.setTest( material.depthTest );
  12302. depthBuffer.setMask( material.depthWrite );
  12303. colorBuffer.setMask( material.colorWrite );
  12304. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12305. }
  12306. //
  12307. function setFlipSided( flipSided ) {
  12308. if ( currentFlipSided !== flipSided ) {
  12309. if ( flipSided ) {
  12310. gl.frontFace( 2304 );
  12311. } else {
  12312. gl.frontFace( 2305 );
  12313. }
  12314. currentFlipSided = flipSided;
  12315. }
  12316. }
  12317. function setCullFace( cullFace ) {
  12318. if ( cullFace !== CullFaceNone ) {
  12319. enable( 2884 );
  12320. if ( cullFace !== currentCullFace ) {
  12321. if ( cullFace === CullFaceBack ) {
  12322. gl.cullFace( 1029 );
  12323. } else if ( cullFace === CullFaceFront ) {
  12324. gl.cullFace( 1028 );
  12325. } else {
  12326. gl.cullFace( 1032 );
  12327. }
  12328. }
  12329. } else {
  12330. disable( 2884 );
  12331. }
  12332. currentCullFace = cullFace;
  12333. }
  12334. function setLineWidth( width ) {
  12335. if ( width !== currentLineWidth ) {
  12336. if ( lineWidthAvailable ) gl.lineWidth( width );
  12337. currentLineWidth = width;
  12338. }
  12339. }
  12340. function setPolygonOffset( polygonOffset, factor, units ) {
  12341. if ( polygonOffset ) {
  12342. enable( 32823 );
  12343. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12344. gl.polygonOffset( factor, units );
  12345. currentPolygonOffsetFactor = factor;
  12346. currentPolygonOffsetUnits = units;
  12347. }
  12348. } else {
  12349. disable( 32823 );
  12350. }
  12351. }
  12352. function setScissorTest( scissorTest ) {
  12353. if ( scissorTest ) {
  12354. enable( 3089 );
  12355. } else {
  12356. disable( 3089 );
  12357. }
  12358. }
  12359. // texture
  12360. function activeTexture( webglSlot ) {
  12361. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  12362. if ( currentTextureSlot !== webglSlot ) {
  12363. gl.activeTexture( webglSlot );
  12364. currentTextureSlot = webglSlot;
  12365. }
  12366. }
  12367. function bindTexture( webglType, webglTexture ) {
  12368. if ( currentTextureSlot === null ) {
  12369. activeTexture();
  12370. }
  12371. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12372. if ( boundTexture === undefined ) {
  12373. boundTexture = { type: undefined, texture: undefined };
  12374. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12375. }
  12376. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12377. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12378. boundTexture.type = webglType;
  12379. boundTexture.texture = webglTexture;
  12380. }
  12381. }
  12382. function compressedTexImage2D() {
  12383. try {
  12384. gl.compressedTexImage2D.apply( gl, arguments );
  12385. } catch ( error ) {
  12386. console.error( 'THREE.WebGLState:', error );
  12387. }
  12388. }
  12389. function texImage2D() {
  12390. try {
  12391. gl.texImage2D.apply( gl, arguments );
  12392. } catch ( error ) {
  12393. console.error( 'THREE.WebGLState:', error );
  12394. }
  12395. }
  12396. function texImage3D() {
  12397. try {
  12398. gl.texImage3D.apply( gl, arguments );
  12399. } catch ( error ) {
  12400. console.error( 'THREE.WebGLState:', error );
  12401. }
  12402. }
  12403. //
  12404. function scissor( scissor ) {
  12405. if ( currentScissor.equals( scissor ) === false ) {
  12406. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12407. currentScissor.copy( scissor );
  12408. }
  12409. }
  12410. function viewport( viewport ) {
  12411. if ( currentViewport.equals( viewport ) === false ) {
  12412. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12413. currentViewport.copy( viewport );
  12414. }
  12415. }
  12416. //
  12417. function reset() {
  12418. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12419. if ( enabledAttributes[ i ] === 1 ) {
  12420. gl.disableVertexAttribArray( i );
  12421. enabledAttributes[ i ] = 0;
  12422. }
  12423. }
  12424. enabledCapabilities = {};
  12425. compressedTextureFormats = null;
  12426. currentTextureSlot = null;
  12427. currentBoundTextures = {};
  12428. currentProgram = null;
  12429. currentBlending = null;
  12430. currentFlipSided = null;
  12431. currentCullFace = null;
  12432. colorBuffer.reset();
  12433. depthBuffer.reset();
  12434. stencilBuffer.reset();
  12435. }
  12436. return {
  12437. buffers: {
  12438. color: colorBuffer,
  12439. depth: depthBuffer,
  12440. stencil: stencilBuffer
  12441. },
  12442. initAttributes: initAttributes,
  12443. enableAttribute: enableAttribute,
  12444. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12445. disableUnusedAttributes: disableUnusedAttributes,
  12446. enable: enable,
  12447. disable: disable,
  12448. getCompressedTextureFormats: getCompressedTextureFormats,
  12449. useProgram: useProgram,
  12450. setBlending: setBlending,
  12451. setMaterial: setMaterial,
  12452. setFlipSided: setFlipSided,
  12453. setCullFace: setCullFace,
  12454. setLineWidth: setLineWidth,
  12455. setPolygonOffset: setPolygonOffset,
  12456. setScissorTest: setScissorTest,
  12457. activeTexture: activeTexture,
  12458. bindTexture: bindTexture,
  12459. compressedTexImage2D: compressedTexImage2D,
  12460. texImage2D: texImage2D,
  12461. texImage3D: texImage3D,
  12462. scissor: scissor,
  12463. viewport: viewport,
  12464. reset: reset
  12465. };
  12466. }
  12467. /**
  12468. * @author mrdoob / http://mrdoob.com/
  12469. */
  12470. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12471. var _videoTextures = {};
  12472. var _canvas;
  12473. //
  12474. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12475. function createCanvas( width, height ) {
  12476. // Use OffscreenCanvas when available. Specially needed in web workers
  12477. return useOffscreenCanvas ?
  12478. new OffscreenCanvas( width, height ) :
  12479. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12480. }
  12481. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12482. var scale = 1;
  12483. // handle case if texture exceeds max size
  12484. if ( image.width > maxSize || image.height > maxSize ) {
  12485. scale = maxSize / Math.max( image.width, image.height );
  12486. }
  12487. // only perform resize if necessary
  12488. if ( scale < 1 || needsPowerOfTwo === true ) {
  12489. // only perform resize for certain image types
  12490. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12491. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12492. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12493. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12494. var width = floor( scale * image.width );
  12495. var height = floor( scale * image.height );
  12496. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12497. // cube textures can't reuse the same canvas
  12498. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12499. canvas.width = width;
  12500. canvas.height = height;
  12501. var context = canvas.getContext( '2d' );
  12502. context.drawImage( image, 0, 0, width, height );
  12503. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12504. return canvas;
  12505. } else {
  12506. if ( 'data' in image ) {
  12507. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12508. }
  12509. return image;
  12510. }
  12511. }
  12512. return image;
  12513. }
  12514. function isPowerOfTwo( image ) {
  12515. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12516. }
  12517. function textureNeedsPowerOfTwo( texture ) {
  12518. if ( capabilities.isWebGL2 ) return false;
  12519. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12520. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12521. }
  12522. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12523. return texture.generateMipmaps && supportsMips &&
  12524. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12525. }
  12526. function generateMipmap( target, texture, width, height ) {
  12527. _gl.generateMipmap( target );
  12528. var textureProperties = properties.get( texture );
  12529. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12530. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12531. }
  12532. function getInternalFormat( glFormat, glType ) {
  12533. if ( ! capabilities.isWebGL2 ) return glFormat;
  12534. var internalFormat = glFormat;
  12535. if ( glFormat === 6403 ) {
  12536. if ( glType === 5126 ) internalFormat = 33326;
  12537. if ( glType === 5131 ) internalFormat = 33325;
  12538. if ( glType === 5121 ) internalFormat = 33321;
  12539. }
  12540. if ( glFormat === 6407 ) {
  12541. if ( glType === 5126 ) internalFormat = 34837;
  12542. if ( glType === 5131 ) internalFormat = 34843;
  12543. if ( glType === 5121 ) internalFormat = 32849;
  12544. }
  12545. if ( glFormat === 6408 ) {
  12546. if ( glType === 5126 ) internalFormat = 34836;
  12547. if ( glType === 5131 ) internalFormat = 34842;
  12548. if ( glType === 5121 ) internalFormat = 32856;
  12549. }
  12550. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12551. internalFormat === 34842 || internalFormat === 34836 ) {
  12552. extensions.get( 'EXT_color_buffer_float' );
  12553. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12554. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12555. }
  12556. return internalFormat;
  12557. }
  12558. // Fallback filters for non-power-of-2 textures
  12559. function filterFallback( f ) {
  12560. if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
  12561. return 9728;
  12562. }
  12563. return 9729;
  12564. }
  12565. //
  12566. function onTextureDispose( event ) {
  12567. var texture = event.target;
  12568. texture.removeEventListener( 'dispose', onTextureDispose );
  12569. deallocateTexture( texture );
  12570. if ( texture.isVideoTexture ) {
  12571. delete _videoTextures[ texture.id ];
  12572. }
  12573. info.memory.textures --;
  12574. }
  12575. function onRenderTargetDispose( event ) {
  12576. var renderTarget = event.target;
  12577. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12578. deallocateRenderTarget( renderTarget );
  12579. info.memory.textures --;
  12580. }
  12581. //
  12582. function deallocateTexture( texture ) {
  12583. var textureProperties = properties.get( texture );
  12584. if ( textureProperties.__webglInit === undefined ) return;
  12585. _gl.deleteTexture( textureProperties.__webglTexture );
  12586. properties.remove( texture );
  12587. }
  12588. function deallocateRenderTarget( renderTarget ) {
  12589. var renderTargetProperties = properties.get( renderTarget );
  12590. var textureProperties = properties.get( renderTarget.texture );
  12591. if ( ! renderTarget ) return;
  12592. if ( textureProperties.__webglTexture !== undefined ) {
  12593. _gl.deleteTexture( textureProperties.__webglTexture );
  12594. }
  12595. if ( renderTarget.depthTexture ) {
  12596. renderTarget.depthTexture.dispose();
  12597. }
  12598. if ( renderTarget.isWebGLRenderTargetCube ) {
  12599. for ( var i = 0; i < 6; i ++ ) {
  12600. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12601. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12602. }
  12603. } else {
  12604. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12605. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12606. }
  12607. properties.remove( renderTarget.texture );
  12608. properties.remove( renderTarget );
  12609. }
  12610. //
  12611. var textureUnits = 0;
  12612. function resetTextureUnits() {
  12613. textureUnits = 0;
  12614. }
  12615. function allocateTextureUnit() {
  12616. var textureUnit = textureUnits;
  12617. if ( textureUnit >= capabilities.maxTextures ) {
  12618. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12619. }
  12620. textureUnits += 1;
  12621. return textureUnit;
  12622. }
  12623. //
  12624. function setTexture2D( texture, slot ) {
  12625. var textureProperties = properties.get( texture );
  12626. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12627. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12628. var image = texture.image;
  12629. if ( image === undefined ) {
  12630. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12631. } else if ( image.complete === false ) {
  12632. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12633. } else {
  12634. uploadTexture( textureProperties, texture, slot );
  12635. return;
  12636. }
  12637. }
  12638. state.activeTexture( 33984 + slot );
  12639. state.bindTexture( 3553, textureProperties.__webglTexture );
  12640. }
  12641. function setTexture2DArray( texture, slot ) {
  12642. var textureProperties = properties.get( texture );
  12643. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12644. uploadTexture( textureProperties, texture, slot );
  12645. return;
  12646. }
  12647. state.activeTexture( 33984 + slot );
  12648. state.bindTexture( 35866, textureProperties.__webglTexture );
  12649. }
  12650. function setTexture3D( texture, slot ) {
  12651. var textureProperties = properties.get( texture );
  12652. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12653. uploadTexture( textureProperties, texture, slot );
  12654. return;
  12655. }
  12656. state.activeTexture( 33984 + slot );
  12657. state.bindTexture( 32879, textureProperties.__webglTexture );
  12658. }
  12659. function setTextureCube( texture, slot ) {
  12660. var textureProperties = properties.get( texture );
  12661. if ( texture.image.length === 6 ) {
  12662. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12663. initTexture( textureProperties, texture );
  12664. state.activeTexture( 33984 + slot );
  12665. state.bindTexture( 34067, textureProperties.__webglTexture );
  12666. _gl.pixelStorei( 37440, texture.flipY );
  12667. var isCompressed = ( texture && texture.isCompressedTexture );
  12668. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12669. var cubeImage = [];
  12670. for ( var i = 0; i < 6; i ++ ) {
  12671. if ( ! isCompressed && ! isDataTexture ) {
  12672. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12673. } else {
  12674. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12675. }
  12676. }
  12677. var image = cubeImage[ 0 ],
  12678. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12679. glFormat = utils.convert( texture.format ),
  12680. glType = utils.convert( texture.type ),
  12681. glInternalFormat = getInternalFormat( glFormat, glType );
  12682. setTextureParameters( 34067, texture, supportsMips );
  12683. for ( var i = 0; i < 6; i ++ ) {
  12684. if ( ! isCompressed ) {
  12685. if ( isDataTexture ) {
  12686. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12687. } else {
  12688. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12689. }
  12690. } else {
  12691. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  12692. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  12693. mipmap = mipmaps[ j ];
  12694. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12695. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12696. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12697. } else {
  12698. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12699. }
  12700. } else {
  12701. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12702. }
  12703. }
  12704. }
  12705. }
  12706. if ( ! isCompressed ) {
  12707. textureProperties.__maxMipLevel = 0;
  12708. } else {
  12709. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12710. }
  12711. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12712. // We assume images for cube map have the same size.
  12713. generateMipmap( 34067, texture, image.width, image.height );
  12714. }
  12715. textureProperties.__version = texture.version;
  12716. if ( texture.onUpdate ) texture.onUpdate( texture );
  12717. } else {
  12718. state.activeTexture( 33984 + slot );
  12719. state.bindTexture( 34067, textureProperties.__webglTexture );
  12720. }
  12721. }
  12722. }
  12723. function setTextureCubeDynamic( texture, slot ) {
  12724. state.activeTexture( 33984 + slot );
  12725. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12726. }
  12727. function setTextureParameters( textureType, texture, supportsMips ) {
  12728. var extension;
  12729. if ( supportsMips ) {
  12730. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12731. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12732. if ( textureType === 32879 || textureType === 35866 ) {
  12733. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12734. }
  12735. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12736. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12737. } else {
  12738. _gl.texParameteri( textureType, 10242, 33071 );
  12739. _gl.texParameteri( textureType, 10243, 33071 );
  12740. if ( textureType === 32879 || textureType === 35866 ) {
  12741. _gl.texParameteri( textureType, 32882, 33071 );
  12742. }
  12743. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12744. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12745. }
  12746. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12747. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12748. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12749. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12750. }
  12751. }
  12752. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12753. if ( extension ) {
  12754. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12755. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12756. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12757. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12758. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12759. }
  12760. }
  12761. }
  12762. function initTexture( textureProperties, texture ) {
  12763. if ( textureProperties.__webglInit === undefined ) {
  12764. textureProperties.__webglInit = true;
  12765. texture.addEventListener( 'dispose', onTextureDispose );
  12766. textureProperties.__webglTexture = _gl.createTexture();
  12767. info.memory.textures ++;
  12768. }
  12769. }
  12770. function uploadTexture( textureProperties, texture, slot ) {
  12771. var textureType = 3553;
  12772. if ( texture.isDataTexture2DArray ) textureType = 35866;
  12773. if ( texture.isDataTexture3D ) textureType = 32879;
  12774. initTexture( textureProperties, texture );
  12775. state.activeTexture( 33984 + slot );
  12776. state.bindTexture( textureType, textureProperties.__webglTexture );
  12777. _gl.pixelStorei( 37440, texture.flipY );
  12778. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12779. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12780. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12781. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12782. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12783. glFormat = utils.convert( texture.format ),
  12784. glType = utils.convert( texture.type ),
  12785. glInternalFormat = getInternalFormat( glFormat, glType );
  12786. setTextureParameters( textureType, texture, supportsMips );
  12787. var mipmap, mipmaps = texture.mipmaps;
  12788. if ( texture.isDepthTexture ) {
  12789. // populate depth texture with dummy data
  12790. glInternalFormat = 6402;
  12791. if ( texture.type === FloatType ) {
  12792. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12793. glInternalFormat = 36012;
  12794. } else if ( capabilities.isWebGL2 ) {
  12795. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12796. glInternalFormat = 33189;
  12797. }
  12798. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12799. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12800. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12801. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12802. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12803. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12804. texture.type = UnsignedShortType;
  12805. glType = utils.convert( texture.type );
  12806. }
  12807. }
  12808. // Depth stencil textures need the DEPTH_STENCIL internal format
  12809. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12810. if ( texture.format === DepthStencilFormat ) {
  12811. glInternalFormat = 34041;
  12812. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12813. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12814. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12815. if ( texture.type !== UnsignedInt248Type ) {
  12816. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12817. texture.type = UnsignedInt248Type;
  12818. glType = utils.convert( texture.type );
  12819. }
  12820. }
  12821. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12822. } else if ( texture.isDataTexture ) {
  12823. // use manually created mipmaps if available
  12824. // if there are no manual mipmaps
  12825. // set 0 level mipmap and then use GL to generate other mipmap levels
  12826. if ( mipmaps.length > 0 && supportsMips ) {
  12827. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12828. mipmap = mipmaps[ i ];
  12829. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12830. }
  12831. texture.generateMipmaps = false;
  12832. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12833. } else {
  12834. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12835. textureProperties.__maxMipLevel = 0;
  12836. }
  12837. } else if ( texture.isCompressedTexture ) {
  12838. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12839. mipmap = mipmaps[ i ];
  12840. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12841. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12842. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12843. } else {
  12844. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12845. }
  12846. } else {
  12847. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12848. }
  12849. }
  12850. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12851. } else if ( texture.isDataTexture2DArray ) {
  12852. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12853. textureProperties.__maxMipLevel = 0;
  12854. } else if ( texture.isDataTexture3D ) {
  12855. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12856. textureProperties.__maxMipLevel = 0;
  12857. } else {
  12858. // regular Texture (image, video, canvas)
  12859. // use manually created mipmaps if available
  12860. // if there are no manual mipmaps
  12861. // set 0 level mipmap and then use GL to generate other mipmap levels
  12862. if ( mipmaps.length > 0 && supportsMips ) {
  12863. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12864. mipmap = mipmaps[ i ];
  12865. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12866. }
  12867. texture.generateMipmaps = false;
  12868. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12869. } else {
  12870. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12871. textureProperties.__maxMipLevel = 0;
  12872. }
  12873. }
  12874. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12875. generateMipmap( 3553, texture, image.width, image.height );
  12876. }
  12877. textureProperties.__version = texture.version;
  12878. if ( texture.onUpdate ) texture.onUpdate( texture );
  12879. }
  12880. // Render targets
  12881. // Setup storage for target texture and bind it to correct framebuffer
  12882. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12883. var glFormat = utils.convert( renderTarget.texture.format );
  12884. var glType = utils.convert( renderTarget.texture.type );
  12885. var glInternalFormat = getInternalFormat( glFormat, glType );
  12886. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12887. _gl.bindFramebuffer( 36160, framebuffer );
  12888. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12889. _gl.bindFramebuffer( 36160, null );
  12890. }
  12891. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12892. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12893. _gl.bindRenderbuffer( 36161, renderbuffer );
  12894. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12895. if ( isMultisample ) {
  12896. var samples = getRenderTargetSamples( renderTarget );
  12897. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12898. } else {
  12899. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12900. }
  12901. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12902. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12903. if ( isMultisample ) {
  12904. var samples = getRenderTargetSamples( renderTarget );
  12905. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12906. } else {
  12907. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12908. }
  12909. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12910. } else {
  12911. var glFormat = utils.convert( renderTarget.texture.format );
  12912. var glType = utils.convert( renderTarget.texture.type );
  12913. var glInternalFormat = getInternalFormat( glFormat, glType );
  12914. if ( isMultisample ) {
  12915. var samples = getRenderTargetSamples( renderTarget );
  12916. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12917. } else {
  12918. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12919. }
  12920. }
  12921. _gl.bindRenderbuffer( 36161, null );
  12922. }
  12923. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12924. function setupDepthTexture( framebuffer, renderTarget ) {
  12925. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12926. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12927. _gl.bindFramebuffer( 36160, framebuffer );
  12928. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12929. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12930. }
  12931. // upload an empty depth texture with framebuffer size
  12932. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12933. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12934. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12935. renderTarget.depthTexture.image.width = renderTarget.width;
  12936. renderTarget.depthTexture.image.height = renderTarget.height;
  12937. renderTarget.depthTexture.needsUpdate = true;
  12938. }
  12939. setTexture2D( renderTarget.depthTexture, 0 );
  12940. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12941. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12942. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12943. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12944. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12945. } else {
  12946. throw new Error( 'Unknown depthTexture format' );
  12947. }
  12948. }
  12949. // Setup GL resources for a non-texture depth buffer
  12950. function setupDepthRenderbuffer( renderTarget ) {
  12951. var renderTargetProperties = properties.get( renderTarget );
  12952. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12953. if ( renderTarget.depthTexture ) {
  12954. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  12955. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12956. } else {
  12957. if ( isCube ) {
  12958. renderTargetProperties.__webglDepthbuffer = [];
  12959. for ( var i = 0; i < 6; i ++ ) {
  12960. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12961. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12962. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12963. }
  12964. } else {
  12965. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12966. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12967. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12968. }
  12969. }
  12970. _gl.bindFramebuffer( 36160, null );
  12971. }
  12972. // Set up GL resources for the render target
  12973. function setupRenderTarget( renderTarget ) {
  12974. var renderTargetProperties = properties.get( renderTarget );
  12975. var textureProperties = properties.get( renderTarget.texture );
  12976. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12977. textureProperties.__webglTexture = _gl.createTexture();
  12978. info.memory.textures ++;
  12979. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12980. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  12981. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12982. // Setup framebuffer
  12983. if ( isCube ) {
  12984. renderTargetProperties.__webglFramebuffer = [];
  12985. for ( var i = 0; i < 6; i ++ ) {
  12986. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  12987. }
  12988. } else {
  12989. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12990. if ( isMultisample ) {
  12991. if ( capabilities.isWebGL2 ) {
  12992. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  12993. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  12994. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  12995. var glFormat = utils.convert( renderTarget.texture.format );
  12996. var glType = utils.convert( renderTarget.texture.type );
  12997. var glInternalFormat = getInternalFormat( glFormat, glType );
  12998. var samples = getRenderTargetSamples( renderTarget );
  12999. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13000. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13001. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13002. _gl.bindRenderbuffer( 36161, null );
  13003. if ( renderTarget.depthBuffer ) {
  13004. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13005. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13006. }
  13007. _gl.bindFramebuffer( 36160, null );
  13008. } else {
  13009. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13010. }
  13011. }
  13012. }
  13013. // Setup color buffer
  13014. if ( isCube ) {
  13015. state.bindTexture( 34067, textureProperties.__webglTexture );
  13016. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13017. for ( var i = 0; i < 6; i ++ ) {
  13018. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13019. }
  13020. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13021. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13022. }
  13023. state.bindTexture( 34067, null );
  13024. } else {
  13025. state.bindTexture( 3553, textureProperties.__webglTexture );
  13026. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13027. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13028. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13029. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13030. }
  13031. state.bindTexture( 3553, null );
  13032. }
  13033. // Setup depth and stencil buffers
  13034. if ( renderTarget.depthBuffer ) {
  13035. setupDepthRenderbuffer( renderTarget );
  13036. }
  13037. }
  13038. function updateRenderTargetMipmap( renderTarget ) {
  13039. var texture = renderTarget.texture;
  13040. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13041. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13042. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13043. var webglTexture = properties.get( texture ).__webglTexture;
  13044. state.bindTexture( target, webglTexture );
  13045. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13046. state.bindTexture( target, null );
  13047. }
  13048. }
  13049. function updateMultisampleRenderTarget( renderTarget ) {
  13050. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13051. if ( capabilities.isWebGL2 ) {
  13052. var renderTargetProperties = properties.get( renderTarget );
  13053. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13054. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13055. var width = renderTarget.width;
  13056. var height = renderTarget.height;
  13057. var mask = 16384;
  13058. if ( renderTarget.depthBuffer ) mask |= 256;
  13059. if ( renderTarget.stencilBuffer ) mask |= 1024;
  13060. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13061. } else {
  13062. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13063. }
  13064. }
  13065. }
  13066. function getRenderTargetSamples( renderTarget ) {
  13067. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13068. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  13069. }
  13070. function updateVideoTexture( texture ) {
  13071. var id = texture.id;
  13072. var frame = info.render.frame;
  13073. // Check the last frame we updated the VideoTexture
  13074. if ( _videoTextures[ id ] !== frame ) {
  13075. _videoTextures[ id ] = frame;
  13076. texture.update();
  13077. }
  13078. }
  13079. // backwards compatibility
  13080. var warnedTexture2D = false;
  13081. var warnedTextureCube = false;
  13082. function safeSetTexture2D( texture, slot ) {
  13083. if ( texture && texture.isWebGLRenderTarget ) {
  13084. if ( warnedTexture2D === false ) {
  13085. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13086. warnedTexture2D = true;
  13087. }
  13088. texture = texture.texture;
  13089. }
  13090. setTexture2D( texture, slot );
  13091. }
  13092. function safeSetTextureCube( texture, slot ) {
  13093. if ( texture && texture.isWebGLRenderTargetCube ) {
  13094. if ( warnedTextureCube === false ) {
  13095. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13096. warnedTextureCube = true;
  13097. }
  13098. texture = texture.texture;
  13099. }
  13100. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13101. // TODO: unify these code paths
  13102. if ( ( texture && texture.isCubeTexture ) ||
  13103. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13104. // CompressedTexture can have Array in image :/
  13105. // this function alone should take care of cube textures
  13106. setTextureCube( texture, slot );
  13107. } else {
  13108. // assumed: texture property of THREE.WebGLRenderTargetCube
  13109. setTextureCubeDynamic( texture, slot );
  13110. }
  13111. }
  13112. //
  13113. this.allocateTextureUnit = allocateTextureUnit;
  13114. this.resetTextureUnits = resetTextureUnits;
  13115. this.setTexture2D = setTexture2D;
  13116. this.setTexture2DArray = setTexture2DArray;
  13117. this.setTexture3D = setTexture3D;
  13118. this.setTextureCube = setTextureCube;
  13119. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13120. this.setupRenderTarget = setupRenderTarget;
  13121. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13122. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13123. this.safeSetTexture2D = safeSetTexture2D;
  13124. this.safeSetTextureCube = safeSetTextureCube;
  13125. }
  13126. /**
  13127. * @author thespite / http://www.twitter.com/thespite
  13128. */
  13129. function WebGLUtils( gl, extensions, capabilities ) {
  13130. function convert( p ) {
  13131. var extension;
  13132. if ( p === RepeatWrapping ) return 10497;
  13133. if ( p === ClampToEdgeWrapping ) return 33071;
  13134. if ( p === MirroredRepeatWrapping ) return 33648;
  13135. if ( p === NearestFilter ) return 9728;
  13136. if ( p === NearestMipMapNearestFilter ) return 9984;
  13137. if ( p === NearestMipMapLinearFilter ) return 9986;
  13138. if ( p === LinearFilter ) return 9729;
  13139. if ( p === LinearMipMapNearestFilter ) return 9985;
  13140. if ( p === LinearMipMapLinearFilter ) return 9987;
  13141. if ( p === UnsignedByteType ) return 5121;
  13142. if ( p === UnsignedShort4444Type ) return 32819;
  13143. if ( p === UnsignedShort5551Type ) return 32820;
  13144. if ( p === UnsignedShort565Type ) return 33635;
  13145. if ( p === ByteType ) return 5120;
  13146. if ( p === ShortType ) return 5122;
  13147. if ( p === UnsignedShortType ) return 5123;
  13148. if ( p === IntType ) return 5124;
  13149. if ( p === UnsignedIntType ) return 5125;
  13150. if ( p === FloatType ) return 5126;
  13151. if ( p === HalfFloatType ) {
  13152. if ( capabilities.isWebGL2 ) return 5131;
  13153. extension = extensions.get( 'OES_texture_half_float' );
  13154. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  13155. }
  13156. if ( p === AlphaFormat ) return 6406;
  13157. if ( p === RGBFormat ) return 6407;
  13158. if ( p === RGBAFormat ) return 6408;
  13159. if ( p === LuminanceFormat ) return 6409;
  13160. if ( p === LuminanceAlphaFormat ) return 6410;
  13161. if ( p === DepthFormat ) return 6402;
  13162. if ( p === DepthStencilFormat ) return 34041;
  13163. if ( p === RedFormat ) return 6403;
  13164. if ( p === AddEquation ) return 32774;
  13165. if ( p === SubtractEquation ) return 32778;
  13166. if ( p === ReverseSubtractEquation ) return 32779;
  13167. if ( p === ZeroFactor ) return 0;
  13168. if ( p === OneFactor ) return 1;
  13169. if ( p === SrcColorFactor ) return 768;
  13170. if ( p === OneMinusSrcColorFactor ) return 769;
  13171. if ( p === SrcAlphaFactor ) return 770;
  13172. if ( p === OneMinusSrcAlphaFactor ) return 771;
  13173. if ( p === DstAlphaFactor ) return 772;
  13174. if ( p === OneMinusDstAlphaFactor ) return 773;
  13175. if ( p === DstColorFactor ) return 774;
  13176. if ( p === OneMinusDstColorFactor ) return 775;
  13177. if ( p === SrcAlphaSaturateFactor ) return 776;
  13178. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13179. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13180. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13181. if ( extension !== null ) {
  13182. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13183. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13184. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13185. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13186. }
  13187. }
  13188. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13189. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13190. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13191. if ( extension !== null ) {
  13192. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13193. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13194. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13195. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13196. }
  13197. }
  13198. if ( p === RGB_ETC1_Format ) {
  13199. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13200. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13201. }
  13202. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13203. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13204. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13205. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13206. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13207. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13208. if ( extension !== null ) {
  13209. return p;
  13210. }
  13211. }
  13212. if ( p === MinEquation || p === MaxEquation ) {
  13213. if ( capabilities.isWebGL2 ) {
  13214. if ( p === MinEquation ) return 32775;
  13215. if ( p === MaxEquation ) return 32776;
  13216. }
  13217. extension = extensions.get( 'EXT_blend_minmax' );
  13218. if ( extension !== null ) {
  13219. if ( p === MinEquation ) return extension.MIN_EXT;
  13220. if ( p === MaxEquation ) return extension.MAX_EXT;
  13221. }
  13222. }
  13223. if ( p === UnsignedInt248Type ) {
  13224. if ( capabilities.isWebGL2 ) return 34042;
  13225. extension = extensions.get( 'WEBGL_depth_texture' );
  13226. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  13227. }
  13228. return 0;
  13229. }
  13230. return { convert: convert };
  13231. }
  13232. /**
  13233. * @author mrdoob / http://mrdoob.com/
  13234. */
  13235. function Group() {
  13236. Object3D.call( this );
  13237. this.type = 'Group';
  13238. }
  13239. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13240. constructor: Group,
  13241. isGroup: true
  13242. } );
  13243. /**
  13244. * @author mrdoob / http://mrdoob.com/
  13245. */
  13246. function ArrayCamera( array ) {
  13247. PerspectiveCamera.call( this );
  13248. this.cameras = array || [];
  13249. }
  13250. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13251. constructor: ArrayCamera,
  13252. isArrayCamera: true
  13253. } );
  13254. /**
  13255. * @author jsantell / https://www.jsantell.com/
  13256. * @author mrdoob / http://mrdoob.com/
  13257. */
  13258. var cameraLPos = new Vector3();
  13259. var cameraRPos = new Vector3();
  13260. /**
  13261. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13262. * the cameras' projection and world matrices have already been set.
  13263. * And that near and far planes are identical for both cameras.
  13264. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13265. */
  13266. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13267. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13268. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13269. var ipd = cameraLPos.distanceTo( cameraRPos );
  13270. var projL = cameraL.projectionMatrix.elements;
  13271. var projR = cameraR.projectionMatrix.elements;
  13272. // VR systems will have identical far and near planes, and
  13273. // most likely identical top and bottom frustum extents.
  13274. // Use the left camera for these values.
  13275. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13276. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13277. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13278. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13279. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13280. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13281. var left = near * leftFov;
  13282. var right = near * rightFov;
  13283. // Calculate the new camera's position offset from the
  13284. // left camera. xOffset should be roughly half `ipd`.
  13285. var zOffset = ipd / ( - leftFov + rightFov );
  13286. var xOffset = zOffset * - leftFov;
  13287. // TODO: Better way to apply this offset?
  13288. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13289. camera.translateX( xOffset );
  13290. camera.translateZ( zOffset );
  13291. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13292. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13293. // Find the union of the frustum values of the cameras and scale
  13294. // the values so that the near plane's position does not change in world space,
  13295. // although must now be relative to the new union camera.
  13296. var near2 = near + zOffset;
  13297. var far2 = far + zOffset;
  13298. var left2 = left - xOffset;
  13299. var right2 = right + ( ipd - xOffset );
  13300. var top2 = topFov * far / far2 * near2;
  13301. var bottom2 = bottomFov * far / far2 * near2;
  13302. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13303. }
  13304. /**
  13305. * @author mrdoob / http://mrdoob.com/
  13306. */
  13307. function WebVRManager( renderer ) {
  13308. var renderWidth, renderHeight;
  13309. var scope = this;
  13310. var device = null;
  13311. var frameData = null;
  13312. var poseTarget = null;
  13313. var controllers = [];
  13314. var standingMatrix = new Matrix4();
  13315. var standingMatrixInverse = new Matrix4();
  13316. var framebufferScaleFactor = 1.0;
  13317. var referenceSpaceType = 'local-floor';
  13318. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13319. frameData = new window.VRFrameData();
  13320. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13321. }
  13322. var matrixWorldInverse = new Matrix4();
  13323. var tempQuaternion = new Quaternion();
  13324. var tempPosition = new Vector3();
  13325. var cameraL = new PerspectiveCamera();
  13326. cameraL.viewport = new Vector4();
  13327. cameraL.layers.enable( 1 );
  13328. var cameraR = new PerspectiveCamera();
  13329. cameraR.viewport = new Vector4();
  13330. cameraR.layers.enable( 2 );
  13331. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13332. cameraVR.layers.enable( 1 );
  13333. cameraVR.layers.enable( 2 );
  13334. //
  13335. function isPresenting() {
  13336. return device !== null && device.isPresenting === true;
  13337. }
  13338. var currentSize = new Vector2(), currentPixelRatio;
  13339. function onVRDisplayPresentChange() {
  13340. if ( isPresenting() ) {
  13341. var eyeParameters = device.getEyeParameters( 'left' );
  13342. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13343. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13344. currentPixelRatio = renderer.getPixelRatio();
  13345. renderer.getSize( currentSize );
  13346. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13347. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13348. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13349. animation.start();
  13350. scope.dispatchEvent( { type: 'sessionstart' } );
  13351. } else {
  13352. if ( scope.enabled ) {
  13353. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13354. }
  13355. animation.stop();
  13356. scope.dispatchEvent( { type: 'sessionend' } );
  13357. }
  13358. }
  13359. //
  13360. var triggers = [];
  13361. function findGamepad( id ) {
  13362. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13363. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13364. var gamepad = gamepads[ i ];
  13365. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13366. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13367. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13368. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13369. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13370. if ( j === id ) return gamepad;
  13371. j ++;
  13372. }
  13373. }
  13374. }
  13375. function updateControllers() {
  13376. for ( var i = 0; i < controllers.length; i ++ ) {
  13377. var controller = controllers[ i ];
  13378. var gamepad = findGamepad( i );
  13379. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13380. if ( gamepad.pose === null ) return;
  13381. // Pose
  13382. var pose = gamepad.pose;
  13383. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13384. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13385. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13386. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13387. controller.matrix.premultiply( standingMatrix );
  13388. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13389. controller.matrixWorldNeedsUpdate = true;
  13390. controller.visible = true;
  13391. // Trigger
  13392. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13393. if ( triggers[ i ] === undefined ) triggers[ i ] = false;
  13394. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13395. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13396. if ( triggers[ i ] === true ) {
  13397. controller.dispatchEvent( { type: 'selectstart' } );
  13398. } else {
  13399. controller.dispatchEvent( { type: 'selectend' } );
  13400. controller.dispatchEvent( { type: 'select' } );
  13401. }
  13402. }
  13403. } else {
  13404. controller.visible = false;
  13405. }
  13406. }
  13407. }
  13408. function updateViewportFromBounds( viewport, bounds ) {
  13409. if ( bounds !== null && bounds.length === 4 ) {
  13410. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13411. }
  13412. }
  13413. //
  13414. this.enabled = false;
  13415. this.getController = function ( id ) {
  13416. var controller = controllers[ id ];
  13417. if ( controller === undefined ) {
  13418. controller = new Group();
  13419. controller.matrixAutoUpdate = false;
  13420. controller.visible = false;
  13421. controllers[ id ] = controller;
  13422. }
  13423. return controller;
  13424. };
  13425. this.getDevice = function () {
  13426. return device;
  13427. };
  13428. this.setDevice = function ( value ) {
  13429. if ( value !== undefined ) device = value;
  13430. animation.setContext( value );
  13431. };
  13432. this.setFramebufferScaleFactor = function ( value ) {
  13433. framebufferScaleFactor = value;
  13434. };
  13435. this.setReferenceSpaceType = function ( value ) {
  13436. referenceSpaceType = value;
  13437. };
  13438. this.setPoseTarget = function ( object ) {
  13439. if ( object !== undefined ) poseTarget = object;
  13440. };
  13441. this.getCamera = function ( camera ) {
  13442. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13443. if ( isPresenting() === false ) {
  13444. camera.position.set( 0, userHeight, 0 );
  13445. camera.rotation.set( 0, 0, 0 );
  13446. return camera;
  13447. }
  13448. device.depthNear = camera.near;
  13449. device.depthFar = camera.far;
  13450. device.getFrameData( frameData );
  13451. //
  13452. if ( referenceSpaceType === 'local-floor' ) {
  13453. var stageParameters = device.stageParameters;
  13454. if ( stageParameters ) {
  13455. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13456. } else {
  13457. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13458. }
  13459. }
  13460. var pose = frameData.pose;
  13461. var poseObject = poseTarget !== null ? poseTarget : camera;
  13462. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13463. poseObject.matrix.copy( standingMatrix );
  13464. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13465. if ( pose.orientation !== null ) {
  13466. tempQuaternion.fromArray( pose.orientation );
  13467. poseObject.quaternion.multiply( tempQuaternion );
  13468. }
  13469. if ( pose.position !== null ) {
  13470. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13471. tempPosition.fromArray( pose.position );
  13472. tempPosition.applyQuaternion( tempQuaternion );
  13473. poseObject.position.add( tempPosition );
  13474. }
  13475. poseObject.updateMatrixWorld();
  13476. //
  13477. cameraL.near = camera.near;
  13478. cameraR.near = camera.near;
  13479. cameraL.far = camera.far;
  13480. cameraR.far = camera.far;
  13481. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13482. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13483. // TODO (mrdoob) Double check this code
  13484. standingMatrixInverse.getInverse( standingMatrix );
  13485. if ( referenceSpaceType === 'local-floor' ) {
  13486. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13487. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13488. }
  13489. var parent = poseObject.parent;
  13490. if ( parent !== null ) {
  13491. matrixWorldInverse.getInverse( parent.matrixWorld );
  13492. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13493. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13494. }
  13495. // envMap and Mirror needs camera.matrixWorld
  13496. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13497. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13498. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13499. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13500. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13501. //
  13502. var layers = device.getLayers();
  13503. if ( layers.length ) {
  13504. var layer = layers[ 0 ];
  13505. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13506. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13507. }
  13508. updateControllers();
  13509. return cameraVR;
  13510. };
  13511. this.getStandingMatrix = function () {
  13512. return standingMatrix;
  13513. };
  13514. this.isPresenting = isPresenting;
  13515. // Animation Loop
  13516. var animation = new WebGLAnimation();
  13517. this.setAnimationLoop = function ( callback ) {
  13518. animation.setAnimationLoop( callback );
  13519. if ( isPresenting() ) animation.start();
  13520. };
  13521. this.submitFrame = function () {
  13522. if ( isPresenting() ) device.submitFrame();
  13523. };
  13524. this.dispose = function () {
  13525. if ( typeof window !== 'undefined' ) {
  13526. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13527. }
  13528. };
  13529. // DEPRECATED
  13530. this.setFrameOfReferenceType = function () {
  13531. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13532. };
  13533. }
  13534. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13535. /**
  13536. * @author mrdoob / http://mrdoob.com/
  13537. */
  13538. function WebXRManager( renderer ) {
  13539. var scope = this;
  13540. var gl = renderer.context;
  13541. var session = null;
  13542. var referenceSpace = null;
  13543. var referenceSpaceType = 'local-floor';
  13544. var pose = null;
  13545. var controllers = [];
  13546. var inputSources = [];
  13547. function isPresenting() {
  13548. return session !== null && referenceSpace !== null;
  13549. }
  13550. //
  13551. var cameraL = new PerspectiveCamera();
  13552. cameraL.layers.enable( 1 );
  13553. cameraL.viewport = new Vector4();
  13554. var cameraR = new PerspectiveCamera();
  13555. cameraR.layers.enable( 2 );
  13556. cameraR.viewport = new Vector4();
  13557. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13558. cameraVR.layers.enable( 1 );
  13559. cameraVR.layers.enable( 2 );
  13560. //
  13561. this.enabled = false;
  13562. this.getController = function ( id ) {
  13563. var controller = controllers[ id ];
  13564. if ( controller === undefined ) {
  13565. controller = new Group();
  13566. controller.matrixAutoUpdate = false;
  13567. controller.visible = false;
  13568. controllers[ id ] = controller;
  13569. }
  13570. return controller;
  13571. };
  13572. //
  13573. function onSessionEvent( event ) {
  13574. for ( var i = 0; i < controllers.length; i ++ ) {
  13575. if ( inputSources[ i ] === event.inputSource ) {
  13576. controllers[ i ].dispatchEvent( { type: event.type } );
  13577. }
  13578. }
  13579. }
  13580. function onSessionEnd() {
  13581. renderer.setFramebuffer( null );
  13582. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13583. animation.stop();
  13584. scope.dispatchEvent( { type: 'sessionend' } );
  13585. }
  13586. function onRequestReferenceSpace( value ) {
  13587. referenceSpace = value;
  13588. animation.setContext( session );
  13589. animation.start();
  13590. scope.dispatchEvent( { type: 'sessionstart' } );
  13591. }
  13592. this.setFramebufferScaleFactor = function ( value ) {
  13593. };
  13594. this.setReferenceSpaceType = function ( value ) {
  13595. referenceSpaceType = value;
  13596. };
  13597. this.getSession = function () {
  13598. return session;
  13599. };
  13600. this.setSession = function ( value ) {
  13601. session = value;
  13602. if ( session !== null ) {
  13603. session.addEventListener( 'select', onSessionEvent );
  13604. session.addEventListener( 'selectstart', onSessionEvent );
  13605. session.addEventListener( 'selectend', onSessionEvent );
  13606. session.addEventListener( 'end', onSessionEnd );
  13607. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13608. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13609. //
  13610. inputSources = session.inputSources;
  13611. session.addEventListener( 'inputsourceschange', function () {
  13612. inputSources = session.inputSources;
  13613. console.log( inputSources );
  13614. for ( var i = 0; i < controllers.length; i ++ ) {
  13615. var controller = controllers[ i ];
  13616. controller.userData.inputSource = inputSources[ i ];
  13617. }
  13618. } );
  13619. }
  13620. };
  13621. function updateCamera( camera, parent ) {
  13622. if ( parent === null ) {
  13623. camera.matrixWorld.copy( camera.matrix );
  13624. } else {
  13625. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13626. }
  13627. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13628. }
  13629. this.getCamera = function ( camera ) {
  13630. if ( isPresenting() ) {
  13631. var parent = camera.parent;
  13632. var cameras = cameraVR.cameras;
  13633. updateCamera( cameraVR, parent );
  13634. for ( var i = 0; i < cameras.length; i ++ ) {
  13635. updateCamera( cameras[ i ], parent );
  13636. }
  13637. // update camera and its children
  13638. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13639. var children = camera.children;
  13640. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13641. children[ i ].updateMatrixWorld( true );
  13642. }
  13643. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13644. return cameraVR;
  13645. }
  13646. return camera;
  13647. };
  13648. this.isPresenting = isPresenting;
  13649. // Animation Loop
  13650. var onAnimationFrameCallback = null;
  13651. function onAnimationFrame( time, frame ) {
  13652. pose = frame.getViewerPose( referenceSpace );
  13653. if ( pose !== null ) {
  13654. var views = pose.views;
  13655. var baseLayer = session.renderState.baseLayer;
  13656. renderer.setFramebuffer( baseLayer.framebuffer );
  13657. for ( var i = 0; i < views.length; i ++ ) {
  13658. var view = views[ i ];
  13659. var viewport = baseLayer.getViewport( view );
  13660. var viewMatrix = view.transform.inverse.matrix;
  13661. var camera = cameraVR.cameras[ i ];
  13662. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13663. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13664. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13665. if ( i === 0 ) {
  13666. cameraVR.matrix.copy( camera.matrix );
  13667. }
  13668. }
  13669. }
  13670. //
  13671. for ( var i = 0; i < controllers.length; i ++ ) {
  13672. var controller = controllers[ i ];
  13673. var inputSource = inputSources[ i ];
  13674. if ( inputSource ) {
  13675. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13676. if ( inputPose !== null ) {
  13677. controller.matrix.fromArray( inputPose.transform.matrix );
  13678. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13679. controller.visible = true;
  13680. continue;
  13681. }
  13682. }
  13683. controller.visible = false;
  13684. }
  13685. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13686. }
  13687. var animation = new WebGLAnimation();
  13688. animation.setAnimationLoop( onAnimationFrame );
  13689. this.setAnimationLoop = function ( callback ) {
  13690. onAnimationFrameCallback = callback;
  13691. };
  13692. this.dispose = function () {};
  13693. // DEPRECATED
  13694. this.getStandingMatrix = function () {
  13695. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13696. return new Matrix4();
  13697. };
  13698. this.getDevice = function () {
  13699. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13700. };
  13701. this.setDevice = function () {
  13702. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13703. };
  13704. this.setFrameOfReferenceType = function () {
  13705. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13706. };
  13707. this.submitFrame = function () {};
  13708. }
  13709. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13710. /**
  13711. * @author supereggbert / http://www.paulbrunt.co.uk/
  13712. * @author mrdoob / http://mrdoob.com/
  13713. * @author alteredq / http://alteredqualia.com/
  13714. * @author szimek / https://github.com/szimek/
  13715. * @author tschw
  13716. */
  13717. function WebGLRenderer( parameters ) {
  13718. console.log( 'THREE.WebGLRenderer', REVISION );
  13719. parameters = parameters || {};
  13720. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13721. _context = parameters.context !== undefined ? parameters.context : null,
  13722. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13723. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13724. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13725. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13726. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13727. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13728. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13729. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13730. var currentRenderList = null;
  13731. var currentRenderState = null;
  13732. // public properties
  13733. this.domElement = _canvas;
  13734. this.context = null;
  13735. // Debug configuration container
  13736. this.debug = {
  13737. /**
  13738. * Enables error checking and reporting when shader programs are being compiled
  13739. * @type {boolean}
  13740. */
  13741. checkShaderErrors: true
  13742. };
  13743. // clearing
  13744. this.autoClear = true;
  13745. this.autoClearColor = true;
  13746. this.autoClearDepth = true;
  13747. this.autoClearStencil = true;
  13748. // scene graph
  13749. this.sortObjects = true;
  13750. // user-defined clipping
  13751. this.clippingPlanes = [];
  13752. this.localClippingEnabled = false;
  13753. // physically based shading
  13754. this.gammaFactor = 2.0; // for backwards compatibility
  13755. this.gammaInput = false;
  13756. this.gammaOutput = false;
  13757. // physical lights
  13758. this.physicallyCorrectLights = false;
  13759. // tone mapping
  13760. this.toneMapping = LinearToneMapping;
  13761. this.toneMappingExposure = 1.0;
  13762. this.toneMappingWhitePoint = 1.0;
  13763. // morphs
  13764. this.maxMorphTargets = 8;
  13765. this.maxMorphNormals = 4;
  13766. // internal properties
  13767. var _this = this,
  13768. _isContextLost = false,
  13769. // internal state cache
  13770. _framebuffer = null,
  13771. _currentActiveCubeFace = 0,
  13772. _currentActiveMipmapLevel = 0,
  13773. _currentRenderTarget = null,
  13774. _currentFramebuffer = null,
  13775. _currentMaterialId = - 1,
  13776. // geometry and program caching
  13777. _currentGeometryProgram = {
  13778. geometry: null,
  13779. program: null,
  13780. wireframe: false
  13781. },
  13782. _currentCamera = null,
  13783. _currentArrayCamera = null,
  13784. _currentViewport = new Vector4(),
  13785. _currentScissor = new Vector4(),
  13786. _currentScissorTest = null,
  13787. //
  13788. _width = _canvas.width,
  13789. _height = _canvas.height,
  13790. _pixelRatio = 1,
  13791. _viewport = new Vector4( 0, 0, _width, _height ),
  13792. _scissor = new Vector4( 0, 0, _width, _height ),
  13793. _scissorTest = false,
  13794. // frustum
  13795. _frustum = new Frustum(),
  13796. // clipping
  13797. _clipping = new WebGLClipping(),
  13798. _clippingEnabled = false,
  13799. _localClippingEnabled = false,
  13800. // camera matrices cache
  13801. _projScreenMatrix = new Matrix4(),
  13802. _vector3 = new Vector3();
  13803. function getTargetPixelRatio() {
  13804. return _currentRenderTarget === null ? _pixelRatio : 1;
  13805. }
  13806. // initialize
  13807. var _gl;
  13808. try {
  13809. var contextAttributes = {
  13810. alpha: _alpha,
  13811. depth: _depth,
  13812. stencil: _stencil,
  13813. antialias: _antialias,
  13814. premultipliedAlpha: _premultipliedAlpha,
  13815. preserveDrawingBuffer: _preserveDrawingBuffer,
  13816. powerPreference: _powerPreference,
  13817. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  13818. xrCompatible: true
  13819. };
  13820. // event listeners must be registered before WebGL context is created, see #12753
  13821. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13822. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13823. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13824. if ( _gl === null ) {
  13825. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13826. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13827. } else {
  13828. throw new Error( 'Error creating WebGL context.' );
  13829. }
  13830. }
  13831. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13832. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13833. _gl.getShaderPrecisionFormat = function () {
  13834. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13835. };
  13836. }
  13837. } catch ( error ) {
  13838. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13839. throw error;
  13840. }
  13841. var extensions, capabilities, state, info;
  13842. var properties, textures, attributes, geometries, objects;
  13843. var programCache, renderLists, renderStates;
  13844. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13845. var utils;
  13846. function initGLContext() {
  13847. extensions = new WebGLExtensions( _gl );
  13848. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13849. if ( ! capabilities.isWebGL2 ) {
  13850. extensions.get( 'WEBGL_depth_texture' );
  13851. extensions.get( 'OES_texture_float' );
  13852. extensions.get( 'OES_texture_half_float' );
  13853. extensions.get( 'OES_texture_half_float_linear' );
  13854. extensions.get( 'OES_standard_derivatives' );
  13855. extensions.get( 'OES_element_index_uint' );
  13856. extensions.get( 'ANGLE_instanced_arrays' );
  13857. }
  13858. extensions.get( 'OES_texture_float_linear' );
  13859. utils = new WebGLUtils( _gl, extensions, capabilities );
  13860. state = new WebGLState( _gl, extensions, utils, capabilities );
  13861. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13862. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13863. info = new WebGLInfo( _gl );
  13864. properties = new WebGLProperties();
  13865. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13866. attributes = new WebGLAttributes( _gl );
  13867. geometries = new WebGLGeometries( _gl, attributes, info );
  13868. objects = new WebGLObjects( geometries, info );
  13869. morphtargets = new WebGLMorphtargets( _gl );
  13870. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13871. renderLists = new WebGLRenderLists();
  13872. renderStates = new WebGLRenderStates();
  13873. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13874. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13875. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13876. info.programs = programCache.programs;
  13877. _this.context = _gl;
  13878. _this.capabilities = capabilities;
  13879. _this.extensions = extensions;
  13880. _this.properties = properties;
  13881. _this.renderLists = renderLists;
  13882. _this.state = state;
  13883. _this.info = info;
  13884. }
  13885. initGLContext();
  13886. // vr
  13887. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this ) : new WebVRManager( _this );
  13888. this.vr = vr;
  13889. // shadow map
  13890. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13891. this.shadowMap = shadowMap;
  13892. // API
  13893. this.getContext = function () {
  13894. return _gl;
  13895. };
  13896. this.getContextAttributes = function () {
  13897. return _gl.getContextAttributes();
  13898. };
  13899. this.forceContextLoss = function () {
  13900. var extension = extensions.get( 'WEBGL_lose_context' );
  13901. if ( extension ) extension.loseContext();
  13902. };
  13903. this.forceContextRestore = function () {
  13904. var extension = extensions.get( 'WEBGL_lose_context' );
  13905. if ( extension ) extension.restoreContext();
  13906. };
  13907. this.getPixelRatio = function () {
  13908. return _pixelRatio;
  13909. };
  13910. this.setPixelRatio = function ( value ) {
  13911. if ( value === undefined ) return;
  13912. _pixelRatio = value;
  13913. this.setSize( _width, _height, false );
  13914. };
  13915. this.getSize = function ( target ) {
  13916. if ( target === undefined ) {
  13917. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13918. target = new Vector2();
  13919. }
  13920. return target.set( _width, _height );
  13921. };
  13922. this.setSize = function ( width, height, updateStyle ) {
  13923. if ( vr.isPresenting() ) {
  13924. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13925. return;
  13926. }
  13927. _width = width;
  13928. _height = height;
  13929. _canvas.width = Math.floor( width * _pixelRatio );
  13930. _canvas.height = Math.floor( height * _pixelRatio );
  13931. if ( updateStyle !== false ) {
  13932. _canvas.style.width = width + 'px';
  13933. _canvas.style.height = height + 'px';
  13934. }
  13935. this.setViewport( 0, 0, width, height );
  13936. };
  13937. this.getDrawingBufferSize = function ( target ) {
  13938. if ( target === undefined ) {
  13939. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13940. target = new Vector2();
  13941. }
  13942. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  13943. };
  13944. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13945. _width = width;
  13946. _height = height;
  13947. _pixelRatio = pixelRatio;
  13948. _canvas.width = Math.floor( width * pixelRatio );
  13949. _canvas.height = Math.floor( height * pixelRatio );
  13950. this.setViewport( 0, 0, width, height );
  13951. };
  13952. this.getCurrentViewport = function ( target ) {
  13953. if ( target === undefined ) {
  13954. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  13955. target = new Vector4();
  13956. }
  13957. return target.copy( _currentViewport );
  13958. };
  13959. this.getViewport = function ( target ) {
  13960. return target.copy( _viewport );
  13961. };
  13962. this.setViewport = function ( x, y, width, height ) {
  13963. if ( x.isVector4 ) {
  13964. _viewport.set( x.x, x.y, x.z, x.w );
  13965. } else {
  13966. _viewport.set( x, y, width, height );
  13967. }
  13968. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13969. };
  13970. this.getScissor = function ( target ) {
  13971. return target.copy( _scissor );
  13972. };
  13973. this.setScissor = function ( x, y, width, height ) {
  13974. if ( x.isVector4 ) {
  13975. _scissor.set( x.x, x.y, x.z, x.w );
  13976. } else {
  13977. _scissor.set( x, y, width, height );
  13978. }
  13979. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13980. };
  13981. this.getScissorTest = function () {
  13982. return _scissorTest;
  13983. };
  13984. this.setScissorTest = function ( boolean ) {
  13985. state.setScissorTest( _scissorTest = boolean );
  13986. };
  13987. // Clearing
  13988. this.getClearColor = function () {
  13989. return background.getClearColor();
  13990. };
  13991. this.setClearColor = function () {
  13992. background.setClearColor.apply( background, arguments );
  13993. };
  13994. this.getClearAlpha = function () {
  13995. return background.getClearAlpha();
  13996. };
  13997. this.setClearAlpha = function () {
  13998. background.setClearAlpha.apply( background, arguments );
  13999. };
  14000. this.clear = function ( color, depth, stencil ) {
  14001. var bits = 0;
  14002. if ( color === undefined || color ) bits |= 16384;
  14003. if ( depth === undefined || depth ) bits |= 256;
  14004. if ( stencil === undefined || stencil ) bits |= 1024;
  14005. _gl.clear( bits );
  14006. };
  14007. this.clearColor = function () {
  14008. this.clear( true, false, false );
  14009. };
  14010. this.clearDepth = function () {
  14011. this.clear( false, true, false );
  14012. };
  14013. this.clearStencil = function () {
  14014. this.clear( false, false, true );
  14015. };
  14016. //
  14017. this.dispose = function () {
  14018. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14019. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14020. renderLists.dispose();
  14021. renderStates.dispose();
  14022. properties.dispose();
  14023. objects.dispose();
  14024. vr.dispose();
  14025. animation.stop();
  14026. };
  14027. // Events
  14028. function onContextLost( event ) {
  14029. event.preventDefault();
  14030. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14031. _isContextLost = true;
  14032. }
  14033. function onContextRestore( /* event */ ) {
  14034. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14035. _isContextLost = false;
  14036. initGLContext();
  14037. }
  14038. function onMaterialDispose( event ) {
  14039. var material = event.target;
  14040. material.removeEventListener( 'dispose', onMaterialDispose );
  14041. deallocateMaterial( material );
  14042. }
  14043. // Buffer deallocation
  14044. function deallocateMaterial( material ) {
  14045. releaseMaterialProgramReference( material );
  14046. properties.remove( material );
  14047. }
  14048. function releaseMaterialProgramReference( material ) {
  14049. var programInfo = properties.get( material ).program;
  14050. material.program = undefined;
  14051. if ( programInfo !== undefined ) {
  14052. programCache.releaseProgram( programInfo );
  14053. }
  14054. }
  14055. // Buffer rendering
  14056. function renderObjectImmediate( object, program ) {
  14057. object.render( function ( object ) {
  14058. _this.renderBufferImmediate( object, program );
  14059. } );
  14060. }
  14061. this.renderBufferImmediate = function ( object, program ) {
  14062. state.initAttributes();
  14063. var buffers = properties.get( object );
  14064. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  14065. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  14066. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  14067. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  14068. var programAttributes = program.getAttributes();
  14069. if ( object.hasPositions ) {
  14070. _gl.bindBuffer( 34962, buffers.position );
  14071. _gl.bufferData( 34962, object.positionArray, 35048 );
  14072. state.enableAttribute( programAttributes.position );
  14073. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14074. }
  14075. if ( object.hasNormals ) {
  14076. _gl.bindBuffer( 34962, buffers.normal );
  14077. _gl.bufferData( 34962, object.normalArray, 35048 );
  14078. state.enableAttribute( programAttributes.normal );
  14079. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14080. }
  14081. if ( object.hasUvs ) {
  14082. _gl.bindBuffer( 34962, buffers.uv );
  14083. _gl.bufferData( 34962, object.uvArray, 35048 );
  14084. state.enableAttribute( programAttributes.uv );
  14085. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14086. }
  14087. if ( object.hasColors ) {
  14088. _gl.bindBuffer( 34962, buffers.color );
  14089. _gl.bufferData( 34962, object.colorArray, 35048 );
  14090. state.enableAttribute( programAttributes.color );
  14091. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14092. }
  14093. state.disableUnusedAttributes();
  14094. _gl.drawArrays( 4, 0, object.count );
  14095. object.count = 0;
  14096. };
  14097. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14098. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14099. state.setMaterial( material, frontFaceCW );
  14100. var program = setProgram( camera, fog, material, object );
  14101. var updateBuffers = false;
  14102. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14103. _currentGeometryProgram.program !== program.id ||
  14104. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14105. _currentGeometryProgram.geometry = geometry.id;
  14106. _currentGeometryProgram.program = program.id;
  14107. _currentGeometryProgram.wireframe = material.wireframe === true;
  14108. updateBuffers = true;
  14109. }
  14110. if ( object.morphTargetInfluences ) {
  14111. morphtargets.update( object, geometry, material, program );
  14112. updateBuffers = true;
  14113. }
  14114. //
  14115. var index = geometry.index;
  14116. var position = geometry.attributes.position;
  14117. var rangeFactor = 1;
  14118. if ( material.wireframe === true ) {
  14119. index = geometries.getWireframeAttribute( geometry );
  14120. rangeFactor = 2;
  14121. }
  14122. var attribute;
  14123. var renderer = bufferRenderer;
  14124. if ( index !== null ) {
  14125. attribute = attributes.get( index );
  14126. renderer = indexedBufferRenderer;
  14127. renderer.setIndex( attribute );
  14128. }
  14129. if ( updateBuffers ) {
  14130. setupVertexAttributes( material, program, geometry );
  14131. if ( index !== null ) {
  14132. _gl.bindBuffer( 34963, attribute.buffer );
  14133. }
  14134. }
  14135. //
  14136. var dataCount = Infinity;
  14137. if ( index !== null ) {
  14138. dataCount = index.count;
  14139. } else if ( position !== undefined ) {
  14140. dataCount = position.count;
  14141. }
  14142. var rangeStart = geometry.drawRange.start * rangeFactor;
  14143. var rangeCount = geometry.drawRange.count * rangeFactor;
  14144. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14145. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14146. var drawStart = Math.max( rangeStart, groupStart );
  14147. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14148. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14149. if ( drawCount === 0 ) return;
  14150. //
  14151. if ( object.isMesh ) {
  14152. if ( material.wireframe === true ) {
  14153. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14154. renderer.setMode( 1 );
  14155. } else {
  14156. switch ( object.drawMode ) {
  14157. case TrianglesDrawMode:
  14158. renderer.setMode( 4 );
  14159. break;
  14160. case TriangleStripDrawMode:
  14161. renderer.setMode( 5 );
  14162. break;
  14163. case TriangleFanDrawMode:
  14164. renderer.setMode( 6 );
  14165. break;
  14166. }
  14167. }
  14168. } else if ( object.isLine ) {
  14169. var lineWidth = material.linewidth;
  14170. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  14171. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14172. if ( object.isLineSegments ) {
  14173. renderer.setMode( 1 );
  14174. } else if ( object.isLineLoop ) {
  14175. renderer.setMode( 2 );
  14176. } else {
  14177. renderer.setMode( 3 );
  14178. }
  14179. } else if ( object.isPoints ) {
  14180. renderer.setMode( 0 );
  14181. } else if ( object.isSprite ) {
  14182. renderer.setMode( 4 );
  14183. }
  14184. if ( geometry && geometry.isInstancedBufferGeometry ) {
  14185. if ( geometry.maxInstancedCount > 0 ) {
  14186. renderer.renderInstances( geometry, drawStart, drawCount );
  14187. }
  14188. } else {
  14189. renderer.render( drawStart, drawCount );
  14190. }
  14191. };
  14192. function setupVertexAttributes( material, program, geometry ) {
  14193. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  14194. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  14195. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  14196. return;
  14197. }
  14198. }
  14199. state.initAttributes();
  14200. var geometryAttributes = geometry.attributes;
  14201. var programAttributes = program.getAttributes();
  14202. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14203. for ( var name in programAttributes ) {
  14204. var programAttribute = programAttributes[ name ];
  14205. if ( programAttribute >= 0 ) {
  14206. var geometryAttribute = geometryAttributes[ name ];
  14207. if ( geometryAttribute !== undefined ) {
  14208. var normalized = geometryAttribute.normalized;
  14209. var size = geometryAttribute.itemSize;
  14210. var attribute = attributes.get( geometryAttribute );
  14211. // TODO Attribute may not be available on context restore
  14212. if ( attribute === undefined ) continue;
  14213. var buffer = attribute.buffer;
  14214. var type = attribute.type;
  14215. var bytesPerElement = attribute.bytesPerElement;
  14216. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14217. var data = geometryAttribute.data;
  14218. var stride = data.stride;
  14219. var offset = geometryAttribute.offset;
  14220. if ( data && data.isInstancedInterleavedBuffer ) {
  14221. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14222. if ( geometry.maxInstancedCount === undefined ) {
  14223. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14224. }
  14225. } else {
  14226. state.enableAttribute( programAttribute );
  14227. }
  14228. _gl.bindBuffer( 34962, buffer );
  14229. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14230. } else {
  14231. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14232. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14233. if ( geometry.maxInstancedCount === undefined ) {
  14234. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14235. }
  14236. } else {
  14237. state.enableAttribute( programAttribute );
  14238. }
  14239. _gl.bindBuffer( 34962, buffer );
  14240. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14241. }
  14242. } else if ( materialDefaultAttributeValues !== undefined ) {
  14243. var value = materialDefaultAttributeValues[ name ];
  14244. if ( value !== undefined ) {
  14245. switch ( value.length ) {
  14246. case 2:
  14247. _gl.vertexAttrib2fv( programAttribute, value );
  14248. break;
  14249. case 3:
  14250. _gl.vertexAttrib3fv( programAttribute, value );
  14251. break;
  14252. case 4:
  14253. _gl.vertexAttrib4fv( programAttribute, value );
  14254. break;
  14255. default:
  14256. _gl.vertexAttrib1fv( programAttribute, value );
  14257. }
  14258. }
  14259. }
  14260. }
  14261. }
  14262. state.disableUnusedAttributes();
  14263. }
  14264. // Compile
  14265. this.compile = function ( scene, camera ) {
  14266. currentRenderState = renderStates.get( scene, camera );
  14267. currentRenderState.init();
  14268. scene.traverse( function ( object ) {
  14269. if ( object.isLight ) {
  14270. currentRenderState.pushLight( object );
  14271. if ( object.castShadow ) {
  14272. currentRenderState.pushShadow( object );
  14273. }
  14274. }
  14275. } );
  14276. currentRenderState.setupLights( camera );
  14277. scene.traverse( function ( object ) {
  14278. if ( object.material ) {
  14279. if ( Array.isArray( object.material ) ) {
  14280. for ( var i = 0; i < object.material.length; i ++ ) {
  14281. initMaterial( object.material[ i ], scene.fog, object );
  14282. }
  14283. } else {
  14284. initMaterial( object.material, scene.fog, object );
  14285. }
  14286. }
  14287. } );
  14288. };
  14289. // Animation Loop
  14290. var onAnimationFrameCallback = null;
  14291. function onAnimationFrame( time ) {
  14292. if ( vr.isPresenting() ) return;
  14293. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  14294. }
  14295. var animation = new WebGLAnimation();
  14296. animation.setAnimationLoop( onAnimationFrame );
  14297. if ( typeof window !== 'undefined' ) animation.setContext( window );
  14298. this.setAnimationLoop = function ( callback ) {
  14299. onAnimationFrameCallback = callback;
  14300. vr.setAnimationLoop( callback );
  14301. animation.start();
  14302. };
  14303. // Rendering
  14304. this.render = function ( scene, camera ) {
  14305. var renderTarget, forceClear;
  14306. if ( arguments[ 2 ] !== undefined ) {
  14307. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14308. renderTarget = arguments[ 2 ];
  14309. }
  14310. if ( arguments[ 3 ] !== undefined ) {
  14311. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14312. forceClear = arguments[ 3 ];
  14313. }
  14314. if ( ! ( camera && camera.isCamera ) ) {
  14315. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14316. return;
  14317. }
  14318. if ( _isContextLost ) return;
  14319. // reset caching for this frame
  14320. _currentGeometryProgram.geometry = null;
  14321. _currentGeometryProgram.program = null;
  14322. _currentGeometryProgram.wireframe = false;
  14323. _currentMaterialId = - 1;
  14324. _currentCamera = null;
  14325. // update scene graph
  14326. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14327. // update camera matrices and frustum
  14328. if ( camera.parent === null ) camera.updateMatrixWorld();
  14329. if ( vr.enabled ) {
  14330. camera = vr.getCamera( camera );
  14331. }
  14332. //
  14333. currentRenderState = renderStates.get( scene, camera );
  14334. currentRenderState.init();
  14335. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14336. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14337. _frustum.setFromMatrix( _projScreenMatrix );
  14338. _localClippingEnabled = this.localClippingEnabled;
  14339. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14340. currentRenderList = renderLists.get( scene, camera );
  14341. currentRenderList.init();
  14342. projectObject( scene, camera, 0, _this.sortObjects );
  14343. if ( _this.sortObjects === true ) {
  14344. currentRenderList.sort();
  14345. }
  14346. //
  14347. if ( _clippingEnabled ) _clipping.beginShadows();
  14348. var shadowsArray = currentRenderState.state.shadowsArray;
  14349. shadowMap.render( shadowsArray, scene, camera );
  14350. currentRenderState.setupLights( camera );
  14351. if ( _clippingEnabled ) _clipping.endShadows();
  14352. //
  14353. if ( this.info.autoReset ) this.info.reset();
  14354. if ( renderTarget !== undefined ) {
  14355. this.setRenderTarget( renderTarget );
  14356. }
  14357. //
  14358. background.render( currentRenderList, scene, camera, forceClear );
  14359. // render scene
  14360. var opaqueObjects = currentRenderList.opaque;
  14361. var transparentObjects = currentRenderList.transparent;
  14362. if ( scene.overrideMaterial ) {
  14363. var overrideMaterial = scene.overrideMaterial;
  14364. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14365. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14366. } else {
  14367. // opaque pass (front-to-back order)
  14368. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14369. // transparent pass (back-to-front order)
  14370. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14371. }
  14372. //
  14373. scene.onAfterRender( _this, scene, camera );
  14374. //
  14375. if ( _currentRenderTarget !== null ) {
  14376. // Generate mipmap if we're using any kind of mipmap filtering
  14377. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14378. // resolve multisample renderbuffers to a single-sample texture if necessary
  14379. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14380. }
  14381. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14382. state.buffers.depth.setTest( true );
  14383. state.buffers.depth.setMask( true );
  14384. state.buffers.color.setMask( true );
  14385. state.setPolygonOffset( false );
  14386. if ( vr.enabled ) {
  14387. vr.submitFrame();
  14388. }
  14389. // _gl.finish();
  14390. currentRenderList = null;
  14391. currentRenderState = null;
  14392. };
  14393. function projectObject( object, camera, groupOrder, sortObjects ) {
  14394. if ( object.visible === false ) return;
  14395. var visible = object.layers.test( camera.layers );
  14396. if ( visible ) {
  14397. if ( object.isGroup ) {
  14398. groupOrder = object.renderOrder;
  14399. } else if ( object.isLOD ) {
  14400. if ( object.autoUpdate === true ) object.update( camera );
  14401. } else if ( object.isLight ) {
