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 = '107';
  101. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  102. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  103. var CullFaceNone = 0;
  104. var CullFaceBack = 1;
  105. var CullFaceFront = 2;
  106. var CullFaceFrontBack = 3;
  107. var FrontFaceDirectionCW = 0;
  108. var FrontFaceDirectionCCW = 1;
  109. var BasicShadowMap = 0;
  110. var PCFShadowMap = 1;
  111. var PCFSoftShadowMap = 2;
  112. var FrontSide = 0;
  113. var BackSide = 1;
  114. var DoubleSide = 2;
  115. var FlatShading = 1;
  116. var SmoothShading = 2;
  117. var NoColors = 0;
  118. var FaceColors = 1;
  119. var VertexColors = 2;
  120. var NoBlending = 0;
  121. var NormalBlending = 1;
  122. var AdditiveBlending = 2;
  123. var SubtractiveBlending = 3;
  124. var MultiplyBlending = 4;
  125. var CustomBlending = 5;
  126. var AddEquation = 100;
  127. var SubtractEquation = 101;
  128. var ReverseSubtractEquation = 102;
  129. var MinEquation = 103;
  130. var MaxEquation = 104;
  131. var ZeroFactor = 200;
  132. var OneFactor = 201;
  133. var SrcColorFactor = 202;
  134. var OneMinusSrcColorFactor = 203;
  135. var SrcAlphaFactor = 204;
  136. var OneMinusSrcAlphaFactor = 205;
  137. var DstAlphaFactor = 206;
  138. var OneMinusDstAlphaFactor = 207;
  139. var DstColorFactor = 208;
  140. var OneMinusDstColorFactor = 209;
  141. var SrcAlphaSaturateFactor = 210;
  142. var NeverDepth = 0;
  143. var AlwaysDepth = 1;
  144. var LessDepth = 2;
  145. var LessEqualDepth = 3;
  146. var EqualDepth = 4;
  147. var GreaterEqualDepth = 5;
  148. var GreaterDepth = 6;
  149. var NotEqualDepth = 7;
  150. var MultiplyOperation = 0;
  151. var MixOperation = 1;
  152. var AddOperation = 2;
  153. var NoToneMapping = 0;
  154. var LinearToneMapping = 1;
  155. var ReinhardToneMapping = 2;
  156. var Uncharted2ToneMapping = 3;
  157. var CineonToneMapping = 4;
  158. var ACESFilmicToneMapping = 5;
  159. var UVMapping = 300;
  160. var CubeReflectionMapping = 301;
  161. var CubeRefractionMapping = 302;
  162. var EquirectangularReflectionMapping = 303;
  163. var EquirectangularRefractionMapping = 304;
  164. var SphericalReflectionMapping = 305;
  165. var CubeUVReflectionMapping = 306;
  166. var CubeUVRefractionMapping = 307;
  167. var RepeatWrapping = 1000;
  168. var ClampToEdgeWrapping = 1001;
  169. var MirroredRepeatWrapping = 1002;
  170. var NearestFilter = 1003;
  171. var NearestMipmapNearestFilter = 1004;
  172. var NearestMipMapNearestFilter = 1004;
  173. var NearestMipmapLinearFilter = 1005;
  174. var NearestMipMapLinearFilter = 1005;
  175. var LinearFilter = 1006;
  176. var LinearMipmapNearestFilter = 1007;
  177. var LinearMipMapNearestFilter = 1007;
  178. var LinearMipmapLinearFilter = 1008;
  179. var LinearMipMapLinearFilter = 1008;
  180. var UnsignedByteType = 1009;
  181. var ByteType = 1010;
  182. var ShortType = 1011;
  183. var UnsignedShortType = 1012;
  184. var IntType = 1013;
  185. var UnsignedIntType = 1014;
  186. var FloatType = 1015;
  187. var HalfFloatType = 1016;
  188. var UnsignedShort4444Type = 1017;
  189. var UnsignedShort5551Type = 1018;
  190. var UnsignedShort565Type = 1019;
  191. var UnsignedInt248Type = 1020;
  192. var AlphaFormat = 1021;
  193. var RGBFormat = 1022;
  194. var RGBAFormat = 1023;
  195. var LuminanceFormat = 1024;
  196. var LuminanceAlphaFormat = 1025;
  197. var RGBEFormat = RGBAFormat;
  198. var DepthFormat = 1026;
  199. var DepthStencilFormat = 1027;
  200. var RedFormat = 1028;
  201. var RGB_S3TC_DXT1_Format = 33776;
  202. var RGBA_S3TC_DXT1_Format = 33777;
  203. var RGBA_S3TC_DXT3_Format = 33778;
  204. var RGBA_S3TC_DXT5_Format = 33779;
  205. var RGB_PVRTC_4BPPV1_Format = 35840;
  206. var RGB_PVRTC_2BPPV1_Format = 35841;
  207. var RGBA_PVRTC_4BPPV1_Format = 35842;
  208. var RGBA_PVRTC_2BPPV1_Format = 35843;
  209. var RGB_ETC1_Format = 36196;
  210. var RGBA_ASTC_4x4_Format = 37808;
  211. var RGBA_ASTC_5x4_Format = 37809;
  212. var RGBA_ASTC_5x5_Format = 37810;
  213. var RGBA_ASTC_6x5_Format = 37811;
  214. var RGBA_ASTC_6x6_Format = 37812;
  215. var RGBA_ASTC_8x5_Format = 37813;
  216. var RGBA_ASTC_8x6_Format = 37814;
  217. var RGBA_ASTC_8x8_Format = 37815;
  218. var RGBA_ASTC_10x5_Format = 37816;
  219. var RGBA_ASTC_10x6_Format = 37817;
  220. var RGBA_ASTC_10x8_Format = 37818;
  221. var RGBA_ASTC_10x10_Format = 37819;
  222. var RGBA_ASTC_12x10_Format = 37820;
  223. var RGBA_ASTC_12x12_Format = 37821;
  224. var LoopOnce = 2200;
  225. var LoopRepeat = 2201;
  226. var LoopPingPong = 2202;
  227. var InterpolateDiscrete = 2300;
  228. var InterpolateLinear = 2301;
  229. var InterpolateSmooth = 2302;
  230. var ZeroCurvatureEnding = 2400;
  231. var ZeroSlopeEnding = 2401;
  232. var WrapAroundEnding = 2402;
  233. var TrianglesDrawMode = 0;
  234. var TriangleStripDrawMode = 1;
  235. var TriangleFanDrawMode = 2;
  236. var LinearEncoding = 3000;
  237. var sRGBEncoding = 3001;
  238. var GammaEncoding = 3007;
  239. var RGBEEncoding = 3002;
  240. var LogLuvEncoding = 3003;
  241. var RGBM7Encoding = 3004;
  242. var RGBM16Encoding = 3005;
  243. var RGBDEncoding = 3006;
  244. var BasicDepthPacking = 3200;
  245. var RGBADepthPacking = 3201;
  246. var TangentSpaceNormalMap = 0;
  247. var ObjectSpaceNormalMap = 1;
  248. var ZeroStencilOp = 0;
  249. var KeepStencilOp = 7680;
  250. var ReplaceStencilOp = 7681;
  251. var IncrementStencilOp = 7682;
  252. var DecrementStencilOp = 7683;
  253. var IncrementWrapStencilOp = 34055;
  254. var DecrementWrapStencilOp = 34056;
  255. var InvertStencilOp = 5386;
  256. var NeverStencilFunc = 512;
  257. var LessStencilFunc = 513;
  258. var EqualStencilFunc = 514;
  259. var LessEqualStencilFunc = 515;
  260. var GreaterStencilFunc = 516;
  261. var NotEqualStencilFunc = 517;
  262. var GreaterEqualStencilFunc = 518;
  263. var AlwaysStencilFunc = 519;
  264. /**
  265. * @author alteredq / http://alteredqualia.com/
  266. * @author mrdoob / http://mrdoob.com/
  267. */
  268. var _Math = {
  269. DEG2RAD: Math.PI / 180,
  270. RAD2DEG: 180 / Math.PI,
  271. generateUUID: ( function () {
  272. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  273. var lut = [];
  274. for ( var i = 0; i < 256; i ++ ) {
  275. lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  276. }
  277. return function generateUUID() {
  278. var d0 = Math.random() * 0xffffffff | 0;
  279. var d1 = Math.random() * 0xffffffff | 0;
  280. var d2 = Math.random() * 0xffffffff | 0;
  281. var d3 = Math.random() * 0xffffffff | 0;
  282. var uuid = lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' +
  283. lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' +
  284. lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] +
  285. lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];
  286. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  287. return uuid.toUpperCase();
  288. };
  289. } )(),
  290. clamp: function ( value, min, max ) {
  291. return Math.max( min, Math.min( max, value ) );
  292. },
  293. // compute euclidian modulo of m % n
  294. // https://en.wikipedia.org/wiki/Modulo_operation
  295. euclideanModulo: function ( n, m ) {
  296. return ( ( n % m ) + m ) % m;
  297. },
  298. // Linear mapping from range <a1, a2> to range <b1, b2>
  299. mapLinear: function ( x, a1, a2, b1, b2 ) {
  300. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  301. },
  302. // https://en.wikipedia.org/wiki/Linear_interpolation
  303. lerp: function ( x, y, t ) {
  304. return ( 1 - t ) * x + t * y;
  305. },
  306. // http://en.wikipedia.org/wiki/Smoothstep
  307. smoothstep: function ( x, min, max ) {
  308. if ( x <= min ) return 0;
  309. if ( x >= max ) return 1;
  310. x = ( x - min ) / ( max - min );
  311. return x * x * ( 3 - 2 * x );
  312. },
  313. smootherstep: function ( x, min, max ) {
  314. if ( x <= min ) return 0;
  315. if ( x >= max ) return 1;
  316. x = ( x - min ) / ( max - min );
  317. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  318. },
  319. // Random integer from <low, high> interval
  320. randInt: function ( low, high ) {
  321. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  322. },
  323. // Random float from <low, high> interval
  324. randFloat: function ( low, high ) {
  325. return low + Math.random() * ( high - low );
  326. },
  327. // Random float from <-range/2, range/2> interval
  328. randFloatSpread: function ( range ) {
  329. return range * ( 0.5 - Math.random() );
  330. },
  331. degToRad: function ( degrees ) {
  332. return degrees * _Math.DEG2RAD;
  333. },
  334. radToDeg: function ( radians ) {
  335. return radians * _Math.RAD2DEG;
  336. },
  337. isPowerOfTwo: function ( value ) {
  338. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  339. },
  340. ceilPowerOfTwo: function ( value ) {
  341. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  342. },
  343. floorPowerOfTwo: function ( value ) {
  344. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  345. }
  346. };
  347. /**
  348. * @author mrdoob / http://mrdoob.com/
  349. * @author philogb / http://blog.thejit.org/
  350. * @author egraether / http://egraether.com/
  351. * @author zz85 / http://www.lab4games.net/zz85/blog
  352. */
  353. function Vector2( x, y ) {
  354. this.x = x || 0;
  355. this.y = y || 0;
  356. }
  357. Object.defineProperties( Vector2.prototype, {
  358. "width": {
  359. get: function () {
  360. return this.x;
  361. },
  362. set: function ( value ) {
  363. this.x = value;
  364. }
  365. },
  366. "height": {
  367. get: function () {
  368. return this.y;
  369. },
  370. set: function ( value ) {
  371. this.y = value;
  372. }
  373. }
  374. } );
  375. Object.assign( Vector2.prototype, {
  376. isVector2: true,
  377. set: function ( x, y ) {
  378. this.x = x;
  379. this.y = y;
  380. return this;
  381. },
  382. setScalar: function ( scalar ) {
  383. this.x = scalar;
  384. this.y = scalar;
  385. return this;
  386. },
  387. setX: function ( x ) {
  388. this.x = x;
  389. return this;
  390. },
  391. setY: function ( y ) {
  392. this.y = y;
  393. return this;
  394. },
  395. setComponent: function ( index, value ) {
  396. switch ( index ) {
  397. case 0: this.x = value; break;
  398. case 1: this.y = value; break;
  399. default: throw new Error( 'index is out of range: ' + index );
  400. }
  401. return this;
  402. },
  403. getComponent: function ( index ) {
  404. switch ( index ) {
  405. case 0: return this.x;
  406. case 1: return this.y;
  407. default: throw new Error( 'index is out of range: ' + index );
  408. }
  409. },
  410. clone: function () {
  411. return new this.constructor( this.x, this.y );
  412. },
  413. copy: function ( v ) {
  414. this.x = v.x;
  415. this.y = v.y;
  416. return this;
  417. },
  418. add: function ( v, w ) {
  419. if ( w !== undefined ) {
  420. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  421. return this.addVectors( v, w );
  422. }
  423. this.x += v.x;
  424. this.y += v.y;
  425. return this;
  426. },
  427. addScalar: function ( s ) {
  428. this.x += s;
  429. this.y += s;
  430. return this;
  431. },
  432. addVectors: function ( a, b ) {
  433. this.x = a.x + b.x;
  434. this.y = a.y + b.y;
  435. return this;
  436. },
  437. addScaledVector: function ( v, s ) {
  438. this.x += v.x * s;
  439. this.y += v.y * s;
  440. return this;
  441. },
  442. sub: function ( v, w ) {
  443. if ( w !== undefined ) {
  444. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  445. return this.subVectors( v, w );
  446. }
  447. this.x -= v.x;
  448. this.y -= v.y;
  449. return this;
  450. },
  451. subScalar: function ( s ) {
  452. this.x -= s;
  453. this.y -= s;
  454. return this;
  455. },
  456. subVectors: function ( a, b ) {
  457. this.x = a.x - b.x;
  458. this.y = a.y - b.y;
  459. return this;
  460. },
  461. multiply: function ( v ) {
  462. this.x *= v.x;
  463. this.y *= v.y;
  464. return this;
  465. },
  466. multiplyScalar: function ( scalar ) {
  467. this.x *= scalar;
  468. this.y *= scalar;
  469. return this;
  470. },
  471. divide: function ( v ) {
  472. this.x /= v.x;
  473. this.y /= v.y;
  474. return this;
  475. },
  476. divideScalar: function ( scalar ) {
  477. return this.multiplyScalar( 1 / scalar );
  478. },
  479. applyMatrix3: function ( m ) {
  480. var x = this.x, y = this.y;
  481. var e = m.elements;
  482. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  483. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  484. return this;
  485. },
  486. min: function ( v ) {
  487. this.x = Math.min( this.x, v.x );
  488. this.y = Math.min( this.y, v.y );
  489. return this;
  490. },
  491. max: function ( v ) {
  492. this.x = Math.max( this.x, v.x );
  493. this.y = Math.max( this.y, v.y );
  494. return this;
  495. },
  496. clamp: function ( min, max ) {
  497. // assumes min < max, componentwise
  498. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  499. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  500. return this;
  501. },
  502. clampScalar: function ( minVal, maxVal ) {
  503. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  504. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  505. return this;
  506. },
  507. clampLength: function ( min, max ) {
  508. var length = this.length();
  509. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  510. },
  511. floor: function () {
  512. this.x = Math.floor( this.x );
  513. this.y = Math.floor( this.y );
  514. return this;
  515. },
  516. ceil: function () {
  517. this.x = Math.ceil( this.x );
  518. this.y = Math.ceil( this.y );
  519. return this;
  520. },
  521. round: function () {
  522. this.x = Math.round( this.x );
  523. this.y = Math.round( this.y );
  524. return this;
  525. },
  526. roundToZero: function () {
  527. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  528. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  529. return this;
  530. },
  531. negate: function () {
  532. this.x = - this.x;
  533. this.y = - this.y;
  534. return this;
  535. },
  536. dot: function ( v ) {
  537. return this.x * v.x + this.y * v.y;
  538. },
  539. cross: function ( v ) {
  540. return this.x * v.y - this.y * v.x;
  541. },
  542. lengthSq: function () {
  543. return this.x * this.x + this.y * this.y;
  544. },
  545. length: function () {
  546. return Math.sqrt( this.x * this.x + this.y * this.y );
  547. },
  548. manhattanLength: function () {
  549. return Math.abs( this.x ) + Math.abs( this.y );
  550. },
  551. normalize: function () {
  552. return this.divideScalar( this.length() || 1 );
  553. },
  554. angle: function () {
  555. // computes the angle in radians with respect to the positive x-axis
  556. var angle = Math.atan2( this.y, this.x );
  557. if ( angle < 0 ) angle += 2 * Math.PI;
  558. return angle;
  559. },
  560. distanceTo: function ( v ) {
  561. return Math.sqrt( this.distanceToSquared( v ) );
  562. },
  563. distanceToSquared: function ( v ) {
  564. var dx = this.x - v.x, dy = this.y - v.y;
  565. return dx * dx + dy * dy;
  566. },
  567. manhattanDistanceTo: function ( v ) {
  568. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  569. },
  570. setLength: function ( length ) {
  571. return this.normalize().multiplyScalar( length );
  572. },
  573. lerp: function ( v, alpha ) {
  574. this.x += ( v.x - this.x ) * alpha;
  575. this.y += ( v.y - this.y ) * alpha;
  576. return this;
  577. },
  578. lerpVectors: function ( v1, v2, alpha ) {
  579. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  580. },
  581. equals: function ( v ) {
  582. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  583. },
  584. fromArray: function ( array, offset ) {
  585. if ( offset === undefined ) offset = 0;
  586. this.x = array[ offset ];
  587. this.y = array[ offset + 1 ];
  588. return this;
  589. },
  590. toArray: function ( array, offset ) {
  591. if ( array === undefined ) array = [];
  592. if ( offset === undefined ) offset = 0;
  593. array[ offset ] = this.x;
  594. array[ offset + 1 ] = this.y;
  595. return array;
  596. },
  597. fromBufferAttribute: function ( attribute, index, offset ) {
  598. if ( offset !== undefined ) {
  599. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  600. }
  601. this.x = attribute.getX( index );
  602. this.y = attribute.getY( index );
  603. return this;
  604. },
  605. rotateAround: function ( center, angle ) {
  606. var c = Math.cos( angle ), s = Math.sin( angle );
  607. var x = this.x - center.x;
  608. var y = this.y - center.y;
  609. this.x = x * c - y * s + center.x;
  610. this.y = x * s + y * c + center.y;
  611. return this;
  612. }
  613. } );
  614. /**
  615. * @author mikael emtinger / http://gomo.se/
  616. * @author alteredq / http://alteredqualia.com/
  617. * @author WestLangley / http://github.com/WestLangley
  618. * @author bhouston / http://clara.io
  619. */
  620. function Quaternion( x, y, z, w ) {
  621. this._x = x || 0;
  622. this._y = y || 0;
  623. this._z = z || 0;
  624. this._w = ( w !== undefined ) ? w : 1;
  625. }
  626. Object.assign( Quaternion, {
  627. slerp: function ( qa, qb, qm, t ) {
  628. return qm.copy( qa ).slerp( qb, t );
  629. },
  630. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  631. // fuzz-free, array-based Quaternion SLERP operation
  632. var x0 = src0[ srcOffset0 + 0 ],
  633. y0 = src0[ srcOffset0 + 1 ],
  634. z0 = src0[ srcOffset0 + 2 ],
  635. w0 = src0[ srcOffset0 + 3 ],
  636. x1 = src1[ srcOffset1 + 0 ],
  637. y1 = src1[ srcOffset1 + 1 ],
  638. z1 = src1[ srcOffset1 + 2 ],
  639. w1 = src1[ srcOffset1 + 3 ];
  640. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  641. var s = 1 - t,
  642. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  643. dir = ( cos >= 0 ? 1 : - 1 ),
  644. sqrSin = 1 - cos * cos;
  645. // Skip the Slerp for tiny steps to avoid numeric problems:
  646. if ( sqrSin > Number.EPSILON ) {
  647. var sin = Math.sqrt( sqrSin ),
  648. len = Math.atan2( sin, cos * dir );
  649. s = Math.sin( s * len ) / sin;
  650. t = Math.sin( t * len ) / sin;
  651. }
  652. var tDir = t * dir;
  653. x0 = x0 * s + x1 * tDir;
  654. y0 = y0 * s + y1 * tDir;
  655. z0 = z0 * s + z1 * tDir;
  656. w0 = w0 * s + w1 * tDir;
  657. // Normalize in case we just did a lerp:
  658. if ( s === 1 - t ) {
  659. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  660. x0 *= f;
  661. y0 *= f;
  662. z0 *= f;
  663. w0 *= f;
  664. }
  665. }
  666. dst[ dstOffset ] = x0;
  667. dst[ dstOffset + 1 ] = y0;
  668. dst[ dstOffset + 2 ] = z0;
  669. dst[ dstOffset + 3 ] = w0;
  670. }
  671. } );
  672. Object.defineProperties( Quaternion.prototype, {
  673. x: {
  674. get: function () {
  675. return this._x;
  676. },
  677. set: function ( value ) {
  678. this._x = value;
  679. this._onChangeCallback();
  680. }
  681. },
  682. y: {
  683. get: function () {
  684. return this._y;
  685. },
  686. set: function ( value ) {
  687. this._y = value;
  688. this._onChangeCallback();
  689. }
  690. },
  691. z: {
  692. get: function () {
  693. return this._z;
  694. },
  695. set: function ( value ) {
  696. this._z = value;
  697. this._onChangeCallback();
  698. }
  699. },
  700. w: {
  701. get: function () {
  702. return this._w;
  703. },
  704. set: function ( value ) {
  705. this._w = value;
  706. this._onChangeCallback();
  707. }
  708. }
  709. } );
  710. Object.assign( Quaternion.prototype, {
  711. isQuaternion: true,
  712. set: function ( x, y, z, w ) {
  713. this._x = x;
  714. this._y = y;
  715. this._z = z;
  716. this._w = w;
  717. this._onChangeCallback();
  718. return this;
  719. },
  720. clone: function () {
  721. return new this.constructor( this._x, this._y, this._z, this._w );
  722. },
  723. copy: function ( quaternion ) {
  724. this._x = quaternion.x;
  725. this._y = quaternion.y;
  726. this._z = quaternion.z;
  727. this._w = quaternion.w;
  728. this._onChangeCallback();
  729. return this;
  730. },
  731. setFromEuler: function ( euler, update ) {
  732. if ( ! ( euler && euler.isEuler ) ) {
  733. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  734. }
  735. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  736. // http://www.mathworks.com/matlabcentral/fileexchange/
  737. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  738. // content/SpinCalc.m
  739. var cos = Math.cos;
  740. var sin = Math.sin;
  741. var c1 = cos( x / 2 );
  742. var c2 = cos( y / 2 );
  743. var c3 = cos( z / 2 );
  744. var s1 = sin( x / 2 );
  745. var s2 = sin( y / 2 );
  746. var s3 = sin( z / 2 );
  747. if ( order === 'XYZ' ) {
  748. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  749. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  750. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  751. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  752. } else if ( order === 'YXZ' ) {
  753. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  754. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  755. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  756. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  757. } else if ( order === 'ZXY' ) {
  758. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  759. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  760. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  761. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  762. } else if ( order === 'ZYX' ) {
  763. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  764. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  765. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  766. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  767. } else if ( order === 'YZX' ) {
  768. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  769. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  770. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  771. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  772. } else if ( order === 'XZY' ) {
  773. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  774. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  775. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  776. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  777. }
  778. if ( update !== false ) this._onChangeCallback();
  779. return this;
  780. },
  781. setFromAxisAngle: function ( axis, angle ) {
  782. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  783. // assumes axis is normalized
  784. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  785. this._x = axis.x * s;
  786. this._y = axis.y * s;
  787. this._z = axis.z * s;
  788. this._w = Math.cos( halfAngle );
  789. this._onChangeCallback();
  790. return this;
  791. },
  792. setFromRotationMatrix: function ( m ) {
  793. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  794. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  795. var te = m.elements,
  796. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  797. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  798. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  799. trace = m11 + m22 + m33,
  800. s;
  801. if ( trace > 0 ) {
  802. s = 0.5 / Math.sqrt( trace + 1.0 );
  803. this._w = 0.25 / s;
  804. this._x = ( m32 - m23 ) * s;
  805. this._y = ( m13 - m31 ) * s;
  806. this._z = ( m21 - m12 ) * s;
  807. } else if ( m11 > m22 && m11 > m33 ) {
  808. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  809. this._w = ( m32 - m23 ) / s;
  810. this._x = 0.25 * s;
  811. this._y = ( m12 + m21 ) / s;
  812. this._z = ( m13 + m31 ) / s;
  813. } else if ( m22 > m33 ) {
  814. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  815. this._w = ( m13 - m31 ) / s;
  816. this._x = ( m12 + m21 ) / s;
  817. this._y = 0.25 * s;
  818. this._z = ( m23 + m32 ) / s;
  819. } else {
  820. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  821. this._w = ( m21 - m12 ) / s;
  822. this._x = ( m13 + m31 ) / s;
  823. this._y = ( m23 + m32 ) / s;
  824. this._z = 0.25 * s;
  825. }
  826. this._onChangeCallback();
  827. return this;
  828. },
  829. setFromUnitVectors: function ( vFrom, vTo ) {
  830. // assumes direction vectors vFrom and vTo are normalized
  831. var EPS = 0.000001;
  832. var r = vFrom.dot( vTo ) + 1;
  833. if ( r < EPS ) {
  834. r = 0;
  835. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  836. this._x = - vFrom.y;
  837. this._y = vFrom.x;
  838. this._z = 0;
  839. this._w = r;
  840. } else {
  841. this._x = 0;
  842. this._y = - vFrom.z;
  843. this._z = vFrom.y;
  844. this._w = r;
  845. }
  846. } else {
  847. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  848. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  849. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  850. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  851. this._w = r;
  852. }
  853. return this.normalize();
  854. },
  855. angleTo: function ( q ) {
  856. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  857. },
  858. rotateTowards: function ( q, step ) {
  859. var angle = this.angleTo( q );
  860. if ( angle === 0 ) return this;
  861. var t = Math.min( 1, step / angle );
  862. this.slerp( q, t );
  863. return this;
  864. },
  865. inverse: function () {
  866. // quaternion is assumed to have unit length
  867. return this.conjugate();
  868. },
  869. conjugate: function () {
  870. this._x *= - 1;
  871. this._y *= - 1;
  872. this._z *= - 1;
  873. this._onChangeCallback();
  874. return this;
  875. },
  876. dot: function ( v ) {
  877. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  878. },
  879. lengthSq: function () {
  880. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  881. },
  882. length: function () {
  883. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  884. },
  885. normalize: function () {
  886. var l = this.length();
  887. if ( l === 0 ) {
  888. this._x = 0;
  889. this._y = 0;
  890. this._z = 0;
  891. this._w = 1;
  892. } else {
  893. l = 1 / l;
  894. this._x = this._x * l;
  895. this._y = this._y * l;
  896. this._z = this._z * l;
  897. this._w = this._w * l;
  898. }
  899. this._onChangeCallback();
  900. return this;
  901. },
  902. multiply: function ( q, p ) {
  903. if ( p !== undefined ) {
  904. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  905. return this.multiplyQuaternions( q, p );
  906. }
  907. return this.multiplyQuaternions( this, q );
  908. },
  909. premultiply: function ( q ) {
  910. return this.multiplyQuaternions( q, this );
  911. },
  912. multiplyQuaternions: function ( a, b ) {
  913. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  914. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  915. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  916. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  917. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  918. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  919. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  920. this._onChangeCallback();
  921. return this;
  922. },
  923. slerp: function ( qb, t ) {
  924. if ( t === 0 ) return this;
  925. if ( t === 1 ) return this.copy( qb );
  926. var x = this._x, y = this._y, z = this._z, w = this._w;
  927. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  928. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  929. if ( cosHalfTheta < 0 ) {
  930. this._w = - qb._w;
  931. this._x = - qb._x;
  932. this._y = - qb._y;
  933. this._z = - qb._z;
  934. cosHalfTheta = - cosHalfTheta;
  935. } else {
  936. this.copy( qb );
  937. }
  938. if ( cosHalfTheta >= 1.0 ) {
  939. this._w = w;
  940. this._x = x;
  941. this._y = y;
  942. this._z = z;
  943. return this;
  944. }
  945. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  946. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  947. var s = 1 - t;
  948. this._w = s * w + t * this._w;
  949. this._x = s * x + t * this._x;
  950. this._y = s * y + t * this._y;
  951. this._z = s * z + t * this._z;
  952. this.normalize();
  953. this._onChangeCallback();
  954. return this;
  955. }
  956. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  957. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  958. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  959. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  960. this._w = ( w * ratioA + this._w * ratioB );
  961. this._x = ( x * ratioA + this._x * ratioB );
  962. this._y = ( y * ratioA + this._y * ratioB );
  963. this._z = ( z * ratioA + this._z * ratioB );
  964. this._onChangeCallback();
  965. return this;
  966. },
  967. equals: function ( quaternion ) {
  968. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  969. },
  970. fromArray: function ( array, offset ) {
  971. if ( offset === undefined ) offset = 0;
  972. this._x = array[ offset ];
  973. this._y = array[ offset + 1 ];
  974. this._z = array[ offset + 2 ];
  975. this._w = array[ offset + 3 ];
  976. this._onChangeCallback();
  977. return this;
  978. },
  979. toArray: function ( array, offset ) {
  980. if ( array === undefined ) array = [];
  981. if ( offset === undefined ) offset = 0;
  982. array[ offset ] = this._x;
  983. array[ offset + 1 ] = this._y;
  984. array[ offset + 2 ] = this._z;
  985. array[ offset + 3 ] = this._w;
  986. return array;
  987. },
  988. _onChange: function ( callback ) {
  989. this._onChangeCallback = callback;
  990. return this;
  991. },
  992. _onChangeCallback: function () {}
  993. } );
  994. /**
  995. * @author mrdoob / http://mrdoob.com/
  996. * @author kile / http://kile.stravaganza.org/
  997. * @author philogb / http://blog.thejit.org/
  998. * @author mikael emtinger / http://gomo.se/
  999. * @author egraether / http://egraether.com/
  1000. * @author WestLangley / http://github.com/WestLangley
  1001. */
  1002. function Vector3( x, y, z ) {
  1003. this.x = x || 0;
  1004. this.y = y || 0;
  1005. this.z = z || 0;
  1006. }
  1007. Object.assign( Vector3.prototype, {
  1008. isVector3: true,
  1009. set: function ( x, y, z ) {
  1010. this.x = x;
  1011. this.y = y;
  1012. this.z = z;
  1013. return this;
  1014. },
  1015. setScalar: function ( scalar ) {
  1016. this.x = scalar;
  1017. this.y = scalar;
  1018. this.z = scalar;
  1019. return this;
  1020. },
  1021. setX: function ( x ) {
  1022. this.x = x;
  1023. return this;
  1024. },
  1025. setY: function ( y ) {
  1026. this.y = y;
  1027. return this;
  1028. },
  1029. setZ: function ( z ) {
  1030. this.z = z;
  1031. return this;
  1032. },
  1033. setComponent: function ( index, value ) {
  1034. switch ( index ) {
  1035. case 0: this.x = value; break;
  1036. case 1: this.y = value; break;
  1037. case 2: this.z = value; break;
  1038. default: throw new Error( 'index is out of range: ' + index );
  1039. }
  1040. return this;
  1041. },
  1042. getComponent: function ( index ) {
  1043. switch ( index ) {
  1044. case 0: return this.x;
  1045. case 1: return this.y;
  1046. case 2: return this.z;
  1047. default: throw new Error( 'index is out of range: ' + index );
  1048. }
  1049. },
  1050. clone: function () {
  1051. return new this.constructor( this.x, this.y, this.z );
  1052. },
  1053. copy: function ( v ) {
  1054. this.x = v.x;
  1055. this.y = v.y;
  1056. this.z = v.z;
  1057. return this;
  1058. },
  1059. add: function ( v, w ) {
  1060. if ( w !== undefined ) {
  1061. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1062. return this.addVectors( v, w );
  1063. }
  1064. this.x += v.x;
  1065. this.y += v.y;
  1066. this.z += v.z;
  1067. return this;
  1068. },
  1069. addScalar: function ( s ) {
  1070. this.x += s;
  1071. this.y += s;
  1072. this.z += s;
  1073. return this;
  1074. },
  1075. addVectors: function ( a, b ) {
  1076. this.x = a.x + b.x;
  1077. this.y = a.y + b.y;
  1078. this.z = a.z + b.z;
  1079. return this;
  1080. },
  1081. addScaledVector: function ( v, s ) {
  1082. this.x += v.x * s;
  1083. this.y += v.y * s;
  1084. this.z += v.z * s;
  1085. return this;
  1086. },
  1087. sub: function ( v, w ) {
  1088. if ( w !== undefined ) {
  1089. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1090. return this.subVectors( v, w );
  1091. }
  1092. this.x -= v.x;
  1093. this.y -= v.y;
  1094. this.z -= v.z;
  1095. return this;
  1096. },
  1097. subScalar: function ( s ) {
  1098. this.x -= s;
  1099. this.y -= s;
  1100. this.z -= s;
  1101. return this;
  1102. },
  1103. subVectors: function ( a, b ) {
  1104. this.x = a.x - b.x;
  1105. this.y = a.y - b.y;
  1106. this.z = a.z - b.z;
  1107. return this;
  1108. },
  1109. multiply: function ( v, w ) {
  1110. if ( w !== undefined ) {
  1111. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1112. return this.multiplyVectors( v, w );
  1113. }
  1114. this.x *= v.x;
  1115. this.y *= v.y;
  1116. this.z *= v.z;
  1117. return this;
  1118. },
  1119. multiplyScalar: function ( scalar ) {
  1120. this.x *= scalar;
  1121. this.y *= scalar;
  1122. this.z *= scalar;
  1123. return this;
  1124. },
  1125. multiplyVectors: function ( a, b ) {
  1126. this.x = a.x * b.x;
  1127. this.y = a.y * b.y;
  1128. this.z = a.z * b.z;
  1129. return this;
  1130. },
  1131. applyEuler: function () {
  1132. var quaternion = new Quaternion();
  1133. return function applyEuler( euler ) {
  1134. if ( ! ( euler && euler.isEuler ) ) {
  1135. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1136. }
  1137. return this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1138. };
  1139. }(),
  1140. applyAxisAngle: function () {
  1141. var quaternion = new Quaternion();
  1142. return function applyAxisAngle( axis, angle ) {
  1143. return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1144. };
  1145. }(),
  1146. applyMatrix3: function ( m ) {
  1147. var x = this.x, y = this.y, z = this.z;
  1148. var e = m.elements;
  1149. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1150. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1151. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1152. return this;
  1153. },
  1154. applyMatrix4: function ( m ) {
  1155. var x = this.x, y = this.y, z = this.z;
  1156. var e = m.elements;
  1157. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1158. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1159. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1160. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1161. return this;
  1162. },
  1163. applyQuaternion: function ( q ) {
  1164. var x = this.x, y = this.y, z = this.z;
  1165. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1166. // calculate quat * vector
  1167. var ix = qw * x + qy * z - qz * y;
  1168. var iy = qw * y + qz * x - qx * z;
  1169. var iz = qw * z + qx * y - qy * x;
  1170. var iw = - qx * x - qy * y - qz * z;
  1171. // calculate result * inverse quat
  1172. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1173. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1174. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1175. return this;
  1176. },
  1177. project: function ( camera ) {
  1178. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1179. },
  1180. unproject: function ( camera ) {
  1181. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1182. },
  1183. transformDirection: function ( m ) {
  1184. // input: THREE.Matrix4 affine matrix
  1185. // vector interpreted as a direction
  1186. var x = this.x, y = this.y, z = this.z;
  1187. var e = m.elements;
  1188. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1189. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1190. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1191. return this.normalize();
  1192. },
  1193. divide: function ( v ) {
  1194. this.x /= v.x;
  1195. this.y /= v.y;
  1196. this.z /= v.z;
  1197. return this;
  1198. },
  1199. divideScalar: function ( scalar ) {
  1200. return this.multiplyScalar( 1 / scalar );
  1201. },
  1202. min: function ( v ) {
  1203. this.x = Math.min( this.x, v.x );
  1204. this.y = Math.min( this.y, v.y );
  1205. this.z = Math.min( this.z, v.z );
  1206. return this;
  1207. },
  1208. max: function ( v ) {
  1209. this.x = Math.max( this.x, v.x );
  1210. this.y = Math.max( this.y, v.y );
  1211. this.z = Math.max( this.z, v.z );
  1212. return this;
  1213. },
  1214. clamp: function ( min, max ) {
  1215. // assumes min < max, componentwise
  1216. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1217. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1218. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1219. return this;
  1220. },
  1221. clampScalar: function ( minVal, maxVal ) {
  1222. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1223. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1224. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1225. return this;
  1226. },
  1227. clampLength: function ( min, max ) {
  1228. var length = this.length();
  1229. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1230. },
  1231. floor: function () {
  1232. this.x = Math.floor( this.x );
  1233. this.y = Math.floor( this.y );
  1234. this.z = Math.floor( this.z );
  1235. return this;
  1236. },
  1237. ceil: function () {
  1238. this.x = Math.ceil( this.x );
  1239. this.y = Math.ceil( this.y );
  1240. this.z = Math.ceil( this.z );
  1241. return this;
  1242. },
  1243. round: function () {
  1244. this.x = Math.round( this.x );
  1245. this.y = Math.round( this.y );
  1246. this.z = Math.round( this.z );
  1247. return this;
  1248. },
  1249. roundToZero: function () {
  1250. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1251. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1252. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1253. return this;
  1254. },
  1255. negate: function () {
  1256. this.x = - this.x;
  1257. this.y = - this.y;
  1258. this.z = - this.z;
  1259. return this;
  1260. },
  1261. dot: function ( v ) {
  1262. return this.x * v.x + this.y * v.y + this.z * v.z;
  1263. },
  1264. // TODO lengthSquared?
  1265. lengthSq: function () {
  1266. return this.x * this.x + this.y * this.y + this.z * this.z;
  1267. },
  1268. length: function () {
  1269. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1270. },
  1271. manhattanLength: function () {
  1272. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1273. },
  1274. normalize: function () {
  1275. return this.divideScalar( this.length() || 1 );
  1276. },
  1277. setLength: function ( length ) {
  1278. return this.normalize().multiplyScalar( length );
  1279. },
  1280. lerp: function ( v, alpha ) {
  1281. this.x += ( v.x - this.x ) * alpha;
  1282. this.y += ( v.y - this.y ) * alpha;
  1283. this.z += ( v.z - this.z ) * alpha;
  1284. return this;
  1285. },
  1286. lerpVectors: function ( v1, v2, alpha ) {
  1287. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1288. },
  1289. cross: function ( v, w ) {
  1290. if ( w !== undefined ) {
  1291. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1292. return this.crossVectors( v, w );
  1293. }
  1294. return this.crossVectors( this, v );
  1295. },
  1296. crossVectors: function ( a, b ) {
  1297. var ax = a.x, ay = a.y, az = a.z;
  1298. var bx = b.x, by = b.y, bz = b.z;
  1299. this.x = ay * bz - az * by;
  1300. this.y = az * bx - ax * bz;
  1301. this.z = ax * by - ay * bx;
  1302. return this;
  1303. },
  1304. projectOnVector: function ( vector ) {
  1305. var scalar = vector.dot( this ) / vector.lengthSq();
  1306. return this.copy( vector ).multiplyScalar( scalar );
  1307. },
  1308. projectOnPlane: function () {
  1309. var v1 = new Vector3();
  1310. return function projectOnPlane( planeNormal ) {
  1311. v1.copy( this ).projectOnVector( planeNormal );
  1312. return this.sub( v1 );
  1313. };
  1314. }(),
  1315. reflect: function () {
  1316. // reflect incident vector off plane orthogonal to normal
  1317. // normal is assumed to have unit length
  1318. var v1 = new Vector3();
  1319. return function reflect( normal ) {
  1320. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1321. };
  1322. }(),
  1323. angleTo: function ( v ) {
  1324. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1325. // clamp, to handle numerical problems
  1326. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1327. },
  1328. distanceTo: function ( v ) {
  1329. return Math.sqrt( this.distanceToSquared( v ) );
  1330. },
  1331. distanceToSquared: function ( v ) {
  1332. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1333. return dx * dx + dy * dy + dz * dz;
  1334. },
  1335. manhattanDistanceTo: function ( v ) {
  1336. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1337. },
  1338. setFromSpherical: function ( s ) {
  1339. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1340. },
  1341. setFromSphericalCoords: function ( radius, phi, theta ) {
  1342. var sinPhiRadius = Math.sin( phi ) * radius;
  1343. this.x = sinPhiRadius * Math.sin( theta );
  1344. this.y = Math.cos( phi ) * radius;
  1345. this.z = sinPhiRadius * Math.cos( theta );
  1346. return this;
  1347. },
  1348. setFromCylindrical: function ( c ) {
  1349. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1350. },
  1351. setFromCylindricalCoords: function ( radius, theta, y ) {
  1352. this.x = radius * Math.sin( theta );
  1353. this.y = y;
  1354. this.z = radius * Math.cos( theta );
  1355. return this;
  1356. },
  1357. setFromMatrixPosition: function ( m ) {
  1358. var e = m.elements;
  1359. this.x = e[ 12 ];
  1360. this.y = e[ 13 ];
  1361. this.z = e[ 14 ];
  1362. return this;
  1363. },
  1364. setFromMatrixScale: function ( m ) {
  1365. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1366. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1367. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1368. this.x = sx;
  1369. this.y = sy;
  1370. this.z = sz;
  1371. return this;
  1372. },
  1373. setFromMatrixColumn: function ( m, index ) {
  1374. return this.fromArray( m.elements, index * 4 );
  1375. },
  1376. equals: function ( v ) {
  1377. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1378. },
  1379. fromArray: function ( array, offset ) {
  1380. if ( offset === undefined ) offset = 0;
  1381. this.x = array[ offset ];
  1382. this.y = array[ offset + 1 ];
  1383. this.z = array[ offset + 2 ];
  1384. return this;
  1385. },
  1386. toArray: function ( array, offset ) {
  1387. if ( array === undefined ) array = [];
  1388. if ( offset === undefined ) offset = 0;
  1389. array[ offset ] = this.x;
  1390. array[ offset + 1 ] = this.y;
  1391. array[ offset + 2 ] = this.z;
  1392. return array;
  1393. },
  1394. fromBufferAttribute: function ( attribute, index, offset ) {
  1395. if ( offset !== undefined ) {
  1396. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1397. }
  1398. this.x = attribute.getX( index );
  1399. this.y = attribute.getY( index );
  1400. this.z = attribute.getZ( index );
  1401. return this;
  1402. }
  1403. } );
  1404. /**
  1405. * @author alteredq / http://alteredqualia.com/
  1406. * @author WestLangley / http://github.com/WestLangley
  1407. * @author bhouston / http://clara.io
  1408. * @author tschw
  1409. */
  1410. var _vector;
  1411. function Matrix3() {
  1412. this.elements = [
  1413. 1, 0, 0,
  1414. 0, 1, 0,
  1415. 0, 0, 1
  1416. ];
  1417. if ( arguments.length > 0 ) {
  1418. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1419. }
  1420. }
  1421. Object.assign( Matrix3.prototype, {
  1422. isMatrix3: true,
  1423. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1424. var te = this.elements;
  1425. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1426. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1427. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1428. return this;
  1429. },
  1430. identity: function () {
  1431. this.set(
  1432. 1, 0, 0,
  1433. 0, 1, 0,
  1434. 0, 0, 1
  1435. );
  1436. return this;
  1437. },
  1438. clone: function () {
  1439. return new this.constructor().fromArray( this.elements );
  1440. },
  1441. copy: function ( m ) {
  1442. var te = this.elements;
  1443. var me = m.elements;
  1444. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1445. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1446. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1447. return this;
  1448. },
  1449. setFromMatrix4: function ( m ) {
  1450. var me = m.elements;
  1451. this.set(
  1452. me[ 0 ], me[ 4 ], me[ 8 ],
  1453. me[ 1 ], me[ 5 ], me[ 9 ],
  1454. me[ 2 ], me[ 6 ], me[ 10 ]
  1455. );
  1456. return this;
  1457. },
  1458. applyToBufferAttribute: function ( attribute ) {
  1459. if ( _vector === undefined ) _vector = new Vector3();
  1460. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1461. _vector.x = attribute.getX( i );
  1462. _vector.y = attribute.getY( i );
  1463. _vector.z = attribute.getZ( i );
  1464. _vector.applyMatrix3( this );
  1465. attribute.setXYZ( i, _vector.x, _vector.y, _vector.z );
  1466. }
  1467. return attribute;
  1468. },
  1469. multiply: function ( m ) {
  1470. return this.multiplyMatrices( this, m );
  1471. },
  1472. premultiply: function ( m ) {
  1473. return this.multiplyMatrices( m, this );
  1474. },
  1475. multiplyMatrices: function ( a, b ) {
  1476. var ae = a.elements;
  1477. var be = b.elements;
  1478. var te = this.elements;
  1479. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1480. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1481. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1482. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1483. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1484. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1485. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1486. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1487. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1488. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1489. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1490. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1491. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1492. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1493. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1494. return this;
  1495. },
  1496. multiplyScalar: function ( s ) {
  1497. var te = this.elements;
  1498. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1499. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1500. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1501. return this;
  1502. },
  1503. determinant: function () {
  1504. var te = this.elements;
  1505. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1506. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1507. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1508. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1509. },
  1510. getInverse: function ( matrix, throwOnDegenerate ) {
  1511. if ( matrix && matrix.isMatrix4 ) {
  1512. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1513. }
  1514. var me = matrix.elements,
  1515. te = this.elements,
  1516. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1517. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1518. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1519. t11 = n33 * n22 - n32 * n23,
  1520. t12 = n32 * n13 - n33 * n12,
  1521. t13 = n23 * n12 - n22 * n13,
  1522. det = n11 * t11 + n21 * t12 + n31 * t13;
  1523. if ( det === 0 ) {
  1524. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1525. if ( throwOnDegenerate === true ) {
  1526. throw new Error( msg );
  1527. } else {
  1528. console.warn( msg );
  1529. }
  1530. return this.identity();
  1531. }
  1532. var detInv = 1 / det;
  1533. te[ 0 ] = t11 * detInv;
  1534. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1535. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1536. te[ 3 ] = t12 * detInv;
  1537. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1538. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1539. te[ 6 ] = t13 * detInv;
  1540. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1541. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1542. return this;
  1543. },
  1544. transpose: function () {
  1545. var tmp, m = this.elements;
  1546. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1547. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1548. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1549. return this;
  1550. },
  1551. getNormalMatrix: function ( matrix4 ) {
  1552. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1553. },
  1554. transposeIntoArray: function ( r ) {
  1555. var m = this.elements;
  1556. r[ 0 ] = m[ 0 ];
  1557. r[ 1 ] = m[ 3 ];
  1558. r[ 2 ] = m[ 6 ];
  1559. r[ 3 ] = m[ 1 ];
  1560. r[ 4 ] = m[ 4 ];
  1561. r[ 5 ] = m[ 7 ];
  1562. r[ 6 ] = m[ 2 ];
  1563. r[ 7 ] = m[ 5 ];
  1564. r[ 8 ] = m[ 8 ];
  1565. return this;
  1566. },
  1567. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1568. var c = Math.cos( rotation );
  1569. var s = Math.sin( rotation );
  1570. this.set(
  1571. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1572. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1573. 0, 0, 1
  1574. );
  1575. },
  1576. scale: function ( sx, sy ) {
  1577. var te = this.elements;
  1578. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1579. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1580. return this;
  1581. },
  1582. rotate: function ( theta ) {
  1583. var c = Math.cos( theta );
  1584. var s = Math.sin( theta );
  1585. var te = this.elements;
  1586. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1587. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1588. te[ 0 ] = c * a11 + s * a21;
  1589. te[ 3 ] = c * a12 + s * a22;
  1590. te[ 6 ] = c * a13 + s * a23;
  1591. te[ 1 ] = - s * a11 + c * a21;
  1592. te[ 4 ] = - s * a12 + c * a22;
  1593. te[ 7 ] = - s * a13 + c * a23;
  1594. return this;
  1595. },
  1596. translate: function ( tx, ty ) {
  1597. var te = this.elements;
  1598. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1599. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1600. return this;
  1601. },
  1602. equals: function ( matrix ) {
  1603. var te = this.elements;
  1604. var me = matrix.elements;
  1605. for ( var i = 0; i < 9; i ++ ) {
  1606. if ( te[ i ] !== me[ i ] ) return false;
  1607. }
  1608. return true;
  1609. },
  1610. fromArray: function ( array, offset ) {
  1611. if ( offset === undefined ) offset = 0;
  1612. for ( var i = 0; i < 9; i ++ ) {
  1613. this.elements[ i ] = array[ i + offset ];
  1614. }
  1615. return this;
  1616. },
  1617. toArray: function ( array, offset ) {
  1618. if ( array === undefined ) array = [];
  1619. if ( offset === undefined ) offset = 0;
  1620. var te = this.elements;
  1621. array[ offset ] = te[ 0 ];
  1622. array[ offset + 1 ] = te[ 1 ];
  1623. array[ offset + 2 ] = te[ 2 ];
  1624. array[ offset + 3 ] = te[ 3 ];
  1625. array[ offset + 4 ] = te[ 4 ];
  1626. array[ offset + 5 ] = te[ 5 ];
  1627. array[ offset + 6 ] = te[ 6 ];
  1628. array[ offset + 7 ] = te[ 7 ];
  1629. array[ offset + 8 ] = te[ 8 ];
  1630. return array;
  1631. }
  1632. } );
  1633. /**
  1634. * @author mrdoob / http://mrdoob.com/
  1635. * @author alteredq / http://alteredqualia.com/
  1636. * @author szimek / https://github.com/szimek/
  1637. */
  1638. var _canvas;
  1639. var ImageUtils = {
  1640. getDataURL: function ( image ) {
  1641. var canvas;
  1642. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1643. return image.src;
  1644. } else if ( image instanceof HTMLCanvasElement ) {
  1645. canvas = image;
  1646. } else {
  1647. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  1648. _canvas.width = image.width;
  1649. _canvas.height = image.height;
  1650. var context = _canvas.getContext( '2d' );
  1651. if ( image instanceof ImageData ) {
  1652. context.putImageData( image, 0, 0 );
  1653. } else {
  1654. context.drawImage( image, 0, 0, image.width, image.height );
  1655. }
  1656. canvas = _canvas;
  1657. }
  1658. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1659. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1660. } else {
  1661. return canvas.toDataURL( 'image/png' );
  1662. }
  1663. }
  1664. };
  1665. /**
  1666. * @author mrdoob / http://mrdoob.com/
  1667. * @author alteredq / http://alteredqualia.com/
  1668. * @author szimek / https://github.com/szimek/
  1669. */
  1670. var textureId = 0;
  1671. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1672. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1673. this.uuid = _Math.generateUUID();
  1674. this.name = '';
  1675. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1676. this.mipmaps = [];
  1677. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1678. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1679. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1680. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1681. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1682. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1683. this.format = format !== undefined ? format : RGBAFormat;
  1684. this.type = type !== undefined ? type : UnsignedByteType;
  1685. this.offset = new Vector2( 0, 0 );
  1686. this.repeat = new Vector2( 1, 1 );
  1687. this.center = new Vector2( 0, 0 );
  1688. this.rotation = 0;
  1689. this.matrixAutoUpdate = true;
  1690. this.matrix = new Matrix3();
  1691. this.generateMipmaps = true;
  1692. this.premultiplyAlpha = false;
  1693. this.flipY = true;
  1694. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1695. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1696. //
  1697. // Also changing the encoding after already used by a Material will not automatically make the Material
  1698. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1699. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1700. this.version = 0;
  1701. this.onUpdate = null;
  1702. }
  1703. Texture.DEFAULT_IMAGE = undefined;
  1704. Texture.DEFAULT_MAPPING = UVMapping;
  1705. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1706. constructor: Texture,
  1707. isTexture: true,
  1708. updateMatrix: function () {
  1709. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1710. },
  1711. clone: function () {
  1712. return new this.constructor().copy( this );
  1713. },
  1714. copy: function ( source ) {
  1715. this.name = source.name;
  1716. this.image = source.image;
  1717. this.mipmaps = source.mipmaps.slice( 0 );
  1718. this.mapping = source.mapping;
  1719. this.wrapS = source.wrapS;
  1720. this.wrapT = source.wrapT;
  1721. this.magFilter = source.magFilter;
  1722. this.minFilter = source.minFilter;
  1723. this.anisotropy = source.anisotropy;
  1724. this.format = source.format;
  1725. this.type = source.type;
  1726. this.offset.copy( source.offset );
  1727. this.repeat.copy( source.repeat );
  1728. this.center.copy( source.center );
  1729. this.rotation = source.rotation;
  1730. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1731. this.matrix.copy( source.matrix );
  1732. this.generateMipmaps = source.generateMipmaps;
  1733. this.premultiplyAlpha = source.premultiplyAlpha;
  1734. this.flipY = source.flipY;
  1735. this.unpackAlignment = source.unpackAlignment;
  1736. this.encoding = source.encoding;
  1737. return this;
  1738. },
  1739. toJSON: function ( meta ) {
  1740. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1741. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1742. return meta.textures[ this.uuid ];
  1743. }
  1744. var output = {
  1745. metadata: {
  1746. version: 4.5,
  1747. type: 'Texture',
  1748. generator: 'Texture.toJSON'
  1749. },
  1750. uuid: this.uuid,
  1751. name: this.name,
  1752. mapping: this.mapping,
  1753. repeat: [ this.repeat.x, this.repeat.y ],
  1754. offset: [ this.offset.x, this.offset.y ],
  1755. center: [ this.center.x, this.center.y ],
  1756. rotation: this.rotation,
  1757. wrap: [ this.wrapS, this.wrapT ],
  1758. format: this.format,
  1759. type: this.type,
  1760. encoding: this.encoding,
  1761. minFilter: this.minFilter,
  1762. magFilter: this.magFilter,
  1763. anisotropy: this.anisotropy,
  1764. flipY: this.flipY,
  1765. premultiplyAlpha: this.premultiplyAlpha,
  1766. unpackAlignment: this.unpackAlignment
  1767. };
  1768. if ( this.image !== undefined ) {
  1769. // TODO: Move to THREE.Image
  1770. var image = this.image;
  1771. if ( image.uuid === undefined ) {
  1772. image.uuid = _Math.generateUUID(); // UGH
  1773. }
  1774. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1775. var url;
  1776. if ( Array.isArray( image ) ) {
  1777. // process array of images e.g. CubeTexture
  1778. url = [];
  1779. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1780. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1781. }
  1782. } else {
  1783. // process single image
  1784. url = ImageUtils.getDataURL( image );
  1785. }
  1786. meta.images[ image.uuid ] = {
  1787. uuid: image.uuid,
  1788. url: url
  1789. };
  1790. }
  1791. output.image = image.uuid;
  1792. }
  1793. if ( ! isRootObject ) {
  1794. meta.textures[ this.uuid ] = output;
  1795. }
  1796. return output;
  1797. },
  1798. dispose: function () {
  1799. this.dispatchEvent( { type: 'dispose' } );
  1800. },
  1801. transformUv: function ( uv ) {
  1802. if ( this.mapping !== UVMapping ) return uv;
  1803. uv.applyMatrix3( this.matrix );
  1804. if ( uv.x < 0 || uv.x > 1 ) {
  1805. switch ( this.wrapS ) {
  1806. case RepeatWrapping:
  1807. uv.x = uv.x - Math.floor( uv.x );
  1808. break;
  1809. case ClampToEdgeWrapping:
  1810. uv.x = uv.x < 0 ? 0 : 1;
  1811. break;
  1812. case MirroredRepeatWrapping:
  1813. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1814. uv.x = Math.ceil( uv.x ) - uv.x;
  1815. } else {
  1816. uv.x = uv.x - Math.floor( uv.x );
  1817. }
  1818. break;
  1819. }
  1820. }
  1821. if ( uv.y < 0 || uv.y > 1 ) {
  1822. switch ( this.wrapT ) {
  1823. case RepeatWrapping:
  1824. uv.y = uv.y - Math.floor( uv.y );
  1825. break;
  1826. case ClampToEdgeWrapping:
  1827. uv.y = uv.y < 0 ? 0 : 1;
  1828. break;
  1829. case MirroredRepeatWrapping:
  1830. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1831. uv.y = Math.ceil( uv.y ) - uv.y;
  1832. } else {
  1833. uv.y = uv.y - Math.floor( uv.y );
  1834. }
  1835. break;
  1836. }
  1837. }
  1838. if ( this.flipY ) {
  1839. uv.y = 1 - uv.y;
  1840. }
  1841. return uv;
  1842. }
  1843. } );
  1844. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1845. set: function ( value ) {
  1846. if ( value === true ) this.version ++;
  1847. }
  1848. } );
  1849. /**
  1850. * @author supereggbert / http://www.paulbrunt.co.uk/
  1851. * @author philogb / http://blog.thejit.org/
  1852. * @author mikael emtinger / http://gomo.se/
  1853. * @author egraether / http://egraether.com/
  1854. * @author WestLangley / http://github.com/WestLangley
  1855. */
  1856. function Vector4( x, y, z, w ) {
  1857. this.x = x || 0;
  1858. this.y = y || 0;
  1859. this.z = z || 0;
  1860. this.w = ( w !== undefined ) ? w : 1;
  1861. }
  1862. Object.defineProperties( Vector4.prototype, {
  1863. "width": {
  1864. get: function () {
  1865. return this.z;
  1866. },
  1867. set: function ( value ) {
  1868. this.z = value;
  1869. }
  1870. },
  1871. "height": {
  1872. get: function () {
  1873. return this.w;
  1874. },
  1875. set: function ( value ) {
  1876. this.w = value;
  1877. }
  1878. }
  1879. } );
  1880. Object.assign( Vector4.prototype, {
  1881. isVector4: true,
  1882. set: function ( x, y, z, w ) {
  1883. this.x = x;
  1884. this.y = y;
  1885. this.z = z;
  1886. this.w = w;
  1887. return this;
  1888. },
  1889. setScalar: function ( scalar ) {
  1890. this.x = scalar;
  1891. this.y = scalar;
  1892. this.z = scalar;
  1893. this.w = scalar;
  1894. return this;
  1895. },
  1896. setX: function ( x ) {
  1897. this.x = x;
  1898. return this;
  1899. },
  1900. setY: function ( y ) {
  1901. this.y = y;
  1902. return this;
  1903. },
  1904. setZ: function ( z ) {
  1905. this.z = z;
  1906. return this;
  1907. },
  1908. setW: function ( w ) {
  1909. this.w = w;
  1910. return this;
  1911. },
  1912. setComponent: function ( index, value ) {
  1913. switch ( index ) {
  1914. case 0: this.x = value; break;
  1915. case 1: this.y = value; break;
  1916. case 2: this.z = value; break;
  1917. case 3: this.w = value; break;
  1918. default: throw new Error( 'index is out of range: ' + index );
  1919. }
  1920. return this;
  1921. },
  1922. getComponent: function ( index ) {
  1923. switch ( index ) {
  1924. case 0: return this.x;
  1925. case 1: return this.y;
  1926. case 2: return this.z;
  1927. case 3: return this.w;
  1928. default: throw new Error( 'index is out of range: ' + index );
  1929. }
  1930. },
  1931. clone: function () {
  1932. return new this.constructor( this.x, this.y, this.z, this.w );
  1933. },
  1934. copy: function ( v ) {
  1935. this.x = v.x;
  1936. this.y = v.y;
  1937. this.z = v.z;
  1938. this.w = ( v.w !== undefined ) ? v.w : 1;
  1939. return this;
  1940. },
  1941. add: function ( v, w ) {
  1942. if ( w !== undefined ) {
  1943. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1944. return this.addVectors( v, w );
  1945. }
  1946. this.x += v.x;
  1947. this.y += v.y;
  1948. this.z += v.z;
  1949. this.w += v.w;
  1950. return this;
  1951. },
  1952. addScalar: function ( s ) {
  1953. this.x += s;
  1954. this.y += s;
  1955. this.z += s;
  1956. this.w += s;
  1957. return this;
  1958. },
  1959. addVectors: function ( a, b ) {
  1960. this.x = a.x + b.x;
  1961. this.y = a.y + b.y;
  1962. this.z = a.z + b.z;
  1963. this.w = a.w + b.w;
  1964. return this;
  1965. },
  1966. addScaledVector: function ( v, s ) {
  1967. this.x += v.x * s;
  1968. this.y += v.y * s;
  1969. this.z += v.z * s;
  1970. this.w += v.w * s;
  1971. return this;
  1972. },
  1973. sub: function ( v, w ) {
  1974. if ( w !== undefined ) {
  1975. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1976. return this.subVectors( v, w );
  1977. }
  1978. this.x -= v.x;
  1979. this.y -= v.y;
  1980. this.z -= v.z;
  1981. this.w -= v.w;
  1982. return this;
  1983. },
  1984. subScalar: function ( s ) {
  1985. this.x -= s;
  1986. this.y -= s;
  1987. this.z -= s;
  1988. this.w -= s;
  1989. return this;
  1990. },
  1991. subVectors: function ( a, b ) {
  1992. this.x = a.x - b.x;
  1993. this.y = a.y - b.y;
  1994. this.z = a.z - b.z;
  1995. this.w = a.w - b.w;
  1996. return this;
  1997. },
  1998. multiplyScalar: function ( scalar ) {
  1999. this.x *= scalar;
  2000. this.y *= scalar;
  2001. this.z *= scalar;
  2002. this.w *= scalar;
  2003. return this;
  2004. },
  2005. applyMatrix4: function ( m ) {
  2006. var x = this.x, y = this.y, z = this.z, w = this.w;
  2007. var e = m.elements;
  2008. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  2009. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  2010. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2011. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2012. return this;
  2013. },
  2014. divideScalar: function ( scalar ) {
  2015. return this.multiplyScalar( 1 / scalar );
  2016. },
  2017. setAxisAngleFromQuaternion: function ( q ) {
  2018. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2019. // q is assumed to be normalized
  2020. this.w = 2 * Math.acos( q.w );
  2021. var s = Math.sqrt( 1 - q.w * q.w );
  2022. if ( s < 0.0001 ) {
  2023. this.x = 1;
  2024. this.y = 0;
  2025. this.z = 0;
  2026. } else {
  2027. this.x = q.x / s;
  2028. this.y = q.y / s;
  2029. this.z = q.z / s;
  2030. }
  2031. return this;
  2032. },
  2033. setAxisAngleFromRotationMatrix: function ( m ) {
  2034. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2035. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2036. var angle, x, y, z, // variables for result
  2037. epsilon = 0.01, // margin to allow for rounding errors
  2038. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2039. te = m.elements,
  2040. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2041. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2042. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2043. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2044. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2045. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2046. // singularity found
  2047. // first check for identity matrix which must have +1 for all terms
  2048. // in leading diagonal and zero in other terms
  2049. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2050. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2051. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2052. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2053. // this singularity is identity matrix so angle = 0
  2054. this.set( 1, 0, 0, 0 );
  2055. return this; // zero angle, arbitrary axis
  2056. }
  2057. // otherwise this singularity is angle = 180
  2058. angle = Math.PI;
  2059. var xx = ( m11 + 1 ) / 2;
  2060. var yy = ( m22 + 1 ) / 2;
  2061. var zz = ( m33 + 1 ) / 2;
  2062. var xy = ( m12 + m21 ) / 4;
  2063. var xz = ( m13 + m31 ) / 4;
  2064. var yz = ( m23 + m32 ) / 4;
  2065. if ( ( xx > yy ) && ( xx > zz ) ) {
  2066. // m11 is the largest diagonal term
  2067. if ( xx < epsilon ) {
  2068. x = 0;
  2069. y = 0.707106781;
  2070. z = 0.707106781;
  2071. } else {
  2072. x = Math.sqrt( xx );
  2073. y = xy / x;
  2074. z = xz / x;
  2075. }
  2076. } else if ( yy > zz ) {
  2077. // m22 is the largest diagonal term
  2078. if ( yy < epsilon ) {
  2079. x = 0.707106781;
  2080. y = 0;
  2081. z = 0.707106781;
  2082. } else {
  2083. y = Math.sqrt( yy );
  2084. x = xy / y;
  2085. z = yz / y;
  2086. }
  2087. } else {
  2088. // m33 is the largest diagonal term so base result on this
  2089. if ( zz < epsilon ) {
  2090. x = 0.707106781;
  2091. y = 0.707106781;
  2092. z = 0;
  2093. } else {
  2094. z = Math.sqrt( zz );
  2095. x = xz / z;
  2096. y = yz / z;
  2097. }
  2098. }
  2099. this.set( x, y, z, angle );
  2100. return this; // return 180 deg rotation
  2101. }
  2102. // as we have reached here there are no singularities so we can handle normally
  2103. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2104. ( m13 - m31 ) * ( m13 - m31 ) +
  2105. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2106. if ( Math.abs( s ) < 0.001 ) s = 1;
  2107. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2108. // caught by singularity test above, but I've left it in just in case
  2109. this.x = ( m32 - m23 ) / s;
  2110. this.y = ( m13 - m31 ) / s;
  2111. this.z = ( m21 - m12 ) / s;
  2112. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2113. return this;
  2114. },
  2115. min: function ( v ) {
  2116. this.x = Math.min( this.x, v.x );
  2117. this.y = Math.min( this.y, v.y );
  2118. this.z = Math.min( this.z, v.z );
  2119. this.w = Math.min( this.w, v.w );
  2120. return this;
  2121. },
  2122. max: function ( v ) {
  2123. this.x = Math.max( this.x, v.x );
  2124. this.y = Math.max( this.y, v.y );
  2125. this.z = Math.max( this.z, v.z );
  2126. this.w = Math.max( this.w, v.w );
  2127. return this;
  2128. },
  2129. clamp: function ( min, max ) {
  2130. // assumes min < max, componentwise
  2131. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2132. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2133. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2134. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2135. return this;
  2136. },
  2137. clampScalar: function ( minVal, maxVal ) {
  2138. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2139. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2140. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2141. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2142. return this;
  2143. },
  2144. clampLength: function ( min, max ) {
  2145. var length = this.length();
  2146. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2147. },
  2148. floor: function () {
  2149. this.x = Math.floor( this.x );
  2150. this.y = Math.floor( this.y );
  2151. this.z = Math.floor( this.z );
  2152. this.w = Math.floor( this.w );
  2153. return this;
  2154. },
  2155. ceil: function () {
  2156. this.x = Math.ceil( this.x );
  2157. this.y = Math.ceil( this.y );
  2158. this.z = Math.ceil( this.z );
  2159. this.w = Math.ceil( this.w );
  2160. return this;
  2161. },
  2162. round: function () {
  2163. this.x = Math.round( this.x );
  2164. this.y = Math.round( this.y );
  2165. this.z = Math.round( this.z );
  2166. this.w = Math.round( this.w );
  2167. return this;
  2168. },
  2169. roundToZero: function () {
  2170. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2171. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2172. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2173. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2174. return this;
  2175. },
  2176. negate: function () {
  2177. this.x = - this.x;
  2178. this.y = - this.y;
  2179. this.z = - this.z;
  2180. this.w = - this.w;
  2181. return this;
  2182. },
  2183. dot: function ( v ) {
  2184. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2185. },
  2186. lengthSq: function () {
  2187. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2188. },
  2189. length: function () {
  2190. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2191. },
  2192. manhattanLength: function () {
  2193. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2194. },
  2195. normalize: function () {
  2196. return this.divideScalar( this.length() || 1 );
  2197. },
  2198. setLength: function ( length ) {
  2199. return this.normalize().multiplyScalar( length );
  2200. },
  2201. lerp: function ( v, alpha ) {
  2202. this.x += ( v.x - this.x ) * alpha;
  2203. this.y += ( v.y - this.y ) * alpha;
  2204. this.z += ( v.z - this.z ) * alpha;
  2205. this.w += ( v.w - this.w ) * alpha;
  2206. return this;
  2207. },
  2208. lerpVectors: function ( v1, v2, alpha ) {
  2209. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2210. },
  2211. equals: function ( v ) {
  2212. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2213. },
  2214. fromArray: function ( array, offset ) {
  2215. if ( offset === undefined ) offset = 0;
  2216. this.x = array[ offset ];
  2217. this.y = array[ offset + 1 ];
  2218. this.z = array[ offset + 2 ];
  2219. this.w = array[ offset + 3 ];
  2220. return this;
  2221. },
  2222. toArray: function ( array, offset ) {
  2223. if ( array === undefined ) array = [];
  2224. if ( offset === undefined ) offset = 0;
  2225. array[ offset ] = this.x;
  2226. array[ offset + 1 ] = this.y;
  2227. array[ offset + 2 ] = this.z;
  2228. array[ offset + 3 ] = this.w;
  2229. return array;
  2230. },
  2231. fromBufferAttribute: function ( attribute, index, offset ) {
  2232. if ( offset !== undefined ) {
  2233. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2234. }
  2235. this.x = attribute.getX( index );
  2236. this.y = attribute.getY( index );
  2237. this.z = attribute.getZ( index );
  2238. this.w = attribute.getW( index );
  2239. return this;
  2240. }
  2241. } );
  2242. /**
  2243. * @author szimek / https://github.com/szimek/
  2244. * @author alteredq / http://alteredqualia.com/
  2245. * @author Marius Kintel / https://github.com/kintel
  2246. */
  2247. /*
  2248. In options, we can specify:
  2249. * Texture parameters for an auto-generated target texture
  2250. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2251. */
  2252. function WebGLRenderTarget( width, height, options ) {
  2253. this.width = width;
  2254. this.height = height;
  2255. this.scissor = new Vector4( 0, 0, width, height );
  2256. this.scissorTest = false;
  2257. this.viewport = new Vector4( 0, 0, width, height );
  2258. options = options || {};
  2259. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2260. this.texture.image = {};
  2261. this.texture.image.width = width;
  2262. this.texture.image.height = height;
  2263. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2264. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2265. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2266. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2267. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2268. }
  2269. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2270. constructor: WebGLRenderTarget,
  2271. isWebGLRenderTarget: true,
  2272. setSize: function ( width, height ) {
  2273. if ( this.width !== width || this.height !== height ) {
  2274. this.width = width;
  2275. this.height = height;
  2276. this.texture.image.width = width;
  2277. this.texture.image.height = height;
  2278. this.dispose();
  2279. }
  2280. this.viewport.set( 0, 0, width, height );
  2281. this.scissor.set( 0, 0, width, height );
  2282. },
  2283. clone: function () {
  2284. return new this.constructor().copy( this );
  2285. },
  2286. copy: function ( source ) {
  2287. this.width = source.width;
  2288. this.height = source.height;
  2289. this.viewport.copy( source.viewport );
  2290. this.texture = source.texture.clone();
  2291. this.depthBuffer = source.depthBuffer;
  2292. this.stencilBuffer = source.stencilBuffer;
  2293. this.depthTexture = source.depthTexture;
  2294. return this;
  2295. },
  2296. dispose: function () {
  2297. this.dispatchEvent( { type: 'dispose' } );
  2298. }
  2299. } );
  2300. /**
  2301. * @author Mugen87 / https://github.com/Mugen87
  2302. * @author Matt DesLauriers / @mattdesl
  2303. */
  2304. function WebGLMultisampleRenderTarget( width, height, options ) {
  2305. WebGLRenderTarget.call( this, width, height, options );
  2306. this.samples = 4;
  2307. }
  2308. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2309. constructor: WebGLMultisampleRenderTarget,
  2310. isWebGLMultisampleRenderTarget: true,
  2311. copy: function ( source ) {
  2312. WebGLRenderTarget.prototype.copy.call( this, source );
  2313. this.samples = source.samples;
  2314. return this;
  2315. }
  2316. } );
  2317. /**
  2318. * @author mrdoob / http://mrdoob.com/
  2319. * @author supereggbert / http://www.paulbrunt.co.uk/
  2320. * @author philogb / http://blog.thejit.org/
  2321. * @author jordi_ros / http://plattsoft.com
  2322. * @author D1plo1d / http://github.com/D1plo1d
  2323. * @author alteredq / http://alteredqualia.com/
  2324. * @author mikael emtinger / http://gomo.se/
  2325. * @author timknip / http://www.floorplanner.com/
  2326. * @author bhouston / http://clara.io
  2327. * @author WestLangley / http://github.com/WestLangley
  2328. */
  2329. function Matrix4() {
  2330. this.elements = [
  2331. 1, 0, 0, 0,
  2332. 0, 1, 0, 0,
  2333. 0, 0, 1, 0,
  2334. 0, 0, 0, 1
  2335. ];
  2336. if ( arguments.length > 0 ) {
  2337. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2338. }
  2339. }
  2340. Object.assign( Matrix4.prototype, {
  2341. isMatrix4: true,
  2342. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2343. var te = this.elements;
  2344. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2345. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2346. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2347. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2348. return this;
  2349. },
  2350. identity: function () {
  2351. this.set(
  2352. 1, 0, 0, 0,
  2353. 0, 1, 0, 0,
  2354. 0, 0, 1, 0,
  2355. 0, 0, 0, 1
  2356. );
  2357. return this;
  2358. },
  2359. clone: function () {
  2360. return new Matrix4().fromArray( this.elements );
  2361. },
  2362. copy: function ( m ) {
  2363. var te = this.elements;
  2364. var me = m.elements;
  2365. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2366. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2367. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2368. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2369. return this;
  2370. },
  2371. copyPosition: function ( m ) {
  2372. var te = this.elements, me = m.elements;
  2373. te[ 12 ] = me[ 12 ];
  2374. te[ 13 ] = me[ 13 ];
  2375. te[ 14 ] = me[ 14 ];
  2376. return this;
  2377. },
  2378. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2379. xAxis.setFromMatrixColumn( this, 0 );
  2380. yAxis.setFromMatrixColumn( this, 1 );
  2381. zAxis.setFromMatrixColumn( this, 2 );
  2382. return this;
  2383. },
  2384. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2385. this.set(
  2386. xAxis.x, yAxis.x, zAxis.x, 0,
  2387. xAxis.y, yAxis.y, zAxis.y, 0,
  2388. xAxis.z, yAxis.z, zAxis.z, 0,
  2389. 0, 0, 0, 1
  2390. );
  2391. return this;
  2392. },
  2393. extractRotation: function () {
  2394. var v1 = new Vector3();
  2395. return function extractRotation( m ) {
  2396. // this method does not support reflection matrices
  2397. var te = this.elements;
  2398. var me = m.elements;
  2399. var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  2400. var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  2401. var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  2402. te[ 0 ] = me[ 0 ] * scaleX;
  2403. te[ 1 ] = me[ 1 ] * scaleX;
  2404. te[ 2 ] = me[ 2 ] * scaleX;
  2405. te[ 3 ] = 0;
  2406. te[ 4 ] = me[ 4 ] * scaleY;
  2407. te[ 5 ] = me[ 5 ] * scaleY;
  2408. te[ 6 ] = me[ 6 ] * scaleY;
  2409. te[ 7 ] = 0;
  2410. te[ 8 ] = me[ 8 ] * scaleZ;
  2411. te[ 9 ] = me[ 9 ] * scaleZ;
  2412. te[ 10 ] = me[ 10 ] * scaleZ;
  2413. te[ 11 ] = 0;
  2414. te[ 12 ] = 0;
  2415. te[ 13 ] = 0;
  2416. te[ 14 ] = 0;
  2417. te[ 15 ] = 1;
  2418. return this;
  2419. };
  2420. }(),
  2421. makeRotationFromEuler: function ( euler ) {
  2422. if ( ! ( euler && euler.isEuler ) ) {
  2423. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2424. }
  2425. var te = this.elements;
  2426. var x = euler.x, y = euler.y, z = euler.z;
  2427. var a = Math.cos( x ), b = Math.sin( x );
  2428. var c = Math.cos( y ), d = Math.sin( y );
  2429. var e = Math.cos( z ), f = Math.sin( z );
  2430. if ( euler.order === 'XYZ' ) {
  2431. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2432. te[ 0 ] = c * e;
  2433. te[ 4 ] = - c * f;
  2434. te[ 8 ] = d;
  2435. te[ 1 ] = af + be * d;
  2436. te[ 5 ] = ae - bf * d;
  2437. te[ 9 ] = - b * c;
  2438. te[ 2 ] = bf - ae * d;
  2439. te[ 6 ] = be + af * d;
  2440. te[ 10 ] = a * c;
  2441. } else if ( euler.order === 'YXZ' ) {
  2442. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2443. te[ 0 ] = ce + df * b;
  2444. te[ 4 ] = de * b - cf;
  2445. te[ 8 ] = a * d;
  2446. te[ 1 ] = a * f;
  2447. te[ 5 ] = a * e;
  2448. te[ 9 ] = - b;
  2449. te[ 2 ] = cf * b - de;
  2450. te[ 6 ] = df + ce * b;
  2451. te[ 10 ] = a * c;
  2452. } else if ( euler.order === 'ZXY' ) {
  2453. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2454. te[ 0 ] = ce - df * b;
  2455. te[ 4 ] = - a * f;
  2456. te[ 8 ] = de + cf * b;
  2457. te[ 1 ] = cf + de * b;
  2458. te[ 5 ] = a * e;
  2459. te[ 9 ] = df - ce * b;
  2460. te[ 2 ] = - a * d;
  2461. te[ 6 ] = b;
  2462. te[ 10 ] = a * c;
  2463. } else if ( euler.order === 'ZYX' ) {
  2464. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2465. te[ 0 ] = c * e;
  2466. te[ 4 ] = be * d - af;
  2467. te[ 8 ] = ae * d + bf;
  2468. te[ 1 ] = c * f;
  2469. te[ 5 ] = bf * d + ae;
  2470. te[ 9 ] = af * d - be;
  2471. te[ 2 ] = - d;
  2472. te[ 6 ] = b * c;
  2473. te[ 10 ] = a * c;
  2474. } else if ( euler.order === 'YZX' ) {
  2475. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2476. te[ 0 ] = c * e;
  2477. te[ 4 ] = bd - ac * f;
  2478. te[ 8 ] = bc * f + ad;
  2479. te[ 1 ] = f;
  2480. te[ 5 ] = a * e;
  2481. te[ 9 ] = - b * e;
  2482. te[ 2 ] = - d * e;
  2483. te[ 6 ] = ad * f + bc;
  2484. te[ 10 ] = ac - bd * f;
  2485. } else if ( euler.order === 'XZY' ) {
  2486. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2487. te[ 0 ] = c * e;
  2488. te[ 4 ] = - f;
  2489. te[ 8 ] = d * e;
  2490. te[ 1 ] = ac * f + bd;
  2491. te[ 5 ] = a * e;
  2492. te[ 9 ] = ad * f - bc;
  2493. te[ 2 ] = bc * f - ad;
  2494. te[ 6 ] = b * e;
  2495. te[ 10 ] = bd * f + ac;
  2496. }
  2497. // bottom row
  2498. te[ 3 ] = 0;
  2499. te[ 7 ] = 0;
  2500. te[ 11 ] = 0;
  2501. // last column
  2502. te[ 12 ] = 0;
  2503. te[ 13 ] = 0;
  2504. te[ 14 ] = 0;
  2505. te[ 15 ] = 1;
  2506. return this;
  2507. },
  2508. makeRotationFromQuaternion: function () {
  2509. var zero = new Vector3( 0, 0, 0 );
  2510. var one = new Vector3( 1, 1, 1 );
  2511. return function makeRotationFromQuaternion( q ) {
  2512. return this.compose( zero, q, one );
  2513. };
  2514. }(),
  2515. lookAt: function () {
  2516. var x = new Vector3();
  2517. var y = new Vector3();
  2518. var z = new Vector3();
  2519. return function lookAt( eye, target, up ) {
  2520. var te = this.elements;
  2521. z.subVectors( eye, target );
  2522. if ( z.lengthSq() === 0 ) {
  2523. // eye and target are in the same position
  2524. z.z = 1;
  2525. }
  2526. z.normalize();
  2527. x.crossVectors( up, z );
  2528. if ( x.lengthSq() === 0 ) {
  2529. // up and z are parallel
  2530. if ( Math.abs( up.z ) === 1 ) {
  2531. z.x += 0.0001;
  2532. } else {
  2533. z.z += 0.0001;
  2534. }
  2535. z.normalize();
  2536. x.crossVectors( up, z );
  2537. }
  2538. x.normalize();
  2539. y.crossVectors( z, x );
  2540. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  2541. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  2542. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  2543. return this;
  2544. };
  2545. }(),
  2546. multiply: function ( m, n ) {
  2547. if ( n !== undefined ) {
  2548. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2549. return this.multiplyMatrices( m, n );
  2550. }
  2551. return this.multiplyMatrices( this, m );
  2552. },
  2553. premultiply: function ( m ) {
  2554. return this.multiplyMatrices( m, this );
  2555. },
  2556. multiplyMatrices: function ( a, b ) {
  2557. var ae = a.elements;
  2558. var be = b.elements;
  2559. var te = this.elements;
  2560. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2561. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2562. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2563. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2564. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2565. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2566. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2567. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2568. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2569. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2570. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2571. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2572. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2573. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2574. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2575. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2576. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2577. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2578. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2579. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2580. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2581. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2582. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2583. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2584. return this;
  2585. },
  2586. multiplyScalar: function ( s ) {
  2587. var te = this.elements;
  2588. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2589. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2590. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2591. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2592. return this;
  2593. },
  2594. applyToBufferAttribute: function () {
  2595. var v1 = new Vector3();
  2596. return function applyToBufferAttribute( attribute ) {
  2597. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2598. v1.x = attribute.getX( i );
  2599. v1.y = attribute.getY( i );
  2600. v1.z = attribute.getZ( i );
  2601. v1.applyMatrix4( this );
  2602. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  2603. }
  2604. return attribute;
  2605. };
  2606. }(),
  2607. determinant: function () {
  2608. var te = this.elements;
  2609. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2610. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2611. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2612. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2613. //TODO: make this more efficient
  2614. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2615. return (
  2616. n41 * (
  2617. + n14 * n23 * n32
  2618. - n13 * n24 * n32
  2619. - n14 * n22 * n33
  2620. + n12 * n24 * n33
  2621. + n13 * n22 * n34
  2622. - n12 * n23 * n34
  2623. ) +
  2624. n42 * (
  2625. + n11 * n23 * n34
  2626. - n11 * n24 * n33
  2627. + n14 * n21 * n33
  2628. - n13 * n21 * n34
  2629. + n13 * n24 * n31
  2630. - n14 * n23 * n31
  2631. ) +
  2632. n43 * (
  2633. + n11 * n24 * n32
  2634. - n11 * n22 * n34
  2635. - n14 * n21 * n32
  2636. + n12 * n21 * n34
  2637. + n14 * n22 * n31
  2638. - n12 * n24 * n31
  2639. ) +
  2640. n44 * (
  2641. - n13 * n22 * n31
  2642. - n11 * n23 * n32
  2643. + n11 * n22 * n33
  2644. + n13 * n21 * n32
  2645. - n12 * n21 * n33
  2646. + n12 * n23 * n31
  2647. )
  2648. );
  2649. },
  2650. transpose: function () {
  2651. var te = this.elements;
  2652. var tmp;
  2653. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2654. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2655. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2656. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2657. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2658. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2659. return this;
  2660. },
  2661. setPosition: function ( x, y, z ) {
  2662. var te = this.elements;
  2663. if ( x.isVector3 ) {
  2664. te[ 12 ] = x.x;
  2665. te[ 13 ] = x.y;
  2666. te[ 14 ] = x.z;
  2667. } else {
  2668. te[ 12 ] = x;
  2669. te[ 13 ] = y;
  2670. te[ 14 ] = z;
  2671. }
  2672. return this;
  2673. },
  2674. getInverse: function ( m, throwOnDegenerate ) {
  2675. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2676. var te = this.elements,
  2677. me = m.elements,
  2678. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2679. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2680. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2681. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2682. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2683. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2684. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2685. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2686. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2687. if ( det === 0 ) {
  2688. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2689. if ( throwOnDegenerate === true ) {
  2690. throw new Error( msg );
  2691. } else {
  2692. console.warn( msg );
  2693. }
  2694. return this.identity();
  2695. }
  2696. var detInv = 1 / det;
  2697. te[ 0 ] = t11 * detInv;
  2698. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2699. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2700. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2701. te[ 4 ] = t12 * detInv;
  2702. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2703. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2704. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2705. te[ 8 ] = t13 * detInv;
  2706. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2707. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2708. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2709. te[ 12 ] = t14 * detInv;
  2710. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2711. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2712. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2713. return this;
  2714. },
  2715. scale: function ( v ) {
  2716. var te = this.elements;
  2717. var x = v.x, y = v.y, z = v.z;
  2718. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2719. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2720. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2721. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2722. return this;
  2723. },
  2724. getMaxScaleOnAxis: function () {
  2725. var te = this.elements;
  2726. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2727. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2728. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2729. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2730. },
  2731. makeTranslation: function ( x, y, z ) {
  2732. this.set(
  2733. 1, 0, 0, x,
  2734. 0, 1, 0, y,
  2735. 0, 0, 1, z,
  2736. 0, 0, 0, 1
  2737. );
  2738. return this;
  2739. },
  2740. makeRotationX: function ( theta ) {
  2741. var c = Math.cos( theta ), s = Math.sin( theta );
  2742. this.set(
  2743. 1, 0, 0, 0,
  2744. 0, c, - s, 0,
  2745. 0, s, c, 0,
  2746. 0, 0, 0, 1
  2747. );
  2748. return this;
  2749. },
  2750. makeRotationY: function ( theta ) {
  2751. var c = Math.cos( theta ), s = Math.sin( theta );
  2752. this.set(
  2753. c, 0, s, 0,
  2754. 0, 1, 0, 0,
  2755. - s, 0, c, 0,
  2756. 0, 0, 0, 1
  2757. );
  2758. return this;
  2759. },
  2760. makeRotationZ: function ( theta ) {
  2761. var c = Math.cos( theta ), s = Math.sin( theta );
  2762. this.set(
  2763. c, - s, 0, 0,
  2764. s, c, 0, 0,
  2765. 0, 0, 1, 0,
  2766. 0, 0, 0, 1
  2767. );
  2768. return this;
  2769. },
  2770. makeRotationAxis: function ( axis, angle ) {
  2771. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2772. var c = Math.cos( angle );
  2773. var s = Math.sin( angle );
  2774. var t = 1 - c;
  2775. var x = axis.x, y = axis.y, z = axis.z;
  2776. var tx = t * x, ty = t * y;
  2777. this.set(
  2778. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2779. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2780. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2781. 0, 0, 0, 1
  2782. );
  2783. return this;
  2784. },
  2785. makeScale: function ( x, y, z ) {
  2786. this.set(
  2787. x, 0, 0, 0,
  2788. 0, y, 0, 0,
  2789. 0, 0, z, 0,
  2790. 0, 0, 0, 1
  2791. );
  2792. return this;
  2793. },
  2794. makeShear: function ( x, y, z ) {
  2795. this.set(
  2796. 1, y, z, 0,
  2797. x, 1, z, 0,
  2798. x, y, 1, 0,
  2799. 0, 0, 0, 1
  2800. );
  2801. return this;
  2802. },
  2803. compose: function ( position, quaternion, scale ) {
  2804. var te = this.elements;
  2805. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2806. var x2 = x + x, y2 = y + y, z2 = z + z;
  2807. var xx = x * x2, xy = x * y2, xz = x * z2;
  2808. var yy = y * y2, yz = y * z2, zz = z * z2;
  2809. var wx = w * x2, wy = w * y2, wz = w * z2;
  2810. var sx = scale.x, sy = scale.y, sz = scale.z;
  2811. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2812. te[ 1 ] = ( xy + wz ) * sx;
  2813. te[ 2 ] = ( xz - wy ) * sx;
  2814. te[ 3 ] = 0;
  2815. te[ 4 ] = ( xy - wz ) * sy;
  2816. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2817. te[ 6 ] = ( yz + wx ) * sy;
  2818. te[ 7 ] = 0;
  2819. te[ 8 ] = ( xz + wy ) * sz;
  2820. te[ 9 ] = ( yz - wx ) * sz;
  2821. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2822. te[ 11 ] = 0;
  2823. te[ 12 ] = position.x;
  2824. te[ 13 ] = position.y;
  2825. te[ 14 ] = position.z;
  2826. te[ 15 ] = 1;
  2827. return this;
  2828. },
  2829. decompose: function () {
  2830. var vector = new Vector3();
  2831. var matrix = new Matrix4();
  2832. return function decompose( position, quaternion, scale ) {
  2833. var te = this.elements;
  2834. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2835. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2836. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2837. // if determine is negative, we need to invert one scale
  2838. var det = this.determinant();
  2839. if ( det < 0 ) sx = - sx;
  2840. position.x = te[ 12 ];
  2841. position.y = te[ 13 ];
  2842. position.z = te[ 14 ];
  2843. // scale the rotation part
  2844. matrix.copy( this );
  2845. var invSX = 1 / sx;
  2846. var invSY = 1 / sy;
  2847. var invSZ = 1 / sz;
  2848. matrix.elements[ 0 ] *= invSX;
  2849. matrix.elements[ 1 ] *= invSX;
  2850. matrix.elements[ 2 ] *= invSX;
  2851. matrix.elements[ 4 ] *= invSY;
  2852. matrix.elements[ 5 ] *= invSY;
  2853. matrix.elements[ 6 ] *= invSY;
  2854. matrix.elements[ 8 ] *= invSZ;
  2855. matrix.elements[ 9 ] *= invSZ;
  2856. matrix.elements[ 10 ] *= invSZ;
  2857. quaternion.setFromRotationMatrix( matrix );
  2858. scale.x = sx;
  2859. scale.y = sy;
  2860. scale.z = sz;
  2861. return this;
  2862. };
  2863. }(),
  2864. makePerspective: function ( left, right, top, bottom, near, far ) {
  2865. if ( far === undefined ) {
  2866. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2867. }
  2868. var te = this.elements;
  2869. var x = 2 * near / ( right - left );
  2870. var y = 2 * near / ( top - bottom );
  2871. var a = ( right + left ) / ( right - left );
  2872. var b = ( top + bottom ) / ( top - bottom );
  2873. var c = - ( far + near ) / ( far - near );
  2874. var d = - 2 * far * near / ( far - near );
  2875. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2876. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2877. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2878. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2879. return this;
  2880. },
  2881. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2882. var te = this.elements;
  2883. var w = 1.0 / ( right - left );
  2884. var h = 1.0 / ( top - bottom );
  2885. var p = 1.0 / ( far - near );
  2886. var x = ( right + left ) * w;
  2887. var y = ( top + bottom ) * h;
  2888. var z = ( far + near ) * p;
  2889. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2890. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2891. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2892. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2893. return this;
  2894. },
  2895. equals: function ( matrix ) {
  2896. var te = this.elements;
  2897. var me = matrix.elements;
  2898. for ( var i = 0; i < 16; i ++ ) {
  2899. if ( te[ i ] !== me[ i ] ) return false;
  2900. }
  2901. return true;
  2902. },
  2903. fromArray: function ( array, offset ) {
  2904. if ( offset === undefined ) offset = 0;
  2905. for ( var i = 0; i < 16; i ++ ) {
  2906. this.elements[ i ] = array[ i + offset ];
  2907. }
  2908. return this;
  2909. },
  2910. toArray: function ( array, offset ) {
  2911. if ( array === undefined ) array = [];
  2912. if ( offset === undefined ) offset = 0;
  2913. var te = this.elements;
  2914. array[ offset ] = te[ 0 ];
  2915. array[ offset + 1 ] = te[ 1 ];
  2916. array[ offset + 2 ] = te[ 2 ];
  2917. array[ offset + 3 ] = te[ 3 ];
  2918. array[ offset + 4 ] = te[ 4 ];
  2919. array[ offset + 5 ] = te[ 5 ];
  2920. array[ offset + 6 ] = te[ 6 ];
  2921. array[ offset + 7 ] = te[ 7 ];
  2922. array[ offset + 8 ] = te[ 8 ];
  2923. array[ offset + 9 ] = te[ 9 ];
  2924. array[ offset + 10 ] = te[ 10 ];
  2925. array[ offset + 11 ] = te[ 11 ];
  2926. array[ offset + 12 ] = te[ 12 ];
  2927. array[ offset + 13 ] = te[ 13 ];
  2928. array[ offset + 14 ] = te[ 14 ];
  2929. array[ offset + 15 ] = te[ 15 ];
  2930. return array;
  2931. }
  2932. } );
  2933. /**
  2934. * @author mrdoob / http://mrdoob.com/
  2935. * @author WestLangley / http://github.com/WestLangley
  2936. * @author bhouston / http://clara.io
  2937. */
  2938. var _matrix, _quaternion;
  2939. function Euler( x, y, z, order ) {
  2940. this._x = x || 0;
  2941. this._y = y || 0;
  2942. this._z = z || 0;
  2943. this._order = order || Euler.DefaultOrder;
  2944. }
  2945. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2946. Euler.DefaultOrder = 'XYZ';
  2947. Object.defineProperties( Euler.prototype, {
  2948. x: {
  2949. get: function () {
  2950. return this._x;
  2951. },
  2952. set: function ( value ) {
  2953. this._x = value;
  2954. this._onChangeCallback();
  2955. }
  2956. },
  2957. y: {
  2958. get: function () {
  2959. return this._y;
  2960. },
  2961. set: function ( value ) {
  2962. this._y = value;
  2963. this._onChangeCallback();
  2964. }
  2965. },
  2966. z: {
  2967. get: function () {
  2968. return this._z;
  2969. },
  2970. set: function ( value ) {
  2971. this._z = value;
  2972. this._onChangeCallback();
  2973. }
  2974. },
  2975. order: {
  2976. get: function () {
  2977. return this._order;
  2978. },
  2979. set: function ( value ) {
  2980. this._order = value;
  2981. this._onChangeCallback();
  2982. }
  2983. }
  2984. } );
  2985. Object.assign( Euler.prototype, {
  2986. isEuler: true,
  2987. set: function ( x, y, z, order ) {
  2988. this._x = x;
  2989. this._y = y;
  2990. this._z = z;
  2991. this._order = order || this._order;
  2992. this._onChangeCallback();
  2993. return this;
  2994. },
  2995. clone: function () {
  2996. return new this.constructor( this._x, this._y, this._z, this._order );
  2997. },
  2998. copy: function ( euler ) {
  2999. this._x = euler._x;
  3000. this._y = euler._y;
  3001. this._z = euler._z;
  3002. this._order = euler._order;
  3003. this._onChangeCallback();
  3004. return this;
  3005. },
  3006. setFromRotationMatrix: function ( m, order, update ) {
  3007. var clamp = _Math.clamp;
  3008. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3009. var te = m.elements;
  3010. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3011. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3012. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3013. order = order || this._order;
  3014. if ( order === 'XYZ' ) {
  3015. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3016. if ( Math.abs( m13 ) < 0.99999 ) {
  3017. this._x = Math.atan2( - m23, m33 );
  3018. this._z = Math.atan2( - m12, m11 );
  3019. } else {
  3020. this._x = Math.atan2( m32, m22 );
  3021. this._z = 0;
  3022. }
  3023. } else if ( order === 'YXZ' ) {
  3024. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3025. if ( Math.abs( m23 ) < 0.99999 ) {
  3026. this._y = Math.atan2( m13, m33 );
  3027. this._z = Math.atan2( m21, m22 );
  3028. } else {
  3029. this._y = Math.atan2( - m31, m11 );
  3030. this._z = 0;
  3031. }
  3032. } else if ( order === 'ZXY' ) {
  3033. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3034. if ( Math.abs( m32 ) < 0.99999 ) {
  3035. this._y = Math.atan2( - m31, m33 );
  3036. this._z = Math.atan2( - m12, m22 );
  3037. } else {
  3038. this._y = 0;
  3039. this._z = Math.atan2( m21, m11 );
  3040. }
  3041. } else if ( order === 'ZYX' ) {
  3042. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3043. if ( Math.abs( m31 ) < 0.99999 ) {
  3044. this._x = Math.atan2( m32, m33 );
  3045. this._z = Math.atan2( m21, m11 );
  3046. } else {
  3047. this._x = 0;
  3048. this._z = Math.atan2( - m12, m22 );
  3049. }
  3050. } else if ( order === 'YZX' ) {
  3051. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3052. if ( Math.abs( m21 ) < 0.99999 ) {
  3053. this._x = Math.atan2( - m23, m22 );
  3054. this._y = Math.atan2( - m31, m11 );
  3055. } else {
  3056. this._x = 0;
  3057. this._y = Math.atan2( m13, m33 );
  3058. }
  3059. } else if ( order === 'XZY' ) {
  3060. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3061. if ( Math.abs( m12 ) < 0.99999 ) {
  3062. this._x = Math.atan2( m32, m22 );
  3063. this._y = Math.atan2( m13, m11 );
  3064. } else {
  3065. this._x = Math.atan2( - m23, m33 );
  3066. this._y = 0;
  3067. }
  3068. } else {
  3069. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3070. }
  3071. this._order = order;
  3072. if ( update !== false ) this._onChangeCallback();
  3073. return this;
  3074. },
  3075. setFromQuaternion: function ( q, order, update ) {
  3076. if ( _matrix === undefined ) _matrix = new Matrix4();
  3077. _matrix.makeRotationFromQuaternion( q );
  3078. return this.setFromRotationMatrix( _matrix, order, update );
  3079. },
  3080. setFromVector3: function ( v, order ) {
  3081. return this.set( v.x, v.y, v.z, order || this._order );
  3082. },
  3083. reorder: function ( newOrder ) {
  3084. // WARNING: this discards revolution information -bhouston
  3085. if ( _quaternion === undefined ) _quaternion = new Quaternion();
  3086. _quaternion.setFromEuler( this );
  3087. return this.setFromQuaternion( _quaternion, newOrder );
  3088. },
  3089. equals: function ( euler ) {
  3090. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3091. },
  3092. fromArray: function ( array ) {
  3093. this._x = array[ 0 ];
  3094. this._y = array[ 1 ];
  3095. this._z = array[ 2 ];
  3096. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  3097. this._onChangeCallback();
  3098. return this;
  3099. },
  3100. toArray: function ( array, offset ) {
  3101. if ( array === undefined ) array = [];
  3102. if ( offset === undefined ) offset = 0;
  3103. array[ offset ] = this._x;
  3104. array[ offset + 1 ] = this._y;
  3105. array[ offset + 2 ] = this._z;
  3106. array[ offset + 3 ] = this._order;
  3107. return array;
  3108. },
  3109. toVector3: function ( optionalResult ) {
  3110. if ( optionalResult ) {
  3111. return optionalResult.set( this._x, this._y, this._z );
  3112. } else {
  3113. return new Vector3( this._x, this._y, this._z );
  3114. }
  3115. },
  3116. _onChange: function ( callback ) {
  3117. this._onChangeCallback = callback;
  3118. return this;
  3119. },
  3120. _onChangeCallback: function () {}
  3121. } );
  3122. /**
  3123. * @author mrdoob / http://mrdoob.com/
  3124. */
  3125. function Layers() {
  3126. this.mask = 1 | 0;
  3127. }
  3128. Object.assign( Layers.prototype, {
  3129. set: function ( channel ) {
  3130. this.mask = 1 << channel | 0;
  3131. },
  3132. enable: function ( channel ) {
  3133. this.mask |= 1 << channel | 0;
  3134. },
  3135. toggle: function ( channel ) {
  3136. this.mask ^= 1 << channel | 0;
  3137. },
  3138. disable: function ( channel ) {
  3139. this.mask &= ~ ( 1 << channel | 0 );
  3140. },
  3141. test: function ( layers ) {
  3142. return ( this.mask & layers.mask ) !== 0;
  3143. }
  3144. } );
  3145. /**
  3146. * @author mrdoob / http://mrdoob.com/
  3147. * @author mikael emtinger / http://gomo.se/
  3148. * @author alteredq / http://alteredqualia.com/
  3149. * @author WestLangley / http://github.com/WestLangley
  3150. * @author elephantatwork / www.elephantatwork.ch
  3151. */
  3152. var object3DId = 0;
  3153. function Object3D() {
  3154. Object.defineProperty( this, 'id', { value: object3DId ++ } );
  3155. this.uuid = _Math.generateUUID();
  3156. this.name = '';
  3157. this.type = 'Object3D';
  3158. this.parent = null;
  3159. this.children = [];
  3160. this.up = Object3D.DefaultUp.clone();
  3161. var position = new Vector3();
  3162. var rotation = new Euler();
  3163. var quaternion = new Quaternion();
  3164. var scale = new Vector3( 1, 1, 1 );
  3165. function onRotationChange() {
  3166. quaternion.setFromEuler( rotation, false );
  3167. }
  3168. function onQuaternionChange() {
  3169. rotation.setFromQuaternion( quaternion, undefined, false );
  3170. }
  3171. rotation._onChange( onRotationChange );
  3172. quaternion._onChange( onQuaternionChange );
  3173. Object.defineProperties( this, {
  3174. position: {
  3175. configurable: true,
  3176. enumerable: true,
  3177. value: position
  3178. },
  3179. rotation: {
  3180. configurable: true,
  3181. enumerable: true,
  3182. value: rotation
  3183. },
  3184. quaternion: {
  3185. configurable: true,
  3186. enumerable: true,
  3187. value: quaternion
  3188. },
  3189. scale: {
  3190. configurable: true,
  3191. enumerable: true,
  3192. value: scale
  3193. },
  3194. modelViewMatrix: {
  3195. value: new Matrix4()
  3196. },
  3197. normalMatrix: {
  3198. value: new Matrix3()
  3199. }
  3200. } );
  3201. this.matrix = new Matrix4();
  3202. this.matrixWorld = new Matrix4();
  3203. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3204. this.matrixWorldNeedsUpdate = false;
  3205. this.layers = new Layers();
  3206. this.visible = true;
  3207. this.castShadow = false;
  3208. this.receiveShadow = false;
  3209. this.frustumCulled = true;
  3210. this.renderOrder = 0;
  3211. this.userData = {};
  3212. }
  3213. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3214. Object3D.DefaultMatrixAutoUpdate = true;
  3215. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3216. constructor: Object3D,
  3217. isObject3D: true,
  3218. onBeforeRender: function () {},
  3219. onAfterRender: function () {},
  3220. applyMatrix: function ( matrix ) {
  3221. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3222. this.matrix.premultiply( matrix );
  3223. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3224. },
  3225. applyQuaternion: function ( q ) {
  3226. this.quaternion.premultiply( q );
  3227. return this;
  3228. },
  3229. setRotationFromAxisAngle: function ( axis, angle ) {
  3230. // assumes axis is normalized
  3231. this.quaternion.setFromAxisAngle( axis, angle );
  3232. },
  3233. setRotationFromEuler: function ( euler ) {
  3234. this.quaternion.setFromEuler( euler, true );
  3235. },
  3236. setRotationFromMatrix: function ( m ) {
  3237. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3238. this.quaternion.setFromRotationMatrix( m );
  3239. },
  3240. setRotationFromQuaternion: function ( q ) {
  3241. // assumes q is normalized
  3242. this.quaternion.copy( q );
  3243. },
  3244. rotateOnAxis: function () {
  3245. // rotate object on axis in object space
  3246. // axis is assumed to be normalized
  3247. var q1 = new Quaternion();
  3248. return function rotateOnAxis( axis, angle ) {
  3249. q1.setFromAxisAngle( axis, angle );
  3250. this.quaternion.multiply( q1 );
  3251. return this;
  3252. };
  3253. }(),
  3254. rotateOnWorldAxis: function () {
  3255. // rotate object on axis in world space
  3256. // axis is assumed to be normalized
  3257. // method assumes no rotated parent
  3258. var q1 = new Quaternion();
  3259. return function rotateOnWorldAxis( axis, angle ) {
  3260. q1.setFromAxisAngle( axis, angle );
  3261. this.quaternion.premultiply( q1 );
  3262. return this;
  3263. };
  3264. }(),
  3265. rotateX: function () {
  3266. var v1 = new Vector3( 1, 0, 0 );
  3267. return function rotateX( angle ) {
  3268. return this.rotateOnAxis( v1, angle );
  3269. };
  3270. }(),
  3271. rotateY: function () {
  3272. var v1 = new Vector3( 0, 1, 0 );
  3273. return function rotateY( angle ) {
  3274. return this.rotateOnAxis( v1, angle );
  3275. };
  3276. }(),
  3277. rotateZ: function () {
  3278. var v1 = new Vector3( 0, 0, 1 );
  3279. return function rotateZ( angle ) {
  3280. return this.rotateOnAxis( v1, angle );
  3281. };
  3282. }(),
  3283. translateOnAxis: function () {
  3284. // translate object by distance along axis in object space
  3285. // axis is assumed to be normalized
  3286. var v1 = new Vector3();
  3287. return function translateOnAxis( axis, distance ) {
  3288. v1.copy( axis ).applyQuaternion( this.quaternion );
  3289. this.position.add( v1.multiplyScalar( distance ) );
  3290. return this;
  3291. };
  3292. }(),
  3293. translateX: function () {
  3294. var v1 = new Vector3( 1, 0, 0 );
  3295. return function translateX( distance ) {
  3296. return this.translateOnAxis( v1, distance );
  3297. };
  3298. }(),
  3299. translateY: function () {
  3300. var v1 = new Vector3( 0, 1, 0 );
  3301. return function translateY( distance ) {
  3302. return this.translateOnAxis( v1, distance );
  3303. };
  3304. }(),
  3305. translateZ: function () {
  3306. var v1 = new Vector3( 0, 0, 1 );
  3307. return function translateZ( distance ) {
  3308. return this.translateOnAxis( v1, distance );
  3309. };
  3310. }(),
  3311. localToWorld: function ( vector ) {
  3312. return vector.applyMatrix4( this.matrixWorld );
  3313. },
  3314. worldToLocal: function () {
  3315. var m1 = new Matrix4();
  3316. return function worldToLocal( vector ) {
  3317. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  3318. };
  3319. }(),
  3320. lookAt: function () {
  3321. // This method does not support objects having non-uniformly-scaled parent(s)
  3322. var q1 = new Quaternion();
  3323. var m1 = new Matrix4();
  3324. var target = new Vector3();
  3325. var position = new Vector3();
  3326. return function lookAt( x, y, z ) {
  3327. if ( x.isVector3 ) {
  3328. target.copy( x );
  3329. } else {
  3330. target.set( x, y, z );
  3331. }
  3332. var parent = this.parent;
  3333. this.updateWorldMatrix( true, false );
  3334. position.setFromMatrixPosition( this.matrixWorld );
  3335. if ( this.isCamera || this.isLight ) {
  3336. m1.lookAt( position, target, this.up );
  3337. } else {
  3338. m1.lookAt( target, position, this.up );
  3339. }
  3340. this.quaternion.setFromRotationMatrix( m1 );
  3341. if ( parent ) {
  3342. m1.extractRotation( parent.matrixWorld );
  3343. q1.setFromRotationMatrix( m1 );
  3344. this.quaternion.premultiply( q1.inverse() );
  3345. }
  3346. };
  3347. }(),
  3348. add: function ( object ) {
  3349. if ( arguments.length > 1 ) {
  3350. for ( var i = 0; i < arguments.length; i ++ ) {
  3351. this.add( arguments[ i ] );
  3352. }
  3353. return this;
  3354. }
  3355. if ( object === this ) {
  3356. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3357. return this;
  3358. }
  3359. if ( ( object && object.isObject3D ) ) {
  3360. if ( object.parent !== null ) {
  3361. object.parent.remove( object );
  3362. }
  3363. object.parent = this;
  3364. this.children.push( object );
  3365. object.dispatchEvent( { type: 'added' } );
  3366. } else {
  3367. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3368. }
  3369. return this;
  3370. },
  3371. remove: function ( object ) {
  3372. if ( arguments.length > 1 ) {
  3373. for ( var i = 0; i < arguments.length; i ++ ) {
  3374. this.remove( arguments[ i ] );
  3375. }
  3376. return this;
  3377. }
  3378. var index = this.children.indexOf( object );
  3379. if ( index !== - 1 ) {
  3380. object.parent = null;
  3381. this.children.splice( index, 1 );
  3382. object.dispatchEvent( { type: 'removed' } );
  3383. }
  3384. return this;
  3385. },
  3386. attach: function () {
  3387. // adds object as a child of this, while maintaining the object's world transform
  3388. var m = new Matrix4();
  3389. return function attach( object ) {
  3390. this.updateWorldMatrix( true, false );
  3391. m.getInverse( this.matrixWorld );
  3392. if ( object.parent !== null ) {
  3393. object.parent.updateWorldMatrix( true, false );
  3394. m.multiply( object.parent.matrixWorld );
  3395. }
  3396. object.applyMatrix( m );
  3397. object.updateWorldMatrix( false, false );
  3398. this.add( object );
  3399. return this;
  3400. };
  3401. }(),
  3402. getObjectById: function ( id ) {
  3403. return this.getObjectByProperty( 'id', id );
  3404. },
  3405. getObjectByName: function ( name ) {
  3406. return this.getObjectByProperty( 'name', name );
  3407. },
  3408. getObjectByProperty: function ( name, value ) {
  3409. if ( this[ name ] === value ) return this;
  3410. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3411. var child = this.children[ i ];
  3412. var object = child.getObjectByProperty( name, value );
  3413. if ( object !== undefined ) {
  3414. return object;
  3415. }
  3416. }
  3417. return undefined;
  3418. },
  3419. getWorldPosition: function ( target ) {
  3420. if ( target === undefined ) {
  3421. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3422. target = new Vector3();
  3423. }
  3424. this.updateMatrixWorld( true );
  3425. return target.setFromMatrixPosition( this.matrixWorld );
  3426. },
  3427. getWorldQuaternion: function () {
  3428. var position = new Vector3();
  3429. var scale = new Vector3();
  3430. return function getWorldQuaternion( target ) {
  3431. if ( target === undefined ) {
  3432. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3433. target = new Quaternion();
  3434. }
  3435. this.updateMatrixWorld( true );
  3436. this.matrixWorld.decompose( position, target, scale );
  3437. return target;
  3438. };
  3439. }(),
  3440. getWorldScale: function () {
  3441. var position = new Vector3();
  3442. var quaternion = new Quaternion();
  3443. return function getWorldScale( target ) {
  3444. if ( target === undefined ) {
  3445. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3446. target = new Vector3();
  3447. }
  3448. this.updateMatrixWorld( true );
  3449. this.matrixWorld.decompose( position, quaternion, target );
  3450. return target;
  3451. };
  3452. }(),
  3453. getWorldDirection: function ( target ) {
  3454. if ( target === undefined ) {
  3455. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3456. target = new Vector3();
  3457. }
  3458. this.updateMatrixWorld( true );
  3459. var e = this.matrixWorld.elements;
  3460. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3461. },
  3462. raycast: function () {},
  3463. traverse: function ( callback ) {
  3464. callback( this );
  3465. var children = this.children;
  3466. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3467. children[ i ].traverse( callback );
  3468. }
  3469. },
  3470. traverseVisible: function ( callback ) {
  3471. if ( this.visible === false ) return;
  3472. callback( this );
  3473. var children = this.children;
  3474. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3475. children[ i ].traverseVisible( callback );
  3476. }
  3477. },
  3478. traverseAncestors: function ( callback ) {
  3479. var parent = this.parent;
  3480. if ( parent !== null ) {
  3481. callback( parent );
  3482. parent.traverseAncestors( callback );
  3483. }
  3484. },
  3485. updateMatrix: function () {
  3486. this.matrix.compose( this.position, this.quaternion, this.scale );
  3487. this.matrixWorldNeedsUpdate = true;
  3488. },
  3489. updateMatrixWorld: function ( force ) {
  3490. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3491. if ( this.matrixWorldNeedsUpdate || force ) {
  3492. if ( this.parent === null ) {
  3493. this.matrixWorld.copy( this.matrix );
  3494. } else {
  3495. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3496. }
  3497. this.matrixWorldNeedsUpdate = false;
  3498. force = true;
  3499. }
  3500. // update children
  3501. var children = this.children;
  3502. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3503. children[ i ].updateMatrixWorld( force );
  3504. }
  3505. },
  3506. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3507. var parent = this.parent;
  3508. if ( updateParents === true && parent !== null ) {
  3509. parent.updateWorldMatrix( true, false );
  3510. }
  3511. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3512. if ( this.parent === null ) {
  3513. this.matrixWorld.copy( this.matrix );
  3514. } else {
  3515. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3516. }
  3517. // update children
  3518. if ( updateChildren === true ) {
  3519. var children = this.children;
  3520. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3521. children[ i ].updateWorldMatrix( false, true );
  3522. }
  3523. }
  3524. },
  3525. toJSON: function ( meta ) {
  3526. // meta is a string when called from JSON.stringify
  3527. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3528. var output = {};
  3529. // meta is a hash used to collect geometries, materials.
  3530. // not providing it implies that this is the root object
  3531. // being serialized.
  3532. if ( isRootObject ) {
  3533. // initialize meta obj
  3534. meta = {
  3535. geometries: {},
  3536. materials: {},
  3537. textures: {},
  3538. images: {},
  3539. shapes: {}
  3540. };
  3541. output.metadata = {
  3542. version: 4.5,
  3543. type: 'Object',
  3544. generator: 'Object3D.toJSON'
  3545. };
  3546. }
  3547. // standard Object3D serialization
  3548. var object = {};
  3549. object.uuid = this.uuid;
  3550. object.type = this.type;
  3551. if ( this.name !== '' ) object.name = this.name;
  3552. if ( this.castShadow === true ) object.castShadow = true;
  3553. if ( this.receiveShadow === true ) object.receiveShadow = true;
  3554. if ( this.visible === false ) object.visible = false;
  3555. if ( this.frustumCulled === false ) object.frustumCulled = false;
  3556. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  3557. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  3558. object.layers = this.layers.mask;
  3559. object.matrix = this.matrix.toArray();
  3560. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  3561. // object specific properties
  3562. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  3563. //
  3564. function serialize( library, element ) {
  3565. if ( library[ element.uuid ] === undefined ) {
  3566. library[ element.uuid ] = element.toJSON( meta );
  3567. }
  3568. return element.uuid;
  3569. }
  3570. if ( this.isMesh || this.isLine || this.isPoints ) {
  3571. object.geometry = serialize( meta.geometries, this.geometry );
  3572. var parameters = this.geometry.parameters;
  3573. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3574. var shapes = parameters.shapes;
  3575. if ( Array.isArray( shapes ) ) {
  3576. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3577. var shape = shapes[ i ];
  3578. serialize( meta.shapes, shape );
  3579. }
  3580. } else {
  3581. serialize( meta.shapes, shapes );
  3582. }
  3583. }
  3584. }
  3585. if ( this.material !== undefined ) {
  3586. if ( Array.isArray( this.material ) ) {
  3587. var uuids = [];
  3588. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3589. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3590. }
  3591. object.material = uuids;
  3592. } else {
  3593. object.material = serialize( meta.materials, this.material );
  3594. }
  3595. }
  3596. //
  3597. if ( this.children.length > 0 ) {
  3598. object.children = [];
  3599. for ( var i = 0; i < this.children.length; i ++ ) {
  3600. object.children.push( this.children[ i ].toJSON( meta ).object );
  3601. }
  3602. }
  3603. if ( isRootObject ) {
  3604. var geometries = extractFromCache( meta.geometries );
  3605. var materials = extractFromCache( meta.materials );
  3606. var textures = extractFromCache( meta.textures );
  3607. var images = extractFromCache( meta.images );
  3608. var shapes = extractFromCache( meta.shapes );
  3609. if ( geometries.length > 0 ) output.geometries = geometries;
  3610. if ( materials.length > 0 ) output.materials = materials;
  3611. if ( textures.length > 0 ) output.textures = textures;
  3612. if ( images.length > 0 ) output.images = images;
  3613. if ( shapes.length > 0 ) output.shapes = shapes;
  3614. }
  3615. output.object = object;
  3616. return output;
  3617. // extract data from the cache hash
  3618. // remove metadata on each item
  3619. // and return as array
  3620. function extractFromCache( cache ) {
  3621. var values = [];
  3622. for ( var key in cache ) {
  3623. var data = cache[ key ];
  3624. delete data.metadata;
  3625. values.push( data );
  3626. }
  3627. return values;
  3628. }
  3629. },
  3630. clone: function ( recursive ) {
  3631. return new this.constructor().copy( this, recursive );
  3632. },
  3633. copy: function ( source, recursive ) {
  3634. if ( recursive === undefined ) recursive = true;
  3635. this.name = source.name;
  3636. this.up.copy( source.up );
  3637. this.position.copy( source.position );
  3638. this.quaternion.copy( source.quaternion );
  3639. this.scale.copy( source.scale );
  3640. this.matrix.copy( source.matrix );
  3641. this.matrixWorld.copy( source.matrixWorld );
  3642. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3643. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3644. this.layers.mask = source.layers.mask;
  3645. this.visible = source.visible;
  3646. this.castShadow = source.castShadow;
  3647. this.receiveShadow = source.receiveShadow;
  3648. this.frustumCulled = source.frustumCulled;
  3649. this.renderOrder = source.renderOrder;
  3650. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3651. if ( recursive === true ) {
  3652. for ( var i = 0; i < source.children.length; i ++ ) {
  3653. var child = source.children[ i ];
  3654. this.add( child.clone() );
  3655. }
  3656. }
  3657. return this;
  3658. }
  3659. } );
  3660. /**
  3661. * @author mrdoob / http://mrdoob.com/
  3662. */
  3663. function Scene() {
  3664. Object3D.call( this );
  3665. this.type = 'Scene';
  3666. this.background = null;
  3667. this.fog = null;
  3668. this.overrideMaterial = null;
  3669. this.autoUpdate = true; // checked by the renderer
  3670. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3671. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3672. }
  3673. }
  3674. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3675. constructor: Scene,
  3676. isScene: true,
  3677. copy: function ( source, recursive ) {
  3678. Object3D.prototype.copy.call( this, source, recursive );
  3679. if ( source.background !== null ) this.background = source.background.clone();
  3680. if ( source.fog !== null ) this.fog = source.fog.clone();
  3681. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  3682. this.autoUpdate = source.autoUpdate;
  3683. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3684. return this;
  3685. },
  3686. toJSON: function ( meta ) {
  3687. var data = Object3D.prototype.toJSON.call( this, meta );
  3688. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  3689. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  3690. return data;
  3691. },
  3692. dispose: function () {
  3693. this.dispatchEvent( { type: 'dispose' } );
  3694. }
  3695. } );
  3696. /**
  3697. * @author bhouston / http://clara.io
  3698. * @author WestLangley / http://github.com/WestLangley
  3699. */
  3700. function Box3( min, max ) {
  3701. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3702. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3703. }
  3704. Object.assign( Box3.prototype, {
  3705. isBox3: true,
  3706. set: function ( min, max ) {
  3707. this.min.copy( min );
  3708. this.max.copy( max );
  3709. return this;
  3710. },
  3711. setFromArray: function ( array ) {
  3712. var minX = + Infinity;
  3713. var minY = + Infinity;
  3714. var minZ = + Infinity;
  3715. var maxX = - Infinity;
  3716. var maxY = - Infinity;
  3717. var maxZ = - Infinity;
  3718. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3719. var x = array[ i ];
  3720. var y = array[ i + 1 ];
  3721. var z = array[ i + 2 ];
  3722. if ( x < minX ) minX = x;
  3723. if ( y < minY ) minY = y;
  3724. if ( z < minZ ) minZ = z;
  3725. if ( x > maxX ) maxX = x;
  3726. if ( y > maxY ) maxY = y;
  3727. if ( z > maxZ ) maxZ = z;
  3728. }
  3729. this.min.set( minX, minY, minZ );
  3730. this.max.set( maxX, maxY, maxZ );
  3731. return this;
  3732. },
  3733. setFromBufferAttribute: function ( attribute ) {
  3734. var minX = + Infinity;
  3735. var minY = + Infinity;
  3736. var minZ = + Infinity;
  3737. var maxX = - Infinity;
  3738. var maxY = - Infinity;
  3739. var maxZ = - Infinity;
  3740. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3741. var x = attribute.getX( i );
  3742. var y = attribute.getY( i );
  3743. var z = attribute.getZ( i );
  3744. if ( x < minX ) minX = x;
  3745. if ( y < minY ) minY = y;
  3746. if ( z < minZ ) minZ = z;
  3747. if ( x > maxX ) maxX = x;
  3748. if ( y > maxY ) maxY = y;
  3749. if ( z > maxZ ) maxZ = z;
  3750. }
  3751. this.min.set( minX, minY, minZ );
  3752. this.max.set( maxX, maxY, maxZ );
  3753. return this;
  3754. },
  3755. setFromPoints: function ( points ) {
  3756. this.makeEmpty();
  3757. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3758. this.expandByPoint( points[ i ] );
  3759. }
  3760. return this;
  3761. },
  3762. setFromCenterAndSize: function () {
  3763. var v1 = new Vector3();
  3764. return function setFromCenterAndSize( center, size ) {
  3765. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  3766. this.min.copy( center ).sub( halfSize );
  3767. this.max.copy( center ).add( halfSize );
  3768. return this;
  3769. };
  3770. }(),
  3771. setFromObject: function ( object ) {
  3772. this.makeEmpty();
  3773. return this.expandByObject( object );
  3774. },
  3775. clone: function () {
  3776. return new this.constructor().copy( this );
  3777. },
  3778. copy: function ( box ) {
  3779. this.min.copy( box.min );
  3780. this.max.copy( box.max );
  3781. return this;
  3782. },
  3783. makeEmpty: function () {
  3784. this.min.x = this.min.y = this.min.z = + Infinity;
  3785. this.max.x = this.max.y = this.max.z = - Infinity;
  3786. return this;
  3787. },
  3788. isEmpty: function () {
  3789. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3790. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3791. },
  3792. getCenter: function ( target ) {
  3793. if ( target === undefined ) {
  3794. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3795. target = new Vector3();
  3796. }
  3797. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3798. },
  3799. getSize: function ( target ) {
  3800. if ( target === undefined ) {
  3801. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3802. target = new Vector3();
  3803. }
  3804. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3805. },
  3806. expandByPoint: function ( point ) {
  3807. this.min.min( point );
  3808. this.max.max( point );
  3809. return this;
  3810. },
  3811. expandByVector: function ( vector ) {
  3812. this.min.sub( vector );
  3813. this.max.add( vector );
  3814. return this;
  3815. },
  3816. expandByScalar: function ( scalar ) {
  3817. this.min.addScalar( - scalar );
  3818. this.max.addScalar( scalar );
  3819. return this;
  3820. },
  3821. expandByObject: function () {
  3822. // Computes the world-axis-aligned bounding box of an object (including its children),
  3823. // accounting for both the object's, and children's, world transforms
  3824. var scope, i, l;
  3825. var v1 = new Vector3();
  3826. function traverse( node ) {
  3827. var geometry = node.geometry;
  3828. if ( geometry !== undefined ) {
  3829. if ( geometry.isGeometry ) {
  3830. var vertices = geometry.vertices;
  3831. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3832. v1.copy( vertices[ i ] );
  3833. v1.applyMatrix4( node.matrixWorld );
  3834. scope.expandByPoint( v1 );
  3835. }
  3836. } else if ( geometry.isBufferGeometry ) {
  3837. var attribute = geometry.attributes.position;
  3838. if ( attribute !== undefined ) {
  3839. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3840. v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
  3841. scope.expandByPoint( v1 );
  3842. }
  3843. }
  3844. }
  3845. }
  3846. }
  3847. return function expandByObject( object ) {
  3848. scope = this;
  3849. object.updateMatrixWorld( true );
  3850. object.traverse( traverse );
  3851. return this;
  3852. };
  3853. }(),
  3854. containsPoint: function ( point ) {
  3855. return point.x < this.min.x || point.x > this.max.x ||
  3856. point.y < this.min.y || point.y > this.max.y ||
  3857. point.z < this.min.z || point.z > this.max.z ? false : true;
  3858. },
  3859. containsBox: function ( box ) {
  3860. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3861. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3862. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3863. },
  3864. getParameter: function ( point, target ) {
  3865. // This can potentially have a divide by zero if the box
  3866. // has a size dimension of 0.
  3867. if ( target === undefined ) {
  3868. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3869. target = new Vector3();
  3870. }
  3871. return target.set(
  3872. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3873. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3874. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3875. );
  3876. },
  3877. intersectsBox: function ( box ) {
  3878. // using 6 splitting planes to rule out intersections.
  3879. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3880. box.max.y < this.min.y || box.min.y > this.max.y ||
  3881. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3882. },
  3883. intersectsSphere: ( function () {
  3884. var closestPoint = new Vector3();
  3885. return function intersectsSphere( sphere ) {
  3886. // Find the point on the AABB closest to the sphere center.
