three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. /**
  55. * https://github.com/mrdoob/eventdispatcher.js/
  56. */
  57. function EventDispatcher() {}
  58. Object.assign( EventDispatcher.prototype, {
  59. addEventListener: function ( type, listener ) {
  60. if ( this._listeners === undefined ) this._listeners = {};
  61. var listeners = this._listeners;
  62. if ( listeners[ type ] === undefined ) {
  63. listeners[ type ] = [];
  64. }
  65. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  66. listeners[ type ].push( listener );
  67. }
  68. },
  69. hasEventListener: function ( type, listener ) {
  70. if ( this._listeners === undefined ) return false;
  71. var listeners = this._listeners;
  72. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  73. },
  74. removeEventListener: function ( type, listener ) {
  75. if ( this._listeners === undefined ) return;
  76. var listeners = this._listeners;
  77. var listenerArray = listeners[ type ];
  78. if ( listenerArray !== undefined ) {
  79. var index = listenerArray.indexOf( listener );
  80. if ( index !== - 1 ) {
  81. listenerArray.splice( index, 1 );
  82. }
  83. }
  84. },
  85. dispatchEvent: function ( event ) {
  86. if ( this._listeners === undefined ) return;
  87. var listeners = this._listeners;
  88. var listenerArray = listeners[ event.type ];
  89. if ( listenerArray !== undefined ) {
  90. event.target = this;
  91. var array = listenerArray.slice( 0 );
  92. for ( var i = 0, l = array.length; i < l; i ++ ) {
  93. array[ i ].call( this, event );
  94. }
  95. }
  96. }
  97. } );
  98. var REVISION = '108';
  99. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  100. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  101. var CullFaceNone = 0;
  102. var CullFaceBack = 1;
  103. var CullFaceFront = 2;
  104. var CullFaceFrontBack = 3;
  105. var FrontFaceDirectionCW = 0;
  106. var FrontFaceDirectionCCW = 1;
  107. var BasicShadowMap = 0;
  108. var PCFShadowMap = 1;
  109. var PCFSoftShadowMap = 2;
  110. var VSMShadowMap = 3;
  111. var FrontSide = 0;
  112. var BackSide = 1;
  113. var DoubleSide = 2;
  114. var FlatShading = 1;
  115. var SmoothShading = 2;
  116. var NoColors = 0;
  117. var FaceColors = 1;
  118. var VertexColors = 2;
  119. var NoBlending = 0;
  120. var NormalBlending = 1;
  121. var AdditiveBlending = 2;
  122. var SubtractiveBlending = 3;
  123. var MultiplyBlending = 4;
  124. var CustomBlending = 5;
  125. var AddEquation = 100;
  126. var SubtractEquation = 101;
  127. var ReverseSubtractEquation = 102;
  128. var MinEquation = 103;
  129. var MaxEquation = 104;
  130. var ZeroFactor = 200;
  131. var OneFactor = 201;
  132. var SrcColorFactor = 202;
  133. var OneMinusSrcColorFactor = 203;
  134. var SrcAlphaFactor = 204;
  135. var OneMinusSrcAlphaFactor = 205;
  136. var DstAlphaFactor = 206;
  137. var OneMinusDstAlphaFactor = 207;
  138. var DstColorFactor = 208;
  139. var OneMinusDstColorFactor = 209;
  140. var SrcAlphaSaturateFactor = 210;
  141. var NeverDepth = 0;
  142. var AlwaysDepth = 1;
  143. var LessDepth = 2;
  144. var LessEqualDepth = 3;
  145. var EqualDepth = 4;
  146. var GreaterEqualDepth = 5;
  147. var GreaterDepth = 6;
  148. var NotEqualDepth = 7;
  149. var MultiplyOperation = 0;
  150. var MixOperation = 1;
  151. var AddOperation = 2;
  152. var NoToneMapping = 0;
  153. var LinearToneMapping = 1;
  154. var ReinhardToneMapping = 2;
  155. var Uncharted2ToneMapping = 3;
  156. var CineonToneMapping = 4;
  157. var ACESFilmicToneMapping = 5;
  158. var UVMapping = 300;
  159. var CubeReflectionMapping = 301;
  160. var CubeRefractionMapping = 302;
  161. var EquirectangularReflectionMapping = 303;
  162. var EquirectangularRefractionMapping = 304;
  163. var SphericalReflectionMapping = 305;
  164. var CubeUVReflectionMapping = 306;
  165. var CubeUVRefractionMapping = 307;
  166. var RepeatWrapping = 1000;
  167. var ClampToEdgeWrapping = 1001;
  168. var MirroredRepeatWrapping = 1002;
  169. var NearestFilter = 1003;
  170. var NearestMipmapNearestFilter = 1004;
  171. var NearestMipMapNearestFilter = 1004;
  172. var NearestMipmapLinearFilter = 1005;
  173. var NearestMipMapLinearFilter = 1005;
  174. var LinearFilter = 1006;
  175. var LinearMipmapNearestFilter = 1007;
  176. var LinearMipMapNearestFilter = 1007;
  177. var LinearMipmapLinearFilter = 1008;
  178. var LinearMipMapLinearFilter = 1008;
  179. var UnsignedByteType = 1009;
  180. var ByteType = 1010;
  181. var ShortType = 1011;
  182. var UnsignedShortType = 1012;
  183. var IntType = 1013;
  184. var UnsignedIntType = 1014;
  185. var FloatType = 1015;
  186. var HalfFloatType = 1016;
  187. var UnsignedShort4444Type = 1017;
  188. var UnsignedShort5551Type = 1018;
  189. var UnsignedShort565Type = 1019;
  190. var UnsignedInt248Type = 1020;
  191. var AlphaFormat = 1021;
  192. var RGBFormat = 1022;
  193. var RGBAFormat = 1023;
  194. var LuminanceFormat = 1024;
  195. var LuminanceAlphaFormat = 1025;
  196. var RGBEFormat = RGBAFormat;
  197. var DepthFormat = 1026;
  198. var DepthStencilFormat = 1027;
  199. var RedFormat = 1028;
  200. var RGB_S3TC_DXT1_Format = 33776;
  201. var RGBA_S3TC_DXT1_Format = 33777;
  202. var RGBA_S3TC_DXT3_Format = 33778;
  203. var RGBA_S3TC_DXT5_Format = 33779;
  204. var RGB_PVRTC_4BPPV1_Format = 35840;
  205. var RGB_PVRTC_2BPPV1_Format = 35841;
  206. var RGBA_PVRTC_4BPPV1_Format = 35842;
  207. var RGBA_PVRTC_2BPPV1_Format = 35843;
  208. var RGB_ETC1_Format = 36196;
  209. var RGBA_ASTC_4x4_Format = 37808;
  210. var RGBA_ASTC_5x4_Format = 37809;
  211. var RGBA_ASTC_5x5_Format = 37810;
  212. var RGBA_ASTC_6x5_Format = 37811;
  213. var RGBA_ASTC_6x6_Format = 37812;
  214. var RGBA_ASTC_8x5_Format = 37813;
  215. var RGBA_ASTC_8x6_Format = 37814;
  216. var RGBA_ASTC_8x8_Format = 37815;
  217. var RGBA_ASTC_10x5_Format = 37816;
  218. var RGBA_ASTC_10x6_Format = 37817;
  219. var RGBA_ASTC_10x8_Format = 37818;
  220. var RGBA_ASTC_10x10_Format = 37819;
  221. var RGBA_ASTC_12x10_Format = 37820;
  222. var RGBA_ASTC_12x12_Format = 37821;
  223. var LoopOnce = 2200;
  224. var LoopRepeat = 2201;
  225. var LoopPingPong = 2202;
  226. var InterpolateDiscrete = 2300;
  227. var InterpolateLinear = 2301;
  228. var InterpolateSmooth = 2302;
  229. var ZeroCurvatureEnding = 2400;
  230. var ZeroSlopeEnding = 2401;
  231. var WrapAroundEnding = 2402;
  232. var TrianglesDrawMode = 0;
  233. var TriangleStripDrawMode = 1;
  234. var TriangleFanDrawMode = 2;
  235. var LinearEncoding = 3000;
  236. var sRGBEncoding = 3001;
  237. var GammaEncoding = 3007;
  238. var RGBEEncoding = 3002;
  239. var LogLuvEncoding = 3003;
  240. var RGBM7Encoding = 3004;
  241. var RGBM16Encoding = 3005;
  242. var RGBDEncoding = 3006;
  243. var BasicDepthPacking = 3200;
  244. var RGBADepthPacking = 3201;
  245. var TangentSpaceNormalMap = 0;
  246. var ObjectSpaceNormalMap = 1;
  247. var ZeroStencilOp = 0;
  248. var KeepStencilOp = 7680;
  249. var ReplaceStencilOp = 7681;
  250. var IncrementStencilOp = 7682;
  251. var DecrementStencilOp = 7683;
  252. var IncrementWrapStencilOp = 34055;
  253. var DecrementWrapStencilOp = 34056;
  254. var InvertStencilOp = 5386;
  255. var NeverStencilFunc = 512;
  256. var LessStencilFunc = 513;
  257. var EqualStencilFunc = 514;
  258. var LessEqualStencilFunc = 515;
  259. var GreaterStencilFunc = 516;
  260. var NotEqualStencilFunc = 517;
  261. var GreaterEqualStencilFunc = 518;
  262. var AlwaysStencilFunc = 519;
  263. /**
  264. * @author alteredq / http://alteredqualia.com/
  265. * @author mrdoob / http://mrdoob.com/
  266. */
  267. var _lut = [];
  268. for ( var i = 0; i < 256; i ++ ) {
  269. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  270. }
  271. var _Math = {
  272. DEG2RAD: Math.PI / 180,
  273. RAD2DEG: 180 / Math.PI,
  274. generateUUID: function () {
  275. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  276. var d0 = Math.random() * 0xffffffff | 0;
  277. var d1 = Math.random() * 0xffffffff | 0;
  278. var d2 = Math.random() * 0xffffffff | 0;
  279. var d3 = Math.random() * 0xffffffff | 0;
  280. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  281. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  282. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  283. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  284. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  285. return uuid.toUpperCase();
  286. },
  287. clamp: function ( value, min, max ) {
  288. return Math.max( min, Math.min( max, value ) );
  289. },
  290. // compute euclidian modulo of m % n
  291. // https://en.wikipedia.org/wiki/Modulo_operation
  292. euclideanModulo: function ( n, m ) {
  293. return ( ( n % m ) + m ) % m;
  294. },
  295. // Linear mapping from range <a1, a2> to range <b1, b2>
  296. mapLinear: function ( x, a1, a2, b1, b2 ) {
  297. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  298. },
  299. // https://en.wikipedia.org/wiki/Linear_interpolation
  300. lerp: function ( x, y, t ) {
  301. return ( 1 - t ) * x + t * y;
  302. },
  303. // http://en.wikipedia.org/wiki/Smoothstep
  304. smoothstep: function ( x, min, max ) {
  305. if ( x <= min ) return 0;
  306. if ( x >= max ) return 1;
  307. x = ( x - min ) / ( max - min );
  308. return x * x * ( 3 - 2 * x );
  309. },
  310. smootherstep: function ( x, min, max ) {
  311. if ( x <= min ) return 0;
  312. if ( x >= max ) return 1;
  313. x = ( x - min ) / ( max - min );
  314. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  315. },
  316. // Random integer from <low, high> interval
  317. randInt: function ( low, high ) {
  318. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  319. },
  320. // Random float from <low, high> interval
  321. randFloat: function ( low, high ) {
  322. return low + Math.random() * ( high - low );
  323. },
  324. // Random float from <-range/2, range/2> interval
  325. randFloatSpread: function ( range ) {
  326. return range * ( 0.5 - Math.random() );
  327. },
  328. degToRad: function ( degrees ) {
  329. return degrees * _Math.DEG2RAD;
  330. },
  331. radToDeg: function ( radians ) {
  332. return radians * _Math.RAD2DEG;
  333. },
  334. isPowerOfTwo: function ( value ) {
  335. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  336. },
  337. ceilPowerOfTwo: function ( value ) {
  338. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  339. },
  340. floorPowerOfTwo: function ( value ) {
  341. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  342. }
  343. };
  344. /**
  345. * @author mrdoob / http://mrdoob.com/
  346. * @author philogb / http://blog.thejit.org/
  347. * @author egraether / http://egraether.com/
  348. * @author zz85 / http://www.lab4games.net/zz85/blog
  349. */
  350. function Vector2( x, y ) {
  351. this.x = x || 0;
  352. this.y = y || 0;
  353. }
  354. Object.defineProperties( Vector2.prototype, {
  355. "width": {
  356. get: function () {
  357. return this.x;
  358. },
  359. set: function ( value ) {
  360. this.x = value;
  361. }
  362. },
  363. "height": {
  364. get: function () {
  365. return this.y;
  366. },
  367. set: function ( value ) {
  368. this.y = value;
  369. }
  370. }
  371. } );
  372. Object.assign( Vector2.prototype, {
  373. isVector2: true,
  374. set: function ( x, y ) {
  375. this.x = x;
  376. this.y = y;
  377. return this;
  378. },
  379. setScalar: function ( scalar ) {
  380. this.x = scalar;
  381. this.y = scalar;
  382. return this;
  383. },
  384. setX: function ( x ) {
  385. this.x = x;
  386. return this;
  387. },
  388. setY: function ( y ) {
  389. this.y = y;
  390. return this;
  391. },
  392. setComponent: function ( index, value ) {
  393. switch ( index ) {
  394. case 0: this.x = value; break;
  395. case 1: this.y = value; break;
  396. default: throw new Error( 'index is out of range: ' + index );
  397. }
  398. return this;
  399. },
  400. getComponent: function ( index ) {
  401. switch ( index ) {
  402. case 0: return this.x;
  403. case 1: return this.y;
  404. default: throw new Error( 'index is out of range: ' + index );
  405. }
  406. },
  407. clone: function () {
  408. return new this.constructor( this.x, this.y );
  409. },
  410. copy: function ( v ) {
  411. this.x = v.x;
  412. this.y = v.y;
  413. return this;
  414. },
  415. add: function ( v, w ) {
  416. if ( w !== undefined ) {
  417. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  418. return this.addVectors( v, w );
  419. }
  420. this.x += v.x;
  421. this.y += v.y;
  422. return this;
  423. },
  424. addScalar: function ( s ) {
  425. this.x += s;
  426. this.y += s;
  427. return this;
  428. },
  429. addVectors: function ( a, b ) {
  430. this.x = a.x + b.x;
  431. this.y = a.y + b.y;
  432. return this;
  433. },
  434. addScaledVector: function ( v, s ) {
  435. this.x += v.x * s;
  436. this.y += v.y * s;
  437. return this;
  438. },
  439. sub: function ( v, w ) {
  440. if ( w !== undefined ) {
  441. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  442. return this.subVectors( v, w );
  443. }
  444. this.x -= v.x;
  445. this.y -= v.y;
  446. return this;
  447. },
  448. subScalar: function ( s ) {
  449. this.x -= s;
  450. this.y -= s;
  451. return this;
  452. },
  453. subVectors: function ( a, b ) {
  454. this.x = a.x - b.x;
  455. this.y = a.y - b.y;
  456. return this;
  457. },
  458. multiply: function ( v ) {
  459. this.x *= v.x;
  460. this.y *= v.y;
  461. return this;
  462. },
  463. multiplyScalar: function ( scalar ) {
  464. this.x *= scalar;
  465. this.y *= scalar;
  466. return this;
  467. },
  468. divide: function ( v ) {
  469. this.x /= v.x;
  470. this.y /= v.y;
  471. return this;
  472. },
  473. divideScalar: function ( scalar ) {
  474. return this.multiplyScalar( 1 / scalar );
  475. },
  476. applyMatrix3: function ( m ) {
  477. var x = this.x, y = this.y;
  478. var e = m.elements;
  479. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  480. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  481. return this;
  482. },
  483. min: function ( v ) {
  484. this.x = Math.min( this.x, v.x );
  485. this.y = Math.min( this.y, v.y );
  486. return this;
  487. },
  488. max: function ( v ) {
  489. this.x = Math.max( this.x, v.x );
  490. this.y = Math.max( this.y, v.y );
  491. return this;
  492. },
  493. clamp: function ( min, max ) {
  494. // assumes min < max, componentwise
  495. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  496. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  497. return this;
  498. },
  499. clampScalar: function ( minVal, maxVal ) {
  500. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  501. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  502. return this;
  503. },
  504. clampLength: function ( min, max ) {
  505. var length = this.length();
  506. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  507. },
  508. floor: function () {
  509. this.x = Math.floor( this.x );
  510. this.y = Math.floor( this.y );
  511. return this;
  512. },
  513. ceil: function () {
  514. this.x = Math.ceil( this.x );
  515. this.y = Math.ceil( this.y );
  516. return this;
  517. },
  518. round: function () {
  519. this.x = Math.round( this.x );
  520. this.y = Math.round( this.y );
  521. return this;
  522. },
  523. roundToZero: function () {
  524. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  525. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  526. return this;
  527. },
  528. negate: function () {
  529. this.x = - this.x;
  530. this.y = - this.y;
  531. return this;
  532. },
  533. dot: function ( v ) {
  534. return this.x * v.x + this.y * v.y;
  535. },
  536. cross: function ( v ) {
  537. return this.x * v.y - this.y * v.x;
  538. },
  539. lengthSq: function () {
  540. return this.x * this.x + this.y * this.y;
  541. },
  542. length: function () {
  543. return Math.sqrt( this.x * this.x + this.y * this.y );
  544. },
  545. manhattanLength: function () {
  546. return Math.abs( this.x ) + Math.abs( this.y );
  547. },
  548. normalize: function () {
  549. return this.divideScalar( this.length() || 1 );
  550. },
  551. angle: function () {
  552. // computes the angle in radians with respect to the positive x-axis
  553. var angle = Math.atan2( this.y, this.x );
  554. if ( angle < 0 ) angle += 2 * Math.PI;
  555. return angle;
  556. },
  557. distanceTo: function ( v ) {
  558. return Math.sqrt( this.distanceToSquared( v ) );
  559. },