  14402. currentRenderState.pushLight( object );
  14403. if ( object.castShadow ) {
  14404. currentRenderState.pushShadow( object );
  14405. }
  14406. } else if ( object.isSprite ) {
  14407. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14408. if ( sortObjects ) {
  14409. _vector3.setFromMatrixPosition( object.matrixWorld )
  14410. .applyMatrix4( _projScreenMatrix );
  14411. }
  14412. var geometry = objects.update( object );
  14413. var material = object.material;
  14414. if ( material.visible ) {
  14415. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14416. }
  14417. }
  14418. } else if ( object.isImmediateRenderObject ) {
  14419. if ( sortObjects ) {
  14420. _vector3.setFromMatrixPosition( object.matrixWorld )
  14421. .applyMatrix4( _projScreenMatrix );
  14422. }
  14423. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14424. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14425. if ( object.isSkinnedMesh ) {
  14426. object.skeleton.update();
  14427. }
  14428. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14429. if ( sortObjects ) {
  14430. _vector3.setFromMatrixPosition( object.matrixWorld )
  14431. .applyMatrix4( _projScreenMatrix );
  14432. }
  14433. var geometry = objects.update( object );
  14434. var material = object.material;
  14435. if ( Array.isArray( material ) ) {
  14436. var groups = geometry.groups;
  14437. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14438. var group = groups[ i ];
  14439. var groupMaterial = material[ group.materialIndex ];
  14440. if ( groupMaterial && groupMaterial.visible ) {
  14441. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14442. }
  14443. }
  14444. } else if ( material.visible ) {
  14445. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14446. }
  14447. }
  14448. }
  14449. }
  14450. var children = object.children;
  14451. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14452. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14453. }
  14454. }
  14455. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14456. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14457. var renderItem = renderList[ i ];
  14458. var object = renderItem.object;
  14459. var geometry = renderItem.geometry;
  14460. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14461. var group = renderItem.group;
  14462. if ( camera.isArrayCamera ) {
  14463. _currentArrayCamera = camera;
  14464. var cameras = camera.cameras;
  14465. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14466. var camera2 = cameras[ j ];
  14467. if ( object.layers.test( camera2.layers ) ) {
  14468. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14469. currentRenderState.setupLights( camera2 );
  14470. renderObject( object, scene, camera2, geometry, material, group );
  14471. }
  14472. }
  14473. } else {
  14474. _currentArrayCamera = null;
  14475. renderObject( object, scene, camera, geometry, material, group );
  14476. }
  14477. }
  14478. }
  14479. function renderObject( object, scene, camera, geometry, material, group ) {
  14480. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14481. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14482. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14483. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14484. if ( object.isImmediateRenderObject ) {
  14485. state.setMaterial( material );
  14486. var program = setProgram( camera, scene.fog, material, object );
  14487. _currentGeometryProgram.geometry = null;
  14488. _currentGeometryProgram.program = null;
  14489. _currentGeometryProgram.wireframe = false;
  14490. renderObjectImmediate( object, program );
  14491. } else {
  14492. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14493. }
  14494. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14495. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14496. }
  14497. function initMaterial( material, fog, object ) {
  14498. var materialProperties = properties.get( material );
  14499. var lights = currentRenderState.state.lights;
  14500. var shadowsArray = currentRenderState.state.shadowsArray;
  14501. var lightsStateVersion = lights.state.version;
  14502. var parameters = programCache.getParameters(
  14503. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14504. var code = programCache.getProgramCode( material, parameters );
  14505. var program = materialProperties.program;
  14506. var programChange = true;
  14507. if ( program === undefined ) {
  14508. // new material
  14509. material.addEventListener( 'dispose', onMaterialDispose );
  14510. } else if ( program.code !== code ) {
  14511. // changed glsl or parameters
  14512. releaseMaterialProgramReference( material );
  14513. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14514. materialProperties.lightsStateVersion = lightsStateVersion;
  14515. programChange = false;
  14516. } else if ( parameters.shaderID !== undefined ) {
  14517. // same glsl and uniform list
  14518. return;
  14519. } else {
  14520. // only rebuild uniform list
  14521. programChange = false;
  14522. }
  14523. if ( programChange ) {
  14524. if ( parameters.shaderID ) {
  14525. var shader = ShaderLib[ parameters.shaderID ];
  14526. materialProperties.shader = {
  14527. name: material.type,
  14528. uniforms: cloneUniforms( shader.uniforms ),
  14529. vertexShader: shader.vertexShader,
  14530. fragmentShader: shader.fragmentShader
  14531. };
  14532. } else {
  14533. materialProperties.shader = {
  14534. name: material.type,
  14535. uniforms: material.uniforms,
  14536. vertexShader: material.vertexShader,
  14537. fragmentShader: material.fragmentShader
  14538. };
  14539. }
  14540. material.onBeforeCompile( materialProperties.shader, _this );
  14541. // Computing code again as onBeforeCompile may have changed the shaders
  14542. code = programCache.getProgramCode( material, parameters );
  14543. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14544. materialProperties.program = program;
  14545. material.program = program;
  14546. }
  14547. var programAttributes = program.getAttributes();
  14548. if ( material.morphTargets ) {
  14549. material.numSupportedMorphTargets = 0;
  14550. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14551. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14552. material.numSupportedMorphTargets ++;
  14553. }
  14554. }
  14555. }
  14556. if ( material.morphNormals ) {
  14557. material.numSupportedMorphNormals = 0;
  14558. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14559. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14560. material.numSupportedMorphNormals ++;
  14561. }
  14562. }
  14563. }
  14564. var uniforms = materialProperties.shader.uniforms;
  14565. if ( ! material.isShaderMaterial &&
  14566. ! material.isRawShaderMaterial ||
  14567. material.clipping === true ) {
  14568. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14569. materialProperties.numIntersection = _clipping.numIntersection;
  14570. uniforms.clippingPlanes = _clipping.uniform;
  14571. }
  14572. materialProperties.fog = fog;
  14573. // store the light setup it was created for
  14574. materialProperties.lightsStateVersion = lightsStateVersion;
  14575. if ( material.lights ) {
  14576. // wire up the material to this renderer's lighting state
  14577. uniforms.ambientLightColor.value = lights.state.ambient;
  14578. uniforms.lightProbe.value = lights.state.probe;
  14579. uniforms.directionalLights.value = lights.state.directional;
  14580. uniforms.spotLights.value = lights.state.spot;
  14581. uniforms.rectAreaLights.value = lights.state.rectArea;
  14582. uniforms.pointLights.value = lights.state.point;
  14583. uniforms.hemisphereLights.value = lights.state.hemi;
  14584. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14585. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14586. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14587. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14588. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14589. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14590. // TODO (abelnation): add area lights shadow info to uniforms
  14591. }
  14592. var progUniforms = materialProperties.program.getUniforms(),
  14593. uniformsList =
  14594. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14595. materialProperties.uniformsList = uniformsList;
  14596. }
  14597. function setProgram( camera, fog, material, object ) {
  14598. textures.resetTextureUnits();
  14599. var materialProperties = properties.get( material );
  14600. var lights = currentRenderState.state.lights;
  14601. if ( _clippingEnabled ) {
  14602. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14603. var useCache =
  14604. camera === _currentCamera &&
  14605. material.id === _currentMaterialId;
  14606. // we might want to call this function with some ClippingGroup
  14607. // object instead of the material, once it becomes feasible
  14608. // (#8465, #8379)
  14609. _clipping.setState(
  14610. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14611. camera, materialProperties, useCache );
  14612. }
  14613. }
  14614. if ( material.needsUpdate === false ) {
  14615. if ( materialProperties.program === undefined ) {
  14616. material.needsUpdate = true;
  14617. } else if ( material.fog && materialProperties.fog !== fog ) {
  14618. material.needsUpdate = true;
  14619. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14620. material.needsUpdate = true;
  14621. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14622. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14623. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14624. material.needsUpdate = true;
  14625. }
  14626. }
  14627. if ( material.needsUpdate ) {
  14628. initMaterial( material, fog, object );
  14629. material.needsUpdate = false;
  14630. }
  14631. var refreshProgram = false;
  14632. var refreshMaterial = false;
  14633. var refreshLights = false;
  14634. var program = materialProperties.program,
  14635. p_uniforms = program.getUniforms(),
  14636. m_uniforms = materialProperties.shader.uniforms;
  14637. if ( state.useProgram( program.program ) ) {
  14638. refreshProgram = true;
  14639. refreshMaterial = true;
  14640. refreshLights = true;
  14641. }
  14642. if ( material.id !== _currentMaterialId ) {
  14643. _currentMaterialId = material.id;
  14644. refreshMaterial = true;
  14645. }
  14646. if ( refreshProgram || _currentCamera !== camera ) {
  14647. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14648. if ( capabilities.logarithmicDepthBuffer ) {
  14649. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14650. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14651. }
  14652. if ( _currentCamera !== camera ) {
  14653. _currentCamera = camera;
  14654. // lighting uniforms depend on the camera so enforce an update
  14655. // now, in case this material supports lights - or later, when
  14656. // the next material that does gets activated:
  14657. refreshMaterial = true; // set to true on material change
  14658. refreshLights = true; // remains set until update done
  14659. }
  14660. // load material specific uniforms
  14661. // (shader material also gets them for the sake of genericity)
  14662. if ( material.isShaderMaterial ||
  14663. material.isMeshPhongMaterial ||
  14664. material.isMeshStandardMaterial ||
  14665. material.envMap ) {
  14666. var uCamPos = p_uniforms.map.cameraPosition;
  14667. if ( uCamPos !== undefined ) {
  14668. uCamPos.setValue( _gl,
  14669. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14670. }
  14671. }
  14672. if ( material.isMeshPhongMaterial ||
  14673. material.isMeshLambertMaterial ||
  14674. material.isMeshBasicMaterial ||
  14675. material.isMeshStandardMaterial ||
  14676. material.isShaderMaterial ||
  14677. material.skinning ) {
  14678. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14679. }
  14680. }
  14681. // skinning uniforms must be set even if material didn't change
  14682. // auto-setting of texture unit for bone texture must go before other textures
  14683. // not sure why, but otherwise weird things happen
  14684. if ( material.skinning ) {
  14685. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14686. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14687. var skeleton = object.skeleton;
  14688. if ( skeleton ) {
  14689. var bones = skeleton.bones;
  14690. if ( capabilities.floatVertexTextures ) {
  14691. if ( skeleton.boneTexture === undefined ) {
  14692. // layout (1 matrix = 4 pixels)
  14693. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14694. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14695. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14696. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14697. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14698. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14699. size = _Math.ceilPowerOfTwo( size );
  14700. size = Math.max( size, 4 );
  14701. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14702. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14703. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14704. boneTexture.needsUpdate = true;
  14705. skeleton.boneMatrices = boneMatrices;
  14706. skeleton.boneTexture = boneTexture;
  14707. skeleton.boneTextureSize = size;
  14708. }
  14709. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14710. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14711. } else {
  14712. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14713. }
  14714. }
  14715. }
  14716. if ( refreshMaterial ) {
  14717. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14718. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14719. if ( material.lights ) {
  14720. // the current material requires lighting info
  14721. // note: all lighting uniforms are always set correctly
  14722. // they simply reference the renderer's state for their
  14723. // values
  14724. //
  14725. // use the current material's .needsUpdate flags to set
  14726. // the GL state when required
  14727. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14728. }
  14729. // refresh uniforms common to several materials
  14730. if ( fog && material.fog ) {
  14731. refreshUniformsFog( m_uniforms, fog );
  14732. }
  14733. if ( material.isMeshBasicMaterial ) {
  14734. refreshUniformsCommon( m_uniforms, material );
  14735. } else if ( material.isMeshLambertMaterial ) {
  14736. refreshUniformsCommon( m_uniforms, material );
  14737. refreshUniformsLambert( m_uniforms, material );
  14738. } else if ( material.isMeshPhongMaterial ) {
  14739. refreshUniformsCommon( m_uniforms, material );
  14740. if ( material.isMeshToonMaterial ) {
  14741. refreshUniformsToon( m_uniforms, material );
  14742. } else {
  14743. refreshUniformsPhong( m_uniforms, material );
  14744. }
  14745. } else if ( material.isMeshStandardMaterial ) {
  14746. refreshUniformsCommon( m_uniforms, material );
  14747. if ( material.isMeshPhysicalMaterial ) {
  14748. refreshUniformsPhysical( m_uniforms, material );
  14749. } else {
  14750. refreshUniformsStandard( m_uniforms, material );
  14751. }
  14752. } else if ( material.isMeshMatcapMaterial ) {
  14753. refreshUniformsCommon( m_uniforms, material );
  14754. refreshUniformsMatcap( m_uniforms, material );
  14755. } else if ( material.isMeshDepthMaterial ) {
  14756. refreshUniformsCommon( m_uniforms, material );
  14757. refreshUniformsDepth( m_uniforms, material );
  14758. } else if ( material.isMeshDistanceMaterial ) {
  14759. refreshUniformsCommon( m_uniforms, material );
  14760. refreshUniformsDistance( m_uniforms, material );
  14761. } else if ( material.isMeshNormalMaterial ) {
  14762. refreshUniformsCommon( m_uniforms, material );
  14763. refreshUniformsNormal( m_uniforms, material );
  14764. } else if ( material.isLineBasicMaterial ) {
  14765. refreshUniformsLine( m_uniforms, material );
  14766. if ( material.isLineDashedMaterial ) {
  14767. refreshUniformsDash( m_uniforms, material );
  14768. }
  14769. } else if ( material.isPointsMaterial ) {
  14770. refreshUniformsPoints( m_uniforms, material );
  14771. } else if ( material.isSpriteMaterial ) {
  14772. refreshUniformsSprites( m_uniforms, material );
  14773. } else if ( material.isShadowMaterial ) {
  14774. m_uniforms.color.value.copy( material.color );
  14775. m_uniforms.opacity.value = material.opacity;
  14776. }
  14777. // RectAreaLight Texture
  14778. // TODO (mrdoob): Find a nicer implementation
  14779. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14780. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14781. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14782. }
  14783. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14784. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14785. material.uniformsNeedUpdate = false;
  14786. }
  14787. if ( material.isSpriteMaterial ) {
  14788. p_uniforms.setValue( _gl, 'center', object.center );
  14789. }
  14790. // common matrices
  14791. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14792. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14793. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14794. return program;
  14795. }
  14796. // Uniforms (refresh uniforms objects)
  14797. function refreshUniformsCommon( uniforms, material ) {
  14798. uniforms.opacity.value = material.opacity;
  14799. if ( material.color ) {
  14800. uniforms.diffuse.value.copy( material.color );
  14801. }
  14802. if ( material.emissive ) {
  14803. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14804. }
  14805. if ( material.map ) {
  14806. uniforms.map.value = material.map;
  14807. }
  14808. if ( material.alphaMap ) {
  14809. uniforms.alphaMap.value = material.alphaMap;
  14810. }
  14811. if ( material.specularMap ) {
  14812. uniforms.specularMap.value = material.specularMap;
  14813. }
  14814. if ( material.envMap ) {
  14815. uniforms.envMap.value = material.envMap;
  14816. // don't flip CubeTexture envMaps, flip everything else:
  14817. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14818. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14819. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14820. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14821. uniforms.reflectivity.value = material.reflectivity;
  14822. uniforms.refractionRatio.value = material.refractionRatio;
  14823. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14824. }
  14825. if ( material.lightMap ) {
  14826. uniforms.lightMap.value = material.lightMap;
  14827. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14828. }
  14829. if ( material.aoMap ) {
  14830. uniforms.aoMap.value = material.aoMap;
  14831. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14832. }
  14833. // uv repeat and offset setting priorities
  14834. // 1. color map
  14835. // 2. specular map
  14836. // 3. normal map
  14837. // 4. bump map
  14838. // 5. alpha map
  14839. // 6. emissive map
  14840. var uvScaleMap;
  14841. if ( material.map ) {
  14842. uvScaleMap = material.map;
  14843. } else if ( material.specularMap ) {
  14844. uvScaleMap = material.specularMap;
  14845. } else if ( material.displacementMap ) {
  14846. uvScaleMap = material.displacementMap;
  14847. } else if ( material.normalMap ) {
  14848. uvScaleMap = material.normalMap;
  14849. } else if ( material.bumpMap ) {
  14850. uvScaleMap = material.bumpMap;
  14851. } else if ( material.roughnessMap ) {
  14852. uvScaleMap = material.roughnessMap;
  14853. } else if ( material.metalnessMap ) {
  14854. uvScaleMap = material.metalnessMap;
  14855. } else if ( material.alphaMap ) {
  14856. uvScaleMap = material.alphaMap;
  14857. } else if ( material.emissiveMap ) {
  14858. uvScaleMap = material.emissiveMap;
  14859. }
  14860. if ( uvScaleMap !== undefined ) {
  14861. // backwards compatibility
  14862. if ( uvScaleMap.isWebGLRenderTarget ) {
  14863. uvScaleMap = uvScaleMap.texture;
  14864. }
  14865. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14866. uvScaleMap.updateMatrix();
  14867. }
  14868. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14869. }
  14870. }
  14871. function refreshUniformsLine( uniforms, material ) {
  14872. uniforms.diffuse.value.copy( material.color );
  14873. uniforms.opacity.value = material.opacity;
  14874. }
  14875. function refreshUniformsDash( uniforms, material ) {
  14876. uniforms.dashSize.value = material.dashSize;
  14877. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14878. uniforms.scale.value = material.scale;
  14879. }
  14880. function refreshUniformsPoints( uniforms, material ) {
  14881. uniforms.diffuse.value.copy( material.color );
  14882. uniforms.opacity.value = material.opacity;
  14883. uniforms.size.value = material.size * _pixelRatio;
  14884. uniforms.scale.value = _height * 0.5;
  14885. uniforms.map.value = material.map;
  14886. if ( material.map !== null ) {
  14887. if ( material.map.matrixAutoUpdate === true ) {
  14888. material.map.updateMatrix();
  14889. }
  14890. uniforms.uvTransform.value.copy( material.map.matrix );
  14891. }
  14892. }
  14893. function refreshUniformsSprites( uniforms, material ) {
  14894. uniforms.diffuse.value.copy( material.color );
  14895. uniforms.opacity.value = material.opacity;
  14896. uniforms.rotation.value = material.rotation;
  14897. uniforms.map.value = material.map;
  14898. if ( material.map !== null ) {
  14899. if ( material.map.matrixAutoUpdate === true ) {
  14900. material.map.updateMatrix();
  14901. }
  14902. uniforms.uvTransform.value.copy( material.map.matrix );
  14903. }
  14904. }
  14905. function refreshUniformsFog( uniforms, fog ) {
  14906. uniforms.fogColor.value.copy( fog.color );
  14907. if ( fog.isFog ) {
  14908. uniforms.fogNear.value = fog.near;
  14909. uniforms.fogFar.value = fog.far;
  14910. } else if ( fog.isFogExp2 ) {
  14911. uniforms.fogDensity.value = fog.density;
  14912. }
  14913. }
  14914. function refreshUniformsLambert( uniforms, material ) {
  14915. if ( material.emissiveMap ) {
  14916. uniforms.emissiveMap.value = material.emissiveMap;
  14917. }
  14918. }
  14919. function refreshUniformsPhong( uniforms, material ) {
  14920. uniforms.specular.value.copy( material.specular );
  14921. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14922. if ( material.emissiveMap ) {
  14923. uniforms.emissiveMap.value = material.emissiveMap;
  14924. }
  14925. if ( material.bumpMap ) {
  14926. uniforms.bumpMap.value = material.bumpMap;
  14927. uniforms.bumpScale.value = material.bumpScale;
  14928. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14929. }
  14930. if ( material.normalMap ) {
  14931. uniforms.normalMap.value = material.normalMap;
  14932. uniforms.normalScale.value.copy( material.normalScale );
  14933. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14934. }
  14935. if ( material.displacementMap ) {
  14936. uniforms.displacementMap.value = material.displacementMap;
  14937. uniforms.displacementScale.value = material.displacementScale;
  14938. uniforms.displacementBias.value = material.displacementBias;
  14939. }
  14940. }
  14941. function refreshUniformsToon( uniforms, material ) {
  14942. refreshUniformsPhong( uniforms, material );
  14943. if ( material.gradientMap ) {
  14944. uniforms.gradientMap.value = material.gradientMap;
  14945. }
  14946. }
  14947. function refreshUniformsStandard( uniforms, material ) {
  14948. uniforms.roughness.value = material.roughness;
  14949. uniforms.metalness.value = material.metalness;
  14950. if ( material.roughnessMap ) {
  14951. uniforms.roughnessMap.value = material.roughnessMap;
  14952. }
  14953. if ( material.metalnessMap ) {
  14954. uniforms.metalnessMap.value = material.metalnessMap;
  14955. }
  14956. if ( material.emissiveMap ) {
  14957. uniforms.emissiveMap.value = material.emissiveMap;
  14958. }
  14959. if ( material.bumpMap ) {
  14960. uniforms.bumpMap.value = material.bumpMap;
  14961. uniforms.bumpScale.value = material.bumpScale;
  14962. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14963. }
  14964. if ( material.normalMap ) {
  14965. uniforms.normalMap.value = material.normalMap;
  14966. uniforms.normalScale.value.copy( material.normalScale );
  14967. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14968. }
  14969. if ( material.displacementMap ) {
  14970. uniforms.displacementMap.value = material.displacementMap;
  14971. uniforms.displacementScale.value = material.displacementScale;
  14972. uniforms.displacementBias.value = material.displacementBias;
  14973. }
  14974. if ( material.envMap ) {
  14975. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14976. uniforms.envMapIntensity.value = material.envMapIntensity;
  14977. }
  14978. }
  14979. function refreshUniformsPhysical( uniforms, material ) {
  14980. refreshUniformsStandard( uniforms, material );
  14981. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14982. uniforms.clearCoat.value = material.clearCoat;
  14983. uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
  14984. }
  14985. function refreshUniformsMatcap( uniforms, material ) {
  14986. if ( material.matcap ) {
  14987. uniforms.matcap.value = material.matcap;
  14988. }
  14989. if ( material.bumpMap ) {
  14990. uniforms.bumpMap.value = material.bumpMap;
  14991. uniforms.bumpScale.value = material.bumpScale;
  14992. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14993. }
  14994. if ( material.normalMap ) {
  14995. uniforms.normalMap.value = material.normalMap;
  14996. uniforms.normalScale.value.copy( material.normalScale );
  14997. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14998. }
  14999. if ( material.displacementMap ) {
  15000. uniforms.displacementMap.value = material.displacementMap;
  15001. uniforms.displacementScale.value = material.displacementScale;
  15002. uniforms.displacementBias.value = material.displacementBias;
  15003. }
  15004. }
  15005. function refreshUniformsDepth( uniforms, material ) {
  15006. if ( material.displacementMap ) {
  15007. uniforms.displacementMap.value = material.displacementMap;
  15008. uniforms.displacementScale.value = material.displacementScale;
  15009. uniforms.displacementBias.value = material.displacementBias;
  15010. }
  15011. }
  15012. function refreshUniformsDistance( uniforms, material ) {
  15013. if ( material.displacementMap ) {
  15014. uniforms.displacementMap.value = material.displacementMap;
  15015. uniforms.displacementScale.value = material.displacementScale;
  15016. uniforms.displacementBias.value = material.displacementBias;
  15017. }
  15018. uniforms.referencePosition.value.copy( material.referencePosition );
  15019. uniforms.nearDistance.value = material.nearDistance;
  15020. uniforms.farDistance.value = material.farDistance;
  15021. }
  15022. function refreshUniformsNormal( uniforms, material ) {
  15023. if ( material.bumpMap ) {
  15024. uniforms.bumpMap.value = material.bumpMap;
  15025. uniforms.bumpScale.value = material.bumpScale;
  15026. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  15027. }
  15028. if ( material.normalMap ) {
  15029. uniforms.normalMap.value = material.normalMap;
  15030. uniforms.normalScale.value.copy( material.normalScale );
  15031. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15032. }
  15033. if ( material.displacementMap ) {
  15034. uniforms.displacementMap.value = material.displacementMap;
  15035. uniforms.displacementScale.value = material.displacementScale;
  15036. uniforms.displacementBias.value = material.displacementBias;
  15037. }
  15038. }
  15039. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15040. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15041. uniforms.ambientLightColor.needsUpdate = value;
  15042. uniforms.lightProbe.needsUpdate = value;
  15043. uniforms.directionalLights.needsUpdate = value;
  15044. uniforms.pointLights.needsUpdate = value;
  15045. uniforms.spotLights.needsUpdate = value;
  15046. uniforms.rectAreaLights.needsUpdate = value;
  15047. uniforms.hemisphereLights.needsUpdate = value;
  15048. }
  15049. //
  15050. this.setFramebuffer = function ( value ) {
  15051. if ( _framebuffer !== value ) _gl.bindFramebuffer( 36160, value );
  15052. _framebuffer = value;
  15053. };
  15054. this.getActiveCubeFace = function () {
  15055. return _currentActiveCubeFace;
  15056. };
  15057. this.getActiveMipMapLevel = function () {
  15058. return _currentActiveMipmapLevel;
  15059. };
  15060. this.getRenderTarget = function () {
  15061. return _currentRenderTarget;
  15062. };
  15063. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
  15064. _currentRenderTarget = renderTarget;
  15065. _currentActiveCubeFace = activeCubeFace;
  15066. _currentActiveMipmapLevel = activeMipMapLevel;
  15067. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15068. textures.setupRenderTarget( renderTarget );
  15069. }
  15070. var framebuffer = _framebuffer;
  15071. var isCube = false;
  15072. if ( renderTarget ) {
  15073. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15074. if ( renderTarget.isWebGLRenderTargetCube ) {
  15075. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15076. isCube = true;
  15077. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15078. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15079. } else {
  15080. framebuffer = __webglFramebuffer;
  15081. }
  15082. _currentViewport.copy( renderTarget.viewport );
  15083. _currentScissor.copy( renderTarget.scissor );
  15084. _currentScissorTest = renderTarget.scissorTest;
  15085. } else {
  15086. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15087. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15088. _currentScissorTest = _scissorTest;
  15089. }
  15090. if ( _currentFramebuffer !== framebuffer ) {
  15091. _gl.bindFramebuffer( 36160, framebuffer );
  15092. _currentFramebuffer = framebuffer;
  15093. }
  15094. state.viewport( _currentViewport );
  15095. state.scissor( _currentScissor );
  15096. state.setScissorTest( _currentScissorTest );
  15097. if ( isCube ) {
  15098. var textureProperties = properties.get( renderTarget.texture );
  15099. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
  15100. }
  15101. };
  15102. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15103. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15104. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15105. return;
  15106. }
  15107. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15108. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15109. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15110. }
  15111. if ( framebuffer ) {
  15112. var restore = false;
  15113. if ( framebuffer !== _currentFramebuffer ) {
  15114. _gl.bindFramebuffer( 36160, framebuffer );
  15115. restore = true;
  15116. }
  15117. try {
  15118. var texture = renderTarget.texture;
  15119. var textureFormat = texture.format;
  15120. var textureType = texture.type;
  15121. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15122. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15123. return;
  15124. }
  15125. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15126. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15127. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15128. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15129. return;
  15130. }
  15131. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15132. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15133. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15134. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15135. }
  15136. } else {
  15137. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15138. }
  15139. } finally {
  15140. if ( restore ) {
  15141. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15142. }
  15143. }
  15144. }
  15145. };
  15146. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15147. var width = texture.image.width;
  15148. var height = texture.image.height;
  15149. var glFormat = utils.convert( texture.format );
  15150. textures.setTexture2D( texture, 0 );
  15151. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15152. };
  15153. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15154. var width = srcTexture.image.width;
  15155. var height = srcTexture.image.height;
  15156. var glFormat = utils.convert( dstTexture.format );
  15157. var glType = utils.convert( dstTexture.type );
  15158. textures.setTexture2D( dstTexture, 0 );
  15159. if ( srcTexture.isDataTexture ) {
  15160. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15161. } else {
  15162. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15163. }
  15164. };
  15165. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15166. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15167. }
  15168. }
  15169. /**
  15170. * @author mrdoob / http://mrdoob.com/
  15171. * @author alteredq / http://alteredqualia.com/
  15172. */
  15173. function FogExp2( color, density ) {
  15174. this.name = '';
  15175. this.color = new Color( color );
  15176. this.density = ( density !== undefined ) ? density : 0.00025;
  15177. }
  15178. Object.assign( FogExp2.prototype, {
  15179. isFogExp2: true,
  15180. clone: function () {
  15181. return new FogExp2( this.color, this.density );
  15182. },
  15183. toJSON: function ( /* meta */ ) {
  15184. return {
  15185. type: 'FogExp2',
  15186. color: this.color.getHex(),
  15187. density: this.density
  15188. };
  15189. }
  15190. } );
  15191. /**
  15192. * @author mrdoob / http://mrdoob.com/
  15193. * @author alteredq / http://alteredqualia.com/
  15194. */
  15195. function Fog( color, near, far ) {
  15196. this.name = '';
  15197. this.color = new Color( color );
  15198. this.near = ( near !== undefined ) ? near : 1;
  15199. this.far = ( far !== undefined ) ? far : 1000;
  15200. }
  15201. Object.assign( Fog.prototype, {
  15202. isFog: true,
  15203. clone: function () {
  15204. return new Fog( this.color, this.near, this.far );
  15205. },
  15206. toJSON: function ( /* meta */ ) {
  15207. return {
  15208. type: 'Fog',
  15209. color: this.color.getHex(),
  15210. near: this.near,
  15211. far: this.far
  15212. };
  15213. }
  15214. } );
  15215. /**
  15216. * @author benaadams / https://twitter.com/ben_a_adams
  15217. */
  15218. function InterleavedBuffer( array, stride ) {
  15219. this.array = array;
  15220. this.stride = stride;
  15221. this.count = array !== undefined ? array.length / stride : 0;
  15222. this.dynamic = false;
  15223. this.updateRange = { offset: 0, count: - 1 };
  15224. this.version = 0;
  15225. }
  15226. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15227. set: function ( value ) {
  15228. if ( value === true ) this.version ++;
  15229. }
  15230. } );
  15231. Object.assign( InterleavedBuffer.prototype, {
  15232. isInterleavedBuffer: true,
  15233. onUploadCallback: function () {},
  15234. setArray: function ( array ) {
  15235. if ( Array.isArray( array ) ) {
  15236. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  15237. }
  15238. this.count = array !== undefined ? array.length / this.stride : 0;
  15239. this.array = array;
  15240. return this;
  15241. },
  15242. setDynamic: function ( value ) {
  15243. this.dynamic = value;
  15244. return this;
  15245. },
  15246. copy: function ( source ) {
  15247. this.array = new source.array.constructor( source.array );
  15248. this.count = source.count;
  15249. this.stride = source.stride;
  15250. this.dynamic = source.dynamic;
  15251. return this;
  15252. },
  15253. copyAt: function ( index1, attribute, index2 ) {
  15254. index1 *= this.stride;
  15255. index2 *= attribute.stride;
  15256. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15257. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15258. }
  15259. return this;
  15260. },
  15261. set: function ( value, offset ) {
  15262. if ( offset === undefined ) offset = 0;
  15263. this.array.set( value, offset );
  15264. return this;
  15265. },
  15266. clone: function () {
  15267. return new this.constructor().copy( this );
  15268. },
  15269. onUpload: function ( callback ) {
  15270. this.onUploadCallback = callback;
  15271. return this;
  15272. }
  15273. } );
  15274. /**
  15275. * @author benaadams / https://twitter.com/ben_a_adams
  15276. */
  15277. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15278. this.data = interleavedBuffer;
  15279. this.itemSize = itemSize;
  15280. this.offset = offset;
  15281. this.normalized = normalized === true;
  15282. }
  15283. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15284. count: {
  15285. get: function () {
  15286. return this.data.count;
  15287. }
  15288. },
  15289. array: {
  15290. get: function () {
  15291. return this.data.array;
  15292. }
  15293. }
  15294. } );
  15295. Object.assign( InterleavedBufferAttribute.prototype, {
  15296. isInterleavedBufferAttribute: true,
  15297. setX: function ( index, x ) {
  15298. this.data.array[ index * this.data.stride + this.offset ] = x;
  15299. return this;
  15300. },
  15301. setY: function ( index, y ) {
  15302. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15303. return this;
  15304. },
  15305. setZ: function ( index, z ) {
  15306. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15307. return this;
  15308. },
  15309. setW: function ( index, w ) {
  15310. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15311. return this;
  15312. },
  15313. getX: function ( index ) {
  15314. return this.data.array[ index * this.data.stride + this.offset ];
  15315. },
  15316. getY: function ( index ) {
  15317. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15318. },
  15319. getZ: function ( index ) {
  15320. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15321. },
  15322. getW: function ( index ) {
  15323. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15324. },
  15325. setXY: function ( index, x, y ) {
  15326. index = index * this.data.stride + this.offset;
  15327. this.data.array[ index + 0 ] = x;
  15328. this.data.array[ index + 1 ] = y;
  15329. return this;
  15330. },
  15331. setXYZ: function ( index, x, y, z ) {
  15332. index = index * this.data.stride + this.offset;
  15333. this.data.array[ index + 0 ] = x;
  15334. this.data.array[ index + 1 ] = y;
  15335. this.data.array[ index + 2 ] = z;
  15336. return this;
  15337. },
  15338. setXYZW: function ( index, x, y, z, w ) {
  15339. index = index * this.data.stride + this.offset;
  15340. this.data.array[ index + 0 ] = x;
  15341. this.data.array[ index + 1 ] = y;
  15342. this.data.array[ index + 2 ] = z;
  15343. this.data.array[ index + 3 ] = w;
  15344. return this;
  15345. }
  15346. } );
  15347. /**
  15348. * @author alteredq / http://alteredqualia.com/
  15349. *
  15350. * parameters = {
  15351. * color: <hex>,
  15352. * map: new THREE.Texture( <Image> ),
  15353. * rotation: <float>,
  15354. * sizeAttenuation: <bool>
  15355. * }
  15356. */
  15357. function SpriteMaterial( parameters ) {
  15358. Material.call( this );
  15359. this.type = 'SpriteMaterial';
  15360. this.color = new Color( 0xffffff );
  15361. this.map = null;
  15362. this.rotation = 0;
  15363. this.sizeAttenuation = true;
  15364. this.lights = false;
  15365. this.transparent = true;
  15366. this.setValues( parameters );
  15367. }
  15368. SpriteMaterial.prototype = Object.create( Material.prototype );
  15369. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15370. SpriteMaterial.prototype.isSpriteMaterial = true;
  15371. SpriteMaterial.prototype.copy = function ( source ) {
  15372. Material.prototype.copy.call( this, source );
  15373. this.color.copy( source.color );
  15374. this.map = source.map;
  15375. this.rotation = source.rotation;
  15376. this.sizeAttenuation = source.sizeAttenuation;
  15377. return this;
  15378. };
  15379. /**
  15380. * @author mikael emtinger / http://gomo.se/
  15381. * @author alteredq / http://alteredqualia.com/
  15382. */
  15383. var geometry;
  15384. function Sprite( material ) {
  15385. Object3D.call( this );
  15386. this.type = 'Sprite';
  15387. if ( geometry === undefined ) {
  15388. geometry = new BufferGeometry();
  15389. var float32Array = new Float32Array( [
  15390. - 0.5, - 0.5, 0, 0, 0,
  15391. 0.5, - 0.5, 0, 1, 0,
  15392. 0.5, 0.5, 0, 1, 1,
  15393. - 0.5, 0.5, 0, 0, 1
  15394. ] );
  15395. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15396. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15397. geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15398. geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15399. }
  15400. this.geometry = geometry;
  15401. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15402. this.center = new Vector2( 0.5, 0.5 );
  15403. }
  15404. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15405. constructor: Sprite,
  15406. isSprite: true,
  15407. raycast: ( function () {
  15408. var intersectPoint = new Vector3();
  15409. var worldScale = new Vector3();
  15410. var mvPosition = new Vector3();
  15411. var alignedPosition = new Vector2();
  15412. var rotatedPosition = new Vector2();
  15413. var viewWorldMatrix = new Matrix4();
  15414. var vA = new Vector3();
  15415. var vB = new Vector3();
  15416. var vC = new Vector3();
  15417. var uvA = new Vector2();
  15418. var uvB = new Vector2();
  15419. var uvC = new Vector2();
  15420. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15421. // compute position in camera space
  15422. alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15423. // to check if rotation is not zero
  15424. if ( sin !== undefined ) {
  15425. rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y );
  15426. rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );
  15427. } else {
  15428. rotatedPosition.copy( alignedPosition );
  15429. }
  15430. vertexPosition.copy( mvPosition );
  15431. vertexPosition.x += rotatedPosition.x;
  15432. vertexPosition.y += rotatedPosition.y;
  15433. // transform to world space
  15434. vertexPosition.applyMatrix4( viewWorldMatrix );
  15435. }
  15436. return function raycast( raycaster, intersects ) {
  15437. worldScale.setFromMatrixScale( this.matrixWorld );
  15438. viewWorldMatrix.copy( raycaster._camera.matrixWorld );
  15439. this.modelViewMatrix.multiplyMatrices( raycaster._camera.matrixWorldInverse, this.matrixWorld );
  15440. mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15441. if ( raycaster._camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15442. worldScale.multiplyScalar( - mvPosition.z );
  15443. }
  15444. var rotation = this.material.rotation;
  15445. var sin, cos;
  15446. if ( rotation !== 0 ) {
  15447. cos = Math.cos( rotation );
  15448. sin = Math.sin( rotation );
  15449. }
  15450. var center = this.center;
  15451. transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15452. transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15453. transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15454. uvA.set( 0, 0 );
  15455. uvB.set( 1, 0 );
  15456. uvC.set( 1, 1 );
  15457. // check first triangle
  15458. var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );
  15459. if ( intersect === null ) {
  15460. // check second triangle
  15461. transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15462. uvB.set( 0, 1 );
  15463. intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint );
  15464. if ( intersect === null ) {
  15465. return;
  15466. }
  15467. }
  15468. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15469. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15470. intersects.push( {
  15471. distance: distance,
  15472. point: intersectPoint.clone(),
  15473. uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ),
  15474. face: null,
  15475. object: this
  15476. } );
  15477. };
  15478. }() ),
  15479. clone: function () {
  15480. return new this.constructor( this.material ).copy( this );
  15481. },
  15482. copy: function ( source ) {
  15483. Object3D.prototype.copy.call( this, source );
  15484. if ( source.center !== undefined ) this.center.copy( source.center );
  15485. return this;
  15486. }
  15487. } );
  15488. /**
  15489. * @author mikael emtinger / http://gomo.se/
  15490. * @author alteredq / http://alteredqualia.com/
  15491. * @author mrdoob / http://mrdoob.com/
  15492. */
  15493. function LOD() {
  15494. Object3D.call( this );
  15495. this.type = 'LOD';
  15496. Object.defineProperties( this, {
  15497. levels: {
  15498. enumerable: true,
  15499. value: []
  15500. }
  15501. } );
  15502. this.autoUpdate = true;
  15503. }
  15504. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15505. constructor: LOD,
  15506. isLOD: true,
  15507. copy: function ( source ) {
  15508. Object3D.prototype.copy.call( this, source, false );
  15509. var levels = source.levels;
  15510. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15511. var level = levels[ i ];
  15512. this.addLevel( level.object.clone(), level.distance );
  15513. }
  15514. return this;
  15515. },
  15516. addLevel: function ( object, distance ) {
  15517. if ( distance === undefined ) distance = 0;
  15518. distance = Math.abs( distance );
  15519. var levels = this.levels;
  15520. for ( var l = 0; l < levels.length; l ++ ) {
  15521. if ( distance < levels[ l ].distance ) {
  15522. break;
  15523. }
  15524. }
  15525. levels.splice( l, 0, { distance: distance, object: object } );
  15526. this.add( object );
  15527. return this;
  15528. },
  15529. getObjectForDistance: function ( distance ) {
  15530. var levels = this.levels;
  15531. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15532. if ( distance < levels[ i ].distance ) {
  15533. break;
  15534. }
  15535. }
  15536. return levels[ i - 1 ].object;
  15537. },
  15538. raycast: ( function () {
  15539. var matrixPosition = new Vector3();
  15540. return function raycast( raycaster, intersects ) {
  15541. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  15542. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  15543. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15544. };
  15545. }() ),
  15546. update: function () {
  15547. var v1 = new Vector3();
  15548. var v2 = new Vector3();
  15549. return function update( camera ) {
  15550. var levels = this.levels;
  15551. if ( levels.length > 1 ) {
  15552. v1.setFromMatrixPosition( camera.matrixWorld );
  15553. v2.setFromMatrixPosition( this.matrixWorld );
  15554. var distance = v1.distanceTo( v2 );
  15555. levels[ 0 ].object.visible = true;
  15556. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15557. if ( distance >= levels[ i ].distance ) {
  15558. levels[ i - 1 ].object.visible = false;
  15559. levels[ i ].object.visible = true;
  15560. } else {
  15561. break;
  15562. }
  15563. }
  15564. for ( ; i < l; i ++ ) {
  15565. levels[ i ].object.visible = false;
  15566. }
  15567. }
  15568. };
  15569. }(),
  15570. toJSON: function ( meta ) {
  15571. var data = Object3D.prototype.toJSON.call( this, meta );
  15572. data.object.levels = [];
  15573. var levels = this.levels;
  15574. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15575. var level = levels[ i ];
  15576. data.object.levels.push( {
  15577. object: level.object.uuid,
  15578. distance: level.distance
  15579. } );
  15580. }
  15581. return data;
  15582. }
  15583. } );
  15584. /**
  15585. * @author mikael emtinger / http://gomo.se/
  15586. * @author alteredq / http://alteredqualia.com/
  15587. * @author ikerr / http://verold.com
  15588. */
  15589. function SkinnedMesh( geometry, material ) {
  15590. if ( geometry && geometry.isGeometry ) {
  15591. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15592. }
  15593. Mesh.call( this, geometry, material );
  15594. this.type = 'SkinnedMesh';
  15595. this.bindMode = 'attached';
  15596. this.bindMatrix = new Matrix4();
  15597. this.bindMatrixInverse = new Matrix4();
  15598. }
  15599. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15600. constructor: SkinnedMesh,
  15601. isSkinnedMesh: true,
  15602. bind: function ( skeleton, bindMatrix ) {
  15603. this.skeleton = skeleton;
  15604. if ( bindMatrix === undefined ) {
  15605. this.updateMatrixWorld( true );
  15606. this.skeleton.calculateInverses();
  15607. bindMatrix = this.matrixWorld;
  15608. }
  15609. this.bindMatrix.copy( bindMatrix );
  15610. this.bindMatrixInverse.getInverse( bindMatrix );
  15611. },
  15612. pose: function () {
  15613. this.skeleton.pose();
  15614. },
  15615. normalizeSkinWeights: function () {
  15616. var vector = new Vector4();
  15617. var skinWeight = this.geometry.attributes.skinWeight;
  15618. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15619. vector.x = skinWeight.getX( i );
  15620. vector.y = skinWeight.getY( i );
  15621. vector.z = skinWeight.getZ( i );
  15622. vector.w = skinWeight.getW( i );
  15623. var scale = 1.0 / vector.manhattanLength();
  15624. if ( scale !== Infinity ) {
  15625. vector.multiplyScalar( scale );
  15626. } else {
  15627. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15628. }
  15629. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15630. }
  15631. },
  15632. updateMatrixWorld: function ( force ) {
  15633. Mesh.prototype.updateMatrixWorld.call( this, force );
  15634. if ( this.bindMode === 'attached' ) {
  15635. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15636. } else if ( this.bindMode === 'detached' ) {
  15637. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15638. } else {
  15639. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15640. }
  15641. },
  15642. clone: function () {
  15643. return new this.constructor( this.geometry, this.material ).copy( this );
  15644. }
  15645. } );
  15646. /**
  15647. * @author mikael emtinger / http://gomo.se/
  15648. * @author alteredq / http://alteredqualia.com/
  15649. * @author michael guerrero / http://realitymeltdown.com
  15650. * @author ikerr / http://verold.com
  15651. */
  15652. function Skeleton( bones, boneInverses ) {
  15653. // copy the bone array
  15654. bones = bones || [];
  15655. this.bones = bones.slice( 0 );
  15656. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15657. // use the supplied bone inverses or calculate the inverses
  15658. if ( boneInverses === undefined ) {
  15659. this.calculateInverses();
  15660. } else {
  15661. if ( this.bones.length === boneInverses.length ) {
  15662. this.boneInverses = boneInverses.slice( 0 );
  15663. } else {
  15664. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15665. this.boneInverses = [];
  15666. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15667. this.boneInverses.push( new Matrix4() );
  15668. }
  15669. }
  15670. }
  15671. }
  15672. Object.assign( Skeleton.prototype, {
  15673. calculateInverses: function () {
  15674. this.boneInverses = [];
  15675. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15676. var inverse = new Matrix4();
  15677. if ( this.bones[ i ] ) {
  15678. inverse.getInverse( this.bones[ i ].matrixWorld );
  15679. }
  15680. this.boneInverses.push( inverse );
  15681. }
  15682. },
  15683. pose: function () {
  15684. var bone, i, il;
  15685. // recover the bind-time world matrices
  15686. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15687. bone = this.bones[ i ];
  15688. if ( bone ) {
  15689. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15690. }
  15691. }
  15692. // compute the local matrices, positions, rotations and scales
  15693. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15694. bone = this.bones[ i ];
  15695. if ( bone ) {
  15696. if ( bone.parent && bone.parent.isBone ) {
  15697. bone.matrix.getInverse( bone.parent.matrixWorld );
  15698. bone.matrix.multiply( bone.matrixWorld );
  15699. } else {
  15700. bone.matrix.copy( bone.matrixWorld );
  15701. }
  15702. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15703. }
  15704. }
  15705. },
  15706. update: ( function () {
  15707. var offsetMatrix = new Matrix4();
  15708. var identityMatrix = new Matrix4();
  15709. return function update() {
  15710. var bones = this.bones;
  15711. var boneInverses = this.boneInverses;
  15712. var boneMatrices = this.boneMatrices;
  15713. var boneTexture = this.boneTexture;
  15714. // flatten bone matrices to array
  15715. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15716. // compute the offset between the current and the original transform
  15717. var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
  15718. offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15719. offsetMatrix.toArray( boneMatrices, i * 16 );
  15720. }
  15721. if ( boneTexture !== undefined ) {
  15722. boneTexture.needsUpdate = true;
  15723. }
  15724. };
  15725. } )(),
  15726. clone: function () {
  15727. return new Skeleton( this.bones, this.boneInverses );
  15728. },
  15729. getBoneByName: function ( name ) {
  15730. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15731. var bone = this.bones[ i ];
  15732. if ( bone.name === name ) {
  15733. return bone;
  15734. }
  15735. }
  15736. return undefined;
  15737. }
  15738. } );
  15739. /**
  15740. * @author mikael emtinger / http://gomo.se/
  15741. * @author alteredq / http://alteredqualia.com/
  15742. * @author ikerr / http://verold.com
  15743. */
  15744. function Bone() {
  15745. Object3D.call( this );
  15746. this.type = 'Bone';
  15747. }
  15748. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15749. constructor: Bone,
  15750. isBone: true
  15751. } );
  15752. /**
  15753. * @author mrdoob / http://mrdoob.com/
  15754. * @author alteredq / http://alteredqualia.com/
  15755. *
  15756. * parameters = {
  15757. * color: <hex>,
  15758. * opacity: <float>,
  15759. *
  15760. * linewidth: <float>,
  15761. * linecap: "round",
  15762. * linejoin: "round"
  15763. * }
  15764. */
  15765. function LineBasicMaterial( parameters ) {
  15766. Material.call( this );
  15767. this.type = 'LineBasicMaterial';
  15768. this.color = new Color( 0xffffff );
  15769. this.linewidth = 1;
  15770. this.linecap = 'round';
  15771. this.linejoin = 'round';
  15772. this.lights = false;
  15773. this.setValues( parameters );
  15774. }
  15775. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15776. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15777. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15778. LineBasicMaterial.prototype.copy = function ( source ) {
  15779. Material.prototype.copy.call( this, source );
  15780. this.color.copy( source.color );
  15781. this.linewidth = source.linewidth;
  15782. this.linecap = source.linecap;
  15783. this.linejoin = source.linejoin;
  15784. return this;
  15785. };
  15786. /**
  15787. * @author mrdoob / http://mrdoob.com/
  15788. */
  15789. function Line( geometry, material, mode ) {
  15790. if ( mode === 1 ) {
  15791. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15792. }
  15793. Object3D.call( this );
  15794. this.type = 'Line';
  15795. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15796. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15797. }
  15798. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15799. constructor: Line,
  15800. isLine: true,
  15801. computeLineDistances: ( function () {
  15802. var start = new Vector3();
  15803. var end = new Vector3();
  15804. return function computeLineDistances() {
  15805. var geometry = this.geometry;
  15806. if ( geometry.isBufferGeometry ) {
  15807. // we assume non-indexed geometry
  15808. if ( geometry.index === null ) {
  15809. var positionAttribute = geometry.attributes.position;
  15810. var lineDistances = [ 0 ];
  15811. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15812. start.fromBufferAttribute( positionAttribute, i - 1 );
  15813. end.fromBufferAttribute( positionAttribute, i );
  15814. lineDistances[ i ] = lineDistances[ i - 1 ];
  15815. lineDistances[ i ] += start.distanceTo( end );
  15816. }
  15817. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15818. } else {
  15819. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15820. }
  15821. } else if ( geometry.isGeometry ) {
  15822. var vertices = geometry.vertices;
  15823. var lineDistances = geometry.lineDistances;
  15824. lineDistances[ 0 ] = 0;
  15825. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15826. lineDistances[ i ] = lineDistances[ i - 1 ];
  15827. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15828. }
  15829. }
  15830. return this;
  15831. };
  15832. }() ),
  15833. raycast: ( function () {
  15834. var inverseMatrix = new Matrix4();
  15835. var ray = new Ray();
  15836. var sphere = new Sphere();
  15837. return function raycast( raycaster, intersects ) {
  15838. var precision = raycaster.linePrecision;
  15839. var geometry = this.geometry;
  15840. var matrixWorld = this.matrixWorld;
  15841. // Checking boundingSphere distance to ray
  15842. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15843. sphere.copy( geometry.boundingSphere );
  15844. sphere.applyMatrix4( matrixWorld );
  15845. sphere.radius += precision;
  15846. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15847. //
  15848. inverseMatrix.getInverse( matrixWorld );
  15849. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15850. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15851. var localPrecisionSq = localPrecision * localPrecision;
  15852. var vStart = new Vector3();
  15853. var vEnd = new Vector3();
  15854. var interSegment = new Vector3();
  15855. var interRay = new Vector3();
  15856. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15857. if ( geometry.isBufferGeometry ) {
  15858. var index = geometry.index;
  15859. var attributes = geometry.attributes;
  15860. var positions = attributes.position.array;
  15861. if ( index !== null ) {
  15862. var indices = index.array;
  15863. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15864. var a = indices[ i ];
  15865. var b = indices[ i + 1 ];
  15866. vStart.fromArray( positions, a * 3 );
  15867. vEnd.fromArray( positions, b * 3 );
  15868. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15869. if ( distSq > localPrecisionSq ) continue;
  15870. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15871. var distance = raycaster.ray.origin.distanceTo( interRay );
  15872. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15873. intersects.push( {
  15874. distance: distance,
  15875. // What do we want? intersection point on the ray or on the segment??
  15876. // point: raycaster.ray.at( distance ),
  15877. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15878. index: i,
  15879. face: null,
  15880. faceIndex: null,
  15881. object: this
  15882. } );
  15883. }
  15884. } else {
  15885. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15886. vStart.fromArray( positions, 3 * i );
  15887. vEnd.fromArray( positions, 3 * i + 3 );
  15888. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15889. if ( distSq > localPrecisionSq ) continue;
  15890. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15891. var distance = raycaster.ray.origin.distanceTo( interRay );
  15892. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15893. intersects.push( {
  15894. distance: distance,
  15895. // What do we want? intersection point on the ray or on the segment??
  15896. // point: raycaster.ray.at( distance ),
  15897. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15898. index: i,
  15899. face: null,
  15900. faceIndex: null,
  15901. object: this
  15902. } );
  15903. }
  15904. }
  15905. } else if ( geometry.isGeometry ) {
  15906. var vertices = geometry.vertices;
  15907. var nbVertices = vertices.length;
  15908. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15909. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15910. if ( distSq > localPrecisionSq ) continue;
  15911. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15912. var distance = raycaster.ray.origin.distanceTo( interRay );
  15913. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15914. intersects.push( {
  15915. distance: distance,
  15916. // What do we want? intersection point on the ray or on the segment??
  15917. // point: raycaster.ray.at( distance ),
  15918. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15919. index: i,
  15920. face: null,
  15921. faceIndex: null,
  15922. object: this
  15923. } );
  15924. }
  15925. }
  15926. };
  15927. }() ),
  15928. clone: function () {
  15929. return new this.constructor( this.geometry, this.material ).copy( this );
  15930. }
  15931. } );
  15932. /**
  15933. * @author mrdoob / http://mrdoob.com/
  15934. */
  15935. function LineSegments( geometry, material ) {
  15936. Line.call( this, geometry, material );
  15937. this.type = 'LineSegments';
  15938. }
  15939. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15940. constructor: LineSegments,
  15941. isLineSegments: true,
  15942. computeLineDistances: ( function () {
  15943. var start = new Vector3();
  15944. var end = new Vector3();
  15945. return function computeLineDistances() {
  15946. var geometry = this.geometry;
  15947. if ( geometry.isBufferGeometry ) {
  15948. // we assume non-indexed geometry
  15949. if ( geometry.index === null ) {
  15950. var positionAttribute = geometry.attributes.position;
  15951. var lineDistances = [];
  15952. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  15953. start.fromBufferAttribute( positionAttribute, i );
  15954. end.fromBufferAttribute( positionAttribute, i + 1 );
  15955. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15956. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15957. }
  15958. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15959. } else {
  15960. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15961. }
  15962. } else if ( geometry.isGeometry ) {
  15963. var vertices = geometry.vertices;
  15964. var lineDistances = geometry.lineDistances;
  15965. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  15966. start.copy( vertices[ i ] );
  15967. end.copy( vertices[ i + 1 ] );
  15968. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15969. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15970. }
  15971. }
  15972. return this;
  15973. };
  15974. }() )
  15975. } );
  15976. /**
  15977. * @author mgreter / http://github.com/mgreter
  15978. */
  15979. function LineLoop( geometry, material ) {
  15980. Line.call( this, geometry, material );
  15981. this.type = 'LineLoop';
  15982. }
  15983. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  15984. constructor: LineLoop,
  15985. isLineLoop: true,
  15986. } );
  15987. /**
  15988. * @author mrdoob / http://mrdoob.com/
  15989. * @author alteredq / http://alteredqualia.com/
  15990. *
  15991. * parameters = {
  15992. * color: <hex>,
  15993. * opacity: <float>,
  15994. * map: new THREE.Texture( <Image> ),
  15995. *
  15996. * size: <float>,
  15997. * sizeAttenuation: <bool>
  15998. *
  15999. * morphTargets: <bool>
  16000. * }
  16001. */
  16002. function PointsMaterial( parameters ) {
  16003. Material.call( this );
  16004. this.type = 'PointsMaterial';
  16005. this.color = new Color( 0xffffff );
  16006. this.map = null;
  16007. this.size = 1;
  16008. this.sizeAttenuation = true;
  16009. this.morphTargets = false;
  16010. this.lights = false;
  16011. this.setValues( parameters );
  16012. }
  16013. PointsMaterial.prototype = Object.create( Material.prototype );
  16014. PointsMaterial.prototype.constructor = PointsMaterial;
  16015. PointsMaterial.prototype.isPointsMaterial = true;
  16016. PointsMaterial.prototype.copy = function ( source ) {
  16017. Material.prototype.copy.call( this, source );
  16018. this.color.copy( source.color );
  16019. this.map = source.map;
  16020. this.size = source.size;
  16021. this.sizeAttenuation = source.sizeAttenuation;
  16022. this.morphTargets = source.morphTargets;
  16023. return this;
  16024. };
  16025. /**
  16026. * @author alteredq / http://alteredqualia.com/
  16027. */
  16028. function Points( geometry, material ) {
  16029. Object3D.call( this );
  16030. this.type = 'Points';
  16031. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16032. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16033. this.updateMorphTargets();
  16034. }
  16035. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16036. constructor: Points,
  16037. isPoints: true,
  16038. raycast: ( function () {
  16039. var inverseMatrix = new Matrix4();
  16040. var ray = new Ray();
  16041. var sphere = new Sphere();
  16042. return function raycast( raycaster, intersects ) {
  16043. var object = this;
  16044. var geometry = this.geometry;
  16045. var matrixWorld = this.matrixWorld;
  16046. var threshold = raycaster.params.Points.threshold;
  16047. // Checking boundingSphere distance to ray
  16048. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  16049. sphere.copy( geometry.boundingSphere );
  16050. sphere.applyMatrix4( matrixWorld );
  16051. sphere.radius += threshold;
  16052. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  16053. //
  16054. inverseMatrix.getInverse( matrixWorld );
  16055. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  16056. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16057. var localThresholdSq = localThreshold * localThreshold;
  16058. var position = new Vector3();
  16059. var intersectPoint = new Vector3();
  16060. function testPoint( point, index ) {
  16061. var rayPointDistanceSq = ray.distanceSqToPoint( point );
  16062. if ( rayPointDistanceSq < localThresholdSq ) {
  16063. ray.closestPointToPoint( point, intersectPoint );
  16064. intersectPoint.applyMatrix4( matrixWorld );
  16065. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16066. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16067. intersects.push( {
  16068. distance: distance,
  16069. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16070. point: intersectPoint.clone(),
  16071. index: index,
  16072. face: null,
  16073. object: object
  16074. } );
  16075. }
  16076. }
  16077. if ( geometry.isBufferGeometry ) {
  16078. var index = geometry.index;
  16079. var attributes = geometry.attributes;
  16080. var positions = attributes.position.array;
  16081. if ( index !== null ) {
  16082. var indices = index.array;
  16083. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16084. var a = indices[ i ];
  16085. position.fromArray( positions, a * 3 );
  16086. testPoint( position, a );
  16087. }
  16088. } else {
  16089. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16090. position.fromArray( positions, i * 3 );
  16091. testPoint( position, i );
  16092. }
  16093. }
  16094. } else {
  16095. var vertices = geometry.vertices;
  16096. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16097. testPoint( vertices[ i ], i );
  16098. }
  16099. }
  16100. };
  16101. }() ),
  16102. updateMorphTargets: function () {
  16103. var geometry = this.geometry;
  16104. var m, ml, name;
  16105. var morphAttributes = geometry.morphAttributes;
  16106. var keys = Object.keys( morphAttributes );
  16107. if ( keys.length > 0 ) {
  16108. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16109. if ( morphAttribute !== undefined ) {
  16110. this.morphTargetInfluences = [];
  16111. this.morphTargetDictionary = {};
  16112. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16113. name = morphAttribute[ m ].name || String( m );
  16114. this.morphTargetInfluences.push( 0 );
  16115. this.morphTargetDictionary[ name ] = m;
  16116. }
  16117. }
  16118. }
  16119. },
  16120. clone: function () {
  16121. return new this.constructor( this.geometry, this.material ).copy( this );
  16122. }
  16123. } );
  16124. /**
  16125. * @author mrdoob / http://mrdoob.com/
  16126. */
  16127. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16128. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16129. this.format = format !== undefined ? format : RGBFormat;
  16130. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16131. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16132. this.generateMipmaps = false;
  16133. }
  16134. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16135. constructor: VideoTexture,
  16136. isVideoTexture: true,
  16137. update: function () {
  16138. var video = this.image;
  16139. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16140. this.needsUpdate = true;
  16141. }
  16142. }
  16143. } );
  16144. /**
  16145. * @author alteredq / http://alteredqualia.com/
  16146. */
  16147. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16148. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16149. this.image = { width: width, height: height };
  16150. this.mipmaps = mipmaps;
  16151. // no flipping for cube textures
  16152. // (also flipping doesn't work for compressed textures )
  16153. this.flipY = false;
  16154. // can't generate mipmaps for compressed textures
  16155. // mips must be embedded in DDS files
  16156. this.generateMipmaps = false;
  16157. }
  16158. CompressedTexture.prototype = Object.create( Texture.prototype );
  16159. CompressedTexture.prototype.constructor = CompressedTexture;
  16160. CompressedTexture.prototype.isCompressedTexture = true;
  16161. /**
  16162. * @author mrdoob / http://mrdoob.com/
  16163. */
  16164. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16165. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16166. this.needsUpdate = true;
  16167. }
  16168. CanvasTexture.prototype = Object.create( Texture.prototype );
  16169. CanvasTexture.prototype.constructor = CanvasTexture;
  16170. CanvasTexture.prototype.isCanvasTexture = true;
  16171. /**
  16172. * @author Matt DesLauriers / @mattdesl
  16173. * @author atix / arthursilber.de
  16174. */
  16175. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16176. format = format !== undefined ? format : DepthFormat;
  16177. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16178. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16179. }
  16180. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  16181. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  16182. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16183. this.image = { width: width, height: height };
  16184. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16185. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16186. this.flipY = false;
  16187. this.generateMipmaps = false;
  16188. }
  16189. DepthTexture.prototype = Object.create( Texture.prototype );
  16190. DepthTexture.prototype.constructor = DepthTexture;
  16191. DepthTexture.prototype.isDepthTexture = true;
  16192. /**
  16193. * @author mrdoob / http://mrdoob.com/
  16194. * @author Mugen87 / https://github.com/Mugen87
  16195. */
  16196. function WireframeGeometry( geometry ) {
  16197. BufferGeometry.call( this );
  16198. this.type = 'WireframeGeometry';
  16199. // buffer
  16200. var vertices = [];
  16201. // helper variables
  16202. var i, j, l, o, ol;
  16203. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16204. var key, keys = [ 'a', 'b', 'c' ];
  16205. var vertex;
  16206. // different logic for Geometry and BufferGeometry
  16207. if ( geometry && geometry.isGeometry ) {
  16208. // create a data structure that contains all edges without duplicates
  16209. var faces = geometry.faces;
  16210. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16211. var face = faces[ i ];
  16212. for ( j = 0; j < 3; j ++ ) {
  16213. edge1 = face[ keys[ j ] ];
  16214. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16215. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16216. edge[ 1 ] = Math.max( edge1, edge2 );
  16217. key = edge[ 0 ] + ',' + edge[ 1 ];
  16218. if ( edges[ key ] === undefined ) {
  16219. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16220. }
  16221. }
  16222. }
  16223. // generate vertices
  16224. for ( key in edges ) {
  16225. e = edges[ key ];
  16226. vertex = geometry.vertices[ e.index1 ];
  16227. vertices.push( vertex.x, vertex.y, vertex.z );
  16228. vertex = geometry.vertices[ e.index2 ];
  16229. vertices.push( vertex.x, vertex.y, vertex.z );
  16230. }
  16231. } else if ( geometry && geometry.isBufferGeometry ) {
  16232. var position, indices, groups;
  16233. var group, start, count;
  16234. var index1, index2;
  16235. vertex = new Vector3();
  16236. if ( geometry.index !== null ) {
  16237. // indexed BufferGeometry
  16238. position = geometry.attributes.position;
  16239. indices = geometry.index;
  16240. groups = geometry.groups;
  16241. if ( groups.length === 0 ) {
  16242. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16243. }
  16244. // create a data structure that contains all eges without duplicates
  16245. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16246. group = groups[ o ];
  16247. start = group.start;
  16248. count = group.count;
  16249. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16250. for ( j = 0; j < 3; j ++ ) {
  16251. edge1 = indices.getX( i + j );
  16252. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16253. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16254. edge[ 1 ] = Math.max( edge1, edge2 );
  16255. key = edge[ 0 ] + ',' + edge[ 1 ];
  16256. if ( edges[ key ] === undefined ) {
  16257. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16258. }
  16259. }
  16260. }
  16261. }
  16262. // generate vertices
  16263. for ( key in edges ) {
  16264. e = edges[ key ];
  16265. vertex.fromBufferAttribute( position, e.index1 );
  16266. vertices.push( vertex.x, vertex.y, vertex.z );
  16267. vertex.fromBufferAttribute( position, e.index2 );
  16268. vertices.push( vertex.x, vertex.y, vertex.z );
  16269. }
  16270. } else {
  16271. // non-indexed BufferGeometry
  16272. position = geometry.attributes.position;
  16273. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16274. for ( j = 0; j < 3; j ++ ) {
  16275. // three edges per triangle, an edge is represented as (index1, index2)
  16276. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16277. index1 = 3 * i + j;
  16278. vertex.fromBufferAttribute( position, index1 );
  16279. vertices.push( vertex.x, vertex.y, vertex.z );
  16280. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16281. vertex.fromBufferAttribute( position, index2 );
  16282. vertices.push( vertex.x, vertex.y, vertex.z );
  16283. }
  16284. }
  16285. }
  16286. }
  16287. // build geometry
  16288. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16289. }
  16290. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16291. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16292. /**
  16293. * @author zz85 / https://github.com/zz85
  16294. * @author Mugen87 / https://github.com/Mugen87
  16295. *
  16296. * Parametric Surfaces Geometry
  16297. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16298. */
  16299. // ParametricGeometry
  16300. function ParametricGeometry( func, slices, stacks ) {
  16301. Geometry.call( this );
  16302. this.type = 'ParametricGeometry';
  16303. this.parameters = {
  16304. func: func,
  16305. slices: slices,
  16306. stacks: stacks
  16307. };
  16308. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16309. this.mergeVertices();
  16310. }
  16311. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16312. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16313. // ParametricBufferGeometry
  16314. function ParametricBufferGeometry( func, slices, stacks ) {
  16315. BufferGeometry.call( this );
  16316. this.type = 'ParametricBufferGeometry';
  16317. this.parameters = {
  16318. func: func,
  16319. slices: slices,
  16320. stacks: stacks
  16321. };
  16322. // buffers
  16323. var indices = [];
  16324. var vertices = [];
  16325. var normals = [];
  16326. var uvs = [];
  16327. var EPS = 0.00001;
  16328. var normal = new Vector3();
  16329. var p0 = new Vector3(), p1 = new Vector3();
  16330. var pu = new Vector3(), pv = new Vector3();
  16331. var i, j;
  16332. if ( func.length < 3 ) {
  16333. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16334. }
  16335. // generate vertices, normals and uvs
  16336. var sliceCount = slices + 1;
  16337. for ( i = 0; i <= stacks; i ++ ) {
  16338. var v = i / stacks;
  16339. for ( j = 0; j <= slices; j ++ ) {
  16340. var u = j / slices;
  16341. // vertex
  16342. func( u, v, p0 );
  16343. vertices.push( p0.x, p0.y, p0.z );
  16344. // normal
  16345. // approximate tangent vectors via finite differences
  16346. if ( u - EPS >= 0 ) {
  16347. func( u - EPS, v, p1 );
  16348. pu.subVectors( p0, p1 );
  16349. } else {
  16350. func( u + EPS, v, p1 );
  16351. pu.subVectors( p1, p0 );
  16352. }
  16353. if ( v - EPS >= 0 ) {
  16354. func( u, v - EPS, p1 );
  16355. pv.subVectors( p0, p1 );
  16356. } else {
  16357. func( u, v + EPS, p1 );
  16358. pv.subVectors( p1, p0 );
  16359. }
  16360. // cross product of tangent vectors returns surface normal
  16361. normal.crossVectors( pu, pv ).normalize();
  16362. normals.push( normal.x, normal.y, normal.z );
  16363. // uv
  16364. uvs.push( u, v );
  16365. }
  16366. }
  16367. // generate indices
  16368. for ( i = 0; i < stacks; i ++ ) {
  16369. for ( j = 0; j < slices; j ++ ) {
  16370. var a = i * sliceCount + j;
  16371. var b = i * sliceCount + j + 1;
  16372. var c = ( i + 1 ) * sliceCount + j + 1;
  16373. var d = ( i + 1 ) * sliceCount + j;
  16374. // faces one and two
  16375. indices.push( a, b, d );
  16376. indices.push( b, c, d );
  16377. }
  16378. }
  16379. // build geometry
  16380. this.setIndex( indices );
  16381. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16382. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16383. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16384. }
  16385. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16386. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16387. /**
  16388. * @author clockworkgeek / https://github.com/clockworkgeek
  16389. * @author timothypratley / https://github.com/timothypratley
  16390. * @author WestLangley / http://github.com/WestLangley
  16391. * @author Mugen87 / https://github.com/Mugen87
  16392. */
  16393. // PolyhedronGeometry
  16394. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16395. Geometry.call( this );
  16396. this.type = 'PolyhedronGeometry';
  16397. this.parameters = {
  16398. vertices: vertices,
  16399. indices: indices,
  16400. radius: radius,
  16401. detail: detail
  16402. };
  16403. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16404. this.mergeVertices();
  16405. }
  16406. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16407. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16408. // PolyhedronBufferGeometry
  16409. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16410. BufferGeometry.call( this );
  16411. this.type = 'PolyhedronBufferGeometry';
  16412. this.parameters = {
  16413. vertices: vertices,
  16414. indices: indices,
  16415. radius: radius,
  16416. detail: detail
  16417. };
  16418. radius = radius || 1;
  16419. detail = detail || 0;
  16420. // default buffer data
  16421. var vertexBuffer = [];
  16422. var uvBuffer = [];
  16423. // the subdivision creates the vertex buffer data
  16424. subdivide( detail );
  16425. // all vertices should lie on a conceptual sphere with a given radius
  16426. appplyRadius( radius );
  16427. // finally, create the uv data
  16428. generateUVs();
  16429. // build non-indexed geometry
  16430. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16431. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16432. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16433. if ( detail === 0 ) {
  16434. this.computeVertexNormals(); // flat normals
  16435. } else {
  16436. this.normalizeNormals(); // smooth normals
  16437. }
  16438. // helper functions
  16439. function subdivide( detail ) {
  16440. var a = new Vector3();
  16441. var b = new Vector3();
  16442. var c = new Vector3();
  16443. // iterate over all faces and apply a subdivison with the given detail value
  16444. for ( var i = 0; i < indices.length; i += 3 ) {
  16445. // get the vertices of the face
  16446. getVertexByIndex( indices[ i + 0 ], a );
  16447. getVertexByIndex( indices[ i + 1 ], b );
  16448. getVertexByIndex( indices[ i + 2 ], c );
  16449. // perform subdivision
  16450. subdivideFace( a, b, c, detail );
  16451. }
  16452. }
  16453. function subdivideFace( a, b, c, detail ) {
  16454. var cols = Math.pow( 2, detail );
  16455. // we use this multidimensional array as a data structure for creating the subdivision
  16456. var v = [];
  16457. var i, j;
  16458. // construct all of the vertices for this subdivision
  16459. for ( i = 0; i <= cols; i ++ ) {
  16460. v[ i ] = [];
  16461. var aj = a.clone().lerp( c, i / cols );
  16462. var bj = b.clone().lerp( c, i / cols );
  16463. var rows = cols - i;
  16464. for ( j = 0; j <= rows; j ++ ) {
  16465. if ( j === 0 && i === cols ) {
  16466. v[ i ][ j ] = aj;
  16467. } else {
  16468. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16469. }
  16470. }
  16471. }
  16472. // construct all of the faces
  16473. for ( i = 0; i < cols; i ++ ) {
  16474. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16475. var k = Math.floor( j / 2 );
  16476. if ( j % 2 === 0 ) {
  16477. pushVertex( v[ i ][ k + 1 ] );
  16478. pushVertex( v[ i + 1 ][ k ] );
  16479. pushVertex( v[ i ][ k ] );
  16480. } else {
  16481. pushVertex( v[ i ][ k + 1 ] );
  16482. pushVertex( v[ i + 1 ][ k + 1 ] );
  16483. pushVertex( v[ i + 1 ][ k ] );
  16484. }
  16485. }
  16486. }
  16487. }
  16488. function appplyRadius( radius ) {
  16489. var vertex = new Vector3();
  16490. // iterate over the entire buffer and apply the radius to each vertex
  16491. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16492. vertex.x = vertexBuffer[ i + 0 ];
  16493. vertex.y = vertexBuffer[ i + 1 ];
  16494. vertex.z = vertexBuffer[ i + 2 ];
  16495. vertex.normalize().multiplyScalar( radius );
  16496. vertexBuffer[ i + 0 ] = vertex.x;
  16497. vertexBuffer[ i + 1 ] = vertex.y;
  16498. vertexBuffer[ i + 2 ] = vertex.z;
  16499. }
  16500. }
  16501. function generateUVs() {
  16502. var vertex = new Vector3();
  16503. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16504. vertex.x = vertexBuffer[ i + 0 ];
  16505. vertex.y = vertexBuffer[ i + 1 ];
  16506. vertex.z = vertexBuffer[ i + 2 ];
  16507. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16508. var v = inclination( vertex ) / Math.PI + 0.5;
  16509. uvBuffer.push( u, 1 - v );
  16510. }
  16511. correctUVs();
  16512. correctSeam();
  16513. }
  16514. function correctSeam() {
  16515. // handle case when face straddles the seam, see #3269
  16516. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16517. // uv data of a single face
  16518. var x0 = uvBuffer[ i + 0 ];
  16519. var x1 = uvBuffer[ i + 2 ];
  16520. var x2 = uvBuffer[ i + 4 ];
  16521. var max = Math.max( x0, x1, x2 );
  16522. var min = Math.min( x0, x1, x2 );
  16523. // 0.9 is somewhat arbitrary
  16524. if ( max > 0.9 && min < 0.1 ) {
  16525. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16526. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16527. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16528. }
  16529. }
  16530. }
  16531. function pushVertex( vertex ) {
  16532. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16533. }
  16534. function getVertexByIndex( index, vertex ) {
  16535. var stride = index * 3;
  16536. vertex.x = vertices[ stride + 0 ];
  16537. vertex.y = vertices[ stride + 1 ];
  16538. vertex.z = vertices[ stride + 2 ];
  16539. }
  16540. function correctUVs() {
  16541. var a = new Vector3();
  16542. var b = new Vector3();
  16543. var c = new Vector3();
  16544. var centroid = new Vector3();
  16545. var uvA = new Vector2();
  16546. var uvB = new Vector2();
  16547. var uvC = new Vector2();
  16548. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16549. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16550. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16551. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16552. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16553. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16554. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16555. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16556. var azi = azimuth( centroid );
  16557. correctUV( uvA, j + 0, a, azi );
  16558. correctUV( uvB, j + 2, b, azi );
  16559. correctUV( uvC, j + 4, c, azi );
  16560. }
  16561. }
  16562. function correctUV( uv, stride, vector, azimuth ) {
  16563. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16564. uvBuffer[ stride ] = uv.x - 1;
  16565. }
  16566. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16567. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16568. }
  16569. }
  16570. // Angle around the Y axis, counter-clockwise when looking from above.
  16571. function azimuth( vector ) {
  16572. return Math.atan2( vector.z, - vector.x );
  16573. }
  16574. // Angle above the XZ plane.