  3887. this.clampPoint( sphere.center, closestPoint );
  3888. // If that point is inside the sphere, the AABB and sphere intersect.
  3889. return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3890. };
  3891. } )(),
  3892. intersectsPlane: function ( plane ) {
  3893. // We compute the minimum and maximum dot product values. If those values
  3894. // are on the same side (back or front) of the plane, then there is no intersection.
  3895. var min, max;
  3896. if ( plane.normal.x > 0 ) {
  3897. min = plane.normal.x * this.min.x;
  3898. max = plane.normal.x * this.max.x;
  3899. } else {
  3900. min = plane.normal.x * this.max.x;
  3901. max = plane.normal.x * this.min.x;
  3902. }
  3903. if ( plane.normal.y > 0 ) {
  3904. min += plane.normal.y * this.min.y;
  3905. max += plane.normal.y * this.max.y;
  3906. } else {
  3907. min += plane.normal.y * this.max.y;
  3908. max += plane.normal.y * this.min.y;
  3909. }
  3910. if ( plane.normal.z > 0 ) {
  3911. min += plane.normal.z * this.min.z;
  3912. max += plane.normal.z * this.max.z;
  3913. } else {
  3914. min += plane.normal.z * this.max.z;
  3915. max += plane.normal.z * this.min.z;
  3916. }
  3917. return ( min <= - plane.constant && max >= - plane.constant );
  3918. },
  3919. intersectsTriangle: ( function () {
  3920. // triangle centered vertices
  3921. var v0 = new Vector3();
  3922. var v1 = new Vector3();
  3923. var v2 = new Vector3();
  3924. // triangle edge vectors
  3925. var f0 = new Vector3();
  3926. var f1 = new Vector3();
  3927. var f2 = new Vector3();
  3928. var testAxis = new Vector3();
  3929. var center = new Vector3();
  3930. var extents = new Vector3();
  3931. var triangleNormal = new Vector3();
  3932. function satForAxes( axes ) {
  3933. var i, j;
  3934. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3935. testAxis.fromArray( axes, i );
  3936. // project the aabb onto the seperating axis
  3937. var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
  3938. // project all 3 vertices of the triangle onto the seperating axis
  3939. var p0 = v0.dot( testAxis );
  3940. var p1 = v1.dot( testAxis );
  3941. var p2 = v2.dot( testAxis );
  3942. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3943. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3944. // points of the projected triangle are outside the projected half-length of the aabb
  3945. // the axis is seperating and we can exit
  3946. return false;
  3947. }
  3948. }
  3949. return true;
  3950. }
  3951. return function intersectsTriangle( triangle ) {
  3952. if ( this.isEmpty() ) {
  3953. return false;
  3954. }
  3955. // compute box center and extents
  3956. this.getCenter( center );
  3957. extents.subVectors( this.max, center );
  3958. // translate triangle to aabb origin
  3959. v0.subVectors( triangle.a, center );
  3960. v1.subVectors( triangle.b, center );
  3961. v2.subVectors( triangle.c, center );
  3962. // compute edge vectors for triangle
  3963. f0.subVectors( v1, v0 );
  3964. f1.subVectors( v2, v1 );
  3965. f2.subVectors( v0, v2 );
  3966. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3967. // 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
  3968. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3969. var axes = [
  3970. 0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
  3971. f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
  3972. - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
  3973. ];
  3974. if ( ! satForAxes( axes ) ) {
  3975. return false;
  3976. }
  3977. // test 3 face normals from the aabb
  3978. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3979. if ( ! satForAxes( axes ) ) {
  3980. return false;
  3981. }
  3982. // finally testing the face normal of the triangle
  3983. // use already existing triangle edge vectors here
  3984. triangleNormal.crossVectors( f0, f1 );
  3985. axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
  3986. return satForAxes( axes );
  3987. };
  3988. } )(),
  3989. clampPoint: function ( point, target ) {
  3990. if ( target === undefined ) {
  3991. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3992. target = new Vector3();
  3993. }
  3994. return target.copy( point ).clamp( this.min, this.max );
  3995. },
  3996. distanceToPoint: function () {
  3997. var v1 = new Vector3();
  3998. return function distanceToPoint( point ) {
  3999. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  4000. return clampedPoint.sub( point ).length();
  4001. };
  4002. }(),
  4003. getBoundingSphere: function () {
  4004. var v1 = new Vector3();
  4005. return function getBoundingSphere( target ) {
  4006. if ( target === undefined ) {
  4007. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4008. //target = new Sphere(); // removed to avoid cyclic dependency
  4009. }
  4010. this.getCenter( target.center );
  4011. target.radius = this.getSize( v1 ).length() * 0.5;
  4012. return target;
  4013. };
  4014. }(),
  4015. intersect: function ( box ) {
  4016. this.min.max( box.min );
  4017. this.max.min( box.max );
  4018. // 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.
  4019. if ( this.isEmpty() ) this.makeEmpty();
  4020. return this;
  4021. },
  4022. union: function ( box ) {
  4023. this.min.min( box.min );
  4024. this.max.max( box.max );
  4025. return this;
  4026. },
  4027. applyMatrix4: function () {
  4028. var points = [
  4029. new Vector3(),
  4030. new Vector3(),
  4031. new Vector3(),
  4032. new Vector3(),
  4033. new Vector3(),
  4034. new Vector3(),
  4035. new Vector3(),
  4036. new Vector3()
  4037. ];
  4038. return function applyMatrix4( matrix ) {
  4039. // transform of empty box is an empty box.
  4040. if ( this.isEmpty() ) return this;
  4041. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4042. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4043. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4044. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4045. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4046. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4047. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4048. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4049. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4050. this.setFromPoints( points );
  4051. return this;
  4052. };
  4053. }(),
  4054. translate: function ( offset ) {
  4055. this.min.add( offset );
  4056. this.max.add( offset );
  4057. return this;
  4058. },
  4059. equals: function ( box ) {
  4060. return box.min.equals( this.min ) && box.max.equals( this.max );
  4061. }
  4062. } );
  4063. /**
  4064. * @author bhouston / http://clara.io
  4065. * @author mrdoob / http://mrdoob.com/
  4066. */
  4067. var _box;
  4068. function Sphere( center, radius ) {
  4069. this.center = ( center !== undefined ) ? center : new Vector3();
  4070. this.radius = ( radius !== undefined ) ? radius : 0;
  4071. }
  4072. Object.assign( Sphere.prototype, {
  4073. set: function ( center, radius ) {
  4074. this.center.copy( center );
  4075. this.radius = radius;
  4076. return this;
  4077. },
  4078. setFromPoints: function ( points, optionalCenter ) {
  4079. if ( _box === undefined ) _box = new Box3();
  4080. var center = this.center;
  4081. if ( optionalCenter !== undefined ) {
  4082. center.copy( optionalCenter );
  4083. } else {
  4084. _box.setFromPoints( points ).getCenter( center );
  4085. }
  4086. var maxRadiusSq = 0;
  4087. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4088. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4089. }
  4090. this.radius = Math.sqrt( maxRadiusSq );
  4091. return this;
  4092. },
  4093. clone: function () {
  4094. return new this.constructor().copy( this );
  4095. },
  4096. copy: function ( sphere ) {
  4097. this.center.copy( sphere.center );
  4098. this.radius = sphere.radius;
  4099. return this;
  4100. },
  4101. empty: function () {
  4102. return ( this.radius <= 0 );
  4103. },
  4104. containsPoint: function ( point ) {
  4105. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4106. },
  4107. distanceToPoint: function ( point ) {
  4108. return ( point.distanceTo( this.center ) - this.radius );
  4109. },
  4110. intersectsSphere: function ( sphere ) {
  4111. var radiusSum = this.radius + sphere.radius;
  4112. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4113. },
  4114. intersectsBox: function ( box ) {
  4115. return box.intersectsSphere( this );
  4116. },
  4117. intersectsPlane: function ( plane ) {
  4118. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4119. },
  4120. clampPoint: function ( point, target ) {
  4121. var deltaLengthSq = this.center.distanceToSquared( point );
  4122. if ( target === undefined ) {
  4123. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4124. target = new Vector3();
  4125. }
  4126. target.copy( point );
  4127. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4128. target.sub( this.center ).normalize();
  4129. target.multiplyScalar( this.radius ).add( this.center );
  4130. }
  4131. return target;
  4132. },
  4133. getBoundingBox: function ( target ) {
  4134. if ( target === undefined ) {
  4135. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4136. target = new Box3();
  4137. }
  4138. target.set( this.center, this.center );
  4139. target.expandByScalar( this.radius );
  4140. return target;
  4141. },
  4142. applyMatrix4: function ( matrix ) {
  4143. this.center.applyMatrix4( matrix );
  4144. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4145. return this;
  4146. },
  4147. translate: function ( offset ) {
  4148. this.center.add( offset );
  4149. return this;
  4150. },
  4151. equals: function ( sphere ) {
  4152. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4153. }
  4154. } );
  4155. /**
  4156. * @author bhouston / http://clara.io
  4157. */
  4158. function Ray( origin, direction ) {
  4159. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4160. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4161. }
  4162. Object.assign( Ray.prototype, {
  4163. set: function ( origin, direction ) {
  4164. this.origin.copy( origin );
  4165. this.direction.copy( direction );
  4166. return this;
  4167. },
  4168. clone: function () {
  4169. return new this.constructor().copy( this );
  4170. },
  4171. copy: function ( ray ) {
  4172. this.origin.copy( ray.origin );
  4173. this.direction.copy( ray.direction );
  4174. return this;
  4175. },
  4176. at: function ( t, target ) {
  4177. if ( target === undefined ) {
  4178. console.warn( 'THREE.Ray: .at() target is now required' );
  4179. target = new Vector3();
  4180. }
  4181. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4182. },
  4183. lookAt: function ( v ) {
  4184. this.direction.copy( v ).sub( this.origin ).normalize();
  4185. return this;
  4186. },
  4187. recast: function () {
  4188. var v1 = new Vector3();
  4189. return function recast( t ) {
  4190. this.origin.copy( this.at( t, v1 ) );
  4191. return this;
  4192. };
  4193. }(),
  4194. closestPointToPoint: function ( point, target ) {
  4195. if ( target === undefined ) {
  4196. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4197. target = new Vector3();
  4198. }
  4199. target.subVectors( point, this.origin );
  4200. var directionDistance = target.dot( this.direction );
  4201. if ( directionDistance < 0 ) {
  4202. return target.copy( this.origin );
  4203. }
  4204. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4205. },
  4206. distanceToPoint: function ( point ) {
  4207. return Math.sqrt( this.distanceSqToPoint( point ) );
  4208. },
  4209. distanceSqToPoint: function () {
  4210. var v1 = new Vector3();
  4211. return function distanceSqToPoint( point ) {
  4212. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  4213. // point behind the ray
  4214. if ( directionDistance < 0 ) {
  4215. return this.origin.distanceToSquared( point );
  4216. }
  4217. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4218. return v1.distanceToSquared( point );
  4219. };
  4220. }(),
  4221. distanceSqToSegment: function () {
  4222. var segCenter = new Vector3();
  4223. var segDir = new Vector3();
  4224. var diff = new Vector3();
  4225. return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4226. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4227. // It returns the min distance between the ray and the segment
  4228. // defined by v0 and v1
  4229. // It can also set two optional targets :
  4230. // - The closest point on the ray
  4231. // - The closest point on the segment
  4232. segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4233. segDir.copy( v1 ).sub( v0 ).normalize();
  4234. diff.copy( this.origin ).sub( segCenter );
  4235. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4236. var a01 = - this.direction.dot( segDir );
  4237. var b0 = diff.dot( this.direction );
  4238. var b1 = - diff.dot( segDir );
  4239. var c = diff.lengthSq();
  4240. var det = Math.abs( 1 - a01 * a01 );
  4241. var s0, s1, sqrDist, extDet;
  4242. if ( det > 0 ) {
  4243. // The ray and segment are not parallel.
  4244. s0 = a01 * b1 - b0;
  4245. s1 = a01 * b0 - b1;
  4246. extDet = segExtent * det;
  4247. if ( s0 >= 0 ) {
  4248. if ( s1 >= - extDet ) {
  4249. if ( s1 <= extDet ) {
  4250. // region 0
  4251. // Minimum at interior points of ray and segment.
  4252. var invDet = 1 / det;
  4253. s0 *= invDet;
  4254. s1 *= invDet;
  4255. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4256. } else {
  4257. // region 1
  4258. s1 = segExtent;
  4259. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4260. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4261. }
  4262. } else {
  4263. // region 5
  4264. s1 = - segExtent;
  4265. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4266. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4267. }
  4268. } else {
  4269. if ( s1 <= - extDet ) {
  4270. // region 4
  4271. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4272. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4273. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4274. } else if ( s1 <= extDet ) {
  4275. // region 3
  4276. s0 = 0;
  4277. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4278. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4279. } else {
  4280. // region 2
  4281. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4282. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4283. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4284. }
  4285. }
  4286. } else {
  4287. // Ray and segment are parallel.
  4288. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4289. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4290. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4291. }
  4292. if ( optionalPointOnRay ) {
  4293. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4294. }
  4295. if ( optionalPointOnSegment ) {
  4296. optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
  4297. }
  4298. return sqrDist;
  4299. };
  4300. }(),
  4301. intersectSphere: function () {
  4302. var v1 = new Vector3();
  4303. return function intersectSphere( sphere, target ) {
  4304. v1.subVectors( sphere.center, this.origin );
  4305. var tca = v1.dot( this.direction );
  4306. var d2 = v1.dot( v1 ) - tca * tca;
  4307. var radius2 = sphere.radius * sphere.radius;
  4308. if ( d2 > radius2 ) return null;
  4309. var thc = Math.sqrt( radius2 - d2 );
  4310. // t0 = first intersect point - entrance on front of sphere
  4311. var t0 = tca - thc;
  4312. // t1 = second intersect point - exit point on back of sphere
  4313. var t1 = tca + thc;
  4314. // test to see if both t0 and t1 are behind the ray - if so, return null
  4315. if ( t0 < 0 && t1 < 0 ) return null;
  4316. // test to see if t0 is behind the ray:
  4317. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4318. // in order to always return an intersect point that is in front of the ray.
  4319. if ( t0 < 0 ) return this.at( t1, target );
  4320. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4321. return this.at( t0, target );
  4322. };
  4323. }(),
  4324. intersectsSphere: function ( sphere ) {
  4325. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4326. },
  4327. distanceToPlane: function ( plane ) {
  4328. var denominator = plane.normal.dot( this.direction );
  4329. if ( denominator === 0 ) {
  4330. // line is coplanar, return origin
  4331. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4332. return 0;
  4333. }
  4334. // Null is preferable to undefined since undefined means.... it is undefined
  4335. return null;
  4336. }
  4337. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4338. // Return if the ray never intersects the plane
  4339. return t >= 0 ? t : null;
  4340. },
  4341. intersectPlane: function ( plane, target ) {
  4342. var t = this.distanceToPlane( plane );
  4343. if ( t === null ) {
  4344. return null;
  4345. }
  4346. return this.at( t, target );
  4347. },
  4348. intersectsPlane: function ( plane ) {
  4349. // check if the ray lies on the plane first
  4350. var distToPoint = plane.distanceToPoint( this.origin );
  4351. if ( distToPoint === 0 ) {
  4352. return true;
  4353. }
  4354. var denominator = plane.normal.dot( this.direction );
  4355. if ( denominator * distToPoint < 0 ) {
  4356. return true;
  4357. }
  4358. // ray origin is behind the plane (and is pointing behind it)
  4359. return false;
  4360. },
  4361. intersectBox: function ( box, target ) {
  4362. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4363. var invdirx = 1 / this.direction.x,
  4364. invdiry = 1 / this.direction.y,
  4365. invdirz = 1 / this.direction.z;
  4366. var origin = this.origin;
  4367. if ( invdirx >= 0 ) {
  4368. tmin = ( box.min.x - origin.x ) * invdirx;
  4369. tmax = ( box.max.x - origin.x ) * invdirx;
  4370. } else {
  4371. tmin = ( box.max.x - origin.x ) * invdirx;
  4372. tmax = ( box.min.x - origin.x ) * invdirx;
  4373. }
  4374. if ( invdiry >= 0 ) {
  4375. tymin = ( box.min.y - origin.y ) * invdiry;
  4376. tymax = ( box.max.y - origin.y ) * invdiry;
  4377. } else {
  4378. tymin = ( box.max.y - origin.y ) * invdiry;
  4379. tymax = ( box.min.y - origin.y ) * invdiry;
  4380. }
  4381. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  4382. // These lines also handle the case where tmin or tmax is NaN
  4383. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4384. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  4385. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  4386. if ( invdirz >= 0 ) {
  4387. tzmin = ( box.min.z - origin.z ) * invdirz;
  4388. tzmax = ( box.max.z - origin.z ) * invdirz;
  4389. } else {
  4390. tzmin = ( box.max.z - origin.z ) * invdirz;
  4391. tzmax = ( box.min.z - origin.z ) * invdirz;
  4392. }
  4393. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  4394. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  4395. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  4396. //return point closest to the ray (positive side)
  4397. if ( tmax < 0 ) return null;
  4398. return this.at( tmin >= 0 ? tmin : tmax, target );
  4399. },
  4400. intersectsBox: ( function () {
  4401. var v = new Vector3();
  4402. return function intersectsBox( box ) {
  4403. return this.intersectBox( box, v ) !== null;
  4404. };
  4405. } )(),
  4406. intersectTriangle: function () {
  4407. // Compute the offset origin, edges, and normal.
  4408. var diff = new Vector3();
  4409. var edge1 = new Vector3();
  4410. var edge2 = new Vector3();
  4411. var normal = new Vector3();
  4412. return function intersectTriangle( a, b, c, backfaceCulling, target ) {
  4413. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4414. edge1.subVectors( b, a );
  4415. edge2.subVectors( c, a );
  4416. normal.crossVectors( edge1, edge2 );
  4417. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4418. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4419. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4420. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4421. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4422. var DdN = this.direction.dot( normal );
  4423. var sign;
  4424. if ( DdN > 0 ) {
  4425. if ( backfaceCulling ) return null;
  4426. sign = 1;
  4427. } else if ( DdN < 0 ) {
  4428. sign = - 1;
  4429. DdN = - DdN;
  4430. } else {
  4431. return null;
  4432. }
  4433. diff.subVectors( this.origin, a );
  4434. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  4435. // b1 < 0, no intersection
  4436. if ( DdQxE2 < 0 ) {
  4437. return null;
  4438. }
  4439. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  4440. // b2 < 0, no intersection
  4441. if ( DdE1xQ < 0 ) {
  4442. return null;
  4443. }
  4444. // b1+b2 > 1, no intersection
  4445. if ( DdQxE2 + DdE1xQ > DdN ) {
  4446. return null;
  4447. }
  4448. // Line intersects triangle, check if ray does.
  4449. var QdN = - sign * diff.dot( normal );
  4450. // t < 0, no intersection
  4451. if ( QdN < 0 ) {
  4452. return null;
  4453. }
  4454. // Ray intersects triangle.
  4455. return this.at( QdN / DdN, target );
  4456. };
  4457. }(),
  4458. applyMatrix4: function ( matrix4 ) {
  4459. this.origin.applyMatrix4( matrix4 );
  4460. this.direction.transformDirection( matrix4 );
  4461. return this;
  4462. },
  4463. equals: function ( ray ) {
  4464. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4465. }
  4466. } );
  4467. /**
  4468. * @author bhouston / http://clara.io
  4469. * @author mrdoob / http://mrdoob.com/
  4470. */
  4471. function Triangle( a, b, c ) {
  4472. this.a = ( a !== undefined ) ? a : new Vector3();
  4473. this.b = ( b !== undefined ) ? b : new Vector3();
  4474. this.c = ( c !== undefined ) ? c : new Vector3();
  4475. }
  4476. Object.assign( Triangle, {
  4477. getNormal: function () {
  4478. var v0 = new Vector3();
  4479. return function getNormal( a, b, c, target ) {
  4480. if ( target === undefined ) {
  4481. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4482. target = new Vector3();
  4483. }
  4484. target.subVectors( c, b );
  4485. v0.subVectors( a, b );
  4486. target.cross( v0 );
  4487. var targetLengthSq = target.lengthSq();
  4488. if ( targetLengthSq > 0 ) {
  4489. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4490. }
  4491. return target.set( 0, 0, 0 );
  4492. };
  4493. }(),
  4494. // static/instance method to calculate barycentric coordinates
  4495. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4496. getBarycoord: function () {
  4497. var v0 = new Vector3();
  4498. var v1 = new Vector3();
  4499. var v2 = new Vector3();
  4500. return function getBarycoord( point, a, b, c, target ) {
  4501. v0.subVectors( c, a );
  4502. v1.subVectors( b, a );
  4503. v2.subVectors( point, a );
  4504. var dot00 = v0.dot( v0 );
  4505. var dot01 = v0.dot( v1 );
  4506. var dot02 = v0.dot( v2 );
  4507. var dot11 = v1.dot( v1 );
  4508. var dot12 = v1.dot( v2 );
  4509. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4510. if ( target === undefined ) {
  4511. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4512. target = new Vector3();
  4513. }
  4514. // collinear or singular triangle
  4515. if ( denom === 0 ) {
  4516. // arbitrary location outside of triangle?
  4517. // not sure if this is the best idea, maybe should be returning undefined
  4518. return target.set( - 2, - 1, - 1 );
  4519. }
  4520. var invDenom = 1 / denom;
  4521. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4522. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4523. // barycentric coordinates must always sum to 1
  4524. return target.set( 1 - u - v, v, u );
  4525. };
  4526. }(),
  4527. containsPoint: function () {
  4528. var v1 = new Vector3();
  4529. return function containsPoint( point, a, b, c ) {
  4530. Triangle.getBarycoord( point, a, b, c, v1 );
  4531. return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
  4532. };
  4533. }(),
  4534. getUV: function () {
  4535. var barycoord = new Vector3();
  4536. return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4537. this.getBarycoord( point, p1, p2, p3, barycoord );
  4538. target.set( 0, 0 );
  4539. target.addScaledVector( uv1, barycoord.x );
  4540. target.addScaledVector( uv2, barycoord.y );
  4541. target.addScaledVector( uv3, barycoord.z );
  4542. return target;
  4543. };
  4544. }(),
  4545. isFrontFacing: function () {
  4546. var v0 = new Vector3();
  4547. var v1 = new Vector3();
  4548. return function isFrontFacing( a, b, c, direction ) {
  4549. v0.subVectors( c, b );
  4550. v1.subVectors( a, b );
  4551. // strictly front facing
  4552. return ( v0.cross( v1 ).dot( direction ) < 0 ) ? true : false;
  4553. };
  4554. }()
  4555. } );
  4556. Object.assign( Triangle.prototype, {
  4557. set: function ( a, b, c ) {
  4558. this.a.copy( a );
  4559. this.b.copy( b );
  4560. this.c.copy( c );
  4561. return this;
  4562. },
  4563. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4564. this.a.copy( points[ i0 ] );
  4565. this.b.copy( points[ i1 ] );
  4566. this.c.copy( points[ i2 ] );
  4567. return this;
  4568. },
  4569. clone: function () {
  4570. return new this.constructor().copy( this );
  4571. },
  4572. copy: function ( triangle ) {
  4573. this.a.copy( triangle.a );
  4574. this.b.copy( triangle.b );
  4575. this.c.copy( triangle.c );
  4576. return this;
  4577. },
  4578. getArea: function () {
  4579. var v0 = new Vector3();
  4580. var v1 = new Vector3();
  4581. return function getArea() {
  4582. v0.subVectors( this.c, this.b );
  4583. v1.subVectors( this.a, this.b );
  4584. return v0.cross( v1 ).length() * 0.5;
  4585. };
  4586. }(),
  4587. getMidpoint: function ( target ) {
  4588. if ( target === undefined ) {
  4589. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4590. target = new Vector3();
  4591. }
  4592. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4593. },
  4594. getNormal: function ( target ) {
  4595. return Triangle.getNormal( this.a, this.b, this.c, target );
  4596. },
  4597. getPlane: function ( target ) {
  4598. if ( target === undefined ) {
  4599. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4600. target = new Vector3();
  4601. }
  4602. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4603. },
  4604. getBarycoord: function ( point, target ) {
  4605. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4606. },
  4607. getUV: function ( point, uv1, uv2, uv3, target ) {
  4608. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4609. },
  4610. containsPoint: function ( point ) {
  4611. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4612. },
  4613. isFrontFacing: function ( direction ) {
  4614. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4615. },
  4616. intersectsBox: function ( box ) {
  4617. return box.intersectsTriangle( this );
  4618. },
  4619. closestPointToPoint: function () {
  4620. var vab = new Vector3();
  4621. var vac = new Vector3();
  4622. var vbc = new Vector3();
  4623. var vap = new Vector3();
  4624. var vbp = new Vector3();
  4625. var vcp = new Vector3();
  4626. return function closestPointToPoint( p, target ) {
  4627. if ( target === undefined ) {
  4628. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4629. target = new Vector3();
  4630. }
  4631. var a = this.a, b = this.b, c = this.c;
  4632. var v, w;
  4633. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4634. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4635. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4636. // basically, we're distinguishing which of the voronoi regions of the triangle
  4637. // the point lies in with the minimum amount of redundant computation.
  4638. vab.subVectors( b, a );
  4639. vac.subVectors( c, a );
  4640. vap.subVectors( p, a );
  4641. var d1 = vab.dot( vap );
  4642. var d2 = vac.dot( vap );
  4643. if ( d1 <= 0 && d2 <= 0 ) {
  4644. // vertex region of A; barycentric coords (1, 0, 0)
  4645. return target.copy( a );
  4646. }
  4647. vbp.subVectors( p, b );
  4648. var d3 = vab.dot( vbp );
  4649. var d4 = vac.dot( vbp );
  4650. if ( d3 >= 0 && d4 <= d3 ) {
  4651. // vertex region of B; barycentric coords (0, 1, 0)
  4652. return target.copy( b );
  4653. }
  4654. var vc = d1 * d4 - d3 * d2;
  4655. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4656. v = d1 / ( d1 - d3 );
  4657. // edge region of AB; barycentric coords (1-v, v, 0)
  4658. return target.copy( a ).addScaledVector( vab, v );
  4659. }
  4660. vcp.subVectors( p, c );
  4661. var d5 = vab.dot( vcp );
  4662. var d6 = vac.dot( vcp );
  4663. if ( d6 >= 0 && d5 <= d6 ) {
  4664. // vertex region of C; barycentric coords (0, 0, 1)
  4665. return target.copy( c );
  4666. }
  4667. var vb = d5 * d2 - d1 * d6;
  4668. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4669. w = d2 / ( d2 - d6 );
  4670. // edge region of AC; barycentric coords (1-w, 0, w)
  4671. return target.copy( a ).addScaledVector( vac, w );
  4672. }
  4673. var va = d3 * d6 - d5 * d4;
  4674. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4675. vbc.subVectors( c, b );
  4676. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4677. // edge region of BC; barycentric coords (0, 1-w, w)
  4678. return target.copy( b ).addScaledVector( vbc, w ); // edge region of BC
  4679. }
  4680. // face region
  4681. var denom = 1 / ( va + vb + vc );
  4682. // u = va * denom
  4683. v = vb * denom;
  4684. w = vc * denom;
  4685. return target.copy( a ).addScaledVector( vab, v ).addScaledVector( vac, w );
  4686. };
  4687. }(),
  4688. equals: function ( triangle ) {
  4689. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4690. }
  4691. } );
  4692. /**
  4693. * @author mrdoob / http://mrdoob.com/
  4694. */
  4695. var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4696. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4697. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4698. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4699. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4700. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4701. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4702. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4703. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4704. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4705. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4706. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4707. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4708. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4709. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4710. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4711. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4712. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4713. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4714. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4715. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4716. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4717. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4718. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4719. function Color( r, g, b ) {
  4720. if ( g === undefined && b === undefined ) {
  4721. // r is THREE.Color, hex or string
  4722. return this.set( r );
  4723. }
  4724. return this.setRGB( r, g, b );
  4725. }
  4726. function hue2rgb( p, q, t ) {
  4727. if ( t < 0 ) t += 1;
  4728. if ( t > 1 ) t -= 1;
  4729. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  4730. if ( t < 1 / 2 ) return q;
  4731. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  4732. return p;
  4733. }
  4734. function SRGBToLinear( c ) {
  4735. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4736. }
  4737. function LinearToSRGB( c ) {
  4738. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4739. }
  4740. Object.assign( Color.prototype, {
  4741. isColor: true,
  4742. r: 1, g: 1, b: 1,
  4743. set: function ( value ) {
  4744. if ( value && value.isColor ) {
  4745. this.copy( value );
  4746. } else if ( typeof value === 'number' ) {
  4747. this.setHex( value );
  4748. } else if ( typeof value === 'string' ) {
  4749. this.setStyle( value );
  4750. }
  4751. return this;
  4752. },
  4753. setScalar: function ( scalar ) {
  4754. this.r = scalar;
  4755. this.g = scalar;
  4756. this.b = scalar;
  4757. return this;
  4758. },
  4759. setHex: function ( hex ) {
  4760. hex = Math.floor( hex );
  4761. this.r = ( hex >> 16 & 255 ) / 255;
  4762. this.g = ( hex >> 8 & 255 ) / 255;
  4763. this.b = ( hex & 255 ) / 255;
  4764. return this;
  4765. },
  4766. setRGB: function ( r, g, b ) {
  4767. this.r = r;
  4768. this.g = g;
  4769. this.b = b;
  4770. return this;
  4771. },
  4772. setHSL: function ( h, s, l ) {
  4773. // h,s,l ranges are in 0.0 - 1.0
  4774. h = _Math.euclideanModulo( h, 1 );
  4775. s = _Math.clamp( s, 0, 1 );
  4776. l = _Math.clamp( l, 0, 1 );
  4777. if ( s === 0 ) {
  4778. this.r = this.g = this.b = l;
  4779. } else {
  4780. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4781. var q = ( 2 * l ) - p;
  4782. this.r = hue2rgb( q, p, h + 1 / 3 );
  4783. this.g = hue2rgb( q, p, h );
  4784. this.b = hue2rgb( q, p, h - 1 / 3 );
  4785. }
  4786. return this;
  4787. },
  4788. setStyle: function ( style ) {
  4789. function handleAlpha( string ) {
  4790. if ( string === undefined ) return;
  4791. if ( parseFloat( string ) < 1 ) {
  4792. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4793. }
  4794. }
  4795. var m;
  4796. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4797. // rgb / hsl
  4798. var color;
  4799. var name = m[ 1 ];
  4800. var components = m[ 2 ];
  4801. switch ( name ) {
  4802. case 'rgb':
  4803. case 'rgba':
  4804. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4805. // rgb(255,0,0) rgba(255,0,0,0.5)
  4806. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4807. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4808. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4809. handleAlpha( color[ 5 ] );
  4810. return this;
  4811. }
  4812. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4813. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4814. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4815. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4816. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4817. handleAlpha( color[ 5 ] );
  4818. return this;
  4819. }
  4820. break;
  4821. case 'hsl':
  4822. case 'hsla':
  4823. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4824. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4825. var h = parseFloat( color[ 1 ] ) / 360;
  4826. var s = parseInt( color[ 2 ], 10 ) / 100;
  4827. var l = parseInt( color[ 3 ], 10 ) / 100;
  4828. handleAlpha( color[ 5 ] );
  4829. return this.setHSL( h, s, l );
  4830. }
  4831. break;
  4832. }
  4833. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4834. // hex color
  4835. var hex = m[ 1 ];
  4836. var size = hex.length;
  4837. if ( size === 3 ) {
  4838. // #ff0
  4839. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4840. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4841. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4842. return this;
  4843. } else if ( size === 6 ) {
  4844. // #ff0000
  4845. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4846. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4847. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4848. return this;
  4849. }
  4850. }
  4851. if ( style && style.length > 0 ) {
  4852. // color keywords
  4853. var hex = ColorKeywords[ style ];
  4854. if ( hex !== undefined ) {
  4855. // red
  4856. this.setHex( hex );
  4857. } else {
  4858. // unknown color
  4859. console.warn( 'THREE.Color: Unknown color ' + style );
  4860. }
  4861. }
  4862. return this;
  4863. },
  4864. clone: function () {
  4865. return new this.constructor( this.r, this.g, this.b );
  4866. },
  4867. copy: function ( color ) {
  4868. this.r = color.r;
  4869. this.g = color.g;
  4870. this.b = color.b;
  4871. return this;
  4872. },
  4873. copyGammaToLinear: function ( color, gammaFactor ) {
  4874. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4875. this.r = Math.pow( color.r, gammaFactor );
  4876. this.g = Math.pow( color.g, gammaFactor );
  4877. this.b = Math.pow( color.b, gammaFactor );
  4878. return this;
  4879. },
  4880. copyLinearToGamma: function ( color, gammaFactor ) {
  4881. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4882. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4883. this.r = Math.pow( color.r, safeInverse );
  4884. this.g = Math.pow( color.g, safeInverse );
  4885. this.b = Math.pow( color.b, safeInverse );
  4886. return this;
  4887. },
  4888. convertGammaToLinear: function ( gammaFactor ) {
  4889. this.copyGammaToLinear( this, gammaFactor );
  4890. return this;
  4891. },
  4892. convertLinearToGamma: function ( gammaFactor ) {
  4893. this.copyLinearToGamma( this, gammaFactor );
  4894. return this;
  4895. },
  4896. copySRGBToLinear: function ( color ) {
  4897. this.r = SRGBToLinear( color.r );
  4898. this.g = SRGBToLinear( color.g );
  4899. this.b = SRGBToLinear( color.b );
  4900. return this;
  4901. },
  4902. copyLinearToSRGB: function ( color ) {
  4903. this.r = LinearToSRGB( color.r );
  4904. this.g = LinearToSRGB( color.g );
  4905. this.b = LinearToSRGB( color.b );
  4906. return this;
  4907. },
  4908. convertSRGBToLinear: function () {
  4909. this.copySRGBToLinear( this );
  4910. return this;
  4911. },
  4912. convertLinearToSRGB: function () {
  4913. this.copyLinearToSRGB( this );
  4914. return this;
  4915. },
  4916. getHex: function () {
  4917. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4918. },
  4919. getHexString: function () {
  4920. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4921. },
  4922. getHSL: function ( target ) {
  4923. // h,s,l ranges are in 0.0 - 1.0
  4924. if ( target === undefined ) {
  4925. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4926. target = { h: 0, s: 0, l: 0 };
  4927. }
  4928. var r = this.r, g = this.g, b = this.b;
  4929. var max = Math.max( r, g, b );
  4930. var min = Math.min( r, g, b );
  4931. var hue, saturation;
  4932. var lightness = ( min + max ) / 2.0;
  4933. if ( min === max ) {
  4934. hue = 0;
  4935. saturation = 0;
  4936. } else {
  4937. var delta = max - min;
  4938. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4939. switch ( max ) {
  4940. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4941. case g: hue = ( b - r ) / delta + 2; break;
  4942. case b: hue = ( r - g ) / delta + 4; break;
  4943. }
  4944. hue /= 6;
  4945. }
  4946. target.h = hue;
  4947. target.s = saturation;
  4948. target.l = lightness;
  4949. return target;
  4950. },
  4951. getStyle: function () {
  4952. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4953. },
  4954. offsetHSL: function () {
  4955. var hsl = {};
  4956. return function ( h, s, l ) {
  4957. this.getHSL( hsl );
  4958. hsl.h += h; hsl.s += s; hsl.l += l;
  4959. this.setHSL( hsl.h, hsl.s, hsl.l );
  4960. return this;
  4961. };
  4962. }(),
  4963. add: function ( color ) {
  4964. this.r += color.r;
  4965. this.g += color.g;
  4966. this.b += color.b;
  4967. return this;
  4968. },
  4969. addColors: function ( color1, color2 ) {
  4970. this.r = color1.r + color2.r;
  4971. this.g = color1.g + color2.g;
  4972. this.b = color1.b + color2.b;
  4973. return this;
  4974. },
  4975. addScalar: function ( s ) {
  4976. this.r += s;
  4977. this.g += s;
  4978. this.b += s;
  4979. return this;
  4980. },
  4981. sub: function ( color ) {
  4982. this.r = Math.max( 0, this.r - color.r );
  4983. this.g = Math.max( 0, this.g - color.g );
  4984. this.b = Math.max( 0, this.b - color.b );
  4985. return this;
  4986. },
  4987. multiply: function ( color ) {
  4988. this.r *= color.r;
  4989. this.g *= color.g;
  4990. this.b *= color.b;
  4991. return this;
  4992. },
  4993. multiplyScalar: function ( s ) {
  4994. this.r *= s;
  4995. this.g *= s;
  4996. this.b *= s;
  4997. return this;
  4998. },
  4999. lerp: function ( color, alpha ) {
  5000. this.r += ( color.r - this.r ) * alpha;
  5001. this.g += ( color.g - this.g ) * alpha;
  5002. this.b += ( color.b - this.b ) * alpha;
  5003. return this;
  5004. },
  5005. lerpHSL: function () {
  5006. var hslA = { h: 0, s: 0, l: 0 };
  5007. var hslB = { h: 0, s: 0, l: 0 };
  5008. return function lerpHSL( color, alpha ) {
  5009. this.getHSL( hslA );
  5010. color.getHSL( hslB );
  5011. var h = _Math.lerp( hslA.h, hslB.h, alpha );
  5012. var s = _Math.lerp( hslA.s, hslB.s, alpha );
  5013. var l = _Math.lerp( hslA.l, hslB.l, alpha );
  5014. this.setHSL( h, s, l );
  5015. return this;
  5016. };
  5017. }(),
  5018. equals: function ( c ) {
  5019. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5020. },
  5021. fromArray: function ( array, offset ) {
  5022. if ( offset === undefined ) offset = 0;
  5023. this.r = array[ offset ];
  5024. this.g = array[ offset + 1 ];
  5025. this.b = array[ offset + 2 ];
  5026. return this;
  5027. },
  5028. toArray: function ( array, offset ) {
  5029. if ( array === undefined ) array = [];
  5030. if ( offset === undefined ) offset = 0;
  5031. array[ offset ] = this.r;
  5032. array[ offset + 1 ] = this.g;
  5033. array[ offset + 2 ] = this.b;
  5034. return array;
  5035. },
  5036. toJSON: function () {
  5037. return this.getHex();
  5038. }
  5039. } );
  5040. /**
  5041. * @author mrdoob / http://mrdoob.com/
  5042. * @author alteredq / http://alteredqualia.com/
  5043. */
  5044. function Face3( a, b, c, normal, color, materialIndex ) {
  5045. this.a = a;
  5046. this.b = b;
  5047. this.c = c;
  5048. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5049. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5050. this.color = ( color && color.isColor ) ? color : new Color();
  5051. this.vertexColors = Array.isArray( color ) ? color : [];
  5052. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5053. }
  5054. Object.assign( Face3.prototype, {
  5055. clone: function () {
  5056. return new this.constructor().copy( this );
  5057. },
  5058. copy: function ( source ) {
  5059. this.a = source.a;
  5060. this.b = source.b;
  5061. this.c = source.c;
  5062. this.normal.copy( source.normal );
  5063. this.color.copy( source.color );
  5064. this.materialIndex = source.materialIndex;
  5065. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5066. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5067. }
  5068. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5069. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5070. }
  5071. return this;
  5072. }
  5073. } );
  5074. /**
  5075. * @author mrdoob / http://mrdoob.com/
  5076. * @author alteredq / http://alteredqualia.com/
  5077. */
  5078. var materialId = 0;
  5079. function Material() {
  5080. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5081. this.uuid = _Math.generateUUID();
  5082. this.name = '';
  5083. this.type = 'Material';
  5084. this.fog = true;
  5085. this.lights = true;
  5086. this.blending = NormalBlending;
  5087. this.side = FrontSide;
  5088. this.flatShading = false;
  5089. this.vertexTangents = false;
  5090. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  5091. this.opacity = 1;
  5092. this.transparent = false;
  5093. this.blendSrc = SrcAlphaFactor;
  5094. this.blendDst = OneMinusSrcAlphaFactor;
  5095. this.blendEquation = AddEquation;
  5096. this.blendSrcAlpha = null;
  5097. this.blendDstAlpha = null;
  5098. this.blendEquationAlpha = null;
  5099. this.depthFunc = LessEqualDepth;
  5100. this.depthTest = true;
  5101. this.depthWrite = true;
  5102. this.stencilFunc = AlwaysStencilFunc;
  5103. this.stencilRef = 0;
  5104. this.stencilMask = 0xff;
  5105. this.stencilFail = KeepStencilOp;
  5106. this.stencilZFail = KeepStencilOp;
  5107. this.stencilZPass = KeepStencilOp;
  5108. this.stencilWrite = false;
  5109. this.clippingPlanes = null;
  5110. this.clipIntersection = false;
  5111. this.clipShadows = false;
  5112. this.shadowSide = null;
  5113. this.colorWrite = true;
  5114. this.precision = null; // override the renderer's default precision for this material
  5115. this.polygonOffset = false;
  5116. this.polygonOffsetFactor = 0;
  5117. this.polygonOffsetUnits = 0;
  5118. this.dithering = false;
  5119. this.alphaTest = 0;
  5120. this.premultipliedAlpha = false;
  5121. this.visible = true;
  5122. this.userData = {};
  5123. this.needsUpdate = true;
  5124. }
  5125. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5126. constructor: Material,
  5127. isMaterial: true,
  5128. onBeforeCompile: function () {},
  5129. setValues: function ( values ) {
  5130. if ( values === undefined ) return;
  5131. for ( var key in values ) {
  5132. var newValue = values[ key ];
  5133. if ( newValue === undefined ) {
  5134. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5135. continue;
  5136. }
  5137. // for backward compatability if shading is set in the constructor
  5138. if ( key === 'shading' ) {
  5139. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5140. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5141. continue;
  5142. }
  5143. var currentValue = this[ key ];
  5144. if ( currentValue === undefined ) {
  5145. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5146. continue;
  5147. }
  5148. if ( currentValue && currentValue.isColor ) {
  5149. currentValue.set( newValue );
  5150. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5151. currentValue.copy( newValue );
  5152. } else {
  5153. this[ key ] = newValue;
  5154. }
  5155. }
  5156. },
  5157. toJSON: function ( meta ) {
  5158. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5159. if ( isRoot ) {
  5160. meta = {
  5161. textures: {},
  5162. images: {}
  5163. };
  5164. }
  5165. var data = {
  5166. metadata: {
  5167. version: 4.5,
  5168. type: 'Material',
  5169. generator: 'Material.toJSON'
  5170. }
  5171. };
  5172. // standard Material serialization
  5173. data.uuid = this.uuid;
  5174. data.type = this.type;
  5175. if ( this.name !== '' ) data.name = this.name;
  5176. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5177. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5178. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5179. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5180. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5181. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5182. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5183. if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  5184. if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  5185. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5186. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5187. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5188. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5189. if ( this.aoMap && this.aoMap.isTexture ) {
  5190. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5191. data.aoMapIntensity = this.aoMapIntensity;
  5192. }
  5193. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5194. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5195. data.bumpScale = this.bumpScale;
  5196. }
  5197. if ( this.normalMap && this.normalMap.isTexture ) {
  5198. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5199. data.normalMapType = this.normalMapType;
  5200. data.normalScale = this.normalScale.toArray();
  5201. }
  5202. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5203. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5204. data.displacementScale = this.displacementScale;
  5205. data.displacementBias = this.displacementBias;
  5206. }
  5207. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5208. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5209. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5210. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5211. if ( this.envMap && this.envMap.isTexture ) {
  5212. data.envMap = this.envMap.toJSON( meta ).uuid;
  5213. data.reflectivity = this.reflectivity; // Scale behind envMap
  5214. data.refractionRatio = this.refractionRatio;
  5215. if ( this.combine !== undefined ) data.combine = this.combine;
  5216. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5217. }
  5218. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5219. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5220. }
  5221. if ( this.size !== undefined ) data.size = this.size;
  5222. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5223. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5224. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  5225. if ( this.side !== FrontSide ) data.side = this.side;
  5226. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  5227. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5228. if ( this.transparent === true ) data.transparent = this.transparent;
  5229. data.depthFunc = this.depthFunc;
  5230. data.depthTest = this.depthTest;
  5231. data.depthWrite = this.depthWrite;
  5232. data.stencilWrite = this.stencilWrite;
  5233. data.stencilFunc = this.stencilFunc;
  5234. data.stencilRef = this.stencilRef;
  5235. data.stencilMask = this.stencilMask;
  5236. data.stencilFail = this.stencilFail;
  5237. data.stencilZFail = this.stencilZFail;
  5238. data.stencilZPass = this.stencilZPass;
  5239. // rotation (SpriteMaterial)
  5240. if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;
  5241. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5242. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5243. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5244. if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5245. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5246. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5247. if ( this.scale !== undefined ) data.scale = this.scale;
  5248. if ( this.dithering === true ) data.dithering = true;
  5249. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5250. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  5251. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  5252. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5253. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5254. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5255. if ( this.morphTargets === true ) data.morphTargets = true;
  5256. if ( this.morphNormals === true ) data.morphNormals = true;
  5257. if ( this.skinning === true ) data.skinning = true;
  5258. if ( this.visible === false ) data.visible = false;
  5259. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  5260. // TODO: Copied from Object3D.toJSON
  5261. function extractFromCache( cache ) {
  5262. var values = [];
  5263. for ( var key in cache ) {
  5264. var data = cache[ key ];
  5265. delete data.metadata;
  5266. values.push( data );
  5267. }
  5268. return values;
  5269. }
  5270. if ( isRoot ) {
  5271. var textures = extractFromCache( meta.textures );
  5272. var images = extractFromCache( meta.images );
  5273. if ( textures.length > 0 ) data.textures = textures;
  5274. if ( images.length > 0 ) data.images = images;
  5275. }
  5276. return data;
  5277. },
  5278. clone: function () {
  5279. return new this.constructor().copy( this );
  5280. },
  5281. copy: function ( source ) {
  5282. this.name = source.name;
  5283. this.fog = source.fog;
  5284. this.lights = source.lights;
  5285. this.blending = source.blending;
  5286. this.side = source.side;
  5287. this.flatShading = source.flatShading;
  5288. this.vertexColors = source.vertexColors;
  5289. this.opacity = source.opacity;
  5290. this.transparent = source.transparent;
  5291. this.blendSrc = source.blendSrc;
  5292. this.blendDst = source.blendDst;
  5293. this.blendEquation = source.blendEquation;
  5294. this.blendSrcAlpha = source.blendSrcAlpha;
  5295. this.blendDstAlpha = source.blendDstAlpha;
  5296. this.blendEquationAlpha = source.blendEquationAlpha;
  5297. this.depthFunc = source.depthFunc;
  5298. this.depthTest = source.depthTest;
  5299. this.depthWrite = source.depthWrite;
  5300. this.stencilWrite = source.stencilWrite;
  5301. this.stencilFunc = source.stencilFunc;
  5302. this.stencilRef = source.stencilRef;
  5303. this.stencilMask = source.stencilMask;
  5304. this.stencilFail = source.stencilFail;
  5305. this.stencilZFail = source.stencilZFail;
  5306. this.stencilZPass = source.stencilZPass;
  5307. this.colorWrite = source.colorWrite;
  5308. this.precision = source.precision;
  5309. this.polygonOffset = source.polygonOffset;
  5310. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5311. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5312. this.dithering = source.dithering;
  5313. this.alphaTest = source.alphaTest;
  5314. this.premultipliedAlpha = source.premultipliedAlpha;
  5315. this.visible = source.visible;
  5316. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5317. this.clipShadows = source.clipShadows;
  5318. this.clipIntersection = source.clipIntersection;
  5319. var srcPlanes = source.clippingPlanes,
  5320. dstPlanes = null;
  5321. if ( srcPlanes !== null ) {
  5322. var n = srcPlanes.length;
  5323. dstPlanes = new Array( n );
  5324. for ( var i = 0; i !== n; ++ i )
  5325. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5326. }
  5327. this.clippingPlanes = dstPlanes;
  5328. this.shadowSide = source.shadowSide;
  5329. return this;
  5330. },
  5331. dispose: function () {
  5332. this.dispatchEvent( { type: 'dispose' } );
  5333. }
  5334. } );
  5335. /**
  5336. * @author mrdoob / http://mrdoob.com/
  5337. * @author alteredq / http://alteredqualia.com/
  5338. *
  5339. * parameters = {
  5340. * color: <hex>,
  5341. * opacity: <float>,
  5342. * map: new THREE.Texture( <Image> ),
  5343. *
  5344. * lightMap: new THREE.Texture( <Image> ),
  5345. * lightMapIntensity: <float>
  5346. *
  5347. * aoMap: new THREE.Texture( <Image> ),
  5348. * aoMapIntensity: <float>
  5349. *
  5350. * specularMap: new THREE.Texture( <Image> ),
  5351. *
  5352. * alphaMap: new THREE.Texture( <Image> ),
  5353. *
  5354. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5355. * combine: THREE.Multiply,
  5356. * reflectivity: <float>,
  5357. * refractionRatio: <float>,
  5358. *
  5359. * depthTest: <bool>,
  5360. * depthWrite: <bool>,
  5361. *
  5362. * wireframe: <boolean>,
  5363. * wireframeLinewidth: <float>,
  5364. *
  5365. * skinning: <bool>,
  5366. * morphTargets: <bool>
  5367. * }
  5368. */
  5369. function MeshBasicMaterial( parameters ) {
  5370. Material.call( this );
  5371. this.type = 'MeshBasicMaterial';
  5372. this.color = new Color( 0xffffff ); // emissive
  5373. this.map = null;
  5374. this.lightMap = null;
  5375. this.lightMapIntensity = 1.0;
  5376. this.aoMap = null;
  5377. this.aoMapIntensity = 1.0;
  5378. this.specularMap = null;
  5379. this.alphaMap = null;
  5380. this.envMap = null;
  5381. this.combine = MultiplyOperation;
  5382. this.reflectivity = 1;
  5383. this.refractionRatio = 0.98;
  5384. this.wireframe = false;
  5385. this.wireframeLinewidth = 1;
  5386. this.wireframeLinecap = 'round';
  5387. this.wireframeLinejoin = 'round';
  5388. this.skinning = false;
  5389. this.morphTargets = false;
  5390. this.lights = false;
  5391. this.setValues( parameters );
  5392. }
  5393. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5394. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5395. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5396. MeshBasicMaterial.prototype.copy = function ( source ) {
  5397. Material.prototype.copy.call( this, source );
  5398. this.color.copy( source.color );
  5399. this.map = source.map;
  5400. this.lightMap = source.lightMap;
  5401. this.lightMapIntensity = source.lightMapIntensity;
  5402. this.aoMap = source.aoMap;
  5403. this.aoMapIntensity = source.aoMapIntensity;
  5404. this.specularMap = source.specularMap;
  5405. this.alphaMap = source.alphaMap;
  5406. this.envMap = source.envMap;
  5407. this.combine = source.combine;
  5408. this.reflectivity = source.reflectivity;
  5409. this.refractionRatio = source.refractionRatio;
  5410. this.wireframe = source.wireframe;
  5411. this.wireframeLinewidth = source.wireframeLinewidth;
  5412. this.wireframeLinecap = source.wireframeLinecap;
  5413. this.wireframeLinejoin = source.wireframeLinejoin;
  5414. this.skinning = source.skinning;
  5415. this.morphTargets = source.morphTargets;
  5416. return this;
  5417. };
  5418. /**
  5419. * @author mrdoob / http://mrdoob.com/
  5420. */
  5421. function BufferAttribute( array, itemSize, normalized ) {
  5422. if ( Array.isArray( array ) ) {
  5423. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5424. }
  5425. this.name = '';
  5426. this.array = array;
  5427. this.itemSize = itemSize;
  5428. this.count = array !== undefined ? array.length / itemSize : 0;
  5429. this.normalized = normalized === true;
  5430. this.dynamic = false;
  5431. this.updateRange = { offset: 0, count: - 1 };
  5432. this.version = 0;
  5433. }
  5434. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5435. set: function ( value ) {
  5436. if ( value === true ) this.version ++;
  5437. }
  5438. } );
  5439. Object.assign( BufferAttribute.prototype, {
  5440. isBufferAttribute: true,
  5441. onUploadCallback: function () {},
  5442. setArray: function ( array ) {
  5443. if ( Array.isArray( array ) ) {
  5444. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5445. }
  5446. this.count = array !== undefined ? array.length / this.itemSize : 0;
  5447. this.array = array;
  5448. return this;
  5449. },
  5450. setDynamic: function ( value ) {
  5451. this.dynamic = value;
  5452. return this;
  5453. },
  5454. copy: function ( source ) {
  5455. this.name = source.name;
  5456. this.array = new source.array.constructor( source.array );
  5457. this.itemSize = source.itemSize;
  5458. this.count = source.count;
  5459. this.normalized = source.normalized;
  5460. this.dynamic = source.dynamic;
  5461. return this;
  5462. },
  5463. copyAt: function ( index1, attribute, index2 ) {
  5464. index1 *= this.itemSize;
  5465. index2 *= attribute.itemSize;
  5466. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5467. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5468. }
  5469. return this;
  5470. },
  5471. copyArray: function ( array ) {
  5472. this.array.set( array );
  5473. return this;
  5474. },
  5475. copyColorsArray: function ( colors ) {
  5476. var array = this.array, offset = 0;
  5477. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5478. var color = colors[ i ];
  5479. if ( color === undefined ) {
  5480. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5481. color = new Color();
  5482. }
  5483. array[ offset ++ ] = color.r;
  5484. array[ offset ++ ] = color.g;
  5485. array[ offset ++ ] = color.b;
  5486. }
  5487. return this;
  5488. },
  5489. copyVector2sArray: function ( vectors ) {
  5490. var array = this.array, offset = 0;
  5491. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5492. var vector = vectors[ i ];
  5493. if ( vector === undefined ) {
  5494. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5495. vector = new Vector2();
  5496. }
  5497. array[ offset ++ ] = vector.x;
  5498. array[ offset ++ ] = vector.y;
  5499. }
  5500. return this;
  5501. },
  5502. copyVector3sArray: function ( vectors ) {
  5503. var array = this.array, offset = 0;
  5504. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5505. var vector = vectors[ i ];
  5506. if ( vector === undefined ) {
  5507. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5508. vector = new Vector3();
  5509. }
  5510. array[ offset ++ ] = vector.x;
  5511. array[ offset ++ ] = vector.y;
  5512. array[ offset ++ ] = vector.z;
  5513. }
  5514. return this;
  5515. },
  5516. copyVector4sArray: function ( vectors ) {
  5517. var array = this.array, offset = 0;
  5518. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5519. var vector = vectors[ i ];
  5520. if ( vector === undefined ) {
  5521. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5522. vector = new Vector4();
  5523. }
  5524. array[ offset ++ ] = vector.x;
  5525. array[ offset ++ ] = vector.y;
  5526. array[ offset ++ ] = vector.z;
  5527. array[ offset ++ ] = vector.w;
  5528. }
  5529. return this;
  5530. },
  5531. set: function ( value, offset ) {
  5532. if ( offset === undefined ) offset = 0;
  5533. this.array.set( value, offset );
  5534. return this;
  5535. },
  5536. getX: function ( index ) {
  5537. return this.array[ index * this.itemSize ];
  5538. },
  5539. setX: function ( index, x ) {
  5540. this.array[ index * this.itemSize ] = x;
  5541. return this;
  5542. },
  5543. getY: function ( index ) {
  5544. return this.array[ index * this.itemSize + 1 ];
  5545. },
  5546. setY: function ( index, y ) {
  5547. this.array[ index * this.itemSize + 1 ] = y;
  5548. return this;
  5549. },
  5550. getZ: function ( index ) {
  5551. return this.array[ index * this.itemSize + 2 ];
  5552. },
  5553. setZ: function ( index, z ) {
  5554. this.array[ index * this.itemSize + 2 ] = z;
  5555. return this;
  5556. },
  5557. getW: function ( index ) {
  5558. return this.array[ index * this.itemSize + 3 ];
  5559. },
  5560. setW: function ( index, w ) {
  5561. this.array[ index * this.itemSize + 3 ] = w;
  5562. return this;
  5563. },
  5564. setXY: function ( index, x, y ) {
  5565. index *= this.itemSize;
  5566. this.array[ index + 0 ] = x;
  5567. this.array[ index + 1 ] = y;
  5568. return this;
  5569. },
  5570. setXYZ: function ( index, x, y, z ) {
  5571. index *= this.itemSize;
  5572. this.array[ index + 0 ] = x;
  5573. this.array[ index + 1 ] = y;
  5574. this.array[ index + 2 ] = z;
  5575. return this;
  5576. },
  5577. setXYZW: function ( index, x, y, z, w ) {
  5578. index *= this.itemSize;
  5579. this.array[ index + 0 ] = x;
  5580. this.array[ index + 1 ] = y;
  5581. this.array[ index + 2 ] = z;
  5582. this.array[ index + 3 ] = w;
  5583. return this;
  5584. },
  5585. onUpload: function ( callback ) {
  5586. this.onUploadCallback = callback;
  5587. return this;
  5588. },
  5589. clone: function () {
  5590. return new this.constructor( this.array, this.itemSize ).copy( this );
  5591. },
  5592. toJSON: function () {
  5593. return {
  5594. itemSize: this.itemSize,
  5595. type: this.array.constructor.name,
  5596. array: Array.prototype.slice.call( this.array ),
  5597. normalized: this.normalized
  5598. };
  5599. }
  5600. } );
  5601. //
  5602. function Int8BufferAttribute( array, itemSize, normalized ) {
  5603. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5604. }
  5605. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5606. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5607. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5608. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5609. }
  5610. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5611. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5612. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5613. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5614. }
  5615. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5616. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5617. function Int16BufferAttribute( array, itemSize, normalized ) {
  5618. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5619. }
  5620. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5621. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5622. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5623. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5624. }
  5625. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5626. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5627. function Int32BufferAttribute( array, itemSize, normalized ) {
  5628. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5629. }
  5630. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5631. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5632. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5633. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5634. }
  5635. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5636. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5637. function Float32BufferAttribute( array, itemSize, normalized ) {
  5638. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5639. }
  5640. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5641. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5642. function Float64BufferAttribute( array, itemSize, normalized ) {
  5643. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5644. }
  5645. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5646. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5647. /**
  5648. * @author mrdoob / http://mrdoob.com/
  5649. */
  5650. function DirectGeometry() {
  5651. this.vertices = [];
  5652. this.normals = [];
  5653. this.colors = [];
  5654. this.uvs = [];
  5655. this.uvs2 = [];
  5656. this.groups = [];
  5657. this.morphTargets = {};
  5658. this.skinWeights = [];
  5659. this.skinIndices = [];
  5660. // this.lineDistances = [];
  5661. this.boundingBox = null;
  5662. this.boundingSphere = null;
  5663. // update flags
  5664. this.verticesNeedUpdate = false;
  5665. this.normalsNeedUpdate = false;
  5666. this.colorsNeedUpdate = false;
  5667. this.uvsNeedUpdate = false;
  5668. this.groupsNeedUpdate = false;
  5669. }
  5670. Object.assign( DirectGeometry.prototype, {
  5671. computeGroups: function ( geometry ) {
  5672. var group;
  5673. var groups = [];
  5674. var materialIndex = undefined;
  5675. var faces = geometry.faces;
  5676. for ( var i = 0; i < faces.length; i ++ ) {
  5677. var face = faces[ i ];
  5678. // materials
  5679. if ( face.materialIndex !== materialIndex ) {
  5680. materialIndex = face.materialIndex;
  5681. if ( group !== undefined ) {
  5682. group.count = ( i * 3 ) - group.start;
  5683. groups.push( group );
  5684. }
  5685. group = {
  5686. start: i * 3,
  5687. materialIndex: materialIndex
  5688. };
  5689. }
  5690. }
  5691. if ( group !== undefined ) {
  5692. group.count = ( i * 3 ) - group.start;
  5693. groups.push( group );
  5694. }
  5695. this.groups = groups;
  5696. },
  5697. fromGeometry: function ( geometry ) {
  5698. var faces = geometry.faces;
  5699. var vertices = geometry.vertices;
  5700. var faceVertexUvs = geometry.faceVertexUvs;
  5701. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5702. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5703. // morphs
  5704. var morphTargets = geometry.morphTargets;
  5705. var morphTargetsLength = morphTargets.length;
  5706. var morphTargetsPosition;
  5707. if ( morphTargetsLength > 0 ) {
  5708. morphTargetsPosition = [];
  5709. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5710. morphTargetsPosition[ i ] = {
  5711. name: morphTargets[ i ].name,
  5712. data: []
  5713. };
  5714. }
  5715. this.morphTargets.position = morphTargetsPosition;
  5716. }
  5717. var morphNormals = geometry.morphNormals;
  5718. var morphNormalsLength = morphNormals.length;
  5719. var morphTargetsNormal;
  5720. if ( morphNormalsLength > 0 ) {
  5721. morphTargetsNormal = [];
  5722. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5723. morphTargetsNormal[ i ] = {
  5724. name: morphNormals[ i ].name,
  5725. data: []
  5726. };
  5727. }
  5728. this.morphTargets.normal = morphTargetsNormal;
  5729. }
  5730. // skins
  5731. var skinIndices = geometry.skinIndices;
  5732. var skinWeights = geometry.skinWeights;
  5733. var hasSkinIndices = skinIndices.length === vertices.length;
  5734. var hasSkinWeights = skinWeights.length === vertices.length;
  5735. //
  5736. if ( vertices.length > 0 && faces.length === 0 ) {
  5737. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5738. }
  5739. for ( var i = 0; i < faces.length; i ++ ) {
  5740. var face = faces[ i ];
  5741. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5742. var vertexNormals = face.vertexNormals;
  5743. if ( vertexNormals.length === 3 ) {
  5744. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5745. } else {
  5746. var normal = face.normal;
  5747. this.normals.push( normal, normal, normal );
  5748. }
  5749. var vertexColors = face.vertexColors;
  5750. if ( vertexColors.length === 3 ) {
  5751. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5752. } else {
  5753. var color = face.color;
  5754. this.colors.push( color, color, color );
  5755. }
  5756. if ( hasFaceVertexUv === true ) {
  5757. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5758. if ( vertexUvs !== undefined ) {
  5759. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5760. } else {
  5761. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5762. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5763. }
  5764. }
  5765. if ( hasFaceVertexUv2 === true ) {
  5766. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5767. if ( vertexUvs !== undefined ) {
  5768. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5769. } else {
  5770. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5771. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5772. }
  5773. }
  5774. // morphs
  5775. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5776. var morphTarget = morphTargets[ j ].vertices;
  5777. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5778. }
  5779. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5780. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5781. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5782. }
  5783. // skins
  5784. if ( hasSkinIndices ) {
  5785. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5786. }
  5787. if ( hasSkinWeights ) {
  5788. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5789. }
  5790. }
  5791. this.computeGroups( geometry );
  5792. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5793. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5794. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5795. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5796. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5797. if ( geometry.boundingSphere !== null ) {
  5798. this.boundingSphere = geometry.boundingSphere.clone();
  5799. }
  5800. if ( geometry.boundingBox !== null ) {
  5801. this.boundingBox = geometry.boundingBox.clone();
  5802. }
  5803. return this;
  5804. }
  5805. } );
  5806. /**
  5807. * @author mrdoob / http://mrdoob.com/
  5808. */
  5809. function arrayMax( array ) {
  5810. if ( array.length === 0 ) return - Infinity;
  5811. var max = array[ 0 ];
  5812. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5813. if ( array[ i ] > max ) max = array[ i ];
  5814. }
  5815. return max;
  5816. }
  5817. /**
  5818. * @author alteredq / http://alteredqualia.com/
  5819. * @author mrdoob / http://mrdoob.com/
  5820. */
  5821. var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5822. function BufferGeometry() {
  5823. Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
  5824. this.uuid = _Math.generateUUID();
  5825. this.name = '';
  5826. this.type = 'BufferGeometry';
  5827. this.index = null;
  5828. this.attributes = {};
  5829. this.morphAttributes = {};
  5830. this.groups = [];
  5831. this.boundingBox = null;
  5832. this.boundingSphere = null;
  5833. this.drawRange = { start: 0, count: Infinity };
  5834. this.userData = {};
  5835. }
  5836. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5837. constructor: BufferGeometry,
  5838. isBufferGeometry: true,
  5839. getIndex: function () {
  5840. return this.index;
  5841. },
  5842. setIndex: function ( index ) {
  5843. if ( Array.isArray( index ) ) {
  5844. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5845. } else {
  5846. this.index = index;
  5847. }
  5848. },
  5849. addAttribute: function ( name, attribute ) {
  5850. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5851. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5852. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5853. }
  5854. if ( name === 'index' ) {
  5855. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5856. this.setIndex( attribute );
  5857. return this;
  5858. }
  5859. this.attributes[ name ] = attribute;
  5860. return this;
  5861. },
  5862. getAttribute: function ( name ) {
  5863. return this.attributes[ name ];
  5864. },
  5865. removeAttribute: function ( name ) {
  5866. delete this.attributes[ name ];
  5867. return this;
  5868. },
  5869. addGroup: function ( start, count, materialIndex ) {
  5870. this.groups.push( {
  5871. start: start,
  5872. count: count,
  5873. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5874. } );
  5875. },
  5876. clearGroups: function () {
  5877. this.groups = [];
  5878. },
  5879. setDrawRange: function ( start, count ) {
  5880. this.drawRange.start = start;
  5881. this.drawRange.count = count;
  5882. },
  5883. applyMatrix: function ( matrix ) {
  5884. var position = this.attributes.position;
  5885. if ( position !== undefined ) {
  5886. matrix.applyToBufferAttribute( position );
  5887. position.needsUpdate = true;
  5888. }
  5889. var normal = this.attributes.normal;
  5890. if ( normal !== undefined ) {
  5891. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5892. normalMatrix.applyToBufferAttribute( normal );
  5893. normal.needsUpdate = true;
  5894. }
  5895. var tangent = this.attributes.tangent;
  5896. if ( tangent !== undefined ) {
  5897. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5898. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5899. normalMatrix.applyToBufferAttribute( tangent );
  5900. tangent.needsUpdate = true;
  5901. }
  5902. if ( this.boundingBox !== null ) {
  5903. this.computeBoundingBox();
  5904. }
  5905. if ( this.boundingSphere !== null ) {
  5906. this.computeBoundingSphere();
  5907. }
  5908. return this;
  5909. },
  5910. rotateX: function () {
  5911. // rotate geometry around world x-axis
  5912. var m1 = new Matrix4();
  5913. return function rotateX( angle ) {
  5914. m1.makeRotationX( angle );
  5915. this.applyMatrix( m1 );
  5916. return this;
  5917. };
  5918. }(),
  5919. rotateY: function () {
  5920. // rotate geometry around world y-axis
  5921. var m1 = new Matrix4();
  5922. return function rotateY( angle ) {
  5923. m1.makeRotationY( angle );
  5924. this.applyMatrix( m1 );
  5925. return this;
  5926. };
  5927. }(),
  5928. rotateZ: function () {
  5929. // rotate geometry around world z-axis
  5930. var m1 = new Matrix4();
  5931. return function rotateZ( angle ) {
  5932. m1.makeRotationZ( angle );
  5933. this.applyMatrix( m1 );
  5934. return this;
  5935. };
  5936. }(),
  5937. translate: function () {
  5938. // translate geometry
  5939. var m1 = new Matrix4();
  5940. return function translate( x, y, z ) {
  5941. m1.makeTranslation( x, y, z );
  5942. this.applyMatrix( m1 );
  5943. return this;
  5944. };
  5945. }(),
  5946. scale: function () {
  5947. // scale geometry
  5948. var m1 = new Matrix4();
  5949. return function scale( x, y, z ) {
  5950. m1.makeScale( x, y, z );
  5951. this.applyMatrix( m1 );
  5952. return this;
  5953. };
  5954. }(),
  5955. lookAt: function () {
  5956. var obj = new Object3D();
  5957. return function lookAt( vector ) {
  5958. obj.lookAt( vector );
  5959. obj.updateMatrix();
  5960. this.applyMatrix( obj.matrix );
  5961. };
  5962. }(),
  5963. center: function () {
  5964. var offset = new Vector3();
  5965. return function center() {
  5966. this.computeBoundingBox();
  5967. this.boundingBox.getCenter( offset ).negate();
  5968. this.translate( offset.x, offset.y, offset.z );
  5969. return this;
  5970. };
  5971. }(),
  5972. setFromObject: function ( object ) {
  5973. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5974. var geometry = object.geometry;
  5975. if ( object.isPoints || object.isLine ) {
  5976. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5977. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5978. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5979. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5980. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5981. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5982. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5983. }
  5984. if ( geometry.boundingSphere !== null ) {
  5985. this.boundingSphere = geometry.boundingSphere.clone();
  5986. }
  5987. if ( geometry.boundingBox !== null ) {
  5988. this.boundingBox = geometry.boundingBox.clone();
  5989. }
  5990. } else if ( object.isMesh ) {
  5991. if ( geometry && geometry.isGeometry ) {
  5992. this.fromGeometry( geometry );
  5993. }
  5994. }
  5995. return this;
  5996. },
  5997. setFromPoints: function ( points ) {
  5998. var position = [];
  5999. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6000. var point = points[ i ];
  6001. position.push( point.x, point.y, point.z || 0 );
  6002. }
  6003. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6004. return this;
  6005. },
  6006. updateFromObject: function ( object ) {
  6007. var geometry = object.geometry;
  6008. if ( object.isMesh ) {
  6009. var direct = geometry.__directGeometry;
  6010. if ( geometry.elementsNeedUpdate === true ) {
  6011. direct = undefined;
  6012. geometry.elementsNeedUpdate = false;
  6013. }
  6014. if ( direct === undefined ) {
  6015. return this.fromGeometry( geometry );
  6016. }
  6017. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6018. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6019. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6020. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6021. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6022. geometry.verticesNeedUpdate = false;
  6023. geometry.normalsNeedUpdate = false;
  6024. geometry.colorsNeedUpdate = false;
  6025. geometry.uvsNeedUpdate = false;
  6026. geometry.groupsNeedUpdate = false;
  6027. geometry = direct;
  6028. }
  6029. var attribute;
  6030. if ( geometry.verticesNeedUpdate === true ) {
  6031. attribute = this.attributes.position;
  6032. if ( attribute !== undefined ) {
  6033. attribute.copyVector3sArray( geometry.vertices );
  6034. attribute.needsUpdate = true;
  6035. }
  6036. geometry.verticesNeedUpdate = false;
  6037. }
  6038. if ( geometry.normalsNeedUpdate === true ) {
  6039. attribute = this.attributes.normal;
  6040. if ( attribute !== undefined ) {
  6041. attribute.copyVector3sArray( geometry.normals );
  6042. attribute.needsUpdate = true;
  6043. }
  6044. geometry.normalsNeedUpdate = false;
  6045. }
  6046. if ( geometry.colorsNeedUpdate === true ) {
  6047. attribute = this.attributes.color;
  6048. if ( attribute !== undefined ) {
  6049. attribute.copyColorsArray( geometry.colors );
  6050. attribute.needsUpdate = true;
  6051. }
  6052. geometry.colorsNeedUpdate = false;
  6053. }
  6054. if ( geometry.uvsNeedUpdate ) {
  6055. attribute = this.attributes.uv;
  6056. if ( attribute !== undefined ) {
  6057. attribute.copyVector2sArray( geometry.uvs );
  6058. attribute.needsUpdate = true;
  6059. }
  6060. geometry.uvsNeedUpdate = false;
  6061. }
  6062. if ( geometry.lineDistancesNeedUpdate ) {
  6063. attribute = this.attributes.lineDistance;
  6064. if ( attribute !== undefined ) {
  6065. attribute.copyArray( geometry.lineDistances );
  6066. attribute.needsUpdate = true;
  6067. }
  6068. geometry.lineDistancesNeedUpdate = false;
  6069. }
  6070. if ( geometry.groupsNeedUpdate ) {
  6071. geometry.computeGroups( object.geometry );
  6072. this.groups = geometry.groups;
  6073. geometry.groupsNeedUpdate = false;
  6074. }
  6075. return this;
  6076. },
  6077. fromGeometry: function ( geometry ) {
  6078. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6079. return this.fromDirectGeometry( geometry.__directGeometry );
  6080. },
  6081. fromDirectGeometry: function ( geometry ) {
  6082. var positions = new Float32Array( geometry.vertices.length * 3 );
  6083. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6084. if ( geometry.normals.length > 0 ) {
  6085. var normals = new Float32Array( geometry.normals.length * 3 );
  6086. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6087. }
  6088. if ( geometry.colors.length > 0 ) {
  6089. var colors = new Float32Array( geometry.colors.length * 3 );
  6090. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6091. }
  6092. if ( geometry.uvs.length > 0 ) {
  6093. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6094. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6095. }
  6096. if ( geometry.uvs2.length > 0 ) {
  6097. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6098. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6099. }
  6100. // groups
  6101. this.groups = geometry.groups;
  6102. // morphs
  6103. for ( var name in geometry.morphTargets ) {
  6104. var array = [];
  6105. var morphTargets = geometry.morphTargets[ name ];
  6106. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6107. var morphTarget = morphTargets[ i ];
  6108. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6109. attribute.name = morphTarget.name;
  6110. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6111. }
  6112. this.morphAttributes[ name ] = array;
  6113. }
  6114. // skinning
  6115. if ( geometry.skinIndices.length > 0 ) {
  6116. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6117. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6118. }
  6119. if ( geometry.skinWeights.length > 0 ) {
  6120. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6121. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6122. }
  6123. //
  6124. if ( geometry.boundingSphere !== null ) {
  6125. this.boundingSphere = geometry.boundingSphere.clone();
  6126. }
  6127. if ( geometry.boundingBox !== null ) {
  6128. this.boundingBox = geometry.boundingBox.clone();
  6129. }
  6130. return this;
  6131. },
  6132. computeBoundingBox: function () {
  6133. var box = new Box3();
  6134. return function computeBoundingBox() {
  6135. if ( this.boundingBox === null ) {
  6136. this.boundingBox = new Box3();
  6137. }
  6138. var position = this.attributes.position;
  6139. var morphAttributesPosition = this.morphAttributes.position;
  6140. if ( position !== undefined ) {
  6141. this.boundingBox.setFromBufferAttribute( position );
  6142. // process morph attributes if present
  6143. if ( morphAttributesPosition ) {
  6144. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6145. var morphAttribute = morphAttributesPosition[ i ];
  6146. box.setFromBufferAttribute( morphAttribute );
  6147. this.boundingBox.expandByPoint( box.min );
  6148. this.boundingBox.expandByPoint( box.max );
  6149. }
  6150. }
  6151. } else {
  6152. this.boundingBox.makeEmpty();
  6153. }
  6154. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6155. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6156. }
  6157. };
  6158. }(),
  6159. computeBoundingSphere: function () {
  6160. var box = new Box3();
  6161. var boxMorphTargets = new Box3();
  6162. var vector = new Vector3();
  6163. return function computeBoundingSphere() {
  6164. if ( this.boundingSphere === null ) {
  6165. this.boundingSphere = new Sphere();
  6166. }
  6167. var position = this.attributes.position;
  6168. var morphAttributesPosition = this.morphAttributes.position;
  6169. if ( position ) {
  6170. // first, find the center of the bounding sphere
  6171. var center = this.boundingSphere.center;
  6172. box.setFromBufferAttribute( position );
  6173. // process morph attributes if present
  6174. if ( morphAttributesPosition ) {
  6175. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6176. var morphAttribute = morphAttributesPosition[ i ];
  6177. boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6178. box.expandByPoint( boxMorphTargets.min );
  6179. box.expandByPoint( boxMorphTargets.max );
  6180. }
  6181. }
  6182. box.getCenter( center );
  6183. // second, try to find a boundingSphere with a radius smaller than the
  6184. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6185. var maxRadiusSq = 0;
  6186. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6187. vector.fromBufferAttribute( position, i );
  6188. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  6189. }
  6190. // process morph attributes if present
  6191. if ( morphAttributesPosition ) {
  6192. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6193. var morphAttribute = morphAttributesPosition[ i ];
  6194. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6195. vector.fromBufferAttribute( morphAttribute, j );
  6196. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  6197. }
  6198. }
  6199. }
  6200. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6201. if ( isNaN( this.boundingSphere.radius ) ) {
  6202. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6203. }
  6204. }
  6205. };
  6206. }(),
  6207. computeFaceNormals: function () {
  6208. // backwards compatibility
  6209. },
  6210. computeVertexNormals: function () {
  6211. var index = this.index;
  6212. var attributes = this.attributes;
  6213. if ( attributes.position ) {
  6214. var positions = attributes.position.array;
  6215. if ( attributes.normal === undefined ) {
  6216. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6217. } else {
  6218. // reset existing normals to zero
  6219. var array = attributes.normal.array;
  6220. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6221. array[ i ] = 0;
  6222. }
  6223. }
  6224. var normals = attributes.normal.array;
  6225. var vA, vB, vC;
  6226. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6227. var cb = new Vector3(), ab = new Vector3();
  6228. // indexed elements
  6229. if ( index ) {
  6230. var indices = index.array;
  6231. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6232. vA = indices[ i + 0 ] * 3;
  6233. vB = indices[ i + 1 ] * 3;
  6234. vC = indices[ i + 2 ] * 3;
  6235. pA.fromArray( positions, vA );
  6236. pB.fromArray( positions, vB );
  6237. pC.fromArray( positions, vC );
  6238. cb.subVectors( pC, pB );
  6239. ab.subVectors( pA, pB );
  6240. cb.cross( ab );
  6241. normals[ vA ] += cb.x;
  6242. normals[ vA + 1 ] += cb.y;
  6243. normals[ vA + 2 ] += cb.z;
  6244. normals[ vB ] += cb.x;
  6245. normals[ vB + 1 ] += cb.y;
  6246. normals[ vB + 2 ] += cb.z;
  6247. normals[ vC ] += cb.x;
  6248. normals[ vC + 1 ] += cb.y;
  6249. normals[ vC + 2 ] += cb.z;
  6250. }
  6251. } else {
  6252. // non-indexed elements (unconnected triangle soup)
  6253. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6254. pA.fromArray( positions, i );
  6255. pB.fromArray( positions, i + 3 );
  6256. pC.fromArray( positions, i + 6 );
  6257. cb.subVectors( pC, pB );
  6258. ab.subVectors( pA, pB );
  6259. cb.cross( ab );
  6260. normals[ i ] = cb.x;
  6261. normals[ i + 1 ] = cb.y;
  6262. normals[ i + 2 ] = cb.z;
  6263. normals[ i + 3 ] = cb.x;
  6264. normals[ i + 4 ] = cb.y;
  6265. normals[ i + 5 ] = cb.z;
  6266. normals[ i + 6 ] = cb.x;
  6267. normals[ i + 7 ] = cb.y;
  6268. normals[ i + 8 ] = cb.z;
  6269. }
  6270. }
  6271. this.normalizeNormals();
  6272. attributes.normal.needsUpdate = true;
  6273. }
  6274. },
  6275. merge: function ( geometry, offset ) {
  6276. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6277. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6278. return;
  6279. }
  6280. if ( offset === undefined ) {
  6281. offset = 0;
  6282. console.warn(
  6283. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6284. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6285. );
  6286. }
  6287. var attributes = this.attributes;
  6288. for ( var key in attributes ) {
  6289. if ( geometry.attributes[ key ] === undefined ) continue;
  6290. var attribute1 = attributes[ key ];
  6291. var attributeArray1 = attribute1.array;
  6292. var attribute2 = geometry.attributes[ key ];
  6293. var attributeArray2 = attribute2.array;
  6294. var attributeOffset = attribute2.itemSize * offset;
  6295. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6296. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6297. attributeArray1[ j ] = attributeArray2[ i ];
  6298. }
  6299. }
  6300. return this;
  6301. },
  6302. normalizeNormals: function () {
  6303. var vector = new Vector3();
  6304. return function normalizeNormals() {
  6305. var normals = this.attributes.normal;
  6306. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6307. vector.x = normals.getX( i );
  6308. vector.y = normals.getY( i );
  6309. vector.z = normals.getZ( i );
  6310. vector.normalize();
  6311. normals.setXYZ( i, vector.x, vector.y, vector.z );
  6312. }
  6313. };
  6314. }(),
  6315. toNonIndexed: function () {
  6316. function convertBufferAttribute( attribute, indices ) {
  6317. var array = attribute.array;
  6318. var itemSize = attribute.itemSize;
  6319. var array2 = new array.constructor( indices.length * itemSize );
  6320. var index = 0, index2 = 0;
  6321. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6322. index = indices[ i ] * itemSize;
  6323. for ( var j = 0; j < itemSize; j ++ ) {
  6324. array2[ index2 ++ ] = array[ index ++ ];
  6325. }
  6326. }
  6327. return new BufferAttribute( array2, itemSize );
  6328. }
  6329. //
  6330. if ( this.index === null ) {
  6331. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6332. return this;
  6333. }
  6334. var geometry2 = new BufferGeometry();
  6335. var indices = this.index.array;
  6336. var attributes = this.attributes;
  6337. // attributes
  6338. for ( var name in attributes ) {
  6339. var attribute = attributes[ name ];
  6340. var newAttribute = convertBufferAttribute( attribute, indices );
  6341. geometry2.addAttribute( name, newAttribute );
  6342. }
  6343. // morph attributes
  6344. var morphAttributes = this.morphAttributes;
  6345. for ( name in morphAttributes ) {
  6346. var morphArray = [];
  6347. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6348. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6349. var attribute = morphAttribute[ i ];
  6350. var newAttribute = convertBufferAttribute( attribute, indices );
  6351. morphArray.push( newAttribute );
  6352. }
  6353. geometry2.morphAttributes[ name ] = morphArray;
  6354. }
  6355. // groups
  6356. var groups = this.groups;
  6357. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6358. var group = groups[ i ];
  6359. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6360. }
  6361. return geometry2;
  6362. },
  6363. toJSON: function () {
  6364. var data = {
  6365. metadata: {
  6366. version: 4.5,
  6367. type: 'BufferGeometry',
  6368. generator: 'BufferGeometry.toJSON'
  6369. }
  6370. };
  6371. // standard BufferGeometry serialization
  6372. data.uuid = this.uuid;
  6373. data.type = this.type;
  6374. if ( this.name !== '' ) data.name = this.name;
  6375. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6376. if ( this.parameters !== undefined ) {
  6377. var parameters = this.parameters;
  6378. for ( var key in parameters ) {
  6379. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6380. }
  6381. return data;
  6382. }
  6383. data.data = { attributes: {} };
  6384. var index = this.index;
  6385. if ( index !== null ) {
  6386. data.data.index = {
  6387. type: index.array.constructor.name,
  6388. array: Array.prototype.slice.call( index.array )
  6389. };
  6390. }
  6391. var attributes = this.attributes;
  6392. for ( var key in attributes ) {
  6393. var attribute = attributes[ key ];
  6394. var attributeData = attribute.toJSON();
  6395. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6396. data.data.attributes[ key ] = attributeData;
  6397. }
  6398. var morphAttributes = {};
  6399. var hasMorphAttributes = false;
  6400. for ( var key in this.morphAttributes ) {
  6401. var attributeArray = this.morphAttributes[ key ];
  6402. var array = [];
  6403. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6404. var attribute = attributeArray[ i ];
  6405. var attributeData = attribute.toJSON();
  6406. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6407. array.push( attributeData );
  6408. }
  6409. if ( array.length > 0 ) {
  6410. morphAttributes[ key ] = array;
  6411. hasMorphAttributes = true;
  6412. }
  6413. }
  6414. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  6415. var groups = this.groups;
  6416. if ( groups.length > 0 ) {
  6417. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6418. }
  6419. var boundingSphere = this.boundingSphere;
  6420. if ( boundingSphere !== null ) {
  6421. data.data.boundingSphere = {
  6422. center: boundingSphere.center.toArray(),
  6423. radius: boundingSphere.radius
  6424. };
  6425. }
  6426. return data;
  6427. },
  6428. clone: function () {
  6429. /*
  6430. // Handle primitives
  6431. var parameters = this.parameters;
  6432. if ( parameters !== undefined ) {
  6433. var values = [];
  6434. for ( var key in parameters ) {
  6435. values.push( parameters[ key ] );
  6436. }
  6437. var geometry = Object.create( this.constructor.prototype );
  6438. this.constructor.apply( geometry, values );
  6439. return geometry;
  6440. }
  6441. return new this.constructor().copy( this );
  6442. */
  6443. return new BufferGeometry().copy( this );
  6444. },
  6445. copy: function ( source ) {
  6446. var name, i, l;
  6447. // reset
  6448. this.index = null;
  6449. this.attributes = {};
  6450. this.morphAttributes = {};
  6451. this.groups = [];
  6452. this.boundingBox = null;
  6453. this.boundingSphere = null;
  6454. // name
  6455. this.name = source.name;
  6456. // index
  6457. var index = source.index;
  6458. if ( index !== null ) {
  6459. this.setIndex( index.clone() );
  6460. }
  6461. // attributes
  6462. var attributes = source.attributes;
  6463. for ( name in attributes ) {
  6464. var attribute = attributes[ name ];
  6465. this.addAttribute( name, attribute.clone() );
  6466. }
  6467. // morph attributes
  6468. var morphAttributes = source.morphAttributes;
  6469. for ( name in morphAttributes ) {
  6470. var array = [];
  6471. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6472. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6473. array.push( morphAttribute[ i ].clone() );
  6474. }
  6475. this.morphAttributes[ name ] = array;
  6476. }
  6477. // groups
  6478. var groups = source.groups;
  6479. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6480. var group = groups[ i ];
  6481. this.addGroup( group.start, group.count, group.materialIndex );
  6482. }
  6483. // bounding box
  6484. var boundingBox = source.boundingBox;
  6485. if ( boundingBox !== null ) {
  6486. this.boundingBox = boundingBox.clone();
  6487. }
  6488. // bounding sphere
  6489. var boundingSphere = source.boundingSphere;
  6490. if ( boundingSphere !== null ) {
  6491. this.boundingSphere = boundingSphere.clone();
  6492. }
  6493. // draw range
  6494. this.drawRange.start = source.drawRange.start;
  6495. this.drawRange.count = source.drawRange.count;
  6496. // user data
  6497. this.userData = source.userData;
  6498. return this;
  6499. },
  6500. dispose: function () {
  6501. this.dispatchEvent( { type: 'dispose' } );
  6502. }
  6503. } );
  6504. /**
  6505. * @author mrdoob / http://mrdoob.com/
  6506. * @author alteredq / http://alteredqualia.com/
  6507. * @author mikael emtinger / http://gomo.se/
  6508. * @author jonobr1 / http://jonobr1.com/
  6509. */
  6510. function Mesh( geometry, material ) {
  6511. Object3D.call( this );
  6512. this.type = 'Mesh';
  6513. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6514. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6515. this.drawMode = TrianglesDrawMode;
  6516. this.updateMorphTargets();
  6517. }
  6518. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6519. constructor: Mesh,
  6520. isMesh: true,
  6521. setDrawMode: function ( value ) {
  6522. this.drawMode = value;
  6523. },
  6524. copy: function ( source ) {
  6525. Object3D.prototype.copy.call( this, source );
  6526. this.drawMode = source.drawMode;
  6527. if ( source.morphTargetInfluences !== undefined ) {
  6528. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6529. }
  6530. if ( source.morphTargetDictionary !== undefined ) {
  6531. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6532. }
  6533. return this;
  6534. },
  6535. updateMorphTargets: function () {
  6536. var geometry = this.geometry;
  6537. var m, ml, name;
  6538. if ( geometry.isBufferGeometry ) {
  6539. var morphAttributes = geometry.morphAttributes;
  6540. var keys = Object.keys( morphAttributes );
  6541. if ( keys.length > 0 ) {
  6542. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6543. if ( morphAttribute !== undefined ) {
  6544. this.morphTargetInfluences = [];
  6545. this.morphTargetDictionary = {};
  6546. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6547. name = morphAttribute[ m ].name || String( m );
  6548. this.morphTargetInfluences.push( 0 );
  6549. this.morphTargetDictionary[ name ] = m;
  6550. }
  6551. }
  6552. }
  6553. } else {
  6554. var morphTargets = geometry.morphTargets;
  6555. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6556. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6557. }
  6558. }
  6559. },
  6560. raycast: ( function () {
  6561. var inverseMatrix = new Matrix4();
  6562. var ray = new Ray();
  6563. var sphere = new Sphere();
  6564. var vA = new Vector3();
  6565. var vB = new Vector3();
  6566. var vC = new Vector3();
  6567. var tempA = new Vector3();
  6568. var tempB = new Vector3();
  6569. var tempC = new Vector3();
  6570. var morphA = new Vector3();
  6571. var morphB = new Vector3();
  6572. var morphC = new Vector3();
  6573. var uvA = new Vector2();
  6574. var uvB = new Vector2();
  6575. var uvC = new Vector2();
  6576. var intersectionPoint = new Vector3();
  6577. var intersectionPointWorld = new Vector3();
  6578. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6579. var intersect;
  6580. if ( material.side === BackSide ) {
  6581. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6582. } else {
  6583. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6584. }
  6585. if ( intersect === null ) return null;
  6586. intersectionPointWorld.copy( point );
  6587. intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6588. var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
  6589. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  6590. return {
  6591. distance: distance,
  6592. point: intersectionPointWorld.clone(),
  6593. object: object
  6594. };
  6595. }
  6596. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6597. vA.fromBufferAttribute( position, a );
  6598. vB.fromBufferAttribute( position, b );
  6599. vC.fromBufferAttribute( position, c );
  6600. var morphInfluences = object.morphTargetInfluences;
  6601. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6602. morphA.set( 0, 0, 0 );
  6603. morphB.set( 0, 0, 0 );
  6604. morphC.set( 0, 0, 0 );
  6605. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6606. var influence = morphInfluences[ i ];
  6607. var morphAttribute = morphPosition[ i ];
  6608. if ( influence === 0 ) continue;
  6609. tempA.fromBufferAttribute( morphAttribute, a );
  6610. tempB.fromBufferAttribute( morphAttribute, b );
  6611. tempC.fromBufferAttribute( morphAttribute, c );
  6612. morphA.addScaledVector( tempA.sub( vA ), influence );
  6613. morphB.addScaledVector( tempB.sub( vB ), influence );
  6614. morphC.addScaledVector( tempC.sub( vC ), influence );
  6615. }
  6616. vA.add( morphA );
  6617. vB.add( morphB );
  6618. vC.add( morphC );
  6619. }
  6620. var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
  6621. if ( intersection ) {
  6622. if ( uv ) {
  6623. uvA.fromBufferAttribute( uv, a );
  6624. uvB.fromBufferAttribute( uv, b );
  6625. uvC.fromBufferAttribute( uv, c );
  6626. intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
  6627. }
  6628. if ( uv2 ) {
  6629. uvA.fromBufferAttribute( uv2, a );
  6630. uvB.fromBufferAttribute( uv2, b );
  6631. uvC.fromBufferAttribute( uv2, c );
  6632. intersection.uv2 = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
  6633. }
  6634. var face = new Face3( a, b, c );
  6635. Triangle.getNormal( vA, vB, vC, face.normal );
  6636. intersection.face = face;
  6637. }
  6638. return intersection;
  6639. }
  6640. return function raycast( raycaster, intersects ) {
  6641. var geometry = this.geometry;
  6642. var material = this.material;
  6643. var matrixWorld = this.matrixWorld;
  6644. if ( material === undefined ) return;
  6645. // Checking boundingSphere distance to ray
  6646. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6647. sphere.copy( geometry.boundingSphere );
  6648. sphere.applyMatrix4( matrixWorld );
  6649. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  6650. //
  6651. inverseMatrix.getInverse( matrixWorld );
  6652. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  6653. // Check boundingBox before continuing
  6654. if ( geometry.boundingBox !== null ) {
  6655. if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
  6656. }
  6657. var intersection;
  6658. if ( geometry.isBufferGeometry ) {
  6659. var a, b, c;
  6660. var index = geometry.index;
  6661. var position = geometry.attributes.position;
  6662. var morphPosition = geometry.morphAttributes.position;
  6663. var uv = geometry.attributes.uv;
  6664. var uv2 = geometry.attributes.uv2;
  6665. var groups = geometry.groups;
  6666. var drawRange = geometry.drawRange;
  6667. var i, j, il, jl;
  6668. var group, groupMaterial;
  6669. var start, end;
  6670. if ( index !== null ) {
  6671. // indexed buffer geometry
  6672. if ( Array.isArray( material ) ) {
  6673. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6674. group = groups[ i ];
  6675. groupMaterial = material[ group.materialIndex ];
  6676. start = Math.max( group.start, drawRange.start );
  6677. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6678. for ( j = start, jl = end; j < jl; j += 3 ) {
  6679. a = index.getX( j );
  6680. b = index.getX( j + 1 );
  6681. c = index.getX( j + 2 );
  6682. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, uv2, a, b, c );
  6683. if ( intersection ) {
  6684. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6685. intersection.face.materialIndex = group.materialIndex;
  6686. intersects.push( intersection );
  6687. }
  6688. }
  6689. }
  6690. } else {
  6691. start = Math.max( 0, drawRange.start );
  6692. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6693. for ( i = start, il = end; i < il; i += 3 ) {
  6694. a = index.getX( i );
  6695. b = index.getX( i + 1 );
  6696. c = index.getX( i + 2 );
  6697. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c );
  6698. if ( intersection ) {
  6699. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6700. intersects.push( intersection );
  6701. }
  6702. }
  6703. }
  6704. } else if ( position !== undefined ) {
  6705. // non-indexed buffer geometry
  6706. if ( Array.isArray( material ) ) {
  6707. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6708. group = groups[ i ];
  6709. groupMaterial = material[ group.materialIndex ];
  6710. start = Math.max( group.start, drawRange.start );
  6711. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6712. for ( j = start, jl = end; j < jl; j += 3 ) {
  6713. a = j;
  6714. b = j + 1;
  6715. c = j + 2;
  6716. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, uv2, a, b, c );
  6717. if ( intersection ) {
  6718. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6719. intersection.face.materialIndex = group.materialIndex;
  6720. intersects.push( intersection );
  6721. }
  6722. }
  6723. }
  6724. } else {
  6725. start = Math.max( 0, drawRange.start );
  6726. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6727. for ( i = start, il = end; i < il; i += 3 ) {
  6728. a = i;
  6729. b = i + 1;
  6730. c = i + 2;
  6731. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c );
  6732. if ( intersection ) {
  6733. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6734. intersects.push( intersection );
  6735. }
  6736. }
  6737. }
  6738. }
  6739. } else if ( geometry.isGeometry ) {
  6740. var fvA, fvB, fvC;
  6741. var isMultiMaterial = Array.isArray( material );
  6742. var vertices = geometry.vertices;
  6743. var faces = geometry.faces;
  6744. var uvs;
  6745. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6746. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  6747. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6748. var face = faces[ f ];
  6749. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6750. if ( faceMaterial === undefined ) continue;
  6751. fvA = vertices[ face.a ];
  6752. fvB = vertices[ face.b ];
  6753. fvC = vertices[ face.c ];
  6754. intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
  6755. if ( intersection ) {
  6756. if ( uvs && uvs[ f ] ) {
  6757. var uvs_f = uvs[ f ];
  6758. uvA.copy( uvs_f[ 0 ] );
  6759. uvB.copy( uvs_f[ 1 ] );
  6760. uvC.copy( uvs_f[ 2 ] );
  6761. intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
  6762. }
  6763. intersection.face = face;
  6764. intersection.faceIndex = f;
  6765. intersects.push( intersection );
  6766. }
  6767. }
  6768. }
  6769. };
  6770. }() ),
  6771. clone: function () {
  6772. return new this.constructor( this.geometry, this.material ).copy( this );
  6773. }
  6774. } );
  6775. /**
  6776. * @author mrdoob / http://mrdoob.com/
  6777. * @author kile / http://kile.stravaganza.org/
  6778. * @author alteredq / http://alteredqualia.com/
  6779. * @author mikael emtinger / http://gomo.se/
  6780. * @author zz85 / http://www.lab4games.net/zz85/blog
  6781. * @author bhouston / http://clara.io
  6782. */
  6783. var geometryId = 0; // Geometry uses even numbers as Id
  6784. function Geometry() {
  6785. Object.defineProperty( this, 'id', { value: geometryId += 2 } );
  6786. this.uuid = _Math.generateUUID();
  6787. this.name = '';
  6788. this.type = 'Geometry';
  6789. this.vertices = [];
  6790. this.colors = [];
  6791. this.faces = [];
  6792. this.faceVertexUvs = [[]];
  6793. this.morphTargets = [];
  6794. this.morphNormals = [];
  6795. this.skinWeights = [];
  6796. this.skinIndices = [];
  6797. this.lineDistances = [];
  6798. this.boundingBox = null;
  6799. this.boundingSphere = null;
  6800. // update flags
  6801. this.elementsNeedUpdate = false;
  6802. this.verticesNeedUpdate = false;
  6803. this.uvsNeedUpdate = false;
  6804. this.normalsNeedUpdate = false;
  6805. this.colorsNeedUpdate = false;
  6806. this.lineDistancesNeedUpdate = false;
  6807. this.groupsNeedUpdate = false;
  6808. }
  6809. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6810. constructor: Geometry,
  6811. isGeometry: true,
  6812. applyMatrix: function ( matrix ) {
  6813. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6814. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6815. var vertex = this.vertices[ i ];
  6816. vertex.applyMatrix4( matrix );
  6817. }
  6818. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6819. var face = this.faces[ i ];
  6820. face.normal.applyMatrix3( normalMatrix ).normalize();
  6821. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6822. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6823. }
  6824. }
  6825. if ( this.boundingBox !== null ) {
  6826. this.computeBoundingBox();
  6827. }
  6828. if ( this.boundingSphere !== null ) {
  6829. this.computeBoundingSphere();
  6830. }
  6831. this.verticesNeedUpdate = true;
  6832. this.normalsNeedUpdate = true;
  6833. return this;
  6834. },
  6835. rotateX: function () {
  6836. // rotate geometry around world x-axis
  6837. var m1 = new Matrix4();
  6838. return function rotateX( angle ) {
  6839. m1.makeRotationX( angle );
  6840. this.applyMatrix( m1 );
  6841. return this;
  6842. };
  6843. }(),
  6844. rotateY: function () {
  6845. // rotate geometry around world y-axis
  6846. var m1 = new Matrix4();
  6847. return function rotateY( angle ) {
  6848. m1.makeRotationY( angle );
  6849. this.applyMatrix( m1 );
  6850. return this;
  6851. };
  6852. }(),
  6853. rotateZ: function () {
  6854. // rotate geometry around world z-axis
  6855. var m1 = new Matrix4();
  6856. return function rotateZ( angle ) {
  6857. m1.makeRotationZ( angle );
  6858. this.applyMatrix( m1 );
  6859. return this;
  6860. };
  6861. }(),
  6862. translate: function () {
  6863. // translate geometry
  6864. var m1 = new Matrix4();
  6865. return function translate( x, y, z ) {
  6866. m1.makeTranslation( x, y, z );
  6867. this.applyMatrix( m1 );
  6868. return this;
  6869. };
  6870. }(),
  6871. scale: function () {
  6872. // scale geometry
  6873. var m1 = new Matrix4();
  6874. return function scale( x, y, z ) {
  6875. m1.makeScale( x, y, z );
  6876. this.applyMatrix( m1 );
  6877. return this;
  6878. };
  6879. }(),
  6880. lookAt: function () {
  6881. var obj = new Object3D();
  6882. return function lookAt( vector ) {
  6883. obj.lookAt( vector );
  6884. obj.updateMatrix();
  6885. this.applyMatrix( obj.matrix );
  6886. };
  6887. }(),
  6888. fromBufferGeometry: function ( geometry ) {
  6889. var scope = this;
  6890. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6891. var attributes = geometry.attributes;
  6892. var positions = attributes.position.array;
  6893. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6894. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6895. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6896. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6897. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  6898. for ( var i = 0; i < positions.length; i += 3 ) {
  6899. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6900. if ( colors !== undefined ) {
  6901. scope.colors.push( new Color().fromArray( colors, i ) );
  6902. }
  6903. }
  6904. function addFace( a, b, c, materialIndex ) {
  6905. var vertexColors = ( colors === undefined ) ? [] : [
  6906. scope.colors[ a ].clone(),
  6907. scope.colors[ b ].clone(),
  6908. scope.colors[ c ].clone() ];
  6909. var vertexNormals = ( normals === undefined ) ? [] : [
  6910. new Vector3().fromArray( normals, a * 3 ),
  6911. new Vector3().fromArray( normals, b * 3 ),
  6912. new Vector3().fromArray( normals, c * 3 )
  6913. ];
  6914. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6915. scope.faces.push( face );
  6916. if ( uvs !== undefined ) {
  6917. scope.faceVertexUvs[ 0 ].push( [
  6918. new Vector2().fromArray( uvs, a * 2 ),
  6919. new Vector2().fromArray( uvs, b * 2 ),
  6920. new Vector2().fromArray( uvs, c * 2 )
  6921. ] );
  6922. }
  6923. if ( uvs2 !== undefined ) {
  6924. scope.faceVertexUvs[ 1 ].push( [
  6925. new Vector2().fromArray( uvs2, a * 2 ),
  6926. new Vector2().fromArray( uvs2, b * 2 ),
  6927. new Vector2().fromArray( uvs2, c * 2 )
  6928. ] );
  6929. }
  6930. }
  6931. var groups = geometry.groups;
  6932. if ( groups.length > 0 ) {
  6933. for ( var i = 0; i < groups.length; i ++ ) {
  6934. var group = groups[ i ];
  6935. var start = group.start;
  6936. var count = group.count;
  6937. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6938. if ( indices !== undefined ) {
  6939. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6940. } else {
  6941. addFace( j, j + 1, j + 2, group.materialIndex );
  6942. }
  6943. }
  6944. }
  6945. } else {
  6946. if ( indices !== undefined ) {
  6947. for ( var i = 0; i < indices.length; i += 3 ) {
  6948. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6949. }
  6950. } else {
  6951. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6952. addFace( i, i + 1, i + 2 );
  6953. }
  6954. }
  6955. }
  6956. this.computeFaceNormals();
  6957. if ( geometry.boundingBox !== null ) {
  6958. this.boundingBox = geometry.boundingBox.clone();
  6959. }
  6960. if ( geometry.boundingSphere !== null ) {
  6961. this.boundingSphere = geometry.boundingSphere.clone();
  6962. }
  6963. return this;
  6964. },
  6965. center: function () {
  6966. var offset = new Vector3();
  6967. return function center() {
  6968. this.computeBoundingBox();
  6969. this.boundingBox.getCenter( offset ).negate();
  6970. this.translate( offset.x, offset.y, offset.z );
  6971. return this;
  6972. };
  6973. }(),
  6974. normalize: function () {
  6975. this.computeBoundingSphere();
  6976. var center = this.boundingSphere.center;
  6977. var radius = this.boundingSphere.radius;
  6978. var s = radius === 0 ? 1 : 1.0 / radius;
  6979. var matrix = new Matrix4();
  6980. matrix.set(
  6981. s, 0, 0, - s * center.x,
  6982. 0, s, 0, - s * center.y,
  6983. 0, 0, s, - s * center.z,
  6984. 0, 0, 0, 1
  6985. );
  6986. this.applyMatrix( matrix );
  6987. return this;
  6988. },
  6989. computeFaceNormals: function () {
  6990. var cb = new Vector3(), ab = new Vector3();
  6991. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6992. var face = this.faces[ f ];
  6993. var vA = this.vertices[ face.a ];
  6994. var vB = this.vertices[ face.b ];
  6995. var vC = this.vertices[ face.c ];
  6996. cb.subVectors( vC, vB );
  6997. ab.subVectors( vA, vB );
  6998. cb.cross( ab );
  6999. cb.normalize();
  7000. face.normal.copy( cb );
  7001. }
  7002. },
  7003. computeVertexNormals: function ( areaWeighted ) {
  7004. if ( areaWeighted === undefined ) areaWeighted = true;
  7005. var v, vl, f, fl, face, vertices;
  7006. vertices = new Array( this.vertices.length );
  7007. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7008. vertices[ v ] = new Vector3();
  7009. }
  7010. if ( areaWeighted ) {
  7011. // vertex normals weighted by triangle areas
  7012. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7013. var vA, vB, vC;
  7014. var cb = new Vector3(), ab = new Vector3();
  7015. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7016. face = this.faces[ f ];
  7017. vA = this.vertices[ face.a ];
  7018. vB = this.vertices[ face.b ];
  7019. vC = this.vertices[ face.c ];
  7020. cb.subVectors( vC, vB );
  7021. ab.subVectors( vA, vB );
  7022. cb.cross( ab );
  7023. vertices[ face.a ].add( cb );
  7024. vertices[ face.b ].add( cb );
  7025. vertices[ face.c ].add( cb );
  7026. }
  7027. } else {
  7028. this.computeFaceNormals();
  7029. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7030. face = this.faces[ f ];
  7031. vertices[ face.a ].add( face.normal );
  7032. vertices[ face.b ].add( face.normal );
  7033. vertices[ face.c ].add( face.normal );
  7034. }
  7035. }
  7036. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7037. vertices[ v ].normalize();
  7038. }
  7039. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7040. face = this.faces[ f ];
  7041. var vertexNormals = face.vertexNormals;
  7042. if ( vertexNormals.length === 3 ) {
  7043. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7044. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7045. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7046. } else {
  7047. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7048. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7049. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7050. }
  7051. }
  7052. if ( this.faces.length > 0 ) {
  7053. this.normalsNeedUpdate = true;
  7054. }
  7055. },
  7056. computeFlatVertexNormals: function () {
  7057. var f, fl, face;
  7058. this.computeFaceNormals();
  7059. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7060. face = this.faces[ f ];
  7061. var vertexNormals = face.vertexNormals;
  7062. if ( vertexNormals.length === 3 ) {
  7063. vertexNormals[ 0 ].copy( face.normal );
  7064. vertexNormals[ 1 ].copy( face.normal );
  7065. vertexNormals[ 2 ].copy( face.normal );
  7066. } else {
  7067. vertexNormals[ 0 ] = face.normal.clone();
  7068. vertexNormals[ 1 ] = face.normal.clone();
  7069. vertexNormals[ 2 ] = face.normal.clone();
  7070. }
  7071. }
  7072. if ( this.faces.length > 0 ) {
  7073. this.normalsNeedUpdate = true;
  7074. }
  7075. },
  7076. computeMorphNormals: function () {
  7077. var i, il, f, fl, face;
  7078. // save original normals
  7079. // - create temp variables on first access
  7080. // otherwise just copy (for faster repeated calls)
  7081. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7082. face = this.faces[ f ];
  7083. if ( ! face.__originalFaceNormal ) {
  7084. face.__originalFaceNormal = face.normal.clone();
  7085. } else {
  7086. face.__originalFaceNormal.copy( face.normal );
  7087. }
  7088. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  7089. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7090. if ( ! face.__originalVertexNormals[ i ] ) {
  7091. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7092. } else {
  7093. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7094. }
  7095. }
  7096. }
  7097. // use temp geometry to compute face and vertex normals for each morph
  7098. var tmpGeo = new Geometry();
  7099. tmpGeo.faces = this.faces;
  7100. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7101. // create on first access
  7102. if ( ! this.morphNormals[ i ] ) {
  7103. this.morphNormals[ i ] = {};
  7104. this.morphNormals[ i ].faceNormals = [];
  7105. this.morphNormals[ i ].vertexNormals = [];
  7106. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7107. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7108. var faceNormal, vertexNormals;
  7109. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7110. faceNormal = new Vector3();
  7111. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7112. dstNormalsFace.push( faceNormal );
  7113. dstNormalsVertex.push( vertexNormals );
  7114. }
  7115. }
  7116. var morphNormals = this.morphNormals[ i ];
  7117. // set vertices to morph target
  7118. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7119. // compute morph normals
  7120. tmpGeo.computeFaceNormals();
  7121. tmpGeo.computeVertexNormals();
  7122. // store morph normals
  7123. var faceNormal, vertexNormals;
  7124. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7125. face = this.faces[ f ];
  7126. faceNormal = morphNormals.faceNormals[ f ];
  7127. vertexNormals = morphNormals.vertexNormals[ f ];
  7128. faceNormal.copy( face.normal );
  7129. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7130. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7131. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7132. }
  7133. }
  7134. // restore original normals
  7135. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7136. face = this.faces[ f ];
  7137. face.normal = face.__originalFaceNormal;
  7138. face.vertexNormals = face.__originalVertexNormals;
  7139. }
  7140. },
  7141. computeBoundingBox: function () {
  7142. if ( this.boundingBox === null ) {
  7143. this.boundingBox = new Box3();
  7144. }
  7145. this.boundingBox.setFromPoints( this.vertices );
  7146. },
  7147. computeBoundingSphere: function () {
  7148. if ( this.boundingSphere === null ) {
  7149. this.boundingSphere = new Sphere();
  7150. }
  7151. this.boundingSphere.setFromPoints( this.vertices );
  7152. },
  7153. merge: function ( geometry, matrix, materialIndexOffset ) {
  7154. if ( ! ( geometry && geometry.isGeometry ) ) {
  7155. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7156. return;
  7157. }
  7158. var normalMatrix,
  7159. vertexOffset = this.vertices.length,
  7160. vertices1 = this.vertices,
  7161. vertices2 = geometry.vertices,
  7162. faces1 = this.faces,
  7163. faces2 = geometry.faces,
  7164. colors1 = this.colors,
  7165. colors2 = geometry.colors;
  7166. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  7167. if ( matrix !== undefined ) {
  7168. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7169. }
  7170. // vertices
  7171. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7172. var vertex = vertices2[ i ];
  7173. var vertexCopy = vertex.clone();
  7174. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  7175. vertices1.push( vertexCopy );
  7176. }
  7177. // colors
  7178. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7179. colors1.push( colors2[ i ].clone() );
  7180. }
  7181. // faces
  7182. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7183. var face = faces2[ i ], faceCopy, normal, color,
  7184. faceVertexNormals = face.vertexNormals,
  7185. faceVertexColors = face.vertexColors;
  7186. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7187. faceCopy.normal.copy( face.normal );
  7188. if ( normalMatrix !== undefined ) {
  7189. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7190. }
  7191. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7192. normal = faceVertexNormals[ j ].clone();
  7193. if ( normalMatrix !== undefined ) {
  7194. normal.applyMatrix3( normalMatrix ).normalize();
  7195. }
  7196. faceCopy.vertexNormals.push( normal );
  7197. }
  7198. faceCopy.color.copy( face.color );
  7199. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7200. color = faceVertexColors[ j ];
  7201. faceCopy.vertexColors.push( color.clone() );
  7202. }
  7203. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7204. faces1.push( faceCopy );
  7205. }
  7206. // uvs
  7207. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7208. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7209. if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];
  7210. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7211. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7212. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7213. uvsCopy.push( uvs2[ k ].clone() );
  7214. }
  7215. this.faceVertexUvs[ i ].push( uvsCopy );
  7216. }
  7217. }
  7218. },
  7219. mergeMesh: function ( mesh ) {
  7220. if ( ! ( mesh && mesh.isMesh ) ) {
  7221. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7222. return;
  7223. }
  7224. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  7225. this.merge( mesh.geometry, mesh.matrix );
  7226. },
  7227. /*
  7228. * Checks for duplicate vertices with hashmap.
  7229. * Duplicated vertices are removed
  7230. * and faces' vertices are updated.
  7231. */
  7232. mergeVertices: function () {
  7233. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7234. var unique = [], changes = [];
  7235. var v, key;
  7236. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7237. var precision = Math.pow( 10, precisionPoints );
  7238. var i, il, face;
  7239. var indices, j, jl;
  7240. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7241. v = this.vertices[ i ];
  7242. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7243. if ( verticesMap[ key ] === undefined ) {
  7244. verticesMap[ key ] = i;
  7245. unique.push( this.vertices[ i ] );
  7246. changes[ i ] = unique.length - 1;
  7247. } else {
  7248. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7249. changes[ i ] = changes[ verticesMap[ key ] ];
  7250. }
  7251. }
  7252. // if faces are completely degenerate after merging vertices, we
  7253. // have to remove them from the geometry.
  7254. var faceIndicesToRemove = [];
  7255. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7256. face = this.faces[ i ];
  7257. face.a = changes[ face.a ];
  7258. face.b = changes[ face.b ];
  7259. face.c = changes[ face.c ];
  7260. indices = [ face.a, face.b, face.c ];
  7261. // if any duplicate vertices are found in a Face3
  7262. // we have to remove the face as nothing can be saved
  7263. for ( var n = 0; n < 3; n ++ ) {
  7264. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7265. faceIndicesToRemove.push( i );
  7266. break;
  7267. }
  7268. }
  7269. }
  7270. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7271. var idx = faceIndicesToRemove[ i ];
  7272. this.faces.splice( idx, 1 );
  7273. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7274. this.faceVertexUvs[ j ].splice( idx, 1 );
  7275. }
  7276. }
  7277. // Use unique set of vertices
  7278. var diff = this.vertices.length - unique.length;
  7279. this.vertices = unique;
  7280. return diff;
  7281. },
  7282. setFromPoints: function ( points ) {
  7283. this.vertices = [];
  7284. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7285. var point = points[ i ];
  7286. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7287. }
  7288. return this;
  7289. },
  7290. sortFacesByMaterialIndex: function () {
  7291. var faces = this.faces;
  7292. var length = faces.length;
  7293. // tag faces
  7294. for ( var i = 0; i < length; i ++ ) {
  7295. faces[ i ]._id = i;
  7296. }
  7297. // sort faces
  7298. function materialIndexSort( a, b ) {
  7299. return a.materialIndex - b.materialIndex;
  7300. }
  7301. faces.sort( materialIndexSort );
  7302. // sort uvs
  7303. var uvs1 = this.faceVertexUvs[ 0 ];
  7304. var uvs2 = this.faceVertexUvs[ 1 ];
  7305. var newUvs1, newUvs2;
  7306. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  7307. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  7308. for ( var i = 0; i < length; i ++ ) {
  7309. var id = faces[ i ]._id;
  7310. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  7311. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  7312. }
  7313. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  7314. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  7315. },
  7316. toJSON: function () {
  7317. var data = {
  7318. metadata: {
  7319. version: 4.5,
  7320. type: 'Geometry',
  7321. generator: 'Geometry.toJSON'
  7322. }
  7323. };
  7324. // standard Geometry serialization
  7325. data.uuid = this.uuid;
  7326. data.type = this.type;
  7327. if ( this.name !== '' ) data.name = this.name;
  7328. if ( this.parameters !== undefined ) {
  7329. var parameters = this.parameters;
  7330. for ( var key in parameters ) {
  7331. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7332. }
  7333. return data;
  7334. }
  7335. var vertices = [];
  7336. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7337. var vertex = this.vertices[ i ];
  7338. vertices.push( vertex.x, vertex.y, vertex.z );
  7339. }
  7340. var faces = [];
  7341. var normals = [];
  7342. var normalsHash = {};
  7343. var colors = [];
  7344. var colorsHash = {};
  7345. var uvs = [];
  7346. var uvsHash = {};
  7347. for ( var i = 0; i < this.faces.length; i ++ ) {
  7348. var face = this.faces[ i ];
  7349. var hasMaterial = true;
  7350. var hasFaceUv = false; // deprecated
  7351. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7352. var hasFaceNormal = face.normal.length() > 0;
  7353. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7354. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7355. var hasFaceVertexColor = face.vertexColors.length > 0;
  7356. var faceType = 0;
  7357. faceType = setBit( faceType, 0, 0 ); // isQuad
  7358. faceType = setBit( faceType, 1, hasMaterial );
  7359. faceType = setBit( faceType, 2, hasFaceUv );
  7360. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7361. faceType = setBit( faceType, 4, hasFaceNormal );
  7362. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7363. faceType = setBit( faceType, 6, hasFaceColor );
  7364. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7365. faces.push( faceType );
  7366. faces.push( face.a, face.b, face.c );
  7367. faces.push( face.materialIndex );
  7368. if ( hasFaceVertexUv ) {
  7369. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7370. faces.push(
  7371. getUvIndex( faceVertexUvs[ 0 ] ),
  7372. getUvIndex( faceVertexUvs[ 1 ] ),
  7373. getUvIndex( faceVertexUvs[ 2 ] )
  7374. );
  7375. }
  7376. if ( hasFaceNormal ) {
  7377. faces.push( getNormalIndex( face.normal ) );
  7378. }
  7379. if ( hasFaceVertexNormal ) {
  7380. var vertexNormals = face.vertexNormals;
  7381. faces.push(
  7382. getNormalIndex( vertexNormals[ 0 ] ),
  7383. getNormalIndex( vertexNormals[ 1 ] ),
  7384. getNormalIndex( vertexNormals[ 2 ] )
  7385. );
  7386. }
  7387. if ( hasFaceColor ) {
  7388. faces.push( getColorIndex( face.color ) );
  7389. }
  7390. if ( hasFaceVertexColor ) {
  7391. var vertexColors = face.vertexColors;
  7392. faces.push(
  7393. getColorIndex( vertexColors[ 0 ] ),
  7394. getColorIndex( vertexColors[ 1 ] ),
  7395. getColorIndex( vertexColors[ 2 ] )
  7396. );
  7397. }
  7398. }
  7399. function setBit( value, position, enabled ) {
  7400. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7401. }
  7402. function getNormalIndex( normal ) {
  7403. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7404. if ( normalsHash[ hash ] !== undefined ) {
  7405. return normalsHash[ hash ];
  7406. }
  7407. normalsHash[ hash ] = normals.length / 3;
  7408. normals.push( normal.x, normal.y, normal.z );
  7409. return normalsHash[ hash ];
  7410. }
  7411. function getColorIndex( color ) {
  7412. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7413. if ( colorsHash[ hash ] !== undefined ) {
  7414. return colorsHash[ hash ];
  7415. }
  7416. colorsHash[ hash ] = colors.length;
  7417. colors.push( color.getHex() );
  7418. return colorsHash[ hash ];
  7419. }
  7420. function getUvIndex( uv ) {
  7421. var hash = uv.x.toString() + uv.y.toString();
  7422. if ( uvsHash[ hash ] !== undefined ) {
  7423. return uvsHash[ hash ];
  7424. }
  7425. uvsHash[ hash ] = uvs.length / 2;
  7426. uvs.push( uv.x, uv.y );
  7427. return uvsHash[ hash ];
  7428. }
  7429. data.data = {};
  7430. data.data.vertices = vertices;
  7431. data.data.normals = normals;
  7432. if ( colors.length > 0 ) data.data.colors = colors;
  7433. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  7434. data.data.faces = faces;
  7435. return data;
  7436. },
  7437. clone: function () {
  7438. /*
  7439. // Handle primitives
  7440. var parameters = this.parameters;
  7441. if ( parameters !== undefined ) {
  7442. var values = [];
  7443. for ( var key in parameters ) {
  7444. values.push( parameters[ key ] );
  7445. }
  7446. var geometry = Object.create( this.constructor.prototype );
  7447. this.constructor.apply( geometry, values );
  7448. return geometry;
  7449. }
  7450. return new this.constructor().copy( this );
  7451. */
  7452. return new Geometry().copy( this );
  7453. },
  7454. copy: function ( source ) {
  7455. var i, il, j, jl, k, kl;
  7456. // reset
  7457. this.vertices = [];
  7458. this.colors = [];
  7459. this.faces = [];
  7460. this.faceVertexUvs = [[]];
  7461. this.morphTargets = [];
  7462. this.morphNormals = [];
  7463. this.skinWeights = [];
  7464. this.skinIndices = [];
  7465. this.lineDistances = [];
  7466. this.boundingBox = null;
  7467. this.boundingSphere = null;
  7468. // name
  7469. this.name = source.name;
  7470. // vertices
  7471. var vertices = source.vertices;
  7472. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7473. this.vertices.push( vertices[ i ].clone() );
  7474. }
  7475. // colors
  7476. var colors = source.colors;
  7477. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7478. this.colors.push( colors[ i ].clone() );
  7479. }
  7480. // faces
  7481. var faces = source.faces;
  7482. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7483. this.faces.push( faces[ i ].clone() );
  7484. }
  7485. // face vertex uvs
  7486. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7487. var faceVertexUvs = source.faceVertexUvs[ i ];
  7488. if ( this.faceVertexUvs[ i ] === undefined ) {
  7489. this.faceVertexUvs[ i ] = [];
  7490. }
  7491. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7492. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7493. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7494. var uv = uvs[ k ];
  7495. uvsCopy.push( uv.clone() );
  7496. }
  7497. this.faceVertexUvs[ i ].push( uvsCopy );
  7498. }
  7499. }
  7500. // morph targets
  7501. var morphTargets = source.morphTargets;
  7502. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7503. var morphTarget = {};
  7504. morphTarget.name = morphTargets[ i ].name;
  7505. // vertices
  7506. if ( morphTargets[ i ].vertices !== undefined ) {
  7507. morphTarget.vertices = [];
  7508. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7509. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7510. }
  7511. }
  7512. // normals
  7513. if ( morphTargets[ i ].normals !== undefined ) {
  7514. morphTarget.normals = [];
  7515. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7516. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7517. }
  7518. }
  7519. this.morphTargets.push( morphTarget );
  7520. }
  7521. // morph normals
  7522. var morphNormals = source.morphNormals;
  7523. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7524. var morphNormal = {};
  7525. // vertex normals
  7526. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7527. morphNormal.vertexNormals = [];
  7528. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7529. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7530. var destVertexNormal = {};
  7531. destVertexNormal.a = srcVertexNormal.a.clone();
  7532. destVertexNormal.b = srcVertexNormal.b.clone();
  7533. destVertexNormal.c = srcVertexNormal.c.clone();
  7534. morphNormal.vertexNormals.push( destVertexNormal );
  7535. }
  7536. }
  7537. // face normals
  7538. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7539. morphNormal.faceNormals = [];
  7540. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7541. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7542. }
  7543. }
  7544. this.morphNormals.push( morphNormal );
  7545. }
  7546. // skin weights
  7547. var skinWeights = source.skinWeights;
  7548. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7549. this.skinWeights.push( skinWeights[ i ].clone() );
  7550. }
  7551. // skin indices
  7552. var skinIndices = source.skinIndices;
  7553. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7554. this.skinIndices.push( skinIndices[ i ].clone() );
  7555. }
  7556. // line distances
  7557. var lineDistances = source.lineDistances;
  7558. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7559. this.lineDistances.push( lineDistances[ i ] );
  7560. }
  7561. // bounding box
  7562. var boundingBox = source.boundingBox;
  7563. if ( boundingBox !== null ) {
  7564. this.boundingBox = boundingBox.clone();
  7565. }
  7566. // bounding sphere
  7567. var boundingSphere = source.boundingSphere;
  7568. if ( boundingSphere !== null ) {
  7569. this.boundingSphere = boundingSphere.clone();
  7570. }
  7571. // update flags
  7572. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7573. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7574. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7575. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7576. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7577. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7578. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7579. return this;
  7580. },
  7581. dispose: function () {
  7582. this.dispatchEvent( { type: 'dispose' } );
  7583. }
  7584. } );
  7585. /**
  7586. * @author mrdoob / http://mrdoob.com/
  7587. * @author Mugen87 / https://github.com/Mugen87
  7588. */
  7589. // BoxGeometry
  7590. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7591. Geometry.call( this );
  7592. this.type = 'BoxGeometry';
  7593. this.parameters = {
  7594. width: width,
  7595. height: height,
  7596. depth: depth,
  7597. widthSegments: widthSegments,
  7598. heightSegments: heightSegments,
  7599. depthSegments: depthSegments
  7600. };
  7601. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7602. this.mergeVertices();
  7603. }
  7604. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7605. BoxGeometry.prototype.constructor = BoxGeometry;
  7606. // BoxBufferGeometry
  7607. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7608. BufferGeometry.call( this );
  7609. this.type = 'BoxBufferGeometry';
  7610. this.parameters = {
  7611. width: width,
  7612. height: height,
  7613. depth: depth,
  7614. widthSegments: widthSegments,
  7615. heightSegments: heightSegments,
  7616. depthSegments: depthSegments
  7617. };
  7618. var scope = this;
  7619. width = width || 1;
  7620. height = height || 1;
  7621. depth = depth || 1;
  7622. // segments
  7623. widthSegments = Math.floor( widthSegments ) || 1;
  7624. heightSegments = Math.floor( heightSegments ) || 1;
  7625. depthSegments = Math.floor( depthSegments ) || 1;
  7626. // buffers
  7627. var indices = [];
  7628. var vertices = [];
  7629. var normals = [];
  7630. var uvs = [];
  7631. // helper variables
  7632. var numberOfVertices = 0;
  7633. var groupStart = 0;
  7634. // build each side of the box geometry
  7635. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7636. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7637. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7638. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7639. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7640. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7641. // build geometry
  7642. this.setIndex( indices );
  7643. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7644. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7645. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7646. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7647. var segmentWidth = width / gridX;
  7648. var segmentHeight = height / gridY;
  7649. var widthHalf = width / 2;
  7650. var heightHalf = height / 2;
  7651. var depthHalf = depth / 2;
  7652. var gridX1 = gridX + 1;
  7653. var gridY1 = gridY + 1;
  7654. var vertexCounter = 0;
  7655. var groupCount = 0;
  7656. var ix, iy;
  7657. var vector = new Vector3();
  7658. // generate vertices, normals and uvs
  7659. for ( iy = 0; iy < gridY1; iy ++ ) {
  7660. var y = iy * segmentHeight - heightHalf;
  7661. for ( ix = 0; ix < gridX1; ix ++ ) {
  7662. var x = ix * segmentWidth - widthHalf;
  7663. // set values to correct vector component
  7664. vector[ u ] = x * udir;
  7665. vector[ v ] = y * vdir;
  7666. vector[ w ] = depthHalf;
  7667. // now apply vector to vertex buffer
  7668. vertices.push( vector.x, vector.y, vector.z );
  7669. // set values to correct vector component
  7670. vector[ u ] = 0;
  7671. vector[ v ] = 0;
  7672. vector[ w ] = depth > 0 ? 1 : - 1;
  7673. // now apply vector to normal buffer
  7674. normals.push( vector.x, vector.y, vector.z );
  7675. // uvs
  7676. uvs.push( ix / gridX );
  7677. uvs.push( 1 - ( iy / gridY ) );
  7678. // counters
  7679. vertexCounter += 1;
  7680. }
  7681. }
  7682. // indices
  7683. // 1. you need three indices to draw a single face
  7684. // 2. a single segment consists of two faces
  7685. // 3. so we need to generate six (2*3) indices per segment
  7686. for ( iy = 0; iy < gridY; iy ++ ) {
  7687. for ( ix = 0; ix < gridX; ix ++ ) {
  7688. var a = numberOfVertices + ix + gridX1 * iy;
  7689. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7690. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7691. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7692. // faces
  7693. indices.push( a, b, d );
  7694. indices.push( b, c, d );
  7695. // increase counter
  7696. groupCount += 6;
  7697. }
  7698. }
  7699. // add a group to the geometry. this will ensure multi material support
  7700. scope.addGroup( groupStart, groupCount, materialIndex );
  7701. // calculate new start value for groups
  7702. groupStart += groupCount;
  7703. // update total number of vertices
  7704. numberOfVertices += vertexCounter;
  7705. }
  7706. }
  7707. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7708. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7709. /**
  7710. * Uniform Utilities
  7711. */
  7712. function cloneUniforms( src ) {
  7713. var dst = {};
  7714. for ( var u in src ) {
  7715. dst[ u ] = {};
  7716. for ( var p in src[ u ] ) {
  7717. var property = src[ u ][ p ];
  7718. if ( property && ( property.isColor ||
  7719. property.isMatrix3 || property.isMatrix4 ||
  7720. property.isVector2 || property.isVector3 || property.isVector4 ||
  7721. property.isTexture ) ) {
  7722. dst[ u ][ p ] = property.clone();
  7723. } else if ( Array.isArray( property ) ) {
  7724. dst[ u ][ p ] = property.slice();
  7725. } else {
  7726. dst[ u ][ p ] = property;
  7727. }
  7728. }
  7729. }
  7730. return dst;
  7731. }
  7732. function mergeUniforms( uniforms ) {
  7733. var merged = {};
  7734. for ( var u = 0; u < uniforms.length; u ++ ) {
  7735. var tmp = cloneUniforms( uniforms[ u ] );
  7736. for ( var p in tmp ) {
  7737. merged[ p ] = tmp[ p ];
  7738. }
  7739. }
  7740. return merged;
  7741. }
  7742. // Legacy
  7743. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7744. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7745. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7746. /**
  7747. * @author alteredq / http://alteredqualia.com/
  7748. *
  7749. * parameters = {
  7750. * defines: { "label" : "value" },
  7751. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7752. *
  7753. * fragmentShader: <string>,
  7754. * vertexShader: <string>,
  7755. *
  7756. * wireframe: <boolean>,
  7757. * wireframeLinewidth: <float>,
  7758. *
  7759. * lights: <bool>,
  7760. *
  7761. * skinning: <bool>,
  7762. * morphTargets: <bool>,
  7763. * morphNormals: <bool>
  7764. * }
  7765. */
  7766. function ShaderMaterial( parameters ) {
  7767. Material.call( this );
  7768. this.type = 'ShaderMaterial';
  7769. this.defines = {};
  7770. this.uniforms = {};
  7771. this.vertexShader = default_vertex;
  7772. this.fragmentShader = default_fragment;
  7773. this.linewidth = 1;
  7774. this.wireframe = false;
  7775. this.wireframeLinewidth = 1;
  7776. this.fog = false; // set to use scene fog
  7777. this.lights = false; // set to use scene lights
  7778. this.clipping = false; // set to use user-defined clipping planes
  7779. this.skinning = false; // set to use skinning attribute streams
  7780. this.morphTargets = false; // set to use morph targets
  7781. this.morphNormals = false; // set to use morph normals
  7782. this.extensions = {
  7783. derivatives: false, // set to use derivatives
  7784. fragDepth: false, // set to use fragment depth values
  7785. drawBuffers: false, // set to use draw buffers
  7786. shaderTextureLOD: false // set to use shader texture LOD
  7787. };
  7788. // When rendered geometry doesn't include these attributes but the material does,
  7789. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7790. this.defaultAttributeValues = {
  7791. 'color': [ 1, 1, 1 ],
  7792. 'uv': [ 0, 0 ],
  7793. 'uv2': [ 0, 0 ]
  7794. };
  7795. this.index0AttributeName = undefined;
  7796. this.uniformsNeedUpdate = false;
  7797. if ( parameters !== undefined ) {
  7798. if ( parameters.attributes !== undefined ) {
  7799. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7800. }
  7801. this.setValues( parameters );
  7802. }
  7803. }
  7804. ShaderMaterial.prototype = Object.create( Material.prototype );
  7805. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7806. ShaderMaterial.prototype.isShaderMaterial = true;
  7807. ShaderMaterial.prototype.copy = function ( source ) {
  7808. Material.prototype.copy.call( this, source );
  7809. this.fragmentShader = source.fragmentShader;
  7810. this.vertexShader = source.vertexShader;
  7811. this.uniforms = cloneUniforms( source.uniforms );
  7812. this.defines = Object.assign( {}, source.defines );
  7813. this.wireframe = source.wireframe;
  7814. this.wireframeLinewidth = source.wireframeLinewidth;
  7815. this.lights = source.lights;
  7816. this.clipping = source.clipping;
  7817. this.skinning = source.skinning;
  7818. this.morphTargets = source.morphTargets;
  7819. this.morphNormals = source.morphNormals;
  7820. this.extensions = source.extensions;
  7821. return this;
  7822. };
  7823. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7824. var data = Material.prototype.toJSON.call( this, meta );
  7825. data.uniforms = {};
  7826. for ( var name in this.uniforms ) {
  7827. var uniform = this.uniforms[ name ];
  7828. var value = uniform.value;
  7829. if ( value && value.isTexture ) {
  7830. data.uniforms[ name ] = {
  7831. type: 't',
  7832. value: value.toJSON( meta ).uuid
  7833. };
  7834. } else if ( value && value.isColor ) {
  7835. data.uniforms[ name ] = {
  7836. type: 'c',
  7837. value: value.getHex()
  7838. };
  7839. } else if ( value && value.isVector2 ) {
  7840. data.uniforms[ name ] = {
  7841. type: 'v2',
  7842. value: value.toArray()
  7843. };
  7844. } else if ( value && value.isVector3 ) {
  7845. data.uniforms[ name ] = {
  7846. type: 'v3',
  7847. value: value.toArray()
  7848. };
  7849. } else if ( value && value.isVector4 ) {
  7850. data.uniforms[ name ] = {
  7851. type: 'v4',
  7852. value: value.toArray()
  7853. };
  7854. } else if ( value && value.isMatrix3 ) {
  7855. data.uniforms[ name ] = {
  7856. type: 'm3',
  7857. value: value.toArray()
  7858. };
  7859. } else if ( value && value.isMatrix4 ) {
  7860. data.uniforms[ name ] = {
  7861. type: 'm4',
  7862. value: value.toArray()
  7863. };
  7864. } else {
  7865. data.uniforms[ name ] = {
  7866. value: value
  7867. };
  7868. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7869. }
  7870. }
  7871. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7872. data.vertexShader = this.vertexShader;
  7873. data.fragmentShader = this.fragmentShader;
  7874. var extensions = {};
  7875. for ( var key in this.extensions ) {
  7876. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7877. }
  7878. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7879. return data;
  7880. };
  7881. /**
  7882. * @author mrdoob / http://mrdoob.com/
  7883. * @author mikael emtinger / http://gomo.se/
  7884. * @author WestLangley / http://github.com/WestLangley
  7885. */
  7886. function Camera() {
  7887. Object3D.call( this );
  7888. this.type = 'Camera';
  7889. this.matrixWorldInverse = new Matrix4();
  7890. this.projectionMatrix = new Matrix4();
  7891. this.projectionMatrixInverse = new Matrix4();
  7892. }
  7893. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7894. constructor: Camera,
  7895. isCamera: true,
  7896. copy: function ( source, recursive ) {
  7897. Object3D.prototype.copy.call( this, source, recursive );
  7898. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7899. this.projectionMatrix.copy( source.projectionMatrix );
  7900. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7901. return this;
  7902. },
  7903. getWorldDirection: function ( target ) {
  7904. if ( target === undefined ) {
  7905. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7906. target = new Vector3();
  7907. }
  7908. this.updateMatrixWorld( true );
  7909. var e = this.matrixWorld.elements;
  7910. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7911. },
  7912. updateMatrixWorld: function ( force ) {
  7913. Object3D.prototype.updateMatrixWorld.call( this, force );
  7914. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7915. },
  7916. clone: function () {
  7917. return new this.constructor().copy( this );
  7918. }
  7919. } );
  7920. /**
  7921. * @author mrdoob / http://mrdoob.com/
  7922. * @author greggman / http://games.greggman.com/
  7923. * @author zz85 / http://www.lab4games.net/zz85/blog
  7924. * @author tschw
  7925. */
  7926. function PerspectiveCamera( fov, aspect, near, far ) {
  7927. Camera.call( this );
  7928. this.type = 'PerspectiveCamera';
  7929. this.fov = fov !== undefined ? fov : 50;
  7930. this.zoom = 1;
  7931. this.near = near !== undefined ? near : 0.1;
  7932. this.far = far !== undefined ? far : 2000;
  7933. this.focus = 10;
  7934. this.aspect = aspect !== undefined ? aspect : 1;
  7935. this.view = null;
  7936. this.filmGauge = 35; // width of the film (default in millimeters)
  7937. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7938. this.updateProjectionMatrix();
  7939. }
  7940. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7941. constructor: PerspectiveCamera,
  7942. isPerspectiveCamera: true,
  7943. copy: function ( source, recursive ) {
  7944. Camera.prototype.copy.call( this, source, recursive );
  7945. this.fov = source.fov;
  7946. this.zoom = source.zoom;
  7947. this.near = source.near;
  7948. this.far = source.far;
  7949. this.focus = source.focus;
  7950. this.aspect = source.aspect;
  7951. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7952. this.filmGauge = source.filmGauge;
  7953. this.filmOffset = source.filmOffset;
  7954. return this;
  7955. },
  7956. /**
  7957. * Sets the FOV by focal length in respect to the current .filmGauge.