  560. distanceToSquared: function ( v ) {
  561. var dx = this.x - v.x, dy = this.y - v.y;
  562. return dx * dx + dy * dy;
  563. },
  564. manhattanDistanceTo: function ( v ) {
  565. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  566. },
  567. setLength: function ( length ) {
  568. return this.normalize().multiplyScalar( length );
  569. },
  570. lerp: function ( v, alpha ) {
  571. this.x += ( v.x - this.x ) * alpha;
  572. this.y += ( v.y - this.y ) * alpha;
  573. return this;
  574. },
  575. lerpVectors: function ( v1, v2, alpha ) {
  576. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  577. },
  578. equals: function ( v ) {
  579. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  580. },
  581. fromArray: function ( array, offset ) {
  582. if ( offset === undefined ) offset = 0;
  583. this.x = array[ offset ];
  584. this.y = array[ offset + 1 ];
  585. return this;
  586. },
  587. toArray: function ( array, offset ) {
  588. if ( array === undefined ) array = [];
  589. if ( offset === undefined ) offset = 0;
  590. array[ offset ] = this.x;
  591. array[ offset + 1 ] = this.y;
  592. return array;
  593. },
  594. fromBufferAttribute: function ( attribute, index, offset ) {
  595. if ( offset !== undefined ) {
  596. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  597. }
  598. this.x = attribute.getX( index );
  599. this.y = attribute.getY( index );
  600. return this;
  601. },
  602. rotateAround: function ( center, angle ) {
  603. var c = Math.cos( angle ), s = Math.sin( angle );
  604. var x = this.x - center.x;
  605. var y = this.y - center.y;
  606. this.x = x * c - y * s + center.x;
  607. this.y = x * s + y * c + center.y;
  608. return this;
  609. }
  610. } );
  611. /**
  612. * @author mikael emtinger / http://gomo.se/
  613. * @author alteredq / http://alteredqualia.com/
  614. * @author WestLangley / http://github.com/WestLangley
  615. * @author bhouston / http://clara.io
  616. */
  617. function Quaternion( x, y, z, w ) {
  618. this._x = x || 0;
  619. this._y = y || 0;
  620. this._z = z || 0;
  621. this._w = ( w !== undefined ) ? w : 1;
  622. }
  623. Object.assign( Quaternion, {
  624. slerp: function ( qa, qb, qm, t ) {
  625. return qm.copy( qa ).slerp( qb, t );
  626. },
  627. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  628. // fuzz-free, array-based Quaternion SLERP operation
  629. var x0 = src0[ srcOffset0 + 0 ],
  630. y0 = src0[ srcOffset0 + 1 ],
  631. z0 = src0[ srcOffset0 + 2 ],
  632. w0 = src0[ srcOffset0 + 3 ],
  633. x1 = src1[ srcOffset1 + 0 ],
  634. y1 = src1[ srcOffset1 + 1 ],
  635. z1 = src1[ srcOffset1 + 2 ],
  636. w1 = src1[ srcOffset1 + 3 ];
  637. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  638. var s = 1 - t,
  639. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  640. dir = ( cos >= 0 ? 1 : - 1 ),
  641. sqrSin = 1 - cos * cos;
  642. // Skip the Slerp for tiny steps to avoid numeric problems:
  643. if ( sqrSin > Number.EPSILON ) {
  644. var sin = Math.sqrt( sqrSin ),
  645. len = Math.atan2( sin, cos * dir );
  646. s = Math.sin( s * len ) / sin;
  647. t = Math.sin( t * len ) / sin;
  648. }
  649. var tDir = t * dir;
  650. x0 = x0 * s + x1 * tDir;
  651. y0 = y0 * s + y1 * tDir;
  652. z0 = z0 * s + z1 * tDir;
  653. w0 = w0 * s + w1 * tDir;
  654. // Normalize in case we just did a lerp:
  655. if ( s === 1 - t ) {
  656. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  657. x0 *= f;
  658. y0 *= f;
  659. z0 *= f;
  660. w0 *= f;
  661. }
  662. }
  663. dst[ dstOffset ] = x0;
  664. dst[ dstOffset + 1 ] = y0;
  665. dst[ dstOffset + 2 ] = z0;
  666. dst[ dstOffset + 3 ] = w0;
  667. }
  668. } );
  669. Object.defineProperties( Quaternion.prototype, {
  670. x: {
  671. get: function () {
  672. return this._x;
  673. },
  674. set: function ( value ) {
  675. this._x = value;
  676. this._onChangeCallback();
  677. }
  678. },
  679. y: {
  680. get: function () {
  681. return this._y;
  682. },
  683. set: function ( value ) {
  684. this._y = value;
  685. this._onChangeCallback();
  686. }
  687. },
  688. z: {
  689. get: function () {
  690. return this._z;
  691. },
  692. set: function ( value ) {
  693. this._z = value;
  694. this._onChangeCallback();
  695. }
  696. },
  697. w: {
  698. get: function () {
  699. return this._w;
  700. },
  701. set: function ( value ) {
  702. this._w = value;
  703. this._onChangeCallback();
  704. }
  705. }
  706. } );
  707. Object.assign( Quaternion.prototype, {
  708. isQuaternion: true,
  709. set: function ( x, y, z, w ) {
  710. this._x = x;
  711. this._y = y;
  712. this._z = z;
  713. this._w = w;
  714. this._onChangeCallback();
  715. return this;
  716. },
  717. clone: function () {
  718. return new this.constructor( this._x, this._y, this._z, this._w );
  719. },
  720. copy: function ( quaternion ) {
  721. this._x = quaternion.x;
  722. this._y = quaternion.y;
  723. this._z = quaternion.z;
  724. this._w = quaternion.w;
  725. this._onChangeCallback();
  726. return this;
  727. },
  728. setFromEuler: function ( euler, update ) {
  729. if ( ! ( euler && euler.isEuler ) ) {
  730. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  731. }
  732. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  733. // http://www.mathworks.com/matlabcentral/fileexchange/
  734. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  735. // content/SpinCalc.m
  736. var cos = Math.cos;
  737. var sin = Math.sin;
  738. var c1 = cos( x / 2 );
  739. var c2 = cos( y / 2 );
  740. var c3 = cos( z / 2 );
  741. var s1 = sin( x / 2 );
  742. var s2 = sin( y / 2 );
  743. var s3 = sin( z / 2 );
  744. if ( order === 'XYZ' ) {
  745. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  746. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  747. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  748. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  749. } else if ( order === 'YXZ' ) {
  750. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  751. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  752. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  753. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  754. } else if ( order === 'ZXY' ) {
  755. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  756. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  757. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  758. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  759. } else if ( order === 'ZYX' ) {
  760. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  761. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  762. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  763. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  764. } else if ( order === 'YZX' ) {
  765. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  766. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  767. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  768. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  769. } else if ( order === 'XZY' ) {
  770. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  771. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  772. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  773. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  774. }
  775. if ( update !== false ) this._onChangeCallback();
  776. return this;
  777. },
  778. setFromAxisAngle: function ( axis, angle ) {
  779. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  780. // assumes axis is normalized
  781. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  782. this._x = axis.x * s;
  783. this._y = axis.y * s;
  784. this._z = axis.z * s;
  785. this._w = Math.cos( halfAngle );
  786. this._onChangeCallback();
  787. return this;
  788. },
  789. setFromRotationMatrix: function ( m ) {
  790. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  791. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  792. var te = m.elements,
  793. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  794. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  795. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  796. trace = m11 + m22 + m33,
  797. s;
  798. if ( trace > 0 ) {
  799. s = 0.5 / Math.sqrt( trace + 1.0 );
  800. this._w = 0.25 / s;
  801. this._x = ( m32 - m23 ) * s;
  802. this._y = ( m13 - m31 ) * s;
  803. this._z = ( m21 - m12 ) * s;
  804. } else if ( m11 > m22 && m11 > m33 ) {
  805. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  806. this._w = ( m32 - m23 ) / s;
  807. this._x = 0.25 * s;
  808. this._y = ( m12 + m21 ) / s;
  809. this._z = ( m13 + m31 ) / s;
  810. } else if ( m22 > m33 ) {
  811. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  812. this._w = ( m13 - m31 ) / s;
  813. this._x = ( m12 + m21 ) / s;
  814. this._y = 0.25 * s;
  815. this._z = ( m23 + m32 ) / s;
  816. } else {
  817. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  818. this._w = ( m21 - m12 ) / s;
  819. this._x = ( m13 + m31 ) / s;
  820. this._y = ( m23 + m32 ) / s;
  821. this._z = 0.25 * s;
  822. }
  823. this._onChangeCallback();
  824. return this;
  825. },
  826. setFromUnitVectors: function ( vFrom, vTo ) {
  827. // assumes direction vectors vFrom and vTo are normalized
  828. var EPS = 0.000001;
  829. var r = vFrom.dot( vTo ) + 1;
  830. if ( r < EPS ) {
  831. r = 0;
  832. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  833. this._x = - vFrom.y;
  834. this._y = vFrom.x;
  835. this._z = 0;
  836. this._w = r;
  837. } else {
  838. this._x = 0;
  839. this._y = - vFrom.z;
  840. this._z = vFrom.y;
  841. this._w = r;
  842. }
  843. } else {
  844. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  845. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  846. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  847. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  848. this._w = r;
  849. }
  850. return this.normalize();
  851. },
  852. angleTo: function ( q ) {
  853. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  854. },
  855. rotateTowards: function ( q, step ) {
  856. var angle = this.angleTo( q );
  857. if ( angle === 0 ) return this;
  858. var t = Math.min( 1, step / angle );
  859. this.slerp( q, t );
  860. return this;
  861. },
  862. inverse: function () {
  863. // quaternion is assumed to have unit length
  864. return this.conjugate();
  865. },
  866. conjugate: function () {
  867. this._x *= - 1;
  868. this._y *= - 1;
  869. this._z *= - 1;
  870. this._onChangeCallback();
  871. return this;
  872. },
  873. dot: function ( v ) {
  874. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  875. },
  876. lengthSq: function () {
  877. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  878. },
  879. length: function () {
  880. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  881. },
  882. normalize: function () {
  883. var l = this.length();
  884. if ( l === 0 ) {
  885. this._x = 0;
  886. this._y = 0;
  887. this._z = 0;
  888. this._w = 1;
  889. } else {
  890. l = 1 / l;
  891. this._x = this._x * l;
  892. this._y = this._y * l;
  893. this._z = this._z * l;
  894. this._w = this._w * l;
  895. }
  896. this._onChangeCallback();
  897. return this;
  898. },
  899. multiply: function ( q, p ) {
  900. if ( p !== undefined ) {
  901. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  902. return this.multiplyQuaternions( q, p );
  903. }
  904. return this.multiplyQuaternions( this, q );
  905. },
  906. premultiply: function ( q ) {
  907. return this.multiplyQuaternions( q, this );
  908. },
  909. multiplyQuaternions: function ( a, b ) {
  910. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  911. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  912. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  913. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  914. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  915. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  916. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  917. this._onChangeCallback();
  918. return this;
  919. },
  920. slerp: function ( qb, t ) {
  921. if ( t === 0 ) return this;
  922. if ( t === 1 ) return this.copy( qb );
  923. var x = this._x, y = this._y, z = this._z, w = this._w;
  924. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  925. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  926. if ( cosHalfTheta < 0 ) {
  927. this._w = - qb._w;
  928. this._x = - qb._x;
  929. this._y = - qb._y;
  930. this._z = - qb._z;
  931. cosHalfTheta = - cosHalfTheta;
  932. } else {
  933. this.copy( qb );
  934. }
  935. if ( cosHalfTheta >= 1.0 ) {
  936. this._w = w;
  937. this._x = x;
  938. this._y = y;
  939. this._z = z;
  940. return this;
  941. }
  942. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  943. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  944. var s = 1 - t;
  945. this._w = s * w + t * this._w;
  946. this._x = s * x + t * this._x;
  947. this._y = s * y + t * this._y;
  948. this._z = s * z + t * this._z;
  949. this.normalize();
  950. this._onChangeCallback();
  951. return this;
  952. }
  953. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  954. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  955. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  956. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  957. this._w = ( w * ratioA + this._w * ratioB );
  958. this._x = ( x * ratioA + this._x * ratioB );
  959. this._y = ( y * ratioA + this._y * ratioB );
  960. this._z = ( z * ratioA + this._z * ratioB );
  961. this._onChangeCallback();
  962. return this;
  963. },
  964. equals: function ( quaternion ) {
  965. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  966. },
  967. fromArray: function ( array, offset ) {
  968. if ( offset === undefined ) offset = 0;
  969. this._x = array[ offset ];
  970. this._y = array[ offset + 1 ];
  971. this._z = array[ offset + 2 ];
  972. this._w = array[ offset + 3 ];
  973. this._onChangeCallback();
  974. return this;
  975. },
  976. toArray: function ( array, offset ) {
  977. if ( array === undefined ) array = [];
  978. if ( offset === undefined ) offset = 0;
  979. array[ offset ] = this._x;
  980. array[ offset + 1 ] = this._y;
  981. array[ offset + 2 ] = this._z;
  982. array[ offset + 3 ] = this._w;
  983. return array;
  984. },
  985. _onChange: function ( callback ) {
  986. this._onChangeCallback = callback;
  987. return this;
  988. },
  989. _onChangeCallback: function () {}
  990. } );
  991. /**
  992. * @author mrdoob / http://mrdoob.com/
  993. * @author kile / http://kile.stravaganza.org/
  994. * @author philogb / http://blog.thejit.org/
  995. * @author mikael emtinger / http://gomo.se/
  996. * @author egraether / http://egraether.com/
  997. * @author WestLangley / http://github.com/WestLangley
  998. */
  999. var _vector = new Vector3();
  1000. var _quaternion = new Quaternion();
  1001. function Vector3( x, y, z ) {
  1002. this.x = x || 0;
  1003. this.y = y || 0;
  1004. this.z = z || 0;
  1005. }
  1006. Object.assign( Vector3.prototype, {
  1007. isVector3: true,
  1008. set: function ( x, y, z ) {
  1009. this.x = x;
  1010. this.y = y;
  1011. this.z = z;
  1012. return this;
  1013. },
  1014. setScalar: function ( scalar ) {
  1015. this.x = scalar;
  1016. this.y = scalar;
  1017. this.z = scalar;
  1018. return this;
  1019. },
  1020. setX: function ( x ) {
  1021. this.x = x;
  1022. return this;
  1023. },
  1024. setY: function ( y ) {
  1025. this.y = y;
  1026. return this;
  1027. },
  1028. setZ: function ( z ) {
  1029. this.z = z;
  1030. return this;
  1031. },
  1032. setComponent: function ( index, value ) {
  1033. switch ( index ) {
  1034. case 0: this.x = value; break;
  1035. case 1: this.y = value; break;
  1036. case 2: this.z = value; break;
  1037. default: throw new Error( 'index is out of range: ' + index );
  1038. }
  1039. return this;
  1040. },
  1041. getComponent: function ( index ) {
  1042. switch ( index ) {
  1043. case 0: return this.x;
  1044. case 1: return this.y;
  1045. case 2: return this.z;
  1046. default: throw new Error( 'index is out of range: ' + index );
  1047. }
  1048. },
  1049. clone: function () {
  1050. return new this.constructor( this.x, this.y, this.z );
  1051. },
  1052. copy: function ( v ) {
  1053. this.x = v.x;
  1054. this.y = v.y;
  1055. this.z = v.z;
  1056. return this;
  1057. },
  1058. add: function ( v, w ) {
  1059. if ( w !== undefined ) {