  16575. function inclination( vector ) {
  16576. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16577. }
  16578. }
  16579. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16580. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16581. /**
  16582. * @author timothypratley / https://github.com/timothypratley
  16583. * @author Mugen87 / https://github.com/Mugen87
  16584. */
  16585. // TetrahedronGeometry
  16586. function TetrahedronGeometry( radius, detail ) {
  16587. Geometry.call( this );
  16588. this.type = 'TetrahedronGeometry';
  16589. this.parameters = {
  16590. radius: radius,
  16591. detail: detail
  16592. };
  16593. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16594. this.mergeVertices();
  16595. }
  16596. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16597. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16598. // TetrahedronBufferGeometry
  16599. function TetrahedronBufferGeometry( radius, detail ) {
  16600. var vertices = [
  16601. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16602. ];
  16603. var indices = [
  16604. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16605. ];
  16606. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16607. this.type = 'TetrahedronBufferGeometry';
  16608. this.parameters = {
  16609. radius: radius,
  16610. detail: detail
  16611. };
  16612. }
  16613. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16614. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16615. /**
  16616. * @author timothypratley / https://github.com/timothypratley
  16617. * @author Mugen87 / https://github.com/Mugen87
  16618. */
  16619. // OctahedronGeometry
  16620. function OctahedronGeometry( radius, detail ) {
  16621. Geometry.call( this );
  16622. this.type = 'OctahedronGeometry';
  16623. this.parameters = {
  16624. radius: radius,
  16625. detail: detail
  16626. };
  16627. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16628. this.mergeVertices();
  16629. }
  16630. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16631. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16632. // OctahedronBufferGeometry
  16633. function OctahedronBufferGeometry( radius, detail ) {
  16634. var vertices = [
  16635. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16636. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16637. ];
  16638. var indices = [
  16639. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16640. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16641. 1, 3, 4, 1, 4, 2
  16642. ];
  16643. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16644. this.type = 'OctahedronBufferGeometry';
  16645. this.parameters = {
  16646. radius: radius,
  16647. detail: detail
  16648. };
  16649. }
  16650. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16651. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16652. /**
  16653. * @author timothypratley / https://github.com/timothypratley
  16654. * @author Mugen87 / https://github.com/Mugen87
  16655. */
  16656. // IcosahedronGeometry
  16657. function IcosahedronGeometry( radius, detail ) {
  16658. Geometry.call( this );
  16659. this.type = 'IcosahedronGeometry';
  16660. this.parameters = {
  16661. radius: radius,
  16662. detail: detail
  16663. };
  16664. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16665. this.mergeVertices();
  16666. }
  16667. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16668. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16669. // IcosahedronBufferGeometry
  16670. function IcosahedronBufferGeometry( radius, detail ) {
  16671. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16672. var vertices = [
  16673. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16674. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16675. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16676. ];
  16677. var indices = [
  16678. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16679. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16680. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16681. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16682. ];
  16683. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16684. this.type = 'IcosahedronBufferGeometry';
  16685. this.parameters = {
  16686. radius: radius,
  16687. detail: detail
  16688. };
  16689. }
  16690. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16691. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16692. /**
  16693. * @author Abe Pazos / https://hamoid.com
  16694. * @author Mugen87 / https://github.com/Mugen87
  16695. */
  16696. // DodecahedronGeometry
  16697. function DodecahedronGeometry( radius, detail ) {
  16698. Geometry.call( this );
  16699. this.type = 'DodecahedronGeometry';
  16700. this.parameters = {
  16701. radius: radius,
  16702. detail: detail
  16703. };
  16704. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16705. this.mergeVertices();
  16706. }
  16707. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16708. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16709. // DodecahedronBufferGeometry
  16710. function DodecahedronBufferGeometry( radius, detail ) {
  16711. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16712. var r = 1 / t;
  16713. var vertices = [
  16714. // (±1, ±1, ±1)
  16715. - 1, - 1, - 1, - 1, - 1, 1,
  16716. - 1, 1, - 1, - 1, 1, 1,
  16717. 1, - 1, - 1, 1, - 1, 1,
  16718. 1, 1, - 1, 1, 1, 1,
  16719. // (0, ±1/φ, ±φ)
  16720. 0, - r, - t, 0, - r, t,
  16721. 0, r, - t, 0, r, t,
  16722. // (±1/φ, ±φ, 0)
  16723. - r, - t, 0, - r, t, 0,
  16724. r, - t, 0, r, t, 0,
  16725. // (±φ, 0, ±1/φ)
  16726. - t, 0, - r, t, 0, - r,
  16727. - t, 0, r, t, 0, r
  16728. ];
  16729. var indices = [
  16730. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16731. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16732. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16733. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16734. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16735. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16736. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16737. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16738. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16739. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16740. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16741. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16742. ];
  16743. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16744. this.type = 'DodecahedronBufferGeometry';
  16745. this.parameters = {
  16746. radius: radius,
  16747. detail: detail
  16748. };
  16749. }
  16750. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16751. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16752. /**
  16753. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16754. * @author WestLangley / https://github.com/WestLangley
  16755. * @author zz85 / https://github.com/zz85
  16756. * @author miningold / https://github.com/miningold
  16757. * @author jonobr1 / https://github.com/jonobr1
  16758. * @author Mugen87 / https://github.com/Mugen87
  16759. *
  16760. */
  16761. // TubeGeometry
  16762. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16763. Geometry.call( this );
  16764. this.type = 'TubeGeometry';
  16765. this.parameters = {
  16766. path: path,
  16767. tubularSegments: tubularSegments,
  16768. radius: radius,
  16769. radialSegments: radialSegments,
  16770. closed: closed
  16771. };
  16772. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16773. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16774. // expose internals
  16775. this.tangents = bufferGeometry.tangents;
  16776. this.normals = bufferGeometry.normals;
  16777. this.binormals = bufferGeometry.binormals;
  16778. // create geometry
  16779. this.fromBufferGeometry( bufferGeometry );
  16780. this.mergeVertices();
  16781. }
  16782. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16783. TubeGeometry.prototype.constructor = TubeGeometry;
  16784. // TubeBufferGeometry
  16785. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16786. BufferGeometry.call( this );
  16787. this.type = 'TubeBufferGeometry';
  16788. this.parameters = {
  16789. path: path,
  16790. tubularSegments: tubularSegments,
  16791. radius: radius,
  16792. radialSegments: radialSegments,
  16793. closed: closed
  16794. };
  16795. tubularSegments = tubularSegments || 64;
  16796. radius = radius || 1;
  16797. radialSegments = radialSegments || 8;
  16798. closed = closed || false;
  16799. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16800. // expose internals
  16801. this.tangents = frames.tangents;
  16802. this.normals = frames.normals;
  16803. this.binormals = frames.binormals;
  16804. // helper variables
  16805. var vertex = new Vector3();
  16806. var normal = new Vector3();
  16807. var uv = new Vector2();
  16808. var P = new Vector3();
  16809. var i, j;
  16810. // buffer
  16811. var vertices = [];
  16812. var normals = [];
  16813. var uvs = [];
  16814. var indices = [];
  16815. // create buffer data
  16816. generateBufferData();
  16817. // build geometry
  16818. this.setIndex( indices );
  16819. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16820. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16821. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16822. // functions
  16823. function generateBufferData() {
  16824. for ( i = 0; i < tubularSegments; i ++ ) {
  16825. generateSegment( i );
  16826. }
  16827. // if the geometry is not closed, generate the last row of vertices and normals
  16828. // at the regular position on the given path
  16829. //
  16830. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16831. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16832. // uvs are generated in a separate function.
  16833. // this makes it easy compute correct values for closed geometries
  16834. generateUVs();
  16835. // finally create faces
  16836. generateIndices();
  16837. }
  16838. function generateSegment( i ) {
  16839. // we use getPointAt to sample evenly distributed points from the given path
  16840. P = path.getPointAt( i / tubularSegments, P );
  16841. // retrieve corresponding normal and binormal
  16842. var N = frames.normals[ i ];
  16843. var B = frames.binormals[ i ];
  16844. // generate normals and vertices for the current segment
  16845. for ( j = 0; j <= radialSegments; j ++ ) {
  16846. var v = j / radialSegments * Math.PI * 2;
  16847. var sin = Math.sin( v );
  16848. var cos = - Math.cos( v );
  16849. // normal
  16850. normal.x = ( cos * N.x + sin * B.x );
  16851. normal.y = ( cos * N.y + sin * B.y );
  16852. normal.z = ( cos * N.z + sin * B.z );
  16853. normal.normalize();
  16854. normals.push( normal.x, normal.y, normal.z );
  16855. // vertex
  16856. vertex.x = P.x + radius * normal.x;
  16857. vertex.y = P.y + radius * normal.y;
  16858. vertex.z = P.z + radius * normal.z;
  16859. vertices.push( vertex.x, vertex.y, vertex.z );
  16860. }
  16861. }
  16862. function generateIndices() {
  16863. for ( j = 1; j <= tubularSegments; j ++ ) {
  16864. for ( i = 1; i <= radialSegments; i ++ ) {
  16865. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16866. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16867. var c = ( radialSegments + 1 ) * j + i;
  16868. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16869. // faces
  16870. indices.push( a, b, d );
  16871. indices.push( b, c, d );
  16872. }
  16873. }
  16874. }
  16875. function generateUVs() {
  16876. for ( i = 0; i <= tubularSegments; i ++ ) {
  16877. for ( j = 0; j <= radialSegments; j ++ ) {
  16878. uv.x = i / tubularSegments;
  16879. uv.y = j / radialSegments;
  16880. uvs.push( uv.x, uv.y );
  16881. }
  16882. }
  16883. }
  16884. }
  16885. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16886. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16887. TubeBufferGeometry.prototype.toJSON = function () {
  16888. var data = BufferGeometry.prototype.toJSON.call( this );
  16889. data.path = this.parameters.path.toJSON();
  16890. return data;
  16891. };
  16892. /**
  16893. * @author oosmoxiecode
  16894. * @author Mugen87 / https://github.com/Mugen87
  16895. *
  16896. * based on http://www.blackpawn.com/texts/pqtorus/
  16897. */
  16898. // TorusKnotGeometry
  16899. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16900. Geometry.call( this );
  16901. this.type = 'TorusKnotGeometry';
  16902. this.parameters = {
  16903. radius: radius,
  16904. tube: tube,
  16905. tubularSegments: tubularSegments,
  16906. radialSegments: radialSegments,
  16907. p: p,
  16908. q: q
  16909. };
  16910. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16911. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16912. this.mergeVertices();
  16913. }
  16914. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16915. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16916. // TorusKnotBufferGeometry
  16917. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16918. BufferGeometry.call( this );
  16919. this.type = 'TorusKnotBufferGeometry';
  16920. this.parameters = {
  16921. radius: radius,
  16922. tube: tube,
  16923. tubularSegments: tubularSegments,
  16924. radialSegments: radialSegments,
  16925. p: p,
  16926. q: q
  16927. };
  16928. radius = radius || 1;
  16929. tube = tube || 0.4;
  16930. tubularSegments = Math.floor( tubularSegments ) || 64;
  16931. radialSegments = Math.floor( radialSegments ) || 8;
  16932. p = p || 2;
  16933. q = q || 3;
  16934. // buffers
  16935. var indices = [];
  16936. var vertices = [];
  16937. var normals = [];
  16938. var uvs = [];
  16939. // helper variables
  16940. var i, j;
  16941. var vertex = new Vector3();
  16942. var normal = new Vector3();
  16943. var P1 = new Vector3();
  16944. var P2 = new Vector3();
  16945. var B = new Vector3();
  16946. var T = new Vector3();
  16947. var N = new Vector3();
  16948. // generate vertices, normals and uvs
  16949. for ( i = 0; i <= tubularSegments; ++ i ) {
  16950. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  16951. var u = i / tubularSegments * p * Math.PI * 2;
  16952. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  16953. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  16954. calculatePositionOnCurve( u, p, q, radius, P1 );
  16955. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  16956. // calculate orthonormal basis
  16957. T.subVectors( P2, P1 );
  16958. N.addVectors( P2, P1 );
  16959. B.crossVectors( T, N );
  16960. N.crossVectors( B, T );
  16961. // normalize B, N. T can be ignored, we don't use it
  16962. B.normalize();
  16963. N.normalize();
  16964. for ( j = 0; j <= radialSegments; ++ j ) {
  16965. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  16966. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  16967. var v = j / radialSegments * Math.PI * 2;
  16968. var cx = - tube * Math.cos( v );
  16969. var cy = tube * Math.sin( v );
  16970. // now calculate the final vertex position.
  16971. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  16972. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  16973. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  16974. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  16975. vertices.push( vertex.x, vertex.y, vertex.z );
  16976. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  16977. normal.subVectors( vertex, P1 ).normalize();
  16978. normals.push( normal.x, normal.y, normal.z );
  16979. // uv
  16980. uvs.push( i / tubularSegments );
  16981. uvs.push( j / radialSegments );
  16982. }
  16983. }
  16984. // generate indices
  16985. for ( j = 1; j <= tubularSegments; j ++ ) {
  16986. for ( i = 1; i <= radialSegments; i ++ ) {
  16987. // indices
  16988. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16989. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16990. var c = ( radialSegments + 1 ) * j + i;
  16991. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16992. // faces
  16993. indices.push( a, b, d );
  16994. indices.push( b, c, d );
  16995. }
  16996. }
  16997. // build geometry
  16998. this.setIndex( indices );
  16999. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17000. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17001. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17002. // this function calculates the current position on the torus curve
  17003. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17004. var cu = Math.cos( u );
  17005. var su = Math.sin( u );
  17006. var quOverP = q / p * u;
  17007. var cs = Math.cos( quOverP );
  17008. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17009. position.y = radius * ( 2 + cs ) * su * 0.5;
  17010. position.z = radius * Math.sin( quOverP ) * 0.5;
  17011. }
  17012. }
  17013. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17014. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17015. /**
  17016. * @author oosmoxiecode
  17017. * @author mrdoob / http://mrdoob.com/
  17018. * @author Mugen87 / https://github.com/Mugen87
  17019. */
  17020. // TorusGeometry
  17021. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17022. Geometry.call( this );
  17023. this.type = 'TorusGeometry';
  17024. this.parameters = {
  17025. radius: radius,
  17026. tube: tube,
  17027. radialSegments: radialSegments,
  17028. tubularSegments: tubularSegments,
  17029. arc: arc
  17030. };
  17031. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17032. this.mergeVertices();
  17033. }
  17034. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17035. TorusGeometry.prototype.constructor = TorusGeometry;
  17036. // TorusBufferGeometry
  17037. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17038. BufferGeometry.call( this );
  17039. this.type = 'TorusBufferGeometry';
  17040. this.parameters = {
  17041. radius: radius,
  17042. tube: tube,
  17043. radialSegments: radialSegments,
  17044. tubularSegments: tubularSegments,
  17045. arc: arc
  17046. };
  17047. radius = radius || 1;
  17048. tube = tube || 0.4;
  17049. radialSegments = Math.floor( radialSegments ) || 8;
  17050. tubularSegments = Math.floor( tubularSegments ) || 6;
  17051. arc = arc || Math.PI * 2;
  17052. // buffers
  17053. var indices = [];
  17054. var vertices = [];
  17055. var normals = [];
  17056. var uvs = [];
  17057. // helper variables
  17058. var center = new Vector3();
  17059. var vertex = new Vector3();
  17060. var normal = new Vector3();
  17061. var j, i;
  17062. // generate vertices, normals and uvs
  17063. for ( j = 0; j <= radialSegments; j ++ ) {
  17064. for ( i = 0; i <= tubularSegments; i ++ ) {
  17065. var u = i / tubularSegments * arc;
  17066. var v = j / radialSegments * Math.PI * 2;
  17067. // vertex
  17068. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17069. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17070. vertex.z = tube * Math.sin( v );
  17071. vertices.push( vertex.x, vertex.y, vertex.z );
  17072. // normal
  17073. center.x = radius * Math.cos( u );
  17074. center.y = radius * Math.sin( u );
  17075. normal.subVectors( vertex, center ).normalize();
  17076. normals.push( normal.x, normal.y, normal.z );
  17077. // uv
  17078. uvs.push( i / tubularSegments );
  17079. uvs.push( j / radialSegments );
  17080. }
  17081. }
  17082. // generate indices
  17083. for ( j = 1; j <= radialSegments; j ++ ) {
  17084. for ( i = 1; i <= tubularSegments; i ++ ) {
  17085. // indices
  17086. var a = ( tubularSegments + 1 ) * j + i - 1;
  17087. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17088. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17089. var d = ( tubularSegments + 1 ) * j + i;
  17090. // faces
  17091. indices.push( a, b, d );
  17092. indices.push( b, c, d );
  17093. }
  17094. }
  17095. // build geometry
  17096. this.setIndex( indices );
  17097. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17098. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17099. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17100. }
  17101. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17102. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17103. /**
  17104. * @author Mugen87 / https://github.com/Mugen87
  17105. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17106. */
  17107. var Earcut = {
  17108. triangulate: function ( data, holeIndices, dim ) {
  17109. dim = dim || 2;
  17110. var hasHoles = holeIndices && holeIndices.length,
  17111. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17112. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17113. triangles = [];
  17114. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  17115. var minX, minY, maxX, maxY, x, y, invSize;
  17116. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  17117. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17118. if ( data.length > 80 * dim ) {
  17119. minX = maxX = data[ 0 ];
  17120. minY = maxY = data[ 1 ];
  17121. for ( var i = dim; i < outerLen; i += dim ) {
  17122. x = data[ i ];
  17123. y = data[ i + 1 ];
  17124. if ( x < minX ) minX = x;
  17125. if ( y < minY ) minY = y;
  17126. if ( x > maxX ) maxX = x;
  17127. if ( y > maxY ) maxY = y;
  17128. }
  17129. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17130. invSize = Math.max( maxX - minX, maxY - minY );
  17131. invSize = invSize !== 0 ? 1 / invSize : 0;
  17132. }
  17133. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17134. return triangles;
  17135. }
  17136. };
  17137. // create a circular doubly linked list from polygon points in the specified winding order
  17138. function linkedList( data, start, end, dim, clockwise ) {
  17139. var i, last;
  17140. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17141. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17142. } else {
  17143. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17144. }
  17145. if ( last && equals( last, last.next ) ) {
  17146. removeNode( last );
  17147. last = last.next;
  17148. }
  17149. return last;
  17150. }
  17151. // eliminate colinear or duplicate points
  17152. function filterPoints( start, end ) {
  17153. if ( ! start ) return start;
  17154. if ( ! end ) end = start;
  17155. var p = start,
  17156. again;
  17157. do {
  17158. again = false;
  17159. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17160. removeNode( p );
  17161. p = end = p.prev;
  17162. if ( p === p.next ) break;
  17163. again = true;
  17164. } else {
  17165. p = p.next;
  17166. }
  17167. } while ( again || p !== end );
  17168. return end;
  17169. }
  17170. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17171. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17172. if ( ! ear ) return;
  17173. // interlink polygon nodes in z-order
  17174. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  17175. var stop = ear,
  17176. prev, next;
  17177. // iterate through ears, slicing them one by one
  17178. while ( ear.prev !== ear.next ) {
  17179. prev = ear.prev;
  17180. next = ear.next;
  17181. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17182. // cut off the triangle
  17183. triangles.push( prev.i / dim );
  17184. triangles.push( ear.i / dim );
  17185. triangles.push( next.i / dim );
  17186. removeNode( ear );
  17187. // skipping the next vertex leads to less sliver triangles
  17188. ear = next.next;
  17189. stop = next.next;
  17190. continue;
  17191. }
  17192. ear = next;
  17193. // if we looped through the whole remaining polygon and can't find any more ears
  17194. if ( ear === stop ) {
  17195. // try filtering points and slicing again
  17196. if ( ! pass ) {
  17197. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17198. // if this didn't work, try curing all small self-intersections locally
  17199. } else if ( pass === 1 ) {
  17200. ear = cureLocalIntersections( ear, triangles, dim );
  17201. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17202. // as a last resort, try splitting the remaining polygon into two
  17203. } else if ( pass === 2 ) {
  17204. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17205. }
  17206. break;
  17207. }
  17208. }
  17209. }
  17210. // check whether a polygon node forms a valid ear with adjacent nodes
  17211. function isEar( ear ) {
  17212. var a = ear.prev,
  17213. b = ear,
  17214. c = ear.next;
  17215. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17216. // now make sure we don't have other points inside the potential ear
  17217. var p = ear.next.next;
  17218. while ( p !== ear.prev ) {
  17219. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17220. area( p.prev, p, p.next ) >= 0 ) return false;
  17221. p = p.next;
  17222. }
  17223. return true;
  17224. }
  17225. function isEarHashed( ear, minX, minY, invSize ) {
  17226. var a = ear.prev,
  17227. b = ear,
  17228. c = ear.next;
  17229. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17230. // triangle bbox; min & max are calculated like this for speed
  17231. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17232. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17233. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17234. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17235. // z-order range for the current triangle bbox;
  17236. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17237. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17238. var p = ear.prevZ,
  17239. n = ear.nextZ;
  17240. // look for points inside the triangle in both directions
  17241. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17242. if ( p !== ear.prev && p !== ear.next &&
  17243. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17244. area( p.prev, p, p.next ) >= 0 ) return false;
  17245. p = p.prevZ;
  17246. if ( n !== ear.prev && n !== ear.next &&
  17247. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17248. area( n.prev, n, n.next ) >= 0 ) return false;
  17249. n = n.nextZ;
  17250. }
  17251. // look for remaining points in decreasing z-order
  17252. while ( p && p.z >= minZ ) {
  17253. if ( p !== ear.prev && p !== ear.next &&
  17254. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17255. area( p.prev, p, p.next ) >= 0 ) return false;
  17256. p = p.prevZ;
  17257. }
  17258. // look for remaining points in increasing z-order
  17259. while ( n && n.z <= maxZ ) {
  17260. if ( n !== ear.prev && n !== ear.next &&
  17261. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17262. area( n.prev, n, n.next ) >= 0 ) return false;
  17263. n = n.nextZ;
  17264. }
  17265. return true;
  17266. }
  17267. // go through all polygon nodes and cure small local self-intersections
  17268. function cureLocalIntersections( start, triangles, dim ) {
  17269. var p = start;
  17270. do {
  17271. var a = p.prev,
  17272. b = p.next.next;
  17273. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17274. triangles.push( a.i / dim );
  17275. triangles.push( p.i / dim );
  17276. triangles.push( b.i / dim );
  17277. // remove two nodes involved
  17278. removeNode( p );
  17279. removeNode( p.next );
  17280. p = start = b;
  17281. }
  17282. p = p.next;
  17283. } while ( p !== start );
  17284. return p;
  17285. }
  17286. // try splitting polygon into two and triangulate them independently
  17287. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17288. // look for a valid diagonal that divides the polygon into two
  17289. var a = start;
  17290. do {
  17291. var b = a.next.next;
  17292. while ( b !== a.prev ) {
  17293. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17294. // split the polygon in two by the diagonal
  17295. var c = splitPolygon( a, b );
  17296. // filter colinear points around the cuts
  17297. a = filterPoints( a, a.next );
  17298. c = filterPoints( c, c.next );
  17299. // run earcut on each half
  17300. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17301. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17302. return;
  17303. }
  17304. b = b.next;
  17305. }
  17306. a = a.next;
  17307. } while ( a !== start );
  17308. }
  17309. // link every hole into the outer loop, producing a single-ring polygon without holes
  17310. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17311. var queue = [],
  17312. i, len, start, end, list;
  17313. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17314. start = holeIndices[ i ] * dim;
  17315. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17316. list = linkedList( data, start, end, dim, false );
  17317. if ( list === list.next ) list.steiner = true;
  17318. queue.push( getLeftmost( list ) );
  17319. }
  17320. queue.sort( compareX );
  17321. // process holes from left to right
  17322. for ( i = 0; i < queue.length; i ++ ) {
  17323. eliminateHole( queue[ i ], outerNode );
  17324. outerNode = filterPoints( outerNode, outerNode.next );
  17325. }
  17326. return outerNode;
  17327. }
  17328. function compareX( a, b ) {
  17329. return a.x - b.x;
  17330. }
  17331. // find a bridge between vertices that connects hole with an outer ring and and link it
  17332. function eliminateHole( hole, outerNode ) {
  17333. outerNode = findHoleBridge( hole, outerNode );
  17334. if ( outerNode ) {
  17335. var b = splitPolygon( outerNode, hole );
  17336. filterPoints( b, b.next );
  17337. }
  17338. }
  17339. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17340. function findHoleBridge( hole, outerNode ) {
  17341. var p = outerNode,
  17342. hx = hole.x,
  17343. hy = hole.y,
  17344. qx = - Infinity,
  17345. m;
  17346. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17347. // segment's endpoint with lesser x will be potential connection point
  17348. do {
  17349. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17350. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17351. if ( x <= hx && x > qx ) {
  17352. qx = x;
  17353. if ( x === hx ) {
  17354. if ( hy === p.y ) return p;
  17355. if ( hy === p.next.y ) return p.next;
  17356. }
  17357. m = p.x < p.next.x ? p : p.next;
  17358. }
  17359. }
  17360. p = p.next;
  17361. } while ( p !== outerNode );
  17362. if ( ! m ) return null;
  17363. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17364. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17365. // if there are no points found, we have a valid connection;
  17366. // otherwise choose the point of the minimum angle with the ray as connection point
  17367. var stop = m,
  17368. mx = m.x,
  17369. my = m.y,
  17370. tanMin = Infinity,
  17371. tan;
  17372. p = m.next;
  17373. while ( p !== stop ) {
  17374. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17375. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17376. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17377. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17378. m = p;
  17379. tanMin = tan;
  17380. }
  17381. }
  17382. p = p.next;
  17383. }
  17384. return m;
  17385. }
  17386. // interlink polygon nodes in z-order
  17387. function indexCurve( start, minX, minY, invSize ) {
  17388. var p = start;
  17389. do {
  17390. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17391. p.prevZ = p.prev;
  17392. p.nextZ = p.next;
  17393. p = p.next;
  17394. } while ( p !== start );
  17395. p.prevZ.nextZ = null;
  17396. p.prevZ = null;
  17397. sortLinked( p );
  17398. }
  17399. // Simon Tatham's linked list merge sort algorithm
  17400. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17401. function sortLinked( list ) {
  17402. var i, p, q, e, tail, numMerges, pSize, qSize,
  17403. inSize = 1;
  17404. do {
  17405. p = list;
  17406. list = null;
  17407. tail = null;
  17408. numMerges = 0;
  17409. while ( p ) {
  17410. numMerges ++;
  17411. q = p;
  17412. pSize = 0;
  17413. for ( i = 0; i < inSize; i ++ ) {
  17414. pSize ++;
  17415. q = q.nextZ;
  17416. if ( ! q ) break;
  17417. }
  17418. qSize = inSize;
  17419. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17420. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17421. e = p;
  17422. p = p.nextZ;
  17423. pSize --;
  17424. } else {
  17425. e = q;
  17426. q = q.nextZ;
  17427. qSize --;
  17428. }
  17429. if ( tail ) tail.nextZ = e;
  17430. else list = e;
  17431. e.prevZ = tail;
  17432. tail = e;
  17433. }
  17434. p = q;
  17435. }
  17436. tail.nextZ = null;
  17437. inSize *= 2;
  17438. } while ( numMerges > 1 );
  17439. return list;
  17440. }
  17441. // z-order of a point given coords and inverse of the longer side of data bbox
  17442. function zOrder( x, y, minX, minY, invSize ) {
  17443. // coords are transformed into non-negative 15-bit integer range
  17444. x = 32767 * ( x - minX ) * invSize;
  17445. y = 32767 * ( y - minY ) * invSize;
  17446. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17447. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17448. x = ( x | ( x << 2 ) ) & 0x33333333;
  17449. x = ( x | ( x << 1 ) ) & 0x55555555;
  17450. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17451. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17452. y = ( y | ( y << 2 ) ) & 0x33333333;
  17453. y = ( y | ( y << 1 ) ) & 0x55555555;
  17454. return x | ( y << 1 );
  17455. }
  17456. // find the leftmost node of a polygon ring
  17457. function getLeftmost( start ) {
  17458. var p = start,
  17459. leftmost = start;
  17460. do {
  17461. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  17462. p = p.next;
  17463. } while ( p !== start );
  17464. return leftmost;
  17465. }
  17466. // check if a point lies within a convex triangle
  17467. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17468. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17469. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17470. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17471. }
  17472. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17473. function isValidDiagonal( a, b ) {
  17474. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17475. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17476. }
  17477. // signed area of a triangle
  17478. function area( p, q, r ) {
  17479. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17480. }
  17481. // check if two points are equal
  17482. function equals( p1, p2 ) {
  17483. return p1.x === p2.x && p1.y === p2.y;
  17484. }
  17485. // check if two segments intersect
  17486. function intersects( p1, q1, p2, q2 ) {
  17487. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17488. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17489. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17490. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17491. }
  17492. // check if a polygon diagonal intersects any polygon segments
  17493. function intersectsPolygon( a, b ) {
  17494. var p = a;
  17495. do {
  17496. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17497. intersects( p, p.next, a, b ) ) return true;
  17498. p = p.next;
  17499. } while ( p !== a );
  17500. return false;
  17501. }
  17502. // check if a polygon diagonal is locally inside the polygon
  17503. function locallyInside( a, b ) {
  17504. return area( a.prev, a, a.next ) < 0 ?
  17505. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17506. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17507. }
  17508. // check if the middle point of a polygon diagonal is inside the polygon
  17509. function middleInside( a, b ) {
  17510. var p = a,
  17511. inside = false,
  17512. px = ( a.x + b.x ) / 2,
  17513. py = ( a.y + b.y ) / 2;
  17514. do {
  17515. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17516. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17517. inside = ! inside;
  17518. p = p.next;
  17519. } while ( p !== a );
  17520. return inside;
  17521. }
  17522. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17523. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17524. function splitPolygon( a, b ) {
  17525. var a2 = new Node( a.i, a.x, a.y ),
  17526. b2 = new Node( b.i, b.x, b.y ),
  17527. an = a.next,
  17528. bp = b.prev;
  17529. a.next = b;
  17530. b.prev = a;
  17531. a2.next = an;
  17532. an.prev = a2;
  17533. b2.next = a2;
  17534. a2.prev = b2;
  17535. bp.next = b2;
  17536. b2.prev = bp;
  17537. return b2;
  17538. }
  17539. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17540. function insertNode( i, x, y, last ) {
  17541. var p = new Node( i, x, y );
  17542. if ( ! last ) {
  17543. p.prev = p;
  17544. p.next = p;
  17545. } else {
  17546. p.next = last.next;
  17547. p.prev = last;
  17548. last.next.prev = p;
  17549. last.next = p;
  17550. }
  17551. return p;
  17552. }
  17553. function removeNode( p ) {
  17554. p.next.prev = p.prev;
  17555. p.prev.next = p.next;
  17556. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17557. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17558. }
  17559. function Node( i, x, y ) {
  17560. // vertex index in coordinates array
  17561. this.i = i;
  17562. // vertex coordinates
  17563. this.x = x;
  17564. this.y = y;
  17565. // previous and next vertex nodes in a polygon ring
  17566. this.prev = null;
  17567. this.next = null;
  17568. // z-order curve value
  17569. this.z = null;
  17570. // previous and next nodes in z-order
  17571. this.prevZ = null;
  17572. this.nextZ = null;
  17573. // indicates whether this is a steiner point
  17574. this.steiner = false;
  17575. }
  17576. function signedArea( data, start, end, dim ) {
  17577. var sum = 0;
  17578. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17579. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17580. j = i;
  17581. }
  17582. return sum;
  17583. }
  17584. /**
  17585. * @author zz85 / http://www.lab4games.net/zz85/blog
  17586. */
  17587. var ShapeUtils = {
  17588. // calculate area of the contour polygon
  17589. area: function ( contour ) {
  17590. var n = contour.length;
  17591. var a = 0.0;
  17592. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17593. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17594. }
  17595. return a * 0.5;
  17596. },
  17597. isClockWise: function ( pts ) {
  17598. return ShapeUtils.area( pts ) < 0;
  17599. },
  17600. triangulateShape: function ( contour, holes ) {
  17601. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17602. var holeIndices = []; // array of hole indices
  17603. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17604. removeDupEndPts( contour );
  17605. addContour( vertices, contour );
  17606. //
  17607. var holeIndex = contour.length;
  17608. holes.forEach( removeDupEndPts );
  17609. for ( var i = 0; i < holes.length; i ++ ) {
  17610. holeIndices.push( holeIndex );
  17611. holeIndex += holes[ i ].length;
  17612. addContour( vertices, holes[ i ] );
  17613. }
  17614. //
  17615. var triangles = Earcut.triangulate( vertices, holeIndices );
  17616. //
  17617. for ( var i = 0; i < triangles.length; i += 3 ) {
  17618. faces.push( triangles.slice( i, i + 3 ) );
  17619. }
  17620. return faces;
  17621. }
  17622. };
  17623. function removeDupEndPts( points ) {
  17624. var l = points.length;
  17625. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17626. points.pop();
  17627. }
  17628. }
  17629. function addContour( vertices, contour ) {
  17630. for ( var i = 0; i < contour.length; i ++ ) {
  17631. vertices.push( contour[ i ].x );
  17632. vertices.push( contour[ i ].y );
  17633. }
  17634. }
  17635. /**
  17636. * @author zz85 / http://www.lab4games.net/zz85/blog
  17637. *
  17638. * Creates extruded geometry from a path shape.
  17639. *
  17640. * parameters = {
  17641. *
  17642. * curveSegments: <int>, // number of points on the curves
  17643. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17644. * depth: <float>, // Depth to extrude the shape
  17645. *
  17646. * bevelEnabled: <bool>, // turn on bevel
  17647. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17648. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17649. * bevelOffset: <float>, // how far from shape outline does bevel start
  17650. * bevelSegments: <int>, // number of bevel layers
  17651. *
  17652. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17653. *
  17654. * UVGenerator: <Object> // object that provides UV generator functions
  17655. *
  17656. * }
  17657. */
  17658. // ExtrudeGeometry
  17659. function ExtrudeGeometry( shapes, options ) {
  17660. Geometry.call( this );
  17661. this.type = 'ExtrudeGeometry';
  17662. this.parameters = {
  17663. shapes: shapes,
  17664. options: options
  17665. };
  17666. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17667. this.mergeVertices();
  17668. }
  17669. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17670. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17671. ExtrudeGeometry.prototype.toJSON = function () {
  17672. var data = Geometry.prototype.toJSON.call( this );
  17673. var shapes = this.parameters.shapes;
  17674. var options = this.parameters.options;
  17675. return toJSON( shapes, options, data );
  17676. };
  17677. // ExtrudeBufferGeometry
  17678. function ExtrudeBufferGeometry( shapes, options ) {
  17679. BufferGeometry.call( this );
  17680. this.type = 'ExtrudeBufferGeometry';
  17681. this.parameters = {
  17682. shapes: shapes,
  17683. options: options
  17684. };
  17685. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17686. var scope = this;
  17687. var verticesArray = [];
  17688. var uvArray = [];
  17689. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17690. var shape = shapes[ i ];
  17691. addShape( shape );
  17692. }
  17693. // build geometry
  17694. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17695. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17696. this.computeVertexNormals();
  17697. // functions
  17698. function addShape( shape ) {
  17699. var placeholder = [];
  17700. // options
  17701. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17702. var steps = options.steps !== undefined ? options.steps : 1;
  17703. var depth = options.depth !== undefined ? options.depth : 100;
  17704. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17705. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17706. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17707. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17708. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17709. var extrudePath = options.extrudePath;
  17710. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17711. // deprecated options
  17712. if ( options.amount !== undefined ) {
  17713. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17714. depth = options.amount;
  17715. }
  17716. //
  17717. var extrudePts, extrudeByPath = false;
  17718. var splineTube, binormal, normal, position2;
  17719. if ( extrudePath ) {
  17720. extrudePts = extrudePath.getSpacedPoints( steps );
  17721. extrudeByPath = true;
  17722. bevelEnabled = false; // bevels not supported for path extrusion
  17723. // SETUP TNB variables
  17724. // TODO1 - have a .isClosed in spline?
  17725. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17726. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17727. binormal = new Vector3();
  17728. normal = new Vector3();
  17729. position2 = new Vector3();
  17730. }
  17731. // Safeguards if bevels are not enabled
  17732. if ( ! bevelEnabled ) {
  17733. bevelSegments = 0;
  17734. bevelThickness = 0;
  17735. bevelSize = 0;
  17736. bevelOffset = 0;
  17737. }
  17738. // Variables initialization
  17739. var ahole, h, hl; // looping of holes
  17740. var shapePoints = shape.extractPoints( curveSegments );
  17741. var vertices = shapePoints.shape;
  17742. var holes = shapePoints.holes;
  17743. var reverse = ! ShapeUtils.isClockWise( vertices );
  17744. if ( reverse ) {
  17745. vertices = vertices.reverse();
  17746. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17747. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17748. ahole = holes[ h ];
  17749. if ( ShapeUtils.isClockWise( ahole ) ) {
  17750. holes[ h ] = ahole.reverse();
  17751. }
  17752. }
  17753. }
  17754. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17755. /* Vertices */
  17756. var contour = vertices; // vertices has all points but contour has only points of circumference
  17757. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17758. ahole = holes[ h ];
  17759. vertices = vertices.concat( ahole );
  17760. }
  17761. function scalePt2( pt, vec, size ) {
  17762. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17763. return vec.clone().multiplyScalar( size ).add( pt );
  17764. }
  17765. var b, bs, t, z,
  17766. vert, vlen = vertices.length,
  17767. face, flen = faces.length;
  17768. // Find directions for point movement
  17769. function getBevelVec( inPt, inPrev, inNext ) {
  17770. // computes for inPt the corresponding point inPt' on a new contour
  17771. // shifted by 1 unit (length of normalized vector) to the left
  17772. // if we walk along contour clockwise, this new contour is outside the old one
  17773. //
  17774. // inPt' is the intersection of the two lines parallel to the two
  17775. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17776. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17777. // good reading for geometry algorithms (here: line-line intersection)
  17778. // http://geomalgorithms.com/a05-_intersect-1.html
  17779. var v_prev_x = inPt.x - inPrev.x,
  17780. v_prev_y = inPt.y - inPrev.y;
  17781. var v_next_x = inNext.x - inPt.x,
  17782. v_next_y = inNext.y - inPt.y;
  17783. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17784. // check for collinear edges
  17785. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17786. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17787. // not collinear
  17788. // length of vectors for normalizing
  17789. var v_prev_len = Math.sqrt( v_prev_lensq );
  17790. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17791. // shift adjacent points by unit vectors to the left
  17792. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17793. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17794. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17795. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17796. // scaling factor for v_prev to intersection point
  17797. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17798. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17799. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17800. // vector from inPt to intersection point
  17801. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17802. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17803. // Don't normalize!, otherwise sharp corners become ugly
  17804. // but prevent crazy spikes
  17805. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17806. if ( v_trans_lensq <= 2 ) {
  17807. return new Vector2( v_trans_x, v_trans_y );
  17808. } else {
  17809. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17810. }
  17811. } else {
  17812. // handle special case of collinear edges
  17813. var direction_eq = false; // assumes: opposite
  17814. if ( v_prev_x > Number.EPSILON ) {
  17815. if ( v_next_x > Number.EPSILON ) {
  17816. direction_eq = true;
  17817. }
  17818. } else {
  17819. if ( v_prev_x < - Number.EPSILON ) {
  17820. if ( v_next_x < - Number.EPSILON ) {
  17821. direction_eq = true;
  17822. }
  17823. } else {
  17824. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17825. direction_eq = true;
  17826. }
  17827. }
  17828. }
  17829. if ( direction_eq ) {
  17830. // console.log("Warning: lines are a straight sequence");
  17831. v_trans_x = - v_prev_y;
  17832. v_trans_y = v_prev_x;
  17833. shrink_by = Math.sqrt( v_prev_lensq );
  17834. } else {
  17835. // console.log("Warning: lines are a straight spike");
  17836. v_trans_x = v_prev_x;
  17837. v_trans_y = v_prev_y;
  17838. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17839. }
  17840. }
  17841. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17842. }
  17843. var contourMovements = [];
  17844. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17845. if ( j === il ) j = 0;
  17846. if ( k === il ) k = 0;
  17847. // (j)---(i)---(k)
  17848. // console.log('i,j,k', i, j , k)
  17849. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17850. }
  17851. var holesMovements = [],
  17852. oneHoleMovements, verticesMovements = contourMovements.concat();
  17853. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17854. ahole = holes[ h ];
  17855. oneHoleMovements = [];
  17856. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17857. if ( j === il ) j = 0;
  17858. if ( k === il ) k = 0;
  17859. // (j)---(i)---(k)
  17860. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17861. }
  17862. holesMovements.push( oneHoleMovements );
  17863. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17864. }
  17865. // Loop bevelSegments, 1 for the front, 1 for the back
  17866. for ( b = 0; b < bevelSegments; b ++ ) {
  17867. //for ( b = bevelSegments; b > 0; b -- ) {
  17868. t = b / bevelSegments;
  17869. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17870. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17871. // contract shape
  17872. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17873. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17874. v( vert.x, vert.y, - z );
  17875. }
  17876. // expand holes
  17877. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17878. ahole = holes[ h ];
  17879. oneHoleMovements = holesMovements[ h ];
  17880. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17881. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17882. v( vert.x, vert.y, - z );
  17883. }
  17884. }
  17885. }
  17886. bs = bevelSize + bevelOffset;
  17887. // Back facing vertices
  17888. for ( i = 0; i < vlen; i ++ ) {
  17889. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17890. if ( ! extrudeByPath ) {
  17891. v( vert.x, vert.y, 0 );
  17892. } else {
  17893. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17894. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17895. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17896. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17897. v( position2.x, position2.y, position2.z );
  17898. }
  17899. }
  17900. // Add stepped vertices...
  17901. // Including front facing vertices
  17902. var s;
  17903. for ( s = 1; s <= steps; s ++ ) {
  17904. for ( i = 0; i < vlen; i ++ ) {
  17905. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17906. if ( ! extrudeByPath ) {
  17907. v( vert.x, vert.y, depth / steps * s );
  17908. } else {
  17909. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17910. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17911. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17912. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17913. v( position2.x, position2.y, position2.z );
  17914. }
  17915. }
  17916. }
  17917. // Add bevel segments planes
  17918. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17919. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17920. t = b / bevelSegments;
  17921. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17922. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17923. // contract shape
  17924. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17925. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17926. v( vert.x, vert.y, depth + z );
  17927. }
  17928. // expand holes
  17929. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17930. ahole = holes[ h ];
  17931. oneHoleMovements = holesMovements[ h ];
  17932. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17933. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17934. if ( ! extrudeByPath ) {
  17935. v( vert.x, vert.y, depth + z );
  17936. } else {
  17937. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17938. }
  17939. }
  17940. }
  17941. }
  17942. /* Faces */
  17943. // Top and bottom faces
  17944. buildLidFaces();
  17945. // Sides faces
  17946. buildSideFaces();
  17947. ///// Internal functions
  17948. function buildLidFaces() {
  17949. var start = verticesArray.length / 3;
  17950. if ( bevelEnabled ) {
  17951. var layer = 0; // steps + 1
  17952. var offset = vlen * layer;
  17953. // Bottom faces
  17954. for ( i = 0; i < flen; i ++ ) {
  17955. face = faces[ i ];
  17956. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  17957. }
  17958. layer = steps + bevelSegments * 2;
  17959. offset = vlen * layer;
  17960. // Top faces
  17961. for ( i = 0; i < flen; i ++ ) {
  17962. face = faces[ i ];
  17963. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  17964. }
  17965. } else {
  17966. // Bottom faces
  17967. for ( i = 0; i < flen; i ++ ) {
  17968. face = faces[ i ];
  17969. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  17970. }
  17971. // Top faces
  17972. for ( i = 0; i < flen; i ++ ) {
  17973. face = faces[ i ];
  17974. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  17975. }
  17976. }
  17977. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  17978. }
  17979. // Create faces for the z-sides of the shape
  17980. function buildSideFaces() {
  17981. var start = verticesArray.length / 3;
  17982. var layeroffset = 0;
  17983. sidewalls( contour, layeroffset );
  17984. layeroffset += contour.length;
  17985. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17986. ahole = holes[ h ];
  17987. sidewalls( ahole, layeroffset );
  17988. //, true
  17989. layeroffset += ahole.length;
  17990. }
  17991. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  17992. }
  17993. function sidewalls( contour, layeroffset ) {
  17994. var j, k;
  17995. i = contour.length;
  17996. while ( -- i >= 0 ) {
  17997. j = i;
  17998. k = i - 1;
  17999. if ( k < 0 ) k = contour.length - 1;
  18000. //console.log('b', i,j, i-1, k,vertices.length);
  18001. var s = 0,
  18002. sl = steps + bevelSegments * 2;
  18003. for ( s = 0; s < sl; s ++ ) {
  18004. var slen1 = vlen * s;
  18005. var slen2 = vlen * ( s + 1 );
  18006. var a = layeroffset + j + slen1,
  18007. b = layeroffset + k + slen1,
  18008. c = layeroffset + k + slen2,
  18009. d = layeroffset + j + slen2;
  18010. f4( a, b, c, d );
  18011. }
  18012. }
  18013. }
  18014. function v( x, y, z ) {
  18015. placeholder.push( x );
  18016. placeholder.push( y );
  18017. placeholder.push( z );
  18018. }
  18019. function f3( a, b, c ) {
  18020. addVertex( a );
  18021. addVertex( b );
  18022. addVertex( c );
  18023. var nextIndex = verticesArray.length / 3;
  18024. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18025. addUV( uvs[ 0 ] );
  18026. addUV( uvs[ 1 ] );
  18027. addUV( uvs[ 2 ] );
  18028. }
  18029. function f4( a, b, c, d ) {
  18030. addVertex( a );
  18031. addVertex( b );
  18032. addVertex( d );
  18033. addVertex( b );
  18034. addVertex( c );
  18035. addVertex( d );
  18036. var nextIndex = verticesArray.length / 3;
  18037. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18038. addUV( uvs[ 0 ] );
  18039. addUV( uvs[ 1 ] );
  18040. addUV( uvs[ 3 ] );
  18041. addUV( uvs[ 1 ] );
  18042. addUV( uvs[ 2 ] );
  18043. addUV( uvs[ 3 ] );
  18044. }
  18045. function addVertex( index ) {
  18046. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18047. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18048. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18049. }
  18050. function addUV( vector2 ) {
  18051. uvArray.push( vector2.x );
  18052. uvArray.push( vector2.y );
  18053. }
  18054. }
  18055. }
  18056. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18057. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18058. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18059. var data = BufferGeometry.prototype.toJSON.call( this );
  18060. var shapes = this.parameters.shapes;
  18061. var options = this.parameters.options;
  18062. return toJSON( shapes, options, data );
  18063. };
  18064. //
  18065. var WorldUVGenerator = {
  18066. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18067. var a_x = vertices[ indexA * 3 ];
  18068. var a_y = vertices[ indexA * 3 + 1 ];
  18069. var b_x = vertices[ indexB * 3 ];
  18070. var b_y = vertices[ indexB * 3 + 1 ];
  18071. var c_x = vertices[ indexC * 3 ];
  18072. var c_y = vertices[ indexC * 3 + 1 ];
  18073. return [
  18074. new Vector2( a_x, a_y ),
  18075. new Vector2( b_x, b_y ),
  18076. new Vector2( c_x, c_y )
  18077. ];
  18078. },
  18079. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18080. var a_x = vertices[ indexA * 3 ];
  18081. var a_y = vertices[ indexA * 3 + 1 ];
  18082. var a_z = vertices[ indexA * 3 + 2 ];
  18083. var b_x = vertices[ indexB * 3 ];
  18084. var b_y = vertices[ indexB * 3 + 1 ];
  18085. var b_z = vertices[ indexB * 3 + 2 ];
  18086. var c_x = vertices[ indexC * 3 ];
  18087. var c_y = vertices[ indexC * 3 + 1 ];
  18088. var c_z = vertices[ indexC * 3 + 2 ];
  18089. var d_x = vertices[ indexD * 3 ];
  18090. var d_y = vertices[ indexD * 3 + 1 ];
  18091. var d_z = vertices[ indexD * 3 + 2 ];
  18092. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18093. return [
  18094. new Vector2( a_x, 1 - a_z ),
  18095. new Vector2( b_x, 1 - b_z ),
  18096. new Vector2( c_x, 1 - c_z ),
  18097. new Vector2( d_x, 1 - d_z )
  18098. ];
  18099. } else {
  18100. return [
  18101. new Vector2( a_y, 1 - a_z ),
  18102. new Vector2( b_y, 1 - b_z ),
  18103. new Vector2( c_y, 1 - c_z ),
  18104. new Vector2( d_y, 1 - d_z )
  18105. ];
  18106. }
  18107. }
  18108. };
  18109. function toJSON( shapes, options, data ) {
  18110. //
  18111. data.shapes = [];
  18112. if ( Array.isArray( shapes ) ) {
  18113. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18114. var shape = shapes[ i ];
  18115. data.shapes.push( shape.uuid );
  18116. }
  18117. } else {
  18118. data.shapes.push( shapes.uuid );
  18119. }
  18120. //
  18121. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  18122. return data;
  18123. }
  18124. /**
  18125. * @author zz85 / http://www.lab4games.net/zz85/blog
  18126. * @author alteredq / http://alteredqualia.com/
  18127. *
  18128. * Text = 3D Text
  18129. *
  18130. * parameters = {
  18131. * font: <THREE.Font>, // font
  18132. *
  18133. * size: <float>, // size of the text
  18134. * height: <float>, // thickness to extrude text
  18135. * curveSegments: <int>, // number of points on the curves
  18136. *
  18137. * bevelEnabled: <bool>, // turn on bevel
  18138. * bevelThickness: <float>, // how deep into text bevel goes
  18139. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18140. * bevelOffset: <float> // how far from text outline does bevel start
  18141. * }
  18142. */
  18143. // TextGeometry
  18144. function TextGeometry( text, parameters ) {
  18145. Geometry.call( this );
  18146. this.type = 'TextGeometry';
  18147. this.parameters = {
  18148. text: text,
  18149. parameters: parameters
  18150. };
  18151. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18152. this.mergeVertices();
  18153. }
  18154. TextGeometry.prototype = Object.create( Geometry.prototype );
  18155. TextGeometry.prototype.constructor = TextGeometry;
  18156. // TextBufferGeometry
  18157. function TextBufferGeometry( text, parameters ) {
  18158. parameters = parameters || {};
  18159. var font = parameters.font;
  18160. if ( ! ( font && font.isFont ) ) {
  18161. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18162. return new Geometry();
  18163. }
  18164. var shapes = font.generateShapes( text, parameters.size );
  18165. // translate parameters to ExtrudeGeometry API
  18166. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18167. // defaults
  18168. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18169. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18170. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18171. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18172. this.type = 'TextBufferGeometry';
  18173. }
  18174. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18175. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18176. /**
  18177. * @author mrdoob / http://mrdoob.com/
  18178. * @author benaadams / https://twitter.com/ben_a_adams
  18179. * @author Mugen87 / https://github.com/Mugen87
  18180. */
  18181. // SphereGeometry
  18182. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18183. Geometry.call( this );
  18184. this.type = 'SphereGeometry';
  18185. this.parameters = {
  18186. radius: radius,
  18187. widthSegments: widthSegments,
  18188. heightSegments: heightSegments,
  18189. phiStart: phiStart,
  18190. phiLength: phiLength,
  18191. thetaStart: thetaStart,
  18192. thetaLength: thetaLength
  18193. };
  18194. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18195. this.mergeVertices();
  18196. }
  18197. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18198. SphereGeometry.prototype.constructor = SphereGeometry;
  18199. // SphereBufferGeometry
  18200. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18201. BufferGeometry.call( this );
  18202. this.type = 'SphereBufferGeometry';
  18203. this.parameters = {
  18204. radius: radius,
  18205. widthSegments: widthSegments,
  18206. heightSegments: heightSegments,
  18207. phiStart: phiStart,
  18208. phiLength: phiLength,
  18209. thetaStart: thetaStart,
  18210. thetaLength: thetaLength
  18211. };
  18212. radius = radius || 1;
  18213. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18214. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18215. phiStart = phiStart !== undefined ? phiStart : 0;
  18216. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18217. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18218. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18219. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18220. var ix, iy;
  18221. var index = 0;
  18222. var grid = [];
  18223. var vertex = new Vector3();
  18224. var normal = new Vector3();
  18225. // buffers
  18226. var indices = [];
  18227. var vertices = [];
  18228. var normals = [];
  18229. var uvs = [];
  18230. // generate vertices, normals and uvs
  18231. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18232. var verticesRow = [];
  18233. var v = iy / heightSegments;
  18234. // special case for the poles
  18235. var uOffset = 0;
  18236. if ( iy == 0 && thetaStart == 0 ) {
  18237. uOffset = 0.5 / widthSegments;
  18238. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18239. uOffset = - 0.5 / widthSegments;
  18240. }
  18241. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18242. var u = ix / widthSegments;
  18243. // vertex
  18244. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18245. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18246. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18247. vertices.push( vertex.x, vertex.y, vertex.z );
  18248. // normal
  18249. normal.copy( vertex ).normalize();
  18250. normals.push( normal.x, normal.y, normal.z );
  18251. // uv
  18252. uvs.push( u + uOffset, 1 - v );
  18253. verticesRow.push( index ++ );
  18254. }
  18255. grid.push( verticesRow );
  18256. }
  18257. // indices
  18258. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18259. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18260. var a = grid[ iy ][ ix + 1 ];
  18261. var b = grid[ iy ][ ix ];
  18262. var c = grid[ iy + 1 ][ ix ];
  18263. var d = grid[ iy + 1 ][ ix + 1 ];
  18264. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  18265. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  18266. }
  18267. }
  18268. // build geometry
  18269. this.setIndex( indices );
  18270. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18271. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18272. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18273. }
  18274. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18275. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18276. /**
  18277. * @author Kaleb Murphy
  18278. * @author Mugen87 / https://github.com/Mugen87
  18279. */
  18280. // RingGeometry
  18281. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18282. Geometry.call( this );
  18283. this.type = 'RingGeometry';
  18284. this.parameters = {
  18285. innerRadius: innerRadius,
  18286. outerRadius: outerRadius,
  18287. thetaSegments: thetaSegments,
  18288. phiSegments: phiSegments,
  18289. thetaStart: thetaStart,
  18290. thetaLength: thetaLength
  18291. };
  18292. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18293. this.mergeVertices();
  18294. }
  18295. RingGeometry.prototype = Object.create( Geometry.prototype );
  18296. RingGeometry.prototype.constructor = RingGeometry;
  18297. // RingBufferGeometry
  18298. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18299. BufferGeometry.call( this );
  18300. this.type = 'RingBufferGeometry';
  18301. this.parameters = {
  18302. innerRadius: innerRadius,
  18303. outerRadius: outerRadius,
  18304. thetaSegments: thetaSegments,
  18305. phiSegments: phiSegments,
  18306. thetaStart: thetaStart,
  18307. thetaLength: thetaLength
  18308. };
  18309. innerRadius = innerRadius || 0.5;
  18310. outerRadius = outerRadius || 1;
  18311. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18312. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18313. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18314. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18315. // buffers
  18316. var indices = [];
  18317. var vertices = [];
  18318. var normals = [];
  18319. var uvs = [];
  18320. // some helper variables
  18321. var segment;
  18322. var radius = innerRadius;
  18323. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18324. var vertex = new Vector3();
  18325. var uv = new Vector2();
  18326. var j, i;
  18327. // generate vertices, normals and uvs
  18328. for ( j = 0; j <= phiSegments; j ++ ) {
  18329. for ( i = 0; i <= thetaSegments; i ++ ) {
  18330. // values are generate from the inside of the ring to the outside
  18331. segment = thetaStart + i / thetaSegments * thetaLength;
  18332. // vertex
  18333. vertex.x = radius * Math.cos( segment );
  18334. vertex.y = radius * Math.sin( segment );
  18335. vertices.push( vertex.x, vertex.y, vertex.z );
  18336. // normal
  18337. normals.push( 0, 0, 1 );
  18338. // uv
  18339. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18340. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18341. uvs.push( uv.x, uv.y );
  18342. }
  18343. // increase the radius for next row of vertices
  18344. radius += radiusStep;
  18345. }
  18346. // indices
  18347. for ( j = 0; j < phiSegments; j ++ ) {
  18348. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18349. for ( i = 0; i < thetaSegments; i ++ ) {
  18350. segment = i + thetaSegmentLevel;
  18351. var a = segment;
  18352. var b = segment + thetaSegments + 1;
  18353. var c = segment + thetaSegments + 2;
  18354. var d = segment + 1;
  18355. // faces
  18356. indices.push( a, b, d );
  18357. indices.push( b, c, d );
  18358. }
  18359. }
  18360. // build geometry
  18361. this.setIndex( indices );
  18362. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18363. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18364. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18365. }
  18366. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18367. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18368. /**
  18369. * @author zz85 / https://github.com/zz85
  18370. * @author bhouston / http://clara.io
  18371. * @author Mugen87 / https://github.com/Mugen87
  18372. */
  18373. // LatheGeometry
  18374. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18375. Geometry.call( this );
  18376. this.type = 'LatheGeometry';
  18377. this.parameters = {
  18378. points: points,
  18379. segments: segments,
  18380. phiStart: phiStart,
  18381. phiLength: phiLength
  18382. };
  18383. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18384. this.mergeVertices();
  18385. }
  18386. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18387. LatheGeometry.prototype.constructor = LatheGeometry;
  18388. // LatheBufferGeometry
  18389. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18390. BufferGeometry.call( this );
  18391. this.type = 'LatheBufferGeometry';
  18392. this.parameters = {
  18393. points: points,
  18394. segments: segments,
  18395. phiStart: phiStart,
  18396. phiLength: phiLength
  18397. };
  18398. segments = Math.floor( segments ) || 12;
  18399. phiStart = phiStart || 0;
  18400. phiLength = phiLength || Math.PI * 2;
  18401. // clamp phiLength so it's in range of [ 0, 2PI ]
  18402. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18403. // buffers
  18404. var indices = [];
  18405. var vertices = [];
  18406. var uvs = [];
  18407. // helper variables
  18408. var base;
  18409. var inverseSegments = 1.0 / segments;
  18410. var vertex = new Vector3();
  18411. var uv = new Vector2();
  18412. var i, j;
  18413. // generate vertices and uvs
  18414. for ( i = 0; i <= segments; i ++ ) {
  18415. var phi = phiStart + i * inverseSegments * phiLength;
  18416. var sin = Math.sin( phi );
  18417. var cos = Math.cos( phi );
  18418. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18419. // vertex
  18420. vertex.x = points[ j ].x * sin;
  18421. vertex.y = points[ j ].y;
  18422. vertex.z = points[ j ].x * cos;
  18423. vertices.push( vertex.x, vertex.y, vertex.z );
  18424. // uv
  18425. uv.x = i / segments;
  18426. uv.y = j / ( points.length - 1 );
  18427. uvs.push( uv.x, uv.y );
  18428. }
  18429. }
  18430. // indices
  18431. for ( i = 0; i < segments; i ++ ) {
  18432. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18433. base = j + i * points.length;
  18434. var a = base;
  18435. var b = base + points.length;
  18436. var c = base + points.length + 1;
  18437. var d = base + 1;
  18438. // faces
  18439. indices.push( a, b, d );
  18440. indices.push( b, c, d );
  18441. }
  18442. }
  18443. // build geometry
  18444. this.setIndex( indices );
  18445. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18446. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18447. // generate normals
  18448. this.computeVertexNormals();
  18449. // if the geometry is closed, we need to average the normals along the seam.
  18450. // because the corresponding vertices are identical (but still have different UVs).
  18451. if ( phiLength === Math.PI * 2 ) {
  18452. var normals = this.attributes.normal.array;
  18453. var n1 = new Vector3();
  18454. var n2 = new Vector3();
  18455. var n = new Vector3();
  18456. // this is the buffer offset for the last line of vertices
  18457. base = segments * points.length * 3;
  18458. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18459. // select the normal of the vertex in the first line
  18460. n1.x = normals[ j + 0 ];
  18461. n1.y = normals[ j + 1 ];
  18462. n1.z = normals[ j + 2 ];
  18463. // select the normal of the vertex in the last line
  18464. n2.x = normals[ base + j + 0 ];
  18465. n2.y = normals[ base + j + 1 ];
  18466. n2.z = normals[ base + j + 2 ];
  18467. // average normals
  18468. n.addVectors( n1, n2 ).normalize();
  18469. // assign the new values to both normals
  18470. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18471. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18472. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18473. }
  18474. }
  18475. }
  18476. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18477. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18478. /**
  18479. * @author jonobr1 / http://jonobr1.com
  18480. * @author Mugen87 / https://github.com/Mugen87
  18481. */
  18482. // ShapeGeometry
  18483. function ShapeGeometry( shapes, curveSegments ) {
  18484. Geometry.call( this );
  18485. this.type = 'ShapeGeometry';
  18486. if ( typeof curveSegments === 'object' ) {
  18487. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18488. curveSegments = curveSegments.curveSegments;
  18489. }
  18490. this.parameters = {
  18491. shapes: shapes,
  18492. curveSegments: curveSegments
  18493. };
  18494. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18495. this.mergeVertices();
  18496. }
  18497. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18498. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18499. ShapeGeometry.prototype.toJSON = function () {
  18500. var data = Geometry.prototype.toJSON.call( this );
  18501. var shapes = this.parameters.shapes;
  18502. return toJSON$1( shapes, data );
  18503. };
  18504. // ShapeBufferGeometry
  18505. function ShapeBufferGeometry( shapes, curveSegments ) {
  18506. BufferGeometry.call( this );
  18507. this.type = 'ShapeBufferGeometry';
  18508. this.parameters = {
  18509. shapes: shapes,
  18510. curveSegments: curveSegments
  18511. };
  18512. curveSegments = curveSegments || 12;
  18513. // buffers
  18514. var indices = [];
  18515. var vertices = [];
  18516. var normals = [];
  18517. var uvs = [];
  18518. // helper variables
  18519. var groupStart = 0;
  18520. var groupCount = 0;
  18521. // allow single and array values for "shapes" parameter
  18522. if ( Array.isArray( shapes ) === false ) {
  18523. addShape( shapes );
  18524. } else {
  18525. for ( var i = 0; i < shapes.length; i ++ ) {
  18526. addShape( shapes[ i ] );
  18527. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18528. groupStart += groupCount;
  18529. groupCount = 0;
  18530. }
  18531. }
  18532. // build geometry
  18533. this.setIndex( indices );
  18534. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18535. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18536. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18537. // helper functions
  18538. function addShape( shape ) {
  18539. var i, l, shapeHole;
  18540. var indexOffset = vertices.length / 3;
  18541. var points = shape.extractPoints( curveSegments );
  18542. var shapeVertices = points.shape;
  18543. var shapeHoles = points.holes;
  18544. // check direction of vertices
  18545. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18546. shapeVertices = shapeVertices.reverse();
  18547. }
  18548. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18549. shapeHole = shapeHoles[ i ];
  18550. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18551. shapeHoles[ i ] = shapeHole.reverse();
  18552. }
  18553. }
  18554. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18555. // join vertices of inner and outer paths to a single array
  18556. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18557. shapeHole = shapeHoles[ i ];
  18558. shapeVertices = shapeVertices.concat( shapeHole );
  18559. }
  18560. // vertices, normals, uvs
  18561. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18562. var vertex = shapeVertices[ i ];
  18563. vertices.push( vertex.x, vertex.y, 0 );
  18564. normals.push( 0, 0, 1 );
  18565. uvs.push( vertex.x, vertex.y ); // world uvs
  18566. }
  18567. // incides
  18568. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18569. var face = faces[ i ];
  18570. var a = face[ 0 ] + indexOffset;
  18571. var b = face[ 1 ] + indexOffset;
  18572. var c = face[ 2 ] + indexOffset;
  18573. indices.push( a, b, c );
  18574. groupCount += 3;
  18575. }
  18576. }
  18577. }
  18578. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18579. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18580. ShapeBufferGeometry.prototype.toJSON = function () {
  18581. var data = BufferGeometry.prototype.toJSON.call( this );
  18582. var shapes = this.parameters.shapes;
  18583. return toJSON$1( shapes, data );
  18584. };
  18585. //
  18586. function toJSON$1( shapes, data ) {
  18587. data.shapes = [];
  18588. if ( Array.isArray( shapes ) ) {
  18589. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18590. var shape = shapes[ i ];
  18591. data.shapes.push( shape.uuid );
  18592. }
  18593. } else {
  18594. data.shapes.push( shapes.uuid );
  18595. }
  18596. return data;
  18597. }
  18598. /**
  18599. * @author WestLangley / http://github.com/WestLangley
  18600. * @author Mugen87 / https://github.com/Mugen87
  18601. */
  18602. function EdgesGeometry( geometry, thresholdAngle ) {
  18603. BufferGeometry.call( this );
  18604. this.type = 'EdgesGeometry';
  18605. this.parameters = {
  18606. thresholdAngle: thresholdAngle
  18607. };
  18608. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18609. // buffer
  18610. var vertices = [];
  18611. // helper variables
  18612. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18613. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18614. var key, keys = [ 'a', 'b', 'c' ];
  18615. // prepare source geometry
  18616. var geometry2;
  18617. if ( geometry.isBufferGeometry ) {
  18618. geometry2 = new Geometry();
  18619. geometry2.fromBufferGeometry( geometry );
  18620. } else {
  18621. geometry2 = geometry.clone();
  18622. }
  18623. geometry2.mergeVertices();
  18624. geometry2.computeFaceNormals();
  18625. var sourceVertices = geometry2.vertices;
  18626. var faces = geometry2.faces;
  18627. // now create a data structure where each entry represents an edge with its adjoining faces
  18628. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18629. var face = faces[ i ];
  18630. for ( var j = 0; j < 3; j ++ ) {
  18631. edge1 = face[ keys[ j ] ];
  18632. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18633. edge[ 0 ] = Math.min( edge1, edge2 );
  18634. edge[ 1 ] = Math.max( edge1, edge2 );
  18635. key = edge[ 0 ] + ',' + edge[ 1 ];
  18636. if ( edges[ key ] === undefined ) {
  18637. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18638. } else {
  18639. edges[ key ].face2 = i;
  18640. }
  18641. }
  18642. }
  18643. // generate vertices
  18644. for ( key in edges ) {
  18645. var e = edges[ key ];
  18646. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18647. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18648. var vertex = sourceVertices[ e.index1 ];
  18649. vertices.push( vertex.x, vertex.y, vertex.z );
  18650. vertex = sourceVertices[ e.index2 ];
  18651. vertices.push( vertex.x, vertex.y, vertex.z );
  18652. }
  18653. }
  18654. // build geometry
  18655. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18656. }
  18657. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18658. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18659. /**
  18660. * @author mrdoob / http://mrdoob.com/
  18661. * @author Mugen87 / https://github.com/Mugen87
  18662. */
  18663. // CylinderGeometry
  18664. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18665. Geometry.call( this );
  18666. this.type = 'CylinderGeometry';
  18667. this.parameters = {
  18668. radiusTop: radiusTop,
  18669. radiusBottom: radiusBottom,
  18670. height: height,
  18671. radialSegments: radialSegments,
  18672. heightSegments: heightSegments,
  18673. openEnded: openEnded,
  18674. thetaStart: thetaStart,
  18675. thetaLength: thetaLength
  18676. };
  18677. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18678. this.mergeVertices();
  18679. }
  18680. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18681. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18682. // CylinderBufferGeometry
  18683. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18684. BufferGeometry.call( this );
  18685. this.type = 'CylinderBufferGeometry';
  18686. this.parameters = {
  18687. radiusTop: radiusTop,
  18688. radiusBottom: radiusBottom,
  18689. height: height,
  18690. radialSegments: radialSegments,
  18691. heightSegments: heightSegments,
  18692. openEnded: openEnded,
  18693. thetaStart: thetaStart,
  18694. thetaLength: thetaLength
  18695. };
  18696. var scope = this;
  18697. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18698. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18699. height = height || 1;
  18700. radialSegments = Math.floor( radialSegments ) || 8;
  18701. heightSegments = Math.floor( heightSegments ) || 1;
  18702. openEnded = openEnded !== undefined ? openEnded : false;
  18703. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18704. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18705. // buffers
  18706. var indices = [];
  18707. var vertices = [];
  18708. var normals = [];
  18709. var uvs = [];
  18710. // helper variables
  18711. var index = 0;
  18712. var indexArray = [];
  18713. var halfHeight = height / 2;
  18714. var groupStart = 0;
  18715. // generate geometry
  18716. generateTorso();
  18717. if ( openEnded === false ) {
  18718. if ( radiusTop > 0 ) generateCap( true );
  18719. if ( radiusBottom > 0 ) generateCap( false );
  18720. }
  18721. // build geometry
  18722. this.setIndex( indices );
  18723. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18724. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18725. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18726. function generateTorso() {
  18727. var x, y;
  18728. var normal = new Vector3();
  18729. var vertex = new Vector3();
  18730. var groupCount = 0;
  18731. // this will be used to calculate the normal
  18732. var slope = ( radiusBottom - radiusTop ) / height;
  18733. // generate vertices, normals and uvs
  18734. for ( y = 0; y <= heightSegments; y ++ ) {
  18735. var indexRow = [];
  18736. var v = y / heightSegments;
  18737. // calculate the radius of the current row
  18738. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18739. for ( x = 0; x <= radialSegments; x ++ ) {
  18740. var u = x / radialSegments;
  18741. var theta = u * thetaLength + thetaStart;
  18742. var sinTheta = Math.sin( theta );
  18743. var cosTheta = Math.cos( theta );
  18744. // vertex
  18745. vertex.x = radius * sinTheta;
  18746. vertex.y = - v * height + halfHeight;
  18747. vertex.z = radius * cosTheta;
  18748. vertices.push( vertex.x, vertex.y, vertex.z );
  18749. // normal
  18750. normal.set( sinTheta, slope, cosTheta ).normalize();
  18751. normals.push( normal.x, normal.y, normal.z );
  18752. // uv
  18753. uvs.push( u, 1 - v );
  18754. // save index of vertex in respective row
  18755. indexRow.push( index ++ );
  18756. }
  18757. // now save vertices of the row in our index array
  18758. indexArray.push( indexRow );
  18759. }
  18760. // generate indices
  18761. for ( x = 0; x < radialSegments; x ++ ) {
  18762. for ( y = 0; y < heightSegments; y ++ ) {
  18763. // we use the index array to access the correct indices
  18764. var a = indexArray[ y ][ x ];
  18765. var b = indexArray[ y + 1 ][ x ];
  18766. var c = indexArray[ y + 1 ][ x + 1 ];
  18767. var d = indexArray[ y ][ x + 1 ];
  18768. // faces
  18769. indices.push( a, b, d );
  18770. indices.push( b, c, d );
  18771. // update group counter
  18772. groupCount += 6;
  18773. }
  18774. }
  18775. // add a group to the geometry. this will ensure multi material support
  18776. scope.addGroup( groupStart, groupCount, 0 );
  18777. // calculate new start value for groups
  18778. groupStart += groupCount;
  18779. }
  18780. function generateCap( top ) {
  18781. var x, centerIndexStart, centerIndexEnd;
  18782. var uv = new Vector2();
  18783. var vertex = new Vector3();
  18784. var groupCount = 0;
  18785. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18786. var sign = ( top === true ) ? 1 : - 1;
  18787. // save the index of the first center vertex
  18788. centerIndexStart = index;
  18789. // first we generate the center vertex data of the cap.