  7958. *
  7959. * The default film gauge is 35, so that the focal length can be specified for
  7960. * a 35mm (full frame) camera.
  7961. *
  7962. * Values for focal length and film gauge must have the same unit.
  7963. */
  7964. setFocalLength: function ( focalLength ) {
  7965. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7966. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7967. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7968. this.updateProjectionMatrix();
  7969. },
  7970. /**
  7971. * Calculates the focal length from the current .fov and .filmGauge.
  7972. */
  7973. getFocalLength: function () {
  7974. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7975. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7976. },
  7977. getEffectiveFOV: function () {
  7978. return _Math.RAD2DEG * 2 * Math.atan(
  7979. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7980. },
  7981. getFilmWidth: function () {
  7982. // film not completely covered in portrait format (aspect < 1)
  7983. return this.filmGauge * Math.min( this.aspect, 1 );
  7984. },
  7985. getFilmHeight: function () {
  7986. // film not completely covered in landscape format (aspect > 1)
  7987. return this.filmGauge / Math.max( this.aspect, 1 );
  7988. },
  7989. /**
  7990. * Sets an offset in a larger frustum. This is useful for multi-window or
  7991. * multi-monitor/multi-machine setups.
  7992. *
  7993. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7994. * the monitors are in grid like this
  7995. *
  7996. * +---+---+---+
  7997. * | A | B | C |
  7998. * +---+---+---+
  7999. * | D | E | F |
  8000. * +---+---+---+
  8001. *
  8002. * then for each monitor you would call it like this
  8003. *
  8004. * var w = 1920;
  8005. * var h = 1080;
  8006. * var fullWidth = w * 3;
  8007. * var fullHeight = h * 2;
  8008. *
  8009. * --A--
  8010. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8011. * --B--
  8012. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8013. * --C--
  8014. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8015. * --D--
  8016. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8017. * --E--
  8018. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8019. * --F--
  8020. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8021. *
  8022. * Note there is no reason monitors have to be the same size or in a grid.
  8023. */
  8024. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8025. this.aspect = fullWidth / fullHeight;
  8026. if ( this.view === null ) {
  8027. this.view = {
  8028. enabled: true,
  8029. fullWidth: 1,
  8030. fullHeight: 1,
  8031. offsetX: 0,
  8032. offsetY: 0,
  8033. width: 1,
  8034. height: 1
  8035. };
  8036. }
  8037. this.view.enabled = true;
  8038. this.view.fullWidth = fullWidth;
  8039. this.view.fullHeight = fullHeight;
  8040. this.view.offsetX = x;
  8041. this.view.offsetY = y;
  8042. this.view.width = width;
  8043. this.view.height = height;
  8044. this.updateProjectionMatrix();
  8045. },
  8046. clearViewOffset: function () {
  8047. if ( this.view !== null ) {
  8048. this.view.enabled = false;
  8049. }
  8050. this.updateProjectionMatrix();
  8051. },
  8052. updateProjectionMatrix: function () {
  8053. var near = this.near,
  8054. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8055. height = 2 * top,
  8056. width = this.aspect * height,
  8057. left = - 0.5 * width,
  8058. view = this.view;
  8059. if ( this.view !== null && this.view.enabled ) {
  8060. var fullWidth = view.fullWidth,
  8061. fullHeight = view.fullHeight;
  8062. left += view.offsetX * width / fullWidth;
  8063. top -= view.offsetY * height / fullHeight;
  8064. width *= view.width / fullWidth;
  8065. height *= view.height / fullHeight;
  8066. }
  8067. var skew = this.filmOffset;
  8068. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  8069. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8070. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8071. },
  8072. toJSON: function ( meta ) {
  8073. var data = Object3D.prototype.toJSON.call( this, meta );
  8074. data.object.fov = this.fov;
  8075. data.object.zoom = this.zoom;
  8076. data.object.near = this.near;
  8077. data.object.far = this.far;
  8078. data.object.focus = this.focus;
  8079. data.object.aspect = this.aspect;
  8080. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  8081. data.object.filmGauge = this.filmGauge;
  8082. data.object.filmOffset = this.filmOffset;
  8083. return data;
  8084. }
  8085. } );
  8086. /**
  8087. * Camera for rendering cube maps
  8088. * - renders scene into axis-aligned cube
  8089. *
  8090. * @author alteredq / http://alteredqualia.com/
  8091. */
  8092. var fov = 90, aspect = 1;
  8093. function CubeCamera( near, far, cubeResolution, options ) {
  8094. Object3D.call( this );
  8095. this.type = 'CubeCamera';
  8096. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8097. cameraPX.up.set( 0, - 1, 0 );
  8098. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8099. this.add( cameraPX );
  8100. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8101. cameraNX.up.set( 0, - 1, 0 );
  8102. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8103. this.add( cameraNX );
  8104. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8105. cameraPY.up.set( 0, 0, 1 );
  8106. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8107. this.add( cameraPY );
  8108. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8109. cameraNY.up.set( 0, 0, - 1 );
  8110. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8111. this.add( cameraNY );
  8112. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8113. cameraPZ.up.set( 0, - 1, 0 );
  8114. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8115. this.add( cameraPZ );
  8116. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8117. cameraNZ.up.set( 0, - 1, 0 );
  8118. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8119. this.add( cameraNZ );
  8120. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8121. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  8122. this.renderTarget.texture.name = "CubeCamera";
  8123. this.update = function ( renderer, scene ) {
  8124. if ( this.parent === null ) this.updateMatrixWorld();
  8125. var currentRenderTarget = renderer.getRenderTarget();
  8126. var renderTarget = this.renderTarget;
  8127. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8128. renderTarget.texture.generateMipmaps = false;
  8129. renderer.setRenderTarget( renderTarget, 0 );
  8130. renderer.render( scene, cameraPX );
  8131. renderer.setRenderTarget( renderTarget, 1 );
  8132. renderer.render( scene, cameraNX );
  8133. renderer.setRenderTarget( renderTarget, 2 );
  8134. renderer.render( scene, cameraPY );
  8135. renderer.setRenderTarget( renderTarget, 3 );
  8136. renderer.render( scene, cameraNY );
  8137. renderer.setRenderTarget( renderTarget, 4 );
  8138. renderer.render( scene, cameraPZ );
  8139. renderTarget.texture.generateMipmaps = generateMipmaps;
  8140. renderer.setRenderTarget( renderTarget, 5 );
  8141. renderer.render( scene, cameraNZ );
  8142. renderer.setRenderTarget( currentRenderTarget );
  8143. };
  8144. this.clear = function ( renderer, color, depth, stencil ) {
  8145. var currentRenderTarget = renderer.getRenderTarget();
  8146. var renderTarget = this.renderTarget;
  8147. for ( var i = 0; i < 6; i ++ ) {
  8148. renderer.setRenderTarget( renderTarget, i );
  8149. renderer.clear( color, depth, stencil );
  8150. }
  8151. renderer.setRenderTarget( currentRenderTarget );
  8152. };
  8153. }
  8154. CubeCamera.prototype = Object.create( Object3D.prototype );
  8155. CubeCamera.prototype.constructor = CubeCamera;
  8156. /**
  8157. * @author alteredq / http://alteredqualia.com
  8158. * @author WestLangley / http://github.com/WestLangley
  8159. */
  8160. function WebGLRenderTargetCube( width, height, options ) {
  8161. WebGLRenderTarget.call( this, width, height, options );
  8162. }
  8163. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8164. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8165. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8166. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8167. this.texture.type = texture.type;
  8168. this.texture.format = texture.format;
  8169. this.texture.encoding = texture.encoding;
  8170. var scene = new Scene();
  8171. var shader = {
  8172. uniforms: {
  8173. tEquirect: { value: null },
  8174. },
  8175. vertexShader: [
  8176. "varying vec3 vWorldDirection;",
  8177. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8178. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8179. "}",
  8180. "void main() {",
  8181. " vWorldDirection = transformDirection( position, modelMatrix );",
  8182. " #include <begin_vertex>",
  8183. " #include <project_vertex>",
  8184. "}"
  8185. ].join( '\n' ),
  8186. fragmentShader: [
  8187. "uniform sampler2D tEquirect;",
  8188. "varying vec3 vWorldDirection;",
  8189. "#define RECIPROCAL_PI 0.31830988618",
  8190. "#define RECIPROCAL_PI2 0.15915494",
  8191. "void main() {",
  8192. " vec3 direction = normalize( vWorldDirection );",
  8193. " vec2 sampleUV;",
  8194. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8195. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8196. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8197. "}"
  8198. ].join( '\n' ),
  8199. };
  8200. var material = new ShaderMaterial( {
  8201. type: 'CubemapFromEquirect',
  8202. uniforms: cloneUniforms( shader.uniforms ),
  8203. vertexShader: shader.vertexShader,
  8204. fragmentShader: shader.fragmentShader,
  8205. side: BackSide,
  8206. blending: NoBlending
  8207. } );
  8208. material.uniforms.tEquirect.value = texture;
  8209. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8210. scene.add( mesh );
  8211. var camera = new CubeCamera( 1, 10, 1 );
  8212. camera.renderTarget = this;
  8213. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8214. camera.update( renderer, scene );
  8215. mesh.geometry.dispose();
  8216. mesh.material.dispose();
  8217. return this;
  8218. };
  8219. /**
  8220. * @author alteredq / http://alteredqualia.com/
  8221. */
  8222. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8223. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8224. this.image = { data: data, width: width, height: height };
  8225. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8226. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8227. this.generateMipmaps = false;
  8228. this.flipY = false;
  8229. this.unpackAlignment = 1;
  8230. }
  8231. DataTexture.prototype = Object.create( Texture.prototype );
  8232. DataTexture.prototype.constructor = DataTexture;
  8233. DataTexture.prototype.isDataTexture = true;
  8234. /**
  8235. * @author bhouston / http://clara.io
  8236. */
  8237. function Plane( normal, constant ) {
  8238. // normal is assumed to be normalized
  8239. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8240. this.constant = ( constant !== undefined ) ? constant : 0;
  8241. }
  8242. Object.assign( Plane.prototype, {
  8243. isPlane: true,
  8244. set: function ( normal, constant ) {
  8245. this.normal.copy( normal );
  8246. this.constant = constant;
  8247. return this;
  8248. },
  8249. setComponents: function ( x, y, z, w ) {
  8250. this.normal.set( x, y, z );
  8251. this.constant = w;
  8252. return this;
  8253. },
  8254. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8255. this.normal.copy( normal );
  8256. this.constant = - point.dot( this.normal );
  8257. return this;
  8258. },
  8259. setFromCoplanarPoints: function () {
  8260. var v1 = new Vector3();
  8261. var v2 = new Vector3();
  8262. return function setFromCoplanarPoints( a, b, c ) {
  8263. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  8264. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8265. this.setFromNormalAndCoplanarPoint( normal, a );
  8266. return this;
  8267. };
  8268. }(),
  8269. clone: function () {
  8270. return new this.constructor().copy( this );
  8271. },
  8272. copy: function ( plane ) {
  8273. this.normal.copy( plane.normal );
  8274. this.constant = plane.constant;
  8275. return this;
  8276. },
  8277. normalize: function () {
  8278. // Note: will lead to a divide by zero if the plane is invalid.
  8279. var inverseNormalLength = 1.0 / this.normal.length();
  8280. this.normal.multiplyScalar( inverseNormalLength );
  8281. this.constant *= inverseNormalLength;
  8282. return this;
  8283. },
  8284. negate: function () {
  8285. this.constant *= - 1;
  8286. this.normal.negate();
  8287. return this;
  8288. },
  8289. distanceToPoint: function ( point ) {
  8290. return this.normal.dot( point ) + this.constant;
  8291. },
  8292. distanceToSphere: function ( sphere ) {
  8293. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8294. },
  8295. projectPoint: function ( point, target ) {
  8296. if ( target === undefined ) {
  8297. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8298. target = new Vector3();
  8299. }
  8300. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8301. },
  8302. intersectLine: function () {
  8303. var v1 = new Vector3();
  8304. return function intersectLine( line, target ) {
  8305. if ( target === undefined ) {
  8306. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8307. target = new Vector3();
  8308. }
  8309. var direction = line.delta( v1 );
  8310. var denominator = this.normal.dot( direction );
  8311. if ( denominator === 0 ) {
  8312. // line is coplanar, return origin
  8313. if ( this.distanceToPoint( line.start ) === 0 ) {
  8314. return target.copy( line.start );
  8315. }
  8316. // Unsure if this is the correct method to handle this case.
  8317. return undefined;
  8318. }
  8319. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8320. if ( t < 0 || t > 1 ) {
  8321. return undefined;
  8322. }
  8323. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8324. };
  8325. }(),
  8326. intersectsLine: function ( line ) {
  8327. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8328. var startSign = this.distanceToPoint( line.start );
  8329. var endSign = this.distanceToPoint( line.end );
  8330. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8331. },
  8332. intersectsBox: function ( box ) {
  8333. return box.intersectsPlane( this );
  8334. },
  8335. intersectsSphere: function ( sphere ) {
  8336. return sphere.intersectsPlane( this );
  8337. },
  8338. coplanarPoint: function ( target ) {
  8339. if ( target === undefined ) {
  8340. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8341. target = new Vector3();
  8342. }
  8343. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8344. },
  8345. applyMatrix4: function () {
  8346. var v1 = new Vector3();
  8347. var m1 = new Matrix3();
  8348. return function applyMatrix4( matrix, optionalNormalMatrix ) {
  8349. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  8350. var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
  8351. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8352. this.constant = - referencePoint.dot( normal );
  8353. return this;
  8354. };
  8355. }(),
  8356. translate: function ( offset ) {
  8357. this.constant -= offset.dot( this.normal );
  8358. return this;
  8359. },
  8360. equals: function ( plane ) {
  8361. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8362. }
  8363. } );
  8364. /**
  8365. * @author mrdoob / http://mrdoob.com/
  8366. * @author alteredq / http://alteredqualia.com/
  8367. * @author bhouston / http://clara.io
  8368. */
  8369. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8370. this.planes = [
  8371. ( p0 !== undefined ) ? p0 : new Plane(),
  8372. ( p1 !== undefined ) ? p1 : new Plane(),
  8373. ( p2 !== undefined ) ? p2 : new Plane(),
  8374. ( p3 !== undefined ) ? p3 : new Plane(),
  8375. ( p4 !== undefined ) ? p4 : new Plane(),
  8376. ( p5 !== undefined ) ? p5 : new Plane()
  8377. ];
  8378. }
  8379. Object.assign( Frustum.prototype, {
  8380. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8381. var planes = this.planes;
  8382. planes[ 0 ].copy( p0 );
  8383. planes[ 1 ].copy( p1 );
  8384. planes[ 2 ].copy( p2 );
  8385. planes[ 3 ].copy( p3 );
  8386. planes[ 4 ].copy( p4 );
  8387. planes[ 5 ].copy( p5 );
  8388. return this;
  8389. },
  8390. clone: function () {
  8391. return new this.constructor().copy( this );
  8392. },
  8393. copy: function ( frustum ) {
  8394. var planes = this.planes;
  8395. for ( var i = 0; i < 6; i ++ ) {
  8396. planes[ i ].copy( frustum.planes[ i ] );
  8397. }
  8398. return this;
  8399. },
  8400. setFromMatrix: function ( m ) {
  8401. var planes = this.planes;
  8402. var me = m.elements;
  8403. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8404. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8405. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8406. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8407. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8408. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8409. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8410. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8411. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8412. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8413. return this;
  8414. },
  8415. intersectsObject: function () {
  8416. var sphere = new Sphere();
  8417. return function intersectsObject( object ) {
  8418. var geometry = object.geometry;
  8419. if ( geometry.boundingSphere === null )
  8420. geometry.computeBoundingSphere();
  8421. sphere.copy( geometry.boundingSphere )
  8422. .applyMatrix4( object.matrixWorld );
  8423. return this.intersectsSphere( sphere );
  8424. };
  8425. }(),
  8426. intersectsSprite: function () {
  8427. var sphere = new Sphere();
  8428. return function intersectsSprite( sprite ) {
  8429. sphere.center.set( 0, 0, 0 );
  8430. sphere.radius = 0.7071067811865476;
  8431. sphere.applyMatrix4( sprite.matrixWorld );
  8432. return this.intersectsSphere( sphere );
  8433. };
  8434. }(),
  8435. intersectsSphere: function ( sphere ) {
  8436. var planes = this.planes;
  8437. var center = sphere.center;
  8438. var negRadius = - sphere.radius;
  8439. for ( var i = 0; i < 6; i ++ ) {
  8440. var distance = planes[ i ].distanceToPoint( center );
  8441. if ( distance < negRadius ) {
  8442. return false;
  8443. }
  8444. }
  8445. return true;
  8446. },
  8447. intersectsBox: function () {
  8448. var p = new Vector3();
  8449. return function intersectsBox( box ) {
  8450. var planes = this.planes;
  8451. for ( var i = 0; i < 6; i ++ ) {
  8452. var plane = planes[ i ];
  8453. // corner at max distance
  8454. p.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8455. p.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8456. p.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8457. if ( plane.distanceToPoint( p ) < 0 ) {
  8458. return false;
  8459. }
  8460. }
  8461. return true;
  8462. };
  8463. }(),
  8464. containsPoint: function ( point ) {
  8465. var planes = this.planes;
  8466. for ( var i = 0; i < 6; i ++ ) {
  8467. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8468. return false;
  8469. }
  8470. }
  8471. return true;
  8472. }
  8473. } );
  8474. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8475. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8476. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8477. 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";
  8478. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8479. var begin_vertex = "vec3 transformed = vec3( position );";
  8480. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8481. 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}";
  8482. 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";
  8483. 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";
  8484. 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";
  8485. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8486. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8487. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8488. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8489. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8490. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8491. 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}";
  8492. 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";
  8493. 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";
  8494. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8495. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  8496. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8497. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8498. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8499. 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}";
  8500. 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";
  8501. 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";
  8502. 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";
  8503. 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";
  8504. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8505. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8506. 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";
  8507. 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";
  8508. 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";
  8509. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8510. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8511. 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";
  8512. 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";
  8513. 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";
  8514. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8515. 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)";
  8516. 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";
  8517. 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}";
  8518. 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";
  8519. 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";
  8520. 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";
  8521. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8522. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  8523. 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";
  8524. 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";
  8525. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8526. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8527. 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";
  8528. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8529. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8530. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8531. 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";
  8532. 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";
  8533. 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";
  8534. 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";
  8535. 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";
  8536. 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";
  8537. 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}";
  8538. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8539. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  8540. var dithering_fragment = "#if defined( DITHERING )\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8541. 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";
  8542. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8543. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8544. 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";
  8545. 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";
  8546. 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";
  8547. 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}";
  8548. 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";
  8549. 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";
  8550. 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";
  8551. 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";
  8552. 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";
  8553. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8554. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8555. 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}";
  8556. 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";
  8557. 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";
  8558. 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";
  8559. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8560. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8561. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8562. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  8563. 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}";
  8564. 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}";
  8565. 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}";
  8566. 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}";
  8567. 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}";
  8568. 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}";
  8569. 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}";
  8570. 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}";
  8571. 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}";
  8572. 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}";
  8573. 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}";
  8574. 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}";
  8575. 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}";
  8576. 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}";
  8577. 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}";
  8578. 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}";
  8579. 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}";
  8580. 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}";
  8581. 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}";
  8582. 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}";
  8583. 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}";
  8584. 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}";
  8585. 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}";
  8586. 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}";
  8587. 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}";
  8588. 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}";
  8589. 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}";
  8590. 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}";
  8591. 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}";
  8592. 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}";
  8593. var ShaderChunk = {
  8594. alphamap_fragment: alphamap_fragment,
  8595. alphamap_pars_fragment: alphamap_pars_fragment,
  8596. alphatest_fragment: alphatest_fragment,
  8597. aomap_fragment: aomap_fragment,
  8598. aomap_pars_fragment: aomap_pars_fragment,
  8599. begin_vertex: begin_vertex,
  8600. beginnormal_vertex: beginnormal_vertex,
  8601. bsdfs: bsdfs,
  8602. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8603. clipping_planes_fragment: clipping_planes_fragment,
  8604. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8605. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8606. clipping_planes_vertex: clipping_planes_vertex,
  8607. color_fragment: color_fragment,
  8608. color_pars_fragment: color_pars_fragment,
  8609. color_pars_vertex: color_pars_vertex,
  8610. color_vertex: color_vertex,
  8611. common: common,
  8612. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8613. defaultnormal_vertex: defaultnormal_vertex,
  8614. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8615. displacementmap_vertex: displacementmap_vertex,
  8616. emissivemap_fragment: emissivemap_fragment,
  8617. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8618. encodings_fragment: encodings_fragment,
  8619. encodings_pars_fragment: encodings_pars_fragment,
  8620. envmap_fragment: envmap_fragment,
  8621. envmap_pars_fragment: envmap_pars_fragment,
  8622. envmap_pars_vertex: envmap_pars_vertex,
  8623. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8624. envmap_vertex: envmap_vertex,
  8625. fog_vertex: fog_vertex,
  8626. fog_pars_vertex: fog_pars_vertex,
  8627. fog_fragment: fog_fragment,
  8628. fog_pars_fragment: fog_pars_fragment,
  8629. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8630. lightmap_fragment: lightmap_fragment,
  8631. lightmap_pars_fragment: lightmap_pars_fragment,
  8632. lights_lambert_vertex: lights_lambert_vertex,
  8633. lights_pars_begin: lights_pars_begin,
  8634. lights_phong_fragment: lights_phong_fragment,
  8635. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8636. lights_physical_fragment: lights_physical_fragment,
  8637. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8638. lights_fragment_begin: lights_fragment_begin,
  8639. lights_fragment_maps: lights_fragment_maps,
  8640. lights_fragment_end: lights_fragment_end,
  8641. logdepthbuf_fragment: logdepthbuf_fragment,
  8642. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8643. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8644. logdepthbuf_vertex: logdepthbuf_vertex,
  8645. map_fragment: map_fragment,
  8646. map_pars_fragment: map_pars_fragment,
  8647. map_particle_fragment: map_particle_fragment,
  8648. map_particle_pars_fragment: map_particle_pars_fragment,
  8649. metalnessmap_fragment: metalnessmap_fragment,
  8650. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8651. morphnormal_vertex: morphnormal_vertex,
  8652. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8653. morphtarget_vertex: morphtarget_vertex,
  8654. normal_fragment_begin: normal_fragment_begin,
  8655. normal_fragment_maps: normal_fragment_maps,
  8656. normalmap_pars_fragment: normalmap_pars_fragment,
  8657. packing: packing,
  8658. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8659. project_vertex: project_vertex,
  8660. dithering_fragment: dithering_fragment,
  8661. dithering_pars_fragment: dithering_pars_fragment,
  8662. roughnessmap_fragment: roughnessmap_fragment,
  8663. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8664. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8665. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8666. shadowmap_vertex: shadowmap_vertex,
  8667. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8668. skinbase_vertex: skinbase_vertex,
  8669. skinning_pars_vertex: skinning_pars_vertex,
  8670. skinning_vertex: skinning_vertex,
  8671. skinnormal_vertex: skinnormal_vertex,
  8672. specularmap_fragment: specularmap_fragment,
  8673. specularmap_pars_fragment: specularmap_pars_fragment,
  8674. tonemapping_fragment: tonemapping_fragment,
  8675. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8676. uv_pars_fragment: uv_pars_fragment,
  8677. uv_pars_vertex: uv_pars_vertex,
  8678. uv_vertex: uv_vertex,
  8679. uv2_pars_fragment: uv2_pars_fragment,
  8680. uv2_pars_vertex: uv2_pars_vertex,
  8681. uv2_vertex: uv2_vertex,
  8682. worldpos_vertex: worldpos_vertex,
  8683. background_frag: background_frag,
  8684. background_vert: background_vert,
  8685. cube_frag: cube_frag,
  8686. cube_vert: cube_vert,
  8687. depth_frag: depth_frag,
  8688. depth_vert: depth_vert,
  8689. distanceRGBA_frag: distanceRGBA_frag,
  8690. distanceRGBA_vert: distanceRGBA_vert,
  8691. equirect_frag: equirect_frag,
  8692. equirect_vert: equirect_vert,
  8693. linedashed_frag: linedashed_frag,
  8694. linedashed_vert: linedashed_vert,
  8695. meshbasic_frag: meshbasic_frag,
  8696. meshbasic_vert: meshbasic_vert,
  8697. meshlambert_frag: meshlambert_frag,
  8698. meshlambert_vert: meshlambert_vert,
  8699. meshmatcap_frag: meshmatcap_frag,
  8700. meshmatcap_vert: meshmatcap_vert,
  8701. meshphong_frag: meshphong_frag,
  8702. meshphong_vert: meshphong_vert,
  8703. meshphysical_frag: meshphysical_frag,
  8704. meshphysical_vert: meshphysical_vert,
  8705. normal_frag: normal_frag,
  8706. normal_vert: normal_vert,
  8707. points_frag: points_frag,
  8708. points_vert: points_vert,
  8709. shadow_frag: shadow_frag,
  8710. shadow_vert: shadow_vert,
  8711. sprite_frag: sprite_frag,
  8712. sprite_vert: sprite_vert
  8713. };
  8714. /**
  8715. * Uniforms library for shared webgl shaders
  8716. */
  8717. var UniformsLib = {
  8718. common: {
  8719. diffuse: { value: new Color( 0xeeeeee ) },
  8720. opacity: { value: 1.0 },
  8721. map: { value: null },
  8722. uvTransform: { value: new Matrix3() },
  8723. alphaMap: { value: null },
  8724. },
  8725. specularmap: {
  8726. specularMap: { value: null },
  8727. },
  8728. envmap: {
  8729. envMap: { value: null },
  8730. flipEnvMap: { value: - 1 },
  8731. reflectivity: { value: 1.0 },
  8732. refractionRatio: { value: 0.98 },
  8733. maxMipLevel: { value: 0 }
  8734. },
  8735. aomap: {
  8736. aoMap: { value: null },
  8737. aoMapIntensity: { value: 1 }
  8738. },
  8739. lightmap: {
  8740. lightMap: { value: null },
  8741. lightMapIntensity: { value: 1 }
  8742. },
  8743. emissivemap: {
  8744. emissiveMap: { value: null }
  8745. },
  8746. bumpmap: {
  8747. bumpMap: { value: null },
  8748. bumpScale: { value: 1 }
  8749. },
  8750. normalmap: {
  8751. normalMap: { value: null },
  8752. normalScale: { value: new Vector2( 1, 1 ) }
  8753. },
  8754. displacementmap: {
  8755. displacementMap: { value: null },
  8756. displacementScale: { value: 1 },
  8757. displacementBias: { value: 0 }
  8758. },
  8759. roughnessmap: {
  8760. roughnessMap: { value: null }
  8761. },
  8762. metalnessmap: {
  8763. metalnessMap: { value: null }
  8764. },
  8765. gradientmap: {
  8766. gradientMap: { value: null }
  8767. },
  8768. fog: {
  8769. fogDensity: { value: 0.00025 },
  8770. fogNear: { value: 1 },
  8771. fogFar: { value: 2000 },
  8772. fogColor: { value: new Color( 0xffffff ) }
  8773. },
  8774. lights: {
  8775. ambientLightColor: { value: [] },
  8776. lightProbe: { value: [] },
  8777. directionalLights: { value: [], properties: {
  8778. direction: {},
  8779. color: {},
  8780. shadow: {},
  8781. shadowBias: {},
  8782. shadowRadius: {},
  8783. shadowMapSize: {}
  8784. } },
  8785. directionalShadowMap: { value: [] },
  8786. directionalShadowMatrix: { value: [] },
  8787. spotLights: { value: [], properties: {
  8788. color: {},
  8789. position: {},
  8790. direction: {},
  8791. distance: {},
  8792. coneCos: {},
  8793. penumbraCos: {},
  8794. decay: {},
  8795. shadow: {},
  8796. shadowBias: {},
  8797. shadowRadius: {},
  8798. shadowMapSize: {}
  8799. } },
  8800. spotShadowMap: { value: [] },
  8801. spotShadowMatrix: { value: [] },
  8802. pointLights: { value: [], properties: {
  8803. color: {},
  8804. position: {},
  8805. decay: {},
  8806. distance: {},
  8807. shadow: {},
  8808. shadowBias: {},
  8809. shadowRadius: {},
  8810. shadowMapSize: {},
  8811. shadowCameraNear: {},
  8812. shadowCameraFar: {}
  8813. } },
  8814. pointShadowMap: { value: [] },
  8815. pointShadowMatrix: { value: [] },
  8816. hemisphereLights: { value: [], properties: {
  8817. direction: {},
  8818. skyColor: {},
  8819. groundColor: {}
  8820. } },
  8821. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8822. rectAreaLights: { value: [], properties: {
  8823. color: {},
  8824. position: {},
  8825. width: {},
  8826. height: {}
  8827. } }
  8828. },
  8829. points: {
  8830. diffuse: { value: new Color( 0xeeeeee ) },
  8831. opacity: { value: 1.0 },
  8832. size: { value: 1.0 },
  8833. scale: { value: 1.0 },
  8834. map: { value: null },
  8835. uvTransform: { value: new Matrix3() }
  8836. },
  8837. sprite: {
  8838. diffuse: { value: new Color( 0xeeeeee ) },
  8839. opacity: { value: 1.0 },
  8840. center: { value: new Vector2( 0.5, 0.5 ) },
  8841. rotation: { value: 0.0 },
  8842. map: { value: null },
  8843. uvTransform: { value: new Matrix3() }
  8844. }
  8845. };
  8846. /**
  8847. * @author alteredq / http://alteredqualia.com/
  8848. * @author mrdoob / http://mrdoob.com/
  8849. * @author mikael emtinger / http://gomo.se/
  8850. */
  8851. var ShaderLib = {
  8852. basic: {
  8853. uniforms: mergeUniforms( [
  8854. UniformsLib.common,
  8855. UniformsLib.specularmap,
  8856. UniformsLib.envmap,
  8857. UniformsLib.aomap,
  8858. UniformsLib.lightmap,
  8859. UniformsLib.fog
  8860. ] ),
  8861. vertexShader: ShaderChunk.meshbasic_vert,
  8862. fragmentShader: ShaderChunk.meshbasic_frag
  8863. },
  8864. lambert: {
  8865. uniforms: mergeUniforms( [
  8866. UniformsLib.common,
  8867. UniformsLib.specularmap,
  8868. UniformsLib.envmap,
  8869. UniformsLib.aomap,
  8870. UniformsLib.lightmap,
  8871. UniformsLib.emissivemap,
  8872. UniformsLib.fog,
  8873. UniformsLib.lights,
  8874. {
  8875. emissive: { value: new Color( 0x000000 ) }
  8876. }
  8877. ] ),
  8878. vertexShader: ShaderChunk.meshlambert_vert,
  8879. fragmentShader: ShaderChunk.meshlambert_frag
  8880. },
  8881. phong: {
  8882. uniforms: mergeUniforms( [
  8883. UniformsLib.common,
  8884. UniformsLib.specularmap,
  8885. UniformsLib.envmap,
  8886. UniformsLib.aomap,
  8887. UniformsLib.lightmap,
  8888. UniformsLib.emissivemap,
  8889. UniformsLib.bumpmap,
  8890. UniformsLib.normalmap,
  8891. UniformsLib.displacementmap,
  8892. UniformsLib.gradientmap,
  8893. UniformsLib.fog,
  8894. UniformsLib.lights,
  8895. {
  8896. emissive: { value: new Color( 0x000000 ) },
  8897. specular: { value: new Color( 0x111111 ) },
  8898. shininess: { value: 30 }
  8899. }
  8900. ] ),
  8901. vertexShader: ShaderChunk.meshphong_vert,
  8902. fragmentShader: ShaderChunk.meshphong_frag
  8903. },
  8904. standard: {
  8905. uniforms: mergeUniforms( [
  8906. UniformsLib.common,
  8907. UniformsLib.envmap,
  8908. UniformsLib.aomap,
  8909. UniformsLib.lightmap,
  8910. UniformsLib.emissivemap,
  8911. UniformsLib.bumpmap,
  8912. UniformsLib.normalmap,
  8913. UniformsLib.displacementmap,
  8914. UniformsLib.roughnessmap,
  8915. UniformsLib.metalnessmap,
  8916. UniformsLib.fog,
  8917. UniformsLib.lights,
  8918. {
  8919. emissive: { value: new Color( 0x000000 ) },
  8920. roughness: { value: 0.5 },
  8921. metalness: { value: 0.5 },
  8922. envMapIntensity: { value: 1 } // temporary
  8923. }
  8924. ] ),
  8925. vertexShader: ShaderChunk.meshphysical_vert,
  8926. fragmentShader: ShaderChunk.meshphysical_frag
  8927. },
  8928. matcap: {
  8929. uniforms: mergeUniforms( [
  8930. UniformsLib.common,
  8931. UniformsLib.bumpmap,
  8932. UniformsLib.normalmap,
  8933. UniformsLib.displacementmap,
  8934. UniformsLib.fog,
  8935. {
  8936. matcap: { value: null }
  8937. }
  8938. ] ),
  8939. vertexShader: ShaderChunk.meshmatcap_vert,
  8940. fragmentShader: ShaderChunk.meshmatcap_frag
  8941. },
  8942. points: {
  8943. uniforms: mergeUniforms( [
  8944. UniformsLib.points,
  8945. UniformsLib.fog
  8946. ] ),
  8947. vertexShader: ShaderChunk.points_vert,
  8948. fragmentShader: ShaderChunk.points_frag
  8949. },
  8950. dashed: {
  8951. uniforms: mergeUniforms( [
  8952. UniformsLib.common,
  8953. UniformsLib.fog,
  8954. {
  8955. scale: { value: 1 },
  8956. dashSize: { value: 1 },
  8957. totalSize: { value: 2 }
  8958. }
  8959. ] ),
  8960. vertexShader: ShaderChunk.linedashed_vert,
  8961. fragmentShader: ShaderChunk.linedashed_frag
  8962. },
  8963. depth: {
  8964. uniforms: mergeUniforms( [
  8965. UniformsLib.common,
  8966. UniformsLib.displacementmap
  8967. ] ),
  8968. vertexShader: ShaderChunk.depth_vert,
  8969. fragmentShader: ShaderChunk.depth_frag
  8970. },
  8971. normal: {
  8972. uniforms: mergeUniforms( [
  8973. UniformsLib.common,
  8974. UniformsLib.bumpmap,
  8975. UniformsLib.normalmap,
  8976. UniformsLib.displacementmap,
  8977. {
  8978. opacity: { value: 1.0 }
  8979. }
  8980. ] ),
  8981. vertexShader: ShaderChunk.normal_vert,
  8982. fragmentShader: ShaderChunk.normal_frag
  8983. },
  8984. sprite: {
  8985. uniforms: mergeUniforms( [
  8986. UniformsLib.sprite,
  8987. UniformsLib.fog
  8988. ] ),
  8989. vertexShader: ShaderChunk.sprite_vert,
  8990. fragmentShader: ShaderChunk.sprite_frag
  8991. },
  8992. background: {
  8993. uniforms: {
  8994. uvTransform: { value: new Matrix3() },
  8995. t2D: { value: null },
  8996. },
  8997. vertexShader: ShaderChunk.background_vert,
  8998. fragmentShader: ShaderChunk.background_frag
  8999. },
  9000. /* -------------------------------------------------------------------------
  9001. // Cube map shader
  9002. ------------------------------------------------------------------------- */
  9003. cube: {
  9004. uniforms: {
  9005. tCube: { value: null },
  9006. tFlip: { value: - 1 },
  9007. opacity: { value: 1.0 }
  9008. },
  9009. vertexShader: ShaderChunk.cube_vert,
  9010. fragmentShader: ShaderChunk.cube_frag
  9011. },
  9012. equirect: {
  9013. uniforms: {
  9014. tEquirect: { value: null },
  9015. },
  9016. vertexShader: ShaderChunk.equirect_vert,
  9017. fragmentShader: ShaderChunk.equirect_frag
  9018. },
  9019. distanceRGBA: {
  9020. uniforms: mergeUniforms( [
  9021. UniformsLib.common,
  9022. UniformsLib.displacementmap,
  9023. {
  9024. referencePosition: { value: new Vector3() },
  9025. nearDistance: { value: 1 },
  9026. farDistance: { value: 1000 }
  9027. }
  9028. ] ),
  9029. vertexShader: ShaderChunk.distanceRGBA_vert,
  9030. fragmentShader: ShaderChunk.distanceRGBA_frag
  9031. },
  9032. shadow: {
  9033. uniforms: mergeUniforms( [
  9034. UniformsLib.lights,
  9035. UniformsLib.fog,
  9036. {
  9037. color: { value: new Color( 0x00000 ) },
  9038. opacity: { value: 1.0 }
  9039. },
  9040. ] ),
  9041. vertexShader: ShaderChunk.shadow_vert,
  9042. fragmentShader: ShaderChunk.shadow_frag
  9043. }
  9044. };
  9045. ShaderLib.physical = {
  9046. uniforms: mergeUniforms( [
  9047. ShaderLib.standard.uniforms,
  9048. {
  9049. clearCoat: { value: 0 },
  9050. clearCoatRoughness: { value: 0 }
  9051. }
  9052. ] ),
  9053. vertexShader: ShaderChunk.meshphysical_vert,
  9054. fragmentShader: ShaderChunk.meshphysical_frag
  9055. };
  9056. /**
  9057. * @author mrdoob / http://mrdoob.com/
  9058. */
  9059. function WebGLAnimation() {
  9060. var context = null;
  9061. var isAnimating = false;
  9062. var animationLoop = null;
  9063. function onAnimationFrame( time, frame ) {
  9064. if ( isAnimating === false ) return;
  9065. animationLoop( time, frame );
  9066. context.requestAnimationFrame( onAnimationFrame );
  9067. }
  9068. return {
  9069. start: function () {
  9070. if ( isAnimating === true ) return;
  9071. if ( animationLoop === null ) return;
  9072. context.requestAnimationFrame( onAnimationFrame );
  9073. isAnimating = true;
  9074. },
  9075. stop: function () {
  9076. isAnimating = false;
  9077. },
  9078. setAnimationLoop: function ( callback ) {
  9079. animationLoop = callback;
  9080. },
  9081. setContext: function ( value ) {
  9082. context = value;
  9083. }
  9084. };
  9085. }
  9086. /**
  9087. * @author mrdoob / http://mrdoob.com/
  9088. */
  9089. function WebGLAttributes( gl ) {
  9090. var buffers = new WeakMap();
  9091. function createBuffer( attribute, bufferType ) {
  9092. var array = attribute.array;
  9093. var usage = attribute.dynamic ? 35048 : 35044;
  9094. var buffer = gl.createBuffer();
  9095. gl.bindBuffer( bufferType, buffer );
  9096. gl.bufferData( bufferType, array, usage );
  9097. attribute.onUploadCallback();
  9098. var type = 5126;
  9099. if ( array instanceof Float32Array ) {
  9100. type = 5126;
  9101. } else if ( array instanceof Float64Array ) {
  9102. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  9103. } else if ( array instanceof Uint16Array ) {
  9104. type = 5123;
  9105. } else if ( array instanceof Int16Array ) {
  9106. type = 5122;
  9107. } else if ( array instanceof Uint32Array ) {
  9108. type = 5125;
  9109. } else if ( array instanceof Int32Array ) {
  9110. type = 5124;
  9111. } else if ( array instanceof Int8Array ) {
  9112. type = 5120;
  9113. } else if ( array instanceof Uint8Array ) {
  9114. type = 5121;
  9115. }
  9116. return {
  9117. buffer: buffer,
  9118. type: type,
  9119. bytesPerElement: array.BYTES_PER_ELEMENT,
  9120. version: attribute.version
  9121. };
  9122. }
  9123. function updateBuffer( buffer, attribute, bufferType ) {
  9124. var array = attribute.array;
  9125. var updateRange = attribute.updateRange;
  9126. gl.bindBuffer( bufferType, buffer );
  9127. if ( attribute.dynamic === false ) {
  9128. gl.bufferData( bufferType, array, 35044 );
  9129. } else if ( updateRange.count === - 1 ) {
  9130. // Not using update ranges
  9131. gl.bufferSubData( bufferType, 0, array );
  9132. } else if ( updateRange.count === 0 ) {
  9133. 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.' );
  9134. } else {
  9135. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  9136. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  9137. updateRange.count = - 1; // reset range
  9138. }
  9139. }
  9140. //
  9141. function get( attribute ) {
  9142. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9143. return buffers.get( attribute );
  9144. }
  9145. function remove( attribute ) {
  9146. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9147. var data = buffers.get( attribute );
  9148. if ( data ) {
  9149. gl.deleteBuffer( data.buffer );
  9150. buffers.delete( attribute );
  9151. }
  9152. }
  9153. function update( attribute, bufferType ) {
  9154. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  9155. var data = buffers.get( attribute );
  9156. if ( data === undefined ) {
  9157. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9158. } else if ( data.version < attribute.version ) {
  9159. updateBuffer( data.buffer, attribute, bufferType );
  9160. data.version = attribute.version;
  9161. }
  9162. }
  9163. return {
  9164. get: get,
  9165. remove: remove,
  9166. update: update
  9167. };
  9168. }
  9169. /**
  9170. * @author mrdoob / http://mrdoob.com/
  9171. * @author Mugen87 / https://github.com/Mugen87
  9172. */
  9173. // PlaneGeometry
  9174. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9175. Geometry.call( this );
  9176. this.type = 'PlaneGeometry';
  9177. this.parameters = {
  9178. width: width,
  9179. height: height,
  9180. widthSegments: widthSegments,
  9181. heightSegments: heightSegments
  9182. };
  9183. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9184. this.mergeVertices();
  9185. }
  9186. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9187. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9188. // PlaneBufferGeometry
  9189. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9190. BufferGeometry.call( this );
  9191. this.type = 'PlaneBufferGeometry';
  9192. this.parameters = {
  9193. width: width,
  9194. height: height,
  9195. widthSegments: widthSegments,
  9196. heightSegments: heightSegments
  9197. };
  9198. width = width || 1;
  9199. height = height || 1;
  9200. var width_half = width / 2;
  9201. var height_half = height / 2;
  9202. var gridX = Math.floor( widthSegments ) || 1;
  9203. var gridY = Math.floor( heightSegments ) || 1;
  9204. var gridX1 = gridX + 1;
  9205. var gridY1 = gridY + 1;
  9206. var segment_width = width / gridX;
  9207. var segment_height = height / gridY;
  9208. var ix, iy;
  9209. // buffers
  9210. var indices = [];
  9211. var vertices = [];
  9212. var normals = [];
  9213. var uvs = [];
  9214. // generate vertices, normals and uvs
  9215. for ( iy = 0; iy < gridY1; iy ++ ) {
  9216. var y = iy * segment_height - height_half;
  9217. for ( ix = 0; ix < gridX1; ix ++ ) {
  9218. var x = ix * segment_width - width_half;
  9219. vertices.push( x, - y, 0 );
  9220. normals.push( 0, 0, 1 );
  9221. uvs.push( ix / gridX );
  9222. uvs.push( 1 - ( iy / gridY ) );
  9223. }
  9224. }
  9225. // indices
  9226. for ( iy = 0; iy < gridY; iy ++ ) {
  9227. for ( ix = 0; ix < gridX; ix ++ ) {
  9228. var a = ix + gridX1 * iy;
  9229. var b = ix + gridX1 * ( iy + 1 );
  9230. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9231. var d = ( ix + 1 ) + gridX1 * iy;
  9232. // faces
  9233. indices.push( a, b, d );
  9234. indices.push( b, c, d );
  9235. }
  9236. }
  9237. // build geometry
  9238. this.setIndex( indices );
  9239. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9240. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9241. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9242. }
  9243. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9244. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9245. /**
  9246. * @author mrdoob / http://mrdoob.com/
  9247. */
  9248. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9249. var clearColor = new Color( 0x000000 );
  9250. var clearAlpha = 0;
  9251. var planeMesh;
  9252. var boxMesh;
  9253. // Store the current background texture and its `version`
  9254. // so we can recompile the material accordingly.
  9255. var currentBackground = null;
  9256. var currentBackgroundVersion = 0;
  9257. function render( renderList, scene, camera, forceClear ) {
  9258. var background = scene.background;
  9259. // Ignore background in AR
  9260. // TODO: Reconsider this.
  9261. var vr = renderer.vr;
  9262. var session = vr.getSession && vr.getSession();
  9263. if ( session && session.environmentBlendMode === 'additive' ) {
  9264. background = null;
  9265. }
  9266. if ( background === null ) {
  9267. setClear( clearColor, clearAlpha );
  9268. currentBackground = null;
  9269. currentBackgroundVersion = 0;
  9270. } else if ( background && background.isColor ) {
  9271. setClear( background, 1 );
  9272. forceClear = true;
  9273. currentBackground = null;
  9274. currentBackgroundVersion = 0;
  9275. }
  9276. if ( renderer.autoClear || forceClear ) {
  9277. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9278. }
  9279. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9280. if ( boxMesh === undefined ) {
  9281. boxMesh = new Mesh(
  9282. new BoxBufferGeometry( 1, 1, 1 ),
  9283. new ShaderMaterial( {
  9284. type: 'BackgroundCubeMaterial',
  9285. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9286. vertexShader: ShaderLib.cube.vertexShader,
  9287. fragmentShader: ShaderLib.cube.fragmentShader,
  9288. side: BackSide,
  9289. depthTest: false,
  9290. depthWrite: false,
  9291. fog: false
  9292. } )
  9293. );
  9294. boxMesh.geometry.removeAttribute( 'normal' );
  9295. boxMesh.geometry.removeAttribute( 'uv' );
  9296. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9297. this.matrixWorld.copyPosition( camera.matrixWorld );
  9298. };
  9299. // enable code injection for non-built-in material
  9300. Object.defineProperty( boxMesh.material, 'map', {
  9301. get: function () {
  9302. return this.uniforms.tCube.value;
  9303. }
  9304. } );
  9305. objects.update( boxMesh );
  9306. }
  9307. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9308. boxMesh.material.uniforms.tCube.value = texture;
  9309. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9310. if ( currentBackground !== background ||
  9311. currentBackgroundVersion !== texture.version ) {
  9312. boxMesh.material.needsUpdate = true;
  9313. currentBackground = background;
  9314. currentBackgroundVersion = texture.version;
  9315. }
  9316. // push to the pre-sorted opaque render list
  9317. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9318. } else if ( background && background.isTexture ) {
  9319. if ( planeMesh === undefined ) {
  9320. planeMesh = new Mesh(
  9321. new PlaneBufferGeometry( 2, 2 ),
  9322. new ShaderMaterial( {
  9323. type: 'BackgroundMaterial',
  9324. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9325. vertexShader: ShaderLib.background.vertexShader,
  9326. fragmentShader: ShaderLib.background.fragmentShader,
  9327. side: FrontSide,
  9328. depthTest: false,
  9329. depthWrite: false,
  9330. fog: false
  9331. } )
  9332. );
  9333. planeMesh.geometry.removeAttribute( 'normal' );
  9334. // enable code injection for non-built-in material
  9335. Object.defineProperty( planeMesh.material, 'map', {
  9336. get: function () {
  9337. return this.uniforms.t2D.value;
  9338. }
  9339. } );
  9340. objects.update( planeMesh );
  9341. }
  9342. planeMesh.material.uniforms.t2D.value = background;
  9343. if ( background.matrixAutoUpdate === true ) {
  9344. background.updateMatrix();
  9345. }
  9346. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9347. if ( currentBackground !== background ||
  9348. currentBackgroundVersion !== background.version ) {
  9349. planeMesh.material.needsUpdate = true;
  9350. currentBackground = background;
  9351. currentBackgroundVersion = background.version;
  9352. }
  9353. // push to the pre-sorted opaque render list
  9354. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9355. }
  9356. }
  9357. function setClear( color, alpha ) {
  9358. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9359. }
  9360. return {
  9361. getClearColor: function () {
  9362. return clearColor;
  9363. },
  9364. setClearColor: function ( color, alpha ) {
  9365. clearColor.set( color );
  9366. clearAlpha = alpha !== undefined ? alpha : 1;
  9367. setClear( clearColor, clearAlpha );
  9368. },
  9369. getClearAlpha: function () {
  9370. return clearAlpha;
  9371. },
  9372. setClearAlpha: function ( alpha ) {
  9373. clearAlpha = alpha;
  9374. setClear( clearColor, clearAlpha );
  9375. },
  9376. render: render
  9377. };
  9378. }
  9379. /**
  9380. * @author mrdoob / http://mrdoob.com/
  9381. */
  9382. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9383. var mode;
  9384. function setMode( value ) {
  9385. mode = value;
  9386. }
  9387. function render( start, count ) {
  9388. gl.drawArrays( mode, start, count );
  9389. info.update( count, mode );
  9390. }
  9391. function renderInstances( geometry, start, count ) {
  9392. var extension;
  9393. if ( capabilities.isWebGL2 ) {
  9394. extension = gl;
  9395. } else {
  9396. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9397. if ( extension === null ) {
  9398. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9399. return;
  9400. }
  9401. }
  9402. extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
  9403. info.update( count, mode, geometry.maxInstancedCount );
  9404. }
  9405. //
  9406. this.setMode = setMode;
  9407. this.render = render;
  9408. this.renderInstances = renderInstances;
  9409. }
  9410. /**
  9411. * @author mrdoob / http://mrdoob.com/
  9412. */
  9413. function WebGLCapabilities( gl, extensions, parameters ) {
  9414. var maxAnisotropy;
  9415. function getMaxAnisotropy() {
  9416. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  9417. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9418. if ( extension !== null ) {
  9419. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9420. } else {
  9421. maxAnisotropy = 0;
  9422. }
  9423. return maxAnisotropy;
  9424. }
  9425. function getMaxPrecision( precision ) {
  9426. if ( precision === 'highp' ) {
  9427. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9428. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9429. return 'highp';
  9430. }
  9431. precision = 'mediump';
  9432. }
  9433. if ( precision === 'mediump' ) {
  9434. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9435. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9436. return 'mediump';
  9437. }
  9438. }
  9439. return 'lowp';
  9440. }
  9441. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9442. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9443. var maxPrecision = getMaxPrecision( precision );
  9444. if ( maxPrecision !== precision ) {
  9445. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9446. precision = maxPrecision;
  9447. }
  9448. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9449. var maxTextures = gl.getParameter( 34930 );
  9450. var maxVertexTextures = gl.getParameter( 35660 );
  9451. var maxTextureSize = gl.getParameter( 3379 );
  9452. var maxCubemapSize = gl.getParameter( 34076 );
  9453. var maxAttributes = gl.getParameter( 34921 );
  9454. var maxVertexUniforms = gl.getParameter( 36347 );
  9455. var maxVaryings = gl.getParameter( 36348 );
  9456. var maxFragmentUniforms = gl.getParameter( 36349 );
  9457. var vertexTextures = maxVertexTextures > 0;
  9458. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9459. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9460. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9461. return {
  9462. isWebGL2: isWebGL2,
  9463. getMaxAnisotropy: getMaxAnisotropy,
  9464. getMaxPrecision: getMaxPrecision,
  9465. precision: precision,
  9466. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9467. maxTextures: maxTextures,
  9468. maxVertexTextures: maxVertexTextures,
  9469. maxTextureSize: maxTextureSize,
  9470. maxCubemapSize: maxCubemapSize,
  9471. maxAttributes: maxAttributes,
  9472. maxVertexUniforms: maxVertexUniforms,
  9473. maxVaryings: maxVaryings,
  9474. maxFragmentUniforms: maxFragmentUniforms,
  9475. vertexTextures: vertexTextures,
  9476. floatFragmentTextures: floatFragmentTextures,
  9477. floatVertexTextures: floatVertexTextures,
  9478. maxSamples: maxSamples
  9479. };
  9480. }
  9481. /**
  9482. * @author tschw
  9483. */
  9484. function WebGLClipping() {
  9485. var scope = this,
  9486. globalState = null,
  9487. numGlobalPlanes = 0,
  9488. localClippingEnabled = false,
  9489. renderingShadows = false,
  9490. plane = new Plane(),
  9491. viewNormalMatrix = new Matrix3(),
  9492. uniform = { value: null, needsUpdate: false };
  9493. this.uniform = uniform;
  9494. this.numPlanes = 0;
  9495. this.numIntersection = 0;
  9496. this.init = function ( planes, enableLocalClipping, camera ) {
  9497. var enabled =
  9498. planes.length !== 0 ||
  9499. enableLocalClipping ||
  9500. // enable state of previous frame - the clipping code has to
  9501. // run another frame in order to reset the state:
  9502. numGlobalPlanes !== 0 ||
  9503. localClippingEnabled;
  9504. localClippingEnabled = enableLocalClipping;
  9505. globalState = projectPlanes( planes, camera, 0 );
  9506. numGlobalPlanes = planes.length;
  9507. return enabled;
  9508. };
  9509. this.beginShadows = function () {
  9510. renderingShadows = true;
  9511. projectPlanes( null );
  9512. };
  9513. this.endShadows = function () {
  9514. renderingShadows = false;
  9515. resetGlobalState();
  9516. };
  9517. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9518. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9519. // there's no local clipping
  9520. if ( renderingShadows ) {
  9521. // there's no global clipping
  9522. projectPlanes( null );
  9523. } else {
  9524. resetGlobalState();
  9525. }
  9526. } else {
  9527. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9528. lGlobal = nGlobal * 4,
  9529. dstArray = cache.clippingState || null;
  9530. uniform.value = dstArray; // ensure unique state
  9531. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9532. for ( var i = 0; i !== lGlobal; ++ i ) {
  9533. dstArray[ i ] = globalState[ i ];
  9534. }
  9535. cache.clippingState = dstArray;
  9536. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9537. this.numPlanes += nGlobal;
  9538. }
  9539. };
  9540. function resetGlobalState() {
  9541. if ( uniform.value !== globalState ) {
  9542. uniform.value = globalState;
  9543. uniform.needsUpdate = numGlobalPlanes > 0;
  9544. }
  9545. scope.numPlanes = numGlobalPlanes;
  9546. scope.numIntersection = 0;
  9547. }
  9548. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9549. var nPlanes = planes !== null ? planes.length : 0,
  9550. dstArray = null;
  9551. if ( nPlanes !== 0 ) {
  9552. dstArray = uniform.value;
  9553. if ( skipTransform !== true || dstArray === null ) {
  9554. var flatSize = dstOffset + nPlanes * 4,
  9555. viewMatrix = camera.matrixWorldInverse;
  9556. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9557. if ( dstArray === null || dstArray.length < flatSize ) {
  9558. dstArray = new Float32Array( flatSize );
  9559. }
  9560. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9561. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9562. plane.normal.toArray( dstArray, i4 );
  9563. dstArray[ i4 + 3 ] = plane.constant;
  9564. }
  9565. }
  9566. uniform.value = dstArray;
  9567. uniform.needsUpdate = true;
  9568. }
  9569. scope.numPlanes = nPlanes;
  9570. return dstArray;
  9571. }
  9572. }
  9573. /**
  9574. * @author mrdoob / http://mrdoob.com/
  9575. */
  9576. function WebGLExtensions( gl ) {
  9577. var extensions = {};
  9578. return {
  9579. get: function ( name ) {
  9580. if ( extensions[ name ] !== undefined ) {
  9581. return extensions[ name ];
  9582. }
  9583. var extension;
  9584. switch ( name ) {
  9585. case 'WEBGL_depth_texture':
  9586. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9587. break;
  9588. case 'EXT_texture_filter_anisotropic':
  9589. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9590. break;
  9591. case 'WEBGL_compressed_texture_s3tc':
  9592. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9593. break;
  9594. case 'WEBGL_compressed_texture_pvrtc':
  9595. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9596. break;
  9597. default:
  9598. extension = gl.getExtension( name );
  9599. }
  9600. if ( extension === null ) {
  9601. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9602. }
  9603. extensions[ name ] = extension;
  9604. return extension;
  9605. }
  9606. };
  9607. }
  9608. /**
  9609. * @author mrdoob / http://mrdoob.com/
  9610. */
  9611. function WebGLGeometries( gl, attributes, info ) {
  9612. var geometries = {};
  9613. var wireframeAttributes = {};
  9614. function onGeometryDispose( event ) {
  9615. var geometry = event.target;
  9616. var buffergeometry = geometries[ geometry.id ];
  9617. if ( buffergeometry.index !== null ) {
  9618. attributes.remove( buffergeometry.index );
  9619. }
  9620. for ( var name in buffergeometry.attributes ) {
  9621. attributes.remove( buffergeometry.attributes[ name ] );
  9622. }
  9623. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9624. delete geometries[ geometry.id ];
  9625. var attribute = wireframeAttributes[ buffergeometry.id ];
  9626. if ( attribute ) {
  9627. attributes.remove( attribute );
  9628. delete wireframeAttributes[ buffergeometry.id ];
  9629. }
  9630. //
  9631. info.memory.geometries --;
  9632. }
  9633. function get( object, geometry ) {
  9634. var buffergeometry = geometries[ geometry.id ];
  9635. if ( buffergeometry ) return buffergeometry;
  9636. geometry.addEventListener( 'dispose', onGeometryDispose );
  9637. if ( geometry.isBufferGeometry ) {
  9638. buffergeometry = geometry;
  9639. } else if ( geometry.isGeometry ) {
  9640. if ( geometry._bufferGeometry === undefined ) {
  9641. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9642. }
  9643. buffergeometry = geometry._bufferGeometry;
  9644. }
  9645. geometries[ geometry.id ] = buffergeometry;
  9646. info.memory.geometries ++;
  9647. return buffergeometry;
  9648. }
  9649. function update( geometry ) {
  9650. var index = geometry.index;
  9651. var geometryAttributes = geometry.attributes;
  9652. if ( index !== null ) {
  9653. attributes.update( index, 34963 );
  9654. }
  9655. for ( var name in geometryAttributes ) {
  9656. attributes.update( geometryAttributes[ name ], 34962 );
  9657. }
  9658. // morph targets
  9659. var morphAttributes = geometry.morphAttributes;
  9660. for ( var name in morphAttributes ) {
  9661. var array = morphAttributes[ name ];
  9662. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9663. attributes.update( array[ i ], 34962 );
  9664. }
  9665. }
  9666. }
  9667. function updateWireframeAttribute( geometry ) {
  9668. var indices = [];
  9669. var geometryIndex = geometry.index;
  9670. var geometryPosition = geometry.attributes.position;
  9671. var version = 0;
  9672. if ( geometryIndex !== null ) {
  9673. var array = geometryIndex.array;
  9674. version = geometryIndex.version;
  9675. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9676. var a = array[ i + 0 ];
  9677. var b = array[ i + 1 ];
  9678. var c = array[ i + 2 ];
  9679. indices.push( a, b, b, c, c, a );
  9680. }
  9681. } else {
  9682. var array = geometryPosition.array;
  9683. version = geometryPosition.version;
  9684. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9685. var a = i + 0;
  9686. var b = i + 1;
  9687. var c = i + 2;
  9688. indices.push( a, b, b, c, c, a );
  9689. }
  9690. }
  9691. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9692. attribute.version = version;
  9693. attributes.update( attribute, 34963 );
  9694. //
  9695. var previousAttribute = wireframeAttributes[ geometry.id ];
  9696. if ( previousAttribute ) attributes.remove( previousAttribute );
  9697. //
  9698. wireframeAttributes[ geometry.id ] = attribute;
  9699. }
  9700. function getWireframeAttribute( geometry ) {
  9701. var currentAttribute = wireframeAttributes[ geometry.id ];
  9702. if ( currentAttribute ) {
  9703. var geometryIndex = geometry.index;
  9704. if ( geometryIndex !== null ) {
  9705. // if the attribute is obsolete, create a new one
  9706. if ( currentAttribute.version < geometryIndex.version ) {
  9707. updateWireframeAttribute( geometry );
  9708. }
  9709. }
  9710. } else {
  9711. updateWireframeAttribute( geometry );
  9712. }
  9713. return wireframeAttributes[ geometry.id ];
  9714. }
  9715. return {
  9716. get: get,
  9717. update: update,
  9718. getWireframeAttribute: getWireframeAttribute
  9719. };
  9720. }
  9721. /**
  9722. * @author mrdoob / http://mrdoob.com/
  9723. */
  9724. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9725. var mode;
  9726. function setMode( value ) {
  9727. mode = value;
  9728. }
  9729. var type, bytesPerElement;
  9730. function setIndex( value ) {
  9731. type = value.type;
  9732. bytesPerElement = value.bytesPerElement;
  9733. }
  9734. function render( start, count ) {
  9735. gl.drawElements( mode, count, type, start * bytesPerElement );
  9736. info.update( count, mode );
  9737. }
  9738. function renderInstances( geometry, start, count ) {
  9739. var extension;
  9740. if ( capabilities.isWebGL2 ) {
  9741. extension = gl;
  9742. } else {
  9743. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  9744. if ( extension === null ) {
  9745. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9746. return;
  9747. }
  9748. }
  9749. extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9750. info.update( count, mode, geometry.maxInstancedCount );
  9751. }
  9752. //
  9753. this.setMode = setMode;
  9754. this.setIndex = setIndex;
  9755. this.render = render;
  9756. this.renderInstances = renderInstances;
  9757. }
  9758. /**
  9759. * @author Mugen87 / https://github.com/Mugen87
  9760. */
  9761. function WebGLInfo( gl ) {
  9762. var memory = {
  9763. geometries: 0,
  9764. textures: 0
  9765. };
  9766. var render = {
  9767. frame: 0,
  9768. calls: 0,
  9769. triangles: 0,
  9770. points: 0,
  9771. lines: 0
  9772. };
  9773. function update( count, mode, instanceCount ) {
  9774. instanceCount = instanceCount || 1;
  9775. render.calls ++;
  9776. switch ( mode ) {
  9777. case 4:
  9778. render.triangles += instanceCount * ( count / 3 );
  9779. break;
  9780. case 5:
  9781. case 6:
  9782. render.triangles += instanceCount * ( count - 2 );
  9783. break;
  9784. case 1:
  9785. render.lines += instanceCount * ( count / 2 );
  9786. break;
  9787. case 3:
  9788. render.lines += instanceCount * ( count - 1 );
  9789. break;
  9790. case 2:
  9791. render.lines += instanceCount * count;
  9792. break;
  9793. case 0:
  9794. render.points += instanceCount * count;
  9795. break;
  9796. default:
  9797. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9798. break;
  9799. }
  9800. }
  9801. function reset() {
  9802. render.frame ++;
  9803. render.calls = 0;
  9804. render.triangles = 0;
  9805. render.points = 0;
  9806. render.lines = 0;
  9807. }
  9808. return {
  9809. memory: memory,
  9810. render: render,
  9811. programs: null,
  9812. autoReset: true,
  9813. reset: reset,
  9814. update: update
  9815. };
  9816. }
  9817. /**
  9818. * @author mrdoob / http://mrdoob.com/
  9819. */
  9820. function absNumericalSort( a, b ) {
  9821. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9822. }
  9823. function WebGLMorphtargets( gl ) {
  9824. var influencesList = {};
  9825. var morphInfluences = new Float32Array( 8 );
  9826. function update( object, geometry, material, program ) {
  9827. var objectInfluences = object.morphTargetInfluences;
  9828. var length = objectInfluences.length;
  9829. var influences = influencesList[ geometry.id ];
  9830. if ( influences === undefined ) {
  9831. // initialise list
  9832. influences = [];
  9833. for ( var i = 0; i < length; i ++ ) {
  9834. influences[ i ] = [ i, 0 ];
  9835. }
  9836. influencesList[ geometry.id ] = influences;
  9837. }
  9838. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9839. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9840. // Remove current morphAttributes
  9841. for ( var i = 0; i < length; i ++ ) {
  9842. var influence = influences[ i ];
  9843. if ( influence[ 1 ] !== 0 ) {
  9844. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9845. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9846. }
  9847. }
  9848. // Collect influences
  9849. for ( var i = 0; i < length; i ++ ) {
  9850. var influence = influences[ i ];
  9851. influence[ 0 ] = i;
  9852. influence[ 1 ] = objectInfluences[ i ];
  9853. }
  9854. influences.sort( absNumericalSort );
  9855. // Add morphAttributes
  9856. for ( var i = 0; i < 8; i ++ ) {
  9857. var influence = influences[ i ];
  9858. if ( influence ) {
  9859. var index = influence[ 0 ];
  9860. var value = influence[ 1 ];
  9861. if ( value ) {
  9862. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9863. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9864. morphInfluences[ i ] = value;
  9865. continue;
  9866. }
  9867. }
  9868. morphInfluences[ i ] = 0;
  9869. }
  9870. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9871. }
  9872. return {
  9873. update: update
  9874. };
  9875. }
  9876. /**
  9877. * @author mrdoob / http://mrdoob.com/
  9878. */
  9879. function WebGLObjects( geometries, info ) {
  9880. var updateList = {};
  9881. function update( object ) {
  9882. var frame = info.render.frame;
  9883. var geometry = object.geometry;
  9884. var buffergeometry = geometries.get( object, geometry );
  9885. // Update once per frame
  9886. if ( updateList[ buffergeometry.id ] !== frame ) {
  9887. if ( geometry.isGeometry ) {
  9888. buffergeometry.updateFromObject( object );
  9889. }
  9890. geometries.update( buffergeometry );
  9891. updateList[ buffergeometry.id ] = frame;
  9892. }
  9893. return buffergeometry;
  9894. }
  9895. function dispose() {
  9896. updateList = {};
  9897. }
  9898. return {
  9899. update: update,
  9900. dispose: dispose
  9901. };
  9902. }
  9903. /**
  9904. * @author mrdoob / http://mrdoob.com/
  9905. */
  9906. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9907. images = images !== undefined ? images : [];
  9908. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9909. format = format !== undefined ? format : RGBFormat;
  9910. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9911. this.flipY = false;
  9912. }
  9913. CubeTexture.prototype = Object.create( Texture.prototype );
  9914. CubeTexture.prototype.constructor = CubeTexture;
  9915. CubeTexture.prototype.isCubeTexture = true;
  9916. Object.defineProperty( CubeTexture.prototype, 'images', {
  9917. get: function () {
  9918. return this.image;
  9919. },
  9920. set: function ( value ) {
  9921. this.image = value;
  9922. }
  9923. } );
  9924. /**
  9925. * @author Takahiro https://github.com/takahirox
  9926. */
  9927. function DataTexture2DArray( data, width, height, depth ) {
  9928. Texture.call( this, null );
  9929. this.image = { data: data, width: width, height: height, depth: depth };
  9930. this.magFilter = NearestFilter;
  9931. this.minFilter = NearestFilter;
  9932. this.wrapR = ClampToEdgeWrapping;
  9933. this.generateMipmaps = false;
  9934. this.flipY = false;
  9935. }
  9936. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9937. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9938. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9939. /**
  9940. * @author Artur Trzesiok
  9941. */
  9942. function DataTexture3D( data, width, height, depth ) {
  9943. // We're going to add .setXXX() methods for setting properties later.
  9944. // Users can still set in DataTexture3D directly.
  9945. //
  9946. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9947. // texture.anisotropy = 16;
  9948. //
  9949. // See #14839
  9950. Texture.call( this, null );
  9951. this.image = { data: data, width: width, height: height, depth: depth };
  9952. this.magFilter = NearestFilter;
  9953. this.minFilter = NearestFilter;
  9954. this.wrapR = ClampToEdgeWrapping;
  9955. this.generateMipmaps = false;
  9956. this.flipY = false;
  9957. }
  9958. DataTexture3D.prototype = Object.create( Texture.prototype );
  9959. DataTexture3D.prototype.constructor = DataTexture3D;
  9960. DataTexture3D.prototype.isDataTexture3D = true;
  9961. /**
  9962. * @author tschw
  9963. * @author Mugen87 / https://github.com/Mugen87
  9964. * @author mrdoob / http://mrdoob.com/
  9965. *
  9966. * Uniforms of a program.
  9967. * Those form a tree structure with a special top-level container for the root,
  9968. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9969. *
  9970. *
  9971. * Properties of inner nodes including the top-level container:
  9972. *
  9973. * .seq - array of nested uniforms
  9974. * .map - nested uniforms by name
  9975. *
  9976. *
  9977. * Methods of all nodes except the top-level container:
  9978. *
  9979. * .setValue( gl, value, [textures] )
  9980. *
  9981. * uploads a uniform value(s)
  9982. * the 'textures' parameter is needed for sampler uniforms
  9983. *
  9984. *
  9985. * Static methods of the top-level container (textures factorizations):
  9986. *
  9987. * .upload( gl, seq, values, textures )
  9988. *
  9989. * sets uniforms in 'seq' to 'values[id].value'
  9990. *
  9991. * .seqWithValue( seq, values ) : filteredSeq
  9992. *
  9993. * filters 'seq' entries with corresponding entry in values
  9994. *
  9995. *
  9996. * Methods of the top-level container (textures factorizations):
  9997. *
  9998. * .setValue( gl, name, value, textures )
  9999. *
  10000. * sets uniform with name 'name' to 'value'
  10001. *
  10002. * .setOptional( gl, obj, prop )
  10003. *
  10004. * like .set for an optional property of the object
  10005. *
  10006. */
  10007. var emptyTexture = new Texture();
  10008. var emptyTexture2dArray = new DataTexture2DArray();
  10009. var emptyTexture3d = new DataTexture3D();
  10010. var emptyCubeTexture = new CubeTexture();
  10011. // --- Utilities ---
  10012. // Array Caches (provide typed arrays for temporary by size)
  10013. var arrayCacheF32 = [];
  10014. var arrayCacheI32 = [];
  10015. // Float32Array caches used for uploading Matrix uniforms
  10016. var mat4array = new Float32Array( 16 );
  10017. var mat3array = new Float32Array( 9 );
  10018. var mat2array = new Float32Array( 4 );
  10019. // Flattening for arrays of vectors and matrices
  10020. function flatten( array, nBlocks, blockSize ) {
  10021. var firstElem = array[ 0 ];
  10022. if ( firstElem <= 0 || firstElem > 0 ) return array;
  10023. // unoptimized: ! isNaN( firstElem )
  10024. // see http://jacksondunstan.com/articles/983
  10025. var n = nBlocks * blockSize,
  10026. r = arrayCacheF32[ n ];
  10027. if ( r === undefined ) {
  10028. r = new Float32Array( n );
  10029. arrayCacheF32[ n ] = r;
  10030. }
  10031. if ( nBlocks !== 0 ) {
  10032. firstElem.toArray( r, 0 );
  10033. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10034. offset += blockSize;
  10035. array[ i ].toArray( r, offset );
  10036. }
  10037. }
  10038. return r;
  10039. }
  10040. function arraysEqual( a, b ) {
  10041. if ( a.length !== b.length ) return false;
  10042. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10043. if ( a[ i ] !== b[ i ] ) return false;
  10044. }
  10045. return true;
  10046. }
  10047. function copyArray( a, b ) {
  10048. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10049. a[ i ] = b[ i ];
  10050. }
  10051. }
  10052. // Texture unit allocation
  10053. function allocTexUnits( textures, n ) {
  10054. var r = arrayCacheI32[ n ];
  10055. if ( r === undefined ) {
  10056. r = new Int32Array( n );
  10057. arrayCacheI32[ n ] = r;
  10058. }
  10059. for ( var i = 0; i !== n; ++ i )
  10060. r[ i ] = textures.allocateTextureUnit();
  10061. return r;
  10062. }
  10063. // --- Setters ---
  10064. // Note: Defining these methods externally, because they come in a bunch
  10065. // and this way their names minify.
  10066. // Single scalar
  10067. function setValueV1f( gl, v ) {
  10068. var cache = this.cache;
  10069. if ( cache[ 0 ] === v ) return;
  10070. gl.uniform1f( this.addr, v );
  10071. cache[ 0 ] = v;
  10072. }
  10073. // Single float vector (from flat array or THREE.VectorN)
  10074. function setValueV2f( gl, v ) {
  10075. var cache = this.cache;
  10076. if ( v.x !== undefined ) {
  10077. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10078. gl.uniform2f( this.addr, v.x, v.y );
  10079. cache[ 0 ] = v.x;
  10080. cache[ 1 ] = v.y;
  10081. }
  10082. } else {
  10083. if ( arraysEqual( cache, v ) ) return;
  10084. gl.uniform2fv( this.addr, v );
  10085. copyArray( cache, v );
  10086. }
  10087. }
  10088. function setValueV3f( gl, v ) {
  10089. var cache = this.cache;
  10090. if ( v.x !== undefined ) {
  10091. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10092. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10093. cache[ 0 ] = v.x;
  10094. cache[ 1 ] = v.y;
  10095. cache[ 2 ] = v.z;
  10096. }
  10097. } else if ( v.r !== undefined ) {
  10098. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10099. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10100. cache[ 0 ] = v.r;
  10101. cache[ 1 ] = v.g;
  10102. cache[ 2 ] = v.b;
  10103. }
  10104. } else {
  10105. if ( arraysEqual( cache, v ) ) return;
  10106. gl.uniform3fv( this.addr, v );
  10107. copyArray( cache, v );
  10108. }
  10109. }
  10110. function setValueV4f( gl, v ) {
  10111. var cache = this.cache;
  10112. if ( v.x !== undefined ) {
  10113. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10114. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10115. cache[ 0 ] = v.x;
  10116. cache[ 1 ] = v.y;
  10117. cache[ 2 ] = v.z;
  10118. cache[ 3 ] = v.w;
  10119. }
  10120. } else {
  10121. if ( arraysEqual( cache, v ) ) return;
  10122. gl.uniform4fv( this.addr, v );
  10123. copyArray( cache, v );
  10124. }
  10125. }
  10126. // Single matrix (from flat array or MatrixN)
  10127. function setValueM2( gl, v ) {
  10128. var cache = this.cache;
  10129. var elements = v.elements;
  10130. if ( elements === undefined ) {
  10131. if ( arraysEqual( cache, v ) ) return;
  10132. gl.uniformMatrix2fv( this.addr, false, v );
  10133. copyArray( cache, v );
  10134. } else {
  10135. if ( arraysEqual( cache, elements ) ) return;
  10136. mat2array.set( elements );
  10137. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10138. copyArray( cache, elements );
  10139. }
  10140. }
  10141. function setValueM3( gl, v ) {
  10142. var cache = this.cache;
  10143. var elements = v.elements;
  10144. if ( elements === undefined ) {
  10145. if ( arraysEqual( cache, v ) ) return;
  10146. gl.uniformMatrix3fv( this.addr, false, v );
  10147. copyArray( cache, v );
  10148. } else {
  10149. if ( arraysEqual( cache, elements ) ) return;
  10150. mat3array.set( elements );
  10151. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10152. copyArray( cache, elements );
  10153. }
  10154. }
  10155. function setValueM4( gl, v ) {
  10156. var cache = this.cache;
  10157. var elements = v.elements;
  10158. if ( elements === undefined ) {
  10159. if ( arraysEqual( cache, v ) ) return;
  10160. gl.uniformMatrix4fv( this.addr, false, v );
  10161. copyArray( cache, v );
  10162. } else {
  10163. if ( arraysEqual( cache, elements ) ) return;
  10164. mat4array.set( elements );
  10165. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10166. copyArray( cache, elements );
  10167. }
  10168. }
  10169. // Single texture (2D / Cube)
  10170. function setValueT1( gl, v, textures ) {
  10171. var cache = this.cache;
  10172. var unit = textures.allocateTextureUnit();
  10173. if ( cache[ 0 ] !== unit ) {
  10174. gl.uniform1i( this.addr, unit );
  10175. cache[ 0 ] = unit;
  10176. }
  10177. textures.safeSetTexture2D( v || emptyTexture, unit );
  10178. }
  10179. function setValueT2DArray1( gl, v, textures ) {
  10180. var cache = this.cache;
  10181. var unit = textures.allocateTextureUnit();
  10182. if ( cache[ 0 ] !== unit ) {
  10183. gl.uniform1i( this.addr, unit );
  10184. cache[ 0 ] = unit;
  10185. }
  10186. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10187. }
  10188. function setValueT3D1( gl, v, textures ) {
  10189. var cache = this.cache;
  10190. var unit = textures.allocateTextureUnit();
  10191. if ( cache[ 0 ] !== unit ) {
  10192. gl.uniform1i( this.addr, unit );
  10193. cache[ 0 ] = unit;
  10194. }
  10195. textures.setTexture3D( v || emptyTexture3d, unit );
  10196. }
  10197. function setValueT6( gl, v, textures ) {
  10198. var cache = this.cache;
  10199. var unit = textures.allocateTextureUnit();
  10200. if ( cache[ 0 ] !== unit ) {
  10201. gl.uniform1i( this.addr, unit );
  10202. cache[ 0 ] = unit;
  10203. }
  10204. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10205. }
  10206. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10207. function setValueV1i( gl, v ) {
  10208. var cache = this.cache;
  10209. if ( cache[ 0 ] === v ) return;
  10210. gl.uniform1i( this.addr, v );
  10211. cache[ 0 ] = v;
  10212. }
  10213. function setValueV2i( gl, v ) {
  10214. var cache = this.cache;
  10215. if ( arraysEqual( cache, v ) ) return;
  10216. gl.uniform2iv( this.addr, v );
  10217. copyArray( cache, v );
  10218. }
  10219. function setValueV3i( gl, v ) {
  10220. var cache = this.cache;
  10221. if ( arraysEqual( cache, v ) ) return;
  10222. gl.uniform3iv( this.addr, v );
  10223. copyArray( cache, v );
  10224. }
  10225. function setValueV4i( gl, v ) {
  10226. var cache = this.cache;
  10227. if ( arraysEqual( cache, v ) ) return;
  10228. gl.uniform4iv( this.addr, v );
  10229. copyArray( cache, v );
  10230. }
  10231. // Helper to pick the right setter for the singular case
  10232. function getSingularSetter( type ) {
  10233. switch ( type ) {
  10234. case 0x1406: return setValueV1f; // FLOAT
  10235. case 0x8b50: return setValueV2f; // _VEC2
  10236. case 0x8b51: return setValueV3f; // _VEC3
  10237. case 0x8b52: return setValueV4f; // _VEC4
  10238. case 0x8b5a: return setValueM2; // _MAT2
  10239. case 0x8b5b: return setValueM3; // _MAT3
  10240. case 0x8b5c: return setValueM4; // _MAT4
  10241. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10242. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10243. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10244. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10245. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10246. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10247. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10248. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10249. }
  10250. }
  10251. // Array of scalars
  10252. function setValueV1fArray( gl, v ) {
  10253. gl.uniform1fv( this.addr, v );
  10254. }
  10255. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10256. function setValueV1iArray( gl, v ) {
  10257. gl.uniform1iv( this.addr, v );
  10258. }
  10259. function setValueV2iArray( gl, v ) {
  10260. gl.uniform2iv( this.addr, v );
  10261. }
  10262. function setValueV3iArray( gl, v ) {
  10263. gl.uniform3iv( this.addr, v );
  10264. }
  10265. function setValueV4iArray( gl, v ) {
  10266. gl.uniform4iv( this.addr, v );
  10267. }
  10268. // Array of vectors (flat or from THREE classes)
  10269. function setValueV2fArray( gl, v ) {
  10270. var data = flatten( v, this.size, 2 );
  10271. gl.uniform2fv( this.addr, data );
  10272. }
  10273. function setValueV3fArray( gl, v ) {
  10274. var data = flatten( v, this.size, 3 );
  10275. gl.uniform3fv( this.addr, data );
  10276. }
  10277. function setValueV4fArray( gl, v ) {
  10278. var data = flatten( v, this.size, 4 );
  10279. gl.uniform4fv( this.addr, data );
  10280. }
  10281. // Array of matrices (flat or from THREE clases)
  10282. function setValueM2Array( gl, v ) {
  10283. var data = flatten( v, this.size, 4 );
  10284. gl.uniformMatrix2fv( this.addr, false, data );
  10285. }
  10286. function setValueM3Array( gl, v ) {
  10287. var data = flatten( v, this.size, 9 );
  10288. gl.uniformMatrix3fv( this.addr, false, data );
  10289. }
  10290. function setValueM4Array( gl, v ) {
  10291. var data = flatten( v, this.size, 16 );
  10292. gl.uniformMatrix4fv( this.addr, false, data );
  10293. }
  10294. // Array of textures (2D / Cube)
  10295. function setValueT1Array( gl, v, textures ) {
  10296. var n = v.length;
  10297. var units = allocTexUnits( textures, n );
  10298. gl.uniform1iv( this.addr, units );
  10299. for ( var i = 0; i !== n; ++ i ) {
  10300. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10301. }
  10302. }
  10303. function setValueT6Array( gl, v, textures ) {
  10304. var n = v.length;
  10305. var units = allocTexUnits( textures, n );
  10306. gl.uniform1iv( this.addr, units );
  10307. for ( var i = 0; i !== n; ++ i ) {
  10308. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10309. }
  10310. }
  10311. // Helper to pick the right setter for a pure (bottom-level) array
  10312. function getPureArraySetter( type ) {
  10313. switch ( type ) {
  10314. case 0x1406: return setValueV1fArray; // FLOAT
  10315. case 0x8b50: return setValueV2fArray; // _VEC2
  10316. case 0x8b51: return setValueV3fArray; // _VEC3
  10317. case 0x8b52: return setValueV4fArray; // _VEC4
  10318. case 0x8b5a: return setValueM2Array; // _MAT2
  10319. case 0x8b5b: return setValueM3Array; // _MAT3
  10320. case 0x8b5c: return setValueM4Array; // _MAT4
  10321. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10322. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10323. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10324. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10325. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10326. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10327. }
  10328. }
  10329. // --- Uniform Classes ---
  10330. function SingleUniform( id, activeInfo, addr ) {
  10331. this.id = id;
  10332. this.addr = addr;
  10333. this.cache = [];
  10334. this.setValue = getSingularSetter( activeInfo.type );
  10335. // this.path = activeInfo.name; // DEBUG
  10336. }
  10337. function PureArrayUniform( id, activeInfo, addr ) {
  10338. this.id = id;
  10339. this.addr = addr;
  10340. this.cache = [];
  10341. this.size = activeInfo.size;
  10342. this.setValue = getPureArraySetter( activeInfo.type );
  10343. // this.path = activeInfo.name; // DEBUG
  10344. }
  10345. PureArrayUniform.prototype.updateCache = function ( data ) {
  10346. var cache = this.cache;
  10347. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10348. this.cache = new Float32Array( data.length );
  10349. }
  10350. copyArray( cache, data );
  10351. };
  10352. function StructuredUniform( id ) {
  10353. this.id = id;
  10354. this.seq = [];
  10355. this.map = {};
  10356. }
  10357. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10358. var seq = this.seq;
  10359. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10360. var u = seq[ i ];
  10361. u.setValue( gl, value[ u.id ], textures );
  10362. }
  10363. };
  10364. // --- Top-level ---
  10365. // Parser - builds up the property tree from the path strings
  10366. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10367. // extracts
  10368. // - the identifier (member name or array index)
  10369. // - followed by an optional right bracket (found when array index)
  10370. // - followed by an optional left bracket or dot (type of subscript)
  10371. //
  10372. // Note: These portions can be read in a non-overlapping fashion and
  10373. // allow straightforward parsing of the hierarchy that WebGL encodes
  10374. // in the uniform names.
  10375. function addUniform( container, uniformObject ) {
  10376. container.seq.push( uniformObject );
  10377. container.map[ uniformObject.id ] = uniformObject;
  10378. }
  10379. function parseUniform( activeInfo, addr, container ) {
  10380. var path = activeInfo.name,
  10381. pathLength = path.length;
  10382. // reset RegExp object, because of the early exit of a previous run
  10383. RePathPart.lastIndex = 0;
  10384. while ( true ) {
  10385. var match = RePathPart.exec( path ),
  10386. matchEnd = RePathPart.lastIndex,
  10387. id = match[ 1 ],
  10388. idIsIndex = match[ 2 ] === ']',
  10389. subscript = match[ 3 ];
  10390. if ( idIsIndex ) id = id | 0; // convert to integer
  10391. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10392. // bare name or "pure" bottom-level array "[0]" suffix
  10393. addUniform( container, subscript === undefined ?
  10394. new SingleUniform( id, activeInfo, addr ) :
  10395. new PureArrayUniform( id, activeInfo, addr ) );
  10396. break;
  10397. } else {
  10398. // step into inner node / create it in case it doesn't exist
  10399. var map = container.map, next = map[ id ];
  10400. if ( next === undefined ) {
  10401. next = new StructuredUniform( id );
  10402. addUniform( container, next );
  10403. }
  10404. container = next;
  10405. }
  10406. }
  10407. }
  10408. // Root Container
  10409. function WebGLUniforms( gl, program ) {
  10410. this.seq = [];
  10411. this.map = {};
  10412. var n = gl.getProgramParameter( program, 35718 );
  10413. for ( var i = 0; i < n; ++ i ) {
  10414. var info = gl.getActiveUniform( program, i ),
  10415. addr = gl.getUniformLocation( program, info.name );
  10416. parseUniform( info, addr, this );
  10417. }
  10418. }
  10419. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10420. var u = this.map[ name ];
  10421. if ( u !== undefined ) u.setValue( gl, value, textures );
  10422. };
  10423. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10424. var v = object[ name ];
  10425. if ( v !== undefined ) this.setValue( gl, name, v );
  10426. };
  10427. // Static interface
  10428. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10429. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10430. var u = seq[ i ],
  10431. v = values[ u.id ];
  10432. if ( v.needsUpdate !== false ) {
  10433. // note: always updating when .needsUpdate is undefined
  10434. u.setValue( gl, v.value, textures );
  10435. }
  10436. }
  10437. };
  10438. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10439. var r = [];
  10440. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10441. var u = seq[ i ];
  10442. if ( u.id in values ) r.push( u );
  10443. }
  10444. return r;
  10445. };
  10446. /**
  10447. * @author mrdoob / http://mrdoob.com/
  10448. */
  10449. function WebGLShader( gl, type, string ) {
  10450. var shader = gl.createShader( type );
  10451. gl.shaderSource( shader, string );
  10452. gl.compileShader( shader );
  10453. return shader;
  10454. }
  10455. /**
  10456. * @author mrdoob / http://mrdoob.com/
  10457. */
  10458. var programIdCount = 0;
  10459. function addLineNumbers( string ) {
  10460. var lines = string.split( '\n' );
  10461. for ( var i = 0; i < lines.length; i ++ ) {
  10462. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10463. }
  10464. return lines.join( '\n' );
  10465. }
  10466. function getEncodingComponents( encoding ) {
  10467. switch ( encoding ) {
  10468. case LinearEncoding:
  10469. return [ 'Linear', '( value )' ];
  10470. case sRGBEncoding:
  10471. return [ 'sRGB', '( value )' ];
  10472. case RGBEEncoding:
  10473. return [ 'RGBE', '( value )' ];
  10474. case RGBM7Encoding:
  10475. return [ 'RGBM', '( value, 7.0 )' ];
  10476. case RGBM16Encoding:
  10477. return [ 'RGBM', '( value, 16.0 )' ];
  10478. case RGBDEncoding:
  10479. return [ 'RGBD', '( value, 256.0 )' ];
  10480. case GammaEncoding:
  10481. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10482. default:
  10483. throw new Error( 'unsupported encoding: ' + encoding );
  10484. }
  10485. }
  10486. function getShaderErrors( gl, shader, type ) {
  10487. var status = gl.getShaderParameter( shader, 35713 );
  10488. var log = gl.getShaderInfoLog( shader ).trim();
  10489. if ( status && log === '' ) return '';
  10490. // --enable-privileged-webgl-extension
  10491. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10492. var source = gl.getShaderSource( shader );
  10493. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10494. }
  10495. function getTexelDecodingFunction( functionName, encoding ) {
  10496. var components = getEncodingComponents( encoding );
  10497. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10498. }
  10499. function getTexelEncodingFunction( functionName, encoding ) {
  10500. var components = getEncodingComponents( encoding );
  10501. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10502. }
  10503. function getToneMappingFunction( functionName, toneMapping ) {
  10504. var toneMappingName;
  10505. switch ( toneMapping ) {
  10506. case LinearToneMapping:
  10507. toneMappingName = 'Linear';
  10508. break;
  10509. case ReinhardToneMapping:
  10510. toneMappingName = 'Reinhard';
  10511. break;
  10512. case Uncharted2ToneMapping:
  10513. toneMappingName = 'Uncharted2';
  10514. break;
  10515. case CineonToneMapping:
  10516. toneMappingName = 'OptimizedCineon';
  10517. break;
  10518. case ACESFilmicToneMapping:
  10519. toneMappingName = 'ACESFilmic';
  10520. break;
  10521. default:
  10522. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10523. }
  10524. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10525. }
  10526. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10527. extensions = extensions || {};
  10528. var chunks = [
  10529. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10530. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10531. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10532. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10533. ];
  10534. return chunks.filter( filterEmptyLine ).join( '\n' );
  10535. }
  10536. function generateDefines( defines ) {
  10537. var chunks = [];
  10538. for ( var name in defines ) {
  10539. var value = defines[ name ];
  10540. if ( value === false ) continue;
  10541. chunks.push( '#define ' + name + ' ' + value );
  10542. }
  10543. return chunks.join( '\n' );
  10544. }
  10545. function fetchAttributeLocations( gl, program ) {
  10546. var attributes = {};
  10547. var n = gl.getProgramParameter( program, 35721 );
  10548. for ( var i = 0; i < n; i ++ ) {
  10549. var info = gl.getActiveAttrib( program, i );
  10550. var name = info.name;
  10551. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10552. attributes[ name ] = gl.getAttribLocation( program, name );
  10553. }
  10554. return attributes;
  10555. }
  10556. function filterEmptyLine( string ) {
  10557. return string !== '';
  10558. }
  10559. function replaceLightNums( string, parameters ) {
  10560. return string
  10561. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10562. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10563. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10564. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10565. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  10566. }
  10567. function replaceClippingPlaneNums( string, parameters ) {
  10568. return string
  10569. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10570. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10571. }
  10572. function parseIncludes( string ) {
  10573. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10574. function replace( match, include ) {
  10575. var replace = ShaderChunk[ include ];
  10576. if ( replace === undefined ) {
  10577. throw new Error( 'Can not resolve #include <' + include + '>' );
  10578. }
  10579. return parseIncludes( replace );
  10580. }
  10581. return string.replace( pattern, replace );
  10582. }
  10583. function unrollLoops( string ) {
  10584. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10585. function replace( match, start, end, snippet ) {
  10586. var unroll = '';
  10587. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10588. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  10589. }
  10590. return unroll;
  10591. }
  10592. return string.replace( pattern, replace );
  10593. }
  10594. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10595. var gl = renderer.getContext();
  10596. var defines = material.defines;
  10597. var vertexShader = shader.vertexShader;
  10598. var fragmentShader = shader.fragmentShader;
  10599. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10600. if ( parameters.shadowMapType === PCFShadowMap ) {
  10601. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10602. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10603. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10604. }
  10605. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10606. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10607. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10608. if ( parameters.envMap ) {
  10609. switch ( material.envMap.mapping ) {
  10610. case CubeReflectionMapping:
  10611. case CubeRefractionMapping:
  10612. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10613. break;
  10614. case CubeUVReflectionMapping:
  10615. case CubeUVRefractionMapping:
  10616. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10617. break;
  10618. case EquirectangularReflectionMapping:
  10619. case EquirectangularRefractionMapping:
  10620. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10621. break;
  10622. case SphericalReflectionMapping:
  10623. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10624. break;
  10625. }
  10626. switch ( material.envMap.mapping ) {
  10627. case CubeRefractionMapping:
  10628. case EquirectangularRefractionMapping:
  10629. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10630. break;
  10631. }
  10632. switch ( material.combine ) {
  10633. case MultiplyOperation:
  10634. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10635. break;
  10636. case MixOperation:
  10637. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10638. break;
  10639. case AddOperation:
  10640. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10641. break;
  10642. }
  10643. }
  10644. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10645. // console.log( 'building new program ' );
  10646. //
  10647. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10648. var customDefines = generateDefines( defines );
  10649. //
  10650. var program = gl.createProgram();
  10651. var prefixVertex, prefixFragment;
  10652. if ( material.isRawShaderMaterial ) {
  10653. prefixVertex = [
  10654. customDefines
  10655. ].filter( filterEmptyLine ).join( '\n' );
  10656. if ( prefixVertex.length > 0 ) {
  10657. prefixVertex += '\n';
  10658. }
  10659. prefixFragment = [
  10660. customExtensions,
  10661. customDefines
  10662. ].filter( filterEmptyLine ).join( '\n' );
  10663. if ( prefixFragment.length > 0 ) {
  10664. prefixFragment += '\n';
  10665. }
  10666. } else {
  10667. prefixVertex = [
  10668. 'precision ' + parameters.precision + ' float;',
  10669. 'precision ' + parameters.precision + ' int;',
  10670. '#define SHADER_NAME ' + shader.name,
  10671. customDefines,
  10672. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10673. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10674. '#define MAX_BONES ' + parameters.maxBones,
  10675. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10676. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10677. parameters.map ? '#define USE_MAP' : '',
  10678. parameters.envMap ? '#define USE_ENVMAP' : '',
  10679. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10680. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10681. parameters.aoMap ? '#define USE_AOMAP' : '',
  10682. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10683. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10684. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10685. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10686. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10687. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10688. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10689. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10690. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10691. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10692. parameters.vertexColors ? '#define USE_COLOR' : '',
  10693. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10694. parameters.skinning ? '#define USE_SKINNING' : '',
  10695. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10696. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10697. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10698. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10699. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10700. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10701. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10702. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10703. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10704. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10705. 'uniform mat4 modelMatrix;',
  10706. 'uniform mat4 modelViewMatrix;',
  10707. 'uniform mat4 projectionMatrix;',
  10708. 'uniform mat4 viewMatrix;',
  10709. 'uniform mat3 normalMatrix;',
  10710. 'uniform vec3 cameraPosition;',
  10711. 'attribute vec3 position;',
  10712. 'attribute vec3 normal;',
  10713. 'attribute vec2 uv;',
  10714. '#ifdef USE_TANGENT',
  10715. ' attribute vec4 tangent;',
  10716. '#endif',
  10717. '#ifdef USE_COLOR',
  10718. ' attribute vec3 color;',
  10719. '#endif',
  10720. '#ifdef USE_MORPHTARGETS',
  10721. ' attribute vec3 morphTarget0;',
  10722. ' attribute vec3 morphTarget1;',
  10723. ' attribute vec3 morphTarget2;',
  10724. ' attribute vec3 morphTarget3;',
  10725. ' #ifdef USE_MORPHNORMALS',
  10726. ' attribute vec3 morphNormal0;',
  10727. ' attribute vec3 morphNormal1;',
  10728. ' attribute vec3 morphNormal2;',
  10729. ' attribute vec3 morphNormal3;',
  10730. ' #else',
  10731. ' attribute vec3 morphTarget4;',
  10732. ' attribute vec3 morphTarget5;',
  10733. ' attribute vec3 morphTarget6;',
  10734. ' attribute vec3 morphTarget7;',
  10735. ' #endif',
  10736. '#endif',
  10737. '#ifdef USE_SKINNING',
  10738. ' attribute vec4 skinIndex;',
  10739. ' attribute vec4 skinWeight;',
  10740. '#endif',
  10741. '\n'
  10742. ].filter( filterEmptyLine ).join( '\n' );
  10743. prefixFragment = [
  10744. customExtensions,
  10745. 'precision ' + parameters.precision + ' float;',
  10746. 'precision ' + parameters.precision + ' int;',
  10747. '#define SHADER_NAME ' + shader.name,
  10748. customDefines,
  10749. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10750. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10751. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10752. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10753. parameters.map ? '#define USE_MAP' : '',
  10754. parameters.matcap ? '#define USE_MATCAP' : '',
  10755. parameters.envMap ? '#define USE_ENVMAP' : '',
  10756. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10757. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10758. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10759. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10760. parameters.aoMap ? '#define USE_AOMAP' : '',
  10761. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10762. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10763. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10764. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10765. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10766. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10767. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10768. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10769. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10770. parameters.vertexColors ? '#define USE_COLOR' : '',
  10771. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10772. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10773. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10774. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10775. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10776. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10777. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10778. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10779. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10780. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10781. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10782. 'uniform mat4 viewMatrix;',
  10783. 'uniform vec3 cameraPosition;',
  10784. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10785. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10786. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10787. parameters.dithering ? '#define DITHERING' : '',
  10788. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10789. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10790. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10791. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10792. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10793. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10794. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10795. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10796. '\n'
  10797. ].filter( filterEmptyLine ).join( '\n' );
  10798. }
  10799. vertexShader = parseIncludes( vertexShader );
  10800. vertexShader = replaceLightNums( vertexShader, parameters );
  10801. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10802. fragmentShader = parseIncludes( fragmentShader );
  10803. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10804. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10805. vertexShader = unrollLoops( vertexShader );
  10806. fragmentShader = unrollLoops( fragmentShader );
  10807. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10808. var isGLSL3ShaderMaterial = false;
  10809. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10810. if ( material.isShaderMaterial &&
  10811. vertexShader.match( versionRegex ) !== null &&
  10812. fragmentShader.match( versionRegex ) !== null ) {
  10813. isGLSL3ShaderMaterial = true;
  10814. vertexShader = vertexShader.replace( versionRegex, '' );
  10815. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10816. }
  10817. // GLSL 3.0 conversion
  10818. prefixVertex = [
  10819. '#version 300 es\n',
  10820. '#define attribute in',
  10821. '#define varying out',
  10822. '#define texture2D texture'
  10823. ].join( '\n' ) + '\n' + prefixVertex;
  10824. prefixFragment = [
  10825. '#version 300 es\n',
  10826. '#define varying in',
  10827. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10828. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10829. '#define gl_FragDepthEXT gl_FragDepth',
  10830. '#define texture2D texture',
  10831. '#define textureCube texture',
  10832. '#define texture2DProj textureProj',
  10833. '#define texture2DLodEXT textureLod',
  10834. '#define texture2DProjLodEXT textureProjLod',
  10835. '#define textureCubeLodEXT textureLod',
  10836. '#define texture2DGradEXT textureGrad',
  10837. '#define texture2DProjGradEXT textureProjGrad',
  10838. '#define textureCubeGradEXT textureGrad'
  10839. ].join( '\n' ) + '\n' + prefixFragment;
  10840. }
  10841. var vertexGlsl = prefixVertex + vertexShader;
  10842. var fragmentGlsl = prefixFragment + fragmentShader;
  10843. // console.log( '*VERTEX*', vertexGlsl );
  10844. // console.log( '*FRAGMENT*', fragmentGlsl );
  10845. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10846. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10847. gl.attachShader( program, glVertexShader );
  10848. gl.attachShader( program, glFragmentShader );
  10849. // Force a particular attribute to index 0.
  10850. if ( material.index0AttributeName !== undefined ) {
  10851. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10852. } else if ( parameters.morphTargets === true ) {
  10853. // programs with morphTargets displace position out of attribute 0
  10854. gl.bindAttribLocation( program, 0, 'position' );
  10855. }
  10856. gl.linkProgram( program );
  10857. // check for link errors
  10858. if ( renderer.debug.checkShaderErrors ) {
  10859. var programLog = gl.getProgramInfoLog( program ).trim();
  10860. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10861. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10862. var runnable = true;
  10863. var haveDiagnostics = true;
  10864. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10865. runnable = false;
  10866. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10867. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10868. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10869. } else if ( programLog !== '' ) {
  10870. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10871. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10872. haveDiagnostics = false;
  10873. }
  10874. if ( haveDiagnostics ) {
  10875. this.diagnostics = {
  10876. runnable: runnable,
  10877. material: material,
  10878. programLog: programLog,
  10879. vertexShader: {
  10880. log: vertexLog,
  10881. prefix: prefixVertex
  10882. },
  10883. fragmentShader: {
  10884. log: fragmentLog,
  10885. prefix: prefixFragment
  10886. }
  10887. };
  10888. }
  10889. }
  10890. // clean up
  10891. gl.deleteShader( glVertexShader );
  10892. gl.deleteShader( glFragmentShader );
  10893. // set up caching for uniform locations
  10894. var cachedUniforms;
  10895. this.getUniforms = function () {
  10896. if ( cachedUniforms === undefined ) {
  10897. cachedUniforms = new WebGLUniforms( gl, program );
  10898. }
  10899. return cachedUniforms;
  10900. };
  10901. // set up caching for attribute locations
  10902. var cachedAttributes;
  10903. this.getAttributes = function () {
  10904. if ( cachedAttributes === undefined ) {
  10905. cachedAttributes = fetchAttributeLocations( gl, program );
  10906. }
  10907. return cachedAttributes;
  10908. };
  10909. // free resource
  10910. this.destroy = function () {
  10911. gl.deleteProgram( program );
  10912. this.program = undefined;
  10913. };
  10914. //
  10915. this.name = shader.name;
  10916. this.id = programIdCount ++;
  10917. this.code = code;
  10918. this.usedTimes = 1;
  10919. this.program = program;
  10920. this.vertexShader = glVertexShader;
  10921. this.fragmentShader = glFragmentShader;
  10922. return this;
  10923. }
  10924. /**
  10925. * @author mrdoob / http://mrdoob.com/
  10926. */
  10927. function WebGLPrograms( renderer, extensions, capabilities ) {
  10928. var programs = [];
  10929. var shaderIDs = {
  10930. MeshDepthMaterial: 'depth',
  10931. MeshDistanceMaterial: 'distanceRGBA',
  10932. MeshNormalMaterial: 'normal',
  10933. MeshBasicMaterial: 'basic',
  10934. MeshLambertMaterial: 'lambert',
  10935. MeshPhongMaterial: 'phong',
  10936. MeshToonMaterial: 'phong',
  10937. MeshStandardMaterial: 'physical',
  10938. MeshPhysicalMaterial: 'physical',
  10939. MeshMatcapMaterial: 'matcap',
  10940. LineBasicMaterial: 'basic',
  10941. LineDashedMaterial: 'dashed',
  10942. PointsMaterial: 'points',
  10943. ShadowMaterial: 'shadow',
  10944. SpriteMaterial: 'sprite'
  10945. };
  10946. var parameterNames = [
  10947. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10948. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
  10949. "roughnessMap", "metalnessMap", "gradientMap",
  10950. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp",
  10951. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10952. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10953. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10954. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10955. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10956. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  10957. ];
  10958. function allocateBones( object ) {
  10959. var skeleton = object.skeleton;
  10960. var bones = skeleton.bones;
  10961. if ( capabilities.floatVertexTextures ) {
  10962. return 1024;
  10963. } else {
  10964. // default for when object is not specified
  10965. // ( for example when prebuilding shader to be used with multiple objects )
  10966. //
  10967. // - leave some extra space for other uniforms
  10968. // - limit here is ANGLE's 254 max uniform vectors
  10969. // (up to 54 should be safe)
  10970. var nVertexUniforms = capabilities.maxVertexUniforms;
  10971. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10972. var maxBones = Math.min( nVertexMatrices, bones.length );
  10973. if ( maxBones < bones.length ) {
  10974. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10975. return 0;
  10976. }
  10977. return maxBones;
  10978. }
  10979. }
  10980. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10981. var encoding;
  10982. if ( ! map ) {
  10983. encoding = LinearEncoding;
  10984. } else if ( map.isTexture ) {
  10985. encoding = map.encoding;
  10986. } else if ( map.isWebGLRenderTarget ) {
  10987. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10988. encoding = map.texture.encoding;
  10989. }
  10990. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10991. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10992. encoding = GammaEncoding;
  10993. }
  10994. return encoding;
  10995. }
  10996. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10997. var shaderID = shaderIDs[ material.type ];
  10998. // heuristics to create shader parameters according to lights in the scene
  10999. // (not to blow over maxLights budget)
  11000. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11001. var precision = capabilities.precision;
  11002. if ( material.precision !== null ) {
  11003. precision = capabilities.getMaxPrecision( material.precision );
  11004. if ( precision !== material.precision ) {
  11005. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11006. }
  11007. }
  11008. var currentRenderTarget = renderer.getRenderTarget();
  11009. var parameters = {
  11010. shaderID: shaderID,
  11011. precision: precision,
  11012. supportsVertexTextures: capabilities.vertexTextures,
  11013. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  11014. map: !! material.map,
  11015. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  11016. matcap: !! material.matcap,
  11017. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  11018. envMap: !! material.envMap,
  11019. envMapMode: material.envMap && material.envMap.mapping,
  11020. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  11021. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  11022. lightMap: !! material.lightMap,
  11023. aoMap: !! material.aoMap,
  11024. emissiveMap: !! material.emissiveMap,
  11025. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  11026. bumpMap: !! material.bumpMap,
  11027. normalMap: !! material.normalMap,
  11028. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11029. displacementMap: !! material.displacementMap,
  11030. roughnessMap: !! material.roughnessMap,
  11031. metalnessMap: !! material.metalnessMap,
  11032. specularMap: !! material.specularMap,
  11033. alphaMap: !! material.alphaMap,
  11034. gradientMap: !! material.gradientMap,
  11035. combine: material.combine,
  11036. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11037. vertexColors: material.vertexColors,
  11038. fog: !! fog,
  11039. useFog: material.fog,
  11040. fogExp: ( fog && fog.isFogExp2 ),
  11041. flatShading: material.flatShading,
  11042. sizeAttenuation: material.sizeAttenuation,
  11043. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  11044. skinning: material.skinning && maxBones > 0,
  11045. maxBones: maxBones,
  11046. useVertexTexture: capabilities.floatVertexTextures,
  11047. morphTargets: material.morphTargets,
  11048. morphNormals: material.morphNormals,
  11049. maxMorphTargets: renderer.maxMorphTargets,
  11050. maxMorphNormals: renderer.maxMorphNormals,
  11051. numDirLights: lights.directional.length,
  11052. numPointLights: lights.point.length,
  11053. numSpotLights: lights.spot.length,
  11054. numRectAreaLights: lights.rectArea.length,
  11055. numHemiLights: lights.hemi.length,
  11056. numClippingPlanes: nClipPlanes,
  11057. numClipIntersection: nClipIntersection,
  11058. dithering: material.dithering,
  11059. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  11060. shadowMapType: renderer.shadowMap.type,
  11061. toneMapping: renderer.toneMapping,
  11062. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11063. premultipliedAlpha: material.premultipliedAlpha,
  11064. alphaTest: material.alphaTest,
  11065. doubleSided: material.side === DoubleSide,
  11066. flipSided: material.side === BackSide,
  11067. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11068. };
  11069. return parameters;
  11070. };
  11071. this.getProgramCode = function ( material, parameters ) {
  11072. var array = [];
  11073. if ( parameters.shaderID ) {
  11074. array.push( parameters.shaderID );
  11075. } else {
  11076. array.push( material.fragmentShader );
  11077. array.push( material.vertexShader );
  11078. }
  11079. if ( material.defines !== undefined ) {
  11080. for ( var name in material.defines ) {
  11081. array.push( name );
  11082. array.push( material.defines[ name ] );
  11083. }
  11084. }
  11085. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11086. array.push( parameters[ parameterNames[ i ] ] );
  11087. }
  11088. array.push( material.onBeforeCompile.toString() );
  11089. array.push( renderer.gammaOutput );
  11090. array.push( renderer.gammaFactor );
  11091. return array.join();
  11092. };
  11093. this.acquireProgram = function ( material, shader, parameters, code ) {
  11094. var program;
  11095. // Check if code has been already compiled
  11096. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11097. var programInfo = programs[ p ];
  11098. if ( programInfo.code === code ) {
  11099. program = programInfo;
  11100. ++ program.usedTimes;
  11101. break;
  11102. }
  11103. }
  11104. if ( program === undefined ) {
  11105. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  11106. programs.push( program );
  11107. }
  11108. return program;
  11109. };
  11110. this.releaseProgram = function ( program ) {
  11111. if ( -- program.usedTimes === 0 ) {
  11112. // Remove from unordered set
  11113. var i = programs.indexOf( program );
  11114. programs[ i ] = programs[ programs.length - 1 ];
  11115. programs.pop();
  11116. // Free WebGL resources
  11117. program.destroy();
  11118. }
  11119. };
  11120. // Exposed for resource monitoring & error feedback via renderer.info:
  11121. this.programs = programs;
  11122. }
  11123. /**
  11124. * @author fordacious / fordacious.github.io
  11125. */
  11126. function WebGLProperties() {
  11127. var properties = new WeakMap();
  11128. function get( object ) {
  11129. var map = properties.get( object );
  11130. if ( map === undefined ) {
  11131. map = {};
  11132. properties.set( object, map );
  11133. }
  11134. return map;
  11135. }
  11136. function remove( object ) {
  11137. properties.delete( object );
  11138. }
  11139. function update( object, key, value ) {
  11140. properties.get( object )[ key ] = value;
  11141. }
  11142. function dispose() {
  11143. properties = new WeakMap();
  11144. }
  11145. return {
  11146. get: get,
  11147. remove: remove,
  11148. update: update,
  11149. dispose: dispose
  11150. };
  11151. }
  11152. /**
  11153. * @author mrdoob / http://mrdoob.com/
  11154. */
  11155. function painterSortStable( a, b ) {
  11156. if ( a.groupOrder !== b.groupOrder ) {
  11157. return a.groupOrder - b.groupOrder;
  11158. } else if ( a.renderOrder !== b.renderOrder ) {
  11159. return a.renderOrder - b.renderOrder;
  11160. } else if ( a.program !== b.program ) {
  11161. return a.program.id - b.program.id;
  11162. } else if ( a.material.id !== b.material.id ) {
  11163. return a.material.id - b.material.id;
  11164. } else if ( a.z !== b.z ) {
  11165. return a.z - b.z;
  11166. } else {
  11167. return a.id - b.id;
  11168. }
  11169. }
  11170. function reversePainterSortStable( a, b ) {
  11171. if ( a.groupOrder !== b.groupOrder ) {
  11172. return a.groupOrder - b.groupOrder;
  11173. } else if ( a.renderOrder !== b.renderOrder ) {
  11174. return a.renderOrder - b.renderOrder;
  11175. } else if ( a.z !== b.z ) {
  11176. return b.z - a.z;
  11177. } else {
  11178. return a.id - b.id;
  11179. }
  11180. }
  11181. function WebGLRenderList() {
  11182. var renderItems = [];
  11183. var renderItemsIndex = 0;
  11184. var opaque = [];
  11185. var transparent = [];
  11186. var defaultProgram = { id: - 1 };
  11187. function init() {
  11188. renderItemsIndex = 0;
  11189. opaque.length = 0;
  11190. transparent.length = 0;
  11191. }
  11192. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11193. var renderItem = renderItems[ renderItemsIndex ];
  11194. if ( renderItem === undefined ) {
  11195. renderItem = {
  11196. id: object.id,
  11197. object: object,
  11198. geometry: geometry,
  11199. material: material,
  11200. program: material.program || defaultProgram,
  11201. groupOrder: groupOrder,
  11202. renderOrder: object.renderOrder,
  11203. z: z,
  11204. group: group
  11205. };
  11206. renderItems[ renderItemsIndex ] = renderItem;
  11207. } else {
  11208. renderItem.id = object.id;
  11209. renderItem.object = object;
  11210. renderItem.geometry = geometry;
  11211. renderItem.material = material;
  11212. renderItem.program = material.program || defaultProgram;
  11213. renderItem.groupOrder = groupOrder;
  11214. renderItem.renderOrder = object.renderOrder;
  11215. renderItem.z = z;
  11216. renderItem.group = group;
  11217. }
  11218. renderItemsIndex ++;
  11219. return renderItem;
  11220. }
  11221. function push( object, geometry, material, groupOrder, z, group ) {
  11222. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11223. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11224. }
  11225. function unshift( object, geometry, material, groupOrder, z, group ) {
  11226. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11227. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11228. }
  11229. function sort() {
  11230. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  11231. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  11232. }
  11233. return {
  11234. opaque: opaque,
  11235. transparent: transparent,
  11236. init: init,
  11237. push: push,
  11238. unshift: unshift,
  11239. sort: sort
  11240. };
  11241. }
  11242. function WebGLRenderLists() {
  11243. var lists = {};
  11244. function onSceneDispose( event ) {
  11245. var scene = event.target;
  11246. scene.removeEventListener( 'dispose', onSceneDispose );
  11247. delete lists[ scene.id ];
  11248. }
  11249. function get( scene, camera ) {
  11250. var cameras = lists[ scene.id ];
  11251. var list;
  11252. if ( cameras === undefined ) {
  11253. list = new WebGLRenderList();
  11254. lists[ scene.id ] = {};
  11255. lists[ scene.id ][ camera.id ] = list;
  11256. scene.addEventListener( 'dispose', onSceneDispose );
  11257. } else {
  11258. list = cameras[ camera.id ];
  11259. if ( list === undefined ) {
  11260. list = new WebGLRenderList();
  11261. cameras[ camera.id ] = list;
  11262. }
  11263. }
  11264. return list;
  11265. }
  11266. function dispose() {
  11267. lists = {};
  11268. }
  11269. return {
  11270. get: get,
  11271. dispose: dispose
  11272. };
  11273. }
  11274. /**
  11275. * @author mrdoob / http://mrdoob.com/
  11276. */
  11277. function UniformsCache() {
  11278. var lights = {};
  11279. return {
  11280. get: function ( light ) {
  11281. if ( lights[ light.id ] !== undefined ) {
  11282. return lights[ light.id ];
  11283. }
  11284. var uniforms;
  11285. switch ( light.type ) {
  11286. case 'DirectionalLight':
  11287. uniforms = {
  11288. direction: new Vector3(),
  11289. color: new Color(),
  11290. shadow: false,
  11291. shadowBias: 0,
  11292. shadowRadius: 1,
  11293. shadowMapSize: new Vector2()
  11294. };
  11295. break;
  11296. case 'SpotLight':
  11297. uniforms = {
  11298. position: new Vector3(),
  11299. direction: new Vector3(),
  11300. color: new Color(),
  11301. distance: 0,
  11302. coneCos: 0,
  11303. penumbraCos: 0,
  11304. decay: 0,
  11305. shadow: false,
  11306. shadowBias: 0,
  11307. shadowRadius: 1,
  11308. shadowMapSize: new Vector2()
  11309. };
  11310. break;
  11311. case 'PointLight':
  11312. uniforms = {
  11313. position: new Vector3(),
  11314. color: new Color(),
  11315. distance: 0,
  11316. decay: 0,
  11317. shadow: false,
  11318. shadowBias: 0,
  11319. shadowRadius: 1,
  11320. shadowMapSize: new Vector2(),
  11321. shadowCameraNear: 1,
  11322. shadowCameraFar: 1000
  11323. };
  11324. break;
  11325. case 'HemisphereLight':
  11326. uniforms = {
  11327. direction: new Vector3(),
  11328. skyColor: new Color(),
  11329. groundColor: new Color()
  11330. };
  11331. break;
  11332. case 'RectAreaLight':
  11333. uniforms = {
  11334. color: new Color(),
  11335. position: new Vector3(),
  11336. halfWidth: new Vector3(),
  11337. halfHeight: new Vector3()
  11338. // TODO (abelnation): set RectAreaLight shadow uniforms
  11339. };
  11340. break;
  11341. }
  11342. lights[ light.id ] = uniforms;
  11343. return uniforms;
  11344. }
  11345. };
  11346. }
  11347. var nextVersion = 0;
  11348. function WebGLLights() {
  11349. var cache = new UniformsCache();
  11350. var state = {
  11351. version: 0,
  11352. hash: {
  11353. directionalLength: - 1,
  11354. pointLength: - 1,
  11355. spotLength: - 1,
  11356. rectAreaLength: - 1,
  11357. hemiLength: - 1,
  11358. shadowsLength: - 1,
  11359. },
  11360. ambient: [ 0, 0, 0 ],
  11361. probe: [],
  11362. directional: [],
  11363. directionalShadowMap: [],
  11364. directionalShadowMatrix: [],
  11365. spot: [],
  11366. spotShadowMap: [],
  11367. spotShadowMatrix: [],
  11368. rectArea: [],
  11369. point: [],
  11370. pointShadowMap: [],
  11371. pointShadowMatrix: [],
  11372. hemi: []
  11373. };
  11374. for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
  11375. var vector3 = new Vector3();
  11376. var matrix4 = new Matrix4();
  11377. var matrix42 = new Matrix4();
  11378. function setup( lights, shadows, camera ) {
  11379. var r = 0, g = 0, b = 0;
  11380. for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
  11381. var directionalLength = 0;
  11382. var pointLength = 0;
  11383. var spotLength = 0;
  11384. var rectAreaLength = 0;
  11385. var hemiLength = 0;
  11386. var viewMatrix = camera.matrixWorldInverse;
  11387. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11388. var light = lights[ i ];
  11389. var color = light.color;
  11390. var intensity = light.intensity;
  11391. var distance = light.distance;
  11392. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11393. if ( light.isAmbientLight ) {
  11394. r += color.r * intensity;
  11395. g += color.g * intensity;
  11396. b += color.b * intensity;
  11397. } else if ( light.isLightProbe ) {
  11398. for ( var j = 0; j < 9; j ++ ) {
  11399. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11400. }
  11401. } else if ( light.isDirectionalLight ) {
  11402. var uniforms = cache.get( light );
  11403. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11404. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11405. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11406. uniforms.direction.sub( vector3 );
  11407. uniforms.direction.transformDirection( viewMatrix );
  11408. uniforms.shadow = light.castShadow;
  11409. if ( light.castShadow ) {
  11410. var shadow = light.shadow;
  11411. uniforms.shadowBias = shadow.bias;
  11412. uniforms.shadowRadius = shadow.radius;
  11413. uniforms.shadowMapSize = shadow.mapSize;
  11414. }
  11415. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11416. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11417. state.directional[ directionalLength ] = uniforms;
  11418. directionalLength ++;
  11419. } else if ( light.isSpotLight ) {
  11420. var uniforms = cache.get( light );
  11421. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11422. uniforms.position.applyMatrix4( viewMatrix );
  11423. uniforms.color.copy( color ).multiplyScalar( intensity );
  11424. uniforms.distance = distance;
  11425. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11426. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11427. uniforms.direction.sub( vector3 );
  11428. uniforms.direction.transformDirection( viewMatrix );
  11429. uniforms.coneCos = Math.cos( light.angle );
  11430. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11431. uniforms.decay = light.decay;
  11432. uniforms.shadow = light.castShadow;
  11433. if ( light.castShadow ) {
  11434. var shadow = light.shadow;
  11435. uniforms.shadowBias = shadow.bias;
  11436. uniforms.shadowRadius = shadow.radius;
  11437. uniforms.shadowMapSize = shadow.mapSize;
  11438. }
  11439. state.spotShadowMap[ spotLength ] = shadowMap;
  11440. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11441. state.spot[ spotLength ] = uniforms;
  11442. spotLength ++;
  11443. } else if ( light.isRectAreaLight ) {
  11444. var uniforms = cache.get( light );
  11445. // (a) intensity is the total visible light emitted
  11446. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11447. // (b) intensity is the brightness of the light
  11448. uniforms.color.copy( color ).multiplyScalar( intensity );
  11449. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11450. uniforms.position.applyMatrix4( viewMatrix );
  11451. // extract local rotation of light to derive width/height half vectors
  11452. matrix42.identity();
  11453. matrix4.copy( light.matrixWorld );
  11454. matrix4.premultiply( viewMatrix );
  11455. matrix42.extractRotation( matrix4 );
  11456. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11457. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11458. uniforms.halfWidth.applyMatrix4( matrix42 );
  11459. uniforms.halfHeight.applyMatrix4( matrix42 );
  11460. // TODO (abelnation): RectAreaLight distance?