  1060. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1061. return this.addVectors( v, w );
  1062. }
  1063. this.x += v.x;
  1064. this.y += v.y;
  1065. this.z += v.z;
  1066. return this;
  1067. },
  1068. addScalar: function ( s ) {
  1069. this.x += s;
  1070. this.y += s;
  1071. this.z += s;
  1072. return this;
  1073. },
  1074. addVectors: function ( a, b ) {
  1075. this.x = a.x + b.x;
  1076. this.y = a.y + b.y;
  1077. this.z = a.z + b.z;
  1078. return this;
  1079. },
  1080. addScaledVector: function ( v, s ) {
  1081. this.x += v.x * s;
  1082. this.y += v.y * s;
  1083. this.z += v.z * s;
  1084. return this;
  1085. },
  1086. sub: function ( v, w ) {
  1087. if ( w !== undefined ) {
  1088. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1089. return this.subVectors( v, w );
  1090. }
  1091. this.x -= v.x;
  1092. this.y -= v.y;
  1093. this.z -= v.z;
  1094. return this;
  1095. },
  1096. subScalar: function ( s ) {
  1097. this.x -= s;
  1098. this.y -= s;
  1099. this.z -= s;
  1100. return this;
  1101. },
  1102. subVectors: function ( a, b ) {
  1103. this.x = a.x - b.x;
  1104. this.y = a.y - b.y;
  1105. this.z = a.z - b.z;
  1106. return this;
  1107. },
  1108. multiply: function ( v, w ) {
  1109. if ( w !== undefined ) {
  1110. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1111. return this.multiplyVectors( v, w );
  1112. }
  1113. this.x *= v.x;
  1114. this.y *= v.y;
  1115. this.z *= v.z;
  1116. return this;
  1117. },
  1118. multiplyScalar: function ( scalar ) {
  1119. this.x *= scalar;
  1120. this.y *= scalar;
  1121. this.z *= scalar;
  1122. return this;
  1123. },
  1124. multiplyVectors: function ( a, b ) {
  1125. this.x = a.x * b.x;
  1126. this.y = a.y * b.y;
  1127. this.z = a.z * b.z;
  1128. return this;
  1129. },
  1130. applyEuler: function ( euler ) {
  1131. if ( ! ( euler && euler.isEuler ) ) {
  1132. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1133. }
  1134. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1135. },
  1136. applyAxisAngle: function ( axis, angle ) {
  1137. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1138. },
  1139. applyMatrix3: function ( m ) {
  1140. var x = this.x, y = this.y, z = this.z;
  1141. var e = m.elements;
  1142. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1143. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1144. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1145. return this;
  1146. },
  1147. applyMatrix4: function ( m ) {
  1148. var x = this.x, y = this.y, z = this.z;
  1149. var e = m.elements;
  1150. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1151. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1152. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1153. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1154. return this;
  1155. },
  1156. applyQuaternion: function ( q ) {
  1157. var x = this.x, y = this.y, z = this.z;
  1158. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1159. // calculate quat * vector
  1160. var ix = qw * x + qy * z - qz * y;
  1161. var iy = qw * y + qz * x - qx * z;
  1162. var iz = qw * z + qx * y - qy * x;
  1163. var iw = - qx * x - qy * y - qz * z;
  1164. // calculate result * inverse quat
  1165. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1166. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1167. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1168. return this;
  1169. },
  1170. project: function ( camera ) {
  1171. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1172. },
  1173. unproject: function ( camera ) {
  1174. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1175. },
  1176. transformDirection: function ( m ) {
  1177. // input: THREE.Matrix4 affine matrix
  1178. // vector interpreted as a direction
  1179. var x = this.x, y = this.y, z = this.z;
  1180. var e = m.elements;
  1181. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1182. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1183. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1184. return this.normalize();
  1185. },
  1186. divide: function ( v ) {
  1187. this.x /= v.x;
  1188. this.y /= v.y;
  1189. this.z /= v.z;
  1190. return this;
  1191. },
  1192. divideScalar: function ( scalar ) {
  1193. return this.multiplyScalar( 1 / scalar );
  1194. },
  1195. min: function ( v ) {
  1196. this.x = Math.min( this.x, v.x );
  1197. this.y = Math.min( this.y, v.y );
  1198. this.z = Math.min( this.z, v.z );
  1199. return this;
  1200. },
  1201. max: function ( v ) {
  1202. this.x = Math.max( this.x, v.x );
  1203. this.y = Math.max( this.y, v.y );
  1204. this.z = Math.max( this.z, v.z );
  1205. return this;
  1206. },
  1207. clamp: function ( min, max ) {
  1208. // assumes min < max, componentwise
  1209. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1210. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1211. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1212. return this;
  1213. },
  1214. clampScalar: function ( minVal, maxVal ) {
  1215. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1216. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1217. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1218. return this;
  1219. },
  1220. clampLength: function ( min, max ) {
  1221. var length = this.length();
  1222. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1223. },
  1224. floor: function () {
  1225. this.x = Math.floor( this.x );
  1226. this.y = Math.floor( this.y );
  1227. this.z = Math.floor( this.z );
  1228. return this;
  1229. },
  1230. ceil: function () {
  1231. this.x = Math.ceil( this.x );
  1232. this.y = Math.ceil( this.y );
  1233. this.z = Math.ceil( this.z );
  1234. return this;
  1235. },
  1236. round: function () {
  1237. this.x = Math.round( this.x );
  1238. this.y = Math.round( this.y );
  1239. this.z = Math.round( this.z );
  1240. return this;
  1241. },
  1242. roundToZero: function () {
  1243. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1244. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1245. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1246. return this;
  1247. },
  1248. negate: function () {
  1249. this.x = - this.x;
  1250. this.y = - this.y;
  1251. this.z = - this.z;
  1252. return this;
  1253. },
  1254. dot: function ( v ) {
  1255. return this.x * v.x + this.y * v.y + this.z * v.z;
  1256. },
  1257. // TODO lengthSquared?
  1258. lengthSq: function () {
  1259. return this.x * this.x + this.y * this.y + this.z * this.z;
  1260. },
  1261. length: function () {
  1262. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1263. },
  1264. manhattanLength: function () {
  1265. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1266. },
  1267. normalize: function () {
  1268. return this.divideScalar( this.length() || 1 );
  1269. },
  1270. setLength: function ( length ) {
  1271. return this.normalize().multiplyScalar( length );
  1272. },
  1273. lerp: function ( v, alpha ) {
  1274. this.x += ( v.x - this.x ) * alpha;
  1275. this.y += ( v.y - this.y ) * alpha;
  1276. this.z += ( v.z - this.z ) * alpha;
  1277. return this;
  1278. },
  1279. lerpVectors: function ( v1, v2, alpha ) {
  1280. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1281. },
  1282. cross: function ( v, w ) {
  1283. if ( w !== undefined ) {
  1284. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1285. return this.crossVectors( v, w );
  1286. }
  1287. return this.crossVectors( this, v );
  1288. },
  1289. crossVectors: function ( a, b ) {
  1290. var ax = a.x, ay = a.y, az = a.z;
  1291. var bx = b.x, by = b.y, bz = b.z;
  1292. this.x = ay * bz - az * by;
  1293. this.y = az * bx - ax * bz;
  1294. this.z = ax * by - ay * bx;
  1295. return this;
  1296. },
  1297. projectOnVector: function ( vector ) {
  1298. var scalar = vector.dot( this ) / vector.lengthSq();
  1299. return this.copy( vector ).multiplyScalar( scalar );
  1300. },
  1301. projectOnPlane: function ( planeNormal ) {
  1302. _vector.copy( this ).projectOnVector( planeNormal );
  1303. return this.sub( _vector );
  1304. },
  1305. reflect: function ( normal ) {
  1306. // reflect incident vector off plane orthogonal to normal
  1307. // normal is assumed to have unit length
  1308. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1309. },
  1310. angleTo: function ( v ) {
  1311. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1312. // clamp, to handle numerical problems
  1313. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1314. },
  1315. distanceTo: function ( v ) {
  1316. return Math.sqrt( this.distanceToSquared( v ) );
  1317. },
  1318. distanceToSquared: function ( v ) {
  1319. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1320. return dx * dx + dy * dy + dz * dz;
  1321. },
  1322. manhattanDistanceTo: function ( v ) {
  1323. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1324. },
  1325. setFromSpherical: function ( s ) {
  1326. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1327. },
  1328. setFromSphericalCoords: function ( radius, phi, theta ) {
  1329. var sinPhiRadius = Math.sin( phi ) * radius;
  1330. this.x = sinPhiRadius * Math.sin( theta );
  1331. this.y = Math.cos( phi ) * radius;
  1332. this.z = sinPhiRadius * Math.cos( theta );
  1333. return this;
  1334. },
  1335. setFromCylindrical: function ( c ) {
  1336. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1337. },
  1338. setFromCylindricalCoords: function ( radius, theta, y ) {
  1339. this.x = radius * Math.sin( theta );
  1340. this.y = y;
  1341. this.z = radius * Math.cos( theta );
  1342. return this;
  1343. },
  1344. setFromMatrixPosition: function ( m ) {
  1345. var e = m.elements;
  1346. this.x = e[ 12 ];
  1347. this.y = e[ 13 ];
  1348. this.z = e[ 14 ];
  1349. return this;
  1350. },
  1351. setFromMatrixScale: function ( m ) {
  1352. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1353. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1354. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1355. this.x = sx;
  1356. this.y = sy;
  1357. this.z = sz;
  1358. return this;
  1359. },
  1360. setFromMatrixColumn: function ( m, index ) {
  1361. return this.fromArray( m.elements, index * 4 );
  1362. },
  1363. equals: function ( v ) {
  1364. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1365. },
  1366. fromArray: function ( array, offset ) {
  1367. if ( offset === undefined ) offset = 0;
  1368. this.x = array[ offset ];
  1369. this.y = array[ offset + 1 ];
  1370. this.z = array[ offset + 2 ];
  1371. return this;
  1372. },
  1373. toArray: function ( array, offset ) {
  1374. if ( array === undefined ) array = [];
  1375. if ( offset === undefined ) offset = 0;
  1376. array[ offset ] = this.x;
  1377. array[ offset + 1 ] = this.y;
  1378. array[ offset + 2 ] = this.z;
  1379. return array;
  1380. },
  1381. fromBufferAttribute: function ( attribute, index, offset ) {
  1382. if ( offset !== undefined ) {
  1383. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1384. }
  1385. this.x = attribute.getX( index );
  1386. this.y = attribute.getY( index );
  1387. this.z = attribute.getZ( index );
  1388. return this;
  1389. }
  1390. } );
  1391. /**
  1392. * @author alteredq / http://alteredqualia.com/
  1393. * @author WestLangley / http://github.com/WestLangley
  1394. * @author bhouston / http://clara.io
  1395. * @author tschw
  1396. */
  1397. var _vector$1 = new Vector3();
  1398. function Matrix3() {
  1399. this.elements = [
  1400. 1, 0, 0,
  1401. 0, 1, 0,
  1402. 0, 0, 1
  1403. ];
  1404. if ( arguments.length > 0 ) {
  1405. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1406. }
  1407. }
  1408. Object.assign( Matrix3.prototype, {
  1409. isMatrix3: true,
  1410. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1411. var te = this.elements;
  1412. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1413. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1414. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1415. return this;
  1416. },
  1417. identity: function () {
  1418. this.set(
  1419. 1, 0, 0,
  1420. 0, 1, 0,
  1421. 0, 0, 1
  1422. );
  1423. return this;
  1424. },
  1425. clone: function () {
  1426. return new this.constructor().fromArray( this.elements );
  1427. },
  1428. copy: function ( m ) {
  1429. var te = this.elements;
  1430. var me = m.elements;
  1431. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1432. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1433. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1434. return this;
  1435. },
  1436. setFromMatrix4: function ( m ) {
  1437. var me = m.elements;
  1438. this.set(
  1439. me[ 0 ], me[ 4 ], me[ 8 ],
  1440. me[ 1 ], me[ 5 ], me[ 9 ],
  1441. me[ 2 ], me[ 6 ], me[ 10 ]
  1442. );
  1443. return this;
  1444. },
  1445. applyToBufferAttribute: function ( attribute ) {
  1446. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1447. _vector$1.x = attribute.getX( i );
  1448. _vector$1.y = attribute.getY( i );
  1449. _vector$1.z = attribute.getZ( i );
  1450. _vector$1.applyMatrix3( this );
  1451. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1452. }
  1453. return attribute;
  1454. },
  1455. multiply: function ( m ) {
  1456. return this.multiplyMatrices( this, m );
  1457. },
  1458. premultiply: function ( m ) {
  1459. return this.multiplyMatrices( m, this );
  1460. },
  1461. multiplyMatrices: function ( a, b ) {
  1462. var ae = a.elements;
  1463. var be = b.elements;
  1464. var te = this.elements;
  1465. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1466. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1467. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1468. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1469. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1470. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1471. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1472. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1473. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1474. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1475. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1476. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1477. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1478. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1479. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1480. return this;
  1481. },
  1482. multiplyScalar: function ( s ) {
  1483. var te = this.elements;
  1484. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1485. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1486. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1487. return this;
  1488. },
  1489. determinant: function () {
  1490. var te = this.elements;
  1491. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1492. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1493. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1494. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1495. },
  1496. getInverse: function ( matrix, throwOnDegenerate ) {
  1497. if ( matrix && matrix.isMatrix4 ) {
  1498. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1499. }
  1500. var me = matrix.elements,
  1501. te = this.elements,
  1502. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1503. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1504. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1505. t11 = n33 * n22 - n32 * n23,
  1506. t12 = n32 * n13 - n33 * n12,
  1507. t13 = n23 * n12 - n22 * n13,
  1508. det = n11 * t11 + n21 * t12 + n31 * t13;
  1509. if ( det === 0 ) {
  1510. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1511. if ( throwOnDegenerate === true ) {
  1512. throw new Error( msg );
  1513. } else {
  1514. console.warn( msg );
  1515. }
  1516. return this.identity();
  1517. }
  1518. var detInv = 1 / det;
  1519. te[ 0 ] = t11 * detInv;
  1520. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1521. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1522. te[ 3 ] = t12 * detInv;
  1523. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1524. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1525. te[ 6 ] = t13 * detInv;
  1526. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1527. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1528. return this;
  1529. },
  1530. transpose: function () {
  1531. var tmp, m = this.elements;