  18790. // because the geometry needs one set of uvs per face,
  18791. // we must generate a center vertex per face/segment
  18792. for ( x = 1; x <= radialSegments; x ++ ) {
  18793. // vertex
  18794. vertices.push( 0, halfHeight * sign, 0 );
  18795. // normal
  18796. normals.push( 0, sign, 0 );
  18797. // uv
  18798. uvs.push( 0.5, 0.5 );
  18799. // increase index
  18800. index ++;
  18801. }
  18802. // save the index of the last center vertex
  18803. centerIndexEnd = index;
  18804. // now we generate the surrounding vertices, normals and uvs
  18805. for ( x = 0; x <= radialSegments; x ++ ) {
  18806. var u = x / radialSegments;
  18807. var theta = u * thetaLength + thetaStart;
  18808. var cosTheta = Math.cos( theta );
  18809. var sinTheta = Math.sin( theta );
  18810. // vertex
  18811. vertex.x = radius * sinTheta;
  18812. vertex.y = halfHeight * sign;
  18813. vertex.z = radius * cosTheta;
  18814. vertices.push( vertex.x, vertex.y, vertex.z );
  18815. // normal
  18816. normals.push( 0, sign, 0 );
  18817. // uv
  18818. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18819. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18820. uvs.push( uv.x, uv.y );
  18821. // increase index
  18822. index ++;
  18823. }
  18824. // generate indices
  18825. for ( x = 0; x < radialSegments; x ++ ) {
  18826. var c = centerIndexStart + x;
  18827. var i = centerIndexEnd + x;
  18828. if ( top === true ) {
  18829. // face top
  18830. indices.push( i, i + 1, c );
  18831. } else {
  18832. // face bottom
  18833. indices.push( i + 1, i, c );
  18834. }
  18835. groupCount += 3;
  18836. }
  18837. // add a group to the geometry. this will ensure multi material support
  18838. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18839. // calculate new start value for groups
  18840. groupStart += groupCount;
  18841. }
  18842. }
  18843. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18844. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18845. /**
  18846. * @author abelnation / http://github.com/abelnation
  18847. */
  18848. // ConeGeometry
  18849. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18850. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18851. this.type = 'ConeGeometry';
  18852. this.parameters = {
  18853. radius: radius,
  18854. height: height,
  18855. radialSegments: radialSegments,
  18856. heightSegments: heightSegments,
  18857. openEnded: openEnded,
  18858. thetaStart: thetaStart,
  18859. thetaLength: thetaLength
  18860. };
  18861. }
  18862. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18863. ConeGeometry.prototype.constructor = ConeGeometry;
  18864. // ConeBufferGeometry
  18865. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18866. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18867. this.type = 'ConeBufferGeometry';
  18868. this.parameters = {
  18869. radius: radius,
  18870. height: height,
  18871. radialSegments: radialSegments,
  18872. heightSegments: heightSegments,
  18873. openEnded: openEnded,
  18874. thetaStart: thetaStart,
  18875. thetaLength: thetaLength
  18876. };
  18877. }
  18878. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18879. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18880. /**
  18881. * @author benaadams / https://twitter.com/ben_a_adams
  18882. * @author Mugen87 / https://github.com/Mugen87
  18883. * @author hughes
  18884. */
  18885. // CircleGeometry
  18886. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18887. Geometry.call( this );
  18888. this.type = 'CircleGeometry';
  18889. this.parameters = {
  18890. radius: radius,
  18891. segments: segments,
  18892. thetaStart: thetaStart,
  18893. thetaLength: thetaLength
  18894. };
  18895. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18896. this.mergeVertices();
  18897. }
  18898. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18899. CircleGeometry.prototype.constructor = CircleGeometry;
  18900. // CircleBufferGeometry
  18901. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18902. BufferGeometry.call( this );
  18903. this.type = 'CircleBufferGeometry';
  18904. this.parameters = {
  18905. radius: radius,
  18906. segments: segments,
  18907. thetaStart: thetaStart,
  18908. thetaLength: thetaLength
  18909. };
  18910. radius = radius || 1;
  18911. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18912. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18913. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18914. // buffers
  18915. var indices = [];
  18916. var vertices = [];
  18917. var normals = [];
  18918. var uvs = [];
  18919. // helper variables
  18920. var i, s;
  18921. var vertex = new Vector3();
  18922. var uv = new Vector2();
  18923. // center point
  18924. vertices.push( 0, 0, 0 );
  18925. normals.push( 0, 0, 1 );
  18926. uvs.push( 0.5, 0.5 );
  18927. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18928. var segment = thetaStart + s / segments * thetaLength;
  18929. // vertex
  18930. vertex.x = radius * Math.cos( segment );
  18931. vertex.y = radius * Math.sin( segment );
  18932. vertices.push( vertex.x, vertex.y, vertex.z );
  18933. // normal
  18934. normals.push( 0, 0, 1 );
  18935. // uvs
  18936. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  18937. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  18938. uvs.push( uv.x, uv.y );
  18939. }
  18940. // indices
  18941. for ( i = 1; i <= segments; i ++ ) {
  18942. indices.push( i, i + 1, 0 );
  18943. }
  18944. // build geometry
  18945. this.setIndex( indices );
  18946. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18947. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18948. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18949. }
  18950. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18951. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  18952. var Geometries = /*#__PURE__*/Object.freeze({
  18953. WireframeGeometry: WireframeGeometry,
  18954. ParametricGeometry: ParametricGeometry,
  18955. ParametricBufferGeometry: ParametricBufferGeometry,
  18956. TetrahedronGeometry: TetrahedronGeometry,
  18957. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  18958. OctahedronGeometry: OctahedronGeometry,
  18959. OctahedronBufferGeometry: OctahedronBufferGeometry,
  18960. IcosahedronGeometry: IcosahedronGeometry,
  18961. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  18962. DodecahedronGeometry: DodecahedronGeometry,
  18963. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  18964. PolyhedronGeometry: PolyhedronGeometry,
  18965. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  18966. TubeGeometry: TubeGeometry,
  18967. TubeBufferGeometry: TubeBufferGeometry,
  18968. TorusKnotGeometry: TorusKnotGeometry,
  18969. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  18970. TorusGeometry: TorusGeometry,
  18971. TorusBufferGeometry: TorusBufferGeometry,
  18972. TextGeometry: TextGeometry,
  18973. TextBufferGeometry: TextBufferGeometry,
  18974. SphereGeometry: SphereGeometry,
  18975. SphereBufferGeometry: SphereBufferGeometry,
  18976. RingGeometry: RingGeometry,
  18977. RingBufferGeometry: RingBufferGeometry,
  18978. PlaneGeometry: PlaneGeometry,
  18979. PlaneBufferGeometry: PlaneBufferGeometry,
  18980. LatheGeometry: LatheGeometry,
  18981. LatheBufferGeometry: LatheBufferGeometry,
  18982. ShapeGeometry: ShapeGeometry,
  18983. ShapeBufferGeometry: ShapeBufferGeometry,
  18984. ExtrudeGeometry: ExtrudeGeometry,
  18985. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  18986. EdgesGeometry: EdgesGeometry,
  18987. ConeGeometry: ConeGeometry,
  18988. ConeBufferGeometry: ConeBufferGeometry,
  18989. CylinderGeometry: CylinderGeometry,
  18990. CylinderBufferGeometry: CylinderBufferGeometry,
  18991. CircleGeometry: CircleGeometry,
  18992. CircleBufferGeometry: CircleBufferGeometry,
  18993. BoxGeometry: BoxGeometry,
  18994. BoxBufferGeometry: BoxBufferGeometry
  18995. });
  18996. /**
  18997. * @author mrdoob / http://mrdoob.com/
  18998. *
  18999. * parameters = {
  19000. * color: <THREE.Color>
  19001. * }
  19002. */
  19003. function ShadowMaterial( parameters ) {
  19004. Material.call( this );
  19005. this.type = 'ShadowMaterial';
  19006. this.color = new Color( 0x000000 );
  19007. this.transparent = true;
  19008. this.setValues( parameters );
  19009. }
  19010. ShadowMaterial.prototype = Object.create( Material.prototype );
  19011. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19012. ShadowMaterial.prototype.isShadowMaterial = true;
  19013. ShadowMaterial.prototype.copy = function ( source ) {
  19014. Material.prototype.copy.call( this, source );
  19015. this.color.copy( source.color );
  19016. return this;
  19017. };
  19018. /**
  19019. * @author mrdoob / http://mrdoob.com/
  19020. */
  19021. function RawShaderMaterial( parameters ) {
  19022. ShaderMaterial.call( this, parameters );
  19023. this.type = 'RawShaderMaterial';
  19024. }
  19025. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19026. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19027. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19028. /**
  19029. * @author WestLangley / http://github.com/WestLangley
  19030. *
  19031. * parameters = {
  19032. * color: <hex>,
  19033. * roughness: <float>,
  19034. * metalness: <float>,
  19035. * opacity: <float>,
  19036. *
  19037. * map: new THREE.Texture( <Image> ),
  19038. *
  19039. * lightMap: new THREE.Texture( <Image> ),
  19040. * lightMapIntensity: <float>
  19041. *
  19042. * aoMap: new THREE.Texture( <Image> ),
  19043. * aoMapIntensity: <float>
  19044. *
  19045. * emissive: <hex>,
  19046. * emissiveIntensity: <float>
  19047. * emissiveMap: new THREE.Texture( <Image> ),
  19048. *
  19049. * bumpMap: new THREE.Texture( <Image> ),
  19050. * bumpScale: <float>,
  19051. *
  19052. * normalMap: new THREE.Texture( <Image> ),
  19053. * normalMapType: THREE.TangentSpaceNormalMap,
  19054. * normalScale: <Vector2>,
  19055. *
  19056. * displacementMap: new THREE.Texture( <Image> ),
  19057. * displacementScale: <float>,
  19058. * displacementBias: <float>,
  19059. *
  19060. * roughnessMap: new THREE.Texture( <Image> ),
  19061. *
  19062. * metalnessMap: new THREE.Texture( <Image> ),
  19063. *
  19064. * alphaMap: new THREE.Texture( <Image> ),
  19065. *
  19066. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19067. * envMapIntensity: <float>
  19068. *
  19069. * refractionRatio: <float>,
  19070. *
  19071. * wireframe: <boolean>,
  19072. * wireframeLinewidth: <float>,
  19073. *
  19074. * skinning: <bool>,
  19075. * morphTargets: <bool>,
  19076. * morphNormals: <bool>
  19077. * }
  19078. */
  19079. function MeshStandardMaterial( parameters ) {
  19080. Material.call( this );
  19081. this.defines = { 'STANDARD': '' };
  19082. this.type = 'MeshStandardMaterial';
  19083. this.color = new Color( 0xffffff ); // diffuse
  19084. this.roughness = 0.5;
  19085. this.metalness = 0.5;
  19086. this.map = null;
  19087. this.lightMap = null;
  19088. this.lightMapIntensity = 1.0;
  19089. this.aoMap = null;
  19090. this.aoMapIntensity = 1.0;
  19091. this.emissive = new Color( 0x000000 );
  19092. this.emissiveIntensity = 1.0;
  19093. this.emissiveMap = null;
  19094. this.bumpMap = null;
  19095. this.bumpScale = 1;
  19096. this.normalMap = null;
  19097. this.normalMapType = TangentSpaceNormalMap;
  19098. this.normalScale = new Vector2( 1, 1 );
  19099. this.displacementMap = null;
  19100. this.displacementScale = 1;
  19101. this.displacementBias = 0;
  19102. this.roughnessMap = null;
  19103. this.metalnessMap = null;
  19104. this.alphaMap = null;
  19105. this.envMap = null;
  19106. this.envMapIntensity = 1.0;
  19107. this.refractionRatio = 0.98;
  19108. this.wireframe = false;
  19109. this.wireframeLinewidth = 1;
  19110. this.wireframeLinecap = 'round';
  19111. this.wireframeLinejoin = 'round';
  19112. this.skinning = false;
  19113. this.morphTargets = false;
  19114. this.morphNormals = false;
  19115. this.setValues( parameters );
  19116. }
  19117. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19118. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19119. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19120. MeshStandardMaterial.prototype.copy = function ( source ) {
  19121. Material.prototype.copy.call( this, source );
  19122. this.defines = { 'STANDARD': '' };
  19123. this.color.copy( source.color );
  19124. this.roughness = source.roughness;
  19125. this.metalness = source.metalness;
  19126. this.map = source.map;
  19127. this.lightMap = source.lightMap;
  19128. this.lightMapIntensity = source.lightMapIntensity;
  19129. this.aoMap = source.aoMap;
  19130. this.aoMapIntensity = source.aoMapIntensity;
  19131. this.emissive.copy( source.emissive );
  19132. this.emissiveMap = source.emissiveMap;
  19133. this.emissiveIntensity = source.emissiveIntensity;
  19134. this.bumpMap = source.bumpMap;
  19135. this.bumpScale = source.bumpScale;
  19136. this.normalMap = source.normalMap;
  19137. this.normalMapType = source.normalMapType;
  19138. this.normalScale.copy( source.normalScale );
  19139. this.displacementMap = source.displacementMap;
  19140. this.displacementScale = source.displacementScale;
  19141. this.displacementBias = source.displacementBias;
  19142. this.roughnessMap = source.roughnessMap;
  19143. this.metalnessMap = source.metalnessMap;
  19144. this.alphaMap = source.alphaMap;
  19145. this.envMap = source.envMap;
  19146. this.envMapIntensity = source.envMapIntensity;
  19147. this.refractionRatio = source.refractionRatio;
  19148. this.wireframe = source.wireframe;
  19149. this.wireframeLinewidth = source.wireframeLinewidth;
  19150. this.wireframeLinecap = source.wireframeLinecap;
  19151. this.wireframeLinejoin = source.wireframeLinejoin;
  19152. this.skinning = source.skinning;
  19153. this.morphTargets = source.morphTargets;
  19154. this.morphNormals = source.morphNormals;
  19155. return this;
  19156. };
  19157. /**
  19158. * @author WestLangley / http://github.com/WestLangley
  19159. *
  19160. * parameters = {
  19161. * reflectivity: <float>
  19162. * clearCoat: <float>
  19163. * clearCoatRoughness: <float>
  19164. * }
  19165. */
  19166. function MeshPhysicalMaterial( parameters ) {
  19167. MeshStandardMaterial.call( this );
  19168. this.defines = { 'PHYSICAL': '' };
  19169. this.type = 'MeshPhysicalMaterial';
  19170. this.reflectivity = 0.5; // maps to F0 = 0.04
  19171. this.clearCoat = 0.0;
  19172. this.clearCoatRoughness = 0.0;
  19173. this.setValues( parameters );
  19174. }
  19175. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19176. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19177. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19178. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19179. MeshStandardMaterial.prototype.copy.call( this, source );
  19180. this.defines = { 'PHYSICAL': '' };
  19181. this.reflectivity = source.reflectivity;
  19182. this.clearCoat = source.clearCoat;
  19183. this.clearCoatRoughness = source.clearCoatRoughness;
  19184. return this;
  19185. };
  19186. /**
  19187. * @author mrdoob / http://mrdoob.com/
  19188. * @author alteredq / http://alteredqualia.com/
  19189. *
  19190. * parameters = {
  19191. * color: <hex>,
  19192. * specular: <hex>,
  19193. * shininess: <float>,
  19194. * opacity: <float>,
  19195. *
  19196. * map: new THREE.Texture( <Image> ),
  19197. *
  19198. * lightMap: new THREE.Texture( <Image> ),
  19199. * lightMapIntensity: <float>
  19200. *
  19201. * aoMap: new THREE.Texture( <Image> ),
  19202. * aoMapIntensity: <float>
  19203. *
  19204. * emissive: <hex>,
  19205. * emissiveIntensity: <float>
  19206. * emissiveMap: new THREE.Texture( <Image> ),
  19207. *
  19208. * bumpMap: new THREE.Texture( <Image> ),
  19209. * bumpScale: <float>,
  19210. *
  19211. * normalMap: new THREE.Texture( <Image> ),
  19212. * normalMapType: THREE.TangentSpaceNormalMap,
  19213. * normalScale: <Vector2>,
  19214. *
  19215. * displacementMap: new THREE.Texture( <Image> ),
  19216. * displacementScale: <float>,
  19217. * displacementBias: <float>,
  19218. *
  19219. * specularMap: new THREE.Texture( <Image> ),
  19220. *
  19221. * alphaMap: new THREE.Texture( <Image> ),
  19222. *
  19223. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19224. * combine: THREE.Multiply,
  19225. * reflectivity: <float>,
  19226. * refractionRatio: <float>,
  19227. *
  19228. * wireframe: <boolean>,
  19229. * wireframeLinewidth: <float>,
  19230. *
  19231. * skinning: <bool>,
  19232. * morphTargets: <bool>,
  19233. * morphNormals: <bool>
  19234. * }
  19235. */
  19236. function MeshPhongMaterial( parameters ) {
  19237. Material.call( this );
  19238. this.type = 'MeshPhongMaterial';
  19239. this.color = new Color( 0xffffff ); // diffuse
  19240. this.specular = new Color( 0x111111 );
  19241. this.shininess = 30;
  19242. this.map = null;
  19243. this.lightMap = null;
  19244. this.lightMapIntensity = 1.0;
  19245. this.aoMap = null;
  19246. this.aoMapIntensity = 1.0;
  19247. this.emissive = new Color( 0x000000 );
  19248. this.emissiveIntensity = 1.0;
  19249. this.emissiveMap = null;
  19250. this.bumpMap = null;
  19251. this.bumpScale = 1;
  19252. this.normalMap = null;
  19253. this.normalMapType = TangentSpaceNormalMap;
  19254. this.normalScale = new Vector2( 1, 1 );
  19255. this.displacementMap = null;
  19256. this.displacementScale = 1;
  19257. this.displacementBias = 0;
  19258. this.specularMap = null;
  19259. this.alphaMap = null;
  19260. this.envMap = null;
  19261. this.combine = MultiplyOperation;
  19262. this.reflectivity = 1;
  19263. this.refractionRatio = 0.98;
  19264. this.wireframe = false;
  19265. this.wireframeLinewidth = 1;
  19266. this.wireframeLinecap = 'round';
  19267. this.wireframeLinejoin = 'round';
  19268. this.skinning = false;
  19269. this.morphTargets = false;
  19270. this.morphNormals = false;
  19271. this.setValues( parameters );
  19272. }
  19273. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19274. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19275. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19276. MeshPhongMaterial.prototype.copy = function ( source ) {
  19277. Material.prototype.copy.call( this, source );
  19278. this.color.copy( source.color );
  19279. this.specular.copy( source.specular );
  19280. this.shininess = source.shininess;
  19281. this.map = source.map;
  19282. this.lightMap = source.lightMap;
  19283. this.lightMapIntensity = source.lightMapIntensity;
  19284. this.aoMap = source.aoMap;
  19285. this.aoMapIntensity = source.aoMapIntensity;
  19286. this.emissive.copy( source.emissive );
  19287. this.emissiveMap = source.emissiveMap;
  19288. this.emissiveIntensity = source.emissiveIntensity;
  19289. this.bumpMap = source.bumpMap;
  19290. this.bumpScale = source.bumpScale;
  19291. this.normalMap = source.normalMap;
  19292. this.normalMapType = source.normalMapType;
  19293. this.normalScale.copy( source.normalScale );
  19294. this.displacementMap = source.displacementMap;
  19295. this.displacementScale = source.displacementScale;
  19296. this.displacementBias = source.displacementBias;
  19297. this.specularMap = source.specularMap;
  19298. this.alphaMap = source.alphaMap;
  19299. this.envMap = source.envMap;
  19300. this.combine = source.combine;
  19301. this.reflectivity = source.reflectivity;
  19302. this.refractionRatio = source.refractionRatio;
  19303. this.wireframe = source.wireframe;
  19304. this.wireframeLinewidth = source.wireframeLinewidth;
  19305. this.wireframeLinecap = source.wireframeLinecap;
  19306. this.wireframeLinejoin = source.wireframeLinejoin;
  19307. this.skinning = source.skinning;
  19308. this.morphTargets = source.morphTargets;
  19309. this.morphNormals = source.morphNormals;
  19310. return this;
  19311. };
  19312. /**
  19313. * @author takahirox / http://github.com/takahirox
  19314. *
  19315. * parameters = {
  19316. * gradientMap: new THREE.Texture( <Image> )
  19317. * }
  19318. */
  19319. function MeshToonMaterial( parameters ) {
  19320. MeshPhongMaterial.call( this );
  19321. this.defines = { 'TOON': '' };
  19322. this.type = 'MeshToonMaterial';
  19323. this.gradientMap = null;
  19324. this.setValues( parameters );
  19325. }
  19326. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19327. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19328. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19329. MeshToonMaterial.prototype.copy = function ( source ) {
  19330. MeshPhongMaterial.prototype.copy.call( this, source );
  19331. this.gradientMap = source.gradientMap;
  19332. return this;
  19333. };
  19334. /**
  19335. * @author mrdoob / http://mrdoob.com/
  19336. * @author WestLangley / http://github.com/WestLangley
  19337. *
  19338. * parameters = {
  19339. * opacity: <float>,
  19340. *
  19341. * bumpMap: new THREE.Texture( <Image> ),
  19342. * bumpScale: <float>,
  19343. *
  19344. * normalMap: new THREE.Texture( <Image> ),
  19345. * normalMapType: THREE.TangentSpaceNormalMap,
  19346. * normalScale: <Vector2>,
  19347. *
  19348. * displacementMap: new THREE.Texture( <Image> ),
  19349. * displacementScale: <float>,
  19350. * displacementBias: <float>,
  19351. *
  19352. * wireframe: <boolean>,
  19353. * wireframeLinewidth: <float>
  19354. *
  19355. * skinning: <bool>,
  19356. * morphTargets: <bool>,
  19357. * morphNormals: <bool>
  19358. * }
  19359. */
  19360. function MeshNormalMaterial( parameters ) {
  19361. Material.call( this );
  19362. this.type = 'MeshNormalMaterial';
  19363. this.bumpMap = null;
  19364. this.bumpScale = 1;
  19365. this.normalMap = null;
  19366. this.normalMapType = TangentSpaceNormalMap;
  19367. this.normalScale = new Vector2( 1, 1 );
  19368. this.displacementMap = null;
  19369. this.displacementScale = 1;
  19370. this.displacementBias = 0;
  19371. this.wireframe = false;
  19372. this.wireframeLinewidth = 1;
  19373. this.fog = false;
  19374. this.lights = false;
  19375. this.skinning = false;
  19376. this.morphTargets = false;
  19377. this.morphNormals = false;
  19378. this.setValues( parameters );
  19379. }
  19380. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19381. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19382. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19383. MeshNormalMaterial.prototype.copy = function ( source ) {
  19384. Material.prototype.copy.call( this, source );
  19385. this.bumpMap = source.bumpMap;
  19386. this.bumpScale = source.bumpScale;
  19387. this.normalMap = source.normalMap;
  19388. this.normalMapType = source.normalMapType;
  19389. this.normalScale.copy( source.normalScale );
  19390. this.displacementMap = source.displacementMap;
  19391. this.displacementScale = source.displacementScale;
  19392. this.displacementBias = source.displacementBias;
  19393. this.wireframe = source.wireframe;
  19394. this.wireframeLinewidth = source.wireframeLinewidth;
  19395. this.skinning = source.skinning;
  19396. this.morphTargets = source.morphTargets;
  19397. this.morphNormals = source.morphNormals;
  19398. return this;
  19399. };
  19400. /**
  19401. * @author mrdoob / http://mrdoob.com/
  19402. * @author alteredq / http://alteredqualia.com/
  19403. *
  19404. * parameters = {
  19405. * color: <hex>,
  19406. * opacity: <float>,
  19407. *
  19408. * map: new THREE.Texture( <Image> ),
  19409. *
  19410. * lightMap: new THREE.Texture( <Image> ),
  19411. * lightMapIntensity: <float>
  19412. *
  19413. * aoMap: new THREE.Texture( <Image> ),
  19414. * aoMapIntensity: <float>
  19415. *
  19416. * emissive: <hex>,
  19417. * emissiveIntensity: <float>
  19418. * emissiveMap: new THREE.Texture( <Image> ),
  19419. *
  19420. * specularMap: new THREE.Texture( <Image> ),
  19421. *
  19422. * alphaMap: new THREE.Texture( <Image> ),
  19423. *
  19424. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19425. * combine: THREE.Multiply,
  19426. * reflectivity: <float>,
  19427. * refractionRatio: <float>,
  19428. *
  19429. * wireframe: <boolean>,
  19430. * wireframeLinewidth: <float>,
  19431. *
  19432. * skinning: <bool>,
  19433. * morphTargets: <bool>,
  19434. * morphNormals: <bool>
  19435. * }
  19436. */
  19437. function MeshLambertMaterial( parameters ) {
  19438. Material.call( this );
  19439. this.type = 'MeshLambertMaterial';
  19440. this.color = new Color( 0xffffff ); // diffuse
  19441. this.map = null;
  19442. this.lightMap = null;
  19443. this.lightMapIntensity = 1.0;
  19444. this.aoMap = null;
  19445. this.aoMapIntensity = 1.0;
  19446. this.emissive = new Color( 0x000000 );
  19447. this.emissiveIntensity = 1.0;
  19448. this.emissiveMap = null;
  19449. this.specularMap = null;
  19450. this.alphaMap = null;
  19451. this.envMap = null;
  19452. this.combine = MultiplyOperation;
  19453. this.reflectivity = 1;
  19454. this.refractionRatio = 0.98;
  19455. this.wireframe = false;
  19456. this.wireframeLinewidth = 1;
  19457. this.wireframeLinecap = 'round';
  19458. this.wireframeLinejoin = 'round';
  19459. this.skinning = false;
  19460. this.morphTargets = false;
  19461. this.morphNormals = false;
  19462. this.setValues( parameters );
  19463. }
  19464. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19465. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19466. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19467. MeshLambertMaterial.prototype.copy = function ( source ) {
  19468. Material.prototype.copy.call( this, source );
  19469. this.color.copy( source.color );
  19470. this.map = source.map;
  19471. this.lightMap = source.lightMap;
  19472. this.lightMapIntensity = source.lightMapIntensity;
  19473. this.aoMap = source.aoMap;
  19474. this.aoMapIntensity = source.aoMapIntensity;
  19475. this.emissive.copy( source.emissive );
  19476. this.emissiveMap = source.emissiveMap;
  19477. this.emissiveIntensity = source.emissiveIntensity;
  19478. this.specularMap = source.specularMap;
  19479. this.alphaMap = source.alphaMap;
  19480. this.envMap = source.envMap;
  19481. this.combine = source.combine;
  19482. this.reflectivity = source.reflectivity;
  19483. this.refractionRatio = source.refractionRatio;
  19484. this.wireframe = source.wireframe;
  19485. this.wireframeLinewidth = source.wireframeLinewidth;
  19486. this.wireframeLinecap = source.wireframeLinecap;
  19487. this.wireframeLinejoin = source.wireframeLinejoin;
  19488. this.skinning = source.skinning;
  19489. this.morphTargets = source.morphTargets;
  19490. this.morphNormals = source.morphNormals;
  19491. return this;
  19492. };
  19493. /**
  19494. * @author WestLangley / http://github.com/WestLangley
  19495. *
  19496. * parameters = {
  19497. * color: <hex>,
  19498. * opacity: <float>,
  19499. *
  19500. * matcap: new THREE.Texture( <Image> ),
  19501. *
  19502. * map: new THREE.Texture( <Image> ),
  19503. *
  19504. * bumpMap: new THREE.Texture( <Image> ),
  19505. * bumpScale: <float>,
  19506. *
  19507. * normalMap: new THREE.Texture( <Image> ),
  19508. * normalMapType: THREE.TangentSpaceNormalMap,
  19509. * normalScale: <Vector2>,
  19510. *
  19511. * displacementMap: new THREE.Texture( <Image> ),
  19512. * displacementScale: <float>,
  19513. * displacementBias: <float>,
  19514. *
  19515. * alphaMap: new THREE.Texture( <Image> ),
  19516. *
  19517. * skinning: <bool>,
  19518. * morphTargets: <bool>,
  19519. * morphNormals: <bool>
  19520. * }
  19521. */
  19522. function MeshMatcapMaterial( parameters ) {
  19523. Material.call( this );
  19524. this.defines = { 'MATCAP': '' };
  19525. this.type = 'MeshMatcapMaterial';
  19526. this.color = new Color( 0xffffff ); // diffuse
  19527. this.matcap = null;
  19528. this.map = null;
  19529. this.bumpMap = null;
  19530. this.bumpScale = 1;
  19531. this.normalMap = null;
  19532. this.normalMapType = TangentSpaceNormalMap;
  19533. this.normalScale = new Vector2( 1, 1 );
  19534. this.displacementMap = null;
  19535. this.displacementScale = 1;
  19536. this.displacementBias = 0;
  19537. this.alphaMap = null;
  19538. this.skinning = false;
  19539. this.morphTargets = false;
  19540. this.morphNormals = false;
  19541. this.lights = false;
  19542. this.setValues( parameters );
  19543. }
  19544. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19545. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19546. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19547. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19548. Material.prototype.copy.call( this, source );
  19549. this.defines = { 'MATCAP': '' };
  19550. this.color.copy( source.color );
  19551. this.matcap = source.matcap;
  19552. this.map = source.map;
  19553. this.bumpMap = source.bumpMap;
  19554. this.bumpScale = source.bumpScale;
  19555. this.normalMap = source.normalMap;
  19556. this.normalMapType = source.normalMapType;
  19557. this.normalScale.copy( source.normalScale );
  19558. this.displacementMap = source.displacementMap;
  19559. this.displacementScale = source.displacementScale;
  19560. this.displacementBias = source.displacementBias;
  19561. this.alphaMap = source.alphaMap;
  19562. this.skinning = source.skinning;
  19563. this.morphTargets = source.morphTargets;
  19564. this.morphNormals = source.morphNormals;
  19565. return this;
  19566. };
  19567. /**
  19568. * @author alteredq / http://alteredqualia.com/
  19569. *
  19570. * parameters = {
  19571. * color: <hex>,
  19572. * opacity: <float>,
  19573. *
  19574. * linewidth: <float>,
  19575. *
  19576. * scale: <float>,
  19577. * dashSize: <float>,
  19578. * gapSize: <float>
  19579. * }
  19580. */
  19581. function LineDashedMaterial( parameters ) {
  19582. LineBasicMaterial.call( this );
  19583. this.type = 'LineDashedMaterial';
  19584. this.scale = 1;
  19585. this.dashSize = 3;
  19586. this.gapSize = 1;
  19587. this.setValues( parameters );
  19588. }
  19589. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19590. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19591. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19592. LineDashedMaterial.prototype.copy = function ( source ) {
  19593. LineBasicMaterial.prototype.copy.call( this, source );
  19594. this.scale = source.scale;
  19595. this.dashSize = source.dashSize;
  19596. this.gapSize = source.gapSize;
  19597. return this;
  19598. };
  19599. var Materials = /*#__PURE__*/Object.freeze({
  19600. ShadowMaterial: ShadowMaterial,
  19601. SpriteMaterial: SpriteMaterial,
  19602. RawShaderMaterial: RawShaderMaterial,
  19603. ShaderMaterial: ShaderMaterial,
  19604. PointsMaterial: PointsMaterial,
  19605. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19606. MeshStandardMaterial: MeshStandardMaterial,
  19607. MeshPhongMaterial: MeshPhongMaterial,
  19608. MeshToonMaterial: MeshToonMaterial,
  19609. MeshNormalMaterial: MeshNormalMaterial,
  19610. MeshLambertMaterial: MeshLambertMaterial,
  19611. MeshDepthMaterial: MeshDepthMaterial,
  19612. MeshDistanceMaterial: MeshDistanceMaterial,
  19613. MeshBasicMaterial: MeshBasicMaterial,
  19614. MeshMatcapMaterial: MeshMatcapMaterial,
  19615. LineDashedMaterial: LineDashedMaterial,
  19616. LineBasicMaterial: LineBasicMaterial,
  19617. Material: Material
  19618. });
  19619. /**
  19620. * @author tschw
  19621. * @author Ben Houston / http://clara.io/
  19622. * @author David Sarno / http://lighthaus.us/
  19623. */
  19624. var AnimationUtils = {
  19625. // same as Array.prototype.slice, but also works on typed arrays
  19626. arraySlice: function ( array, from, to ) {
  19627. if ( AnimationUtils.isTypedArray( array ) ) {
  19628. // in ios9 array.subarray(from, undefined) will return empty array
  19629. // but array.subarray(from) or array.subarray(from, len) is correct
  19630. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19631. }
  19632. return array.slice( from, to );
  19633. },
  19634. // converts an array to a specific type
  19635. convertArray: function ( array, type, forceClone ) {
  19636. if ( ! array || // let 'undefined' and 'null' pass
  19637. ! forceClone && array.constructor === type ) return array;
  19638. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19639. return new type( array ); // create typed array
  19640. }
  19641. return Array.prototype.slice.call( array ); // create Array
  19642. },
  19643. isTypedArray: function ( object ) {
  19644. return ArrayBuffer.isView( object ) &&
  19645. ! ( object instanceof DataView );
  19646. },
  19647. // returns an array by which times and values can be sorted
  19648. getKeyframeOrder: function ( times ) {
  19649. function compareTime( i, j ) {
  19650. return times[ i ] - times[ j ];
  19651. }
  19652. var n = times.length;
  19653. var result = new Array( n );
  19654. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19655. result.sort( compareTime );
  19656. return result;
  19657. },
  19658. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19659. sortedArray: function ( values, stride, order ) {
  19660. var nValues = values.length;
  19661. var result = new values.constructor( nValues );
  19662. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19663. var srcOffset = order[ i ] * stride;
  19664. for ( var j = 0; j !== stride; ++ j ) {
  19665. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19666. }
  19667. }
  19668. return result;
  19669. },
  19670. // function for parsing AOS keyframe formats
  19671. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19672. var i = 1, key = jsonKeys[ 0 ];
  19673. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19674. key = jsonKeys[ i ++ ];
  19675. }
  19676. if ( key === undefined ) return; // no data
  19677. var value = key[ valuePropertyName ];
  19678. if ( value === undefined ) return; // no data
  19679. if ( Array.isArray( value ) ) {
  19680. do {
  19681. value = key[ valuePropertyName ];
  19682. if ( value !== undefined ) {
  19683. times.push( key.time );
  19684. values.push.apply( values, value ); // push all elements
  19685. }
  19686. key = jsonKeys[ i ++ ];
  19687. } while ( key !== undefined );
  19688. } else if ( value.toArray !== undefined ) {
  19689. // ...assume THREE.Math-ish
  19690. do {
  19691. value = key[ valuePropertyName ];
  19692. if ( value !== undefined ) {
  19693. times.push( key.time );
  19694. value.toArray( values, values.length );
  19695. }
  19696. key = jsonKeys[ i ++ ];
  19697. } while ( key !== undefined );
  19698. } else {
  19699. // otherwise push as-is
  19700. do {
  19701. value = key[ valuePropertyName ];
  19702. if ( value !== undefined ) {
  19703. times.push( key.time );
  19704. values.push( value );
  19705. }
  19706. key = jsonKeys[ i ++ ];
  19707. } while ( key !== undefined );
  19708. }
  19709. }
  19710. };
  19711. /**
  19712. * Abstract base class of interpolants over parametric samples.
  19713. *
  19714. * The parameter domain is one dimensional, typically the time or a path
  19715. * along a curve defined by the data.
  19716. *
  19717. * The sample values can have any dimensionality and derived classes may
  19718. * apply special interpretations to the data.
  19719. *
  19720. * This class provides the interval seek in a Template Method, deferring
  19721. * the actual interpolation to derived classes.
  19722. *
  19723. * Time complexity is O(1) for linear access crossing at most two points
  19724. * and O(log N) for random access, where N is the number of positions.
  19725. *
  19726. * References:
  19727. *
  19728. * http://www.oodesign.com/template-method-pattern.html
  19729. *
  19730. * @author tschw
  19731. */
  19732. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19733. this.parameterPositions = parameterPositions;
  19734. this._cachedIndex = 0;
  19735. this.resultBuffer = resultBuffer !== undefined ?
  19736. resultBuffer : new sampleValues.constructor( sampleSize );
  19737. this.sampleValues = sampleValues;
  19738. this.valueSize = sampleSize;
  19739. }
  19740. Object.assign( Interpolant.prototype, {
  19741. evaluate: function ( t ) {
  19742. var pp = this.parameterPositions,
  19743. i1 = this._cachedIndex,
  19744. t1 = pp[ i1 ],
  19745. t0 = pp[ i1 - 1 ];
  19746. validate_interval: {
  19747. seek: {
  19748. var right;
  19749. linear_scan: {
  19750. //- See http://jsperf.com/comparison-to-undefined/3
  19751. //- slower code:
  19752. //-
  19753. //- if ( t >= t1 || t1 === undefined ) {
  19754. forward_scan: if ( ! ( t < t1 ) ) {
  19755. for ( var giveUpAt = i1 + 2; ; ) {
  19756. if ( t1 === undefined ) {
  19757. if ( t < t0 ) break forward_scan;
  19758. // after end
  19759. i1 = pp.length;
  19760. this._cachedIndex = i1;
  19761. return this.afterEnd_( i1 - 1, t, t0 );
  19762. }
  19763. if ( i1 === giveUpAt ) break; // this loop
  19764. t0 = t1;
  19765. t1 = pp[ ++ i1 ];
  19766. if ( t < t1 ) {
  19767. // we have arrived at the sought interval
  19768. break seek;
  19769. }
  19770. }
  19771. // prepare binary search on the right side of the index
  19772. right = pp.length;
  19773. break linear_scan;
  19774. }
  19775. //- slower code:
  19776. //- if ( t < t0 || t0 === undefined ) {
  19777. if ( ! ( t >= t0 ) ) {
  19778. // looping?
  19779. var t1global = pp[ 1 ];
  19780. if ( t < t1global ) {
  19781. i1 = 2; // + 1, using the scan for the details
  19782. t0 = t1global;
  19783. }
  19784. // linear reverse scan
  19785. for ( var giveUpAt = i1 - 2; ; ) {
  19786. if ( t0 === undefined ) {
  19787. // before start
  19788. this._cachedIndex = 0;
  19789. return this.beforeStart_( 0, t, t1 );
  19790. }
  19791. if ( i1 === giveUpAt ) break; // this loop
  19792. t1 = t0;
  19793. t0 = pp[ -- i1 - 1 ];
  19794. if ( t >= t0 ) {
  19795. // we have arrived at the sought interval
  19796. break seek;
  19797. }
  19798. }
  19799. // prepare binary search on the left side of the index
  19800. right = i1;
  19801. i1 = 0;
  19802. break linear_scan;
  19803. }
  19804. // the interval is valid
  19805. break validate_interval;
  19806. } // linear scan
  19807. // binary search
  19808. while ( i1 < right ) {
  19809. var mid = ( i1 + right ) >>> 1;
  19810. if ( t < pp[ mid ] ) {
  19811. right = mid;
  19812. } else {
  19813. i1 = mid + 1;
  19814. }
  19815. }
  19816. t1 = pp[ i1 ];
  19817. t0 = pp[ i1 - 1 ];
  19818. // check boundary cases, again
  19819. if ( t0 === undefined ) {
  19820. this._cachedIndex = 0;
  19821. return this.beforeStart_( 0, t, t1 );
  19822. }
  19823. if ( t1 === undefined ) {
  19824. i1 = pp.length;
  19825. this._cachedIndex = i1;
  19826. return this.afterEnd_( i1 - 1, t0, t );
  19827. }
  19828. } // seek
  19829. this._cachedIndex = i1;
  19830. this.intervalChanged_( i1, t0, t1 );
  19831. } // validate_interval
  19832. return this.interpolate_( i1, t0, t, t1 );
  19833. },
  19834. settings: null, // optional, subclass-specific settings structure
  19835. // Note: The indirection allows central control of many interpolants.
  19836. // --- Protected interface
  19837. DefaultSettings_: {},
  19838. getSettings_: function () {
  19839. return this.settings || this.DefaultSettings_;
  19840. },
  19841. copySampleValue_: function ( index ) {
  19842. // copies a sample value to the result buffer
  19843. var result = this.resultBuffer,
  19844. values = this.sampleValues,
  19845. stride = this.valueSize,
  19846. offset = index * stride;
  19847. for ( var i = 0; i !== stride; ++ i ) {
  19848. result[ i ] = values[ offset + i ];
  19849. }
  19850. return result;
  19851. },
  19852. // Template methods for derived classes:
  19853. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19854. throw new Error( 'call to abstract method' );
  19855. // implementations shall return this.resultBuffer
  19856. },
  19857. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19858. // empty
  19859. }
  19860. } );
  19861. //!\ DECLARE ALIAS AFTER assign prototype !
  19862. Object.assign( Interpolant.prototype, {
  19863. //( 0, t, t0 ), returns this.resultBuffer
  19864. beforeStart_: Interpolant.prototype.copySampleValue_,
  19865. //( N-1, tN-1, t ), returns this.resultBuffer
  19866. afterEnd_: Interpolant.prototype.copySampleValue_,
  19867. } );
  19868. /**
  19869. * Fast and simple cubic spline interpolant.
  19870. *
  19871. * It was derived from a Hermitian construction setting the first derivative
  19872. * at each sample position to the linear slope between neighboring positions
  19873. * over their parameter interval.
  19874. *
  19875. * @author tschw
  19876. */
  19877. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19878. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19879. this._weightPrev = - 0;
  19880. this._offsetPrev = - 0;
  19881. this._weightNext = - 0;
  19882. this._offsetNext = - 0;
  19883. }
  19884. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19885. constructor: CubicInterpolant,
  19886. DefaultSettings_: {
  19887. endingStart: ZeroCurvatureEnding,
  19888. endingEnd: ZeroCurvatureEnding
  19889. },
  19890. intervalChanged_: function ( i1, t0, t1 ) {
  19891. var pp = this.parameterPositions,
  19892. iPrev = i1 - 2,
  19893. iNext = i1 + 1,
  19894. tPrev = pp[ iPrev ],
  19895. tNext = pp[ iNext ];
  19896. if ( tPrev === undefined ) {
  19897. switch ( this.getSettings_().endingStart ) {
  19898. case ZeroSlopeEnding:
  19899. // f'(t0) = 0
  19900. iPrev = i1;
  19901. tPrev = 2 * t0 - t1;
  19902. break;
  19903. case WrapAroundEnding:
  19904. // use the other end of the curve
  19905. iPrev = pp.length - 2;
  19906. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19907. break;
  19908. default: // ZeroCurvatureEnding
  19909. // f''(t0) = 0 a.k.a. Natural Spline
  19910. iPrev = i1;
  19911. tPrev = t1;
  19912. }
  19913. }
  19914. if ( tNext === undefined ) {
  19915. switch ( this.getSettings_().endingEnd ) {
  19916. case ZeroSlopeEnding:
  19917. // f'(tN) = 0
  19918. iNext = i1;
  19919. tNext = 2 * t1 - t0;
  19920. break;
  19921. case WrapAroundEnding:
  19922. // use the other end of the curve
  19923. iNext = 1;
  19924. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19925. break;
  19926. default: // ZeroCurvatureEnding
  19927. // f''(tN) = 0, a.k.a. Natural Spline
  19928. iNext = i1 - 1;
  19929. tNext = t0;
  19930. }
  19931. }
  19932. var halfDt = ( t1 - t0 ) * 0.5,
  19933. stride = this.valueSize;
  19934. this._weightPrev = halfDt / ( t0 - tPrev );
  19935. this._weightNext = halfDt / ( tNext - t1 );
  19936. this._offsetPrev = iPrev * stride;
  19937. this._offsetNext = iNext * stride;
  19938. },
  19939. interpolate_: function ( i1, t0, t, t1 ) {
  19940. var result = this.resultBuffer,
  19941. values = this.sampleValues,
  19942. stride = this.valueSize,
  19943. o1 = i1 * stride, o0 = o1 - stride,
  19944. oP = this._offsetPrev, oN = this._offsetNext,
  19945. wP = this._weightPrev, wN = this._weightNext,
  19946. p = ( t - t0 ) / ( t1 - t0 ),
  19947. pp = p * p,
  19948. ppp = pp * p;
  19949. // evaluate polynomials
  19950. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  19951. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  19952. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  19953. var sN = wN * ppp - wN * pp;
  19954. // combine data linearly
  19955. for ( var i = 0; i !== stride; ++ i ) {
  19956. result[ i ] =
  19957. sP * values[ oP + i ] +
  19958. s0 * values[ o0 + i ] +
  19959. s1 * values[ o1 + i ] +
  19960. sN * values[ oN + i ];
  19961. }
  19962. return result;
  19963. }
  19964. } );
  19965. /**
  19966. * @author tschw
  19967. */
  19968. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19969. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19970. }
  19971. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19972. constructor: LinearInterpolant,
  19973. interpolate_: function ( i1, t0, t, t1 ) {
  19974. var result = this.resultBuffer,
  19975. values = this.sampleValues,
  19976. stride = this.valueSize,
  19977. offset1 = i1 * stride,
  19978. offset0 = offset1 - stride,
  19979. weight1 = ( t - t0 ) / ( t1 - t0 ),
  19980. weight0 = 1 - weight1;
  19981. for ( var i = 0; i !== stride; ++ i ) {
  19982. result[ i ] =
  19983. values[ offset0 + i ] * weight0 +
  19984. values[ offset1 + i ] * weight1;
  19985. }
  19986. return result;
  19987. }
  19988. } );
  19989. /**
  19990. *
  19991. * Interpolant that evaluates to the sample value at the position preceeding
  19992. * the parameter.
  19993. *
  19994. * @author tschw
  19995. */
  19996. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19997. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19998. }
  19999. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20000. constructor: DiscreteInterpolant,
  20001. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20002. return this.copySampleValue_( i1 - 1 );
  20003. }
  20004. } );
  20005. /**
  20006. *
  20007. * A timed sequence of keyframes for a specific property.
  20008. *
  20009. *
  20010. * @author Ben Houston / http://clara.io/
  20011. * @author David Sarno / http://lighthaus.us/
  20012. * @author tschw
  20013. */
  20014. function KeyframeTrack( name, times, values, interpolation ) {
  20015. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  20016. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  20017. this.name = name;
  20018. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20019. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20020. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20021. }
  20022. // Static methods
  20023. Object.assign( KeyframeTrack, {
  20024. // Serialization (in static context, because of constructor invocation
  20025. // and automatic invocation of .toJSON):
  20026. toJSON: function ( track ) {
  20027. var trackType = track.constructor;
  20028. var json;
  20029. // derived classes can define a static toJSON method
  20030. if ( trackType.toJSON !== undefined ) {
  20031. json = trackType.toJSON( track );
  20032. } else {
  20033. // by default, we assume the data can be serialized as-is
  20034. json = {
  20035. 'name': track.name,
  20036. 'times': AnimationUtils.convertArray( track.times, Array ),
  20037. 'values': AnimationUtils.convertArray( track.values, Array )
  20038. };
  20039. var interpolation = track.getInterpolation();
  20040. if ( interpolation !== track.DefaultInterpolation ) {
  20041. json.interpolation = interpolation;
  20042. }
  20043. }
  20044. json.type = track.ValueTypeName; // mandatory
  20045. return json;
  20046. }
  20047. } );
  20048. Object.assign( KeyframeTrack.prototype, {
  20049. constructor: KeyframeTrack,
  20050. TimeBufferType: Float32Array,
  20051. ValueBufferType: Float32Array,
  20052. DefaultInterpolation: InterpolateLinear,
  20053. InterpolantFactoryMethodDiscrete: function ( result ) {
  20054. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20055. },
  20056. InterpolantFactoryMethodLinear: function ( result ) {
  20057. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20058. },
  20059. InterpolantFactoryMethodSmooth: function ( result ) {
  20060. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20061. },
  20062. setInterpolation: function ( interpolation ) {
  20063. var factoryMethod;
  20064. switch ( interpolation ) {
  20065. case InterpolateDiscrete:
  20066. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20067. break;
  20068. case InterpolateLinear:
  20069. factoryMethod = this.InterpolantFactoryMethodLinear;
  20070. break;
  20071. case InterpolateSmooth:
  20072. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20073. break;
  20074. }
  20075. if ( factoryMethod === undefined ) {
  20076. var message = "unsupported interpolation for " +
  20077. this.ValueTypeName + " keyframe track named " + this.name;
  20078. if ( this.createInterpolant === undefined ) {
  20079. // fall back to default, unless the default itself is messed up
  20080. if ( interpolation !== this.DefaultInterpolation ) {
  20081. this.setInterpolation( this.DefaultInterpolation );
  20082. } else {
  20083. throw new Error( message ); // fatal, in this case
  20084. }
  20085. }
  20086. console.warn( 'THREE.KeyframeTrack:', message );
  20087. return this;
  20088. }
  20089. this.createInterpolant = factoryMethod;
  20090. return this;
  20091. },
  20092. getInterpolation: function () {
  20093. switch ( this.createInterpolant ) {
  20094. case this.InterpolantFactoryMethodDiscrete:
  20095. return InterpolateDiscrete;
  20096. case this.InterpolantFactoryMethodLinear:
  20097. return InterpolateLinear;
  20098. case this.InterpolantFactoryMethodSmooth:
  20099. return InterpolateSmooth;
  20100. }
  20101. },
  20102. getValueSize: function () {
  20103. return this.values.length / this.times.length;
  20104. },
  20105. // move all keyframes either forwards or backwards in time
  20106. shift: function ( timeOffset ) {
  20107. if ( timeOffset !== 0.0 ) {
  20108. var times = this.times;
  20109. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20110. times[ i ] += timeOffset;
  20111. }
  20112. }
  20113. return this;
  20114. },
  20115. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20116. scale: function ( timeScale ) {
  20117. if ( timeScale !== 1.0 ) {
  20118. var times = this.times;
  20119. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20120. times[ i ] *= timeScale;
  20121. }
  20122. }
  20123. return this;
  20124. },
  20125. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20126. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20127. trim: function ( startTime, endTime ) {
  20128. var times = this.times,
  20129. nKeys = times.length,
  20130. from = 0,
  20131. to = nKeys - 1;
  20132. while ( from !== nKeys && times[ from ] < startTime ) {
  20133. ++ from;
  20134. }
  20135. while ( to !== - 1 && times[ to ] > endTime ) {
  20136. -- to;
  20137. }
  20138. ++ to; // inclusive -> exclusive bound
  20139. if ( from !== 0 || to !== nKeys ) {
  20140. // empty tracks are forbidden, so keep at least one keyframe
  20141. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  20142. var stride = this.getValueSize();
  20143. this.times = AnimationUtils.arraySlice( times, from, to );
  20144. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20145. }
  20146. return this;
  20147. },
  20148. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20149. validate: function () {
  20150. var valid = true;
  20151. var valueSize = this.getValueSize();
  20152. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20153. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20154. valid = false;
  20155. }
  20156. var times = this.times,
  20157. values = this.values,
  20158. nKeys = times.length;
  20159. if ( nKeys === 0 ) {
  20160. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20161. valid = false;
  20162. }
  20163. var prevTime = null;
  20164. for ( var i = 0; i !== nKeys; i ++ ) {
  20165. var currTime = times[ i ];
  20166. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20167. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20168. valid = false;
  20169. break;
  20170. }
  20171. if ( prevTime !== null && prevTime > currTime ) {
  20172. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20173. valid = false;
  20174. break;
  20175. }
  20176. prevTime = currTime;
  20177. }
  20178. if ( values !== undefined ) {
  20179. if ( AnimationUtils.isTypedArray( values ) ) {
  20180. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20181. var value = values[ i ];
  20182. if ( isNaN( value ) ) {
  20183. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20184. valid = false;
  20185. break;
  20186. }
  20187. }
  20188. }
  20189. }
  20190. return valid;
  20191. },
  20192. // removes equivalent sequential keys as common in morph target sequences
  20193. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20194. optimize: function () {
  20195. var times = this.times,
  20196. values = this.values,
  20197. stride = this.getValueSize(),
  20198. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20199. writeIndex = 1,
  20200. lastIndex = times.length - 1;
  20201. for ( var i = 1; i < lastIndex; ++ i ) {
  20202. var keep = false;
  20203. var time = times[ i ];
  20204. var timeNext = times[ i + 1 ];
  20205. // remove adjacent keyframes scheduled at the same time
  20206. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20207. if ( ! smoothInterpolation ) {
  20208. // remove unnecessary keyframes same as their neighbors
  20209. var offset = i * stride,
  20210. offsetP = offset - stride,
  20211. offsetN = offset + stride;
  20212. for ( var j = 0; j !== stride; ++ j ) {
  20213. var value = values[ offset + j ];
  20214. if ( value !== values[ offsetP + j ] ||
  20215. value !== values[ offsetN + j ] ) {
  20216. keep = true;
  20217. break;
  20218. }
  20219. }
  20220. } else {
  20221. keep = true;
  20222. }
  20223. }
  20224. // in-place compaction
  20225. if ( keep ) {
  20226. if ( i !== writeIndex ) {
  20227. times[ writeIndex ] = times[ i ];
  20228. var readOffset = i * stride,
  20229. writeOffset = writeIndex * stride;
  20230. for ( var j = 0; j !== stride; ++ j ) {
  20231. values[ writeOffset + j ] = values[ readOffset + j ];
  20232. }
  20233. }
  20234. ++ writeIndex;
  20235. }
  20236. }
  20237. // flush last keyframe (compaction looks ahead)
  20238. if ( lastIndex > 0 ) {
  20239. times[ writeIndex ] = times[ lastIndex ];
  20240. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20241. values[ writeOffset + j ] = values[ readOffset + j ];
  20242. }
  20243. ++ writeIndex;
  20244. }
  20245. if ( writeIndex !== times.length ) {
  20246. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20247. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20248. }
  20249. return this;
  20250. },
  20251. clone: function () {
  20252. var times = AnimationUtils.arraySlice( this.times, 0 );
  20253. var values = AnimationUtils.arraySlice( this.values, 0 );
  20254. var TypedKeyframeTrack = this.constructor;
  20255. var track = new TypedKeyframeTrack( this.name, times, values );
  20256. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20257. track.createInterpolant = this.createInterpolant;
  20258. return track;
  20259. }
  20260. } );
  20261. /**
  20262. *
  20263. * A Track of Boolean keyframe values.
  20264. *
  20265. *
  20266. * @author Ben Houston / http://clara.io/
  20267. * @author David Sarno / http://lighthaus.us/
  20268. * @author tschw
  20269. */
  20270. function BooleanKeyframeTrack( name, times, values ) {
  20271. KeyframeTrack.call( this, name, times, values );
  20272. }
  20273. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20274. constructor: BooleanKeyframeTrack,
  20275. ValueTypeName: 'bool',
  20276. ValueBufferType: Array,
  20277. DefaultInterpolation: InterpolateDiscrete,
  20278. InterpolantFactoryMethodLinear: undefined,
  20279. InterpolantFactoryMethodSmooth: undefined
  20280. // Note: Actually this track could have a optimized / compressed
  20281. // representation of a single value and a custom interpolant that
  20282. // computes "firstValue ^ isOdd( index )".
  20283. } );
  20284. /**
  20285. *
  20286. * A Track of keyframe values that represent color.
  20287. *
  20288. *
  20289. * @author Ben Houston / http://clara.io/
  20290. * @author David Sarno / http://lighthaus.us/
  20291. * @author tschw
  20292. */
  20293. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20294. KeyframeTrack.call( this, name, times, values, interpolation );
  20295. }
  20296. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20297. constructor: ColorKeyframeTrack,
  20298. ValueTypeName: 'color'
  20299. // ValueBufferType is inherited
  20300. // DefaultInterpolation is inherited
  20301. // Note: Very basic implementation and nothing special yet.
  20302. // However, this is the place for color space parameterization.
  20303. } );
  20304. /**
  20305. *
  20306. * A Track of numeric keyframe values.
  20307. *
  20308. * @author Ben Houston / http://clara.io/
  20309. * @author David Sarno / http://lighthaus.us/
  20310. * @author tschw
  20311. */
  20312. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20313. KeyframeTrack.call( this, name, times, values, interpolation );
  20314. }
  20315. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20316. constructor: NumberKeyframeTrack,
  20317. ValueTypeName: 'number'
  20318. // ValueBufferType is inherited
  20319. // DefaultInterpolation is inherited
  20320. } );
  20321. /**
  20322. * Spherical linear unit quaternion interpolant.
  20323. *
  20324. * @author tschw
  20325. */
  20326. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20327. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20328. }
  20329. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20330. constructor: QuaternionLinearInterpolant,
  20331. interpolate_: function ( i1, t0, t, t1 ) {
  20332. var result = this.resultBuffer,
  20333. values = this.sampleValues,
  20334. stride = this.valueSize,
  20335. offset = i1 * stride,
  20336. alpha = ( t - t0 ) / ( t1 - t0 );
  20337. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20338. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20339. }
  20340. return result;
  20341. }
  20342. } );
  20343. /**
  20344. *
  20345. * A Track of quaternion keyframe values.
  20346. *
  20347. * @author Ben Houston / http://clara.io/
  20348. * @author David Sarno / http://lighthaus.us/
  20349. * @author tschw
  20350. */
  20351. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20352. KeyframeTrack.call( this, name, times, values, interpolation );
  20353. }
  20354. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20355. constructor: QuaternionKeyframeTrack,
  20356. ValueTypeName: 'quaternion',
  20357. // ValueBufferType is inherited
  20358. DefaultInterpolation: InterpolateLinear,
  20359. InterpolantFactoryMethodLinear: function ( result ) {
  20360. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20361. },
  20362. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20363. } );
  20364. /**
  20365. *
  20366. * A Track that interpolates Strings
  20367. *
  20368. *
  20369. * @author Ben Houston / http://clara.io/
  20370. * @author David Sarno / http://lighthaus.us/
  20371. * @author tschw
  20372. */
  20373. function StringKeyframeTrack( name, times, values, interpolation ) {
  20374. KeyframeTrack.call( this, name, times, values, interpolation );
  20375. }
  20376. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20377. constructor: StringKeyframeTrack,
  20378. ValueTypeName: 'string',
  20379. ValueBufferType: Array,
  20380. DefaultInterpolation: InterpolateDiscrete,
  20381. InterpolantFactoryMethodLinear: undefined,
  20382. InterpolantFactoryMethodSmooth: undefined
  20383. } );
  20384. /**
  20385. *
  20386. * A Track of vectored keyframe values.
  20387. *
  20388. *
  20389. * @author Ben Houston / http://clara.io/
  20390. * @author David Sarno / http://lighthaus.us/
  20391. * @author tschw
  20392. */
  20393. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20394. KeyframeTrack.call( this, name, times, values, interpolation );
  20395. }
  20396. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20397. constructor: VectorKeyframeTrack,
  20398. ValueTypeName: 'vector'
  20399. // ValueBufferType is inherited
  20400. // DefaultInterpolation is inherited
  20401. } );
  20402. /**
  20403. *
  20404. * Reusable set of Tracks that represent an animation.
  20405. *
  20406. * @author Ben Houston / http://clara.io/
  20407. * @author David Sarno / http://lighthaus.us/
  20408. */
  20409. function AnimationClip( name, duration, tracks ) {
  20410. this.name = name;
  20411. this.tracks = tracks;
  20412. this.duration = ( duration !== undefined ) ? duration : - 1;
  20413. this.uuid = _Math.generateUUID();
  20414. // this means it should figure out its duration by scanning the tracks
  20415. if ( this.duration < 0 ) {
  20416. this.resetDuration();
  20417. }
  20418. }
  20419. function getTrackTypeForValueTypeName( typeName ) {
  20420. switch ( typeName.toLowerCase() ) {
  20421. case 'scalar':
  20422. case 'double':
  20423. case 'float':
  20424. case 'number':
  20425. case 'integer':
  20426. return NumberKeyframeTrack;
  20427. case 'vector':
  20428. case 'vector2':
  20429. case 'vector3':
  20430. case 'vector4':
  20431. return VectorKeyframeTrack;
  20432. case 'color':
  20433. return ColorKeyframeTrack;
  20434. case 'quaternion':
  20435. return QuaternionKeyframeTrack;
  20436. case 'bool':
  20437. case 'boolean':
  20438. return BooleanKeyframeTrack;
  20439. case 'string':
  20440. return StringKeyframeTrack;
  20441. }
  20442. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20443. }
  20444. function parseKeyframeTrack( json ) {
  20445. if ( json.type === undefined ) {
  20446. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20447. }
  20448. var trackType = getTrackTypeForValueTypeName( json.type );
  20449. if ( json.times === undefined ) {
  20450. var times = [], values = [];
  20451. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20452. json.times = times;
  20453. json.values = values;
  20454. }
  20455. // derived classes can define a static parse method
  20456. if ( trackType.parse !== undefined ) {
  20457. return trackType.parse( json );
  20458. } else {
  20459. // by default, we assume a constructor compatible with the base
  20460. return new trackType( json.name, json.times, json.values, json.interpolation );
  20461. }
  20462. }
  20463. Object.assign( AnimationClip, {
  20464. parse: function ( json ) {
  20465. var tracks = [],
  20466. jsonTracks = json.tracks,
  20467. frameTime = 1.0 / ( json.fps || 1.0 );
  20468. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20469. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20470. }
  20471. return new AnimationClip( json.name, json.duration, tracks );
  20472. },
  20473. toJSON: function ( clip ) {
  20474. var tracks = [],
  20475. clipTracks = clip.tracks;
  20476. var json = {
  20477. 'name': clip.name,
  20478. 'duration': clip.duration,
  20479. 'tracks': tracks,
  20480. 'uuid': clip.uuid
  20481. };
  20482. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20483. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20484. }
  20485. return json;
  20486. },
  20487. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20488. var numMorphTargets = morphTargetSequence.length;
  20489. var tracks = [];
  20490. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20491. var times = [];
  20492. var values = [];
  20493. times.push(
  20494. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20495. i,
  20496. ( i + 1 ) % numMorphTargets );
  20497. values.push( 0, 1, 0 );
  20498. var order = AnimationUtils.getKeyframeOrder( times );
  20499. times = AnimationUtils.sortedArray( times, 1, order );
  20500. values = AnimationUtils.sortedArray( values, 1, order );
  20501. // if there is a key at the first frame, duplicate it as the
  20502. // last frame as well for perfect loop.
  20503. if ( ! noLoop && times[ 0 ] === 0 ) {
  20504. times.push( numMorphTargets );
  20505. values.push( values[ 0 ] );
  20506. }
  20507. tracks.push(
  20508. new NumberKeyframeTrack(
  20509. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20510. times, values
  20511. ).scale( 1.0 / fps ) );
  20512. }
  20513. return new AnimationClip( name, - 1, tracks );
  20514. },
  20515. findByName: function ( objectOrClipArray, name ) {
  20516. var clipArray = objectOrClipArray;
  20517. if ( ! Array.isArray( objectOrClipArray ) ) {
  20518. var o = objectOrClipArray;
  20519. clipArray = o.geometry && o.geometry.animations || o.animations;
  20520. }
  20521. for ( var i = 0; i < clipArray.length; i ++ ) {
  20522. if ( clipArray[ i ].name === name ) {
  20523. return clipArray[ i ];
  20524. }
  20525. }
  20526. return null;
  20527. },
  20528. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20529. var animationToMorphTargets = {};
  20530. // tested with https://regex101.com/ on trick sequences
  20531. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20532. var pattern = /^([\w-]*?)([\d]+)$/;
  20533. // sort morph target names into animation groups based
  20534. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20535. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20536. var morphTarget = morphTargets[ i ];
  20537. var parts = morphTarget.name.match( pattern );
  20538. if ( parts && parts.length > 1 ) {
  20539. var name = parts[ 1 ];
  20540. var animationMorphTargets = animationToMorphTargets[ name ];
  20541. if ( ! animationMorphTargets ) {
  20542. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20543. }
  20544. animationMorphTargets.push( morphTarget );
  20545. }
  20546. }
  20547. var clips = [];
  20548. for ( var name in animationToMorphTargets ) {
  20549. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20550. }
  20551. return clips;
  20552. },
  20553. // parse the animation.hierarchy format
  20554. parseAnimation: function ( animation, bones ) {
  20555. if ( ! animation ) {
  20556. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20557. return null;
  20558. }
  20559. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20560. // only return track if there are actually keys.
  20561. if ( animationKeys.length !== 0 ) {
  20562. var times = [];
  20563. var values = [];
  20564. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20565. // empty keys are filtered out, so check again
  20566. if ( times.length !== 0 ) {
  20567. destTracks.push( new trackType( trackName, times, values ) );
  20568. }
  20569. }
  20570. };
  20571. var tracks = [];
  20572. var clipName = animation.name || 'default';
  20573. // automatic length determination in AnimationClip.
  20574. var duration = animation.length || - 1;
  20575. var fps = animation.fps || 30;
  20576. var hierarchyTracks = animation.hierarchy || [];
  20577. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20578. var animationKeys = hierarchyTracks[ h ].keys;
  20579. // skip empty tracks
  20580. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20581. // process morph targets
  20582. if ( animationKeys[ 0 ].morphTargets ) {
  20583. // figure out all morph targets used in this track
  20584. var morphTargetNames = {};
  20585. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20586. if ( animationKeys[ k ].morphTargets ) {
  20587. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20588. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20589. }
  20590. }
  20591. }
  20592. // create a track for each morph target with all zero
  20593. // morphTargetInfluences except for the keys in which
  20594. // the morphTarget is named.
  20595. for ( var morphTargetName in morphTargetNames ) {
  20596. var times = [];
  20597. var values = [];
  20598. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20599. var animationKey = animationKeys[ k ];
  20600. times.push( animationKey.time );
  20601. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20602. }
  20603. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20604. }
  20605. duration = morphTargetNames.length * ( fps || 1.0 );
  20606. } else {
  20607. // ...assume skeletal animation
  20608. var boneName = '.bones[' + bones[ h ].name + ']';
  20609. addNonemptyTrack(
  20610. VectorKeyframeTrack, boneName + '.position',
  20611. animationKeys, 'pos', tracks );
  20612. addNonemptyTrack(
  20613. QuaternionKeyframeTrack, boneName + '.quaternion',
  20614. animationKeys, 'rot', tracks );
  20615. addNonemptyTrack(
  20616. VectorKeyframeTrack, boneName + '.scale',
  20617. animationKeys, 'scl', tracks );
  20618. }
  20619. }
  20620. if ( tracks.length === 0 ) {
  20621. return null;
  20622. }
  20623. var clip = new AnimationClip( clipName, duration, tracks );
  20624. return clip;
  20625. }
  20626. } );
  20627. Object.assign( AnimationClip.prototype, {
  20628. resetDuration: function () {
  20629. var tracks = this.tracks, duration = 0;
  20630. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20631. var track = this.tracks[ i ];
  20632. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20633. }
  20634. this.duration = duration;
  20635. return this;
  20636. },
  20637. trim: function () {
  20638. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20639. this.tracks[ i ].trim( 0, this.duration );
  20640. }
  20641. return this;
  20642. },
  20643. validate: function () {
  20644. var valid = true;
  20645. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20646. valid = valid && this.tracks[ i ].validate();
  20647. }
  20648. return valid;
  20649. },
  20650. optimize: function () {
  20651. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20652. this.tracks[ i ].optimize();
  20653. }
  20654. return this;
  20655. },
  20656. clone: function () {
  20657. var tracks = [];
  20658. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20659. tracks.push( this.tracks[ i ].clone() );
  20660. }
  20661. return new AnimationClip( this.name, this.duration, tracks );
  20662. }
  20663. } );
  20664. /**
  20665. * @author mrdoob / http://mrdoob.com/
  20666. */
  20667. var Cache = {
  20668. enabled: false,
  20669. files: {},
  20670. add: function ( key, file ) {
  20671. if ( this.enabled === false ) return;
  20672. // console.log( 'THREE.Cache', 'Adding key:', key );
  20673. this.files[ key ] = file;
  20674. },
  20675. get: function ( key ) {
  20676. if ( this.enabled === false ) return;
  20677. // console.log( 'THREE.Cache', 'Checking key:', key );
  20678. return this.files[ key ];
  20679. },
  20680. remove: function ( key ) {
  20681. delete this.files[ key ];
  20682. },
  20683. clear: function () {
  20684. this.files = {};
  20685. }
  20686. };
  20687. /**
  20688. * @author mrdoob / http://mrdoob.com/
  20689. */
  20690. function LoadingManager( onLoad, onProgress, onError ) {
  20691. var scope = this;
  20692. var isLoading = false;
  20693. var itemsLoaded = 0;
  20694. var itemsTotal = 0;
  20695. var urlModifier = undefined;
  20696. // Refer to #5689 for the reason why we don't set .onStart
  20697. // in the constructor
  20698. this.onStart = undefined;
  20699. this.onLoad = onLoad;
  20700. this.onProgress = onProgress;
  20701. this.onError = onError;
  20702. this.itemStart = function ( url ) {
  20703. itemsTotal ++;
  20704. if ( isLoading === false ) {
  20705. if ( scope.onStart !== undefined ) {
  20706. scope.onStart( url, itemsLoaded, itemsTotal );
  20707. }
  20708. }
  20709. isLoading = true;
  20710. };
  20711. this.itemEnd = function ( url ) {
  20712. itemsLoaded ++;
  20713. if ( scope.onProgress !== undefined ) {
  20714. scope.onProgress( url, itemsLoaded, itemsTotal );
  20715. }
  20716. if ( itemsLoaded === itemsTotal ) {
  20717. isLoading = false;
  20718. if ( scope.onLoad !== undefined ) {
  20719. scope.onLoad();
  20720. }
  20721. }
  20722. };
  20723. this.itemError = function ( url ) {
  20724. if ( scope.onError !== undefined ) {
  20725. scope.onError( url );
  20726. }
  20727. };
  20728. this.resolveURL = function ( url ) {
  20729. if ( urlModifier ) {
  20730. return urlModifier( url );
  20731. }
  20732. return url;
  20733. };
  20734. this.setURLModifier = function ( transform ) {
  20735. urlModifier = transform;
  20736. return this;
  20737. };
  20738. }
  20739. var DefaultLoadingManager = new LoadingManager();
  20740. /**
  20741. * @author mrdoob / http://mrdoob.com/
  20742. */
  20743. var loading = {};
  20744. function FileLoader( manager ) {
  20745. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20746. }
  20747. Object.assign( FileLoader.prototype, {
  20748. load: function ( url, onLoad, onProgress, onError ) {
  20749. if ( url === undefined ) url = '';
  20750. if ( this.path !== undefined ) url = this.path + url;
  20751. url = this.manager.resolveURL( url );
  20752. var scope = this;
  20753. var cached = Cache.get( url );
  20754. if ( cached !== undefined ) {
  20755. scope.manager.itemStart( url );
  20756. setTimeout( function () {
  20757. if ( onLoad ) onLoad( cached );
  20758. scope.manager.itemEnd( url );
  20759. }, 0 );
  20760. return cached;
  20761. }
  20762. // Check if request is duplicate
  20763. if ( loading[ url ] !== undefined ) {
  20764. loading[ url ].push( {
  20765. onLoad: onLoad,
  20766. onProgress: onProgress,
  20767. onError: onError
  20768. } );
  20769. return;
  20770. }
  20771. // Check for data: URI
  20772. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20773. var dataUriRegexResult = url.match( dataUriRegex );
  20774. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20775. if ( dataUriRegexResult ) {
  20776. var mimeType = dataUriRegexResult[ 1 ];
  20777. var isBase64 = !! dataUriRegexResult[ 2 ];
  20778. var data = dataUriRegexResult[ 3 ];
  20779. data = decodeURIComponent( data );
  20780. if ( isBase64 ) data = atob( data );
  20781. try {
  20782. var response;
  20783. var responseType = ( this.responseType || '' ).toLowerCase();
  20784. switch ( responseType ) {
  20785. case 'arraybuffer':
  20786. case 'blob':
  20787. var view = new Uint8Array( data.length );
  20788. for ( var i = 0; i < data.length; i ++ ) {
  20789. view[ i ] = data.charCodeAt( i );
  20790. }
  20791. if ( responseType === 'blob' ) {
  20792. response = new Blob( [ view.buffer ], { type: mimeType } );
  20793. } else {
  20794. response = view.buffer;
  20795. }
  20796. break;
  20797. case 'document':
  20798. var parser = new DOMParser();
  20799. response = parser.parseFromString( data, mimeType );
  20800. break;
  20801. case 'json':
  20802. response = JSON.parse( data );
  20803. break;
  20804. default: // 'text' or other
  20805. response = data;
  20806. break;
  20807. }
  20808. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20809. setTimeout( function () {
  20810. if ( onLoad ) onLoad( response );
  20811. scope.manager.itemEnd( url );
  20812. }, 0 );
  20813. } catch ( error ) {
  20814. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20815. setTimeout( function () {
  20816. if ( onError ) onError( error );
  20817. scope.manager.itemError( url );
  20818. scope.manager.itemEnd( url );
  20819. }, 0 );
  20820. }
  20821. } else {
  20822. // Initialise array for duplicate requests
  20823. loading[ url ] = [];
  20824. loading[ url ].push( {
  20825. onLoad: onLoad,
  20826. onProgress: onProgress,
  20827. onError: onError
  20828. } );
  20829. var request = new XMLHttpRequest();
  20830. request.open( 'GET', url, true );
  20831. request.addEventListener( 'load', function ( event ) {
  20832. var response = this.response;
  20833. Cache.add( url, response );
  20834. var callbacks = loading[ url ];
  20835. delete loading[ url ];
  20836. if ( this.status === 200 || this.status === 0 ) {
  20837. // Some browsers return HTTP Status 0 when using non-http protocol
  20838. // e.g. 'file://' or 'data://'. Handle as success.