  11461. // uniforms.distance = distance;
  11462. state.rectArea[ rectAreaLength ] = uniforms;
  11463. rectAreaLength ++;
  11464. } else if ( light.isPointLight ) {
  11465. var uniforms = cache.get( light );
  11466. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11467. uniforms.position.applyMatrix4( viewMatrix );
  11468. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11469. uniforms.distance = light.distance;
  11470. uniforms.decay = light.decay;
  11471. uniforms.shadow = light.castShadow;
  11472. if ( light.castShadow ) {
  11473. var shadow = light.shadow;
  11474. uniforms.shadowBias = shadow.bias;
  11475. uniforms.shadowRadius = shadow.radius;
  11476. uniforms.shadowMapSize = shadow.mapSize;
  11477. uniforms.shadowCameraNear = shadow.camera.near;
  11478. uniforms.shadowCameraFar = shadow.camera.far;
  11479. }
  11480. state.pointShadowMap[ pointLength ] = shadowMap;
  11481. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11482. state.point[ pointLength ] = uniforms;
  11483. pointLength ++;
  11484. } else if ( light.isHemisphereLight ) {
  11485. var uniforms = cache.get( light );
  11486. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11487. uniforms.direction.transformDirection( viewMatrix );
  11488. uniforms.direction.normalize();
  11489. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11490. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11491. state.hemi[ hemiLength ] = uniforms;
  11492. hemiLength ++;
  11493. }
  11494. }
  11495. state.ambient[ 0 ] = r;
  11496. state.ambient[ 1 ] = g;
  11497. state.ambient[ 2 ] = b;
  11498. var hash = state.hash;
  11499. if ( hash.directionalLength !== directionalLength ||
  11500. hash.pointLength !== pointLength ||
  11501. hash.spotLength !== spotLength ||
  11502. hash.rectAreaLength !== rectAreaLength ||
  11503. hash.hemiLength !== hemiLength ||
  11504. hash.shadowsLength !== shadows.length ) {
  11505. state.directional.length = directionalLength;
  11506. state.spot.length = spotLength;
  11507. state.rectArea.length = rectAreaLength;
  11508. state.point.length = pointLength;
  11509. state.hemi.length = hemiLength;
  11510. hash.directionalLength = directionalLength;
  11511. hash.pointLength = pointLength;
  11512. hash.spotLength = spotLength;
  11513. hash.rectAreaLength = rectAreaLength;
  11514. hash.hemiLength = hemiLength;
  11515. hash.shadowsLength = shadows.length;
  11516. state.version = nextVersion ++;
  11517. }
  11518. }
  11519. return {
  11520. setup: setup,
  11521. state: state
  11522. };
  11523. }
  11524. /**
  11525. * @author Mugen87 / https://github.com/Mugen87
  11526. */
  11527. function WebGLRenderState() {
  11528. var lights = new WebGLLights();
  11529. var lightsArray = [];
  11530. var shadowsArray = [];
  11531. function init() {
  11532. lightsArray.length = 0;
  11533. shadowsArray.length = 0;
  11534. }
  11535. function pushLight( light ) {
  11536. lightsArray.push( light );
  11537. }
  11538. function pushShadow( shadowLight ) {
  11539. shadowsArray.push( shadowLight );
  11540. }
  11541. function setupLights( camera ) {
  11542. lights.setup( lightsArray, shadowsArray, camera );
  11543. }
  11544. var state = {
  11545. lightsArray: lightsArray,
  11546. shadowsArray: shadowsArray,
  11547. lights: lights
  11548. };
  11549. return {
  11550. init: init,
  11551. state: state,
  11552. setupLights: setupLights,
  11553. pushLight: pushLight,
  11554. pushShadow: pushShadow
  11555. };
  11556. }
  11557. function WebGLRenderStates() {
  11558. var renderStates = {};
  11559. function onSceneDispose( event ) {
  11560. var scene = event.target;
  11561. scene.removeEventListener( 'dispose', onSceneDispose );
  11562. delete renderStates[ scene.id ];
  11563. }
  11564. function get( scene, camera ) {
  11565. var renderState;
  11566. if ( renderStates[ scene.id ] === undefined ) {
  11567. renderState = new WebGLRenderState();
  11568. renderStates[ scene.id ] = {};
  11569. renderStates[ scene.id ][ camera.id ] = renderState;
  11570. scene.addEventListener( 'dispose', onSceneDispose );
  11571. } else {
  11572. if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
  11573. renderState = new WebGLRenderState();
  11574. renderStates[ scene.id ][ camera.id ] = renderState;
  11575. } else {
  11576. renderState = renderStates[ scene.id ][ camera.id ];
  11577. }
  11578. }
  11579. return renderState;
  11580. }
  11581. function dispose() {
  11582. renderStates = {};
  11583. }
  11584. return {
  11585. get: get,
  11586. dispose: dispose
  11587. };
  11588. }
  11589. /**
  11590. * @author mrdoob / http://mrdoob.com/
  11591. * @author alteredq / http://alteredqualia.com/
  11592. * @author bhouston / https://clara.io
  11593. * @author WestLangley / http://github.com/WestLangley
  11594. *
  11595. * parameters = {
  11596. *
  11597. * opacity: <float>,
  11598. *
  11599. * map: new THREE.Texture( <Image> ),
  11600. *
  11601. * alphaMap: new THREE.Texture( <Image> ),
  11602. *
  11603. * displacementMap: new THREE.Texture( <Image> ),
  11604. * displacementScale: <float>,
  11605. * displacementBias: <float>,
  11606. *
  11607. * wireframe: <boolean>,
  11608. * wireframeLinewidth: <float>
  11609. * }
  11610. */
  11611. function MeshDepthMaterial( parameters ) {
  11612. Material.call( this );
  11613. this.type = 'MeshDepthMaterial';
  11614. this.depthPacking = BasicDepthPacking;
  11615. this.skinning = false;
  11616. this.morphTargets = false;
  11617. this.map = null;
  11618. this.alphaMap = null;
  11619. this.displacementMap = null;
  11620. this.displacementScale = 1;
  11621. this.displacementBias = 0;
  11622. this.wireframe = false;
  11623. this.wireframeLinewidth = 1;
  11624. this.fog = false;
  11625. this.lights = false;
  11626. this.setValues( parameters );
  11627. }
  11628. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11629. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11630. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11631. MeshDepthMaterial.prototype.copy = function ( source ) {
  11632. Material.prototype.copy.call( this, source );
  11633. this.depthPacking = source.depthPacking;
  11634. this.skinning = source.skinning;
  11635. this.morphTargets = source.morphTargets;
  11636. this.map = source.map;
  11637. this.alphaMap = source.alphaMap;
  11638. this.displacementMap = source.displacementMap;
  11639. this.displacementScale = source.displacementScale;
  11640. this.displacementBias = source.displacementBias;
  11641. this.wireframe = source.wireframe;
  11642. this.wireframeLinewidth = source.wireframeLinewidth;
  11643. return this;
  11644. };
  11645. /**
  11646. * @author WestLangley / http://github.com/WestLangley
  11647. *
  11648. * parameters = {
  11649. *
  11650. * referencePosition: <float>,
  11651. * nearDistance: <float>,
  11652. * farDistance: <float>,
  11653. *
  11654. * skinning: <bool>,
  11655. * morphTargets: <bool>,
  11656. *
  11657. * map: new THREE.Texture( <Image> ),
  11658. *
  11659. * alphaMap: new THREE.Texture( <Image> ),
  11660. *
  11661. * displacementMap: new THREE.Texture( <Image> ),
  11662. * displacementScale: <float>,
  11663. * displacementBias: <float>
  11664. *
  11665. * }
  11666. */
  11667. function MeshDistanceMaterial( parameters ) {
  11668. Material.call( this );
  11669. this.type = 'MeshDistanceMaterial';
  11670. this.referencePosition = new Vector3();
  11671. this.nearDistance = 1;
  11672. this.farDistance = 1000;
  11673. this.skinning = false;
  11674. this.morphTargets = false;
  11675. this.map = null;
  11676. this.alphaMap = null;
  11677. this.displacementMap = null;
  11678. this.displacementScale = 1;
  11679. this.displacementBias = 0;
  11680. this.fog = false;
  11681. this.lights = false;
  11682. this.setValues( parameters );
  11683. }
  11684. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11685. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11686. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11687. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11688. Material.prototype.copy.call( this, source );
  11689. this.referencePosition.copy( source.referencePosition );
  11690. this.nearDistance = source.nearDistance;
  11691. this.farDistance = source.farDistance;
  11692. this.skinning = source.skinning;
  11693. this.morphTargets = source.morphTargets;
  11694. this.map = source.map;
  11695. this.alphaMap = source.alphaMap;
  11696. this.displacementMap = source.displacementMap;
  11697. this.displacementScale = source.displacementScale;
  11698. this.displacementBias = source.displacementBias;
  11699. return this;
  11700. };
  11701. /**
  11702. * @author alteredq / http://alteredqualia.com/
  11703. * @author mrdoob / http://mrdoob.com/
  11704. */
  11705. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11706. var _frustum = new Frustum(),
  11707. _projScreenMatrix = new Matrix4(),
  11708. _shadowMapSize = new Vector2(),
  11709. _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
  11710. _lookTarget = new Vector3(),
  11711. _lightPositionWorld = new Vector3(),
  11712. _MorphingFlag = 1,
  11713. _SkinningFlag = 2,
  11714. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11715. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11716. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11717. _materialCache = {};
  11718. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11719. var cubeDirections = [
  11720. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  11721. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  11722. ];
  11723. var cubeUps = [
  11724. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  11725. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  11726. ];
  11727. var cube2DViewPorts = [
  11728. new Vector4(), new Vector4(), new Vector4(),
  11729. new Vector4(), new Vector4(), new Vector4()
  11730. ];
  11731. // init
  11732. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11733. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11734. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11735. var depthMaterial = new MeshDepthMaterial( {
  11736. depthPacking: RGBADepthPacking,
  11737. morphTargets: useMorphing,
  11738. skinning: useSkinning
  11739. } );
  11740. _depthMaterials[ i ] = depthMaterial;
  11741. //
  11742. var distanceMaterial = new MeshDistanceMaterial( {
  11743. morphTargets: useMorphing,
  11744. skinning: useSkinning
  11745. } );
  11746. _distanceMaterials[ i ] = distanceMaterial;
  11747. }
  11748. //
  11749. var scope = this;
  11750. this.enabled = false;
  11751. this.autoUpdate = true;
  11752. this.needsUpdate = false;
  11753. this.type = PCFShadowMap;
  11754. this.render = function ( lights, scene, camera ) {
  11755. if ( scope.enabled === false ) return;
  11756. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11757. if ( lights.length === 0 ) return;
  11758. var currentRenderTarget = _renderer.getRenderTarget();
  11759. var activeCubeFace = _renderer.getActiveCubeFace();
  11760. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11761. var _state = _renderer.state;
  11762. // Set GL state for depth map.
  11763. _state.setBlending( NoBlending );
  11764. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11765. _state.buffers.depth.setTest( true );
  11766. _state.setScissorTest( false );
  11767. // render depth map
  11768. var faceCount;
  11769. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11770. var light = lights[ i ];
  11771. var shadow = light.shadow;
  11772. var isPointLight = light && light.isPointLight;
  11773. if ( shadow === undefined ) {
  11774. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11775. continue;
  11776. }
  11777. var shadowCamera = shadow.camera;
  11778. _shadowMapSize.copy( shadow.mapSize );
  11779. _shadowMapSize.min( _maxShadowMapSize );
  11780. if ( isPointLight ) {
  11781. var vpWidth = _shadowMapSize.x;
  11782. var vpHeight = _shadowMapSize.y;
  11783. // These viewports map a cube-map onto a 2D texture with the
  11784. // following orientation:
  11785. //
  11786. // xzXZ
  11787. // y Y
  11788. //
  11789. // X - Positive x direction
  11790. // x - Negative x direction
  11791. // Y - Positive y direction
  11792. // y - Negative y direction
  11793. // Z - Positive z direction
  11794. // z - Negative z direction
  11795. // positive X
  11796. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  11797. // negative X
  11798. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  11799. // positive Z
  11800. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  11801. // negative Z
  11802. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  11803. // positive Y
  11804. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  11805. // negative Y
  11806. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  11807. _shadowMapSize.x *= 4.0;
  11808. _shadowMapSize.y *= 2.0;
  11809. }
  11810. if ( shadow.map === null ) {
  11811. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11812. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11813. shadow.map.texture.name = light.name + ".shadowMap";
  11814. shadowCamera.updateProjectionMatrix();
  11815. }
  11816. if ( shadow.isSpotLightShadow ) {
  11817. shadow.update( light );
  11818. }
  11819. var shadowMap = shadow.map;
  11820. var shadowMatrix = shadow.matrix;
  11821. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  11822. shadowCamera.position.copy( _lightPositionWorld );
  11823. if ( isPointLight ) {
  11824. faceCount = 6;
  11825. // for point lights we set the shadow matrix to be a translation-only matrix
  11826. // equal to inverse of the light's position
  11827. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  11828. } else {
  11829. faceCount = 1;
  11830. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  11831. shadowCamera.lookAt( _lookTarget );
  11832. shadowCamera.updateMatrixWorld();
  11833. // compute shadow matrix
  11834. shadowMatrix.set(
  11835. 0.5, 0.0, 0.0, 0.5,
  11836. 0.0, 0.5, 0.0, 0.5,
  11837. 0.0, 0.0, 0.5, 0.5,
  11838. 0.0, 0.0, 0.0, 1.0
  11839. );
  11840. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  11841. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  11842. }
  11843. _renderer.setRenderTarget( shadowMap );
  11844. _renderer.clear();
  11845. // render shadow map for each cube face (if omni-directional) or
  11846. // run a single pass if not
  11847. for ( var face = 0; face < faceCount; face ++ ) {
  11848. if ( isPointLight ) {
  11849. _lookTarget.copy( shadowCamera.position );
  11850. _lookTarget.add( cubeDirections[ face ] );
  11851. shadowCamera.up.copy( cubeUps[ face ] );
  11852. shadowCamera.lookAt( _lookTarget );
  11853. shadowCamera.updateMatrixWorld();
  11854. var vpDimensions = cube2DViewPorts[ face ];
  11855. _state.viewport( vpDimensions );
  11856. }
  11857. // update camera matrices and frustum
  11858. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  11859. _frustum.setFromMatrix( _projScreenMatrix );
  11860. // set object matrices & frustum culling
  11861. renderObject( scene, camera, shadowCamera, isPointLight );
  11862. }
  11863. }
  11864. scope.needsUpdate = false;
  11865. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11866. };
  11867. function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
  11868. var geometry = object.geometry;
  11869. var result = null;
  11870. var materialVariants = _depthMaterials;
  11871. var customMaterial = object.customDepthMaterial;
  11872. if ( isPointLight ) {
  11873. materialVariants = _distanceMaterials;
  11874. customMaterial = object.customDistanceMaterial;
  11875. }
  11876. if ( ! customMaterial ) {
  11877. var useMorphing = false;
  11878. if ( material.morphTargets ) {
  11879. if ( geometry && geometry.isBufferGeometry ) {
  11880. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11881. } else if ( geometry && geometry.isGeometry ) {
  11882. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11883. }
  11884. }
  11885. if ( object.isSkinnedMesh && material.skinning === false ) {
  11886. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11887. }
  11888. var useSkinning = object.isSkinnedMesh && material.skinning;
  11889. var variantIndex = 0;
  11890. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11891. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11892. result = materialVariants[ variantIndex ];
  11893. } else {
  11894. result = customMaterial;
  11895. }
  11896. if ( _renderer.localClippingEnabled &&
  11897. material.clipShadows === true &&
  11898. material.clippingPlanes.length !== 0 ) {
  11899. // in this case we need a unique material instance reflecting the
  11900. // appropriate state
  11901. var keyA = result.uuid, keyB = material.uuid;
  11902. var materialsForVariant = _materialCache[ keyA ];
  11903. if ( materialsForVariant === undefined ) {
  11904. materialsForVariant = {};
  11905. _materialCache[ keyA ] = materialsForVariant;
  11906. }
  11907. var cachedMaterial = materialsForVariant[ keyB ];
  11908. if ( cachedMaterial === undefined ) {
  11909. cachedMaterial = result.clone();
  11910. materialsForVariant[ keyB ] = cachedMaterial;
  11911. }
  11912. result = cachedMaterial;
  11913. }
  11914. result.visible = material.visible;
  11915. result.wireframe = material.wireframe;
  11916. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11917. result.clipShadows = material.clipShadows;
  11918. result.clippingPlanes = material.clippingPlanes;
  11919. result.clipIntersection = material.clipIntersection;
  11920. result.wireframeLinewidth = material.wireframeLinewidth;
  11921. result.linewidth = material.linewidth;
  11922. if ( isPointLight && result.isMeshDistanceMaterial ) {
  11923. result.referencePosition.copy( lightPositionWorld );
  11924. result.nearDistance = shadowCameraNear;
  11925. result.farDistance = shadowCameraFar;
  11926. }
  11927. return result;
  11928. }
  11929. function renderObject( object, camera, shadowCamera, isPointLight ) {
  11930. if ( object.visible === false ) return;
  11931. var visible = object.layers.test( camera.layers );
  11932. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11933. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11934. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11935. var geometry = _objects.update( object );
  11936. var material = object.material;
  11937. if ( Array.isArray( material ) ) {
  11938. var groups = geometry.groups;
  11939. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11940. var group = groups[ k ];
  11941. var groupMaterial = material[ group.materialIndex ];
  11942. if ( groupMaterial && groupMaterial.visible ) {
  11943. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11944. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11945. }
  11946. }
  11947. } else if ( material.visible ) {
  11948. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11949. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11950. }
  11951. }
  11952. }
  11953. var children = object.children;
  11954. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11955. renderObject( children[ i ], camera, shadowCamera, isPointLight );
  11956. }
  11957. }
  11958. }
  11959. /**
  11960. * @author mrdoob / http://mrdoob.com/
  11961. */
  11962. function WebGLState( gl, extensions, utils, capabilities ) {
  11963. function ColorBuffer() {
  11964. var locked = false;
  11965. var color = new Vector4();
  11966. var currentColorMask = null;
  11967. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11968. return {
  11969. setMask: function ( colorMask ) {
  11970. if ( currentColorMask !== colorMask && ! locked ) {
  11971. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11972. currentColorMask = colorMask;
  11973. }
  11974. },
  11975. setLocked: function ( lock ) {
  11976. locked = lock;
  11977. },
  11978. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11979. if ( premultipliedAlpha === true ) {
  11980. r *= a; g *= a; b *= a;
  11981. }
  11982. color.set( r, g, b, a );
  11983. if ( currentColorClear.equals( color ) === false ) {
  11984. gl.clearColor( r, g, b, a );
  11985. currentColorClear.copy( color );
  11986. }
  11987. },
  11988. reset: function () {
  11989. locked = false;
  11990. currentColorMask = null;
  11991. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11992. }
  11993. };
  11994. }
  11995. function DepthBuffer() {
  11996. var locked = false;
  11997. var currentDepthMask = null;
  11998. var currentDepthFunc = null;
  11999. var currentDepthClear = null;
  12000. return {
  12001. setTest: function ( depthTest ) {
  12002. if ( depthTest ) {
  12003. enable( 2929 );
  12004. } else {
  12005. disable( 2929 );
  12006. }
  12007. },
  12008. setMask: function ( depthMask ) {
  12009. if ( currentDepthMask !== depthMask && ! locked ) {
  12010. gl.depthMask( depthMask );
  12011. currentDepthMask = depthMask;
  12012. }
  12013. },
  12014. setFunc: function ( depthFunc ) {
  12015. if ( currentDepthFunc !== depthFunc ) {
  12016. if ( depthFunc ) {
  12017. switch ( depthFunc ) {
  12018. case NeverDepth:
  12019. gl.depthFunc( 512 );
  12020. break;
  12021. case AlwaysDepth:
  12022. gl.depthFunc( 519 );
  12023. break;
  12024. case LessDepth:
  12025. gl.depthFunc( 513 );
  12026. break;
  12027. case LessEqualDepth:
  12028. gl.depthFunc( 515 );
  12029. break;
  12030. case EqualDepth:
  12031. gl.depthFunc( 514 );
  12032. break;
  12033. case GreaterEqualDepth:
  12034. gl.depthFunc( 518 );
  12035. break;
  12036. case GreaterDepth:
  12037. gl.depthFunc( 516 );
  12038. break;
  12039. case NotEqualDepth:
  12040. gl.depthFunc( 517 );
  12041. break;
  12042. default:
  12043. gl.depthFunc( 515 );
  12044. }
  12045. } else {
  12046. gl.depthFunc( 515 );
  12047. }
  12048. currentDepthFunc = depthFunc;
  12049. }
  12050. },
  12051. setLocked: function ( lock ) {
  12052. locked = lock;
  12053. },
  12054. setClear: function ( depth ) {
  12055. if ( currentDepthClear !== depth ) {
  12056. gl.clearDepth( depth );
  12057. currentDepthClear = depth;
  12058. }
  12059. },
  12060. reset: function () {
  12061. locked = false;
  12062. currentDepthMask = null;
  12063. currentDepthFunc = null;
  12064. currentDepthClear = null;
  12065. }
  12066. };
  12067. }
  12068. function StencilBuffer() {
  12069. var locked = false;
  12070. var currentStencilMask = null;
  12071. var currentStencilFunc = null;
  12072. var currentStencilRef = null;
  12073. var currentStencilFuncMask = null;
  12074. var currentStencilFail = null;
  12075. var currentStencilZFail = null;
  12076. var currentStencilZPass = null;
  12077. var currentStencilClear = null;
  12078. return {
  12079. setTest: function ( stencilTest ) {
  12080. if ( stencilTest ) {
  12081. enable( 2960 );
  12082. } else {
  12083. disable( 2960 );
  12084. }
  12085. },
  12086. setMask: function ( stencilMask ) {
  12087. if ( currentStencilMask !== stencilMask && ! locked ) {
  12088. gl.stencilMask( stencilMask );
  12089. currentStencilMask = stencilMask;
  12090. }
  12091. },
  12092. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12093. if ( currentStencilFunc !== stencilFunc ||
  12094. currentStencilRef !== stencilRef ||
  12095. currentStencilFuncMask !== stencilMask ) {
  12096. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12097. currentStencilFunc = stencilFunc;
  12098. currentStencilRef = stencilRef;
  12099. currentStencilFuncMask = stencilMask;
  12100. }
  12101. },
  12102. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12103. if ( currentStencilFail !== stencilFail ||
  12104. currentStencilZFail !== stencilZFail ||
  12105. currentStencilZPass !== stencilZPass ) {
  12106. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12107. currentStencilFail = stencilFail;
  12108. currentStencilZFail = stencilZFail;
  12109. currentStencilZPass = stencilZPass;
  12110. }
  12111. },
  12112. setLocked: function ( lock ) {
  12113. locked = lock;
  12114. },
  12115. setClear: function ( stencil ) {
  12116. if ( currentStencilClear !== stencil ) {
  12117. gl.clearStencil( stencil );
  12118. currentStencilClear = stencil;
  12119. }
  12120. },
  12121. reset: function () {
  12122. locked = false;
  12123. currentStencilMask = null;
  12124. currentStencilFunc = null;
  12125. currentStencilRef = null;
  12126. currentStencilFuncMask = null;
  12127. currentStencilFail = null;
  12128. currentStencilZFail = null;
  12129. currentStencilZPass = null;
  12130. currentStencilClear = null;
  12131. }
  12132. };
  12133. }
  12134. //
  12135. var colorBuffer = new ColorBuffer();
  12136. var depthBuffer = new DepthBuffer();
  12137. var stencilBuffer = new StencilBuffer();
  12138. var maxVertexAttributes = gl.getParameter( 34921 );
  12139. var newAttributes = new Uint8Array( maxVertexAttributes );
  12140. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12141. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12142. var enabledCapabilities = {};
  12143. var compressedTextureFormats = null;
  12144. var currentProgram = null;
  12145. var currentBlendingEnabled = null;
  12146. var currentBlending = null;
  12147. var currentBlendEquation = null;
  12148. var currentBlendSrc = null;
  12149. var currentBlendDst = null;
  12150. var currentBlendEquationAlpha = null;
  12151. var currentBlendSrcAlpha = null;
  12152. var currentBlendDstAlpha = null;
  12153. var currentPremultipledAlpha = false;
  12154. var currentFlipSided = null;
  12155. var currentCullFace = null;
  12156. var currentLineWidth = null;
  12157. var currentPolygonOffsetFactor = null;
  12158. var currentPolygonOffsetUnits = null;
  12159. var maxTextures = gl.getParameter( 35661 );
  12160. var lineWidthAvailable = false;
  12161. var version = 0;
  12162. var glVersion = gl.getParameter( 7938 );
  12163. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12164. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12165. lineWidthAvailable = ( version >= 1.0 );
  12166. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12167. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12168. lineWidthAvailable = ( version >= 2.0 );
  12169. }
  12170. var currentTextureSlot = null;
  12171. var currentBoundTextures = {};
  12172. var currentScissor = new Vector4();
  12173. var currentViewport = new Vector4();
  12174. function createTexture( type, target, count ) {
  12175. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12176. var texture = gl.createTexture();
  12177. gl.bindTexture( type, texture );
  12178. gl.texParameteri( type, 10241, 9728 );
  12179. gl.texParameteri( type, 10240, 9728 );
  12180. for ( var i = 0; i < count; i ++ ) {
  12181. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12182. }
  12183. return texture;
  12184. }
  12185. var emptyTextures = {};
  12186. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12187. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12188. // init
  12189. colorBuffer.setClear( 0, 0, 0, 1 );
  12190. depthBuffer.setClear( 1 );
  12191. stencilBuffer.setClear( 0 );
  12192. enable( 2929 );
  12193. depthBuffer.setFunc( LessEqualDepth );
  12194. setFlipSided( false );
  12195. setCullFace( CullFaceBack );
  12196. enable( 2884 );
  12197. setBlending( NoBlending );
  12198. //
  12199. function initAttributes() {
  12200. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12201. newAttributes[ i ] = 0;
  12202. }
  12203. }
  12204. function enableAttribute( attribute ) {
  12205. enableAttributeAndDivisor( attribute, 0 );
  12206. }
  12207. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12208. newAttributes[ attribute ] = 1;
  12209. if ( enabledAttributes[ attribute ] === 0 ) {
  12210. gl.enableVertexAttribArray( attribute );
  12211. enabledAttributes[ attribute ] = 1;
  12212. }
  12213. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12214. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12215. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12216. attributeDivisors[ attribute ] = meshPerAttribute;
  12217. }
  12218. }
  12219. function disableUnusedAttributes() {
  12220. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12221. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12222. gl.disableVertexAttribArray( i );
  12223. enabledAttributes[ i ] = 0;
  12224. }
  12225. }
  12226. }
  12227. function enable( id ) {
  12228. if ( enabledCapabilities[ id ] !== true ) {
  12229. gl.enable( id );
  12230. enabledCapabilities[ id ] = true;
  12231. }
  12232. }
  12233. function disable( id ) {
  12234. if ( enabledCapabilities[ id ] !== false ) {
  12235. gl.disable( id );
  12236. enabledCapabilities[ id ] = false;
  12237. }
  12238. }
  12239. function getCompressedTextureFormats() {
  12240. if ( compressedTextureFormats === null ) {
  12241. compressedTextureFormats = [];
  12242. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12243. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12244. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12245. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12246. var formats = gl.getParameter( 34467 );
  12247. for ( var i = 0; i < formats.length; i ++ ) {
  12248. compressedTextureFormats.push( formats[ i ] );
  12249. }
  12250. }
  12251. }
  12252. return compressedTextureFormats;
  12253. }
  12254. function useProgram( program ) {
  12255. if ( currentProgram !== program ) {
  12256. gl.useProgram( program );
  12257. currentProgram = program;
  12258. return true;
  12259. }
  12260. return false;
  12261. }
  12262. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12263. if ( blending === NoBlending ) {
  12264. if ( currentBlendingEnabled ) {
  12265. disable( 3042 );
  12266. currentBlendingEnabled = false;
  12267. }
  12268. return;
  12269. }
  12270. if ( ! currentBlendingEnabled ) {
  12271. enable( 3042 );
  12272. currentBlendingEnabled = true;
  12273. }
  12274. if ( blending !== CustomBlending ) {
  12275. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12276. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12277. gl.blendEquation( 32774 );
  12278. currentBlendEquation = AddEquation;
  12279. currentBlendEquationAlpha = AddEquation;
  12280. }
  12281. if ( premultipliedAlpha ) {
  12282. switch ( blending ) {
  12283. case NormalBlending:
  12284. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12285. break;
  12286. case AdditiveBlending:
  12287. gl.blendFunc( 1, 1 );
  12288. break;
  12289. case SubtractiveBlending:
  12290. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12291. break;
  12292. case MultiplyBlending:
  12293. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12294. break;
  12295. default:
  12296. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12297. break;
  12298. }
  12299. } else {
  12300. switch ( blending ) {
  12301. case NormalBlending:
  12302. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12303. break;
  12304. case AdditiveBlending:
  12305. gl.blendFunc( 770, 1 );
  12306. break;
  12307. case SubtractiveBlending:
  12308. gl.blendFunc( 0, 769 );
  12309. break;
  12310. case MultiplyBlending:
  12311. gl.blendFunc( 0, 768 );
  12312. break;
  12313. default:
  12314. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12315. break;
  12316. }
  12317. }
  12318. currentBlendSrc = null;
  12319. currentBlendDst = null;
  12320. currentBlendSrcAlpha = null;
  12321. currentBlendDstAlpha = null;
  12322. currentBlending = blending;
  12323. currentPremultipledAlpha = premultipliedAlpha;
  12324. }
  12325. return;
  12326. }
  12327. // custom blending
  12328. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12329. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12330. blendDstAlpha = blendDstAlpha || blendDst;
  12331. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12332. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12333. currentBlendEquation = blendEquation;
  12334. currentBlendEquationAlpha = blendEquationAlpha;
  12335. }
  12336. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12337. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12338. currentBlendSrc = blendSrc;
  12339. currentBlendDst = blendDst;
  12340. currentBlendSrcAlpha = blendSrcAlpha;
  12341. currentBlendDstAlpha = blendDstAlpha;
  12342. }
  12343. currentBlending = blending;
  12344. currentPremultipledAlpha = null;
  12345. }
  12346. function setMaterial( material, frontFaceCW ) {
  12347. material.side === DoubleSide
  12348. ? disable( 2884 )
  12349. : enable( 2884 );
  12350. var flipSided = ( material.side === BackSide );
  12351. if ( frontFaceCW ) flipSided = ! flipSided;
  12352. setFlipSided( flipSided );
  12353. ( material.blending === NormalBlending && material.transparent === false )
  12354. ? setBlending( NoBlending )
  12355. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12356. depthBuffer.setFunc( material.depthFunc );
  12357. depthBuffer.setTest( material.depthTest );
  12358. depthBuffer.setMask( material.depthWrite );
  12359. colorBuffer.setMask( material.colorWrite );
  12360. var stencilWrite = material.stencilWrite;
  12361. stencilBuffer.setTest( stencilWrite );
  12362. if ( stencilWrite ) {
  12363. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilMask );
  12364. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12365. }
  12366. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12367. }
  12368. //
  12369. function setFlipSided( flipSided ) {
  12370. if ( currentFlipSided !== flipSided ) {
  12371. if ( flipSided ) {
  12372. gl.frontFace( 2304 );
  12373. } else {
  12374. gl.frontFace( 2305 );
  12375. }
  12376. currentFlipSided = flipSided;
  12377. }
  12378. }
  12379. function setCullFace( cullFace ) {
  12380. if ( cullFace !== CullFaceNone ) {
  12381. enable( 2884 );
  12382. if ( cullFace !== currentCullFace ) {
  12383. if ( cullFace === CullFaceBack ) {
  12384. gl.cullFace( 1029 );
  12385. } else if ( cullFace === CullFaceFront ) {
  12386. gl.cullFace( 1028 );
  12387. } else {
  12388. gl.cullFace( 1032 );
  12389. }
  12390. }
  12391. } else {
  12392. disable( 2884 );
  12393. }
  12394. currentCullFace = cullFace;
  12395. }
  12396. function setLineWidth( width ) {
  12397. if ( width !== currentLineWidth ) {
  12398. if ( lineWidthAvailable ) gl.lineWidth( width );
  12399. currentLineWidth = width;
  12400. }
  12401. }
  12402. function setPolygonOffset( polygonOffset, factor, units ) {
  12403. if ( polygonOffset ) {
  12404. enable( 32823 );
  12405. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12406. gl.polygonOffset( factor, units );
  12407. currentPolygonOffsetFactor = factor;
  12408. currentPolygonOffsetUnits = units;
  12409. }
  12410. } else {
  12411. disable( 32823 );
  12412. }
  12413. }
  12414. function setScissorTest( scissorTest ) {
  12415. if ( scissorTest ) {
  12416. enable( 3089 );
  12417. } else {
  12418. disable( 3089 );
  12419. }
  12420. }
  12421. // texture
  12422. function activeTexture( webglSlot ) {
  12423. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  12424. if ( currentTextureSlot !== webglSlot ) {
  12425. gl.activeTexture( webglSlot );
  12426. currentTextureSlot = webglSlot;
  12427. }
  12428. }
  12429. function bindTexture( webglType, webglTexture ) {
  12430. if ( currentTextureSlot === null ) {
  12431. activeTexture();
  12432. }
  12433. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12434. if ( boundTexture === undefined ) {
  12435. boundTexture = { type: undefined, texture: undefined };
  12436. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12437. }
  12438. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12439. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12440. boundTexture.type = webglType;
  12441. boundTexture.texture = webglTexture;
  12442. }
  12443. }
  12444. function compressedTexImage2D() {
  12445. try {
  12446. gl.compressedTexImage2D.apply( gl, arguments );
  12447. } catch ( error ) {
  12448. console.error( 'THREE.WebGLState:', error );
  12449. }
  12450. }
  12451. function texImage2D() {
  12452. try {
  12453. gl.texImage2D.apply( gl, arguments );
  12454. } catch ( error ) {
  12455. console.error( 'THREE.WebGLState:', error );
  12456. }
  12457. }
  12458. function texImage3D() {
  12459. try {
  12460. gl.texImage3D.apply( gl, arguments );
  12461. } catch ( error ) {
  12462. console.error( 'THREE.WebGLState:', error );
  12463. }
  12464. }
  12465. //
  12466. function scissor( scissor ) {
  12467. if ( currentScissor.equals( scissor ) === false ) {
  12468. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12469. currentScissor.copy( scissor );
  12470. }
  12471. }
  12472. function viewport( viewport ) {
  12473. if ( currentViewport.equals( viewport ) === false ) {
  12474. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12475. currentViewport.copy( viewport );
  12476. }
  12477. }
  12478. //
  12479. function reset() {
  12480. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12481. if ( enabledAttributes[ i ] === 1 ) {
  12482. gl.disableVertexAttribArray( i );
  12483. enabledAttributes[ i ] = 0;
  12484. }
  12485. }
  12486. enabledCapabilities = {};
  12487. compressedTextureFormats = null;
  12488. currentTextureSlot = null;
  12489. currentBoundTextures = {};
  12490. currentProgram = null;
  12491. currentBlending = null;
  12492. currentFlipSided = null;
  12493. currentCullFace = null;
  12494. colorBuffer.reset();
  12495. depthBuffer.reset();
  12496. stencilBuffer.reset();
  12497. }
  12498. return {
  12499. buffers: {
  12500. color: colorBuffer,
  12501. depth: depthBuffer,
  12502. stencil: stencilBuffer
  12503. },
  12504. initAttributes: initAttributes,
  12505. enableAttribute: enableAttribute,
  12506. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12507. disableUnusedAttributes: disableUnusedAttributes,
  12508. enable: enable,
  12509. disable: disable,
  12510. getCompressedTextureFormats: getCompressedTextureFormats,
  12511. useProgram: useProgram,
  12512. setBlending: setBlending,
  12513. setMaterial: setMaterial,
  12514. setFlipSided: setFlipSided,
  12515. setCullFace: setCullFace,
  12516. setLineWidth: setLineWidth,
  12517. setPolygonOffset: setPolygonOffset,
  12518. setScissorTest: setScissorTest,
  12519. activeTexture: activeTexture,
  12520. bindTexture: bindTexture,
  12521. compressedTexImage2D: compressedTexImage2D,
  12522. texImage2D: texImage2D,
  12523. texImage3D: texImage3D,
  12524. scissor: scissor,
  12525. viewport: viewport,
  12526. reset: reset
  12527. };
  12528. }
  12529. /**
  12530. * @author mrdoob / http://mrdoob.com/
  12531. */
  12532. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12533. var _videoTextures = {};
  12534. var _canvas;
  12535. //
  12536. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12537. function createCanvas( width, height ) {
  12538. // Use OffscreenCanvas when available. Specially needed in web workers
  12539. return useOffscreenCanvas ?
  12540. new OffscreenCanvas( width, height ) :
  12541. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12542. }
  12543. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12544. var scale = 1;
  12545. // handle case if texture exceeds max size
  12546. if ( image.width > maxSize || image.height > maxSize ) {
  12547. scale = maxSize / Math.max( image.width, image.height );
  12548. }
  12549. // only perform resize if necessary
  12550. if ( scale < 1 || needsPowerOfTwo === true ) {
  12551. // only perform resize for certain image types
  12552. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12553. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12554. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12555. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12556. var width = floor( scale * image.width );
  12557. var height = floor( scale * image.height );
  12558. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12559. // cube textures can't reuse the same canvas
  12560. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12561. canvas.width = width;
  12562. canvas.height = height;
  12563. var context = canvas.getContext( '2d' );
  12564. context.drawImage( image, 0, 0, width, height );
  12565. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12566. return canvas;
  12567. } else {
  12568. if ( 'data' in image ) {
  12569. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12570. }
  12571. return image;
  12572. }
  12573. }
  12574. return image;
  12575. }
  12576. function isPowerOfTwo( image ) {
  12577. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12578. }
  12579. function textureNeedsPowerOfTwo( texture ) {
  12580. if ( capabilities.isWebGL2 ) return false;
  12581. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12582. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12583. }
  12584. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12585. return texture.generateMipmaps && supportsMips &&
  12586. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12587. }
  12588. function generateMipmap( target, texture, width, height ) {
  12589. _gl.generateMipmap( target );
  12590. var textureProperties = properties.get( texture );
  12591. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12592. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12593. }
  12594. function getInternalFormat( glFormat, glType ) {
  12595. if ( ! capabilities.isWebGL2 ) return glFormat;
  12596. var internalFormat = glFormat;
  12597. if ( glFormat === 6403 ) {
  12598. if ( glType === 5126 ) internalFormat = 33326;
  12599. if ( glType === 5131 ) internalFormat = 33325;
  12600. if ( glType === 5121 ) internalFormat = 33321;
  12601. }
  12602. if ( glFormat === 6407 ) {
  12603. if ( glType === 5126 ) internalFormat = 34837;
  12604. if ( glType === 5131 ) internalFormat = 34843;
  12605. if ( glType === 5121 ) internalFormat = 32849;
  12606. }
  12607. if ( glFormat === 6408 ) {
  12608. if ( glType === 5126 ) internalFormat = 34836;
  12609. if ( glType === 5131 ) internalFormat = 34842;
  12610. if ( glType === 5121 ) internalFormat = 32856;
  12611. }
  12612. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12613. internalFormat === 34842 || internalFormat === 34836 ) {
  12614. extensions.get( 'EXT_color_buffer_float' );
  12615. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12616. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12617. }
  12618. return internalFormat;
  12619. }
  12620. // Fallback filters for non-power-of-2 textures
  12621. function filterFallback( f ) {
  12622. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12623. return 9728;
  12624. }
  12625. return 9729;
  12626. }
  12627. //
  12628. function onTextureDispose( event ) {
  12629. var texture = event.target;
  12630. texture.removeEventListener( 'dispose', onTextureDispose );
  12631. deallocateTexture( texture );
  12632. if ( texture.isVideoTexture ) {
  12633. delete _videoTextures[ texture.id ];
  12634. }
  12635. info.memory.textures --;
  12636. }
  12637. function onRenderTargetDispose( event ) {
  12638. var renderTarget = event.target;
  12639. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12640. deallocateRenderTarget( renderTarget );
  12641. info.memory.textures --;
  12642. }
  12643. //
  12644. function deallocateTexture( texture ) {
  12645. var textureProperties = properties.get( texture );
  12646. if ( textureProperties.__webglInit === undefined ) return;
  12647. _gl.deleteTexture( textureProperties.__webglTexture );
  12648. properties.remove( texture );
  12649. }
  12650. function deallocateRenderTarget( renderTarget ) {
  12651. var renderTargetProperties = properties.get( renderTarget );
  12652. var textureProperties = properties.get( renderTarget.texture );
  12653. if ( ! renderTarget ) return;
  12654. if ( textureProperties.__webglTexture !== undefined ) {
  12655. _gl.deleteTexture( textureProperties.__webglTexture );
  12656. }
  12657. if ( renderTarget.depthTexture ) {
  12658. renderTarget.depthTexture.dispose();
  12659. }
  12660. if ( renderTarget.isWebGLRenderTargetCube ) {
  12661. for ( var i = 0; i < 6; i ++ ) {
  12662. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12663. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12664. }
  12665. } else {
  12666. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12667. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12668. }
  12669. properties.remove( renderTarget.texture );
  12670. properties.remove( renderTarget );
  12671. }
  12672. //
  12673. var textureUnits = 0;
  12674. function resetTextureUnits() {
  12675. textureUnits = 0;
  12676. }
  12677. function allocateTextureUnit() {
  12678. var textureUnit = textureUnits;
  12679. if ( textureUnit >= capabilities.maxTextures ) {
  12680. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12681. }
  12682. textureUnits += 1;
  12683. return textureUnit;
  12684. }
  12685. //
  12686. function setTexture2D( texture, slot ) {
  12687. var textureProperties = properties.get( texture );
  12688. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12689. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12690. var image = texture.image;
  12691. if ( image === undefined ) {
  12692. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12693. } else if ( image.complete === false ) {
  12694. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12695. } else {
  12696. uploadTexture( textureProperties, texture, slot );
  12697. return;
  12698. }
  12699. }
  12700. state.activeTexture( 33984 + slot );
  12701. state.bindTexture( 3553, textureProperties.__webglTexture );
  12702. }
  12703. function setTexture2DArray( texture, slot ) {
  12704. var textureProperties = properties.get( texture );
  12705. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12706. uploadTexture( textureProperties, texture, slot );
  12707. return;
  12708. }
  12709. state.activeTexture( 33984 + slot );
  12710. state.bindTexture( 35866, textureProperties.__webglTexture );
  12711. }
  12712. function setTexture3D( texture, slot ) {
  12713. var textureProperties = properties.get( texture );
  12714. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12715. uploadTexture( textureProperties, texture, slot );
  12716. return;
  12717. }
  12718. state.activeTexture( 33984 + slot );
  12719. state.bindTexture( 32879, textureProperties.__webglTexture );
  12720. }
  12721. function setTextureCube( texture, slot ) {
  12722. var textureProperties = properties.get( texture );
  12723. if ( texture.image.length === 6 ) {
  12724. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12725. initTexture( textureProperties, texture );
  12726. state.activeTexture( 33984 + slot );
  12727. state.bindTexture( 34067, textureProperties.__webglTexture );
  12728. _gl.pixelStorei( 37440, texture.flipY );
  12729. var isCompressed = ( texture && texture.isCompressedTexture );
  12730. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12731. var cubeImage = [];
  12732. for ( var i = 0; i < 6; i ++ ) {
  12733. if ( ! isCompressed && ! isDataTexture ) {
  12734. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12735. } else {
  12736. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12737. }
  12738. }
  12739. var image = cubeImage[ 0 ],
  12740. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12741. glFormat = utils.convert( texture.format ),
  12742. glType = utils.convert( texture.type ),
  12743. glInternalFormat = getInternalFormat( glFormat, glType );
  12744. setTextureParameters( 34067, texture, supportsMips );
  12745. for ( var i = 0; i < 6; i ++ ) {
  12746. if ( ! isCompressed ) {
  12747. if ( isDataTexture ) {
  12748. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12749. } else {
  12750. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12751. }
  12752. } else {
  12753. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  12754. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  12755. mipmap = mipmaps[ j ];
  12756. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12757. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12758. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12759. } else {
  12760. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12761. }
  12762. } else {
  12763. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12764. }
  12765. }
  12766. }
  12767. }
  12768. if ( ! isCompressed ) {
  12769. textureProperties.__maxMipLevel = 0;
  12770. } else {
  12771. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12772. }
  12773. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12774. // We assume images for cube map have the same size.
  12775. generateMipmap( 34067, texture, image.width, image.height );
  12776. }
  12777. textureProperties.__version = texture.version;
  12778. if ( texture.onUpdate ) texture.onUpdate( texture );
  12779. } else {
  12780. state.activeTexture( 33984 + slot );
  12781. state.bindTexture( 34067, textureProperties.__webglTexture );
  12782. }
  12783. }
  12784. }
  12785. function setTextureCubeDynamic( texture, slot ) {
  12786. state.activeTexture( 33984 + slot );
  12787. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12788. }
  12789. function setTextureParameters( textureType, texture, supportsMips ) {
  12790. var extension;
  12791. if ( supportsMips ) {
  12792. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12793. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12794. if ( textureType === 32879 || textureType === 35866 ) {
  12795. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12796. }
  12797. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12798. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12799. } else {
  12800. _gl.texParameteri( textureType, 10242, 33071 );
  12801. _gl.texParameteri( textureType, 10243, 33071 );
  12802. if ( textureType === 32879 || textureType === 35866 ) {
  12803. _gl.texParameteri( textureType, 32882, 33071 );
  12804. }
  12805. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12806. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12807. }
  12808. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12809. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12810. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12811. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12812. }
  12813. }
  12814. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12815. if ( extension ) {
  12816. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12817. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12818. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12819. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12820. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12821. }
  12822. }
  12823. }
  12824. function initTexture( textureProperties, texture ) {
  12825. if ( textureProperties.__webglInit === undefined ) {
  12826. textureProperties.__webglInit = true;
  12827. texture.addEventListener( 'dispose', onTextureDispose );
  12828. textureProperties.__webglTexture = _gl.createTexture();
  12829. info.memory.textures ++;
  12830. }
  12831. }
  12832. function uploadTexture( textureProperties, texture, slot ) {
  12833. var textureType = 3553;
  12834. if ( texture.isDataTexture2DArray ) textureType = 35866;
  12835. if ( texture.isDataTexture3D ) textureType = 32879;
  12836. initTexture( textureProperties, texture );
  12837. state.activeTexture( 33984 + slot );
  12838. state.bindTexture( textureType, textureProperties.__webglTexture );
  12839. _gl.pixelStorei( 37440, texture.flipY );
  12840. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12841. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12842. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12843. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12844. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12845. glFormat = utils.convert( texture.format ),
  12846. glType = utils.convert( texture.type ),
  12847. glInternalFormat = getInternalFormat( glFormat, glType );
  12848. setTextureParameters( textureType, texture, supportsMips );
  12849. var mipmap, mipmaps = texture.mipmaps;
  12850. if ( texture.isDepthTexture ) {
  12851. // populate depth texture with dummy data
  12852. glInternalFormat = 6402;
  12853. if ( texture.type === FloatType ) {
  12854. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12855. glInternalFormat = 36012;
  12856. } else if ( capabilities.isWebGL2 ) {
  12857. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12858. glInternalFormat = 33189;
  12859. }
  12860. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12861. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12862. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12863. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12864. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12865. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12866. texture.type = UnsignedShortType;
  12867. glType = utils.convert( texture.type );
  12868. }
  12869. }
  12870. // Depth stencil textures need the DEPTH_STENCIL internal format
  12871. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12872. if ( texture.format === DepthStencilFormat ) {
  12873. glInternalFormat = 34041;
  12874. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12875. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12876. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12877. if ( texture.type !== UnsignedInt248Type ) {
  12878. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12879. texture.type = UnsignedInt248Type;
  12880. glType = utils.convert( texture.type );
  12881. }
  12882. }
  12883. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12884. } else if ( texture.isDataTexture ) {
  12885. // use manually created mipmaps if available
  12886. // if there are no manual mipmaps
  12887. // set 0 level mipmap and then use GL to generate other mipmap levels
  12888. if ( mipmaps.length > 0 && supportsMips ) {
  12889. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12890. mipmap = mipmaps[ i ];
  12891. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12892. }
  12893. texture.generateMipmaps = false;
  12894. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12895. } else {
  12896. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12897. textureProperties.__maxMipLevel = 0;
  12898. }
  12899. } else if ( texture.isCompressedTexture ) {
  12900. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12901. mipmap = mipmaps[ i ];
  12902. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12903. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12904. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12905. } else {
  12906. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12907. }
  12908. } else {
  12909. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12910. }
  12911. }
  12912. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12913. } else if ( texture.isDataTexture2DArray ) {
  12914. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12915. textureProperties.__maxMipLevel = 0;
  12916. } else if ( texture.isDataTexture3D ) {
  12917. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12918. textureProperties.__maxMipLevel = 0;
  12919. } else {
  12920. // regular Texture (image, video, canvas)
  12921. // use manually created mipmaps if available
  12922. // if there are no manual mipmaps
  12923. // set 0 level mipmap and then use GL to generate other mipmap levels
  12924. if ( mipmaps.length > 0 && supportsMips ) {
  12925. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12926. mipmap = mipmaps[ i ];
  12927. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12928. }
  12929. texture.generateMipmaps = false;
  12930. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12931. } else {
  12932. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12933. textureProperties.__maxMipLevel = 0;
  12934. }
  12935. }
  12936. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12937. generateMipmap( 3553, texture, image.width, image.height );
  12938. }
  12939. textureProperties.__version = texture.version;
  12940. if ( texture.onUpdate ) texture.onUpdate( texture );
  12941. }
  12942. // Render targets
  12943. // Setup storage for target texture and bind it to correct framebuffer
  12944. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12945. var glFormat = utils.convert( renderTarget.texture.format );
  12946. var glType = utils.convert( renderTarget.texture.type );
  12947. var glInternalFormat = getInternalFormat( glFormat, glType );
  12948. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12949. _gl.bindFramebuffer( 36160, framebuffer );
  12950. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12951. _gl.bindFramebuffer( 36160, null );
  12952. }
  12953. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12954. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12955. _gl.bindRenderbuffer( 36161, renderbuffer );
  12956. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12957. if ( isMultisample ) {
  12958. var samples = getRenderTargetSamples( renderTarget );
  12959. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12960. } else {
  12961. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12962. }
  12963. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12964. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12965. if ( isMultisample ) {
  12966. var samples = getRenderTargetSamples( renderTarget );
  12967. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12968. } else {
  12969. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12970. }
  12971. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12972. } else {
  12973. var glFormat = utils.convert( renderTarget.texture.format );
  12974. var glType = utils.convert( renderTarget.texture.type );
  12975. var glInternalFormat = getInternalFormat( glFormat, glType );
  12976. if ( isMultisample ) {
  12977. var samples = getRenderTargetSamples( renderTarget );
  12978. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12979. } else {
  12980. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12981. }
  12982. }
  12983. _gl.bindRenderbuffer( 36161, null );
  12984. }
  12985. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12986. function setupDepthTexture( framebuffer, renderTarget ) {
  12987. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12988. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12989. _gl.bindFramebuffer( 36160, framebuffer );
  12990. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12991. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12992. }
  12993. // upload an empty depth texture with framebuffer size
  12994. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12995. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12996. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12997. renderTarget.depthTexture.image.width = renderTarget.width;
  12998. renderTarget.depthTexture.image.height = renderTarget.height;
  12999. renderTarget.depthTexture.needsUpdate = true;
  13000. }
  13001. setTexture2D( renderTarget.depthTexture, 0 );
  13002. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13003. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13004. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13005. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13006. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13007. } else {
  13008. throw new Error( 'Unknown depthTexture format' );
  13009. }
  13010. }
  13011. // Setup GL resources for a non-texture depth buffer
  13012. function setupDepthRenderbuffer( renderTarget ) {
  13013. var renderTargetProperties = properties.get( renderTarget );
  13014. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13015. if ( renderTarget.depthTexture ) {
  13016. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  13017. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13018. } else {
  13019. if ( isCube ) {
  13020. renderTargetProperties.__webglDepthbuffer = [];
  13021. for ( var i = 0; i < 6; i ++ ) {
  13022. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13023. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13024. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13025. }
  13026. } else {
  13027. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13028. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13029. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13030. }
  13031. }
  13032. _gl.bindFramebuffer( 36160, null );
  13033. }
  13034. // Set up GL resources for the render target
  13035. function setupRenderTarget( renderTarget ) {
  13036. var renderTargetProperties = properties.get( renderTarget );
  13037. var textureProperties = properties.get( renderTarget.texture );
  13038. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13039. textureProperties.__webglTexture = _gl.createTexture();
  13040. info.memory.textures ++;
  13041. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13042. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13043. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13044. // Setup framebuffer
  13045. if ( isCube ) {
  13046. renderTargetProperties.__webglFramebuffer = [];
  13047. for ( var i = 0; i < 6; i ++ ) {
  13048. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13049. }
  13050. } else {
  13051. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13052. if ( isMultisample ) {
  13053. if ( capabilities.isWebGL2 ) {
  13054. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13055. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13056. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13057. var glFormat = utils.convert( renderTarget.texture.format );
  13058. var glType = utils.convert( renderTarget.texture.type );
  13059. var glInternalFormat = getInternalFormat( glFormat, glType );
  13060. var samples = getRenderTargetSamples( renderTarget );
  13061. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13062. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13063. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13064. _gl.bindRenderbuffer( 36161, null );
  13065. if ( renderTarget.depthBuffer ) {
  13066. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13067. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13068. }
  13069. _gl.bindFramebuffer( 36160, null );
  13070. } else {
  13071. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13072. }
  13073. }
  13074. }
  13075. // Setup color buffer
  13076. if ( isCube ) {
  13077. state.bindTexture( 34067, textureProperties.__webglTexture );
  13078. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13079. for ( var i = 0; i < 6; i ++ ) {
  13080. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13081. }
  13082. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13083. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13084. }
  13085. state.bindTexture( 34067, null );
  13086. } else {
  13087. state.bindTexture( 3553, textureProperties.__webglTexture );
  13088. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13089. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13090. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13091. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13092. }
  13093. state.bindTexture( 3553, null );
  13094. }
  13095. // Setup depth and stencil buffers
  13096. if ( renderTarget.depthBuffer ) {
  13097. setupDepthRenderbuffer( renderTarget );
  13098. }
  13099. }
  13100. function updateRenderTargetMipmap( renderTarget ) {
  13101. var texture = renderTarget.texture;
  13102. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13103. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13104. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13105. var webglTexture = properties.get( texture ).__webglTexture;
  13106. state.bindTexture( target, webglTexture );
  13107. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13108. state.bindTexture( target, null );
  13109. }
  13110. }
  13111. function updateMultisampleRenderTarget( renderTarget ) {
  13112. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13113. if ( capabilities.isWebGL2 ) {
  13114. var renderTargetProperties = properties.get( renderTarget );
  13115. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13116. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13117. var width = renderTarget.width;
  13118. var height = renderTarget.height;
  13119. var mask = 16384;
  13120. if ( renderTarget.depthBuffer ) mask |= 256;
  13121. if ( renderTarget.stencilBuffer ) mask |= 1024;
  13122. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13123. } else {
  13124. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13125. }
  13126. }
  13127. }
  13128. function getRenderTargetSamples( renderTarget ) {
  13129. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13130. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  13131. }
  13132. function updateVideoTexture( texture ) {
  13133. var id = texture.id;
  13134. var frame = info.render.frame;
  13135. // Check the last frame we updated the VideoTexture
  13136. if ( _videoTextures[ id ] !== frame ) {
  13137. _videoTextures[ id ] = frame;
  13138. texture.update();
  13139. }
  13140. }
  13141. // backwards compatibility
  13142. var warnedTexture2D = false;
  13143. var warnedTextureCube = false;
  13144. function safeSetTexture2D( texture, slot ) {
  13145. if ( texture && texture.isWebGLRenderTarget ) {
  13146. if ( warnedTexture2D === false ) {
  13147. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13148. warnedTexture2D = true;
  13149. }
  13150. texture = texture.texture;
  13151. }
  13152. setTexture2D( texture, slot );
  13153. }
  13154. function safeSetTextureCube( texture, slot ) {
  13155. if ( texture && texture.isWebGLRenderTargetCube ) {
  13156. if ( warnedTextureCube === false ) {
  13157. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13158. warnedTextureCube = true;
  13159. }
  13160. texture = texture.texture;
  13161. }
  13162. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13163. // TODO: unify these code paths
  13164. if ( ( texture && texture.isCubeTexture ) ||
  13165. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13166. // CompressedTexture can have Array in image :/
  13167. // this function alone should take care of cube textures
  13168. setTextureCube( texture, slot );
  13169. } else {
  13170. // assumed: texture property of THREE.WebGLRenderTargetCube
  13171. setTextureCubeDynamic( texture, slot );
  13172. }
  13173. }
  13174. //
  13175. this.allocateTextureUnit = allocateTextureUnit;
  13176. this.resetTextureUnits = resetTextureUnits;
  13177. this.setTexture2D = setTexture2D;
  13178. this.setTexture2DArray = setTexture2DArray;
  13179. this.setTexture3D = setTexture3D;
  13180. this.setTextureCube = setTextureCube;
  13181. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13182. this.setupRenderTarget = setupRenderTarget;
  13183. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13184. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13185. this.safeSetTexture2D = safeSetTexture2D;
  13186. this.safeSetTextureCube = safeSetTextureCube;
  13187. }
  13188. /**
  13189. * @author thespite / http://www.twitter.com/thespite
  13190. */
  13191. function WebGLUtils( gl, extensions, capabilities ) {
  13192. function convert( p ) {
  13193. var extension;
  13194. if ( p === RepeatWrapping ) return 10497;
  13195. if ( p === ClampToEdgeWrapping ) return 33071;
  13196. if ( p === MirroredRepeatWrapping ) return 33648;
  13197. if ( p === NearestFilter ) return 9728;
  13198. if ( p === NearestMipmapNearestFilter ) return 9984;
  13199. if ( p === NearestMipmapLinearFilter ) return 9986;
  13200. if ( p === LinearFilter ) return 9729;
  13201. if ( p === LinearMipmapNearestFilter ) return 9985;
  13202. if ( p === LinearMipmapLinearFilter ) return 9987;
  13203. if ( p === UnsignedByteType ) return 5121;
  13204. if ( p === UnsignedShort4444Type ) return 32819;
  13205. if ( p === UnsignedShort5551Type ) return 32820;
  13206. if ( p === UnsignedShort565Type ) return 33635;
  13207. if ( p === ByteType ) return 5120;
  13208. if ( p === ShortType ) return 5122;
  13209. if ( p === UnsignedShortType ) return 5123;
  13210. if ( p === IntType ) return 5124;
  13211. if ( p === UnsignedIntType ) return 5125;
  13212. if ( p === FloatType ) return 5126;
  13213. if ( p === HalfFloatType ) {
  13214. if ( capabilities.isWebGL2 ) return 5131;
  13215. extension = extensions.get( 'OES_texture_half_float' );
  13216. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  13217. }
  13218. if ( p === AlphaFormat ) return 6406;
  13219. if ( p === RGBFormat ) return 6407;
  13220. if ( p === RGBAFormat ) return 6408;
  13221. if ( p === LuminanceFormat ) return 6409;
  13222. if ( p === LuminanceAlphaFormat ) return 6410;
  13223. if ( p === DepthFormat ) return 6402;
  13224. if ( p === DepthStencilFormat ) return 34041;
  13225. if ( p === RedFormat ) return 6403;
  13226. if ( p === AddEquation ) return 32774;
  13227. if ( p === SubtractEquation ) return 32778;
  13228. if ( p === ReverseSubtractEquation ) return 32779;
  13229. if ( p === ZeroFactor ) return 0;
  13230. if ( p === OneFactor ) return 1;
  13231. if ( p === SrcColorFactor ) return 768;
  13232. if ( p === OneMinusSrcColorFactor ) return 769;
  13233. if ( p === SrcAlphaFactor ) return 770;
  13234. if ( p === OneMinusSrcAlphaFactor ) return 771;
  13235. if ( p === DstAlphaFactor ) return 772;
  13236. if ( p === OneMinusDstAlphaFactor ) return 773;
  13237. if ( p === DstColorFactor ) return 774;
  13238. if ( p === OneMinusDstColorFactor ) return 775;
  13239. if ( p === SrcAlphaSaturateFactor ) return 776;
  13240. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13241. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13242. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13243. if ( extension !== null ) {
  13244. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13245. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13246. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13247. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13248. }
  13249. }
  13250. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13251. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13252. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13253. if ( extension !== null ) {
  13254. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13255. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13256. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13257. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13258. }
  13259. }
  13260. if ( p === RGB_ETC1_Format ) {
  13261. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13262. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13263. }
  13264. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13265. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13266. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13267. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13268. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13269. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13270. if ( extension !== null ) {
  13271. return p;
  13272. }
  13273. }
  13274. if ( p === MinEquation || p === MaxEquation ) {
  13275. if ( capabilities.isWebGL2 ) {
  13276. if ( p === MinEquation ) return 32775;
  13277. if ( p === MaxEquation ) return 32776;
  13278. }
  13279. extension = extensions.get( 'EXT_blend_minmax' );
  13280. if ( extension !== null ) {
  13281. if ( p === MinEquation ) return extension.MIN_EXT;
  13282. if ( p === MaxEquation ) return extension.MAX_EXT;
  13283. }
  13284. }
  13285. if ( p === UnsignedInt248Type ) {
  13286. if ( capabilities.isWebGL2 ) return 34042;
  13287. extension = extensions.get( 'WEBGL_depth_texture' );
  13288. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  13289. }
  13290. return 0;
  13291. }
  13292. return { convert: convert };
  13293. }
  13294. /**
  13295. * @author mrdoob / http://mrdoob.com/
  13296. */
  13297. function Group() {
  13298. Object3D.call( this );
  13299. this.type = 'Group';
  13300. }
  13301. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13302. constructor: Group,
  13303. isGroup: true
  13304. } );
  13305. /**
  13306. * @author mrdoob / http://mrdoob.com/
  13307. */
  13308. function ArrayCamera( array ) {
  13309. PerspectiveCamera.call( this );
  13310. this.cameras = array || [];
  13311. }
  13312. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13313. constructor: ArrayCamera,
  13314. isArrayCamera: true
  13315. } );
  13316. /**
  13317. * @author jsantell / https://www.jsantell.com/
  13318. * @author mrdoob / http://mrdoob.com/
  13319. */
  13320. var cameraLPos = new Vector3();
  13321. var cameraRPos = new Vector3();
  13322. /**
  13323. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13324. * the cameras' projection and world matrices have already been set.
  13325. * And that near and far planes are identical for both cameras.
  13326. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13327. */
  13328. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13329. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13330. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13331. var ipd = cameraLPos.distanceTo( cameraRPos );
  13332. var projL = cameraL.projectionMatrix.elements;
  13333. var projR = cameraR.projectionMatrix.elements;
  13334. // VR systems will have identical far and near planes, and
  13335. // most likely identical top and bottom frustum extents.
  13336. // Use the left camera for these values.
  13337. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13338. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13339. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13340. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13341. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13342. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13343. var left = near * leftFov;
  13344. var right = near * rightFov;
  13345. // Calculate the new camera's position offset from the
  13346. // left camera. xOffset should be roughly half `ipd`.
  13347. var zOffset = ipd / ( - leftFov + rightFov );
  13348. var xOffset = zOffset * - leftFov;
  13349. // TODO: Better way to apply this offset?
  13350. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13351. camera.translateX( xOffset );
  13352. camera.translateZ( zOffset );
  13353. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13354. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13355. // Find the union of the frustum values of the cameras and scale
  13356. // the values so that the near plane's position does not change in world space,
  13357. // although must now be relative to the new union camera.
  13358. var near2 = near + zOffset;
  13359. var far2 = far + zOffset;
  13360. var left2 = left - xOffset;
  13361. var right2 = right + ( ipd - xOffset );
  13362. var top2 = topFov * far / far2 * near2;
  13363. var bottom2 = bottomFov * far / far2 * near2;
  13364. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13365. }
  13366. /**
  13367. * @author mrdoob / http://mrdoob.com/
  13368. */
  13369. function WebVRManager( renderer ) {
  13370. var renderWidth, renderHeight;
  13371. var scope = this;
  13372. var device = null;
  13373. var frameData = null;
  13374. var poseTarget = null;
  13375. var controllers = [];
  13376. var standingMatrix = new Matrix4();
  13377. var standingMatrixInverse = new Matrix4();
  13378. var framebufferScaleFactor = 1.0;
  13379. var referenceSpaceType = 'local-floor';
  13380. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13381. frameData = new window.VRFrameData();
  13382. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13383. }
  13384. var matrixWorldInverse = new Matrix4();
  13385. var tempQuaternion = new Quaternion();
  13386. var tempPosition = new Vector3();
  13387. var cameraL = new PerspectiveCamera();
  13388. cameraL.viewport = new Vector4();
  13389. cameraL.layers.enable( 1 );
  13390. var cameraR = new PerspectiveCamera();
  13391. cameraR.viewport = new Vector4();
  13392. cameraR.layers.enable( 2 );
  13393. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13394. cameraVR.layers.enable( 1 );
  13395. cameraVR.layers.enable( 2 );
  13396. //
  13397. function isPresenting() {
  13398. return device !== null && device.isPresenting === true;
  13399. }
  13400. var currentSize = new Vector2(), currentPixelRatio;
  13401. function onVRDisplayPresentChange() {
  13402. if ( isPresenting() ) {
  13403. var eyeParameters = device.getEyeParameters( 'left' );
  13404. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13405. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13406. currentPixelRatio = renderer.getPixelRatio();
  13407. renderer.getSize( currentSize );
  13408. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13409. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13410. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13411. animation.start();
  13412. scope.dispatchEvent( { type: 'sessionstart' } );
  13413. } else {
  13414. if ( scope.enabled ) {
  13415. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13416. }
  13417. animation.stop();
  13418. scope.dispatchEvent( { type: 'sessionend' } );
  13419. }
  13420. }
  13421. //
  13422. var triggers = [];
  13423. function findGamepad( id ) {
  13424. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13425. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13426. var gamepad = gamepads[ i ];
  13427. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13428. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13429. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13430. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13431. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13432. if ( j === id ) return gamepad;
  13433. j ++;
  13434. }
  13435. }
  13436. }
  13437. function updateControllers() {
  13438. for ( var i = 0; i < controllers.length; i ++ ) {
  13439. var controller = controllers[ i ];
  13440. var gamepad = findGamepad( i );
  13441. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13442. if ( gamepad.pose === null ) return;
  13443. // Pose
  13444. var pose = gamepad.pose;
  13445. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13446. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13447. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13448. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13449. controller.matrix.premultiply( standingMatrix );
  13450. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13451. controller.matrixWorldNeedsUpdate = true;
  13452. controller.visible = true;
  13453. // Trigger
  13454. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13455. if ( triggers[ i ] === undefined ) triggers[ i ] = false;
  13456. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13457. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13458. if ( triggers[ i ] === true ) {
  13459. controller.dispatchEvent( { type: 'selectstart' } );
  13460. } else {
  13461. controller.dispatchEvent( { type: 'selectend' } );
  13462. controller.dispatchEvent( { type: 'select' } );
  13463. }
  13464. }
  13465. } else {
  13466. controller.visible = false;
  13467. }
  13468. }
  13469. }
  13470. function updateViewportFromBounds( viewport, bounds ) {
  13471. if ( bounds !== null && bounds.length === 4 ) {
  13472. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13473. }
  13474. }
  13475. //
  13476. this.enabled = false;
  13477. this.getController = function ( id ) {
  13478. var controller = controllers[ id ];
  13479. if ( controller === undefined ) {
  13480. controller = new Group();
  13481. controller.matrixAutoUpdate = false;
  13482. controller.visible = false;
  13483. controllers[ id ] = controller;
  13484. }
  13485. return controller;
  13486. };
  13487. this.getDevice = function () {
  13488. return device;
  13489. };
  13490. this.setDevice = function ( value ) {
  13491. if ( value !== undefined ) device = value;
  13492. animation.setContext( value );
  13493. };
  13494. this.setFramebufferScaleFactor = function ( value ) {
  13495. framebufferScaleFactor = value;
  13496. };
  13497. this.setReferenceSpaceType = function ( value ) {
  13498. referenceSpaceType = value;
  13499. };
  13500. this.setPoseTarget = function ( object ) {
  13501. if ( object !== undefined ) poseTarget = object;
  13502. };
  13503. this.getCamera = function ( camera ) {
  13504. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13505. if ( isPresenting() === false ) {
  13506. camera.position.set( 0, userHeight, 0 );
  13507. camera.rotation.set( 0, 0, 0 );
  13508. return camera;
  13509. }
  13510. device.depthNear = camera.near;
  13511. device.depthFar = camera.far;
  13512. device.getFrameData( frameData );
  13513. //
  13514. if ( referenceSpaceType === 'local-floor' ) {
  13515. var stageParameters = device.stageParameters;
  13516. if ( stageParameters ) {
  13517. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13518. } else {
  13519. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13520. }
  13521. }
  13522. var pose = frameData.pose;
  13523. var poseObject = poseTarget !== null ? poseTarget : camera;
  13524. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13525. poseObject.matrix.copy( standingMatrix );
  13526. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13527. if ( pose.orientation !== null ) {
  13528. tempQuaternion.fromArray( pose.orientation );
  13529. poseObject.quaternion.multiply( tempQuaternion );
  13530. }
  13531. if ( pose.position !== null ) {
  13532. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13533. tempPosition.fromArray( pose.position );
  13534. tempPosition.applyQuaternion( tempQuaternion );
  13535. poseObject.position.add( tempPosition );
  13536. }
  13537. poseObject.updateMatrixWorld();
  13538. //
  13539. cameraL.near = camera.near;
  13540. cameraR.near = camera.near;
  13541. cameraL.far = camera.far;
  13542. cameraR.far = camera.far;
  13543. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13544. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13545. // TODO (mrdoob) Double check this code
  13546. standingMatrixInverse.getInverse( standingMatrix );
  13547. if ( referenceSpaceType === 'local-floor' ) {
  13548. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13549. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13550. }
  13551. var parent = poseObject.parent;
  13552. if ( parent !== null ) {
  13553. matrixWorldInverse.getInverse( parent.matrixWorld );
  13554. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13555. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13556. }
  13557. // envMap and Mirror needs camera.matrixWorld
  13558. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13559. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13560. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13561. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13562. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13563. //
  13564. var layers = device.getLayers();
  13565. if ( layers.length ) {
  13566. var layer = layers[ 0 ];
  13567. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13568. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13569. }
  13570. updateControllers();
  13571. return cameraVR;
  13572. };
  13573. this.getStandingMatrix = function () {
  13574. return standingMatrix;
  13575. };
  13576. this.isPresenting = isPresenting;
  13577. // Animation Loop
  13578. var animation = new WebGLAnimation();
  13579. this.setAnimationLoop = function ( callback ) {
  13580. animation.setAnimationLoop( callback );
  13581. if ( isPresenting() ) animation.start();
  13582. };
  13583. this.submitFrame = function () {
  13584. if ( isPresenting() ) device.submitFrame();
  13585. };
  13586. this.dispose = function () {
  13587. if ( typeof window !== 'undefined' ) {
  13588. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13589. }
  13590. };
  13591. // DEPRECATED
  13592. this.setFrameOfReferenceType = function () {
  13593. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13594. };
  13595. }
  13596. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13597. /**
  13598. * @author mrdoob / http://mrdoob.com/
  13599. */
  13600. function WebXRManager( renderer, gl ) {
  13601. var scope = this;
  13602. var session = null;
  13603. var referenceSpace = null;
  13604. var referenceSpaceType = 'local-floor';
  13605. var pose = null;
  13606. var controllers = [];
  13607. var inputSources = [];
  13608. function isPresenting() {
  13609. return session !== null && referenceSpace !== null;
  13610. }
  13611. //
  13612. var cameraL = new PerspectiveCamera();
  13613. cameraL.layers.enable( 1 );
  13614. cameraL.viewport = new Vector4();
  13615. var cameraR = new PerspectiveCamera();
  13616. cameraR.layers.enable( 2 );
  13617. cameraR.viewport = new Vector4();
  13618. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13619. cameraVR.layers.enable( 1 );
  13620. cameraVR.layers.enable( 2 );
  13621. //
  13622. this.enabled = false;
  13623. this.getController = function ( id ) {
  13624. var controller = controllers[ id ];
  13625. if ( controller === undefined ) {
  13626. controller = new Group();
  13627. controller.matrixAutoUpdate = false;
  13628. controller.visible = false;
  13629. controllers[ id ] = controller;
  13630. }
  13631. return controller;
  13632. };
  13633. //
  13634. function onSessionEvent( event ) {
  13635. for ( var i = 0; i < controllers.length; i ++ ) {
  13636. if ( inputSources[ i ] === event.inputSource ) {
  13637. controllers[ i ].dispatchEvent( { type: event.type } );
  13638. }
  13639. }
  13640. }
  13641. function onSessionEnd() {
  13642. renderer.setFramebuffer( null );
  13643. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13644. animation.stop();
  13645. scope.dispatchEvent( { type: 'sessionend' } );
  13646. }
  13647. function onRequestReferenceSpace( value ) {
  13648. referenceSpace = value;
  13649. animation.setContext( session );
  13650. animation.start();
  13651. scope.dispatchEvent( { type: 'sessionstart' } );
  13652. }
  13653. this.setFramebufferScaleFactor = function ( value ) {
  13654. };
  13655. this.setReferenceSpaceType = function ( value ) {
  13656. referenceSpaceType = value;
  13657. };
  13658. this.getSession = function () {
  13659. return session;
  13660. };
  13661. this.setSession = function ( value ) {
  13662. session = value;
  13663. if ( session !== null ) {
  13664. session.addEventListener( 'select', onSessionEvent );
  13665. session.addEventListener( 'selectstart', onSessionEvent );
  13666. session.addEventListener( 'selectend', onSessionEvent );
  13667. session.addEventListener( 'end', onSessionEnd );
  13668. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13669. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13670. //
  13671. inputSources = session.inputSources;
  13672. session.addEventListener( 'inputsourceschange', function () {
  13673. inputSources = session.inputSources;
  13674. console.log( inputSources );
  13675. for ( var i = 0; i < controllers.length; i ++ ) {
  13676. var controller = controllers[ i ];
  13677. controller.userData.inputSource = inputSources[ i ];
  13678. }
  13679. } );
  13680. }
  13681. };
  13682. function updateCamera( camera, parent ) {
  13683. if ( parent === null ) {
  13684. camera.matrixWorld.copy( camera.matrix );
  13685. } else {
  13686. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13687. }
  13688. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13689. }
  13690. this.getCamera = function ( camera ) {
  13691. if ( isPresenting() ) {
  13692. var parent = camera.parent;
  13693. var cameras = cameraVR.cameras;
  13694. updateCamera( cameraVR, parent );
  13695. for ( var i = 0; i < cameras.length; i ++ ) {
  13696. updateCamera( cameras[ i ], parent );
  13697. }
  13698. // update camera and its children
  13699. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13700. var children = camera.children;
  13701. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13702. children[ i ].updateMatrixWorld( true );
  13703. }
  13704. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13705. return cameraVR;
  13706. }
  13707. return camera;
  13708. };
  13709. this.isPresenting = isPresenting;
  13710. // Animation Loop
  13711. var onAnimationFrameCallback = null;
  13712. function onAnimationFrame( time, frame ) {
  13713. pose = frame.getViewerPose( referenceSpace );
  13714. if ( pose !== null ) {
  13715. var views = pose.views;
  13716. var baseLayer = session.renderState.baseLayer;
  13717. renderer.setFramebuffer( baseLayer.framebuffer );
  13718. for ( var i = 0; i < views.length; i ++ ) {
  13719. var view = views[ i ];
  13720. var viewport = baseLayer.getViewport( view );
  13721. var viewMatrix = view.transform.inverse.matrix;
  13722. var camera = cameraVR.cameras[ i ];
  13723. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13724. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13725. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13726. if ( i === 0 ) {
  13727. cameraVR.matrix.copy( camera.matrix );
  13728. }
  13729. }
  13730. }
  13731. //
  13732. for ( var i = 0; i < controllers.length; i ++ ) {
  13733. var controller = controllers[ i ];
  13734. var inputSource = inputSources[ i ];
  13735. if ( inputSource ) {
  13736. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13737. if ( inputPose !== null ) {
  13738. controller.matrix.fromArray( inputPose.transform.matrix );
  13739. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13740. controller.visible = true;
  13741. continue;
  13742. }
  13743. }
  13744. controller.visible = false;
  13745. }
  13746. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13747. }
  13748. var animation = new WebGLAnimation();
  13749. animation.setAnimationLoop( onAnimationFrame );
  13750. this.setAnimationLoop = function ( callback ) {
  13751. onAnimationFrameCallback = callback;
  13752. };
  13753. this.dispose = function () {};
  13754. // DEPRECATED
  13755. this.getStandingMatrix = function () {
  13756. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13757. return new Matrix4();
  13758. };
  13759. this.getDevice = function () {
  13760. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13761. };
  13762. this.setDevice = function () {
  13763. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13764. };
  13765. this.setFrameOfReferenceType = function () {
  13766. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13767. };
  13768. this.submitFrame = function () {};
  13769. }
  13770. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13771. /**
  13772. * @author supereggbert / http://www.paulbrunt.co.uk/
  13773. * @author mrdoob / http://mrdoob.com/
  13774. * @author alteredq / http://alteredqualia.com/
  13775. * @author szimek / https://github.com/szimek/
  13776. * @author tschw
  13777. */
  13778. function WebGLRenderer( parameters ) {
  13779. console.log( 'THREE.WebGLRenderer', REVISION );
  13780. parameters = parameters || {};
  13781. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13782. _context = parameters.context !== undefined ? parameters.context : null,
  13783. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13784. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13785. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13786. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13787. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13788. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13789. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13790. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13791. var currentRenderList = null;
  13792. var currentRenderState = null;
  13793. // public properties
  13794. this.domElement = _canvas;
  13795. // Debug configuration container
  13796. this.debug = {
  13797. /**
  13798. * Enables error checking and reporting when shader programs are being compiled
  13799. * @type {boolean}
  13800. */
  13801. checkShaderErrors: true
  13802. };
  13803. // clearing
  13804. this.autoClear = true;
  13805. this.autoClearColor = true;
  13806. this.autoClearDepth = true;
  13807. this.autoClearStencil = true;
  13808. // scene graph
  13809. this.sortObjects = true;
  13810. // user-defined clipping
  13811. this.clippingPlanes = [];
  13812. this.localClippingEnabled = false;
  13813. // physically based shading
  13814. this.gammaFactor = 2.0; // for backwards compatibility
  13815. this.gammaInput = false;
  13816. this.gammaOutput = false;
  13817. // physical lights
  13818. this.physicallyCorrectLights = false;
  13819. // tone mapping
  13820. this.toneMapping = LinearToneMapping;
  13821. this.toneMappingExposure = 1.0;
  13822. this.toneMappingWhitePoint = 1.0;
  13823. // morphs
  13824. this.maxMorphTargets = 8;
  13825. this.maxMorphNormals = 4;
  13826. // internal properties
  13827. var _this = this,
  13828. _isContextLost = false,
  13829. // internal state cache
  13830. _framebuffer = null,
  13831. _currentActiveCubeFace = 0,
  13832. _currentActiveMipmapLevel = 0,
  13833. _currentRenderTarget = null,
  13834. _currentFramebuffer = null,
  13835. _currentMaterialId = - 1,
  13836. // geometry and program caching
  13837. _currentGeometryProgram = {
  13838. geometry: null,
  13839. program: null,
  13840. wireframe: false
  13841. },
  13842. _currentCamera = null,
  13843. _currentArrayCamera = null,
  13844. _currentViewport = new Vector4(),
  13845. _currentScissor = new Vector4(),
  13846. _currentScissorTest = null,
  13847. //
  13848. _width = _canvas.width,
  13849. _height = _canvas.height,
  13850. _pixelRatio = 1,
  13851. _viewport = new Vector4( 0, 0, _width, _height ),
  13852. _scissor = new Vector4( 0, 0, _width, _height ),
  13853. _scissorTest = false,
  13854. // frustum
  13855. _frustum = new Frustum(),
  13856. // clipping
  13857. _clipping = new WebGLClipping(),
  13858. _clippingEnabled = false,
  13859. _localClippingEnabled = false,
  13860. // camera matrices cache
  13861. _projScreenMatrix = new Matrix4(),
  13862. _vector3 = new Vector3();
  13863. function getTargetPixelRatio() {
  13864. return _currentRenderTarget === null ? _pixelRatio : 1;
  13865. }
  13866. // initialize
  13867. var _gl;
  13868. try {
  13869. var contextAttributes = {
  13870. alpha: _alpha,
  13871. depth: _depth,
  13872. stencil: _stencil,
  13873. antialias: _antialias,
  13874. premultipliedAlpha: _premultipliedAlpha,
  13875. preserveDrawingBuffer: _preserveDrawingBuffer,
  13876. powerPreference: _powerPreference,
  13877. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  13878. xrCompatible: true
  13879. };
  13880. // event listeners must be registered before WebGL context is created, see #12753
  13881. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13882. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13883. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13884. if ( _gl === null ) {
  13885. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13886. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13887. } else {
  13888. throw new Error( 'Error creating WebGL context.' );
  13889. }
  13890. }
  13891. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13892. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13893. _gl.getShaderPrecisionFormat = function () {
  13894. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13895. };
  13896. }
  13897. } catch ( error ) {
  13898. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13899. throw error;
  13900. }
  13901. var extensions, capabilities, state, info;
  13902. var properties, textures, attributes, geometries, objects;
  13903. var programCache, renderLists, renderStates;
  13904. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13905. var utils;
  13906. function initGLContext() {
  13907. extensions = new WebGLExtensions( _gl );
  13908. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13909. if ( ! capabilities.isWebGL2 ) {
  13910. extensions.get( 'WEBGL_depth_texture' );
  13911. extensions.get( 'OES_texture_float' );
  13912. extensions.get( 'OES_texture_half_float' );
  13913. extensions.get( 'OES_texture_half_float_linear' );
  13914. extensions.get( 'OES_standard_derivatives' );
  13915. extensions.get( 'OES_element_index_uint' );
  13916. extensions.get( 'ANGLE_instanced_arrays' );
  13917. }
  13918. extensions.get( 'OES_texture_float_linear' );
  13919. utils = new WebGLUtils( _gl, extensions, capabilities );
  13920. state = new WebGLState( _gl, extensions, utils, capabilities );
  13921. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13922. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13923. info = new WebGLInfo( _gl );
  13924. properties = new WebGLProperties();
  13925. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13926. attributes = new WebGLAttributes( _gl );
  13927. geometries = new WebGLGeometries( _gl, attributes, info );
  13928. objects = new WebGLObjects( geometries, info );
  13929. morphtargets = new WebGLMorphtargets( _gl );
  13930. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13931. renderLists = new WebGLRenderLists();
  13932. renderStates = new WebGLRenderStates();
  13933. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13934. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13935. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13936. info.programs = programCache.programs;
  13937. _this.capabilities = capabilities;
  13938. _this.extensions = extensions;
  13939. _this.properties = properties;
  13940. _this.renderLists = renderLists;
  13941. _this.state = state;
  13942. _this.info = info;
  13943. }
  13944. initGLContext();
  13945. // vr
  13946. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  13947. this.vr = vr;
  13948. // shadow map
  13949. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13950. this.shadowMap = shadowMap;
  13951. // API
  13952. this.getContext = function () {
  13953. return _gl;
  13954. };
  13955. this.getContextAttributes = function () {
  13956. return _gl.getContextAttributes();
  13957. };
  13958. this.forceContextLoss = function () {
  13959. var extension = extensions.get( 'WEBGL_lose_context' );
  13960. if ( extension ) extension.loseContext();
  13961. };
  13962. this.forceContextRestore = function () {
  13963. var extension = extensions.get( 'WEBGL_lose_context' );
  13964. if ( extension ) extension.restoreContext();
  13965. };
  13966. this.getPixelRatio = function () {
  13967. return _pixelRatio;
  13968. };
  13969. this.setPixelRatio = function ( value ) {
  13970. if ( value === undefined ) return;
  13971. _pixelRatio = value;
  13972. this.setSize( _width, _height, false );
  13973. };
  13974. this.getSize = function ( target ) {
  13975. if ( target === undefined ) {
  13976. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13977. target = new Vector2();
  13978. }
  13979. return target.set( _width, _height );
  13980. };
  13981. this.setSize = function ( width, height, updateStyle ) {
  13982. if ( vr.isPresenting() ) {
  13983. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13984. return;
  13985. }
  13986. _width = width;
  13987. _height = height;
  13988. _canvas.width = Math.floor( width * _pixelRatio );
  13989. _canvas.height = Math.floor( height * _pixelRatio );
  13990. if ( updateStyle !== false ) {
  13991. _canvas.style.width = width + 'px';
  13992. _canvas.style.height = height + 'px';
  13993. }
  13994. this.setViewport( 0, 0, width, height );
  13995. };
  13996. this.getDrawingBufferSize = function ( target ) {
  13997. if ( target === undefined ) {
  13998. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13999. target = new Vector2();
  14000. }
  14001. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14002. };
  14003. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14004. _width = width;
  14005. _height = height;
  14006. _pixelRatio = pixelRatio;
  14007. _canvas.width = Math.floor( width * pixelRatio );
  14008. _canvas.height = Math.floor( height * pixelRatio );
  14009. this.setViewport( 0, 0, width, height );
  14010. };
  14011. this.getCurrentViewport = function ( target ) {
  14012. if ( target === undefined ) {
  14013. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14014. target = new Vector4();
  14015. }
  14016. return target.copy( _currentViewport );
  14017. };
  14018. this.getViewport = function ( target ) {
  14019. return target.copy( _viewport );
  14020. };
  14021. this.setViewport = function ( x, y, width, height ) {
  14022. if ( x.isVector4 ) {
  14023. _viewport.set( x.x, x.y, x.z, x.w );
  14024. } else {
  14025. _viewport.set( x, y, width, height );
  14026. }
  14027. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14028. };
  14029. this.getScissor = function ( target ) {
  14030. return target.copy( _scissor );
  14031. };
  14032. this.setScissor = function ( x, y, width, height ) {
  14033. if ( x.isVector4 ) {
  14034. _scissor.set( x.x, x.y, x.z, x.w );
  14035. } else {
  14036. _scissor.set( x, y, width, height );
  14037. }
  14038. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14039. };
  14040. this.getScissorTest = function () {
  14041. return _scissorTest;
  14042. };
  14043. this.setScissorTest = function ( boolean ) {
  14044. state.setScissorTest( _scissorTest = boolean );
  14045. };
  14046. // Clearing
  14047. this.getClearColor = function () {
  14048. return background.getClearColor();
  14049. };
  14050. this.setClearColor = function () {
  14051. background.setClearColor.apply( background, arguments );
  14052. };
  14053. this.getClearAlpha = function () {
  14054. return background.getClearAlpha();
  14055. };
  14056. this.setClearAlpha = function () {
  14057. background.setClearAlpha.apply( background, arguments );
  14058. };
  14059. this.clear = function ( color, depth, stencil ) {
  14060. var bits = 0;
  14061. if ( color === undefined || color ) bits |= 16384;
  14062. if ( depth === undefined || depth ) bits |= 256;
  14063. if ( stencil === undefined || stencil ) bits |= 1024;
  14064. _gl.clear( bits );
  14065. };
  14066. this.clearColor = function () {
  14067. this.clear( true, false, false );
  14068. };
  14069. this.clearDepth = function () {
  14070. this.clear( false, true, false );
  14071. };
  14072. this.clearStencil = function () {
  14073. this.clear( false, false, true );
  14074. };
  14075. //
  14076. this.dispose = function () {
  14077. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14078. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14079. renderLists.dispose();
  14080. renderStates.dispose();
  14081. properties.dispose();
  14082. objects.dispose();
  14083. vr.dispose();
  14084. animation.stop();
  14085. };
  14086. // Events
  14087. function onContextLost( event ) {
  14088. event.preventDefault();
  14089. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14090. _isContextLost = true;
  14091. }
  14092. function onContextRestore( /* event */ ) {
  14093. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14094. _isContextLost = false;
  14095. initGLContext();
  14096. }
  14097. function onMaterialDispose( event ) {
  14098. var material = event.target;
  14099. material.removeEventListener( 'dispose', onMaterialDispose );
  14100. deallocateMaterial( material );
  14101. }
  14102. // Buffer deallocation
  14103. function deallocateMaterial( material ) {
  14104. releaseMaterialProgramReference( material );
  14105. properties.remove( material );
  14106. }
  14107. function releaseMaterialProgramReference( material ) {
  14108. var programInfo = properties.get( material ).program;
  14109. material.program = undefined;
  14110. if ( programInfo !== undefined ) {
  14111. programCache.releaseProgram( programInfo );
  14112. }
  14113. }
  14114. // Buffer rendering
  14115. function renderObjectImmediate( object, program ) {
  14116. object.render( function ( object ) {
  14117. _this.renderBufferImmediate( object, program );
  14118. } );
  14119. }
  14120. this.renderBufferImmediate = function ( object, program ) {
  14121. state.initAttributes();
  14122. var buffers = properties.get( object );
  14123. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  14124. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  14125. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  14126. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  14127. var programAttributes = program.getAttributes();
  14128. if ( object.hasPositions ) {
  14129. _gl.bindBuffer( 34962, buffers.position );
  14130. _gl.bufferData( 34962, object.positionArray, 35048 );
  14131. state.enableAttribute( programAttributes.position );
  14132. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14133. }
  14134. if ( object.hasNormals ) {
  14135. _gl.bindBuffer( 34962, buffers.normal );
  14136. _gl.bufferData( 34962, object.normalArray, 35048 );
  14137. state.enableAttribute( programAttributes.normal );
  14138. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14139. }
  14140. if ( object.hasUvs ) {
  14141. _gl.bindBuffer( 34962, buffers.uv );
  14142. _gl.bufferData( 34962, object.uvArray, 35048 );
  14143. state.enableAttribute( programAttributes.uv );
  14144. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14145. }
  14146. if ( object.hasColors ) {
  14147. _gl.bindBuffer( 34962, buffers.color );
  14148. _gl.bufferData( 34962, object.colorArray, 35048 );
  14149. state.enableAttribute( programAttributes.color );
  14150. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14151. }
  14152. state.disableUnusedAttributes();
  14153. _gl.drawArrays( 4, 0, object.count );
  14154. object.count = 0;
  14155. };
  14156. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14157. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14158. state.setMaterial( material, frontFaceCW );
  14159. var program = setProgram( camera, fog, material, object );
  14160. var updateBuffers = false;
  14161. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14162. _currentGeometryProgram.program !== program.id ||
  14163. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14164. _currentGeometryProgram.geometry = geometry.id;
  14165. _currentGeometryProgram.program = program.id;
  14166. _currentGeometryProgram.wireframe = material.wireframe === true;
  14167. updateBuffers = true;
  14168. }
  14169. if ( object.morphTargetInfluences ) {
  14170. morphtargets.update( object, geometry, material, program );
  14171. updateBuffers = true;
  14172. }
  14173. //
  14174. var index = geometry.index;
  14175. var position = geometry.attributes.position;
  14176. var rangeFactor = 1;
  14177. if ( material.wireframe === true ) {
  14178. index = geometries.getWireframeAttribute( geometry );
  14179. rangeFactor = 2;
  14180. }
  14181. var attribute;
  14182. var renderer = bufferRenderer;
  14183. if ( index !== null ) {
  14184. attribute = attributes.get( index );
  14185. renderer = indexedBufferRenderer;
  14186. renderer.setIndex( attribute );
  14187. }
  14188. if ( updateBuffers ) {
  14189. setupVertexAttributes( material, program, geometry );
  14190. if ( index !== null ) {
  14191. _gl.bindBuffer( 34963, attribute.buffer );
  14192. }
  14193. }
  14194. //
  14195. var dataCount = Infinity;
  14196. if ( index !== null ) {
  14197. dataCount = index.count;
  14198. } else if ( position !== undefined ) {
  14199. dataCount = position.count;
  14200. }
  14201. var rangeStart = geometry.drawRange.start * rangeFactor;
  14202. var rangeCount = geometry.drawRange.count * rangeFactor;
  14203. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14204. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14205. var drawStart = Math.max( rangeStart, groupStart );
  14206. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14207. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14208. if ( drawCount === 0 ) return;
  14209. //
  14210. if ( object.isMesh ) {
  14211. if ( material.wireframe === true ) {
  14212. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14213. renderer.setMode( 1 );
  14214. } else {
  14215. switch ( object.drawMode ) {
  14216. case TrianglesDrawMode:
  14217. renderer.setMode( 4 );
  14218. break;
  14219. case TriangleStripDrawMode:
  14220. renderer.setMode( 5 );
  14221. break;
  14222. case TriangleFanDrawMode:
  14223. renderer.setMode( 6 );
  14224. break;
  14225. }
  14226. }
  14227. } else if ( object.isLine ) {
  14228. var lineWidth = material.linewidth;
  14229. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  14230. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14231. if ( object.isLineSegments ) {
  14232. renderer.setMode( 1 );
  14233. } else if ( object.isLineLoop ) {
  14234. renderer.setMode( 2 );
  14235. } else {
  14236. renderer.setMode( 3 );
  14237. }
  14238. } else if ( object.isPoints ) {
  14239. renderer.setMode( 0 );
  14240. } else if ( object.isSprite ) {
  14241. renderer.setMode( 4 );
  14242. }
  14243. if ( geometry && geometry.isInstancedBufferGeometry ) {
  14244. if ( geometry.maxInstancedCount > 0 ) {
  14245. renderer.renderInstances( geometry, drawStart, drawCount );
  14246. }
  14247. } else {
  14248. renderer.render( drawStart, drawCount );
  14249. }
  14250. };
  14251. function setupVertexAttributes( material, program, geometry ) {
  14252. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  14253. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  14254. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  14255. return;
  14256. }
  14257. }
  14258. state.initAttributes();
  14259. var geometryAttributes = geometry.attributes;
  14260. var programAttributes = program.getAttributes();
  14261. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14262. for ( var name in programAttributes ) {
  14263. var programAttribute = programAttributes[ name ];
  14264. if ( programAttribute >= 0 ) {
  14265. var geometryAttribute = geometryAttributes[ name ];
  14266. if ( geometryAttribute !== undefined ) {
  14267. var normalized = geometryAttribute.normalized;
  14268. var size = geometryAttribute.itemSize;
  14269. var attribute = attributes.get( geometryAttribute );
  14270. // TODO Attribute may not be available on context restore
  14271. if ( attribute === undefined ) continue;
  14272. var buffer = attribute.buffer;
  14273. var type = attribute.type;
  14274. var bytesPerElement = attribute.bytesPerElement;
  14275. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14276. var data = geometryAttribute.data;
  14277. var stride = data.stride;
  14278. var offset = geometryAttribute.offset;
  14279. if ( data && data.isInstancedInterleavedBuffer ) {
  14280. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14281. if ( geometry.maxInstancedCount === undefined ) {
  14282. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14283. }
  14284. } else {
  14285. state.enableAttribute( programAttribute );
  14286. }
  14287. _gl.bindBuffer( 34962, buffer );
  14288. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14289. } else {
  14290. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14291. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14292. if ( geometry.maxInstancedCount === undefined ) {
  14293. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14294. }
  14295. } else {
  14296. state.enableAttribute( programAttribute );
  14297. }
  14298. _gl.bindBuffer( 34962, buffer );
  14299. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14300. }
  14301. } else if ( materialDefaultAttributeValues !== undefined ) {
  14302. var value = materialDefaultAttributeValues[ name ];
  14303. if ( value !== undefined ) {
  14304. switch ( value.length ) {
  14305. case 2:
  14306. _gl.vertexAttrib2fv( programAttribute, value );
  14307. break;
  14308. case 3:
  14309. _gl.vertexAttrib3fv( programAttribute, value );
  14310. break;
  14311. case 4:
  14312. _gl.vertexAttrib4fv( programAttribute, value );
  14313. break;
  14314. default:
  14315. _gl.vertexAttrib1fv( programAttribute, value );
  14316. }
  14317. }
  14318. }
  14319. }
  14320. }
  14321. state.disableUnusedAttributes();
  14322. }
  14323. // Compile
  14324. this.compile = function ( scene, camera ) {
  14325. currentRenderState = renderStates.get( scene, camera );
  14326. currentRenderState.init();
  14327. scene.traverse( function ( object ) {
  14328. if ( object.isLight ) {
  14329. currentRenderState.pushLight( object );
  14330. if ( object.castShadow ) {
  14331. currentRenderState.pushShadow( object );
  14332. }
  14333. }
  14334. } );
  14335. currentRenderState.setupLights( camera );
  14336. scene.traverse( function ( object ) {
  14337. if ( object.material ) {
  14338. if ( Array.isArray( object.material ) ) {
  14339. for ( var i = 0; i < object.material.length; i ++ ) {
  14340. initMaterial( object.material[ i ], scene.fog, object );
  14341. }
  14342. } else {
  14343. initMaterial( object.material, scene.fog, object );
  14344. }
  14345. }
  14346. } );
  14347. };
  14348. // Animation Loop
  14349. var onAnimationFrameCallback = null;
  14350. function onAnimationFrame( time ) {
  14351. if ( vr.isPresenting() ) return;
  14352. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  14353. }
  14354. var animation = new WebGLAnimation();
  14355. animation.setAnimationLoop( onAnimationFrame );
  14356. if ( typeof window !== 'undefined' ) animation.setContext( window );
  14357. this.setAnimationLoop = function ( callback ) {
  14358. onAnimationFrameCallback = callback;
  14359. vr.setAnimationLoop( callback );
  14360. animation.start();
  14361. };
  14362. // Rendering
  14363. this.render = function ( scene, camera ) {
  14364. var renderTarget, forceClear;
  14365. if ( arguments[ 2 ] !== undefined ) {
  14366. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14367. renderTarget = arguments[ 2 ];
  14368. }
  14369. if ( arguments[ 3 ] !== undefined ) {
  14370. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14371. forceClear = arguments[ 3 ];
  14372. }
  14373. if ( ! ( camera && camera.isCamera ) ) {
  14374. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14375. return;
  14376. }
  14377. if ( _isContextLost ) return;
  14378. // reset caching for this frame
  14379. _currentGeometryProgram.geometry = null;
  14380. _currentGeometryProgram.program = null;
  14381. _currentGeometryProgram.wireframe = false;
  14382. _currentMaterialId = - 1;
  14383. _currentCamera = null;
  14384. // update scene graph
  14385. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14386. // update camera matrices and frustum
  14387. if ( camera.parent === null ) camera.updateMatrixWorld();
  14388. if ( vr.enabled ) {
  14389. camera = vr.getCamera( camera );
  14390. }
  14391. //
  14392. currentRenderState = renderStates.get( scene, camera );
  14393. currentRenderState.init();
  14394. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14395. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14396. _frustum.setFromMatrix( _projScreenMatrix );
  14397. _localClippingEnabled = this.localClippingEnabled;
  14398. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14399. currentRenderList = renderLists.get( scene, camera );
  14400. currentRenderList.init();
  14401. projectObject( scene, camera, 0, _this.sortObjects );
  14402. if ( _this.sortObjects === true ) {
  14403. currentRenderList.sort();
  14404. }
  14405. //
  14406. if ( _clippingEnabled ) _clipping.beginShadows();
  14407. var shadowsArray = currentRenderState.state.shadowsArray;
  14408. shadowMap.render( shadowsArray, scene, camera );
  14409. currentRenderState.setupLights( camera );
  14410. if ( _clippingEnabled ) _clipping.endShadows();
  14411. //
  14412. if ( this.info.autoReset ) this.info.reset();
  14413. if ( renderTarget !== undefined ) {
  14414. this.setRenderTarget( renderTarget );
  14415. }
  14416. //
  14417. background.render( currentRenderList, scene, camera, forceClear );
  14418. // render scene
  14419. var opaqueObjects = currentRenderList.opaque;
  14420. var transparentObjects = currentRenderList.transparent;
  14421. if ( scene.overrideMaterial ) {
  14422. var overrideMaterial = scene.overrideMaterial;
  14423. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14424. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14425. } else {
  14426. // opaque pass (front-to-back order)
  14427. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14428. // transparent pass (back-to-front order)
  14429. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14430. }
  14431. //
  14432. scene.onAfterRender( _this, scene, camera );
  14433. //
  14434. if ( _currentRenderTarget !== null ) {
  14435. // Generate mipmap if we're using any kind of mipmap filtering
  14436. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14437. // resolve multisample renderbuffers to a single-sample texture if necessary
  14438. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14439. }
  14440. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14441. state.buffers.depth.setTest( true );
  14442. state.buffers.depth.setMask( true );
  14443. state.buffers.color.setMask( true );
  14444. state.setPolygonOffset( false );
  14445. if ( vr.enabled ) {
  14446. vr.submitFrame();
  14447. }
  14448. // _gl.finish();
  14449. currentRenderList = null;
  14450. currentRenderState = null;
  14451. };
  14452. function projectObject( object, camera, groupOrder, sortObjects ) {
  14453. if ( object.visible === false ) return;
  14454. var visible = object.layers.test( camera.layers );
  14455. if ( visible ) {
  14456. if ( object.isGroup ) {
  14457. groupOrder = object.renderOrder;
  14458. } else if ( object.isLOD ) {
  14459. if ( object.autoUpdate === true ) object.update( camera );
  14460. } else if ( object.isLight ) {
  14461. currentRenderState.pushLight( object );
  14462. if ( object.castShadow ) {
  14463. currentRenderState.pushShadow( object );
  14464. }
  14465. } else if ( object.isSprite ) {
  14466. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14467. if ( sortObjects ) {
  14468. _vector3.setFromMatrixPosition( object.matrixWorld )
  14469. .applyMatrix4( _projScreenMatrix );
  14470. }
  14471. var geometry = objects.update( object );
  14472. var material = object.material;
  14473. if ( material.visible ) {
  14474. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14475. }
  14476. }
  14477. } else if ( object.isImmediateRenderObject ) {
  14478. if ( sortObjects ) {
  14479. _vector3.setFromMatrixPosition( object.matrixWorld )
  14480. .applyMatrix4( _projScreenMatrix );
  14481. }
  14482. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14483. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14484. if ( object.isSkinnedMesh ) {
  14485. object.skeleton.update();
  14486. }
  14487. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14488. if ( sortObjects ) {
  14489. _vector3.setFromMatrixPosition( object.matrixWorld )
  14490. .applyMatrix4( _projScreenMatrix );
  14491. }
  14492. var geometry = objects.update( object );
  14493. var material = object.material;
  14494. if ( Array.isArray( material ) ) {
  14495. var groups = geometry.groups;
  14496. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14497. var group = groups[ i ];
  14498. var groupMaterial = material[ group.materialIndex ];
  14499. if ( groupMaterial && groupMaterial.visible ) {
  14500. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14501. }
  14502. }
  14503. } else if ( material.visible ) {
  14504. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14505. }
  14506. }
  14507. }
  14508. }
  14509. var children = object.children;
  14510. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14511. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14512. }
  14513. }
  14514. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14515. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14516. var renderItem = renderList[ i ];
  14517. var object = renderItem.object;
  14518. var geometry = renderItem.geometry;
  14519. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14520. var group = renderItem.group;
  14521. if ( camera.isArrayCamera ) {
  14522. _currentArrayCamera = camera;
  14523. var cameras = camera.cameras;
  14524. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14525. var camera2 = cameras[ j ];
  14526. if ( object.layers.test( camera2.layers ) ) {
  14527. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14528. currentRenderState.setupLights( camera2 );
  14529. renderObject( object, scene, camera2, geometry, material, group );
  14530. }
  14531. }
  14532. } else {
  14533. _currentArrayCamera = null;
  14534. renderObject( object, scene, camera, geometry, material, group );
  14535. }
  14536. }
  14537. }
  14538. function renderObject( object, scene, camera, geometry, material, group ) {
  14539. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14540. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14541. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14542. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14543. if ( object.isImmediateRenderObject ) {
  14544. state.setMaterial( material );
  14545. var program = setProgram( camera, scene.fog, material, object );
  14546. _currentGeometryProgram.geometry = null;
  14547. _currentGeometryProgram.program = null;
  14548. _currentGeometryProgram.wireframe = false;
  14549. renderObjectImmediate( object, program );
  14550. } else {
  14551. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14552. }
  14553. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14554. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14555. }
  14556. function initMaterial( material, fog, object ) {
  14557. var materialProperties = properties.get( material );
  14558. var lights = currentRenderState.state.lights;
  14559. var shadowsArray = currentRenderState.state.shadowsArray;
  14560. var lightsStateVersion = lights.state.version;
  14561. var parameters = programCache.getParameters(
  14562. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14563. var code = programCache.getProgramCode( material, parameters );
  14564. var program = materialProperties.program;
  14565. var programChange = true;
  14566. if ( program === undefined ) {
  14567. // new material
  14568. material.addEventListener( 'dispose', onMaterialDispose );
  14569. } else if ( program.code !== code ) {
  14570. // changed glsl or parameters
  14571. releaseMaterialProgramReference( material );
  14572. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14573. materialProperties.lightsStateVersion = lightsStateVersion;
  14574. programChange = false;
  14575. } else if ( parameters.shaderID !== undefined ) {
  14576. // same glsl and uniform list
  14577. return;
  14578. } else {
  14579. // only rebuild uniform list
  14580. programChange = false;
  14581. }
  14582. if ( programChange ) {
  14583. if ( parameters.shaderID ) {
  14584. var shader = ShaderLib[ parameters.shaderID ];
  14585. materialProperties.shader = {
  14586. name: material.type,
  14587. uniforms: cloneUniforms( shader.uniforms ),
  14588. vertexShader: shader.vertexShader,
  14589. fragmentShader: shader.fragmentShader
  14590. };
  14591. } else {
  14592. materialProperties.shader = {
  14593. name: material.type,
  14594. uniforms: material.uniforms,
  14595. vertexShader: material.vertexShader,
  14596. fragmentShader: material.fragmentShader
  14597. };
  14598. }
  14599. material.onBeforeCompile( materialProperties.shader, _this );
  14600. // Computing code again as onBeforeCompile may have changed the shaders
  14601. code = programCache.getProgramCode( material, parameters );
  14602. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14603. materialProperties.program = program;
  14604. material.program = program;
  14605. }
  14606. var programAttributes = program.getAttributes();
  14607. if ( material.morphTargets ) {
  14608. material.numSupportedMorphTargets = 0;
  14609. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14610. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14611. material.numSupportedMorphTargets ++;
  14612. }
  14613. }
  14614. }
  14615. if ( material.morphNormals ) {
  14616. material.numSupportedMorphNormals = 0;
  14617. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14618. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14619. material.numSupportedMorphNormals ++;
  14620. }
  14621. }
  14622. }
  14623. var uniforms = materialProperties.shader.uniforms;
  14624. if ( ! material.isShaderMaterial &&
  14625. ! material.isRawShaderMaterial ||
  14626. material.clipping === true ) {
  14627. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14628. materialProperties.numIntersection = _clipping.numIntersection;
  14629. uniforms.clippingPlanes = _clipping.uniform;
  14630. }
  14631. materialProperties.fog = fog;
  14632. // store the light setup it was created for
  14633. materialProperties.lightsStateVersion = lightsStateVersion;
  14634. if ( material.lights ) {
  14635. // wire up the material to this renderer's lighting state
  14636. uniforms.ambientLightColor.value = lights.state.ambient;
  14637. uniforms.lightProbe.value = lights.state.probe;
  14638. uniforms.directionalLights.value = lights.state.directional;
  14639. uniforms.spotLights.value = lights.state.spot;
  14640. uniforms.rectAreaLights.value = lights.state.rectArea;
  14641. uniforms.pointLights.value = lights.state.point;
  14642. uniforms.hemisphereLights.value = lights.state.hemi;
  14643. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14644. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14645. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14646. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14647. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14648. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14649. // TODO (abelnation): add area lights shadow info to uniforms
  14650. }
  14651. var progUniforms = materialProperties.program.getUniforms(),
  14652. uniformsList =
  14653. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14654. materialProperties.uniformsList = uniformsList;
  14655. }
  14656. function setProgram( camera, fog, material, object ) {
  14657. textures.resetTextureUnits();
  14658. var materialProperties = properties.get( material );
  14659. var lights = currentRenderState.state.lights;
  14660. if ( _clippingEnabled ) {
  14661. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14662. var useCache =
  14663. camera === _currentCamera &&
  14664. material.id === _currentMaterialId;
  14665. // we might want to call this function with some ClippingGroup
  14666. // object instead of the material, once it becomes feasible
  14667. // (#8465, #8379)
  14668. _clipping.setState(
  14669. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14670. camera, materialProperties, useCache );
  14671. }
  14672. }
  14673. if ( material.needsUpdate === false ) {
  14674. if ( materialProperties.program === undefined ) {
  14675. material.needsUpdate = true;
  14676. } else if ( material.fog && materialProperties.fog !== fog ) {
  14677. material.needsUpdate = true;
  14678. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14679. material.needsUpdate = true;
  14680. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14681. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14682. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14683. material.needsUpdate = true;
  14684. }
  14685. }
  14686. if ( material.needsUpdate ) {
  14687. initMaterial( material, fog, object );
  14688. material.needsUpdate = false;
  14689. }
  14690. var refreshProgram = false;
  14691. var refreshMaterial = false;
  14692. var refreshLights = false;
  14693. var program = materialProperties.program,
  14694. p_uniforms = program.getUniforms(),
  14695. m_uniforms = materialProperties.shader.uniforms;
  14696. if ( state.useProgram( program.program ) ) {
  14697. refreshProgram = true;
  14698. refreshMaterial = true;
  14699. refreshLights = true;
  14700. }
  14701. if ( material.id !== _currentMaterialId ) {
  14702. _currentMaterialId = material.id;
  14703. refreshMaterial = true;
  14704. }
  14705. if ( refreshProgram || _currentCamera !== camera ) {
  14706. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14707. if ( capabilities.logarithmicDepthBuffer ) {
  14708. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14709. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14710. }
  14711. if ( _currentCamera !== camera ) {
  14712. _currentCamera = camera;
  14713. // lighting uniforms depend on the camera so enforce an update
  14714. // now, in case this material supports lights - or later, when
  14715. // the next material that does gets activated:
  14716. refreshMaterial = true; // set to true on material change
  14717. refreshLights = true; // remains set until update done
  14718. }
  14719. // load material specific uniforms
  14720. // (shader material also gets them for the sake of genericity)
  14721. if ( material.isShaderMaterial ||
  14722. material.isMeshPhongMaterial ||
  14723. material.isMeshStandardMaterial ||
  14724. material.envMap ) {
  14725. var uCamPos = p_uniforms.map.cameraPosition;
  14726. if ( uCamPos !== undefined ) {
  14727. uCamPos.setValue( _gl,
  14728. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14729. }
  14730. }
  14731. if ( material.isMeshPhongMaterial ||
  14732. material.isMeshLambertMaterial ||
  14733. material.isMeshBasicMaterial ||
  14734. material.isMeshStandardMaterial ||
  14735. material.isShaderMaterial ||
  14736. material.skinning ) {
  14737. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14738. }
  14739. }
  14740. // skinning uniforms must be set even if material didn't change
  14741. // auto-setting of texture unit for bone texture must go before other textures
  14742. // not sure why, but otherwise weird things happen
  14743. if ( material.skinning ) {
  14744. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14745. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14746. var skeleton = object.skeleton;
  14747. if ( skeleton ) {
  14748. var bones = skeleton.bones;
  14749. if ( capabilities.floatVertexTextures ) {
  14750. if ( skeleton.boneTexture === undefined ) {
  14751. // layout (1 matrix = 4 pixels)
  14752. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14753. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14754. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14755. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14756. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14757. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14758. size = _Math.ceilPowerOfTwo( size );
  14759. size = Math.max( size, 4 );
  14760. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14761. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14762. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14763. boneTexture.needsUpdate = true;
  14764. skeleton.boneMatrices = boneMatrices;
  14765. skeleton.boneTexture = boneTexture;
  14766. skeleton.boneTextureSize = size;
  14767. }
  14768. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14769. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14770. } else {
  14771. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14772. }
  14773. }
  14774. }
  14775. if ( refreshMaterial ) {
  14776. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14777. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14778. if ( material.lights ) {
  14779. // the current material requires lighting info
  14780. // note: all lighting uniforms are always set correctly
  14781. // they simply reference the renderer's state for their
  14782. // values
  14783. //
  14784. // use the current material's .needsUpdate flags to set
  14785. // the GL state when required
  14786. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14787. }
  14788. // refresh uniforms common to several materials
  14789. if ( fog && material.fog ) {
  14790. refreshUniformsFog( m_uniforms, fog );
  14791. }
  14792. if ( material.isMeshBasicMaterial ) {
  14793. refreshUniformsCommon( m_uniforms, material );
  14794. } else if ( material.isMeshLambertMaterial ) {
  14795. refreshUniformsCommon( m_uniforms, material );
  14796. refreshUniformsLambert( m_uniforms, material );
  14797. } else if ( material.isMeshPhongMaterial ) {
  14798. refreshUniformsCommon( m_uniforms, material );
  14799. if ( material.isMeshToonMaterial ) {
  14800. refreshUniformsToon( m_uniforms, material );
  14801. } else {
  14802. refreshUniformsPhong( m_uniforms, material );
  14803. }
  14804. } else if ( material.isMeshStandardMaterial ) {
  14805. refreshUniformsCommon( m_uniforms, material );
  14806. if ( material.isMeshPhysicalMaterial ) {
  14807. refreshUniformsPhysical( m_uniforms, material );
  14808. } else {
  14809. refreshUniformsStandard( m_uniforms, material );
  14810. }
  14811. } else if ( material.isMeshMatcapMaterial ) {
  14812. refreshUniformsCommon( m_uniforms, material );
  14813. refreshUniformsMatcap( m_uniforms, material );
  14814. } else if ( material.isMeshDepthMaterial ) {
  14815. refreshUniformsCommon( m_uniforms, material );
  14816. refreshUniformsDepth( m_uniforms, material );
  14817. } else if ( material.isMeshDistanceMaterial ) {
  14818. refreshUniformsCommon( m_uniforms, material );
  14819. refreshUniformsDistance( m_uniforms, material );
  14820. } else if ( material.isMeshNormalMaterial ) {
  14821. refreshUniformsCommon( m_uniforms, material );
  14822. refreshUniformsNormal( m_uniforms, material );
  14823. } else if ( material.isLineBasicMaterial ) {
  14824. refreshUniformsLine( m_uniforms, material );
  14825. if ( material.isLineDashedMaterial ) {
  14826. refreshUniformsDash( m_uniforms, material );
  14827. }
  14828. } else if ( material.isPointsMaterial ) {
  14829. refreshUniformsPoints( m_uniforms, material );
  14830. } else if ( material.isSpriteMaterial ) {
  14831. refreshUniformsSprites( m_uniforms, material );
  14832. } else if ( material.isShadowMaterial ) {
  14833. m_uniforms.color.value.copy( material.color );
  14834. m_uniforms.opacity.value = material.opacity;
  14835. }
  14836. // RectAreaLight Texture
  14837. // TODO (mrdoob): Find a nicer implementation
  14838. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14839. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14840. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14841. }
  14842. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14843. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14844. material.uniformsNeedUpdate = false;
  14845. }
  14846. if ( material.isSpriteMaterial ) {
  14847. p_uniforms.setValue( _gl, 'center', object.center );
  14848. }
  14849. // common matrices
  14850. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14851. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14852. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14853. return program;
  14854. }
  14855. // Uniforms (refresh uniforms objects)
  14856. function refreshUniformsCommon( uniforms, material ) {
  14857. uniforms.opacity.value = material.opacity;
  14858. if ( material.color ) {
  14859. uniforms.diffuse.value.copy( material.color );
  14860. }
  14861. if ( material.emissive ) {
  14862. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14863. }
  14864. if ( material.map ) {
  14865. uniforms.map.value = material.map;
  14866. }
  14867. if ( material.alphaMap ) {
  14868. uniforms.alphaMap.value = material.alphaMap;
  14869. }
  14870. if ( material.specularMap ) {
  14871. uniforms.specularMap.value = material.specularMap;
  14872. }
  14873. if ( material.envMap ) {
  14874. uniforms.envMap.value = material.envMap;
  14875. // don't flip CubeTexture envMaps, flip everything else:
  14876. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14877. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14878. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14879. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14880. uniforms.reflectivity.value = material.reflectivity;
  14881. uniforms.refractionRatio.value = material.refractionRatio;
  14882. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14883. }
  14884. if ( material.lightMap ) {
  14885. uniforms.lightMap.value = material.lightMap;
  14886. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14887. }
  14888. if ( material.aoMap ) {
  14889. uniforms.aoMap.value = material.aoMap;
  14890. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14891. }
  14892. // uv repeat and offset setting priorities
  14893. // 1. color map
  14894. // 2. specular map
  14895. // 3. normal map
  14896. // 4. bump map
  14897. // 5. alpha map
  14898. // 6. emissive map
  14899. var uvScaleMap;
  14900. if ( material.map ) {
  14901. uvScaleMap = material.map;
  14902. } else if ( material.specularMap ) {
  14903. uvScaleMap = material.specularMap;
  14904. } else if ( material.displacementMap ) {
  14905. uvScaleMap = material.displacementMap;
  14906. } else if ( material.normalMap ) {
  14907. uvScaleMap = material.normalMap;
  14908. } else if ( material.bumpMap ) {
  14909. uvScaleMap = material.bumpMap;
  14910. } else if ( material.roughnessMap ) {
  14911. uvScaleMap = material.roughnessMap;
  14912. } else if ( material.metalnessMap ) {
  14913. uvScaleMap = material.metalnessMap;
  14914. } else if ( material.alphaMap ) {
  14915. uvScaleMap = material.alphaMap;
  14916. } else if ( material.emissiveMap ) {
  14917. uvScaleMap = material.emissiveMap;
  14918. }
  14919. if ( uvScaleMap !== undefined ) {
  14920. // backwards compatibility
  14921. if ( uvScaleMap.isWebGLRenderTarget ) {
  14922. uvScaleMap = uvScaleMap.texture;
  14923. }
  14924. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14925. uvScaleMap.updateMatrix();
  14926. }
  14927. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14928. }
  14929. }
  14930. function refreshUniformsLine( uniforms, material ) {
  14931. uniforms.diffuse.value.copy( material.color );
  14932. uniforms.opacity.value = material.opacity;
  14933. }
  14934. function refreshUniformsDash( uniforms, material ) {
  14935. uniforms.dashSize.value = material.dashSize;
  14936. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14937. uniforms.scale.value = material.scale;
  14938. }
  14939. function refreshUniformsPoints( uniforms, material ) {
  14940. uniforms.diffuse.value.copy( material.color );
  14941. uniforms.opacity.value = material.opacity;
  14942. uniforms.size.value = material.size * _pixelRatio;
  14943. uniforms.scale.value = _height * 0.5;
  14944. uniforms.map.value = material.map;
  14945. if ( material.map !== null ) {
  14946. if ( material.map.matrixAutoUpdate === true ) {
  14947. material.map.updateMatrix();
  14948. }
  14949. uniforms.uvTransform.value.copy( material.map.matrix );
  14950. }
  14951. }
  14952. function refreshUniformsSprites( uniforms, material ) {
  14953. uniforms.diffuse.value.copy( material.color );
  14954. uniforms.opacity.value = material.opacity;
  14955. uniforms.rotation.value = material.rotation;
  14956. uniforms.map.value = material.map;
  14957. if ( material.map !== null ) {
  14958. if ( material.map.matrixAutoUpdate === true ) {
  14959. material.map.updateMatrix();
  14960. }
  14961. uniforms.uvTransform.value.copy( material.map.matrix );
  14962. }
  14963. }
  14964. function refreshUniformsFog( uniforms, fog ) {
  14965. uniforms.fogColor.value.copy( fog.color );
  14966. if ( fog.isFog ) {
  14967. uniforms.fogNear.value = fog.near;
  14968. uniforms.fogFar.value = fog.far;
  14969. } else if ( fog.isFogExp2 ) {
  14970. uniforms.fogDensity.value = fog.density;
  14971. }
  14972. }
  14973. function refreshUniformsLambert( uniforms, material ) {
  14974. if ( material.emissiveMap ) {
  14975. uniforms.emissiveMap.value = material.emissiveMap;
  14976. }
  14977. }
  14978. function refreshUniformsPhong( uniforms, material ) {
  14979. uniforms.specular.value.copy( material.specular );
  14980. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14981. if ( material.emissiveMap ) {
  14982. uniforms.emissiveMap.value = material.emissiveMap;
  14983. }
  14984. if ( material.bumpMap ) {
  14985. uniforms.bumpMap.value = material.bumpMap;
  14986. uniforms.bumpScale.value = material.bumpScale;
  14987. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14988. }
  14989. if ( material.normalMap ) {
  14990. uniforms.normalMap.value = material.normalMap;
  14991. uniforms.normalScale.value.copy( material.normalScale );
  14992. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14993. }
  14994. if ( material.displacementMap ) {
  14995. uniforms.displacementMap.value = material.displacementMap;
  14996. uniforms.displacementScale.value = material.displacementScale;
  14997. uniforms.displacementBias.value = material.displacementBias;
  14998. }
  14999. }
  15000. function refreshUniformsToon( uniforms, material ) {
  15001. refreshUniformsPhong( uniforms, material );
  15002. if ( material.gradientMap ) {
  15003. uniforms.gradientMap.value = material.gradientMap;
  15004. }
  15005. }
  15006. function refreshUniformsStandard( uniforms, material ) {
  15007. uniforms.roughness.value = material.roughness;
  15008. uniforms.metalness.value = material.metalness;
  15009. if ( material.roughnessMap ) {
  15010. uniforms.roughnessMap.value = material.roughnessMap;
  15011. }
  15012. if ( material.metalnessMap ) {
  15013. uniforms.metalnessMap.value = material.metalnessMap;
  15014. }
  15015. if ( material.emissiveMap ) {
  15016. uniforms.emissiveMap.value = material.emissiveMap;
  15017. }
  15018. if ( material.bumpMap ) {
  15019. uniforms.bumpMap.value = material.bumpMap;
  15020. uniforms.bumpScale.value = material.bumpScale;
  15021. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  15022. }
  15023. if ( material.normalMap ) {
  15024. uniforms.normalMap.value = material.normalMap;
  15025. uniforms.normalScale.value.copy( material.normalScale );
  15026. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15027. }
  15028. if ( material.displacementMap ) {
  15029. uniforms.displacementMap.value = material.displacementMap;
  15030. uniforms.displacementScale.value = material.displacementScale;
  15031. uniforms.displacementBias.value = material.displacementBias;
  15032. }
  15033. if ( material.envMap ) {
  15034. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15035. uniforms.envMapIntensity.value = material.envMapIntensity;
  15036. }
  15037. }
  15038. function refreshUniformsPhysical( uniforms, material ) {
  15039. refreshUniformsStandard( uniforms, material );
  15040. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15041. uniforms.clearCoat.value = material.clearCoat;
  15042. uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
  15043. }
  15044. function refreshUniformsMatcap( uniforms, material ) {
  15045. if ( material.matcap ) {
  15046. uniforms.matcap.value = material.matcap;
  15047. }
  15048. if ( material.bumpMap ) {
  15049. uniforms.bumpMap.value = material.bumpMap;
  15050. uniforms.bumpScale.value = material.bumpScale;
  15051. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  15052. }
  15053. if ( material.normalMap ) {
  15054. uniforms.normalMap.value = material.normalMap;
  15055. uniforms.normalScale.value.copy( material.normalScale );
  15056. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15057. }
  15058. if ( material.displacementMap ) {
  15059. uniforms.displacementMap.value = material.displacementMap;
  15060. uniforms.displacementScale.value = material.displacementScale;
  15061. uniforms.displacementBias.value = material.displacementBias;
  15062. }
  15063. }
  15064. function refreshUniformsDepth( uniforms, material ) {
  15065. if ( material.displacementMap ) {
  15066. uniforms.displacementMap.value = material.displacementMap;
  15067. uniforms.displacementScale.value = material.displacementScale;
  15068. uniforms.displacementBias.value = material.displacementBias;
  15069. }
  15070. }
  15071. function refreshUniformsDistance( uniforms, material ) {
  15072. if ( material.displacementMap ) {
  15073. uniforms.displacementMap.value = material.displacementMap;
  15074. uniforms.displacementScale.value = material.displacementScale;
  15075. uniforms.displacementBias.value = material.displacementBias;
  15076. }
  15077. uniforms.referencePosition.value.copy( material.referencePosition );
  15078. uniforms.nearDistance.value = material.nearDistance;
  15079. uniforms.farDistance.value = material.farDistance;
  15080. }
  15081. function refreshUniformsNormal( uniforms, material ) {
  15082. if ( material.bumpMap ) {
  15083. uniforms.bumpMap.value = material.bumpMap;
  15084. uniforms.bumpScale.value = material.bumpScale;
  15085. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  15086. }
  15087. if ( material.normalMap ) {
  15088. uniforms.normalMap.value = material.normalMap;
  15089. uniforms.normalScale.value.copy( material.normalScale );
  15090. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15091. }
  15092. if ( material.displacementMap ) {
  15093. uniforms.displacementMap.value = material.displacementMap;
  15094. uniforms.displacementScale.value = material.displacementScale;
  15095. uniforms.displacementBias.value = material.displacementBias;
  15096. }
  15097. }
  15098. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15099. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15100. uniforms.ambientLightColor.needsUpdate = value;
  15101. uniforms.lightProbe.needsUpdate = value;
  15102. uniforms.directionalLights.needsUpdate = value;
  15103. uniforms.pointLights.needsUpdate = value;
  15104. uniforms.spotLights.needsUpdate = value;
  15105. uniforms.rectAreaLights.needsUpdate = value;
  15106. uniforms.hemisphereLights.needsUpdate = value;
  15107. }
  15108. //
  15109. this.setFramebuffer = function ( value ) {
  15110. if ( _framebuffer !== value ) _gl.bindFramebuffer( 36160, value );
  15111. _framebuffer = value;
  15112. };
  15113. this.getActiveCubeFace = function () {
  15114. return _currentActiveCubeFace;
  15115. };
  15116. this.getActiveMipmapLevel = function () {
  15117. return _currentActiveMipmapLevel;
  15118. };
  15119. this.getRenderTarget = function () {
  15120. return _currentRenderTarget;
  15121. };
  15122. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15123. _currentRenderTarget = renderTarget;
  15124. _currentActiveCubeFace = activeCubeFace;
  15125. _currentActiveMipmapLevel = activeMipmapLevel;
  15126. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15127. textures.setupRenderTarget( renderTarget );
  15128. }
  15129. var framebuffer = _framebuffer;
  15130. var isCube = false;
  15131. if ( renderTarget ) {
  15132. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15133. if ( renderTarget.isWebGLRenderTargetCube ) {
  15134. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15135. isCube = true;
  15136. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15137. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15138. } else {
  15139. framebuffer = __webglFramebuffer;
  15140. }
  15141. _currentViewport.copy( renderTarget.viewport );
  15142. _currentScissor.copy( renderTarget.scissor );
  15143. _currentScissorTest = renderTarget.scissorTest;
  15144. } else {
  15145. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15146. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15147. _currentScissorTest = _scissorTest;
  15148. }
  15149. if ( _currentFramebuffer !== framebuffer ) {
  15150. _gl.bindFramebuffer( 36160, framebuffer );
  15151. _currentFramebuffer = framebuffer;
  15152. }
  15153. state.viewport( _currentViewport );
  15154. state.scissor( _currentScissor );
  15155. state.setScissorTest( _currentScissorTest );
  15156. if ( isCube ) {
  15157. var textureProperties = properties.get( renderTarget.texture );
  15158. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15159. }
  15160. };
  15161. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15162. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15163. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15164. return;
  15165. }
  15166. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15167. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15168. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15169. }
  15170. if ( framebuffer ) {
  15171. var restore = false;
  15172. if ( framebuffer !== _currentFramebuffer ) {
  15173. _gl.bindFramebuffer( 36160, framebuffer );
  15174. restore = true;
  15175. }
  15176. try {
  15177. var texture = renderTarget.texture;
  15178. var textureFormat = texture.format;
  15179. var textureType = texture.type;
  15180. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15181. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15182. return;
  15183. }
  15184. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15185. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15186. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15187. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15188. return;
  15189. }
  15190. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15191. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15192. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15193. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15194. }
  15195. } else {
  15196. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15197. }
  15198. } finally {
  15199. if ( restore ) {
  15200. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15201. }
  15202. }
  15203. }
  15204. };
  15205. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15206. var width = texture.image.width;
  15207. var height = texture.image.height;
  15208. var glFormat = utils.convert( texture.format );
  15209. textures.setTexture2D( texture, 0 );
  15210. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15211. };
  15212. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15213. var width = srcTexture.image.width;
  15214. var height = srcTexture.image.height;
  15215. var glFormat = utils.convert( dstTexture.format );
  15216. var glType = utils.convert( dstTexture.type );
  15217. textures.setTexture2D( dstTexture, 0 );
  15218. if ( srcTexture.isDataTexture ) {
  15219. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15220. } else {
  15221. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15222. }
  15223. };
  15224. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15225. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15226. }
  15227. }
  15228. /**
  15229. * @author mrdoob / http://mrdoob.com/
  15230. * @author alteredq / http://alteredqualia.com/
  15231. */
  15232. function FogExp2( color, density ) {
  15233. this.name = '';
  15234. this.color = new Color( color );
  15235. this.density = ( density !== undefined ) ? density : 0.00025;
  15236. }
  15237. Object.assign( FogExp2.prototype, {
  15238. isFogExp2: true,
  15239. clone: function () {
  15240. return new FogExp2( this.color, this.density );
  15241. },
  15242. toJSON: function ( /* meta */ ) {
  15243. return {
  15244. type: 'FogExp2',
  15245. color: this.color.getHex(),
  15246. density: this.density
  15247. };
  15248. }
  15249. } );
  15250. /**
  15251. * @author mrdoob / http://mrdoob.com/
  15252. * @author alteredq / http://alteredqualia.com/
  15253. */
  15254. function Fog( color, near, far ) {
  15255. this.name = '';
  15256. this.color = new Color( color );
  15257. this.near = ( near !== undefined ) ? near : 1;
  15258. this.far = ( far !== undefined ) ? far : 1000;
  15259. }
  15260. Object.assign( Fog.prototype, {
  15261. isFog: true,
  15262. clone: function () {
  15263. return new Fog( this.color, this.near, this.far );
  15264. },
  15265. toJSON: function ( /* meta */ ) {
  15266. return {
  15267. type: 'Fog',
  15268. color: this.color.getHex(),
  15269. near: this.near,
  15270. far: this.far
  15271. };
  15272. }
  15273. } );
  15274. /**
  15275. * @author benaadams / https://twitter.com/ben_a_adams
  15276. */
  15277. function InterleavedBuffer( array, stride ) {
  15278. this.array = array;
  15279. this.stride = stride;
  15280. this.count = array !== undefined ? array.length / stride : 0;
  15281. this.dynamic = false;
  15282. this.updateRange = { offset: 0, count: - 1 };
  15283. this.version = 0;
  15284. }
  15285. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15286. set: function ( value ) {
  15287. if ( value === true ) this.version ++;
  15288. }
  15289. } );
  15290. Object.assign( InterleavedBuffer.prototype, {
  15291. isInterleavedBuffer: true,
  15292. onUploadCallback: function () {},
  15293. setArray: function ( array ) {
  15294. if ( Array.isArray( array ) ) {
  15295. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  15296. }
  15297. this.count = array !== undefined ? array.length / this.stride : 0;
  15298. this.array = array;
  15299. return this;
  15300. },
  15301. setDynamic: function ( value ) {
  15302. this.dynamic = value;
  15303. return this;
  15304. },
  15305. copy: function ( source ) {
  15306. this.array = new source.array.constructor( source.array );
  15307. this.count = source.count;
  15308. this.stride = source.stride;
  15309. this.dynamic = source.dynamic;
  15310. return this;
  15311. },
  15312. copyAt: function ( index1, attribute, index2 ) {
  15313. index1 *= this.stride;
  15314. index2 *= attribute.stride;
  15315. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15316. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15317. }
  15318. return this;
  15319. },
  15320. set: function ( value, offset ) {
  15321. if ( offset === undefined ) offset = 0;
  15322. this.array.set( value, offset );
  15323. return this;
  15324. },
  15325. clone: function () {
  15326. return new this.constructor().copy( this );
  15327. },
  15328. onUpload: function ( callback ) {
  15329. this.onUploadCallback = callback;
  15330. return this;
  15331. }
  15332. } );
  15333. /**
  15334. * @author benaadams / https://twitter.com/ben_a_adams
  15335. */
  15336. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15337. this.data = interleavedBuffer;
  15338. this.itemSize = itemSize;
  15339. this.offset = offset;
  15340. this.normalized = normalized === true;
  15341. }
  15342. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15343. count: {
  15344. get: function () {
  15345. return this.data.count;
  15346. }
  15347. },
  15348. array: {
  15349. get: function () {
  15350. return this.data.array;
  15351. }
  15352. }
  15353. } );
  15354. Object.assign( InterleavedBufferAttribute.prototype, {
  15355. isInterleavedBufferAttribute: true,
  15356. setX: function ( index, x ) {
  15357. this.data.array[ index * this.data.stride + this.offset ] = x;
  15358. return this;
  15359. },
  15360. setY: function ( index, y ) {
  15361. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15362. return this;
  15363. },
  15364. setZ: function ( index, z ) {
  15365. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15366. return this;
  15367. },
  15368. setW: function ( index, w ) {
  15369. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15370. return this;
  15371. },
  15372. getX: function ( index ) {
  15373. return this.data.array[ index * this.data.stride + this.offset ];
  15374. },
  15375. getY: function ( index ) {
  15376. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15377. },
  15378. getZ: function ( index ) {
  15379. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15380. },
  15381. getW: function ( index ) {
  15382. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15383. },
  15384. setXY: function ( index, x, y ) {
  15385. index = index * this.data.stride + this.offset;
  15386. this.data.array[ index + 0 ] = x;
  15387. this.data.array[ index + 1 ] = y;
  15388. return this;
  15389. },
  15390. setXYZ: function ( index, x, y, z ) {
  15391. index = index * this.data.stride + this.offset;
  15392. this.data.array[ index + 0 ] = x;
  15393. this.data.array[ index + 1 ] = y;
  15394. this.data.array[ index + 2 ] = z;
  15395. return this;
  15396. },
  15397. setXYZW: function ( index, x, y, z, w ) {
  15398. index = index * this.data.stride + this.offset;
  15399. this.data.array[ index + 0 ] = x;
  15400. this.data.array[ index + 1 ] = y;
  15401. this.data.array[ index + 2 ] = z;
  15402. this.data.array[ index + 3 ] = w;
  15403. return this;
  15404. }
  15405. } );
  15406. /**
  15407. * @author alteredq / http://alteredqualia.com/
  15408. *
  15409. * parameters = {
  15410. * color: <hex>,
  15411. * map: new THREE.Texture( <Image> ),
  15412. * rotation: <float>,
  15413. * sizeAttenuation: <bool>
  15414. * }
  15415. */
  15416. function SpriteMaterial( parameters ) {
  15417. Material.call( this );
  15418. this.type = 'SpriteMaterial';
  15419. this.color = new Color( 0xffffff );
  15420. this.map = null;
  15421. this.rotation = 0;
  15422. this.sizeAttenuation = true;
  15423. this.lights = false;
  15424. this.transparent = true;
  15425. this.setValues( parameters );
  15426. }
  15427. SpriteMaterial.prototype = Object.create( Material.prototype );
  15428. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15429. SpriteMaterial.prototype.isSpriteMaterial = true;
  15430. SpriteMaterial.prototype.copy = function ( source ) {
  15431. Material.prototype.copy.call( this, source );
  15432. this.color.copy( source.color );
  15433. this.map = source.map;
  15434. this.rotation = source.rotation;
  15435. this.sizeAttenuation = source.sizeAttenuation;
  15436. return this;
  15437. };
  15438. /**
  15439. * @author mikael emtinger / http://gomo.se/
  15440. * @author alteredq / http://alteredqualia.com/
  15441. */
  15442. var geometry;
  15443. function Sprite( material ) {
  15444. Object3D.call( this );
  15445. this.type = 'Sprite';
  15446. if ( geometry === undefined ) {
  15447. geometry = new BufferGeometry();
  15448. var float32Array = new Float32Array( [
  15449. - 0.5, - 0.5, 0, 0, 0,
  15450. 0.5, - 0.5, 0, 1, 0,
  15451. 0.5, 0.5, 0, 1, 1,
  15452. - 0.5, 0.5, 0, 0, 1
  15453. ] );
  15454. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15455. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15456. geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15457. geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15458. }
  15459. this.geometry = geometry;
  15460. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15461. this.center = new Vector2( 0.5, 0.5 );
  15462. }
  15463. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15464. constructor: Sprite,
  15465. isSprite: true,
  15466. raycast: ( function () {
  15467. var intersectPoint = new Vector3();
  15468. var worldScale = new Vector3();
  15469. var mvPosition = new Vector3();
  15470. var alignedPosition = new Vector2();
  15471. var rotatedPosition = new Vector2();
  15472. var viewWorldMatrix = new Matrix4();
  15473. var vA = new Vector3();
  15474. var vB = new Vector3();
  15475. var vC = new Vector3();
  15476. var uvA = new Vector2();
  15477. var uvB = new Vector2();
  15478. var uvC = new Vector2();
  15479. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15480. // compute position in camera space
  15481. alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15482. // to check if rotation is not zero
  15483. if ( sin !== undefined ) {
  15484. rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y );
  15485. rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );
  15486. } else {
  15487. rotatedPosition.copy( alignedPosition );
  15488. }
  15489. vertexPosition.copy( mvPosition );
  15490. vertexPosition.x += rotatedPosition.x;
  15491. vertexPosition.y += rotatedPosition.y;
  15492. // transform to world space
  15493. vertexPosition.applyMatrix4( viewWorldMatrix );
  15494. }
  15495. return function raycast( raycaster, intersects ) {
  15496. worldScale.setFromMatrixScale( this.matrixWorld );
  15497. viewWorldMatrix.copy( raycaster._camera.matrixWorld );
  15498. this.modelViewMatrix.multiplyMatrices( raycaster._camera.matrixWorldInverse, this.matrixWorld );
  15499. mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15500. if ( raycaster._camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15501. worldScale.multiplyScalar( - mvPosition.z );
  15502. }
  15503. var rotation = this.material.rotation;
  15504. var sin, cos;
  15505. if ( rotation !== 0 ) {
  15506. cos = Math.cos( rotation );
  15507. sin = Math.sin( rotation );
  15508. }
  15509. var center = this.center;
  15510. transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15511. transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15512. transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15513. uvA.set( 0, 0 );
  15514. uvB.set( 1, 0 );
  15515. uvC.set( 1, 1 );
  15516. // check first triangle
  15517. var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );
  15518. if ( intersect === null ) {
  15519. // check second triangle
  15520. transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15521. uvB.set( 0, 1 );
  15522. intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint );
  15523. if ( intersect === null ) {
  15524. return;
  15525. }
  15526. }
  15527. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15528. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15529. intersects.push( {
  15530. distance: distance,
  15531. point: intersectPoint.clone(),
  15532. uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ),
  15533. face: null,
  15534. object: this
  15535. } );
  15536. };
  15537. }() ),
  15538. clone: function () {
  15539. return new this.constructor( this.material ).copy( this );
  15540. },
  15541. copy: function ( source ) {
  15542. Object3D.prototype.copy.call( this, source );
  15543. if ( source.center !== undefined ) this.center.copy( source.center );
  15544. return this;
  15545. }
  15546. } );
  15547. /**
  15548. * @author mikael emtinger / http://gomo.se/
  15549. * @author alteredq / http://alteredqualia.com/
  15550. * @author mrdoob / http://mrdoob.com/
  15551. */
  15552. function LOD() {
  15553. Object3D.call( this );
  15554. this.type = 'LOD';
  15555. Object.defineProperties( this, {
  15556. levels: {
  15557. enumerable: true,
  15558. value: []
  15559. }
  15560. } );
  15561. this.autoUpdate = true;
  15562. }
  15563. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15564. constructor: LOD,
  15565. isLOD: true,
  15566. copy: function ( source ) {
  15567. Object3D.prototype.copy.call( this, source, false );
  15568. var levels = source.levels;
  15569. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15570. var level = levels[ i ];
  15571. this.addLevel( level.object.clone(), level.distance );
  15572. }
  15573. return this;
  15574. },
  15575. addLevel: function ( object, distance ) {
  15576. if ( distance === undefined ) distance = 0;
  15577. distance = Math.abs( distance );
  15578. var levels = this.levels;
  15579. for ( var l = 0; l < levels.length; l ++ ) {
  15580. if ( distance < levels[ l ].distance ) {
  15581. break;
  15582. }
  15583. }
  15584. levels.splice( l, 0, { distance: distance, object: object } );
  15585. this.add( object );
  15586. return this;
  15587. },
  15588. getObjectForDistance: function ( distance ) {
  15589. var levels = this.levels;
  15590. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15591. if ( distance < levels[ i ].distance ) {
  15592. break;
  15593. }
  15594. }
  15595. return levels[ i - 1 ].object;
  15596. },
  15597. raycast: ( function () {
  15598. var matrixPosition = new Vector3();
  15599. return function raycast( raycaster, intersects ) {
  15600. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  15601. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  15602. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15603. };
  15604. }() ),
  15605. update: function () {
  15606. var v1 = new Vector3();
  15607. var v2 = new Vector3();
  15608. return function update( camera ) {
  15609. var levels = this.levels;
  15610. if ( levels.length > 1 ) {
  15611. v1.setFromMatrixPosition( camera.matrixWorld );
  15612. v2.setFromMatrixPosition( this.matrixWorld );
  15613. var distance = v1.distanceTo( v2 );
  15614. levels[ 0 ].object.visible = true;
  15615. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15616. if ( distance >= levels[ i ].distance ) {
  15617. levels[ i - 1 ].object.visible = false;
  15618. levels[ i ].object.visible = true;
  15619. } else {
  15620. break;
  15621. }
  15622. }
  15623. for ( ; i < l; i ++ ) {
  15624. levels[ i ].object.visible = false;
  15625. }
  15626. }
  15627. };
  15628. }(),
  15629. toJSON: function ( meta ) {
  15630. var data = Object3D.prototype.toJSON.call( this, meta );
  15631. data.object.levels = [];
  15632. var levels = this.levels;
  15633. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15634. var level = levels[ i ];
  15635. data.object.levels.push( {
  15636. object: level.object.uuid,
  15637. distance: level.distance
  15638. } );
  15639. }
  15640. return data;
  15641. }
  15642. } );
  15643. /**
  15644. * @author mikael emtinger / http://gomo.se/
  15645. * @author alteredq / http://alteredqualia.com/
  15646. * @author ikerr / http://verold.com
  15647. */
  15648. function SkinnedMesh( geometry, material ) {
  15649. if ( geometry && geometry.isGeometry ) {
  15650. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15651. }
  15652. Mesh.call( this, geometry, material );
  15653. this.type = 'SkinnedMesh';
  15654. this.bindMode = 'attached';
  15655. this.bindMatrix = new Matrix4();
  15656. this.bindMatrixInverse = new Matrix4();
  15657. }
  15658. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15659. constructor: SkinnedMesh,
  15660. isSkinnedMesh: true,
  15661. bind: function ( skeleton, bindMatrix ) {
  15662. this.skeleton = skeleton;
  15663. if ( bindMatrix === undefined ) {
  15664. this.updateMatrixWorld( true );
  15665. this.skeleton.calculateInverses();
  15666. bindMatrix = this.matrixWorld;
  15667. }
  15668. this.bindMatrix.copy( bindMatrix );
  15669. this.bindMatrixInverse.getInverse( bindMatrix );
  15670. },
  15671. pose: function () {
  15672. this.skeleton.pose();
  15673. },
  15674. normalizeSkinWeights: function () {
  15675. var vector = new Vector4();
  15676. var skinWeight = this.geometry.attributes.skinWeight;
  15677. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15678. vector.x = skinWeight.getX( i );
  15679. vector.y = skinWeight.getY( i );
  15680. vector.z = skinWeight.getZ( i );
  15681. vector.w = skinWeight.getW( i );
  15682. var scale = 1.0 / vector.manhattanLength();
  15683. if ( scale !== Infinity ) {
  15684. vector.multiplyScalar( scale );
  15685. } else {
  15686. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15687. }
  15688. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15689. }
  15690. },
  15691. updateMatrixWorld: function ( force ) {
  15692. Mesh.prototype.updateMatrixWorld.call( this, force );
  15693. if ( this.bindMode === 'attached' ) {
  15694. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15695. } else if ( this.bindMode === 'detached' ) {
  15696. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15697. } else {
  15698. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15699. }
  15700. },
  15701. clone: function () {
  15702. return new this.constructor( this.geometry, this.material ).copy( this );
  15703. }
  15704. } );
  15705. /**
  15706. * @author mikael emtinger / http://gomo.se/
  15707. * @author alteredq / http://alteredqualia.com/
  15708. * @author michael guerrero / http://realitymeltdown.com
  15709. * @author ikerr / http://verold.com
  15710. */
  15711. function Skeleton( bones, boneInverses ) {
  15712. // copy the bone array
  15713. bones = bones || [];
  15714. this.bones = bones.slice( 0 );
  15715. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15716. // use the supplied bone inverses or calculate the inverses
  15717. if ( boneInverses === undefined ) {
  15718. this.calculateInverses();
  15719. } else {
  15720. if ( this.bones.length === boneInverses.length ) {
  15721. this.boneInverses = boneInverses.slice( 0 );
  15722. } else {
  15723. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15724. this.boneInverses = [];
  15725. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15726. this.boneInverses.push( new Matrix4() );
  15727. }
  15728. }
  15729. }
  15730. }
  15731. Object.assign( Skeleton.prototype, {
  15732. calculateInverses: function () {
  15733. this.boneInverses = [];
  15734. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15735. var inverse = new Matrix4();
  15736. if ( this.bones[ i ] ) {
  15737. inverse.getInverse( this.bones[ i ].matrixWorld );
  15738. }
  15739. this.boneInverses.push( inverse );
  15740. }
  15741. },
  15742. pose: function () {
  15743. var bone, i, il;
  15744. // recover the bind-time world matrices
  15745. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15746. bone = this.bones[ i ];
  15747. if ( bone ) {
  15748. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15749. }
  15750. }
  15751. // compute the local matrices, positions, rotations and scales
  15752. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15753. bone = this.bones[ i ];
  15754. if ( bone ) {
  15755. if ( bone.parent && bone.parent.isBone ) {
  15756. bone.matrix.getInverse( bone.parent.matrixWorld );
  15757. bone.matrix.multiply( bone.matrixWorld );
  15758. } else {
  15759. bone.matrix.copy( bone.matrixWorld );
  15760. }
  15761. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15762. }
  15763. }
  15764. },
  15765. update: ( function () {
  15766. var offsetMatrix = new Matrix4();
  15767. var identityMatrix = new Matrix4();
  15768. return function update() {
  15769. var bones = this.bones;
  15770. var boneInverses = this.boneInverses;
  15771. var boneMatrices = this.boneMatrices;
  15772. var boneTexture = this.boneTexture;
  15773. // flatten bone matrices to array
  15774. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15775. // compute the offset between the current and the original transform
  15776. var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
  15777. offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15778. offsetMatrix.toArray( boneMatrices, i * 16 );
  15779. }
  15780. if ( boneTexture !== undefined ) {
  15781. boneTexture.needsUpdate = true;
  15782. }
  15783. };
  15784. } )(),
  15785. clone: function () {
  15786. return new Skeleton( this.bones, this.boneInverses );
  15787. },
  15788. getBoneByName: function ( name ) {
  15789. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15790. var bone = this.bones[ i ];
  15791. if ( bone.name === name ) {
  15792. return bone;
  15793. }
  15794. }
  15795. return undefined;
  15796. }
  15797. } );
  15798. /**
  15799. * @author mikael emtinger / http://gomo.se/
  15800. * @author alteredq / http://alteredqualia.com/
  15801. * @author ikerr / http://verold.com
  15802. */
  15803. function Bone() {
  15804. Object3D.call( this );
  15805. this.type = 'Bone';
  15806. }
  15807. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15808. constructor: Bone,
  15809. isBone: true
  15810. } );
  15811. /**
  15812. * @author mrdoob / http://mrdoob.com/
  15813. * @author alteredq / http://alteredqualia.com/
  15814. *
  15815. * parameters = {
  15816. * color: <hex>,
  15817. * opacity: <float>,
  15818. *
  15819. * linewidth: <float>,
  15820. * linecap: "round",
  15821. * linejoin: "round"
  15822. * }
  15823. */
  15824. function LineBasicMaterial( parameters ) {
  15825. Material.call( this );
  15826. this.type = 'LineBasicMaterial';
  15827. this.color = new Color( 0xffffff );
  15828. this.linewidth = 1;
  15829. this.linecap = 'round';
  15830. this.linejoin = 'round';
  15831. this.lights = false;
  15832. this.setValues( parameters );
  15833. }
  15834. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15835. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15836. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15837. LineBasicMaterial.prototype.copy = function ( source ) {
  15838. Material.prototype.copy.call( this, source );
  15839. this.color.copy( source.color );
  15840. this.linewidth = source.linewidth;
  15841. this.linecap = source.linecap;
  15842. this.linejoin = source.linejoin;
  15843. return this;
  15844. };
  15845. /**
  15846. * @author mrdoob / http://mrdoob.com/
  15847. */
  15848. function Line( geometry, material, mode ) {
  15849. if ( mode === 1 ) {
  15850. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15851. }
  15852. Object3D.call( this );
  15853. this.type = 'Line';
  15854. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15855. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15856. }
  15857. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15858. constructor: Line,
  15859. isLine: true,
  15860. computeLineDistances: ( function () {
  15861. var start = new Vector3();
  15862. var end = new Vector3();
  15863. return function computeLineDistances() {
  15864. var geometry = this.geometry;
  15865. if ( geometry.isBufferGeometry ) {
  15866. // we assume non-indexed geometry
  15867. if ( geometry.index === null ) {
  15868. var positionAttribute = geometry.attributes.position;
  15869. var lineDistances = [ 0 ];
  15870. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15871. start.fromBufferAttribute( positionAttribute, i - 1 );
  15872. end.fromBufferAttribute( positionAttribute, i );
  15873. lineDistances[ i ] = lineDistances[ i - 1 ];
  15874. lineDistances[ i ] += start.distanceTo( end );
  15875. }
  15876. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15877. } else {
  15878. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15879. }
  15880. } else if ( geometry.isGeometry ) {
  15881. var vertices = geometry.vertices;
  15882. var lineDistances = geometry.lineDistances;
  15883. lineDistances[ 0 ] = 0;
  15884. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15885. lineDistances[ i ] = lineDistances[ i - 1 ];
  15886. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15887. }
  15888. }
  15889. return this;
  15890. };
  15891. }() ),
  15892. raycast: ( function () {
  15893. var inverseMatrix = new Matrix4();
  15894. var ray = new Ray();
  15895. var sphere = new Sphere();
  15896. return function raycast( raycaster, intersects ) {
  15897. var precision = raycaster.linePrecision;
  15898. var geometry = this.geometry;
  15899. var matrixWorld = this.matrixWorld;
  15900. // Checking boundingSphere distance to ray
  15901. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15902. sphere.copy( geometry.boundingSphere );
  15903. sphere.applyMatrix4( matrixWorld );
  15904. sphere.radius += precision;
  15905. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15906. //
  15907. inverseMatrix.getInverse( matrixWorld );
  15908. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15909. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15910. var localPrecisionSq = localPrecision * localPrecision;
  15911. var vStart = new Vector3();
  15912. var vEnd = new Vector3();
  15913. var interSegment = new Vector3();
  15914. var interRay = new Vector3();
  15915. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15916. if ( geometry.isBufferGeometry ) {
  15917. var index = geometry.index;
  15918. var attributes = geometry.attributes;
  15919. var positions = attributes.position.array;
  15920. if ( index !== null ) {
  15921. var indices = index.array;
  15922. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15923. var a = indices[ i ];
  15924. var b = indices[ i + 1 ];
  15925. vStart.fromArray( positions, a * 3 );
  15926. vEnd.fromArray( positions, b * 3 );
  15927. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15928. if ( distSq > localPrecisionSq ) continue;
  15929. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15930. var distance = raycaster.ray.origin.distanceTo( interRay );
  15931. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15932. intersects.push( {
  15933. distance: distance,
  15934. // What do we want? intersection point on the ray or on the segment??