  1532. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1533. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1534. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1535. return this;
  1536. },
  1537. getNormalMatrix: function ( matrix4 ) {
  1538. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1539. },
  1540. transposeIntoArray: function ( r ) {
  1541. var m = this.elements;
  1542. r[ 0 ] = m[ 0 ];
  1543. r[ 1 ] = m[ 3 ];
  1544. r[ 2 ] = m[ 6 ];
  1545. r[ 3 ] = m[ 1 ];
  1546. r[ 4 ] = m[ 4 ];
  1547. r[ 5 ] = m[ 7 ];
  1548. r[ 6 ] = m[ 2 ];
  1549. r[ 7 ] = m[ 5 ];
  1550. r[ 8 ] = m[ 8 ];
  1551. return this;
  1552. },
  1553. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1554. var c = Math.cos( rotation );
  1555. var s = Math.sin( rotation );
  1556. this.set(
  1557. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1558. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1559. 0, 0, 1
  1560. );
  1561. },
  1562. scale: function ( sx, sy ) {
  1563. var te = this.elements;
  1564. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1565. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1566. return this;
  1567. },
  1568. rotate: function ( theta ) {
  1569. var c = Math.cos( theta );
  1570. var s = Math.sin( theta );
  1571. var te = this.elements;
  1572. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1573. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1574. te[ 0 ] = c * a11 + s * a21;
  1575. te[ 3 ] = c * a12 + s * a22;
  1576. te[ 6 ] = c * a13 + s * a23;
  1577. te[ 1 ] = - s * a11 + c * a21;
  1578. te[ 4 ] = - s * a12 + c * a22;
  1579. te[ 7 ] = - s * a13 + c * a23;
  1580. return this;
  1581. },
  1582. translate: function ( tx, ty ) {
  1583. var te = this.elements;
  1584. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1585. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1586. return this;
  1587. },
  1588. equals: function ( matrix ) {
  1589. var te = this.elements;
  1590. var me = matrix.elements;
  1591. for ( var i = 0; i < 9; i ++ ) {
  1592. if ( te[ i ] !== me[ i ] ) return false;
  1593. }
  1594. return true;
  1595. },
  1596. fromArray: function ( array, offset ) {
  1597. if ( offset === undefined ) offset = 0;
  1598. for ( var i = 0; i < 9; i ++ ) {
  1599. this.elements[ i ] = array[ i + offset ];
  1600. }
  1601. return this;
  1602. },
  1603. toArray: function ( array, offset ) {
  1604. if ( array === undefined ) array = [];
  1605. if ( offset === undefined ) offset = 0;
  1606. var te = this.elements;
  1607. array[ offset ] = te[ 0 ];
  1608. array[ offset + 1 ] = te[ 1 ];
  1609. array[ offset + 2 ] = te[ 2 ];
  1610. array[ offset + 3 ] = te[ 3 ];
  1611. array[ offset + 4 ] = te[ 4 ];
  1612. array[ offset + 5 ] = te[ 5 ];
  1613. array[ offset + 6 ] = te[ 6 ];
  1614. array[ offset + 7 ] = te[ 7 ];
  1615. array[ offset + 8 ] = te[ 8 ];
  1616. return array;
  1617. }
  1618. } );
  1619. /**
  1620. * @author mrdoob / http://mrdoob.com/
  1621. * @author alteredq / http://alteredqualia.com/
  1622. * @author szimek / https://github.com/szimek/
  1623. */
  1624. var _canvas;
  1625. var ImageUtils = {
  1626. getDataURL: function ( image ) {
  1627. var canvas;
  1628. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1629. return image.src;
  1630. } else if ( image instanceof HTMLCanvasElement ) {
  1631. canvas = image;
  1632. } else {
  1633. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  1634. _canvas.width = image.width;
  1635. _canvas.height = image.height;
  1636. var context = _canvas.getContext( '2d' );
  1637. if ( image instanceof ImageData ) {
  1638. context.putImageData( image, 0, 0 );
  1639. } else {
  1640. context.drawImage( image, 0, 0, image.width, image.height );
  1641. }
  1642. canvas = _canvas;
  1643. }
  1644. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1645. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1646. } else {
  1647. return canvas.toDataURL( 'image/png' );
  1648. }
  1649. }
  1650. };
  1651. /**
  1652. * @author mrdoob / http://mrdoob.com/
  1653. * @author alteredq / http://alteredqualia.com/
  1654. * @author szimek / https://github.com/szimek/
  1655. */
  1656. var textureId = 0;
  1657. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1658. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1659. this.uuid = _Math.generateUUID();
  1660. this.name = '';
  1661. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1662. this.mipmaps = [];
  1663. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1664. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1665. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1666. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1667. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1668. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1669. this.format = format !== undefined ? format : RGBAFormat;
  1670. this.type = type !== undefined ? type : UnsignedByteType;
  1671. this.offset = new Vector2( 0, 0 );
  1672. this.repeat = new Vector2( 1, 1 );
  1673. this.center = new Vector2( 0, 0 );
  1674. this.rotation = 0;
  1675. this.matrixAutoUpdate = true;
  1676. this.matrix = new Matrix3();
  1677. this.generateMipmaps = true;
  1678. this.premultiplyAlpha = false;
  1679. this.flipY = true;
  1680. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1681. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1682. //
  1683. // Also changing the encoding after already used by a Material will not automatically make the Material
  1684. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1685. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1686. this.version = 0;
  1687. this.onUpdate = null;
  1688. }
  1689. Texture.DEFAULT_IMAGE = undefined;
  1690. Texture.DEFAULT_MAPPING = UVMapping;
  1691. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1692. constructor: Texture,
  1693. isTexture: true,
  1694. updateMatrix: function () {
  1695. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1696. },
  1697. clone: function () {
  1698. return new this.constructor().copy( this );
  1699. },
  1700. copy: function ( source ) {
  1701. this.name = source.name;
  1702. this.image = source.image;
  1703. this.mipmaps = source.mipmaps.slice( 0 );
  1704. this.mapping = source.mapping;
  1705. this.wrapS = source.wrapS;
  1706. this.wrapT = source.wrapT;
  1707. this.magFilter = source.magFilter;
  1708. this.minFilter = source.minFilter;
  1709. this.anisotropy = source.anisotropy;
  1710. this.format = source.format;
  1711. this.type = source.type;
  1712. this.offset.copy( source.offset );
  1713. this.repeat.copy( source.repeat );
  1714. this.center.copy( source.center );
  1715. this.rotation = source.rotation;
  1716. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1717. this.matrix.copy( source.matrix );
  1718. this.generateMipmaps = source.generateMipmaps;
  1719. this.premultiplyAlpha = source.premultiplyAlpha;
  1720. this.flipY = source.flipY;
  1721. this.unpackAlignment = source.unpackAlignment;
  1722. this.encoding = source.encoding;
  1723. return this;
  1724. },
  1725. toJSON: function ( meta ) {
  1726. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1727. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1728. return meta.textures[ this.uuid ];
  1729. }
  1730. var output = {
  1731. metadata: {
  1732. version: 4.5,
  1733. type: 'Texture',
  1734. generator: 'Texture.toJSON'
  1735. },
  1736. uuid: this.uuid,
  1737. name: this.name,
  1738. mapping: this.mapping,
  1739. repeat: [ this.repeat.x, this.repeat.y ],
  1740. offset: [ this.offset.x, this.offset.y ],
  1741. center: [ this.center.x, this.center.y ],
  1742. rotation: this.rotation,
  1743. wrap: [ this.wrapS, this.wrapT ],
  1744. format: this.format,
  1745. type: this.type,
  1746. encoding: this.encoding,
  1747. minFilter: this.minFilter,
  1748. magFilter: this.magFilter,
  1749. anisotropy: this.anisotropy,
  1750. flipY: this.flipY,
  1751. premultiplyAlpha: this.premultiplyAlpha,
  1752. unpackAlignment: this.unpackAlignment
  1753. };
  1754. if ( this.image !== undefined ) {
  1755. // TODO: Move to THREE.Image
  1756. var image = this.image;
  1757. if ( image.uuid === undefined ) {
  1758. image.uuid = _Math.generateUUID(); // UGH
  1759. }
  1760. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1761. var url;
  1762. if ( Array.isArray( image ) ) {
  1763. // process array of images e.g. CubeTexture
  1764. url = [];
  1765. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1766. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1767. }
  1768. } else {
  1769. // process single image
  1770. url = ImageUtils.getDataURL( image );
  1771. }
  1772. meta.images[ image.uuid ] = {
  1773. uuid: image.uuid,
  1774. url: url
  1775. };
  1776. }
  1777. output.image = image.uuid;
  1778. }
  1779. if ( ! isRootObject ) {
  1780. meta.textures[ this.uuid ] = output;
  1781. }
  1782. return output;
  1783. },
  1784. dispose: function () {
  1785. this.dispatchEvent( { type: 'dispose' } );
  1786. },
  1787. transformUv: function ( uv ) {
  1788. if ( this.mapping !== UVMapping ) return uv;
  1789. uv.applyMatrix3( this.matrix );
  1790. if ( uv.x < 0 || uv.x > 1 ) {
  1791. switch ( this.wrapS ) {
  1792. case RepeatWrapping:
  1793. uv.x = uv.x - Math.floor( uv.x );
  1794. break;
  1795. case ClampToEdgeWrapping:
  1796. uv.x = uv.x < 0 ? 0 : 1;
  1797. break;
  1798. case MirroredRepeatWrapping:
  1799. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1800. uv.x = Math.ceil( uv.x ) - uv.x;
  1801. } else {
  1802. uv.x = uv.x - Math.floor( uv.x );
  1803. }
  1804. break;
  1805. }
  1806. }
  1807. if ( uv.y < 0 || uv.y > 1 ) {
  1808. switch ( this.wrapT ) {
  1809. case RepeatWrapping:
  1810. uv.y = uv.y - Math.floor( uv.y );
  1811. break;
  1812. case ClampToEdgeWrapping:
  1813. uv.y = uv.y < 0 ? 0 : 1;
  1814. break;
  1815. case MirroredRepeatWrapping:
  1816. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1817. uv.y = Math.ceil( uv.y ) - uv.y;
  1818. } else {
  1819. uv.y = uv.y - Math.floor( uv.y );
  1820. }
  1821. break;
  1822. }
  1823. }
  1824. if ( this.flipY ) {
  1825. uv.y = 1 - uv.y;
  1826. }
  1827. return uv;
  1828. }
  1829. } );
  1830. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1831. set: function ( value ) {
  1832. if ( value === true ) this.version ++;
  1833. }
  1834. } );
  1835. /**
  1836. * @author supereggbert / http://www.paulbrunt.co.uk/
  1837. * @author philogb / http://blog.thejit.org/
  1838. * @author mikael emtinger / http://gomo.se/
  1839. * @author egraether / http://egraether.com/
  1840. * @author WestLangley / http://github.com/WestLangley
  1841. */
  1842. function Vector4( x, y, z, w ) {
  1843. this.x = x || 0;
  1844. this.y = y || 0;
  1845. this.z = z || 0;
  1846. this.w = ( w !== undefined ) ? w : 1;
  1847. }
  1848. Object.defineProperties( Vector4.prototype, {
  1849. "width": {
  1850. get: function () {
  1851. return this.z;
  1852. },
  1853. set: function ( value ) {
  1854. this.z = value;
  1855. }
  1856. },
  1857. "height": {
  1858. get: function () {
  1859. return this.w;
  1860. },
  1861. set: function ( value ) {
  1862. this.w = value;
  1863. }
  1864. }
  1865. } );
  1866. Object.assign( Vector4.prototype, {
  1867. isVector4: true,
  1868. set: function ( x, y, z, w ) {
  1869. this.x = x;
  1870. this.y = y;
  1871. this.z = z;
  1872. this.w = w;
  1873. return this;
  1874. },
  1875. setScalar: function ( scalar ) {
  1876. this.x = scalar;
  1877. this.y = scalar;
  1878. this.z = scalar;
  1879. this.w = scalar;
  1880. return this;
  1881. },
  1882. setX: function ( x ) {
  1883. this.x = x;
  1884. return this;
  1885. },
  1886. setY: function ( y ) {
  1887. this.y = y;
  1888. return this;
  1889. },
  1890. setZ: function ( z ) {
  1891. this.z = z;
  1892. return this;
  1893. },
  1894. setW: function ( w ) {
  1895. this.w = w;
  1896. return this;
  1897. },
  1898. setComponent: function ( index, value ) {
  1899. switch ( index ) {
  1900. case 0: this.x = value; break;
  1901. case 1: this.y = value; break;
  1902. case 2: this.z = value; break;
  1903. case 3: this.w = value; break;
  1904. default: throw new Error( 'index is out of range: ' + index );
  1905. }
  1906. return this;
  1907. },
  1908. getComponent: function ( index ) {
  1909. switch ( index ) {
  1910. case 0: return this.x;
  1911. case 1: return this.y;
  1912. case 2: return this.z;
  1913. case 3: return this.w;
  1914. default: throw new Error( 'index is out of range: ' + index );
  1915. }
  1916. },
  1917. clone: function () {
  1918. return new this.constructor( this.x, this.y, this.z, this.w );
  1919. },
  1920. copy: function ( v ) {
  1921. this.x = v.x;
  1922. this.y = v.y;
  1923. this.z = v.z;
  1924. this.w = ( v.w !== undefined ) ? v.w : 1;
  1925. return this;
  1926. },
  1927. add: function ( v, w ) {
  1928. if ( w !== undefined ) {
  1929. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1930. return this.addVectors( v, w );
  1931. }
  1932. this.x += v.x;
  1933. this.y += v.y;
  1934. this.z += v.z;
  1935. this.w += v.w;
  1936. return this;
  1937. },
  1938. addScalar: function ( s ) {
  1939. this.x += s;
  1940. this.y += s;
  1941. this.z += s;
  1942. this.w += s;
  1943. return this;
  1944. },
  1945. addVectors: function ( a, b ) {
  1946. this.x = a.x + b.x;
  1947. this.y = a.y + b.y;
  1948. this.z = a.z + b.z;
  1949. this.w = a.w + b.w;
  1950. return this;
  1951. },
  1952. addScaledVector: function ( v, s ) {
  1953. this.x += v.x * s;
  1954. this.y += v.y * s;
  1955. this.z += v.z * s;
  1956. this.w += v.w * s;
  1957. return this;
  1958. },
  1959. sub: function ( v, w ) {
  1960. if ( w !== undefined ) {
  1961. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1962. return this.subVectors( v, w );
  1963. }
  1964. this.x -= v.x;
  1965. this.y -= v.y;
  1966. this.z -= v.z;
  1967. this.w -= v.w;
  1968. return this;
  1969. },
  1970. subScalar: function ( s ) {
  1971. this.x -= s;
  1972. this.y -= s;
  1973. this.z -= s;
  1974. this.w -= s;
  1975. return this;
  1976. },
  1977. subVectors: function ( a, b ) {
  1978. this.x = a.x - b.x;
  1979. this.y = a.y - b.y;
  1980. this.z = a.z - b.z;
  1981. this.w = a.w - b.w;
  1982. return this;
  1983. },
  1984. multiplyScalar: function ( scalar ) {
  1985. this.x *= scalar;
  1986. this.y *= scalar;
  1987. this.z *= scalar;
  1988. this.w *= scalar;
  1989. return this;
  1990. },
  1991. applyMatrix4: function ( m ) {
  1992. var x = this.x, y = this.y, z = this.z, w = this.w;
  1993. var e = m.elements;
  1994. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1995. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1996. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1997. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1998. return this;
  1999. },
  2000. divideScalar: function ( scalar ) {
  2001. return this.multiplyScalar( 1 / scalar );
  2002. },
  2003. setAxisAngleFromQuaternion: function ( q ) {
  2004. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2005. // q is assumed to be normalized
  2006. this.w = 2 * Math.acos( q.w );
  2007. var s = Math.sqrt( 1 - q.w * q.w );
  2008. if ( s < 0.0001 ) {
  2009. this.x = 1;
  2010. this.y = 0;
  2011. this.z = 0;
  2012. } else {
  2013. this.x = q.x / s;
  2014. this.y = q.y / s;
  2015. this.z = q.z / s;
  2016. }
  2017. return this;
  2018. },
  2019. setAxisAngleFromRotationMatrix: function ( m ) {
  2020. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2021. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2022. var angle, x, y, z, // variables for result
  2023. epsilon = 0.01, // margin to allow for rounding errors
  2024. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2025. te = m.elements,
  2026. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2027. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2028. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2029. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2030. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2031. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2032. // singularity found
  2033. // first check for identity matrix which must have +1 for all terms
  2034. // in leading diagonal and zero in other terms
  2035. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2036. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2037. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2038. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2039. // this singularity is identity matrix so angle = 0