  20839. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20840. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20841. var callback = callbacks[ i ];
  20842. if ( callback.onLoad ) callback.onLoad( response );
  20843. }
  20844. scope.manager.itemEnd( url );
  20845. } else {
  20846. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20847. var callback = callbacks[ i ];
  20848. if ( callback.onError ) callback.onError( event );
  20849. }
  20850. scope.manager.itemError( url );
  20851. scope.manager.itemEnd( url );
  20852. }
  20853. }, false );
  20854. request.addEventListener( 'progress', function ( event ) {
  20855. var callbacks = loading[ url ];
  20856. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20857. var callback = callbacks[ i ];
  20858. if ( callback.onProgress ) callback.onProgress( event );
  20859. }
  20860. }, false );
  20861. request.addEventListener( 'error', function ( event ) {
  20862. var callbacks = loading[ url ];
  20863. delete loading[ url ];
  20864. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20865. var callback = callbacks[ i ];
  20866. if ( callback.onError ) callback.onError( event );
  20867. }
  20868. scope.manager.itemError( url );
  20869. scope.manager.itemEnd( url );
  20870. }, false );
  20871. request.addEventListener( 'abort', function ( event ) {
  20872. var callbacks = loading[ url ];
  20873. delete loading[ url ];
  20874. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20875. var callback = callbacks[ i ];
  20876. if ( callback.onError ) callback.onError( event );
  20877. }
  20878. scope.manager.itemError( url );
  20879. scope.manager.itemEnd( url );
  20880. }, false );
  20881. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20882. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20883. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20884. for ( var header in this.requestHeader ) {
  20885. request.setRequestHeader( header, this.requestHeader[ header ] );
  20886. }
  20887. request.send( null );
  20888. }
  20889. scope.manager.itemStart( url );
  20890. return request;
  20891. },
  20892. setPath: function ( value ) {
  20893. this.path = value;
  20894. return this;
  20895. },
  20896. setResponseType: function ( value ) {
  20897. this.responseType = value;
  20898. return this;
  20899. },
  20900. setWithCredentials: function ( value ) {
  20901. this.withCredentials = value;
  20902. return this;
  20903. },
  20904. setMimeType: function ( value ) {
  20905. this.mimeType = value;
  20906. return this;
  20907. },
  20908. setRequestHeader: function ( value ) {
  20909. this.requestHeader = value;
  20910. return this;
  20911. }
  20912. } );
  20913. /**
  20914. * @author bhouston / http://clara.io/
  20915. */
  20916. function AnimationLoader( manager ) {
  20917. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20918. }
  20919. Object.assign( AnimationLoader.prototype, {
  20920. load: function ( url, onLoad, onProgress, onError ) {
  20921. var scope = this;
  20922. var loader = new FileLoader( scope.manager );
  20923. loader.setPath( scope.path );
  20924. loader.load( url, function ( text ) {
  20925. onLoad( scope.parse( JSON.parse( text ) ) );
  20926. }, onProgress, onError );
  20927. },
  20928. parse: function ( json ) {
  20929. var animations = [];
  20930. for ( var i = 0; i < json.length; i ++ ) {
  20931. var clip = AnimationClip.parse( json[ i ] );
  20932. animations.push( clip );
  20933. }
  20934. return animations;
  20935. },
  20936. setPath: function ( value ) {
  20937. this.path = value;
  20938. return this;
  20939. }
  20940. } );
  20941. /**
  20942. * @author mrdoob / http://mrdoob.com/
  20943. *
  20944. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20945. */
  20946. function CompressedTextureLoader( manager ) {
  20947. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20948. // override in sub classes
  20949. this._parser = null;
  20950. }
  20951. Object.assign( CompressedTextureLoader.prototype, {
  20952. load: function ( url, onLoad, onProgress, onError ) {
  20953. var scope = this;
  20954. var images = [];
  20955. var texture = new CompressedTexture();
  20956. texture.image = images;
  20957. var loader = new FileLoader( this.manager );
  20958. loader.setPath( this.path );
  20959. loader.setResponseType( 'arraybuffer' );
  20960. function loadTexture( i ) {
  20961. loader.load( url[ i ], function ( buffer ) {
  20962. var texDatas = scope._parser( buffer, true );
  20963. images[ i ] = {
  20964. width: texDatas.width,
  20965. height: texDatas.height,
  20966. format: texDatas.format,
  20967. mipmaps: texDatas.mipmaps
  20968. };
  20969. loaded += 1;
  20970. if ( loaded === 6 ) {
  20971. if ( texDatas.mipmapCount === 1 )
  20972. texture.minFilter = LinearFilter;
  20973. texture.format = texDatas.format;
  20974. texture.needsUpdate = true;
  20975. if ( onLoad ) onLoad( texture );
  20976. }
  20977. }, onProgress, onError );
  20978. }
  20979. if ( Array.isArray( url ) ) {
  20980. var loaded = 0;
  20981. for ( var i = 0, il = url.length; i < il; ++ i ) {
  20982. loadTexture( i );
  20983. }
  20984. } else {
  20985. // compressed cubemap texture stored in a single DDS file
  20986. loader.load( url, function ( buffer ) {
  20987. var texDatas = scope._parser( buffer, true );
  20988. if ( texDatas.isCubemap ) {
  20989. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  20990. for ( var f = 0; f < faces; f ++ ) {
  20991. images[ f ] = { mipmaps: [] };
  20992. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  20993. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  20994. images[ f ].format = texDatas.format;
  20995. images[ f ].width = texDatas.width;
  20996. images[ f ].height = texDatas.height;
  20997. }
  20998. }
  20999. } else {
  21000. texture.image.width = texDatas.width;
  21001. texture.image.height = texDatas.height;
  21002. texture.mipmaps = texDatas.mipmaps;
  21003. }
  21004. if ( texDatas.mipmapCount === 1 ) {
  21005. texture.minFilter = LinearFilter;
  21006. }
  21007. texture.format = texDatas.format;
  21008. texture.needsUpdate = true;
  21009. if ( onLoad ) onLoad( texture );
  21010. }, onProgress, onError );
  21011. }
  21012. return texture;
  21013. },
  21014. setPath: function ( value ) {
  21015. this.path = value;
  21016. return this;
  21017. }
  21018. } );
  21019. /**
  21020. * @author Nikos M. / https://github.com/foo123/
  21021. *
  21022. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21023. */
  21024. function DataTextureLoader( manager ) {
  21025. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21026. // override in sub classes
  21027. this._parser = null;
  21028. }
  21029. Object.assign( DataTextureLoader.prototype, {
  21030. load: function ( url, onLoad, onProgress, onError ) {
  21031. var scope = this;
  21032. var texture = new DataTexture();
  21033. var loader = new FileLoader( this.manager );
  21034. loader.setResponseType( 'arraybuffer' );
  21035. loader.setPath( this.path );
  21036. loader.load( url, function ( buffer ) {
  21037. var texData = scope._parser( buffer );
  21038. if ( ! texData ) return;
  21039. if ( texData.image !== undefined ) {
  21040. texture.image = texData.image;
  21041. } else if ( texData.data !== undefined ) {
  21042. texture.image.width = texData.width;
  21043. texture.image.height = texData.height;
  21044. texture.image.data = texData.data;
  21045. }
  21046. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21047. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21048. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21049. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipMapLinearFilter;
  21050. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21051. if ( texData.format !== undefined ) {
  21052. texture.format = texData.format;
  21053. }
  21054. if ( texData.type !== undefined ) {
  21055. texture.type = texData.type;
  21056. }
  21057. if ( texData.mipmaps !== undefined ) {
  21058. texture.mipmaps = texData.mipmaps;
  21059. }
  21060. if ( texData.mipmapCount === 1 ) {
  21061. texture.minFilter = LinearFilter;
  21062. }
  21063. texture.needsUpdate = true;
  21064. if ( onLoad ) onLoad( texture, texData );
  21065. }, onProgress, onError );
  21066. return texture;
  21067. },
  21068. setPath: function ( value ) {
  21069. this.path = value;
  21070. return this;
  21071. }
  21072. } );
  21073. /**
  21074. * @author mrdoob / http://mrdoob.com/
  21075. */
  21076. function ImageLoader( manager ) {
  21077. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21078. }
  21079. Object.assign( ImageLoader.prototype, {
  21080. crossOrigin: 'anonymous',
  21081. load: function ( url, onLoad, onProgress, onError ) {
  21082. if ( url === undefined ) url = '';
  21083. if ( this.path !== undefined ) url = this.path + url;
  21084. url = this.manager.resolveURL( url );
  21085. var scope = this;
  21086. var cached = Cache.get( url );
  21087. if ( cached !== undefined ) {
  21088. scope.manager.itemStart( url );
  21089. setTimeout( function () {
  21090. if ( onLoad ) onLoad( cached );
  21091. scope.manager.itemEnd( url );
  21092. }, 0 );
  21093. return cached;
  21094. }
  21095. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21096. function onImageLoad() {
  21097. image.removeEventListener( 'load', onImageLoad, false );
  21098. image.removeEventListener( 'error', onImageError, false );
  21099. Cache.add( url, this );
  21100. if ( onLoad ) onLoad( this );
  21101. scope.manager.itemEnd( url );
  21102. }
  21103. function onImageError( event ) {
  21104. image.removeEventListener( 'load', onImageLoad, false );
  21105. image.removeEventListener( 'error', onImageError, false );
  21106. if ( onError ) onError( event );
  21107. scope.manager.itemError( url );
  21108. scope.manager.itemEnd( url );
  21109. }
  21110. image.addEventListener( 'load', onImageLoad, false );
  21111. image.addEventListener( 'error', onImageError, false );
  21112. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21113. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  21114. }
  21115. scope.manager.itemStart( url );
  21116. image.src = url;
  21117. return image;
  21118. },
  21119. setCrossOrigin: function ( value ) {
  21120. this.crossOrigin = value;
  21121. return this;
  21122. },
  21123. setPath: function ( value ) {
  21124. this.path = value;
  21125. return this;
  21126. }
  21127. } );
  21128. /**
  21129. * @author mrdoob / http://mrdoob.com/
  21130. */
  21131. function CubeTextureLoader( manager ) {
  21132. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21133. }
  21134. Object.assign( CubeTextureLoader.prototype, {
  21135. crossOrigin: 'anonymous',
  21136. load: function ( urls, onLoad, onProgress, onError ) {
  21137. var texture = new CubeTexture();
  21138. var loader = new ImageLoader( this.manager );
  21139. loader.setCrossOrigin( this.crossOrigin );
  21140. loader.setPath( this.path );
  21141. var loaded = 0;
  21142. function loadTexture( i ) {
  21143. loader.load( urls[ i ], function ( image ) {
  21144. texture.images[ i ] = image;
  21145. loaded ++;
  21146. if ( loaded === 6 ) {
  21147. texture.needsUpdate = true;
  21148. if ( onLoad ) onLoad( texture );
  21149. }
  21150. }, undefined, onError );
  21151. }
  21152. for ( var i = 0; i < urls.length; ++ i ) {
  21153. loadTexture( i );
  21154. }
  21155. return texture;
  21156. },
  21157. setCrossOrigin: function ( value ) {
  21158. this.crossOrigin = value;
  21159. return this;
  21160. },
  21161. setPath: function ( value ) {
  21162. this.path = value;
  21163. return this;
  21164. }
  21165. } );
  21166. /**
  21167. * @author mrdoob / http://mrdoob.com/
  21168. */
  21169. function TextureLoader( manager ) {
  21170. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21171. }
  21172. Object.assign( TextureLoader.prototype, {
  21173. crossOrigin: 'anonymous',
  21174. load: function ( url, onLoad, onProgress, onError ) {
  21175. var texture = new Texture();
  21176. var loader = new ImageLoader( this.manager );
  21177. loader.setCrossOrigin( this.crossOrigin );
  21178. loader.setPath( this.path );
  21179. loader.load( url, function ( image ) {
  21180. texture.image = image;
  21181. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21182. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21183. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21184. texture.needsUpdate = true;
  21185. if ( onLoad !== undefined ) {
  21186. onLoad( texture );
  21187. }
  21188. }, onProgress, onError );
  21189. return texture;
  21190. },
  21191. setCrossOrigin: function ( value ) {
  21192. this.crossOrigin = value;
  21193. return this;
  21194. },
  21195. setPath: function ( value ) {
  21196. this.path = value;
  21197. return this;
  21198. }
  21199. } );
  21200. /**
  21201. * @author zz85 / http://www.lab4games.net/zz85/blog
  21202. * Extensible curve object
  21203. *
  21204. * Some common of curve methods:
  21205. * .getPoint( t, optionalTarget ), .getTangent( t )
  21206. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21207. * .getPoints(), .getSpacedPoints()
  21208. * .getLength()
  21209. * .updateArcLengths()
  21210. *
  21211. * This following curves inherit from THREE.Curve:
  21212. *
  21213. * -- 2D curves --
  21214. * THREE.ArcCurve
  21215. * THREE.CubicBezierCurve
  21216. * THREE.EllipseCurve
  21217. * THREE.LineCurve
  21218. * THREE.QuadraticBezierCurve
  21219. * THREE.SplineCurve
  21220. *
  21221. * -- 3D curves --
  21222. * THREE.CatmullRomCurve3
  21223. * THREE.CubicBezierCurve3
  21224. * THREE.LineCurve3
  21225. * THREE.QuadraticBezierCurve3
  21226. *
  21227. * A series of curves can be represented as a THREE.CurvePath.
  21228. *
  21229. **/
  21230. /**************************************************************
  21231. * Abstract Curve base class
  21232. **************************************************************/
  21233. function Curve() {
  21234. this.type = 'Curve';
  21235. this.arcLengthDivisions = 200;
  21236. }
  21237. Object.assign( Curve.prototype, {
  21238. // Virtual base class method to overwrite and implement in subclasses
  21239. // - t [0 .. 1]
  21240. getPoint: function ( /* t, optionalTarget */ ) {
  21241. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21242. return null;
  21243. },
  21244. // Get point at relative position in curve according to arc length
  21245. // - u [0 .. 1]
  21246. getPointAt: function ( u, optionalTarget ) {
  21247. var t = this.getUtoTmapping( u );
  21248. return this.getPoint( t, optionalTarget );
  21249. },
  21250. // Get sequence of points using getPoint( t )
  21251. getPoints: function ( divisions ) {
  21252. if ( divisions === undefined ) divisions = 5;
  21253. var points = [];
  21254. for ( var d = 0; d <= divisions; d ++ ) {
  21255. points.push( this.getPoint( d / divisions ) );
  21256. }
  21257. return points;
  21258. },
  21259. // Get sequence of points using getPointAt( u )
  21260. getSpacedPoints: function ( divisions ) {
  21261. if ( divisions === undefined ) divisions = 5;
  21262. var points = [];
  21263. for ( var d = 0; d <= divisions; d ++ ) {
  21264. points.push( this.getPointAt( d / divisions ) );
  21265. }
  21266. return points;
  21267. },
  21268. // Get total curve arc length
  21269. getLength: function () {
  21270. var lengths = this.getLengths();
  21271. return lengths[ lengths.length - 1 ];
  21272. },
  21273. // Get list of cumulative segment lengths
  21274. getLengths: function ( divisions ) {
  21275. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  21276. if ( this.cacheArcLengths &&
  21277. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21278. ! this.needsUpdate ) {
  21279. return this.cacheArcLengths;
  21280. }
  21281. this.needsUpdate = false;
  21282. var cache = [];
  21283. var current, last = this.getPoint( 0 );
  21284. var p, sum = 0;
  21285. cache.push( 0 );
  21286. for ( p = 1; p <= divisions; p ++ ) {
  21287. current = this.getPoint( p / divisions );
  21288. sum += current.distanceTo( last );
  21289. cache.push( sum );
  21290. last = current;
  21291. }
  21292. this.cacheArcLengths = cache;
  21293. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21294. },
  21295. updateArcLengths: function () {
  21296. this.needsUpdate = true;
  21297. this.getLengths();
  21298. },
  21299. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21300. getUtoTmapping: function ( u, distance ) {
  21301. var arcLengths = this.getLengths();
  21302. var i = 0, il = arcLengths.length;
  21303. var targetArcLength; // The targeted u distance value to get
  21304. if ( distance ) {
  21305. targetArcLength = distance;
  21306. } else {
  21307. targetArcLength = u * arcLengths[ il - 1 ];
  21308. }
  21309. // binary search for the index with largest value smaller than target u distance
  21310. var low = 0, high = il - 1, comparison;
  21311. while ( low <= high ) {
  21312. 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
  21313. comparison = arcLengths[ i ] - targetArcLength;
  21314. if ( comparison < 0 ) {
  21315. low = i + 1;
  21316. } else if ( comparison > 0 ) {
  21317. high = i - 1;
  21318. } else {
  21319. high = i;
  21320. break;
  21321. // DONE
  21322. }
  21323. }
  21324. i = high;
  21325. if ( arcLengths[ i ] === targetArcLength ) {
  21326. return i / ( il - 1 );
  21327. }
  21328. // we could get finer grain at lengths, or use simple interpolation between two points
  21329. var lengthBefore = arcLengths[ i ];
  21330. var lengthAfter = arcLengths[ i + 1 ];
  21331. var segmentLength = lengthAfter - lengthBefore;
  21332. // determine where we are between the 'before' and 'after' points
  21333. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21334. // add that fractional amount to t
  21335. var t = ( i + segmentFraction ) / ( il - 1 );
  21336. return t;
  21337. },
  21338. // Returns a unit vector tangent at t
  21339. // In case any sub curve does not implement its tangent derivation,
  21340. // 2 points a small delta apart will be used to find its gradient
  21341. // which seems to give a reasonable approximation
  21342. getTangent: function ( t ) {
  21343. var delta = 0.0001;
  21344. var t1 = t - delta;
  21345. var t2 = t + delta;
  21346. // Capping in case of danger
  21347. if ( t1 < 0 ) t1 = 0;
  21348. if ( t2 > 1 ) t2 = 1;
  21349. var pt1 = this.getPoint( t1 );
  21350. var pt2 = this.getPoint( t2 );
  21351. var vec = pt2.clone().sub( pt1 );
  21352. return vec.normalize();
  21353. },
  21354. getTangentAt: function ( u ) {
  21355. var t = this.getUtoTmapping( u );
  21356. return this.getTangent( t );
  21357. },
  21358. computeFrenetFrames: function ( segments, closed ) {
  21359. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21360. var normal = new Vector3();
  21361. var tangents = [];
  21362. var normals = [];
  21363. var binormals = [];
  21364. var vec = new Vector3();
  21365. var mat = new Matrix4();
  21366. var i, u, theta;
  21367. // compute the tangent vectors for each segment on the curve
  21368. for ( i = 0; i <= segments; i ++ ) {
  21369. u = i / segments;
  21370. tangents[ i ] = this.getTangentAt( u );
  21371. tangents[ i ].normalize();
  21372. }
  21373. // select an initial normal vector perpendicular to the first tangent vector,
  21374. // and in the direction of the minimum tangent xyz component
  21375. normals[ 0 ] = new Vector3();
  21376. binormals[ 0 ] = new Vector3();
  21377. var min = Number.MAX_VALUE;
  21378. var tx = Math.abs( tangents[ 0 ].x );
  21379. var ty = Math.abs( tangents[ 0 ].y );
  21380. var tz = Math.abs( tangents[ 0 ].z );
  21381. if ( tx <= min ) {
  21382. min = tx;
  21383. normal.set( 1, 0, 0 );
  21384. }
  21385. if ( ty <= min ) {
  21386. min = ty;
  21387. normal.set( 0, 1, 0 );
  21388. }
  21389. if ( tz <= min ) {
  21390. normal.set( 0, 0, 1 );
  21391. }
  21392. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21393. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21394. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21395. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21396. for ( i = 1; i <= segments; i ++ ) {
  21397. normals[ i ] = normals[ i - 1 ].clone();
  21398. binormals[ i ] = binormals[ i - 1 ].clone();
  21399. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21400. if ( vec.length() > Number.EPSILON ) {
  21401. vec.normalize();
  21402. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21403. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21404. }
  21405. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21406. }
  21407. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21408. if ( closed === true ) {
  21409. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21410. theta /= segments;
  21411. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21412. theta = - theta;
  21413. }
  21414. for ( i = 1; i <= segments; i ++ ) {
  21415. // twist a little...
  21416. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21417. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21418. }
  21419. }
  21420. return {
  21421. tangents: tangents,
  21422. normals: normals,
  21423. binormals: binormals
  21424. };
  21425. },
  21426. clone: function () {
  21427. return new this.constructor().copy( this );
  21428. },
  21429. copy: function ( source ) {
  21430. this.arcLengthDivisions = source.arcLengthDivisions;
  21431. return this;
  21432. },
  21433. toJSON: function () {
  21434. var data = {
  21435. metadata: {
  21436. version: 4.5,
  21437. type: 'Curve',
  21438. generator: 'Curve.toJSON'
  21439. }
  21440. };
  21441. data.arcLengthDivisions = this.arcLengthDivisions;
  21442. data.type = this.type;
  21443. return data;
  21444. },
  21445. fromJSON: function ( json ) {
  21446. this.arcLengthDivisions = json.arcLengthDivisions;
  21447. return this;
  21448. }
  21449. } );
  21450. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21451. Curve.call( this );
  21452. this.type = 'EllipseCurve';
  21453. this.aX = aX || 0;
  21454. this.aY = aY || 0;
  21455. this.xRadius = xRadius || 1;
  21456. this.yRadius = yRadius || 1;
  21457. this.aStartAngle = aStartAngle || 0;
  21458. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21459. this.aClockwise = aClockwise || false;
  21460. this.aRotation = aRotation || 0;
  21461. }
  21462. EllipseCurve.prototype = Object.create( Curve.prototype );
  21463. EllipseCurve.prototype.constructor = EllipseCurve;
  21464. EllipseCurve.prototype.isEllipseCurve = true;
  21465. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21466. var point = optionalTarget || new Vector2();
  21467. var twoPi = Math.PI * 2;
  21468. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21469. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21470. // ensures that deltaAngle is 0 .. 2 PI
  21471. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21472. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21473. if ( deltaAngle < Number.EPSILON ) {
  21474. if ( samePoints ) {
  21475. deltaAngle = 0;
  21476. } else {
  21477. deltaAngle = twoPi;
  21478. }
  21479. }
  21480. if ( this.aClockwise === true && ! samePoints ) {
  21481. if ( deltaAngle === twoPi ) {
  21482. deltaAngle = - twoPi;
  21483. } else {
  21484. deltaAngle = deltaAngle - twoPi;
  21485. }
  21486. }
  21487. var angle = this.aStartAngle + t * deltaAngle;
  21488. var x = this.aX + this.xRadius * Math.cos( angle );
  21489. var y = this.aY + this.yRadius * Math.sin( angle );
  21490. if ( this.aRotation !== 0 ) {
  21491. var cos = Math.cos( this.aRotation );
  21492. var sin = Math.sin( this.aRotation );
  21493. var tx = x - this.aX;
  21494. var ty = y - this.aY;
  21495. // Rotate the point about the center of the ellipse.
  21496. x = tx * cos - ty * sin + this.aX;
  21497. y = tx * sin + ty * cos + this.aY;
  21498. }
  21499. return point.set( x, y );
  21500. };
  21501. EllipseCurve.prototype.copy = function ( source ) {
  21502. Curve.prototype.copy.call( this, source );
  21503. this.aX = source.aX;
  21504. this.aY = source.aY;
  21505. this.xRadius = source.xRadius;
  21506. this.yRadius = source.yRadius;
  21507. this.aStartAngle = source.aStartAngle;
  21508. this.aEndAngle = source.aEndAngle;
  21509. this.aClockwise = source.aClockwise;
  21510. this.aRotation = source.aRotation;
  21511. return this;
  21512. };
  21513. EllipseCurve.prototype.toJSON = function () {
  21514. var data = Curve.prototype.toJSON.call( this );
  21515. data.aX = this.aX;
  21516. data.aY = this.aY;
  21517. data.xRadius = this.xRadius;
  21518. data.yRadius = this.yRadius;
  21519. data.aStartAngle = this.aStartAngle;
  21520. data.aEndAngle = this.aEndAngle;
  21521. data.aClockwise = this.aClockwise;
  21522. data.aRotation = this.aRotation;
  21523. return data;
  21524. };
  21525. EllipseCurve.prototype.fromJSON = function ( json ) {
  21526. Curve.prototype.fromJSON.call( this, json );
  21527. this.aX = json.aX;
  21528. this.aY = json.aY;
  21529. this.xRadius = json.xRadius;
  21530. this.yRadius = json.yRadius;
  21531. this.aStartAngle = json.aStartAngle;
  21532. this.aEndAngle = json.aEndAngle;
  21533. this.aClockwise = json.aClockwise;
  21534. this.aRotation = json.aRotation;
  21535. return this;
  21536. };
  21537. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21538. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21539. this.type = 'ArcCurve';
  21540. }
  21541. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21542. ArcCurve.prototype.constructor = ArcCurve;
  21543. ArcCurve.prototype.isArcCurve = true;
  21544. /**
  21545. * @author zz85 https://github.com/zz85
  21546. *
  21547. * Centripetal CatmullRom Curve - which is useful for avoiding
  21548. * cusps and self-intersections in non-uniform catmull rom curves.
  21549. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21550. *
  21551. * curve.type accepts centripetal(default), chordal and catmullrom
  21552. * curve.tension is used for catmullrom which defaults to 0.5
  21553. */
  21554. /*
  21555. Based on an optimized c++ solution in
  21556. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21557. - http://ideone.com/NoEbVM
  21558. This CubicPoly class could be used for reusing some variables and calculations,
  21559. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21560. which can be placed in CurveUtils.
  21561. */
  21562. function CubicPoly() {
  21563. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21564. /*
  21565. * Compute coefficients for a cubic polynomial
  21566. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21567. * such that
  21568. * p(0) = x0, p(1) = x1
  21569. * and
  21570. * p'(0) = t0, p'(1) = t1.
  21571. */
  21572. function init( x0, x1, t0, t1 ) {
  21573. c0 = x0;
  21574. c1 = t0;
  21575. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21576. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21577. }
  21578. return {
  21579. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21580. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21581. },
  21582. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21583. // compute tangents when parameterized in [t1,t2]
  21584. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21585. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21586. // rescale tangents for parametrization in [0,1]
  21587. t1 *= dt1;
  21588. t2 *= dt1;
  21589. init( x1, x2, t1, t2 );
  21590. },
  21591. calc: function ( t ) {
  21592. var t2 = t * t;
  21593. var t3 = t2 * t;
  21594. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21595. }
  21596. };
  21597. }
  21598. //
  21599. var tmp = new Vector3();
  21600. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21601. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21602. Curve.call( this );
  21603. this.type = 'CatmullRomCurve3';
  21604. this.points = points || [];
  21605. this.closed = closed || false;
  21606. this.curveType = curveType || 'centripetal';
  21607. this.tension = tension || 0.5;
  21608. }
  21609. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21610. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21611. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21612. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21613. var point = optionalTarget || new Vector3();
  21614. var points = this.points;
  21615. var l = points.length;
  21616. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21617. var intPoint = Math.floor( p );
  21618. var weight = p - intPoint;
  21619. if ( this.closed ) {
  21620. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21621. } else if ( weight === 0 && intPoint === l - 1 ) {
  21622. intPoint = l - 2;
  21623. weight = 1;
  21624. }
  21625. var p0, p1, p2, p3; // 4 points
  21626. if ( this.closed || intPoint > 0 ) {
  21627. p0 = points[ ( intPoint - 1 ) % l ];
  21628. } else {
  21629. // extrapolate first point
  21630. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21631. p0 = tmp;
  21632. }
  21633. p1 = points[ intPoint % l ];
  21634. p2 = points[ ( intPoint + 1 ) % l ];
  21635. if ( this.closed || intPoint + 2 < l ) {
  21636. p3 = points[ ( intPoint + 2 ) % l ];
  21637. } else {
  21638. // extrapolate last point
  21639. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21640. p3 = tmp;
  21641. }
  21642. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21643. // init Centripetal / Chordal Catmull-Rom
  21644. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21645. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21646. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21647. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21648. // safety check for repeated points
  21649. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21650. if ( dt0 < 1e-4 ) dt0 = dt1;
  21651. if ( dt2 < 1e-4 ) dt2 = dt1;
  21652. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21653. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21654. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21655. } else if ( this.curveType === 'catmullrom' ) {
  21656. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21657. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21658. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21659. }
  21660. point.set(
  21661. px.calc( weight ),
  21662. py.calc( weight ),
  21663. pz.calc( weight )
  21664. );
  21665. return point;
  21666. };
  21667. CatmullRomCurve3.prototype.copy = function ( source ) {
  21668. Curve.prototype.copy.call( this, source );
  21669. this.points = [];
  21670. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21671. var point = source.points[ i ];
  21672. this.points.push( point.clone() );
  21673. }
  21674. this.closed = source.closed;
  21675. this.curveType = source.curveType;
  21676. this.tension = source.tension;
  21677. return this;
  21678. };
  21679. CatmullRomCurve3.prototype.toJSON = function () {
  21680. var data = Curve.prototype.toJSON.call( this );
  21681. data.points = [];
  21682. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21683. var point = this.points[ i ];
  21684. data.points.push( point.toArray() );
  21685. }
  21686. data.closed = this.closed;
  21687. data.curveType = this.curveType;
  21688. data.tension = this.tension;
  21689. return data;
  21690. };
  21691. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21692. Curve.prototype.fromJSON.call( this, json );
  21693. this.points = [];
  21694. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21695. var point = json.points[ i ];
  21696. this.points.push( new Vector3().fromArray( point ) );
  21697. }
  21698. this.closed = json.closed;
  21699. this.curveType = json.curveType;
  21700. this.tension = json.tension;
  21701. return this;
  21702. };
  21703. /**
  21704. * @author zz85 / http://www.lab4games.net/zz85/blog
  21705. *
  21706. * Bezier Curves formulas obtained from
  21707. * http://en.wikipedia.org/wiki/Bézier_curve
  21708. */
  21709. function CatmullRom( t, p0, p1, p2, p3 ) {
  21710. var v0 = ( p2 - p0 ) * 0.5;
  21711. var v1 = ( p3 - p1 ) * 0.5;
  21712. var t2 = t * t;
  21713. var t3 = t * t2;
  21714. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21715. }
  21716. //
  21717. function QuadraticBezierP0( t, p ) {
  21718. var k = 1 - t;
  21719. return k * k * p;
  21720. }
  21721. function QuadraticBezierP1( t, p ) {
  21722. return 2 * ( 1 - t ) * t * p;
  21723. }
  21724. function QuadraticBezierP2( t, p ) {
  21725. return t * t * p;
  21726. }
  21727. function QuadraticBezier( t, p0, p1, p2 ) {
  21728. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21729. QuadraticBezierP2( t, p2 );
  21730. }
  21731. //
  21732. function CubicBezierP0( t, p ) {
  21733. var k = 1 - t;
  21734. return k * k * k * p;
  21735. }
  21736. function CubicBezierP1( t, p ) {
  21737. var k = 1 - t;
  21738. return 3 * k * k * t * p;
  21739. }
  21740. function CubicBezierP2( t, p ) {
  21741. return 3 * ( 1 - t ) * t * t * p;
  21742. }
  21743. function CubicBezierP3( t, p ) {
  21744. return t * t * t * p;
  21745. }
  21746. function CubicBezier( t, p0, p1, p2, p3 ) {
  21747. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21748. CubicBezierP3( t, p3 );
  21749. }
  21750. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21751. Curve.call( this );
  21752. this.type = 'CubicBezierCurve';
  21753. this.v0 = v0 || new Vector2();
  21754. this.v1 = v1 || new Vector2();
  21755. this.v2 = v2 || new Vector2();
  21756. this.v3 = v3 || new Vector2();
  21757. }
  21758. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21759. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21760. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21761. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21762. var point = optionalTarget || new Vector2();
  21763. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21764. point.set(
  21765. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21766. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21767. );
  21768. return point;
  21769. };
  21770. CubicBezierCurve.prototype.copy = function ( source ) {
  21771. Curve.prototype.copy.call( this, source );
  21772. this.v0.copy( source.v0 );
  21773. this.v1.copy( source.v1 );
  21774. this.v2.copy( source.v2 );
  21775. this.v3.copy( source.v3 );
  21776. return this;
  21777. };
  21778. CubicBezierCurve.prototype.toJSON = function () {
  21779. var data = Curve.prototype.toJSON.call( this );
  21780. data.v0 = this.v0.toArray();
  21781. data.v1 = this.v1.toArray();
  21782. data.v2 = this.v2.toArray();
  21783. data.v3 = this.v3.toArray();
  21784. return data;
  21785. };
  21786. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21787. Curve.prototype.fromJSON.call( this, json );
  21788. this.v0.fromArray( json.v0 );
  21789. this.v1.fromArray( json.v1 );
  21790. this.v2.fromArray( json.v2 );
  21791. this.v3.fromArray( json.v3 );
  21792. return this;
  21793. };
  21794. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21795. Curve.call( this );
  21796. this.type = 'CubicBezierCurve3';
  21797. this.v0 = v0 || new Vector3();
  21798. this.v1 = v1 || new Vector3();
  21799. this.v2 = v2 || new Vector3();
  21800. this.v3 = v3 || new Vector3();
  21801. }
  21802. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21803. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21804. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21805. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21806. var point = optionalTarget || new Vector3();
  21807. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21808. point.set(
  21809. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21810. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21811. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21812. );
  21813. return point;
  21814. };
  21815. CubicBezierCurve3.prototype.copy = function ( source ) {
  21816. Curve.prototype.copy.call( this, source );
  21817. this.v0.copy( source.v0 );
  21818. this.v1.copy( source.v1 );
  21819. this.v2.copy( source.v2 );
  21820. this.v3.copy( source.v3 );
  21821. return this;
  21822. };
  21823. CubicBezierCurve3.prototype.toJSON = function () {
  21824. var data = Curve.prototype.toJSON.call( this );
  21825. data.v0 = this.v0.toArray();
  21826. data.v1 = this.v1.toArray();
  21827. data.v2 = this.v2.toArray();
  21828. data.v3 = this.v3.toArray();
  21829. return data;
  21830. };
  21831. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21832. Curve.prototype.fromJSON.call( this, json );
  21833. this.v0.fromArray( json.v0 );
  21834. this.v1.fromArray( json.v1 );
  21835. this.v2.fromArray( json.v2 );
  21836. this.v3.fromArray( json.v3 );
  21837. return this;
  21838. };
  21839. function LineCurve( v1, v2 ) {
  21840. Curve.call( this );
  21841. this.type = 'LineCurve';
  21842. this.v1 = v1 || new Vector2();
  21843. this.v2 = v2 || new Vector2();
  21844. }
  21845. LineCurve.prototype = Object.create( Curve.prototype );
  21846. LineCurve.prototype.constructor = LineCurve;
  21847. LineCurve.prototype.isLineCurve = true;
  21848. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21849. var point = optionalTarget || new Vector2();
  21850. if ( t === 1 ) {
  21851. point.copy( this.v2 );
  21852. } else {
  21853. point.copy( this.v2 ).sub( this.v1 );
  21854. point.multiplyScalar( t ).add( this.v1 );
  21855. }
  21856. return point;
  21857. };
  21858. // Line curve is linear, so we can overwrite default getPointAt
  21859. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21860. return this.getPoint( u, optionalTarget );
  21861. };
  21862. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21863. var tangent = this.v2.clone().sub( this.v1 );
  21864. return tangent.normalize();
  21865. };
  21866. LineCurve.prototype.copy = function ( source ) {
  21867. Curve.prototype.copy.call( this, source );
  21868. this.v1.copy( source.v1 );
  21869. this.v2.copy( source.v2 );
  21870. return this;
  21871. };
  21872. LineCurve.prototype.toJSON = function () {
  21873. var data = Curve.prototype.toJSON.call( this );
  21874. data.v1 = this.v1.toArray();
  21875. data.v2 = this.v2.toArray();
  21876. return data;
  21877. };
  21878. LineCurve.prototype.fromJSON = function ( json ) {
  21879. Curve.prototype.fromJSON.call( this, json );
  21880. this.v1.fromArray( json.v1 );
  21881. this.v2.fromArray( json.v2 );
  21882. return this;
  21883. };
  21884. function LineCurve3( v1, v2 ) {
  21885. Curve.call( this );
  21886. this.type = 'LineCurve3';
  21887. this.v1 = v1 || new Vector3();
  21888. this.v2 = v2 || new Vector3();
  21889. }
  21890. LineCurve3.prototype = Object.create( Curve.prototype );
  21891. LineCurve3.prototype.constructor = LineCurve3;
  21892. LineCurve3.prototype.isLineCurve3 = true;
  21893. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21894. var point = optionalTarget || new Vector3();
  21895. if ( t === 1 ) {
  21896. point.copy( this.v2 );
  21897. } else {
  21898. point.copy( this.v2 ).sub( this.v1 );
  21899. point.multiplyScalar( t ).add( this.v1 );
  21900. }
  21901. return point;
  21902. };
  21903. // Line curve is linear, so we can overwrite default getPointAt
  21904. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21905. return this.getPoint( u, optionalTarget );
  21906. };
  21907. LineCurve3.prototype.copy = function ( source ) {
  21908. Curve.prototype.copy.call( this, source );
  21909. this.v1.copy( source.v1 );
  21910. this.v2.copy( source.v2 );
  21911. return this;
  21912. };
  21913. LineCurve3.prototype.toJSON = function () {
  21914. var data = Curve.prototype.toJSON.call( this );
  21915. data.v1 = this.v1.toArray();
  21916. data.v2 = this.v2.toArray();
  21917. return data;
  21918. };
  21919. LineCurve3.prototype.fromJSON = function ( json ) {
  21920. Curve.prototype.fromJSON.call( this, json );
  21921. this.v1.fromArray( json.v1 );
  21922. this.v2.fromArray( json.v2 );
  21923. return this;
  21924. };
  21925. function QuadraticBezierCurve( v0, v1, v2 ) {
  21926. Curve.call( this );
  21927. this.type = 'QuadraticBezierCurve';
  21928. this.v0 = v0 || new Vector2();
  21929. this.v1 = v1 || new Vector2();
  21930. this.v2 = v2 || new Vector2();
  21931. }
  21932. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21933. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21934. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21935. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21936. var point = optionalTarget || new Vector2();
  21937. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21938. point.set(
  21939. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21940. QuadraticBezier( t, v0.y, v1.y, v2.y )
  21941. );
  21942. return point;
  21943. };
  21944. QuadraticBezierCurve.prototype.copy = function ( source ) {
  21945. Curve.prototype.copy.call( this, source );
  21946. this.v0.copy( source.v0 );
  21947. this.v1.copy( source.v1 );
  21948. this.v2.copy( source.v2 );
  21949. return this;
  21950. };
  21951. QuadraticBezierCurve.prototype.toJSON = function () {
  21952. var data = Curve.prototype.toJSON.call( this );
  21953. data.v0 = this.v0.toArray();
  21954. data.v1 = this.v1.toArray();
  21955. data.v2 = this.v2.toArray();
  21956. return data;
  21957. };
  21958. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  21959. Curve.prototype.fromJSON.call( this, json );
  21960. this.v0.fromArray( json.v0 );
  21961. this.v1.fromArray( json.v1 );
  21962. this.v2.fromArray( json.v2 );
  21963. return this;
  21964. };
  21965. function QuadraticBezierCurve3( v0, v1, v2 ) {
  21966. Curve.call( this );
  21967. this.type = 'QuadraticBezierCurve3';
  21968. this.v0 = v0 || new Vector3();
  21969. this.v1 = v1 || new Vector3();
  21970. this.v2 = v2 || new Vector3();
  21971. }
  21972. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  21973. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  21974. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21975. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21976. var point = optionalTarget || new Vector3();
  21977. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21978. point.set(
  21979. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21980. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  21981. QuadraticBezier( t, v0.z, v1.z, v2.z )
  21982. );
  21983. return point;
  21984. };
  21985. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  21986. Curve.prototype.copy.call( this, source );
  21987. this.v0.copy( source.v0 );
  21988. this.v1.copy( source.v1 );
  21989. this.v2.copy( source.v2 );
  21990. return this;
  21991. };
  21992. QuadraticBezierCurve3.prototype.toJSON = function () {
  21993. var data = Curve.prototype.toJSON.call( this );
  21994. data.v0 = this.v0.toArray();
  21995. data.v1 = this.v1.toArray();
  21996. data.v2 = this.v2.toArray();
  21997. return data;
  21998. };
  21999. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22000. Curve.prototype.fromJSON.call( this, json );
  22001. this.v0.fromArray( json.v0 );
  22002. this.v1.fromArray( json.v1 );
  22003. this.v2.fromArray( json.v2 );
  22004. return this;
  22005. };
  22006. function SplineCurve( points /* array of Vector2 */ ) {
  22007. Curve.call( this );
  22008. this.type = 'SplineCurve';
  22009. this.points = points || [];
  22010. }
  22011. SplineCurve.prototype = Object.create( Curve.prototype );
  22012. SplineCurve.prototype.constructor = SplineCurve;
  22013. SplineCurve.prototype.isSplineCurve = true;
  22014. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22015. var point = optionalTarget || new Vector2();
  22016. var points = this.points;
  22017. var p = ( points.length - 1 ) * t;
  22018. var intPoint = Math.floor( p );
  22019. var weight = p - intPoint;
  22020. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22021. var p1 = points[ intPoint ];
  22022. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22023. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22024. point.set(
  22025. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22026. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22027. );
  22028. return point;
  22029. };
  22030. SplineCurve.prototype.copy = function ( source ) {
  22031. Curve.prototype.copy.call( this, source );
  22032. this.points = [];
  22033. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22034. var point = source.points[ i ];
  22035. this.points.push( point.clone() );
  22036. }
  22037. return this;
  22038. };
  22039. SplineCurve.prototype.toJSON = function () {
  22040. var data = Curve.prototype.toJSON.call( this );
  22041. data.points = [];
  22042. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22043. var point = this.points[ i ];
  22044. data.points.push( point.toArray() );
  22045. }
  22046. return data;
  22047. };
  22048. SplineCurve.prototype.fromJSON = function ( json ) {
  22049. Curve.prototype.fromJSON.call( this, json );
  22050. this.points = [];
  22051. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22052. var point = json.points[ i ];
  22053. this.points.push( new Vector2().fromArray( point ) );
  22054. }
  22055. return this;
  22056. };
  22057. var Curves = /*#__PURE__*/Object.freeze({
  22058. ArcCurve: ArcCurve,
  22059. CatmullRomCurve3: CatmullRomCurve3,
  22060. CubicBezierCurve: CubicBezierCurve,
  22061. CubicBezierCurve3: CubicBezierCurve3,
  22062. EllipseCurve: EllipseCurve,
  22063. LineCurve: LineCurve,
  22064. LineCurve3: LineCurve3,
  22065. QuadraticBezierCurve: QuadraticBezierCurve,
  22066. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22067. SplineCurve: SplineCurve
  22068. });
  22069. /**
  22070. * @author zz85 / http://www.lab4games.net/zz85/blog
  22071. *
  22072. **/
  22073. /**************************************************************
  22074. * Curved Path - a curve path is simply a array of connected
  22075. * curves, but retains the api of a curve
  22076. **************************************************************/
  22077. function CurvePath() {
  22078. Curve.call( this );
  22079. this.type = 'CurvePath';
  22080. this.curves = [];
  22081. this.autoClose = false; // Automatically closes the path
  22082. }
  22083. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22084. constructor: CurvePath,
  22085. add: function ( curve ) {
  22086. this.curves.push( curve );
  22087. },
  22088. closePath: function () {
  22089. // Add a line curve if start and end of lines are not connected
  22090. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22091. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22092. if ( ! startPoint.equals( endPoint ) ) {
  22093. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22094. }
  22095. },
  22096. // To get accurate point with reference to
  22097. // entire path distance at time t,
  22098. // following has to be done:
  22099. // 1. Length of each sub path have to be known
  22100. // 2. Locate and identify type of curve
  22101. // 3. Get t for the curve
  22102. // 4. Return curve.getPointAt(t')
  22103. getPoint: function ( t ) {
  22104. var d = t * this.getLength();
  22105. var curveLengths = this.getCurveLengths();
  22106. var i = 0;
  22107. // To think about boundaries points.
  22108. while ( i < curveLengths.length ) {
  22109. if ( curveLengths[ i ] >= d ) {
  22110. var diff = curveLengths[ i ] - d;
  22111. var curve = this.curves[ i ];
  22112. var segmentLength = curve.getLength();
  22113. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22114. return curve.getPointAt( u );
  22115. }
  22116. i ++;
  22117. }
  22118. return null;
  22119. // loop where sum != 0, sum > d , sum+1 <d
  22120. },
  22121. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22122. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22123. // getPoint() depends on getLength
  22124. getLength: function () {
  22125. var lens = this.getCurveLengths();
  22126. return lens[ lens.length - 1 ];
  22127. },
  22128. // cacheLengths must be recalculated.
  22129. updateArcLengths: function () {
  22130. this.needsUpdate = true;
  22131. this.cacheLengths = null;
  22132. this.getCurveLengths();
  22133. },
  22134. // Compute lengths and cache them
  22135. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22136. getCurveLengths: function () {
  22137. // We use cache values if curves and cache array are same length
  22138. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22139. return this.cacheLengths;
  22140. }
  22141. // Get length of sub-curve
  22142. // Push sums into cached array
  22143. var lengths = [], sums = 0;
  22144. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22145. sums += this.curves[ i ].getLength();
  22146. lengths.push( sums );
  22147. }
  22148. this.cacheLengths = lengths;
  22149. return lengths;
  22150. },
  22151. getSpacedPoints: function ( divisions ) {
  22152. if ( divisions === undefined ) divisions = 40;
  22153. var points = [];
  22154. for ( var i = 0; i <= divisions; i ++ ) {
  22155. points.push( this.getPoint( i / divisions ) );
  22156. }
  22157. if ( this.autoClose ) {
  22158. points.push( points[ 0 ] );
  22159. }
  22160. return points;
  22161. },
  22162. getPoints: function ( divisions ) {
  22163. divisions = divisions || 12;
  22164. var points = [], last;
  22165. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22166. var curve = curves[ i ];
  22167. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22168. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22169. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22170. : divisions;
  22171. var pts = curve.getPoints( resolution );
  22172. for ( var j = 0; j < pts.length; j ++ ) {
  22173. var point = pts[ j ];
  22174. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  22175. points.push( point );
  22176. last = point;
  22177. }
  22178. }
  22179. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22180. points.push( points[ 0 ] );
  22181. }
  22182. return points;
  22183. },
  22184. copy: function ( source ) {
  22185. Curve.prototype.copy.call( this, source );
  22186. this.curves = [];
  22187. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22188. var curve = source.curves[ i ];
  22189. this.curves.push( curve.clone() );
  22190. }
  22191. this.autoClose = source.autoClose;
  22192. return this;
  22193. },
  22194. toJSON: function () {
  22195. var data = Curve.prototype.toJSON.call( this );
  22196. data.autoClose = this.autoClose;
  22197. data.curves = [];
  22198. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22199. var curve = this.curves[ i ];
  22200. data.curves.push( curve.toJSON() );
  22201. }
  22202. return data;
  22203. },
  22204. fromJSON: function ( json ) {
  22205. Curve.prototype.fromJSON.call( this, json );
  22206. this.autoClose = json.autoClose;
  22207. this.curves = [];
  22208. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22209. var curve = json.curves[ i ];
  22210. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22211. }
  22212. return this;
  22213. }
  22214. } );
  22215. /**
  22216. * @author zz85 / http://www.lab4games.net/zz85/blog
  22217. * Creates free form 2d path using series of points, lines or curves.
  22218. **/
  22219. function Path( points ) {
  22220. CurvePath.call( this );
  22221. this.type = 'Path';
  22222. this.currentPoint = new Vector2();
  22223. if ( points ) {
  22224. this.setFromPoints( points );
  22225. }
  22226. }
  22227. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22228. constructor: Path,
  22229. setFromPoints: function ( points ) {
  22230. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22231. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22232. this.lineTo( points[ i ].x, points[ i ].y );
  22233. }
  22234. },
  22235. moveTo: function ( x, y ) {
  22236. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22237. },
  22238. lineTo: function ( x, y ) {
  22239. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22240. this.curves.push( curve );
  22241. this.currentPoint.set( x, y );
  22242. },
  22243. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22244. var curve = new QuadraticBezierCurve(
  22245. this.currentPoint.clone(),
  22246. new Vector2( aCPx, aCPy ),
  22247. new Vector2( aX, aY )
  22248. );
  22249. this.curves.push( curve );
  22250. this.currentPoint.set( aX, aY );
  22251. },
  22252. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22253. var curve = new CubicBezierCurve(
  22254. this.currentPoint.clone(),
  22255. new Vector2( aCP1x, aCP1y ),
  22256. new Vector2( aCP2x, aCP2y ),
  22257. new Vector2( aX, aY )
  22258. );
  22259. this.curves.push( curve );
  22260. this.currentPoint.set( aX, aY );
  22261. },
  22262. splineThru: function ( pts /*Array of Vector*/ ) {
  22263. var npts = [ this.currentPoint.clone() ].concat( pts );
  22264. var curve = new SplineCurve( npts );
  22265. this.curves.push( curve );
  22266. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22267. },
  22268. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22269. var x0 = this.currentPoint.x;
  22270. var y0 = this.currentPoint.y;
  22271. this.absarc( aX + x0, aY + y0, aRadius,
  22272. aStartAngle, aEndAngle, aClockwise );
  22273. },
  22274. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22275. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22276. },
  22277. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22278. var x0 = this.currentPoint.x;
  22279. var y0 = this.currentPoint.y;
  22280. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22281. },
  22282. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22283. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22284. if ( this.curves.length > 0 ) {
  22285. // if a previous curve is present, attempt to join
  22286. var firstPoint = curve.getPoint( 0 );
  22287. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22288. this.lineTo( firstPoint.x, firstPoint.y );
  22289. }
  22290. }
  22291. this.curves.push( curve );
  22292. var lastPoint = curve.getPoint( 1 );
  22293. this.currentPoint.copy( lastPoint );
  22294. },
  22295. copy: function ( source ) {
  22296. CurvePath.prototype.copy.call( this, source );
  22297. this.currentPoint.copy( source.currentPoint );
  22298. return this;
  22299. },
  22300. toJSON: function () {
  22301. var data = CurvePath.prototype.toJSON.call( this );
  22302. data.currentPoint = this.currentPoint.toArray();
  22303. return data;
  22304. },
  22305. fromJSON: function ( json ) {
  22306. CurvePath.prototype.fromJSON.call( this, json );
  22307. this.currentPoint.fromArray( json.currentPoint );
  22308. return this;
  22309. }
  22310. } );
  22311. /**
  22312. * @author zz85 / http://www.lab4games.net/zz85/blog
  22313. * Defines a 2d shape plane using paths.
  22314. **/
  22315. // STEP 1 Create a path.
  22316. // STEP 2 Turn path into shape.
  22317. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22318. // STEP 3a - Extract points from each shape, turn to vertices
  22319. // STEP 3b - Triangulate each shape, add faces.
  22320. function Shape( points ) {
  22321. Path.call( this, points );
  22322. this.uuid = _Math.generateUUID();
  22323. this.type = 'Shape';
  22324. this.holes = [];
  22325. }
  22326. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22327. constructor: Shape,
  22328. getPointsHoles: function ( divisions ) {
  22329. var holesPts = [];
  22330. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22331. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22332. }
  22333. return holesPts;
  22334. },
  22335. // get points of shape and holes (keypoints based on segments parameter)
  22336. extractPoints: function ( divisions ) {
  22337. return {
  22338. shape: this.getPoints( divisions ),
  22339. holes: this.getPointsHoles( divisions )
  22340. };
  22341. },
  22342. copy: function ( source ) {
  22343. Path.prototype.copy.call( this, source );
  22344. this.holes = [];
  22345. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22346. var hole = source.holes[ i ];
  22347. this.holes.push( hole.clone() );
  22348. }
  22349. return this;
  22350. },
  22351. toJSON: function () {
  22352. var data = Path.prototype.toJSON.call( this );
  22353. data.uuid = this.uuid;
  22354. data.holes = [];
  22355. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22356. var hole = this.holes[ i ];
  22357. data.holes.push( hole.toJSON() );
  22358. }
  22359. return data;
  22360. },
  22361. fromJSON: function ( json ) {
  22362. Path.prototype.fromJSON.call( this, json );
  22363. this.uuid = json.uuid;
  22364. this.holes = [];
  22365. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22366. var hole = json.holes[ i ];
  22367. this.holes.push( new Path().fromJSON( hole ) );
  22368. }
  22369. return this;
  22370. }
  22371. } );
  22372. /**
  22373. * @author mrdoob / http://mrdoob.com/
  22374. * @author alteredq / http://alteredqualia.com/
  22375. */
  22376. function Light( color, intensity ) {
  22377. Object3D.call( this );
  22378. this.type = 'Light';
  22379. this.color = new Color( color );
  22380. this.intensity = intensity !== undefined ? intensity : 1;
  22381. this.receiveShadow = undefined;
  22382. }
  22383. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22384. constructor: Light,
  22385. isLight: true,
  22386. copy: function ( source ) {
  22387. Object3D.prototype.copy.call( this, source );
  22388. this.color.copy( source.color );
  22389. this.intensity = source.intensity;
  22390. return this;
  22391. },
  22392. toJSON: function ( meta ) {
  22393. var data = Object3D.prototype.toJSON.call( this, meta );
  22394. data.object.color = this.color.getHex();
  22395. data.object.intensity = this.intensity;
  22396. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22397. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22398. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22399. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22400. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22401. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22402. return data;
  22403. }
  22404. } );
  22405. /**
  22406. * @author alteredq / http://alteredqualia.com/
  22407. */
  22408. function HemisphereLight( skyColor, groundColor, intensity ) {
  22409. Light.call( this, skyColor, intensity );
  22410. this.type = 'HemisphereLight';
  22411. this.castShadow = undefined;
  22412. this.position.copy( Object3D.DefaultUp );
  22413. this.updateMatrix();
  22414. this.groundColor = new Color( groundColor );
  22415. }
  22416. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22417. constructor: HemisphereLight,
  22418. isHemisphereLight: true,
  22419. copy: function ( source ) {
  22420. Light.prototype.copy.call( this, source );
  22421. this.groundColor.copy( source.groundColor );
  22422. return this;
  22423. }
  22424. } );
  22425. /**
  22426. * @author mrdoob / http://mrdoob.com/
  22427. */
  22428. function LightShadow( camera ) {
  22429. this.camera = camera;
  22430. this.bias = 0;
  22431. this.radius = 1;
  22432. this.mapSize = new Vector2( 512, 512 );
  22433. this.map = null;
  22434. this.matrix = new Matrix4();
  22435. }
  22436. Object.assign( LightShadow.prototype, {
  22437. copy: function ( source ) {
  22438. this.camera = source.camera.clone();
  22439. this.bias = source.bias;
  22440. this.radius = source.radius;
  22441. this.mapSize.copy( source.mapSize );
  22442. return this;
  22443. },
  22444. clone: function () {
  22445. return new this.constructor().copy( this );
  22446. },
  22447. toJSON: function () {
  22448. var object = {};
  22449. if ( this.bias !== 0 ) object.bias = this.bias;
  22450. if ( this.radius !== 1 ) object.radius = this.radius;
  22451. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22452. object.camera = this.camera.toJSON( false ).object;
  22453. delete object.camera.matrix;
  22454. return object;
  22455. }
  22456. } );
  22457. /**
  22458. * @author mrdoob / http://mrdoob.com/
  22459. */
  22460. function SpotLightShadow() {
  22461. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22462. }
  22463. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22464. constructor: SpotLightShadow,
  22465. isSpotLightShadow: true,
  22466. update: function ( light ) {
  22467. var camera = this.camera;
  22468. var fov = _Math.RAD2DEG * 2 * light.angle;
  22469. var aspect = this.mapSize.width / this.mapSize.height;
  22470. var far = light.distance || camera.far;
  22471. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22472. camera.fov = fov;
  22473. camera.aspect = aspect;
  22474. camera.far = far;
  22475. camera.updateProjectionMatrix();
  22476. }
  22477. }
  22478. } );
  22479. /**
  22480. * @author alteredq / http://alteredqualia.com/
  22481. */
  22482. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22483. Light.call( this, color, intensity );
  22484. this.type = 'SpotLight';
  22485. this.position.copy( Object3D.DefaultUp );
  22486. this.updateMatrix();
  22487. this.target = new Object3D();
  22488. Object.defineProperty( this, 'power', {
  22489. get: function () {
  22490. // intensity = power per solid angle.
  22491. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22492. return this.intensity * Math.PI;
  22493. },
  22494. set: function ( power ) {
  22495. // intensity = power per solid angle.
  22496. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22497. this.intensity = power / Math.PI;
  22498. }
  22499. } );
  22500. this.distance = ( distance !== undefined ) ? distance : 0;
  22501. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22502. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22503. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22504. this.shadow = new SpotLightShadow();
  22505. }
  22506. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22507. constructor: SpotLight,
  22508. isSpotLight: true,
  22509. copy: function ( source ) {
  22510. Light.prototype.copy.call( this, source );
  22511. this.distance = source.distance;
  22512. this.angle = source.angle;
  22513. this.penumbra = source.penumbra;
  22514. this.decay = source.decay;
  22515. this.target = source.target.clone();
  22516. this.shadow = source.shadow.clone();
  22517. return this;
  22518. }
  22519. } );
  22520. /**
  22521. * @author mrdoob / http://mrdoob.com/
  22522. */
  22523. function PointLight( color, intensity, distance, decay ) {
  22524. Light.call( this, color, intensity );
  22525. this.type = 'PointLight';
  22526. Object.defineProperty( this, 'power', {
  22527. get: function () {
  22528. // intensity = power per solid angle.
  22529. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22530. return this.intensity * 4 * Math.PI;
  22531. },
  22532. set: function ( power ) {
  22533. // intensity = power per solid angle.
  22534. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22535. this.intensity = power / ( 4 * Math.PI );
  22536. }
  22537. } );
  22538. this.distance = ( distance !== undefined ) ? distance : 0;
  22539. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22540. this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22541. }
  22542. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22543. constructor: PointLight,
  22544. isPointLight: true,
  22545. copy: function ( source ) {
  22546. Light.prototype.copy.call( this, source );
  22547. this.distance = source.distance;
  22548. this.decay = source.decay;
  22549. this.shadow = source.shadow.clone();
  22550. return this;
  22551. }
  22552. } );
  22553. /**
  22554. * @author alteredq / http://alteredqualia.com/
  22555. * @author arose / http://github.com/arose
  22556. */
  22557. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22558. Camera.call( this );
  22559. this.type = 'OrthographicCamera';
  22560. this.zoom = 1;
  22561. this.view = null;
  22562. this.left = ( left !== undefined ) ? left : - 1;
  22563. this.right = ( right !== undefined ) ? right : 1;
  22564. this.top = ( top !== undefined ) ? top : 1;
  22565. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22566. this.near = ( near !== undefined ) ? near : 0.1;
  22567. this.far = ( far !== undefined ) ? far : 2000;
  22568. this.updateProjectionMatrix();
  22569. }
  22570. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22571. constructor: OrthographicCamera,
  22572. isOrthographicCamera: true,
  22573. copy: function ( source, recursive ) {
  22574. Camera.prototype.copy.call( this, source, recursive );
  22575. this.left = source.left;
  22576. this.right = source.right;
  22577. this.top = source.top;
  22578. this.bottom = source.bottom;
  22579. this.near = source.near;
  22580. this.far = source.far;
  22581. this.zoom = source.zoom;
  22582. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22583. return this;
  22584. },
  22585. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22586. if ( this.view === null ) {
  22587. this.view = {
  22588. enabled: true,
  22589. fullWidth: 1,
  22590. fullHeight: 1,
  22591. offsetX: 0,
  22592. offsetY: 0,
  22593. width: 1,
  22594. height: 1
  22595. };
  22596. }
  22597. this.view.enabled = true;
  22598. this.view.fullWidth = fullWidth;
  22599. this.view.fullHeight = fullHeight;
  22600. this.view.offsetX = x;
  22601. this.view.offsetY = y;
  22602. this.view.width = width;
  22603. this.view.height = height;
  22604. this.updateProjectionMatrix();
  22605. },
  22606. clearViewOffset: function () {
  22607. if ( this.view !== null ) {
  22608. this.view.enabled = false;
  22609. }
  22610. this.updateProjectionMatrix();
  22611. },
  22612. updateProjectionMatrix: function () {
  22613. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22614. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22615. var cx = ( this.right + this.left ) / 2;
  22616. var cy = ( this.top + this.bottom ) / 2;
  22617. var left = cx - dx;
  22618. var right = cx + dx;
  22619. var top = cy + dy;
  22620. var bottom = cy - dy;
  22621. if ( this.view !== null && this.view.enabled ) {
  22622. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22623. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22624. var scaleW = ( this.right - this.left ) / this.view.width;
  22625. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22626. left += scaleW * ( this.view.offsetX / zoomW );
  22627. right = left + scaleW * ( this.view.width / zoomW );
  22628. top -= scaleH * ( this.view.offsetY / zoomH );
  22629. bottom = top - scaleH * ( this.view.height / zoomH );
  22630. }
  22631. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22632. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22633. },
  22634. toJSON: function ( meta ) {
  22635. var data = Object3D.prototype.toJSON.call( this, meta );
  22636. data.object.zoom = this.zoom;
  22637. data.object.left = this.left;
  22638. data.object.right = this.right;
  22639. data.object.top = this.top;
  22640. data.object.bottom = this.bottom;
  22641. data.object.near = this.near;
  22642. data.object.far = this.far;
  22643. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22644. return data;
  22645. }
  22646. } );
  22647. /**
  22648. * @author mrdoob / http://mrdoob.com/
  22649. */
  22650. function DirectionalLightShadow( ) {
  22651. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22652. }
  22653. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22654. constructor: DirectionalLightShadow
  22655. } );
  22656. /**
  22657. * @author mrdoob / http://mrdoob.com/
  22658. * @author alteredq / http://alteredqualia.com/
  22659. */
  22660. function DirectionalLight( color, intensity ) {
  22661. Light.call( this, color, intensity );
  22662. this.type = 'DirectionalLight';
  22663. this.position.copy( Object3D.DefaultUp );
  22664. this.updateMatrix();
  22665. this.target = new Object3D();
  22666. this.shadow = new DirectionalLightShadow();
  22667. }
  22668. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22669. constructor: DirectionalLight,
  22670. isDirectionalLight: true,
  22671. copy: function ( source ) {
  22672. Light.prototype.copy.call( this, source );
  22673. this.target = source.target.clone();
  22674. this.shadow = source.shadow.clone();
  22675. return this;
  22676. }
  22677. } );
  22678. /**
  22679. * @author mrdoob / http://mrdoob.com/
  22680. */
  22681. function AmbientLight( color, intensity ) {
  22682. Light.call( this, color, intensity );
  22683. this.type = 'AmbientLight';
  22684. this.castShadow = undefined;
  22685. }
  22686. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22687. constructor: AmbientLight,
  22688. isAmbientLight: true
  22689. } );
  22690. /**
  22691. * @author abelnation / http://github.com/abelnation
  22692. */
  22693. function RectAreaLight( color, intensity, width, height ) {
  22694. Light.call( this, color, intensity );
  22695. this.type = 'RectAreaLight';
  22696. this.width = ( width !== undefined ) ? width : 10;
  22697. this.height = ( height !== undefined ) ? height : 10;
  22698. }
  22699. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22700. constructor: RectAreaLight,
  22701. isRectAreaLight: true,
  22702. copy: function ( source ) {
  22703. Light.prototype.copy.call( this, source );
  22704. this.width = source.width;
  22705. this.height = source.height;
  22706. return this;
  22707. },
  22708. toJSON: function ( meta ) {
  22709. var data = Light.prototype.toJSON.call( this, meta );
  22710. data.object.width = this.width;
  22711. data.object.height = this.height;
  22712. return data;
  22713. }
  22714. } );
  22715. /**
  22716. * @author mrdoob / http://mrdoob.com/
  22717. */
  22718. function MaterialLoader( manager ) {
  22719. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22720. this.textures = {};
  22721. }
  22722. Object.assign( MaterialLoader.prototype, {
  22723. load: function ( url, onLoad, onProgress, onError ) {
  22724. var scope = this;
  22725. var loader = new FileLoader( scope.manager );
  22726. loader.setPath( scope.path );
  22727. loader.load( url, function ( text ) {
  22728. onLoad( scope.parse( JSON.parse( text ) ) );
  22729. }, onProgress, onError );
  22730. },
  22731. parse: function ( json ) {
  22732. var textures = this.textures;
  22733. function getTexture( name ) {
  22734. if ( textures[ name ] === undefined ) {
  22735. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22736. }
  22737. return textures[ name ];
  22738. }
  22739. var material = new Materials[ json.type ]();
  22740. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22741. if ( json.name !== undefined ) material.name = json.name;
  22742. if ( json.color !== undefined ) material.color.setHex( json.color );
  22743. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22744. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22745. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22746. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22747. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22748. if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
  22749. if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
  22750. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22751. if ( json.fog !== undefined ) material.fog = json.fog;
  22752. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22753. if ( json.blending !== undefined ) material.blending = json.blending;
  22754. if ( json.combine !== undefined ) material.combine = json.combine;
  22755. if ( json.side !== undefined ) material.side = json.side;
  22756. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22757. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22758. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22759. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22760. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22761. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22762. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22763. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22764. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22765. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22766. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22767. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22768. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22769. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22770. if ( json.scale !== undefined ) material.scale = json.scale;
  22771. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22772. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22773. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22774. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22775. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22776. if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;
  22777. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22778. if ( json.visible !== undefined ) material.visible = json.visible;
  22779. if ( json.userData !== undefined ) material.userData = json.userData;
  22780. // Shader Material
  22781. if ( json.uniforms !== undefined ) {
  22782. for ( var name in json.uniforms ) {
  22783. var uniform = json.uniforms[ name ];
  22784. material.uniforms[ name ] = {};
  22785. switch ( uniform.type ) {
  22786. case 't':
  22787. material.uniforms[ name ].value = getTexture( uniform.value );
  22788. break;
  22789. case 'c':
  22790. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22791. break;
  22792. case 'v2':
  22793. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22794. break;
  22795. case 'v3':
  22796. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22797. break;
  22798. case 'v4':
  22799. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22800. break;
  22801. case 'm3':
  22802. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22803. case 'm4':
  22804. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22805. break;
  22806. default:
  22807. material.uniforms[ name ].value = uniform.value;
  22808. }
  22809. }
  22810. }
  22811. if ( json.defines !== undefined ) material.defines = json.defines;
  22812. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22813. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22814. if ( json.extensions !== undefined ) {
  22815. for ( var key in json.extensions ) {
  22816. material.extensions[ key ] = json.extensions[ key ];
  22817. }
  22818. }
  22819. // Deprecated
  22820. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22821. // for PointsMaterial
  22822. if ( json.size !== undefined ) material.size = json.size;
  22823. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22824. // maps
  22825. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22826. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  22827. if ( json.alphaMap !== undefined ) {
  22828. material.alphaMap = getTexture( json.alphaMap );
  22829. material.transparent = true;
  22830. }
  22831. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22832. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22833. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22834. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22835. if ( json.normalScale !== undefined ) {
  22836. var normalScale = json.normalScale;
  22837. if ( Array.isArray( normalScale ) === false ) {
  22838. // Blender exporter used to export a scalar. See #7459
  22839. normalScale = [ normalScale, normalScale ];
  22840. }
  22841. material.normalScale = new Vector2().fromArray( normalScale );
  22842. }
  22843. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22844. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22845. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22846. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22847. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22848. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22849. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22850. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22851. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22852. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22853. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22854. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  22855. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22856. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22857. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22858. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22859. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22860. return material;
  22861. },
  22862. setPath: function ( value ) {
  22863. this.path = value;
  22864. return this;
  22865. },
  22866. setTextures: function ( value ) {
  22867. this.textures = value;
  22868. return this;
  22869. }
  22870. } );
  22871. /**
  22872. * @author Don McCurdy / https://www.donmccurdy.com
  22873. */
  22874. var LoaderUtils = {
  22875. decodeText: function ( array ) {
  22876. if ( typeof TextDecoder !== 'undefined' ) {
  22877. return new TextDecoder().decode( array );
  22878. }
  22879. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22880. // throws a "maximum call stack size exceeded" error for large arrays.
  22881. var s = '';
  22882. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22883. // Implicitly assumes little-endian.
  22884. s += String.fromCharCode( array[ i ] );
  22885. }
  22886. try {
  22887. // merges multi-byte utf-8 characters.
  22888. return decodeURIComponent( escape( s ) );
  22889. } catch ( e ) { // see #16358
  22890. return s;
  22891. }
  22892. },
  22893. extractUrlBase: function ( url ) {
  22894. var index = url.lastIndexOf( '/' );
  22895. if ( index === - 1 ) return './';
  22896. return url.substr( 0, index + 1 );
  22897. }
  22898. };
  22899. /**
  22900. * @author benaadams / https://twitter.com/ben_a_adams
  22901. */
  22902. function InstancedBufferGeometry() {
  22903. BufferGeometry.call( this );
  22904. this.type = 'InstancedBufferGeometry';
  22905. this.maxInstancedCount = undefined;
  22906. }
  22907. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  22908. constructor: InstancedBufferGeometry,
  22909. isInstancedBufferGeometry: true,
  22910. copy: function ( source ) {
  22911. BufferGeometry.prototype.copy.call( this, source );
  22912. this.maxInstancedCount = source.maxInstancedCount;
  22913. return this;
  22914. },
  22915. clone: function () {
  22916. return new this.constructor().copy( this );
  22917. },
  22918. toJSON: function () {
  22919. var data = BufferGeometry.prototype.toJSON.call( this );
  22920. data.maxInstancedCount = this.maxInstancedCount;
  22921. data.isInstancedBufferGeometry = true;
  22922. return data;
  22923. }
  22924. } );
  22925. /**
  22926. * @author benaadams / https://twitter.com/ben_a_adams
  22927. */
  22928. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  22929. if ( typeof ( normalized ) === 'number' ) {
  22930. meshPerAttribute = normalized;
  22931. normalized = false;
  22932. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  22933. }
  22934. BufferAttribute.call( this, array, itemSize, normalized );
  22935. this.meshPerAttribute = meshPerAttribute || 1;
  22936. }
  22937. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  22938. constructor: InstancedBufferAttribute,
  22939. isInstancedBufferAttribute: true,
  22940. copy: function ( source ) {
  22941. BufferAttribute.prototype.copy.call( this, source );
  22942. this.meshPerAttribute = source.meshPerAttribute;
  22943. return this;
  22944. },
  22945. toJSON: function () {
  22946. var data = BufferAttribute.prototype.toJSON.call( this );
  22947. data.meshPerAttribute = this.meshPerAttribute;
  22948. data.isInstancedBufferAttribute = true;
  22949. return data;
  22950. }
  22951. } );
  22952. /**
  22953. * @author mrdoob / http://mrdoob.com/
  22954. */
  22955. function BufferGeometryLoader( manager ) {
  22956. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22957. }
  22958. Object.assign( BufferGeometryLoader.prototype, {
  22959. load: function ( url, onLoad, onProgress, onError ) {
  22960. var scope = this;
  22961. var loader = new FileLoader( scope.manager );
  22962. loader.setPath( scope.path );
  22963. loader.load( url, function ( text ) {
  22964. onLoad( scope.parse( JSON.parse( text ) ) );
  22965. }, onProgress, onError );
  22966. },
  22967. parse: function ( json ) {
  22968. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  22969. var index = json.data.index;
  22970. if ( index !== undefined ) {
  22971. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  22972. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  22973. }
  22974. var attributes = json.data.attributes;
  22975. for ( var key in attributes ) {
  22976. var attribute = attributes[ key ];
  22977. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22978. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  22979. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  22980. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22981. geometry.addAttribute( key, bufferAttribute );
  22982. }
  22983. var morphAttributes = json.data.morphAttributes;
  22984. if ( morphAttributes ) {
  22985. for ( var key in morphAttributes ) {
  22986. var attributeArray = morphAttributes[ key ];
  22987. var array = [];
  22988. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  22989. var attribute = attributeArray[ i ];
  22990. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22991. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  22992. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22993. array.push( bufferAttribute );
  22994. }
  22995. geometry.morphAttributes[ key ] = array;
  22996. }
  22997. }
  22998. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  22999. if ( groups !== undefined ) {
  23000. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23001. var group = groups[ i ];
  23002. geometry.addGroup( group.start, group.count, group.materialIndex );
  23003. }
  23004. }
  23005. var boundingSphere = json.data.boundingSphere;
  23006. if ( boundingSphere !== undefined ) {
  23007. var center = new Vector3();
  23008. if ( boundingSphere.center !== undefined ) {
  23009. center.fromArray( boundingSphere.center );
  23010. }
  23011. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23012. }
  23013. if ( json.name ) geometry.name = json.name;
  23014. if ( json.userData ) geometry.userData = json.userData;
  23015. return geometry;
  23016. },
  23017. setPath: function ( value ) {
  23018. this.path = value;
  23019. return this;
  23020. }
  23021. } );
  23022. var TYPED_ARRAYS = {
  23023. Int8Array: Int8Array,
  23024. Uint8Array: Uint8Array,
  23025. // Workaround for IE11 pre KB2929437. See #11440
  23026. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23027. Int16Array: Int16Array,
  23028. Uint16Array: Uint16Array,
  23029. Int32Array: Int32Array,
  23030. Uint32Array: Uint32Array,
  23031. Float32Array: Float32Array,
  23032. Float64Array: Float64Array
  23033. };
  23034. /**
  23035. * @author mrdoob / http://mrdoob.com/
  23036. */
  23037. function ObjectLoader( manager ) {
  23038. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23039. this.resourcePath = '';
  23040. }
  23041. Object.assign( ObjectLoader.prototype, {
  23042. crossOrigin: 'anonymous',
  23043. load: function ( url, onLoad, onProgress, onError ) {
  23044. var scope = this;
  23045. var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23046. this.resourcePath = this.resourcePath || path;
  23047. var loader = new FileLoader( scope.manager );
  23048. loader.setPath( this.path );
  23049. loader.load( url, function ( text ) {
  23050. var json = null;
  23051. try {
  23052. json = JSON.parse( text );
  23053. } catch ( error ) {
  23054. if ( onError !== undefined ) onError( error );
  23055. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23056. return;
  23057. }
  23058. var metadata = json.metadata;
  23059. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23060. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23061. return;
  23062. }
  23063. scope.parse( json, onLoad );
  23064. }, onProgress, onError );
  23065. },
  23066. setPath: function ( value ) {
  23067. this.path = value;
  23068. return this;
  23069. },
  23070. setResourcePath: function ( value ) {
  23071. this.resourcePath = value;
  23072. return this;
  23073. },
  23074. setCrossOrigin: function ( value ) {
  23075. this.crossOrigin = value;
  23076. return this;
  23077. },
  23078. parse: function ( json, onLoad ) {
  23079. var shapes = this.parseShape( json.shapes );
  23080. var geometries = this.parseGeometries( json.geometries, shapes );
  23081. var images = this.parseImages( json.images, function () {
  23082. if ( onLoad !== undefined ) onLoad( object );
  23083. } );
  23084. var textures = this.parseTextures( json.textures, images );
  23085. var materials = this.parseMaterials( json.materials, textures );
  23086. var object = this.parseObject( json.object, geometries, materials );
  23087. if ( json.animations ) {
  23088. object.animations = this.parseAnimations( json.animations );
  23089. }
  23090. if ( json.images === undefined || json.images.length === 0 ) {
  23091. if ( onLoad !== undefined ) onLoad( object );
  23092. }
  23093. return object;
  23094. },
  23095. parseShape: function ( json ) {
  23096. var shapes = {};
  23097. if ( json !== undefined ) {
  23098. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23099. var shape = new Shape().fromJSON( json[ i ] );
  23100. shapes[ shape.uuid ] = shape;
  23101. }
  23102. }
  23103. return shapes;
  23104. },
  23105. parseGeometries: function ( json, shapes ) {
  23106. var geometries = {};
  23107. if ( json !== undefined ) {
  23108. var bufferGeometryLoader = new BufferGeometryLoader();
  23109. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23110. var geometry;
  23111. var data = json[ i ];
  23112. switch ( data.type ) {
  23113. case 'PlaneGeometry':
  23114. case 'PlaneBufferGeometry':
  23115. geometry = new Geometries[ data.type ](
  23116. data.width,
  23117. data.height,
  23118. data.widthSegments,
  23119. data.heightSegments
  23120. );
  23121. break;
  23122. case 'BoxGeometry':
  23123. case 'BoxBufferGeometry':
  23124. case 'CubeGeometry': // backwards compatible
  23125. geometry = new Geometries[ data.type ](
  23126. data.width,
  23127. data.height,
  23128. data.depth,
  23129. data.widthSegments,
  23130. data.heightSegments,
  23131. data.depthSegments
  23132. );
  23133. break;
  23134. case 'CircleGeometry':
  23135. case 'CircleBufferGeometry':
  23136. geometry = new Geometries[ data.type ](
  23137. data.radius,
  23138. data.segments,
  23139. data.thetaStart,
  23140. data.thetaLength
  23141. );
  23142. break;
  23143. case 'CylinderGeometry':
  23144. case 'CylinderBufferGeometry':
  23145. geometry = new Geometries[ data.type ](
  23146. data.radiusTop,
  23147. data.radiusBottom,
  23148. data.height,
  23149. data.radialSegments,
  23150. data.heightSegments,
  23151. data.openEnded,
  23152. data.thetaStart,
  23153. data.thetaLength
  23154. );
  23155. break;
  23156. case 'ConeGeometry':
  23157. case 'ConeBufferGeometry':
  23158. geometry = new Geometries[ data.type ](
  23159. data.radius,
  23160. data.height,
  23161. data.radialSegments,
  23162. data.heightSegments,
  23163. data.openEnded,
  23164. data.thetaStart,
  23165. data.thetaLength
  23166. );
  23167. break;
  23168. case 'SphereGeometry':
  23169. case 'SphereBufferGeometry':
  23170. geometry = new Geometries[ data.type ](
  23171. data.radius,
  23172. data.widthSegments,
  23173. data.heightSegments,
  23174. data.phiStart,
  23175. data.phiLength,
  23176. data.thetaStart,
  23177. data.thetaLength
  23178. );
  23179. break;
  23180. case 'DodecahedronGeometry':
  23181. case 'DodecahedronBufferGeometry':
  23182. case 'IcosahedronGeometry':
  23183. case 'IcosahedronBufferGeometry':
  23184. case 'OctahedronGeometry':
  23185. case 'OctahedronBufferGeometry':
  23186. case 'TetrahedronGeometry':
  23187. case 'TetrahedronBufferGeometry':
  23188. geometry = new Geometries[ data.type ](
  23189. data.radius,
  23190. data.detail
  23191. );
  23192. break;
  23193. case 'RingGeometry':
  23194. case 'RingBufferGeometry':
  23195. geometry = new Geometries[ data.type ](
  23196. data.innerRadius,
  23197. data.outerRadius,
  23198. data.thetaSegments,
  23199. data.phiSegments,
  23200. data.thetaStart,
  23201. data.thetaLength
  23202. );
  23203. break;
  23204. case 'TorusGeometry':
  23205. case 'TorusBufferGeometry':
  23206. geometry = new Geometries[ data.type ](
  23207. data.radius,
  23208. data.tube,
  23209. data.radialSegments,
  23210. data.tubularSegments,
  23211. data.arc
  23212. );
  23213. break;
  23214. case 'TorusKnotGeometry':
  23215. case 'TorusKnotBufferGeometry':
  23216. geometry = new Geometries[ data.type ](
  23217. data.radius,
  23218. data.tube,
  23219. data.tubularSegments,
  23220. data.radialSegments,
  23221. data.p,
  23222. data.q
  23223. );
  23224. break;
  23225. case 'TubeGeometry':
  23226. case 'TubeBufferGeometry':
  23227. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23228. // User defined curves or instances of CurvePath will not be deserialized.