  15935. // point: raycaster.ray.at( distance ),
  15936. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15937. index: i,
  15938. face: null,
  15939. faceIndex: null,
  15940. object: this
  15941. } );
  15942. }
  15943. } else {
  15944. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15945. vStart.fromArray( positions, 3 * i );
  15946. vEnd.fromArray( positions, 3 * i + 3 );
  15947. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15948. if ( distSq > localPrecisionSq ) continue;
  15949. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15950. var distance = raycaster.ray.origin.distanceTo( interRay );
  15951. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15952. intersects.push( {
  15953. distance: distance,
  15954. // What do we want? intersection point on the ray or on the segment??
  15955. // point: raycaster.ray.at( distance ),
  15956. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15957. index: i,
  15958. face: null,
  15959. faceIndex: null,
  15960. object: this
  15961. } );
  15962. }
  15963. }
  15964. } else if ( geometry.isGeometry ) {
  15965. var vertices = geometry.vertices;
  15966. var nbVertices = vertices.length;
  15967. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15968. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15969. if ( distSq > localPrecisionSq ) continue;
  15970. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15971. var distance = raycaster.ray.origin.distanceTo( interRay );
  15972. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15973. intersects.push( {
  15974. distance: distance,
  15975. // What do we want? intersection point on the ray or on the segment??
  15976. // point: raycaster.ray.at( distance ),
  15977. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15978. index: i,
  15979. face: null,
  15980. faceIndex: null,
  15981. object: this
  15982. } );
  15983. }
  15984. }
  15985. };
  15986. }() ),
  15987. clone: function () {
  15988. return new this.constructor( this.geometry, this.material ).copy( this );
  15989. }
  15990. } );
  15991. /**
  15992. * @author mrdoob / http://mrdoob.com/
  15993. */
  15994. function LineSegments( geometry, material ) {
  15995. Line.call( this, geometry, material );
  15996. this.type = 'LineSegments';
  15997. }
  15998. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15999. constructor: LineSegments,
  16000. isLineSegments: true,
  16001. computeLineDistances: ( function () {
  16002. var start = new Vector3();
  16003. var end = new Vector3();
  16004. return function computeLineDistances() {
  16005. var geometry = this.geometry;
  16006. if ( geometry.isBufferGeometry ) {
  16007. // we assume non-indexed geometry
  16008. if ( geometry.index === null ) {
  16009. var positionAttribute = geometry.attributes.position;
  16010. var lineDistances = [];
  16011. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16012. start.fromBufferAttribute( positionAttribute, i );
  16013. end.fromBufferAttribute( positionAttribute, i + 1 );
  16014. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16015. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  16016. }
  16017. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16018. } else {
  16019. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16020. }
  16021. } else if ( geometry.isGeometry ) {
  16022. var vertices = geometry.vertices;
  16023. var lineDistances = geometry.lineDistances;
  16024. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16025. start.copy( vertices[ i ] );
  16026. end.copy( vertices[ i + 1 ] );
  16027. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16028. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  16029. }
  16030. }
  16031. return this;
  16032. };
  16033. }() )
  16034. } );
  16035. /**
  16036. * @author mgreter / http://github.com/mgreter
  16037. */
  16038. function LineLoop( geometry, material ) {
  16039. Line.call( this, geometry, material );
  16040. this.type = 'LineLoop';
  16041. }
  16042. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16043. constructor: LineLoop,
  16044. isLineLoop: true,
  16045. } );
  16046. /**
  16047. * @author mrdoob / http://mrdoob.com/
  16048. * @author alteredq / http://alteredqualia.com/
  16049. *
  16050. * parameters = {
  16051. * color: <hex>,
  16052. * opacity: <float>,
  16053. * map: new THREE.Texture( <Image> ),
  16054. *
  16055. * size: <float>,
  16056. * sizeAttenuation: <bool>
  16057. *
  16058. * morphTargets: <bool>
  16059. * }
  16060. */
  16061. function PointsMaterial( parameters ) {
  16062. Material.call( this );
  16063. this.type = 'PointsMaterial';
  16064. this.color = new Color( 0xffffff );
  16065. this.map = null;
  16066. this.size = 1;
  16067. this.sizeAttenuation = true;
  16068. this.morphTargets = false;
  16069. this.lights = false;
  16070. this.setValues( parameters );
  16071. }
  16072. PointsMaterial.prototype = Object.create( Material.prototype );
  16073. PointsMaterial.prototype.constructor = PointsMaterial;
  16074. PointsMaterial.prototype.isPointsMaterial = true;
  16075. PointsMaterial.prototype.copy = function ( source ) {
  16076. Material.prototype.copy.call( this, source );
  16077. this.color.copy( source.color );
  16078. this.map = source.map;
  16079. this.size = source.size;
  16080. this.sizeAttenuation = source.sizeAttenuation;
  16081. this.morphTargets = source.morphTargets;
  16082. return this;
  16083. };
  16084. /**
  16085. * @author alteredq / http://alteredqualia.com/
  16086. */
  16087. function Points( geometry, material ) {
  16088. Object3D.call( this );
  16089. this.type = 'Points';
  16090. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16091. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16092. this.updateMorphTargets();
  16093. }
  16094. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16095. constructor: Points,
  16096. isPoints: true,
  16097. raycast: ( function () {
  16098. var inverseMatrix = new Matrix4();
  16099. var ray = new Ray();
  16100. var sphere = new Sphere();
  16101. return function raycast( raycaster, intersects ) {
  16102. var object = this;
  16103. var geometry = this.geometry;
  16104. var matrixWorld = this.matrixWorld;
  16105. var threshold = raycaster.params.Points.threshold;
  16106. // Checking boundingSphere distance to ray
  16107. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  16108. sphere.copy( geometry.boundingSphere );
  16109. sphere.applyMatrix4( matrixWorld );
  16110. sphere.radius += threshold;
  16111. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  16112. //
  16113. inverseMatrix.getInverse( matrixWorld );
  16114. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  16115. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16116. var localThresholdSq = localThreshold * localThreshold;
  16117. var position = new Vector3();
  16118. var intersectPoint = new Vector3();
  16119. function testPoint( point, index ) {
  16120. var rayPointDistanceSq = ray.distanceSqToPoint( point );
  16121. if ( rayPointDistanceSq < localThresholdSq ) {
  16122. ray.closestPointToPoint( point, intersectPoint );
  16123. intersectPoint.applyMatrix4( matrixWorld );
  16124. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16125. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16126. intersects.push( {
  16127. distance: distance,
  16128. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16129. point: intersectPoint.clone(),
  16130. index: index,
  16131. face: null,
  16132. object: object
  16133. } );
  16134. }
  16135. }
  16136. if ( geometry.isBufferGeometry ) {
  16137. var index = geometry.index;
  16138. var attributes = geometry.attributes;
  16139. var positions = attributes.position.array;
  16140. if ( index !== null ) {
  16141. var indices = index.array;
  16142. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16143. var a = indices[ i ];
  16144. position.fromArray( positions, a * 3 );
  16145. testPoint( position, a );
  16146. }
  16147. } else {
  16148. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16149. position.fromArray( positions, i * 3 );
  16150. testPoint( position, i );
  16151. }
  16152. }
  16153. } else {
  16154. var vertices = geometry.vertices;
  16155. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16156. testPoint( vertices[ i ], i );
  16157. }
  16158. }
  16159. };
  16160. }() ),
  16161. updateMorphTargets: function () {
  16162. var geometry = this.geometry;
  16163. var m, ml, name;
  16164. if ( geometry.isBufferGeometry ) {
  16165. var morphAttributes = geometry.morphAttributes;
  16166. var keys = Object.keys( morphAttributes );
  16167. if ( keys.length > 0 ) {
  16168. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16169. if ( morphAttribute !== undefined ) {
  16170. this.morphTargetInfluences = [];
  16171. this.morphTargetDictionary = {};
  16172. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16173. name = morphAttribute[ m ].name || String( m );
  16174. this.morphTargetInfluences.push( 0 );
  16175. this.morphTargetDictionary[ name ] = m;
  16176. }
  16177. }
  16178. }
  16179. } else {
  16180. var morphTargets = geometry.morphTargets;
  16181. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16182. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16183. }
  16184. }
  16185. },
  16186. clone: function () {
  16187. return new this.constructor( this.geometry, this.material ).copy( this );
  16188. }
  16189. } );
  16190. /**
  16191. * @author mrdoob / http://mrdoob.com/
  16192. */
  16193. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16194. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16195. this.format = format !== undefined ? format : RGBFormat;
  16196. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16197. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16198. this.generateMipmaps = false;
  16199. }
  16200. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16201. constructor: VideoTexture,
  16202. isVideoTexture: true,
  16203. update: function () {
  16204. var video = this.image;
  16205. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16206. this.needsUpdate = true;
  16207. }
  16208. }
  16209. } );
  16210. /**
  16211. * @author alteredq / http://alteredqualia.com/
  16212. */
  16213. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16214. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16215. this.image = { width: width, height: height };
  16216. this.mipmaps = mipmaps;
  16217. // no flipping for cube textures
  16218. // (also flipping doesn't work for compressed textures )
  16219. this.flipY = false;
  16220. // can't generate mipmaps for compressed textures
  16221. // mips must be embedded in DDS files
  16222. this.generateMipmaps = false;
  16223. }
  16224. CompressedTexture.prototype = Object.create( Texture.prototype );
  16225. CompressedTexture.prototype.constructor = CompressedTexture;
  16226. CompressedTexture.prototype.isCompressedTexture = true;
  16227. /**
  16228. * @author mrdoob / http://mrdoob.com/
  16229. */
  16230. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16231. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16232. this.needsUpdate = true;
  16233. }
  16234. CanvasTexture.prototype = Object.create( Texture.prototype );
  16235. CanvasTexture.prototype.constructor = CanvasTexture;
  16236. CanvasTexture.prototype.isCanvasTexture = true;
  16237. /**
  16238. * @author Matt DesLauriers / @mattdesl
  16239. * @author atix / arthursilber.de
  16240. */
  16241. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16242. format = format !== undefined ? format : DepthFormat;
  16243. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16244. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16245. }
  16246. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  16247. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  16248. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16249. this.image = { width: width, height: height };
  16250. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16251. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16252. this.flipY = false;
  16253. this.generateMipmaps = false;
  16254. }
  16255. DepthTexture.prototype = Object.create( Texture.prototype );
  16256. DepthTexture.prototype.constructor = DepthTexture;
  16257. DepthTexture.prototype.isDepthTexture = true;
  16258. /**
  16259. * @author mrdoob / http://mrdoob.com/
  16260. * @author Mugen87 / https://github.com/Mugen87
  16261. */
  16262. function WireframeGeometry( geometry ) {
  16263. BufferGeometry.call( this );
  16264. this.type = 'WireframeGeometry';
  16265. // buffer
  16266. var vertices = [];
  16267. // helper variables
  16268. var i, j, l, o, ol;
  16269. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16270. var key, keys = [ 'a', 'b', 'c' ];
  16271. var vertex;
  16272. // different logic for Geometry and BufferGeometry
  16273. if ( geometry && geometry.isGeometry ) {
  16274. // create a data structure that contains all edges without duplicates
  16275. var faces = geometry.faces;
  16276. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16277. var face = faces[ i ];
  16278. for ( j = 0; j < 3; j ++ ) {
  16279. edge1 = face[ keys[ j ] ];
  16280. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16281. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16282. edge[ 1 ] = Math.max( edge1, edge2 );
  16283. key = edge[ 0 ] + ',' + edge[ 1 ];
  16284. if ( edges[ key ] === undefined ) {
  16285. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16286. }
  16287. }
  16288. }
  16289. // generate vertices
  16290. for ( key in edges ) {
  16291. e = edges[ key ];
  16292. vertex = geometry.vertices[ e.index1 ];
  16293. vertices.push( vertex.x, vertex.y, vertex.z );
  16294. vertex = geometry.vertices[ e.index2 ];
  16295. vertices.push( vertex.x, vertex.y, vertex.z );
  16296. }
  16297. } else if ( geometry && geometry.isBufferGeometry ) {
  16298. var position, indices, groups;
  16299. var group, start, count;
  16300. var index1, index2;
  16301. vertex = new Vector3();
  16302. if ( geometry.index !== null ) {
  16303. // indexed BufferGeometry
  16304. position = geometry.attributes.position;
  16305. indices = geometry.index;
  16306. groups = geometry.groups;
  16307. if ( groups.length === 0 ) {
  16308. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16309. }
  16310. // create a data structure that contains all eges without duplicates
  16311. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16312. group = groups[ o ];
  16313. start = group.start;
  16314. count = group.count;
  16315. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16316. for ( j = 0; j < 3; j ++ ) {
  16317. edge1 = indices.getX( i + j );
  16318. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16319. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16320. edge[ 1 ] = Math.max( edge1, edge2 );
  16321. key = edge[ 0 ] + ',' + edge[ 1 ];
  16322. if ( edges[ key ] === undefined ) {
  16323. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16324. }
  16325. }
  16326. }
  16327. }
  16328. // generate vertices
  16329. for ( key in edges ) {
  16330. e = edges[ key ];
  16331. vertex.fromBufferAttribute( position, e.index1 );
  16332. vertices.push( vertex.x, vertex.y, vertex.z );
  16333. vertex.fromBufferAttribute( position, e.index2 );
  16334. vertices.push( vertex.x, vertex.y, vertex.z );
  16335. }
  16336. } else {
  16337. // non-indexed BufferGeometry
  16338. position = geometry.attributes.position;
  16339. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16340. for ( j = 0; j < 3; j ++ ) {
  16341. // three edges per triangle, an edge is represented as (index1, index2)
  16342. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16343. index1 = 3 * i + j;
  16344. vertex.fromBufferAttribute( position, index1 );
  16345. vertices.push( vertex.x, vertex.y, vertex.z );
  16346. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16347. vertex.fromBufferAttribute( position, index2 );
  16348. vertices.push( vertex.x, vertex.y, vertex.z );
  16349. }
  16350. }
  16351. }
  16352. }
  16353. // build geometry
  16354. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16355. }
  16356. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16357. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16358. /**
  16359. * @author zz85 / https://github.com/zz85
  16360. * @author Mugen87 / https://github.com/Mugen87
  16361. *
  16362. * Parametric Surfaces Geometry
  16363. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16364. */
  16365. // ParametricGeometry
  16366. function ParametricGeometry( func, slices, stacks ) {
  16367. Geometry.call( this );
  16368. this.type = 'ParametricGeometry';
  16369. this.parameters = {
  16370. func: func,
  16371. slices: slices,
  16372. stacks: stacks
  16373. };
  16374. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16375. this.mergeVertices();
  16376. }
  16377. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16378. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16379. // ParametricBufferGeometry
  16380. function ParametricBufferGeometry( func, slices, stacks ) {
  16381. BufferGeometry.call( this );
  16382. this.type = 'ParametricBufferGeometry';
  16383. this.parameters = {
  16384. func: func,
  16385. slices: slices,
  16386. stacks: stacks
  16387. };
  16388. // buffers
  16389. var indices = [];
  16390. var vertices = [];
  16391. var normals = [];
  16392. var uvs = [];
  16393. var EPS = 0.00001;
  16394. var normal = new Vector3();
  16395. var p0 = new Vector3(), p1 = new Vector3();
  16396. var pu = new Vector3(), pv = new Vector3();
  16397. var i, j;
  16398. if ( func.length < 3 ) {
  16399. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16400. }
  16401. // generate vertices, normals and uvs
  16402. var sliceCount = slices + 1;
  16403. for ( i = 0; i <= stacks; i ++ ) {
  16404. var v = i / stacks;
  16405. for ( j = 0; j <= slices; j ++ ) {
  16406. var u = j / slices;
  16407. // vertex
  16408. func( u, v, p0 );
  16409. vertices.push( p0.x, p0.y, p0.z );
  16410. // normal
  16411. // approximate tangent vectors via finite differences
  16412. if ( u - EPS >= 0 ) {
  16413. func( u - EPS, v, p1 );
  16414. pu.subVectors( p0, p1 );
  16415. } else {
  16416. func( u + EPS, v, p1 );
  16417. pu.subVectors( p1, p0 );
  16418. }
  16419. if ( v - EPS >= 0 ) {
  16420. func( u, v - EPS, p1 );
  16421. pv.subVectors( p0, p1 );
  16422. } else {
  16423. func( u, v + EPS, p1 );
  16424. pv.subVectors( p1, p0 );
  16425. }
  16426. // cross product of tangent vectors returns surface normal
  16427. normal.crossVectors( pu, pv ).normalize();
  16428. normals.push( normal.x, normal.y, normal.z );
  16429. // uv
  16430. uvs.push( u, v );
  16431. }
  16432. }
  16433. // generate indices
  16434. for ( i = 0; i < stacks; i ++ ) {
  16435. for ( j = 0; j < slices; j ++ ) {
  16436. var a = i * sliceCount + j;
  16437. var b = i * sliceCount + j + 1;
  16438. var c = ( i + 1 ) * sliceCount + j + 1;
  16439. var d = ( i + 1 ) * sliceCount + j;
  16440. // faces one and two
  16441. indices.push( a, b, d );
  16442. indices.push( b, c, d );
  16443. }
  16444. }
  16445. // build geometry
  16446. this.setIndex( indices );
  16447. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16448. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16449. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16450. }
  16451. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16452. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16453. /**
  16454. * @author clockworkgeek / https://github.com/clockworkgeek
  16455. * @author timothypratley / https://github.com/timothypratley
  16456. * @author WestLangley / http://github.com/WestLangley
  16457. * @author Mugen87 / https://github.com/Mugen87
  16458. */
  16459. // PolyhedronGeometry
  16460. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16461. Geometry.call( this );
  16462. this.type = 'PolyhedronGeometry';
  16463. this.parameters = {
  16464. vertices: vertices,
  16465. indices: indices,
  16466. radius: radius,
  16467. detail: detail
  16468. };
  16469. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16470. this.mergeVertices();
  16471. }
  16472. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16473. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16474. // PolyhedronBufferGeometry
  16475. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16476. BufferGeometry.call( this );
  16477. this.type = 'PolyhedronBufferGeometry';
  16478. this.parameters = {
  16479. vertices: vertices,
  16480. indices: indices,
  16481. radius: radius,
  16482. detail: detail
  16483. };
  16484. radius = radius || 1;
  16485. detail = detail || 0;
  16486. // default buffer data
  16487. var vertexBuffer = [];
  16488. var uvBuffer = [];
  16489. // the subdivision creates the vertex buffer data
  16490. subdivide( detail );
  16491. // all vertices should lie on a conceptual sphere with a given radius
  16492. applyRadius( radius );
  16493. // finally, create the uv data
  16494. generateUVs();
  16495. // build non-indexed geometry
  16496. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16497. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16498. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16499. if ( detail === 0 ) {
  16500. this.computeVertexNormals(); // flat normals
  16501. } else {
  16502. this.normalizeNormals(); // smooth normals
  16503. }
  16504. // helper functions
  16505. function subdivide( detail ) {
  16506. var a = new Vector3();
  16507. var b = new Vector3();
  16508. var c = new Vector3();
  16509. // iterate over all faces and apply a subdivison with the given detail value
  16510. for ( var i = 0; i < indices.length; i += 3 ) {
  16511. // get the vertices of the face
  16512. getVertexByIndex( indices[ i + 0 ], a );
  16513. getVertexByIndex( indices[ i + 1 ], b );
  16514. getVertexByIndex( indices[ i + 2 ], c );
  16515. // perform subdivision
  16516. subdivideFace( a, b, c, detail );
  16517. }
  16518. }
  16519. function subdivideFace( a, b, c, detail ) {
  16520. var cols = Math.pow( 2, detail );
  16521. // we use this multidimensional array as a data structure for creating the subdivision
  16522. var v = [];
  16523. var i, j;
  16524. // construct all of the vertices for this subdivision
  16525. for ( i = 0; i <= cols; i ++ ) {
  16526. v[ i ] = [];
  16527. var aj = a.clone().lerp( c, i / cols );
  16528. var bj = b.clone().lerp( c, i / cols );
  16529. var rows = cols - i;
  16530. for ( j = 0; j <= rows; j ++ ) {
  16531. if ( j === 0 && i === cols ) {
  16532. v[ i ][ j ] = aj;
  16533. } else {
  16534. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16535. }
  16536. }
  16537. }
  16538. // construct all of the faces
  16539. for ( i = 0; i < cols; i ++ ) {
  16540. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16541. var k = Math.floor( j / 2 );
  16542. if ( j % 2 === 0 ) {
  16543. pushVertex( v[ i ][ k + 1 ] );
  16544. pushVertex( v[ i + 1 ][ k ] );
  16545. pushVertex( v[ i ][ k ] );
  16546. } else {
  16547. pushVertex( v[ i ][ k + 1 ] );
  16548. pushVertex( v[ i + 1 ][ k + 1 ] );
  16549. pushVertex( v[ i + 1 ][ k ] );
  16550. }
  16551. }
  16552. }
  16553. }
  16554. function applyRadius( radius ) {
  16555. var vertex = new Vector3();
  16556. // iterate over the entire buffer and apply the radius to each vertex
  16557. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16558. vertex.x = vertexBuffer[ i + 0 ];
  16559. vertex.y = vertexBuffer[ i + 1 ];
  16560. vertex.z = vertexBuffer[ i + 2 ];
  16561. vertex.normalize().multiplyScalar( radius );
  16562. vertexBuffer[ i + 0 ] = vertex.x;
  16563. vertexBuffer[ i + 1 ] = vertex.y;
  16564. vertexBuffer[ i + 2 ] = vertex.z;
  16565. }
  16566. }
  16567. function generateUVs() {
  16568. var vertex = new Vector3();
  16569. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16570. vertex.x = vertexBuffer[ i + 0 ];
  16571. vertex.y = vertexBuffer[ i + 1 ];
  16572. vertex.z = vertexBuffer[ i + 2 ];
  16573. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16574. var v = inclination( vertex ) / Math.PI + 0.5;
  16575. uvBuffer.push( u, 1 - v );
  16576. }
  16577. correctUVs();
  16578. correctSeam();
  16579. }
  16580. function correctSeam() {
  16581. // handle case when face straddles the seam, see #3269
  16582. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16583. // uv data of a single face
  16584. var x0 = uvBuffer[ i + 0 ];
  16585. var x1 = uvBuffer[ i + 2 ];
  16586. var x2 = uvBuffer[ i + 4 ];
  16587. var max = Math.max( x0, x1, x2 );
  16588. var min = Math.min( x0, x1, x2 );
  16589. // 0.9 is somewhat arbitrary
  16590. if ( max > 0.9 && min < 0.1 ) {
  16591. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16592. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16593. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16594. }
  16595. }
  16596. }
  16597. function pushVertex( vertex ) {
  16598. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16599. }
  16600. function getVertexByIndex( index, vertex ) {
  16601. var stride = index * 3;
  16602. vertex.x = vertices[ stride + 0 ];
  16603. vertex.y = vertices[ stride + 1 ];
  16604. vertex.z = vertices[ stride + 2 ];
  16605. }
  16606. function correctUVs() {
  16607. var a = new Vector3();
  16608. var b = new Vector3();
  16609. var c = new Vector3();
  16610. var centroid = new Vector3();
  16611. var uvA = new Vector2();
  16612. var uvB = new Vector2();
  16613. var uvC = new Vector2();
  16614. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16615. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16616. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16617. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16618. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16619. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16620. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16621. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16622. var azi = azimuth( centroid );
  16623. correctUV( uvA, j + 0, a, azi );
  16624. correctUV( uvB, j + 2, b, azi );
  16625. correctUV( uvC, j + 4, c, azi );
  16626. }
  16627. }
  16628. function correctUV( uv, stride, vector, azimuth ) {
  16629. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16630. uvBuffer[ stride ] = uv.x - 1;
  16631. }
  16632. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16633. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16634. }
  16635. }
  16636. // Angle around the Y axis, counter-clockwise when looking from above.
  16637. function azimuth( vector ) {
  16638. return Math.atan2( vector.z, - vector.x );
  16639. }
  16640. // Angle above the XZ plane.
  16641. function inclination( vector ) {
  16642. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16643. }
  16644. }
  16645. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16646. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16647. /**
  16648. * @author timothypratley / https://github.com/timothypratley
  16649. * @author Mugen87 / https://github.com/Mugen87
  16650. */
  16651. // TetrahedronGeometry
  16652. function TetrahedronGeometry( radius, detail ) {
  16653. Geometry.call( this );
  16654. this.type = 'TetrahedronGeometry';
  16655. this.parameters = {
  16656. radius: radius,
  16657. detail: detail
  16658. };
  16659. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16660. this.mergeVertices();
  16661. }
  16662. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16663. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16664. // TetrahedronBufferGeometry
  16665. function TetrahedronBufferGeometry( radius, detail ) {
  16666. var vertices = [
  16667. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16668. ];
  16669. var indices = [
  16670. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16671. ];
  16672. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16673. this.type = 'TetrahedronBufferGeometry';
  16674. this.parameters = {
  16675. radius: radius,
  16676. detail: detail
  16677. };
  16678. }
  16679. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16680. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16681. /**
  16682. * @author timothypratley / https://github.com/timothypratley
  16683. * @author Mugen87 / https://github.com/Mugen87
  16684. */
  16685. // OctahedronGeometry
  16686. function OctahedronGeometry( radius, detail ) {
  16687. Geometry.call( this );
  16688. this.type = 'OctahedronGeometry';
  16689. this.parameters = {
  16690. radius: radius,
  16691. detail: detail
  16692. };
  16693. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16694. this.mergeVertices();
  16695. }
  16696. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16697. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16698. // OctahedronBufferGeometry
  16699. function OctahedronBufferGeometry( radius, detail ) {
  16700. var vertices = [
  16701. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16702. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16703. ];
  16704. var indices = [
  16705. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16706. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16707. 1, 3, 4, 1, 4, 2
  16708. ];
  16709. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16710. this.type = 'OctahedronBufferGeometry';
  16711. this.parameters = {
  16712. radius: radius,
  16713. detail: detail
  16714. };
  16715. }
  16716. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16717. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16718. /**
  16719. * @author timothypratley / https://github.com/timothypratley
  16720. * @author Mugen87 / https://github.com/Mugen87
  16721. */
  16722. // IcosahedronGeometry
  16723. function IcosahedronGeometry( radius, detail ) {
  16724. Geometry.call( this );
  16725. this.type = 'IcosahedronGeometry';
  16726. this.parameters = {
  16727. radius: radius,
  16728. detail: detail
  16729. };
  16730. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16731. this.mergeVertices();
  16732. }
  16733. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16734. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16735. // IcosahedronBufferGeometry
  16736. function IcosahedronBufferGeometry( radius, detail ) {
  16737. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16738. var vertices = [
  16739. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16740. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16741. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16742. ];
  16743. var indices = [
  16744. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16745. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16746. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16747. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16748. ];
  16749. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16750. this.type = 'IcosahedronBufferGeometry';
  16751. this.parameters = {
  16752. radius: radius,
  16753. detail: detail
  16754. };
  16755. }
  16756. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16757. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16758. /**
  16759. * @author Abe Pazos / https://hamoid.com
  16760. * @author Mugen87 / https://github.com/Mugen87
  16761. */
  16762. // DodecahedronGeometry
  16763. function DodecahedronGeometry( radius, detail ) {
  16764. Geometry.call( this );
  16765. this.type = 'DodecahedronGeometry';
  16766. this.parameters = {
  16767. radius: radius,
  16768. detail: detail
  16769. };
  16770. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16771. this.mergeVertices();
  16772. }
  16773. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16774. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16775. // DodecahedronBufferGeometry
  16776. function DodecahedronBufferGeometry( radius, detail ) {
  16777. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16778. var r = 1 / t;
  16779. var vertices = [
  16780. // (±1, ±1, ±1)
  16781. - 1, - 1, - 1, - 1, - 1, 1,
  16782. - 1, 1, - 1, - 1, 1, 1,
  16783. 1, - 1, - 1, 1, - 1, 1,
  16784. 1, 1, - 1, 1, 1, 1,
  16785. // (0, ±1/φ, ±φ)
  16786. 0, - r, - t, 0, - r, t,
  16787. 0, r, - t, 0, r, t,
  16788. // (±1/φ, ±φ, 0)
  16789. - r, - t, 0, - r, t, 0,
  16790. r, - t, 0, r, t, 0,
  16791. // (±φ, 0, ±1/φ)
  16792. - t, 0, - r, t, 0, - r,
  16793. - t, 0, r, t, 0, r
  16794. ];
  16795. var indices = [
  16796. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16797. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16798. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16799. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16800. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16801. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16802. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16803. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16804. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16805. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16806. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16807. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16808. ];
  16809. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16810. this.type = 'DodecahedronBufferGeometry';
  16811. this.parameters = {
  16812. radius: radius,
  16813. detail: detail
  16814. };
  16815. }
  16816. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16817. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16818. /**
  16819. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16820. * @author WestLangley / https://github.com/WestLangley
  16821. * @author zz85 / https://github.com/zz85
  16822. * @author miningold / https://github.com/miningold
  16823. * @author jonobr1 / https://github.com/jonobr1
  16824. * @author Mugen87 / https://github.com/Mugen87
  16825. *
  16826. */
  16827. // TubeGeometry
  16828. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16829. Geometry.call( this );
  16830. this.type = 'TubeGeometry';
  16831. this.parameters = {
  16832. path: path,
  16833. tubularSegments: tubularSegments,
  16834. radius: radius,
  16835. radialSegments: radialSegments,
  16836. closed: closed
  16837. };
  16838. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16839. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16840. // expose internals
  16841. this.tangents = bufferGeometry.tangents;
  16842. this.normals = bufferGeometry.normals;
  16843. this.binormals = bufferGeometry.binormals;
  16844. // create geometry
  16845. this.fromBufferGeometry( bufferGeometry );
  16846. this.mergeVertices();
  16847. }
  16848. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16849. TubeGeometry.prototype.constructor = TubeGeometry;
  16850. // TubeBufferGeometry
  16851. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16852. BufferGeometry.call( this );
  16853. this.type = 'TubeBufferGeometry';
  16854. this.parameters = {
  16855. path: path,
  16856. tubularSegments: tubularSegments,
  16857. radius: radius,
  16858. radialSegments: radialSegments,
  16859. closed: closed
  16860. };
  16861. tubularSegments = tubularSegments || 64;
  16862. radius = radius || 1;
  16863. radialSegments = radialSegments || 8;
  16864. closed = closed || false;
  16865. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16866. // expose internals
  16867. this.tangents = frames.tangents;
  16868. this.normals = frames.normals;
  16869. this.binormals = frames.binormals;
  16870. // helper variables
  16871. var vertex = new Vector3();
  16872. var normal = new Vector3();
  16873. var uv = new Vector2();
  16874. var P = new Vector3();
  16875. var i, j;
  16876. // buffer
  16877. var vertices = [];
  16878. var normals = [];
  16879. var uvs = [];
  16880. var indices = [];
  16881. // create buffer data
  16882. generateBufferData();
  16883. // build geometry
  16884. this.setIndex( indices );
  16885. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16886. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16887. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16888. // functions
  16889. function generateBufferData() {
  16890. for ( i = 0; i < tubularSegments; i ++ ) {
  16891. generateSegment( i );
  16892. }
  16893. // if the geometry is not closed, generate the last row of vertices and normals
  16894. // at the regular position on the given path
  16895. //
  16896. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16897. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16898. // uvs are generated in a separate function.
  16899. // this makes it easy compute correct values for closed geometries
  16900. generateUVs();
  16901. // finally create faces
  16902. generateIndices();
  16903. }
  16904. function generateSegment( i ) {
  16905. // we use getPointAt to sample evenly distributed points from the given path
  16906. P = path.getPointAt( i / tubularSegments, P );
  16907. // retrieve corresponding normal and binormal
  16908. var N = frames.normals[ i ];
  16909. var B = frames.binormals[ i ];
  16910. // generate normals and vertices for the current segment
  16911. for ( j = 0; j <= radialSegments; j ++ ) {
  16912. var v = j / radialSegments * Math.PI * 2;
  16913. var sin = Math.sin( v );
  16914. var cos = - Math.cos( v );
  16915. // normal
  16916. normal.x = ( cos * N.x + sin * B.x );
  16917. normal.y = ( cos * N.y + sin * B.y );
  16918. normal.z = ( cos * N.z + sin * B.z );
  16919. normal.normalize();
  16920. normals.push( normal.x, normal.y, normal.z );
  16921. // vertex
  16922. vertex.x = P.x + radius * normal.x;
  16923. vertex.y = P.y + radius * normal.y;
  16924. vertex.z = P.z + radius * normal.z;
  16925. vertices.push( vertex.x, vertex.y, vertex.z );
  16926. }
  16927. }
  16928. function generateIndices() {
  16929. for ( j = 1; j <= tubularSegments; j ++ ) {
  16930. for ( i = 1; i <= radialSegments; i ++ ) {
  16931. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16932. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16933. var c = ( radialSegments + 1 ) * j + i;
  16934. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16935. // faces
  16936. indices.push( a, b, d );
  16937. indices.push( b, c, d );
  16938. }
  16939. }
  16940. }
  16941. function generateUVs() {
  16942. for ( i = 0; i <= tubularSegments; i ++ ) {
  16943. for ( j = 0; j <= radialSegments; j ++ ) {
  16944. uv.x = i / tubularSegments;
  16945. uv.y = j / radialSegments;
  16946. uvs.push( uv.x, uv.y );
  16947. }
  16948. }
  16949. }
  16950. }
  16951. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16952. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16953. TubeBufferGeometry.prototype.toJSON = function () {
  16954. var data = BufferGeometry.prototype.toJSON.call( this );
  16955. data.path = this.parameters.path.toJSON();
  16956. return data;
  16957. };
  16958. /**
  16959. * @author oosmoxiecode
  16960. * @author Mugen87 / https://github.com/Mugen87
  16961. *
  16962. * based on http://www.blackpawn.com/texts/pqtorus/
  16963. */
  16964. // TorusKnotGeometry
  16965. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16966. Geometry.call( this );
  16967. this.type = 'TorusKnotGeometry';
  16968. this.parameters = {
  16969. radius: radius,
  16970. tube: tube,
  16971. tubularSegments: tubularSegments,
  16972. radialSegments: radialSegments,
  16973. p: p,
  16974. q: q
  16975. };
  16976. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16977. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16978. this.mergeVertices();
  16979. }
  16980. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16981. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16982. // TorusKnotBufferGeometry
  16983. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16984. BufferGeometry.call( this );
  16985. this.type = 'TorusKnotBufferGeometry';
  16986. this.parameters = {
  16987. radius: radius,
  16988. tube: tube,
  16989. tubularSegments: tubularSegments,
  16990. radialSegments: radialSegments,
  16991. p: p,
  16992. q: q
  16993. };
  16994. radius = radius || 1;
  16995. tube = tube || 0.4;
  16996. tubularSegments = Math.floor( tubularSegments ) || 64;
  16997. radialSegments = Math.floor( radialSegments ) || 8;
  16998. p = p || 2;
  16999. q = q || 3;
  17000. // buffers
  17001. var indices = [];
  17002. var vertices = [];
  17003. var normals = [];
  17004. var uvs = [];
  17005. // helper variables
  17006. var i, j;
  17007. var vertex = new Vector3();
  17008. var normal = new Vector3();
  17009. var P1 = new Vector3();
  17010. var P2 = new Vector3();
  17011. var B = new Vector3();
  17012. var T = new Vector3();
  17013. var N = new Vector3();
  17014. // generate vertices, normals and uvs
  17015. for ( i = 0; i <= tubularSegments; ++ i ) {
  17016. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17017. var u = i / tubularSegments * p * Math.PI * 2;
  17018. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17019. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17020. calculatePositionOnCurve( u, p, q, radius, P1 );
  17021. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17022. // calculate orthonormal basis
  17023. T.subVectors( P2, P1 );
  17024. N.addVectors( P2, P1 );
  17025. B.crossVectors( T, N );
  17026. N.crossVectors( B, T );
  17027. // normalize B, N. T can be ignored, we don't use it
  17028. B.normalize();
  17029. N.normalize();
  17030. for ( j = 0; j <= radialSegments; ++ j ) {
  17031. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17032. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17033. var v = j / radialSegments * Math.PI * 2;
  17034. var cx = - tube * Math.cos( v );
  17035. var cy = tube * Math.sin( v );
  17036. // now calculate the final vertex position.
  17037. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17038. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17039. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17040. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17041. vertices.push( vertex.x, vertex.y, vertex.z );
  17042. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17043. normal.subVectors( vertex, P1 ).normalize();
  17044. normals.push( normal.x, normal.y, normal.z );
  17045. // uv
  17046. uvs.push( i / tubularSegments );
  17047. uvs.push( j / radialSegments );
  17048. }
  17049. }
  17050. // generate indices
  17051. for ( j = 1; j <= tubularSegments; j ++ ) {
  17052. for ( i = 1; i <= radialSegments; i ++ ) {
  17053. // indices
  17054. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17055. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17056. var c = ( radialSegments + 1 ) * j + i;
  17057. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17058. // faces
  17059. indices.push( a, b, d );
  17060. indices.push( b, c, d );
  17061. }
  17062. }
  17063. // build geometry
  17064. this.setIndex( indices );
  17065. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17066. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17067. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17068. // this function calculates the current position on the torus curve
  17069. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17070. var cu = Math.cos( u );
  17071. var su = Math.sin( u );
  17072. var quOverP = q / p * u;
  17073. var cs = Math.cos( quOverP );
  17074. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17075. position.y = radius * ( 2 + cs ) * su * 0.5;
  17076. position.z = radius * Math.sin( quOverP ) * 0.5;
  17077. }
  17078. }
  17079. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17080. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17081. /**
  17082. * @author oosmoxiecode
  17083. * @author mrdoob / http://mrdoob.com/
  17084. * @author Mugen87 / https://github.com/Mugen87
  17085. */
  17086. // TorusGeometry
  17087. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17088. Geometry.call( this );
  17089. this.type = 'TorusGeometry';
  17090. this.parameters = {
  17091. radius: radius,
  17092. tube: tube,
  17093. radialSegments: radialSegments,
  17094. tubularSegments: tubularSegments,
  17095. arc: arc
  17096. };
  17097. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17098. this.mergeVertices();
  17099. }
  17100. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17101. TorusGeometry.prototype.constructor = TorusGeometry;
  17102. // TorusBufferGeometry
  17103. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17104. BufferGeometry.call( this );
  17105. this.type = 'TorusBufferGeometry';
  17106. this.parameters = {
  17107. radius: radius,
  17108. tube: tube,
  17109. radialSegments: radialSegments,
  17110. tubularSegments: tubularSegments,
  17111. arc: arc
  17112. };
  17113. radius = radius || 1;
  17114. tube = tube || 0.4;
  17115. radialSegments = Math.floor( radialSegments ) || 8;
  17116. tubularSegments = Math.floor( tubularSegments ) || 6;
  17117. arc = arc || Math.PI * 2;
  17118. // buffers
  17119. var indices = [];
  17120. var vertices = [];
  17121. var normals = [];
  17122. var uvs = [];
  17123. // helper variables
  17124. var center = new Vector3();
  17125. var vertex = new Vector3();
  17126. var normal = new Vector3();
  17127. var j, i;
  17128. // generate vertices, normals and uvs
  17129. for ( j = 0; j <= radialSegments; j ++ ) {
  17130. for ( i = 0; i <= tubularSegments; i ++ ) {
  17131. var u = i / tubularSegments * arc;
  17132. var v = j / radialSegments * Math.PI * 2;
  17133. // vertex
  17134. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17135. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17136. vertex.z = tube * Math.sin( v );
  17137. vertices.push( vertex.x, vertex.y, vertex.z );
  17138. // normal
  17139. center.x = radius * Math.cos( u );
  17140. center.y = radius * Math.sin( u );
  17141. normal.subVectors( vertex, center ).normalize();
  17142. normals.push( normal.x, normal.y, normal.z );
  17143. // uv
  17144. uvs.push( i / tubularSegments );
  17145. uvs.push( j / radialSegments );
  17146. }
  17147. }
  17148. // generate indices
  17149. for ( j = 1; j <= radialSegments; j ++ ) {
  17150. for ( i = 1; i <= tubularSegments; i ++ ) {
  17151. // indices
  17152. var a = ( tubularSegments + 1 ) * j + i - 1;
  17153. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17154. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17155. var d = ( tubularSegments + 1 ) * j + i;
  17156. // faces
  17157. indices.push( a, b, d );
  17158. indices.push( b, c, d );
  17159. }
  17160. }
  17161. // build geometry
  17162. this.setIndex( indices );
  17163. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17164. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17165. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17166. }
  17167. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17168. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17169. /**
  17170. * @author Mugen87 / https://github.com/Mugen87
  17171. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17172. */
  17173. var Earcut = {
  17174. triangulate: function ( data, holeIndices, dim ) {
  17175. dim = dim || 2;
  17176. var hasHoles = holeIndices && holeIndices.length,
  17177. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17178. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17179. triangles = [];
  17180. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  17181. var minX, minY, maxX, maxY, x, y, invSize;
  17182. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  17183. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17184. if ( data.length > 80 * dim ) {
  17185. minX = maxX = data[ 0 ];
  17186. minY = maxY = data[ 1 ];
  17187. for ( var i = dim; i < outerLen; i += dim ) {
  17188. x = data[ i ];
  17189. y = data[ i + 1 ];
  17190. if ( x < minX ) minX = x;
  17191. if ( y < minY ) minY = y;
  17192. if ( x > maxX ) maxX = x;
  17193. if ( y > maxY ) maxY = y;
  17194. }
  17195. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17196. invSize = Math.max( maxX - minX, maxY - minY );
  17197. invSize = invSize !== 0 ? 1 / invSize : 0;
  17198. }
  17199. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17200. return triangles;
  17201. }
  17202. };
  17203. // create a circular doubly linked list from polygon points in the specified winding order
  17204. function linkedList( data, start, end, dim, clockwise ) {
  17205. var i, last;
  17206. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17207. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17208. } else {
  17209. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17210. }
  17211. if ( last && equals( last, last.next ) ) {
  17212. removeNode( last );
  17213. last = last.next;
  17214. }
  17215. return last;
  17216. }
  17217. // eliminate colinear or duplicate points
  17218. function filterPoints( start, end ) {
  17219. if ( ! start ) return start;
  17220. if ( ! end ) end = start;
  17221. var p = start,
  17222. again;
  17223. do {
  17224. again = false;
  17225. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17226. removeNode( p );
  17227. p = end = p.prev;
  17228. if ( p === p.next ) break;
  17229. again = true;
  17230. } else {
  17231. p = p.next;
  17232. }
  17233. } while ( again || p !== end );
  17234. return end;
  17235. }
  17236. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17237. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17238. if ( ! ear ) return;
  17239. // interlink polygon nodes in z-order
  17240. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  17241. var stop = ear,
  17242. prev, next;
  17243. // iterate through ears, slicing them one by one
  17244. while ( ear.prev !== ear.next ) {
  17245. prev = ear.prev;
  17246. next = ear.next;
  17247. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17248. // cut off the triangle
  17249. triangles.push( prev.i / dim );
  17250. triangles.push( ear.i / dim );
  17251. triangles.push( next.i / dim );
  17252. removeNode( ear );
  17253. // skipping the next vertex leads to less sliver triangles
  17254. ear = next.next;
  17255. stop = next.next;
  17256. continue;
  17257. }
  17258. ear = next;
  17259. // if we looped through the whole remaining polygon and can't find any more ears
  17260. if ( ear === stop ) {
  17261. // try filtering points and slicing again
  17262. if ( ! pass ) {
  17263. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17264. // if this didn't work, try curing all small self-intersections locally
  17265. } else if ( pass === 1 ) {
  17266. ear = cureLocalIntersections( ear, triangles, dim );
  17267. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17268. // as a last resort, try splitting the remaining polygon into two
  17269. } else if ( pass === 2 ) {
  17270. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17271. }
  17272. break;
  17273. }
  17274. }
  17275. }
  17276. // check whether a polygon node forms a valid ear with adjacent nodes
  17277. function isEar( ear ) {
  17278. var a = ear.prev,
  17279. b = ear,
  17280. c = ear.next;
  17281. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17282. // now make sure we don't have other points inside the potential ear
  17283. var p = ear.next.next;
  17284. while ( p !== ear.prev ) {
  17285. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17286. area( p.prev, p, p.next ) >= 0 ) return false;
  17287. p = p.next;
  17288. }
  17289. return true;
  17290. }
  17291. function isEarHashed( ear, minX, minY, invSize ) {
  17292. var a = ear.prev,
  17293. b = ear,
  17294. c = ear.next;
  17295. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17296. // triangle bbox; min & max are calculated like this for speed
  17297. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17298. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17299. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17300. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17301. // z-order range for the current triangle bbox;
  17302. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17303. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17304. var p = ear.prevZ,
  17305. n = ear.nextZ;
  17306. // look for points inside the triangle in both directions
  17307. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17308. if ( p !== ear.prev && p !== ear.next &&
  17309. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17310. area( p.prev, p, p.next ) >= 0 ) return false;
  17311. p = p.prevZ;
  17312. if ( n !== ear.prev && n !== ear.next &&
  17313. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17314. area( n.prev, n, n.next ) >= 0 ) return false;
  17315. n = n.nextZ;
  17316. }
  17317. // look for remaining points in decreasing z-order
  17318. while ( p && p.z >= minZ ) {
  17319. if ( p !== ear.prev && p !== ear.next &&
  17320. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17321. area( p.prev, p, p.next ) >= 0 ) return false;
  17322. p = p.prevZ;
  17323. }
  17324. // look for remaining points in increasing z-order
  17325. while ( n && n.z <= maxZ ) {
  17326. if ( n !== ear.prev && n !== ear.next &&
  17327. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17328. area( n.prev, n, n.next ) >= 0 ) return false;
  17329. n = n.nextZ;
  17330. }
  17331. return true;
  17332. }
  17333. // go through all polygon nodes and cure small local self-intersections
  17334. function cureLocalIntersections( start, triangles, dim ) {
  17335. var p = start;
  17336. do {
  17337. var a = p.prev,
  17338. b = p.next.next;
  17339. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17340. triangles.push( a.i / dim );
  17341. triangles.push( p.i / dim );
  17342. triangles.push( b.i / dim );
  17343. // remove two nodes involved
  17344. removeNode( p );
  17345. removeNode( p.next );
  17346. p = start = b;
  17347. }
  17348. p = p.next;
  17349. } while ( p !== start );
  17350. return p;
  17351. }
  17352. // try splitting polygon into two and triangulate them independently
  17353. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17354. // look for a valid diagonal that divides the polygon into two
  17355. var a = start;
  17356. do {
  17357. var b = a.next.next;
  17358. while ( b !== a.prev ) {
  17359. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17360. // split the polygon in two by the diagonal
  17361. var c = splitPolygon( a, b );
  17362. // filter colinear points around the cuts
  17363. a = filterPoints( a, a.next );
  17364. c = filterPoints( c, c.next );
  17365. // run earcut on each half
  17366. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17367. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17368. return;
  17369. }
  17370. b = b.next;
  17371. }
  17372. a = a.next;
  17373. } while ( a !== start );
  17374. }
  17375. // link every hole into the outer loop, producing a single-ring polygon without holes
  17376. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17377. var queue = [],
  17378. i, len, start, end, list;
  17379. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17380. start = holeIndices[ i ] * dim;
  17381. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17382. list = linkedList( data, start, end, dim, false );
  17383. if ( list === list.next ) list.steiner = true;
  17384. queue.push( getLeftmost( list ) );
  17385. }
  17386. queue.sort( compareX );
  17387. // process holes from left to right
  17388. for ( i = 0; i < queue.length; i ++ ) {
  17389. eliminateHole( queue[ i ], outerNode );
  17390. outerNode = filterPoints( outerNode, outerNode.next );
  17391. }
  17392. return outerNode;
  17393. }
  17394. function compareX( a, b ) {
  17395. return a.x - b.x;
  17396. }
  17397. // find a bridge between vertices that connects hole with an outer ring and and link it
  17398. function eliminateHole( hole, outerNode ) {
  17399. outerNode = findHoleBridge( hole, outerNode );
  17400. if ( outerNode ) {
  17401. var b = splitPolygon( outerNode, hole );
  17402. filterPoints( b, b.next );
  17403. }
  17404. }
  17405. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17406. function findHoleBridge( hole, outerNode ) {
  17407. var p = outerNode,
  17408. hx = hole.x,
  17409. hy = hole.y,
  17410. qx = - Infinity,
  17411. m;
  17412. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17413. // segment's endpoint with lesser x will be potential connection point
  17414. do {
  17415. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17416. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17417. if ( x <= hx && x > qx ) {
  17418. qx = x;
  17419. if ( x === hx ) {
  17420. if ( hy === p.y ) return p;
  17421. if ( hy === p.next.y ) return p.next;
  17422. }
  17423. m = p.x < p.next.x ? p : p.next;
  17424. }
  17425. }
  17426. p = p.next;
  17427. } while ( p !== outerNode );
  17428. if ( ! m ) return null;
  17429. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17430. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17431. // if there are no points found, we have a valid connection;
  17432. // otherwise choose the point of the minimum angle with the ray as connection point
  17433. var stop = m,
  17434. mx = m.x,
  17435. my = m.y,
  17436. tanMin = Infinity,
  17437. tan;
  17438. p = m.next;
  17439. while ( p !== stop ) {
  17440. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17441. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17442. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17443. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17444. m = p;
  17445. tanMin = tan;
  17446. }
  17447. }
  17448. p = p.next;
  17449. }
  17450. return m;
  17451. }
  17452. // interlink polygon nodes in z-order
  17453. function indexCurve( start, minX, minY, invSize ) {
  17454. var p = start;
  17455. do {
  17456. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17457. p.prevZ = p.prev;
  17458. p.nextZ = p.next;
  17459. p = p.next;
  17460. } while ( p !== start );
  17461. p.prevZ.nextZ = null;
  17462. p.prevZ = null;
  17463. sortLinked( p );
  17464. }
  17465. // Simon Tatham's linked list merge sort algorithm
  17466. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17467. function sortLinked( list ) {
  17468. var i, p, q, e, tail, numMerges, pSize, qSize,
  17469. inSize = 1;
  17470. do {
  17471. p = list;
  17472. list = null;
  17473. tail = null;
  17474. numMerges = 0;
  17475. while ( p ) {
  17476. numMerges ++;
  17477. q = p;
  17478. pSize = 0;
  17479. for ( i = 0; i < inSize; i ++ ) {
  17480. pSize ++;
  17481. q = q.nextZ;
  17482. if ( ! q ) break;
  17483. }
  17484. qSize = inSize;
  17485. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17486. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17487. e = p;
  17488. p = p.nextZ;
  17489. pSize --;
  17490. } else {
  17491. e = q;
  17492. q = q.nextZ;
  17493. qSize --;
  17494. }
  17495. if ( tail ) tail.nextZ = e;
  17496. else list = e;
  17497. e.prevZ = tail;
  17498. tail = e;
  17499. }
  17500. p = q;
  17501. }
  17502. tail.nextZ = null;
  17503. inSize *= 2;
  17504. } while ( numMerges > 1 );
  17505. return list;
  17506. }
  17507. // z-order of a point given coords and inverse of the longer side of data bbox
  17508. function zOrder( x, y, minX, minY, invSize ) {
  17509. // coords are transformed into non-negative 15-bit integer range
  17510. x = 32767 * ( x - minX ) * invSize;
  17511. y = 32767 * ( y - minY ) * invSize;
  17512. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17513. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17514. x = ( x | ( x << 2 ) ) & 0x33333333;
  17515. x = ( x | ( x << 1 ) ) & 0x55555555;
  17516. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17517. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17518. y = ( y | ( y << 2 ) ) & 0x33333333;
  17519. y = ( y | ( y << 1 ) ) & 0x55555555;
  17520. return x | ( y << 1 );
  17521. }
  17522. // find the leftmost node of a polygon ring
  17523. function getLeftmost( start ) {
  17524. var p = start,
  17525. leftmost = start;
  17526. do {
  17527. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  17528. p = p.next;
  17529. } while ( p !== start );
  17530. return leftmost;
  17531. }
  17532. // check if a point lies within a convex triangle
  17533. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17534. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17535. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17536. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17537. }
  17538. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17539. function isValidDiagonal( a, b ) {
  17540. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17541. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17542. }
  17543. // signed area of a triangle
  17544. function area( p, q, r ) {
  17545. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17546. }
  17547. // check if two points are equal
  17548. function equals( p1, p2 ) {
  17549. return p1.x === p2.x && p1.y === p2.y;
  17550. }
  17551. // check if two segments intersect
  17552. function intersects( p1, q1, p2, q2 ) {
  17553. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17554. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17555. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17556. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17557. }
  17558. // check if a polygon diagonal intersects any polygon segments
  17559. function intersectsPolygon( a, b ) {
  17560. var p = a;
  17561. do {
  17562. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17563. intersects( p, p.next, a, b ) ) return true;
  17564. p = p.next;
  17565. } while ( p !== a );
  17566. return false;
  17567. }
  17568. // check if a polygon diagonal is locally inside the polygon
  17569. function locallyInside( a, b ) {
  17570. return area( a.prev, a, a.next ) < 0 ?
  17571. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17572. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17573. }
  17574. // check if the middle point of a polygon diagonal is inside the polygon
  17575. function middleInside( a, b ) {
  17576. var p = a,
  17577. inside = false,
  17578. px = ( a.x + b.x ) / 2,
  17579. py = ( a.y + b.y ) / 2;
  17580. do {
  17581. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17582. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17583. inside = ! inside;
  17584. p = p.next;
  17585. } while ( p !== a );
  17586. return inside;
  17587. }
  17588. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17589. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17590. function splitPolygon( a, b ) {
  17591. var a2 = new Node( a.i, a.x, a.y ),
  17592. b2 = new Node( b.i, b.x, b.y ),
  17593. an = a.next,
  17594. bp = b.prev;
  17595. a.next = b;
  17596. b.prev = a;
  17597. a2.next = an;
  17598. an.prev = a2;
  17599. b2.next = a2;
  17600. a2.prev = b2;
  17601. bp.next = b2;
  17602. b2.prev = bp;
  17603. return b2;
  17604. }
  17605. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17606. function insertNode( i, x, y, last ) {
  17607. var p = new Node( i, x, y );
  17608. if ( ! last ) {
  17609. p.prev = p;
  17610. p.next = p;
  17611. } else {
  17612. p.next = last.next;
  17613. p.prev = last;
  17614. last.next.prev = p;
  17615. last.next = p;
  17616. }
  17617. return p;
  17618. }
  17619. function removeNode( p ) {
  17620. p.next.prev = p.prev;
  17621. p.prev.next = p.next;
  17622. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17623. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17624. }
  17625. function Node( i, x, y ) {
  17626. // vertex index in coordinates array
  17627. this.i = i;
  17628. // vertex coordinates
  17629. this.x = x;
  17630. this.y = y;
  17631. // previous and next vertex nodes in a polygon ring
  17632. this.prev = null;
  17633. this.next = null;
  17634. // z-order curve value
  17635. this.z = null;
  17636. // previous and next nodes in z-order
  17637. this.prevZ = null;
  17638. this.nextZ = null;
  17639. // indicates whether this is a steiner point
  17640. this.steiner = false;
  17641. }
  17642. function signedArea( data, start, end, dim ) {
  17643. var sum = 0;
  17644. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17645. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17646. j = i;
  17647. }
  17648. return sum;
  17649. }
  17650. /**
  17651. * @author zz85 / http://www.lab4games.net/zz85/blog
  17652. */
  17653. var ShapeUtils = {
  17654. // calculate area of the contour polygon
  17655. area: function ( contour ) {
  17656. var n = contour.length;
  17657. var a = 0.0;
  17658. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17659. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17660. }
  17661. return a * 0.5;
  17662. },
  17663. isClockWise: function ( pts ) {
  17664. return ShapeUtils.area( pts ) < 0;
  17665. },
  17666. triangulateShape: function ( contour, holes ) {
  17667. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17668. var holeIndices = []; // array of hole indices
  17669. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17670. removeDupEndPts( contour );
  17671. addContour( vertices, contour );
  17672. //
  17673. var holeIndex = contour.length;
  17674. holes.forEach( removeDupEndPts );
  17675. for ( var i = 0; i < holes.length; i ++ ) {
  17676. holeIndices.push( holeIndex );
  17677. holeIndex += holes[ i ].length;
  17678. addContour( vertices, holes[ i ] );
  17679. }
  17680. //
  17681. var triangles = Earcut.triangulate( vertices, holeIndices );
  17682. //
  17683. for ( var i = 0; i < triangles.length; i += 3 ) {
  17684. faces.push( triangles.slice( i, i + 3 ) );
  17685. }
  17686. return faces;
  17687. }
  17688. };
  17689. function removeDupEndPts( points ) {
  17690. var l = points.length;
  17691. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17692. points.pop();
  17693. }
  17694. }
  17695. function addContour( vertices, contour ) {
  17696. for ( var i = 0; i < contour.length; i ++ ) {
  17697. vertices.push( contour[ i ].x );
  17698. vertices.push( contour[ i ].y );
  17699. }
  17700. }
  17701. /**
  17702. * @author zz85 / http://www.lab4games.net/zz85/blog
  17703. *
  17704. * Creates extruded geometry from a path shape.
  17705. *
  17706. * parameters = {
  17707. *
  17708. * curveSegments: <int>, // number of points on the curves
  17709. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17710. * depth: <float>, // Depth to extrude the shape
  17711. *
  17712. * bevelEnabled: <bool>, // turn on bevel
  17713. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17714. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17715. * bevelOffset: <float>, // how far from shape outline does bevel start
  17716. * bevelSegments: <int>, // number of bevel layers
  17717. *
  17718. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17719. *
  17720. * UVGenerator: <Object> // object that provides UV generator functions
  17721. *
  17722. * }
  17723. */
  17724. // ExtrudeGeometry
  17725. function ExtrudeGeometry( shapes, options ) {
  17726. Geometry.call( this );
  17727. this.type = 'ExtrudeGeometry';
  17728. this.parameters = {
  17729. shapes: shapes,
  17730. options: options
  17731. };
  17732. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17733. this.mergeVertices();
  17734. }
  17735. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17736. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17737. ExtrudeGeometry.prototype.toJSON = function () {
  17738. var data = Geometry.prototype.toJSON.call( this );
  17739. var shapes = this.parameters.shapes;
  17740. var options = this.parameters.options;
  17741. return toJSON( shapes, options, data );
  17742. };
  17743. // ExtrudeBufferGeometry
  17744. function ExtrudeBufferGeometry( shapes, options ) {
  17745. BufferGeometry.call( this );
  17746. this.type = 'ExtrudeBufferGeometry';
  17747. this.parameters = {
  17748. shapes: shapes,
  17749. options: options
  17750. };
  17751. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17752. var scope = this;
  17753. var verticesArray = [];
  17754. var uvArray = [];
  17755. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17756. var shape = shapes[ i ];
  17757. addShape( shape );
  17758. }
  17759. // build geometry
  17760. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17761. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17762. this.computeVertexNormals();
  17763. // functions
  17764. function addShape( shape ) {
  17765. var placeholder = [];
  17766. // options
  17767. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17768. var steps = options.steps !== undefined ? options.steps : 1;
  17769. var depth = options.depth !== undefined ? options.depth : 100;
  17770. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17771. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17772. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17773. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17774. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17775. var extrudePath = options.extrudePath;
  17776. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17777. // deprecated options
  17778. if ( options.amount !== undefined ) {
  17779. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17780. depth = options.amount;
  17781. }
  17782. //
  17783. var extrudePts, extrudeByPath = false;
  17784. var splineTube, binormal, normal, position2;
  17785. if ( extrudePath ) {
  17786. extrudePts = extrudePath.getSpacedPoints( steps );
  17787. extrudeByPath = true;
  17788. bevelEnabled = false; // bevels not supported for path extrusion
  17789. // SETUP TNB variables
  17790. // TODO1 - have a .isClosed in spline?
  17791. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17792. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17793. binormal = new Vector3();
  17794. normal = new Vector3();
  17795. position2 = new Vector3();
  17796. }
  17797. // Safeguards if bevels are not enabled
  17798. if ( ! bevelEnabled ) {
  17799. bevelSegments = 0;
  17800. bevelThickness = 0;
  17801. bevelSize = 0;
  17802. bevelOffset = 0;
  17803. }
  17804. // Variables initialization
  17805. var ahole, h, hl; // looping of holes
  17806. var shapePoints = shape.extractPoints( curveSegments );
  17807. var vertices = shapePoints.shape;
  17808. var holes = shapePoints.holes;
  17809. var reverse = ! ShapeUtils.isClockWise( vertices );
  17810. if ( reverse ) {
  17811. vertices = vertices.reverse();
  17812. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17813. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17814. ahole = holes[ h ];
  17815. if ( ShapeUtils.isClockWise( ahole ) ) {
  17816. holes[ h ] = ahole.reverse();
  17817. }
  17818. }
  17819. }
  17820. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17821. /* Vertices */
  17822. var contour = vertices; // vertices has all points but contour has only points of circumference
  17823. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17824. ahole = holes[ h ];
  17825. vertices = vertices.concat( ahole );
  17826. }
  17827. function scalePt2( pt, vec, size ) {
  17828. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17829. return vec.clone().multiplyScalar( size ).add( pt );
  17830. }
  17831. var b, bs, t, z,
  17832. vert, vlen = vertices.length,
  17833. face, flen = faces.length;
  17834. // Find directions for point movement
  17835. function getBevelVec( inPt, inPrev, inNext ) {
  17836. // computes for inPt the corresponding point inPt' on a new contour
  17837. // shifted by 1 unit (length of normalized vector) to the left
  17838. // if we walk along contour clockwise, this new contour is outside the old one
  17839. //
  17840. // inPt' is the intersection of the two lines parallel to the two
  17841. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17842. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17843. // good reading for geometry algorithms (here: line-line intersection)
  17844. // http://geomalgorithms.com/a05-_intersect-1.html
  17845. var v_prev_x = inPt.x - inPrev.x,
  17846. v_prev_y = inPt.y - inPrev.y;
  17847. var v_next_x = inNext.x - inPt.x,
  17848. v_next_y = inNext.y - inPt.y;
  17849. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17850. // check for collinear edges
  17851. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17852. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17853. // not collinear
  17854. // length of vectors for normalizing
  17855. var v_prev_len = Math.sqrt( v_prev_lensq );
  17856. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17857. // shift adjacent points by unit vectors to the left
  17858. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17859. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17860. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17861. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17862. // scaling factor for v_prev to intersection point
  17863. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17864. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17865. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17866. // vector from inPt to intersection point
  17867. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17868. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17869. // Don't normalize!, otherwise sharp corners become ugly
  17870. // but prevent crazy spikes
  17871. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17872. if ( v_trans_lensq <= 2 ) {
  17873. return new Vector2( v_trans_x, v_trans_y );
  17874. } else {
  17875. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17876. }
  17877. } else {
  17878. // handle special case of collinear edges
  17879. var direction_eq = false; // assumes: opposite
  17880. if ( v_prev_x > Number.EPSILON ) {
  17881. if ( v_next_x > Number.EPSILON ) {
  17882. direction_eq = true;
  17883. }
  17884. } else {
  17885. if ( v_prev_x < - Number.EPSILON ) {
  17886. if ( v_next_x < - Number.EPSILON ) {
  17887. direction_eq = true;
  17888. }
  17889. } else {
  17890. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17891. direction_eq = true;
  17892. }
  17893. }
  17894. }
  17895. if ( direction_eq ) {
  17896. // console.log("Warning: lines are a straight sequence");
  17897. v_trans_x = - v_prev_y;
  17898. v_trans_y = v_prev_x;
  17899. shrink_by = Math.sqrt( v_prev_lensq );
  17900. } else {
  17901. // console.log("Warning: lines are a straight spike");
  17902. v_trans_x = v_prev_x;
  17903. v_trans_y = v_prev_y;
  17904. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17905. }
  17906. }
  17907. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17908. }
  17909. var contourMovements = [];
  17910. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17911. if ( j === il ) j = 0;
  17912. if ( k === il ) k = 0;
  17913. // (j)---(i)---(k)
  17914. // console.log('i,j,k', i, j , k)
  17915. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17916. }
  17917. var holesMovements = [],
  17918. oneHoleMovements, verticesMovements = contourMovements.concat();
  17919. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17920. ahole = holes[ h ];
  17921. oneHoleMovements = [];
  17922. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17923. if ( j === il ) j = 0;
  17924. if ( k === il ) k = 0;
  17925. // (j)---(i)---(k)
  17926. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17927. }
  17928. holesMovements.push( oneHoleMovements );
  17929. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17930. }
  17931. // Loop bevelSegments, 1 for the front, 1 for the back
  17932. for ( b = 0; b < bevelSegments; b ++ ) {
  17933. //for ( b = bevelSegments; b > 0; b -- ) {
  17934. t = b / bevelSegments;
  17935. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17936. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17937. // contract shape
  17938. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17939. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17940. v( vert.x, vert.y, - z );
  17941. }
  17942. // expand holes
  17943. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17944. ahole = holes[ h ];
  17945. oneHoleMovements = holesMovements[ h ];
  17946. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17947. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17948. v( vert.x, vert.y, - z );
  17949. }
  17950. }
  17951. }
  17952. bs = bevelSize + bevelOffset;
  17953. // Back facing vertices
  17954. for ( i = 0; i < vlen; i ++ ) {
  17955. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17956. if ( ! extrudeByPath ) {
  17957. v( vert.x, vert.y, 0 );
  17958. } else {
  17959. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17960. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17961. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17962. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17963. v( position2.x, position2.y, position2.z );
  17964. }
  17965. }
  17966. // Add stepped vertices...
  17967. // Including front facing vertices
  17968. var s;
  17969. for ( s = 1; s <= steps; s ++ ) {
  17970. for ( i = 0; i < vlen; i ++ ) {
  17971. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17972. if ( ! extrudeByPath ) {
  17973. v( vert.x, vert.y, depth / steps * s );
  17974. } else {
  17975. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17976. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17977. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17978. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17979. v( position2.x, position2.y, position2.z );
  17980. }
  17981. }
  17982. }
  17983. // Add bevel segments planes
  17984. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17985. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17986. t = b / bevelSegments;
  17987. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17988. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17989. // contract shape
  17990. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17991. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17992. v( vert.x, vert.y, depth + z );
  17993. }
  17994. // expand holes
  17995. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17996. ahole = holes[ h ];
  17997. oneHoleMovements = holesMovements[ h ];
  17998. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17999. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18000. if ( ! extrudeByPath ) {
  18001. v( vert.x, vert.y, depth + z );
  18002. } else {
  18003. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18004. }
  18005. }
  18006. }
  18007. }
  18008. /* Faces */
  18009. // Top and bottom faces
  18010. buildLidFaces();
  18011. // Sides faces
  18012. buildSideFaces();
  18013. ///// Internal functions
  18014. function buildLidFaces() {
  18015. var start = verticesArray.length / 3;
  18016. if ( bevelEnabled ) {
  18017. var layer = 0; // steps + 1
  18018. var offset = vlen * layer;
  18019. // Bottom faces
  18020. for ( i = 0; i < flen; i ++ ) {
  18021. face = faces[ i ];
  18022. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18023. }
  18024. layer = steps + bevelSegments * 2;
  18025. offset = vlen * layer;
  18026. // Top faces
  18027. for ( i = 0; i < flen; i ++ ) {
  18028. face = faces[ i ];
  18029. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18030. }
  18031. } else {
  18032. // Bottom faces
  18033. for ( i = 0; i < flen; i ++ ) {
  18034. face = faces[ i ];
  18035. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18036. }
  18037. // Top faces
  18038. for ( i = 0; i < flen; i ++ ) {
  18039. face = faces[ i ];
  18040. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18041. }
  18042. }
  18043. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18044. }
  18045. // Create faces for the z-sides of the shape
  18046. function buildSideFaces() {
  18047. var start = verticesArray.length / 3;
  18048. var layeroffset = 0;
  18049. sidewalls( contour, layeroffset );
  18050. layeroffset += contour.length;
  18051. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18052. ahole = holes[ h ];
  18053. sidewalls( ahole, layeroffset );
  18054. //, true
  18055. layeroffset += ahole.length;
  18056. }
  18057. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18058. }
  18059. function sidewalls( contour, layeroffset ) {
  18060. var j, k;
  18061. i = contour.length;
  18062. while ( -- i >= 0 ) {
  18063. j = i;
  18064. k = i - 1;
  18065. if ( k < 0 ) k = contour.length - 1;
  18066. //console.log('b', i,j, i-1, k,vertices.length);
  18067. var s = 0,
  18068. sl = steps + bevelSegments * 2;
  18069. for ( s = 0; s < sl; s ++ ) {
  18070. var slen1 = vlen * s;
  18071. var slen2 = vlen * ( s + 1 );
  18072. var a = layeroffset + j + slen1,
  18073. b = layeroffset + k + slen1,
  18074. c = layeroffset + k + slen2,
  18075. d = layeroffset + j + slen2;
  18076. f4( a, b, c, d );
  18077. }
  18078. }
  18079. }
  18080. function v( x, y, z ) {
  18081. placeholder.push( x );
  18082. placeholder.push( y );
  18083. placeholder.push( z );
  18084. }
  18085. function f3( a, b, c ) {
  18086. addVertex( a );
  18087. addVertex( b );
  18088. addVertex( c );
  18089. var nextIndex = verticesArray.length / 3;
  18090. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18091. addUV( uvs[ 0 ] );
  18092. addUV( uvs[ 1 ] );
  18093. addUV( uvs[ 2 ] );
  18094. }
  18095. function f4( a, b, c, d ) {
  18096. addVertex( a );
  18097. addVertex( b );
  18098. addVertex( d );
  18099. addVertex( b );
  18100. addVertex( c );
  18101. addVertex( d );
  18102. var nextIndex = verticesArray.length / 3;
  18103. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18104. addUV( uvs[ 0 ] );
  18105. addUV( uvs[ 1 ] );
  18106. addUV( uvs[ 3 ] );
  18107. addUV( uvs[ 1 ] );
  18108. addUV( uvs[ 2 ] );
  18109. addUV( uvs[ 3 ] );
  18110. }
  18111. function addVertex( index ) {
  18112. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18113. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18114. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18115. }
  18116. function addUV( vector2 ) {
  18117. uvArray.push( vector2.x );
  18118. uvArray.push( vector2.y );
  18119. }
  18120. }
  18121. }
  18122. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18123. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18124. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18125. var data = BufferGeometry.prototype.toJSON.call( this );
  18126. var shapes = this.parameters.shapes;
  18127. var options = this.parameters.options;
  18128. return toJSON( shapes, options, data );
  18129. };
  18130. //
  18131. var WorldUVGenerator = {
  18132. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18133. var a_x = vertices[ indexA * 3 ];
  18134. var a_y = vertices[ indexA * 3 + 1 ];
  18135. var b_x = vertices[ indexB * 3 ];
  18136. var b_y = vertices[ indexB * 3 + 1 ];
  18137. var c_x = vertices[ indexC * 3 ];
  18138. var c_y = vertices[ indexC * 3 + 1 ];
  18139. return [
  18140. new Vector2( a_x, a_y ),
  18141. new Vector2( b_x, b_y ),
  18142. new Vector2( c_x, c_y )
  18143. ];
  18144. },
  18145. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18146. var a_x = vertices[ indexA * 3 ];
  18147. var a_y = vertices[ indexA * 3 + 1 ];
  18148. var a_z = vertices[ indexA * 3 + 2 ];
  18149. var b_x = vertices[ indexB * 3 ];
  18150. var b_y = vertices[ indexB * 3 + 1 ];
  18151. var b_z = vertices[ indexB * 3 + 2 ];
  18152. var c_x = vertices[ indexC * 3 ];
  18153. var c_y = vertices[ indexC * 3 + 1 ];
  18154. var c_z = vertices[ indexC * 3 + 2 ];
  18155. var d_x = vertices[ indexD * 3 ];
  18156. var d_y = vertices[ indexD * 3 + 1 ];
  18157. var d_z = vertices[ indexD * 3 + 2 ];
  18158. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18159. return [
  18160. new Vector2( a_x, 1 - a_z ),
  18161. new Vector2( b_x, 1 - b_z ),
  18162. new Vector2( c_x, 1 - c_z ),
  18163. new Vector2( d_x, 1 - d_z )
  18164. ];
  18165. } else {
  18166. return [
  18167. new Vector2( a_y, 1 - a_z ),
  18168. new Vector2( b_y, 1 - b_z ),
  18169. new Vector2( c_y, 1 - c_z ),
  18170. new Vector2( d_y, 1 - d_z )
  18171. ];
  18172. }
  18173. }
  18174. };
  18175. function toJSON( shapes, options, data ) {
  18176. //
  18177. data.shapes = [];
  18178. if ( Array.isArray( shapes ) ) {
  18179. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18180. var shape = shapes[ i ];
  18181. data.shapes.push( shape.uuid );
  18182. }
  18183. } else {
  18184. data.shapes.push( shapes.uuid );
  18185. }
  18186. //
  18187. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  18188. return data;
  18189. }
  18190. /**
  18191. * @author zz85 / http://www.lab4games.net/zz85/blog
  18192. * @author alteredq / http://alteredqualia.com/
  18193. *
  18194. * Text = 3D Text
  18195. *
  18196. * parameters = {
  18197. * font: <THREE.Font>, // font
  18198. *
  18199. * size: <float>, // size of the text
  18200. * height: <float>, // thickness to extrude text
  18201. * curveSegments: <int>, // number of points on the curves
  18202. *
  18203. * bevelEnabled: <bool>, // turn on bevel
  18204. * bevelThickness: <float>, // how deep into text bevel goes
  18205. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18206. * bevelOffset: <float> // how far from text outline does bevel start
  18207. * }
  18208. */
  18209. // TextGeometry
  18210. function TextGeometry( text, parameters ) {
  18211. Geometry.call( this );
  18212. this.type = 'TextGeometry';
  18213. this.parameters = {
  18214. text: text,
  18215. parameters: parameters
  18216. };
  18217. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18218. this.mergeVertices();
  18219. }
  18220. TextGeometry.prototype = Object.create( Geometry.prototype );
  18221. TextGeometry.prototype.constructor = TextGeometry;
  18222. // TextBufferGeometry
  18223. function TextBufferGeometry( text, parameters ) {
  18224. parameters = parameters || {};
  18225. var font = parameters.font;
  18226. if ( ! ( font && font.isFont ) ) {
  18227. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18228. return new Geometry();
  18229. }
  18230. var shapes = font.generateShapes( text, parameters.size );
  18231. // translate parameters to ExtrudeGeometry API
  18232. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18233. // defaults
  18234. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18235. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18236. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18237. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18238. this.type = 'TextBufferGeometry';
  18239. }
  18240. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18241. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18242. /**
  18243. * @author mrdoob / http://mrdoob.com/
  18244. * @author benaadams / https://twitter.com/ben_a_adams
  18245. * @author Mugen87 / https://github.com/Mugen87
  18246. */
  18247. // SphereGeometry
  18248. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18249. Geometry.call( this );
  18250. this.type = 'SphereGeometry';
  18251. this.parameters = {
  18252. radius: radius,
  18253. widthSegments: widthSegments,
  18254. heightSegments: heightSegments,
  18255. phiStart: phiStart,
  18256. phiLength: phiLength,
  18257. thetaStart: thetaStart,
  18258. thetaLength: thetaLength
  18259. };
  18260. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18261. this.mergeVertices();
  18262. }
  18263. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18264. SphereGeometry.prototype.constructor = SphereGeometry;
  18265. // SphereBufferGeometry
  18266. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18267. BufferGeometry.call( this );
  18268. this.type = 'SphereBufferGeometry';
  18269. this.parameters = {
  18270. radius: radius,
  18271. widthSegments: widthSegments,
  18272. heightSegments: heightSegments,
  18273. phiStart: phiStart,
  18274. phiLength: phiLength,
  18275. thetaStart: thetaStart,
  18276. thetaLength: thetaLength
  18277. };
  18278. radius = radius || 1;
  18279. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18280. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18281. phiStart = phiStart !== undefined ? phiStart : 0;
  18282. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18283. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18284. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18285. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18286. var ix, iy;
  18287. var index = 0;
  18288. var grid = [];
  18289. var vertex = new Vector3();
  18290. var normal = new Vector3();
  18291. // buffers
  18292. var indices = [];
  18293. var vertices = [];
  18294. var normals = [];
  18295. var uvs = [];
  18296. // generate vertices, normals and uvs
  18297. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18298. var verticesRow = [];
  18299. var v = iy / heightSegments;
  18300. // special case for the poles
  18301. var uOffset = 0;
  18302. if ( iy == 0 && thetaStart == 0 ) {
  18303. uOffset = 0.5 / widthSegments;
  18304. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18305. uOffset = - 0.5 / widthSegments;
  18306. }
  18307. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18308. var u = ix / widthSegments;
  18309. // vertex
  18310. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18311. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18312. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18313. vertices.push( vertex.x, vertex.y, vertex.z );
  18314. // normal
  18315. normal.copy( vertex ).normalize();
  18316. normals.push( normal.x, normal.y, normal.z );
  18317. // uv
  18318. uvs.push( u + uOffset, 1 - v );
  18319. verticesRow.push( index ++ );
  18320. }
  18321. grid.push( verticesRow );
  18322. }
  18323. // indices
  18324. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18325. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18326. var a = grid[ iy ][ ix + 1 ];
  18327. var b = grid[ iy ][ ix ];
  18328. var c = grid[ iy + 1 ][ ix ];
  18329. var d = grid[ iy + 1 ][ ix + 1 ];
  18330. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  18331. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  18332. }
  18333. }
  18334. // build geometry
  18335. this.setIndex( indices );
  18336. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18337. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18338. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18339. }
  18340. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18341. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18342. /**
  18343. * @author Kaleb Murphy
  18344. * @author Mugen87 / https://github.com/Mugen87
  18345. */
  18346. // RingGeometry
  18347. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18348. Geometry.call( this );
  18349. this.type = 'RingGeometry';
  18350. this.parameters = {
  18351. innerRadius: innerRadius,
  18352. outerRadius: outerRadius,
  18353. thetaSegments: thetaSegments,
  18354. phiSegments: phiSegments,
  18355. thetaStart: thetaStart,
  18356. thetaLength: thetaLength
  18357. };
  18358. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18359. this.mergeVertices();
  18360. }
  18361. RingGeometry.prototype = Object.create( Geometry.prototype );
  18362. RingGeometry.prototype.constructor = RingGeometry;
  18363. // RingBufferGeometry
  18364. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18365. BufferGeometry.call( this );
  18366. this.type = 'RingBufferGeometry';
  18367. this.parameters = {
  18368. innerRadius: innerRadius,
  18369. outerRadius: outerRadius,
  18370. thetaSegments: thetaSegments,
  18371. phiSegments: phiSegments,
  18372. thetaStart: thetaStart,
  18373. thetaLength: thetaLength
  18374. };
  18375. innerRadius = innerRadius || 0.5;
  18376. outerRadius = outerRadius || 1;
  18377. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18378. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18379. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18380. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18381. // buffers
  18382. var indices = [];
  18383. var vertices = [];
  18384. var normals = [];
  18385. var uvs = [];
  18386. // some helper variables
  18387. var segment;
  18388. var radius = innerRadius;
  18389. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18390. var vertex = new Vector3();
  18391. var uv = new Vector2();
  18392. var j, i;
  18393. // generate vertices, normals and uvs
  18394. for ( j = 0; j <= phiSegments; j ++ ) {
  18395. for ( i = 0; i <= thetaSegments; i ++ ) {
  18396. // values are generate from the inside of the ring to the outside
  18397. segment = thetaStart + i / thetaSegments * thetaLength;
  18398. // vertex
  18399. vertex.x = radius * Math.cos( segment );
  18400. vertex.y = radius * Math.sin( segment );
  18401. vertices.push( vertex.x, vertex.y, vertex.z );
  18402. // normal
  18403. normals.push( 0, 0, 1 );
  18404. // uv
  18405. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18406. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18407. uvs.push( uv.x, uv.y );
  18408. }
  18409. // increase the radius for next row of vertices
  18410. radius += radiusStep;
  18411. }
  18412. // indices
  18413. for ( j = 0; j < phiSegments; j ++ ) {
  18414. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18415. for ( i = 0; i < thetaSegments; i ++ ) {
  18416. segment = i + thetaSegmentLevel;
  18417. var a = segment;
  18418. var b = segment + thetaSegments + 1;
  18419. var c = segment + thetaSegments + 2;
  18420. var d = segment + 1;
  18421. // faces
  18422. indices.push( a, b, d );
  18423. indices.push( b, c, d );
  18424. }
  18425. }
  18426. // build geometry
  18427. this.setIndex( indices );
  18428. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18429. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18430. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18431. }
  18432. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18433. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18434. /**
  18435. * @author zz85 / https://github.com/zz85
  18436. * @author bhouston / http://clara.io
  18437. * @author Mugen87 / https://github.com/Mugen87
  18438. */
  18439. // LatheGeometry
  18440. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18441. Geometry.call( this );
  18442. this.type = 'LatheGeometry';
  18443. this.parameters = {
  18444. points: points,
  18445. segments: segments,
  18446. phiStart: phiStart,
  18447. phiLength: phiLength
  18448. };
  18449. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18450. this.mergeVertices();
  18451. }
  18452. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18453. LatheGeometry.prototype.constructor = LatheGeometry;
  18454. // LatheBufferGeometry
  18455. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18456. BufferGeometry.call( this );
  18457. this.type = 'LatheBufferGeometry';
  18458. this.parameters = {
  18459. points: points,
  18460. segments: segments,
  18461. phiStart: phiStart,
  18462. phiLength: phiLength
  18463. };
  18464. segments = Math.floor( segments ) || 12;
  18465. phiStart = phiStart || 0;
  18466. phiLength = phiLength || Math.PI * 2;
  18467. // clamp phiLength so it's in range of [ 0, 2PI ]
  18468. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18469. // buffers
  18470. var indices = [];
  18471. var vertices = [];
  18472. var uvs = [];
  18473. // helper variables
  18474. var base;
  18475. var inverseSegments = 1.0 / segments;
  18476. var vertex = new Vector3();
  18477. var uv = new Vector2();
  18478. var i, j;
  18479. // generate vertices and uvs
  18480. for ( i = 0; i <= segments; i ++ ) {
  18481. var phi = phiStart + i * inverseSegments * phiLength;
  18482. var sin = Math.sin( phi );
  18483. var cos = Math.cos( phi );
  18484. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18485. // vertex
  18486. vertex.x = points[ j ].x * sin;
  18487. vertex.y = points[ j ].y;
  18488. vertex.z = points[ j ].x * cos;
  18489. vertices.push( vertex.x, vertex.y, vertex.z );
  18490. // uv
  18491. uv.x = i / segments;
  18492. uv.y = j / ( points.length - 1 );
  18493. uvs.push( uv.x, uv.y );
  18494. }
  18495. }
  18496. // indices
  18497. for ( i = 0; i < segments; i ++ ) {
  18498. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18499. base = j + i * points.length;
  18500. var a = base;
  18501. var b = base + points.length;
  18502. var c = base + points.length + 1;
  18503. var d = base + 1;
  18504. // faces
  18505. indices.push( a, b, d );
  18506. indices.push( b, c, d );
  18507. }
  18508. }
  18509. // build geometry
  18510. this.setIndex( indices );
  18511. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18512. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18513. // generate normals
  18514. this.computeVertexNormals();
  18515. // if the geometry is closed, we need to average the normals along the seam.
  18516. // because the corresponding vertices are identical (but still have different UVs).