  2040. this.set( 1, 0, 0, 0 );
  2041. return this; // zero angle, arbitrary axis
  2042. }
  2043. // otherwise this singularity is angle = 180
  2044. angle = Math.PI;
  2045. var xx = ( m11 + 1 ) / 2;
  2046. var yy = ( m22 + 1 ) / 2;
  2047. var zz = ( m33 + 1 ) / 2;
  2048. var xy = ( m12 + m21 ) / 4;
  2049. var xz = ( m13 + m31 ) / 4;
  2050. var yz = ( m23 + m32 ) / 4;
  2051. if ( ( xx > yy ) && ( xx > zz ) ) {
  2052. // m11 is the largest diagonal term
  2053. if ( xx < epsilon ) {
  2054. x = 0;
  2055. y = 0.707106781;
  2056. z = 0.707106781;
  2057. } else {
  2058. x = Math.sqrt( xx );
  2059. y = xy / x;
  2060. z = xz / x;
  2061. }
  2062. } else if ( yy > zz ) {
  2063. // m22 is the largest diagonal term
  2064. if ( yy < epsilon ) {
  2065. x = 0.707106781;
  2066. y = 0;
  2067. z = 0.707106781;
  2068. } else {
  2069. y = Math.sqrt( yy );
  2070. x = xy / y;
  2071. z = yz / y;
  2072. }
  2073. } else {
  2074. // m33 is the largest diagonal term so base result on this
  2075. if ( zz < epsilon ) {
  2076. x = 0.707106781;
  2077. y = 0.707106781;
  2078. z = 0;
  2079. } else {
  2080. z = Math.sqrt( zz );
  2081. x = xz / z;
  2082. y = yz / z;
  2083. }
  2084. }
  2085. this.set( x, y, z, angle );
  2086. return this; // return 180 deg rotation
  2087. }
  2088. // as we have reached here there are no singularities so we can handle normally
  2089. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2090. ( m13 - m31 ) * ( m13 - m31 ) +
  2091. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2092. if ( Math.abs( s ) < 0.001 ) s = 1;
  2093. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2094. // caught by singularity test above, but I've left it in just in case
  2095. this.x = ( m32 - m23 ) / s;
  2096. this.y = ( m13 - m31 ) / s;
  2097. this.z = ( m21 - m12 ) / s;
  2098. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2099. return this;
  2100. },
  2101. min: function ( v ) {
  2102. this.x = Math.min( this.x, v.x );
  2103. this.y = Math.min( this.y, v.y );
  2104. this.z = Math.min( this.z, v.z );
  2105. this.w = Math.min( this.w, v.w );
  2106. return this;
  2107. },
  2108. max: function ( v ) {
  2109. this.x = Math.max( this.x, v.x );
  2110. this.y = Math.max( this.y, v.y );
  2111. this.z = Math.max( this.z, v.z );
  2112. this.w = Math.max( this.w, v.w );
  2113. return this;
  2114. },
  2115. clamp: function ( min, max ) {
  2116. // assumes min < max, componentwise
  2117. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2118. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2119. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2120. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2121. return this;
  2122. },
  2123. clampScalar: function ( minVal, maxVal ) {
  2124. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2125. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2126. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2127. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2128. return this;
  2129. },
  2130. clampLength: function ( min, max ) {
  2131. var length = this.length();
  2132. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2133. },
  2134. floor: function () {
  2135. this.x = Math.floor( this.x );
  2136. this.y = Math.floor( this.y );
  2137. this.z = Math.floor( this.z );
  2138. this.w = Math.floor( this.w );
  2139. return this;
  2140. },
  2141. ceil: function () {
  2142. this.x = Math.ceil( this.x );
  2143. this.y = Math.ceil( this.y );
  2144. this.z = Math.ceil( this.z );
  2145. this.w = Math.ceil( this.w );
  2146. return this;
  2147. },
  2148. round: function () {
  2149. this.x = Math.round( this.x );
  2150. this.y = Math.round( this.y );
  2151. this.z = Math.round( this.z );
  2152. this.w = Math.round( this.w );
  2153. return this;
  2154. },
  2155. roundToZero: function () {
  2156. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2157. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2158. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2159. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2160. return this;
  2161. },
  2162. negate: function () {
  2163. this.x = - this.x;
  2164. this.y = - this.y;
  2165. this.z = - this.z;
  2166. this.w = - this.w;
  2167. return this;
  2168. },
  2169. dot: function ( v ) {
  2170. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2171. },
  2172. lengthSq: function () {
  2173. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2174. },
  2175. length: function () {
  2176. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2177. },
  2178. manhattanLength: function () {
  2179. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2180. },
  2181. normalize: function () {
  2182. return this.divideScalar( this.length() || 1 );
  2183. },
  2184. setLength: function ( length ) {
  2185. return this.normalize().multiplyScalar( length );
  2186. },
  2187. lerp: function ( v, alpha ) {
  2188. this.x += ( v.x - this.x ) * alpha;
  2189. this.y += ( v.y - this.y ) * alpha;
  2190. this.z += ( v.z - this.z ) * alpha;
  2191. this.w += ( v.w - this.w ) * alpha;
  2192. return this;
  2193. },
  2194. lerpVectors: function ( v1, v2, alpha ) {
  2195. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2196. },
  2197. equals: function ( v ) {
  2198. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2199. },
  2200. fromArray: function ( array, offset ) {
  2201. if ( offset === undefined ) offset = 0;
  2202. this.x = array[ offset ];
  2203. this.y = array[ offset + 1 ];
  2204. this.z = array[ offset + 2 ];
  2205. this.w = array[ offset + 3 ];
  2206. return this;
  2207. },
  2208. toArray: function ( array, offset ) {
  2209. if ( array === undefined ) array = [];
  2210. if ( offset === undefined ) offset = 0;
  2211. array[ offset ] = this.x;
  2212. array[ offset + 1 ] = this.y;
  2213. array[ offset + 2 ] = this.z;
  2214. array[ offset + 3 ] = this.w;
  2215. return array;
  2216. },
  2217. fromBufferAttribute: function ( attribute, index, offset ) {
  2218. if ( offset !== undefined ) {
  2219. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2220. }
  2221. this.x = attribute.getX( index );
  2222. this.y = attribute.getY( index );
  2223. this.z = attribute.getZ( index );
  2224. this.w = attribute.getW( index );
  2225. return this;
  2226. }
  2227. } );
  2228. /**
  2229. * @author szimek / https://github.com/szimek/
  2230. * @author alteredq / http://alteredqualia.com/
  2231. * @author Marius Kintel / https://github.com/kintel
  2232. */
  2233. /*
  2234. In options, we can specify:
  2235. * Texture parameters for an auto-generated target texture
  2236. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2237. */
  2238. function WebGLRenderTarget( width, height, options ) {
  2239. this.width = width;
  2240. this.height = height;
  2241. this.scissor = new Vector4( 0, 0, width, height );
  2242. this.scissorTest = false;
  2243. this.viewport = new Vector4( 0, 0, width, height );
  2244. options = options || {};
  2245. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2246. this.texture.image = {};
  2247. this.texture.image.width = width;
  2248. this.texture.image.height = height;
  2249. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2250. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2251. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2252. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2253. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2254. }
  2255. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2256. constructor: WebGLRenderTarget,
  2257. isWebGLRenderTarget: true,
  2258. setSize: function ( width, height ) {
  2259. if ( this.width !== width || this.height !== height ) {
  2260. this.width = width;
  2261. this.height = height;
  2262. this.texture.image.width = width;
  2263. this.texture.image.height = height;
  2264. this.dispose();
  2265. }
  2266. this.viewport.set( 0, 0, width, height );
  2267. this.scissor.set( 0, 0, width, height );
  2268. },
  2269. clone: function () {
  2270. return new this.constructor().copy( this );
  2271. },
  2272. copy: function ( source ) {
  2273. this.width = source.width;
  2274. this.height = source.height;
  2275. this.viewport.copy( source.viewport );
  2276. this.texture = source.texture.clone();
  2277. this.depthBuffer = source.depthBuffer;
  2278. this.stencilBuffer = source.stencilBuffer;
  2279. this.depthTexture = source.depthTexture;
  2280. return this;
  2281. },
  2282. dispose: function () {
  2283. this.dispatchEvent( { type: 'dispose' } );
  2284. }
  2285. } );
  2286. /**
  2287. * @author Mugen87 / https://github.com/Mugen87
  2288. * @author Matt DesLauriers / @mattdesl
  2289. */
  2290. function WebGLMultisampleRenderTarget( width, height, options ) {
  2291. WebGLRenderTarget.call( this, width, height, options );
  2292. this.samples = 4;
  2293. }
  2294. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2295. constructor: WebGLMultisampleRenderTarget,
  2296. isWebGLMultisampleRenderTarget: true,
  2297. copy: function ( source ) {
  2298. WebGLRenderTarget.prototype.copy.call( this, source );
  2299. this.samples = source.samples;
  2300. return this;
  2301. }
  2302. } );
  2303. var _v1 = new Vector3();
  2304. var _m1 = new Matrix4();
  2305. var _zero = new Vector3( 0, 0, 0 );
  2306. var _one = new Vector3( 1, 1, 1 );
  2307. var _x = new Vector3();
  2308. var _y = new Vector3();
  2309. var _z = new Vector3();
  2310. /**
  2311. * @author mrdoob / http://mrdoob.com/
  2312. * @author supereggbert / http://www.paulbrunt.co.uk/
  2313. * @author philogb / http://blog.thejit.org/
  2314. * @author jordi_ros / http://plattsoft.com
  2315. * @author D1plo1d / http://github.com/D1plo1d
  2316. * @author alteredq / http://alteredqualia.com/
  2317. * @author mikael emtinger / http://gomo.se/
  2318. * @author timknip / http://www.floorplanner.com/
  2319. * @author bhouston / http://clara.io
  2320. * @author WestLangley / http://github.com/WestLangley
  2321. */
  2322. function Matrix4() {
  2323. this.elements = [
  2324. 1, 0, 0, 0,
  2325. 0, 1, 0, 0,
  2326. 0, 0, 1, 0,
  2327. 0, 0, 0, 1
  2328. ];
  2329. if ( arguments.length > 0 ) {
  2330. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2331. }
  2332. }
  2333. Object.assign( Matrix4.prototype, {
  2334. isMatrix4: true,
  2335. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2336. var te = this.elements;
  2337. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2338. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2339. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2340. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2341. return this;
  2342. },
  2343. identity: function () {
  2344. this.set(
  2345. 1, 0, 0, 0,
  2346. 0, 1, 0, 0,
  2347. 0, 0, 1, 0,
  2348. 0, 0, 0, 1
  2349. );
  2350. return this;
  2351. },
  2352. clone: function () {
  2353. return new Matrix4().fromArray( this.elements );
  2354. },
  2355. copy: function ( m ) {
  2356. var te = this.elements;
  2357. var me = m.elements;
  2358. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2359. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2360. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2361. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2362. return this;
  2363. },
  2364. copyPosition: function ( m ) {
  2365. var te = this.elements, me = m.elements;
  2366. te[ 12 ] = me[ 12 ];
  2367. te[ 13 ] = me[ 13 ];
  2368. te[ 14 ] = me[ 14 ];
  2369. return this;
  2370. },
  2371. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2372. xAxis.setFromMatrixColumn( this, 0 );
  2373. yAxis.setFromMatrixColumn( this, 1 );
  2374. zAxis.setFromMatrixColumn( this, 2 );
  2375. return this;
  2376. },
  2377. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2378. this.set(
  2379. xAxis.x, yAxis.x, zAxis.x, 0,
  2380. xAxis.y, yAxis.y, zAxis.y, 0,
  2381. xAxis.z, yAxis.z, zAxis.z, 0,
  2382. 0, 0, 0, 1
  2383. );
  2384. return this;
  2385. },
  2386. extractRotation: function ( m ) {
  2387. // this method does not support reflection matrices
  2388. var te = this.elements;
  2389. var me = m.elements;
  2390. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2391. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2392. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2393. te[ 0 ] = me[ 0 ] * scaleX;
  2394. te[ 1 ] = me[ 1 ] * scaleX;
  2395. te[ 2 ] = me[ 2 ] * scaleX;
  2396. te[ 3 ] = 0;
  2397. te[ 4 ] = me[ 4 ] * scaleY;
  2398. te[ 5 ] = me[ 5 ] * scaleY;
  2399. te[ 6 ] = me[ 6 ] * scaleY;
  2400. te[ 7 ] = 0;
  2401. te[ 8 ] = me[ 8 ] * scaleZ;
  2402. te[ 9 ] = me[ 9 ] * scaleZ;
  2403. te[ 10 ] = me[ 10 ] * scaleZ;
  2404. te[ 11 ] = 0;
  2405. te[ 12 ] = 0;
  2406. te[ 13 ] = 0;
  2407. te[ 14 ] = 0;
  2408. te[ 15 ] = 1;
  2409. return this;
  2410. },
  2411. makeRotationFromEuler: function ( euler ) {
  2412. if ( ! ( euler && euler.isEuler ) ) {
  2413. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2414. }
  2415. var te = this.elements;
  2416. var x = euler.x, y = euler.y, z = euler.z;
  2417. var a = Math.cos( x ), b = Math.sin( x );
  2418. var c = Math.cos( y ), d = Math.sin( y );
  2419. var e = Math.cos( z ), f = Math.sin( z );
  2420. if ( euler.order === 'XYZ' ) {
  2421. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2422. te[ 0 ] = c * e;
  2423. te[ 4 ] = - c * f;
  2424. te[ 8 ] = d;
  2425. te[ 1 ] = af + be * d;
  2426. te[ 5 ] = ae - bf * d;
  2427. te[ 9 ] = - b * c;
  2428. te[ 2 ] = bf - ae * d;
  2429. te[ 6 ] = be + af * d;
  2430. te[ 10 ] = a * c;
  2431. } else if ( euler.order === 'YXZ' ) {
  2432. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2433. te[ 0 ] = ce + df * b;
  2434. te[ 4 ] = de * b - cf;
  2435. te[ 8 ] = a * d;
  2436. te[ 1 ] = a * f;
  2437. te[ 5 ] = a * e;
  2438. te[ 9 ] = - b;
  2439. te[ 2 ] = cf * b - de;
  2440. te[ 6 ] = df + ce * b;
  2441. te[ 10 ] = a * c;
  2442. } else if ( euler.order === 'ZXY' ) {
  2443. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2444. te[ 0 ] = ce - df * b;
  2445. te[ 4 ] = - a * f;
  2446. te[ 8 ] = de + cf * b;
  2447. te[ 1 ] = cf + de * b;
  2448. te[ 5 ] = a * e;
  2449. te[ 9 ] = df - ce * b;
  2450. te[ 2 ] = - a * d;
  2451. te[ 6 ] = b;
  2452. te[ 10 ] = a * c;
  2453. } else if ( euler.order === 'ZYX' ) {
  2454. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2455. te[ 0 ] = c * e;
  2456. te[ 4 ] = be * d - af;
  2457. te[ 8 ] = ae * d + bf;
  2458. te[ 1 ] = c * f;
  2459. te[ 5 ] = bf * d + ae;
  2460. te[ 9 ] = af * d - be;
  2461. te[ 2 ] = - d;
  2462. te[ 6 ] = b * c;
  2463. te[ 10 ] = a * c;
  2464. } else if ( euler.order === 'YZX' ) {
  2465. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2466. te[ 0 ] = c * e;
  2467. te[ 4 ] = bd - ac * f;
  2468. te[ 8 ] = bc * f + ad;
  2469. te[ 1 ] = f;
  2470. te[ 5 ] = a * e;
  2471. te[ 9 ] = - b * e;
  2472. te[ 2 ] = - d * e;
  2473. te[ 6 ] = ad * f + bc;
  2474. te[ 10 ] = ac - bd * f;
  2475. } else if ( euler.order === 'XZY' ) {
  2476. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2477. te[ 0 ] = c * e;
  2478. te[ 4 ] = - f;
  2479. te[ 8 ] = d * e;
  2480. te[ 1 ] = ac * f + bd;
  2481. te[ 5 ] = a * e;
  2482. te[ 9 ] = ad * f - bc;
  2483. te[ 2 ] = bc * f - ad;
  2484. te[ 6 ] = b * e;
  2485. te[ 10 ] = bd * f + ac;
  2486. }
  2487. // bottom row
  2488. te[ 3 ] = 0;
  2489. te[ 7 ] = 0;
  2490. te[ 11 ] = 0;
  2491. // last column
  2492. te[ 12 ] = 0;
  2493. te[ 13 ] = 0;
  2494. te[ 14 ] = 0;
  2495. te[ 15 ] = 1;
  2496. return this;
  2497. },
  2498. makeRotationFromQuaternion: function ( q ) {
  2499. return this.compose( _zero, q, _one );
  2500. },
  2501. lookAt: function ( eye, target, up ) {
  2502. var te = this.elements;
  2503. _z.subVectors( eye, target );
  2504. if ( _z.lengthSq() === 0 ) {
  2505. // eye and target are in the same position
  2506. _z.z = 1;
  2507. }
  2508. _z.normalize();
  2509. _x.crossVectors( up, _z );
  2510. if ( _x.lengthSq() === 0 ) {
  2511. // up and z are parallel
  2512. if ( Math.abs( up.z ) === 1 ) {
  2513. _z.x += 0.0001;
  2514. } else {
  2515. _z.z += 0.0001;
  2516. }
  2517. _z.normalize();
  2518. _x.crossVectors( up, _z );
  2519. }
  2520. _x.normalize();
  2521. _y.crossVectors( _z, _x );
  2522. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2523. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2524. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2525. return this;