  23229. geometry = new Geometries[ data.type ](
  23230. new Curves[ data.path.type ]().fromJSON( data.path ),
  23231. data.tubularSegments,
  23232. data.radius,
  23233. data.radialSegments,
  23234. data.closed
  23235. );
  23236. break;
  23237. case 'LatheGeometry':
  23238. case 'LatheBufferGeometry':
  23239. geometry = new Geometries[ data.type ](
  23240. data.points,
  23241. data.segments,
  23242. data.phiStart,
  23243. data.phiLength
  23244. );
  23245. break;
  23246. case 'PolyhedronGeometry':
  23247. case 'PolyhedronBufferGeometry':
  23248. geometry = new Geometries[ data.type ](
  23249. data.vertices,
  23250. data.indices,
  23251. data.radius,
  23252. data.details
  23253. );
  23254. break;
  23255. case 'ShapeGeometry':
  23256. case 'ShapeBufferGeometry':
  23257. var geometryShapes = [];
  23258. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23259. var shape = shapes[ data.shapes[ j ] ];
  23260. geometryShapes.push( shape );
  23261. }
  23262. geometry = new Geometries[ data.type ](
  23263. geometryShapes,
  23264. data.curveSegments
  23265. );
  23266. break;
  23267. case 'ExtrudeGeometry':
  23268. case 'ExtrudeBufferGeometry':
  23269. var geometryShapes = [];
  23270. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23271. var shape = shapes[ data.shapes[ j ] ];
  23272. geometryShapes.push( shape );
  23273. }
  23274. var extrudePath = data.options.extrudePath;
  23275. if ( extrudePath !== undefined ) {
  23276. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23277. }
  23278. geometry = new Geometries[ data.type ](
  23279. geometryShapes,
  23280. data.options
  23281. );
  23282. break;
  23283. case 'BufferGeometry':
  23284. case 'InstancedBufferGeometry':
  23285. geometry = bufferGeometryLoader.parse( data );
  23286. break;
  23287. case 'Geometry':
  23288. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23289. var geometryLoader = new THREE.LegacyJSONLoader();
  23290. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23291. } else {
  23292. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23293. }
  23294. break;
  23295. default:
  23296. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23297. continue;
  23298. }
  23299. geometry.uuid = data.uuid;
  23300. if ( data.name !== undefined ) geometry.name = data.name;
  23301. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  23302. geometries[ data.uuid ] = geometry;
  23303. }
  23304. }
  23305. return geometries;
  23306. },
  23307. parseMaterials: function ( json, textures ) {
  23308. var cache = {}; // MultiMaterial
  23309. var materials = {};
  23310. if ( json !== undefined ) {
  23311. var loader = new MaterialLoader();
  23312. loader.setTextures( textures );
  23313. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23314. var data = json[ i ];
  23315. if ( data.type === 'MultiMaterial' ) {
  23316. // Deprecated
  23317. var array = [];
  23318. for ( var j = 0; j < data.materials.length; j ++ ) {
  23319. var material = data.materials[ j ];
  23320. if ( cache[ material.uuid ] === undefined ) {
  23321. cache[ material.uuid ] = loader.parse( material );
  23322. }
  23323. array.push( cache[ material.uuid ] );
  23324. }
  23325. materials[ data.uuid ] = array;
  23326. } else {
  23327. if ( cache[ data.uuid ] === undefined ) {
  23328. cache[ data.uuid ] = loader.parse( data );
  23329. }
  23330. materials[ data.uuid ] = cache[ data.uuid ];
  23331. }
  23332. }
  23333. }
  23334. return materials;
  23335. },
  23336. parseAnimations: function ( json ) {
  23337. var animations = [];
  23338. for ( var i = 0; i < json.length; i ++ ) {
  23339. var data = json[ i ];
  23340. var clip = AnimationClip.parse( data );
  23341. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  23342. animations.push( clip );
  23343. }
  23344. return animations;
  23345. },
  23346. parseImages: function ( json, onLoad ) {
  23347. var scope = this;
  23348. var images = {};
  23349. function loadImage( url ) {
  23350. scope.manager.itemStart( url );
  23351. return loader.load( url, function () {
  23352. scope.manager.itemEnd( url );
  23353. }, undefined, function () {
  23354. scope.manager.itemError( url );
  23355. scope.manager.itemEnd( url );
  23356. } );
  23357. }
  23358. if ( json !== undefined && json.length > 0 ) {
  23359. var manager = new LoadingManager( onLoad );
  23360. var loader = new ImageLoader( manager );
  23361. loader.setCrossOrigin( this.crossOrigin );
  23362. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23363. var image = json[ i ];
  23364. var url = image.url;
  23365. if ( Array.isArray( url ) ) {
  23366. // load array of images e.g CubeTexture
  23367. images[ image.uuid ] = [];
  23368. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23369. var currentUrl = url[ j ];
  23370. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23371. images[ image.uuid ].push( loadImage( path ) );
  23372. }
  23373. } else {
  23374. // load single image
  23375. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23376. images[ image.uuid ] = loadImage( path );
  23377. }
  23378. }
  23379. }
  23380. return images;
  23381. },
  23382. parseTextures: function ( json, images ) {
  23383. function parseConstant( value, type ) {
  23384. if ( typeof value === 'number' ) return value;
  23385. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23386. return type[ value ];
  23387. }
  23388. var textures = {};
  23389. if ( json !== undefined ) {
  23390. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23391. var data = json[ i ];
  23392. if ( data.image === undefined ) {
  23393. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23394. }
  23395. if ( images[ data.image ] === undefined ) {
  23396. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23397. }
  23398. var texture;
  23399. if ( Array.isArray( images[ data.image ] ) ) {
  23400. texture = new CubeTexture( images[ data.image ] );
  23401. } else {
  23402. texture = new Texture( images[ data.image ] );
  23403. }
  23404. texture.needsUpdate = true;
  23405. texture.uuid = data.uuid;
  23406. if ( data.name !== undefined ) texture.name = data.name;
  23407. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23408. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23409. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23410. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23411. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23412. if ( data.wrap !== undefined ) {
  23413. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23414. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23415. }
  23416. if ( data.format !== undefined ) texture.format = data.format;
  23417. if ( data.type !== undefined ) texture.type = data.type;
  23418. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23419. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23420. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23421. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23422. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23423. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23424. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23425. textures[ data.uuid ] = texture;
  23426. }
  23427. }
  23428. return textures;
  23429. },
  23430. parseObject: function ( data, geometries, materials ) {
  23431. var object;
  23432. function getGeometry( name ) {
  23433. if ( geometries[ name ] === undefined ) {
  23434. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23435. }
  23436. return geometries[ name ];
  23437. }
  23438. function getMaterial( name ) {
  23439. if ( name === undefined ) return undefined;
  23440. if ( Array.isArray( name ) ) {
  23441. var array = [];
  23442. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23443. var uuid = name[ i ];
  23444. if ( materials[ uuid ] === undefined ) {
  23445. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23446. }
  23447. array.push( materials[ uuid ] );
  23448. }
  23449. return array;
  23450. }
  23451. if ( materials[ name ] === undefined ) {
  23452. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23453. }
  23454. return materials[ name ];
  23455. }
  23456. switch ( data.type ) {
  23457. case 'Scene':
  23458. object = new Scene();
  23459. if ( data.background !== undefined ) {
  23460. if ( Number.isInteger( data.background ) ) {
  23461. object.background = new Color( data.background );
  23462. }
  23463. }
  23464. if ( data.fog !== undefined ) {
  23465. if ( data.fog.type === 'Fog' ) {
  23466. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23467. } else if ( data.fog.type === 'FogExp2' ) {
  23468. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23469. }
  23470. }
  23471. break;
  23472. case 'PerspectiveCamera':
  23473. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23474. if ( data.focus !== undefined ) object.focus = data.focus;
  23475. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23476. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23477. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23478. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23479. break;
  23480. case 'OrthographicCamera':
  23481. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23482. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23483. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23484. break;
  23485. case 'AmbientLight':
  23486. object = new AmbientLight( data.color, data.intensity );
  23487. break;
  23488. case 'DirectionalLight':
  23489. object = new DirectionalLight( data.color, data.intensity );
  23490. break;
  23491. case 'PointLight':
  23492. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23493. break;
  23494. case 'RectAreaLight':
  23495. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23496. break;
  23497. case 'SpotLight':
  23498. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23499. break;
  23500. case 'HemisphereLight':
  23501. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23502. break;
  23503. case 'SkinnedMesh':
  23504. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23505. case 'Mesh':
  23506. var geometry = getGeometry( data.geometry );
  23507. var material = getMaterial( data.material );
  23508. if ( geometry.bones && geometry.bones.length > 0 ) {
  23509. object = new SkinnedMesh( geometry, material );
  23510. } else {
  23511. object = new Mesh( geometry, material );
  23512. }
  23513. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23514. break;
  23515. case 'LOD':
  23516. object = new LOD();
  23517. break;
  23518. case 'Line':
  23519. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23520. break;
  23521. case 'LineLoop':
  23522. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23523. break;
  23524. case 'LineSegments':
  23525. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23526. break;
  23527. case 'PointCloud':
  23528. case 'Points':
  23529. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23530. break;
  23531. case 'Sprite':
  23532. object = new Sprite( getMaterial( data.material ) );
  23533. break;
  23534. case 'Group':
  23535. object = new Group();
  23536. break;
  23537. default:
  23538. object = new Object3D();
  23539. }
  23540. object.uuid = data.uuid;
  23541. if ( data.name !== undefined ) object.name = data.name;
  23542. if ( data.matrix !== undefined ) {
  23543. object.matrix.fromArray( data.matrix );
  23544. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23545. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23546. } else {
  23547. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23548. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23549. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23550. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23551. }
  23552. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23553. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23554. if ( data.shadow ) {
  23555. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23556. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23557. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23558. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23559. }
  23560. if ( data.visible !== undefined ) object.visible = data.visible;
  23561. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23562. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23563. if ( data.userData !== undefined ) object.userData = data.userData;
  23564. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23565. if ( data.children !== undefined ) {
  23566. var children = data.children;
  23567. for ( var i = 0; i < children.length; i ++ ) {
  23568. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23569. }
  23570. }
  23571. if ( data.type === 'LOD' ) {
  23572. var levels = data.levels;
  23573. for ( var l = 0; l < levels.length; l ++ ) {
  23574. var level = levels[ l ];
  23575. var child = object.getObjectByProperty( 'uuid', level.object );
  23576. if ( child !== undefined ) {
  23577. object.addLevel( child, level.distance );
  23578. }
  23579. }
  23580. }
  23581. return object;
  23582. }
  23583. } );
  23584. var TEXTURE_MAPPING = {
  23585. UVMapping: UVMapping,
  23586. CubeReflectionMapping: CubeReflectionMapping,
  23587. CubeRefractionMapping: CubeRefractionMapping,
  23588. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23589. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23590. SphericalReflectionMapping: SphericalReflectionMapping,
  23591. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23592. CubeUVRefractionMapping: CubeUVRefractionMapping
  23593. };
  23594. var TEXTURE_WRAPPING = {
  23595. RepeatWrapping: RepeatWrapping,
  23596. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23597. MirroredRepeatWrapping: MirroredRepeatWrapping
  23598. };
  23599. var TEXTURE_FILTER = {
  23600. NearestFilter: NearestFilter,
  23601. NearestMipMapNearestFilter: NearestMipMapNearestFilter,
  23602. NearestMipMapLinearFilter: NearestMipMapLinearFilter,
  23603. LinearFilter: LinearFilter,
  23604. LinearMipMapNearestFilter: LinearMipMapNearestFilter,
  23605. LinearMipMapLinearFilter: LinearMipMapLinearFilter
  23606. };
  23607. /**
  23608. * @author thespite / http://clicktorelease.com/
  23609. */
  23610. function ImageBitmapLoader( manager ) {
  23611. if ( typeof createImageBitmap === 'undefined' ) {
  23612. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23613. }
  23614. if ( typeof fetch === 'undefined' ) {
  23615. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23616. }
  23617. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  23618. this.options = undefined;
  23619. }
  23620. ImageBitmapLoader.prototype = {
  23621. constructor: ImageBitmapLoader,
  23622. setOptions: function setOptions( options ) {
  23623. this.options = options;
  23624. return this;
  23625. },
  23626. load: function ( url, onLoad, onProgress, onError ) {
  23627. if ( url === undefined ) url = '';
  23628. if ( this.path !== undefined ) url = this.path + url;
  23629. url = this.manager.resolveURL( url );
  23630. var scope = this;
  23631. var cached = Cache.get( url );
  23632. if ( cached !== undefined ) {
  23633. scope.manager.itemStart( url );
  23634. setTimeout( function () {
  23635. if ( onLoad ) onLoad( cached );
  23636. scope.manager.itemEnd( url );
  23637. }, 0 );
  23638. return cached;
  23639. }
  23640. fetch( url ).then( function ( res ) {
  23641. return res.blob();
  23642. } ).then( function ( blob ) {
  23643. if ( scope.options === undefined ) {
  23644. // Workaround for FireFox. It causes an error if you pass options.
  23645. return createImageBitmap( blob );
  23646. } else {
  23647. return createImageBitmap( blob, scope.options );
  23648. }
  23649. } ).then( function ( imageBitmap ) {
  23650. Cache.add( url, imageBitmap );
  23651. if ( onLoad ) onLoad( imageBitmap );
  23652. scope.manager.itemEnd( url );
  23653. } ).catch( function ( e ) {
  23654. if ( onError ) onError( e );
  23655. scope.manager.itemError( url );
  23656. scope.manager.itemEnd( url );
  23657. } );
  23658. scope.manager.itemStart( url );
  23659. },
  23660. setCrossOrigin: function ( /* value */ ) {
  23661. return this;
  23662. },
  23663. setPath: function ( value ) {
  23664. this.path = value;
  23665. return this;
  23666. }
  23667. };
  23668. /**
  23669. * @author zz85 / http://www.lab4games.net/zz85/blog
  23670. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23671. **/
  23672. function ShapePath() {
  23673. this.type = 'ShapePath';
  23674. this.color = new Color();
  23675. this.subPaths = [];
  23676. this.currentPath = null;
  23677. }
  23678. Object.assign( ShapePath.prototype, {
  23679. moveTo: function ( x, y ) {
  23680. this.currentPath = new Path();
  23681. this.subPaths.push( this.currentPath );
  23682. this.currentPath.moveTo( x, y );
  23683. },
  23684. lineTo: function ( x, y ) {
  23685. this.currentPath.lineTo( x, y );
  23686. },
  23687. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23688. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23689. },
  23690. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23691. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23692. },
  23693. splineThru: function ( pts ) {
  23694. this.currentPath.splineThru( pts );
  23695. },
  23696. toShapes: function ( isCCW, noHoles ) {
  23697. function toShapesNoHoles( inSubpaths ) {
  23698. var shapes = [];
  23699. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23700. var tmpPath = inSubpaths[ i ];
  23701. var tmpShape = new Shape();
  23702. tmpShape.curves = tmpPath.curves;
  23703. shapes.push( tmpShape );
  23704. }
  23705. return shapes;
  23706. }
  23707. function isPointInsidePolygon( inPt, inPolygon ) {
  23708. var polyLen = inPolygon.length;
  23709. // inPt on polygon contour => immediate success or
  23710. // toggling of inside/outside at every single! intersection point of an edge
  23711. // with the horizontal line through inPt, left of inPt
  23712. // not counting lowerY endpoints of edges and whole edges on that line
  23713. var inside = false;
  23714. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23715. var edgeLowPt = inPolygon[ p ];
  23716. var edgeHighPt = inPolygon[ q ];
  23717. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23718. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23719. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23720. // not parallel
  23721. if ( edgeDy < 0 ) {
  23722. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23723. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23724. }
  23725. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23726. if ( inPt.y === edgeLowPt.y ) {
  23727. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23728. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23729. } else {
  23730. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23731. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23732. if ( perpEdge < 0 ) continue;
  23733. inside = ! inside; // true intersection left of inPt
  23734. }
  23735. } else {
  23736. // parallel or collinear
  23737. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23738. // edge lies on the same horizontal line as inPt
  23739. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23740. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23741. // continue;
  23742. }
  23743. }
  23744. return inside;
  23745. }
  23746. var isClockWise = ShapeUtils.isClockWise;
  23747. var subPaths = this.subPaths;
  23748. if ( subPaths.length === 0 ) return [];
  23749. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23750. var solid, tmpPath, tmpShape, shapes = [];
  23751. if ( subPaths.length === 1 ) {
  23752. tmpPath = subPaths[ 0 ];
  23753. tmpShape = new Shape();
  23754. tmpShape.curves = tmpPath.curves;
  23755. shapes.push( tmpShape );
  23756. return shapes;
  23757. }
  23758. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23759. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23760. // console.log("Holes first", holesFirst);
  23761. var betterShapeHoles = [];
  23762. var newShapes = [];
  23763. var newShapeHoles = [];
  23764. var mainIdx = 0;
  23765. var tmpPoints;
  23766. newShapes[ mainIdx ] = undefined;
  23767. newShapeHoles[ mainIdx ] = [];
  23768. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23769. tmpPath = subPaths[ i ];
  23770. tmpPoints = tmpPath.getPoints();
  23771. solid = isClockWise( tmpPoints );
  23772. solid = isCCW ? ! solid : solid;
  23773. if ( solid ) {
  23774. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23775. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23776. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23777. if ( holesFirst ) mainIdx ++;
  23778. newShapeHoles[ mainIdx ] = [];
  23779. //console.log('cw', i);
  23780. } else {
  23781. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23782. //console.log('ccw', i);
  23783. }
  23784. }
  23785. // only Holes? -> probably all Shapes with wrong orientation
  23786. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23787. if ( newShapes.length > 1 ) {
  23788. var ambiguous = false;
  23789. var toChange = [];
  23790. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23791. betterShapeHoles[ sIdx ] = [];
  23792. }
  23793. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23794. var sho = newShapeHoles[ sIdx ];
  23795. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23796. var ho = sho[ hIdx ];
  23797. var hole_unassigned = true;
  23798. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23799. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23800. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23801. if ( hole_unassigned ) {
  23802. hole_unassigned = false;
  23803. betterShapeHoles[ s2Idx ].push( ho );
  23804. } else {
  23805. ambiguous = true;
  23806. }
  23807. }
  23808. }
  23809. if ( hole_unassigned ) {
  23810. betterShapeHoles[ sIdx ].push( ho );
  23811. }
  23812. }
  23813. }
  23814. // console.log("ambiguous: ", ambiguous);
  23815. if ( toChange.length > 0 ) {
  23816. // console.log("to change: ", toChange);
  23817. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23818. }
  23819. }
  23820. var tmpHoles;
  23821. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23822. tmpShape = newShapes[ i ].s;
  23823. shapes.push( tmpShape );
  23824. tmpHoles = newShapeHoles[ i ];
  23825. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23826. tmpShape.holes.push( tmpHoles[ j ].h );
  23827. }
  23828. }
  23829. //console.log("shape", shapes);
  23830. return shapes;
  23831. }
  23832. } );
  23833. /**
  23834. * @author zz85 / http://www.lab4games.net/zz85/blog
  23835. * @author mrdoob / http://mrdoob.com/
  23836. */
  23837. function Font( data ) {
  23838. this.type = 'Font';
  23839. this.data = data;
  23840. }
  23841. Object.assign( Font.prototype, {
  23842. isFont: true,
  23843. generateShapes: function ( text, size ) {
  23844. if ( size === undefined ) size = 100;
  23845. var shapes = [];
  23846. var paths = createPaths( text, size, this.data );
  23847. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23848. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23849. }
  23850. return shapes;
  23851. }
  23852. } );
  23853. function createPaths( text, size, data ) {
  23854. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23855. var scale = size / data.resolution;
  23856. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23857. var paths = [];
  23858. var offsetX = 0, offsetY = 0;
  23859. for ( var i = 0; i < chars.length; i ++ ) {
  23860. var char = chars[ i ];
  23861. if ( char === '\n' ) {
  23862. offsetX = 0;
  23863. offsetY -= line_height;
  23864. } else {
  23865. var ret = createPath( char, scale, offsetX, offsetY, data );
  23866. offsetX += ret.offsetX;
  23867. paths.push( ret.path );
  23868. }
  23869. }
  23870. return paths;
  23871. }
  23872. function createPath( char, scale, offsetX, offsetY, data ) {
  23873. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23874. if ( ! glyph ) return;
  23875. var path = new ShapePath();
  23876. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23877. if ( glyph.o ) {
  23878. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23879. for ( var i = 0, l = outline.length; i < l; ) {
  23880. var action = outline[ i ++ ];
  23881. switch ( action ) {
  23882. case 'm': // moveTo
  23883. x = outline[ i ++ ] * scale + offsetX;
  23884. y = outline[ i ++ ] * scale + offsetY;
  23885. path.moveTo( x, y );
  23886. break;
  23887. case 'l': // lineTo
  23888. x = outline[ i ++ ] * scale + offsetX;
  23889. y = outline[ i ++ ] * scale + offsetY;
  23890. path.lineTo( x, y );
  23891. break;
  23892. case 'q': // quadraticCurveTo
  23893. cpx = outline[ i ++ ] * scale + offsetX;
  23894. cpy = outline[ i ++ ] * scale + offsetY;
  23895. cpx1 = outline[ i ++ ] * scale + offsetX;
  23896. cpy1 = outline[ i ++ ] * scale + offsetY;
  23897. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23898. break;
  23899. case 'b': // bezierCurveTo
  23900. cpx = outline[ i ++ ] * scale + offsetX;
  23901. cpy = outline[ i ++ ] * scale + offsetY;
  23902. cpx1 = outline[ i ++ ] * scale + offsetX;
  23903. cpy1 = outline[ i ++ ] * scale + offsetY;
  23904. cpx2 = outline[ i ++ ] * scale + offsetX;
  23905. cpy2 = outline[ i ++ ] * scale + offsetY;
  23906. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23907. break;
  23908. }
  23909. }
  23910. }
  23911. return { offsetX: glyph.ha * scale, path: path };
  23912. }
  23913. /**
  23914. * @author mrdoob / http://mrdoob.com/
  23915. */
  23916. function FontLoader( manager ) {
  23917. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23918. }
  23919. Object.assign( FontLoader.prototype, {
  23920. load: function ( url, onLoad, onProgress, onError ) {
  23921. var scope = this;
  23922. var loader = new FileLoader( this.manager );
  23923. loader.setPath( this.path );
  23924. loader.load( url, function ( text ) {
  23925. var json;
  23926. try {
  23927. json = JSON.parse( text );
  23928. } catch ( e ) {
  23929. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  23930. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  23931. }
  23932. var font = scope.parse( json );
  23933. if ( onLoad ) onLoad( font );
  23934. }, onProgress, onError );
  23935. },
  23936. parse: function ( json ) {
  23937. return new Font( json );
  23938. },
  23939. setPath: function ( value ) {
  23940. this.path = value;
  23941. return this;
  23942. }
  23943. } );
  23944. /**
  23945. * @author alteredq / http://alteredqualia.com/
  23946. */
  23947. function Loader() {}
  23948. Loader.Handlers = {
  23949. handlers: [],
  23950. add: function ( regex, loader ) {
  23951. this.handlers.push( regex, loader );
  23952. },
  23953. get: function ( file ) {
  23954. var handlers = this.handlers;
  23955. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  23956. var regex = handlers[ i ];
  23957. var loader = handlers[ i + 1 ];
  23958. if ( regex.test( file ) ) {
  23959. return loader;
  23960. }
  23961. }
  23962. return null;
  23963. }
  23964. };
  23965. Object.assign( Loader.prototype, {
  23966. crossOrigin: 'anonymous',
  23967. onLoadStart: function () {},
  23968. onLoadProgress: function () {},
  23969. onLoadComplete: function () {},
  23970. initMaterials: function ( materials, texturePath, crossOrigin ) {
  23971. var array = [];
  23972. for ( var i = 0; i < materials.length; ++ i ) {
  23973. array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  23974. }
  23975. return array;
  23976. },
  23977. createMaterial: ( function () {
  23978. var BlendingMode = {
  23979. NoBlending: NoBlending,
  23980. NormalBlending: NormalBlending,
  23981. AdditiveBlending: AdditiveBlending,
  23982. SubtractiveBlending: SubtractiveBlending,
  23983. MultiplyBlending: MultiplyBlending,
  23984. CustomBlending: CustomBlending
  23985. };
  23986. var color = new Color();
  23987. var textureLoader = new TextureLoader();
  23988. var materialLoader = new MaterialLoader();
  23989. return function createMaterial( m, texturePath, crossOrigin ) {
  23990. // convert from old material format
  23991. var textures = {};
  23992. function loadTexture( path, repeat, offset, wrap, anisotropy ) {
  23993. var fullPath = texturePath + path;
  23994. var loader = Loader.Handlers.get( fullPath );
  23995. var texture;
  23996. if ( loader !== null ) {
  23997. texture = loader.load( fullPath );
  23998. } else {
  23999. textureLoader.setCrossOrigin( crossOrigin );
  24000. texture = textureLoader.load( fullPath );
  24001. }
  24002. if ( repeat !== undefined ) {
  24003. texture.repeat.fromArray( repeat );
  24004. if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
  24005. if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
  24006. }
  24007. if ( offset !== undefined ) {
  24008. texture.offset.fromArray( offset );
  24009. }
  24010. if ( wrap !== undefined ) {
  24011. if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
  24012. if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
  24013. if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
  24014. if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
  24015. }
  24016. if ( anisotropy !== undefined ) {
  24017. texture.anisotropy = anisotropy;
  24018. }
  24019. var uuid = _Math.generateUUID();
  24020. textures[ uuid ] = texture;
  24021. return uuid;
  24022. }
  24023. //
  24024. var json = {
  24025. uuid: _Math.generateUUID(),
  24026. type: 'MeshLambertMaterial'
  24027. };
  24028. for ( var name in m ) {
  24029. var value = m[ name ];
  24030. switch ( name ) {
  24031. case 'DbgColor':
  24032. case 'DbgIndex':
  24033. case 'opticalDensity':
  24034. case 'illumination':
  24035. break;
  24036. case 'DbgName':
  24037. json.name = value;
  24038. break;
  24039. case 'blending':
  24040. json.blending = BlendingMode[ value ];
  24041. break;
  24042. case 'colorAmbient':
  24043. case 'mapAmbient':
  24044. console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  24045. break;
  24046. case 'colorDiffuse':
  24047. json.color = color.fromArray( value ).getHex();
  24048. break;
  24049. case 'colorSpecular':
  24050. json.specular = color.fromArray( value ).getHex();
  24051. break;
  24052. case 'colorEmissive':
  24053. json.emissive = color.fromArray( value ).getHex();
  24054. break;
  24055. case 'specularCoef':
  24056. json.shininess = value;
  24057. break;
  24058. case 'shading':
  24059. if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  24060. if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  24061. if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
  24062. break;
  24063. case 'mapDiffuse':
  24064. json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  24065. break;
  24066. case 'mapDiffuseRepeat':
  24067. case 'mapDiffuseOffset':
  24068. case 'mapDiffuseWrap':
  24069. case 'mapDiffuseAnisotropy':
  24070. break;
  24071. case 'mapEmissive':
  24072. json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
  24073. break;
  24074. case 'mapEmissiveRepeat':
  24075. case 'mapEmissiveOffset':
  24076. case 'mapEmissiveWrap':
  24077. case 'mapEmissiveAnisotropy':
  24078. break;
  24079. case 'mapLight':
  24080. json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  24081. break;
  24082. case 'mapLightRepeat':
  24083. case 'mapLightOffset':
  24084. case 'mapLightWrap':
  24085. case 'mapLightAnisotropy':
  24086. break;
  24087. case 'mapAO':
  24088. json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
  24089. break;
  24090. case 'mapAORepeat':
  24091. case 'mapAOOffset':
  24092. case 'mapAOWrap':
  24093. case 'mapAOAnisotropy':
  24094. break;
  24095. case 'mapBump':
  24096. json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  24097. break;
  24098. case 'mapBumpScale':
  24099. json.bumpScale = value;
  24100. break;
  24101. case 'mapBumpRepeat':
  24102. case 'mapBumpOffset':
  24103. case 'mapBumpWrap':
  24104. case 'mapBumpAnisotropy':
  24105. break;
  24106. case 'mapNormal':
  24107. json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  24108. break;
  24109. case 'mapNormalFactor':
  24110. json.normalScale = value;
  24111. break;
  24112. case 'mapNormalRepeat':
  24113. case 'mapNormalOffset':
  24114. case 'mapNormalWrap':
  24115. case 'mapNormalAnisotropy':
  24116. break;
  24117. case 'mapSpecular':
  24118. json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  24119. break;
  24120. case 'mapSpecularRepeat':
  24121. case 'mapSpecularOffset':
  24122. case 'mapSpecularWrap':
  24123. case 'mapSpecularAnisotropy':
  24124. break;
  24125. case 'mapMetalness':
  24126. json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
  24127. break;
  24128. case 'mapMetalnessRepeat':
  24129. case 'mapMetalnessOffset':
  24130. case 'mapMetalnessWrap':
  24131. case 'mapMetalnessAnisotropy':
  24132. break;
  24133. case 'mapRoughness':
  24134. json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
  24135. break;
  24136. case 'mapRoughnessRepeat':
  24137. case 'mapRoughnessOffset':
  24138. case 'mapRoughnessWrap':
  24139. case 'mapRoughnessAnisotropy':
  24140. break;
  24141. case 'mapAlpha':
  24142. json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  24143. break;
  24144. case 'mapAlphaRepeat':
  24145. case 'mapAlphaOffset':
  24146. case 'mapAlphaWrap':
  24147. case 'mapAlphaAnisotropy':
  24148. break;
  24149. case 'flipSided':
  24150. json.side = BackSide;
  24151. break;
  24152. case 'doubleSided':
  24153. json.side = DoubleSide;
  24154. break;
  24155. case 'transparency':
  24156. console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  24157. json.opacity = value;
  24158. break;
  24159. case 'depthTest':
  24160. case 'depthWrite':
  24161. case 'colorWrite':
  24162. case 'opacity':
  24163. case 'reflectivity':
  24164. case 'transparent':
  24165. case 'visible':
  24166. case 'wireframe':
  24167. json[ name ] = value;
  24168. break;
  24169. case 'vertexColors':
  24170. if ( value === true ) json.vertexColors = VertexColors;
  24171. if ( value === 'face' ) json.vertexColors = FaceColors;
  24172. break;
  24173. default:
  24174. console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  24175. break;
  24176. }
  24177. }
  24178. if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  24179. if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  24180. if ( json.opacity < 1 ) json.transparent = true;
  24181. materialLoader.setTextures( textures );
  24182. return materialLoader.parse( json );
  24183. };
  24184. } )()
  24185. } );
  24186. /**
  24187. * @author mrdoob / http://mrdoob.com/
  24188. */
  24189. var context;
  24190. var AudioContext = {
  24191. getContext: function () {
  24192. if ( context === undefined ) {
  24193. context = new ( window.AudioContext || window.webkitAudioContext )();
  24194. }
  24195. return context;
  24196. },
  24197. setContext: function ( value ) {
  24198. context = value;
  24199. }
  24200. };
  24201. /**
  24202. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24203. */
  24204. function AudioLoader( manager ) {
  24205. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  24206. }
  24207. Object.assign( AudioLoader.prototype, {
  24208. load: function ( url, onLoad, onProgress, onError ) {
  24209. var loader = new FileLoader( this.manager );
  24210. loader.setResponseType( 'arraybuffer' );
  24211. loader.setPath( this.path );
  24212. loader.load( url, function ( buffer ) {
  24213. // Create a copy of the buffer. The `decodeAudioData` method
  24214. // detaches the buffer when complete, preventing reuse.
  24215. var bufferCopy = buffer.slice( 0 );
  24216. var context = AudioContext.getContext();
  24217. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24218. onLoad( audioBuffer );
  24219. } );
  24220. }, onProgress, onError );
  24221. },
  24222. setPath: function ( value ) {
  24223. this.path = value;
  24224. return this;
  24225. }
  24226. } );
  24227. /**
  24228. * @author bhouston / http://clara.io
  24229. * @author WestLangley / http://github.com/WestLangley
  24230. *
  24231. * Primary reference:
  24232. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24233. *
  24234. * Secondary reference:
  24235. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24236. */
  24237. // 3-band SH defined by 9 coefficients
  24238. function SphericalHarmonics3() {
  24239. this.coefficients = [];
  24240. for ( var i = 0; i < 9; i ++ ) {
  24241. this.coefficients.push( new Vector3() );
  24242. }
  24243. }
  24244. Object.assign( SphericalHarmonics3.prototype, {
  24245. isSphericalHarmonics3: true,
  24246. set: function ( coefficients ) {
  24247. for ( var i = 0; i < 9; i ++ ) {
  24248. this.coefficients[ i ].copy( coefficients[ i ] );
  24249. }
  24250. return this;
  24251. },
  24252. zero: function () {
  24253. for ( var i = 0; i < 9; i ++ ) {
  24254. this.coefficients[ i ].set( 0, 0, 0 );
  24255. }
  24256. return this;
  24257. },
  24258. // get the radiance in the direction of the normal
  24259. // target is a Vector3
  24260. getAt: function ( normal, target ) {
  24261. // normal is assumed to be unit length
  24262. var x = normal.x, y = normal.y, z = normal.z;
  24263. var coeff = this.coefficients;
  24264. // band 0
  24265. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24266. // band 1
  24267. target.addScale( coeff[ 1 ], 0.488603 * y );
  24268. target.addScale( coeff[ 2 ], 0.488603 * z );
  24269. target.addScale( coeff[ 3 ], 0.488603 * x );
  24270. // band 2
  24271. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24272. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24273. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24274. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24275. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24276. return target;
  24277. },
  24278. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24279. // target is a Vector3
  24280. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24281. getIrradianceAt: function ( normal, target ) {
  24282. // normal is assumed to be unit length
  24283. var x = normal.x, y = normal.y, z = normal.z;
  24284. var coeff = this.coefficients;
  24285. // band 0
  24286. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24287. // band 1
  24288. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24289. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24290. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24291. // band 2
  24292. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24293. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24294. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24295. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24296. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24297. return target;
  24298. },
  24299. add: function ( sh ) {
  24300. for ( var i = 0; i < 9; i ++ ) {
  24301. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24302. }
  24303. return this;
  24304. },
  24305. scale: function ( s ) {
  24306. for ( var i = 0; i < 9; i ++ ) {
  24307. this.coefficients[ i ].multiplyScalar( s );
  24308. }
  24309. return this;
  24310. },
  24311. lerp: function ( sh, alpha ) {
  24312. for ( var i = 0; i < 9; i ++ ) {
  24313. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24314. }
  24315. return this;
  24316. },
  24317. equals: function ( sh ) {
  24318. for ( var i = 0; i < 9; i ++ ) {
  24319. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24320. return false;
  24321. }
  24322. }
  24323. return true;
  24324. },
  24325. copy: function ( sh ) {
  24326. return this.set( sh.coefficients );
  24327. },
  24328. clone: function () {
  24329. return new this.constructor().copy( this );
  24330. },
  24331. fromArray: function ( array ) {
  24332. var coefficients = this.coefficients;
  24333. for ( var i = 0; i < 9; i ++ ) {
  24334. coefficients[ i ].fromArray( array, i * 3 );
  24335. }
  24336. return this;
  24337. },
  24338. toArray: function () {
  24339. var array = [];
  24340. var coefficients = this.coefficients;
  24341. for ( var i = 0; i < 9; i ++ ) {
  24342. coefficients[ i ].toArray( array, i * 3 );
  24343. }
  24344. return array;
  24345. }
  24346. } );
  24347. Object.assign( SphericalHarmonics3, {
  24348. // evaluate the basis functions
  24349. // shBasis is an Array[ 9 ]
  24350. getBasisAt: function ( normal, shBasis ) {
  24351. // normal is assumed to be unit length
  24352. var x = normal.x, y = normal.y, z = normal.z;
  24353. // band 0
  24354. shBasis[ 0 ] = 0.282095;
  24355. // band 1
  24356. shBasis[ 1 ] = 0.488603 * y;
  24357. shBasis[ 2 ] = 0.488603 * z;
  24358. shBasis[ 3 ] = 0.488603 * x;
  24359. // band 2
  24360. shBasis[ 4 ] = 1.092548 * x * y;
  24361. shBasis[ 5 ] = 1.092548 * y * z;
  24362. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24363. shBasis[ 7 ] = 1.092548 * x * z;
  24364. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24365. }
  24366. } );
  24367. /**
  24368. * @author WestLangley / http://github.com/WestLangley
  24369. *
  24370. * A LightProbe is a source of indirect-diffuse light
  24371. */
  24372. function LightProbe( sh, intensity ) {
  24373. Light.call( this, undefined, intensity );
  24374. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24375. }
  24376. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24377. constructor: LightProbe,
  24378. isLightProbe: true,
  24379. copy: function ( source ) {
  24380. Light.prototype.copy.call( this, source );
  24381. this.sh.copy( source.sh );
  24382. this.intensity = source.intensity;
  24383. return this;
  24384. },
  24385. toJSON: function ( meta ) {
  24386. var data = Light.prototype.toJSON.call( this, meta );
  24387. // data.sh = this.sh.toArray(); // todo
  24388. return data;
  24389. }
  24390. } );
  24391. /**
  24392. * @author WestLangley / http://github.com/WestLangley
  24393. */
  24394. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24395. LightProbe.call( this, undefined, intensity );
  24396. var color1 = new Color().set( skyColor );
  24397. var color2 = new Color().set( groundColor );
  24398. var sky = new Vector3( color1.r, color1.g, color1.b );
  24399. var ground = new Vector3( color2.r, color2.g, color2.b );
  24400. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24401. var c0 = Math.sqrt( Math.PI );
  24402. var c1 = c0 * Math.sqrt( 0.75 );
  24403. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24404. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24405. }
  24406. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24407. constructor: HemisphereLightProbe,
  24408. isHemisphereLightProbe: true,
  24409. copy: function ( source ) { // modifying colors not currently supported
  24410. LightProbe.prototype.copy.call( this, source );
  24411. return this;
  24412. },
  24413. toJSON: function ( meta ) {
  24414. var data = LightProbe.prototype.toJSON.call( this, meta );
  24415. // data.sh = this.sh.toArray(); // todo
  24416. return data;
  24417. }
  24418. } );
  24419. /**
  24420. * @author WestLangley / http://github.com/WestLangley
  24421. */
  24422. function AmbientLightProbe( color, intensity ) {
  24423. LightProbe.call( this, undefined, intensity );
  24424. var color1 = new Color().set( color );
  24425. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24426. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24427. }
  24428. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24429. constructor: AmbientLightProbe,
  24430. isAmbientLightProbe: true,
  24431. copy: function ( source ) { // modifying color not currently supported
  24432. LightProbe.prototype.copy.call( this, source );
  24433. return this;
  24434. },
  24435. toJSON: function ( meta ) {
  24436. var data = LightProbe.prototype.toJSON.call( this, meta );
  24437. // data.sh = this.sh.toArray(); // todo
  24438. return data;
  24439. }
  24440. } );
  24441. /**
  24442. * @author mrdoob / http://mrdoob.com/
  24443. */
  24444. function StereoCamera() {
  24445. this.type = 'StereoCamera';
  24446. this.aspect = 1;
  24447. this.eyeSep = 0.064;
  24448. this.cameraL = new PerspectiveCamera();
  24449. this.cameraL.layers.enable( 1 );
  24450. this.cameraL.matrixAutoUpdate = false;
  24451. this.cameraR = new PerspectiveCamera();
  24452. this.cameraR.layers.enable( 2 );
  24453. this.cameraR.matrixAutoUpdate = false;
  24454. }
  24455. Object.assign( StereoCamera.prototype, {
  24456. update: ( function () {
  24457. var instance, focus, fov, aspect, near, far, zoom, eyeSep;
  24458. var eyeRight = new Matrix4();
  24459. var eyeLeft = new Matrix4();
  24460. return function update( camera ) {
  24461. var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
  24462. aspect !== camera.aspect * this.aspect || near !== camera.near ||
  24463. far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
  24464. if ( needsUpdate ) {
  24465. instance = this;
  24466. focus = camera.focus;
  24467. fov = camera.fov;
  24468. aspect = camera.aspect * this.aspect;
  24469. near = camera.near;
  24470. far = camera.far;
  24471. zoom = camera.zoom;
  24472. // Off-axis stereoscopic effect based on
  24473. // http://paulbourke.net/stereographics/stereorender/
  24474. var projectionMatrix = camera.projectionMatrix.clone();
  24475. eyeSep = this.eyeSep / 2;
  24476. var eyeSepOnProjection = eyeSep * near / focus;
  24477. var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
  24478. var xmin, xmax;
  24479. // translate xOffset
  24480. eyeLeft.elements[ 12 ] = - eyeSep;
  24481. eyeRight.elements[ 12 ] = eyeSep;
  24482. // for left eye
  24483. xmin = - ymax * aspect + eyeSepOnProjection;
  24484. xmax = ymax * aspect + eyeSepOnProjection;
  24485. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  24486. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24487. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24488. // for right eye
  24489. xmin = - ymax * aspect - eyeSepOnProjection;
  24490. xmax = ymax * aspect - eyeSepOnProjection;
  24491. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  24492. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24493. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24494. }
  24495. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
  24496. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
  24497. };
  24498. } )()
  24499. } );
  24500. /**
  24501. * @author alteredq / http://alteredqualia.com/
  24502. */
  24503. function Clock( autoStart ) {
  24504. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24505. this.startTime = 0;
  24506. this.oldTime = 0;
  24507. this.elapsedTime = 0;
  24508. this.running = false;
  24509. }
  24510. Object.assign( Clock.prototype, {
  24511. start: function () {
  24512. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24513. this.oldTime = this.startTime;
  24514. this.elapsedTime = 0;
  24515. this.running = true;
  24516. },
  24517. stop: function () {
  24518. this.getElapsedTime();
  24519. this.running = false;
  24520. this.autoStart = false;
  24521. },
  24522. getElapsedTime: function () {
  24523. this.getDelta();
  24524. return this.elapsedTime;
  24525. },
  24526. getDelta: function () {
  24527. var diff = 0;
  24528. if ( this.autoStart && ! this.running ) {
  24529. this.start();
  24530. return 0;
  24531. }
  24532. if ( this.running ) {
  24533. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24534. diff = ( newTime - this.oldTime ) / 1000;
  24535. this.oldTime = newTime;
  24536. this.elapsedTime += diff;
  24537. }
  24538. return diff;
  24539. }
  24540. } );
  24541. /**
  24542. * @author mrdoob / http://mrdoob.com/
  24543. */
  24544. function AudioListener() {
  24545. Object3D.call( this );
  24546. this.type = 'AudioListener';
  24547. this.context = AudioContext.getContext();
  24548. this.gain = this.context.createGain();
  24549. this.gain.connect( this.context.destination );
  24550. this.filter = null;
  24551. this.timeDelta = 0;
  24552. }
  24553. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24554. constructor: AudioListener,
  24555. getInput: function () {
  24556. return this.gain;
  24557. },
  24558. removeFilter: function ( ) {
  24559. if ( this.filter !== null ) {
  24560. this.gain.disconnect( this.filter );
  24561. this.filter.disconnect( this.context.destination );
  24562. this.gain.connect( this.context.destination );
  24563. this.filter = null;
  24564. }
  24565. return this;
  24566. },
  24567. getFilter: function () {
  24568. return this.filter;
  24569. },
  24570. setFilter: function ( value ) {
  24571. if ( this.filter !== null ) {
  24572. this.gain.disconnect( this.filter );
  24573. this.filter.disconnect( this.context.destination );
  24574. } else {
  24575. this.gain.disconnect( this.context.destination );
  24576. }
  24577. this.filter = value;
  24578. this.gain.connect( this.filter );
  24579. this.filter.connect( this.context.destination );
  24580. return this;
  24581. },
  24582. getMasterVolume: function () {
  24583. return this.gain.gain.value;
  24584. },
  24585. setMasterVolume: function ( value ) {
  24586. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24587. return this;
  24588. },
  24589. updateMatrixWorld: ( function () {
  24590. var position = new Vector3();
  24591. var quaternion = new Quaternion();
  24592. var scale = new Vector3();
  24593. var orientation = new Vector3();
  24594. var clock = new Clock();
  24595. return function updateMatrixWorld( force ) {
  24596. Object3D.prototype.updateMatrixWorld.call( this, force );
  24597. var listener = this.context.listener;
  24598. var up = this.up;
  24599. this.timeDelta = clock.getDelta();
  24600. this.matrixWorld.decompose( position, quaternion, scale );
  24601. orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  24602. if ( listener.positionX ) {
  24603. // code path for Chrome (see #14393)
  24604. var endTime = this.context.currentTime + this.timeDelta;
  24605. listener.positionX.linearRampToValueAtTime( position.x, endTime );
  24606. listener.positionY.linearRampToValueAtTime( position.y, endTime );
  24607. listener.positionZ.linearRampToValueAtTime( position.z, endTime );
  24608. listener.forwardX.linearRampToValueAtTime( orientation.x, endTime );
  24609. listener.forwardY.linearRampToValueAtTime( orientation.y, endTime );
  24610. listener.forwardZ.linearRampToValueAtTime( orientation.z, endTime );
  24611. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24612. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24613. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24614. } else {
  24615. listener.setPosition( position.x, position.y, position.z );
  24616. listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
  24617. }
  24618. };
  24619. } )()
  24620. } );
  24621. /**
  24622. * @author mrdoob / http://mrdoob.com/
  24623. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24624. */
  24625. function Audio( listener ) {
  24626. Object3D.call( this );
  24627. this.type = 'Audio';
  24628. this.listener = listener;
  24629. this.context = listener.context;
  24630. this.gain = this.context.createGain();
  24631. this.gain.connect( listener.getInput() );
  24632. this.autoplay = false;
  24633. this.buffer = null;
  24634. this.detune = 0;
  24635. this.loop = false;
  24636. this.startTime = 0;
  24637. this.offset = 0;
  24638. this.playbackRate = 1;
  24639. this.isPlaying = false;
  24640. this.hasPlaybackControl = true;
  24641. this.sourceType = 'empty';
  24642. this.filters = [];
  24643. }
  24644. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24645. constructor: Audio,
  24646. getOutput: function () {
  24647. return this.gain;
  24648. },
  24649. setNodeSource: function ( audioNode ) {
  24650. this.hasPlaybackControl = false;
  24651. this.sourceType = 'audioNode';
  24652. this.source = audioNode;
  24653. this.connect();
  24654. return this;
  24655. },
  24656. setMediaElementSource: function ( mediaElement ) {
  24657. this.hasPlaybackControl = false;
  24658. this.sourceType = 'mediaNode';
  24659. this.source = this.context.createMediaElementSource( mediaElement );
  24660. this.connect();
  24661. return this;
  24662. },
  24663. setBuffer: function ( audioBuffer ) {
  24664. this.buffer = audioBuffer;
  24665. this.sourceType = 'buffer';
  24666. if ( this.autoplay ) this.play();
  24667. return this;
  24668. },
  24669. play: function () {
  24670. if ( this.isPlaying === true ) {
  24671. console.warn( 'THREE.Audio: Audio is already playing.' );
  24672. return;
  24673. }
  24674. if ( this.hasPlaybackControl === false ) {
  24675. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24676. return;
  24677. }
  24678. var source = this.context.createBufferSource();
  24679. source.buffer = this.buffer;
  24680. source.loop = this.loop;
  24681. source.onended = this.onEnded.bind( this );
  24682. this.startTime = this.context.currentTime;
  24683. source.start( this.startTime, this.offset );
  24684. this.isPlaying = true;
  24685. this.source = source;
  24686. this.setDetune( this.detune );
  24687. this.setPlaybackRate( this.playbackRate );
  24688. return this.connect();
  24689. },
  24690. pause: function () {
  24691. if ( this.hasPlaybackControl === false ) {
  24692. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24693. return;
  24694. }
  24695. if ( this.isPlaying === true ) {
  24696. this.source.stop();
  24697. this.source.onended = null;
  24698. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24699. this.isPlaying = false;
  24700. }
  24701. return this;
  24702. },
  24703. stop: function () {
  24704. if ( this.hasPlaybackControl === false ) {
  24705. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24706. return;
  24707. }
  24708. this.source.stop();
  24709. this.source.onended = null;
  24710. this.offset = 0;
  24711. this.isPlaying = false;
  24712. return this;
  24713. },
  24714. connect: function () {
  24715. if ( this.filters.length > 0 ) {
  24716. this.source.connect( this.filters[ 0 ] );
  24717. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24718. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24719. }
  24720. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24721. } else {
  24722. this.source.connect( this.getOutput() );
  24723. }
  24724. return this;
  24725. },
  24726. disconnect: function () {
  24727. if ( this.filters.length > 0 ) {
  24728. this.source.disconnect( this.filters[ 0 ] );
  24729. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24730. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24731. }
  24732. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24733. } else {
  24734. this.source.disconnect( this.getOutput() );
  24735. }
  24736. return this;
  24737. },
  24738. getFilters: function () {
  24739. return this.filters;
  24740. },
  24741. setFilters: function ( value ) {
  24742. if ( ! value ) value = [];
  24743. if ( this.isPlaying === true ) {
  24744. this.disconnect();
  24745. this.filters = value;
  24746. this.connect();
  24747. } else {
  24748. this.filters = value;
  24749. }
  24750. return this;
  24751. },
  24752. setDetune: function ( value ) {
  24753. this.detune = value;
  24754. if ( this.source.detune === undefined ) return; // only set detune when available
  24755. if ( this.isPlaying === true ) {
  24756. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24757. }
  24758. return this;
  24759. },
  24760. getDetune: function () {
  24761. return this.detune;
  24762. },
  24763. getFilter: function () {
  24764. return this.getFilters()[ 0 ];
  24765. },
  24766. setFilter: function ( filter ) {
  24767. return this.setFilters( filter ? [ filter ] : [] );
  24768. },
  24769. setPlaybackRate: function ( value ) {
  24770. if ( this.hasPlaybackControl === false ) {
  24771. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24772. return;
  24773. }
  24774. this.playbackRate = value;
  24775. if ( this.isPlaying === true ) {
  24776. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24777. }
  24778. return this;
  24779. },
  24780. getPlaybackRate: function () {
  24781. return this.playbackRate;
  24782. },
  24783. onEnded: function () {
  24784. this.isPlaying = false;
  24785. },
  24786. getLoop: function () {
  24787. if ( this.hasPlaybackControl === false ) {
  24788. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24789. return false;
  24790. }
  24791. return this.loop;
  24792. },
  24793. setLoop: function ( value ) {
  24794. if ( this.hasPlaybackControl === false ) {
  24795. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24796. return;
  24797. }
  24798. this.loop = value;
  24799. if ( this.isPlaying === true ) {
  24800. this.source.loop = this.loop;
  24801. }
  24802. return this;
  24803. },
  24804. getVolume: function () {
  24805. return this.gain.gain.value;
  24806. },
  24807. setVolume: function ( value ) {
  24808. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24809. return this;
  24810. }
  24811. } );
  24812. /**
  24813. * @author mrdoob / http://mrdoob.com/
  24814. */
  24815. function PositionalAudio( listener ) {
  24816. Audio.call( this, listener );
  24817. this.panner = this.context.createPanner();
  24818. this.panner.panningModel = 'HRTF';
  24819. this.panner.connect( this.gain );
  24820. }
  24821. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24822. constructor: PositionalAudio,
  24823. getOutput: function () {
  24824. return this.panner;
  24825. },
  24826. getRefDistance: function () {
  24827. return this.panner.refDistance;
  24828. },
  24829. setRefDistance: function ( value ) {
  24830. this.panner.refDistance = value;
  24831. return this;
  24832. },
  24833. getRolloffFactor: function () {
  24834. return this.panner.rolloffFactor;
  24835. },
  24836. setRolloffFactor: function ( value ) {
  24837. this.panner.rolloffFactor = value;
  24838. return this;
  24839. },
  24840. getDistanceModel: function () {
  24841. return this.panner.distanceModel;
  24842. },
  24843. setDistanceModel: function ( value ) {
  24844. this.panner.distanceModel = value;
  24845. return this;
  24846. },
  24847. getMaxDistance: function () {
  24848. return this.panner.maxDistance;
  24849. },
  24850. setMaxDistance: function ( value ) {
  24851. this.panner.maxDistance = value;
  24852. return this;
  24853. },
  24854. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24855. this.panner.coneInnerAngle = coneInnerAngle;
  24856. this.panner.coneOuterAngle = coneOuterAngle;
  24857. this.panner.coneOuterGain = coneOuterGain;
  24858. return this;
  24859. },
  24860. updateMatrixWorld: ( function () {
  24861. var position = new Vector3();
  24862. var quaternion = new Quaternion();
  24863. var scale = new Vector3();
  24864. var orientation = new Vector3();
  24865. return function updateMatrixWorld( force ) {
  24866. Object3D.prototype.updateMatrixWorld.call( this, force );
  24867. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24868. this.matrixWorld.decompose( position, quaternion, scale );
  24869. orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );
  24870. var panner = this.panner;
  24871. if ( panner.positionX ) {
  24872. // code path for Chrome and Firefox (see #14393)
  24873. var endTime = this.context.currentTime + this.listener.timeDelta;
  24874. panner.positionX.linearRampToValueAtTime( position.x, endTime );
  24875. panner.positionY.linearRampToValueAtTime( position.y, endTime );
  24876. panner.positionZ.linearRampToValueAtTime( position.z, endTime );
  24877. panner.orientationX.linearRampToValueAtTime( orientation.x, endTime );
  24878. panner.orientationY.linearRampToValueAtTime( orientation.y, endTime );
  24879. panner.orientationZ.linearRampToValueAtTime( orientation.z, endTime );
  24880. } else {
  24881. panner.setPosition( position.x, position.y, position.z );
  24882. panner.setOrientation( orientation.x, orientation.y, orientation.z );
  24883. }
  24884. };
  24885. } )()
  24886. } );
  24887. /**
  24888. * @author mrdoob / http://mrdoob.com/
  24889. */
  24890. function AudioAnalyser( audio, fftSize ) {
  24891. this.analyser = audio.context.createAnalyser();
  24892. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24893. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24894. audio.getOutput().connect( this.analyser );
  24895. }
  24896. Object.assign( AudioAnalyser.prototype, {
  24897. getFrequencyData: function () {
  24898. this.analyser.getByteFrequencyData( this.data );
  24899. return this.data;
  24900. },
  24901. getAverageFrequency: function () {
  24902. var value = 0, data = this.getFrequencyData();
  24903. for ( var i = 0; i < data.length; i ++ ) {
  24904. value += data[ i ];
  24905. }
  24906. return value / data.length;
  24907. }
  24908. } );
  24909. /**
  24910. *
  24911. * Buffered scene graph property that allows weighted accumulation.
  24912. *
  24913. *
  24914. * @author Ben Houston / http://clara.io/
  24915. * @author David Sarno / http://lighthaus.us/
  24916. * @author tschw
  24917. */
  24918. function PropertyMixer( binding, typeName, valueSize ) {
  24919. this.binding = binding;
  24920. this.valueSize = valueSize;
  24921. var bufferType = Float64Array,
  24922. mixFunction;
  24923. switch ( typeName ) {
  24924. case 'quaternion':
  24925. mixFunction = this._slerp;
  24926. break;
  24927. case 'string':
  24928. case 'bool':
  24929. bufferType = Array;
  24930. mixFunction = this._select;
  24931. break;
  24932. default:
  24933. mixFunction = this._lerp;
  24934. }
  24935. this.buffer = new bufferType( valueSize * 4 );
  24936. // layout: [ incoming | accu0 | accu1 | orig ]
  24937. //
  24938. // interpolators can use .buffer as their .result
  24939. // the data then goes to 'incoming'
  24940. //
  24941. // 'accu0' and 'accu1' are used frame-interleaved for
  24942. // the cumulative result and are compared to detect
  24943. // changes
  24944. //
  24945. // 'orig' stores the original state of the property
  24946. this._mixBufferRegion = mixFunction;
  24947. this.cumulativeWeight = 0;
  24948. this.useCount = 0;
  24949. this.referenceCount = 0;
  24950. }
  24951. Object.assign( PropertyMixer.prototype, {
  24952. // accumulate data in the 'incoming' region into 'accu<i>'
  24953. accumulate: function ( accuIndex, weight ) {
  24954. // note: happily accumulating nothing when weight = 0, the caller knows
  24955. // the weight and shouldn't have made the call in the first place
  24956. var buffer = this.buffer,
  24957. stride = this.valueSize,
  24958. offset = accuIndex * stride + stride,
  24959. currentWeight = this.cumulativeWeight;
  24960. if ( currentWeight === 0 ) {
  24961. // accuN := incoming * weight
  24962. for ( var i = 0; i !== stride; ++ i ) {
  24963. buffer[ offset + i ] = buffer[ i ];
  24964. }
  24965. currentWeight = weight;
  24966. } else {
  24967. // accuN := accuN + incoming * weight
  24968. currentWeight += weight;
  24969. var mix = weight / currentWeight;
  24970. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  24971. }
  24972. this.cumulativeWeight = currentWeight;
  24973. },
  24974. // apply the state of 'accu<i>' to the binding when accus differ
  24975. apply: function ( accuIndex ) {
  24976. var stride = this.valueSize,
  24977. buffer = this.buffer,
  24978. offset = accuIndex * stride + stride,
  24979. weight = this.cumulativeWeight,
  24980. binding = this.binding;
  24981. this.cumulativeWeight = 0;
  24982. if ( weight < 1 ) {
  24983. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24984. var originalValueOffset = stride * 3;
  24985. this._mixBufferRegion(
  24986. buffer, offset, originalValueOffset, 1 - weight, stride );
  24987. }
  24988. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  24989. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  24990. // value has changed -> update scene graph
  24991. binding.setValue( buffer, offset );
  24992. break;
  24993. }
  24994. }
  24995. },
  24996. // remember the state of the bound property and copy it to both accus
  24997. saveOriginalState: function () {
  24998. var binding = this.binding;
  24999. var buffer = this.buffer,
  25000. stride = this.valueSize,
  25001. originalValueOffset = stride * 3;
  25002. binding.getValue( buffer, originalValueOffset );
  25003. // accu[0..1] := orig -- initially detect changes against the original
  25004. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25005. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25006. }
  25007. this.cumulativeWeight = 0;
  25008. },
  25009. // apply the state previously taken via 'saveOriginalState' to the binding
  25010. restoreOriginalState: function () {
  25011. var originalValueOffset = this.valueSize * 3;
  25012. this.binding.setValue( this.buffer, originalValueOffset );
  25013. },
  25014. // mix functions
  25015. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25016. if ( t >= 0.5 ) {
  25017. for ( var i = 0; i !== stride; ++ i ) {
  25018. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25019. }
  25020. }
  25021. },
  25022. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25023. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25024. },
  25025. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25026. var s = 1 - t;
  25027. for ( var i = 0; i !== stride; ++ i ) {
  25028. var j = dstOffset + i;
  25029. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25030. }
  25031. }
  25032. } );
  25033. /**
  25034. *
  25035. * A reference to a real property in the scene graph.
  25036. *
  25037. *
  25038. * @author Ben Houston / http://clara.io/
  25039. * @author David Sarno / http://lighthaus.us/
  25040. * @author tschw
  25041. */
  25042. // Characters [].:/ are reserved for track binding syntax.
  25043. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25044. function Composite( targetGroup, path, optionalParsedPath ) {
  25045. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25046. this._targetGroup = targetGroup;
  25047. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25048. }
  25049. Object.assign( Composite.prototype, {
  25050. getValue: function ( array, offset ) {
  25051. this.bind(); // bind all binding
  25052. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25053. binding = this._bindings[ firstValidIndex ];
  25054. // and only call .getValue on the first
  25055. if ( binding !== undefined ) binding.getValue( array, offset );
  25056. },
  25057. setValue: function ( array, offset ) {
  25058. var bindings = this._bindings;
  25059. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25060. bindings[ i ].setValue( array, offset );
  25061. }
  25062. },
  25063. bind: function () {
  25064. var bindings = this._bindings;
  25065. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25066. bindings[ i ].bind();
  25067. }
  25068. },
  25069. unbind: function () {
  25070. var bindings = this._bindings;
  25071. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25072. bindings[ i ].unbind();
  25073. }
  25074. }
  25075. } );
  25076. function PropertyBinding( rootNode, path, parsedPath ) {
  25077. this.path = path;
  25078. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25079. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25080. this.rootNode = rootNode;
  25081. }
  25082. Object.assign( PropertyBinding, {
  25083. Composite: Composite,
  25084. create: function ( root, path, parsedPath ) {
  25085. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25086. return new PropertyBinding( root, path, parsedPath );
  25087. } else {
  25088. return new PropertyBinding.Composite( root, path, parsedPath );
  25089. }
  25090. },
  25091. /**
  25092. * Replaces spaces with underscores and removes unsupported characters from
  25093. * node names, to ensure compatibility with parseTrackName().
  25094. *
  25095. * @param {string} name Node name to be sanitized.
  25096. * @return {string}
  25097. */
  25098. sanitizeNodeName: ( function () {
  25099. var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
  25100. return function sanitizeNodeName( name ) {
  25101. return name.replace( /\s/g, '_' ).replace( reservedRe, '' );
  25102. };
  25103. }() ),
  25104. parseTrackName: function () {
  25105. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25106. // only latin characters, and the unicode \p{L} is not yet supported. So
  25107. // instead, we exclude reserved characters and match everything else.
  25108. var wordChar = '[^' + RESERVED_CHARS_RE + ']';
  25109. var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25110. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25111. // be matched to parse the rest of the track name.
  25112. var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
  25113. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25114. var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
  25115. // Object on target node, and accessor. May not contain reserved
  25116. // characters. Accessor may contain any character except closing bracket.
  25117. var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
  25118. // Property and accessor. May not contain reserved characters. Accessor may
  25119. // contain any non-bracket characters.
  25120. var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
  25121. var trackRe = new RegExp( ''
  25122. + '^'
  25123. + directoryRe
  25124. + nodeRe
  25125. + objectRe
  25126. + propertyRe
  25127. + '$'
  25128. );
  25129. var supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25130. return function parseTrackName( trackName ) {
  25131. var matches = trackRe.exec( trackName );
  25132. if ( ! matches ) {
  25133. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25134. }
  25135. var results = {
  25136. // directoryName: matches[ 1 ], // (tschw) currently unused
  25137. nodeName: matches[ 2 ],
  25138. objectName: matches[ 3 ],
  25139. objectIndex: matches[ 4 ],
  25140. propertyName: matches[ 5 ], // required
  25141. propertyIndex: matches[ 6 ]
  25142. };
  25143. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25144. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25145. var objectName = results.nodeName.substring( lastDot + 1 );
  25146. // Object names must be checked against a whitelist. Otherwise, there
  25147. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25148. // 'bar' could be the objectName, or part of a nodeName (which can
  25149. // include '.' characters).
  25150. if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25151. results.nodeName = results.nodeName.substring( 0, lastDot );
  25152. results.objectName = objectName;
  25153. }
  25154. }
  25155. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25156. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25157. }
  25158. return results;
  25159. };
  25160. }(),
  25161. findNode: function ( root, nodeName ) {
  25162. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25163. return root;
  25164. }
  25165. // search into skeleton bones.
  25166. if ( root.skeleton ) {
  25167. var bone = root.skeleton.getBoneByName( nodeName );
  25168. if ( bone !== undefined ) {
  25169. return bone;
  25170. }
  25171. }
  25172. // search into node subtree.
  25173. if ( root.children ) {
  25174. var searchNodeSubtree = function ( children ) {
  25175. for ( var i = 0; i < children.length; i ++ ) {
  25176. var childNode = children[ i ];
  25177. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25178. return childNode;
  25179. }
  25180. var result = searchNodeSubtree( childNode.children );
  25181. if ( result ) return result;
  25182. }
  25183. return null;
  25184. };
  25185. var subTreeNode = searchNodeSubtree( root.children );
  25186. if ( subTreeNode ) {
  25187. return subTreeNode;
  25188. }
  25189. }
  25190. return null;
  25191. }
  25192. } );
  25193. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25194. // these are used to "bind" a nonexistent property
  25195. _getValue_unavailable: function () {},
  25196. _setValue_unavailable: function () {},
  25197. BindingType: {
  25198. Direct: 0,
  25199. EntireArray: 1,
  25200. ArrayElement: 2,
  25201. HasFromToArray: 3
  25202. },
  25203. Versioning: {
  25204. None: 0,
  25205. NeedsUpdate: 1,
  25206. MatrixWorldNeedsUpdate: 2
  25207. },
  25208. GetterByBindingType: [
  25209. function getValue_direct( buffer, offset ) {
  25210. buffer[ offset ] = this.node[ this.propertyName ];
  25211. },
  25212. function getValue_array( buffer, offset ) {
  25213. var source = this.resolvedProperty;
  25214. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25215. buffer[ offset ++ ] = source[ i ];
  25216. }
  25217. },
  25218. function getValue_arrayElement( buffer, offset ) {
  25219. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25220. },
  25221. function getValue_toArray( buffer, offset ) {
  25222. this.resolvedProperty.toArray( buffer, offset );
  25223. }
  25224. ],
  25225. SetterByBindingTypeAndVersioning: [
  25226. [
  25227. // Direct
  25228. function setValue_direct( buffer, offset ) {
  25229. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25230. },
  25231. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25232. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25233. this.targetObject.needsUpdate = true;
  25234. },
  25235. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25236. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25237. this.targetObject.matrixWorldNeedsUpdate = true;
  25238. }
  25239. ], [
  25240. // EntireArray
  25241. function setValue_array( buffer, offset ) {
  25242. var dest = this.resolvedProperty;
  25243. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25244. dest[ i ] = buffer[ offset ++ ];
  25245. }
  25246. },
  25247. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25248. var dest = this.resolvedProperty;
  25249. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25250. dest[ i ] = buffer[ offset ++ ];
  25251. }
  25252. this.targetObject.needsUpdate = true;
  25253. },
  25254. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25255. var dest = this.resolvedProperty;
  25256. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25257. dest[ i ] = buffer[ offset ++ ];
  25258. }
  25259. this.targetObject.matrixWorldNeedsUpdate = true;
  25260. }
  25261. ], [
  25262. // ArrayElement
  25263. function setValue_arrayElement( buffer, offset ) {
  25264. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25265. },
  25266. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25267. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25268. this.targetObject.needsUpdate = true;
  25269. },
  25270. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25271. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25272. this.targetObject.matrixWorldNeedsUpdate = true;
  25273. }
  25274. ], [
  25275. // HasToFromArray
  25276. function setValue_fromArray( buffer, offset ) {
  25277. this.resolvedProperty.fromArray( buffer, offset );
  25278. },
  25279. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25280. this.resolvedProperty.fromArray( buffer, offset );
  25281. this.targetObject.needsUpdate = true;
  25282. },
  25283. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25284. this.resolvedProperty.fromArray( buffer, offset );
  25285. this.targetObject.matrixWorldNeedsUpdate = true;
  25286. }
  25287. ]
  25288. ],
  25289. getValue: function getValue_unbound( targetArray, offset ) {
  25290. this.bind();
  25291. this.getValue( targetArray, offset );
  25292. // Note: This class uses a State pattern on a per-method basis:
  25293. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25294. // prototype version of these methods with one that represents
  25295. // the bound state. When the property is not found, the methods
  25296. // become no-ops.