  18517. if ( phiLength === Math.PI * 2 ) {
  18518. var normals = this.attributes.normal.array;
  18519. var n1 = new Vector3();
  18520. var n2 = new Vector3();
  18521. var n = new Vector3();
  18522. // this is the buffer offset for the last line of vertices
  18523. base = segments * points.length * 3;
  18524. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18525. // select the normal of the vertex in the first line
  18526. n1.x = normals[ j + 0 ];
  18527. n1.y = normals[ j + 1 ];
  18528. n1.z = normals[ j + 2 ];
  18529. // select the normal of the vertex in the last line
  18530. n2.x = normals[ base + j + 0 ];
  18531. n2.y = normals[ base + j + 1 ];
  18532. n2.z = normals[ base + j + 2 ];
  18533. // average normals
  18534. n.addVectors( n1, n2 ).normalize();
  18535. // assign the new values to both normals
  18536. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18537. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18538. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18539. }
  18540. }
  18541. }
  18542. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18543. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18544. /**
  18545. * @author jonobr1 / http://jonobr1.com
  18546. * @author Mugen87 / https://github.com/Mugen87
  18547. */
  18548. // ShapeGeometry
  18549. function ShapeGeometry( shapes, curveSegments ) {
  18550. Geometry.call( this );
  18551. this.type = 'ShapeGeometry';
  18552. if ( typeof curveSegments === 'object' ) {
  18553. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18554. curveSegments = curveSegments.curveSegments;
  18555. }
  18556. this.parameters = {
  18557. shapes: shapes,
  18558. curveSegments: curveSegments
  18559. };
  18560. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18561. this.mergeVertices();
  18562. }
  18563. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18564. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18565. ShapeGeometry.prototype.toJSON = function () {
  18566. var data = Geometry.prototype.toJSON.call( this );
  18567. var shapes = this.parameters.shapes;
  18568. return toJSON$1( shapes, data );
  18569. };
  18570. // ShapeBufferGeometry
  18571. function ShapeBufferGeometry( shapes, curveSegments ) {
  18572. BufferGeometry.call( this );
  18573. this.type = 'ShapeBufferGeometry';
  18574. this.parameters = {
  18575. shapes: shapes,
  18576. curveSegments: curveSegments
  18577. };
  18578. curveSegments = curveSegments || 12;
  18579. // buffers
  18580. var indices = [];
  18581. var vertices = [];
  18582. var normals = [];
  18583. var uvs = [];
  18584. // helper variables
  18585. var groupStart = 0;
  18586. var groupCount = 0;
  18587. // allow single and array values for "shapes" parameter
  18588. if ( Array.isArray( shapes ) === false ) {
  18589. addShape( shapes );
  18590. } else {
  18591. for ( var i = 0; i < shapes.length; i ++ ) {
  18592. addShape( shapes[ i ] );
  18593. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18594. groupStart += groupCount;
  18595. groupCount = 0;
  18596. }
  18597. }
  18598. // build geometry
  18599. this.setIndex( indices );
  18600. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18601. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18602. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18603. // helper functions
  18604. function addShape( shape ) {
  18605. var i, l, shapeHole;
  18606. var indexOffset = vertices.length / 3;
  18607. var points = shape.extractPoints( curveSegments );
  18608. var shapeVertices = points.shape;
  18609. var shapeHoles = points.holes;
  18610. // check direction of vertices
  18611. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18612. shapeVertices = shapeVertices.reverse();
  18613. }
  18614. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18615. shapeHole = shapeHoles[ i ];
  18616. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18617. shapeHoles[ i ] = shapeHole.reverse();
  18618. }
  18619. }
  18620. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18621. // join vertices of inner and outer paths to a single array
  18622. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18623. shapeHole = shapeHoles[ i ];
  18624. shapeVertices = shapeVertices.concat( shapeHole );
  18625. }
  18626. // vertices, normals, uvs
  18627. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18628. var vertex = shapeVertices[ i ];
  18629. vertices.push( vertex.x, vertex.y, 0 );
  18630. normals.push( 0, 0, 1 );
  18631. uvs.push( vertex.x, vertex.y ); // world uvs
  18632. }
  18633. // incides
  18634. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18635. var face = faces[ i ];
  18636. var a = face[ 0 ] + indexOffset;
  18637. var b = face[ 1 ] + indexOffset;
  18638. var c = face[ 2 ] + indexOffset;
  18639. indices.push( a, b, c );
  18640. groupCount += 3;
  18641. }
  18642. }
  18643. }
  18644. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18645. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18646. ShapeBufferGeometry.prototype.toJSON = function () {
  18647. var data = BufferGeometry.prototype.toJSON.call( this );
  18648. var shapes = this.parameters.shapes;
  18649. return toJSON$1( shapes, data );
  18650. };
  18651. //
  18652. function toJSON$1( shapes, data ) {
  18653. data.shapes = [];
  18654. if ( Array.isArray( shapes ) ) {
  18655. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18656. var shape = shapes[ i ];
  18657. data.shapes.push( shape.uuid );
  18658. }
  18659. } else {
  18660. data.shapes.push( shapes.uuid );
  18661. }
  18662. return data;
  18663. }
  18664. /**
  18665. * @author WestLangley / http://github.com/WestLangley
  18666. * @author Mugen87 / https://github.com/Mugen87
  18667. */
  18668. function EdgesGeometry( geometry, thresholdAngle ) {
  18669. BufferGeometry.call( this );
  18670. this.type = 'EdgesGeometry';
  18671. this.parameters = {
  18672. thresholdAngle: thresholdAngle
  18673. };
  18674. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18675. // buffer
  18676. var vertices = [];
  18677. // helper variables
  18678. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18679. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18680. var key, keys = [ 'a', 'b', 'c' ];
  18681. // prepare source geometry
  18682. var geometry2;
  18683. if ( geometry.isBufferGeometry ) {
  18684. geometry2 = new Geometry();
  18685. geometry2.fromBufferGeometry( geometry );
  18686. } else {
  18687. geometry2 = geometry.clone();
  18688. }
  18689. geometry2.mergeVertices();
  18690. geometry2.computeFaceNormals();
  18691. var sourceVertices = geometry2.vertices;
  18692. var faces = geometry2.faces;
  18693. // now create a data structure where each entry represents an edge with its adjoining faces
  18694. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18695. var face = faces[ i ];
  18696. for ( var j = 0; j < 3; j ++ ) {
  18697. edge1 = face[ keys[ j ] ];
  18698. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18699. edge[ 0 ] = Math.min( edge1, edge2 );
  18700. edge[ 1 ] = Math.max( edge1, edge2 );
  18701. key = edge[ 0 ] + ',' + edge[ 1 ];
  18702. if ( edges[ key ] === undefined ) {
  18703. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18704. } else {
  18705. edges[ key ].face2 = i;
  18706. }
  18707. }
  18708. }
  18709. // generate vertices
  18710. for ( key in edges ) {
  18711. var e = edges[ key ];
  18712. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18713. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18714. var vertex = sourceVertices[ e.index1 ];
  18715. vertices.push( vertex.x, vertex.y, vertex.z );
  18716. vertex = sourceVertices[ e.index2 ];
  18717. vertices.push( vertex.x, vertex.y, vertex.z );
  18718. }
  18719. }
  18720. // build geometry
  18721. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18722. }
  18723. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18724. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18725. /**
  18726. * @author mrdoob / http://mrdoob.com/
  18727. * @author Mugen87 / https://github.com/Mugen87
  18728. */
  18729. // CylinderGeometry
  18730. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18731. Geometry.call( this );
  18732. this.type = 'CylinderGeometry';
  18733. this.parameters = {
  18734. radiusTop: radiusTop,
  18735. radiusBottom: radiusBottom,
  18736. height: height,
  18737. radialSegments: radialSegments,
  18738. heightSegments: heightSegments,
  18739. openEnded: openEnded,
  18740. thetaStart: thetaStart,
  18741. thetaLength: thetaLength
  18742. };
  18743. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18744. this.mergeVertices();
  18745. }
  18746. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18747. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18748. // CylinderBufferGeometry
  18749. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18750. BufferGeometry.call( this );
  18751. this.type = 'CylinderBufferGeometry';
  18752. this.parameters = {
  18753. radiusTop: radiusTop,
  18754. radiusBottom: radiusBottom,
  18755. height: height,
  18756. radialSegments: radialSegments,
  18757. heightSegments: heightSegments,
  18758. openEnded: openEnded,
  18759. thetaStart: thetaStart,
  18760. thetaLength: thetaLength
  18761. };
  18762. var scope = this;
  18763. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18764. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18765. height = height || 1;
  18766. radialSegments = Math.floor( radialSegments ) || 8;
  18767. heightSegments = Math.floor( heightSegments ) || 1;
  18768. openEnded = openEnded !== undefined ? openEnded : false;
  18769. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18770. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18771. // buffers
  18772. var indices = [];
  18773. var vertices = [];
  18774. var normals = [];
  18775. var uvs = [];
  18776. // helper variables
  18777. var index = 0;
  18778. var indexArray = [];
  18779. var halfHeight = height / 2;
  18780. var groupStart = 0;
  18781. // generate geometry
  18782. generateTorso();
  18783. if ( openEnded === false ) {
  18784. if ( radiusTop > 0 ) generateCap( true );
  18785. if ( radiusBottom > 0 ) generateCap( false );
  18786. }
  18787. // build geometry
  18788. this.setIndex( indices );
  18789. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18790. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18791. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18792. function generateTorso() {
  18793. var x, y;
  18794. var normal = new Vector3();
  18795. var vertex = new Vector3();
  18796. var groupCount = 0;
  18797. // this will be used to calculate the normal
  18798. var slope = ( radiusBottom - radiusTop ) / height;
  18799. // generate vertices, normals and uvs
  18800. for ( y = 0; y <= heightSegments; y ++ ) {
  18801. var indexRow = [];
  18802. var v = y / heightSegments;
  18803. // calculate the radius of the current row
  18804. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18805. for ( x = 0; x <= radialSegments; x ++ ) {
  18806. var u = x / radialSegments;
  18807. var theta = u * thetaLength + thetaStart;
  18808. var sinTheta = Math.sin( theta );
  18809. var cosTheta = Math.cos( theta );
  18810. // vertex
  18811. vertex.x = radius * sinTheta;
  18812. vertex.y = - v * height + halfHeight;
  18813. vertex.z = radius * cosTheta;
  18814. vertices.push( vertex.x, vertex.y, vertex.z );
  18815. // normal
  18816. normal.set( sinTheta, slope, cosTheta ).normalize();
  18817. normals.push( normal.x, normal.y, normal.z );
  18818. // uv
  18819. uvs.push( u, 1 - v );
  18820. // save index of vertex in respective row
  18821. indexRow.push( index ++ );
  18822. }
  18823. // now save vertices of the row in our index array
  18824. indexArray.push( indexRow );
  18825. }
  18826. // generate indices
  18827. for ( x = 0; x < radialSegments; x ++ ) {
  18828. for ( y = 0; y < heightSegments; y ++ ) {
  18829. // we use the index array to access the correct indices
  18830. var a = indexArray[ y ][ x ];
  18831. var b = indexArray[ y + 1 ][ x ];
  18832. var c = indexArray[ y + 1 ][ x + 1 ];
  18833. var d = indexArray[ y ][ x + 1 ];
  18834. // faces
  18835. indices.push( a, b, d );
  18836. indices.push( b, c, d );
  18837. // update group counter
  18838. groupCount += 6;
  18839. }
  18840. }
  18841. // add a group to the geometry. this will ensure multi material support
  18842. scope.addGroup( groupStart, groupCount, 0 );
  18843. // calculate new start value for groups
  18844. groupStart += groupCount;
  18845. }
  18846. function generateCap( top ) {
  18847. var x, centerIndexStart, centerIndexEnd;
  18848. var uv = new Vector2();
  18849. var vertex = new Vector3();
  18850. var groupCount = 0;
  18851. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18852. var sign = ( top === true ) ? 1 : - 1;
  18853. // save the index of the first center vertex
  18854. centerIndexStart = index;
  18855. // first we generate the center vertex data of the cap.
  18856. // because the geometry needs one set of uvs per face,
  18857. // we must generate a center vertex per face/segment
  18858. for ( x = 1; x <= radialSegments; x ++ ) {
  18859. // vertex
  18860. vertices.push( 0, halfHeight * sign, 0 );
  18861. // normal
  18862. normals.push( 0, sign, 0 );
  18863. // uv
  18864. uvs.push( 0.5, 0.5 );
  18865. // increase index
  18866. index ++;
  18867. }
  18868. // save the index of the last center vertex
  18869. centerIndexEnd = index;
  18870. // now we generate the surrounding vertices, normals and uvs
  18871. for ( x = 0; x <= radialSegments; x ++ ) {
  18872. var u = x / radialSegments;
  18873. var theta = u * thetaLength + thetaStart;
  18874. var cosTheta = Math.cos( theta );
  18875. var sinTheta = Math.sin( theta );
  18876. // vertex
  18877. vertex.x = radius * sinTheta;
  18878. vertex.y = halfHeight * sign;
  18879. vertex.z = radius * cosTheta;
  18880. vertices.push( vertex.x, vertex.y, vertex.z );
  18881. // normal
  18882. normals.push( 0, sign, 0 );
  18883. // uv
  18884. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18885. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18886. uvs.push( uv.x, uv.y );
  18887. // increase index
  18888. index ++;
  18889. }
  18890. // generate indices
  18891. for ( x = 0; x < radialSegments; x ++ ) {
  18892. var c = centerIndexStart + x;
  18893. var i = centerIndexEnd + x;
  18894. if ( top === true ) {
  18895. // face top
  18896. indices.push( i, i + 1, c );
  18897. } else {
  18898. // face bottom
  18899. indices.push( i + 1, i, c );
  18900. }
  18901. groupCount += 3;
  18902. }
  18903. // add a group to the geometry. this will ensure multi material support
  18904. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18905. // calculate new start value for groups
  18906. groupStart += groupCount;
  18907. }
  18908. }
  18909. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18910. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18911. /**
  18912. * @author abelnation / http://github.com/abelnation
  18913. */
  18914. // ConeGeometry
  18915. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18916. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18917. this.type = 'ConeGeometry';
  18918. this.parameters = {
  18919. radius: radius,
  18920. height: height,
  18921. radialSegments: radialSegments,
  18922. heightSegments: heightSegments,
  18923. openEnded: openEnded,
  18924. thetaStart: thetaStart,
  18925. thetaLength: thetaLength
  18926. };
  18927. }
  18928. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18929. ConeGeometry.prototype.constructor = ConeGeometry;
  18930. // ConeBufferGeometry
  18931. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18932. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18933. this.type = 'ConeBufferGeometry';
  18934. this.parameters = {
  18935. radius: radius,
  18936. height: height,
  18937. radialSegments: radialSegments,
  18938. heightSegments: heightSegments,
  18939. openEnded: openEnded,
  18940. thetaStart: thetaStart,
  18941. thetaLength: thetaLength
  18942. };
  18943. }
  18944. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18945. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18946. /**
  18947. * @author benaadams / https://twitter.com/ben_a_adams
  18948. * @author Mugen87 / https://github.com/Mugen87
  18949. * @author hughes
  18950. */
  18951. // CircleGeometry
  18952. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18953. Geometry.call( this );
  18954. this.type = 'CircleGeometry';
  18955. this.parameters = {
  18956. radius: radius,
  18957. segments: segments,
  18958. thetaStart: thetaStart,
  18959. thetaLength: thetaLength
  18960. };
  18961. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18962. this.mergeVertices();
  18963. }
  18964. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18965. CircleGeometry.prototype.constructor = CircleGeometry;
  18966. // CircleBufferGeometry
  18967. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18968. BufferGeometry.call( this );
  18969. this.type = 'CircleBufferGeometry';
  18970. this.parameters = {
  18971. radius: radius,
  18972. segments: segments,
  18973. thetaStart: thetaStart,
  18974. thetaLength: thetaLength
  18975. };
  18976. radius = radius || 1;
  18977. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18978. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18979. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18980. // buffers
  18981. var indices = [];
  18982. var vertices = [];
  18983. var normals = [];
  18984. var uvs = [];
  18985. // helper variables
  18986. var i, s;
  18987. var vertex = new Vector3();
  18988. var uv = new Vector2();
  18989. // center point
  18990. vertices.push( 0, 0, 0 );
  18991. normals.push( 0, 0, 1 );
  18992. uvs.push( 0.5, 0.5 );
  18993. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18994. var segment = thetaStart + s / segments * thetaLength;
  18995. // vertex
  18996. vertex.x = radius * Math.cos( segment );
  18997. vertex.y = radius * Math.sin( segment );
  18998. vertices.push( vertex.x, vertex.y, vertex.z );
  18999. // normal
  19000. normals.push( 0, 0, 1 );
  19001. // uvs
  19002. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19003. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19004. uvs.push( uv.x, uv.y );
  19005. }
  19006. // indices
  19007. for ( i = 1; i <= segments; i ++ ) {
  19008. indices.push( i, i + 1, 0 );
  19009. }
  19010. // build geometry
  19011. this.setIndex( indices );
  19012. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19013. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19014. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19015. }
  19016. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19017. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19018. var Geometries = /*#__PURE__*/Object.freeze({
  19019. WireframeGeometry: WireframeGeometry,
  19020. ParametricGeometry: ParametricGeometry,
  19021. ParametricBufferGeometry: ParametricBufferGeometry,
  19022. TetrahedronGeometry: TetrahedronGeometry,
  19023. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19024. OctahedronGeometry: OctahedronGeometry,
  19025. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19026. IcosahedronGeometry: IcosahedronGeometry,
  19027. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19028. DodecahedronGeometry: DodecahedronGeometry,
  19029. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19030. PolyhedronGeometry: PolyhedronGeometry,
  19031. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19032. TubeGeometry: TubeGeometry,
  19033. TubeBufferGeometry: TubeBufferGeometry,
  19034. TorusKnotGeometry: TorusKnotGeometry,
  19035. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19036. TorusGeometry: TorusGeometry,
  19037. TorusBufferGeometry: TorusBufferGeometry,
  19038. TextGeometry: TextGeometry,
  19039. TextBufferGeometry: TextBufferGeometry,
  19040. SphereGeometry: SphereGeometry,
  19041. SphereBufferGeometry: SphereBufferGeometry,
  19042. RingGeometry: RingGeometry,
  19043. RingBufferGeometry: RingBufferGeometry,
  19044. PlaneGeometry: PlaneGeometry,
  19045. PlaneBufferGeometry: PlaneBufferGeometry,
  19046. LatheGeometry: LatheGeometry,
  19047. LatheBufferGeometry: LatheBufferGeometry,
  19048. ShapeGeometry: ShapeGeometry,
  19049. ShapeBufferGeometry: ShapeBufferGeometry,
  19050. ExtrudeGeometry: ExtrudeGeometry,
  19051. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19052. EdgesGeometry: EdgesGeometry,
  19053. ConeGeometry: ConeGeometry,
  19054. ConeBufferGeometry: ConeBufferGeometry,
  19055. CylinderGeometry: CylinderGeometry,
  19056. CylinderBufferGeometry: CylinderBufferGeometry,
  19057. CircleGeometry: CircleGeometry,
  19058. CircleBufferGeometry: CircleBufferGeometry,
  19059. BoxGeometry: BoxGeometry,
  19060. BoxBufferGeometry: BoxBufferGeometry
  19061. });
  19062. /**
  19063. * @author mrdoob / http://mrdoob.com/
  19064. *
  19065. * parameters = {
  19066. * color: <THREE.Color>
  19067. * }
  19068. */
  19069. function ShadowMaterial( parameters ) {
  19070. Material.call( this );
  19071. this.type = 'ShadowMaterial';
  19072. this.color = new Color( 0x000000 );
  19073. this.transparent = true;
  19074. this.setValues( parameters );
  19075. }
  19076. ShadowMaterial.prototype = Object.create( Material.prototype );
  19077. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19078. ShadowMaterial.prototype.isShadowMaterial = true;
  19079. ShadowMaterial.prototype.copy = function ( source ) {
  19080. Material.prototype.copy.call( this, source );
  19081. this.color.copy( source.color );
  19082. return this;
  19083. };
  19084. /**
  19085. * @author mrdoob / http://mrdoob.com/
  19086. */
  19087. function RawShaderMaterial( parameters ) {
  19088. ShaderMaterial.call( this, parameters );
  19089. this.type = 'RawShaderMaterial';
  19090. }
  19091. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19092. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19093. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19094. /**
  19095. * @author WestLangley / http://github.com/WestLangley
  19096. *
  19097. * parameters = {
  19098. * color: <hex>,
  19099. * roughness: <float>,
  19100. * metalness: <float>,
  19101. * opacity: <float>,
  19102. *
  19103. * map: new THREE.Texture( <Image> ),
  19104. *
  19105. * lightMap: new THREE.Texture( <Image> ),
  19106. * lightMapIntensity: <float>
  19107. *
  19108. * aoMap: new THREE.Texture( <Image> ),
  19109. * aoMapIntensity: <float>
  19110. *
  19111. * emissive: <hex>,
  19112. * emissiveIntensity: <float>
  19113. * emissiveMap: new THREE.Texture( <Image> ),
  19114. *
  19115. * bumpMap: new THREE.Texture( <Image> ),
  19116. * bumpScale: <float>,
  19117. *
  19118. * normalMap: new THREE.Texture( <Image> ),
  19119. * normalMapType: THREE.TangentSpaceNormalMap,
  19120. * normalScale: <Vector2>,
  19121. *
  19122. * displacementMap: new THREE.Texture( <Image> ),
  19123. * displacementScale: <float>,
  19124. * displacementBias: <float>,
  19125. *
  19126. * roughnessMap: new THREE.Texture( <Image> ),
  19127. *
  19128. * metalnessMap: new THREE.Texture( <Image> ),
  19129. *
  19130. * alphaMap: new THREE.Texture( <Image> ),
  19131. *
  19132. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19133. * envMapIntensity: <float>
  19134. *
  19135. * refractionRatio: <float>,
  19136. *
  19137. * wireframe: <boolean>,
  19138. * wireframeLinewidth: <float>,
  19139. *
  19140. * skinning: <bool>,
  19141. * morphTargets: <bool>,
  19142. * morphNormals: <bool>
  19143. * }
  19144. */
  19145. function MeshStandardMaterial( parameters ) {
  19146. Material.call( this );
  19147. this.defines = { 'STANDARD': '' };
  19148. this.type = 'MeshStandardMaterial';
  19149. this.color = new Color( 0xffffff ); // diffuse
  19150. this.roughness = 0.5;
  19151. this.metalness = 0.5;
  19152. this.map = null;
  19153. this.lightMap = null;
  19154. this.lightMapIntensity = 1.0;
  19155. this.aoMap = null;
  19156. this.aoMapIntensity = 1.0;
  19157. this.emissive = new Color( 0x000000 );
  19158. this.emissiveIntensity = 1.0;
  19159. this.emissiveMap = null;
  19160. this.bumpMap = null;
  19161. this.bumpScale = 1;
  19162. this.normalMap = null;
  19163. this.normalMapType = TangentSpaceNormalMap;
  19164. this.normalScale = new Vector2( 1, 1 );
  19165. this.displacementMap = null;
  19166. this.displacementScale = 1;
  19167. this.displacementBias = 0;
  19168. this.roughnessMap = null;
  19169. this.metalnessMap = null;
  19170. this.alphaMap = null;
  19171. this.envMap = null;
  19172. this.envMapIntensity = 1.0;
  19173. this.refractionRatio = 0.98;
  19174. this.wireframe = false;
  19175. this.wireframeLinewidth = 1;
  19176. this.wireframeLinecap = 'round';
  19177. this.wireframeLinejoin = 'round';
  19178. this.skinning = false;
  19179. this.morphTargets = false;
  19180. this.morphNormals = false;
  19181. this.setValues( parameters );
  19182. }
  19183. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19184. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19185. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19186. MeshStandardMaterial.prototype.copy = function ( source ) {
  19187. Material.prototype.copy.call( this, source );
  19188. this.defines = { 'STANDARD': '' };
  19189. this.color.copy( source.color );
  19190. this.roughness = source.roughness;
  19191. this.metalness = source.metalness;
  19192. this.map = source.map;
  19193. this.lightMap = source.lightMap;
  19194. this.lightMapIntensity = source.lightMapIntensity;
  19195. this.aoMap = source.aoMap;
  19196. this.aoMapIntensity = source.aoMapIntensity;
  19197. this.emissive.copy( source.emissive );
  19198. this.emissiveMap = source.emissiveMap;
  19199. this.emissiveIntensity = source.emissiveIntensity;
  19200. this.bumpMap = source.bumpMap;
  19201. this.bumpScale = source.bumpScale;
  19202. this.normalMap = source.normalMap;
  19203. this.normalMapType = source.normalMapType;
  19204. this.normalScale.copy( source.normalScale );
  19205. this.displacementMap = source.displacementMap;
  19206. this.displacementScale = source.displacementScale;
  19207. this.displacementBias = source.displacementBias;
  19208. this.roughnessMap = source.roughnessMap;
  19209. this.metalnessMap = source.metalnessMap;
  19210. this.alphaMap = source.alphaMap;
  19211. this.envMap = source.envMap;
  19212. this.envMapIntensity = source.envMapIntensity;
  19213. this.refractionRatio = source.refractionRatio;
  19214. this.wireframe = source.wireframe;
  19215. this.wireframeLinewidth = source.wireframeLinewidth;
  19216. this.wireframeLinecap = source.wireframeLinecap;
  19217. this.wireframeLinejoin = source.wireframeLinejoin;
  19218. this.skinning = source.skinning;
  19219. this.morphTargets = source.morphTargets;
  19220. this.morphNormals = source.morphNormals;
  19221. return this;
  19222. };
  19223. /**
  19224. * @author WestLangley / http://github.com/WestLangley
  19225. *
  19226. * parameters = {
  19227. * reflectivity: <float>
  19228. * clearCoat: <float>
  19229. * clearCoatRoughness: <float>
  19230. * }
  19231. */
  19232. function MeshPhysicalMaterial( parameters ) {
  19233. MeshStandardMaterial.call( this );
  19234. this.defines = { 'PHYSICAL': '' };
  19235. this.type = 'MeshPhysicalMaterial';
  19236. this.reflectivity = 0.5; // maps to F0 = 0.04
  19237. this.clearCoat = 0.0;
  19238. this.clearCoatRoughness = 0.0;
  19239. this.setValues( parameters );
  19240. }
  19241. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19242. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19243. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19244. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19245. MeshStandardMaterial.prototype.copy.call( this, source );
  19246. this.defines = { 'PHYSICAL': '' };
  19247. this.reflectivity = source.reflectivity;
  19248. this.clearCoat = source.clearCoat;
  19249. this.clearCoatRoughness = source.clearCoatRoughness;
  19250. return this;
  19251. };
  19252. /**
  19253. * @author mrdoob / http://mrdoob.com/
  19254. * @author alteredq / http://alteredqualia.com/
  19255. *
  19256. * parameters = {
  19257. * color: <hex>,
  19258. * specular: <hex>,
  19259. * shininess: <float>,
  19260. * opacity: <float>,
  19261. *
  19262. * map: new THREE.Texture( <Image> ),
  19263. *
  19264. * lightMap: new THREE.Texture( <Image> ),
  19265. * lightMapIntensity: <float>
  19266. *
  19267. * aoMap: new THREE.Texture( <Image> ),
  19268. * aoMapIntensity: <float>
  19269. *
  19270. * emissive: <hex>,
  19271. * emissiveIntensity: <float>
  19272. * emissiveMap: new THREE.Texture( <Image> ),
  19273. *
  19274. * bumpMap: new THREE.Texture( <Image> ),
  19275. * bumpScale: <float>,
  19276. *
  19277. * normalMap: new THREE.Texture( <Image> ),
  19278. * normalMapType: THREE.TangentSpaceNormalMap,
  19279. * normalScale: <Vector2>,
  19280. *
  19281. * displacementMap: new THREE.Texture( <Image> ),
  19282. * displacementScale: <float>,
  19283. * displacementBias: <float>,
  19284. *
  19285. * specularMap: new THREE.Texture( <Image> ),
  19286. *
  19287. * alphaMap: new THREE.Texture( <Image> ),
  19288. *
  19289. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19290. * combine: THREE.Multiply,
  19291. * reflectivity: <float>,
  19292. * refractionRatio: <float>,
  19293. *
  19294. * wireframe: <boolean>,
  19295. * wireframeLinewidth: <float>,
  19296. *
  19297. * skinning: <bool>,
  19298. * morphTargets: <bool>,
  19299. * morphNormals: <bool>
  19300. * }
  19301. */
  19302. function MeshPhongMaterial( parameters ) {
  19303. Material.call( this );
  19304. this.type = 'MeshPhongMaterial';
  19305. this.color = new Color( 0xffffff ); // diffuse
  19306. this.specular = new Color( 0x111111 );
  19307. this.shininess = 30;
  19308. this.map = null;
  19309. this.lightMap = null;
  19310. this.lightMapIntensity = 1.0;
  19311. this.aoMap = null;
  19312. this.aoMapIntensity = 1.0;
  19313. this.emissive = new Color( 0x000000 );
  19314. this.emissiveIntensity = 1.0;
  19315. this.emissiveMap = null;
  19316. this.bumpMap = null;
  19317. this.bumpScale = 1;
  19318. this.normalMap = null;
  19319. this.normalMapType = TangentSpaceNormalMap;
  19320. this.normalScale = new Vector2( 1, 1 );
  19321. this.displacementMap = null;
  19322. this.displacementScale = 1;
  19323. this.displacementBias = 0;
  19324. this.specularMap = null;
  19325. this.alphaMap = null;
  19326. this.envMap = null;
  19327. this.combine = MultiplyOperation;
  19328. this.reflectivity = 1;
  19329. this.refractionRatio = 0.98;
  19330. this.wireframe = false;
  19331. this.wireframeLinewidth = 1;
  19332. this.wireframeLinecap = 'round';
  19333. this.wireframeLinejoin = 'round';
  19334. this.skinning = false;
  19335. this.morphTargets = false;
  19336. this.morphNormals = false;
  19337. this.setValues( parameters );
  19338. }
  19339. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19340. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19341. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19342. MeshPhongMaterial.prototype.copy = function ( source ) {
  19343. Material.prototype.copy.call( this, source );
  19344. this.color.copy( source.color );
  19345. this.specular.copy( source.specular );
  19346. this.shininess = source.shininess;
  19347. this.map = source.map;
  19348. this.lightMap = source.lightMap;
  19349. this.lightMapIntensity = source.lightMapIntensity;
  19350. this.aoMap = source.aoMap;
  19351. this.aoMapIntensity = source.aoMapIntensity;
  19352. this.emissive.copy( source.emissive );
  19353. this.emissiveMap = source.emissiveMap;
  19354. this.emissiveIntensity = source.emissiveIntensity;
  19355. this.bumpMap = source.bumpMap;
  19356. this.bumpScale = source.bumpScale;
  19357. this.normalMap = source.normalMap;
  19358. this.normalMapType = source.normalMapType;
  19359. this.normalScale.copy( source.normalScale );
  19360. this.displacementMap = source.displacementMap;
  19361. this.displacementScale = source.displacementScale;
  19362. this.displacementBias = source.displacementBias;
  19363. this.specularMap = source.specularMap;
  19364. this.alphaMap = source.alphaMap;
  19365. this.envMap = source.envMap;
  19366. this.combine = source.combine;
  19367. this.reflectivity = source.reflectivity;
  19368. this.refractionRatio = source.refractionRatio;
  19369. this.wireframe = source.wireframe;
  19370. this.wireframeLinewidth = source.wireframeLinewidth;
  19371. this.wireframeLinecap = source.wireframeLinecap;
  19372. this.wireframeLinejoin = source.wireframeLinejoin;
  19373. this.skinning = source.skinning;
  19374. this.morphTargets = source.morphTargets;
  19375. this.morphNormals = source.morphNormals;
  19376. return this;
  19377. };
  19378. /**
  19379. * @author takahirox / http://github.com/takahirox
  19380. *
  19381. * parameters = {
  19382. * gradientMap: new THREE.Texture( <Image> )
  19383. * }
  19384. */
  19385. function MeshToonMaterial( parameters ) {
  19386. MeshPhongMaterial.call( this );
  19387. this.defines = { 'TOON': '' };
  19388. this.type = 'MeshToonMaterial';
  19389. this.gradientMap = null;
  19390. this.setValues( parameters );
  19391. }
  19392. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19393. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19394. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19395. MeshToonMaterial.prototype.copy = function ( source ) {
  19396. MeshPhongMaterial.prototype.copy.call( this, source );
  19397. this.gradientMap = source.gradientMap;
  19398. return this;
  19399. };
  19400. /**
  19401. * @author mrdoob / http://mrdoob.com/
  19402. * @author WestLangley / http://github.com/WestLangley
  19403. *
  19404. * parameters = {
  19405. * opacity: <float>,
  19406. *
  19407. * bumpMap: new THREE.Texture( <Image> ),
  19408. * bumpScale: <float>,
  19409. *
  19410. * normalMap: new THREE.Texture( <Image> ),
  19411. * normalMapType: THREE.TangentSpaceNormalMap,
  19412. * normalScale: <Vector2>,
  19413. *
  19414. * displacementMap: new THREE.Texture( <Image> ),
  19415. * displacementScale: <float>,
  19416. * displacementBias: <float>,
  19417. *
  19418. * wireframe: <boolean>,
  19419. * wireframeLinewidth: <float>
  19420. *
  19421. * skinning: <bool>,
  19422. * morphTargets: <bool>,
  19423. * morphNormals: <bool>
  19424. * }
  19425. */
  19426. function MeshNormalMaterial( parameters ) {
  19427. Material.call( this );
  19428. this.type = 'MeshNormalMaterial';
  19429. this.bumpMap = null;
  19430. this.bumpScale = 1;
  19431. this.normalMap = null;
  19432. this.normalMapType = TangentSpaceNormalMap;
  19433. this.normalScale = new Vector2( 1, 1 );
  19434. this.displacementMap = null;
  19435. this.displacementScale = 1;
  19436. this.displacementBias = 0;
  19437. this.wireframe = false;
  19438. this.wireframeLinewidth = 1;
  19439. this.fog = false;
  19440. this.lights = false;
  19441. this.skinning = false;
  19442. this.morphTargets = false;
  19443. this.morphNormals = false;
  19444. this.setValues( parameters );
  19445. }
  19446. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19447. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19448. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19449. MeshNormalMaterial.prototype.copy = function ( source ) {
  19450. Material.prototype.copy.call( this, source );
  19451. this.bumpMap = source.bumpMap;
  19452. this.bumpScale = source.bumpScale;
  19453. this.normalMap = source.normalMap;
  19454. this.normalMapType = source.normalMapType;
  19455. this.normalScale.copy( source.normalScale );
  19456. this.displacementMap = source.displacementMap;
  19457. this.displacementScale = source.displacementScale;
  19458. this.displacementBias = source.displacementBias;
  19459. this.wireframe = source.wireframe;
  19460. this.wireframeLinewidth = source.wireframeLinewidth;
  19461. this.skinning = source.skinning;
  19462. this.morphTargets = source.morphTargets;
  19463. this.morphNormals = source.morphNormals;
  19464. return this;
  19465. };
  19466. /**
  19467. * @author mrdoob / http://mrdoob.com/
  19468. * @author alteredq / http://alteredqualia.com/
  19469. *
  19470. * parameters = {
  19471. * color: <hex>,
  19472. * opacity: <float>,
  19473. *
  19474. * map: new THREE.Texture( <Image> ),
  19475. *
  19476. * lightMap: new THREE.Texture( <Image> ),
  19477. * lightMapIntensity: <float>
  19478. *
  19479. * aoMap: new THREE.Texture( <Image> ),
  19480. * aoMapIntensity: <float>
  19481. *
  19482. * emissive: <hex>,
  19483. * emissiveIntensity: <float>
  19484. * emissiveMap: new THREE.Texture( <Image> ),
  19485. *
  19486. * specularMap: new THREE.Texture( <Image> ),
  19487. *
  19488. * alphaMap: new THREE.Texture( <Image> ),
  19489. *
  19490. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19491. * combine: THREE.Multiply,
  19492. * reflectivity: <float>,
  19493. * refractionRatio: <float>,
  19494. *
  19495. * wireframe: <boolean>,
  19496. * wireframeLinewidth: <float>,
  19497. *
  19498. * skinning: <bool>,
  19499. * morphTargets: <bool>,
  19500. * morphNormals: <bool>
  19501. * }
  19502. */
  19503. function MeshLambertMaterial( parameters ) {
  19504. Material.call( this );
  19505. this.type = 'MeshLambertMaterial';
  19506. this.color = new Color( 0xffffff ); // diffuse
  19507. this.map = null;
  19508. this.lightMap = null;
  19509. this.lightMapIntensity = 1.0;
  19510. this.aoMap = null;
  19511. this.aoMapIntensity = 1.0;
  19512. this.emissive = new Color( 0x000000 );
  19513. this.emissiveIntensity = 1.0;
  19514. this.emissiveMap = null;
  19515. this.specularMap = null;
  19516. this.alphaMap = null;
  19517. this.envMap = null;
  19518. this.combine = MultiplyOperation;
  19519. this.reflectivity = 1;
  19520. this.refractionRatio = 0.98;
  19521. this.wireframe = false;
  19522. this.wireframeLinewidth = 1;
  19523. this.wireframeLinecap = 'round';
  19524. this.wireframeLinejoin = 'round';
  19525. this.skinning = false;
  19526. this.morphTargets = false;
  19527. this.morphNormals = false;
  19528. this.setValues( parameters );
  19529. }
  19530. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19531. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19532. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19533. MeshLambertMaterial.prototype.copy = function ( source ) {
  19534. Material.prototype.copy.call( this, source );
  19535. this.color.copy( source.color );
  19536. this.map = source.map;
  19537. this.lightMap = source.lightMap;
  19538. this.lightMapIntensity = source.lightMapIntensity;
  19539. this.aoMap = source.aoMap;
  19540. this.aoMapIntensity = source.aoMapIntensity;
  19541. this.emissive.copy( source.emissive );
  19542. this.emissiveMap = source.emissiveMap;
  19543. this.emissiveIntensity = source.emissiveIntensity;
  19544. this.specularMap = source.specularMap;
  19545. this.alphaMap = source.alphaMap;
  19546. this.envMap = source.envMap;
  19547. this.combine = source.combine;
  19548. this.reflectivity = source.reflectivity;
  19549. this.refractionRatio = source.refractionRatio;
  19550. this.wireframe = source.wireframe;
  19551. this.wireframeLinewidth = source.wireframeLinewidth;
  19552. this.wireframeLinecap = source.wireframeLinecap;
  19553. this.wireframeLinejoin = source.wireframeLinejoin;
  19554. this.skinning = source.skinning;
  19555. this.morphTargets = source.morphTargets;
  19556. this.morphNormals = source.morphNormals;
  19557. return this;
  19558. };
  19559. /**
  19560. * @author WestLangley / http://github.com/WestLangley
  19561. *
  19562. * parameters = {
  19563. * color: <hex>,
  19564. * opacity: <float>,
  19565. *
  19566. * matcap: new THREE.Texture( <Image> ),
  19567. *
  19568. * map: new THREE.Texture( <Image> ),
  19569. *
  19570. * bumpMap: new THREE.Texture( <Image> ),
  19571. * bumpScale: <float>,
  19572. *
  19573. * normalMap: new THREE.Texture( <Image> ),
  19574. * normalMapType: THREE.TangentSpaceNormalMap,
  19575. * normalScale: <Vector2>,
  19576. *
  19577. * displacementMap: new THREE.Texture( <Image> ),
  19578. * displacementScale: <float>,
  19579. * displacementBias: <float>,
  19580. *
  19581. * alphaMap: new THREE.Texture( <Image> ),
  19582. *
  19583. * skinning: <bool>,
  19584. * morphTargets: <bool>,
  19585. * morphNormals: <bool>
  19586. * }
  19587. */
  19588. function MeshMatcapMaterial( parameters ) {
  19589. Material.call( this );
  19590. this.defines = { 'MATCAP': '' };
  19591. this.type = 'MeshMatcapMaterial';
  19592. this.color = new Color( 0xffffff ); // diffuse
  19593. this.matcap = null;
  19594. this.map = null;
  19595. this.bumpMap = null;
  19596. this.bumpScale = 1;
  19597. this.normalMap = null;
  19598. this.normalMapType = TangentSpaceNormalMap;
  19599. this.normalScale = new Vector2( 1, 1 );
  19600. this.displacementMap = null;
  19601. this.displacementScale = 1;
  19602. this.displacementBias = 0;
  19603. this.alphaMap = null;
  19604. this.skinning = false;
  19605. this.morphTargets = false;
  19606. this.morphNormals = false;
  19607. this.lights = false;
  19608. this.setValues( parameters );
  19609. }
  19610. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19611. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19612. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19613. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19614. Material.prototype.copy.call( this, source );
  19615. this.defines = { 'MATCAP': '' };
  19616. this.color.copy( source.color );
  19617. this.matcap = source.matcap;
  19618. this.map = source.map;
  19619. this.bumpMap = source.bumpMap;
  19620. this.bumpScale = source.bumpScale;
  19621. this.normalMap = source.normalMap;
  19622. this.normalMapType = source.normalMapType;
  19623. this.normalScale.copy( source.normalScale );
  19624. this.displacementMap = source.displacementMap;
  19625. this.displacementScale = source.displacementScale;
  19626. this.displacementBias = source.displacementBias;
  19627. this.alphaMap = source.alphaMap;
  19628. this.skinning = source.skinning;
  19629. this.morphTargets = source.morphTargets;
  19630. this.morphNormals = source.morphNormals;
  19631. return this;
  19632. };
  19633. /**
  19634. * @author alteredq / http://alteredqualia.com/
  19635. *
  19636. * parameters = {
  19637. * color: <hex>,
  19638. * opacity: <float>,
  19639. *
  19640. * linewidth: <float>,
  19641. *
  19642. * scale: <float>,
  19643. * dashSize: <float>,
  19644. * gapSize: <float>
  19645. * }
  19646. */
  19647. function LineDashedMaterial( parameters ) {
  19648. LineBasicMaterial.call( this );
  19649. this.type = 'LineDashedMaterial';
  19650. this.scale = 1;
  19651. this.dashSize = 3;
  19652. this.gapSize = 1;
  19653. this.setValues( parameters );
  19654. }
  19655. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19656. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19657. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19658. LineDashedMaterial.prototype.copy = function ( source ) {
  19659. LineBasicMaterial.prototype.copy.call( this, source );
  19660. this.scale = source.scale;
  19661. this.dashSize = source.dashSize;
  19662. this.gapSize = source.gapSize;
  19663. return this;
  19664. };
  19665. var Materials = /*#__PURE__*/Object.freeze({
  19666. ShadowMaterial: ShadowMaterial,
  19667. SpriteMaterial: SpriteMaterial,
  19668. RawShaderMaterial: RawShaderMaterial,
  19669. ShaderMaterial: ShaderMaterial,
  19670. PointsMaterial: PointsMaterial,
  19671. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19672. MeshStandardMaterial: MeshStandardMaterial,
  19673. MeshPhongMaterial: MeshPhongMaterial,
  19674. MeshToonMaterial: MeshToonMaterial,
  19675. MeshNormalMaterial: MeshNormalMaterial,
  19676. MeshLambertMaterial: MeshLambertMaterial,
  19677. MeshDepthMaterial: MeshDepthMaterial,
  19678. MeshDistanceMaterial: MeshDistanceMaterial,
  19679. MeshBasicMaterial: MeshBasicMaterial,
  19680. MeshMatcapMaterial: MeshMatcapMaterial,
  19681. LineDashedMaterial: LineDashedMaterial,
  19682. LineBasicMaterial: LineBasicMaterial,
  19683. Material: Material
  19684. });
  19685. /**
  19686. * @author tschw
  19687. * @author Ben Houston / http://clara.io/
  19688. * @author David Sarno / http://lighthaus.us/
  19689. */
  19690. var AnimationUtils = {
  19691. // same as Array.prototype.slice, but also works on typed arrays
  19692. arraySlice: function ( array, from, to ) {
  19693. if ( AnimationUtils.isTypedArray( array ) ) {
  19694. // in ios9 array.subarray(from, undefined) will return empty array
  19695. // but array.subarray(from) or array.subarray(from, len) is correct
  19696. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19697. }
  19698. return array.slice( from, to );
  19699. },
  19700. // converts an array to a specific type
  19701. convertArray: function ( array, type, forceClone ) {
  19702. if ( ! array || // let 'undefined' and 'null' pass
  19703. ! forceClone && array.constructor === type ) return array;
  19704. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19705. return new type( array ); // create typed array
  19706. }
  19707. return Array.prototype.slice.call( array ); // create Array
  19708. },
  19709. isTypedArray: function ( object ) {
  19710. return ArrayBuffer.isView( object ) &&
  19711. ! ( object instanceof DataView );
  19712. },
  19713. // returns an array by which times and values can be sorted
  19714. getKeyframeOrder: function ( times ) {
  19715. function compareTime( i, j ) {
  19716. return times[ i ] - times[ j ];
  19717. }
  19718. var n = times.length;
  19719. var result = new Array( n );
  19720. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19721. result.sort( compareTime );
  19722. return result;
  19723. },
  19724. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19725. sortedArray: function ( values, stride, order ) {
  19726. var nValues = values.length;
  19727. var result = new values.constructor( nValues );
  19728. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19729. var srcOffset = order[ i ] * stride;
  19730. for ( var j = 0; j !== stride; ++ j ) {
  19731. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19732. }
  19733. }
  19734. return result;
  19735. },
  19736. // function for parsing AOS keyframe formats
  19737. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19738. var i = 1, key = jsonKeys[ 0 ];
  19739. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19740. key = jsonKeys[ i ++ ];
  19741. }
  19742. if ( key === undefined ) return; // no data
  19743. var value = key[ valuePropertyName ];
  19744. if ( value === undefined ) return; // no data
  19745. if ( Array.isArray( value ) ) {
  19746. do {
  19747. value = key[ valuePropertyName ];
  19748. if ( value !== undefined ) {
  19749. times.push( key.time );
  19750. values.push.apply( values, value ); // push all elements
  19751. }
  19752. key = jsonKeys[ i ++ ];
  19753. } while ( key !== undefined );
  19754. } else if ( value.toArray !== undefined ) {
  19755. // ...assume THREE.Math-ish
  19756. do {
  19757. value = key[ valuePropertyName ];
  19758. if ( value !== undefined ) {
  19759. times.push( key.time );
  19760. value.toArray( values, values.length );
  19761. }
  19762. key = jsonKeys[ i ++ ];
  19763. } while ( key !== undefined );
  19764. } else {
  19765. // otherwise push as-is
  19766. do {
  19767. value = key[ valuePropertyName ];
  19768. if ( value !== undefined ) {
  19769. times.push( key.time );
  19770. values.push( value );
  19771. }
  19772. key = jsonKeys[ i ++ ];
  19773. } while ( key !== undefined );
  19774. }
  19775. }
  19776. };
  19777. /**
  19778. * Abstract base class of interpolants over parametric samples.
  19779. *
  19780. * The parameter domain is one dimensional, typically the time or a path
  19781. * along a curve defined by the data.
  19782. *
  19783. * The sample values can have any dimensionality and derived classes may
  19784. * apply special interpretations to the data.
  19785. *
  19786. * This class provides the interval seek in a Template Method, deferring
  19787. * the actual interpolation to derived classes.
  19788. *
  19789. * Time complexity is O(1) for linear access crossing at most two points
  19790. * and O(log N) for random access, where N is the number of positions.
  19791. *
  19792. * References:
  19793. *
  19794. * http://www.oodesign.com/template-method-pattern.html
  19795. *
  19796. * @author tschw
  19797. */
  19798. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19799. this.parameterPositions = parameterPositions;
  19800. this._cachedIndex = 0;
  19801. this.resultBuffer = resultBuffer !== undefined ?
  19802. resultBuffer : new sampleValues.constructor( sampleSize );
  19803. this.sampleValues = sampleValues;
  19804. this.valueSize = sampleSize;
  19805. }
  19806. Object.assign( Interpolant.prototype, {
  19807. evaluate: function ( t ) {
  19808. var pp = this.parameterPositions,
  19809. i1 = this._cachedIndex,
  19810. t1 = pp[ i1 ],
  19811. t0 = pp[ i1 - 1 ];
  19812. validate_interval: {
  19813. seek: {
  19814. var right;
  19815. linear_scan: {
  19816. //- See http://jsperf.com/comparison-to-undefined/3
  19817. //- slower code:
  19818. //-
  19819. //- if ( t >= t1 || t1 === undefined ) {
  19820. forward_scan: if ( ! ( t < t1 ) ) {
  19821. for ( var giveUpAt = i1 + 2; ; ) {
  19822. if ( t1 === undefined ) {
  19823. if ( t < t0 ) break forward_scan;
  19824. // after end
  19825. i1 = pp.length;
  19826. this._cachedIndex = i1;
  19827. return this.afterEnd_( i1 - 1, t, t0 );
  19828. }
  19829. if ( i1 === giveUpAt ) break; // this loop
  19830. t0 = t1;
  19831. t1 = pp[ ++ i1 ];
  19832. if ( t < t1 ) {
  19833. // we have arrived at the sought interval
  19834. break seek;
  19835. }
  19836. }
  19837. // prepare binary search on the right side of the index
  19838. right = pp.length;
  19839. break linear_scan;
  19840. }
  19841. //- slower code:
  19842. //- if ( t < t0 || t0 === undefined ) {
  19843. if ( ! ( t >= t0 ) ) {
  19844. // looping?
  19845. var t1global = pp[ 1 ];
  19846. if ( t < t1global ) {
  19847. i1 = 2; // + 1, using the scan for the details
  19848. t0 = t1global;
  19849. }
  19850. // linear reverse scan
  19851. for ( var giveUpAt = i1 - 2; ; ) {
  19852. if ( t0 === undefined ) {
  19853. // before start
  19854. this._cachedIndex = 0;
  19855. return this.beforeStart_( 0, t, t1 );
  19856. }
  19857. if ( i1 === giveUpAt ) break; // this loop
  19858. t1 = t0;
  19859. t0 = pp[ -- i1 - 1 ];
  19860. if ( t >= t0 ) {
  19861. // we have arrived at the sought interval
  19862. break seek;
  19863. }
  19864. }
  19865. // prepare binary search on the left side of the index
  19866. right = i1;
  19867. i1 = 0;
  19868. break linear_scan;
  19869. }
  19870. // the interval is valid
  19871. break validate_interval;
  19872. } // linear scan
  19873. // binary search
  19874. while ( i1 < right ) {
  19875. var mid = ( i1 + right ) >>> 1;
  19876. if ( t < pp[ mid ] ) {
  19877. right = mid;
  19878. } else {
  19879. i1 = mid + 1;
  19880. }
  19881. }
  19882. t1 = pp[ i1 ];
  19883. t0 = pp[ i1 - 1 ];
  19884. // check boundary cases, again
  19885. if ( t0 === undefined ) {
  19886. this._cachedIndex = 0;
  19887. return this.beforeStart_( 0, t, t1 );
  19888. }
  19889. if ( t1 === undefined ) {
  19890. i1 = pp.length;
  19891. this._cachedIndex = i1;
  19892. return this.afterEnd_( i1 - 1, t0, t );
  19893. }
  19894. } // seek
  19895. this._cachedIndex = i1;
  19896. this.intervalChanged_( i1, t0, t1 );
  19897. } // validate_interval
  19898. return this.interpolate_( i1, t0, t, t1 );
  19899. },
  19900. settings: null, // optional, subclass-specific settings structure
  19901. // Note: The indirection allows central control of many interpolants.
  19902. // --- Protected interface
  19903. DefaultSettings_: {},
  19904. getSettings_: function () {
  19905. return this.settings || this.DefaultSettings_;
  19906. },
  19907. copySampleValue_: function ( index ) {
  19908. // copies a sample value to the result buffer
  19909. var result = this.resultBuffer,
  19910. values = this.sampleValues,
  19911. stride = this.valueSize,
  19912. offset = index * stride;
  19913. for ( var i = 0; i !== stride; ++ i ) {
  19914. result[ i ] = values[ offset + i ];
  19915. }
  19916. return result;
  19917. },
  19918. // Template methods for derived classes:
  19919. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19920. throw new Error( 'call to abstract method' );
  19921. // implementations shall return this.resultBuffer
  19922. },
  19923. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19924. // empty
  19925. }
  19926. } );
  19927. //!\ DECLARE ALIAS AFTER assign prototype !
  19928. Object.assign( Interpolant.prototype, {
  19929. //( 0, t, t0 ), returns this.resultBuffer
  19930. beforeStart_: Interpolant.prototype.copySampleValue_,
  19931. //( N-1, tN-1, t ), returns this.resultBuffer
  19932. afterEnd_: Interpolant.prototype.copySampleValue_,
  19933. } );
  19934. /**
  19935. * Fast and simple cubic spline interpolant.
  19936. *
  19937. * It was derived from a Hermitian construction setting the first derivative
  19938. * at each sample position to the linear slope between neighboring positions
  19939. * over their parameter interval.
  19940. *
  19941. * @author tschw
  19942. */
  19943. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19944. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19945. this._weightPrev = - 0;
  19946. this._offsetPrev = - 0;
  19947. this._weightNext = - 0;
  19948. this._offsetNext = - 0;
  19949. }
  19950. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19951. constructor: CubicInterpolant,
  19952. DefaultSettings_: {
  19953. endingStart: ZeroCurvatureEnding,
  19954. endingEnd: ZeroCurvatureEnding
  19955. },
  19956. intervalChanged_: function ( i1, t0, t1 ) {
  19957. var pp = this.parameterPositions,
  19958. iPrev = i1 - 2,
  19959. iNext = i1 + 1,
  19960. tPrev = pp[ iPrev ],
  19961. tNext = pp[ iNext ];
  19962. if ( tPrev === undefined ) {
  19963. switch ( this.getSettings_().endingStart ) {
  19964. case ZeroSlopeEnding:
  19965. // f'(t0) = 0
  19966. iPrev = i1;
  19967. tPrev = 2 * t0 - t1;
  19968. break;
  19969. case WrapAroundEnding:
  19970. // use the other end of the curve
  19971. iPrev = pp.length - 2;
  19972. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19973. break;
  19974. default: // ZeroCurvatureEnding
  19975. // f''(t0) = 0 a.k.a. Natural Spline
  19976. iPrev = i1;
  19977. tPrev = t1;
  19978. }
  19979. }
  19980. if ( tNext === undefined ) {
  19981. switch ( this.getSettings_().endingEnd ) {
  19982. case ZeroSlopeEnding:
  19983. // f'(tN) = 0
  19984. iNext = i1;
  19985. tNext = 2 * t1 - t0;
  19986. break;
  19987. case WrapAroundEnding:
  19988. // use the other end of the curve
  19989. iNext = 1;
  19990. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19991. break;
  19992. default: // ZeroCurvatureEnding
  19993. // f''(tN) = 0, a.k.a. Natural Spline
  19994. iNext = i1 - 1;
  19995. tNext = t0;
  19996. }
  19997. }
  19998. var halfDt = ( t1 - t0 ) * 0.5,
  19999. stride = this.valueSize;
  20000. this._weightPrev = halfDt / ( t0 - tPrev );
  20001. this._weightNext = halfDt / ( tNext - t1 );
  20002. this._offsetPrev = iPrev * stride;
  20003. this._offsetNext = iNext * stride;
  20004. },
  20005. interpolate_: function ( i1, t0, t, t1 ) {
  20006. var result = this.resultBuffer,
  20007. values = this.sampleValues,
  20008. stride = this.valueSize,
  20009. o1 = i1 * stride, o0 = o1 - stride,
  20010. oP = this._offsetPrev, oN = this._offsetNext,
  20011. wP = this._weightPrev, wN = this._weightNext,
  20012. p = ( t - t0 ) / ( t1 - t0 ),
  20013. pp = p * p,
  20014. ppp = pp * p;
  20015. // evaluate polynomials
  20016. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20017. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20018. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20019. var sN = wN * ppp - wN * pp;
  20020. // combine data linearly
  20021. for ( var i = 0; i !== stride; ++ i ) {
  20022. result[ i ] =
  20023. sP * values[ oP + i ] +
  20024. s0 * values[ o0 + i ] +
  20025. s1 * values[ o1 + i ] +
  20026. sN * values[ oN + i ];
  20027. }
  20028. return result;
  20029. }
  20030. } );
  20031. /**
  20032. * @author tschw
  20033. */
  20034. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20035. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20036. }
  20037. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20038. constructor: LinearInterpolant,
  20039. interpolate_: function ( i1, t0, t, t1 ) {
  20040. var result = this.resultBuffer,
  20041. values = this.sampleValues,
  20042. stride = this.valueSize,
  20043. offset1 = i1 * stride,
  20044. offset0 = offset1 - stride,
  20045. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20046. weight0 = 1 - weight1;
  20047. for ( var i = 0; i !== stride; ++ i ) {
  20048. result[ i ] =
  20049. values[ offset0 + i ] * weight0 +
  20050. values[ offset1 + i ] * weight1;
  20051. }
  20052. return result;
  20053. }
  20054. } );
  20055. /**
  20056. *
  20057. * Interpolant that evaluates to the sample value at the position preceeding
  20058. * the parameter.
  20059. *
  20060. * @author tschw
  20061. */
  20062. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20063. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20064. }
  20065. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20066. constructor: DiscreteInterpolant,
  20067. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20068. return this.copySampleValue_( i1 - 1 );
  20069. }
  20070. } );
  20071. /**
  20072. *
  20073. * A timed sequence of keyframes for a specific property.
  20074. *
  20075. *
  20076. * @author Ben Houston / http://clara.io/
  20077. * @author David Sarno / http://lighthaus.us/
  20078. * @author tschw
  20079. */
  20080. function KeyframeTrack( name, times, values, interpolation ) {
  20081. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  20082. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  20083. this.name = name;
  20084. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20085. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20086. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20087. }
  20088. // Static methods
  20089. Object.assign( KeyframeTrack, {
  20090. // Serialization (in static context, because of constructor invocation
  20091. // and automatic invocation of .toJSON):
  20092. toJSON: function ( track ) {
  20093. var trackType = track.constructor;
  20094. var json;
  20095. // derived classes can define a static toJSON method
  20096. if ( trackType.toJSON !== undefined ) {
  20097. json = trackType.toJSON( track );
  20098. } else {
  20099. // by default, we assume the data can be serialized as-is
  20100. json = {
  20101. 'name': track.name,
  20102. 'times': AnimationUtils.convertArray( track.times, Array ),
  20103. 'values': AnimationUtils.convertArray( track.values, Array )
  20104. };
  20105. var interpolation = track.getInterpolation();
  20106. if ( interpolation !== track.DefaultInterpolation ) {
  20107. json.interpolation = interpolation;
  20108. }
  20109. }
  20110. json.type = track.ValueTypeName; // mandatory
  20111. return json;
  20112. }
  20113. } );
  20114. Object.assign( KeyframeTrack.prototype, {
  20115. constructor: KeyframeTrack,
  20116. TimeBufferType: Float32Array,
  20117. ValueBufferType: Float32Array,
  20118. DefaultInterpolation: InterpolateLinear,
  20119. InterpolantFactoryMethodDiscrete: function ( result ) {
  20120. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20121. },
  20122. InterpolantFactoryMethodLinear: function ( result ) {
  20123. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20124. },
  20125. InterpolantFactoryMethodSmooth: function ( result ) {
  20126. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20127. },
  20128. setInterpolation: function ( interpolation ) {
  20129. var factoryMethod;
  20130. switch ( interpolation ) {
  20131. case InterpolateDiscrete:
  20132. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20133. break;
  20134. case InterpolateLinear:
  20135. factoryMethod = this.InterpolantFactoryMethodLinear;
  20136. break;
  20137. case InterpolateSmooth:
  20138. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20139. break;
  20140. }
  20141. if ( factoryMethod === undefined ) {
  20142. var message = "unsupported interpolation for " +
  20143. this.ValueTypeName + " keyframe track named " + this.name;
  20144. if ( this.createInterpolant === undefined ) {
  20145. // fall back to default, unless the default itself is messed up
  20146. if ( interpolation !== this.DefaultInterpolation ) {
  20147. this.setInterpolation( this.DefaultInterpolation );
  20148. } else {
  20149. throw new Error( message ); // fatal, in this case
  20150. }
  20151. }
  20152. console.warn( 'THREE.KeyframeTrack:', message );
  20153. return this;
  20154. }
  20155. this.createInterpolant = factoryMethod;
  20156. return this;
  20157. },
  20158. getInterpolation: function () {
  20159. switch ( this.createInterpolant ) {
  20160. case this.InterpolantFactoryMethodDiscrete:
  20161. return InterpolateDiscrete;
  20162. case this.InterpolantFactoryMethodLinear:
  20163. return InterpolateLinear;
  20164. case this.InterpolantFactoryMethodSmooth:
  20165. return InterpolateSmooth;
  20166. }
  20167. },
  20168. getValueSize: function () {
  20169. return this.values.length / this.times.length;
  20170. },
  20171. // move all keyframes either forwards or backwards in time
  20172. shift: function ( timeOffset ) {
  20173. if ( timeOffset !== 0.0 ) {
  20174. var times = this.times;
  20175. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20176. times[ i ] += timeOffset;
  20177. }
  20178. }
  20179. return this;
  20180. },
  20181. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20182. scale: function ( timeScale ) {
  20183. if ( timeScale !== 1.0 ) {
  20184. var times = this.times;
  20185. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20186. times[ i ] *= timeScale;
  20187. }
  20188. }
  20189. return this;
  20190. },
  20191. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20192. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20193. trim: function ( startTime, endTime ) {
  20194. var times = this.times,
  20195. nKeys = times.length,
  20196. from = 0,
  20197. to = nKeys - 1;
  20198. while ( from !== nKeys && times[ from ] < startTime ) {
  20199. ++ from;
  20200. }
  20201. while ( to !== - 1 && times[ to ] > endTime ) {
  20202. -- to;
  20203. }
  20204. ++ to; // inclusive -> exclusive bound
  20205. if ( from !== 0 || to !== nKeys ) {
  20206. // empty tracks are forbidden, so keep at least one keyframe
  20207. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  20208. var stride = this.getValueSize();
  20209. this.times = AnimationUtils.arraySlice( times, from, to );
  20210. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20211. }
  20212. return this;
  20213. },
  20214. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20215. validate: function () {
  20216. var valid = true;
  20217. var valueSize = this.getValueSize();
  20218. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20219. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20220. valid = false;
  20221. }
  20222. var times = this.times,
  20223. values = this.values,
  20224. nKeys = times.length;
  20225. if ( nKeys === 0 ) {
  20226. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20227. valid = false;
  20228. }
  20229. var prevTime = null;
  20230. for ( var i = 0; i !== nKeys; i ++ ) {
  20231. var currTime = times[ i ];
  20232. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20233. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20234. valid = false;
  20235. break;
  20236. }
  20237. if ( prevTime !== null && prevTime > currTime ) {
  20238. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20239. valid = false;
  20240. break;
  20241. }
  20242. prevTime = currTime;
  20243. }
  20244. if ( values !== undefined ) {
  20245. if ( AnimationUtils.isTypedArray( values ) ) {
  20246. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20247. var value = values[ i ];
  20248. if ( isNaN( value ) ) {
  20249. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20250. valid = false;
  20251. break;
  20252. }
  20253. }
  20254. }
  20255. }
  20256. return valid;
  20257. },
  20258. // removes equivalent sequential keys as common in morph target sequences
  20259. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20260. optimize: function () {
  20261. var times = this.times,
  20262. values = this.values,
  20263. stride = this.getValueSize(),
  20264. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20265. writeIndex = 1,
  20266. lastIndex = times.length - 1;
  20267. for ( var i = 1; i < lastIndex; ++ i ) {
  20268. var keep = false;
  20269. var time = times[ i ];
  20270. var timeNext = times[ i + 1 ];
  20271. // remove adjacent keyframes scheduled at the same time
  20272. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20273. if ( ! smoothInterpolation ) {
  20274. // remove unnecessary keyframes same as their neighbors
  20275. var offset = i * stride,
  20276. offsetP = offset - stride,
  20277. offsetN = offset + stride;
  20278. for ( var j = 0; j !== stride; ++ j ) {
  20279. var value = values[ offset + j ];
  20280. if ( value !== values[ offsetP + j ] ||
  20281. value !== values[ offsetN + j ] ) {
  20282. keep = true;
  20283. break;
  20284. }
  20285. }
  20286. } else {
  20287. keep = true;
  20288. }
  20289. }
  20290. // in-place compaction
  20291. if ( keep ) {
  20292. if ( i !== writeIndex ) {
  20293. times[ writeIndex ] = times[ i ];
  20294. var readOffset = i * stride,
  20295. writeOffset = writeIndex * stride;
  20296. for ( var j = 0; j !== stride; ++ j ) {
  20297. values[ writeOffset + j ] = values[ readOffset + j ];
  20298. }
  20299. }
  20300. ++ writeIndex;
  20301. }
  20302. }
  20303. // flush last keyframe (compaction looks ahead)
  20304. if ( lastIndex > 0 ) {
  20305. times[ writeIndex ] = times[ lastIndex ];
  20306. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20307. values[ writeOffset + j ] = values[ readOffset + j ];
  20308. }
  20309. ++ writeIndex;
  20310. }
  20311. if ( writeIndex !== times.length ) {
  20312. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20313. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20314. }
  20315. return this;
  20316. },
  20317. clone: function () {
  20318. var times = AnimationUtils.arraySlice( this.times, 0 );
  20319. var values = AnimationUtils.arraySlice( this.values, 0 );
  20320. var TypedKeyframeTrack = this.constructor;
  20321. var track = new TypedKeyframeTrack( this.name, times, values );
  20322. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20323. track.createInterpolant = this.createInterpolant;
  20324. return track;
  20325. }
  20326. } );
  20327. /**
  20328. *
  20329. * A Track of Boolean keyframe values.
  20330. *
  20331. *
  20332. * @author Ben Houston / http://clara.io/
  20333. * @author David Sarno / http://lighthaus.us/
  20334. * @author tschw
  20335. */
  20336. function BooleanKeyframeTrack( name, times, values ) {
  20337. KeyframeTrack.call( this, name, times, values );
  20338. }
  20339. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20340. constructor: BooleanKeyframeTrack,
  20341. ValueTypeName: 'bool',
  20342. ValueBufferType: Array,
  20343. DefaultInterpolation: InterpolateDiscrete,
  20344. InterpolantFactoryMethodLinear: undefined,
  20345. InterpolantFactoryMethodSmooth: undefined
  20346. // Note: Actually this track could have a optimized / compressed
  20347. // representation of a single value and a custom interpolant that
  20348. // computes "firstValue ^ isOdd( index )".
  20349. } );
  20350. /**
  20351. *
  20352. * A Track of keyframe values that represent color.
  20353. *
  20354. *
  20355. * @author Ben Houston / http://clara.io/
  20356. * @author David Sarno / http://lighthaus.us/
  20357. * @author tschw
  20358. */
  20359. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20360. KeyframeTrack.call( this, name, times, values, interpolation );
  20361. }
  20362. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20363. constructor: ColorKeyframeTrack,
  20364. ValueTypeName: 'color'
  20365. // ValueBufferType is inherited
  20366. // DefaultInterpolation is inherited
  20367. // Note: Very basic implementation and nothing special yet.
  20368. // However, this is the place for color space parameterization.
  20369. } );
  20370. /**
  20371. *
  20372. * A Track of numeric keyframe values.
  20373. *
  20374. * @author Ben Houston / http://clara.io/
  20375. * @author David Sarno / http://lighthaus.us/
  20376. * @author tschw
  20377. */
  20378. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20379. KeyframeTrack.call( this, name, times, values, interpolation );
  20380. }
  20381. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20382. constructor: NumberKeyframeTrack,
  20383. ValueTypeName: 'number'
  20384. // ValueBufferType is inherited
  20385. // DefaultInterpolation is inherited
  20386. } );
  20387. /**
  20388. * Spherical linear unit quaternion interpolant.
  20389. *
  20390. * @author tschw
  20391. */
  20392. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20393. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20394. }
  20395. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20396. constructor: QuaternionLinearInterpolant,
  20397. interpolate_: function ( i1, t0, t, t1 ) {
  20398. var result = this.resultBuffer,
  20399. values = this.sampleValues,
  20400. stride = this.valueSize,
  20401. offset = i1 * stride,
  20402. alpha = ( t - t0 ) / ( t1 - t0 );
  20403. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20404. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20405. }
  20406. return result;
  20407. }
  20408. } );
  20409. /**
  20410. *
  20411. * A Track of quaternion keyframe values.
  20412. *
  20413. * @author Ben Houston / http://clara.io/
  20414. * @author David Sarno / http://lighthaus.us/
  20415. * @author tschw
  20416. */
  20417. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20418. KeyframeTrack.call( this, name, times, values, interpolation );
  20419. }
  20420. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20421. constructor: QuaternionKeyframeTrack,
  20422. ValueTypeName: 'quaternion',
  20423. // ValueBufferType is inherited
  20424. DefaultInterpolation: InterpolateLinear,
  20425. InterpolantFactoryMethodLinear: function ( result ) {
  20426. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20427. },
  20428. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20429. } );
  20430. /**
  20431. *
  20432. * A Track that interpolates Strings
  20433. *
  20434. *
  20435. * @author Ben Houston / http://clara.io/
  20436. * @author David Sarno / http://lighthaus.us/
  20437. * @author tschw
  20438. */
  20439. function StringKeyframeTrack( name, times, values, interpolation ) {
  20440. KeyframeTrack.call( this, name, times, values, interpolation );
  20441. }
  20442. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20443. constructor: StringKeyframeTrack,
  20444. ValueTypeName: 'string',
  20445. ValueBufferType: Array,
  20446. DefaultInterpolation: InterpolateDiscrete,
  20447. InterpolantFactoryMethodLinear: undefined,
  20448. InterpolantFactoryMethodSmooth: undefined
  20449. } );
  20450. /**
  20451. *
  20452. * A Track of vectored keyframe values.
  20453. *
  20454. *
  20455. * @author Ben Houston / http://clara.io/
  20456. * @author David Sarno / http://lighthaus.us/
  20457. * @author tschw
  20458. */
  20459. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20460. KeyframeTrack.call( this, name, times, values, interpolation );
  20461. }
  20462. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20463. constructor: VectorKeyframeTrack,
  20464. ValueTypeName: 'vector'
  20465. // ValueBufferType is inherited
  20466. // DefaultInterpolation is inherited
  20467. } );
  20468. /**
  20469. *
  20470. * Reusable set of Tracks that represent an animation.
  20471. *
  20472. * @author Ben Houston / http://clara.io/
  20473. * @author David Sarno / http://lighthaus.us/
  20474. */
  20475. function AnimationClip( name, duration, tracks ) {
  20476. this.name = name;
  20477. this.tracks = tracks;
  20478. this.duration = ( duration !== undefined ) ? duration : - 1;
  20479. this.uuid = _Math.generateUUID();
  20480. // this means it should figure out its duration by scanning the tracks
  20481. if ( this.duration < 0 ) {
  20482. this.resetDuration();
  20483. }
  20484. }
  20485. function getTrackTypeForValueTypeName( typeName ) {
  20486. switch ( typeName.toLowerCase() ) {
  20487. case 'scalar':
  20488. case 'double':
  20489. case 'float':
  20490. case 'number':
  20491. case 'integer':
  20492. return NumberKeyframeTrack;
  20493. case 'vector':
  20494. case 'vector2':
  20495. case 'vector3':
  20496. case 'vector4':
  20497. return VectorKeyframeTrack;
  20498. case 'color':
  20499. return ColorKeyframeTrack;
  20500. case 'quaternion':
  20501. return QuaternionKeyframeTrack;
  20502. case 'bool':
  20503. case 'boolean':
  20504. return BooleanKeyframeTrack;
  20505. case 'string':
  20506. return StringKeyframeTrack;
  20507. }
  20508. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20509. }
  20510. function parseKeyframeTrack( json ) {
  20511. if ( json.type === undefined ) {
  20512. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20513. }
  20514. var trackType = getTrackTypeForValueTypeName( json.type );
  20515. if ( json.times === undefined ) {
  20516. var times = [], values = [];
  20517. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20518. json.times = times;
  20519. json.values = values;
  20520. }
  20521. // derived classes can define a static parse method
  20522. if ( trackType.parse !== undefined ) {
  20523. return trackType.parse( json );
  20524. } else {
  20525. // by default, we assume a constructor compatible with the base
  20526. return new trackType( json.name, json.times, json.values, json.interpolation );
  20527. }
  20528. }
  20529. Object.assign( AnimationClip, {
  20530. parse: function ( json ) {
  20531. var tracks = [],
  20532. jsonTracks = json.tracks,
  20533. frameTime = 1.0 / ( json.fps || 1.0 );
  20534. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20535. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20536. }
  20537. return new AnimationClip( json.name, json.duration, tracks );
  20538. },
  20539. toJSON: function ( clip ) {
  20540. var tracks = [],
  20541. clipTracks = clip.tracks;
  20542. var json = {
  20543. 'name': clip.name,
  20544. 'duration': clip.duration,
  20545. 'tracks': tracks,
  20546. 'uuid': clip.uuid
  20547. };
  20548. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20549. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20550. }
  20551. return json;
  20552. },
  20553. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20554. var numMorphTargets = morphTargetSequence.length;
  20555. var tracks = [];
  20556. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20557. var times = [];
  20558. var values = [];
  20559. times.push(
  20560. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20561. i,
  20562. ( i + 1 ) % numMorphTargets );
  20563. values.push( 0, 1, 0 );
  20564. var order = AnimationUtils.getKeyframeOrder( times );
  20565. times = AnimationUtils.sortedArray( times, 1, order );
  20566. values = AnimationUtils.sortedArray( values, 1, order );
  20567. // if there is a key at the first frame, duplicate it as the
  20568. // last frame as well for perfect loop.
  20569. if ( ! noLoop && times[ 0 ] === 0 ) {
  20570. times.push( numMorphTargets );
  20571. values.push( values[ 0 ] );
  20572. }
  20573. tracks.push(
  20574. new NumberKeyframeTrack(
  20575. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20576. times, values
  20577. ).scale( 1.0 / fps ) );
  20578. }
  20579. return new AnimationClip( name, - 1, tracks );
  20580. },
  20581. findByName: function ( objectOrClipArray, name ) {
  20582. var clipArray = objectOrClipArray;
  20583. if ( ! Array.isArray( objectOrClipArray ) ) {
  20584. var o = objectOrClipArray;
  20585. clipArray = o.geometry && o.geometry.animations || o.animations;
  20586. }
  20587. for ( var i = 0; i < clipArray.length; i ++ ) {
  20588. if ( clipArray[ i ].name === name ) {
  20589. return clipArray[ i ];
  20590. }
  20591. }
  20592. return null;
  20593. },
  20594. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20595. var animationToMorphTargets = {};
  20596. // tested with https://regex101.com/ on trick sequences
  20597. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20598. var pattern = /^([\w-]*?)([\d]+)$/;
  20599. // sort morph target names into animation groups based
  20600. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20601. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20602. var morphTarget = morphTargets[ i ];
  20603. var parts = morphTarget.name.match( pattern );
  20604. if ( parts && parts.length > 1 ) {
  20605. var name = parts[ 1 ];
  20606. var animationMorphTargets = animationToMorphTargets[ name ];
  20607. if ( ! animationMorphTargets ) {
  20608. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20609. }
  20610. animationMorphTargets.push( morphTarget );
  20611. }
  20612. }
  20613. var clips = [];
  20614. for ( var name in animationToMorphTargets ) {
  20615. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20616. }
  20617. return clips;
  20618. },
  20619. // parse the animation.hierarchy format
  20620. parseAnimation: function ( animation, bones ) {
  20621. if ( ! animation ) {
  20622. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20623. return null;
  20624. }
  20625. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20626. // only return track if there are actually keys.
  20627. if ( animationKeys.length !== 0 ) {
  20628. var times = [];
  20629. var values = [];
  20630. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20631. // empty keys are filtered out, so check again
  20632. if ( times.length !== 0 ) {
  20633. destTracks.push( new trackType( trackName, times, values ) );
  20634. }
  20635. }
  20636. };
  20637. var tracks = [];
  20638. var clipName = animation.name || 'default';
  20639. // automatic length determination in AnimationClip.
  20640. var duration = animation.length || - 1;
  20641. var fps = animation.fps || 30;
  20642. var hierarchyTracks = animation.hierarchy || [];
  20643. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20644. var animationKeys = hierarchyTracks[ h ].keys;
  20645. // skip empty tracks
  20646. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20647. // process morph targets
  20648. if ( animationKeys[ 0 ].morphTargets ) {
  20649. // figure out all morph targets used in this track
  20650. var morphTargetNames = {};
  20651. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20652. if ( animationKeys[ k ].morphTargets ) {
  20653. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20654. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20655. }
  20656. }
  20657. }
  20658. // create a track for each morph target with all zero
  20659. // morphTargetInfluences except for the keys in which
  20660. // the morphTarget is named.
  20661. for ( var morphTargetName in morphTargetNames ) {
  20662. var times = [];
  20663. var values = [];
  20664. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20665. var animationKey = animationKeys[ k ];
  20666. times.push( animationKey.time );
  20667. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20668. }
  20669. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20670. }
  20671. duration = morphTargetNames.length * ( fps || 1.0 );
  20672. } else {
  20673. // ...assume skeletal animation
  20674. var boneName = '.bones[' + bones[ h ].name + ']';
  20675. addNonemptyTrack(
  20676. VectorKeyframeTrack, boneName + '.position',
  20677. animationKeys, 'pos', tracks );
  20678. addNonemptyTrack(
  20679. QuaternionKeyframeTrack, boneName + '.quaternion',
  20680. animationKeys, 'rot', tracks );
  20681. addNonemptyTrack(
  20682. VectorKeyframeTrack, boneName + '.scale',
  20683. animationKeys, 'scl', tracks );
  20684. }
  20685. }
  20686. if ( tracks.length === 0 ) {
  20687. return null;
  20688. }
  20689. var clip = new AnimationClip( clipName, duration, tracks );
  20690. return clip;
  20691. }
  20692. } );
  20693. Object.assign( AnimationClip.prototype, {
  20694. resetDuration: function () {
  20695. var tracks = this.tracks, duration = 0;
  20696. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20697. var track = this.tracks[ i ];
  20698. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20699. }
  20700. this.duration = duration;
  20701. return this;
  20702. },
  20703. trim: function () {
  20704. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20705. this.tracks[ i ].trim( 0, this.duration );
  20706. }
  20707. return this;
  20708. },
  20709. validate: function () {
  20710. var valid = true;
  20711. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20712. valid = valid && this.tracks[ i ].validate();
  20713. }
  20714. return valid;
  20715. },
  20716. optimize: function () {
  20717. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20718. this.tracks[ i ].optimize();
  20719. }
  20720. return this;
  20721. },
  20722. clone: function () {
  20723. var tracks = [];
  20724. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20725. tracks.push( this.tracks[ i ].clone() );
  20726. }
  20727. return new AnimationClip( this.name, this.duration, tracks );
  20728. }
  20729. } );
  20730. /**
  20731. * @author mrdoob / http://mrdoob.com/
  20732. */
  20733. var Cache = {
  20734. enabled: false,
  20735. files: {},
  20736. add: function ( key, file ) {
  20737. if ( this.enabled === false ) return;
  20738. // console.log( 'THREE.Cache', 'Adding key:', key );
  20739. this.files[ key ] = file;
  20740. },
  20741. get: function ( key ) {
  20742. if ( this.enabled === false ) return;
  20743. // console.log( 'THREE.Cache', 'Checking key:', key );
  20744. return this.files[ key ];
  20745. },
  20746. remove: function ( key ) {
  20747. delete this.files[ key ];
  20748. },
  20749. clear: function () {
  20750. this.files = {};
  20751. }
  20752. };
  20753. /**
  20754. * @author mrdoob / http://mrdoob.com/
  20755. */
  20756. function LoadingManager( onLoad, onProgress, onError ) {
  20757. var scope = this;
  20758. var isLoading = false;
  20759. var itemsLoaded = 0;
  20760. var itemsTotal = 0;
  20761. var urlModifier = undefined;
  20762. // Refer to #5689 for the reason why we don't set .onStart
  20763. // in the constructor
  20764. this.onStart = undefined;
  20765. this.onLoad = onLoad;
  20766. this.onProgress = onProgress;
  20767. this.onError = onError;
  20768. this.itemStart = function ( url ) {
  20769. itemsTotal ++;
  20770. if ( isLoading === false ) {
  20771. if ( scope.onStart !== undefined ) {
  20772. scope.onStart( url, itemsLoaded, itemsTotal );
  20773. }
  20774. }
  20775. isLoading = true;
  20776. };
  20777. this.itemEnd = function ( url ) {
  20778. itemsLoaded ++;
  20779. if ( scope.onProgress !== undefined ) {
  20780. scope.onProgress( url, itemsLoaded, itemsTotal );
  20781. }
  20782. if ( itemsLoaded === itemsTotal ) {
  20783. isLoading = false;
  20784. if ( scope.onLoad !== undefined ) {
  20785. scope.onLoad();
  20786. }
  20787. }
  20788. };
  20789. this.itemError = function ( url ) {
  20790. if ( scope.onError !== undefined ) {
  20791. scope.onError( url );
  20792. }
  20793. };
  20794. this.resolveURL = function ( url ) {
  20795. if ( urlModifier ) {
  20796. return urlModifier( url );
  20797. }
  20798. return url;
  20799. };
  20800. this.setURLModifier = function ( transform ) {
  20801. urlModifier = transform;
  20802. return this;
  20803. };
  20804. }
  20805. var DefaultLoadingManager = new LoadingManager();
  20806. /**
  20807. * @author mrdoob / http://mrdoob.com/
  20808. */
  20809. var loading = {};
  20810. function FileLoader( manager ) {
  20811. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20812. }
  20813. Object.assign( FileLoader.prototype, {
  20814. load: function ( url, onLoad, onProgress, onError ) {
  20815. if ( url === undefined ) url = '';
  20816. if ( this.path !== undefined ) url = this.path + url;
  20817. url = this.manager.resolveURL( url );
  20818. var scope = this;
  20819. var cached = Cache.get( url );
  20820. if ( cached !== undefined ) {
  20821. scope.manager.itemStart( url );
  20822. setTimeout( function () {
  20823. if ( onLoad ) onLoad( cached );
  20824. scope.manager.itemEnd( url );
  20825. }, 0 );
  20826. return cached;
  20827. }
  20828. // Check if request is duplicate
  20829. if ( loading[ url ] !== undefined ) {
  20830. loading[ url ].push( {
  20831. onLoad: onLoad,
  20832. onProgress: onProgress,
  20833. onError: onError
  20834. } );
  20835. return;
  20836. }
  20837. // Check for data: URI
  20838. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20839. var dataUriRegexResult = url.match( dataUriRegex );
  20840. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20841. if ( dataUriRegexResult ) {
  20842. var mimeType = dataUriRegexResult[ 1 ];
  20843. var isBase64 = !! dataUriRegexResult[ 2 ];
  20844. var data = dataUriRegexResult[ 3 ];
  20845. data = decodeURIComponent( data );
  20846. if ( isBase64 ) data = atob( data );
  20847. try {
  20848. var response;
  20849. var responseType = ( this.responseType || '' ).toLowerCase();
  20850. switch ( responseType ) {
  20851. case 'arraybuffer':
  20852. case 'blob':
  20853. var view = new Uint8Array( data.length );
  20854. for ( var i = 0; i < data.length; i ++ ) {
  20855. view[ i ] = data.charCodeAt( i );
  20856. }
  20857. if ( responseType === 'blob' ) {
  20858. response = new Blob( [ view.buffer ], { type: mimeType } );
  20859. } else {
  20860. response = view.buffer;
  20861. }
  20862. break;
  20863. case 'document':
  20864. var parser = new DOMParser();
  20865. response = parser.parseFromString( data, mimeType );
  20866. break;
  20867. case 'json':
  20868. response = JSON.parse( data );
  20869. break;
  20870. default: // 'text' or other
  20871. response = data;
  20872. break;
  20873. }
  20874. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20875. setTimeout( function () {
  20876. if ( onLoad ) onLoad( response );
  20877. scope.manager.itemEnd( url );
  20878. }, 0 );
  20879. } catch ( error ) {
  20880. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20881. setTimeout( function () {
  20882. if ( onError ) onError( error );
  20883. scope.manager.itemError( url );
  20884. scope.manager.itemEnd( url );
  20885. }, 0 );
  20886. }
  20887. } else {
  20888. // Initialise array for duplicate requests
  20889. loading[ url ] = [];
  20890. loading[ url ].push( {
  20891. onLoad: onLoad,
  20892. onProgress: onProgress,
  20893. onError: onError
  20894. } );
  20895. var request = new XMLHttpRequest();
  20896. request.open( 'GET', url, true );
  20897. request.addEventListener( 'load', function ( event ) {
  20898. var response = this.response;
  20899. Cache.add( url, response );
  20900. var callbacks = loading[ url ];
  20901. delete loading[ url ];
  20902. if ( this.status === 200 || this.status === 0 ) {
  20903. // Some browsers return HTTP Status 0 when using non-http protocol
  20904. // e.g. 'file://' or 'data://'. Handle as success.
  20905. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20906. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20907. var callback = callbacks[ i ];
  20908. if ( callback.onLoad ) callback.onLoad( response );
  20909. }
  20910. scope.manager.itemEnd( url );
  20911. } else {
  20912. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20913. var callback = callbacks[ i ];
  20914. if ( callback.onError ) callback.onError( event );
  20915. }
  20916. scope.manager.itemError( url );
  20917. scope.manager.itemEnd( url );
  20918. }
  20919. }, false );
  20920. request.addEventListener( 'progress', function ( event ) {
  20921. var callbacks = loading[ url ];
  20922. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20923. var callback = callbacks[ i ];
  20924. if ( callback.onProgress ) callback.onProgress( event );
  20925. }
  20926. }, false );
  20927. request.addEventListener( 'error', function ( event ) {
  20928. var callbacks = loading[ url ];
  20929. delete loading[ url ];
  20930. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20931. var callback = callbacks[ i ];
  20932. if ( callback.onError ) callback.onError( event );
  20933. }
  20934. scope.manager.itemError( url );
  20935. scope.manager.itemEnd( url );
  20936. }, false );
  20937. request.addEventListener( 'abort', function ( event ) {
  20938. var callbacks = loading[ url ];
  20939. delete loading[ url ];
  20940. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20941. var callback = callbacks[ i ];
  20942. if ( callback.onError ) callback.onError( event );
  20943. }
  20944. scope.manager.itemError( url );
  20945. scope.manager.itemEnd( url );
  20946. }, false );
  20947. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20948. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20949. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20950. for ( var header in this.requestHeader ) {
  20951. request.setRequestHeader( header, this.requestHeader[ header ] );
  20952. }
  20953. request.send( null );
  20954. }
  20955. scope.manager.itemStart( url );
  20956. return request;
  20957. },
  20958. setPath: function ( value ) {
  20959. this.path = value;
  20960. return this;
  20961. },
  20962. setResponseType: function ( value ) {
  20963. this.responseType = value;
  20964. return this;
  20965. },
  20966. setWithCredentials: function ( value ) {
  20967. this.withCredentials = value;
  20968. return this;
  20969. },
  20970. setMimeType: function ( value ) {
  20971. this.mimeType = value;
  20972. return this;
  20973. },
  20974. setRequestHeader: function ( value ) {
  20975. this.requestHeader = value;
  20976. return this;
  20977. }
  20978. } );
  20979. /**
  20980. * @author bhouston / http://clara.io/
  20981. */
  20982. function AnimationLoader( manager ) {
  20983. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20984. }
  20985. Object.assign( AnimationLoader.prototype, {
  20986. load: function ( url, onLoad, onProgress, onError ) {
  20987. var scope = this;
  20988. var loader = new FileLoader( scope.manager );
  20989. loader.setPath( scope.path );
  20990. loader.load( url, function ( text ) {
  20991. onLoad( scope.parse( JSON.parse( text ) ) );
  20992. }, onProgress, onError );
  20993. },
  20994. parse: function ( json ) {
  20995. var animations = [];
  20996. for ( var i = 0; i < json.length; i ++ ) {
  20997. var clip = AnimationClip.parse( json[ i ] );
  20998. animations.push( clip );
  20999. }
  21000. return animations;
  21001. },
  21002. setPath: function ( value ) {
  21003. this.path = value;
  21004. return this;
  21005. }
  21006. } );
  21007. /**
  21008. * @author mrdoob / http://mrdoob.com/
  21009. *
  21010. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21011. */
  21012. function CompressedTextureLoader( manager ) {
  21013. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21014. // override in sub classes
  21015. this._parser = null;
  21016. }
  21017. Object.assign( CompressedTextureLoader.prototype, {
  21018. load: function ( url, onLoad, onProgress, onError ) {
  21019. var scope = this;
  21020. var images = [];
  21021. var texture = new CompressedTexture();
  21022. texture.image = images;
  21023. var loader = new FileLoader( this.manager );
  21024. loader.setPath( this.path );
  21025. loader.setResponseType( 'arraybuffer' );
  21026. function loadTexture( i ) {
  21027. loader.load( url[ i ], function ( buffer ) {
  21028. var texDatas = scope._parser( buffer, true );
  21029. images[ i ] = {
  21030. width: texDatas.width,
  21031. height: texDatas.height,
  21032. format: texDatas.format,
  21033. mipmaps: texDatas.mipmaps
  21034. };
  21035. loaded += 1;
  21036. if ( loaded === 6 ) {
  21037. if ( texDatas.mipmapCount === 1 )
  21038. texture.minFilter = LinearFilter;
  21039. texture.format = texDatas.format;
  21040. texture.needsUpdate = true;
  21041. if ( onLoad ) onLoad( texture );
  21042. }
  21043. }, onProgress, onError );
  21044. }
  21045. if ( Array.isArray( url ) ) {
  21046. var loaded = 0;
  21047. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21048. loadTexture( i );
  21049. }
  21050. } else {
  21051. // compressed cubemap texture stored in a single DDS file
  21052. loader.load( url, function ( buffer ) {
  21053. var texDatas = scope._parser( buffer, true );
  21054. if ( texDatas.isCubemap ) {
  21055. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21056. for ( var f = 0; f < faces; f ++ ) {
  21057. images[ f ] = { mipmaps: [] };
  21058. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21059. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21060. images[ f ].format = texDatas.format;
  21061. images[ f ].width = texDatas.width;
  21062. images[ f ].height = texDatas.height;
  21063. }
  21064. }
  21065. } else {
  21066. texture.image.width = texDatas.width;
  21067. texture.image.height = texDatas.height;
  21068. texture.mipmaps = texDatas.mipmaps;
  21069. }
  21070. if ( texDatas.mipmapCount === 1 ) {
  21071. texture.minFilter = LinearFilter;
  21072. }
  21073. texture.format = texDatas.format;
  21074. texture.needsUpdate = true;
  21075. if ( onLoad ) onLoad( texture );
  21076. }, onProgress, onError );
  21077. }
  21078. return texture;
  21079. },
  21080. setPath: function ( value ) {
  21081. this.path = value;
  21082. return this;
  21083. }
  21084. } );
  21085. /**
  21086. * @author Nikos M. / https://github.com/foo123/
  21087. *
  21088. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21089. */
  21090. function DataTextureLoader( manager ) {
  21091. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21092. // override in sub classes
  21093. this._parser = null;
  21094. }
  21095. Object.assign( DataTextureLoader.prototype, {
  21096. load: function ( url, onLoad, onProgress, onError ) {
  21097. var scope = this;
  21098. var texture = new DataTexture();
  21099. var loader = new FileLoader( this.manager );
  21100. loader.setResponseType( 'arraybuffer' );
  21101. loader.setPath( this.path );
  21102. loader.load( url, function ( buffer ) {
  21103. var texData = scope._parser( buffer );
  21104. if ( ! texData ) return;
  21105. if ( texData.image !== undefined ) {
  21106. texture.image = texData.image;
  21107. } else if ( texData.data !== undefined ) {
  21108. texture.image.width = texData.width;
  21109. texture.image.height = texData.height;
  21110. texture.image.data = texData.data;
  21111. }
  21112. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21113. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21114. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21115. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21116. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21117. if ( texData.format !== undefined ) {
  21118. texture.format = texData.format;
  21119. }
  21120. if ( texData.type !== undefined ) {
  21121. texture.type = texData.type;
  21122. }
  21123. if ( texData.mipmaps !== undefined ) {
  21124. texture.mipmaps = texData.mipmaps;
  21125. }
  21126. if ( texData.mipmapCount === 1 ) {
  21127. texture.minFilter = LinearFilter;
  21128. }
  21129. texture.needsUpdate = true;
  21130. if ( onLoad ) onLoad( texture, texData );
  21131. }, onProgress, onError );
  21132. return texture;
  21133. },
  21134. setPath: function ( value ) {
  21135. this.path = value;
  21136. return this;
  21137. }
  21138. } );
  21139. /**
  21140. * @author mrdoob / http://mrdoob.com/
  21141. */
  21142. function ImageLoader( manager ) {
  21143. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21144. }
  21145. Object.assign( ImageLoader.prototype, {
  21146. crossOrigin: 'anonymous',
  21147. load: function ( url, onLoad, onProgress, onError ) {
  21148. if ( url === undefined ) url = '';
  21149. if ( this.path !== undefined ) url = this.path + url;
  21150. url = this.manager.resolveURL( url );
  21151. var scope = this;
  21152. var cached = Cache.get( url );
  21153. if ( cached !== undefined ) {
  21154. scope.manager.itemStart( url );
  21155. setTimeout( function () {
  21156. if ( onLoad ) onLoad( cached );
  21157. scope.manager.itemEnd( url );
  21158. }, 0 );
  21159. return cached;
  21160. }
  21161. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21162. function onImageLoad() {
  21163. image.removeEventListener( 'load', onImageLoad, false );
  21164. image.removeEventListener( 'error', onImageError, false );
  21165. Cache.add( url, this );
  21166. if ( onLoad ) onLoad( this );
  21167. scope.manager.itemEnd( url );
  21168. }
  21169. function onImageError( event ) {
  21170. image.removeEventListener( 'load', onImageLoad, false );
  21171. image.removeEventListener( 'error', onImageError, false );
  21172. if ( onError ) onError( event );
  21173. scope.manager.itemError( url );
  21174. scope.manager.itemEnd( url );
  21175. }
  21176. image.addEventListener( 'load', onImageLoad, false );
  21177. image.addEventListener( 'error', onImageError, false );
  21178. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21179. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  21180. }
  21181. scope.manager.itemStart( url );
  21182. image.src = url;
  21183. return image;
  21184. },
  21185. setCrossOrigin: function ( value ) {
  21186. this.crossOrigin = value;
  21187. return this;
  21188. },
  21189. setPath: function ( value ) {
  21190. this.path = value;
  21191. return this;
  21192. }
  21193. } );
  21194. /**
  21195. * @author mrdoob / http://mrdoob.com/
  21196. */
  21197. function CubeTextureLoader( manager ) {
  21198. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21199. }
  21200. Object.assign( CubeTextureLoader.prototype, {
  21201. crossOrigin: 'anonymous',
  21202. load: function ( urls, onLoad, onProgress, onError ) {
  21203. var texture = new CubeTexture();
  21204. var loader = new ImageLoader( this.manager );
  21205. loader.setCrossOrigin( this.crossOrigin );
  21206. loader.setPath( this.path );
  21207. var loaded = 0;
  21208. function loadTexture( i ) {
  21209. loader.load( urls[ i ], function ( image ) {
  21210. texture.images[ i ] = image;
  21211. loaded ++;
  21212. if ( loaded === 6 ) {
  21213. texture.needsUpdate = true;
  21214. if ( onLoad ) onLoad( texture );
  21215. }
  21216. }, undefined, onError );
  21217. }
  21218. for ( var i = 0; i < urls.length; ++ i ) {
  21219. loadTexture( i );
  21220. }
  21221. return texture;
  21222. },
  21223. setCrossOrigin: function ( value ) {
  21224. this.crossOrigin = value;
  21225. return this;
  21226. },
  21227. setPath: function ( value ) {
  21228. this.path = value;
  21229. return this;
  21230. }
  21231. } );
  21232. /**
  21233. * @author mrdoob / http://mrdoob.com/
  21234. */
  21235. function TextureLoader( manager ) {
  21236. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21237. }
  21238. Object.assign( TextureLoader.prototype, {
  21239. crossOrigin: 'anonymous',
  21240. load: function ( url, onLoad, onProgress, onError ) {
  21241. var texture = new Texture();
  21242. var loader = new ImageLoader( this.manager );
  21243. loader.setCrossOrigin( this.crossOrigin );
  21244. loader.setPath( this.path );
  21245. loader.load( url, function ( image ) {
  21246. texture.image = image;
  21247. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21248. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21249. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21250. texture.needsUpdate = true;
  21251. if ( onLoad !== undefined ) {
  21252. onLoad( texture );
  21253. }
  21254. }, onProgress, onError );
  21255. return texture;
  21256. },
  21257. setCrossOrigin: function ( value ) {
  21258. this.crossOrigin = value;
  21259. return this;
  21260. },
  21261. setPath: function ( value ) {
  21262. this.path = value;
  21263. return this;
  21264. }
  21265. } );
  21266. /**
  21267. * @author zz85 / http://www.lab4games.net/zz85/blog
  21268. * Extensible curve object
  21269. *
  21270. * Some common of curve methods:
  21271. * .getPoint( t, optionalTarget ), .getTangent( t )
  21272. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21273. * .getPoints(), .getSpacedPoints()
  21274. * .getLength()
  21275. * .updateArcLengths()
  21276. *
  21277. * This following curves inherit from THREE.Curve:
  21278. *
  21279. * -- 2D curves --
  21280. * THREE.ArcCurve
  21281. * THREE.CubicBezierCurve
  21282. * THREE.EllipseCurve
  21283. * THREE.LineCurve
  21284. * THREE.QuadraticBezierCurve
  21285. * THREE.SplineCurve
  21286. *
  21287. * -- 3D curves --
  21288. * THREE.CatmullRomCurve3
  21289. * THREE.CubicBezierCurve3
  21290. * THREE.LineCurve3
  21291. * THREE.QuadraticBezierCurve3
  21292. *
  21293. * A series of curves can be represented as a THREE.CurvePath.
  21294. *
  21295. **/
  21296. /**************************************************************
  21297. * Abstract Curve base class
  21298. **************************************************************/
  21299. function Curve() {
  21300. this.type = 'Curve';
  21301. this.arcLengthDivisions = 200;
  21302. }
  21303. Object.assign( Curve.prototype, {
  21304. // Virtual base class method to overwrite and implement in subclasses
  21305. // - t [0 .. 1]
  21306. getPoint: function ( /* t, optionalTarget */ ) {
  21307. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21308. return null;
  21309. },
  21310. // Get point at relative position in curve according to arc length
  21311. // - u [0 .. 1]
  21312. getPointAt: function ( u, optionalTarget ) {
  21313. var t = this.getUtoTmapping( u );
  21314. return this.getPoint( t, optionalTarget );
  21315. },
  21316. // Get sequence of points using getPoint( t )
  21317. getPoints: function ( divisions ) {
  21318. if ( divisions === undefined ) divisions = 5;
  21319. var points = [];
  21320. for ( var d = 0; d <= divisions; d ++ ) {
  21321. points.push( this.getPoint( d / divisions ) );
  21322. }
  21323. return points;
  21324. },
  21325. // Get sequence of points using getPointAt( u )
  21326. getSpacedPoints: function ( divisions ) {
  21327. if ( divisions === undefined ) divisions = 5;
  21328. var points = [];
  21329. for ( var d = 0; d <= divisions; d ++ ) {
  21330. points.push( this.getPointAt( d / divisions ) );
  21331. }
  21332. return points;
  21333. },
  21334. // Get total curve arc length
  21335. getLength: function () {
  21336. var lengths = this.getLengths();
  21337. return lengths[ lengths.length - 1 ];
  21338. },
  21339. // Get list of cumulative segment lengths
  21340. getLengths: function ( divisions ) {
  21341. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  21342. if ( this.cacheArcLengths &&
  21343. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21344. ! this.needsUpdate ) {
  21345. return this.cacheArcLengths;
  21346. }
  21347. this.needsUpdate = false;
  21348. var cache = [];
  21349. var current, last = this.getPoint( 0 );
  21350. var p, sum = 0;
  21351. cache.push( 0 );
  21352. for ( p = 1; p <= divisions; p ++ ) {
  21353. current = this.getPoint( p / divisions );
  21354. sum += current.distanceTo( last );
  21355. cache.push( sum );
  21356. last = current;
  21357. }
  21358. this.cacheArcLengths = cache;
  21359. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21360. },
  21361. updateArcLengths: function () {
  21362. this.needsUpdate = true;
  21363. this.getLengths();
  21364. },
  21365. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21366. getUtoTmapping: function ( u, distance ) {
  21367. var arcLengths = this.getLengths();
  21368. var i = 0, il = arcLengths.length;
  21369. var targetArcLength; // The targeted u distance value to get
  21370. if ( distance ) {
  21371. targetArcLength = distance;
  21372. } else {
  21373. targetArcLength = u * arcLengths[ il - 1 ];
  21374. }
  21375. // binary search for the index with largest value smaller than target u distance
  21376. var low = 0, high = il - 1, comparison;
  21377. while ( low <= high ) {
  21378. 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
  21379. comparison = arcLengths[ i ] - targetArcLength;
  21380. if ( comparison < 0 ) {
  21381. low = i + 1;
  21382. } else if ( comparison > 0 ) {
  21383. high = i - 1;
  21384. } else {
  21385. high = i;
  21386. break;
  21387. // DONE
  21388. }
  21389. }
  21390. i = high;
  21391. if ( arcLengths[ i ] === targetArcLength ) {
  21392. return i / ( il - 1 );
  21393. }
  21394. // we could get finer grain at lengths, or use simple interpolation between two points
  21395. var lengthBefore = arcLengths[ i ];
  21396. var lengthAfter = arcLengths[ i + 1 ];
  21397. var segmentLength = lengthAfter - lengthBefore;
  21398. // determine where we are between the 'before' and 'after' points
  21399. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21400. // add that fractional amount to t
  21401. var t = ( i + segmentFraction ) / ( il - 1 );
  21402. return t;
  21403. },
  21404. // Returns a unit vector tangent at t
  21405. // In case any sub curve does not implement its tangent derivation,
  21406. // 2 points a small delta apart will be used to find its gradient
  21407. // which seems to give a reasonable approximation
  21408. getTangent: function ( t ) {
  21409. var delta = 0.0001;
  21410. var t1 = t - delta;
  21411. var t2 = t + delta;
  21412. // Capping in case of danger
  21413. if ( t1 < 0 ) t1 = 0;
  21414. if ( t2 > 1 ) t2 = 1;
  21415. var pt1 = this.getPoint( t1 );
  21416. var pt2 = this.getPoint( t2 );
  21417. var vec = pt2.clone().sub( pt1 );
  21418. return vec.normalize();
  21419. },
  21420. getTangentAt: function ( u ) {
  21421. var t = this.getUtoTmapping( u );
  21422. return this.getTangent( t );
  21423. },
  21424. computeFrenetFrames: function ( segments, closed ) {
  21425. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21426. var normal = new Vector3();
  21427. var tangents = [];
  21428. var normals = [];
  21429. var binormals = [];
  21430. var vec = new Vector3();
  21431. var mat = new Matrix4();
  21432. var i, u, theta;
  21433. // compute the tangent vectors for each segment on the curve
  21434. for ( i = 0; i <= segments; i ++ ) {
  21435. u = i / segments;
  21436. tangents[ i ] = this.getTangentAt( u );
  21437. tangents[ i ].normalize();
  21438. }
  21439. // select an initial normal vector perpendicular to the first tangent vector,
  21440. // and in the direction of the minimum tangent xyz component
  21441. normals[ 0 ] = new Vector3();
  21442. binormals[ 0 ] = new Vector3();
  21443. var min = Number.MAX_VALUE;
  21444. var tx = Math.abs( tangents[ 0 ].x );
  21445. var ty = Math.abs( tangents[ 0 ].y );
  21446. var tz = Math.abs( tangents[ 0 ].z );
  21447. if ( tx <= min ) {
  21448. min = tx;
  21449. normal.set( 1, 0, 0 );
  21450. }
  21451. if ( ty <= min ) {
  21452. min = ty;
  21453. normal.set( 0, 1, 0 );
  21454. }
  21455. if ( tz <= min ) {
  21456. normal.set( 0, 0, 1 );
  21457. }
  21458. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21459. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21460. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21461. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21462. for ( i = 1; i <= segments; i ++ ) {
  21463. normals[ i ] = normals[ i - 1 ].clone();
  21464. binormals[ i ] = binormals[ i - 1 ].clone();
  21465. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21466. if ( vec.length() > Number.EPSILON ) {
  21467. vec.normalize();
  21468. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21469. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21470. }
  21471. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21472. }
  21473. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21474. if ( closed === true ) {
  21475. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21476. theta /= segments;
  21477. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21478. theta = - theta;
  21479. }
  21480. for ( i = 1; i <= segments; i ++ ) {
  21481. // twist a little...
  21482. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21483. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21484. }
  21485. }
  21486. return {
  21487. tangents: tangents,
  21488. normals: normals,
  21489. binormals: binormals
  21490. };
  21491. },
  21492. clone: function () {
  21493. return new this.constructor().copy( this );
  21494. },
  21495. copy: function ( source ) {
  21496. this.arcLengthDivisions = source.arcLengthDivisions;
  21497. return this;
  21498. },
  21499. toJSON: function () {
  21500. var data = {
  21501. metadata: {
  21502. version: 4.5,
  21503. type: 'Curve',
  21504. generator: 'Curve.toJSON'
  21505. }
  21506. };
  21507. data.arcLengthDivisions = this.arcLengthDivisions;
  21508. data.type = this.type;
  21509. return data;
  21510. },
  21511. fromJSON: function ( json ) {
  21512. this.arcLengthDivisions = json.arcLengthDivisions;
  21513. return this;
  21514. }
  21515. } );
  21516. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21517. Curve.call( this );
  21518. this.type = 'EllipseCurve';
  21519. this.aX = aX || 0;
  21520. this.aY = aY || 0;
  21521. this.xRadius = xRadius || 1;
  21522. this.yRadius = yRadius || 1;
  21523. this.aStartAngle = aStartAngle || 0;
  21524. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21525. this.aClockwise = aClockwise || false;
  21526. this.aRotation = aRotation || 0;
  21527. }
  21528. EllipseCurve.prototype = Object.create( Curve.prototype );
  21529. EllipseCurve.prototype.constructor = EllipseCurve;
  21530. EllipseCurve.prototype.isEllipseCurve = true;
  21531. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21532. var point = optionalTarget || new Vector2();
  21533. var twoPi = Math.PI * 2;
  21534. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21535. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21536. // ensures that deltaAngle is 0 .. 2 PI
  21537. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21538. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21539. if ( deltaAngle < Number.EPSILON ) {
  21540. if ( samePoints ) {
  21541. deltaAngle = 0;
  21542. } else {
  21543. deltaAngle = twoPi;
  21544. }
  21545. }
  21546. if ( this.aClockwise === true && ! samePoints ) {
  21547. if ( deltaAngle === twoPi ) {
  21548. deltaAngle = - twoPi;
  21549. } else {
  21550. deltaAngle = deltaAngle - twoPi;
  21551. }
  21552. }
  21553. var angle = this.aStartAngle + t * deltaAngle;
  21554. var x = this.aX + this.xRadius * Math.cos( angle );
  21555. var y = this.aY + this.yRadius * Math.sin( angle );
  21556. if ( this.aRotation !== 0 ) {
  21557. var cos = Math.cos( this.aRotation );
  21558. var sin = Math.sin( this.aRotation );
  21559. var tx = x - this.aX;
  21560. var ty = y - this.aY;
  21561. // Rotate the point about the center of the ellipse.
  21562. x = tx * cos - ty * sin + this.aX;
  21563. y = tx * sin + ty * cos + this.aY;
  21564. }
  21565. return point.set( x, y );
  21566. };
  21567. EllipseCurve.prototype.copy = function ( source ) {
  21568. Curve.prototype.copy.call( this, source );
  21569. this.aX = source.aX;
  21570. this.aY = source.aY;
  21571. this.xRadius = source.xRadius;
  21572. this.yRadius = source.yRadius;
  21573. this.aStartAngle = source.aStartAngle;
  21574. this.aEndAngle = source.aEndAngle;
  21575. this.aClockwise = source.aClockwise;
  21576. this.aRotation = source.aRotation;
  21577. return this;
  21578. };
  21579. EllipseCurve.prototype.toJSON = function () {
  21580. var data = Curve.prototype.toJSON.call( this );
  21581. data.aX = this.aX;
  21582. data.aY = this.aY;
  21583. data.xRadius = this.xRadius;
  21584. data.yRadius = this.yRadius;
  21585. data.aStartAngle = this.aStartAngle;
  21586. data.aEndAngle = this.aEndAngle;
  21587. data.aClockwise = this.aClockwise;
  21588. data.aRotation = this.aRotation;
  21589. return data;
  21590. };
  21591. EllipseCurve.prototype.fromJSON = function ( json ) {
  21592. Curve.prototype.fromJSON.call( this, json );
  21593. this.aX = json.aX;
  21594. this.aY = json.aY;
  21595. this.xRadius = json.xRadius;
  21596. this.yRadius = json.yRadius;
  21597. this.aStartAngle = json.aStartAngle;
  21598. this.aEndAngle = json.aEndAngle;
  21599. this.aClockwise = json.aClockwise;
  21600. this.aRotation = json.aRotation;
  21601. return this;
  21602. };
  21603. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21604. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21605. this.type = 'ArcCurve';
  21606. }
  21607. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21608. ArcCurve.prototype.constructor = ArcCurve;
  21609. ArcCurve.prototype.isArcCurve = true;
  21610. /**
  21611. * @author zz85 https://github.com/zz85
  21612. *
  21613. * Centripetal CatmullRom Curve - which is useful for avoiding
  21614. * cusps and self-intersections in non-uniform catmull rom curves.
  21615. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21616. *
  21617. * curve.type accepts centripetal(default), chordal and catmullrom
  21618. * curve.tension is used for catmullrom which defaults to 0.5
  21619. */
  21620. /*
  21621. Based on an optimized c++ solution in
  21622. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21623. - http://ideone.com/NoEbVM
  21624. This CubicPoly class could be used for reusing some variables and calculations,
  21625. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21626. which can be placed in CurveUtils.
  21627. */
  21628. function CubicPoly() {
  21629. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21630. /*
  21631. * Compute coefficients for a cubic polynomial
  21632. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21633. * such that
  21634. * p(0) = x0, p(1) = x1
  21635. * and
  21636. * p'(0) = t0, p'(1) = t1.
  21637. */
  21638. function init( x0, x1, t0, t1 ) {
  21639. c0 = x0;
  21640. c1 = t0;
  21641. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21642. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21643. }
  21644. return {
  21645. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21646. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21647. },
  21648. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21649. // compute tangents when parameterized in [t1,t2]
  21650. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21651. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21652. // rescale tangents for parametrization in [0,1]
  21653. t1 *= dt1;
  21654. t2 *= dt1;
  21655. init( x1, x2, t1, t2 );
  21656. },
  21657. calc: function ( t ) {
  21658. var t2 = t * t;
  21659. var t3 = t2 * t;
  21660. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21661. }
  21662. };
  21663. }
  21664. //
  21665. var tmp = new Vector3();
  21666. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21667. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21668. Curve.call( this );
  21669. this.type = 'CatmullRomCurve3';
  21670. this.points = points || [];
  21671. this.closed = closed || false;
  21672. this.curveType = curveType || 'centripetal';
  21673. this.tension = tension || 0.5;
  21674. }
  21675. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21676. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21677. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21678. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21679. var point = optionalTarget || new Vector3();
  21680. var points = this.points;
  21681. var l = points.length;
  21682. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21683. var intPoint = Math.floor( p );
  21684. var weight = p - intPoint;
  21685. if ( this.closed ) {
  21686. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21687. } else if ( weight === 0 && intPoint === l - 1 ) {
  21688. intPoint = l - 2;
  21689. weight = 1;
  21690. }
  21691. var p0, p1, p2, p3; // 4 points
  21692. if ( this.closed || intPoint > 0 ) {
  21693. p0 = points[ ( intPoint - 1 ) % l ];
  21694. } else {
  21695. // extrapolate first point
  21696. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21697. p0 = tmp;
  21698. }
  21699. p1 = points[ intPoint % l ];
  21700. p2 = points[ ( intPoint + 1 ) % l ];
  21701. if ( this.closed || intPoint + 2 < l ) {
  21702. p3 = points[ ( intPoint + 2 ) % l ];
  21703. } else {
  21704. // extrapolate last point
  21705. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21706. p3 = tmp;
  21707. }
  21708. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21709. // init Centripetal / Chordal Catmull-Rom
  21710. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21711. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21712. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21713. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21714. // safety check for repeated points
  21715. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21716. if ( dt0 < 1e-4 ) dt0 = dt1;
  21717. if ( dt2 < 1e-4 ) dt2 = dt1;
  21718. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21719. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21720. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21721. } else if ( this.curveType === 'catmullrom' ) {
  21722. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21723. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21724. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21725. }
  21726. point.set(
  21727. px.calc( weight ),
  21728. py.calc( weight ),
  21729. pz.calc( weight )
  21730. );
  21731. return point;
  21732. };
  21733. CatmullRomCurve3.prototype.copy = function ( source ) {
  21734. Curve.prototype.copy.call( this, source );
  21735. this.points = [];
  21736. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21737. var point = source.points[ i ];
  21738. this.points.push( point.clone() );
  21739. }
  21740. this.closed = source.closed;
  21741. this.curveType = source.curveType;
  21742. this.tension = source.tension;
  21743. return this;
  21744. };
  21745. CatmullRomCurve3.prototype.toJSON = function () {
  21746. var data = Curve.prototype.toJSON.call( this );
  21747. data.points = [];
  21748. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21749. var point = this.points[ i ];
  21750. data.points.push( point.toArray() );
  21751. }
  21752. data.closed = this.closed;
  21753. data.curveType = this.curveType;
  21754. data.tension = this.tension;
  21755. return data;
  21756. };
  21757. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21758. Curve.prototype.fromJSON.call( this, json );
  21759. this.points = [];
  21760. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21761. var point = json.points[ i ];
  21762. this.points.push( new Vector3().fromArray( point ) );
  21763. }
  21764. this.closed = json.closed;
  21765. this.curveType = json.curveType;
  21766. this.tension = json.tension;
  21767. return this;
  21768. };
  21769. /**
  21770. * @author zz85 / http://www.lab4games.net/zz85/blog
  21771. *
  21772. * Bezier Curves formulas obtained from
  21773. * http://en.wikipedia.org/wiki/Bézier_curve
  21774. */
  21775. function CatmullRom( t, p0, p1, p2, p3 ) {
  21776. var v0 = ( p2 - p0 ) * 0.5;
  21777. var v1 = ( p3 - p1 ) * 0.5;
  21778. var t2 = t * t;
  21779. var t3 = t * t2;
  21780. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21781. }
  21782. //
  21783. function QuadraticBezierP0( t, p ) {
  21784. var k = 1 - t;
  21785. return k * k * p;
  21786. }
  21787. function QuadraticBezierP1( t, p ) {
  21788. return 2 * ( 1 - t ) * t * p;
  21789. }
  21790. function QuadraticBezierP2( t, p ) {
  21791. return t * t * p;
  21792. }
  21793. function QuadraticBezier( t, p0, p1, p2 ) {
  21794. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21795. QuadraticBezierP2( t, p2 );
  21796. }
  21797. //
  21798. function CubicBezierP0( t, p ) {
  21799. var k = 1 - t;
  21800. return k * k * k * p;
  21801. }
  21802. function CubicBezierP1( t, p ) {
  21803. var k = 1 - t;
  21804. return 3 * k * k * t * p;
  21805. }
  21806. function CubicBezierP2( t, p ) {
  21807. return 3 * ( 1 - t ) * t * t * p;
  21808. }
  21809. function CubicBezierP3( t, p ) {
  21810. return t * t * t * p;
  21811. }
  21812. function CubicBezier( t, p0, p1, p2, p3 ) {
  21813. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21814. CubicBezierP3( t, p3 );
  21815. }
  21816. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21817. Curve.call( this );
  21818. this.type = 'CubicBezierCurve';
  21819. this.v0 = v0 || new Vector2();
  21820. this.v1 = v1 || new Vector2();
  21821. this.v2 = v2 || new Vector2();
  21822. this.v3 = v3 || new Vector2();
  21823. }
  21824. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21825. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21826. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21827. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21828. var point = optionalTarget || new Vector2();
  21829. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21830. point.set(
  21831. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21832. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21833. );
  21834. return point;
  21835. };
  21836. CubicBezierCurve.prototype.copy = function ( source ) {
  21837. Curve.prototype.copy.call( this, source );
  21838. this.v0.copy( source.v0 );
  21839. this.v1.copy( source.v1 );
  21840. this.v2.copy( source.v2 );
  21841. this.v3.copy( source.v3 );
  21842. return this;
  21843. };
  21844. CubicBezierCurve.prototype.toJSON = function () {
  21845. var data = Curve.prototype.toJSON.call( this );
  21846. data.v0 = this.v0.toArray();
  21847. data.v1 = this.v1.toArray();
  21848. data.v2 = this.v2.toArray();
  21849. data.v3 = this.v3.toArray();
  21850. return data;
  21851. };
  21852. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21853. Curve.prototype.fromJSON.call( this, json );
  21854. this.v0.fromArray( json.v0 );
  21855. this.v1.fromArray( json.v1 );
  21856. this.v2.fromArray( json.v2 );
  21857. this.v3.fromArray( json.v3 );
  21858. return this;
  21859. };
  21860. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21861. Curve.call( this );
  21862. this.type = 'CubicBezierCurve3';
  21863. this.v0 = v0 || new Vector3();
  21864. this.v1 = v1 || new Vector3();
  21865. this.v2 = v2 || new Vector3();
  21866. this.v3 = v3 || new Vector3();
  21867. }
  21868. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21869. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21870. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21871. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21872. var point = optionalTarget || new Vector3();
  21873. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21874. point.set(
  21875. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21876. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21877. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21878. );
  21879. return point;
  21880. };
  21881. CubicBezierCurve3.prototype.copy = function ( source ) {
  21882. Curve.prototype.copy.call( this, source );
  21883. this.v0.copy( source.v0 );
  21884. this.v1.copy( source.v1 );
  21885. this.v2.copy( source.v2 );
  21886. this.v3.copy( source.v3 );
  21887. return this;
  21888. };
  21889. CubicBezierCurve3.prototype.toJSON = function () {
  21890. var data = Curve.prototype.toJSON.call( this );
  21891. data.v0 = this.v0.toArray();
  21892. data.v1 = this.v1.toArray();
  21893. data.v2 = this.v2.toArray();
  21894. data.v3 = this.v3.toArray();
  21895. return data;
  21896. };
  21897. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21898. Curve.prototype.fromJSON.call( this, json );
  21899. this.v0.fromArray( json.v0 );
  21900. this.v1.fromArray( json.v1 );
  21901. this.v2.fromArray( json.v2 );
  21902. this.v3.fromArray( json.v3 );
  21903. return this;
  21904. };
  21905. function LineCurve( v1, v2 ) {
  21906. Curve.call( this );
  21907. this.type = 'LineCurve';
  21908. this.v1 = v1 || new Vector2();
  21909. this.v2 = v2 || new Vector2();
  21910. }
  21911. LineCurve.prototype = Object.create( Curve.prototype );
  21912. LineCurve.prototype.constructor = LineCurve;
  21913. LineCurve.prototype.isLineCurve = true;
  21914. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21915. var point = optionalTarget || new Vector2();
  21916. if ( t === 1 ) {
  21917. point.copy( this.v2 );
  21918. } else {
  21919. point.copy( this.v2 ).sub( this.v1 );
  21920. point.multiplyScalar( t ).add( this.v1 );
  21921. }
  21922. return point;
  21923. };
  21924. // Line curve is linear, so we can overwrite default getPointAt
  21925. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21926. return this.getPoint( u, optionalTarget );
  21927. };
  21928. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21929. var tangent = this.v2.clone().sub( this.v1 );
  21930. return tangent.normalize();
  21931. };
  21932. LineCurve.prototype.copy = function ( source ) {
  21933. Curve.prototype.copy.call( this, source );
  21934. this.v1.copy( source.v1 );
  21935. this.v2.copy( source.v2 );
  21936. return this;
  21937. };
  21938. LineCurve.prototype.toJSON = function () {
  21939. var data = Curve.prototype.toJSON.call( this );
  21940. data.v1 = this.v1.toArray();
  21941. data.v2 = this.v2.toArray();
  21942. return data;
  21943. };
  21944. LineCurve.prototype.fromJSON = function ( json ) {
  21945. Curve.prototype.fromJSON.call( this, json );
  21946. this.v1.fromArray( json.v1 );
  21947. this.v2.fromArray( json.v2 );
  21948. return this;
  21949. };
  21950. function LineCurve3( v1, v2 ) {
  21951. Curve.call( this );
  21952. this.type = 'LineCurve3';
  21953. this.v1 = v1 || new Vector3();
  21954. this.v2 = v2 || new Vector3();
  21955. }
  21956. LineCurve3.prototype = Object.create( Curve.prototype );
  21957. LineCurve3.prototype.constructor = LineCurve3;
  21958. LineCurve3.prototype.isLineCurve3 = true;
  21959. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21960. var point = optionalTarget || new Vector3();
  21961. if ( t === 1 ) {
  21962. point.copy( this.v2 );
  21963. } else {
  21964. point.copy( this.v2 ).sub( this.v1 );
  21965. point.multiplyScalar( t ).add( this.v1 );
  21966. }
  21967. return point;
  21968. };
  21969. // Line curve is linear, so we can overwrite default getPointAt
  21970. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21971. return this.getPoint( u, optionalTarget );
  21972. };
  21973. LineCurve3.prototype.copy = function ( source ) {
  21974. Curve.prototype.copy.call( this, source );
  21975. this.v1.copy( source.v1 );
  21976. this.v2.copy( source.v2 );
  21977. return this;
  21978. };
  21979. LineCurve3.prototype.toJSON = function () {
  21980. var data = Curve.prototype.toJSON.call( this );
  21981. data.v1 = this.v1.toArray();
  21982. data.v2 = this.v2.toArray();
  21983. return data;
  21984. };
  21985. LineCurve3.prototype.fromJSON = function ( json ) {
  21986. Curve.prototype.fromJSON.call( this, json );
  21987. this.v1.fromArray( json.v1 );
  21988. this.v2.fromArray( json.v2 );
  21989. return this;
  21990. };
  21991. function QuadraticBezierCurve( v0, v1, v2 ) {
  21992. Curve.call( this );
  21993. this.type = 'QuadraticBezierCurve';
  21994. this.v0 = v0 || new Vector2();
  21995. this.v1 = v1 || new Vector2();
  21996. this.v2 = v2 || new Vector2();
  21997. }
  21998. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21999. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22000. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22001. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22002. var point = optionalTarget || new Vector2();
  22003. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22004. point.set(
  22005. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22006. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22007. );
  22008. return point;
  22009. };
  22010. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22011. Curve.prototype.copy.call( this, source );
  22012. this.v0.copy( source.v0 );
  22013. this.v1.copy( source.v1 );
  22014. this.v2.copy( source.v2 );
  22015. return this;
  22016. };
  22017. QuadraticBezierCurve.prototype.toJSON = function () {
  22018. var data = Curve.prototype.toJSON.call( this );
  22019. data.v0 = this.v0.toArray();
  22020. data.v1 = this.v1.toArray();
  22021. data.v2 = this.v2.toArray();
  22022. return data;
  22023. };
  22024. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22025. Curve.prototype.fromJSON.call( this, json );
  22026. this.v0.fromArray( json.v0 );
  22027. this.v1.fromArray( json.v1 );
  22028. this.v2.fromArray( json.v2 );
  22029. return this;
  22030. };
  22031. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22032. Curve.call( this );
  22033. this.type = 'QuadraticBezierCurve3';
  22034. this.v0 = v0 || new Vector3();
  22035. this.v1 = v1 || new Vector3();
  22036. this.v2 = v2 || new Vector3();
  22037. }
  22038. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22039. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22040. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22041. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22042. var point = optionalTarget || new Vector3();
  22043. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22044. point.set(
  22045. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22046. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22047. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22048. );
  22049. return point;
  22050. };
  22051. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22052. Curve.prototype.copy.call( this, source );
  22053. this.v0.copy( source.v0 );
  22054. this.v1.copy( source.v1 );
  22055. this.v2.copy( source.v2 );
  22056. return this;
  22057. };
  22058. QuadraticBezierCurve3.prototype.toJSON = function () {
  22059. var data = Curve.prototype.toJSON.call( this );
  22060. data.v0 = this.v0.toArray();
  22061. data.v1 = this.v1.toArray();
  22062. data.v2 = this.v2.toArray();
  22063. return data;
  22064. };
  22065. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22066. Curve.prototype.fromJSON.call( this, json );
  22067. this.v0.fromArray( json.v0 );
  22068. this.v1.fromArray( json.v1 );
  22069. this.v2.fromArray( json.v2 );
  22070. return this;
  22071. };
  22072. function SplineCurve( points /* array of Vector2 */ ) {
  22073. Curve.call( this );
  22074. this.type = 'SplineCurve';
  22075. this.points = points || [];
  22076. }
  22077. SplineCurve.prototype = Object.create( Curve.prototype );
  22078. SplineCurve.prototype.constructor = SplineCurve;
  22079. SplineCurve.prototype.isSplineCurve = true;
  22080. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22081. var point = optionalTarget || new Vector2();
  22082. var points = this.points;
  22083. var p = ( points.length - 1 ) * t;
  22084. var intPoint = Math.floor( p );
  22085. var weight = p - intPoint;
  22086. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22087. var p1 = points[ intPoint ];
  22088. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22089. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22090. point.set(
  22091. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22092. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22093. );
  22094. return point;
  22095. };
  22096. SplineCurve.prototype.copy = function ( source ) {
  22097. Curve.prototype.copy.call( this, source );
  22098. this.points = [];
  22099. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22100. var point = source.points[ i ];
  22101. this.points.push( point.clone() );
  22102. }
  22103. return this;
  22104. };
  22105. SplineCurve.prototype.toJSON = function () {
  22106. var data = Curve.prototype.toJSON.call( this );
  22107. data.points = [];
  22108. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22109. var point = this.points[ i ];
  22110. data.points.push( point.toArray() );
  22111. }
  22112. return data;
  22113. };
  22114. SplineCurve.prototype.fromJSON = function ( json ) {
  22115. Curve.prototype.fromJSON.call( this, json );
  22116. this.points = [];
  22117. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22118. var point = json.points[ i ];
  22119. this.points.push( new Vector2().fromArray( point ) );
  22120. }
  22121. return this;
  22122. };
  22123. var Curves = /*#__PURE__*/Object.freeze({
  22124. ArcCurve: ArcCurve,
  22125. CatmullRomCurve3: CatmullRomCurve3,
  22126. CubicBezierCurve: CubicBezierCurve,
  22127. CubicBezierCurve3: CubicBezierCurve3,
  22128. EllipseCurve: EllipseCurve,
  22129. LineCurve: LineCurve,
  22130. LineCurve3: LineCurve3,
  22131. QuadraticBezierCurve: QuadraticBezierCurve,
  22132. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22133. SplineCurve: SplineCurve
  22134. });
  22135. /**
  22136. * @author zz85 / http://www.lab4games.net/zz85/blog
  22137. *
  22138. **/
  22139. /**************************************************************
  22140. * Curved Path - a curve path is simply a array of connected
  22141. * curves, but retains the api of a curve
  22142. **************************************************************/
  22143. function CurvePath() {
  22144. Curve.call( this );
  22145. this.type = 'CurvePath';
  22146. this.curves = [];
  22147. this.autoClose = false; // Automatically closes the path
  22148. }
  22149. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22150. constructor: CurvePath,
  22151. add: function ( curve ) {
  22152. this.curves.push( curve );
  22153. },
  22154. closePath: function () {
  22155. // Add a line curve if start and end of lines are not connected
  22156. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22157. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22158. if ( ! startPoint.equals( endPoint ) ) {
  22159. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22160. }
  22161. },
  22162. // To get accurate point with reference to
  22163. // entire path distance at time t,
  22164. // following has to be done:
  22165. // 1. Length of each sub path have to be known
  22166. // 2. Locate and identify type of curve
  22167. // 3. Get t for the curve
  22168. // 4. Return curve.getPointAt(t')
  22169. getPoint: function ( t ) {
  22170. var d = t * this.getLength();
  22171. var curveLengths = this.getCurveLengths();
  22172. var i = 0;
  22173. // To think about boundaries points.
  22174. while ( i < curveLengths.length ) {
  22175. if ( curveLengths[ i ] >= d ) {
  22176. var diff = curveLengths[ i ] - d;
  22177. var curve = this.curves[ i ];
  22178. var segmentLength = curve.getLength();
  22179. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22180. return curve.getPointAt( u );
  22181. }
  22182. i ++;
  22183. }
  22184. return null;
  22185. // loop where sum != 0, sum > d , sum+1 <d
  22186. },
  22187. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22188. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22189. // getPoint() depends on getLength
  22190. getLength: function () {
  22191. var lens = this.getCurveLengths();
  22192. return lens[ lens.length - 1 ];
  22193. },
  22194. // cacheLengths must be recalculated.