  2526. },
  2527. multiply: function ( m, n ) {
  2528. if ( n !== undefined ) {
  2529. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2530. return this.multiplyMatrices( m, n );
  2531. }
  2532. return this.multiplyMatrices( this, m );
  2533. },
  2534. premultiply: function ( m ) {
  2535. return this.multiplyMatrices( m, this );
  2536. },
  2537. multiplyMatrices: function ( a, b ) {
  2538. var ae = a.elements;
  2539. var be = b.elements;
  2540. var te = this.elements;
  2541. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2542. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2543. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2544. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2545. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2546. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2547. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2548. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2549. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2550. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2551. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2552. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2553. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2554. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2555. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2556. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2557. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2558. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2559. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2560. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2561. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2562. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2563. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2564. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2565. return this;
  2566. },
  2567. multiplyScalar: function ( s ) {
  2568. var te = this.elements;
  2569. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2570. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2571. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2572. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2573. return this;
  2574. },
  2575. applyToBufferAttribute: function ( attribute ) {
  2576. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2577. _v1.x = attribute.getX( i );
  2578. _v1.y = attribute.getY( i );
  2579. _v1.z = attribute.getZ( i );
  2580. _v1.applyMatrix4( this );
  2581. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2582. }
  2583. return attribute;
  2584. },
  2585. determinant: function () {
  2586. var te = this.elements;
  2587. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2588. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2589. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2590. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2591. //TODO: make this more efficient
  2592. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2593. return (
  2594. n41 * (
  2595. + n14 * n23 * n32
  2596. - n13 * n24 * n32
  2597. - n14 * n22 * n33
  2598. + n12 * n24 * n33
  2599. + n13 * n22 * n34
  2600. - n12 * n23 * n34
  2601. ) +
  2602. n42 * (
  2603. + n11 * n23 * n34
  2604. - n11 * n24 * n33
  2605. + n14 * n21 * n33
  2606. - n13 * n21 * n34
  2607. + n13 * n24 * n31
  2608. - n14 * n23 * n31
  2609. ) +
  2610. n43 * (
  2611. + n11 * n24 * n32
  2612. - n11 * n22 * n34
  2613. - n14 * n21 * n32
  2614. + n12 * n21 * n34
  2615. + n14 * n22 * n31
  2616. - n12 * n24 * n31
  2617. ) +
  2618. n44 * (
  2619. - n13 * n22 * n31
  2620. - n11 * n23 * n32
  2621. + n11 * n22 * n33
  2622. + n13 * n21 * n32
  2623. - n12 * n21 * n33
  2624. + n12 * n23 * n31
  2625. )
  2626. );
  2627. },
  2628. transpose: function () {
  2629. var te = this.elements;
  2630. var tmp;
  2631. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2632. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2633. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2634. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2635. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2636. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2637. return this;
  2638. },
  2639. setPosition: function ( x, y, z ) {
  2640. var te = this.elements;
  2641. if ( x.isVector3 ) {
  2642. te[ 12 ] = x.x;
  2643. te[ 13 ] = x.y;
  2644. te[ 14 ] = x.z;
  2645. } else {
  2646. te[ 12 ] = x;
  2647. te[ 13 ] = y;
  2648. te[ 14 ] = z;
  2649. }
  2650. return this;
  2651. },
  2652. getInverse: function ( m, throwOnDegenerate ) {
  2653. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2654. var te = this.elements,
  2655. me = m.elements,
  2656. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2657. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2658. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2659. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2660. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2661. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2662. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2663. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2664. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2665. if ( det === 0 ) {
  2666. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2667. if ( throwOnDegenerate === true ) {
  2668. throw new Error( msg );
  2669. } else {
  2670. console.warn( msg );
  2671. }
  2672. return this.identity();
  2673. }
  2674. var detInv = 1 / det;
  2675. te[ 0 ] = t11 * detInv;
  2676. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2677. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2678. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2679. te[ 4 ] = t12 * detInv;
  2680. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2681. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2682. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2683. te[ 8 ] = t13 * detInv;
  2684. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2685. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2686. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2687. te[ 12 ] = t14 * detInv;
  2688. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2689. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2690. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2691. return this;
  2692. },
  2693. scale: function ( v ) {
  2694. var te = this.elements;
  2695. var x = v.x, y = v.y, z = v.z;
  2696. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2697. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2698. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2699. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2700. return this;
  2701. },
  2702. getMaxScaleOnAxis: function () {
  2703. var te = this.elements;
  2704. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2705. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2706. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2707. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2708. },
  2709. makeTranslation: function ( x, y, z ) {
  2710. this.set(
  2711. 1, 0, 0, x,
  2712. 0, 1, 0, y,
  2713. 0, 0, 1, z,
  2714. 0, 0, 0, 1
  2715. );
  2716. return this;
  2717. },
  2718. makeRotationX: function ( theta ) {
  2719. var c = Math.cos( theta ), s = Math.sin( theta );
  2720. this.set(
  2721. 1, 0, 0, 0,
  2722. 0, c, - s, 0,
  2723. 0, s, c, 0,
  2724. 0, 0, 0, 1
  2725. );
  2726. return this;
  2727. },
  2728. makeRotationY: function ( theta ) {
  2729. var c = Math.cos( theta ), s = Math.sin( theta );
  2730. this.set(
  2731. c, 0, s, 0,
  2732. 0, 1, 0, 0,
  2733. - s, 0, c, 0,
  2734. 0, 0, 0, 1
  2735. );
  2736. return this;
  2737. },
  2738. makeRotationZ: function ( theta ) {
  2739. var c = Math.cos( theta ), s = Math.sin( theta );
  2740. this.set(
  2741. c, - s, 0, 0,
  2742. s, c, 0, 0,
  2743. 0, 0, 1, 0,
  2744. 0, 0, 0, 1
  2745. );
  2746. return this;
  2747. },
  2748. makeRotationAxis: function ( axis, angle ) {
  2749. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2750. var c = Math.cos( angle );
  2751. var s = Math.sin( angle );
  2752. var t = 1 - c;
  2753. var x = axis.x, y = axis.y, z = axis.z;
  2754. var tx = t * x, ty = t * y;
  2755. this.set(
  2756. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2757. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2758. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2759. 0, 0, 0, 1
  2760. );
  2761. return this;
  2762. },
  2763. makeScale: function ( x, y, z ) {
  2764. this.set(
  2765. x, 0, 0, 0,
  2766. 0, y, 0, 0,
  2767. 0, 0, z, 0,
  2768. 0, 0, 0, 1
  2769. );
  2770. return this;
  2771. },
  2772. makeShear: function ( x, y, z ) {
  2773. this.set(
  2774. 1, y, z, 0,
  2775. x, 1, z, 0,
  2776. x, y, 1, 0,
  2777. 0, 0, 0, 1
  2778. );
  2779. return this;
  2780. },
  2781. compose: function ( position, quaternion, scale ) {
  2782. var te = this.elements;
  2783. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2784. var x2 = x + x, y2 = y + y, z2 = z + z;
  2785. var xx = x * x2, xy = x * y2, xz = x * z2;
  2786. var yy = y * y2, yz = y * z2, zz = z * z2;
  2787. var wx = w * x2, wy = w * y2, wz = w * z2;
  2788. var sx = scale.x, sy = scale.y, sz = scale.z;
  2789. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2790. te[ 1 ] = ( xy + wz ) * sx;
  2791. te[ 2 ] = ( xz - wy ) * sx;
  2792. te[ 3 ] = 0;
  2793. te[ 4 ] = ( xy - wz ) * sy;
  2794. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2795. te[ 6 ] = ( yz + wx ) * sy;
  2796. te[ 7 ] = 0;
  2797. te[ 8 ] = ( xz + wy ) * sz;
  2798. te[ 9 ] = ( yz - wx ) * sz;
  2799. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2800. te[ 11 ] = 0;
  2801. te[ 12 ] = position.x;
  2802. te[ 13 ] = position.y;
  2803. te[ 14 ] = position.z;
  2804. te[ 15 ] = 1;
  2805. return this;
  2806. },
  2807. decompose: function ( position, quaternion, scale ) {
  2808. var te = this.elements;
  2809. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2810. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2811. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2812. // if determine is negative, we need to invert one scale
  2813. var det = this.determinant();
  2814. if ( det < 0 ) sx = - sx;
  2815. position.x = te[ 12 ];
  2816. position.y = te[ 13 ];
  2817. position.z = te[ 14 ];
  2818. // scale the rotation part
  2819. _m1.copy( this );
  2820. var invSX = 1 / sx;
  2821. var invSY = 1 / sy;
  2822. var invSZ = 1 / sz;
  2823. _m1.elements[ 0 ] *= invSX;
  2824. _m1.elements[ 1 ] *= invSX;
  2825. _m1.elements[ 2 ] *= invSX;
  2826. _m1.elements[ 4 ] *= invSY;
  2827. _m1.elements[ 5 ] *= invSY;
  2828. _m1.elements[ 6 ] *= invSY;
  2829. _m1.elements[ 8 ] *= invSZ;
  2830. _m1.elements[ 9 ] *= invSZ;
  2831. _m1.elements[ 10 ] *= invSZ;
  2832. quaternion.setFromRotationMatrix( _m1 );
  2833. scale.x = sx;
  2834. scale.y = sy;
  2835. scale.z = sz;
  2836. return this;
  2837. },
  2838. makePerspective: function ( left, right, top, bottom, near, far ) {
  2839. if ( far === undefined ) {
  2840. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2841. }
  2842. var te = this.elements;
  2843. var x = 2 * near / ( right - left );
  2844. var y = 2 * near / ( top - bottom );
  2845. var a = ( right + left ) / ( right - left );
  2846. var b = ( top + bottom ) / ( top - bottom );
  2847. var c = - ( far + near ) / ( far - near );
  2848. var d = - 2 * far * near / ( far - near );
  2849. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2850. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2851. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2852. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2853. return this;
  2854. },
  2855. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2856. var te = this.elements;
  2857. var w = 1.0 / ( right - left );
  2858. var h = 1.0 / ( top - bottom );
  2859. var p = 1.0 / ( far - near );
  2860. var x = ( right + left ) * w;
  2861. var y = ( top + bottom ) * h;
  2862. var z = ( far + near ) * p;
  2863. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2864. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2865. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2866. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2867. return this;
  2868. },
  2869. equals: function ( matrix ) {
  2870. var te = this.elements;
  2871. var me = matrix.elements;
  2872. for ( var i = 0; i < 16; i ++ ) {
  2873. if ( te[ i ] !== me[ i ] ) return false;
  2874. }
  2875. return true;
  2876. },
  2877. fromArray: function ( array, offset ) {
  2878. if ( offset === undefined ) offset = 0;
  2879. for ( var i = 0; i < 16; i ++ ) {
  2880. this.elements[ i ] = array[ i + offset ];
  2881. }
  2882. return this;
  2883. },
  2884. toArray: function ( array, offset ) {
  2885. if ( array === undefined ) array = [];
  2886. if ( offset === undefined ) offset = 0;
  2887. var te = this.elements;
  2888. array[ offset ] = te[ 0 ];
  2889. array[ offset + 1 ] = te[ 1 ];
  2890. array[ offset + 2 ] = te[ 2 ];
  2891. array[ offset + 3 ] = te[ 3 ];
  2892. array[ offset + 4 ] = te[ 4 ];
  2893. array[ offset + 5 ] = te[ 5 ];
  2894. array[ offset + 6 ] = te[ 6 ];
  2895. array[ offset + 7 ] = te[ 7 ];
  2896. array[ offset + 8 ] = te[ 8 ];
  2897. array[ offset + 9 ] = te[ 9 ];
  2898. array[ offset + 10 ] = te[ 10 ];
  2899. array[ offset + 11 ] = te[ 11 ];
  2900. array[ offset + 12 ] = te[ 12 ];
  2901. array[ offset + 13 ] = te[ 13 ];
  2902. array[ offset + 14 ] = te[ 14 ];
  2903. array[ offset + 15 ] = te[ 15 ];
  2904. return array;
  2905. }
  2906. } );
  2907. /**
  2908. * @author mrdoob / http://mrdoob.com/
  2909. * @author WestLangley / http://github.com/WestLangley
  2910. * @author bhouston / http://clara.io
  2911. */
  2912. var _matrix = new Matrix4();
  2913. var _quaternion$1 = new Quaternion();
  2914. function Euler( x, y, z, order ) {
  2915. this._x = x || 0;
  2916. this._y = y || 0;
  2917. this._z = z || 0;
  2918. this._order = order || Euler.DefaultOrder;
  2919. }
  2920. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2921. Euler.DefaultOrder = 'XYZ';
  2922. Object.defineProperties( Euler.prototype, {
  2923. x: {
  2924. get: function () {
  2925. return this._x;
  2926. },
  2927. set: function ( value ) {
  2928. this._x = value;
  2929. this._onChangeCallback();
  2930. }
  2931. },
  2932. y: {
  2933. get: function () {
  2934. return this._y;
  2935. },
  2936. set: function ( value ) {
  2937. this._y = value;
  2938. this._onChangeCallback();
  2939. }
  2940. },
  2941. z: {
  2942. get: function () {
  2943. return this._z;
  2944. },
  2945. set: function ( value ) {
  2946. this._z = value;
  2947. this._onChangeCallback();
  2948. }
  2949. },
  2950. order: {
  2951. get: function () {
  2952. return this._order;
  2953. },
  2954. set: function ( value ) {
  2955. this._order = value;
  2956. this._onChangeCallback();
  2957. }
  2958. }
  2959. } );
  2960. Object.assign( Euler.prototype, {
  2961. isEuler: true,
  2962. set: function ( x, y, z, order ) {
  2963. this._x = x;
  2964. this._y = y;
  2965. this._z = z;
  2966. this._order = order || this._order;
  2967. this._onChangeCallback();
  2968. return this;
  2969. },
  2970. clone: function () {
  2971. return new this.constructor( this._x, this._y, this._z, this._order );
  2972. },
  2973. copy: function ( euler ) {
  2974. this._x = euler._x;
  2975. this._y = euler._y;
  2976. this._z = euler._z;
  2977. this._order = euler._order;
  2978. this._onChangeCallback();
  2979. return this;
  2980. },
  2981. setFromRotationMatrix: function ( m, order, update ) {
  2982. var clamp = _Math.clamp;
  2983. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2984. var te = m.elements;
  2985. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2986. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2987. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2988. order = order || this._order;
  2989. if ( order === 'XYZ' ) {
  2990. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  2991. if ( Math.abs( m13 ) < 0.9999999 ) {
  2992. this._x = Math.atan2( - m23, m33 );
  2993. this._z = Math.atan2( - m12, m11 );
  2994. } else {
  2995. this._x = Math.atan2( m32, m22 );
  2996. this._z = 0;
  2997. }
  2998. } else if ( order === 'YXZ' ) {
  2999. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3000. if ( Math.abs( m23 ) < 0.9999999 ) {