  25297. },
  25298. setValue: function getValue_unbound( sourceArray, offset ) {
  25299. this.bind();
  25300. this.setValue( sourceArray, offset );
  25301. },
  25302. // create getter / setter pair for a property in the scene graph
  25303. bind: function () {
  25304. var targetObject = this.node,
  25305. parsedPath = this.parsedPath,
  25306. objectName = parsedPath.objectName,
  25307. propertyName = parsedPath.propertyName,
  25308. propertyIndex = parsedPath.propertyIndex;
  25309. if ( ! targetObject ) {
  25310. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25311. this.node = targetObject;
  25312. }
  25313. // set fail state so we can just 'return' on error
  25314. this.getValue = this._getValue_unavailable;
  25315. this.setValue = this._setValue_unavailable;
  25316. // ensure there is a value node
  25317. if ( ! targetObject ) {
  25318. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25319. return;
  25320. }
  25321. if ( objectName ) {
  25322. var objectIndex = parsedPath.objectIndex;
  25323. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25324. switch ( objectName ) {
  25325. case 'materials':
  25326. if ( ! targetObject.material ) {
  25327. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25328. return;
  25329. }
  25330. if ( ! targetObject.material.materials ) {
  25331. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25332. return;
  25333. }
  25334. targetObject = targetObject.material.materials;
  25335. break;
  25336. case 'bones':
  25337. if ( ! targetObject.skeleton ) {
  25338. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25339. return;
  25340. }
  25341. // potential future optimization: skip this if propertyIndex is already an integer
  25342. // and convert the integer string to a true integer.
  25343. targetObject = targetObject.skeleton.bones;
  25344. // support resolving morphTarget names into indices.
  25345. for ( var i = 0; i < targetObject.length; i ++ ) {
  25346. if ( targetObject[ i ].name === objectIndex ) {
  25347. objectIndex = i;
  25348. break;
  25349. }
  25350. }
  25351. break;
  25352. default:
  25353. if ( targetObject[ objectName ] === undefined ) {
  25354. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25355. return;
  25356. }
  25357. targetObject = targetObject[ objectName ];
  25358. }
  25359. if ( objectIndex !== undefined ) {
  25360. if ( targetObject[ objectIndex ] === undefined ) {
  25361. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25362. return;
  25363. }
  25364. targetObject = targetObject[ objectIndex ];
  25365. }
  25366. }
  25367. // resolve property
  25368. var nodeProperty = targetObject[ propertyName ];
  25369. if ( nodeProperty === undefined ) {
  25370. var nodeName = parsedPath.nodeName;
  25371. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25372. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25373. return;
  25374. }
  25375. // determine versioning scheme
  25376. var versioning = this.Versioning.None;
  25377. this.targetObject = targetObject;
  25378. if ( targetObject.needsUpdate !== undefined ) { // material
  25379. versioning = this.Versioning.NeedsUpdate;
  25380. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25381. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25382. }
  25383. // determine how the property gets bound
  25384. var bindingType = this.BindingType.Direct;
  25385. if ( propertyIndex !== undefined ) {
  25386. // access a sub element of the property array (only primitives are supported right now)
  25387. if ( propertyName === "morphTargetInfluences" ) {
  25388. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25389. // support resolving morphTarget names into indices.
  25390. if ( ! targetObject.geometry ) {
  25391. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25392. return;
  25393. }
  25394. if ( targetObject.geometry.isBufferGeometry ) {
  25395. if ( ! targetObject.geometry.morphAttributes ) {
  25396. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25397. return;
  25398. }
  25399. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25400. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25401. propertyIndex = i;
  25402. break;
  25403. }
  25404. }
  25405. } else {
  25406. if ( ! targetObject.geometry.morphTargets ) {
  25407. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25408. return;
  25409. }
  25410. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25411. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25412. propertyIndex = i;
  25413. break;
  25414. }
  25415. }
  25416. }
  25417. }
  25418. bindingType = this.BindingType.ArrayElement;
  25419. this.resolvedProperty = nodeProperty;
  25420. this.propertyIndex = propertyIndex;
  25421. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25422. // must use copy for Object3D.Euler/Quaternion
  25423. bindingType = this.BindingType.HasFromToArray;
  25424. this.resolvedProperty = nodeProperty;
  25425. } else if ( Array.isArray( nodeProperty ) ) {
  25426. bindingType = this.BindingType.EntireArray;
  25427. this.resolvedProperty = nodeProperty;
  25428. } else {
  25429. this.propertyName = propertyName;
  25430. }
  25431. // select getter / setter
  25432. this.getValue = this.GetterByBindingType[ bindingType ];
  25433. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25434. },
  25435. unbind: function () {
  25436. this.node = null;
  25437. // back to the prototype version of getValue / setValue
  25438. // note: avoiding to mutate the shape of 'this' via 'delete'
  25439. this.getValue = this._getValue_unbound;
  25440. this.setValue = this._setValue_unbound;
  25441. }
  25442. } );
  25443. //!\ DECLARE ALIAS AFTER assign prototype !
  25444. Object.assign( PropertyBinding.prototype, {
  25445. // initial state of these methods that calls 'bind'
  25446. _getValue_unbound: PropertyBinding.prototype.getValue,
  25447. _setValue_unbound: PropertyBinding.prototype.setValue,
  25448. } );
  25449. /**
  25450. *
  25451. * A group of objects that receives a shared animation state.
  25452. *
  25453. * Usage:
  25454. *
  25455. * - Add objects you would otherwise pass as 'root' to the
  25456. * constructor or the .clipAction method of AnimationMixer.
  25457. *
  25458. * - Instead pass this object as 'root'.
  25459. *
  25460. * - You can also add and remove objects later when the mixer
  25461. * is running.
  25462. *
  25463. * Note:
  25464. *
  25465. * Objects of this class appear as one object to the mixer,
  25466. * so cache control of the individual objects must be done
  25467. * on the group.
  25468. *
  25469. * Limitation:
  25470. *
  25471. * - The animated properties must be compatible among the
  25472. * all objects in the group.
  25473. *
  25474. * - A single property can either be controlled through a
  25475. * target group or directly, but not both.
  25476. *
  25477. * @author tschw
  25478. */
  25479. function AnimationObjectGroup() {
  25480. this.uuid = _Math.generateUUID();
  25481. // cached objects followed by the active ones
  25482. this._objects = Array.prototype.slice.call( arguments );
  25483. this.nCachedObjects_ = 0; // threshold
  25484. // note: read by PropertyBinding.Composite
  25485. var indices = {};
  25486. this._indicesByUUID = indices; // for bookkeeping
  25487. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25488. indices[ arguments[ i ].uuid ] = i;
  25489. }
  25490. this._paths = []; // inside: string
  25491. this._parsedPaths = []; // inside: { we don't care, here }
  25492. this._bindings = []; // inside: Array< PropertyBinding >
  25493. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25494. var scope = this;
  25495. this.stats = {
  25496. objects: {
  25497. get total() {
  25498. return scope._objects.length;
  25499. },
  25500. get inUse() {
  25501. return this.total - scope.nCachedObjects_;
  25502. }
  25503. },
  25504. get bindingsPerObject() {
  25505. return scope._bindings.length;
  25506. }
  25507. };
  25508. }
  25509. Object.assign( AnimationObjectGroup.prototype, {
  25510. isAnimationObjectGroup: true,
  25511. add: function () {
  25512. var objects = this._objects,
  25513. nObjects = objects.length,
  25514. nCachedObjects = this.nCachedObjects_,
  25515. indicesByUUID = this._indicesByUUID,
  25516. paths = this._paths,
  25517. parsedPaths = this._parsedPaths,
  25518. bindings = this._bindings,
  25519. nBindings = bindings.length,
  25520. knownObject = undefined;
  25521. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25522. var object = arguments[ i ],
  25523. uuid = object.uuid,
  25524. index = indicesByUUID[ uuid ];
  25525. if ( index === undefined ) {
  25526. // unknown object -> add it to the ACTIVE region
  25527. index = nObjects ++;
  25528. indicesByUUID[ uuid ] = index;
  25529. objects.push( object );
  25530. // accounting is done, now do the same for all bindings
  25531. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25532. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25533. }
  25534. } else if ( index < nCachedObjects ) {
  25535. knownObject = objects[ index ];
  25536. // move existing object to the ACTIVE region
  25537. var firstActiveIndex = -- nCachedObjects,
  25538. lastCachedObject = objects[ firstActiveIndex ];
  25539. indicesByUUID[ lastCachedObject.uuid ] = index;
  25540. objects[ index ] = lastCachedObject;
  25541. indicesByUUID[ uuid ] = firstActiveIndex;
  25542. objects[ firstActiveIndex ] = object;
  25543. // accounting is done, now do the same for all bindings
  25544. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25545. var bindingsForPath = bindings[ j ],
  25546. lastCached = bindingsForPath[ firstActiveIndex ],
  25547. binding = bindingsForPath[ index ];
  25548. bindingsForPath[ index ] = lastCached;
  25549. if ( binding === undefined ) {
  25550. // since we do not bother to create new bindings
  25551. // for objects that are cached, the binding may
  25552. // or may not exist
  25553. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25554. }
  25555. bindingsForPath[ firstActiveIndex ] = binding;
  25556. }
  25557. } else if ( objects[ index ] !== knownObject ) {
  25558. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25559. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25560. } // else the object is already where we want it to be
  25561. } // for arguments
  25562. this.nCachedObjects_ = nCachedObjects;
  25563. },
  25564. remove: function () {
  25565. var objects = this._objects,
  25566. nCachedObjects = this.nCachedObjects_,
  25567. indicesByUUID = this._indicesByUUID,
  25568. bindings = this._bindings,
  25569. nBindings = bindings.length;
  25570. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25571. var object = arguments[ i ],
  25572. uuid = object.uuid,
  25573. index = indicesByUUID[ uuid ];
  25574. if ( index !== undefined && index >= nCachedObjects ) {
  25575. // move existing object into the CACHED region
  25576. var lastCachedIndex = nCachedObjects ++,
  25577. firstActiveObject = objects[ lastCachedIndex ];
  25578. indicesByUUID[ firstActiveObject.uuid ] = index;
  25579. objects[ index ] = firstActiveObject;
  25580. indicesByUUID[ uuid ] = lastCachedIndex;
  25581. objects[ lastCachedIndex ] = object;
  25582. // accounting is done, now do the same for all bindings
  25583. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25584. var bindingsForPath = bindings[ j ],
  25585. firstActive = bindingsForPath[ lastCachedIndex ],
  25586. binding = bindingsForPath[ index ];
  25587. bindingsForPath[ index ] = firstActive;
  25588. bindingsForPath[ lastCachedIndex ] = binding;
  25589. }
  25590. }
  25591. } // for arguments
  25592. this.nCachedObjects_ = nCachedObjects;
  25593. },
  25594. // remove & forget
  25595. uncache: function () {
  25596. var objects = this._objects,
  25597. nObjects = objects.length,
  25598. nCachedObjects = this.nCachedObjects_,
  25599. indicesByUUID = this._indicesByUUID,
  25600. bindings = this._bindings,
  25601. nBindings = bindings.length;
  25602. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25603. var object = arguments[ i ],
  25604. uuid = object.uuid,
  25605. index = indicesByUUID[ uuid ];
  25606. if ( index !== undefined ) {
  25607. delete indicesByUUID[ uuid ];
  25608. if ( index < nCachedObjects ) {
  25609. // object is cached, shrink the CACHED region
  25610. var firstActiveIndex = -- nCachedObjects,
  25611. lastCachedObject = objects[ firstActiveIndex ],
  25612. lastIndex = -- nObjects,
  25613. lastObject = objects[ lastIndex ];
  25614. // last cached object takes this object's place
  25615. indicesByUUID[ lastCachedObject.uuid ] = index;
  25616. objects[ index ] = lastCachedObject;
  25617. // last object goes to the activated slot and pop
  25618. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25619. objects[ firstActiveIndex ] = lastObject;
  25620. objects.pop();
  25621. // accounting is done, now do the same for all bindings
  25622. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25623. var bindingsForPath = bindings[ j ],
  25624. lastCached = bindingsForPath[ firstActiveIndex ],
  25625. last = bindingsForPath[ lastIndex ];
  25626. bindingsForPath[ index ] = lastCached;
  25627. bindingsForPath[ firstActiveIndex ] = last;
  25628. bindingsForPath.pop();
  25629. }
  25630. } else {
  25631. // object is active, just swap with the last and pop
  25632. var lastIndex = -- nObjects,
  25633. lastObject = objects[ lastIndex ];
  25634. indicesByUUID[ lastObject.uuid ] = index;
  25635. objects[ index ] = lastObject;
  25636. objects.pop();
  25637. // accounting is done, now do the same for all bindings
  25638. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25639. var bindingsForPath = bindings[ j ];
  25640. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25641. bindingsForPath.pop();
  25642. }
  25643. } // cached or active
  25644. } // if object is known
  25645. } // for arguments
  25646. this.nCachedObjects_ = nCachedObjects;
  25647. },
  25648. // Internal interface used by befriended PropertyBinding.Composite:
  25649. subscribe_: function ( path, parsedPath ) {
  25650. // returns an array of bindings for the given path that is changed
  25651. // according to the contained objects in the group
  25652. var indicesByPath = this._bindingsIndicesByPath,
  25653. index = indicesByPath[ path ],
  25654. bindings = this._bindings;
  25655. if ( index !== undefined ) return bindings[ index ];
  25656. var paths = this._paths,
  25657. parsedPaths = this._parsedPaths,
  25658. objects = this._objects,
  25659. nObjects = objects.length,
  25660. nCachedObjects = this.nCachedObjects_,
  25661. bindingsForPath = new Array( nObjects );
  25662. index = bindings.length;
  25663. indicesByPath[ path ] = index;
  25664. paths.push( path );
  25665. parsedPaths.push( parsedPath );
  25666. bindings.push( bindingsForPath );
  25667. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25668. var object = objects[ i ];
  25669. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25670. }
  25671. return bindingsForPath;
  25672. },
  25673. unsubscribe_: function ( path ) {
  25674. // tells the group to forget about a property path and no longer
  25675. // update the array previously obtained with 'subscribe_'
  25676. var indicesByPath = this._bindingsIndicesByPath,
  25677. index = indicesByPath[ path ];
  25678. if ( index !== undefined ) {
  25679. var paths = this._paths,
  25680. parsedPaths = this._parsedPaths,
  25681. bindings = this._bindings,
  25682. lastBindingsIndex = bindings.length - 1,
  25683. lastBindings = bindings[ lastBindingsIndex ],
  25684. lastBindingsPath = path[ lastBindingsIndex ];
  25685. indicesByPath[ lastBindingsPath ] = index;
  25686. bindings[ index ] = lastBindings;
  25687. bindings.pop();
  25688. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25689. parsedPaths.pop();
  25690. paths[ index ] = paths[ lastBindingsIndex ];
  25691. paths.pop();
  25692. }
  25693. }
  25694. } );
  25695. /**
  25696. *
  25697. * Action provided by AnimationMixer for scheduling clip playback on specific
  25698. * objects.
  25699. *
  25700. * @author Ben Houston / http://clara.io/
  25701. * @author David Sarno / http://lighthaus.us/
  25702. * @author tschw
  25703. *
  25704. */
  25705. function AnimationAction( mixer, clip, localRoot ) {
  25706. this._mixer = mixer;
  25707. this._clip = clip;
  25708. this._localRoot = localRoot || null;
  25709. var tracks = clip.tracks,
  25710. nTracks = tracks.length,
  25711. interpolants = new Array( nTracks );
  25712. var interpolantSettings = {
  25713. endingStart: ZeroCurvatureEnding,
  25714. endingEnd: ZeroCurvatureEnding
  25715. };
  25716. for ( var i = 0; i !== nTracks; ++ i ) {
  25717. var interpolant = tracks[ i ].createInterpolant( null );
  25718. interpolants[ i ] = interpolant;
  25719. interpolant.settings = interpolantSettings;
  25720. }
  25721. this._interpolantSettings = interpolantSettings;
  25722. this._interpolants = interpolants; // bound by the mixer
  25723. // inside: PropertyMixer (managed by the mixer)
  25724. this._propertyBindings = new Array( nTracks );
  25725. this._cacheIndex = null; // for the memory manager
  25726. this._byClipCacheIndex = null; // for the memory manager
  25727. this._timeScaleInterpolant = null;
  25728. this._weightInterpolant = null;
  25729. this.loop = LoopRepeat;
  25730. this._loopCount = - 1;
  25731. // global mixer time when the action is to be started
  25732. // it's set back to 'null' upon start of the action
  25733. this._startTime = null;
  25734. // scaled local time of the action
  25735. // gets clamped or wrapped to 0..clip.duration according to loop
  25736. this.time = 0;
  25737. this.timeScale = 1;
  25738. this._effectiveTimeScale = 1;
  25739. this.weight = 1;
  25740. this._effectiveWeight = 1;
  25741. this.repetitions = Infinity; // no. of repetitions when looping
  25742. this.paused = false; // true -> zero effective time scale
  25743. this.enabled = true; // false -> zero effective weight
  25744. this.clampWhenFinished = false;// keep feeding the last frame?
  25745. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25746. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25747. }
  25748. Object.assign( AnimationAction.prototype, {
  25749. // State & Scheduling
  25750. play: function () {
  25751. this._mixer._activateAction( this );
  25752. return this;
  25753. },
  25754. stop: function () {
  25755. this._mixer._deactivateAction( this );
  25756. return this.reset();
  25757. },
  25758. reset: function () {
  25759. this.paused = false;
  25760. this.enabled = true;
  25761. this.time = 0; // restart clip
  25762. this._loopCount = - 1;// forget previous loops
  25763. this._startTime = null;// forget scheduling
  25764. return this.stopFading().stopWarping();
  25765. },
  25766. isRunning: function () {
  25767. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25768. this._startTime === null && this._mixer._isActiveAction( this );
  25769. },
  25770. // return true when play has been called
  25771. isScheduled: function () {
  25772. return this._mixer._isActiveAction( this );
  25773. },
  25774. startAt: function ( time ) {
  25775. this._startTime = time;
  25776. return this;
  25777. },
  25778. setLoop: function ( mode, repetitions ) {
  25779. this.loop = mode;
  25780. this.repetitions = repetitions;
  25781. return this;
  25782. },
  25783. // Weight
  25784. // set the weight stopping any scheduled fading
  25785. // although .enabled = false yields an effective weight of zero, this
  25786. // method does *not* change .enabled, because it would be confusing
  25787. setEffectiveWeight: function ( weight ) {
  25788. this.weight = weight;
  25789. // note: same logic as when updated at runtime
  25790. this._effectiveWeight = this.enabled ? weight : 0;
  25791. return this.stopFading();
  25792. },
  25793. // return the weight considering fading and .enabled
  25794. getEffectiveWeight: function () {
  25795. return this._effectiveWeight;
  25796. },
  25797. fadeIn: function ( duration ) {
  25798. return this._scheduleFading( duration, 0, 1 );
  25799. },
  25800. fadeOut: function ( duration ) {
  25801. return this._scheduleFading( duration, 1, 0 );
  25802. },
  25803. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25804. fadeOutAction.fadeOut( duration );
  25805. this.fadeIn( duration );
  25806. if ( warp ) {
  25807. var fadeInDuration = this._clip.duration,
  25808. fadeOutDuration = fadeOutAction._clip.duration,
  25809. startEndRatio = fadeOutDuration / fadeInDuration,
  25810. endStartRatio = fadeInDuration / fadeOutDuration;
  25811. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25812. this.warp( endStartRatio, 1.0, duration );
  25813. }
  25814. return this;
  25815. },
  25816. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25817. return fadeInAction.crossFadeFrom( this, duration, warp );
  25818. },
  25819. stopFading: function () {
  25820. var weightInterpolant = this._weightInterpolant;
  25821. if ( weightInterpolant !== null ) {
  25822. this._weightInterpolant = null;
  25823. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25824. }
  25825. return this;
  25826. },
  25827. // Time Scale Control
  25828. // set the time scale stopping any scheduled warping
  25829. // although .paused = true yields an effective time scale of zero, this
  25830. // method does *not* change .paused, because it would be confusing
  25831. setEffectiveTimeScale: function ( timeScale ) {
  25832. this.timeScale = timeScale;
  25833. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25834. return this.stopWarping();
  25835. },
  25836. // return the time scale considering warping and .paused
  25837. getEffectiveTimeScale: function () {
  25838. return this._effectiveTimeScale;
  25839. },
  25840. setDuration: function ( duration ) {
  25841. this.timeScale = this._clip.duration / duration;
  25842. return this.stopWarping();
  25843. },
  25844. syncWith: function ( action ) {
  25845. this.time = action.time;
  25846. this.timeScale = action.timeScale;
  25847. return this.stopWarping();
  25848. },
  25849. halt: function ( duration ) {
  25850. return this.warp( this._effectiveTimeScale, 0, duration );
  25851. },
  25852. warp: function ( startTimeScale, endTimeScale, duration ) {
  25853. var mixer = this._mixer, now = mixer.time,
  25854. interpolant = this._timeScaleInterpolant,
  25855. timeScale = this.timeScale;
  25856. if ( interpolant === null ) {
  25857. interpolant = mixer._lendControlInterpolant();
  25858. this._timeScaleInterpolant = interpolant;
  25859. }
  25860. var times = interpolant.parameterPositions,
  25861. values = interpolant.sampleValues;
  25862. times[ 0 ] = now;
  25863. times[ 1 ] = now + duration;
  25864. values[ 0 ] = startTimeScale / timeScale;
  25865. values[ 1 ] = endTimeScale / timeScale;
  25866. return this;
  25867. },
  25868. stopWarping: function () {
  25869. var timeScaleInterpolant = this._timeScaleInterpolant;
  25870. if ( timeScaleInterpolant !== null ) {
  25871. this._timeScaleInterpolant = null;
  25872. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25873. }
  25874. return this;
  25875. },
  25876. // Object Accessors
  25877. getMixer: function () {
  25878. return this._mixer;
  25879. },
  25880. getClip: function () {
  25881. return this._clip;
  25882. },
  25883. getRoot: function () {
  25884. return this._localRoot || this._mixer._root;
  25885. },
  25886. // Interna
  25887. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25888. // called by the mixer
  25889. if ( ! this.enabled ) {
  25890. // call ._updateWeight() to update ._effectiveWeight
  25891. this._updateWeight( time );
  25892. return;
  25893. }
  25894. var startTime = this._startTime;
  25895. if ( startTime !== null ) {
  25896. // check for scheduled start of action
  25897. var timeRunning = ( time - startTime ) * timeDirection;
  25898. if ( timeRunning < 0 || timeDirection === 0 ) {
  25899. return; // yet to come / don't decide when delta = 0
  25900. }
  25901. // start
  25902. this._startTime = null; // unschedule
  25903. deltaTime = timeDirection * timeRunning;
  25904. }
  25905. // apply time scale and advance time
  25906. deltaTime *= this._updateTimeScale( time );
  25907. var clipTime = this._updateTime( deltaTime );
  25908. // note: _updateTime may disable the action resulting in
  25909. // an effective weight of 0
  25910. var weight = this._updateWeight( time );
  25911. if ( weight > 0 ) {
  25912. var interpolants = this._interpolants;
  25913. var propertyMixers = this._propertyBindings;
  25914. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25915. interpolants[ j ].evaluate( clipTime );
  25916. propertyMixers[ j ].accumulate( accuIndex, weight );
  25917. }
  25918. }
  25919. },
  25920. _updateWeight: function ( time ) {
  25921. var weight = 0;
  25922. if ( this.enabled ) {
  25923. weight = this.weight;
  25924. var interpolant = this._weightInterpolant;
  25925. if ( interpolant !== null ) {
  25926. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25927. weight *= interpolantValue;
  25928. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25929. this.stopFading();
  25930. if ( interpolantValue === 0 ) {
  25931. // faded out, disable
  25932. this.enabled = false;
  25933. }
  25934. }
  25935. }
  25936. }
  25937. this._effectiveWeight = weight;
  25938. return weight;
  25939. },
  25940. _updateTimeScale: function ( time ) {
  25941. var timeScale = 0;
  25942. if ( ! this.paused ) {
  25943. timeScale = this.timeScale;
  25944. var interpolant = this._timeScaleInterpolant;
  25945. if ( interpolant !== null ) {
  25946. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25947. timeScale *= interpolantValue;
  25948. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25949. this.stopWarping();
  25950. if ( timeScale === 0 ) {
  25951. // motion has halted, pause
  25952. this.paused = true;
  25953. } else {
  25954. // warp done - apply final time scale
  25955. this.timeScale = timeScale;
  25956. }
  25957. }
  25958. }
  25959. }
  25960. this._effectiveTimeScale = timeScale;
  25961. return timeScale;
  25962. },
  25963. _updateTime: function ( deltaTime ) {
  25964. var time = this.time + deltaTime;
  25965. var duration = this._clip.duration;
  25966. var loop = this.loop;
  25967. var loopCount = this._loopCount;
  25968. var pingPong = ( loop === LoopPingPong );
  25969. if ( deltaTime === 0 ) {
  25970. if ( loopCount === - 1 ) return time;
  25971. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  25972. }
  25973. if ( loop === LoopOnce ) {
  25974. if ( loopCount === - 1 ) {
  25975. // just started
  25976. this._loopCount = 0;
  25977. this._setEndings( true, true, false );
  25978. }
  25979. handle_stop: {
  25980. if ( time >= duration ) {
  25981. time = duration;
  25982. } else if ( time < 0 ) {
  25983. time = 0;
  25984. } else {
  25985. this.time = time;
  25986. break handle_stop;
  25987. }
  25988. if ( this.clampWhenFinished ) this.paused = true;
  25989. else this.enabled = false;
  25990. this.time = time;
  25991. this._mixer.dispatchEvent( {
  25992. type: 'finished', action: this,
  25993. direction: deltaTime < 0 ? - 1 : 1
  25994. } );
  25995. }
  25996. } else { // repetitive Repeat or PingPong
  25997. if ( loopCount === - 1 ) {
  25998. // just started
  25999. if ( deltaTime >= 0 ) {
  26000. loopCount = 0;
  26001. this._setEndings( true, this.repetitions === 0, pingPong );
  26002. } else {
  26003. // when looping in reverse direction, the initial
  26004. // transition through zero counts as a repetition,
  26005. // so leave loopCount at -1
  26006. this._setEndings( this.repetitions === 0, true, pingPong );
  26007. }
  26008. }
  26009. if ( time >= duration || time < 0 ) {
  26010. // wrap around
  26011. var loopDelta = Math.floor( time / duration ); // signed
  26012. time -= duration * loopDelta;
  26013. loopCount += Math.abs( loopDelta );
  26014. var pending = this.repetitions - loopCount;
  26015. if ( pending <= 0 ) {
  26016. // have to stop (switch state, clamp time, fire event)
  26017. if ( this.clampWhenFinished ) this.paused = true;
  26018. else this.enabled = false;
  26019. time = deltaTime > 0 ? duration : 0;
  26020. this.time = time;
  26021. this._mixer.dispatchEvent( {
  26022. type: 'finished', action: this,
  26023. direction: deltaTime > 0 ? 1 : - 1
  26024. } );
  26025. } else {
  26026. // keep running
  26027. if ( pending === 1 ) {
  26028. // entering the last round
  26029. var atStart = deltaTime < 0;
  26030. this._setEndings( atStart, ! atStart, pingPong );
  26031. } else {
  26032. this._setEndings( false, false, pingPong );
  26033. }
  26034. this._loopCount = loopCount;
  26035. this.time = time;
  26036. this._mixer.dispatchEvent( {
  26037. type: 'loop', action: this, loopDelta: loopDelta
  26038. } );
  26039. }
  26040. } else {
  26041. this.time = time;
  26042. }
  26043. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26044. // invert time for the "pong round"
  26045. return duration - time;
  26046. }
  26047. }
  26048. return time;
  26049. },
  26050. _setEndings: function ( atStart, atEnd, pingPong ) {
  26051. var settings = this._interpolantSettings;
  26052. if ( pingPong ) {
  26053. settings.endingStart = ZeroSlopeEnding;
  26054. settings.endingEnd = ZeroSlopeEnding;
  26055. } else {
  26056. // assuming for LoopOnce atStart == atEnd == true
  26057. if ( atStart ) {
  26058. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26059. } else {
  26060. settings.endingStart = WrapAroundEnding;
  26061. }
  26062. if ( atEnd ) {
  26063. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26064. } else {
  26065. settings.endingEnd = WrapAroundEnding;
  26066. }
  26067. }
  26068. },
  26069. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26070. var mixer = this._mixer, now = mixer.time,
  26071. interpolant = this._weightInterpolant;
  26072. if ( interpolant === null ) {
  26073. interpolant = mixer._lendControlInterpolant();
  26074. this._weightInterpolant = interpolant;
  26075. }
  26076. var times = interpolant.parameterPositions,
  26077. values = interpolant.sampleValues;
  26078. times[ 0 ] = now;
  26079. values[ 0 ] = weightNow;
  26080. times[ 1 ] = now + duration;
  26081. values[ 1 ] = weightThen;
  26082. return this;
  26083. }
  26084. } );
  26085. /**
  26086. *
  26087. * Player for AnimationClips.
  26088. *
  26089. *
  26090. * @author Ben Houston / http://clara.io/
  26091. * @author David Sarno / http://lighthaus.us/
  26092. * @author tschw
  26093. */
  26094. function AnimationMixer( root ) {
  26095. this._root = root;
  26096. this._initMemoryManager();
  26097. this._accuIndex = 0;
  26098. this.time = 0;
  26099. this.timeScale = 1.0;
  26100. }
  26101. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26102. constructor: AnimationMixer,
  26103. _bindAction: function ( action, prototypeAction ) {
  26104. var root = action._localRoot || this._root,
  26105. tracks = action._clip.tracks,
  26106. nTracks = tracks.length,
  26107. bindings = action._propertyBindings,
  26108. interpolants = action._interpolants,
  26109. rootUuid = root.uuid,
  26110. bindingsByRoot = this._bindingsByRootAndName,
  26111. bindingsByName = bindingsByRoot[ rootUuid ];
  26112. if ( bindingsByName === undefined ) {
  26113. bindingsByName = {};
  26114. bindingsByRoot[ rootUuid ] = bindingsByName;
  26115. }
  26116. for ( var i = 0; i !== nTracks; ++ i ) {
  26117. var track = tracks[ i ],
  26118. trackName = track.name,
  26119. binding = bindingsByName[ trackName ];
  26120. if ( binding !== undefined ) {
  26121. bindings[ i ] = binding;
  26122. } else {
  26123. binding = bindings[ i ];
  26124. if ( binding !== undefined ) {
  26125. // existing binding, make sure the cache knows
  26126. if ( binding._cacheIndex === null ) {
  26127. ++ binding.referenceCount;
  26128. this._addInactiveBinding( binding, rootUuid, trackName );
  26129. }
  26130. continue;
  26131. }
  26132. var path = prototypeAction && prototypeAction.
  26133. _propertyBindings[ i ].binding.parsedPath;
  26134. binding = new PropertyMixer(
  26135. PropertyBinding.create( root, trackName, path ),
  26136. track.ValueTypeName, track.getValueSize() );
  26137. ++ binding.referenceCount;
  26138. this._addInactiveBinding( binding, rootUuid, trackName );
  26139. bindings[ i ] = binding;
  26140. }
  26141. interpolants[ i ].resultBuffer = binding.buffer;
  26142. }
  26143. },
  26144. _activateAction: function ( action ) {
  26145. if ( ! this._isActiveAction( action ) ) {
  26146. if ( action._cacheIndex === null ) {
  26147. // this action has been forgotten by the cache, but the user
  26148. // appears to be still using it -> rebind
  26149. var rootUuid = ( action._localRoot || this._root ).uuid,
  26150. clipUuid = action._clip.uuid,
  26151. actionsForClip = this._actionsByClip[ clipUuid ];
  26152. this._bindAction( action,
  26153. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26154. this._addInactiveAction( action, clipUuid, rootUuid );
  26155. }
  26156. var bindings = action._propertyBindings;
  26157. // increment reference counts / sort out state
  26158. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26159. var binding = bindings[ i ];
  26160. if ( binding.useCount ++ === 0 ) {
  26161. this._lendBinding( binding );
  26162. binding.saveOriginalState();
  26163. }
  26164. }
  26165. this._lendAction( action );
  26166. }
  26167. },
  26168. _deactivateAction: function ( action ) {
  26169. if ( this._isActiveAction( action ) ) {
  26170. var bindings = action._propertyBindings;
  26171. // decrement reference counts / sort out state
  26172. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26173. var binding = bindings[ i ];
  26174. if ( -- binding.useCount === 0 ) {
  26175. binding.restoreOriginalState();
  26176. this._takeBackBinding( binding );
  26177. }
  26178. }
  26179. this._takeBackAction( action );
  26180. }
  26181. },
  26182. // Memory manager
  26183. _initMemoryManager: function () {
  26184. this._actions = []; // 'nActiveActions' followed by inactive ones
  26185. this._nActiveActions = 0;
  26186. this._actionsByClip = {};
  26187. // inside:
  26188. // {
  26189. // knownActions: Array< AnimationAction > - used as prototypes
  26190. // actionByRoot: AnimationAction - lookup
  26191. // }
  26192. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26193. this._nActiveBindings = 0;
  26194. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26195. this._controlInterpolants = []; // same game as above
  26196. this._nActiveControlInterpolants = 0;
  26197. var scope = this;
  26198. this.stats = {
  26199. actions: {
  26200. get total() {
  26201. return scope._actions.length;
  26202. },
  26203. get inUse() {
  26204. return scope._nActiveActions;
  26205. }
  26206. },
  26207. bindings: {
  26208. get total() {
  26209. return scope._bindings.length;
  26210. },
  26211. get inUse() {
  26212. return scope._nActiveBindings;
  26213. }
  26214. },
  26215. controlInterpolants: {
  26216. get total() {
  26217. return scope._controlInterpolants.length;
  26218. },
  26219. get inUse() {
  26220. return scope._nActiveControlInterpolants;
  26221. }
  26222. }
  26223. };
  26224. },
  26225. // Memory management for AnimationAction objects
  26226. _isActiveAction: function ( action ) {
  26227. var index = action._cacheIndex;
  26228. return index !== null && index < this._nActiveActions;
  26229. },
  26230. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26231. var actions = this._actions,
  26232. actionsByClip = this._actionsByClip,
  26233. actionsForClip = actionsByClip[ clipUuid ];
  26234. if ( actionsForClip === undefined ) {
  26235. actionsForClip = {
  26236. knownActions: [ action ],
  26237. actionByRoot: {}
  26238. };
  26239. action._byClipCacheIndex = 0;
  26240. actionsByClip[ clipUuid ] = actionsForClip;
  26241. } else {
  26242. var knownActions = actionsForClip.knownActions;
  26243. action._byClipCacheIndex = knownActions.length;
  26244. knownActions.push( action );
  26245. }
  26246. action._cacheIndex = actions.length;
  26247. actions.push( action );
  26248. actionsForClip.actionByRoot[ rootUuid ] = action;
  26249. },
  26250. _removeInactiveAction: function ( action ) {
  26251. var actions = this._actions,
  26252. lastInactiveAction = actions[ actions.length - 1 ],
  26253. cacheIndex = action._cacheIndex;
  26254. lastInactiveAction._cacheIndex = cacheIndex;
  26255. actions[ cacheIndex ] = lastInactiveAction;
  26256. actions.pop();
  26257. action._cacheIndex = null;
  26258. var clipUuid = action._clip.uuid,
  26259. actionsByClip = this._actionsByClip,
  26260. actionsForClip = actionsByClip[ clipUuid ],
  26261. knownActionsForClip = actionsForClip.knownActions,
  26262. lastKnownAction =
  26263. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26264. byClipCacheIndex = action._byClipCacheIndex;
  26265. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26266. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26267. knownActionsForClip.pop();
  26268. action._byClipCacheIndex = null;
  26269. var actionByRoot = actionsForClip.actionByRoot,
  26270. rootUuid = ( action._localRoot || this._root ).uuid;
  26271. delete actionByRoot[ rootUuid ];
  26272. if ( knownActionsForClip.length === 0 ) {
  26273. delete actionsByClip[ clipUuid ];
  26274. }
  26275. this._removeInactiveBindingsForAction( action );
  26276. },
  26277. _removeInactiveBindingsForAction: function ( action ) {
  26278. var bindings = action._propertyBindings;
  26279. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26280. var binding = bindings[ i ];
  26281. if ( -- binding.referenceCount === 0 ) {
  26282. this._removeInactiveBinding( binding );
  26283. }
  26284. }
  26285. },
  26286. _lendAction: function ( action ) {
  26287. // [ active actions | inactive actions ]
  26288. // [ active actions >| inactive actions ]
  26289. // s a
  26290. // <-swap->
  26291. // a s
  26292. var actions = this._actions,
  26293. prevIndex = action._cacheIndex,
  26294. lastActiveIndex = this._nActiveActions ++,
  26295. firstInactiveAction = actions[ lastActiveIndex ];
  26296. action._cacheIndex = lastActiveIndex;
  26297. actions[ lastActiveIndex ] = action;
  26298. firstInactiveAction._cacheIndex = prevIndex;
  26299. actions[ prevIndex ] = firstInactiveAction;
  26300. },
  26301. _takeBackAction: function ( action ) {
  26302. // [ active actions | inactive actions ]
  26303. // [ active actions |< inactive actions ]
  26304. // a s
  26305. // <-swap->
  26306. // s a
  26307. var actions = this._actions,
  26308. prevIndex = action._cacheIndex,
  26309. firstInactiveIndex = -- this._nActiveActions,
  26310. lastActiveAction = actions[ firstInactiveIndex ];
  26311. action._cacheIndex = firstInactiveIndex;
  26312. actions[ firstInactiveIndex ] = action;
  26313. lastActiveAction._cacheIndex = prevIndex;
  26314. actions[ prevIndex ] = lastActiveAction;
  26315. },
  26316. // Memory management for PropertyMixer objects
  26317. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26318. var bindingsByRoot = this._bindingsByRootAndName,
  26319. bindingByName = bindingsByRoot[ rootUuid ],
  26320. bindings = this._bindings;
  26321. if ( bindingByName === undefined ) {
  26322. bindingByName = {};
  26323. bindingsByRoot[ rootUuid ] = bindingByName;
  26324. }
  26325. bindingByName[ trackName ] = binding;
  26326. binding._cacheIndex = bindings.length;
  26327. bindings.push( binding );
  26328. },
  26329. _removeInactiveBinding: function ( binding ) {
  26330. var bindings = this._bindings,
  26331. propBinding = binding.binding,
  26332. rootUuid = propBinding.rootNode.uuid,
  26333. trackName = propBinding.path,
  26334. bindingsByRoot = this._bindingsByRootAndName,
  26335. bindingByName = bindingsByRoot[ rootUuid ],
  26336. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26337. cacheIndex = binding._cacheIndex;
  26338. lastInactiveBinding._cacheIndex = cacheIndex;
  26339. bindings[ cacheIndex ] = lastInactiveBinding;
  26340. bindings.pop();
  26341. delete bindingByName[ trackName ];
  26342. if ( Object.keys( bindingByName ).length === 0 ) {
  26343. delete bindingsByRoot[ rootUuid ];
  26344. }
  26345. },
  26346. _lendBinding: function ( binding ) {
  26347. var bindings = this._bindings,
  26348. prevIndex = binding._cacheIndex,
  26349. lastActiveIndex = this._nActiveBindings ++,
  26350. firstInactiveBinding = bindings[ lastActiveIndex ];
  26351. binding._cacheIndex = lastActiveIndex;
  26352. bindings[ lastActiveIndex ] = binding;
  26353. firstInactiveBinding._cacheIndex = prevIndex;
  26354. bindings[ prevIndex ] = firstInactiveBinding;
  26355. },
  26356. _takeBackBinding: function ( binding ) {
  26357. var bindings = this._bindings,
  26358. prevIndex = binding._cacheIndex,
  26359. firstInactiveIndex = -- this._nActiveBindings,
  26360. lastActiveBinding = bindings[ firstInactiveIndex ];
  26361. binding._cacheIndex = firstInactiveIndex;
  26362. bindings[ firstInactiveIndex ] = binding;
  26363. lastActiveBinding._cacheIndex = prevIndex;
  26364. bindings[ prevIndex ] = lastActiveBinding;
  26365. },
  26366. // Memory management of Interpolants for weight and time scale
  26367. _lendControlInterpolant: function () {
  26368. var interpolants = this._controlInterpolants,
  26369. lastActiveIndex = this._nActiveControlInterpolants ++,
  26370. interpolant = interpolants[ lastActiveIndex ];
  26371. if ( interpolant === undefined ) {
  26372. interpolant = new LinearInterpolant(
  26373. new Float32Array( 2 ), new Float32Array( 2 ),
  26374. 1, this._controlInterpolantsResultBuffer );
  26375. interpolant.__cacheIndex = lastActiveIndex;
  26376. interpolants[ lastActiveIndex ] = interpolant;
  26377. }
  26378. return interpolant;
  26379. },
  26380. _takeBackControlInterpolant: function ( interpolant ) {
  26381. var interpolants = this._controlInterpolants,
  26382. prevIndex = interpolant.__cacheIndex,
  26383. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26384. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26385. interpolant.__cacheIndex = firstInactiveIndex;
  26386. interpolants[ firstInactiveIndex ] = interpolant;
  26387. lastActiveInterpolant.__cacheIndex = prevIndex;
  26388. interpolants[ prevIndex ] = lastActiveInterpolant;
  26389. },
  26390. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26391. // return an action for a clip optionally using a custom root target
  26392. // object (this method allocates a lot of dynamic memory in case a
  26393. // previously unknown clip/root combination is specified)
  26394. clipAction: function ( clip, optionalRoot ) {
  26395. var root = optionalRoot || this._root,
  26396. rootUuid = root.uuid,
  26397. clipObject = typeof clip === 'string' ?
  26398. AnimationClip.findByName( root, clip ) : clip,
  26399. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26400. actionsForClip = this._actionsByClip[ clipUuid ],
  26401. prototypeAction = null;
  26402. if ( actionsForClip !== undefined ) {
  26403. var existingAction =
  26404. actionsForClip.actionByRoot[ rootUuid ];
  26405. if ( existingAction !== undefined ) {
  26406. return existingAction;
  26407. }
  26408. // we know the clip, so we don't have to parse all
  26409. // the bindings again but can just copy
  26410. prototypeAction = actionsForClip.knownActions[ 0 ];
  26411. // also, take the clip from the prototype action
  26412. if ( clipObject === null )
  26413. clipObject = prototypeAction._clip;
  26414. }
  26415. // clip must be known when specified via string
  26416. if ( clipObject === null ) return null;
  26417. // allocate all resources required to run it
  26418. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26419. this._bindAction( newAction, prototypeAction );
  26420. // and make the action known to the memory manager
  26421. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26422. return newAction;
  26423. },
  26424. // get an existing action
  26425. existingAction: function ( clip, optionalRoot ) {
  26426. var root = optionalRoot || this._root,
  26427. rootUuid = root.uuid,
  26428. clipObject = typeof clip === 'string' ?
  26429. AnimationClip.findByName( root, clip ) : clip,
  26430. clipUuid = clipObject ? clipObject.uuid : clip,
  26431. actionsForClip = this._actionsByClip[ clipUuid ];
  26432. if ( actionsForClip !== undefined ) {
  26433. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26434. }
  26435. return null;
  26436. },
  26437. // deactivates all previously scheduled actions
  26438. stopAllAction: function () {
  26439. var actions = this._actions,
  26440. nActions = this._nActiveActions,
  26441. bindings = this._bindings,
  26442. nBindings = this._nActiveBindings;
  26443. this._nActiveActions = 0;
  26444. this._nActiveBindings = 0;
  26445. for ( var i = 0; i !== nActions; ++ i ) {
  26446. actions[ i ].reset();
  26447. }
  26448. for ( var i = 0; i !== nBindings; ++ i ) {
  26449. bindings[ i ].useCount = 0;
  26450. }
  26451. return this;
  26452. },
  26453. // advance the time and update apply the animation
  26454. update: function ( deltaTime ) {
  26455. deltaTime *= this.timeScale;
  26456. var actions = this._actions,
  26457. nActions = this._nActiveActions,
  26458. time = this.time += deltaTime,
  26459. timeDirection = Math.sign( deltaTime ),
  26460. accuIndex = this._accuIndex ^= 1;
  26461. // run active actions
  26462. for ( var i = 0; i !== nActions; ++ i ) {
  26463. var action = actions[ i ];
  26464. action._update( time, deltaTime, timeDirection, accuIndex );
  26465. }
  26466. // update scene graph
  26467. var bindings = this._bindings,
  26468. nBindings = this._nActiveBindings;
  26469. for ( var i = 0; i !== nBindings; ++ i ) {
  26470. bindings[ i ].apply( accuIndex );
  26471. }
  26472. return this;
  26473. },
  26474. // return this mixer's root target object
  26475. getRoot: function () {
  26476. return this._root;
  26477. },
  26478. // free all resources specific to a particular clip
  26479. uncacheClip: function ( clip ) {
  26480. var actions = this._actions,
  26481. clipUuid = clip.uuid,
  26482. actionsByClip = this._actionsByClip,
  26483. actionsForClip = actionsByClip[ clipUuid ];
  26484. if ( actionsForClip !== undefined ) {
  26485. // note: just calling _removeInactiveAction would mess up the
  26486. // iteration state and also require updating the state we can
  26487. // just throw away
  26488. var actionsToRemove = actionsForClip.knownActions;
  26489. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26490. var action = actionsToRemove[ i ];
  26491. this._deactivateAction( action );
  26492. var cacheIndex = action._cacheIndex,
  26493. lastInactiveAction = actions[ actions.length - 1 ];
  26494. action._cacheIndex = null;
  26495. action._byClipCacheIndex = null;
  26496. lastInactiveAction._cacheIndex = cacheIndex;
  26497. actions[ cacheIndex ] = lastInactiveAction;
  26498. actions.pop();
  26499. this._removeInactiveBindingsForAction( action );
  26500. }
  26501. delete actionsByClip[ clipUuid ];
  26502. }
  26503. },
  26504. // free all resources specific to a particular root target object
  26505. uncacheRoot: function ( root ) {
  26506. var rootUuid = root.uuid,
  26507. actionsByClip = this._actionsByClip;
  26508. for ( var clipUuid in actionsByClip ) {
  26509. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26510. action = actionByRoot[ rootUuid ];
  26511. if ( action !== undefined ) {
  26512. this._deactivateAction( action );
  26513. this._removeInactiveAction( action );
  26514. }
  26515. }
  26516. var bindingsByRoot = this._bindingsByRootAndName,
  26517. bindingByName = bindingsByRoot[ rootUuid ];
  26518. if ( bindingByName !== undefined ) {
  26519. for ( var trackName in bindingByName ) {
  26520. var binding = bindingByName[ trackName ];
  26521. binding.restoreOriginalState();
  26522. this._removeInactiveBinding( binding );
  26523. }
  26524. }
  26525. },
  26526. // remove a targeted clip from the cache
  26527. uncacheAction: function ( clip, optionalRoot ) {
  26528. var action = this.existingAction( clip, optionalRoot );
  26529. if ( action !== null ) {
  26530. this._deactivateAction( action );
  26531. this._removeInactiveAction( action );
  26532. }
  26533. }
  26534. } );
  26535. /**
  26536. * @author mrdoob / http://mrdoob.com/
  26537. */
  26538. function Uniform( value ) {
  26539. if ( typeof value === 'string' ) {
  26540. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26541. value = arguments[ 1 ];
  26542. }
  26543. this.value = value;
  26544. }
  26545. Uniform.prototype.clone = function () {
  26546. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26547. };
  26548. /**
  26549. * @author benaadams / https://twitter.com/ben_a_adams
  26550. */
  26551. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26552. InterleavedBuffer.call( this, array, stride );
  26553. this.meshPerAttribute = meshPerAttribute || 1;
  26554. }
  26555. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26556. constructor: InstancedInterleavedBuffer,
  26557. isInstancedInterleavedBuffer: true,
  26558. copy: function ( source ) {
  26559. InterleavedBuffer.prototype.copy.call( this, source );
  26560. this.meshPerAttribute = source.meshPerAttribute;
  26561. return this;
  26562. }
  26563. } );
  26564. /**
  26565. * @author mrdoob / http://mrdoob.com/
  26566. * @author bhouston / http://clara.io/
  26567. * @author stephomi / http://stephaneginier.com/
  26568. */
  26569. function Raycaster( origin, direction, near, far ) {
  26570. this.ray = new Ray( origin, direction );
  26571. // direction is assumed to be normalized (for accurate distance calculations)
  26572. this.near = near || 0;
  26573. this.far = far || Infinity;
  26574. this.params = {
  26575. Mesh: {},
  26576. Line: {},
  26577. LOD: {},
  26578. Points: { threshold: 1 },
  26579. Sprite: {}
  26580. };
  26581. Object.defineProperties( this.params, {
  26582. PointCloud: {
  26583. get: function () {
  26584. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26585. return this.Points;
  26586. }
  26587. }
  26588. } );
  26589. }
  26590. function ascSort( a, b ) {
  26591. return a.distance - b.distance;
  26592. }
  26593. function intersectObject( object, raycaster, intersects, recursive ) {
  26594. if ( object.visible === false ) return;
  26595. object.raycast( raycaster, intersects );
  26596. if ( recursive === true ) {
  26597. var children = object.children;
  26598. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26599. intersectObject( children[ i ], raycaster, intersects, true );
  26600. }
  26601. }
  26602. }
  26603. Object.assign( Raycaster.prototype, {
  26604. linePrecision: 1,
  26605. set: function ( origin, direction ) {
  26606. // direction is assumed to be normalized (for accurate distance calculations)
  26607. this.ray.set( origin, direction );
  26608. },
  26609. setFromCamera: function ( coords, camera ) {
  26610. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26611. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26612. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26613. this._camera = camera;
  26614. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26615. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26616. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26617. this._camera = camera;
  26618. } else {
  26619. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26620. }
  26621. },
  26622. intersectObject: function ( object, recursive, optionalTarget ) {
  26623. var intersects = optionalTarget || [];
  26624. intersectObject( object, this, intersects, recursive );
  26625. intersects.sort( ascSort );
  26626. return intersects;
  26627. },
  26628. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26629. var intersects = optionalTarget || [];
  26630. if ( Array.isArray( objects ) === false ) {
  26631. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26632. return intersects;
  26633. }
  26634. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26635. intersectObject( objects[ i ], this, intersects, recursive );
  26636. }
  26637. intersects.sort( ascSort );
  26638. return intersects;
  26639. }
  26640. } );
  26641. /**
  26642. * @author bhouston / http://clara.io
  26643. * @author WestLangley / http://github.com/WestLangley
  26644. *
  26645. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26646. *
  26647. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26648. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26649. */
  26650. function Spherical( radius, phi, theta ) {
  26651. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26652. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26653. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26654. return this;
  26655. }
  26656. Object.assign( Spherical.prototype, {
  26657. set: function ( radius, phi, theta ) {
  26658. this.radius = radius;
  26659. this.phi = phi;
  26660. this.theta = theta;
  26661. return this;
  26662. },
  26663. clone: function () {
  26664. return new this.constructor().copy( this );
  26665. },
  26666. copy: function ( other ) {
  26667. this.radius = other.radius;
  26668. this.phi = other.phi;
  26669. this.theta = other.theta;
  26670. return this;
  26671. },
  26672. // restrict phi to be betwee EPS and PI-EPS
  26673. makeSafe: function () {
  26674. var EPS = 0.000001;
  26675. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26676. return this;
  26677. },
  26678. setFromVector3: function ( v ) {
  26679. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26680. },
  26681. setFromCartesianCoords: function ( x, y, z ) {
  26682. this.radius = Math.sqrt( x * x + y * y + z * z );
  26683. if ( this.radius === 0 ) {
  26684. this.theta = 0;
  26685. this.phi = 0;
  26686. } else {
  26687. this.theta = Math.atan2( x, z );
  26688. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26689. }
  26690. return this;
  26691. }
  26692. } );
  26693. /**
  26694. * @author Mugen87 / https://github.com/Mugen87
  26695. *
  26696. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26697. *
  26698. */
  26699. function Cylindrical( radius, theta, y ) {
  26700. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26701. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26702. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26703. return this;
  26704. }
  26705. Object.assign( Cylindrical.prototype, {
  26706. set: function ( radius, theta, y ) {
  26707. this.radius = radius;
  26708. this.theta = theta;
  26709. this.y = y;
  26710. return this;
  26711. },
  26712. clone: function () {
  26713. return new this.constructor().copy( this );
  26714. },
  26715. copy: function ( other ) {
  26716. this.radius = other.radius;
  26717. this.theta = other.theta;
  26718. this.y = other.y;
  26719. return this;
  26720. },
  26721. setFromVector3: function ( v ) {
  26722. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26723. },
  26724. setFromCartesianCoords: function ( x, y, z ) {
  26725. this.radius = Math.sqrt( x * x + z * z );
  26726. this.theta = Math.atan2( x, z );
  26727. this.y = y;
  26728. return this;
  26729. }
  26730. } );
  26731. /**
  26732. * @author bhouston / http://clara.io
  26733. */
  26734. function Box2( min, max ) {
  26735. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26736. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26737. }
  26738. Object.assign( Box2.prototype, {
  26739. set: function ( min, max ) {
  26740. this.min.copy( min );
  26741. this.max.copy( max );
  26742. return this;
  26743. },
  26744. setFromPoints: function ( points ) {
  26745. this.makeEmpty();
  26746. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26747. this.expandByPoint( points[ i ] );
  26748. }
  26749. return this;
  26750. },
  26751. setFromCenterAndSize: function () {
  26752. var v1 = new Vector2();
  26753. return function setFromCenterAndSize( center, size ) {
  26754. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  26755. this.min.copy( center ).sub( halfSize );
  26756. this.max.copy( center ).add( halfSize );
  26757. return this;
  26758. };
  26759. }(),
  26760. clone: function () {
  26761. return new this.constructor().copy( this );
  26762. },
  26763. copy: function ( box ) {
  26764. this.min.copy( box.min );
  26765. this.max.copy( box.max );
  26766. return this;
  26767. },
  26768. makeEmpty: function () {
  26769. this.min.x = this.min.y = + Infinity;
  26770. this.max.x = this.max.y = - Infinity;
  26771. return this;
  26772. },
  26773. isEmpty: function () {
  26774. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26775. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26776. },
  26777. getCenter: function ( target ) {
  26778. if ( target === undefined ) {
  26779. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26780. target = new Vector2();
  26781. }
  26782. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26783. },
  26784. getSize: function ( target ) {
  26785. if ( target === undefined ) {
  26786. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26787. target = new Vector2();
  26788. }
  26789. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26790. },
  26791. expandByPoint: function ( point ) {
  26792. this.min.min( point );
  26793. this.max.max( point );
  26794. return this;
  26795. },
  26796. expandByVector: function ( vector ) {
  26797. this.min.sub( vector );
  26798. this.max.add( vector );
  26799. return this;
  26800. },
  26801. expandByScalar: function ( scalar ) {
  26802. this.min.addScalar( - scalar );
  26803. this.max.addScalar( scalar );
  26804. return this;
  26805. },
  26806. containsPoint: function ( point ) {
  26807. return point.x < this.min.x || point.x > this.max.x ||
  26808. point.y < this.min.y || point.y > this.max.y ? false : true;
  26809. },
  26810. containsBox: function ( box ) {
  26811. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26812. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26813. },
  26814. getParameter: function ( point, target ) {
  26815. // This can potentially have a divide by zero if the box
  26816. // has a size dimension of 0.