  22195. updateArcLengths: function () {
  22196. this.needsUpdate = true;
  22197. this.cacheLengths = null;
  22198. this.getCurveLengths();
  22199. },
  22200. // Compute lengths and cache them
  22201. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22202. getCurveLengths: function () {
  22203. // We use cache values if curves and cache array are same length
  22204. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22205. return this.cacheLengths;
  22206. }
  22207. // Get length of sub-curve
  22208. // Push sums into cached array
  22209. var lengths = [], sums = 0;
  22210. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22211. sums += this.curves[ i ].getLength();
  22212. lengths.push( sums );
  22213. }
  22214. this.cacheLengths = lengths;
  22215. return lengths;
  22216. },
  22217. getSpacedPoints: function ( divisions ) {
  22218. if ( divisions === undefined ) divisions = 40;
  22219. var points = [];
  22220. for ( var i = 0; i <= divisions; i ++ ) {
  22221. points.push( this.getPoint( i / divisions ) );
  22222. }
  22223. if ( this.autoClose ) {
  22224. points.push( points[ 0 ] );
  22225. }
  22226. return points;
  22227. },
  22228. getPoints: function ( divisions ) {
  22229. divisions = divisions || 12;
  22230. var points = [], last;
  22231. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22232. var curve = curves[ i ];
  22233. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22234. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22235. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22236. : divisions;
  22237. var pts = curve.getPoints( resolution );
  22238. for ( var j = 0; j < pts.length; j ++ ) {
  22239. var point = pts[ j ];
  22240. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  22241. points.push( point );
  22242. last = point;
  22243. }
  22244. }
  22245. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22246. points.push( points[ 0 ] );
  22247. }
  22248. return points;
  22249. },
  22250. copy: function ( source ) {
  22251. Curve.prototype.copy.call( this, source );
  22252. this.curves = [];
  22253. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22254. var curve = source.curves[ i ];
  22255. this.curves.push( curve.clone() );
  22256. }
  22257. this.autoClose = source.autoClose;
  22258. return this;
  22259. },
  22260. toJSON: function () {
  22261. var data = Curve.prototype.toJSON.call( this );
  22262. data.autoClose = this.autoClose;
  22263. data.curves = [];
  22264. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22265. var curve = this.curves[ i ];
  22266. data.curves.push( curve.toJSON() );
  22267. }
  22268. return data;
  22269. },
  22270. fromJSON: function ( json ) {
  22271. Curve.prototype.fromJSON.call( this, json );
  22272. this.autoClose = json.autoClose;
  22273. this.curves = [];
  22274. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22275. var curve = json.curves[ i ];
  22276. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22277. }
  22278. return this;
  22279. }
  22280. } );
  22281. /**
  22282. * @author zz85 / http://www.lab4games.net/zz85/blog
  22283. * Creates free form 2d path using series of points, lines or curves.
  22284. **/
  22285. function Path( points ) {
  22286. CurvePath.call( this );
  22287. this.type = 'Path';
  22288. this.currentPoint = new Vector2();
  22289. if ( points ) {
  22290. this.setFromPoints( points );
  22291. }
  22292. }
  22293. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22294. constructor: Path,
  22295. setFromPoints: function ( points ) {
  22296. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22297. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22298. this.lineTo( points[ i ].x, points[ i ].y );
  22299. }
  22300. },
  22301. moveTo: function ( x, y ) {
  22302. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22303. },
  22304. lineTo: function ( x, y ) {
  22305. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22306. this.curves.push( curve );
  22307. this.currentPoint.set( x, y );
  22308. },
  22309. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22310. var curve = new QuadraticBezierCurve(
  22311. this.currentPoint.clone(),
  22312. new Vector2( aCPx, aCPy ),
  22313. new Vector2( aX, aY )
  22314. );
  22315. this.curves.push( curve );
  22316. this.currentPoint.set( aX, aY );
  22317. },
  22318. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22319. var curve = new CubicBezierCurve(
  22320. this.currentPoint.clone(),
  22321. new Vector2( aCP1x, aCP1y ),
  22322. new Vector2( aCP2x, aCP2y ),
  22323. new Vector2( aX, aY )
  22324. );
  22325. this.curves.push( curve );
  22326. this.currentPoint.set( aX, aY );
  22327. },
  22328. splineThru: function ( pts /*Array of Vector*/ ) {
  22329. var npts = [ this.currentPoint.clone() ].concat( pts );
  22330. var curve = new SplineCurve( npts );
  22331. this.curves.push( curve );
  22332. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22333. },
  22334. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22335. var x0 = this.currentPoint.x;
  22336. var y0 = this.currentPoint.y;
  22337. this.absarc( aX + x0, aY + y0, aRadius,
  22338. aStartAngle, aEndAngle, aClockwise );
  22339. },
  22340. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22341. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22342. },
  22343. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22344. var x0 = this.currentPoint.x;
  22345. var y0 = this.currentPoint.y;
  22346. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22347. },
  22348. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22349. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22350. if ( this.curves.length > 0 ) {
  22351. // if a previous curve is present, attempt to join
  22352. var firstPoint = curve.getPoint( 0 );
  22353. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22354. this.lineTo( firstPoint.x, firstPoint.y );
  22355. }
  22356. }
  22357. this.curves.push( curve );
  22358. var lastPoint = curve.getPoint( 1 );
  22359. this.currentPoint.copy( lastPoint );
  22360. },
  22361. copy: function ( source ) {
  22362. CurvePath.prototype.copy.call( this, source );
  22363. this.currentPoint.copy( source.currentPoint );
  22364. return this;
  22365. },
  22366. toJSON: function () {
  22367. var data = CurvePath.prototype.toJSON.call( this );
  22368. data.currentPoint = this.currentPoint.toArray();
  22369. return data;
  22370. },
  22371. fromJSON: function ( json ) {
  22372. CurvePath.prototype.fromJSON.call( this, json );
  22373. this.currentPoint.fromArray( json.currentPoint );
  22374. return this;
  22375. }
  22376. } );
  22377. /**
  22378. * @author zz85 / http://www.lab4games.net/zz85/blog
  22379. * Defines a 2d shape plane using paths.
  22380. **/
  22381. // STEP 1 Create a path.
  22382. // STEP 2 Turn path into shape.
  22383. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22384. // STEP 3a - Extract points from each shape, turn to vertices
  22385. // STEP 3b - Triangulate each shape, add faces.
  22386. function Shape( points ) {
  22387. Path.call( this, points );
  22388. this.uuid = _Math.generateUUID();
  22389. this.type = 'Shape';
  22390. this.holes = [];
  22391. }
  22392. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22393. constructor: Shape,
  22394. getPointsHoles: function ( divisions ) {
  22395. var holesPts = [];
  22396. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22397. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22398. }
  22399. return holesPts;
  22400. },
  22401. // get points of shape and holes (keypoints based on segments parameter)
  22402. extractPoints: function ( divisions ) {
  22403. return {
  22404. shape: this.getPoints( divisions ),
  22405. holes: this.getPointsHoles( divisions )
  22406. };
  22407. },
  22408. copy: function ( source ) {
  22409. Path.prototype.copy.call( this, source );
  22410. this.holes = [];
  22411. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22412. var hole = source.holes[ i ];
  22413. this.holes.push( hole.clone() );
  22414. }
  22415. return this;
  22416. },
  22417. toJSON: function () {
  22418. var data = Path.prototype.toJSON.call( this );
  22419. data.uuid = this.uuid;
  22420. data.holes = [];
  22421. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22422. var hole = this.holes[ i ];
  22423. data.holes.push( hole.toJSON() );
  22424. }
  22425. return data;
  22426. },
  22427. fromJSON: function ( json ) {
  22428. Path.prototype.fromJSON.call( this, json );
  22429. this.uuid = json.uuid;
  22430. this.holes = [];
  22431. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22432. var hole = json.holes[ i ];
  22433. this.holes.push( new Path().fromJSON( hole ) );
  22434. }
  22435. return this;
  22436. }
  22437. } );
  22438. /**
  22439. * @author mrdoob / http://mrdoob.com/
  22440. * @author alteredq / http://alteredqualia.com/
  22441. */
  22442. function Light( color, intensity ) {
  22443. Object3D.call( this );
  22444. this.type = 'Light';
  22445. this.color = new Color( color );
  22446. this.intensity = intensity !== undefined ? intensity : 1;
  22447. this.receiveShadow = undefined;
  22448. }
  22449. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22450. constructor: Light,
  22451. isLight: true,
  22452. copy: function ( source ) {
  22453. Object3D.prototype.copy.call( this, source );
  22454. this.color.copy( source.color );
  22455. this.intensity = source.intensity;
  22456. return this;
  22457. },
  22458. toJSON: function ( meta ) {
  22459. var data = Object3D.prototype.toJSON.call( this, meta );
  22460. data.object.color = this.color.getHex();
  22461. data.object.intensity = this.intensity;
  22462. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22463. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22464. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22465. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22466. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22467. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22468. return data;
  22469. }
  22470. } );
  22471. /**
  22472. * @author alteredq / http://alteredqualia.com/
  22473. */
  22474. function HemisphereLight( skyColor, groundColor, intensity ) {
  22475. Light.call( this, skyColor, intensity );
  22476. this.type = 'HemisphereLight';
  22477. this.castShadow = undefined;
  22478. this.position.copy( Object3D.DefaultUp );
  22479. this.updateMatrix();
  22480. this.groundColor = new Color( groundColor );
  22481. }
  22482. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22483. constructor: HemisphereLight,
  22484. isHemisphereLight: true,
  22485. copy: function ( source ) {
  22486. Light.prototype.copy.call( this, source );
  22487. this.groundColor.copy( source.groundColor );
  22488. return this;
  22489. }
  22490. } );
  22491. /**
  22492. * @author mrdoob / http://mrdoob.com/
  22493. */
  22494. function LightShadow( camera ) {
  22495. this.camera = camera;
  22496. this.bias = 0;
  22497. this.radius = 1;
  22498. this.mapSize = new Vector2( 512, 512 );
  22499. this.map = null;
  22500. this.matrix = new Matrix4();
  22501. }
  22502. Object.assign( LightShadow.prototype, {
  22503. copy: function ( source ) {
  22504. this.camera = source.camera.clone();
  22505. this.bias = source.bias;
  22506. this.radius = source.radius;
  22507. this.mapSize.copy( source.mapSize );
  22508. return this;
  22509. },
  22510. clone: function () {
  22511. return new this.constructor().copy( this );
  22512. },
  22513. toJSON: function () {
  22514. var object = {};
  22515. if ( this.bias !== 0 ) object.bias = this.bias;
  22516. if ( this.radius !== 1 ) object.radius = this.radius;
  22517. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22518. object.camera = this.camera.toJSON( false ).object;
  22519. delete object.camera.matrix;
  22520. return object;
  22521. }
  22522. } );
  22523. /**
  22524. * @author mrdoob / http://mrdoob.com/
  22525. */
  22526. function SpotLightShadow() {
  22527. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22528. }
  22529. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22530. constructor: SpotLightShadow,
  22531. isSpotLightShadow: true,
  22532. update: function ( light ) {
  22533. var camera = this.camera;
  22534. var fov = _Math.RAD2DEG * 2 * light.angle;
  22535. var aspect = this.mapSize.width / this.mapSize.height;
  22536. var far = light.distance || camera.far;
  22537. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22538. camera.fov = fov;
  22539. camera.aspect = aspect;
  22540. camera.far = far;
  22541. camera.updateProjectionMatrix();
  22542. }
  22543. }
  22544. } );
  22545. /**
  22546. * @author alteredq / http://alteredqualia.com/
  22547. */
  22548. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22549. Light.call( this, color, intensity );
  22550. this.type = 'SpotLight';
  22551. this.position.copy( Object3D.DefaultUp );
  22552. this.updateMatrix();
  22553. this.target = new Object3D();
  22554. Object.defineProperty( this, 'power', {
  22555. get: function () {
  22556. // intensity = power per solid angle.
  22557. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22558. return this.intensity * Math.PI;
  22559. },
  22560. set: function ( power ) {
  22561. // intensity = power per solid angle.
  22562. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22563. this.intensity = power / Math.PI;
  22564. }
  22565. } );
  22566. this.distance = ( distance !== undefined ) ? distance : 0;
  22567. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22568. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22569. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22570. this.shadow = new SpotLightShadow();
  22571. }
  22572. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22573. constructor: SpotLight,
  22574. isSpotLight: true,
  22575. copy: function ( source ) {
  22576. Light.prototype.copy.call( this, source );
  22577. this.distance = source.distance;
  22578. this.angle = source.angle;
  22579. this.penumbra = source.penumbra;
  22580. this.decay = source.decay;
  22581. this.target = source.target.clone();
  22582. this.shadow = source.shadow.clone();
  22583. return this;
  22584. }
  22585. } );
  22586. /**
  22587. * @author mrdoob / http://mrdoob.com/
  22588. */
  22589. function PointLight( color, intensity, distance, decay ) {
  22590. Light.call( this, color, intensity );
  22591. this.type = 'PointLight';
  22592. Object.defineProperty( this, 'power', {
  22593. get: function () {
  22594. // intensity = power per solid angle.
  22595. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22596. return this.intensity * 4 * Math.PI;
  22597. },
  22598. set: function ( power ) {
  22599. // intensity = power per solid angle.
  22600. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22601. this.intensity = power / ( 4 * Math.PI );
  22602. }
  22603. } );
  22604. this.distance = ( distance !== undefined ) ? distance : 0;
  22605. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22606. this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22607. }
  22608. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22609. constructor: PointLight,
  22610. isPointLight: true,
  22611. copy: function ( source ) {
  22612. Light.prototype.copy.call( this, source );
  22613. this.distance = source.distance;
  22614. this.decay = source.decay;
  22615. this.shadow = source.shadow.clone();
  22616. return this;
  22617. }
  22618. } );
  22619. /**
  22620. * @author alteredq / http://alteredqualia.com/
  22621. * @author arose / http://github.com/arose
  22622. */
  22623. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22624. Camera.call( this );
  22625. this.type = 'OrthographicCamera';
  22626. this.zoom = 1;
  22627. this.view = null;
  22628. this.left = ( left !== undefined ) ? left : - 1;
  22629. this.right = ( right !== undefined ) ? right : 1;
  22630. this.top = ( top !== undefined ) ? top : 1;
  22631. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22632. this.near = ( near !== undefined ) ? near : 0.1;
  22633. this.far = ( far !== undefined ) ? far : 2000;
  22634. this.updateProjectionMatrix();
  22635. }
  22636. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22637. constructor: OrthographicCamera,
  22638. isOrthographicCamera: true,
  22639. copy: function ( source, recursive ) {
  22640. Camera.prototype.copy.call( this, source, recursive );
  22641. this.left = source.left;
  22642. this.right = source.right;
  22643. this.top = source.top;
  22644. this.bottom = source.bottom;
  22645. this.near = source.near;
  22646. this.far = source.far;
  22647. this.zoom = source.zoom;
  22648. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22649. return this;
  22650. },
  22651. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22652. if ( this.view === null ) {
  22653. this.view = {
  22654. enabled: true,
  22655. fullWidth: 1,
  22656. fullHeight: 1,
  22657. offsetX: 0,
  22658. offsetY: 0,
  22659. width: 1,
  22660. height: 1
  22661. };
  22662. }
  22663. this.view.enabled = true;
  22664. this.view.fullWidth = fullWidth;
  22665. this.view.fullHeight = fullHeight;
  22666. this.view.offsetX = x;
  22667. this.view.offsetY = y;
  22668. this.view.width = width;
  22669. this.view.height = height;
  22670. this.updateProjectionMatrix();
  22671. },
  22672. clearViewOffset: function () {
  22673. if ( this.view !== null ) {
  22674. this.view.enabled = false;
  22675. }
  22676. this.updateProjectionMatrix();
  22677. },
  22678. updateProjectionMatrix: function () {
  22679. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22680. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22681. var cx = ( this.right + this.left ) / 2;
  22682. var cy = ( this.top + this.bottom ) / 2;
  22683. var left = cx - dx;
  22684. var right = cx + dx;
  22685. var top = cy + dy;
  22686. var bottom = cy - dy;
  22687. if ( this.view !== null && this.view.enabled ) {
  22688. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22689. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22690. var scaleW = ( this.right - this.left ) / this.view.width;
  22691. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22692. left += scaleW * ( this.view.offsetX / zoomW );
  22693. right = left + scaleW * ( this.view.width / zoomW );
  22694. top -= scaleH * ( this.view.offsetY / zoomH );
  22695. bottom = top - scaleH * ( this.view.height / zoomH );
  22696. }
  22697. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22698. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22699. },
  22700. toJSON: function ( meta ) {
  22701. var data = Object3D.prototype.toJSON.call( this, meta );
  22702. data.object.zoom = this.zoom;
  22703. data.object.left = this.left;
  22704. data.object.right = this.right;
  22705. data.object.top = this.top;
  22706. data.object.bottom = this.bottom;
  22707. data.object.near = this.near;
  22708. data.object.far = this.far;
  22709. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22710. return data;
  22711. }
  22712. } );
  22713. /**
  22714. * @author mrdoob / http://mrdoob.com/
  22715. */
  22716. function DirectionalLightShadow( ) {
  22717. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22718. }
  22719. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22720. constructor: DirectionalLightShadow
  22721. } );
  22722. /**
  22723. * @author mrdoob / http://mrdoob.com/
  22724. * @author alteredq / http://alteredqualia.com/
  22725. */
  22726. function DirectionalLight( color, intensity ) {
  22727. Light.call( this, color, intensity );
  22728. this.type = 'DirectionalLight';
  22729. this.position.copy( Object3D.DefaultUp );
  22730. this.updateMatrix();
  22731. this.target = new Object3D();
  22732. this.shadow = new DirectionalLightShadow();
  22733. }
  22734. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22735. constructor: DirectionalLight,
  22736. isDirectionalLight: true,
  22737. copy: function ( source ) {
  22738. Light.prototype.copy.call( this, source );
  22739. this.target = source.target.clone();
  22740. this.shadow = source.shadow.clone();
  22741. return this;
  22742. }
  22743. } );
  22744. /**
  22745. * @author mrdoob / http://mrdoob.com/
  22746. */
  22747. function AmbientLight( color, intensity ) {
  22748. Light.call( this, color, intensity );
  22749. this.type = 'AmbientLight';
  22750. this.castShadow = undefined;
  22751. }
  22752. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22753. constructor: AmbientLight,
  22754. isAmbientLight: true
  22755. } );
  22756. /**
  22757. * @author abelnation / http://github.com/abelnation
  22758. */
  22759. function RectAreaLight( color, intensity, width, height ) {
  22760. Light.call( this, color, intensity );
  22761. this.type = 'RectAreaLight';
  22762. this.width = ( width !== undefined ) ? width : 10;
  22763. this.height = ( height !== undefined ) ? height : 10;
  22764. }
  22765. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22766. constructor: RectAreaLight,
  22767. isRectAreaLight: true,
  22768. copy: function ( source ) {
  22769. Light.prototype.copy.call( this, source );
  22770. this.width = source.width;
  22771. this.height = source.height;
  22772. return this;
  22773. },
  22774. toJSON: function ( meta ) {
  22775. var data = Light.prototype.toJSON.call( this, meta );
  22776. data.object.width = this.width;
  22777. data.object.height = this.height;
  22778. return data;
  22779. }
  22780. } );
  22781. /**
  22782. * @author mrdoob / http://mrdoob.com/
  22783. */
  22784. function MaterialLoader( manager ) {
  22785. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22786. this.textures = {};
  22787. }
  22788. Object.assign( MaterialLoader.prototype, {
  22789. load: function ( url, onLoad, onProgress, onError ) {
  22790. var scope = this;
  22791. var loader = new FileLoader( scope.manager );
  22792. loader.setPath( scope.path );
  22793. loader.load( url, function ( text ) {
  22794. onLoad( scope.parse( JSON.parse( text ) ) );
  22795. }, onProgress, onError );
  22796. },
  22797. parse: function ( json ) {
  22798. var textures = this.textures;
  22799. function getTexture( name ) {
  22800. if ( textures[ name ] === undefined ) {
  22801. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22802. }
  22803. return textures[ name ];
  22804. }
  22805. var material = new Materials[ json.type ]();
  22806. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22807. if ( json.name !== undefined ) material.name = json.name;
  22808. if ( json.color !== undefined ) material.color.setHex( json.color );
  22809. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22810. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22811. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22812. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22813. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22814. if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
  22815. if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
  22816. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22817. if ( json.fog !== undefined ) material.fog = json.fog;
  22818. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22819. if ( json.blending !== undefined ) material.blending = json.blending;
  22820. if ( json.combine !== undefined ) material.combine = json.combine;
  22821. if ( json.side !== undefined ) material.side = json.side;
  22822. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22823. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22824. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22825. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22826. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22827. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22828. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22829. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22830. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22831. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22832. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22833. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22834. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22835. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22836. if ( json.scale !== undefined ) material.scale = json.scale;
  22837. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22838. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22839. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22840. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22841. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22842. if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;
  22843. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22844. if ( json.visible !== undefined ) material.visible = json.visible;
  22845. if ( json.userData !== undefined ) material.userData = json.userData;
  22846. // Shader Material
  22847. if ( json.uniforms !== undefined ) {
  22848. for ( var name in json.uniforms ) {
  22849. var uniform = json.uniforms[ name ];
  22850. material.uniforms[ name ] = {};
  22851. switch ( uniform.type ) {
  22852. case 't':
  22853. material.uniforms[ name ].value = getTexture( uniform.value );
  22854. break;
  22855. case 'c':
  22856. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22857. break;
  22858. case 'v2':
  22859. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22860. break;
  22861. case 'v3':
  22862. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22863. break;
  22864. case 'v4':
  22865. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22866. break;
  22867. case 'm3':
  22868. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22869. case 'm4':
  22870. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22871. break;
  22872. default:
  22873. material.uniforms[ name ].value = uniform.value;
  22874. }
  22875. }
  22876. }
  22877. if ( json.defines !== undefined ) material.defines = json.defines;
  22878. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22879. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22880. if ( json.extensions !== undefined ) {
  22881. for ( var key in json.extensions ) {
  22882. material.extensions[ key ] = json.extensions[ key ];
  22883. }
  22884. }
  22885. // Deprecated
  22886. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22887. // for PointsMaterial
  22888. if ( json.size !== undefined ) material.size = json.size;
  22889. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22890. // maps
  22891. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22892. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  22893. if ( json.alphaMap !== undefined ) {
  22894. material.alphaMap = getTexture( json.alphaMap );
  22895. material.transparent = true;
  22896. }
  22897. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22898. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22899. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22900. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22901. if ( json.normalScale !== undefined ) {
  22902. var normalScale = json.normalScale;
  22903. if ( Array.isArray( normalScale ) === false ) {
  22904. // Blender exporter used to export a scalar. See #7459
  22905. normalScale = [ normalScale, normalScale ];
  22906. }
  22907. material.normalScale = new Vector2().fromArray( normalScale );
  22908. }
  22909. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22910. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22911. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22912. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22913. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22914. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22915. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22916. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22917. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22918. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22919. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22920. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  22921. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22922. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22923. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22924. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22925. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22926. return material;
  22927. },
  22928. setPath: function ( value ) {
  22929. this.path = value;
  22930. return this;
  22931. },
  22932. setTextures: function ( value ) {
  22933. this.textures = value;
  22934. return this;
  22935. }
  22936. } );
  22937. /**
  22938. * @author Don McCurdy / https://www.donmccurdy.com
  22939. */
  22940. var LoaderUtils = {
  22941. decodeText: function ( array ) {
  22942. if ( typeof TextDecoder !== 'undefined' ) {
  22943. return new TextDecoder().decode( array );
  22944. }
  22945. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22946. // throws a "maximum call stack size exceeded" error for large arrays.
  22947. var s = '';
  22948. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22949. // Implicitly assumes little-endian.
  22950. s += String.fromCharCode( array[ i ] );
  22951. }
  22952. try {
  22953. // merges multi-byte utf-8 characters.
  22954. return decodeURIComponent( escape( s ) );
  22955. } catch ( e ) { // see #16358
  22956. return s;
  22957. }
  22958. },
  22959. extractUrlBase: function ( url ) {
  22960. var index = url.lastIndexOf( '/' );
  22961. if ( index === - 1 ) return './';
  22962. return url.substr( 0, index + 1 );
  22963. }
  22964. };
  22965. /**
  22966. * @author benaadams / https://twitter.com/ben_a_adams
  22967. */
  22968. function InstancedBufferGeometry() {
  22969. BufferGeometry.call( this );
  22970. this.type = 'InstancedBufferGeometry';
  22971. this.maxInstancedCount = undefined;
  22972. }
  22973. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  22974. constructor: InstancedBufferGeometry,
  22975. isInstancedBufferGeometry: true,
  22976. copy: function ( source ) {
  22977. BufferGeometry.prototype.copy.call( this, source );
  22978. this.maxInstancedCount = source.maxInstancedCount;
  22979. return this;
  22980. },
  22981. clone: function () {
  22982. return new this.constructor().copy( this );
  22983. },
  22984. toJSON: function () {
  22985. var data = BufferGeometry.prototype.toJSON.call( this );
  22986. data.maxInstancedCount = this.maxInstancedCount;
  22987. data.isInstancedBufferGeometry = true;
  22988. return data;
  22989. }
  22990. } );
  22991. /**
  22992. * @author benaadams / https://twitter.com/ben_a_adams
  22993. */
  22994. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  22995. if ( typeof ( normalized ) === 'number' ) {
  22996. meshPerAttribute = normalized;
  22997. normalized = false;
  22998. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  22999. }
  23000. BufferAttribute.call( this, array, itemSize, normalized );
  23001. this.meshPerAttribute = meshPerAttribute || 1;
  23002. }
  23003. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23004. constructor: InstancedBufferAttribute,
  23005. isInstancedBufferAttribute: true,
  23006. copy: function ( source ) {
  23007. BufferAttribute.prototype.copy.call( this, source );
  23008. this.meshPerAttribute = source.meshPerAttribute;
  23009. return this;
  23010. },
  23011. toJSON: function () {
  23012. var data = BufferAttribute.prototype.toJSON.call( this );
  23013. data.meshPerAttribute = this.meshPerAttribute;
  23014. data.isInstancedBufferAttribute = true;
  23015. return data;
  23016. }
  23017. } );
  23018. /**
  23019. * @author mrdoob / http://mrdoob.com/
  23020. */
  23021. function BufferGeometryLoader( manager ) {
  23022. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23023. }
  23024. Object.assign( BufferGeometryLoader.prototype, {
  23025. load: function ( url, onLoad, onProgress, onError ) {
  23026. var scope = this;
  23027. var loader = new FileLoader( scope.manager );
  23028. loader.setPath( scope.path );
  23029. loader.load( url, function ( text ) {
  23030. onLoad( scope.parse( JSON.parse( text ) ) );
  23031. }, onProgress, onError );
  23032. },
  23033. parse: function ( json ) {
  23034. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23035. var index = json.data.index;
  23036. if ( index !== undefined ) {
  23037. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23038. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23039. }
  23040. var attributes = json.data.attributes;
  23041. for ( var key in attributes ) {
  23042. var attribute = attributes[ key ];
  23043. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23044. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23045. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23046. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  23047. geometry.addAttribute( key, bufferAttribute );
  23048. }
  23049. var morphAttributes = json.data.morphAttributes;
  23050. if ( morphAttributes ) {
  23051. for ( var key in morphAttributes ) {
  23052. var attributeArray = morphAttributes[ key ];
  23053. var array = [];
  23054. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23055. var attribute = attributeArray[ i ];
  23056. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23057. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23058. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  23059. array.push( bufferAttribute );
  23060. }
  23061. geometry.morphAttributes[ key ] = array;
  23062. }
  23063. }
  23064. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23065. if ( groups !== undefined ) {
  23066. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23067. var group = groups[ i ];
  23068. geometry.addGroup( group.start, group.count, group.materialIndex );
  23069. }
  23070. }
  23071. var boundingSphere = json.data.boundingSphere;
  23072. if ( boundingSphere !== undefined ) {
  23073. var center = new Vector3();
  23074. if ( boundingSphere.center !== undefined ) {
  23075. center.fromArray( boundingSphere.center );
  23076. }
  23077. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23078. }
  23079. if ( json.name ) geometry.name = json.name;
  23080. if ( json.userData ) geometry.userData = json.userData;
  23081. return geometry;
  23082. },
  23083. setPath: function ( value ) {
  23084. this.path = value;
  23085. return this;
  23086. }
  23087. } );
  23088. var TYPED_ARRAYS = {
  23089. Int8Array: Int8Array,
  23090. Uint8Array: Uint8Array,
  23091. // Workaround for IE11 pre KB2929437. See #11440
  23092. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23093. Int16Array: Int16Array,
  23094. Uint16Array: Uint16Array,
  23095. Int32Array: Int32Array,
  23096. Uint32Array: Uint32Array,
  23097. Float32Array: Float32Array,
  23098. Float64Array: Float64Array
  23099. };
  23100. /**
  23101. * @author mrdoob / http://mrdoob.com/
  23102. */
  23103. function ObjectLoader( manager ) {
  23104. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23105. this.resourcePath = '';
  23106. }
  23107. Object.assign( ObjectLoader.prototype, {
  23108. crossOrigin: 'anonymous',
  23109. load: function ( url, onLoad, onProgress, onError ) {
  23110. var scope = this;
  23111. var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23112. this.resourcePath = this.resourcePath || path;
  23113. var loader = new FileLoader( scope.manager );
  23114. loader.setPath( this.path );
  23115. loader.load( url, function ( text ) {
  23116. var json = null;
  23117. try {
  23118. json = JSON.parse( text );
  23119. } catch ( error ) {
  23120. if ( onError !== undefined ) onError( error );
  23121. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23122. return;
  23123. }
  23124. var metadata = json.metadata;
  23125. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23126. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23127. return;
  23128. }
  23129. scope.parse( json, onLoad );
  23130. }, onProgress, onError );
  23131. },
  23132. setPath: function ( value ) {
  23133. this.path = value;
  23134. return this;
  23135. },
  23136. setResourcePath: function ( value ) {
  23137. this.resourcePath = value;
  23138. return this;
  23139. },
  23140. setCrossOrigin: function ( value ) {
  23141. this.crossOrigin = value;
  23142. return this;
  23143. },
  23144. parse: function ( json, onLoad ) {
  23145. var shapes = this.parseShape( json.shapes );
  23146. var geometries = this.parseGeometries( json.geometries, shapes );
  23147. var images = this.parseImages( json.images, function () {
  23148. if ( onLoad !== undefined ) onLoad( object );
  23149. } );
  23150. var textures = this.parseTextures( json.textures, images );
  23151. var materials = this.parseMaterials( json.materials, textures );
  23152. var object = this.parseObject( json.object, geometries, materials );
  23153. if ( json.animations ) {
  23154. object.animations = this.parseAnimations( json.animations );
  23155. }
  23156. if ( json.images === undefined || json.images.length === 0 ) {
  23157. if ( onLoad !== undefined ) onLoad( object );
  23158. }
  23159. return object;
  23160. },
  23161. parseShape: function ( json ) {
  23162. var shapes = {};
  23163. if ( json !== undefined ) {
  23164. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23165. var shape = new Shape().fromJSON( json[ i ] );
  23166. shapes[ shape.uuid ] = shape;
  23167. }
  23168. }
  23169. return shapes;
  23170. },
  23171. parseGeometries: function ( json, shapes ) {
  23172. var geometries = {};
  23173. if ( json !== undefined ) {
  23174. var bufferGeometryLoader = new BufferGeometryLoader();
  23175. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23176. var geometry;
  23177. var data = json[ i ];
  23178. switch ( data.type ) {
  23179. case 'PlaneGeometry':
  23180. case 'PlaneBufferGeometry':
  23181. geometry = new Geometries[ data.type ](
  23182. data.width,
  23183. data.height,
  23184. data.widthSegments,
  23185. data.heightSegments
  23186. );
  23187. break;
  23188. case 'BoxGeometry':
  23189. case 'BoxBufferGeometry':
  23190. case 'CubeGeometry': // backwards compatible
  23191. geometry = new Geometries[ data.type ](
  23192. data.width,
  23193. data.height,
  23194. data.depth,
  23195. data.widthSegments,
  23196. data.heightSegments,
  23197. data.depthSegments
  23198. );
  23199. break;
  23200. case 'CircleGeometry':
  23201. case 'CircleBufferGeometry':
  23202. geometry = new Geometries[ data.type ](
  23203. data.radius,
  23204. data.segments,
  23205. data.thetaStart,
  23206. data.thetaLength
  23207. );
  23208. break;
  23209. case 'CylinderGeometry':
  23210. case 'CylinderBufferGeometry':
  23211. geometry = new Geometries[ data.type ](
  23212. data.radiusTop,
  23213. data.radiusBottom,
  23214. data.height,
  23215. data.radialSegments,
  23216. data.heightSegments,
  23217. data.openEnded,
  23218. data.thetaStart,
  23219. data.thetaLength
  23220. );
  23221. break;
  23222. case 'ConeGeometry':
  23223. case 'ConeBufferGeometry':
  23224. geometry = new Geometries[ data.type ](
  23225. data.radius,
  23226. data.height,
  23227. data.radialSegments,
  23228. data.heightSegments,
  23229. data.openEnded,
  23230. data.thetaStart,
  23231. data.thetaLength
  23232. );
  23233. break;
  23234. case 'SphereGeometry':
  23235. case 'SphereBufferGeometry':
  23236. geometry = new Geometries[ data.type ](
  23237. data.radius,
  23238. data.widthSegments,
  23239. data.heightSegments,
  23240. data.phiStart,
  23241. data.phiLength,
  23242. data.thetaStart,
  23243. data.thetaLength
  23244. );
  23245. break;
  23246. case 'DodecahedronGeometry':
  23247. case 'DodecahedronBufferGeometry':
  23248. case 'IcosahedronGeometry':
  23249. case 'IcosahedronBufferGeometry':
  23250. case 'OctahedronGeometry':
  23251. case 'OctahedronBufferGeometry':
  23252. case 'TetrahedronGeometry':
  23253. case 'TetrahedronBufferGeometry':
  23254. geometry = new Geometries[ data.type ](
  23255. data.radius,
  23256. data.detail
  23257. );
  23258. break;
  23259. case 'RingGeometry':
  23260. case 'RingBufferGeometry':
  23261. geometry = new Geometries[ data.type ](
  23262. data.innerRadius,
  23263. data.outerRadius,
  23264. data.thetaSegments,
  23265. data.phiSegments,
  23266. data.thetaStart,
  23267. data.thetaLength
  23268. );
  23269. break;
  23270. case 'TorusGeometry':
  23271. case 'TorusBufferGeometry':
  23272. geometry = new Geometries[ data.type ](
  23273. data.radius,
  23274. data.tube,
  23275. data.radialSegments,
  23276. data.tubularSegments,
  23277. data.arc
  23278. );
  23279. break;
  23280. case 'TorusKnotGeometry':
  23281. case 'TorusKnotBufferGeometry':
  23282. geometry = new Geometries[ data.type ](
  23283. data.radius,
  23284. data.tube,
  23285. data.tubularSegments,
  23286. data.radialSegments,
  23287. data.p,
  23288. data.q
  23289. );
  23290. break;
  23291. case 'TubeGeometry':
  23292. case 'TubeBufferGeometry':
  23293. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23294. // User defined curves or instances of CurvePath will not be deserialized.
  23295. geometry = new Geometries[ data.type ](
  23296. new Curves[ data.path.type ]().fromJSON( data.path ),
  23297. data.tubularSegments,
  23298. data.radius,
  23299. data.radialSegments,
  23300. data.closed
  23301. );
  23302. break;
  23303. case 'LatheGeometry':
  23304. case 'LatheBufferGeometry':
  23305. geometry = new Geometries[ data.type ](
  23306. data.points,
  23307. data.segments,
  23308. data.phiStart,
  23309. data.phiLength
  23310. );
  23311. break;
  23312. case 'PolyhedronGeometry':
  23313. case 'PolyhedronBufferGeometry':
  23314. geometry = new Geometries[ data.type ](
  23315. data.vertices,
  23316. data.indices,
  23317. data.radius,
  23318. data.details
  23319. );
  23320. break;
  23321. case 'ShapeGeometry':
  23322. case 'ShapeBufferGeometry':
  23323. var geometryShapes = [];
  23324. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23325. var shape = shapes[ data.shapes[ j ] ];
  23326. geometryShapes.push( shape );
  23327. }
  23328. geometry = new Geometries[ data.type ](
  23329. geometryShapes,
  23330. data.curveSegments
  23331. );
  23332. break;
  23333. case 'ExtrudeGeometry':
  23334. case 'ExtrudeBufferGeometry':
  23335. var geometryShapes = [];
  23336. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23337. var shape = shapes[ data.shapes[ j ] ];
  23338. geometryShapes.push( shape );
  23339. }
  23340. var extrudePath = data.options.extrudePath;
  23341. if ( extrudePath !== undefined ) {
  23342. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23343. }
  23344. geometry = new Geometries[ data.type ](
  23345. geometryShapes,
  23346. data.options
  23347. );
  23348. break;
  23349. case 'BufferGeometry':
  23350. case 'InstancedBufferGeometry':
  23351. geometry = bufferGeometryLoader.parse( data );
  23352. break;
  23353. case 'Geometry':
  23354. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23355. var geometryLoader = new THREE.LegacyJSONLoader();
  23356. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23357. } else {
  23358. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23359. }
  23360. break;
  23361. default:
  23362. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23363. continue;
  23364. }
  23365. geometry.uuid = data.uuid;
  23366. if ( data.name !== undefined ) geometry.name = data.name;
  23367. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  23368. geometries[ data.uuid ] = geometry;
  23369. }
  23370. }
  23371. return geometries;
  23372. },
  23373. parseMaterials: function ( json, textures ) {
  23374. var cache = {}; // MultiMaterial
  23375. var materials = {};
  23376. if ( json !== undefined ) {
  23377. var loader = new MaterialLoader();
  23378. loader.setTextures( textures );
  23379. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23380. var data = json[ i ];
  23381. if ( data.type === 'MultiMaterial' ) {
  23382. // Deprecated
  23383. var array = [];
  23384. for ( var j = 0; j < data.materials.length; j ++ ) {
  23385. var material = data.materials[ j ];
  23386. if ( cache[ material.uuid ] === undefined ) {
  23387. cache[ material.uuid ] = loader.parse( material );
  23388. }
  23389. array.push( cache[ material.uuid ] );
  23390. }
  23391. materials[ data.uuid ] = array;
  23392. } else {
  23393. if ( cache[ data.uuid ] === undefined ) {
  23394. cache[ data.uuid ] = loader.parse( data );
  23395. }
  23396. materials[ data.uuid ] = cache[ data.uuid ];
  23397. }
  23398. }
  23399. }
  23400. return materials;
  23401. },
  23402. parseAnimations: function ( json ) {
  23403. var animations = [];
  23404. for ( var i = 0; i < json.length; i ++ ) {
  23405. var data = json[ i ];
  23406. var clip = AnimationClip.parse( data );
  23407. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  23408. animations.push( clip );
  23409. }
  23410. return animations;
  23411. },
  23412. parseImages: function ( json, onLoad ) {
  23413. var scope = this;
  23414. var images = {};
  23415. function loadImage( url ) {
  23416. scope.manager.itemStart( url );
  23417. return loader.load( url, function () {
  23418. scope.manager.itemEnd( url );
  23419. }, undefined, function () {
  23420. scope.manager.itemError( url );
  23421. scope.manager.itemEnd( url );
  23422. } );
  23423. }
  23424. if ( json !== undefined && json.length > 0 ) {
  23425. var manager = new LoadingManager( onLoad );
  23426. var loader = new ImageLoader( manager );
  23427. loader.setCrossOrigin( this.crossOrigin );
  23428. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23429. var image = json[ i ];
  23430. var url = image.url;
  23431. if ( Array.isArray( url ) ) {
  23432. // load array of images e.g CubeTexture
  23433. images[ image.uuid ] = [];
  23434. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23435. var currentUrl = url[ j ];
  23436. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23437. images[ image.uuid ].push( loadImage( path ) );
  23438. }
  23439. } else {
  23440. // load single image
  23441. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23442. images[ image.uuid ] = loadImage( path );
  23443. }
  23444. }
  23445. }
  23446. return images;
  23447. },
  23448. parseTextures: function ( json, images ) {
  23449. function parseConstant( value, type ) {
  23450. if ( typeof value === 'number' ) return value;
  23451. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23452. return type[ value ];
  23453. }
  23454. var textures = {};
  23455. if ( json !== undefined ) {
  23456. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23457. var data = json[ i ];
  23458. if ( data.image === undefined ) {
  23459. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23460. }
  23461. if ( images[ data.image ] === undefined ) {
  23462. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23463. }
  23464. var texture;
  23465. if ( Array.isArray( images[ data.image ] ) ) {
  23466. texture = new CubeTexture( images[ data.image ] );
  23467. } else {
  23468. texture = new Texture( images[ data.image ] );
  23469. }
  23470. texture.needsUpdate = true;
  23471. texture.uuid = data.uuid;
  23472. if ( data.name !== undefined ) texture.name = data.name;
  23473. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23474. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23475. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23476. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23477. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23478. if ( data.wrap !== undefined ) {
  23479. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23480. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23481. }
  23482. if ( data.format !== undefined ) texture.format = data.format;
  23483. if ( data.type !== undefined ) texture.type = data.type;
  23484. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23485. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23486. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23487. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23488. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23489. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23490. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23491. textures[ data.uuid ] = texture;
  23492. }
  23493. }
  23494. return textures;
  23495. },
  23496. parseObject: function ( data, geometries, materials ) {
  23497. var object;
  23498. function getGeometry( name ) {
  23499. if ( geometries[ name ] === undefined ) {
  23500. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23501. }
  23502. return geometries[ name ];
  23503. }
  23504. function getMaterial( name ) {
  23505. if ( name === undefined ) return undefined;
  23506. if ( Array.isArray( name ) ) {
  23507. var array = [];
  23508. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23509. var uuid = name[ i ];
  23510. if ( materials[ uuid ] === undefined ) {
  23511. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23512. }
  23513. array.push( materials[ uuid ] );
  23514. }
  23515. return array;
  23516. }
  23517. if ( materials[ name ] === undefined ) {
  23518. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23519. }
  23520. return materials[ name ];
  23521. }
  23522. switch ( data.type ) {
  23523. case 'Scene':
  23524. object = new Scene();
  23525. if ( data.background !== undefined ) {
  23526. if ( Number.isInteger( data.background ) ) {
  23527. object.background = new Color( data.background );
  23528. }
  23529. }
  23530. if ( data.fog !== undefined ) {
  23531. if ( data.fog.type === 'Fog' ) {
  23532. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23533. } else if ( data.fog.type === 'FogExp2' ) {
  23534. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23535. }
  23536. }
  23537. break;
  23538. case 'PerspectiveCamera':
  23539. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23540. if ( data.focus !== undefined ) object.focus = data.focus;
  23541. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23542. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23543. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23544. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23545. break;
  23546. case 'OrthographicCamera':
  23547. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23548. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23549. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23550. break;
  23551. case 'AmbientLight':
  23552. object = new AmbientLight( data.color, data.intensity );
  23553. break;
  23554. case 'DirectionalLight':
  23555. object = new DirectionalLight( data.color, data.intensity );
  23556. break;
  23557. case 'PointLight':
  23558. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23559. break;
  23560. case 'RectAreaLight':
  23561. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23562. break;
  23563. case 'SpotLight':
  23564. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23565. break;
  23566. case 'HemisphereLight':
  23567. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23568. break;
  23569. case 'SkinnedMesh':
  23570. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23571. case 'Mesh':
  23572. var geometry = getGeometry( data.geometry );
  23573. var material = getMaterial( data.material );
  23574. if ( geometry.bones && geometry.bones.length > 0 ) {
  23575. object = new SkinnedMesh( geometry, material );
  23576. } else {
  23577. object = new Mesh( geometry, material );
  23578. }
  23579. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23580. break;
  23581. case 'LOD':
  23582. object = new LOD();
  23583. break;
  23584. case 'Line':
  23585. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23586. break;
  23587. case 'LineLoop':
  23588. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23589. break;
  23590. case 'LineSegments':
  23591. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23592. break;
  23593. case 'PointCloud':
  23594. case 'Points':
  23595. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23596. break;
  23597. case 'Sprite':
  23598. object = new Sprite( getMaterial( data.material ) );
  23599. break;
  23600. case 'Group':
  23601. object = new Group();
  23602. break;
  23603. default:
  23604. object = new Object3D();
  23605. }
  23606. object.uuid = data.uuid;
  23607. if ( data.name !== undefined ) object.name = data.name;
  23608. if ( data.matrix !== undefined ) {
  23609. object.matrix.fromArray( data.matrix );
  23610. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23611. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23612. } else {
  23613. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23614. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23615. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23616. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23617. }
  23618. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23619. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23620. if ( data.shadow ) {
  23621. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23622. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23623. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23624. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23625. }
  23626. if ( data.visible !== undefined ) object.visible = data.visible;
  23627. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23628. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23629. if ( data.userData !== undefined ) object.userData = data.userData;
  23630. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23631. if ( data.children !== undefined ) {
  23632. var children = data.children;
  23633. for ( var i = 0; i < children.length; i ++ ) {
  23634. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23635. }
  23636. }
  23637. if ( data.type === 'LOD' ) {
  23638. var levels = data.levels;
  23639. for ( var l = 0; l < levels.length; l ++ ) {
  23640. var level = levels[ l ];
  23641. var child = object.getObjectByProperty( 'uuid', level.object );
  23642. if ( child !== undefined ) {
  23643. object.addLevel( child, level.distance );
  23644. }
  23645. }
  23646. }
  23647. return object;
  23648. }
  23649. } );
  23650. var TEXTURE_MAPPING = {
  23651. UVMapping: UVMapping,
  23652. CubeReflectionMapping: CubeReflectionMapping,
  23653. CubeRefractionMapping: CubeRefractionMapping,
  23654. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23655. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23656. SphericalReflectionMapping: SphericalReflectionMapping,
  23657. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23658. CubeUVRefractionMapping: CubeUVRefractionMapping
  23659. };
  23660. var TEXTURE_WRAPPING = {
  23661. RepeatWrapping: RepeatWrapping,
  23662. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23663. MirroredRepeatWrapping: MirroredRepeatWrapping
  23664. };
  23665. var TEXTURE_FILTER = {
  23666. NearestFilter: NearestFilter,
  23667. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  23668. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  23669. LinearFilter: LinearFilter,
  23670. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  23671. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  23672. };
  23673. /**
  23674. * @author thespite / http://clicktorelease.com/
  23675. */
  23676. function ImageBitmapLoader( manager ) {
  23677. if ( typeof createImageBitmap === 'undefined' ) {
  23678. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23679. }
  23680. if ( typeof fetch === 'undefined' ) {
  23681. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23682. }
  23683. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  23684. this.options = undefined;
  23685. }
  23686. ImageBitmapLoader.prototype = {
  23687. constructor: ImageBitmapLoader,
  23688. setOptions: function setOptions( options ) {
  23689. this.options = options;
  23690. return this;
  23691. },
  23692. load: function ( url, onLoad, onProgress, onError ) {
  23693. if ( url === undefined ) url = '';
  23694. if ( this.path !== undefined ) url = this.path + url;
  23695. url = this.manager.resolveURL( url );
  23696. var scope = this;
  23697. var cached = Cache.get( url );
  23698. if ( cached !== undefined ) {
  23699. scope.manager.itemStart( url );
  23700. setTimeout( function () {
  23701. if ( onLoad ) onLoad( cached );
  23702. scope.manager.itemEnd( url );
  23703. }, 0 );
  23704. return cached;
  23705. }
  23706. fetch( url ).then( function ( res ) {
  23707. return res.blob();
  23708. } ).then( function ( blob ) {
  23709. if ( scope.options === undefined ) {
  23710. // Workaround for FireFox. It causes an error if you pass options.
  23711. return createImageBitmap( blob );
  23712. } else {
  23713. return createImageBitmap( blob, scope.options );
  23714. }
  23715. } ).then( function ( imageBitmap ) {
  23716. Cache.add( url, imageBitmap );
  23717. if ( onLoad ) onLoad( imageBitmap );
  23718. scope.manager.itemEnd( url );
  23719. } ).catch( function ( e ) {
  23720. if ( onError ) onError( e );
  23721. scope.manager.itemError( url );
  23722. scope.manager.itemEnd( url );
  23723. } );
  23724. scope.manager.itemStart( url );
  23725. },
  23726. setCrossOrigin: function ( /* value */ ) {
  23727. return this;
  23728. },
  23729. setPath: function ( value ) {
  23730. this.path = value;
  23731. return this;
  23732. }
  23733. };
  23734. /**
  23735. * @author zz85 / http://www.lab4games.net/zz85/blog
  23736. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23737. **/
  23738. function ShapePath() {
  23739. this.type = 'ShapePath';
  23740. this.color = new Color();
  23741. this.subPaths = [];
  23742. this.currentPath = null;
  23743. }
  23744. Object.assign( ShapePath.prototype, {
  23745. moveTo: function ( x, y ) {
  23746. this.currentPath = new Path();
  23747. this.subPaths.push( this.currentPath );
  23748. this.currentPath.moveTo( x, y );
  23749. },
  23750. lineTo: function ( x, y ) {
  23751. this.currentPath.lineTo( x, y );
  23752. },
  23753. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23754. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23755. },
  23756. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23757. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23758. },
  23759. splineThru: function ( pts ) {
  23760. this.currentPath.splineThru( pts );
  23761. },
  23762. toShapes: function ( isCCW, noHoles ) {
  23763. function toShapesNoHoles( inSubpaths ) {
  23764. var shapes = [];
  23765. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23766. var tmpPath = inSubpaths[ i ];
  23767. var tmpShape = new Shape();
  23768. tmpShape.curves = tmpPath.curves;
  23769. shapes.push( tmpShape );
  23770. }
  23771. return shapes;
  23772. }
  23773. function isPointInsidePolygon( inPt, inPolygon ) {
  23774. var polyLen = inPolygon.length;
  23775. // inPt on polygon contour => immediate success or
  23776. // toggling of inside/outside at every single! intersection point of an edge
  23777. // with the horizontal line through inPt, left of inPt
  23778. // not counting lowerY endpoints of edges and whole edges on that line
  23779. var inside = false;
  23780. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23781. var edgeLowPt = inPolygon[ p ];
  23782. var edgeHighPt = inPolygon[ q ];
  23783. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23784. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23785. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23786. // not parallel
  23787. if ( edgeDy < 0 ) {
  23788. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23789. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23790. }
  23791. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23792. if ( inPt.y === edgeLowPt.y ) {
  23793. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23794. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23795. } else {
  23796. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23797. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23798. if ( perpEdge < 0 ) continue;
  23799. inside = ! inside; // true intersection left of inPt
  23800. }
  23801. } else {
  23802. // parallel or collinear
  23803. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23804. // edge lies on the same horizontal line as inPt
  23805. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23806. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23807. // continue;
  23808. }
  23809. }
  23810. return inside;
  23811. }
  23812. var isClockWise = ShapeUtils.isClockWise;
  23813. var subPaths = this.subPaths;
  23814. if ( subPaths.length === 0 ) return [];
  23815. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23816. var solid, tmpPath, tmpShape, shapes = [];
  23817. if ( subPaths.length === 1 ) {
  23818. tmpPath = subPaths[ 0 ];
  23819. tmpShape = new Shape();
  23820. tmpShape.curves = tmpPath.curves;
  23821. shapes.push( tmpShape );
  23822. return shapes;
  23823. }
  23824. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23825. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23826. // console.log("Holes first", holesFirst);
  23827. var betterShapeHoles = [];
  23828. var newShapes = [];
  23829. var newShapeHoles = [];
  23830. var mainIdx = 0;
  23831. var tmpPoints;
  23832. newShapes[ mainIdx ] = undefined;
  23833. newShapeHoles[ mainIdx ] = [];
  23834. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23835. tmpPath = subPaths[ i ];
  23836. tmpPoints = tmpPath.getPoints();
  23837. solid = isClockWise( tmpPoints );
  23838. solid = isCCW ? ! solid : solid;
  23839. if ( solid ) {
  23840. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23841. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23842. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23843. if ( holesFirst ) mainIdx ++;
  23844. newShapeHoles[ mainIdx ] = [];
  23845. //console.log('cw', i);
  23846. } else {
  23847. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23848. //console.log('ccw', i);
  23849. }
  23850. }
  23851. // only Holes? -> probably all Shapes with wrong orientation
  23852. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23853. if ( newShapes.length > 1 ) {
  23854. var ambiguous = false;
  23855. var toChange = [];
  23856. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23857. betterShapeHoles[ sIdx ] = [];
  23858. }
  23859. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23860. var sho = newShapeHoles[ sIdx ];
  23861. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23862. var ho = sho[ hIdx ];
  23863. var hole_unassigned = true;
  23864. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23865. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23866. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23867. if ( hole_unassigned ) {
  23868. hole_unassigned = false;
  23869. betterShapeHoles[ s2Idx ].push( ho );
  23870. } else {
  23871. ambiguous = true;
  23872. }
  23873. }
  23874. }
  23875. if ( hole_unassigned ) {
  23876. betterShapeHoles[ sIdx ].push( ho );
  23877. }
  23878. }
  23879. }
  23880. // console.log("ambiguous: ", ambiguous);
  23881. if ( toChange.length > 0 ) {
  23882. // console.log("to change: ", toChange);
  23883. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23884. }
  23885. }
  23886. var tmpHoles;
  23887. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23888. tmpShape = newShapes[ i ].s;
  23889. shapes.push( tmpShape );
  23890. tmpHoles = newShapeHoles[ i ];
  23891. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23892. tmpShape.holes.push( tmpHoles[ j ].h );
  23893. }
  23894. }
  23895. //console.log("shape", shapes);
  23896. return shapes;
  23897. }
  23898. } );
  23899. /**
  23900. * @author zz85 / http://www.lab4games.net/zz85/blog
  23901. * @author mrdoob / http://mrdoob.com/
  23902. */
  23903. function Font( data ) {
  23904. this.type = 'Font';
  23905. this.data = data;
  23906. }
  23907. Object.assign( Font.prototype, {
  23908. isFont: true,
  23909. generateShapes: function ( text, size ) {
  23910. if ( size === undefined ) size = 100;
  23911. var shapes = [];
  23912. var paths = createPaths( text, size, this.data );
  23913. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23914. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23915. }
  23916. return shapes;
  23917. }
  23918. } );
  23919. function createPaths( text, size, data ) {
  23920. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23921. var scale = size / data.resolution;
  23922. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23923. var paths = [];
  23924. var offsetX = 0, offsetY = 0;
  23925. for ( var i = 0; i < chars.length; i ++ ) {
  23926. var char = chars[ i ];
  23927. if ( char === '\n' ) {
  23928. offsetX = 0;
  23929. offsetY -= line_height;
  23930. } else {
  23931. var ret = createPath( char, scale, offsetX, offsetY, data );
  23932. offsetX += ret.offsetX;
  23933. paths.push( ret.path );
  23934. }
  23935. }
  23936. return paths;
  23937. }
  23938. function createPath( char, scale, offsetX, offsetY, data ) {
  23939. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23940. if ( ! glyph ) {
  23941. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  23942. return;
  23943. }
  23944. var path = new ShapePath();
  23945. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23946. if ( glyph.o ) {
  23947. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23948. for ( var i = 0, l = outline.length; i < l; ) {
  23949. var action = outline[ i ++ ];
  23950. switch ( action ) {
  23951. case 'm': // moveTo
  23952. x = outline[ i ++ ] * scale + offsetX;
  23953. y = outline[ i ++ ] * scale + offsetY;
  23954. path.moveTo( x, y );
  23955. break;
  23956. case 'l': // lineTo
  23957. x = outline[ i ++ ] * scale + offsetX;
  23958. y = outline[ i ++ ] * scale + offsetY;
  23959. path.lineTo( x, y );
  23960. break;
  23961. case 'q': // quadraticCurveTo
  23962. cpx = outline[ i ++ ] * scale + offsetX;
  23963. cpy = outline[ i ++ ] * scale + offsetY;
  23964. cpx1 = outline[ i ++ ] * scale + offsetX;
  23965. cpy1 = outline[ i ++ ] * scale + offsetY;
  23966. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23967. break;
  23968. case 'b': // bezierCurveTo
  23969. cpx = outline[ i ++ ] * scale + offsetX;
  23970. cpy = outline[ i ++ ] * scale + offsetY;
  23971. cpx1 = outline[ i ++ ] * scale + offsetX;
  23972. cpy1 = outline[ i ++ ] * scale + offsetY;
  23973. cpx2 = outline[ i ++ ] * scale + offsetX;
  23974. cpy2 = outline[ i ++ ] * scale + offsetY;
  23975. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23976. break;
  23977. }
  23978. }
  23979. }
  23980. return { offsetX: glyph.ha * scale, path: path };
  23981. }
  23982. /**
  23983. * @author mrdoob / http://mrdoob.com/
  23984. */
  23985. function FontLoader( manager ) {
  23986. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23987. }
  23988. Object.assign( FontLoader.prototype, {
  23989. load: function ( url, onLoad, onProgress, onError ) {
  23990. var scope = this;
  23991. var loader = new FileLoader( this.manager );
  23992. loader.setPath( this.path );
  23993. loader.load( url, function ( text ) {
  23994. var json;
  23995. try {
  23996. json = JSON.parse( text );
  23997. } catch ( e ) {
  23998. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  23999. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24000. }
  24001. var font = scope.parse( json );
  24002. if ( onLoad ) onLoad( font );
  24003. }, onProgress, onError );
  24004. },
  24005. parse: function ( json ) {
  24006. return new Font( json );
  24007. },
  24008. setPath: function ( value ) {
  24009. this.path = value;
  24010. return this;
  24011. }
  24012. } );
  24013. /**
  24014. * @author alteredq / http://alteredqualia.com/
  24015. */
  24016. function Loader() {}
  24017. Loader.Handlers = {
  24018. handlers: [],
  24019. add: function ( regex, loader ) {
  24020. this.handlers.push( regex, loader );
  24021. },
  24022. get: function ( file ) {
  24023. var handlers = this.handlers;
  24024. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  24025. var regex = handlers[ i ];
  24026. var loader = handlers[ i + 1 ];
  24027. if ( regex.test( file ) ) {
  24028. return loader;
  24029. }
  24030. }
  24031. return null;
  24032. }
  24033. };
  24034. Object.assign( Loader.prototype, {
  24035. crossOrigin: 'anonymous',
  24036. onLoadStart: function () {},
  24037. onLoadProgress: function () {},
  24038. onLoadComplete: function () {},
  24039. initMaterials: function ( materials, texturePath, crossOrigin ) {
  24040. var array = [];
  24041. for ( var i = 0; i < materials.length; ++ i ) {
  24042. array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  24043. }
  24044. return array;
  24045. },
  24046. createMaterial: ( function () {
  24047. var BlendingMode = {
  24048. NoBlending: NoBlending,
  24049. NormalBlending: NormalBlending,
  24050. AdditiveBlending: AdditiveBlending,
  24051. SubtractiveBlending: SubtractiveBlending,
  24052. MultiplyBlending: MultiplyBlending,
  24053. CustomBlending: CustomBlending
  24054. };
  24055. var color = new Color();
  24056. var textureLoader = new TextureLoader();
  24057. var materialLoader = new MaterialLoader();
  24058. return function createMaterial( m, texturePath, crossOrigin ) {
  24059. // convert from old material format
  24060. var textures = {};
  24061. function loadTexture( path, repeat, offset, wrap, anisotropy ) {
  24062. var fullPath = texturePath + path;
  24063. var loader = Loader.Handlers.get( fullPath );
  24064. var texture;
  24065. if ( loader !== null ) {
  24066. texture = loader.load( fullPath );
  24067. } else {
  24068. textureLoader.setCrossOrigin( crossOrigin );
  24069. texture = textureLoader.load( fullPath );
  24070. }
  24071. if ( repeat !== undefined ) {
  24072. texture.repeat.fromArray( repeat );
  24073. if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
  24074. if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
  24075. }
  24076. if ( offset !== undefined ) {
  24077. texture.offset.fromArray( offset );
  24078. }
  24079. if ( wrap !== undefined ) {
  24080. if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
  24081. if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
  24082. if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
  24083. if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
  24084. }
  24085. if ( anisotropy !== undefined ) {
  24086. texture.anisotropy = anisotropy;
  24087. }
  24088. var uuid = _Math.generateUUID();
  24089. textures[ uuid ] = texture;
  24090. return uuid;
  24091. }
  24092. //
  24093. var json = {
  24094. uuid: _Math.generateUUID(),
  24095. type: 'MeshLambertMaterial'
  24096. };
  24097. for ( var name in m ) {
  24098. var value = m[ name ];
  24099. switch ( name ) {
  24100. case 'DbgColor':
  24101. case 'DbgIndex':
  24102. case 'opticalDensity':
  24103. case 'illumination':
  24104. break;
  24105. case 'DbgName':
  24106. json.name = value;
  24107. break;
  24108. case 'blending':
  24109. json.blending = BlendingMode[ value ];
  24110. break;
  24111. case 'colorAmbient':
  24112. case 'mapAmbient':
  24113. console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  24114. break;
  24115. case 'colorDiffuse':
  24116. json.color = color.fromArray( value ).getHex();
  24117. break;
  24118. case 'colorSpecular':
  24119. json.specular = color.fromArray( value ).getHex();
  24120. break;
  24121. case 'colorEmissive':
  24122. json.emissive = color.fromArray( value ).getHex();
  24123. break;
  24124. case 'specularCoef':
  24125. json.shininess = value;
  24126. break;
  24127. case 'shading':
  24128. if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  24129. if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  24130. if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
  24131. break;
  24132. case 'mapDiffuse':
  24133. json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  24134. break;
  24135. case 'mapDiffuseRepeat':
  24136. case 'mapDiffuseOffset':
  24137. case 'mapDiffuseWrap':
  24138. case 'mapDiffuseAnisotropy':
  24139. break;
  24140. case 'mapEmissive':
  24141. json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
  24142. break;
  24143. case 'mapEmissiveRepeat':
  24144. case 'mapEmissiveOffset':
  24145. case 'mapEmissiveWrap':
  24146. case 'mapEmissiveAnisotropy':
  24147. break;
  24148. case 'mapLight':
  24149. json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  24150. break;
  24151. case 'mapLightRepeat':
  24152. case 'mapLightOffset':
  24153. case 'mapLightWrap':
  24154. case 'mapLightAnisotropy':
  24155. break;
  24156. case 'mapAO':
  24157. json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
  24158. break;
  24159. case 'mapAORepeat':
  24160. case 'mapAOOffset':
  24161. case 'mapAOWrap':
  24162. case 'mapAOAnisotropy':
  24163. break;
  24164. case 'mapBump':
  24165. json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  24166. break;
  24167. case 'mapBumpScale':
  24168. json.bumpScale = value;
  24169. break;
  24170. case 'mapBumpRepeat':
  24171. case 'mapBumpOffset':
  24172. case 'mapBumpWrap':
  24173. case 'mapBumpAnisotropy':
  24174. break;
  24175. case 'mapNormal':
  24176. json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  24177. break;
  24178. case 'mapNormalFactor':
  24179. json.normalScale = value;
  24180. break;
  24181. case 'mapNormalRepeat':
  24182. case 'mapNormalOffset':
  24183. case 'mapNormalWrap':
  24184. case 'mapNormalAnisotropy':
  24185. break;
  24186. case 'mapSpecular':
  24187. json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  24188. break;
  24189. case 'mapSpecularRepeat':
  24190. case 'mapSpecularOffset':
  24191. case 'mapSpecularWrap':
  24192. case 'mapSpecularAnisotropy':
  24193. break;
  24194. case 'mapMetalness':
  24195. json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
  24196. break;
  24197. case 'mapMetalnessRepeat':
  24198. case 'mapMetalnessOffset':
  24199. case 'mapMetalnessWrap':
  24200. case 'mapMetalnessAnisotropy':
  24201. break;
  24202. case 'mapRoughness':
  24203. json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
  24204. break;
  24205. case 'mapRoughnessRepeat':
  24206. case 'mapRoughnessOffset':
  24207. case 'mapRoughnessWrap':
  24208. case 'mapRoughnessAnisotropy':
  24209. break;
  24210. case 'mapAlpha':
  24211. json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  24212. break;
  24213. case 'mapAlphaRepeat':
  24214. case 'mapAlphaOffset':
  24215. case 'mapAlphaWrap':
  24216. case 'mapAlphaAnisotropy':
  24217. break;
  24218. case 'flipSided':
  24219. json.side = BackSide;
  24220. break;
  24221. case 'doubleSided':
  24222. json.side = DoubleSide;
  24223. break;
  24224. case 'transparency':
  24225. console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  24226. json.opacity = value;
  24227. break;
  24228. case 'depthTest':
  24229. case 'depthWrite':
  24230. case 'colorWrite':
  24231. case 'opacity':
  24232. case 'reflectivity':
  24233. case 'transparent':
  24234. case 'visible':
  24235. case 'wireframe':
  24236. json[ name ] = value;
  24237. break;
  24238. case 'vertexColors':
  24239. if ( value === true ) json.vertexColors = VertexColors;
  24240. if ( value === 'face' ) json.vertexColors = FaceColors;
  24241. break;
  24242. default:
  24243. console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  24244. break;
  24245. }
  24246. }
  24247. if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  24248. if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  24249. if ( json.opacity < 1 ) json.transparent = true;
  24250. materialLoader.setTextures( textures );
  24251. return materialLoader.parse( json );
  24252. };
  24253. } )()
  24254. } );
  24255. /**
  24256. * @author mrdoob / http://mrdoob.com/
  24257. */
  24258. var context;
  24259. var AudioContext = {
  24260. getContext: function () {
  24261. if ( context === undefined ) {
  24262. context = new ( window.AudioContext || window.webkitAudioContext )();
  24263. }
  24264. return context;
  24265. },
  24266. setContext: function ( value ) {
  24267. context = value;
  24268. }
  24269. };
  24270. /**
  24271. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24272. */
  24273. function AudioLoader( manager ) {
  24274. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  24275. }
  24276. Object.assign( AudioLoader.prototype, {
  24277. load: function ( url, onLoad, onProgress, onError ) {
  24278. var loader = new FileLoader( this.manager );
  24279. loader.setResponseType( 'arraybuffer' );
  24280. loader.setPath( this.path );
  24281. loader.load( url, function ( buffer ) {
  24282. // Create a copy of the buffer. The `decodeAudioData` method
  24283. // detaches the buffer when complete, preventing reuse.
  24284. var bufferCopy = buffer.slice( 0 );
  24285. var context = AudioContext.getContext();
  24286. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24287. onLoad( audioBuffer );
  24288. } );
  24289. }, onProgress, onError );
  24290. },
  24291. setPath: function ( value ) {
  24292. this.path = value;
  24293. return this;
  24294. }
  24295. } );
  24296. /**
  24297. * @author bhouston / http://clara.io
  24298. * @author WestLangley / http://github.com/WestLangley
  24299. *
  24300. * Primary reference:
  24301. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24302. *
  24303. * Secondary reference:
  24304. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24305. */
  24306. // 3-band SH defined by 9 coefficients
  24307. function SphericalHarmonics3() {
  24308. this.coefficients = [];
  24309. for ( var i = 0; i < 9; i ++ ) {
  24310. this.coefficients.push( new Vector3() );
  24311. }
  24312. }
  24313. Object.assign( SphericalHarmonics3.prototype, {
  24314. isSphericalHarmonics3: true,
  24315. set: function ( coefficients ) {
  24316. for ( var i = 0; i < 9; i ++ ) {
  24317. this.coefficients[ i ].copy( coefficients[ i ] );
  24318. }
  24319. return this;
  24320. },
  24321. zero: function () {
  24322. for ( var i = 0; i < 9; i ++ ) {
  24323. this.coefficients[ i ].set( 0, 0, 0 );
  24324. }
  24325. return this;
  24326. },
  24327. // get the radiance in the direction of the normal
  24328. // target is a Vector3
  24329. getAt: function ( normal, target ) {
  24330. // normal is assumed to be unit length
  24331. var x = normal.x, y = normal.y, z = normal.z;
  24332. var coeff = this.coefficients;
  24333. // band 0
  24334. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24335. // band 1
  24336. target.addScale( coeff[ 1 ], 0.488603 * y );
  24337. target.addScale( coeff[ 2 ], 0.488603 * z );
  24338. target.addScale( coeff[ 3 ], 0.488603 * x );
  24339. // band 2
  24340. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24341. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24342. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24343. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24344. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24345. return target;
  24346. },
  24347. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24348. // target is a Vector3
  24349. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24350. getIrradianceAt: function ( normal, target ) {
  24351. // normal is assumed to be unit length
  24352. var x = normal.x, y = normal.y, z = normal.z;
  24353. var coeff = this.coefficients;
  24354. // band 0
  24355. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24356. // band 1
  24357. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24358. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24359. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24360. // band 2
  24361. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24362. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24363. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24364. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24365. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24366. return target;
  24367. },
  24368. add: function ( sh ) {
  24369. for ( var i = 0; i < 9; i ++ ) {
  24370. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24371. }
  24372. return this;
  24373. },
  24374. scale: function ( s ) {
  24375. for ( var i = 0; i < 9; i ++ ) {
  24376. this.coefficients[ i ].multiplyScalar( s );
  24377. }
  24378. return this;
  24379. },
  24380. lerp: function ( sh, alpha ) {
  24381. for ( var i = 0; i < 9; i ++ ) {
  24382. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24383. }
  24384. return this;
  24385. },
  24386. equals: function ( sh ) {
  24387. for ( var i = 0; i < 9; i ++ ) {
  24388. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24389. return false;
  24390. }
  24391. }
  24392. return true;
  24393. },
  24394. copy: function ( sh ) {
  24395. return this.set( sh.coefficients );
  24396. },
  24397. clone: function () {
  24398. return new this.constructor().copy( this );
  24399. },
  24400. fromArray: function ( array ) {
  24401. var coefficients = this.coefficients;
  24402. for ( var i = 0; i < 9; i ++ ) {
  24403. coefficients[ i ].fromArray( array, i * 3 );
  24404. }
  24405. return this;
  24406. },
  24407. toArray: function () {
  24408. var array = [];
  24409. var coefficients = this.coefficients;
  24410. for ( var i = 0; i < 9; i ++ ) {
  24411. coefficients[ i ].toArray( array, i * 3 );
  24412. }
  24413. return array;
  24414. }
  24415. } );
  24416. Object.assign( SphericalHarmonics3, {
  24417. // evaluate the basis functions
  24418. // shBasis is an Array[ 9 ]
  24419. getBasisAt: function ( normal, shBasis ) {
  24420. // normal is assumed to be unit length
  24421. var x = normal.x, y = normal.y, z = normal.z;
  24422. // band 0
  24423. shBasis[ 0 ] = 0.282095;
  24424. // band 1
  24425. shBasis[ 1 ] = 0.488603 * y;
  24426. shBasis[ 2 ] = 0.488603 * z;
  24427. shBasis[ 3 ] = 0.488603 * x;
  24428. // band 2
  24429. shBasis[ 4 ] = 1.092548 * x * y;
  24430. shBasis[ 5 ] = 1.092548 * y * z;
  24431. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24432. shBasis[ 7 ] = 1.092548 * x * z;
  24433. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24434. }
  24435. } );
  24436. /**
  24437. * @author WestLangley / http://github.com/WestLangley
  24438. *
  24439. * A LightProbe is a source of indirect-diffuse light
  24440. */
  24441. function LightProbe( sh, intensity ) {
  24442. Light.call( this, undefined, intensity );
  24443. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24444. }
  24445. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24446. constructor: LightProbe,
  24447. isLightProbe: true,
  24448. copy: function ( source ) {
  24449. Light.prototype.copy.call( this, source );
  24450. this.sh.copy( source.sh );
  24451. this.intensity = source.intensity;
  24452. return this;
  24453. },
  24454. toJSON: function ( meta ) {
  24455. var data = Light.prototype.toJSON.call( this, meta );
  24456. // data.sh = this.sh.toArray(); // todo
  24457. return data;
  24458. }
  24459. } );
  24460. /**
  24461. * @author WestLangley / http://github.com/WestLangley
  24462. */
  24463. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24464. LightProbe.call( this, undefined, intensity );
  24465. var color1 = new Color().set( skyColor );
  24466. var color2 = new Color().set( groundColor );
  24467. var sky = new Vector3( color1.r, color1.g, color1.b );
  24468. var ground = new Vector3( color2.r, color2.g, color2.b );
  24469. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24470. var c0 = Math.sqrt( Math.PI );
  24471. var c1 = c0 * Math.sqrt( 0.75 );
  24472. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24473. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24474. }
  24475. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24476. constructor: HemisphereLightProbe,
  24477. isHemisphereLightProbe: true,
  24478. copy: function ( source ) { // modifying colors not currently supported
  24479. LightProbe.prototype.copy.call( this, source );
  24480. return this;
  24481. },
  24482. toJSON: function ( meta ) {
  24483. var data = LightProbe.prototype.toJSON.call( this, meta );
  24484. // data.sh = this.sh.toArray(); // todo
  24485. return data;
  24486. }
  24487. } );
  24488. /**
  24489. * @author WestLangley / http://github.com/WestLangley
  24490. */
  24491. function AmbientLightProbe( color, intensity ) {
  24492. LightProbe.call( this, undefined, intensity );
  24493. var color1 = new Color().set( color );
  24494. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24495. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24496. }
  24497. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24498. constructor: AmbientLightProbe,
  24499. isAmbientLightProbe: true,
  24500. copy: function ( source ) { // modifying color not currently supported
  24501. LightProbe.prototype.copy.call( this, source );
  24502. return this;
  24503. },
  24504. toJSON: function ( meta ) {
  24505. var data = LightProbe.prototype.toJSON.call( this, meta );
  24506. // data.sh = this.sh.toArray(); // todo
  24507. return data;
  24508. }
  24509. } );
  24510. /**
  24511. * @author mrdoob / http://mrdoob.com/
  24512. */
  24513. function StereoCamera() {
  24514. this.type = 'StereoCamera';
  24515. this.aspect = 1;
  24516. this.eyeSep = 0.064;
  24517. this.cameraL = new PerspectiveCamera();
  24518. this.cameraL.layers.enable( 1 );
  24519. this.cameraL.matrixAutoUpdate = false;
  24520. this.cameraR = new PerspectiveCamera();
  24521. this.cameraR.layers.enable( 2 );
  24522. this.cameraR.matrixAutoUpdate = false;
  24523. }
  24524. Object.assign( StereoCamera.prototype, {
  24525. update: ( function () {
  24526. var instance, focus, fov, aspect, near, far, zoom, eyeSep;
  24527. var eyeRight = new Matrix4();
  24528. var eyeLeft = new Matrix4();
  24529. return function update( camera ) {
  24530. var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
  24531. aspect !== camera.aspect * this.aspect || near !== camera.near ||
  24532. far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
  24533. if ( needsUpdate ) {
  24534. instance = this;
  24535. focus = camera.focus;
  24536. fov = camera.fov;
  24537. aspect = camera.aspect * this.aspect;
  24538. near = camera.near;
  24539. far = camera.far;
  24540. zoom = camera.zoom;
  24541. // Off-axis stereoscopic effect based on
  24542. // http://paulbourke.net/stereographics/stereorender/
  24543. var projectionMatrix = camera.projectionMatrix.clone();
  24544. eyeSep = this.eyeSep / 2;
  24545. var eyeSepOnProjection = eyeSep * near / focus;
  24546. var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
  24547. var xmin, xmax;
  24548. // translate xOffset
  24549. eyeLeft.elements[ 12 ] = - eyeSep;
  24550. eyeRight.elements[ 12 ] = eyeSep;
  24551. // for left eye
  24552. xmin = - ymax * aspect + eyeSepOnProjection;
  24553. xmax = ymax * aspect + eyeSepOnProjection;
  24554. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  24555. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24556. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24557. // for right eye
  24558. xmin = - ymax * aspect - eyeSepOnProjection;
  24559. xmax = ymax * aspect - eyeSepOnProjection;
  24560. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  24561. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24562. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24563. }
  24564. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
  24565. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
  24566. };
  24567. } )()
  24568. } );
  24569. /**
  24570. * @author alteredq / http://alteredqualia.com/
  24571. */
  24572. function Clock( autoStart ) {
  24573. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24574. this.startTime = 0;
  24575. this.oldTime = 0;
  24576. this.elapsedTime = 0;
  24577. this.running = false;
  24578. }
  24579. Object.assign( Clock.prototype, {
  24580. start: function () {
  24581. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24582. this.oldTime = this.startTime;
  24583. this.elapsedTime = 0;
  24584. this.running = true;
  24585. },
  24586. stop: function () {
  24587. this.getElapsedTime();
  24588. this.running = false;
  24589. this.autoStart = false;
  24590. },
  24591. getElapsedTime: function () {
  24592. this.getDelta();
  24593. return this.elapsedTime;
  24594. },
  24595. getDelta: function () {
  24596. var diff = 0;
  24597. if ( this.autoStart && ! this.running ) {
  24598. this.start();
  24599. return 0;
  24600. }
  24601. if ( this.running ) {
  24602. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24603. diff = ( newTime - this.oldTime ) / 1000;
  24604. this.oldTime = newTime;
  24605. this.elapsedTime += diff;
  24606. }
  24607. return diff;
  24608. }
  24609. } );
  24610. /**
  24611. * @author mrdoob / http://mrdoob.com/
  24612. */
  24613. function AudioListener() {
  24614. Object3D.call( this );
  24615. this.type = 'AudioListener';
  24616. this.context = AudioContext.getContext();
  24617. this.gain = this.context.createGain();
  24618. this.gain.connect( this.context.destination );
  24619. this.filter = null;
  24620. this.timeDelta = 0;
  24621. }
  24622. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24623. constructor: AudioListener,
  24624. getInput: function () {
  24625. return this.gain;
  24626. },
  24627. removeFilter: function ( ) {
  24628. if ( this.filter !== null ) {
  24629. this.gain.disconnect( this.filter );
  24630. this.filter.disconnect( this.context.destination );
  24631. this.gain.connect( this.context.destination );
  24632. this.filter = null;
  24633. }
  24634. return this;
  24635. },
  24636. getFilter: function () {
  24637. return this.filter;
  24638. },
  24639. setFilter: function ( value ) {
  24640. if ( this.filter !== null ) {
  24641. this.gain.disconnect( this.filter );
  24642. this.filter.disconnect( this.context.destination );
  24643. } else {
  24644. this.gain.disconnect( this.context.destination );
  24645. }
  24646. this.filter = value;
  24647. this.gain.connect( this.filter );
  24648. this.filter.connect( this.context.destination );
  24649. return this;
  24650. },
  24651. getMasterVolume: function () {
  24652. return this.gain.gain.value;
  24653. },
  24654. setMasterVolume: function ( value ) {
  24655. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24656. return this;
  24657. },
  24658. updateMatrixWorld: ( function () {
  24659. var position = new Vector3();
  24660. var quaternion = new Quaternion();
  24661. var scale = new Vector3();
  24662. var orientation = new Vector3();
  24663. var clock = new Clock();
  24664. return function updateMatrixWorld( force ) {
  24665. Object3D.prototype.updateMatrixWorld.call( this, force );
  24666. var listener = this.context.listener;
  24667. var up = this.up;
  24668. this.timeDelta = clock.getDelta();
  24669. this.matrixWorld.decompose( position, quaternion, scale );
  24670. orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  24671. if ( listener.positionX ) {
  24672. // code path for Chrome (see #14393)
  24673. var endTime = this.context.currentTime + this.timeDelta;
  24674. listener.positionX.linearRampToValueAtTime( position.x, endTime );
  24675. listener.positionY.linearRampToValueAtTime( position.y, endTime );
  24676. listener.positionZ.linearRampToValueAtTime( position.z, endTime );
  24677. listener.forwardX.linearRampToValueAtTime( orientation.x, endTime );
  24678. listener.forwardY.linearRampToValueAtTime( orientation.y, endTime );
  24679. listener.forwardZ.linearRampToValueAtTime( orientation.z, endTime );
  24680. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24681. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24682. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24683. } else {
  24684. listener.setPosition( position.x, position.y, position.z );
  24685. listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
  24686. }
  24687. };
  24688. } )()
  24689. } );
  24690. /**
  24691. * @author mrdoob / http://mrdoob.com/
  24692. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24693. */
  24694. function Audio( listener ) {
  24695. Object3D.call( this );
  24696. this.type = 'Audio';
  24697. this.listener = listener;
  24698. this.context = listener.context;
  24699. this.gain = this.context.createGain();
  24700. this.gain.connect( listener.getInput() );
  24701. this.autoplay = false;
  24702. this.buffer = null;
  24703. this.detune = 0;
  24704. this.loop = false;
  24705. this.startTime = 0;
  24706. this.offset = 0;
  24707. this.playbackRate = 1;
  24708. this.isPlaying = false;
  24709. this.hasPlaybackControl = true;
  24710. this.sourceType = 'empty';
  24711. this.filters = [];
  24712. }
  24713. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24714. constructor: Audio,
  24715. getOutput: function () {
  24716. return this.gain;
  24717. },
  24718. setNodeSource: function ( audioNode ) {
  24719. this.hasPlaybackControl = false;
  24720. this.sourceType = 'audioNode';
  24721. this.source = audioNode;
  24722. this.connect();
  24723. return this;
  24724. },
  24725. setMediaElementSource: function ( mediaElement ) {
  24726. this.hasPlaybackControl = false;
  24727. this.sourceType = 'mediaNode';
  24728. this.source = this.context.createMediaElementSource( mediaElement );
  24729. this.connect();
  24730. return this;
  24731. },
  24732. setBuffer: function ( audioBuffer ) {
  24733. this.buffer = audioBuffer;
  24734. this.sourceType = 'buffer';
  24735. if ( this.autoplay ) this.play();
  24736. return this;
  24737. },
  24738. play: function () {
  24739. if ( this.isPlaying === true ) {
  24740. console.warn( 'THREE.Audio: Audio is already playing.' );
  24741. return;
  24742. }
  24743. if ( this.hasPlaybackControl === false ) {
  24744. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24745. return;
  24746. }
  24747. var source = this.context.createBufferSource();
  24748. source.buffer = this.buffer;
  24749. source.loop = this.loop;
  24750. source.onended = this.onEnded.bind( this );
  24751. this.startTime = this.context.currentTime;
  24752. source.start( this.startTime, this.offset );
  24753. this.isPlaying = true;
  24754. this.source = source;
  24755. this.setDetune( this.detune );
  24756. this.setPlaybackRate( this.playbackRate );
  24757. return this.connect();
  24758. },
  24759. pause: function () {
  24760. if ( this.hasPlaybackControl === false ) {
  24761. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24762. return;
  24763. }
  24764. if ( this.isPlaying === true ) {
  24765. this.source.stop();
  24766. this.source.onended = null;
  24767. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24768. this.isPlaying = false;
  24769. }
  24770. return this;
  24771. },
  24772. stop: function () {
  24773. if ( this.hasPlaybackControl === false ) {
  24774. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24775. return;
  24776. }
  24777. this.source.stop();
  24778. this.source.onended = null;
  24779. this.offset = 0;
  24780. this.isPlaying = false;
  24781. return this;
  24782. },
  24783. connect: function () {
  24784. if ( this.filters.length > 0 ) {
  24785. this.source.connect( this.filters[ 0 ] );
  24786. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24787. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24788. }
  24789. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24790. } else {
  24791. this.source.connect( this.getOutput() );
  24792. }
  24793. return this;
  24794. },
  24795. disconnect: function () {
  24796. if ( this.filters.length > 0 ) {
  24797. this.source.disconnect( this.filters[ 0 ] );
  24798. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24799. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24800. }
  24801. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24802. } else {
  24803. this.source.disconnect( this.getOutput() );
  24804. }
  24805. return this;
  24806. },
  24807. getFilters: function () {
  24808. return this.filters;
  24809. },
  24810. setFilters: function ( value ) {
  24811. if ( ! value ) value = [];
  24812. if ( this.isPlaying === true ) {
  24813. this.disconnect();
  24814. this.filters = value;
  24815. this.connect();
  24816. } else {
  24817. this.filters = value;
  24818. }
  24819. return this;
  24820. },
  24821. setDetune: function ( value ) {
  24822. this.detune = value;
  24823. if ( this.source.detune === undefined ) return; // only set detune when available
  24824. if ( this.isPlaying === true ) {
  24825. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24826. }
  24827. return this;
  24828. },
  24829. getDetune: function () {
  24830. return this.detune;
  24831. },
  24832. getFilter: function () {
  24833. return this.getFilters()[ 0 ];
  24834. },
  24835. setFilter: function ( filter ) {
  24836. return this.setFilters( filter ? [ filter ] : [] );
  24837. },
  24838. setPlaybackRate: function ( value ) {
  24839. if ( this.hasPlaybackControl === false ) {
  24840. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24841. return;
  24842. }
  24843. this.playbackRate = value;
  24844. if ( this.isPlaying === true ) {
  24845. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24846. }
  24847. return this;
  24848. },
  24849. getPlaybackRate: function () {
  24850. return this.playbackRate;
  24851. },
  24852. onEnded: function () {
  24853. this.isPlaying = false;
  24854. },
  24855. getLoop: function () {
  24856. if ( this.hasPlaybackControl === false ) {
  24857. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24858. return false;
  24859. }
  24860. return this.loop;
  24861. },
  24862. setLoop: function ( value ) {
  24863. if ( this.hasPlaybackControl === false ) {
  24864. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24865. return;
  24866. }
  24867. this.loop = value;
  24868. if ( this.isPlaying === true ) {
  24869. this.source.loop = this.loop;
  24870. }
  24871. return this;
  24872. },
  24873. getVolume: function () {
  24874. return this.gain.gain.value;
  24875. },
  24876. setVolume: function ( value ) {
  24877. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24878. return this;
  24879. }
  24880. } );
  24881. /**
  24882. * @author mrdoob / http://mrdoob.com/
  24883. */
  24884. function PositionalAudio( listener ) {
  24885. Audio.call( this, listener );
  24886. this.panner = this.context.createPanner();
  24887. this.panner.panningModel = 'HRTF';
  24888. this.panner.connect( this.gain );
  24889. }
  24890. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24891. constructor: PositionalAudio,
  24892. getOutput: function () {
  24893. return this.panner;
  24894. },
  24895. getRefDistance: function () {
  24896. return this.panner.refDistance;
  24897. },
  24898. setRefDistance: function ( value ) {
  24899. this.panner.refDistance = value;
  24900. return this;
  24901. },
  24902. getRolloffFactor: function () {
  24903. return this.panner.rolloffFactor;
  24904. },
  24905. setRolloffFactor: function ( value ) {
  24906. this.panner.rolloffFactor = value;
  24907. return this;
  24908. },
  24909. getDistanceModel: function () {
  24910. return this.panner.distanceModel;
  24911. },
  24912. setDistanceModel: function ( value ) {
  24913. this.panner.distanceModel = value;
  24914. return this;
  24915. },
  24916. getMaxDistance: function () {
  24917. return this.panner.maxDistance;
  24918. },
  24919. setMaxDistance: function ( value ) {
  24920. this.panner.maxDistance = value;
  24921. return this;
  24922. },
  24923. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24924. this.panner.coneInnerAngle = coneInnerAngle;
  24925. this.panner.coneOuterAngle = coneOuterAngle;
  24926. this.panner.coneOuterGain = coneOuterGain;
  24927. return this;
  24928. },
  24929. updateMatrixWorld: ( function () {
  24930. var position = new Vector3();
  24931. var quaternion = new Quaternion();
  24932. var scale = new Vector3();
  24933. var orientation = new Vector3();
  24934. return function updateMatrixWorld( force ) {
  24935. Object3D.prototype.updateMatrixWorld.call( this, force );
  24936. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24937. this.matrixWorld.decompose( position, quaternion, scale );
  24938. orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );
  24939. var panner = this.panner;
  24940. if ( panner.positionX ) {
  24941. // code path for Chrome and Firefox (see #14393)
  24942. var endTime = this.context.currentTime + this.listener.timeDelta;
  24943. panner.positionX.linearRampToValueAtTime( position.x, endTime );
  24944. panner.positionY.linearRampToValueAtTime( position.y, endTime );
  24945. panner.positionZ.linearRampToValueAtTime( position.z, endTime );
  24946. panner.orientationX.linearRampToValueAtTime( orientation.x, endTime );
  24947. panner.orientationY.linearRampToValueAtTime( orientation.y, endTime );
  24948. panner.orientationZ.linearRampToValueAtTime( orientation.z, endTime );
  24949. } else {
  24950. panner.setPosition( position.x, position.y, position.z );
  24951. panner.setOrientation( orientation.x, orientation.y, orientation.z );
  24952. }
  24953. };
  24954. } )()
  24955. } );
  24956. /**
  24957. * @author mrdoob / http://mrdoob.com/
  24958. */
  24959. function AudioAnalyser( audio, fftSize ) {
  24960. this.analyser = audio.context.createAnalyser();
  24961. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24962. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24963. audio.getOutput().connect( this.analyser );
  24964. }
  24965. Object.assign( AudioAnalyser.prototype, {
  24966. getFrequencyData: function () {
  24967. this.analyser.getByteFrequencyData( this.data );
  24968. return this.data;
  24969. },
  24970. getAverageFrequency: function () {
  24971. var value = 0, data = this.getFrequencyData();
  24972. for ( var i = 0; i < data.length; i ++ ) {
  24973. value += data[ i ];
  24974. }
  24975. return value / data.length;
  24976. }
  24977. } );
  24978. /**
  24979. *
  24980. * Buffered scene graph property that allows weighted accumulation.
  24981. *
  24982. *
  24983. * @author Ben Houston / http://clara.io/
  24984. * @author David Sarno / http://lighthaus.us/
  24985. * @author tschw
  24986. */
  24987. function PropertyMixer( binding, typeName, valueSize ) {
  24988. this.binding = binding;
  24989. this.valueSize = valueSize;
  24990. var bufferType = Float64Array,
  24991. mixFunction;
  24992. switch ( typeName ) {
  24993. case 'quaternion':
  24994. mixFunction = this._slerp;
  24995. break;
  24996. case 'string':
  24997. case 'bool':
  24998. bufferType = Array;
  24999. mixFunction = this._select;
  25000. break;
  25001. default:
  25002. mixFunction = this._lerp;
  25003. }
  25004. this.buffer = new bufferType( valueSize * 4 );
  25005. // layout: [ incoming | accu0 | accu1 | orig ]
  25006. //
  25007. // interpolators can use .buffer as their .result
  25008. // the data then goes to 'incoming'
  25009. //
  25010. // 'accu0' and 'accu1' are used frame-interleaved for
  25011. // the cumulative result and are compared to detect
  25012. // changes
  25013. //
  25014. // 'orig' stores the original state of the property
  25015. this._mixBufferRegion = mixFunction;
  25016. this.cumulativeWeight = 0;
  25017. this.useCount = 0;
  25018. this.referenceCount = 0;
  25019. }
  25020. Object.assign( PropertyMixer.prototype, {
  25021. // accumulate data in the 'incoming' region into 'accu<i>'
  25022. accumulate: function ( accuIndex, weight ) {
  25023. // note: happily accumulating nothing when weight = 0, the caller knows
  25024. // the weight and shouldn't have made the call in the first place
  25025. var buffer = this.buffer,
  25026. stride = this.valueSize,
  25027. offset = accuIndex * stride + stride,
  25028. currentWeight = this.cumulativeWeight;
  25029. if ( currentWeight === 0 ) {
  25030. // accuN := incoming * weight
  25031. for ( var i = 0; i !== stride; ++ i ) {
  25032. buffer[ offset + i ] = buffer[ i ];
  25033. }
  25034. currentWeight = weight;
  25035. } else {
  25036. // accuN := accuN + incoming * weight
  25037. currentWeight += weight;
  25038. var mix = weight / currentWeight;
  25039. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25040. }
  25041. this.cumulativeWeight = currentWeight;
  25042. },
  25043. // apply the state of 'accu<i>' to the binding when accus differ
  25044. apply: function ( accuIndex ) {
  25045. var stride = this.valueSize,
  25046. buffer = this.buffer,
  25047. offset = accuIndex * stride + stride,
  25048. weight = this.cumulativeWeight,
  25049. binding = this.binding;
  25050. this.cumulativeWeight = 0;
  25051. if ( weight < 1 ) {
  25052. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25053. var originalValueOffset = stride * 3;
  25054. this._mixBufferRegion(
  25055. buffer, offset, originalValueOffset, 1 - weight, stride );
  25056. }
  25057. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25058. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25059. // value has changed -> update scene graph
  25060. binding.setValue( buffer, offset );
  25061. break;
  25062. }
  25063. }
  25064. },
  25065. // remember the state of the bound property and copy it to both accus
  25066. saveOriginalState: function () {
  25067. var binding = this.binding;
  25068. var buffer = this.buffer,
  25069. stride = this.valueSize,
  25070. originalValueOffset = stride * 3;
  25071. binding.getValue( buffer, originalValueOffset );
  25072. // accu[0..1] := orig -- initially detect changes against the original
  25073. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25074. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25075. }
  25076. this.cumulativeWeight = 0;
  25077. },
  25078. // apply the state previously taken via 'saveOriginalState' to the binding
  25079. restoreOriginalState: function () {
  25080. var originalValueOffset = this.valueSize * 3;
  25081. this.binding.setValue( this.buffer, originalValueOffset );
  25082. },
  25083. // mix functions
  25084. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25085. if ( t >= 0.5 ) {
  25086. for ( var i = 0; i !== stride; ++ i ) {
  25087. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25088. }
  25089. }
  25090. },
  25091. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25092. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25093. },
  25094. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25095. var s = 1 - t;
  25096. for ( var i = 0; i !== stride; ++ i ) {
  25097. var j = dstOffset + i;
  25098. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25099. }
  25100. }
  25101. } );
  25102. /**
  25103. *
  25104. * A reference to a real property in the scene graph.
  25105. *
  25106. *
  25107. * @author Ben Houston / http://clara.io/
  25108. * @author David Sarno / http://lighthaus.us/
  25109. * @author tschw
  25110. */
  25111. // Characters [].:/ are reserved for track binding syntax.
  25112. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25113. function Composite( targetGroup, path, optionalParsedPath ) {
  25114. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25115. this._targetGroup = targetGroup;
  25116. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25117. }
  25118. Object.assign( Composite.prototype, {
  25119. getValue: function ( array, offset ) {
  25120. this.bind(); // bind all binding
  25121. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25122. binding = this._bindings[ firstValidIndex ];
  25123. // and only call .getValue on the first
  25124. if ( binding !== undefined ) binding.getValue( array, offset );
  25125. },
  25126. setValue: function ( array, offset ) {
  25127. var bindings = this._bindings;
  25128. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25129. bindings[ i ].setValue( array, offset );
  25130. }
  25131. },
  25132. bind: function () {
  25133. var bindings = this._bindings;
  25134. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25135. bindings[ i ].bind();
  25136. }
  25137. },
  25138. unbind: function () {
  25139. var bindings = this._bindings;
  25140. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25141. bindings[ i ].unbind();
  25142. }
  25143. }
  25144. } );
  25145. function PropertyBinding( rootNode, path, parsedPath ) {
  25146. this.path = path;
  25147. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25148. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25149. this.rootNode = rootNode;
  25150. }
  25151. Object.assign( PropertyBinding, {
  25152. Composite: Composite,
  25153. create: function ( root, path, parsedPath ) {
  25154. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25155. return new PropertyBinding( root, path, parsedPath );
  25156. } else {
  25157. return new PropertyBinding.Composite( root, path, parsedPath );
  25158. }
  25159. },
  25160. /**
  25161. * Replaces spaces with underscores and removes unsupported characters from
  25162. * node names, to ensure compatibility with parseTrackName().
  25163. *
  25164. * @param {string} name Node name to be sanitized.
  25165. * @return {string}
  25166. */
  25167. sanitizeNodeName: ( function () {
  25168. var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
  25169. return function sanitizeNodeName( name ) {
  25170. return name.replace( /\s/g, '_' ).replace( reservedRe, '' );
  25171. };
  25172. }() ),
  25173. parseTrackName: function () {
  25174. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25175. // only latin characters, and the unicode \p{L} is not yet supported. So
  25176. // instead, we exclude reserved characters and match everything else.
  25177. var wordChar = '[^' + RESERVED_CHARS_RE + ']';
  25178. var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25179. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25180. // be matched to parse the rest of the track name.
  25181. var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
  25182. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25183. var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
  25184. // Object on target node, and accessor. May not contain reserved
  25185. // characters. Accessor may contain any character except closing bracket.
  25186. var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
  25187. // Property and accessor. May not contain reserved characters. Accessor may
  25188. // contain any non-bracket characters.
  25189. var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
  25190. var trackRe = new RegExp( ''
  25191. + '^'
  25192. + directoryRe
  25193. + nodeRe
  25194. + objectRe
  25195. + propertyRe
  25196. + '$'
  25197. );
  25198. var supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25199. return function parseTrackName( trackName ) {
  25200. var matches = trackRe.exec( trackName );
  25201. if ( ! matches ) {
  25202. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25203. }
  25204. var results = {
  25205. // directoryName: matches[ 1 ], // (tschw) currently unused
  25206. nodeName: matches[ 2 ],
  25207. objectName: matches[ 3 ],
  25208. objectIndex: matches[ 4 ],
  25209. propertyName: matches[ 5 ], // required
  25210. propertyIndex: matches[ 6 ]
  25211. };
  25212. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25213. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25214. var objectName = results.nodeName.substring( lastDot + 1 );
  25215. // Object names must be checked against a whitelist. Otherwise, there
  25216. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25217. // 'bar' could be the objectName, or part of a nodeName (which can
  25218. // include '.' characters).
  25219. if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25220. results.nodeName = results.nodeName.substring( 0, lastDot );
  25221. results.objectName = objectName;
  25222. }
  25223. }
  25224. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25225. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25226. }
  25227. return results;
  25228. };
  25229. }(),
  25230. findNode: function ( root, nodeName ) {
  25231. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25232. return root;
  25233. }
  25234. // search into skeleton bones.
  25235. if ( root.skeleton ) {
  25236. var bone = root.skeleton.getBoneByName( nodeName );
  25237. if ( bone !== undefined ) {
  25238. return bone;
  25239. }
  25240. }
  25241. // search into node subtree.
  25242. if ( root.children ) {
  25243. var searchNodeSubtree = function ( children ) {
  25244. for ( var i = 0; i < children.length; i ++ ) {
  25245. var childNode = children[ i ];
  25246. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25247. return childNode;
  25248. }
  25249. var result = searchNodeSubtree( childNode.children );
  25250. if ( result ) return result;
  25251. }
  25252. return null;
  25253. };
  25254. var subTreeNode = searchNodeSubtree( root.children );
  25255. if ( subTreeNode ) {
  25256. return subTreeNode;
  25257. }
  25258. }
  25259. return null;
  25260. }
  25261. } );
  25262. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25263. // these are used to "bind" a nonexistent property
  25264. _getValue_unavailable: function () {},
  25265. _setValue_unavailable: function () {},
  25266. BindingType: {
  25267. Direct: 0,
  25268. EntireArray: 1,
  25269. ArrayElement: 2,
  25270. HasFromToArray: 3
  25271. },
  25272. Versioning: {
  25273. None: 0,
  25274. NeedsUpdate: 1,
  25275. MatrixWorldNeedsUpdate: 2
  25276. },
  25277. GetterByBindingType: [
  25278. function getValue_direct( buffer, offset ) {
  25279. buffer[ offset ] = this.node[ this.propertyName ];
  25280. },
  25281. function getValue_array( buffer, offset ) {
  25282. var source = this.resolvedProperty;
  25283. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25284. buffer[ offset ++ ] = source[ i ];
  25285. }
  25286. },
  25287. function getValue_arrayElement( buffer, offset ) {
  25288. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25289. },
  25290. function getValue_toArray( buffer, offset ) {
  25291. this.resolvedProperty.toArray( buffer, offset );
  25292. }
  25293. ],
  25294. SetterByBindingTypeAndVersioning: [
  25295. [
  25296. // Direct
  25297. function setValue_direct( buffer, offset ) {
  25298. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25299. },
  25300. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25301. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25302. this.targetObject.needsUpdate = true;
  25303. },
  25304. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25305. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25306. this.targetObject.matrixWorldNeedsUpdate = true;
  25307. }
  25308. ], [
  25309. // EntireArray
  25310. function setValue_array( buffer, offset ) {
  25311. var dest = this.resolvedProperty;
  25312. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25313. dest[ i ] = buffer[ offset ++ ];
  25314. }
  25315. },
  25316. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25317. var dest = this.resolvedProperty;
  25318. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25319. dest[ i ] = buffer[ offset ++ ];
  25320. }
  25321. this.targetObject.needsUpdate = true;
  25322. },
  25323. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25324. var dest = this.resolvedProperty;
  25325. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25326. dest[ i ] = buffer[ offset ++ ];
  25327. }
  25328. this.targetObject.matrixWorldNeedsUpdate = true;
  25329. }
  25330. ], [
  25331. // ArrayElement
  25332. function setValue_arrayElement( buffer, offset ) {
  25333. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25334. },
  25335. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25336. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25337. this.targetObject.needsUpdate = true;
  25338. },
  25339. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25340. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25341. this.targetObject.matrixWorldNeedsUpdate = true;
  25342. }
  25343. ], [
  25344. // HasToFromArray
  25345. function setValue_fromArray( buffer, offset ) {
  25346. this.resolvedProperty.fromArray( buffer, offset );
  25347. },
  25348. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25349. this.resolvedProperty.fromArray( buffer, offset );
  25350. this.targetObject.needsUpdate = true;
  25351. },
  25352. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25353. this.resolvedProperty.fromArray( buffer, offset );
  25354. this.targetObject.matrixWorldNeedsUpdate = true;
  25355. }
  25356. ]
  25357. ],
  25358. getValue: function getValue_unbound( targetArray, offset ) {
  25359. this.bind();
  25360. this.getValue( targetArray, offset );
  25361. // Note: This class uses a State pattern on a per-method basis:
  25362. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25363. // prototype version of these methods with one that represents
  25364. // the bound state. When the property is not found, the methods
  25365. // become no-ops.
  25366. },
  25367. setValue: function getValue_unbound( sourceArray, offset ) {
  25368. this.bind();
  25369. this.setValue( sourceArray, offset );
  25370. },
  25371. // create getter / setter pair for a property in the scene graph
  25372. bind: function () {
  25373. var targetObject = this.node,
  25374. parsedPath = this.parsedPath,
  25375. objectName = parsedPath.objectName,
  25376. propertyName = parsedPath.propertyName,
  25377. propertyIndex = parsedPath.propertyIndex;
  25378. if ( ! targetObject ) {
  25379. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25380. this.node = targetObject;
  25381. }
  25382. // set fail state so we can just 'return' on error
  25383. this.getValue = this._getValue_unavailable;
  25384. this.setValue = this._setValue_unavailable;
  25385. // ensure there is a value node
  25386. if ( ! targetObject ) {
  25387. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25388. return;
  25389. }
  25390. if ( objectName ) {
  25391. var objectIndex = parsedPath.objectIndex;
  25392. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25393. switch ( objectName ) {
  25394. case 'materials':
  25395. if ( ! targetObject.material ) {
  25396. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25397. return;
  25398. }
  25399. if ( ! targetObject.material.materials ) {
  25400. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25401. return;
  25402. }
  25403. targetObject = targetObject.material.materials;
  25404. break;
  25405. case 'bones':
  25406. if ( ! targetObject.skeleton ) {
  25407. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25408. return;
  25409. }
  25410. // potential future optimization: skip this if propertyIndex is already an integer
  25411. // and convert the integer string to a true integer.
  25412. targetObject = targetObject.skeleton.bones;
  25413. // support resolving morphTarget names into indices.
  25414. for ( var i = 0; i < targetObject.length; i ++ ) {
  25415. if ( targetObject[ i ].name === objectIndex ) {
  25416. objectIndex = i;
  25417. break;
  25418. }
  25419. }
  25420. break;
  25421. default:
  25422. if ( targetObject[ objectName ] === undefined ) {
  25423. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25424. return;
  25425. }
  25426. targetObject = targetObject[ objectName ];
  25427. }
  25428. if ( objectIndex !== undefined ) {
  25429. if ( targetObject[ objectIndex ] === undefined ) {
  25430. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25431. return;
  25432. }
  25433. targetObject = targetObject[ objectIndex ];
  25434. }
  25435. }
  25436. // resolve property
  25437. var nodeProperty = targetObject[ propertyName ];
  25438. if ( nodeProperty === undefined ) {
  25439. var nodeName = parsedPath.nodeName;
  25440. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25441. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25442. return;
  25443. }
  25444. // determine versioning scheme
  25445. var versioning = this.Versioning.None;
  25446. this.targetObject = targetObject;
  25447. if ( targetObject.needsUpdate !== undefined ) { // material
  25448. versioning = this.Versioning.NeedsUpdate;
  25449. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25450. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25451. }
  25452. // determine how the property gets bound
  25453. var bindingType = this.BindingType.Direct;
  25454. if ( propertyIndex !== undefined ) {
  25455. // access a sub element of the property array (only primitives are supported right now)
  25456. if ( propertyName === "morphTargetInfluences" ) {
  25457. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25458. // support resolving morphTarget names into indices.
  25459. if ( ! targetObject.geometry ) {
  25460. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25461. return;
  25462. }
  25463. if ( targetObject.geometry.isBufferGeometry ) {
  25464. if ( ! targetObject.geometry.morphAttributes ) {
  25465. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25466. return;
  25467. }
  25468. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25469. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25470. propertyIndex = i;
  25471. break;
  25472. }
  25473. }
  25474. } else {
  25475. if ( ! targetObject.geometry.morphTargets ) {
  25476. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25477. return;
  25478. }
  25479. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25480. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25481. propertyIndex = i;
  25482. break;
  25483. }
  25484. }
  25485. }
  25486. }
  25487. bindingType = this.BindingType.ArrayElement;
  25488. this.resolvedProperty = nodeProperty;
  25489. this.propertyIndex = propertyIndex;
  25490. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25491. // must use copy for Object3D.Euler/Quaternion
  25492. bindingType = this.BindingType.HasFromToArray;
  25493. this.resolvedProperty = nodeProperty;
  25494. } else if ( Array.isArray( nodeProperty ) ) {
  25495. bindingType = this.BindingType.EntireArray;
  25496. this.resolvedProperty = nodeProperty;
  25497. } else {
  25498. this.propertyName = propertyName;
  25499. }
  25500. // select getter / setter
  25501. this.getValue = this.GetterByBindingType[ bindingType ];
  25502. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25503. },
  25504. unbind: function () {
  25505. this.node = null;
  25506. // back to the prototype version of getValue / setValue
  25507. // note: avoiding to mutate the shape of 'this' via 'delete'
  25508. this.getValue = this._getValue_unbound;
  25509. this.setValue = this._setValue_unbound;
  25510. }
  25511. } );
  25512. //!\ DECLARE ALIAS AFTER assign prototype !
  25513. Object.assign( PropertyBinding.prototype, {
  25514. // initial state of these methods that calls 'bind'
  25515. _getValue_unbound: PropertyBinding.prototype.getValue,
  25516. _setValue_unbound: PropertyBinding.prototype.setValue,
  25517. } );
  25518. /**
  25519. *
  25520. * A group of objects that receives a shared animation state.
  25521. *
  25522. * Usage:
  25523. *
  25524. * - Add objects you would otherwise pass as 'root' to the
  25525. * constructor or the .clipAction method of AnimationMixer.
  25526. *
  25527. * - Instead pass this object as 'root'.
  25528. *
  25529. * - You can also add and remove objects later when the mixer
  25530. * is running.
  25531. *
  25532. * Note:
  25533. *
  25534. * Objects of this class appear as one object to the mixer,
  25535. * so cache control of the individual objects must be done
  25536. * on the group.
  25537. *
  25538. * Limitation:
  25539. *
  25540. * - The animated properties must be compatible among the
  25541. * all objects in the group.
  25542. *
  25543. * - A single property can either be controlled through a
  25544. * target group or directly, but not both.
  25545. *
  25546. * @author tschw
  25547. */
  25548. function AnimationObjectGroup() {
  25549. this.uuid = _Math.generateUUID();
  25550. // cached objects followed by the active ones
  25551. this._objects = Array.prototype.slice.call( arguments );
  25552. this.nCachedObjects_ = 0; // threshold
  25553. // note: read by PropertyBinding.Composite
  25554. var indices = {};
  25555. this._indicesByUUID = indices; // for bookkeeping
  25556. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25557. indices[ arguments[ i ].uuid ] = i;
  25558. }
  25559. this._paths = []; // inside: string
  25560. this._parsedPaths = []; // inside: { we don't care, here }
  25561. this._bindings = []; // inside: Array< PropertyBinding >
  25562. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25563. var scope = this;
  25564. this.stats = {
  25565. objects: {
  25566. get total() {
  25567. return scope._objects.length;
  25568. },
  25569. get inUse() {
  25570. return this.total - scope.nCachedObjects_;
  25571. }
  25572. },
  25573. get bindingsPerObject() {
  25574. return scope._bindings.length;
  25575. }
  25576. };
  25577. }
  25578. Object.assign( AnimationObjectGroup.prototype, {
  25579. isAnimationObjectGroup: true,
  25580. add: function () {
  25581. var objects = this._objects,
  25582. nObjects = objects.length,
  25583. nCachedObjects = this.nCachedObjects_,
  25584. indicesByUUID = this._indicesByUUID,
  25585. paths = this._paths,
  25586. parsedPaths = this._parsedPaths,
  25587. bindings = this._bindings,
  25588. nBindings = bindings.length,
  25589. knownObject = undefined;
  25590. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25591. var object = arguments[ i ],
  25592. uuid = object.uuid,
  25593. index = indicesByUUID[ uuid ];
  25594. if ( index === undefined ) {
  25595. // unknown object -> add it to the ACTIVE region
  25596. index = nObjects ++;
  25597. indicesByUUID[ uuid ] = index;
  25598. objects.push( object );
  25599. // accounting is done, now do the same for all bindings
  25600. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25601. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25602. }
  25603. } else if ( index < nCachedObjects ) {
  25604. knownObject = objects[ index ];
  25605. // move existing object to the ACTIVE region
  25606. var firstActiveIndex = -- nCachedObjects,
  25607. lastCachedObject = objects[ firstActiveIndex ];
  25608. indicesByUUID[ lastCachedObject.uuid ] = index;
  25609. objects[ index ] = lastCachedObject;
  25610. indicesByUUID[ uuid ] = firstActiveIndex;
  25611. objects[ firstActiveIndex ] = object;
  25612. // accounting is done, now do the same for all bindings
  25613. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25614. var bindingsForPath = bindings[ j ],
  25615. lastCached = bindingsForPath[ firstActiveIndex ],
  25616. binding = bindingsForPath[ index ];
  25617. bindingsForPath[ index ] = lastCached;
  25618. if ( binding === undefined ) {
  25619. // since we do not bother to create new bindings
  25620. // for objects that are cached, the binding may
  25621. // or may not exist
  25622. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25623. }
  25624. bindingsForPath[ firstActiveIndex ] = binding;
  25625. }
  25626. } else if ( objects[ index ] !== knownObject ) {
  25627. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25628. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25629. } // else the object is already where we want it to be
  25630. } // for arguments
  25631. this.nCachedObjects_ = nCachedObjects;
  25632. },
  25633. remove: function () {
  25634. var objects = this._objects,
  25635. nCachedObjects = this.nCachedObjects_,
  25636. indicesByUUID = this._indicesByUUID,
  25637. bindings = this._bindings,
  25638. nBindings = bindings.length;
  25639. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25640. var object = arguments[ i ],
  25641. uuid = object.uuid,
  25642. index = indicesByUUID[ uuid ];
  25643. if ( index !== undefined && index >= nCachedObjects ) {
  25644. // move existing object into the CACHED region
  25645. var lastCachedIndex = nCachedObjects ++,
  25646. firstActiveObject = objects[ lastCachedIndex ];
  25647. indicesByUUID[ firstActiveObject.uuid ] = index;
  25648. objects[ index ] = firstActiveObject;
  25649. indicesByUUID[ uuid ] = lastCachedIndex;
  25650. objects[ lastCachedIndex ] = object;
  25651. // accounting is done, now do the same for all bindings
  25652. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25653. var bindingsForPath = bindings[ j ],
  25654. firstActive = bindingsForPath[ lastCachedIndex ],
  25655. binding = bindingsForPath[ index ];
  25656. bindingsForPath[ index ] = firstActive;
  25657. bindingsForPath[ lastCachedIndex ] = binding;
  25658. }
  25659. }
  25660. } // for arguments
  25661. this.nCachedObjects_ = nCachedObjects;
  25662. },
  25663. // remove & forget
  25664. uncache: function () {
  25665. var objects = this._objects,
  25666. nObjects = objects.length,
  25667. nCachedObjects = this.nCachedObjects_,
  25668. indicesByUUID = this._indicesByUUID,
  25669. bindings = this._bindings,
  25670. nBindings = bindings.length;
  25671. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25672. var object = arguments[ i ],
  25673. uuid = object.uuid,
  25674. index = indicesByUUID[ uuid ];
  25675. if ( index !== undefined ) {
  25676. delete indicesByUUID[ uuid ];
  25677. if ( index < nCachedObjects ) {
  25678. // object is cached, shrink the CACHED region
  25679. var firstActiveIndex = -- nCachedObjects,
  25680. lastCachedObject = objects[ firstActiveIndex ],
  25681. lastIndex = -- nObjects,
  25682. lastObject = objects[ lastIndex ];
  25683. // last cached object takes this object's place
  25684. indicesByUUID[ lastCachedObject.uuid ] = index;
  25685. objects[ index ] = lastCachedObject;
  25686. // last object goes to the activated slot and pop
  25687. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25688. objects[ firstActiveIndex ] = lastObject;
  25689. objects.pop();
  25690. // accounting is done, now do the same for all bindings
  25691. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25692. var bindingsForPath = bindings[ j ],
  25693. lastCached = bindingsForPath[ firstActiveIndex ],
  25694. last = bindingsForPath[ lastIndex ];
  25695. bindingsForPath[ index ] = lastCached;
  25696. bindingsForPath[ firstActiveIndex ] = last;
  25697. bindingsForPath.pop();
  25698. }
  25699. } else {
  25700. // object is active, just swap with the last and pop
  25701. var lastIndex = -- nObjects,
  25702. lastObject = objects[ lastIndex ];
  25703. indicesByUUID[ lastObject.uuid ] = index;
  25704. objects[ index ] = lastObject;
  25705. objects.pop();
  25706. // accounting is done, now do the same for all bindings
  25707. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25708. var bindingsForPath = bindings[ j ];
  25709. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25710. bindingsForPath.pop();
  25711. }
  25712. } // cached or active
  25713. } // if object is known
  25714. } // for arguments
  25715. this.nCachedObjects_ = nCachedObjects;
  25716. },
  25717. // Internal interface used by befriended PropertyBinding.Composite:
  25718. subscribe_: function ( path, parsedPath ) {
  25719. // returns an array of bindings for the given path that is changed
  25720. // according to the contained objects in the group
  25721. var indicesByPath = this._bindingsIndicesByPath,
  25722. index = indicesByPath[ path ],
  25723. bindings = this._bindings;
  25724. if ( index !== undefined ) return bindings[ index ];
  25725. var paths = this._paths,
  25726. parsedPaths = this._parsedPaths,
  25727. objects = this._objects,
  25728. nObjects = objects.length,
  25729. nCachedObjects = this.nCachedObjects_,
  25730. bindingsForPath = new Array( nObjects );
  25731. index = bindings.length;
  25732. indicesByPath[ path ] = index;
  25733. paths.push( path );
  25734. parsedPaths.push( parsedPath );
  25735. bindings.push( bindingsForPath );
  25736. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25737. var object = objects[ i ];
  25738. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25739. }
  25740. return bindingsForPath;
  25741. },
  25742. unsubscribe_: function ( path ) {
  25743. // tells the group to forget about a property path and no longer
  25744. // update the array previously obtained with 'subscribe_'
  25745. var indicesByPath = this._bindingsIndicesByPath,
  25746. index = indicesByPath[ path ];
  25747. if ( index !== undefined ) {
  25748. var paths = this._paths,
  25749. parsedPaths = this._parsedPaths,
  25750. bindings = this._bindings,
  25751. lastBindingsIndex = bindings.length - 1,
  25752. lastBindings = bindings[ lastBindingsIndex ],
  25753. lastBindingsPath = path[ lastBindingsIndex ];
  25754. indicesByPath[ lastBindingsPath ] = index;
  25755. bindings[ index ] = lastBindings;
  25756. bindings.pop();
  25757. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25758. parsedPaths.pop();
  25759. paths[ index ] = paths[ lastBindingsIndex ];
  25760. paths.pop();
  25761. }
  25762. }
  25763. } );
  25764. /**
  25765. *
  25766. * Action provided by AnimationMixer for scheduling clip playback on specific
  25767. * objects.
  25768. *
  25769. * @author Ben Houston / http://clara.io/
  25770. * @author David Sarno / http://lighthaus.us/
  25771. * @author tschw
  25772. *
  25773. */
  25774. function AnimationAction( mixer, clip, localRoot ) {
  25775. this._mixer = mixer;
  25776. this._clip = clip;
  25777. this._localRoot = localRoot || null;
  25778. var tracks = clip.tracks,
  25779. nTracks = tracks.length,
  25780. interpolants = new Array( nTracks );
  25781. var interpolantSettings = {
  25782. endingStart: ZeroCurvatureEnding,
  25783. endingEnd: ZeroCurvatureEnding
  25784. };
  25785. for ( var i = 0; i !== nTracks; ++ i ) {
  25786. var interpolant = tracks[ i ].createInterpolant( null );
  25787. interpolants[ i ] = interpolant;
  25788. interpolant.settings = interpolantSettings;
  25789. }
  25790. this._interpolantSettings = interpolantSettings;
  25791. this._interpolants = interpolants; // bound by the mixer
  25792. // inside: PropertyMixer (managed by the mixer)
  25793. this._propertyBindings = new Array( nTracks );
  25794. this._cacheIndex = null; // for the memory manager
  25795. this._byClipCacheIndex = null; // for the memory manager
  25796. this._timeScaleInterpolant = null;
  25797. this._weightInterpolant = null;
  25798. this.loop = LoopRepeat;
  25799. this._loopCount = - 1;
  25800. // global mixer time when the action is to be started
  25801. // it's set back to 'null' upon start of the action
  25802. this._startTime = null;
  25803. // scaled local time of the action
  25804. // gets clamped or wrapped to 0..clip.duration according to loop
  25805. this.time = 0;
  25806. this.timeScale = 1;
  25807. this._effectiveTimeScale = 1;
  25808. this.weight = 1;
  25809. this._effectiveWeight = 1;
  25810. this.repetitions = Infinity; // no. of repetitions when looping
  25811. this.paused = false; // true -> zero effective time scale
  25812. this.enabled = true; // false -> zero effective weight
  25813. this.clampWhenFinished = false;// keep feeding the last frame?