  3001. this._y = Math.atan2( m13, m33 );
  3002. this._z = Math.atan2( m21, m22 );
  3003. } else {
  3004. this._y = Math.atan2( - m31, m11 );
  3005. this._z = 0;
  3006. }
  3007. } else if ( order === 'ZXY' ) {
  3008. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3009. if ( Math.abs( m32 ) < 0.9999999 ) {
  3010. this._y = Math.atan2( - m31, m33 );
  3011. this._z = Math.atan2( - m12, m22 );
  3012. } else {
  3013. this._y = 0;
  3014. this._z = Math.atan2( m21, m11 );
  3015. }
  3016. } else if ( order === 'ZYX' ) {
  3017. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3018. if ( Math.abs( m31 ) < 0.9999999 ) {
  3019. this._x = Math.atan2( m32, m33 );
  3020. this._z = Math.atan2( m21, m11 );
  3021. } else {
  3022. this._x = 0;
  3023. this._z = Math.atan2( - m12, m22 );
  3024. }
  3025. } else if ( order === 'YZX' ) {
  3026. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3027. if ( Math.abs( m21 ) < 0.9999999 ) {
  3028. this._x = Math.atan2( - m23, m22 );
  3029. this._y = Math.atan2( - m31, m11 );
  3030. } else {
  3031. this._x = 0;
  3032. this._y = Math.atan2( m13, m33 );
  3033. }
  3034. } else if ( order === 'XZY' ) {
  3035. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3036. if ( Math.abs( m12 ) < 0.9999999 ) {
  3037. this._x = Math.atan2( m32, m22 );
  3038. this._y = Math.atan2( m13, m11 );
  3039. } else {
  3040. this._x = Math.atan2( - m23, m33 );
  3041. this._y = 0;
  3042. }
  3043. } else {
  3044. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3045. }
  3046. this._order = order;
  3047. if ( update !== false ) this._onChangeCallback();
  3048. return this;
  3049. },
  3050. setFromQuaternion: function ( q, order, update ) {
  3051. _matrix.makeRotationFromQuaternion( q );
  3052. return this.setFromRotationMatrix( _matrix, order, update );
  3053. },
  3054. setFromVector3: function ( v, order ) {
  3055. return this.set( v.x, v.y, v.z, order || this._order );
  3056. },
  3057. reorder: function ( newOrder ) {
  3058. // WARNING: this discards revolution information -bhouston
  3059. _quaternion$1.setFromEuler( this );
  3060. return this.setFromQuaternion( _quaternion$1, newOrder );
  3061. },
  3062. equals: function ( euler ) {
  3063. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3064. },
  3065. fromArray: function ( array ) {
  3066. this._x = array[ 0 ];
  3067. this._y = array[ 1 ];
  3068. this._z = array[ 2 ];
  3069. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  3070. this._onChangeCallback();
  3071. return this;
  3072. },
  3073. toArray: function ( array, offset ) {
  3074. if ( array === undefined ) array = [];
  3075. if ( offset === undefined ) offset = 0;
  3076. array[ offset ] = this._x;
  3077. array[ offset + 1 ] = this._y;
  3078. array[ offset + 2 ] = this._z;
  3079. array[ offset + 3 ] = this._order;
  3080. return array;
  3081. },
  3082. toVector3: function ( optionalResult ) {
  3083. if ( optionalResult ) {
  3084. return optionalResult.set( this._x, this._y, this._z );
  3085. } else {
  3086. return new Vector3( this._x, this._y, this._z );
  3087. }
  3088. },
  3089. _onChange: function ( callback ) {
  3090. this._onChangeCallback = callback;
  3091. return this;
  3092. },
  3093. _onChangeCallback: function () {}
  3094. } );
  3095. /**
  3096. * @author mrdoob / http://mrdoob.com/
  3097. */
  3098. function Layers() {
  3099. this.mask = 1 | 0;
  3100. }
  3101. Object.assign( Layers.prototype, {
  3102. set: function ( channel ) {
  3103. this.mask = 1 << channel | 0;
  3104. },
  3105. enable: function ( channel ) {
  3106. this.mask |= 1 << channel | 0;
  3107. },
  3108. enableAll: function () {
  3109. this.mask = 0xffffffff | 0;
  3110. },
  3111. toggle: function ( channel ) {
  3112. this.mask ^= 1 << channel | 0;
  3113. },
  3114. disable: function ( channel ) {
  3115. this.mask &= ~ ( 1 << channel | 0 );
  3116. },
  3117. disableAll: function () {
  3118. this.mask = 0;
  3119. },
  3120. test: function ( layers ) {
  3121. return ( this.mask & layers.mask ) !== 0;
  3122. }
  3123. } );
  3124. var _object3DId = 0;
  3125. var _v1$1 = new Vector3();
  3126. var _q1 = new Quaternion();
  3127. var _m1$1 = new Matrix4();
  3128. var _target = new Vector3();
  3129. var _position = new Vector3();
  3130. var _scale = new Vector3();
  3131. var _quaternion$2 = new Quaternion();
  3132. var _xAxis = new Vector3( 1, 0, 0 );
  3133. var _yAxis = new Vector3( 0, 1, 0 );
  3134. var _zAxis = new Vector3( 0, 0, 1 );
  3135. var _addedEvent = { type: 'added' };
  3136. var _removedEvent = { type: 'removed' };
  3137. /**
  3138. * @author mrdoob / http://mrdoob.com/
  3139. * @author mikael emtinger / http://gomo.se/
  3140. * @author alteredq / http://alteredqualia.com/
  3141. * @author WestLangley / http://github.com/WestLangley
  3142. * @author elephantatwork / www.elephantatwork.ch
  3143. */
  3144. function Object3D() {
  3145. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3146. this.uuid = _Math.generateUUID();
  3147. this.name = '';
  3148. this.type = 'Object3D';
  3149. this.parent = null;
  3150. this.children = [];
  3151. this.up = Object3D.DefaultUp.clone();
  3152. var position = new Vector3();
  3153. var rotation = new Euler();
  3154. var quaternion = new Quaternion();
  3155. var scale = new Vector3( 1, 1, 1 );
  3156. function onRotationChange() {
  3157. quaternion.setFromEuler( rotation, false );
  3158. }
  3159. function onQuaternionChange() {
  3160. rotation.setFromQuaternion( quaternion, undefined, false );
  3161. }
  3162. rotation._onChange( onRotationChange );
  3163. quaternion._onChange( onQuaternionChange );
  3164. Object.defineProperties( this, {
  3165. position: {
  3166. configurable: true,
  3167. enumerable: true,
  3168. value: position
  3169. },
  3170. rotation: {
  3171. configurable: true,
  3172. enumerable: true,
  3173. value: rotation
  3174. },
  3175. quaternion: {
  3176. configurable: true,
  3177. enumerable: true,
  3178. value: quaternion
  3179. },
  3180. scale: {
  3181. configurable: true,
  3182. enumerable: true,
  3183. value: scale
  3184. },
  3185. modelViewMatrix: {
  3186. value: new Matrix4()
  3187. },
  3188. normalMatrix: {
  3189. value: new Matrix3()
  3190. }
  3191. } );
  3192. this.matrix = new Matrix4();
  3193. this.matrixWorld = new Matrix4();
  3194. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3195. this.matrixWorldNeedsUpdate = false;
  3196. this.layers = new Layers();
  3197. this.visible = true;
  3198. this.castShadow = false;
  3199. this.receiveShadow = false;
  3200. this.frustumCulled = true;
  3201. this.renderOrder = 0;
  3202. this.userData = {};
  3203. }
  3204. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3205. Object3D.DefaultMatrixAutoUpdate = true;
  3206. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3207. constructor: Object3D,
  3208. isObject3D: true,
  3209. onBeforeRender: function () {},
  3210. onAfterRender: function () {},
  3211. applyMatrix: function ( matrix ) {
  3212. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3213. this.matrix.premultiply( matrix );
  3214. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3215. },
  3216. applyQuaternion: function ( q ) {
  3217. this.quaternion.premultiply( q );
  3218. return this;
  3219. },
  3220. setRotationFromAxisAngle: function ( axis, angle ) {
  3221. // assumes axis is normalized
  3222. this.quaternion.setFromAxisAngle( axis, angle );
  3223. },
  3224. setRotationFromEuler: function ( euler ) {
  3225. this.quaternion.setFromEuler( euler, true );
  3226. },
  3227. setRotationFromMatrix: function ( m ) {
  3228. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3229. this.quaternion.setFromRotationMatrix( m );
  3230. },
  3231. setRotationFromQuaternion: function ( q ) {
  3232. // assumes q is normalized
  3233. this.quaternion.copy( q );
  3234. },
  3235. rotateOnAxis: function ( axis, angle ) {
  3236. // rotate object on axis in object space
  3237. // axis is assumed to be normalized
  3238. _q1.setFromAxisAngle( axis, angle );
  3239. this.quaternion.multiply( _q1 );
  3240. return this;
  3241. },
  3242. rotateOnWorldAxis: function ( axis, angle ) {
  3243. // rotate object on axis in world space
  3244. // axis is assumed to be normalized
  3245. // method assumes no rotated parent
  3246. _q1.setFromAxisAngle( axis, angle );
  3247. this.quaternion.premultiply( _q1 );
  3248. return this;
  3249. },
  3250. rotateX: function ( angle ) {
  3251. return this.rotateOnAxis( _xAxis, angle );
  3252. },
  3253. rotateY: function ( angle ) {
  3254. return this.rotateOnAxis( _yAxis, angle );
  3255. },
  3256. rotateZ: function ( angle ) {
  3257. return this.rotateOnAxis( _zAxis, angle );
  3258. },
  3259. translateOnAxis: function ( axis, distance ) {
  3260. // translate object by distance along axis in object space
  3261. // axis is assumed to be normalized
  3262. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3263. this.position.add( _v1$1.multiplyScalar( distance ) );
  3264. return this;
  3265. },
  3266. translateX: function ( distance ) {
  3267. return this.translateOnAxis( _xAxis, distance );
  3268. },
  3269. translateY: function ( distance ) {
  3270. return this.translateOnAxis( _yAxis, distance );
  3271. },
  3272. translateZ: function ( distance ) {
  3273. return this.translateOnAxis( _zAxis, distance );
  3274. },
  3275. localToWorld: function ( vector ) {
  3276. return vector.applyMatrix4( this.matrixWorld );
  3277. },
  3278. worldToLocal: function ( vector ) {
  3279. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3280. },
  3281. lookAt: function ( x, y, z ) {
  3282. // This method does not support objects having non-uniformly-scaled parent(s)
  3283. if ( x.isVector3 ) {
  3284. _target.copy( x );
  3285. } else {
  3286. _target.set( x, y, z );
  3287. }
  3288. var parent = this.parent;
  3289. this.updateWorldMatrix( true, false );
  3290. _position.setFromMatrixPosition( this.matrixWorld );
  3291. if ( this.isCamera || this.isLight ) {
  3292. _m1$1.lookAt( _position, _target, this.up );
  3293. } else {
  3294. _m1$1.lookAt( _target, _position, this.up );
  3295. }
  3296. this.quaternion.setFromRotationMatrix( _m1$1 );
  3297. if ( parent ) {
  3298. _m1$1.extractRotation( parent.matrixWorld );
  3299. _q1.setFromRotationMatrix( _m1$1 );
  3300. this.quaternion.premultiply( _q1.inverse() );
  3301. }
  3302. },
  3303. add: function ( object ) {
  3304. if ( arguments.length > 1 ) {
  3305. for ( var i = 0; i < arguments.length; i ++ ) {
  3306. this.add( arguments[ i ] );
  3307. }
  3308. return this;
  3309. }
  3310. if ( object === this ) {
  3311. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3312. return this;
  3313. }
  3314. if ( ( object && object.isObject3D ) ) {
  3315. if ( object.parent !== null ) {
  3316. object.parent.remove( object );
  3317. }
  3318. object.parent = this;
  3319. this.children.push( object );
  3320. object.dispatchEvent( _addedEvent );
  3321. } else {
  3322. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3323. }
  3324. return this;
  3325. },
  3326. remove: function ( object ) {
  3327. if ( arguments.length > 1 ) {
  3328. for ( var i = 0; i < arguments.length; i ++ ) {
  3329. this.remove( arguments[ i ] );
  3330. }
  3331. return this;
  3332. }
  3333. var index = this.children.indexOf( object );
  3334. if ( index !== - 1 ) {
  3335. object.parent = null;
  3336. this.children.splice( index, 1 );
  3337. object.dispatchEvent( _removedEvent );
  3338. }
  3339. return this;
  3340. },
  3341. attach: function ( object ) {
  3342. // adds object as a child of this, while maintaining the object's world transform
  3343. this.updateWorldMatrix( true, false );
  3344. _m1$1.getInverse( this.matrixWorld );
  3345. if ( object.parent !== null ) {
  3346. object.parent.updateWorldMatrix( true, false );
  3347. _m1$1.multiply( object.parent.matrixWorld );
  3348. }
  3349. object.applyMatrix( _m1$1 );
  3350. object.updateWorldMatrix( false, false );
  3351. this.add( object );
  3352. return this;
  3353. },
  3354. getObjectById: function ( id ) {
  3355. return this.getObjectByProperty( 'id', id );
  3356. },
  3357. getObjectByName: function ( name ) {
  3358. return this.getObjectByProperty( 'name', name );
  3359. },
  3360. getObjectByProperty: function ( name, value ) {
  3361. if ( this[ name ] === value ) return this;
  3362. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3363. var child = this.children[ i ];
  3364. var object = child.getObjectByProperty( name, value );
  3365. if ( object !== undefined ) {
  3366. return object;
  3367. }
  3368. }
  3369. return undefined;
  3370. },
  3371. getWorldPosition: function ( target ) {
  3372. if ( target === undefined ) {
  3373. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3374. target = new Vector3();
  3375. }
  3376. this.updateMatrixWorld( true );
  3377. return target.setFromMatrixPosition( this.matrixWorld );
  3378. },
  3379. getWorldQuaternion: function ( target ) {
  3380. if ( target === undefined ) {
  3381. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3382. target = new Quaternion();
  3383. }
  3384. this.updateMatrixWorld( true );
  3385. this.matrixWorld.decompose( _position, target, _scale );
  3386. return target;
  3387. },
  3388. getWorldScale: function ( target ) {
  3389. if ( target === undefined ) {
  3390. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3391. target = new Vector3();
  3392. }
  3393. this.updateMatrixWorld( true );
  3394. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3395. return target;
  3396. },
  3397. getWorldDirection: function ( target ) {
  3398. if ( target === undefined ) {
  3399. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3400. target = new Vector3();
  3401. }
  3402. this.updateMatrixWorld( true );
  3403. var e = this.matrixWorld.elements;
  3404. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3405. },
  3406. raycast: function () {},
  3407. traverse: function ( callback ) {
  3408. callback( this );
  3409. var children = this.children;
  3410. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3411. children[ i ].traverse( callback );
  3412. }
  3413. },
  3414. traverseVisible: function ( callback ) {
  3415. if ( this.visible === false ) return;
  3416. callback( this );
  3417. var children = this.children;
  3418. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3419. children[ i ].traverseVisible( callback );
  3420. }
  3421. },
  3422. traverseAncestors: function ( callback ) {
  3423. var parent = this.parent;
  3424. if ( parent !== null ) {
  3425. callback( parent );
  3426. parent.traverseAncestors( callback );
  3427. }
  3428. },
  3429. updateMatrix: function () {
  3430. this.matrix.compose( this.position, this.quaternion, this.scale );
  3431. this.matrixWorldNeedsUpdate = true;
  3432. },
  3433. updateMatrixWorld: function ( force ) {
  3434. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3435. if ( this.matrixWorldNeedsUpdate || force ) {
  3436. if ( this.parent === null ) {
  3437. this.matrixWorld.copy( this.matrix );
  3438. } else {
  3439. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3440. }
  3441. this.matrixWorldNeedsUpdate = false;
  3442. force = true;
  3443. }
  3444. // update children
  3445. var children = this.children;
  3446. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3447. children[ i ].updateMatrixWorld( force );
  3448. }
  3449. },
  3450. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3451. var parent = this.parent;
  3452. if ( updateParents === true && parent !== null ) {
  3453. parent.updateWorldMatrix( true, false );
  3454. }
  3455. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3456. if ( this.parent === null ) {
  3457. this.matrixWorld.copy( this.matrix );
  3458. } else {
  3459. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3460. }
  3461. // update children
  3462. if ( updateChildren === true ) {
  3463. var children = this.children;
  3464. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3465. children[ i ].updateWorldMatrix( false, true );
  3466. }
  3467. }
  3468. },
  3469. toJSON: function ( meta ) {
  3470. // meta is a string when called from JSON.stringify
  3471. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3472. var output = {};
  3473. // meta is a hash used to collect geometries, materials.
  3474. // not providing it implies that this is the root object
  3475. // being serialized.