  26817. if ( target === undefined ) {
  26818. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26819. target = new Vector2();
  26820. }
  26821. return target.set(
  26822. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26823. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26824. );
  26825. },
  26826. intersectsBox: function ( box ) {
  26827. // using 4 splitting planes to rule out intersections
  26828. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26829. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26830. },
  26831. clampPoint: function ( point, target ) {
  26832. if ( target === undefined ) {
  26833. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26834. target = new Vector2();
  26835. }
  26836. return target.copy( point ).clamp( this.min, this.max );
  26837. },
  26838. distanceToPoint: function () {
  26839. var v1 = new Vector2();
  26840. return function distanceToPoint( point ) {
  26841. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  26842. return clampedPoint.sub( point ).length();
  26843. };
  26844. }(),
  26845. intersect: function ( box ) {
  26846. this.min.max( box.min );
  26847. this.max.min( box.max );
  26848. return this;
  26849. },
  26850. union: function ( box ) {
  26851. this.min.min( box.min );
  26852. this.max.max( box.max );
  26853. return this;
  26854. },
  26855. translate: function ( offset ) {
  26856. this.min.add( offset );
  26857. this.max.add( offset );
  26858. return this;
  26859. },
  26860. equals: function ( box ) {
  26861. return box.min.equals( this.min ) && box.max.equals( this.max );
  26862. }
  26863. } );
  26864. /**
  26865. * @author bhouston / http://clara.io
  26866. */
  26867. function Line3( start, end ) {
  26868. this.start = ( start !== undefined ) ? start : new Vector3();
  26869. this.end = ( end !== undefined ) ? end : new Vector3();
  26870. }
  26871. Object.assign( Line3.prototype, {
  26872. set: function ( start, end ) {
  26873. this.start.copy( start );
  26874. this.end.copy( end );
  26875. return this;
  26876. },
  26877. clone: function () {
  26878. return new this.constructor().copy( this );
  26879. },
  26880. copy: function ( line ) {
  26881. this.start.copy( line.start );
  26882. this.end.copy( line.end );
  26883. return this;
  26884. },
  26885. getCenter: function ( target ) {
  26886. if ( target === undefined ) {
  26887. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26888. target = new Vector3();
  26889. }
  26890. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26891. },
  26892. delta: function ( target ) {
  26893. if ( target === undefined ) {
  26894. console.warn( 'THREE.Line3: .delta() target is now required' );
  26895. target = new Vector3();
  26896. }
  26897. return target.subVectors( this.end, this.start );
  26898. },
  26899. distanceSq: function () {
  26900. return this.start.distanceToSquared( this.end );
  26901. },
  26902. distance: function () {
  26903. return this.start.distanceTo( this.end );
  26904. },
  26905. at: function ( t, target ) {
  26906. if ( target === undefined ) {
  26907. console.warn( 'THREE.Line3: .at() target is now required' );
  26908. target = new Vector3();
  26909. }
  26910. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26911. },
  26912. closestPointToPointParameter: function () {
  26913. var startP = new Vector3();
  26914. var startEnd = new Vector3();
  26915. return function closestPointToPointParameter( point, clampToLine ) {
  26916. startP.subVectors( point, this.start );
  26917. startEnd.subVectors( this.end, this.start );
  26918. var startEnd2 = startEnd.dot( startEnd );
  26919. var startEnd_startP = startEnd.dot( startP );
  26920. var t = startEnd_startP / startEnd2;
  26921. if ( clampToLine ) {
  26922. t = _Math.clamp( t, 0, 1 );
  26923. }
  26924. return t;
  26925. };
  26926. }(),
  26927. closestPointToPoint: function ( point, clampToLine, target ) {
  26928. var t = this.closestPointToPointParameter( point, clampToLine );
  26929. if ( target === undefined ) {
  26930. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  26931. target = new Vector3();
  26932. }
  26933. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26934. },
  26935. applyMatrix4: function ( matrix ) {
  26936. this.start.applyMatrix4( matrix );
  26937. this.end.applyMatrix4( matrix );
  26938. return this;
  26939. },
  26940. equals: function ( line ) {
  26941. return line.start.equals( this.start ) && line.end.equals( this.end );
  26942. }
  26943. } );
  26944. /**
  26945. * @author alteredq / http://alteredqualia.com/
  26946. */
  26947. function ImmediateRenderObject( material ) {
  26948. Object3D.call( this );
  26949. this.material = material;
  26950. this.render = function ( /* renderCallback */ ) {};
  26951. }
  26952. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  26953. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26954. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26955. /**
  26956. * @author mrdoob / http://mrdoob.com/
  26957. * @author WestLangley / http://github.com/WestLangley
  26958. */
  26959. function VertexNormalsHelper( object, size, hex, linewidth ) {
  26960. this.object = object;
  26961. this.size = ( size !== undefined ) ? size : 1;
  26962. var color = ( hex !== undefined ) ? hex : 0xff0000;
  26963. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26964. //
  26965. var nNormals = 0;
  26966. var objGeometry = this.object.geometry;
  26967. if ( objGeometry && objGeometry.isGeometry ) {
  26968. nNormals = objGeometry.faces.length * 3;
  26969. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26970. nNormals = objGeometry.attributes.normal.count;
  26971. }
  26972. //
  26973. var geometry = new BufferGeometry();
  26974. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26975. geometry.addAttribute( 'position', positions );
  26976. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26977. //
  26978. this.matrixAutoUpdate = false;
  26979. this.update();
  26980. }
  26981. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26982. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  26983. VertexNormalsHelper.prototype.update = ( function () {
  26984. var v1 = new Vector3();
  26985. var v2 = new Vector3();
  26986. var normalMatrix = new Matrix3();
  26987. return function update() {
  26988. var keys = [ 'a', 'b', 'c' ];
  26989. this.object.updateMatrixWorld( true );
  26990. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  26991. var matrixWorld = this.object.matrixWorld;
  26992. var position = this.geometry.attributes.position;
  26993. //
  26994. var objGeometry = this.object.geometry;
  26995. if ( objGeometry && objGeometry.isGeometry ) {
  26996. var vertices = objGeometry.vertices;
  26997. var faces = objGeometry.faces;
  26998. var idx = 0;
  26999. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27000. var face = faces[ i ];
  27001. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27002. var vertex = vertices[ face[ keys[ j ] ] ];
  27003. var normal = face.vertexNormals[ j ];
  27004. v1.copy( vertex ).applyMatrix4( matrixWorld );
  27005. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  27006. position.setXYZ( idx, v1.x, v1.y, v1.z );
  27007. idx = idx + 1;
  27008. position.setXYZ( idx, v2.x, v2.y, v2.z );
  27009. idx = idx + 1;
  27010. }
  27011. }
  27012. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27013. var objPos = objGeometry.attributes.position;
  27014. var objNorm = objGeometry.attributes.normal;
  27015. var idx = 0;
  27016. // for simplicity, ignore index and drawcalls, and render every normal
  27017. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27018. v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27019. v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27020. v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  27021. position.setXYZ( idx, v1.x, v1.y, v1.z );
  27022. idx = idx + 1;
  27023. position.setXYZ( idx, v2.x, v2.y, v2.z );
  27024. idx = idx + 1;
  27025. }
  27026. }
  27027. position.needsUpdate = true;
  27028. };
  27029. }() );
  27030. /**
  27031. * @author alteredq / http://alteredqualia.com/
  27032. * @author mrdoob / http://mrdoob.com/
  27033. * @author WestLangley / http://github.com/WestLangley
  27034. */
  27035. function SpotLightHelper( light, color ) {
  27036. Object3D.call( this );
  27037. this.light = light;
  27038. this.light.updateMatrixWorld();
  27039. this.matrix = light.matrixWorld;
  27040. this.matrixAutoUpdate = false;
  27041. this.color = color;
  27042. var geometry = new BufferGeometry();
  27043. var positions = [
  27044. 0, 0, 0, 0, 0, 1,
  27045. 0, 0, 0, 1, 0, 1,
  27046. 0, 0, 0, - 1, 0, 1,
  27047. 0, 0, 0, 0, 1, 1,
  27048. 0, 0, 0, 0, - 1, 1
  27049. ];
  27050. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27051. var p1 = ( i / l ) * Math.PI * 2;
  27052. var p2 = ( j / l ) * Math.PI * 2;
  27053. positions.push(
  27054. Math.cos( p1 ), Math.sin( p1 ), 1,
  27055. Math.cos( p2 ), Math.sin( p2 ), 1
  27056. );
  27057. }
  27058. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27059. var material = new LineBasicMaterial( { fog: false } );
  27060. this.cone = new LineSegments( geometry, material );
  27061. this.add( this.cone );
  27062. this.update();
  27063. }
  27064. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27065. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27066. SpotLightHelper.prototype.dispose = function () {
  27067. this.cone.geometry.dispose();
  27068. this.cone.material.dispose();
  27069. };
  27070. SpotLightHelper.prototype.update = function () {
  27071. var vector = new Vector3();
  27072. return function update() {
  27073. this.light.updateMatrixWorld();
  27074. var coneLength = this.light.distance ? this.light.distance : 1000;
  27075. var coneWidth = coneLength * Math.tan( this.light.angle );
  27076. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27077. vector.setFromMatrixPosition( this.light.target.matrixWorld );
  27078. this.cone.lookAt( vector );
  27079. if ( this.color !== undefined ) {
  27080. this.cone.material.color.set( this.color );
  27081. } else {
  27082. this.cone.material.color.copy( this.light.color );
  27083. }
  27084. };
  27085. }();
  27086. /**
  27087. * @author Sean Griffin / http://twitter.com/sgrif
  27088. * @author Michael Guerrero / http://realitymeltdown.com
  27089. * @author mrdoob / http://mrdoob.com/
  27090. * @author ikerr / http://verold.com
  27091. * @author Mugen87 / https://github.com/Mugen87
  27092. */
  27093. function getBoneList( object ) {
  27094. var boneList = [];
  27095. if ( object && object.isBone ) {
  27096. boneList.push( object );
  27097. }
  27098. for ( var i = 0; i < object.children.length; i ++ ) {
  27099. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27100. }
  27101. return boneList;
  27102. }
  27103. function SkeletonHelper( object ) {
  27104. var bones = getBoneList( object );
  27105. var geometry = new BufferGeometry();
  27106. var vertices = [];
  27107. var colors = [];
  27108. var color1 = new Color( 0, 0, 1 );
  27109. var color2 = new Color( 0, 1, 0 );
  27110. for ( var i = 0; i < bones.length; i ++ ) {
  27111. var bone = bones[ i ];
  27112. if ( bone.parent && bone.parent.isBone ) {
  27113. vertices.push( 0, 0, 0 );
  27114. vertices.push( 0, 0, 0 );
  27115. colors.push( color1.r, color1.g, color1.b );
  27116. colors.push( color2.r, color2.g, color2.b );
  27117. }
  27118. }
  27119. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27120. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27121. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27122. LineSegments.call( this, geometry, material );
  27123. this.root = object;
  27124. this.bones = bones;
  27125. this.matrix = object.matrixWorld;
  27126. this.matrixAutoUpdate = false;
  27127. }
  27128. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27129. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27130. SkeletonHelper.prototype.updateMatrixWorld = function () {
  27131. var vector = new Vector3();
  27132. var boneMatrix = new Matrix4();
  27133. var matrixWorldInv = new Matrix4();
  27134. return function updateMatrixWorld( force ) {
  27135. var bones = this.bones;
  27136. var geometry = this.geometry;
  27137. var position = geometry.getAttribute( 'position' );
  27138. matrixWorldInv.getInverse( this.root.matrixWorld );
  27139. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27140. var bone = bones[ i ];
  27141. if ( bone.parent && bone.parent.isBone ) {
  27142. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  27143. vector.setFromMatrixPosition( boneMatrix );
  27144. position.setXYZ( j, vector.x, vector.y, vector.z );
  27145. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  27146. vector.setFromMatrixPosition( boneMatrix );
  27147. position.setXYZ( j + 1, vector.x, vector.y, vector.z );
  27148. j += 2;
  27149. }
  27150. }
  27151. geometry.getAttribute( 'position' ).needsUpdate = true;
  27152. Object3D.prototype.updateMatrixWorld.call( this, force );
  27153. };
  27154. }();
  27155. /**
  27156. * @author alteredq / http://alteredqualia.com/
  27157. * @author mrdoob / http://mrdoob.com/
  27158. */
  27159. function PointLightHelper( light, sphereSize, color ) {
  27160. this.light = light;
  27161. this.light.updateMatrixWorld();
  27162. this.color = color;
  27163. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27164. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27165. Mesh.call( this, geometry, material );
  27166. this.matrix = this.light.matrixWorld;
  27167. this.matrixAutoUpdate = false;
  27168. this.update();
  27169. /*
  27170. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27171. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27172. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27173. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27174. var d = light.distance;
  27175. if ( d === 0.0 ) {
  27176. this.lightDistance.visible = false;
  27177. } else {
  27178. this.lightDistance.scale.set( d, d, d );
  27179. }
  27180. this.add( this.lightDistance );
  27181. */
  27182. }
  27183. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27184. PointLightHelper.prototype.constructor = PointLightHelper;
  27185. PointLightHelper.prototype.dispose = function () {
  27186. this.geometry.dispose();
  27187. this.material.dispose();
  27188. };
  27189. PointLightHelper.prototype.update = function () {
  27190. if ( this.color !== undefined ) {
  27191. this.material.color.set( this.color );
  27192. } else {
  27193. this.material.color.copy( this.light.color );
  27194. }
  27195. /*
  27196. var d = this.light.distance;
  27197. if ( d === 0.0 ) {
  27198. this.lightDistance.visible = false;
  27199. } else {
  27200. this.lightDistance.visible = true;
  27201. this.lightDistance.scale.set( d, d, d );
  27202. }
  27203. */
  27204. };
  27205. /**
  27206. * @author abelnation / http://github.com/abelnation
  27207. * @author Mugen87 / http://github.com/Mugen87
  27208. * @author WestLangley / http://github.com/WestLangley
  27209. *
  27210. * This helper must be added as a child of the light
  27211. */
  27212. function RectAreaLightHelper( light, color ) {
  27213. this.type = 'RectAreaLightHelper';
  27214. this.light = light;
  27215. this.color = color; // optional hardwired color for the helper
  27216. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27217. var geometry = new BufferGeometry();
  27218. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27219. geometry.computeBoundingSphere();
  27220. var material = new LineBasicMaterial( { fog: false } );
  27221. Line.call( this, geometry, material );
  27222. //
  27223. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27224. var geometry2 = new BufferGeometry();
  27225. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27226. geometry2.computeBoundingSphere();
  27227. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27228. this.update();
  27229. }
  27230. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27231. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27232. RectAreaLightHelper.prototype.update = function () {
  27233. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27234. if ( this.color !== undefined ) {
  27235. this.material.color.set( this.color );
  27236. this.children[ 0 ].material.color.set( this.color );
  27237. } else {
  27238. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27239. // prevent hue shift
  27240. var c = this.material.color;
  27241. var max = Math.max( c.r, c.g, c.b );
  27242. if ( max > 1 ) c.multiplyScalar( 1 / max );
  27243. this.children[ 0 ].material.color.copy( this.material.color );
  27244. }
  27245. };
  27246. RectAreaLightHelper.prototype.dispose = function () {
  27247. this.geometry.dispose();
  27248. this.material.dispose();
  27249. this.children[ 0 ].geometry.dispose();
  27250. this.children[ 0 ].material.dispose();
  27251. };
  27252. /**
  27253. * @author alteredq / http://alteredqualia.com/
  27254. * @author mrdoob / http://mrdoob.com/
  27255. * @author Mugen87 / https://github.com/Mugen87
  27256. */
  27257. function HemisphereLightHelper( light, size, color ) {
  27258. Object3D.call( this );
  27259. this.light = light;
  27260. this.light.updateMatrixWorld();
  27261. this.matrix = light.matrixWorld;
  27262. this.matrixAutoUpdate = false;
  27263. this.color = color;
  27264. var geometry = new OctahedronBufferGeometry( size );
  27265. geometry.rotateY( Math.PI * 0.5 );
  27266. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27267. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  27268. var position = geometry.getAttribute( 'position' );
  27269. var colors = new Float32Array( position.count * 3 );
  27270. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27271. this.add( new Mesh( geometry, this.material ) );
  27272. this.update();
  27273. }
  27274. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27275. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27276. HemisphereLightHelper.prototype.dispose = function () {
  27277. this.children[ 0 ].geometry.dispose();
  27278. this.children[ 0 ].material.dispose();
  27279. };
  27280. HemisphereLightHelper.prototype.update = function () {
  27281. var vector = new Vector3();
  27282. var color1 = new Color();
  27283. var color2 = new Color();
  27284. return function update() {
  27285. var mesh = this.children[ 0 ];
  27286. if ( this.color !== undefined ) {
  27287. this.material.color.set( this.color );
  27288. } else {
  27289. var colors = mesh.geometry.getAttribute( 'color' );
  27290. color1.copy( this.light.color );
  27291. color2.copy( this.light.groundColor );
  27292. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27293. var color = ( i < ( l / 2 ) ) ? color1 : color2;
  27294. colors.setXYZ( i, color.r, color.g, color.b );
  27295. }
  27296. colors.needsUpdate = true;
  27297. }
  27298. mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27299. };
  27300. }();
  27301. /**
  27302. * @author WestLangley / http://github.com/WestLangley
  27303. */
  27304. function LightProbeHelper( lightProbe, size ) {
  27305. this.lightProbe = lightProbe;
  27306. this.size = size;
  27307. var defines = {};
  27308. defines[ 'GAMMA_OUTPUT' ] = "";
  27309. // material
  27310. var material = new ShaderMaterial( {
  27311. defines: defines,
  27312. uniforms: {
  27313. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27314. intensity: { value: this.lightProbe.intensity }
  27315. },
  27316. vertexShader: [
  27317. 'varying vec3 vNormal;',
  27318. 'void main() {',
  27319. ' vNormal = normalize( normalMatrix * normal );',
  27320. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27321. '}',
  27322. ].join( '\n' ),
  27323. fragmentShader: [
  27324. '#define RECIPROCAL_PI 0.318309886',
  27325. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27326. ' // matrix is assumed to be orthogonal',
  27327. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27328. '}',
  27329. 'vec3 linearToOutput( in vec3 a ) {',
  27330. ' #ifdef GAMMA_OUTPUT',
  27331. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27332. ' #else',
  27333. ' return a;',
  27334. ' #endif',
  27335. '}',
  27336. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27337. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27338. ' // normal is assumed to have unit length',
  27339. ' float x = normal.x, y = normal.y, z = normal.z;',
  27340. ' // band 0',
  27341. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27342. ' // band 1',
  27343. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27344. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27345. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27346. ' // band 2',
  27347. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27348. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27349. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27350. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27351. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27352. ' return result;',
  27353. '}',
  27354. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27355. 'uniform float intensity; // light probe intensity',
  27356. 'varying vec3 vNormal;',
  27357. 'void main() {',
  27358. ' vec3 normal = normalize( vNormal );',
  27359. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27360. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27361. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27362. ' outgoingLight = linearToOutput( outgoingLight );',
  27363. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27364. '}'
  27365. ].join( '\n' )
  27366. } );
  27367. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27368. Mesh.call( this, geometry, material );
  27369. this.onBeforeRender();
  27370. }
  27371. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27372. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27373. LightProbeHelper.prototype.dispose = function () {
  27374. this.geometry.dispose();
  27375. this.material.dispose();
  27376. };
  27377. LightProbeHelper.prototype.onBeforeRender = function () {
  27378. return function update() {
  27379. this.position.copy( this.lightProbe.position );
  27380. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27381. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27382. };
  27383. }();
  27384. /**
  27385. * @author mrdoob / http://mrdoob.com/
  27386. */
  27387. function GridHelper( size, divisions, color1, color2 ) {
  27388. size = size || 10;
  27389. divisions = divisions || 10;
  27390. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27391. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27392. var center = divisions / 2;
  27393. var step = size / divisions;
  27394. var halfSize = size / 2;
  27395. var vertices = [], colors = [];
  27396. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27397. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27398. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27399. var color = i === center ? color1 : color2;
  27400. color.toArray( colors, j ); j += 3;
  27401. color.toArray( colors, j ); j += 3;
  27402. color.toArray( colors, j ); j += 3;
  27403. color.toArray( colors, j ); j += 3;
  27404. }
  27405. var geometry = new BufferGeometry();
  27406. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27407. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27408. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27409. LineSegments.call( this, geometry, material );
  27410. }
  27411. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27412. constructor: GridHelper,
  27413. copy: function ( source ) {
  27414. LineSegments.prototype.copy.call( this, source );
  27415. this.geometry.copy( source.geometry );
  27416. this.material.copy( source.material );
  27417. return this;
  27418. },
  27419. clone: function () {
  27420. return new this.constructor().copy( this );
  27421. }
  27422. } );
  27423. /**
  27424. * @author mrdoob / http://mrdoob.com/
  27425. * @author Mugen87 / http://github.com/Mugen87
  27426. * @author Hectate / http://www.github.com/Hectate
  27427. */
  27428. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27429. radius = radius || 10;
  27430. radials = radials || 16;
  27431. circles = circles || 8;
  27432. divisions = divisions || 64;
  27433. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27434. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27435. var vertices = [];
  27436. var colors = [];
  27437. var x, z;
  27438. var v, i, j, r, color;
  27439. // create the radials
  27440. for ( i = 0; i <= radials; i ++ ) {
  27441. v = ( i / radials ) * ( Math.PI * 2 );
  27442. x = Math.sin( v ) * radius;
  27443. z = Math.cos( v ) * radius;
  27444. vertices.push( 0, 0, 0 );
  27445. vertices.push( x, 0, z );
  27446. color = ( i & 1 ) ? color1 : color2;
  27447. colors.push( color.r, color.g, color.b );
  27448. colors.push( color.r, color.g, color.b );
  27449. }
  27450. // create the circles
  27451. for ( i = 0; i <= circles; i ++ ) {
  27452. color = ( i & 1 ) ? color1 : color2;
  27453. r = radius - ( radius / circles * i );
  27454. for ( j = 0; j < divisions; j ++ ) {
  27455. // first vertex
  27456. v = ( j / divisions ) * ( Math.PI * 2 );
  27457. x = Math.sin( v ) * r;
  27458. z = Math.cos( v ) * r;
  27459. vertices.push( x, 0, z );
  27460. colors.push( color.r, color.g, color.b );
  27461. // second vertex
  27462. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27463. x = Math.sin( v ) * r;
  27464. z = Math.cos( v ) * r;
  27465. vertices.push( x, 0, z );
  27466. colors.push( color.r, color.g, color.b );
  27467. }
  27468. }
  27469. var geometry = new BufferGeometry();
  27470. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27471. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27472. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27473. LineSegments.call( this, geometry, material );
  27474. }
  27475. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27476. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27477. /**
  27478. * @author Mugen87 / http://github.com/Mugen87
  27479. */
  27480. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27481. this.audio = audio;
  27482. this.range = range || 1;
  27483. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27484. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27485. var geometry = new BufferGeometry();
  27486. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27487. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27488. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27489. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27490. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27491. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27492. this.update();
  27493. }
  27494. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27495. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27496. PositionalAudioHelper.prototype.update = function () {
  27497. var audio = this.audio;
  27498. var range = this.range;
  27499. var divisionsInnerAngle = this.divisionsInnerAngle;
  27500. var divisionsOuterAngle = this.divisionsOuterAngle;
  27501. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27502. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27503. var halfConeInnerAngle = coneInnerAngle / 2;
  27504. var halfConeOuterAngle = coneOuterAngle / 2;
  27505. var start = 0;
  27506. var count = 0;
  27507. var i, stride;
  27508. var geometry = this.geometry;
  27509. var positionAttribute = geometry.attributes.position;
  27510. geometry.clearGroups();
  27511. //
  27512. function generateSegment( from, to, divisions, materialIndex ) {
  27513. var step = ( to - from ) / divisions;
  27514. positionAttribute.setXYZ( start, 0, 0, 0 );
  27515. count ++;
  27516. for ( i = from; i < to; i += step ) {
  27517. stride = start + count;
  27518. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27519. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27520. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27521. count += 3;
  27522. }
  27523. geometry.addGroup( start, count, materialIndex );
  27524. start += count;
  27525. count = 0;
  27526. }
  27527. //
  27528. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27529. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27530. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27531. //
  27532. positionAttribute.needsUpdate = true;
  27533. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  27534. };
  27535. PositionalAudioHelper.prototype.dispose = function () {
  27536. this.geometry.dispose();
  27537. this.material[ 0 ].dispose();
  27538. this.material[ 1 ].dispose();
  27539. };
  27540. /**
  27541. * @author mrdoob / http://mrdoob.com/
  27542. * @author WestLangley / http://github.com/WestLangley
  27543. */
  27544. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27545. // FaceNormalsHelper only supports THREE.Geometry
  27546. this.object = object;
  27547. this.size = ( size !== undefined ) ? size : 1;
  27548. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27549. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27550. //
  27551. var nNormals = 0;
  27552. var objGeometry = this.object.geometry;
  27553. if ( objGeometry && objGeometry.isGeometry ) {
  27554. nNormals = objGeometry.faces.length;
  27555. } else {
  27556. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27557. }
  27558. //
  27559. var geometry = new BufferGeometry();
  27560. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27561. geometry.addAttribute( 'position', positions );
  27562. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27563. //
  27564. this.matrixAutoUpdate = false;
  27565. this.update();
  27566. }
  27567. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27568. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27569. FaceNormalsHelper.prototype.update = ( function () {
  27570. var v1 = new Vector3();
  27571. var v2 = new Vector3();
  27572. var normalMatrix = new Matrix3();
  27573. return function update() {
  27574. this.object.updateMatrixWorld( true );
  27575. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  27576. var matrixWorld = this.object.matrixWorld;
  27577. var position = this.geometry.attributes.position;
  27578. //
  27579. var objGeometry = this.object.geometry;
  27580. var vertices = objGeometry.vertices;
  27581. var faces = objGeometry.faces;
  27582. var idx = 0;
  27583. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27584. var face = faces[ i ];
  27585. var normal = face.normal;
  27586. v1.copy( vertices[ face.a ] )
  27587. .add( vertices[ face.b ] )
  27588. .add( vertices[ face.c ] )
  27589. .divideScalar( 3 )
  27590. .applyMatrix4( matrixWorld );
  27591. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  27592. position.setXYZ( idx, v1.x, v1.y, v1.z );
  27593. idx = idx + 1;
  27594. position.setXYZ( idx, v2.x, v2.y, v2.z );
  27595. idx = idx + 1;
  27596. }
  27597. position.needsUpdate = true;
  27598. };
  27599. }() );
  27600. /**
  27601. * @author alteredq / http://alteredqualia.com/
  27602. * @author mrdoob / http://mrdoob.com/
  27603. * @author WestLangley / http://github.com/WestLangley
  27604. */
  27605. function DirectionalLightHelper( light, size, color ) {
  27606. Object3D.call( this );
  27607. this.light = light;
  27608. this.light.updateMatrixWorld();
  27609. this.matrix = light.matrixWorld;
  27610. this.matrixAutoUpdate = false;
  27611. this.color = color;
  27612. if ( size === undefined ) size = 1;
  27613. var geometry = new BufferGeometry();
  27614. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27615. - size, size, 0,
  27616. size, size, 0,
  27617. size, - size, 0,
  27618. - size, - size, 0,
  27619. - size, size, 0
  27620. ], 3 ) );
  27621. var material = new LineBasicMaterial( { fog: false } );
  27622. this.lightPlane = new Line( geometry, material );
  27623. this.add( this.lightPlane );
  27624. geometry = new BufferGeometry();
  27625. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27626. this.targetLine = new Line( geometry, material );
  27627. this.add( this.targetLine );
  27628. this.update();
  27629. }
  27630. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27631. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27632. DirectionalLightHelper.prototype.dispose = function () {
  27633. this.lightPlane.geometry.dispose();
  27634. this.lightPlane.material.dispose();
  27635. this.targetLine.geometry.dispose();
  27636. this.targetLine.material.dispose();
  27637. };
  27638. DirectionalLightHelper.prototype.update = function () {
  27639. var v1 = new Vector3();
  27640. var v2 = new Vector3();
  27641. var v3 = new Vector3();
  27642. return function update() {
  27643. v1.setFromMatrixPosition( this.light.matrixWorld );
  27644. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  27645. v3.subVectors( v2, v1 );
  27646. this.lightPlane.lookAt( v2 );
  27647. if ( this.color !== undefined ) {
  27648. this.lightPlane.material.color.set( this.color );
  27649. this.targetLine.material.color.set( this.color );
  27650. } else {
  27651. this.lightPlane.material.color.copy( this.light.color );
  27652. this.targetLine.material.color.copy( this.light.color );
  27653. }
  27654. this.targetLine.lookAt( v2 );
  27655. this.targetLine.scale.z = v3.length();
  27656. };
  27657. }();
  27658. /**
  27659. * @author alteredq / http://alteredqualia.com/
  27660. * @author Mugen87 / https://github.com/Mugen87
  27661. *
  27662. * - shows frustum, line of sight and up of the camera
  27663. * - suitable for fast updates
  27664. * - based on frustum visualization in lightgl.js shadowmap example
  27665. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27666. */
  27667. function CameraHelper( camera ) {
  27668. var geometry = new BufferGeometry();
  27669. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27670. var vertices = [];
  27671. var colors = [];
  27672. var pointMap = {};
  27673. // colors
  27674. var colorFrustum = new Color( 0xffaa00 );
  27675. var colorCone = new Color( 0xff0000 );
  27676. var colorUp = new Color( 0x00aaff );
  27677. var colorTarget = new Color( 0xffffff );
  27678. var colorCross = new Color( 0x333333 );
  27679. // near
  27680. addLine( 'n1', 'n2', colorFrustum );
  27681. addLine( 'n2', 'n4', colorFrustum );
  27682. addLine( 'n4', 'n3', colorFrustum );
  27683. addLine( 'n3', 'n1', colorFrustum );
  27684. // far
  27685. addLine( 'f1', 'f2', colorFrustum );
  27686. addLine( 'f2', 'f4', colorFrustum );
  27687. addLine( 'f4', 'f3', colorFrustum );
  27688. addLine( 'f3', 'f1', colorFrustum );
  27689. // sides
  27690. addLine( 'n1', 'f1', colorFrustum );
  27691. addLine( 'n2', 'f2', colorFrustum );
  27692. addLine( 'n3', 'f3', colorFrustum );
  27693. addLine( 'n4', 'f4', colorFrustum );
  27694. // cone
  27695. addLine( 'p', 'n1', colorCone );
  27696. addLine( 'p', 'n2', colorCone );
  27697. addLine( 'p', 'n3', colorCone );
  27698. addLine( 'p', 'n4', colorCone );
  27699. // up
  27700. addLine( 'u1', 'u2', colorUp );
  27701. addLine( 'u2', 'u3', colorUp );
  27702. addLine( 'u3', 'u1', colorUp );
  27703. // target
  27704. addLine( 'c', 't', colorTarget );
  27705. addLine( 'p', 'c', colorCross );
  27706. // cross
  27707. addLine( 'cn1', 'cn2', colorCross );
  27708. addLine( 'cn3', 'cn4', colorCross );
  27709. addLine( 'cf1', 'cf2', colorCross );
  27710. addLine( 'cf3', 'cf4', colorCross );
  27711. function addLine( a, b, color ) {
  27712. addPoint( a, color );
  27713. addPoint( b, color );
  27714. }
  27715. function addPoint( id, color ) {
  27716. vertices.push( 0, 0, 0 );
  27717. colors.push( color.r, color.g, color.b );
  27718. if ( pointMap[ id ] === undefined ) {
  27719. pointMap[ id ] = [];
  27720. }
  27721. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27722. }
  27723. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27724. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27725. LineSegments.call( this, geometry, material );
  27726. this.camera = camera;
  27727. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27728. this.matrix = camera.matrixWorld;
  27729. this.matrixAutoUpdate = false;
  27730. this.pointMap = pointMap;
  27731. this.update();
  27732. }
  27733. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27734. CameraHelper.prototype.constructor = CameraHelper;
  27735. CameraHelper.prototype.update = function () {
  27736. var geometry, pointMap;
  27737. var vector = new Vector3();
  27738. var camera = new Camera();
  27739. function setPoint( point, x, y, z ) {
  27740. vector.set( x, y, z ).unproject( camera );
  27741. var points = pointMap[ point ];
  27742. if ( points !== undefined ) {
  27743. var position = geometry.getAttribute( 'position' );
  27744. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27745. position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
  27746. }
  27747. }
  27748. }
  27749. return function update() {
  27750. geometry = this.geometry;
  27751. pointMap = this.pointMap;
  27752. var w = 1, h = 1;
  27753. // we need just camera projection matrix inverse
  27754. // world matrix must be identity
  27755. camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27756. // center / target
  27757. setPoint( 'c', 0, 0, - 1 );
  27758. setPoint( 't', 0, 0, 1 );
  27759. // near
  27760. setPoint( 'n1', - w, - h, - 1 );
  27761. setPoint( 'n2', w, - h, - 1 );
  27762. setPoint( 'n3', - w, h, - 1 );
  27763. setPoint( 'n4', w, h, - 1 );
  27764. // far
  27765. setPoint( 'f1', - w, - h, 1 );
  27766. setPoint( 'f2', w, - h, 1 );
  27767. setPoint( 'f3', - w, h, 1 );
  27768. setPoint( 'f4', w, h, 1 );
  27769. // up
  27770. setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
  27771. setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
  27772. setPoint( 'u3', 0, h * 2, - 1 );
  27773. // cross
  27774. setPoint( 'cf1', - w, 0, 1 );
  27775. setPoint( 'cf2', w, 0, 1 );
  27776. setPoint( 'cf3', 0, - h, 1 );
  27777. setPoint( 'cf4', 0, h, 1 );
  27778. setPoint( 'cn1', - w, 0, - 1 );
  27779. setPoint( 'cn2', w, 0, - 1 );
  27780. setPoint( 'cn3', 0, - h, - 1 );
  27781. setPoint( 'cn4', 0, h, - 1 );
  27782. geometry.getAttribute( 'position' ).needsUpdate = true;
  27783. };
  27784. }();
  27785. /**
  27786. * @author mrdoob / http://mrdoob.com/
  27787. * @author Mugen87 / http://github.com/Mugen87
  27788. */
  27789. function BoxHelper( object, color ) {
  27790. this.object = object;
  27791. if ( color === undefined ) color = 0xffff00;
  27792. 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 ] );
  27793. var positions = new Float32Array( 8 * 3 );
  27794. var geometry = new BufferGeometry();
  27795. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27796. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27797. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27798. this.matrixAutoUpdate = false;
  27799. this.update();
  27800. }
  27801. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27802. BoxHelper.prototype.constructor = BoxHelper;
  27803. BoxHelper.prototype.update = ( function () {
  27804. var box = new Box3();
  27805. return function update( object ) {
  27806. if ( object !== undefined ) {
  27807. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27808. }
  27809. if ( this.object !== undefined ) {
  27810. box.setFromObject( this.object );
  27811. }
  27812. if ( box.isEmpty() ) return;
  27813. var min = box.min;
  27814. var max = box.max;
  27815. /*
  27816. 5____4
  27817. 1/___0/|
  27818. | 6__|_7
  27819. 2/___3/
  27820. 0: max.x, max.y, max.z
  27821. 1: min.x, max.y, max.z
  27822. 2: min.x, min.y, max.z
  27823. 3: max.x, min.y, max.z
  27824. 4: max.x, max.y, min.z
  27825. 5: min.x, max.y, min.z
  27826. 6: min.x, min.y, min.z
  27827. 7: max.x, min.y, min.z
  27828. */
  27829. var position = this.geometry.attributes.position;
  27830. var array = position.array;
  27831. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27832. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27833. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27834. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27835. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27836. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27837. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27838. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27839. position.needsUpdate = true;
  27840. this.geometry.computeBoundingSphere();
  27841. };
  27842. } )();
  27843. BoxHelper.prototype.setFromObject = function ( object ) {
  27844. this.object = object;
  27845. this.update();
  27846. return this;
  27847. };
  27848. BoxHelper.prototype.copy = function ( source ) {
  27849. LineSegments.prototype.copy.call( this, source );
  27850. this.object = source.object;
  27851. return this;
  27852. };
  27853. BoxHelper.prototype.clone = function () {
  27854. return new this.constructor().copy( this );
  27855. };
  27856. /**
  27857. * @author WestLangley / http://github.com/WestLangley
  27858. */
  27859. function Box3Helper( box, color ) {
  27860. this.type = 'Box3Helper';
  27861. this.box = box;
  27862. color = color || 0xffff00;
  27863. 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 ] );
  27864. 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 ];
  27865. var geometry = new BufferGeometry();
  27866. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27867. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27868. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27869. this.geometry.computeBoundingSphere();
  27870. }
  27871. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27872. Box3Helper.prototype.constructor = Box3Helper;
  27873. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27874. var box = this.box;
  27875. if ( box.isEmpty() ) return;
  27876. box.getCenter( this.position );
  27877. box.getSize( this.scale );
  27878. this.scale.multiplyScalar( 0.5 );
  27879. Object3D.prototype.updateMatrixWorld.call( this, force );
  27880. };
  27881. /**
  27882. * @author WestLangley / http://github.com/WestLangley
  27883. */
  27884. function PlaneHelper( plane, size, hex ) {
  27885. this.type = 'PlaneHelper';
  27886. this.plane = plane;
  27887. this.size = ( size === undefined ) ? 1 : size;
  27888. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27889. 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 ];
  27890. var geometry = new BufferGeometry();
  27891. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27892. geometry.computeBoundingSphere();
  27893. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27894. //
  27895. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27896. var geometry2 = new BufferGeometry();
  27897. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27898. geometry2.computeBoundingSphere();
  27899. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27900. }
  27901. PlaneHelper.prototype = Object.create( Line.prototype );
  27902. PlaneHelper.prototype.constructor = PlaneHelper;
  27903. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27904. var scale = - this.plane.constant;
  27905. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27906. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27907. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27908. this.lookAt( this.plane.normal );
  27909. Object3D.prototype.updateMatrixWorld.call( this, force );
  27910. };
  27911. /**
  27912. * @author WestLangley / http://github.com/WestLangley
  27913. * @author zz85 / http://github.com/zz85
  27914. * @author bhouston / http://clara.io
  27915. *
  27916. * Creates an arrow for visualizing directions
  27917. *
  27918. * Parameters:
  27919. * dir - Vector3
  27920. * origin - Vector3
  27921. * length - Number
  27922. * color - color in hex value
  27923. * headLength - Number
  27924. * headWidth - Number
  27925. */
  27926. var lineGeometry, coneGeometry;
  27927. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27928. // dir is assumed to be normalized
  27929. Object3D.call( this );
  27930. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  27931. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  27932. if ( length === undefined ) length = 1;
  27933. if ( color === undefined ) color = 0xffff00;
  27934. if ( headLength === undefined ) headLength = 0.2 * length;
  27935. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27936. if ( lineGeometry === undefined ) {
  27937. lineGeometry = new BufferGeometry();
  27938. lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  27939. coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  27940. coneGeometry.translate( 0, - 0.5, 0 );
  27941. }
  27942. this.position.copy( origin );
  27943. this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
  27944. this.line.matrixAutoUpdate = false;
  27945. this.add( this.line );
  27946. this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
  27947. this.cone.matrixAutoUpdate = false;
  27948. this.add( this.cone );
  27949. this.setDirection( dir );
  27950. this.setLength( length, headLength, headWidth );
  27951. }
  27952. ArrowHelper.prototype = Object.create( Object3D.prototype );
  27953. ArrowHelper.prototype.constructor = ArrowHelper;
  27954. ArrowHelper.prototype.setDirection = ( function () {
  27955. var axis = new Vector3();
  27956. var radians;
  27957. return function setDirection( dir ) {
  27958. // dir is assumed to be normalized
  27959. if ( dir.y > 0.99999 ) {
  27960. this.quaternion.set( 0, 0, 0, 1 );
  27961. } else if ( dir.y < - 0.99999 ) {
  27962. this.quaternion.set( 1, 0, 0, 0 );
  27963. } else {
  27964. axis.set( dir.z, 0, - dir.x ).normalize();
  27965. radians = Math.acos( dir.y );
  27966. this.quaternion.setFromAxisAngle( axis, radians );
  27967. }
  27968. };
  27969. }() );
  27970. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  27971. if ( headLength === undefined ) headLength = 0.2 * length;
  27972. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27973. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  27974. this.line.updateMatrix();
  27975. this.cone.scale.set( headWidth, headLength, headWidth );
  27976. this.cone.position.y = length;
  27977. this.cone.updateMatrix();
  27978. };
  27979. ArrowHelper.prototype.setColor = function ( color ) {
  27980. this.line.material.color.set( color );
  27981. this.cone.material.color.set( color );
  27982. };
  27983. ArrowHelper.prototype.copy = function ( source ) {
  27984. Object3D.prototype.copy.call( this, source, false );
  27985. this.line.copy( source.line );
  27986. this.cone.copy( source.cone );
  27987. return this;
  27988. };
  27989. ArrowHelper.prototype.clone = function () {
  27990. return new this.constructor().copy( this );
  27991. };
  27992. /**
  27993. * @author sroucheray / http://sroucheray.org/
  27994. * @author mrdoob / http://mrdoob.com/
  27995. */
  27996. function AxesHelper( size ) {
  27997. size = size || 1;
  27998. var vertices = [
  27999. 0, 0, 0, size, 0, 0,
  28000. 0, 0, 0, 0, size, 0,
  28001. 0, 0, 0, 0, 0, size
  28002. ];
  28003. var colors = [
  28004. 1, 0, 0, 1, 0.6, 0,
  28005. 0, 1, 0, 0.6, 1, 0,
  28006. 0, 0, 1, 0, 0.6, 1
  28007. ];
  28008. var geometry = new BufferGeometry();
  28009. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28010. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28011. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28012. LineSegments.call( this, geometry, material );
  28013. }
  28014. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28015. AxesHelper.prototype.constructor = AxesHelper;
  28016. /**
  28017. * @author mrdoob / http://mrdoob.com/
  28018. */
  28019. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28020. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28021. return new Face3( a, b, c, normal, color, materialIndex );
  28022. }
  28023. var LineStrip = 0;
  28024. var LinePieces = 1;
  28025. function MeshFaceMaterial( materials ) {
  28026. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28027. return materials;
  28028. }
  28029. function MultiMaterial( materials ) {
  28030. if ( materials === undefined ) materials = [];
  28031. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28032. materials.isMultiMaterial = true;
  28033. materials.materials = materials;
  28034. materials.clone = function () {
  28035. return materials.slice();
  28036. };
  28037. return materials;
  28038. }
  28039. function PointCloud( geometry, material ) {
  28040. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28041. return new Points( geometry, material );
  28042. }
  28043. function Particle( material ) {
  28044. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28045. return new Sprite( material );
  28046. }
  28047. function ParticleSystem( geometry, material ) {
  28048. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28049. return new Points( geometry, material );
  28050. }
  28051. function PointCloudMaterial( parameters ) {
  28052. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28053. return new PointsMaterial( parameters );
  28054. }
  28055. function ParticleBasicMaterial( parameters ) {
  28056. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28057. return new PointsMaterial( parameters );
  28058. }
  28059. function ParticleSystemMaterial( parameters ) {
  28060. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28061. return new PointsMaterial( parameters );
  28062. }
  28063. function Vertex( x, y, z ) {
  28064. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28065. return new Vector3( x, y, z );
  28066. }
  28067. //
  28068. function DynamicBufferAttribute( array, itemSize ) {
  28069. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28070. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28071. }
  28072. function Int8Attribute( array, itemSize ) {
  28073. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28074. return new Int8BufferAttribute( array, itemSize );
  28075. }
  28076. function Uint8Attribute( array, itemSize ) {
  28077. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28078. return new Uint8BufferAttribute( array, itemSize );
  28079. }
  28080. function Uint8ClampedAttribute( array, itemSize ) {
  28081. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28082. return new Uint8ClampedBufferAttribute( array, itemSize );
  28083. }
  28084. function Int16Attribute( array, itemSize ) {
  28085. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28086. return new Int16BufferAttribute( array, itemSize );
  28087. }
  28088. function Uint16Attribute( array, itemSize ) {
  28089. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28090. return new Uint16BufferAttribute( array, itemSize );
  28091. }
  28092. function Int32Attribute( array, itemSize ) {
  28093. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28094. return new Int32BufferAttribute( array, itemSize );
  28095. }
  28096. function Uint32Attribute( array, itemSize ) {
  28097. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28098. return new Uint32BufferAttribute( array, itemSize );
  28099. }
  28100. function Float32Attribute( array, itemSize ) {
  28101. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28102. return new Float32BufferAttribute( array, itemSize );
  28103. }
  28104. function Float64Attribute( array, itemSize ) {
  28105. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28106. return new Float64BufferAttribute( array, itemSize );
  28107. }
  28108. //
  28109. Curve.create = function ( construct, getPoint ) {
  28110. console.log( 'THREE.Curve.create() has been deprecated' );
  28111. construct.prototype = Object.create( Curve.prototype );
  28112. construct.prototype.constructor = construct;
  28113. construct.prototype.getPoint = getPoint;
  28114. return construct;
  28115. };
  28116. //
  28117. Object.assign( CurvePath.prototype, {
  28118. createPointsGeometry: function ( divisions ) {
  28119. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28120. // generate geometry from path points (for Line or Points objects)
  28121. var pts = this.getPoints( divisions );
  28122. return this.createGeometry( pts );
  28123. },
  28124. createSpacedPointsGeometry: function ( divisions ) {
  28125. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28126. // generate geometry from equidistant sampling along the path
  28127. var pts = this.getSpacedPoints( divisions );
  28128. return this.createGeometry( pts );
  28129. },
  28130. createGeometry: function ( points ) {
  28131. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28132. var geometry = new Geometry();
  28133. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28134. var point = points[ i ];
  28135. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28136. }
  28137. return geometry;
  28138. }
  28139. } );
  28140. //
  28141. Object.assign( Path.prototype, {
  28142. fromPoints: function ( points ) {
  28143. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28144. this.setFromPoints( points );
  28145. }
  28146. } );
  28147. //
  28148. function ClosedSplineCurve3( points ) {
  28149. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28150. CatmullRomCurve3.call( this, points );
  28151. this.type = 'catmullrom';
  28152. this.closed = true;
  28153. }
  28154. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28155. //
  28156. function SplineCurve3( points ) {
  28157. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28158. CatmullRomCurve3.call( this, points );
  28159. this.type = 'catmullrom';
  28160. }
  28161. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28162. //
  28163. function Spline( points ) {
  28164. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28165. CatmullRomCurve3.call( this, points );
  28166. this.type = 'catmullrom';
  28167. }
  28168. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28169. Object.assign( Spline.prototype, {
  28170. initFromArray: function ( /* a */ ) {
  28171. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28172. },
  28173. getControlPointsArray: function ( /* optionalTarget */ ) {
  28174. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28175. },
  28176. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28177. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28178. }
  28179. } );
  28180. //
  28181. function AxisHelper( size ) {
  28182. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28183. return new AxesHelper( size );
  28184. }
  28185. function BoundingBoxHelper( object, color ) {
  28186. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28187. return new BoxHelper( object, color );
  28188. }
  28189. function EdgesHelper( object, hex ) {
  28190. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28191. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28192. }
  28193. GridHelper.prototype.setColors = function () {
  28194. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28195. };
  28196. SkeletonHelper.prototype.update = function () {
  28197. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28198. };
  28199. function WireframeHelper( object, hex ) {
  28200. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28201. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28202. }
  28203. //
  28204. Object.assign( Loader.prototype, {
  28205. extractUrlBase: function ( url ) {
  28206. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28207. return LoaderUtils.extractUrlBase( url );
  28208. }
  28209. } );
  28210. function XHRLoader( manager ) {
  28211. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28212. return new FileLoader( manager );
  28213. }
  28214. function BinaryTextureLoader( manager ) {
  28215. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28216. return new DataTextureLoader( manager );
  28217. }
  28218. Object.assign( ObjectLoader.prototype, {
  28219. setTexturePath: function ( value ) {
  28220. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28221. return this.setResourcePath( value );
  28222. }
  28223. } );
  28224. //
  28225. Object.assign( Box2.prototype, {
  28226. center: function ( optionalTarget ) {
  28227. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28228. return this.getCenter( optionalTarget );
  28229. },
  28230. empty: function () {
  28231. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28232. return this.isEmpty();
  28233. },
  28234. isIntersectionBox: function ( box ) {
  28235. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28236. return this.intersectsBox( box );
  28237. },
  28238. size: function ( optionalTarget ) {
  28239. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28240. return this.getSize( optionalTarget );
  28241. }
  28242. } );
  28243. Object.assign( Box3.prototype, {
  28244. center: function ( optionalTarget ) {
  28245. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28246. return this.getCenter( optionalTarget );
  28247. },
  28248. empty: function () {
  28249. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28250. return this.isEmpty();
  28251. },
  28252. isIntersectionBox: function ( box ) {
  28253. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28254. return this.intersectsBox( box );
  28255. },
  28256. isIntersectionSphere: function ( sphere ) {
  28257. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28258. return this.intersectsSphere( sphere );
  28259. },
  28260. size: function ( optionalTarget ) {
  28261. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28262. return this.getSize( optionalTarget );
  28263. }
  28264. } );
  28265. Line3.prototype.center = function ( optionalTarget ) {
  28266. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28267. return this.getCenter( optionalTarget );
  28268. };
  28269. Object.assign( _Math, {
  28270. random16: function () {
  28271. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28272. return Math.random();
  28273. },
  28274. nearestPowerOfTwo: function ( value ) {
  28275. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28276. return _Math.floorPowerOfTwo( value );
  28277. },
  28278. nextPowerOfTwo: function ( value ) {
  28279. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28280. return _Math.ceilPowerOfTwo( value );
  28281. }
  28282. } );
  28283. Object.assign( Matrix3.prototype, {
  28284. flattenToArrayOffset: function ( array, offset ) {
  28285. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28286. return this.toArray( array, offset );
  28287. },
  28288. multiplyVector3: function ( vector ) {
  28289. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28290. return vector.applyMatrix3( this );
  28291. },
  28292. multiplyVector3Array: function ( /* a */ ) {
  28293. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28294. },
  28295. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28296. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28297. return this.applyToBufferAttribute( buffer );
  28298. },
  28299. applyToVector3Array: function ( /* array, offset, length */ ) {
  28300. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28301. }
  28302. } );
  28303. Object.assign( Matrix4.prototype, {
  28304. extractPosition: function ( m ) {
  28305. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28306. return this.copyPosition( m );
  28307. },
  28308. flattenToArrayOffset: function ( array, offset ) {
  28309. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28310. return this.toArray( array, offset );
  28311. },
  28312. getPosition: function () {
  28313. var v1;
  28314. return function getPosition() {
  28315. if ( v1 === undefined ) v1 = new Vector3();
  28316. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28317. return v1.setFromMatrixColumn( this, 3 );
  28318. };
  28319. }(),
  28320. setRotationFromQuaternion: function ( q ) {
  28321. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28322. return this.makeRotationFromQuaternion( q );
  28323. },
  28324. multiplyToArray: function () {
  28325. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28326. },
  28327. multiplyVector3: function ( vector ) {
  28328. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28329. return vector.applyMatrix4( this );
  28330. },
  28331. multiplyVector4: function ( vector ) {
  28332. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28333. return vector.applyMatrix4( this );
  28334. },
  28335. multiplyVector3Array: function ( /* a */ ) {
  28336. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28337. },
  28338. rotateAxis: function ( v ) {
  28339. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28340. v.transformDirection( this );
  28341. },
  28342. crossVector: function ( vector ) {
  28343. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28344. return vector.applyMatrix4( this );
  28345. },
  28346. translate: function () {
  28347. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28348. },
  28349. rotateX: function () {
  28350. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28351. },
  28352. rotateY: function () {
  28353. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28354. },
  28355. rotateZ: function () {
  28356. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28357. },
  28358. rotateByAxis: function () {
  28359. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28360. },
  28361. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28362. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28363. return this.applyToBufferAttribute( buffer );
  28364. },
  28365. applyToVector3Array: function ( /* array, offset, length */ ) {
  28366. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28367. },
  28368. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28369. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28370. return this.makePerspective( left, right, top, bottom, near, far );
  28371. }
  28372. } );
  28373. Plane.prototype.isIntersectionLine = function ( line ) {
  28374. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28375. return this.intersectsLine( line );
  28376. };
  28377. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28378. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28379. return vector.applyQuaternion( this );
  28380. };
  28381. Object.assign( Ray.prototype, {
  28382. isIntersectionBox: function ( box ) {
  28383. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28384. return this.intersectsBox( box );
  28385. },
  28386. isIntersectionPlane: function ( plane ) {
  28387. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28388. return this.intersectsPlane( plane );
  28389. },
  28390. isIntersectionSphere: function ( sphere ) {
  28391. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28392. return this.intersectsSphere( sphere );
  28393. }
  28394. } );
  28395. Object.assign( Triangle.prototype, {
  28396. area: function () {
  28397. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28398. return this.getArea();
  28399. },
  28400. barycoordFromPoint: function ( point, target ) {
  28401. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28402. return this.getBarycoord( point, target );
  28403. },
  28404. midpoint: function ( target ) {
  28405. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28406. return this.getMidpoint( target );
  28407. },
  28408. normal: function ( target ) {
  28409. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28410. return this.getNormal( target );
  28411. },
  28412. plane: function ( target ) {
  28413. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28414. return this.getPlane( target );
  28415. }
  28416. } );
  28417. Object.assign( Triangle, {
  28418. barycoordFromPoint: function ( point, a, b, c, target ) {
  28419. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28420. return Triangle.getBarycoord( point, a, b, c, target );
  28421. },
  28422. normal: function ( a, b, c, target ) {
  28423. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28424. return Triangle.getNormal( a, b, c, target );
  28425. }
  28426. } );
  28427. Object.assign( Shape.prototype, {
  28428. extractAllPoints: function ( divisions ) {
  28429. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28430. return this.extractPoints( divisions );
  28431. },
  28432. extrude: function ( options ) {
  28433. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28434. return new ExtrudeGeometry( this, options );
  28435. },
  28436. makeGeometry: function ( options ) {
  28437. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28438. return new ShapeGeometry( this, options );
  28439. }
  28440. } );
  28441. Object.assign( Vector2.prototype, {
  28442. fromAttribute: function ( attribute, index, offset ) {
  28443. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28444. return this.fromBufferAttribute( attribute, index, offset );
  28445. },
  28446. distanceToManhattan: function ( v ) {
  28447. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28448. return this.manhattanDistanceTo( v );
  28449. },
  28450. lengthManhattan: function () {
  28451. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28452. return this.manhattanLength();
  28453. }
  28454. } );
  28455. Object.assign( Vector3.prototype, {
  28456. setEulerFromRotationMatrix: function () {
  28457. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28458. },
  28459. setEulerFromQuaternion: function () {
  28460. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28461. },
  28462. getPositionFromMatrix: function ( m ) {
  28463. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28464. return this.setFromMatrixPosition( m );
  28465. },
  28466. getScaleFromMatrix: function ( m ) {
  28467. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28468. return this.setFromMatrixScale( m );
  28469. },
  28470. getColumnFromMatrix: function ( index, matrix ) {
  28471. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28472. return this.setFromMatrixColumn( matrix, index );
  28473. },
  28474. applyProjection: function ( m ) {
  28475. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28476. return this.applyMatrix4( m );
  28477. },
  28478. fromAttribute: function ( attribute, index, offset ) {
  28479. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28480. return this.fromBufferAttribute( attribute, index, offset );
  28481. },
  28482. distanceToManhattan: function ( v ) {
  28483. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28484. return this.manhattanDistanceTo( v );
  28485. },
  28486. lengthManhattan: function () {
  28487. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28488. return this.manhattanLength();
  28489. }
  28490. } );
  28491. Object.assign( Vector4.prototype, {
  28492. fromAttribute: function ( attribute, index, offset ) {
  28493. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28494. return this.fromBufferAttribute( attribute, index, offset );
  28495. },
  28496. lengthManhattan: function () {
  28497. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28498. return this.manhattanLength();
  28499. }
  28500. } );
  28501. //
  28502. Object.assign( Geometry.prototype, {
  28503. computeTangents: function () {
  28504. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28505. },
  28506. computeLineDistances: function () {
  28507. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28508. }
  28509. } );
  28510. Object.assign( Object3D.prototype, {
  28511. getChildByName: function ( name ) {
  28512. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28513. return this.getObjectByName( name );
  28514. },
  28515. renderDepth: function () {
  28516. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28517. },
  28518. translate: function ( distance, axis ) {
  28519. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28520. return this.translateOnAxis( axis, distance );
  28521. },
  28522. getWorldRotation: function () {
  28523. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28524. }
  28525. } );
  28526. Object.defineProperties( Object3D.prototype, {
  28527. eulerOrder: {
  28528. get: function () {
  28529. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28530. return this.rotation.order;
  28531. },
  28532. set: function ( value ) {
  28533. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28534. this.rotation.order = value;
  28535. }
  28536. },
  28537. useQuaternion: {
  28538. get: function () {
  28539. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28540. },
  28541. set: function () {
  28542. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28543. }
  28544. }
  28545. } );
  28546. Object.defineProperties( LOD.prototype, {
  28547. objects: {
  28548. get: function () {
  28549. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28550. return this.levels;
  28551. }
  28552. }
  28553. } );
  28554. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28555. get: function () {
  28556. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28557. },
  28558. set: function () {
  28559. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28560. }
  28561. } );
  28562. SkinnedMesh.prototype.initBones = function () {
  28563. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28564. };
  28565. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28566. get: function () {
  28567. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28568. return this.arcLengthDivisions;
  28569. },
  28570. set: function ( value ) {
  28571. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28572. this.arcLengthDivisions = value;
  28573. }
  28574. } );
  28575. //
  28576. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28577. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28578. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28579. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28580. this.setFocalLength( focalLength );
  28581. };
  28582. //
  28583. Object.defineProperties( Light.prototype, {
  28584. onlyShadow: {
  28585. set: function () {
  28586. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28587. }
  28588. },
  28589. shadowCameraFov: {
  28590. set: function ( value ) {
  28591. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28592. this.shadow.camera.fov = value;
  28593. }
  28594. },
  28595. shadowCameraLeft: {
  28596. set: function ( value ) {
  28597. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28598. this.shadow.camera.left = value;
  28599. }
  28600. },
  28601. shadowCameraRight: {
  28602. set: function ( value ) {
  28603. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28604. this.shadow.camera.right = value;
  28605. }
  28606. },
  28607. shadowCameraTop: {
  28608. set: function ( value ) {
  28609. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28610. this.shadow.camera.top = value;
  28611. }
  28612. },
  28613. shadowCameraBottom: {
  28614. set: function ( value ) {
  28615. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28616. this.shadow.camera.bottom = value;
  28617. }
  28618. },
  28619. shadowCameraNear: {
  28620. set: function ( value ) {
  28621. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28622. this.shadow.camera.near = value;
  28623. }
  28624. },
  28625. shadowCameraFar: {
  28626. set: function ( value ) {
  28627. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28628. this.shadow.camera.far = value;
  28629. }
  28630. },
  28631. shadowCameraVisible: {
  28632. set: function () {
  28633. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28634. }
  28635. },
  28636. shadowBias: {
  28637. set: function ( value ) {
  28638. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28639. this.shadow.bias = value;
  28640. }
  28641. },
  28642. shadowDarkness: {
  28643. set: function () {
  28644. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28645. }
  28646. },
  28647. shadowMapWidth: {
  28648. set: function ( value ) {
  28649. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28650. this.shadow.mapSize.width = value;
  28651. }
  28652. },
  28653. shadowMapHeight: {
  28654. set: function ( value ) {
  28655. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28656. this.shadow.mapSize.height = value;
  28657. }
  28658. }
  28659. } );
  28660. //
  28661. Object.defineProperties( BufferAttribute.prototype, {
  28662. length: {
  28663. get: function () {
  28664. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28665. return this.array.length;
  28666. }
  28667. },
  28668. copyIndicesArray: function ( /* indices */ ) {
  28669. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28670. }
  28671. } );
  28672. Object.assign( BufferGeometry.prototype, {
  28673. addIndex: function ( index ) {
  28674. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28675. this.setIndex( index );
  28676. },
  28677. addDrawCall: function ( start, count, indexOffset ) {
  28678. if ( indexOffset !== undefined ) {
  28679. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28680. }
  28681. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28682. this.addGroup( start, count );
  28683. },
  28684. clearDrawCalls: function () {
  28685. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28686. this.clearGroups();
  28687. },
  28688. computeTangents: function () {
  28689. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28690. },
  28691. computeOffsets: function () {
  28692. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28693. }
  28694. } );
  28695. Object.defineProperties( BufferGeometry.prototype, {
  28696. drawcalls: {
  28697. get: function () {
  28698. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28699. return this.groups;
  28700. }
  28701. },
  28702. offsets: {
  28703. get: function () {
  28704. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28705. return this.groups;
  28706. }
  28707. }
  28708. } );
  28709. //
  28710. Object.assign( ExtrudeBufferGeometry.prototype, {
  28711. getArrays: function () {
  28712. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28713. },
  28714. addShapeList: function () {
  28715. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28716. },
  28717. addShape: function () {
  28718. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28719. }
  28720. } );
  28721. //
  28722. Object.defineProperties( Uniform.prototype, {
  28723. dynamic: {
  28724. set: function () {
  28725. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28726. }
  28727. },
  28728. onUpdate: {
  28729. value: function () {
  28730. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28731. return this;
  28732. }
  28733. }
  28734. } );
  28735. //
  28736. Object.defineProperties( Material.prototype, {
  28737. wrapAround: {
  28738. get: function () {
  28739. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28740. },
  28741. set: function () {
  28742. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28743. }
  28744. },
  28745. overdraw: {
  28746. get: function () {
  28747. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28748. },
  28749. set: function () {
  28750. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28751. }
  28752. },
  28753. wrapRGB: {
  28754. get: function () {
  28755. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28756. return new Color();
  28757. }
  28758. },
  28759. shading: {
  28760. get: function () {
  28761. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28762. },
  28763. set: function ( value ) {
  28764. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28765. this.flatShading = ( value === FlatShading );
  28766. }
  28767. }
  28768. } );
  28769. Object.defineProperties( MeshPhongMaterial.prototype, {
  28770. metal: {
  28771. get: function () {
  28772. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28773. return false;
  28774. },
  28775. set: function () {
  28776. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28777. }
  28778. }
  28779. } );
  28780. Object.defineProperties( ShaderMaterial.prototype, {
  28781. derivatives: {
  28782. get: function () {
  28783. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28784. return this.extensions.derivatives;
  28785. },
  28786. set: function ( value ) {
  28787. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28788. this.extensions.derivatives = value;
  28789. }
  28790. }
  28791. } );
  28792. //
  28793. Object.assign( WebGLRenderer.prototype, {
  28794. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28795. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28796. this.setRenderTarget( renderTarget );
  28797. this.clear( color, depth, stencil );
  28798. },
  28799. animate: function ( callback ) {
  28800. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28801. this.setAnimationLoop( callback );
  28802. },
  28803. getCurrentRenderTarget: function () {
  28804. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28805. return this.getRenderTarget();
  28806. },
  28807. getMaxAnisotropy: function () {
  28808. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28809. return this.capabilities.getMaxAnisotropy();
  28810. },
  28811. getPrecision: function () {
  28812. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28813. return this.capabilities.precision;
  28814. },
  28815. resetGLState: function () {
  28816. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28817. return this.state.reset();
  28818. },
  28819. supportsFloatTextures: function () {
  28820. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28821. return this.extensions.get( 'OES_texture_float' );
  28822. },
  28823. supportsHalfFloatTextures: function () {
  28824. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28825. return this.extensions.get( 'OES_texture_half_float' );
  28826. },
  28827. supportsStandardDerivatives: function () {
  28828. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28829. return this.extensions.get( 'OES_standard_derivatives' );
  28830. },
  28831. supportsCompressedTextureS3TC: function () {
  28832. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28833. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28834. },
  28835. supportsCompressedTexturePVRTC: function () {
  28836. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28837. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28838. },
  28839. supportsBlendMinMax: function () {
  28840. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28841. return this.extensions.get( 'EXT_blend_minmax' );
  28842. },
  28843. supportsVertexTextures: function () {
  28844. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28845. return this.capabilities.vertexTextures;
  28846. },
  28847. supportsInstancedArrays: function () {
  28848. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28849. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28850. },
  28851. enableScissorTest: function ( boolean ) {
  28852. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28853. this.setScissorTest( boolean );
  28854. },
  28855. initMaterial: function () {
  28856. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28857. },
  28858. addPrePlugin: function () {
  28859. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28860. },
  28861. addPostPlugin: function () {
  28862. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28863. },
  28864. updateShadowMap: function () {
  28865. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28866. },
  28867. setFaceCulling: function () {
  28868. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28869. },
  28870. allocTextureUnit: function () {
  28871. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  28872. },
  28873. setTexture: function () {
  28874. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  28875. },
  28876. setTexture2D: function () {
  28877. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  28878. },
  28879. setTextureCube: function () {
  28880. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  28881. }
  28882. } );
  28883. Object.defineProperties( WebGLRenderer.prototype, {
  28884. shadowMapEnabled: {
  28885. get: function () {
  28886. return this.shadowMap.enabled;
  28887. },
  28888. set: function ( value ) {
  28889. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28890. this.shadowMap.enabled = value;
  28891. }
  28892. },
  28893. shadowMapType: {
  28894. get: function () {
  28895. return this.shadowMap.type;
  28896. },
  28897. set: function ( value ) {
  28898. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28899. this.shadowMap.type = value;
  28900. }
  28901. },
  28902. shadowMapCullFace: {
  28903. get: function () {
  28904. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28905. return undefined;
  28906. },
  28907. set: function ( /* value */ ) {
  28908. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28909. }
  28910. }
  28911. } );
  28912. Object.defineProperties( WebGLShadowMap.prototype, {
  28913. cullFace: {
  28914. get: function () {
  28915. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28916. return undefined;
  28917. },
  28918. set: function ( /* cullFace */ ) {
  28919. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28920. }
  28921. },
  28922. renderReverseSided: {
  28923. get: function () {
  28924. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28925. return undefined;
  28926. },
  28927. set: function () {
  28928. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28929. }
  28930. },
  28931. renderSingleSided: {
  28932. get: function () {
  28933. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28934. return undefined;
  28935. },
  28936. set: function () {
  28937. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28938. }
  28939. }
  28940. } );
  28941. //
  28942. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  28943. activeCubeFace: {
  28944. set: function ( /* value */ ) {
  28945. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  28946. }
  28947. },
  28948. activeMipMapLevel: {
  28949. set: function ( /* value */ ) {
  28950. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  28951. }
  28952. }
  28953. } );
  28954. //
  28955. Object.defineProperties( WebGLRenderTarget.prototype, {
  28956. wrapS: {
  28957. get: function () {
  28958. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28959. return this.texture.wrapS;
  28960. },
  28961. set: function ( value ) {
  28962. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28963. this.texture.wrapS = value;
  28964. }
  28965. },
  28966. wrapT: {
  28967. get: function () {
  28968. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28969. return this.texture.wrapT;
  28970. },
  28971. set: function ( value ) {
  28972. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28973. this.texture.wrapT = value;
  28974. }
  28975. },
  28976. magFilter: {
  28977. get: function () {
  28978. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28979. return this.texture.magFilter;
  28980. },
  28981. set: function ( value ) {
  28982. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28983. this.texture.magFilter = value;
  28984. }
  28985. },
  28986. minFilter: {
  28987. get: function () {
  28988. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28989. return this.texture.minFilter;
  28990. },
  28991. set: function ( value ) {
  28992. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28993. this.texture.minFilter = value;
  28994. }
  28995. },
  28996. anisotropy: {
  28997. get: function () {
  28998. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28999. return this.texture.anisotropy;
  29000. },
  29001. set: function ( value ) {
  29002. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29003. this.texture.anisotropy = value;
  29004. }
  29005. },
  29006. offset: {
  29007. get: function () {
  29008. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29009. return this.texture.offset;
  29010. },
  29011. set: function ( value ) {
  29012. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29013. this.texture.offset = value;
  29014. }
  29015. },
  29016. repeat: {
  29017. get: function () {
  29018. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29019. return this.texture.repeat;
  29020. },
  29021. set: function ( value ) {
  29022. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29023. this.texture.repeat = value;
  29024. }
  29025. },
  29026. format: {
  29027. get: function () {
  29028. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29029. return this.texture.format;
  29030. },
  29031. set: function ( value ) {
  29032. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29033. this.texture.format = value;
  29034. }
  29035. },
  29036. type: {
  29037. get: function () {
  29038. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29039. return this.texture.type;
  29040. },
  29041. set: function ( value ) {
  29042. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29043. this.texture.type = value;
  29044. }
  29045. },
  29046. generateMipmaps: {
  29047. get: function () {
  29048. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29049. return this.texture.generateMipmaps;
  29050. },
  29051. set: function ( value ) {
  29052. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29053. this.texture.generateMipmaps = value;
  29054. }
  29055. }
  29056. } );
  29057. //
  29058. Object.defineProperties( WebVRManager.prototype, {
  29059. standing: {
  29060. set: function ( /* value */ ) {
  29061. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29062. }
  29063. },
  29064. userHeight: {
  29065. set: function ( /* value */ ) {
  29066. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29067. }
  29068. }
  29069. } );
  29070. //
  29071. Audio.prototype.load = function ( file ) {
  29072. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29073. var scope = this;
  29074. var audioLoader = new AudioLoader();
  29075. audioLoader.load( file, function ( buffer ) {
  29076. scope.setBuffer( buffer );
  29077. } );
  29078. return this;
  29079. };
  29080. AudioAnalyser.prototype.getData = function () {
  29081. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29082. return this.getFrequencyData();
  29083. };
  29084. //
  29085. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29086. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29087. return this.update( renderer, scene );
  29088. };
  29089. //
  29090. var GeometryUtils = {
  29091. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29092. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29093. var matrix;
  29094. if ( geometry2.isMesh ) {
  29095. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29096. matrix = geometry2.matrix;
  29097. geometry2 = geometry2.geometry;
  29098. }
  29099. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29100. },
  29101. center: function ( geometry ) {
  29102. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29103. return geometry.center();
  29104. }
  29105. };
  29106. ImageUtils.crossOrigin = undefined;
  29107. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29108. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29109. var loader = new TextureLoader();
  29110. loader.setCrossOrigin( this.crossOrigin );
  29111. var texture = loader.load( url, onLoad, undefined, onError );
  29112. if ( mapping ) texture.mapping = mapping;
  29113. return texture;
  29114. };
  29115. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29116. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29117. var loader = new CubeTextureLoader();
  29118. loader.setCrossOrigin( this.crossOrigin );
  29119. var texture = loader.load( urls, onLoad, undefined, onError );
  29120. if ( mapping ) texture.mapping = mapping;
  29121. return texture;
  29122. };
  29123. ImageUtils.loadCompressedTexture = function () {
  29124. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29125. };
  29126. ImageUtils.loadCompressedTextureCube = function () {
  29127. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29128. };
  29129. //
  29130. function CanvasRenderer() {
  29131. console.error( 'THREE.CanvasRenderer has been removed' );
  29132. }
  29133. //
  29134. function JSONLoader() {
  29135. console.error( 'THREE.JSONLoader has been removed.' );
  29136. }
  29137. //
  29138. var SceneUtils = {
  29139. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29140. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29141. },
  29142. detach: function ( /* child, parent, scene */ ) {
  29143. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29144. },
  29145. attach: function ( /* child, scene, parent */ ) {
  29146. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29147. }
  29148. };
  29149. //
  29150. function LensFlare() {
  29151. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29152. }
  29153. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29154. exports.AddEquation = AddEquation;
  29155. exports.AddOperation = AddOperation;
  29156. exports.AdditiveBlending = AdditiveBlending;
  29157. exports.AlphaFormat = AlphaFormat;
  29158. exports.AlwaysDepth = AlwaysDepth;
  29159. exports.AmbientLight = AmbientLight;
  29160. exports.AmbientLightProbe = AmbientLightProbe;
  29161. exports.AnimationClip = AnimationClip;
  29162. exports.AnimationLoader = AnimationLoader;
  29163. exports.AnimationMixer = AnimationMixer;
  29164. exports.AnimationObjectGroup = AnimationObjectGroup;
  29165. exports.AnimationUtils = AnimationUtils;
  29166. exports.ArcCurve = ArcCurve;
  29167. exports.ArrayCamera = ArrayCamera;
  29168. exports.ArrowHelper = ArrowHelper;
  29169. exports.Audio = Audio;
  29170. exports.AudioAnalyser = AudioAnalyser;
  29171. exports.AudioContext = AudioContext;
  29172. exports.AudioListener = AudioListener;
  29173. exports.AudioLoader = AudioLoader;
  29174. exports.AxesHelper = AxesHelper;
  29175. exports.AxisHelper = AxisHelper;
  29176. exports.BackSide = BackSide;
  29177. exports.BasicDepthPacking = BasicDepthPacking;
  29178. exports.BasicShadowMap = BasicShadowMap;
  29179. exports.BinaryTextureLoader = BinaryTextureLoader;
  29180. exports.Bone = Bone;
  29181. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29182. exports.BoundingBoxHelper = BoundingBoxHelper;
  29183. exports.Box2 = Box2;
  29184. exports.Box3 = Box3;
  29185. exports.Box3Helper = Box3Helper;
  29186. exports.BoxBufferGeometry = BoxBufferGeometry;
  29187. exports.BoxGeometry = BoxGeometry;
  29188. exports.BoxHelper = BoxHelper;
  29189. exports.BufferAttribute = BufferAttribute;
  29190. exports.BufferGeometry = BufferGeometry;
  29191. exports.BufferGeometryLoader = BufferGeometryLoader;
  29192. exports.ByteType = ByteType;
  29193. exports.Cache = Cache;
  29194. exports.Camera = Camera;
  29195. exports.CameraHelper = CameraHelper;
  29196. exports.CanvasRenderer = CanvasRenderer;
  29197. exports.CanvasTexture = CanvasTexture;
  29198. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29199. exports.CineonToneMapping = CineonToneMapping;
  29200. exports.CircleBufferGeometry = CircleBufferGeometry;
  29201. exports.CircleGeometry = CircleGeometry;
  29202. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29203. exports.Clock = Clock;
  29204. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29205. exports.Color = Color;
  29206. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29207. exports.CompressedTexture = CompressedTexture;
  29208. exports.CompressedTextureLoader = CompressedTextureLoader;
  29209. exports.ConeBufferGeometry = ConeBufferGeometry;
  29210. exports.ConeGeometry = ConeGeometry;
  29211. exports.CubeCamera = CubeCamera;
  29212. exports.CubeGeometry = BoxGeometry;
  29213. exports.CubeReflectionMapping = CubeReflectionMapping;
  29214. exports.CubeRefractionMapping = CubeRefractionMapping;
  29215. exports.CubeTexture = CubeTexture;
  29216. exports.CubeTextureLoader = CubeTextureLoader;
  29217. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29218. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29219. exports.CubicBezierCurve = CubicBezierCurve;
  29220. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29221. exports.CubicInterpolant = CubicInterpolant;
  29222. exports.CullFaceBack = CullFaceBack;
  29223. exports.CullFaceFront = CullFaceFront;
  29224. exports.CullFaceFrontBack = CullFaceFrontBack;
  29225. exports.CullFaceNone = CullFaceNone;
  29226. exports.Curve = Curve;
  29227. exports.CurvePath = CurvePath;
  29228. exports.CustomBlending = CustomBlending;
  29229. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29230. exports.CylinderGeometry = CylinderGeometry;
  29231. exports.Cylindrical = Cylindrical;
  29232. exports.DataTexture = DataTexture;
  29233. exports.DataTexture2DArray = DataTexture2DArray;
  29234. exports.DataTexture3D = DataTexture3D;
  29235. exports.DataTextureLoader = DataTextureLoader;
  29236. exports.DefaultLoadingManager = DefaultLoadingManager;
  29237. exports.DepthFormat = DepthFormat;
  29238. exports.DepthStencilFormat = DepthStencilFormat;
  29239. exports.DepthTexture = DepthTexture;
  29240. exports.DirectionalLight = DirectionalLight;
  29241. exports.DirectionalLightHelper = DirectionalLightHelper;
  29242. exports.DirectionalLightShadow = DirectionalLightShadow;
  29243. exports.DiscreteInterpolant = DiscreteInterpolant;
  29244. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29245. exports.DodecahedronGeometry = DodecahedronGeometry;
  29246. exports.DoubleSide = DoubleSide;
  29247. exports.DstAlphaFactor = DstAlphaFactor;
  29248. exports.DstColorFactor = DstColorFactor;
  29249. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29250. exports.EdgesGeometry = EdgesGeometry;
  29251. exports.EdgesHelper = EdgesHelper;
  29252. exports.EllipseCurve = EllipseCurve;
  29253. exports.EqualDepth = EqualDepth;
  29254. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29255. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29256. exports.Euler = Euler;
  29257. exports.EventDispatcher = EventDispatcher;
  29258. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29259. exports.ExtrudeGeometry = ExtrudeGeometry;
  29260. exports.Face3 = Face3;
  29261. exports.Face4 = Face4;
  29262. exports.FaceColors = FaceColors;
  29263. exports.FaceNormalsHelper = FaceNormalsHelper;
  29264. exports.FileLoader = FileLoader;
  29265. exports.FlatShading = FlatShading;
  29266. exports.Float32Attribute = Float32Attribute;
  29267. exports.Float32BufferAttribute = Float32BufferAttribute;
  29268. exports.Float64Attribute = Float64Attribute;
  29269. exports.Float64BufferAttribute = Float64BufferAttribute;
  29270. exports.FloatType = FloatType;
  29271. exports.Fog = Fog;
  29272. exports.FogExp2 = FogExp2;
  29273. exports.Font = Font;
  29274. exports.FontLoader = FontLoader;
  29275. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29276. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29277. exports.FrontSide = FrontSide;
  29278. exports.Frustum = Frustum;
  29279. exports.GammaEncoding = GammaEncoding;
  29280. exports.Geometry = Geometry;
  29281. exports.GeometryUtils = GeometryUtils;
  29282. exports.GreaterDepth = GreaterDepth;
  29283. exports.GreaterEqualDepth = GreaterEqualDepth;
  29284. exports.GridHelper = GridHelper;
  29285. exports.Group = Group;
  29286. exports.HalfFloatType = HalfFloatType;
  29287. exports.HemisphereLight = HemisphereLight;
  29288. exports.HemisphereLightHelper = HemisphereLightHelper;
  29289. exports.HemisphereLightProbe = HemisphereLightProbe;
  29290. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29291. exports.IcosahedronGeometry = IcosahedronGeometry;
  29292. exports.ImageBitmapLoader = ImageBitmapLoader;
  29293. exports.ImageLoader = ImageLoader;
  29294. exports.ImageUtils = ImageUtils;
  29295. exports.ImmediateRenderObject = ImmediateRenderObject;
  29296. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29297. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29298. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29299. exports.Int16Attribute = Int16Attribute;
  29300. exports.Int16BufferAttribute = Int16BufferAttribute;
  29301. exports.Int32Attribute = Int32Attribute;
  29302. exports.Int32BufferAttribute = Int32BufferAttribute;
  29303. exports.Int8Attribute = Int8Attribute;
  29304. exports.Int8BufferAttribute = Int8BufferAttribute;
  29305. exports.IntType = IntType;
  29306. exports.InterleavedBuffer = InterleavedBuffer;
  29307. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29308. exports.Interpolant = Interpolant;
  29309. exports.InterpolateDiscrete = InterpolateDiscrete;
  29310. exports.InterpolateLinear = InterpolateLinear;
  29311. exports.InterpolateSmooth = InterpolateSmooth;
  29312. exports.JSONLoader = JSONLoader;
  29313. exports.KeyframeTrack = KeyframeTrack;
  29314. exports.LOD = LOD;
  29315. exports.LatheBufferGeometry = LatheBufferGeometry;
  29316. exports.LatheGeometry = LatheGeometry;
  29317. exports.Layers = Layers;
  29318. exports.LensFlare = LensFlare;
  29319. exports.LessDepth = LessDepth;
  29320. exports.LessEqualDepth = LessEqualDepth;
  29321. exports.Light = Light;
  29322. exports.LightProbe = LightProbe;
  29323. exports.LightProbeHelper = LightProbeHelper;
  29324. exports.LightShadow = LightShadow;
  29325. exports.Line = Line;
  29326. exports.Line3 = Line3;
  29327. exports.LineBasicMaterial = LineBasicMaterial;
  29328. exports.LineCurve = LineCurve;
  29329. exports.LineCurve3 = LineCurve3;
  29330. exports.LineDashedMaterial = LineDashedMaterial;
  29331. exports.LineLoop = LineLoop;
  29332. exports.LinePieces = LinePieces;
  29333. exports.LineSegments = LineSegments;
  29334. exports.LineStrip = LineStrip;
  29335. exports.LinearEncoding = LinearEncoding;
  29336. exports.LinearFilter = LinearFilter;
  29337. exports.LinearInterpolant = LinearInterpolant;
  29338. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29339. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29340. exports.LinearToneMapping = LinearToneMapping;
  29341. exports.Loader = Loader;
  29342. exports.LoaderUtils = LoaderUtils;
  29343. exports.LoadingManager = LoadingManager;
  29344. exports.LogLuvEncoding = LogLuvEncoding;
  29345. exports.LoopOnce = LoopOnce;
  29346. exports.LoopPingPong = LoopPingPong;
  29347. exports.LoopRepeat = LoopRepeat;
  29348. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29349. exports.LuminanceFormat = LuminanceFormat;
  29350. exports.MOUSE = MOUSE;
  29351. exports.Material = Material;
  29352. exports.MaterialLoader = MaterialLoader;
  29353. exports.Math = _Math;
  29354. exports.Matrix3 = Matrix3;
  29355. exports.Matrix4 = Matrix4;
  29356. exports.MaxEquation = MaxEquation;
  29357. exports.Mesh = Mesh;
  29358. exports.MeshBasicMaterial = MeshBasicMaterial;
  29359. exports.MeshDepthMaterial = MeshDepthMaterial;
  29360. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29361. exports.MeshFaceMaterial = MeshFaceMaterial;
  29362. exports.MeshLambertMaterial = MeshLambertMaterial;
  29363. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29364. exports.MeshNormalMaterial = MeshNormalMaterial;
  29365. exports.MeshPhongMaterial = MeshPhongMaterial;
  29366. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29367. exports.MeshStandardMaterial = MeshStandardMaterial;
  29368. exports.MeshToonMaterial = MeshToonMaterial;
  29369. exports.MinEquation = MinEquation;
  29370. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29371. exports.MixOperation = MixOperation;
  29372. exports.MultiMaterial = MultiMaterial;
  29373. exports.MultiplyBlending = MultiplyBlending;
  29374. exports.MultiplyOperation = MultiplyOperation;
  29375. exports.NearestFilter = NearestFilter;
  29376. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29377. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29378. exports.NeverDepth = NeverDepth;
  29379. exports.NoBlending = NoBlending;
  29380. exports.NoColors = NoColors;
  29381. exports.NoToneMapping = NoToneMapping;
  29382. exports.NormalBlending = NormalBlending;
  29383. exports.NotEqualDepth = NotEqualDepth;
  29384. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29385. exports.Object3D = Object3D;
  29386. exports.ObjectLoader = ObjectLoader;
  29387. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29388. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29389. exports.OctahedronGeometry = OctahedronGeometry;
  29390. exports.OneFactor = OneFactor;
  29391. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29392. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29393. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29394. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29395. exports.OrthographicCamera = OrthographicCamera;
  29396. exports.PCFShadowMap = PCFShadowMap;
  29397. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29398. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29399. exports.ParametricGeometry = ParametricGeometry;
  29400. exports.Particle = Particle;
  29401. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29402. exports.ParticleSystem = ParticleSystem;
  29403. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29404. exports.Path = Path;
  29405. exports.PerspectiveCamera = PerspectiveCamera;
  29406. exports.Plane = Plane;
  29407. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29408. exports.PlaneGeometry = PlaneGeometry;
  29409. exports.PlaneHelper = PlaneHelper;
  29410. exports.PointCloud = PointCloud;
  29411. exports.PointCloudMaterial = PointCloudMaterial;
  29412. exports.PointLight = PointLight;
  29413. exports.PointLightHelper = PointLightHelper;
  29414. exports.Points = Points;
  29415. exports.PointsMaterial = PointsMaterial;
  29416. exports.PolarGridHelper = PolarGridHelper;
  29417. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29418. exports.PolyhedronGeometry = PolyhedronGeometry;
  29419. exports.PositionalAudio = PositionalAudio;
  29420. exports.PositionalAudioHelper = PositionalAudioHelper;
  29421. exports.PropertyBinding = PropertyBinding;
  29422. exports.PropertyMixer = PropertyMixer;
  29423. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29424. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29425. exports.Quaternion = Quaternion;
  29426. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29427. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29428. exports.REVISION = REVISION;
  29429. exports.RGBADepthPacking = RGBADepthPacking;
  29430. exports.RGBAFormat = RGBAFormat;
  29431. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29432. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29433. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29434. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29435. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29436. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29437. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29438. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29439. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29440. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29441. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29442. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29443. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29444. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29445. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29446. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29447. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29448. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29449. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29450. exports.RGBDEncoding = RGBDEncoding;
  29451. exports.RGBEEncoding = RGBEEncoding;
  29452. exports.RGBEFormat = RGBEFormat;
  29453. exports.RGBFormat = RGBFormat;
  29454. exports.RGBM16Encoding = RGBM16Encoding;
  29455. exports.RGBM7Encoding = RGBM7Encoding;
  29456. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29457. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29458. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29459. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29460. exports.RawShaderMaterial = RawShaderMaterial;
  29461. exports.Ray = Ray;
  29462. exports.Raycaster = Raycaster;
  29463. exports.RectAreaLight = RectAreaLight;
  29464. exports.RectAreaLightHelper = RectAreaLightHelper;
  29465. exports.RedFormat = RedFormat;
  29466. exports.ReinhardToneMapping = ReinhardToneMapping;
  29467. exports.RepeatWrapping = RepeatWrapping;
  29468. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29469. exports.RingBufferGeometry = RingBufferGeometry;
  29470. exports.RingGeometry = RingGeometry;
  29471. exports.Scene = Scene;
  29472. exports.SceneUtils = SceneUtils;
  29473. exports.ShaderChunk = ShaderChunk;
  29474. exports.ShaderLib = ShaderLib;
  29475. exports.ShaderMaterial = ShaderMaterial;
  29476. exports.ShadowMaterial = ShadowMaterial;
  29477. exports.Shape = Shape;
  29478. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29479. exports.ShapeGeometry = ShapeGeometry;
  29480. exports.ShapePath = ShapePath;
  29481. exports.ShapeUtils = ShapeUtils;
  29482. exports.ShortType = ShortType;
  29483. exports.Skeleton = Skeleton;
  29484. exports.SkeletonHelper = SkeletonHelper;
  29485. exports.SkinnedMesh = SkinnedMesh;
  29486. exports.SmoothShading = SmoothShading;
  29487. exports.Sphere = Sphere;
  29488. exports.SphereBufferGeometry = SphereBufferGeometry;
  29489. exports.SphereGeometry = SphereGeometry;
  29490. exports.Spherical = Spherical;
  29491. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29492. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29493. exports.Spline = Spline;
  29494. exports.SplineCurve = SplineCurve;
  29495. exports.SplineCurve3 = SplineCurve3;
  29496. exports.SpotLight = SpotLight;
  29497. exports.SpotLightHelper = SpotLightHelper;
  29498. exports.SpotLightShadow = SpotLightShadow;
  29499. exports.Sprite = Sprite;
  29500. exports.SpriteMaterial = SpriteMaterial;
  29501. exports.SrcAlphaFactor = SrcAlphaFactor;
  29502. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29503. exports.SrcColorFactor = SrcColorFactor;
  29504. exports.StereoCamera = StereoCamera;
  29505. exports.StringKeyframeTrack = StringKeyframeTrack;
  29506. exports.SubtractEquation = SubtractEquation;
  29507. exports.SubtractiveBlending = SubtractiveBlending;
  29508. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29509. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29510. exports.TetrahedronGeometry = TetrahedronGeometry;
  29511. exports.TextBufferGeometry = TextBufferGeometry;
  29512. exports.TextGeometry = TextGeometry;
  29513. exports.Texture = Texture;
  29514. exports.TextureLoader = TextureLoader;
  29515. exports.TorusBufferGeometry = TorusBufferGeometry;
  29516. exports.TorusGeometry = TorusGeometry;
  29517. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29518. exports.TorusKnotGeometry = TorusKnotGeometry;
  29519. exports.Triangle = Triangle;
  29520. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29521. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29522. exports.TrianglesDrawMode = TrianglesDrawMode;
  29523. exports.TubeBufferGeometry = TubeBufferGeometry;
  29524. exports.TubeGeometry = TubeGeometry;
  29525. exports.UVMapping = UVMapping;
  29526. exports.Uint16Attribute = Uint16Attribute;
  29527. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29528. exports.Uint32Attribute = Uint32Attribute;
  29529. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29530. exports.Uint8Attribute = Uint8Attribute;
  29531. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29532. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29533. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29534. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29535. exports.Uniform = Uniform;
  29536. exports.UniformsLib = UniformsLib;
  29537. exports.UniformsUtils = UniformsUtils;
  29538. exports.UnsignedByteType = UnsignedByteType;
  29539. exports.UnsignedInt248Type = UnsignedInt248Type;
  29540. exports.UnsignedIntType = UnsignedIntType;
  29541. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29542. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29543. exports.UnsignedShort565Type = UnsignedShort565Type;
  29544. exports.UnsignedShortType = UnsignedShortType;
  29545. exports.Vector2 = Vector2;
  29546. exports.Vector3 = Vector3;
  29547. exports.Vector4 = Vector4;
  29548. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29549. exports.Vertex = Vertex;
  29550. exports.VertexColors = VertexColors;
  29551. exports.VertexNormalsHelper = VertexNormalsHelper;
  29552. exports.VideoTexture = VideoTexture;
  29553. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29554. exports.WebGLRenderTarget = WebGLRenderTarget;
  29555. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29556. exports.WebGLRenderer = WebGLRenderer;
  29557. exports.WebGLUtils = WebGLUtils;
  29558. exports.WireframeGeometry = WireframeGeometry;
  29559. exports.WireframeHelper = WireframeHelper;
  29560. exports.WrapAroundEnding = WrapAroundEnding;
  29561. exports.XHRLoader = XHRLoader;
  29562. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29563. exports.ZeroFactor = ZeroFactor;
  29564. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29565. exports.sRGBEncoding = sRGBEncoding;
  29566. Object.defineProperty(exports, '__esModule', { value: true });
  29567. }));