  25814. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25815. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25816. }
  25817. Object.assign( AnimationAction.prototype, {
  25818. // State & Scheduling
  25819. play: function () {
  25820. this._mixer._activateAction( this );
  25821. return this;
  25822. },
  25823. stop: function () {
  25824. this._mixer._deactivateAction( this );
  25825. return this.reset();
  25826. },
  25827. reset: function () {
  25828. this.paused = false;
  25829. this.enabled = true;
  25830. this.time = 0; // restart clip
  25831. this._loopCount = - 1;// forget previous loops
  25832. this._startTime = null;// forget scheduling
  25833. return this.stopFading().stopWarping();
  25834. },
  25835. isRunning: function () {
  25836. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25837. this._startTime === null && this._mixer._isActiveAction( this );
  25838. },
  25839. // return true when play has been called
  25840. isScheduled: function () {
  25841. return this._mixer._isActiveAction( this );
  25842. },
  25843. startAt: function ( time ) {
  25844. this._startTime = time;
  25845. return this;
  25846. },
  25847. setLoop: function ( mode, repetitions ) {
  25848. this.loop = mode;
  25849. this.repetitions = repetitions;
  25850. return this;
  25851. },
  25852. // Weight
  25853. // set the weight stopping any scheduled fading
  25854. // although .enabled = false yields an effective weight of zero, this
  25855. // method does *not* change .enabled, because it would be confusing
  25856. setEffectiveWeight: function ( weight ) {
  25857. this.weight = weight;
  25858. // note: same logic as when updated at runtime
  25859. this._effectiveWeight = this.enabled ? weight : 0;
  25860. return this.stopFading();
  25861. },
  25862. // return the weight considering fading and .enabled
  25863. getEffectiveWeight: function () {
  25864. return this._effectiveWeight;
  25865. },
  25866. fadeIn: function ( duration ) {
  25867. return this._scheduleFading( duration, 0, 1 );
  25868. },
  25869. fadeOut: function ( duration ) {
  25870. return this._scheduleFading( duration, 1, 0 );
  25871. },
  25872. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25873. fadeOutAction.fadeOut( duration );
  25874. this.fadeIn( duration );
  25875. if ( warp ) {
  25876. var fadeInDuration = this._clip.duration,
  25877. fadeOutDuration = fadeOutAction._clip.duration,
  25878. startEndRatio = fadeOutDuration / fadeInDuration,
  25879. endStartRatio = fadeInDuration / fadeOutDuration;
  25880. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25881. this.warp( endStartRatio, 1.0, duration );
  25882. }
  25883. return this;
  25884. },
  25885. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25886. return fadeInAction.crossFadeFrom( this, duration, warp );
  25887. },
  25888. stopFading: function () {
  25889. var weightInterpolant = this._weightInterpolant;
  25890. if ( weightInterpolant !== null ) {
  25891. this._weightInterpolant = null;
  25892. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25893. }
  25894. return this;
  25895. },
  25896. // Time Scale Control
  25897. // set the time scale stopping any scheduled warping
  25898. // although .paused = true yields an effective time scale of zero, this
  25899. // method does *not* change .paused, because it would be confusing
  25900. setEffectiveTimeScale: function ( timeScale ) {
  25901. this.timeScale = timeScale;
  25902. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25903. return this.stopWarping();
  25904. },
  25905. // return the time scale considering warping and .paused
  25906. getEffectiveTimeScale: function () {
  25907. return this._effectiveTimeScale;
  25908. },
  25909. setDuration: function ( duration ) {
  25910. this.timeScale = this._clip.duration / duration;
  25911. return this.stopWarping();
  25912. },
  25913. syncWith: function ( action ) {
  25914. this.time = action.time;
  25915. this.timeScale = action.timeScale;
  25916. return this.stopWarping();
  25917. },
  25918. halt: function ( duration ) {
  25919. return this.warp( this._effectiveTimeScale, 0, duration );
  25920. },
  25921. warp: function ( startTimeScale, endTimeScale, duration ) {
  25922. var mixer = this._mixer, now = mixer.time,
  25923. interpolant = this._timeScaleInterpolant,
  25924. timeScale = this.timeScale;
  25925. if ( interpolant === null ) {
  25926. interpolant = mixer._lendControlInterpolant();
  25927. this._timeScaleInterpolant = interpolant;
  25928. }
  25929. var times = interpolant.parameterPositions,
  25930. values = interpolant.sampleValues;
  25931. times[ 0 ] = now;
  25932. times[ 1 ] = now + duration;
  25933. values[ 0 ] = startTimeScale / timeScale;
  25934. values[ 1 ] = endTimeScale / timeScale;
  25935. return this;
  25936. },
  25937. stopWarping: function () {
  25938. var timeScaleInterpolant = this._timeScaleInterpolant;
  25939. if ( timeScaleInterpolant !== null ) {
  25940. this._timeScaleInterpolant = null;
  25941. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25942. }
  25943. return this;
  25944. },
  25945. // Object Accessors
  25946. getMixer: function () {
  25947. return this._mixer;
  25948. },
  25949. getClip: function () {
  25950. return this._clip;
  25951. },
  25952. getRoot: function () {
  25953. return this._localRoot || this._mixer._root;
  25954. },
  25955. // Interna
  25956. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25957. // called by the mixer
  25958. if ( ! this.enabled ) {
  25959. // call ._updateWeight() to update ._effectiveWeight
  25960. this._updateWeight( time );
  25961. return;
  25962. }
  25963. var startTime = this._startTime;
  25964. if ( startTime !== null ) {
  25965. // check for scheduled start of action
  25966. var timeRunning = ( time - startTime ) * timeDirection;
  25967. if ( timeRunning < 0 || timeDirection === 0 ) {
  25968. return; // yet to come / don't decide when delta = 0
  25969. }
  25970. // start
  25971. this._startTime = null; // unschedule
  25972. deltaTime = timeDirection * timeRunning;
  25973. }
  25974. // apply time scale and advance time
  25975. deltaTime *= this._updateTimeScale( time );
  25976. var clipTime = this._updateTime( deltaTime );
  25977. // note: _updateTime may disable the action resulting in
  25978. // an effective weight of 0
  25979. var weight = this._updateWeight( time );
  25980. if ( weight > 0 ) {
  25981. var interpolants = this._interpolants;
  25982. var propertyMixers = this._propertyBindings;
  25983. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25984. interpolants[ j ].evaluate( clipTime );
  25985. propertyMixers[ j ].accumulate( accuIndex, weight );
  25986. }
  25987. }
  25988. },
  25989. _updateWeight: function ( time ) {
  25990. var weight = 0;
  25991. if ( this.enabled ) {
  25992. weight = this.weight;
  25993. var interpolant = this._weightInterpolant;
  25994. if ( interpolant !== null ) {
  25995. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25996. weight *= interpolantValue;
  25997. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25998. this.stopFading();
  25999. if ( interpolantValue === 0 ) {
  26000. // faded out, disable
  26001. this.enabled = false;
  26002. }
  26003. }
  26004. }
  26005. }
  26006. this._effectiveWeight = weight;
  26007. return weight;
  26008. },
  26009. _updateTimeScale: function ( time ) {
  26010. var timeScale = 0;
  26011. if ( ! this.paused ) {
  26012. timeScale = this.timeScale;
  26013. var interpolant = this._timeScaleInterpolant;
  26014. if ( interpolant !== null ) {
  26015. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26016. timeScale *= interpolantValue;
  26017. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26018. this.stopWarping();
  26019. if ( timeScale === 0 ) {
  26020. // motion has halted, pause
  26021. this.paused = true;
  26022. } else {
  26023. // warp done - apply final time scale
  26024. this.timeScale = timeScale;
  26025. }
  26026. }
  26027. }
  26028. }
  26029. this._effectiveTimeScale = timeScale;
  26030. return timeScale;
  26031. },
  26032. _updateTime: function ( deltaTime ) {
  26033. var time = this.time + deltaTime;
  26034. var duration = this._clip.duration;
  26035. var loop = this.loop;
  26036. var loopCount = this._loopCount;
  26037. var pingPong = ( loop === LoopPingPong );
  26038. if ( deltaTime === 0 ) {
  26039. if ( loopCount === - 1 ) return time;
  26040. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26041. }
  26042. if ( loop === LoopOnce ) {
  26043. if ( loopCount === - 1 ) {
  26044. // just started
  26045. this._loopCount = 0;
  26046. this._setEndings( true, true, false );
  26047. }
  26048. handle_stop: {
  26049. if ( time >= duration ) {
  26050. time = duration;
  26051. } else if ( time < 0 ) {
  26052. time = 0;
  26053. } else {
  26054. this.time = time;
  26055. break handle_stop;
  26056. }
  26057. if ( this.clampWhenFinished ) this.paused = true;
  26058. else this.enabled = false;
  26059. this.time = time;
  26060. this._mixer.dispatchEvent( {
  26061. type: 'finished', action: this,
  26062. direction: deltaTime < 0 ? - 1 : 1
  26063. } );
  26064. }
  26065. } else { // repetitive Repeat or PingPong
  26066. if ( loopCount === - 1 ) {
  26067. // just started
  26068. if ( deltaTime >= 0 ) {
  26069. loopCount = 0;
  26070. this._setEndings( true, this.repetitions === 0, pingPong );
  26071. } else {
  26072. // when looping in reverse direction, the initial
  26073. // transition through zero counts as a repetition,
  26074. // so leave loopCount at -1
  26075. this._setEndings( this.repetitions === 0, true, pingPong );
  26076. }
  26077. }
  26078. if ( time >= duration || time < 0 ) {
  26079. // wrap around
  26080. var loopDelta = Math.floor( time / duration ); // signed
  26081. time -= duration * loopDelta;
  26082. loopCount += Math.abs( loopDelta );
  26083. var pending = this.repetitions - loopCount;
  26084. if ( pending <= 0 ) {
  26085. // have to stop (switch state, clamp time, fire event)
  26086. if ( this.clampWhenFinished ) this.paused = true;
  26087. else this.enabled = false;
  26088. time = deltaTime > 0 ? duration : 0;
  26089. this.time = time;
  26090. this._mixer.dispatchEvent( {
  26091. type: 'finished', action: this,
  26092. direction: deltaTime > 0 ? 1 : - 1
  26093. } );
  26094. } else {
  26095. // keep running
  26096. if ( pending === 1 ) {
  26097. // entering the last round
  26098. var atStart = deltaTime < 0;
  26099. this._setEndings( atStart, ! atStart, pingPong );
  26100. } else {
  26101. this._setEndings( false, false, pingPong );
  26102. }
  26103. this._loopCount = loopCount;
  26104. this.time = time;
  26105. this._mixer.dispatchEvent( {
  26106. type: 'loop', action: this, loopDelta: loopDelta
  26107. } );
  26108. }
  26109. } else {
  26110. this.time = time;
  26111. }
  26112. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26113. // invert time for the "pong round"
  26114. return duration - time;
  26115. }
  26116. }
  26117. return time;
  26118. },
  26119. _setEndings: function ( atStart, atEnd, pingPong ) {
  26120. var settings = this._interpolantSettings;
  26121. if ( pingPong ) {
  26122. settings.endingStart = ZeroSlopeEnding;
  26123. settings.endingEnd = ZeroSlopeEnding;
  26124. } else {
  26125. // assuming for LoopOnce atStart == atEnd == true
  26126. if ( atStart ) {
  26127. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26128. } else {
  26129. settings.endingStart = WrapAroundEnding;
  26130. }
  26131. if ( atEnd ) {
  26132. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26133. } else {
  26134. settings.endingEnd = WrapAroundEnding;
  26135. }
  26136. }
  26137. },
  26138. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26139. var mixer = this._mixer, now = mixer.time,
  26140. interpolant = this._weightInterpolant;
  26141. if ( interpolant === null ) {
  26142. interpolant = mixer._lendControlInterpolant();
  26143. this._weightInterpolant = interpolant;
  26144. }
  26145. var times = interpolant.parameterPositions,
  26146. values = interpolant.sampleValues;
  26147. times[ 0 ] = now;
  26148. values[ 0 ] = weightNow;
  26149. times[ 1 ] = now + duration;
  26150. values[ 1 ] = weightThen;
  26151. return this;
  26152. }
  26153. } );
  26154. /**
  26155. *
  26156. * Player for AnimationClips.
  26157. *
  26158. *
  26159. * @author Ben Houston / http://clara.io/
  26160. * @author David Sarno / http://lighthaus.us/
  26161. * @author tschw
  26162. */
  26163. function AnimationMixer( root ) {
  26164. this._root = root;
  26165. this._initMemoryManager();
  26166. this._accuIndex = 0;
  26167. this.time = 0;
  26168. this.timeScale = 1.0;
  26169. }
  26170. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26171. constructor: AnimationMixer,
  26172. _bindAction: function ( action, prototypeAction ) {
  26173. var root = action._localRoot || this._root,
  26174. tracks = action._clip.tracks,
  26175. nTracks = tracks.length,
  26176. bindings = action._propertyBindings,
  26177. interpolants = action._interpolants,
  26178. rootUuid = root.uuid,
  26179. bindingsByRoot = this._bindingsByRootAndName,
  26180. bindingsByName = bindingsByRoot[ rootUuid ];
  26181. if ( bindingsByName === undefined ) {
  26182. bindingsByName = {};
  26183. bindingsByRoot[ rootUuid ] = bindingsByName;
  26184. }
  26185. for ( var i = 0; i !== nTracks; ++ i ) {
  26186. var track = tracks[ i ],
  26187. trackName = track.name,
  26188. binding = bindingsByName[ trackName ];
  26189. if ( binding !== undefined ) {
  26190. bindings[ i ] = binding;
  26191. } else {
  26192. binding = bindings[ i ];
  26193. if ( binding !== undefined ) {
  26194. // existing binding, make sure the cache knows
  26195. if ( binding._cacheIndex === null ) {
  26196. ++ binding.referenceCount;
  26197. this._addInactiveBinding( binding, rootUuid, trackName );
  26198. }
  26199. continue;
  26200. }
  26201. var path = prototypeAction && prototypeAction.
  26202. _propertyBindings[ i ].binding.parsedPath;
  26203. binding = new PropertyMixer(
  26204. PropertyBinding.create( root, trackName, path ),
  26205. track.ValueTypeName, track.getValueSize() );
  26206. ++ binding.referenceCount;
  26207. this._addInactiveBinding( binding, rootUuid, trackName );
  26208. bindings[ i ] = binding;
  26209. }
  26210. interpolants[ i ].resultBuffer = binding.buffer;
  26211. }
  26212. },
  26213. _activateAction: function ( action ) {
  26214. if ( ! this._isActiveAction( action ) ) {
  26215. if ( action._cacheIndex === null ) {
  26216. // this action has been forgotten by the cache, but the user
  26217. // appears to be still using it -> rebind
  26218. var rootUuid = ( action._localRoot || this._root ).uuid,
  26219. clipUuid = action._clip.uuid,
  26220. actionsForClip = this._actionsByClip[ clipUuid ];
  26221. this._bindAction( action,
  26222. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26223. this._addInactiveAction( action, clipUuid, rootUuid );
  26224. }
  26225. var bindings = action._propertyBindings;
  26226. // increment reference counts / sort out state
  26227. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26228. var binding = bindings[ i ];
  26229. if ( binding.useCount ++ === 0 ) {
  26230. this._lendBinding( binding );
  26231. binding.saveOriginalState();
  26232. }
  26233. }
  26234. this._lendAction( action );
  26235. }
  26236. },
  26237. _deactivateAction: function ( action ) {
  26238. if ( this._isActiveAction( action ) ) {
  26239. var bindings = action._propertyBindings;
  26240. // decrement reference counts / sort out state
  26241. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26242. var binding = bindings[ i ];
  26243. if ( -- binding.useCount === 0 ) {
  26244. binding.restoreOriginalState();
  26245. this._takeBackBinding( binding );
  26246. }
  26247. }
  26248. this._takeBackAction( action );
  26249. }
  26250. },
  26251. // Memory manager
  26252. _initMemoryManager: function () {
  26253. this._actions = []; // 'nActiveActions' followed by inactive ones
  26254. this._nActiveActions = 0;
  26255. this._actionsByClip = {};
  26256. // inside:
  26257. // {
  26258. // knownActions: Array< AnimationAction > - used as prototypes
  26259. // actionByRoot: AnimationAction - lookup
  26260. // }
  26261. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26262. this._nActiveBindings = 0;
  26263. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26264. this._controlInterpolants = []; // same game as above
  26265. this._nActiveControlInterpolants = 0;
  26266. var scope = this;
  26267. this.stats = {
  26268. actions: {
  26269. get total() {
  26270. return scope._actions.length;
  26271. },
  26272. get inUse() {
  26273. return scope._nActiveActions;
  26274. }
  26275. },
  26276. bindings: {
  26277. get total() {
  26278. return scope._bindings.length;
  26279. },
  26280. get inUse() {
  26281. return scope._nActiveBindings;
  26282. }
  26283. },
  26284. controlInterpolants: {
  26285. get total() {
  26286. return scope._controlInterpolants.length;
  26287. },
  26288. get inUse() {
  26289. return scope._nActiveControlInterpolants;
  26290. }
  26291. }
  26292. };
  26293. },
  26294. // Memory management for AnimationAction objects
  26295. _isActiveAction: function ( action ) {
  26296. var index = action._cacheIndex;
  26297. return index !== null && index < this._nActiveActions;
  26298. },
  26299. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26300. var actions = this._actions,
  26301. actionsByClip = this._actionsByClip,
  26302. actionsForClip = actionsByClip[ clipUuid ];
  26303. if ( actionsForClip === undefined ) {
  26304. actionsForClip = {
  26305. knownActions: [ action ],
  26306. actionByRoot: {}
  26307. };
  26308. action._byClipCacheIndex = 0;
  26309. actionsByClip[ clipUuid ] = actionsForClip;
  26310. } else {
  26311. var knownActions = actionsForClip.knownActions;
  26312. action._byClipCacheIndex = knownActions.length;
  26313. knownActions.push( action );
  26314. }
  26315. action._cacheIndex = actions.length;
  26316. actions.push( action );
  26317. actionsForClip.actionByRoot[ rootUuid ] = action;
  26318. },
  26319. _removeInactiveAction: function ( action ) {
  26320. var actions = this._actions,
  26321. lastInactiveAction = actions[ actions.length - 1 ],
  26322. cacheIndex = action._cacheIndex;
  26323. lastInactiveAction._cacheIndex = cacheIndex;
  26324. actions[ cacheIndex ] = lastInactiveAction;
  26325. actions.pop();
  26326. action._cacheIndex = null;
  26327. var clipUuid = action._clip.uuid,
  26328. actionsByClip = this._actionsByClip,
  26329. actionsForClip = actionsByClip[ clipUuid ],
  26330. knownActionsForClip = actionsForClip.knownActions,
  26331. lastKnownAction =
  26332. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26333. byClipCacheIndex = action._byClipCacheIndex;
  26334. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26335. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26336. knownActionsForClip.pop();
  26337. action._byClipCacheIndex = null;
  26338. var actionByRoot = actionsForClip.actionByRoot,
  26339. rootUuid = ( action._localRoot || this._root ).uuid;
  26340. delete actionByRoot[ rootUuid ];
  26341. if ( knownActionsForClip.length === 0 ) {
  26342. delete actionsByClip[ clipUuid ];
  26343. }
  26344. this._removeInactiveBindingsForAction( action );
  26345. },
  26346. _removeInactiveBindingsForAction: function ( action ) {
  26347. var bindings = action._propertyBindings;
  26348. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26349. var binding = bindings[ i ];
  26350. if ( -- binding.referenceCount === 0 ) {
  26351. this._removeInactiveBinding( binding );
  26352. }
  26353. }
  26354. },
  26355. _lendAction: function ( action ) {
  26356. // [ active actions | inactive actions ]
  26357. // [ active actions >| inactive actions ]
  26358. // s a
  26359. // <-swap->
  26360. // a s
  26361. var actions = this._actions,
  26362. prevIndex = action._cacheIndex,
  26363. lastActiveIndex = this._nActiveActions ++,
  26364. firstInactiveAction = actions[ lastActiveIndex ];
  26365. action._cacheIndex = lastActiveIndex;
  26366. actions[ lastActiveIndex ] = action;
  26367. firstInactiveAction._cacheIndex = prevIndex;
  26368. actions[ prevIndex ] = firstInactiveAction;
  26369. },
  26370. _takeBackAction: function ( action ) {
  26371. // [ active actions | inactive actions ]
  26372. // [ active actions |< inactive actions ]
  26373. // a s
  26374. // <-swap->
  26375. // s a
  26376. var actions = this._actions,
  26377. prevIndex = action._cacheIndex,
  26378. firstInactiveIndex = -- this._nActiveActions,
  26379. lastActiveAction = actions[ firstInactiveIndex ];
  26380. action._cacheIndex = firstInactiveIndex;
  26381. actions[ firstInactiveIndex ] = action;
  26382. lastActiveAction._cacheIndex = prevIndex;
  26383. actions[ prevIndex ] = lastActiveAction;
  26384. },
  26385. // Memory management for PropertyMixer objects
  26386. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26387. var bindingsByRoot = this._bindingsByRootAndName,
  26388. bindingByName = bindingsByRoot[ rootUuid ],
  26389. bindings = this._bindings;
  26390. if ( bindingByName === undefined ) {
  26391. bindingByName = {};
  26392. bindingsByRoot[ rootUuid ] = bindingByName;
  26393. }
  26394. bindingByName[ trackName ] = binding;
  26395. binding._cacheIndex = bindings.length;
  26396. bindings.push( binding );
  26397. },
  26398. _removeInactiveBinding: function ( binding ) {
  26399. var bindings = this._bindings,
  26400. propBinding = binding.binding,
  26401. rootUuid = propBinding.rootNode.uuid,
  26402. trackName = propBinding.path,
  26403. bindingsByRoot = this._bindingsByRootAndName,
  26404. bindingByName = bindingsByRoot[ rootUuid ],
  26405. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26406. cacheIndex = binding._cacheIndex;
  26407. lastInactiveBinding._cacheIndex = cacheIndex;
  26408. bindings[ cacheIndex ] = lastInactiveBinding;
  26409. bindings.pop();
  26410. delete bindingByName[ trackName ];
  26411. if ( Object.keys( bindingByName ).length === 0 ) {
  26412. delete bindingsByRoot[ rootUuid ];
  26413. }
  26414. },
  26415. _lendBinding: function ( binding ) {
  26416. var bindings = this._bindings,
  26417. prevIndex = binding._cacheIndex,
  26418. lastActiveIndex = this._nActiveBindings ++,
  26419. firstInactiveBinding = bindings[ lastActiveIndex ];
  26420. binding._cacheIndex = lastActiveIndex;
  26421. bindings[ lastActiveIndex ] = binding;
  26422. firstInactiveBinding._cacheIndex = prevIndex;
  26423. bindings[ prevIndex ] = firstInactiveBinding;
  26424. },
  26425. _takeBackBinding: function ( binding ) {
  26426. var bindings = this._bindings,
  26427. prevIndex = binding._cacheIndex,
  26428. firstInactiveIndex = -- this._nActiveBindings,
  26429. lastActiveBinding = bindings[ firstInactiveIndex ];
  26430. binding._cacheIndex = firstInactiveIndex;
  26431. bindings[ firstInactiveIndex ] = binding;
  26432. lastActiveBinding._cacheIndex = prevIndex;
  26433. bindings[ prevIndex ] = lastActiveBinding;
  26434. },
  26435. // Memory management of Interpolants for weight and time scale
  26436. _lendControlInterpolant: function () {
  26437. var interpolants = this._controlInterpolants,
  26438. lastActiveIndex = this._nActiveControlInterpolants ++,
  26439. interpolant = interpolants[ lastActiveIndex ];
  26440. if ( interpolant === undefined ) {
  26441. interpolant = new LinearInterpolant(
  26442. new Float32Array( 2 ), new Float32Array( 2 ),
  26443. 1, this._controlInterpolantsResultBuffer );
  26444. interpolant.__cacheIndex = lastActiveIndex;
  26445. interpolants[ lastActiveIndex ] = interpolant;
  26446. }
  26447. return interpolant;
  26448. },
  26449. _takeBackControlInterpolant: function ( interpolant ) {
  26450. var interpolants = this._controlInterpolants,
  26451. prevIndex = interpolant.__cacheIndex,
  26452. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26453. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26454. interpolant.__cacheIndex = firstInactiveIndex;
  26455. interpolants[ firstInactiveIndex ] = interpolant;
  26456. lastActiveInterpolant.__cacheIndex = prevIndex;
  26457. interpolants[ prevIndex ] = lastActiveInterpolant;
  26458. },
  26459. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26460. // return an action for a clip optionally using a custom root target
  26461. // object (this method allocates a lot of dynamic memory in case a
  26462. // previously unknown clip/root combination is specified)
  26463. clipAction: function ( clip, optionalRoot ) {
  26464. var root = optionalRoot || this._root,
  26465. rootUuid = root.uuid,
  26466. clipObject = typeof clip === 'string' ?
  26467. AnimationClip.findByName( root, clip ) : clip,
  26468. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26469. actionsForClip = this._actionsByClip[ clipUuid ],
  26470. prototypeAction = null;
  26471. if ( actionsForClip !== undefined ) {
  26472. var existingAction =
  26473. actionsForClip.actionByRoot[ rootUuid ];
  26474. if ( existingAction !== undefined ) {
  26475. return existingAction;
  26476. }
  26477. // we know the clip, so we don't have to parse all
  26478. // the bindings again but can just copy
  26479. prototypeAction = actionsForClip.knownActions[ 0 ];
  26480. // also, take the clip from the prototype action
  26481. if ( clipObject === null )
  26482. clipObject = prototypeAction._clip;
  26483. }
  26484. // clip must be known when specified via string
  26485. if ( clipObject === null ) return null;
  26486. // allocate all resources required to run it
  26487. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26488. this._bindAction( newAction, prototypeAction );
  26489. // and make the action known to the memory manager
  26490. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26491. return newAction;
  26492. },
  26493. // get an existing action
  26494. existingAction: function ( clip, optionalRoot ) {
  26495. var root = optionalRoot || this._root,
  26496. rootUuid = root.uuid,
  26497. clipObject = typeof clip === 'string' ?
  26498. AnimationClip.findByName( root, clip ) : clip,
  26499. clipUuid = clipObject ? clipObject.uuid : clip,
  26500. actionsForClip = this._actionsByClip[ clipUuid ];
  26501. if ( actionsForClip !== undefined ) {
  26502. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26503. }
  26504. return null;
  26505. },
  26506. // deactivates all previously scheduled actions
  26507. stopAllAction: function () {
  26508. var actions = this._actions,
  26509. nActions = this._nActiveActions,
  26510. bindings = this._bindings,
  26511. nBindings = this._nActiveBindings;
  26512. this._nActiveActions = 0;
  26513. this._nActiveBindings = 0;
  26514. for ( var i = 0; i !== nActions; ++ i ) {
  26515. actions[ i ].reset();
  26516. }
  26517. for ( var i = 0; i !== nBindings; ++ i ) {
  26518. bindings[ i ].useCount = 0;
  26519. }
  26520. return this;
  26521. },
  26522. // advance the time and update apply the animation
  26523. update: function ( deltaTime ) {
  26524. deltaTime *= this.timeScale;
  26525. var actions = this._actions,
  26526. nActions = this._nActiveActions,
  26527. time = this.time += deltaTime,
  26528. timeDirection = Math.sign( deltaTime ),
  26529. accuIndex = this._accuIndex ^= 1;
  26530. // run active actions
  26531. for ( var i = 0; i !== nActions; ++ i ) {
  26532. var action = actions[ i ];
  26533. action._update( time, deltaTime, timeDirection, accuIndex );
  26534. }
  26535. // update scene graph
  26536. var bindings = this._bindings,
  26537. nBindings = this._nActiveBindings;
  26538. for ( var i = 0; i !== nBindings; ++ i ) {
  26539. bindings[ i ].apply( accuIndex );
  26540. }
  26541. return this;
  26542. },
  26543. // return this mixer's root target object
  26544. getRoot: function () {
  26545. return this._root;
  26546. },
  26547. // free all resources specific to a particular clip
  26548. uncacheClip: function ( clip ) {
  26549. var actions = this._actions,
  26550. clipUuid = clip.uuid,
  26551. actionsByClip = this._actionsByClip,
  26552. actionsForClip = actionsByClip[ clipUuid ];
  26553. if ( actionsForClip !== undefined ) {
  26554. // note: just calling _removeInactiveAction would mess up the
  26555. // iteration state and also require updating the state we can
  26556. // just throw away
  26557. var actionsToRemove = actionsForClip.knownActions;
  26558. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26559. var action = actionsToRemove[ i ];
  26560. this._deactivateAction( action );
  26561. var cacheIndex = action._cacheIndex,
  26562. lastInactiveAction = actions[ actions.length - 1 ];
  26563. action._cacheIndex = null;
  26564. action._byClipCacheIndex = null;
  26565. lastInactiveAction._cacheIndex = cacheIndex;
  26566. actions[ cacheIndex ] = lastInactiveAction;
  26567. actions.pop();
  26568. this._removeInactiveBindingsForAction( action );
  26569. }
  26570. delete actionsByClip[ clipUuid ];
  26571. }
  26572. },
  26573. // free all resources specific to a particular root target object
  26574. uncacheRoot: function ( root ) {
  26575. var rootUuid = root.uuid,
  26576. actionsByClip = this._actionsByClip;
  26577. for ( var clipUuid in actionsByClip ) {
  26578. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26579. action = actionByRoot[ rootUuid ];
  26580. if ( action !== undefined ) {
  26581. this._deactivateAction( action );
  26582. this._removeInactiveAction( action );
  26583. }
  26584. }
  26585. var bindingsByRoot = this._bindingsByRootAndName,
  26586. bindingByName = bindingsByRoot[ rootUuid ];
  26587. if ( bindingByName !== undefined ) {
  26588. for ( var trackName in bindingByName ) {
  26589. var binding = bindingByName[ trackName ];
  26590. binding.restoreOriginalState();
  26591. this._removeInactiveBinding( binding );
  26592. }
  26593. }
  26594. },
  26595. // remove a targeted clip from the cache
  26596. uncacheAction: function ( clip, optionalRoot ) {
  26597. var action = this.existingAction( clip, optionalRoot );
  26598. if ( action !== null ) {
  26599. this._deactivateAction( action );
  26600. this._removeInactiveAction( action );
  26601. }
  26602. }
  26603. } );
  26604. /**
  26605. * @author mrdoob / http://mrdoob.com/
  26606. */
  26607. function Uniform( value ) {
  26608. if ( typeof value === 'string' ) {
  26609. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26610. value = arguments[ 1 ];
  26611. }
  26612. this.value = value;
  26613. }
  26614. Uniform.prototype.clone = function () {
  26615. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26616. };
  26617. /**
  26618. * @author benaadams / https://twitter.com/ben_a_adams
  26619. */
  26620. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26621. InterleavedBuffer.call( this, array, stride );
  26622. this.meshPerAttribute = meshPerAttribute || 1;
  26623. }
  26624. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26625. constructor: InstancedInterleavedBuffer,
  26626. isInstancedInterleavedBuffer: true,
  26627. copy: function ( source ) {
  26628. InterleavedBuffer.prototype.copy.call( this, source );
  26629. this.meshPerAttribute = source.meshPerAttribute;
  26630. return this;
  26631. }
  26632. } );
  26633. /**
  26634. * @author mrdoob / http://mrdoob.com/
  26635. * @author bhouston / http://clara.io/
  26636. * @author stephomi / http://stephaneginier.com/
  26637. */
  26638. function Raycaster( origin, direction, near, far ) {
  26639. this.ray = new Ray( origin, direction );
  26640. // direction is assumed to be normalized (for accurate distance calculations)
  26641. this.near = near || 0;
  26642. this.far = far || Infinity;
  26643. this.params = {
  26644. Mesh: {},
  26645. Line: {},
  26646. LOD: {},
  26647. Points: { threshold: 1 },
  26648. Sprite: {}
  26649. };
  26650. Object.defineProperties( this.params, {
  26651. PointCloud: {
  26652. get: function () {
  26653. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26654. return this.Points;
  26655. }
  26656. }
  26657. } );
  26658. }
  26659. function ascSort( a, b ) {
  26660. return a.distance - b.distance;
  26661. }
  26662. function intersectObject( object, raycaster, intersects, recursive ) {
  26663. if ( object.visible === false ) return;
  26664. object.raycast( raycaster, intersects );
  26665. if ( recursive === true ) {
  26666. var children = object.children;
  26667. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26668. intersectObject( children[ i ], raycaster, intersects, true );
  26669. }
  26670. }
  26671. }
  26672. Object.assign( Raycaster.prototype, {
  26673. linePrecision: 1,
  26674. set: function ( origin, direction ) {
  26675. // direction is assumed to be normalized (for accurate distance calculations)
  26676. this.ray.set( origin, direction );
  26677. },
  26678. setFromCamera: function ( coords, camera ) {
  26679. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26680. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26681. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26682. this._camera = camera;
  26683. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26684. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26685. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26686. this._camera = camera;
  26687. } else {
  26688. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26689. }
  26690. },
  26691. intersectObject: function ( object, recursive, optionalTarget ) {
  26692. var intersects = optionalTarget || [];
  26693. intersectObject( object, this, intersects, recursive );
  26694. intersects.sort( ascSort );
  26695. return intersects;
  26696. },
  26697. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26698. var intersects = optionalTarget || [];
  26699. if ( Array.isArray( objects ) === false ) {
  26700. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26701. return intersects;
  26702. }
  26703. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26704. intersectObject( objects[ i ], this, intersects, recursive );
  26705. }
  26706. intersects.sort( ascSort );
  26707. return intersects;
  26708. }
  26709. } );
  26710. /**
  26711. * @author bhouston / http://clara.io
  26712. * @author WestLangley / http://github.com/WestLangley
  26713. *
  26714. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26715. *
  26716. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26717. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26718. */
  26719. function Spherical( radius, phi, theta ) {
  26720. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26721. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26722. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26723. return this;
  26724. }
  26725. Object.assign( Spherical.prototype, {
  26726. set: function ( radius, phi, theta ) {
  26727. this.radius = radius;
  26728. this.phi = phi;
  26729. this.theta = theta;
  26730. return this;
  26731. },
  26732. clone: function () {
  26733. return new this.constructor().copy( this );
  26734. },
  26735. copy: function ( other ) {
  26736. this.radius = other.radius;
  26737. this.phi = other.phi;
  26738. this.theta = other.theta;
  26739. return this;
  26740. },
  26741. // restrict phi to be betwee EPS and PI-EPS
  26742. makeSafe: function () {
  26743. var EPS = 0.000001;
  26744. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26745. return this;
  26746. },
  26747. setFromVector3: function ( v ) {
  26748. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26749. },
  26750. setFromCartesianCoords: function ( x, y, z ) {
  26751. this.radius = Math.sqrt( x * x + y * y + z * z );
  26752. if ( this.radius === 0 ) {
  26753. this.theta = 0;
  26754. this.phi = 0;
  26755. } else {
  26756. this.theta = Math.atan2( x, z );
  26757. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26758. }
  26759. return this;
  26760. }
  26761. } );
  26762. /**
  26763. * @author Mugen87 / https://github.com/Mugen87
  26764. *
  26765. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26766. *
  26767. */
  26768. function Cylindrical( radius, theta, y ) {
  26769. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26770. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26771. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26772. return this;
  26773. }
  26774. Object.assign( Cylindrical.prototype, {
  26775. set: function ( radius, theta, y ) {
  26776. this.radius = radius;
  26777. this.theta = theta;
  26778. this.y = y;
  26779. return this;
  26780. },
  26781. clone: function () {
  26782. return new this.constructor().copy( this );
  26783. },
  26784. copy: function ( other ) {
  26785. this.radius = other.radius;
  26786. this.theta = other.theta;
  26787. this.y = other.y;
  26788. return this;
  26789. },
  26790. setFromVector3: function ( v ) {
  26791. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26792. },
  26793. setFromCartesianCoords: function ( x, y, z ) {
  26794. this.radius = Math.sqrt( x * x + z * z );
  26795. this.theta = Math.atan2( x, z );
  26796. this.y = y;
  26797. return this;
  26798. }
  26799. } );
  26800. /**
  26801. * @author bhouston / http://clara.io
  26802. */
  26803. function Box2( min, max ) {
  26804. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26805. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26806. }
  26807. Object.assign( Box2.prototype, {
  26808. set: function ( min, max ) {
  26809. this.min.copy( min );
  26810. this.max.copy( max );
  26811. return this;
  26812. },
  26813. setFromPoints: function ( points ) {
  26814. this.makeEmpty();
  26815. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26816. this.expandByPoint( points[ i ] );
  26817. }
  26818. return this;
  26819. },
  26820. setFromCenterAndSize: function () {
  26821. var v1 = new Vector2();
  26822. return function setFromCenterAndSize( center, size ) {
  26823. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  26824. this.min.copy( center ).sub( halfSize );
  26825. this.max.copy( center ).add( halfSize );
  26826. return this;
  26827. };
  26828. }(),
  26829. clone: function () {
  26830. return new this.constructor().copy( this );
  26831. },
  26832. copy: function ( box ) {
  26833. this.min.copy( box.min );
  26834. this.max.copy( box.max );
  26835. return this;
  26836. },
  26837. makeEmpty: function () {
  26838. this.min.x = this.min.y = + Infinity;
  26839. this.max.x = this.max.y = - Infinity;
  26840. return this;
  26841. },
  26842. isEmpty: function () {
  26843. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26844. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26845. },
  26846. getCenter: function ( target ) {
  26847. if ( target === undefined ) {
  26848. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26849. target = new Vector2();
  26850. }
  26851. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26852. },
  26853. getSize: function ( target ) {
  26854. if ( target === undefined ) {
  26855. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26856. target = new Vector2();
  26857. }
  26858. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26859. },
  26860. expandByPoint: function ( point ) {
  26861. this.min.min( point );
  26862. this.max.max( point );
  26863. return this;
  26864. },
  26865. expandByVector: function ( vector ) {
  26866. this.min.sub( vector );
  26867. this.max.add( vector );
  26868. return this;
  26869. },
  26870. expandByScalar: function ( scalar ) {
  26871. this.min.addScalar( - scalar );
  26872. this.max.addScalar( scalar );
  26873. return this;
  26874. },
  26875. containsPoint: function ( point ) {
  26876. return point.x < this.min.x || point.x > this.max.x ||
  26877. point.y < this.min.y || point.y > this.max.y ? false : true;
  26878. },
  26879. containsBox: function ( box ) {
  26880. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26881. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26882. },
  26883. getParameter: function ( point, target ) {
  26884. // This can potentially have a divide by zero if the box
  26885. // has a size dimension of 0.
  26886. if ( target === undefined ) {
  26887. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26888. target = new Vector2();
  26889. }
  26890. return target.set(
  26891. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26892. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26893. );
  26894. },
  26895. intersectsBox: function ( box ) {
  26896. // using 4 splitting planes to rule out intersections
  26897. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26898. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26899. },
  26900. clampPoint: function ( point, target ) {
  26901. if ( target === undefined ) {
  26902. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26903. target = new Vector2();
  26904. }
  26905. return target.copy( point ).clamp( this.min, this.max );
  26906. },
  26907. distanceToPoint: function () {
  26908. var v1 = new Vector2();
  26909. return function distanceToPoint( point ) {
  26910. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  26911. return clampedPoint.sub( point ).length();
  26912. };
  26913. }(),
  26914. intersect: function ( box ) {
  26915. this.min.max( box.min );
  26916. this.max.min( box.max );
  26917. return this;
  26918. },
  26919. union: function ( box ) {
  26920. this.min.min( box.min );
  26921. this.max.max( box.max );
  26922. return this;
  26923. },
  26924. translate: function ( offset ) {
  26925. this.min.add( offset );
  26926. this.max.add( offset );
  26927. return this;
  26928. },
  26929. equals: function ( box ) {
  26930. return box.min.equals( this.min ) && box.max.equals( this.max );
  26931. }
  26932. } );
  26933. /**
  26934. * @author bhouston / http://clara.io
  26935. */
  26936. var _startP, _startEnd;
  26937. function Line3( start, end ) {
  26938. this.start = ( start !== undefined ) ? start : new Vector3();
  26939. this.end = ( end !== undefined ) ? end : new Vector3();
  26940. }
  26941. Object.assign( Line3.prototype, {
  26942. set: function ( start, end ) {
  26943. this.start.copy( start );
  26944. this.end.copy( end );
  26945. return this;
  26946. },
  26947. clone: function () {
  26948. return new this.constructor().copy( this );
  26949. },
  26950. copy: function ( line ) {
  26951. this.start.copy( line.start );
  26952. this.end.copy( line.end );
  26953. return this;
  26954. },
  26955. getCenter: function ( target ) {
  26956. if ( target === undefined ) {
  26957. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26958. target = new Vector3();
  26959. }
  26960. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26961. },
  26962. delta: function ( target ) {
  26963. if ( target === undefined ) {
  26964. console.warn( 'THREE.Line3: .delta() target is now required' );
  26965. target = new Vector3();
  26966. }
  26967. return target.subVectors( this.end, this.start );
  26968. },
  26969. distanceSq: function () {
  26970. return this.start.distanceToSquared( this.end );
  26971. },
  26972. distance: function () {
  26973. return this.start.distanceTo( this.end );
  26974. },
  26975. at: function ( t, target ) {
  26976. if ( target === undefined ) {
  26977. console.warn( 'THREE.Line3: .at() target is now required' );
  26978. target = new Vector3();
  26979. }
  26980. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26981. },
  26982. closestPointToPointParameter: function ( point, clampToLine ) {
  26983. if ( _startP === undefined ) {
  26984. _startP = new Vector3();
  26985. _startEnd = new Vector3();
  26986. }
  26987. _startP.subVectors( point, this.start );
  26988. _startEnd.subVectors( this.end, this.start );
  26989. var startEnd2 = _startEnd.dot( _startEnd );
  26990. var startEnd_startP = _startEnd.dot( _startP );
  26991. var t = startEnd_startP / startEnd2;
  26992. if ( clampToLine ) {
  26993. t = _Math.clamp( t, 0, 1 );
  26994. }
  26995. return t;
  26996. },
  26997. closestPointToPoint: function ( point, clampToLine, target ) {
  26998. var t = this.closestPointToPointParameter( point, clampToLine );
  26999. if ( target === undefined ) {
  27000. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27001. target = new Vector3();
  27002. }
  27003. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27004. },
  27005. applyMatrix4: function ( matrix ) {
  27006. this.start.applyMatrix4( matrix );
  27007. this.end.applyMatrix4( matrix );
  27008. return this;
  27009. },
  27010. equals: function ( line ) {
  27011. return line.start.equals( this.start ) && line.end.equals( this.end );
  27012. }
  27013. } );
  27014. /**
  27015. * @author alteredq / http://alteredqualia.com/
  27016. */
  27017. function ImmediateRenderObject( material ) {
  27018. Object3D.call( this );
  27019. this.material = material;
  27020. this.render = function ( /* renderCallback */ ) {};
  27021. }
  27022. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27023. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27024. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27025. /**
  27026. * @author mrdoob / http://mrdoob.com/
  27027. * @author WestLangley / http://github.com/WestLangley
  27028. */
  27029. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27030. this.object = object;
  27031. this.size = ( size !== undefined ) ? size : 1;
  27032. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27033. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27034. //
  27035. var nNormals = 0;
  27036. var objGeometry = this.object.geometry;
  27037. if ( objGeometry && objGeometry.isGeometry ) {
  27038. nNormals = objGeometry.faces.length * 3;
  27039. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27040. nNormals = objGeometry.attributes.normal.count;
  27041. }
  27042. //
  27043. var geometry = new BufferGeometry();
  27044. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27045. geometry.addAttribute( 'position', positions );
  27046. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27047. //
  27048. this.matrixAutoUpdate = false;
  27049. this.update();
  27050. }
  27051. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27052. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27053. VertexNormalsHelper.prototype.update = ( function () {
  27054. var v1 = new Vector3();
  27055. var v2 = new Vector3();
  27056. var normalMatrix = new Matrix3();
  27057. return function update() {
  27058. var keys = [ 'a', 'b', 'c' ];
  27059. this.object.updateMatrixWorld( true );
  27060. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  27061. var matrixWorld = this.object.matrixWorld;
  27062. var position = this.geometry.attributes.position;
  27063. //
  27064. var objGeometry = this.object.geometry;
  27065. if ( objGeometry && objGeometry.isGeometry ) {
  27066. var vertices = objGeometry.vertices;
  27067. var faces = objGeometry.faces;
  27068. var idx = 0;
  27069. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27070. var face = faces[ i ];
  27071. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27072. var vertex = vertices[ face[ keys[ j ] ] ];
  27073. var normal = face.vertexNormals[ j ];
  27074. v1.copy( vertex ).applyMatrix4( matrixWorld );
  27075. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  27076. position.setXYZ( idx, v1.x, v1.y, v1.z );
  27077. idx = idx + 1;
  27078. position.setXYZ( idx, v2.x, v2.y, v2.z );
  27079. idx = idx + 1;
  27080. }
  27081. }
  27082. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27083. var objPos = objGeometry.attributes.position;
  27084. var objNorm = objGeometry.attributes.normal;
  27085. var idx = 0;
  27086. // for simplicity, ignore index and drawcalls, and render every normal
  27087. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27088. v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27089. v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27090. v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  27091. position.setXYZ( idx, v1.x, v1.y, v1.z );
  27092. idx = idx + 1;
  27093. position.setXYZ( idx, v2.x, v2.y, v2.z );
  27094. idx = idx + 1;
  27095. }
  27096. }
  27097. position.needsUpdate = true;
  27098. };
  27099. }() );
  27100. /**
  27101. * @author alteredq / http://alteredqualia.com/
  27102. * @author mrdoob / http://mrdoob.com/
  27103. * @author WestLangley / http://github.com/WestLangley
  27104. */
  27105. function SpotLightHelper( light, color ) {
  27106. Object3D.call( this );
  27107. this.light = light;
  27108. this.light.updateMatrixWorld();
  27109. this.matrix = light.matrixWorld;
  27110. this.matrixAutoUpdate = false;
  27111. this.color = color;
  27112. var geometry = new BufferGeometry();
  27113. var positions = [
  27114. 0, 0, 0, 0, 0, 1,
  27115. 0, 0, 0, 1, 0, 1,
  27116. 0, 0, 0, - 1, 0, 1,
  27117. 0, 0, 0, 0, 1, 1,
  27118. 0, 0, 0, 0, - 1, 1
  27119. ];
  27120. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27121. var p1 = ( i / l ) * Math.PI * 2;
  27122. var p2 = ( j / l ) * Math.PI * 2;
  27123. positions.push(
  27124. Math.cos( p1 ), Math.sin( p1 ), 1,
  27125. Math.cos( p2 ), Math.sin( p2 ), 1
  27126. );
  27127. }
  27128. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27129. var material = new LineBasicMaterial( { fog: false } );
  27130. this.cone = new LineSegments( geometry, material );
  27131. this.add( this.cone );
  27132. this.update();
  27133. }
  27134. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27135. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27136. SpotLightHelper.prototype.dispose = function () {
  27137. this.cone.geometry.dispose();
  27138. this.cone.material.dispose();
  27139. };
  27140. SpotLightHelper.prototype.update = function () {
  27141. var vector = new Vector3();
  27142. return function update() {
  27143. this.light.updateMatrixWorld();
  27144. var coneLength = this.light.distance ? this.light.distance : 1000;
  27145. var coneWidth = coneLength * Math.tan( this.light.angle );
  27146. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27147. vector.setFromMatrixPosition( this.light.target.matrixWorld );
  27148. this.cone.lookAt( vector );
  27149. if ( this.color !== undefined ) {
  27150. this.cone.material.color.set( this.color );
  27151. } else {
  27152. this.cone.material.color.copy( this.light.color );
  27153. }
  27154. };
  27155. }();
  27156. /**
  27157. * @author Sean Griffin / http://twitter.com/sgrif
  27158. * @author Michael Guerrero / http://realitymeltdown.com
  27159. * @author mrdoob / http://mrdoob.com/
  27160. * @author ikerr / http://verold.com
  27161. * @author Mugen87 / https://github.com/Mugen87
  27162. */
  27163. function getBoneList( object ) {
  27164. var boneList = [];
  27165. if ( object && object.isBone ) {
  27166. boneList.push( object );
  27167. }
  27168. for ( var i = 0; i < object.children.length; i ++ ) {
  27169. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27170. }
  27171. return boneList;
  27172. }
  27173. function SkeletonHelper( object ) {
  27174. var bones = getBoneList( object );
  27175. var geometry = new BufferGeometry();
  27176. var vertices = [];
  27177. var colors = [];
  27178. var color1 = new Color( 0, 0, 1 );
  27179. var color2 = new Color( 0, 1, 0 );
  27180. for ( var i = 0; i < bones.length; i ++ ) {
  27181. var bone = bones[ i ];
  27182. if ( bone.parent && bone.parent.isBone ) {
  27183. vertices.push( 0, 0, 0 );
  27184. vertices.push( 0, 0, 0 );
  27185. colors.push( color1.r, color1.g, color1.b );
  27186. colors.push( color2.r, color2.g, color2.b );
  27187. }
  27188. }
  27189. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27190. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27191. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27192. LineSegments.call( this, geometry, material );
  27193. this.root = object;
  27194. this.bones = bones;
  27195. this.matrix = object.matrixWorld;
  27196. this.matrixAutoUpdate = false;
  27197. }
  27198. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27199. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27200. SkeletonHelper.prototype.updateMatrixWorld = function () {
  27201. var vector = new Vector3();
  27202. var boneMatrix = new Matrix4();
  27203. var matrixWorldInv = new Matrix4();
  27204. return function updateMatrixWorld( force ) {
  27205. var bones = this.bones;
  27206. var geometry = this.geometry;
  27207. var position = geometry.getAttribute( 'position' );
  27208. matrixWorldInv.getInverse( this.root.matrixWorld );
  27209. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27210. var bone = bones[ i ];
  27211. if ( bone.parent && bone.parent.isBone ) {
  27212. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  27213. vector.setFromMatrixPosition( boneMatrix );
  27214. position.setXYZ( j, vector.x, vector.y, vector.z );
  27215. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  27216. vector.setFromMatrixPosition( boneMatrix );
  27217. position.setXYZ( j + 1, vector.x, vector.y, vector.z );
  27218. j += 2;
  27219. }
  27220. }
  27221. geometry.getAttribute( 'position' ).needsUpdate = true;
  27222. Object3D.prototype.updateMatrixWorld.call( this, force );
  27223. };
  27224. }();
  27225. /**
  27226. * @author alteredq / http://alteredqualia.com/
  27227. * @author mrdoob / http://mrdoob.com/
  27228. */
  27229. function PointLightHelper( light, sphereSize, color ) {
  27230. this.light = light;
  27231. this.light.updateMatrixWorld();
  27232. this.color = color;
  27233. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27234. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27235. Mesh.call( this, geometry, material );
  27236. this.matrix = this.light.matrixWorld;
  27237. this.matrixAutoUpdate = false;
  27238. this.update();
  27239. /*
  27240. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27241. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27242. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27243. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27244. var d = light.distance;
  27245. if ( d === 0.0 ) {
  27246. this.lightDistance.visible = false;
  27247. } else {
  27248. this.lightDistance.scale.set( d, d, d );
  27249. }
  27250. this.add( this.lightDistance );
  27251. */
  27252. }
  27253. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27254. PointLightHelper.prototype.constructor = PointLightHelper;
  27255. PointLightHelper.prototype.dispose = function () {
  27256. this.geometry.dispose();
  27257. this.material.dispose();
  27258. };
  27259. PointLightHelper.prototype.update = function () {
  27260. if ( this.color !== undefined ) {
  27261. this.material.color.set( this.color );
  27262. } else {
  27263. this.material.color.copy( this.light.color );
  27264. }
  27265. /*
  27266. var d = this.light.distance;
  27267. if ( d === 0.0 ) {
  27268. this.lightDistance.visible = false;
  27269. } else {
  27270. this.lightDistance.visible = true;
  27271. this.lightDistance.scale.set( d, d, d );
  27272. }
  27273. */
  27274. };
  27275. /**
  27276. * @author abelnation / http://github.com/abelnation
  27277. * @author Mugen87 / http://github.com/Mugen87
  27278. * @author WestLangley / http://github.com/WestLangley
  27279. *
  27280. * This helper must be added as a child of the light
  27281. */
  27282. function RectAreaLightHelper( light, color ) {
  27283. this.type = 'RectAreaLightHelper';
  27284. this.light = light;
  27285. this.color = color; // optional hardwired color for the helper
  27286. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27287. var geometry = new BufferGeometry();
  27288. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27289. geometry.computeBoundingSphere();
  27290. var material = new LineBasicMaterial( { fog: false } );
  27291. Line.call( this, geometry, material );
  27292. //
  27293. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27294. var geometry2 = new BufferGeometry();
  27295. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27296. geometry2.computeBoundingSphere();
  27297. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27298. this.update();
  27299. }
  27300. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27301. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27302. RectAreaLightHelper.prototype.update = function () {
  27303. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27304. if ( this.color !== undefined ) {
  27305. this.material.color.set( this.color );
  27306. this.children[ 0 ].material.color.set( this.color );
  27307. } else {
  27308. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27309. // prevent hue shift
  27310. var c = this.material.color;
  27311. var max = Math.max( c.r, c.g, c.b );
  27312. if ( max > 1 ) c.multiplyScalar( 1 / max );
  27313. this.children[ 0 ].material.color.copy( this.material.color );
  27314. }
  27315. };
  27316. RectAreaLightHelper.prototype.dispose = function () {
  27317. this.geometry.dispose();
  27318. this.material.dispose();
  27319. this.children[ 0 ].geometry.dispose();
  27320. this.children[ 0 ].material.dispose();
  27321. };
  27322. /**
  27323. * @author alteredq / http://alteredqualia.com/
  27324. * @author mrdoob / http://mrdoob.com/
  27325. * @author Mugen87 / https://github.com/Mugen87
  27326. */
  27327. function HemisphereLightHelper( light, size, color ) {
  27328. Object3D.call( this );
  27329. this.light = light;
  27330. this.light.updateMatrixWorld();
  27331. this.matrix = light.matrixWorld;
  27332. this.matrixAutoUpdate = false;
  27333. this.color = color;
  27334. var geometry = new OctahedronBufferGeometry( size );
  27335. geometry.rotateY( Math.PI * 0.5 );
  27336. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27337. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  27338. var position = geometry.getAttribute( 'position' );
  27339. var colors = new Float32Array( position.count * 3 );
  27340. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27341. this.add( new Mesh( geometry, this.material ) );
  27342. this.update();
  27343. }
  27344. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27345. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27346. HemisphereLightHelper.prototype.dispose = function () {
  27347. this.children[ 0 ].geometry.dispose();
  27348. this.children[ 0 ].material.dispose();
  27349. };
  27350. HemisphereLightHelper.prototype.update = function () {
  27351. var vector = new Vector3();
  27352. var color1 = new Color();
  27353. var color2 = new Color();
  27354. return function update() {
  27355. var mesh = this.children[ 0 ];
  27356. if ( this.color !== undefined ) {
  27357. this.material.color.set( this.color );
  27358. } else {
  27359. var colors = mesh.geometry.getAttribute( 'color' );
  27360. color1.copy( this.light.color );
  27361. color2.copy( this.light.groundColor );
  27362. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27363. var color = ( i < ( l / 2 ) ) ? color1 : color2;
  27364. colors.setXYZ( i, color.r, color.g, color.b );
  27365. }
  27366. colors.needsUpdate = true;
  27367. }
  27368. mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27369. };
  27370. }();
  27371. /**
  27372. * @author WestLangley / http://github.com/WestLangley
  27373. */
  27374. function LightProbeHelper( lightProbe, size ) {
  27375. this.lightProbe = lightProbe;
  27376. this.size = size;
  27377. var defines = {};
  27378. defines[ 'GAMMA_OUTPUT' ] = "";
  27379. // material
  27380. var material = new ShaderMaterial( {
  27381. defines: defines,
  27382. uniforms: {
  27383. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27384. intensity: { value: this.lightProbe.intensity }
  27385. },
  27386. vertexShader: [
  27387. 'varying vec3 vNormal;',
  27388. 'void main() {',
  27389. ' vNormal = normalize( normalMatrix * normal );',
  27390. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27391. '}',
  27392. ].join( '\n' ),
  27393. fragmentShader: [
  27394. '#define RECIPROCAL_PI 0.318309886',
  27395. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27396. ' // matrix is assumed to be orthogonal',
  27397. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27398. '}',
  27399. 'vec3 linearToOutput( in vec3 a ) {',
  27400. ' #ifdef GAMMA_OUTPUT',
  27401. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27402. ' #else',
  27403. ' return a;',
  27404. ' #endif',
  27405. '}',
  27406. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27407. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27408. ' // normal is assumed to have unit length',
  27409. ' float x = normal.x, y = normal.y, z = normal.z;',
  27410. ' // band 0',
  27411. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27412. ' // band 1',
  27413. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27414. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27415. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27416. ' // band 2',
  27417. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27418. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27419. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27420. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27421. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27422. ' return result;',
  27423. '}',
  27424. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27425. 'uniform float intensity; // light probe intensity',
  27426. 'varying vec3 vNormal;',
  27427. 'void main() {',
  27428. ' vec3 normal = normalize( vNormal );',
  27429. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27430. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27431. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27432. ' outgoingLight = linearToOutput( outgoingLight );',
  27433. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27434. '}'
  27435. ].join( '\n' )
  27436. } );
  27437. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27438. Mesh.call( this, geometry, material );
  27439. this.onBeforeRender();
  27440. }
  27441. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27442. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27443. LightProbeHelper.prototype.dispose = function () {
  27444. this.geometry.dispose();
  27445. this.material.dispose();
  27446. };
  27447. LightProbeHelper.prototype.onBeforeRender = function () {
  27448. return function update() {
  27449. this.position.copy( this.lightProbe.position );
  27450. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27451. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27452. };
  27453. }();
  27454. /**
  27455. * @author mrdoob / http://mrdoob.com/
  27456. */
  27457. function GridHelper( size, divisions, color1, color2 ) {
  27458. size = size || 10;
  27459. divisions = divisions || 10;
  27460. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27461. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27462. var center = divisions / 2;
  27463. var step = size / divisions;
  27464. var halfSize = size / 2;
  27465. var vertices = [], colors = [];
  27466. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27467. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27468. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27469. var color = i === center ? color1 : color2;
  27470. color.toArray( colors, j ); j += 3;
  27471. color.toArray( colors, j ); j += 3;
  27472. color.toArray( colors, j ); j += 3;
  27473. color.toArray( colors, j ); j += 3;
  27474. }
  27475. var geometry = new BufferGeometry();
  27476. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27477. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27478. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27479. LineSegments.call( this, geometry, material );
  27480. }
  27481. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27482. constructor: GridHelper,
  27483. copy: function ( source ) {
  27484. LineSegments.prototype.copy.call( this, source );
  27485. this.geometry.copy( source.geometry );
  27486. this.material.copy( source.material );
  27487. return this;
  27488. },
  27489. clone: function () {
  27490. return new this.constructor().copy( this );
  27491. }
  27492. } );
  27493. /**
  27494. * @author mrdoob / http://mrdoob.com/
  27495. * @author Mugen87 / http://github.com/Mugen87
  27496. * @author Hectate / http://www.github.com/Hectate
  27497. */
  27498. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27499. radius = radius || 10;
  27500. radials = radials || 16;
  27501. circles = circles || 8;
  27502. divisions = divisions || 64;
  27503. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27504. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27505. var vertices = [];
  27506. var colors = [];
  27507. var x, z;
  27508. var v, i, j, r, color;
  27509. // create the radials
  27510. for ( i = 0; i <= radials; i ++ ) {
  27511. v = ( i / radials ) * ( Math.PI * 2 );
  27512. x = Math.sin( v ) * radius;
  27513. z = Math.cos( v ) * radius;
  27514. vertices.push( 0, 0, 0 );
  27515. vertices.push( x, 0, z );
  27516. color = ( i & 1 ) ? color1 : color2;
  27517. colors.push( color.r, color.g, color.b );
  27518. colors.push( color.r, color.g, color.b );
  27519. }
  27520. // create the circles
  27521. for ( i = 0; i <= circles; i ++ ) {
  27522. color = ( i & 1 ) ? color1 : color2;
  27523. r = radius - ( radius / circles * i );
  27524. for ( j = 0; j < divisions; j ++ ) {
  27525. // first vertex
  27526. v = ( j / divisions ) * ( Math.PI * 2 );
  27527. x = Math.sin( v ) * r;
  27528. z = Math.cos( v ) * r;
  27529. vertices.push( x, 0, z );
  27530. colors.push( color.r, color.g, color.b );
  27531. // second vertex
  27532. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27533. x = Math.sin( v ) * r;
  27534. z = Math.cos( v ) * r;
  27535. vertices.push( x, 0, z );
  27536. colors.push( color.r, color.g, color.b );
  27537. }
  27538. }
  27539. var geometry = new BufferGeometry();
  27540. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27541. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27542. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27543. LineSegments.call( this, geometry, material );
  27544. }
  27545. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27546. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27547. /**
  27548. * @author Mugen87 / http://github.com/Mugen87
  27549. */
  27550. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27551. this.audio = audio;
  27552. this.range = range || 1;
  27553. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27554. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27555. var geometry = new BufferGeometry();
  27556. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27557. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27558. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27559. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27560. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27561. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27562. this.update();
  27563. }
  27564. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27565. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27566. PositionalAudioHelper.prototype.update = function () {
  27567. var audio = this.audio;
  27568. var range = this.range;
  27569. var divisionsInnerAngle = this.divisionsInnerAngle;
  27570. var divisionsOuterAngle = this.divisionsOuterAngle;
  27571. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27572. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27573. var halfConeInnerAngle = coneInnerAngle / 2;
  27574. var halfConeOuterAngle = coneOuterAngle / 2;
  27575. var start = 0;
  27576. var count = 0;
  27577. var i, stride;
  27578. var geometry = this.geometry;
  27579. var positionAttribute = geometry.attributes.position;
  27580. geometry.clearGroups();
  27581. //
  27582. function generateSegment( from, to, divisions, materialIndex ) {
  27583. var step = ( to - from ) / divisions;
  27584. positionAttribute.setXYZ( start, 0, 0, 0 );
  27585. count ++;
  27586. for ( i = from; i < to; i += step ) {
  27587. stride = start + count;
  27588. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27589. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27590. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27591. count += 3;
  27592. }
  27593. geometry.addGroup( start, count, materialIndex );
  27594. start += count;
  27595. count = 0;
  27596. }
  27597. //
  27598. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27599. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27600. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27601. //
  27602. positionAttribute.needsUpdate = true;
  27603. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  27604. };
  27605. PositionalAudioHelper.prototype.dispose = function () {
  27606. this.geometry.dispose();
  27607. this.material[ 0 ].dispose();
  27608. this.material[ 1 ].dispose();
  27609. };
  27610. /**
  27611. * @author mrdoob / http://mrdoob.com/
  27612. * @author WestLangley / http://github.com/WestLangley
  27613. */
  27614. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27615. // FaceNormalsHelper only supports THREE.Geometry
  27616. this.object = object;
  27617. this.size = ( size !== undefined ) ? size : 1;
  27618. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27619. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27620. //
  27621. var nNormals = 0;
  27622. var objGeometry = this.object.geometry;
  27623. if ( objGeometry && objGeometry.isGeometry ) {
  27624. nNormals = objGeometry.faces.length;
  27625. } else {
  27626. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27627. }
  27628. //
  27629. var geometry = new BufferGeometry();
  27630. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27631. geometry.addAttribute( 'position', positions );
  27632. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27633. //
  27634. this.matrixAutoUpdate = false;
  27635. this.update();
  27636. }
  27637. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27638. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27639. FaceNormalsHelper.prototype.update = ( function () {
  27640. var v1 = new Vector3();
  27641. var v2 = new Vector3();
  27642. var normalMatrix = new Matrix3();
  27643. return function update() {
  27644. this.object.updateMatrixWorld( true );
  27645. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  27646. var matrixWorld = this.object.matrixWorld;
  27647. var position = this.geometry.attributes.position;
  27648. //
  27649. var objGeometry = this.object.geometry;
  27650. var vertices = objGeometry.vertices;
  27651. var faces = objGeometry.faces;
  27652. var idx = 0;
  27653. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27654. var face = faces[ i ];
  27655. var normal = face.normal;
  27656. v1.copy( vertices[ face.a ] )
  27657. .add( vertices[ face.b ] )
  27658. .add( vertices[ face.c ] )
  27659. .divideScalar( 3 )
  27660. .applyMatrix4( matrixWorld );
  27661. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  27662. position.setXYZ( idx, v1.x, v1.y, v1.z );
  27663. idx = idx + 1;
  27664. position.setXYZ( idx, v2.x, v2.y, v2.z );
  27665. idx = idx + 1;
  27666. }
  27667. position.needsUpdate = true;
  27668. };
  27669. }() );
  27670. /**
  27671. * @author alteredq / http://alteredqualia.com/
  27672. * @author mrdoob / http://mrdoob.com/
  27673. * @author WestLangley / http://github.com/WestLangley
  27674. */
  27675. function DirectionalLightHelper( light, size, color ) {
  27676. Object3D.call( this );
  27677. this.light = light;
  27678. this.light.updateMatrixWorld();
  27679. this.matrix = light.matrixWorld;
  27680. this.matrixAutoUpdate = false;
  27681. this.color = color;
  27682. if ( size === undefined ) size = 1;
  27683. var geometry = new BufferGeometry();
  27684. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27685. - size, size, 0,
  27686. size, size, 0,
  27687. size, - size, 0,
  27688. - size, - size, 0,
  27689. - size, size, 0
  27690. ], 3 ) );
  27691. var material = new LineBasicMaterial( { fog: false } );
  27692. this.lightPlane = new Line( geometry, material );
  27693. this.add( this.lightPlane );
  27694. geometry = new BufferGeometry();
  27695. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27696. this.targetLine = new Line( geometry, material );
  27697. this.add( this.targetLine );
  27698. this.update();
  27699. }
  27700. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27701. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27702. DirectionalLightHelper.prototype.dispose = function () {
  27703. this.lightPlane.geometry.dispose();
  27704. this.lightPlane.material.dispose();
  27705. this.targetLine.geometry.dispose();
  27706. this.targetLine.material.dispose();
  27707. };
  27708. DirectionalLightHelper.prototype.update = function () {
  27709. var v1 = new Vector3();
  27710. var v2 = new Vector3();
  27711. var v3 = new Vector3();
  27712. return function update() {
  27713. v1.setFromMatrixPosition( this.light.matrixWorld );
  27714. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  27715. v3.subVectors( v2, v1 );
  27716. this.lightPlane.lookAt( v2 );
  27717. if ( this.color !== undefined ) {
  27718. this.lightPlane.material.color.set( this.color );
  27719. this.targetLine.material.color.set( this.color );
  27720. } else {
  27721. this.lightPlane.material.color.copy( this.light.color );
  27722. this.targetLine.material.color.copy( this.light.color );
  27723. }
  27724. this.targetLine.lookAt( v2 );
  27725. this.targetLine.scale.z = v3.length();
  27726. };
  27727. }();
  27728. /**
  27729. * @author alteredq / http://alteredqualia.com/
  27730. * @author Mugen87 / https://github.com/Mugen87
  27731. *
  27732. * - shows frustum, line of sight and up of the camera
  27733. * - suitable for fast updates
  27734. * - based on frustum visualization in lightgl.js shadowmap example
  27735. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27736. */
  27737. function CameraHelper( camera ) {
  27738. var geometry = new BufferGeometry();
  27739. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27740. var vertices = [];
  27741. var colors = [];
  27742. var pointMap = {};
  27743. // colors
  27744. var colorFrustum = new Color( 0xffaa00 );
  27745. var colorCone = new Color( 0xff0000 );
  27746. var colorUp = new Color( 0x00aaff );
  27747. var colorTarget = new Color( 0xffffff );
  27748. var colorCross = new Color( 0x333333 );
  27749. // near
  27750. addLine( 'n1', 'n2', colorFrustum );
  27751. addLine( 'n2', 'n4', colorFrustum );
  27752. addLine( 'n4', 'n3', colorFrustum );
  27753. addLine( 'n3', 'n1', colorFrustum );
  27754. // far
  27755. addLine( 'f1', 'f2', colorFrustum );
  27756. addLine( 'f2', 'f4', colorFrustum );
  27757. addLine( 'f4', 'f3', colorFrustum );
  27758. addLine( 'f3', 'f1', colorFrustum );
  27759. // sides
  27760. addLine( 'n1', 'f1', colorFrustum );
  27761. addLine( 'n2', 'f2', colorFrustum );
  27762. addLine( 'n3', 'f3', colorFrustum );
  27763. addLine( 'n4', 'f4', colorFrustum );
  27764. // cone
  27765. addLine( 'p', 'n1', colorCone );
  27766. addLine( 'p', 'n2', colorCone );
  27767. addLine( 'p', 'n3', colorCone );
  27768. addLine( 'p', 'n4', colorCone );
  27769. // up
  27770. addLine( 'u1', 'u2', colorUp );
  27771. addLine( 'u2', 'u3', colorUp );
  27772. addLine( 'u3', 'u1', colorUp );
  27773. // target
  27774. addLine( 'c', 't', colorTarget );
  27775. addLine( 'p', 'c', colorCross );
  27776. // cross
  27777. addLine( 'cn1', 'cn2', colorCross );
  27778. addLine( 'cn3', 'cn4', colorCross );
  27779. addLine( 'cf1', 'cf2', colorCross );
  27780. addLine( 'cf3', 'cf4', colorCross );
  27781. function addLine( a, b, color ) {
  27782. addPoint( a, color );
  27783. addPoint( b, color );
  27784. }
  27785. function addPoint( id, color ) {
  27786. vertices.push( 0, 0, 0 );
  27787. colors.push( color.r, color.g, color.b );
  27788. if ( pointMap[ id ] === undefined ) {
  27789. pointMap[ id ] = [];
  27790. }
  27791. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27792. }
  27793. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27794. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27795. LineSegments.call( this, geometry, material );
  27796. this.camera = camera;
  27797. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27798. this.matrix = camera.matrixWorld;
  27799. this.matrixAutoUpdate = false;
  27800. this.pointMap = pointMap;
  27801. this.update();
  27802. }
  27803. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27804. CameraHelper.prototype.constructor = CameraHelper;
  27805. CameraHelper.prototype.update = function () {
  27806. var geometry, pointMap;
  27807. var vector = new Vector3();
  27808. var camera = new Camera();
  27809. function setPoint( point, x, y, z ) {
  27810. vector.set( x, y, z ).unproject( camera );
  27811. var points = pointMap[ point ];
  27812. if ( points !== undefined ) {
  27813. var position = geometry.getAttribute( 'position' );
  27814. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27815. position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
  27816. }
  27817. }
  27818. }
  27819. return function update() {
  27820. geometry = this.geometry;
  27821. pointMap = this.pointMap;
  27822. var w = 1, h = 1;
  27823. // we need just camera projection matrix inverse
  27824. // world matrix must be identity
  27825. camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27826. // center / target
  27827. setPoint( 'c', 0, 0, - 1 );
  27828. setPoint( 't', 0, 0, 1 );
  27829. // near
  27830. setPoint( 'n1', - w, - h, - 1 );
  27831. setPoint( 'n2', w, - h, - 1 );
  27832. setPoint( 'n3', - w, h, - 1 );
  27833. setPoint( 'n4', w, h, - 1 );
  27834. // far
  27835. setPoint( 'f1', - w, - h, 1 );
  27836. setPoint( 'f2', w, - h, 1 );
  27837. setPoint( 'f3', - w, h, 1 );
  27838. setPoint( 'f4', w, h, 1 );
  27839. // up
  27840. setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
  27841. setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
  27842. setPoint( 'u3', 0, h * 2, - 1 );
  27843. // cross
  27844. setPoint( 'cf1', - w, 0, 1 );
  27845. setPoint( 'cf2', w, 0, 1 );
  27846. setPoint( 'cf3', 0, - h, 1 );
  27847. setPoint( 'cf4', 0, h, 1 );
  27848. setPoint( 'cn1', - w, 0, - 1 );
  27849. setPoint( 'cn2', w, 0, - 1 );
  27850. setPoint( 'cn3', 0, - h, - 1 );
  27851. setPoint( 'cn4', 0, h, - 1 );
  27852. geometry.getAttribute( 'position' ).needsUpdate = true;
  27853. };
  27854. }();
  27855. /**
  27856. * @author mrdoob / http://mrdoob.com/
  27857. * @author Mugen87 / http://github.com/Mugen87
  27858. */
  27859. function BoxHelper( object, color ) {
  27860. this.object = object;
  27861. if ( color === undefined ) color = 0xffff00;
  27862. 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 ] );
  27863. var positions = new Float32Array( 8 * 3 );
  27864. var geometry = new BufferGeometry();
  27865. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27866. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27867. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27868. this.matrixAutoUpdate = false;
  27869. this.update();
  27870. }
  27871. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27872. BoxHelper.prototype.constructor = BoxHelper;
  27873. BoxHelper.prototype.update = ( function () {
  27874. var box = new Box3();
  27875. return function update( object ) {
  27876. if ( object !== undefined ) {
  27877. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27878. }
  27879. if ( this.object !== undefined ) {
  27880. box.setFromObject( this.object );
  27881. }
  27882. if ( box.isEmpty() ) return;
  27883. var min = box.min;
  27884. var max = box.max;
  27885. /*
  27886. 5____4
  27887. 1/___0/|
  27888. | 6__|_7
  27889. 2/___3/
  27890. 0: max.x, max.y, max.z
  27891. 1: min.x, max.y, max.z
  27892. 2: min.x, min.y, max.z
  27893. 3: max.x, min.y, max.z
  27894. 4: max.x, max.y, min.z
  27895. 5: min.x, max.y, min.z
  27896. 6: min.x, min.y, min.z
  27897. 7: max.x, min.y, min.z
  27898. */
  27899. var position = this.geometry.attributes.position;
  27900. var array = position.array;
  27901. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27902. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27903. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27904. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27905. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27906. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27907. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27908. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27909. position.needsUpdate = true;
  27910. this.geometry.computeBoundingSphere();
  27911. };
  27912. } )();
  27913. BoxHelper.prototype.setFromObject = function ( object ) {
  27914. this.object = object;
  27915. this.update();
  27916. return this;
  27917. };
  27918. BoxHelper.prototype.copy = function ( source ) {
  27919. LineSegments.prototype.copy.call( this, source );
  27920. this.object = source.object;
  27921. return this;
  27922. };
  27923. BoxHelper.prototype.clone = function () {
  27924. return new this.constructor().copy( this );
  27925. };
  27926. /**
  27927. * @author WestLangley / http://github.com/WestLangley
  27928. */
  27929. function Box3Helper( box, color ) {
  27930. this.type = 'Box3Helper';
  27931. this.box = box;
  27932. color = color || 0xffff00;
  27933. 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 ] );
  27934. 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 ];
  27935. var geometry = new BufferGeometry();
  27936. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27937. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27938. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27939. this.geometry.computeBoundingSphere();
  27940. }
  27941. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27942. Box3Helper.prototype.constructor = Box3Helper;
  27943. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27944. var box = this.box;
  27945. if ( box.isEmpty() ) return;
  27946. box.getCenter( this.position );
  27947. box.getSize( this.scale );
  27948. this.scale.multiplyScalar( 0.5 );
  27949. Object3D.prototype.updateMatrixWorld.call( this, force );
  27950. };
  27951. /**
  27952. * @author WestLangley / http://github.com/WestLangley
  27953. */
  27954. function PlaneHelper( plane, size, hex ) {
  27955. this.type = 'PlaneHelper';
  27956. this.plane = plane;
  27957. this.size = ( size === undefined ) ? 1 : size;
  27958. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27959. 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 ];
  27960. var geometry = new BufferGeometry();
  27961. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27962. geometry.computeBoundingSphere();
  27963. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27964. //
  27965. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27966. var geometry2 = new BufferGeometry();
  27967. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27968. geometry2.computeBoundingSphere();
  27969. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27970. }
  27971. PlaneHelper.prototype = Object.create( Line.prototype );
  27972. PlaneHelper.prototype.constructor = PlaneHelper;
  27973. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27974. var scale = - this.plane.constant;
  27975. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27976. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27977. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27978. this.lookAt( this.plane.normal );
  27979. Object3D.prototype.updateMatrixWorld.call( this, force );
  27980. };
  27981. /**
  27982. * @author WestLangley / http://github.com/WestLangley
  27983. * @author zz85 / http://github.com/zz85
  27984. * @author bhouston / http://clara.io
  27985. *
  27986. * Creates an arrow for visualizing directions
  27987. *
  27988. * Parameters:
  27989. * dir - Vector3
  27990. * origin - Vector3
  27991. * length - Number
  27992. * color - color in hex value
  27993. * headLength - Number
  27994. * headWidth - Number
  27995. */
  27996. var lineGeometry, coneGeometry;
  27997. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27998. // dir is assumed to be normalized
  27999. Object3D.call( this );
  28000. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  28001. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  28002. if ( length === undefined ) length = 1;
  28003. if ( color === undefined ) color = 0xffff00;
  28004. if ( headLength === undefined ) headLength = 0.2 * length;
  28005. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  28006. if ( lineGeometry === undefined ) {
  28007. lineGeometry = new BufferGeometry();
  28008. lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28009. coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28010. coneGeometry.translate( 0, - 0.5, 0 );
  28011. }
  28012. this.position.copy( origin );
  28013. this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
  28014. this.line.matrixAutoUpdate = false;
  28015. this.add( this.line );
  28016. this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28017. this.cone.matrixAutoUpdate = false;
  28018. this.add( this.cone );
  28019. this.setDirection( dir );
  28020. this.setLength( length, headLength, headWidth );
  28021. }
  28022. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28023. ArrowHelper.prototype.constructor = ArrowHelper;
  28024. ArrowHelper.prototype.setDirection = ( function () {
  28025. var axis = new Vector3();
  28026. var radians;
  28027. return function setDirection( dir ) {
  28028. // dir is assumed to be normalized
  28029. if ( dir.y > 0.99999 ) {
  28030. this.quaternion.set( 0, 0, 0, 1 );
  28031. } else if ( dir.y < - 0.99999 ) {
  28032. this.quaternion.set( 1, 0, 0, 0 );
  28033. } else {
  28034. axis.set( dir.z, 0, - dir.x ).normalize();
  28035. radians = Math.acos( dir.y );
  28036. this.quaternion.setFromAxisAngle( axis, radians );
  28037. }
  28038. };
  28039. }() );
  28040. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28041. if ( headLength === undefined ) headLength = 0.2 * length;
  28042. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  28043. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  28044. this.line.updateMatrix();
  28045. this.cone.scale.set( headWidth, headLength, headWidth );
  28046. this.cone.position.y = length;
  28047. this.cone.updateMatrix();
  28048. };
  28049. ArrowHelper.prototype.setColor = function ( color ) {
  28050. this.line.material.color.set( color );
  28051. this.cone.material.color.set( color );
  28052. };
  28053. ArrowHelper.prototype.copy = function ( source ) {
  28054. Object3D.prototype.copy.call( this, source, false );
  28055. this.line.copy( source.line );
  28056. this.cone.copy( source.cone );
  28057. return this;
  28058. };
  28059. ArrowHelper.prototype.clone = function () {
  28060. return new this.constructor().copy( this );
  28061. };
  28062. /**
  28063. * @author sroucheray / http://sroucheray.org/
  28064. * @author mrdoob / http://mrdoob.com/
  28065. */
  28066. function AxesHelper( size ) {
  28067. size = size || 1;
  28068. var vertices = [
  28069. 0, 0, 0, size, 0, 0,
  28070. 0, 0, 0, 0, size, 0,
  28071. 0, 0, 0, 0, 0, size
  28072. ];
  28073. var colors = [
  28074. 1, 0, 0, 1, 0.6, 0,
  28075. 0, 1, 0, 0.6, 1, 0,
  28076. 0, 0, 1, 0, 0.6, 1
  28077. ];
  28078. var geometry = new BufferGeometry();
  28079. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28080. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28081. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28082. LineSegments.call( this, geometry, material );
  28083. }
  28084. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28085. AxesHelper.prototype.constructor = AxesHelper;
  28086. /**
  28087. * @author mrdoob / http://mrdoob.com/
  28088. */
  28089. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28090. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28091. return new Face3( a, b, c, normal, color, materialIndex );
  28092. }
  28093. var LineStrip = 0;
  28094. var LinePieces = 1;
  28095. function MeshFaceMaterial( materials ) {
  28096. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28097. return materials;
  28098. }
  28099. function MultiMaterial( materials ) {
  28100. if ( materials === undefined ) materials = [];
  28101. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28102. materials.isMultiMaterial = true;
  28103. materials.materials = materials;
  28104. materials.clone = function () {
  28105. return materials.slice();
  28106. };
  28107. return materials;
  28108. }
  28109. function PointCloud( geometry, material ) {
  28110. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28111. return new Points( geometry, material );
  28112. }
  28113. function Particle( material ) {
  28114. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28115. return new Sprite( material );
  28116. }
  28117. function ParticleSystem( geometry, material ) {
  28118. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28119. return new Points( geometry, material );
  28120. }
  28121. function PointCloudMaterial( parameters ) {
  28122. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28123. return new PointsMaterial( parameters );
  28124. }
  28125. function ParticleBasicMaterial( parameters ) {
  28126. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28127. return new PointsMaterial( parameters );
  28128. }
  28129. function ParticleSystemMaterial( parameters ) {
  28130. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28131. return new PointsMaterial( parameters );
  28132. }
  28133. function Vertex( x, y, z ) {
  28134. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28135. return new Vector3( x, y, z );
  28136. }
  28137. //
  28138. function DynamicBufferAttribute( array, itemSize ) {
  28139. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28140. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28141. }
  28142. function Int8Attribute( array, itemSize ) {
  28143. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28144. return new Int8BufferAttribute( array, itemSize );
  28145. }
  28146. function Uint8Attribute( array, itemSize ) {
  28147. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28148. return new Uint8BufferAttribute( array, itemSize );
  28149. }
  28150. function Uint8ClampedAttribute( array, itemSize ) {
  28151. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28152. return new Uint8ClampedBufferAttribute( array, itemSize );
  28153. }
  28154. function Int16Attribute( array, itemSize ) {
  28155. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28156. return new Int16BufferAttribute( array, itemSize );
  28157. }
  28158. function Uint16Attribute( array, itemSize ) {
  28159. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28160. return new Uint16BufferAttribute( array, itemSize );
  28161. }
  28162. function Int32Attribute( array, itemSize ) {
  28163. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28164. return new Int32BufferAttribute( array, itemSize );
  28165. }
  28166. function Uint32Attribute( array, itemSize ) {
  28167. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28168. return new Uint32BufferAttribute( array, itemSize );
  28169. }
  28170. function Float32Attribute( array, itemSize ) {
  28171. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28172. return new Float32BufferAttribute( array, itemSize );
  28173. }
  28174. function Float64Attribute( array, itemSize ) {
  28175. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28176. return new Float64BufferAttribute( array, itemSize );
  28177. }
  28178. //
  28179. Curve.create = function ( construct, getPoint ) {
  28180. console.log( 'THREE.Curve.create() has been deprecated' );
  28181. construct.prototype = Object.create( Curve.prototype );
  28182. construct.prototype.constructor = construct;
  28183. construct.prototype.getPoint = getPoint;
  28184. return construct;
  28185. };
  28186. //
  28187. Object.assign( CurvePath.prototype, {
  28188. createPointsGeometry: function ( divisions ) {
  28189. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28190. // generate geometry from path points (for Line or Points objects)
  28191. var pts = this.getPoints( divisions );
  28192. return this.createGeometry( pts );
  28193. },
  28194. createSpacedPointsGeometry: function ( divisions ) {
  28195. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28196. // generate geometry from equidistant sampling along the path
  28197. var pts = this.getSpacedPoints( divisions );
  28198. return this.createGeometry( pts );
  28199. },
  28200. createGeometry: function ( points ) {
  28201. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28202. var geometry = new Geometry();
  28203. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28204. var point = points[ i ];
  28205. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28206. }
  28207. return geometry;
  28208. }
  28209. } );
  28210. //
  28211. Object.assign( Path.prototype, {
  28212. fromPoints: function ( points ) {
  28213. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28214. this.setFromPoints( points );
  28215. }
  28216. } );
  28217. //
  28218. function ClosedSplineCurve3( points ) {
  28219. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28220. CatmullRomCurve3.call( this, points );
  28221. this.type = 'catmullrom';
  28222. this.closed = true;
  28223. }
  28224. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28225. //
  28226. function SplineCurve3( points ) {
  28227. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28228. CatmullRomCurve3.call( this, points );
  28229. this.type = 'catmullrom';
  28230. }
  28231. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28232. //
  28233. function Spline( points ) {
  28234. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28235. CatmullRomCurve3.call( this, points );
  28236. this.type = 'catmullrom';
  28237. }
  28238. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28239. Object.assign( Spline.prototype, {
  28240. initFromArray: function ( /* a */ ) {
  28241. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28242. },
  28243. getControlPointsArray: function ( /* optionalTarget */ ) {
  28244. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28245. },
  28246. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28247. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28248. }
  28249. } );
  28250. //
  28251. function AxisHelper( size ) {
  28252. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28253. return new AxesHelper( size );
  28254. }
  28255. function BoundingBoxHelper( object, color ) {
  28256. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28257. return new BoxHelper( object, color );
  28258. }
  28259. function EdgesHelper( object, hex ) {
  28260. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28261. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28262. }
  28263. GridHelper.prototype.setColors = function () {
  28264. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28265. };
  28266. SkeletonHelper.prototype.update = function () {
  28267. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28268. };
  28269. function WireframeHelper( object, hex ) {
  28270. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28271. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28272. }
  28273. //
  28274. Object.assign( Loader.prototype, {
  28275. extractUrlBase: function ( url ) {
  28276. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28277. return LoaderUtils.extractUrlBase( url );
  28278. }
  28279. } );
  28280. function XHRLoader( manager ) {
  28281. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28282. return new FileLoader( manager );
  28283. }
  28284. function BinaryTextureLoader( manager ) {
  28285. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28286. return new DataTextureLoader( manager );
  28287. }
  28288. Object.assign( ObjectLoader.prototype, {
  28289. setTexturePath: function ( value ) {
  28290. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28291. return this.setResourcePath( value );
  28292. }
  28293. } );
  28294. //
  28295. Object.assign( Box2.prototype, {
  28296. center: function ( optionalTarget ) {
  28297. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28298. return this.getCenter( optionalTarget );
  28299. },
  28300. empty: function () {
  28301. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28302. return this.isEmpty();
  28303. },
  28304. isIntersectionBox: function ( box ) {
  28305. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28306. return this.intersectsBox( box );
  28307. },
  28308. size: function ( optionalTarget ) {
  28309. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28310. return this.getSize( optionalTarget );
  28311. }
  28312. } );
  28313. Object.assign( Box3.prototype, {
  28314. center: function ( optionalTarget ) {
  28315. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28316. return this.getCenter( optionalTarget );
  28317. },
  28318. empty: function () {
  28319. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28320. return this.isEmpty();
  28321. },
  28322. isIntersectionBox: function ( box ) {
  28323. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28324. return this.intersectsBox( box );
  28325. },
  28326. isIntersectionSphere: function ( sphere ) {
  28327. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28328. return this.intersectsSphere( sphere );
  28329. },
  28330. size: function ( optionalTarget ) {
  28331. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28332. return this.getSize( optionalTarget );
  28333. }
  28334. } );
  28335. Line3.prototype.center = function ( optionalTarget ) {
  28336. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28337. return this.getCenter( optionalTarget );
  28338. };
  28339. Object.assign( _Math, {
  28340. random16: function () {
  28341. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28342. return Math.random();
  28343. },
  28344. nearestPowerOfTwo: function ( value ) {
  28345. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28346. return _Math.floorPowerOfTwo( value );
  28347. },
  28348. nextPowerOfTwo: function ( value ) {
  28349. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28350. return _Math.ceilPowerOfTwo( value );
  28351. }
  28352. } );
  28353. Object.assign( Matrix3.prototype, {
  28354. flattenToArrayOffset: function ( array, offset ) {
  28355. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28356. return this.toArray( array, offset );
  28357. },
  28358. multiplyVector3: function ( vector ) {
  28359. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28360. return vector.applyMatrix3( this );
  28361. },
  28362. multiplyVector3Array: function ( /* a */ ) {
  28363. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28364. },
  28365. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28366. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28367. return this.applyToBufferAttribute( buffer );
  28368. },
  28369. applyToVector3Array: function ( /* array, offset, length */ ) {
  28370. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28371. }
  28372. } );
  28373. Object.assign( Matrix4.prototype, {
  28374. extractPosition: function ( m ) {
  28375. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28376. return this.copyPosition( m );
  28377. },
  28378. flattenToArrayOffset: function ( array, offset ) {
  28379. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28380. return this.toArray( array, offset );
  28381. },
  28382. getPosition: function () {
  28383. var v1;
  28384. return function getPosition() {
  28385. if ( v1 === undefined ) v1 = new Vector3();
  28386. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28387. return v1.setFromMatrixColumn( this, 3 );
  28388. };
  28389. }(),
  28390. setRotationFromQuaternion: function ( q ) {
  28391. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28392. return this.makeRotationFromQuaternion( q );
  28393. },
  28394. multiplyToArray: function () {
  28395. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28396. },
  28397. multiplyVector3: function ( vector ) {
  28398. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28399. return vector.applyMatrix4( this );
  28400. },
  28401. multiplyVector4: function ( vector ) {
  28402. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28403. return vector.applyMatrix4( this );
  28404. },
  28405. multiplyVector3Array: function ( /* a */ ) {
  28406. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28407. },
  28408. rotateAxis: function ( v ) {
  28409. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28410. v.transformDirection( this );
  28411. },
  28412. crossVector: function ( vector ) {
  28413. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28414. return vector.applyMatrix4( this );
  28415. },
  28416. translate: function () {
  28417. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28418. },
  28419. rotateX: function () {
  28420. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28421. },
  28422. rotateY: function () {
  28423. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28424. },
  28425. rotateZ: function () {
  28426. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28427. },
  28428. rotateByAxis: function () {
  28429. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28430. },
  28431. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28432. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28433. return this.applyToBufferAttribute( buffer );
  28434. },
  28435. applyToVector3Array: function ( /* array, offset, length */ ) {
  28436. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28437. },
  28438. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28439. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28440. return this.makePerspective( left, right, top, bottom, near, far );
  28441. }
  28442. } );
  28443. Plane.prototype.isIntersectionLine = function ( line ) {
  28444. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28445. return this.intersectsLine( line );
  28446. };
  28447. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28448. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28449. return vector.applyQuaternion( this );
  28450. };
  28451. Object.assign( Ray.prototype, {
  28452. isIntersectionBox: function ( box ) {
  28453. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28454. return this.intersectsBox( box );
  28455. },
  28456. isIntersectionPlane: function ( plane ) {
  28457. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28458. return this.intersectsPlane( plane );
  28459. },
  28460. isIntersectionSphere: function ( sphere ) {
  28461. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28462. return this.intersectsSphere( sphere );
  28463. }
  28464. } );
  28465. Object.assign( Triangle.prototype, {
  28466. area: function () {
  28467. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28468. return this.getArea();
  28469. },
  28470. barycoordFromPoint: function ( point, target ) {
  28471. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28472. return this.getBarycoord( point, target );
  28473. },
  28474. midpoint: function ( target ) {
  28475. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28476. return this.getMidpoint( target );
  28477. },
  28478. normal: function ( target ) {
  28479. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28480. return this.getNormal( target );
  28481. },
  28482. plane: function ( target ) {
  28483. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28484. return this.getPlane( target );
  28485. }
  28486. } );
  28487. Object.assign( Triangle, {
  28488. barycoordFromPoint: function ( point, a, b, c, target ) {
  28489. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28490. return Triangle.getBarycoord( point, a, b, c, target );
  28491. },
  28492. normal: function ( a, b, c, target ) {
  28493. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28494. return Triangle.getNormal( a, b, c, target );
  28495. }
  28496. } );
  28497. Object.assign( Shape.prototype, {
  28498. extractAllPoints: function ( divisions ) {
  28499. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28500. return this.extractPoints( divisions );
  28501. },
  28502. extrude: function ( options ) {
  28503. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28504. return new ExtrudeGeometry( this, options );
  28505. },
  28506. makeGeometry: function ( options ) {
  28507. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28508. return new ShapeGeometry( this, options );
  28509. }
  28510. } );
  28511. Object.assign( Vector2.prototype, {
  28512. fromAttribute: function ( attribute, index, offset ) {
  28513. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28514. return this.fromBufferAttribute( attribute, index, offset );
  28515. },
  28516. distanceToManhattan: function ( v ) {
  28517. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28518. return this.manhattanDistanceTo( v );
  28519. },
  28520. lengthManhattan: function () {
  28521. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28522. return this.manhattanLength();
  28523. }
  28524. } );
  28525. Object.assign( Vector3.prototype, {
  28526. setEulerFromRotationMatrix: function () {
  28527. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28528. },
  28529. setEulerFromQuaternion: function () {
  28530. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28531. },
  28532. getPositionFromMatrix: function ( m ) {
  28533. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28534. return this.setFromMatrixPosition( m );
  28535. },
  28536. getScaleFromMatrix: function ( m ) {
  28537. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28538. return this.setFromMatrixScale( m );
  28539. },
  28540. getColumnFromMatrix: function ( index, matrix ) {
  28541. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28542. return this.setFromMatrixColumn( matrix, index );
  28543. },
  28544. applyProjection: function ( m ) {
  28545. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28546. return this.applyMatrix4( m );
  28547. },
  28548. fromAttribute: function ( attribute, index, offset ) {
  28549. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28550. return this.fromBufferAttribute( attribute, index, offset );
  28551. },
  28552. distanceToManhattan: function ( v ) {
  28553. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28554. return this.manhattanDistanceTo( v );
  28555. },
  28556. lengthManhattan: function () {
  28557. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28558. return this.manhattanLength();
  28559. }
  28560. } );
  28561. Object.assign( Vector4.prototype, {
  28562. fromAttribute: function ( attribute, index, offset ) {
  28563. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28564. return this.fromBufferAttribute( attribute, index, offset );
  28565. },
  28566. lengthManhattan: function () {
  28567. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28568. return this.manhattanLength();
  28569. }
  28570. } );
  28571. //
  28572. Object.assign( Geometry.prototype, {
  28573. computeTangents: function () {
  28574. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28575. },
  28576. computeLineDistances: function () {
  28577. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28578. }
  28579. } );
  28580. Object.assign( Object3D.prototype, {
  28581. getChildByName: function ( name ) {
  28582. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28583. return this.getObjectByName( name );
  28584. },
  28585. renderDepth: function () {
  28586. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28587. },
  28588. translate: function ( distance, axis ) {
  28589. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28590. return this.translateOnAxis( axis, distance );
  28591. },
  28592. getWorldRotation: function () {
  28593. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28594. }
  28595. } );
  28596. Object.defineProperties( Object3D.prototype, {
  28597. eulerOrder: {
  28598. get: function () {
  28599. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28600. return this.rotation.order;
  28601. },
  28602. set: function ( value ) {
  28603. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28604. this.rotation.order = value;
  28605. }
  28606. },
  28607. useQuaternion: {
  28608. get: function () {
  28609. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28610. },
  28611. set: function () {
  28612. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28613. }
  28614. }
  28615. } );
  28616. Object.defineProperties( LOD.prototype, {
  28617. objects: {
  28618. get: function () {
  28619. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28620. return this.levels;
  28621. }
  28622. }
  28623. } );
  28624. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28625. get: function () {
  28626. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28627. },
  28628. set: function () {
  28629. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28630. }
  28631. } );
  28632. SkinnedMesh.prototype.initBones = function () {
  28633. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28634. };
  28635. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28636. get: function () {
  28637. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28638. return this.arcLengthDivisions;
  28639. },
  28640. set: function ( value ) {
  28641. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28642. this.arcLengthDivisions = value;
  28643. }
  28644. } );
  28645. //
  28646. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28647. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28648. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28649. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28650. this.setFocalLength( focalLength );
  28651. };
  28652. //
  28653. Object.defineProperties( Light.prototype, {
  28654. onlyShadow: {
  28655. set: function () {
  28656. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28657. }
  28658. },
  28659. shadowCameraFov: {
  28660. set: function ( value ) {
  28661. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28662. this.shadow.camera.fov = value;
  28663. }
  28664. },
  28665. shadowCameraLeft: {
  28666. set: function ( value ) {
  28667. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28668. this.shadow.camera.left = value;
  28669. }
  28670. },
  28671. shadowCameraRight: {
  28672. set: function ( value ) {
  28673. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28674. this.shadow.camera.right = value;
  28675. }
  28676. },
  28677. shadowCameraTop: {
  28678. set: function ( value ) {
  28679. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28680. this.shadow.camera.top = value;
  28681. }
  28682. },
  28683. shadowCameraBottom: {
  28684. set: function ( value ) {
  28685. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28686. this.shadow.camera.bottom = value;
  28687. }
  28688. },
  28689. shadowCameraNear: {
  28690. set: function ( value ) {
  28691. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28692. this.shadow.camera.near = value;
  28693. }
  28694. },
  28695. shadowCameraFar: {
  28696. set: function ( value ) {
  28697. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28698. this.shadow.camera.far = value;
  28699. }
  28700. },
  28701. shadowCameraVisible: {
  28702. set: function () {
  28703. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28704. }
  28705. },
  28706. shadowBias: {
  28707. set: function ( value ) {
  28708. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28709. this.shadow.bias = value;
  28710. }
  28711. },
  28712. shadowDarkness: {
  28713. set: function () {
  28714. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28715. }
  28716. },
  28717. shadowMapWidth: {
  28718. set: function ( value ) {
  28719. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28720. this.shadow.mapSize.width = value;
  28721. }
  28722. },
  28723. shadowMapHeight: {
  28724. set: function ( value ) {
  28725. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28726. this.shadow.mapSize.height = value;
  28727. }
  28728. }
  28729. } );
  28730. //
  28731. Object.defineProperties( BufferAttribute.prototype, {
  28732. length: {
  28733. get: function () {
  28734. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28735. return this.array.length;
  28736. }
  28737. },
  28738. copyIndicesArray: function ( /* indices */ ) {
  28739. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28740. }
  28741. } );
  28742. Object.assign( BufferGeometry.prototype, {
  28743. addIndex: function ( index ) {
  28744. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28745. this.setIndex( index );
  28746. },
  28747. addDrawCall: function ( start, count, indexOffset ) {
  28748. if ( indexOffset !== undefined ) {
  28749. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28750. }
  28751. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28752. this.addGroup( start, count );
  28753. },
  28754. clearDrawCalls: function () {
  28755. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28756. this.clearGroups();
  28757. },
  28758. computeTangents: function () {
  28759. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28760. },
  28761. computeOffsets: function () {
  28762. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28763. }
  28764. } );
  28765. Object.defineProperties( BufferGeometry.prototype, {
  28766. drawcalls: {
  28767. get: function () {
  28768. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28769. return this.groups;
  28770. }
  28771. },
  28772. offsets: {
  28773. get: function () {
  28774. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28775. return this.groups;
  28776. }
  28777. }
  28778. } );
  28779. //
  28780. Object.assign( ExtrudeBufferGeometry.prototype, {
  28781. getArrays: function () {
  28782. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28783. },
  28784. addShapeList: function () {
  28785. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28786. },
  28787. addShape: function () {
  28788. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28789. }
  28790. } );
  28791. //
  28792. Object.defineProperties( Uniform.prototype, {
  28793. dynamic: {
  28794. set: function () {
  28795. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28796. }
  28797. },
  28798. onUpdate: {
  28799. value: function () {
  28800. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28801. return this;
  28802. }
  28803. }
  28804. } );
  28805. //
  28806. Object.defineProperties( Material.prototype, {
  28807. wrapAround: {
  28808. get: function () {
  28809. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28810. },
  28811. set: function () {
  28812. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28813. }
  28814. },
  28815. overdraw: {
  28816. get: function () {
  28817. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28818. },
  28819. set: function () {
  28820. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28821. }
  28822. },
  28823. wrapRGB: {
  28824. get: function () {
  28825. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28826. return new Color();
  28827. }
  28828. },
  28829. shading: {
  28830. get: function () {
  28831. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28832. },
  28833. set: function ( value ) {
  28834. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28835. this.flatShading = ( value === FlatShading );
  28836. }
  28837. }
  28838. } );
  28839. Object.defineProperties( MeshPhongMaterial.prototype, {
  28840. metal: {
  28841. get: function () {
  28842. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28843. return false;
  28844. },
  28845. set: function () {
  28846. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28847. }
  28848. }
  28849. } );
  28850. Object.defineProperties( ShaderMaterial.prototype, {
  28851. derivatives: {
  28852. get: function () {
  28853. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28854. return this.extensions.derivatives;
  28855. },
  28856. set: function ( value ) {
  28857. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28858. this.extensions.derivatives = value;
  28859. }
  28860. }
  28861. } );
  28862. //
  28863. Object.assign( WebGLRenderer.prototype, {
  28864. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28865. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28866. this.setRenderTarget( renderTarget );
  28867. this.clear( color, depth, stencil );
  28868. },
  28869. animate: function ( callback ) {
  28870. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28871. this.setAnimationLoop( callback );
  28872. },
  28873. getCurrentRenderTarget: function () {
  28874. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28875. return this.getRenderTarget();
  28876. },
  28877. getMaxAnisotropy: function () {
  28878. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28879. return this.capabilities.getMaxAnisotropy();
  28880. },
  28881. getPrecision: function () {
  28882. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28883. return this.capabilities.precision;
  28884. },
  28885. resetGLState: function () {
  28886. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28887. return this.state.reset();
  28888. },
  28889. supportsFloatTextures: function () {
  28890. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28891. return this.extensions.get( 'OES_texture_float' );
  28892. },
  28893. supportsHalfFloatTextures: function () {
  28894. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28895. return this.extensions.get( 'OES_texture_half_float' );
  28896. },
  28897. supportsStandardDerivatives: function () {
  28898. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28899. return this.extensions.get( 'OES_standard_derivatives' );
  28900. },
  28901. supportsCompressedTextureS3TC: function () {
  28902. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28903. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28904. },
  28905. supportsCompressedTexturePVRTC: function () {
  28906. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28907. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28908. },
  28909. supportsBlendMinMax: function () {
  28910. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28911. return this.extensions.get( 'EXT_blend_minmax' );
  28912. },
  28913. supportsVertexTextures: function () {
  28914. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28915. return this.capabilities.vertexTextures;
  28916. },
  28917. supportsInstancedArrays: function () {
  28918. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28919. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28920. },
  28921. enableScissorTest: function ( boolean ) {
  28922. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28923. this.setScissorTest( boolean );
  28924. },
  28925. initMaterial: function () {
  28926. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28927. },
  28928. addPrePlugin: function () {
  28929. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28930. },
  28931. addPostPlugin: function () {
  28932. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28933. },
  28934. updateShadowMap: function () {
  28935. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28936. },
  28937. setFaceCulling: function () {
  28938. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28939. },
  28940. allocTextureUnit: function () {
  28941. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  28942. },
  28943. setTexture: function () {
  28944. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  28945. },
  28946. setTexture2D: function () {
  28947. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  28948. },
  28949. setTextureCube: function () {
  28950. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  28951. },
  28952. getActiveMipMapLevel: function () {
  28953. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  28954. return this.getActiveMipmapLevel();
  28955. }
  28956. } );
  28957. Object.defineProperties( WebGLRenderer.prototype, {
  28958. shadowMapEnabled: {
  28959. get: function () {
  28960. return this.shadowMap.enabled;
  28961. },
  28962. set: function ( value ) {
  28963. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28964. this.shadowMap.enabled = value;
  28965. }
  28966. },
  28967. shadowMapType: {
  28968. get: function () {
  28969. return this.shadowMap.type;
  28970. },
  28971. set: function ( value ) {
  28972. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28973. this.shadowMap.type = value;
  28974. }
  28975. },
  28976. shadowMapCullFace: {
  28977. get: function () {
  28978. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28979. return undefined;
  28980. },
  28981. set: function ( /* value */ ) {
  28982. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28983. }
  28984. },
  28985. context: {
  28986. get: function () {
  28987. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  28988. return this.getContext();
  28989. }
  28990. }
  28991. } );
  28992. Object.defineProperties( WebGLShadowMap.prototype, {
  28993. cullFace: {
  28994. get: function () {
  28995. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28996. return undefined;
  28997. },
  28998. set: function ( /* cullFace */ ) {
  28999. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29000. }
  29001. },
  29002. renderReverseSided: {
  29003. get: function () {
  29004. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29005. return undefined;
  29006. },
  29007. set: function () {
  29008. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29009. }
  29010. },
  29011. renderSingleSided: {
  29012. get: function () {
  29013. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29014. return undefined;
  29015. },
  29016. set: function () {
  29017. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29018. }
  29019. }
  29020. } );
  29021. //
  29022. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29023. activeCubeFace: {
  29024. set: function ( /* value */ ) {
  29025. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29026. }
  29027. },
  29028. activeMipMapLevel: {
  29029. set: function ( /* value */ ) {
  29030. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29031. }
  29032. }
  29033. } );
  29034. //
  29035. Object.defineProperties( WebGLRenderTarget.prototype, {
  29036. wrapS: {
  29037. get: function () {
  29038. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29039. return this.texture.wrapS;
  29040. },
  29041. set: function ( value ) {
  29042. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29043. this.texture.wrapS = value;
  29044. }
  29045. },
  29046. wrapT: {
  29047. get: function () {
  29048. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29049. return this.texture.wrapT;
  29050. },
  29051. set: function ( value ) {
  29052. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29053. this.texture.wrapT = value;
  29054. }
  29055. },
  29056. magFilter: {
  29057. get: function () {
  29058. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29059. return this.texture.magFilter;
  29060. },
  29061. set: function ( value ) {
  29062. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29063. this.texture.magFilter = value;
  29064. }
  29065. },
  29066. minFilter: {
  29067. get: function () {
  29068. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29069. return this.texture.minFilter;
  29070. },
  29071. set: function ( value ) {
  29072. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29073. this.texture.minFilter = value;
  29074. }
  29075. },
  29076. anisotropy: {
  29077. get: function () {
  29078. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29079. return this.texture.anisotropy;
  29080. },
  29081. set: function ( value ) {
  29082. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29083. this.texture.anisotropy = value;
  29084. }
  29085. },
  29086. offset: {
  29087. get: function () {
  29088. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29089. return this.texture.offset;
  29090. },
  29091. set: function ( value ) {
  29092. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29093. this.texture.offset = value;
  29094. }
  29095. },
  29096. repeat: {
  29097. get: function () {
  29098. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29099. return this.texture.repeat;
  29100. },
  29101. set: function ( value ) {
  29102. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29103. this.texture.repeat = value;
  29104. }
  29105. },
  29106. format: {
  29107. get: function () {
  29108. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29109. return this.texture.format;
  29110. },
  29111. set: function ( value ) {
  29112. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29113. this.texture.format = value;
  29114. }
  29115. },
  29116. type: {
  29117. get: function () {
  29118. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29119. return this.texture.type;
  29120. },
  29121. set: function ( value ) {
  29122. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29123. this.texture.type = value;
  29124. }
  29125. },
  29126. generateMipmaps: {
  29127. get: function () {
  29128. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29129. return this.texture.generateMipmaps;
  29130. },
  29131. set: function ( value ) {
  29132. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29133. this.texture.generateMipmaps = value;
  29134. }
  29135. }
  29136. } );
  29137. //
  29138. Object.defineProperties( WebVRManager.prototype, {
  29139. standing: {
  29140. set: function ( /* value */ ) {
  29141. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29142. }
  29143. },
  29144. userHeight: {
  29145. set: function ( /* value */ ) {
  29146. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29147. }
  29148. }
  29149. } );
  29150. //
  29151. Audio.prototype.load = function ( file ) {
  29152. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29153. var scope = this;
  29154. var audioLoader = new AudioLoader();
  29155. audioLoader.load( file, function ( buffer ) {
  29156. scope.setBuffer( buffer );
  29157. } );
  29158. return this;
  29159. };
  29160. AudioAnalyser.prototype.getData = function () {
  29161. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29162. return this.getFrequencyData();
  29163. };
  29164. //
  29165. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29166. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29167. return this.update( renderer, scene );
  29168. };
  29169. //
  29170. var GeometryUtils = {
  29171. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29172. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29173. var matrix;
  29174. if ( geometry2.isMesh ) {
  29175. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29176. matrix = geometry2.matrix;
  29177. geometry2 = geometry2.geometry;
  29178. }
  29179. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29180. },
  29181. center: function ( geometry ) {
  29182. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29183. return geometry.center();
  29184. }
  29185. };
  29186. ImageUtils.crossOrigin = undefined;
  29187. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29188. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29189. var loader = new TextureLoader();
  29190. loader.setCrossOrigin( this.crossOrigin );
  29191. var texture = loader.load( url, onLoad, undefined, onError );
  29192. if ( mapping ) texture.mapping = mapping;
  29193. return texture;
  29194. };
  29195. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29196. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29197. var loader = new CubeTextureLoader();
  29198. loader.setCrossOrigin( this.crossOrigin );
  29199. var texture = loader.load( urls, onLoad, undefined, onError );
  29200. if ( mapping ) texture.mapping = mapping;
  29201. return texture;
  29202. };
  29203. ImageUtils.loadCompressedTexture = function () {
  29204. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29205. };
  29206. ImageUtils.loadCompressedTextureCube = function () {
  29207. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29208. };
  29209. //
  29210. function CanvasRenderer() {
  29211. console.error( 'THREE.CanvasRenderer has been removed' );
  29212. }
  29213. //
  29214. function JSONLoader() {
  29215. console.error( 'THREE.JSONLoader has been removed.' );
  29216. }
  29217. //
  29218. var SceneUtils = {
  29219. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29220. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29221. },
  29222. detach: function ( /* child, parent, scene */ ) {
  29223. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29224. },
  29225. attach: function ( /* child, scene, parent */ ) {
  29226. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29227. }
  29228. };
  29229. //
  29230. function LensFlare() {
  29231. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29232. }
  29233. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29234. exports.AddEquation = AddEquation;
  29235. exports.AddOperation = AddOperation;
  29236. exports.AdditiveBlending = AdditiveBlending;
  29237. exports.AlphaFormat = AlphaFormat;
  29238. exports.AlwaysDepth = AlwaysDepth;
  29239. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29240. exports.AmbientLight = AmbientLight;
  29241. exports.AmbientLightProbe = AmbientLightProbe;
  29242. exports.AnimationClip = AnimationClip;
  29243. exports.AnimationLoader = AnimationLoader;
  29244. exports.AnimationMixer = AnimationMixer;
  29245. exports.AnimationObjectGroup = AnimationObjectGroup;
  29246. exports.AnimationUtils = AnimationUtils;
  29247. exports.ArcCurve = ArcCurve;
  29248. exports.ArrayCamera = ArrayCamera;
  29249. exports.ArrowHelper = ArrowHelper;
  29250. exports.Audio = Audio;
  29251. exports.AudioAnalyser = AudioAnalyser;
  29252. exports.AudioContext = AudioContext;
  29253. exports.AudioListener = AudioListener;
  29254. exports.AudioLoader = AudioLoader;
  29255. exports.AxesHelper = AxesHelper;
  29256. exports.AxisHelper = AxisHelper;
  29257. exports.BackSide = BackSide;
  29258. exports.BasicDepthPacking = BasicDepthPacking;
  29259. exports.BasicShadowMap = BasicShadowMap;
  29260. exports.BinaryTextureLoader = BinaryTextureLoader;
  29261. exports.Bone = Bone;
  29262. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29263. exports.BoundingBoxHelper = BoundingBoxHelper;
  29264. exports.Box2 = Box2;
  29265. exports.Box3 = Box3;
  29266. exports.Box3Helper = Box3Helper;
  29267. exports.BoxBufferGeometry = BoxBufferGeometry;
  29268. exports.BoxGeometry = BoxGeometry;
  29269. exports.BoxHelper = BoxHelper;
  29270. exports.BufferAttribute = BufferAttribute;
  29271. exports.BufferGeometry = BufferGeometry;
  29272. exports.BufferGeometryLoader = BufferGeometryLoader;
  29273. exports.ByteType = ByteType;
  29274. exports.Cache = Cache;
  29275. exports.Camera = Camera;
  29276. exports.CameraHelper = CameraHelper;
  29277. exports.CanvasRenderer = CanvasRenderer;
  29278. exports.CanvasTexture = CanvasTexture;
  29279. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29280. exports.CineonToneMapping = CineonToneMapping;
  29281. exports.CircleBufferGeometry = CircleBufferGeometry;
  29282. exports.CircleGeometry = CircleGeometry;
  29283. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29284. exports.Clock = Clock;
  29285. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29286. exports.Color = Color;
  29287. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29288. exports.CompressedTexture = CompressedTexture;
  29289. exports.CompressedTextureLoader = CompressedTextureLoader;
  29290. exports.ConeBufferGeometry = ConeBufferGeometry;
  29291. exports.ConeGeometry = ConeGeometry;
  29292. exports.CubeCamera = CubeCamera;
  29293. exports.CubeGeometry = BoxGeometry;
  29294. exports.CubeReflectionMapping = CubeReflectionMapping;
  29295. exports.CubeRefractionMapping = CubeRefractionMapping;
  29296. exports.CubeTexture = CubeTexture;
  29297. exports.CubeTextureLoader = CubeTextureLoader;
  29298. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29299. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29300. exports.CubicBezierCurve = CubicBezierCurve;
  29301. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29302. exports.CubicInterpolant = CubicInterpolant;
  29303. exports.CullFaceBack = CullFaceBack;
  29304. exports.CullFaceFront = CullFaceFront;
  29305. exports.CullFaceFrontBack = CullFaceFrontBack;
  29306. exports.CullFaceNone = CullFaceNone;
  29307. exports.Curve = Curve;
  29308. exports.CurvePath = CurvePath;
  29309. exports.CustomBlending = CustomBlending;
  29310. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29311. exports.CylinderGeometry = CylinderGeometry;
  29312. exports.Cylindrical = Cylindrical;
  29313. exports.DataTexture = DataTexture;
  29314. exports.DataTexture2DArray = DataTexture2DArray;
  29315. exports.DataTexture3D = DataTexture3D;
  29316. exports.DataTextureLoader = DataTextureLoader;
  29317. exports.DecrementStencilOp = DecrementStencilOp;
  29318. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29319. exports.DefaultLoadingManager = DefaultLoadingManager;
  29320. exports.DepthFormat = DepthFormat;
  29321. exports.DepthStencilFormat = DepthStencilFormat;
  29322. exports.DepthTexture = DepthTexture;
  29323. exports.DirectionalLight = DirectionalLight;
  29324. exports.DirectionalLightHelper = DirectionalLightHelper;
  29325. exports.DirectionalLightShadow = DirectionalLightShadow;
  29326. exports.DiscreteInterpolant = DiscreteInterpolant;
  29327. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29328. exports.DodecahedronGeometry = DodecahedronGeometry;
  29329. exports.DoubleSide = DoubleSide;
  29330. exports.DstAlphaFactor = DstAlphaFactor;
  29331. exports.DstColorFactor = DstColorFactor;
  29332. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29333. exports.EdgesGeometry = EdgesGeometry;
  29334. exports.EdgesHelper = EdgesHelper;
  29335. exports.EllipseCurve = EllipseCurve;
  29336. exports.EqualDepth = EqualDepth;
  29337. exports.EqualStencilFunc = EqualStencilFunc;
  29338. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29339. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29340. exports.Euler = Euler;
  29341. exports.EventDispatcher = EventDispatcher;
  29342. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29343. exports.ExtrudeGeometry = ExtrudeGeometry;
  29344. exports.Face3 = Face3;
  29345. exports.Face4 = Face4;
  29346. exports.FaceColors = FaceColors;
  29347. exports.FaceNormalsHelper = FaceNormalsHelper;
  29348. exports.FileLoader = FileLoader;
  29349. exports.FlatShading = FlatShading;
  29350. exports.Float32Attribute = Float32Attribute;
  29351. exports.Float32BufferAttribute = Float32BufferAttribute;
  29352. exports.Float64Attribute = Float64Attribute;
  29353. exports.Float64BufferAttribute = Float64BufferAttribute;
  29354. exports.FloatType = FloatType;
  29355. exports.Fog = Fog;
  29356. exports.FogExp2 = FogExp2;
  29357. exports.Font = Font;
  29358. exports.FontLoader = FontLoader;
  29359. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29360. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29361. exports.FrontSide = FrontSide;
  29362. exports.Frustum = Frustum;
  29363. exports.GammaEncoding = GammaEncoding;
  29364. exports.Geometry = Geometry;
  29365. exports.GeometryUtils = GeometryUtils;
  29366. exports.GreaterDepth = GreaterDepth;
  29367. exports.GreaterEqualDepth = GreaterEqualDepth;
  29368. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29369. exports.GreaterStencilFunc = GreaterStencilFunc;
  29370. exports.GridHelper = GridHelper;
  29371. exports.Group = Group;
  29372. exports.HalfFloatType = HalfFloatType;
  29373. exports.HemisphereLight = HemisphereLight;
  29374. exports.HemisphereLightHelper = HemisphereLightHelper;
  29375. exports.HemisphereLightProbe = HemisphereLightProbe;
  29376. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29377. exports.IcosahedronGeometry = IcosahedronGeometry;
  29378. exports.ImageBitmapLoader = ImageBitmapLoader;
  29379. exports.ImageLoader = ImageLoader;
  29380. exports.ImageUtils = ImageUtils;
  29381. exports.ImmediateRenderObject = ImmediateRenderObject;
  29382. exports.IncrementStencilOp = IncrementStencilOp;
  29383. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29384. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29385. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29386. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29387. exports.Int16Attribute = Int16Attribute;
  29388. exports.Int16BufferAttribute = Int16BufferAttribute;
  29389. exports.Int32Attribute = Int32Attribute;
  29390. exports.Int32BufferAttribute = Int32BufferAttribute;
  29391. exports.Int8Attribute = Int8Attribute;
  29392. exports.Int8BufferAttribute = Int8BufferAttribute;
  29393. exports.IntType = IntType;
  29394. exports.InterleavedBuffer = InterleavedBuffer;
  29395. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29396. exports.Interpolant = Interpolant;
  29397. exports.InterpolateDiscrete = InterpolateDiscrete;
  29398. exports.InterpolateLinear = InterpolateLinear;
  29399. exports.InterpolateSmooth = InterpolateSmooth;
  29400. exports.InvertStencilOp = InvertStencilOp;
  29401. exports.JSONLoader = JSONLoader;
  29402. exports.KeepStencilOp = KeepStencilOp;
  29403. exports.KeyframeTrack = KeyframeTrack;
  29404. exports.LOD = LOD;
  29405. exports.LatheBufferGeometry = LatheBufferGeometry;
  29406. exports.LatheGeometry = LatheGeometry;
  29407. exports.Layers = Layers;
  29408. exports.LensFlare = LensFlare;
  29409. exports.LessDepth = LessDepth;
  29410. exports.LessEqualDepth = LessEqualDepth;
  29411. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29412. exports.LessStencilFunc = LessStencilFunc;
  29413. exports.Light = Light;
  29414. exports.LightProbe = LightProbe;
  29415. exports.LightProbeHelper = LightProbeHelper;
  29416. exports.LightShadow = LightShadow;
  29417. exports.Line = Line;
  29418. exports.Line3 = Line3;
  29419. exports.LineBasicMaterial = LineBasicMaterial;
  29420. exports.LineCurve = LineCurve;
  29421. exports.LineCurve3 = LineCurve3;
  29422. exports.LineDashedMaterial = LineDashedMaterial;
  29423. exports.LineLoop = LineLoop;
  29424. exports.LinePieces = LinePieces;
  29425. exports.LineSegments = LineSegments;
  29426. exports.LineStrip = LineStrip;
  29427. exports.LinearEncoding = LinearEncoding;
  29428. exports.LinearFilter = LinearFilter;
  29429. exports.LinearInterpolant = LinearInterpolant;
  29430. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29431. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29432. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29433. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29434. exports.LinearToneMapping = LinearToneMapping;
  29435. exports.Loader = Loader;
  29436. exports.LoaderUtils = LoaderUtils;
  29437. exports.LoadingManager = LoadingManager;
  29438. exports.LogLuvEncoding = LogLuvEncoding;
  29439. exports.LoopOnce = LoopOnce;
  29440. exports.LoopPingPong = LoopPingPong;
  29441. exports.LoopRepeat = LoopRepeat;
  29442. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29443. exports.LuminanceFormat = LuminanceFormat;
  29444. exports.MOUSE = MOUSE;
  29445. exports.Material = Material;
  29446. exports.MaterialLoader = MaterialLoader;
  29447. exports.Math = _Math;
  29448. exports.Matrix3 = Matrix3;
  29449. exports.Matrix4 = Matrix4;
  29450. exports.MaxEquation = MaxEquation;
  29451. exports.Mesh = Mesh;
  29452. exports.MeshBasicMaterial = MeshBasicMaterial;
  29453. exports.MeshDepthMaterial = MeshDepthMaterial;
  29454. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29455. exports.MeshFaceMaterial = MeshFaceMaterial;
  29456. exports.MeshLambertMaterial = MeshLambertMaterial;
  29457. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29458. exports.MeshNormalMaterial = MeshNormalMaterial;
  29459. exports.MeshPhongMaterial = MeshPhongMaterial;
  29460. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29461. exports.MeshStandardMaterial = MeshStandardMaterial;
  29462. exports.MeshToonMaterial = MeshToonMaterial;
  29463. exports.MinEquation = MinEquation;
  29464. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29465. exports.MixOperation = MixOperation;
  29466. exports.MultiMaterial = MultiMaterial;
  29467. exports.MultiplyBlending = MultiplyBlending;
  29468. exports.MultiplyOperation = MultiplyOperation;
  29469. exports.NearestFilter = NearestFilter;
  29470. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29471. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29472. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29473. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29474. exports.NeverDepth = NeverDepth;
  29475. exports.NeverStencilFunc = NeverStencilFunc;
  29476. exports.NoBlending = NoBlending;
  29477. exports.NoColors = NoColors;
  29478. exports.NoToneMapping = NoToneMapping;
  29479. exports.NormalBlending = NormalBlending;
  29480. exports.NotEqualDepth = NotEqualDepth;
  29481. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29482. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29483. exports.Object3D = Object3D;
  29484. exports.ObjectLoader = ObjectLoader;
  29485. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29486. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29487. exports.OctahedronGeometry = OctahedronGeometry;
  29488. exports.OneFactor = OneFactor;
  29489. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29490. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29491. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29492. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29493. exports.OrthographicCamera = OrthographicCamera;
  29494. exports.PCFShadowMap = PCFShadowMap;
  29495. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29496. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29497. exports.ParametricGeometry = ParametricGeometry;
  29498. exports.Particle = Particle;
  29499. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29500. exports.ParticleSystem = ParticleSystem;
  29501. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29502. exports.Path = Path;
  29503. exports.PerspectiveCamera = PerspectiveCamera;
  29504. exports.Plane = Plane;
  29505. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29506. exports.PlaneGeometry = PlaneGeometry;
  29507. exports.PlaneHelper = PlaneHelper;
  29508. exports.PointCloud = PointCloud;
  29509. exports.PointCloudMaterial = PointCloudMaterial;
  29510. exports.PointLight = PointLight;
  29511. exports.PointLightHelper = PointLightHelper;
  29512. exports.Points = Points;
  29513. exports.PointsMaterial = PointsMaterial;
  29514. exports.PolarGridHelper = PolarGridHelper;
  29515. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29516. exports.PolyhedronGeometry = PolyhedronGeometry;
  29517. exports.PositionalAudio = PositionalAudio;
  29518. exports.PositionalAudioHelper = PositionalAudioHelper;
  29519. exports.PropertyBinding = PropertyBinding;
  29520. exports.PropertyMixer = PropertyMixer;
  29521. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29522. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29523. exports.Quaternion = Quaternion;
  29524. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29525. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29526. exports.REVISION = REVISION;
  29527. exports.RGBADepthPacking = RGBADepthPacking;
  29528. exports.RGBAFormat = RGBAFormat;
  29529. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29530. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29531. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29532. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29533. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29534. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29535. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29536. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29537. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29538. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29539. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29540. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29541. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29542. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29543. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29544. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29545. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29546. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29547. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29548. exports.RGBDEncoding = RGBDEncoding;
  29549. exports.RGBEEncoding = RGBEEncoding;
  29550. exports.RGBEFormat = RGBEFormat;
  29551. exports.RGBFormat = RGBFormat;
  29552. exports.RGBM16Encoding = RGBM16Encoding;
  29553. exports.RGBM7Encoding = RGBM7Encoding;
  29554. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29555. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29556. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29557. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29558. exports.RawShaderMaterial = RawShaderMaterial;
  29559. exports.Ray = Ray;
  29560. exports.Raycaster = Raycaster;
  29561. exports.RectAreaLight = RectAreaLight;
  29562. exports.RectAreaLightHelper = RectAreaLightHelper;
  29563. exports.RedFormat = RedFormat;
  29564. exports.ReinhardToneMapping = ReinhardToneMapping;
  29565. exports.RepeatWrapping = RepeatWrapping;
  29566. exports.ReplaceStencilOp = ReplaceStencilOp;
  29567. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29568. exports.RingBufferGeometry = RingBufferGeometry;
  29569. exports.RingGeometry = RingGeometry;
  29570. exports.Scene = Scene;
  29571. exports.SceneUtils = SceneUtils;
  29572. exports.ShaderChunk = ShaderChunk;
  29573. exports.ShaderLib = ShaderLib;
  29574. exports.ShaderMaterial = ShaderMaterial;
  29575. exports.ShadowMaterial = ShadowMaterial;
  29576. exports.Shape = Shape;
  29577. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29578. exports.ShapeGeometry = ShapeGeometry;
  29579. exports.ShapePath = ShapePath;
  29580. exports.ShapeUtils = ShapeUtils;
  29581. exports.ShortType = ShortType;
  29582. exports.Skeleton = Skeleton;
  29583. exports.SkeletonHelper = SkeletonHelper;
  29584. exports.SkinnedMesh = SkinnedMesh;
  29585. exports.SmoothShading = SmoothShading;
  29586. exports.Sphere = Sphere;
  29587. exports.SphereBufferGeometry = SphereBufferGeometry;
  29588. exports.SphereGeometry = SphereGeometry;
  29589. exports.Spherical = Spherical;
  29590. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29591. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29592. exports.Spline = Spline;
  29593. exports.SplineCurve = SplineCurve;
  29594. exports.SplineCurve3 = SplineCurve3;
  29595. exports.SpotLight = SpotLight;
  29596. exports.SpotLightHelper = SpotLightHelper;
  29597. exports.SpotLightShadow = SpotLightShadow;
  29598. exports.Sprite = Sprite;
  29599. exports.SpriteMaterial = SpriteMaterial;
  29600. exports.SrcAlphaFactor = SrcAlphaFactor;
  29601. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29602. exports.SrcColorFactor = SrcColorFactor;
  29603. exports.StereoCamera = StereoCamera;
  29604. exports.StringKeyframeTrack = StringKeyframeTrack;
  29605. exports.SubtractEquation = SubtractEquation;
  29606. exports.SubtractiveBlending = SubtractiveBlending;
  29607. exports.TOUCH = TOUCH;
  29608. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29609. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29610. exports.TetrahedronGeometry = TetrahedronGeometry;
  29611. exports.TextBufferGeometry = TextBufferGeometry;
  29612. exports.TextGeometry = TextGeometry;
  29613. exports.Texture = Texture;
  29614. exports.TextureLoader = TextureLoader;
  29615. exports.TorusBufferGeometry = TorusBufferGeometry;
  29616. exports.TorusGeometry = TorusGeometry;
  29617. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29618. exports.TorusKnotGeometry = TorusKnotGeometry;
  29619. exports.Triangle = Triangle;
  29620. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29621. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29622. exports.TrianglesDrawMode = TrianglesDrawMode;
  29623. exports.TubeBufferGeometry = TubeBufferGeometry;
  29624. exports.TubeGeometry = TubeGeometry;
  29625. exports.UVMapping = UVMapping;
  29626. exports.Uint16Attribute = Uint16Attribute;
  29627. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29628. exports.Uint32Attribute = Uint32Attribute;
  29629. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29630. exports.Uint8Attribute = Uint8Attribute;
  29631. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29632. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29633. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29634. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29635. exports.Uniform = Uniform;
  29636. exports.UniformsLib = UniformsLib;
  29637. exports.UniformsUtils = UniformsUtils;
  29638. exports.UnsignedByteType = UnsignedByteType;
  29639. exports.UnsignedInt248Type = UnsignedInt248Type;
  29640. exports.UnsignedIntType = UnsignedIntType;
  29641. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29642. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29643. exports.UnsignedShort565Type = UnsignedShort565Type;
  29644. exports.UnsignedShortType = UnsignedShortType;
  29645. exports.Vector2 = Vector2;
  29646. exports.Vector3 = Vector3;
  29647. exports.Vector4 = Vector4;
  29648. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29649. exports.Vertex = Vertex;
  29650. exports.VertexColors = VertexColors;
  29651. exports.VertexNormalsHelper = VertexNormalsHelper;
  29652. exports.VideoTexture = VideoTexture;
  29653. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29654. exports.WebGLRenderTarget = WebGLRenderTarget;
  29655. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29656. exports.WebGLRenderer = WebGLRenderer;
  29657. exports.WebGLUtils = WebGLUtils;
  29658. exports.WireframeGeometry = WireframeGeometry;
  29659. exports.WireframeHelper = WireframeHelper;
  29660. exports.WrapAroundEnding = WrapAroundEnding;
  29661. exports.XHRLoader = XHRLoader;
  29662. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29663. exports.ZeroFactor = ZeroFactor;
  29664. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29665. exports.ZeroStencilOp = ZeroStencilOp;
  29666. exports.sRGBEncoding = sRGBEncoding;
  29667. Object.defineProperty(exports, '__esModule', { value: true });
  29668. }));