  3476. if ( isRootObject ) {
  3477. // initialize meta obj
  3478. meta = {
  3479. geometries: {},
  3480. materials: {},
  3481. textures: {},
  3482. images: {},
  3483. shapes: {}
  3484. };
  3485. output.metadata = {
  3486. version: 4.5,
  3487. type: 'Object',
  3488. generator: 'Object3D.toJSON'
  3489. };
  3490. }
  3491. // standard Object3D serialization
  3492. var object = {};
  3493. object.uuid = this.uuid;
  3494. object.type = this.type;
  3495. if ( this.name !== '' ) object.name = this.name;
  3496. if ( this.castShadow === true ) object.castShadow = true;
  3497. if ( this.receiveShadow === true ) object.receiveShadow = true;
  3498. if ( this.visible === false ) object.visible = false;
  3499. if ( this.frustumCulled === false ) object.frustumCulled = false;
  3500. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  3501. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  3502. object.layers = this.layers.mask;
  3503. object.matrix = this.matrix.toArray();
  3504. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  3505. // object specific properties
  3506. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  3507. //
  3508. function serialize( library, element ) {
  3509. if ( library[ element.uuid ] === undefined ) {
  3510. library[ element.uuid ] = element.toJSON( meta );
  3511. }
  3512. return element.uuid;
  3513. }
  3514. if ( this.isMesh || this.isLine || this.isPoints ) {
  3515. object.geometry = serialize( meta.geometries, this.geometry );
  3516. var parameters = this.geometry.parameters;
  3517. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3518. var shapes = parameters.shapes;
  3519. if ( Array.isArray( shapes ) ) {
  3520. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3521. var shape = shapes[ i ];
  3522. serialize( meta.shapes, shape );
  3523. }
  3524. } else {
  3525. serialize( meta.shapes, shapes );
  3526. }
  3527. }
  3528. }
  3529. if ( this.material !== undefined ) {
  3530. if ( Array.isArray( this.material ) ) {
  3531. var uuids = [];
  3532. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3533. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3534. }
  3535. object.material = uuids;
  3536. } else {
  3537. object.material = serialize( meta.materials, this.material );
  3538. }
  3539. }
  3540. //
  3541. if ( this.children.length > 0 ) {
  3542. object.children = [];
  3543. for ( var i = 0; i < this.children.length; i ++ ) {
  3544. object.children.push( this.children[ i ].toJSON( meta ).object );
  3545. }
  3546. }
  3547. if ( isRootObject ) {
  3548. var geometries = extractFromCache( meta.geometries );
  3549. var materials = extractFromCache( meta.materials );
  3550. var textures = extractFromCache( meta.textures );
  3551. var images = extractFromCache( meta.images );
  3552. var shapes = extractFromCache( meta.shapes );
  3553. if ( geometries.length > 0 ) output.geometries = geometries;
  3554. if ( materials.length > 0 ) output.materials = materials;
  3555. if ( textures.length > 0 ) output.textures = textures;
  3556. if ( images.length > 0 ) output.images = images;
  3557. if ( shapes.length > 0 ) output.shapes = shapes;
  3558. }
  3559. output.object = object;
  3560. return output;
  3561. // extract data from the cache hash
  3562. // remove metadata on each item
  3563. // and return as array
  3564. function extractFromCache( cache ) {
  3565. var values = [];
  3566. for ( var key in cache ) {
  3567. var data = cache[ key ];
  3568. delete data.metadata;
  3569. values.push( data );
  3570. }
  3571. return values;
  3572. }
  3573. },
  3574. clone: function ( recursive ) {
  3575. return new this.constructor().copy( this, recursive );
  3576. },
  3577. copy: function ( source, recursive ) {
  3578. if ( recursive === undefined ) recursive = true;
  3579. this.name = source.name;
  3580. this.up.copy( source.up );
  3581. this.position.copy( source.position );
  3582. this.quaternion.copy( source.quaternion );
  3583. this.scale.copy( source.scale );
  3584. this.matrix.copy( source.matrix );
  3585. this.matrixWorld.copy( source.matrixWorld );
  3586. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3587. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3588. this.layers.mask = source.layers.mask;
  3589. this.visible = source.visible;
  3590. this.castShadow = source.castShadow;
  3591. this.receiveShadow = source.receiveShadow;
  3592. this.frustumCulled = source.frustumCulled;
  3593. this.renderOrder = source.renderOrder;
  3594. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3595. if ( recursive === true ) {
  3596. for ( var i = 0; i < source.children.length; i ++ ) {
  3597. var child = source.children[ i ];
  3598. this.add( child.clone() );
  3599. }
  3600. }
  3601. return this;
  3602. }
  3603. } );
  3604. /**
  3605. * @author mrdoob / http://mrdoob.com/
  3606. */
  3607. function Scene() {
  3608. Object3D.call( this );
  3609. this.type = 'Scene';
  3610. this.background = null;
  3611. this.fog = null;
  3612. this.overrideMaterial = null;
  3613. this.autoUpdate = true; // checked by the renderer
  3614. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3615. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3616. }
  3617. }
  3618. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3619. constructor: Scene,
  3620. isScene: true,
  3621. copy: function ( source, recursive ) {
  3622. Object3D.prototype.copy.call( this, source, recursive );
  3623. if ( source.background !== null ) this.background = source.background.clone();
  3624. if ( source.fog !== null ) this.fog = source.fog.clone();
  3625. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  3626. this.autoUpdate = source.autoUpdate;
  3627. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3628. return this;
  3629. },
  3630. toJSON: function ( meta ) {
  3631. var data = Object3D.prototype.toJSON.call( this, meta );
  3632. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  3633. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  3634. return data;
  3635. },
  3636. dispose: function () {
  3637. this.dispatchEvent( { type: 'dispose' } );
  3638. }
  3639. } );
  3640. var _points = [
  3641. new Vector3(),
  3642. new Vector3(),
  3643. new Vector3(),
  3644. new Vector3(),
  3645. new Vector3(),
  3646. new Vector3(),
  3647. new Vector3(),
  3648. new Vector3()
  3649. ];
  3650. var _vector$2 = new Vector3();
  3651. // triangle centered vertices
  3652. var _v0 = new Vector3();
  3653. var _v1$2 = new Vector3();
  3654. var _v2 = new Vector3();
  3655. // triangle edge vectors
  3656. var _f0 = new Vector3();
  3657. var _f1 = new Vector3();
  3658. var _f2 = new Vector3();
  3659. var _center = new Vector3();
  3660. var _extents = new Vector3();
  3661. var _triangleNormal = new Vector3();
  3662. var _testAxis = new Vector3();
  3663. /**
  3664. * @author bhouston / http://clara.io
  3665. * @author WestLangley / http://github.com/WestLangley
  3666. */
  3667. function Box3( min, max ) {
  3668. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3669. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3670. }
  3671. Object.assign( Box3.prototype, {
  3672. isBox3: true,
  3673. set: function ( min, max ) {
  3674. this.min.copy( min );
  3675. this.max.copy( max );
  3676. return this;
  3677. },
  3678. setFromArray: function ( array ) {
  3679. var minX = + Infinity;
  3680. var minY = + Infinity;
  3681. var minZ = + Infinity;
  3682. var maxX = - Infinity;
  3683. var maxY = - Infinity;
  3684. var maxZ = - Infinity;
  3685. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3686. var x = array[ i ];
  3687. var y = array[ i + 1 ];
  3688. var z = array[ i + 2 ];
  3689. if ( x < minX ) minX = x;
  3690. if ( y < minY ) minY = y;
  3691. if ( z < minZ ) minZ = z;
  3692. if ( x > maxX ) maxX = x;
  3693. if ( y > maxY ) maxY = y;
  3694. if ( z > maxZ ) maxZ = z;
  3695. }
  3696. this.min.set( minX, minY, minZ );
  3697. this.max.set( maxX, maxY, maxZ );
  3698. return this;
  3699. },
  3700. setFromBufferAttribute: function ( attribute ) {
  3701. var minX = + Infinity;
  3702. var minY = + Infinity;
  3703. var minZ = + Infinity;
  3704. var maxX = - Infinity;
  3705. var maxY = - Infinity;
  3706. var maxZ = - Infinity;
  3707. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3708. var x = attribute.getX( i );
  3709. var y = attribute.getY( i );
  3710. var z = attribute.getZ( i );
  3711. if ( x < minX ) minX = x;
  3712. if ( y < minY ) minY = y;
  3713. if ( z < minZ ) minZ = z;
  3714. if ( x > maxX ) maxX = x;
  3715. if ( y > maxY ) maxY = y;
  3716. if ( z > maxZ ) maxZ = z;
  3717. }
  3718. this.min.set( minX, minY, minZ );
  3719. this.max.set( maxX, maxY, maxZ );
  3720. return this;
  3721. },
  3722. setFromPoints: function ( points ) {
  3723. this.makeEmpty();
  3724. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3725. this.expandByPoint( points[ i ] );
  3726. }
  3727. return this;
  3728. },
  3729. setFromCenterAndSize: function ( center, size ) {
  3730. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3731. this.min.copy( center ).sub( halfSize );
  3732. this.max.copy( center ).add( halfSize );
  3733. return this;
  3734. },
  3735. setFromObject: function ( object ) {
  3736. this.makeEmpty();
  3737. return this.expandByObject( object );
  3738. },
  3739. clone: function () {
  3740. return new this.constructor().copy( this );
  3741. },
  3742. copy: function ( box ) {
  3743. this.min.copy( box.min );
  3744. this.max.copy( box.max );
  3745. return this;
  3746. },
  3747. makeEmpty: function () {
  3748. this.min.x = this.min.y = this.min.z = + Infinity;
  3749. this.max.x = this.max.y = this.max.z = - Infinity;
  3750. return this;
  3751. },
  3752. isEmpty: function () {
  3753. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3754. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3755. },
  3756. getCenter: function ( target ) {
  3757. if ( target === undefined ) {
  3758. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3759. target = new Vector3();
  3760. }
  3761. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3762. },
  3763. getSize: function ( target ) {
  3764. if ( target === undefined ) {
  3765. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3766. target = new Vector3();
  3767. }
  3768. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3769. },
  3770. expandByPoint: function ( point ) {
  3771. this.min.min( point );
  3772. this.max.max( point );
  3773. return this;
  3774. },
  3775. expandByVector: function ( vector ) {
  3776. this.min.sub( vector );
  3777. this.max.add( vector );
  3778. return this;
  3779. },
  3780. expandByScalar: function ( scalar ) {
  3781. this.min.addScalar( - scalar );
  3782. this.max.addScalar( scalar );
  3783. return this;
  3784. },
  3785. expandByObject: function ( object ) {
  3786. var i, l;
  3787. // Computes the world-axis-aligned bounding box of an object (including its children),
  3788. // accounting for both the object's, and children's, world transforms
  3789. object.updateWorldMatrix( false, false );
  3790. var geometry = object.geometry;
  3791. if ( geometry !== undefined ) {
  3792. if ( geometry.isGeometry ) {
  3793. var vertices = geometry.vertices;
  3794. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3795. _vector$2.copy( vertices[ i ] );
  3796. _vector$2.applyMatrix4( object.matrixWorld );
  3797. this.expandByPoint( _vector$2 );
  3798. }
  3799. } else if ( geometry.isBufferGeometry ) {
  3800. var attribute = geometry.attributes.position;
  3801. if ( attribute !== undefined ) {
  3802. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3803. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3804. this.expandByPoint( _vector$2 );
  3805. }
  3806. }
  3807. }
  3808. }
  3809. //
  3810. var children = object.children;
  3811. for ( i = 0, l = children.length; i < l; i ++ ) {
  3812. this.expandByObject( children[ i ] );
  3813. }
  3814. return this;
  3815. },
  3816. containsPoint: function ( point ) {
  3817. return point.x < this.min.x || point.x > this.max.x ||
  3818. point.y < this.min.y || point.y > this.max.y ||
  3819. point.z < this.min.z || point.z > this.max.z ? false : true;
  3820. },
  3821. containsBox: function ( box ) {
  3822. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3823. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3824. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3825. },
  3826. getParameter: function ( point, target ) {
  3827. // This can potentially have a divide by zero if the box
  3828. // has a size dimension of 0.
  3829. if ( target === undefined ) {
  3830. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3831. target = new Vector3();
  3832. }
  3833. return target.set(
  3834. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3835. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3836. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3837. );
  3838. },
  3839. intersectsBox: function ( box ) {
  3840. // using 6 splitting planes to rule out intersections.
  3841. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3842. box.max.y < this.min.y || box.min.y > this.max.y ||
  3843. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3844. },
  3845. intersectsSphere: function ( sphere ) {
  3846. // Find the point on the AABB closest to the sphere center.
  3847. this.clampPoint( sphere.center, _vector$2 );
  3848. // If that point is inside the sphere, the AABB and sphere intersect.
  3849. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3850. },
  3851. intersectsPlane: function ( plane ) {
  3852. // We compute the minimum and maximum dot product values. If those values
  3853. // are on the same side (back or front) of the plane, then there is no intersection.
  3854. var min, max;
  3855. if ( plane.normal.x > 0 ) {
  3856. min = plane.normal.x * this.min.x;
  3857. max = plane.normal.x * this.max.x;
  3858. } else {
  3859. min = plane.normal.x * this.max.x;
  3860. max = plane.normal.x * this.min.x;
  3861. }
  3862. if ( plane.normal.y > 0 ) {
  3863. min += plane.normal.y * this.min.y;
  3864. max += plane.normal.y * this.max.y;
  3865. } else {
  3866. min += plane.normal.y * this.max.y;
  3867. max += plane.normal.y * this.min.y;
  3868. }
  3869. if ( plane.normal.z > 0 ) {
  3870. min += plane.normal.z * this.min.z;
  3871. max += plane.normal.z * this.max.z;
  3872. } else {
  3873. min += plane.normal.z * this.max.z;
  3874. max += plane.normal.z * this.min.z;
  3875. }
  3876. return ( min <= - plane.constant && max >= - plane.constant );
  3877. },
  3878. intersectsTriangle: function ( triangle ) {
  3879. if ( this.isEmpty() ) {
  3880. return false;
  3881. }
  3882. // compute box center and extents
  3883. this.getCenter( _center );
  3884. _extents.subVectors( this.max, _center );
  3885. // translate triangle to aabb origin
  3886. _v0.subVectors( triangle.a, _center );
  3887. _v1$2.subVectors( triangle.b, _center );
  3888. _v2.subVectors( triangle.c, _center );
  3889. // compute edge vectors for triangle
  3890. _f0.subVectors( _v1$2, _v0 );
  3891. _f1.subVectors( _v2, _v1$2 );
  3892. _f2.subVectors( _v0, _v2 );
  3893. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3894. // 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
  3895. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3896. var axes = [
  3897. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3898. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3899. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3900. ];
  3901. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3902. return false;
  3903. }
  3904. // test 3 face normals from the aabb
  3905. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3906. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3907. return false;
  3908. }
  3909. // finally testing the face normal of the triangle
  3910. // use already existing triangle edge vectors here
  3911. _triangleNormal.crossVectors( _f0, _f1 );
  3912. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3913. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3914. },
  3915. clampPoint: function ( point, target ) {
  3916. if ( target === undefined ) {
  3917. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3918. target = new Vector3();
  3919. }
  3920. return target.copy( point ).clamp( this.min, this.max );
  3921. },
  3922. distanceToPoint: function ( point ) {
  3923. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3924. return clampedPoint.sub( point ).length();
  3925. },
  3926. getBoundingSphere: function ( target ) {
  3927. if ( target === undefined ) {
  3928. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3929. //target = new Sphere(); // removed to avoid cyclic dependency
  3930. }
  3931. this.getCenter( target.center );
  3932. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3933. return target;
  3934. },
  3935. intersect: function ( box ) {
  3936. this.min.max( box.min );
  3937. this.max.min( box.max );
  3938. // 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.
  3939. if ( this.isEmpty() ) this.makeEmpty();
  3940. return this;
  3941. },
  3942. union: function ( box ) {
  3943. this.min.min( box.min );
  3944. this.max.max( box.max );
  3945. return this;
  3946. },
  3947. applyMatrix4: function ( matrix ) {
  3948. // transform of empty box is an empty box.
  3949. if ( this.isEmpty() ) return this;
  3950. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3951. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3952. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3953. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3954. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3955. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3956. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3957. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3958. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3959. this.setFromPoints( _points );
  3960. return this;
  3961. },
  3962. translate: function ( offset ) {
  3963. this.min.add( offset );
  3964. this.max.add( offset );
  3965. return this;
  3966. },
  3967. equals: function ( box ) {
  3968. return box.min.equals( this.min ) && box.max.equals( this.max );
  3969. }
  3970. } );
  3971. function satForAxes( axes, v0, v1, v2, extents ) {
  3972. var i, j;
  3973. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3974. _testAxis.fromArray( axes, i );
  3975. // project the aabb onto the seperating axis
  3976. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3977. // project all 3 vertices of the triangle onto the seperating axis
  3978. var p0 = v0.dot( _testAxis );
  3979. var p1 = v1.dot( _testAxis );
  3980. var p2 = v2.dot( _testAxis );
  3981. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3982. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3983. // points of the projected triangle are outside the projected half-length of the aabb
  3984. // the axis is seperating and we can exit
  3985. return false;
  3986. }
  3987. }
  3988. return true;
  3989. }
  3990. var _box = new Box3();
  3991. /**
  3992. * @author bhouston / http://clara.io
  3993. * @author mrdoob / http://mrdoob.com/
  3994. */
  3995. function Sphere( center, radius ) {
  3996. this.center = ( center !== undefined ) ? center : new Vector3();
  3997. this.radius = ( radius !== undefined ) ? radius : 0;
  3998. }
  3999. Object.assign( Sphere.prototype, {
  4000. set: function ( center, radius ) {
  4001. this.center.copy( center );
  4002. this.radius = radius;
  4003. return this;
  4004. },
  4005. setFromPoints: function ( points, optionalCenter ) {
  4006. var center = this.center;
  4007. if ( optionalCenter !== undefined ) {
  4008. center.copy( optionalCenter );
  4009. } else {
  4010. _box.setFromPoints( points ).getCenter( center );
  4011. }
  4012. var maxRadiusSq = 0;
  4013. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4014. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4015. }
  4016. this.radius = Math.sqrt( maxRadiusSq );
  4017. return this;
  4018. },
  4019. clone: function () {
  4020. return new this.constructor().copy( this );
  4021. },
  4022. copy: function ( sphere ) {
  4023. this.center.copy( sphere.center );
  4024. this.radius = sphere.radius;
  4025. return this;
  4026. },
  4027. empty: function () {
  4028. return ( this.radius <= 0 );
  4029. },
  4030. containsPoint: function ( point ) {
  4031. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4032. },
  4033. distanceToPoint: function ( point ) {
  4034. return ( point.distanceTo( this.center ) - this.radius );
  4035. },
  4036. intersectsSphere: function ( sphere ) {
  4037. var radiusSum = this.radius + sphere.radius;
  4038. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4039. },
  4040. intersectsBox: function ( box ) {
  4041. return box.intersectsSphere( this );
  4042. },
  4043. intersectsPlane: function ( plane ) {
  4044. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4045. },
  4046. clampPoint: function ( point, target ) {
  4047. var deltaLengthSq = this.center.distanceToSquared( point );
  4048. if ( target === undefined ) {
  4049. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4050. target = new Vector3();
  4051. }
  4052. target.copy( point );
  4053. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4054. target.sub( this.center ).normalize();
  4055. target.multiplyScalar( this.radius ).add( this.center );
  4056. }
  4057. return target;
  4058. },
  4059. getBoundingBox: function ( target ) {
  4060. if ( target === undefined ) {
  4061. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4062. target = new Box3();
  4063. }
  4064. target.set( this.center, this.center );
  4065. target.expandByScalar( this.radius );
  4066. return target;
  4067. },
  4068. applyMatrix4: function ( matrix ) {
  4069. this.center.applyMatrix4( matrix );
  4070. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4071. return this;
  4072. },
  4073. translate: function ( offset ) {
  4074. this.center.add( offset );
  4075. return this;
  4076. },
  4077. equals: function ( sphere ) {
  4078. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4079. }
  4080. } );
  4081. var _vector$3 = new Vector3();
  4082. var _segCenter = new Vector3();
  4083. var _segDir = new Vector3();
  4084. var _diff = new Vector3();
  4085. var _edge1 = new Vector3();
  4086. var _edge2 = new Vector3();
  4087. var _normal = new Vector3();
  4088. /**
  4089. * @author bhouston / http://clara.io
  4090. */
  4091. function Ray( origin, direction ) {
  4092. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4093. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4094. }
  4095. Object.assign( Ray.prototype, {
  4096. set: function ( origin, direction ) {
  4097. this.origin.copy( origin );
  4098. this.direction.copy( direction );
  4099. return this;
  4100. },
  4101. clone: function () {
  4102. return new this.constructor().copy( this );
  4103. },
  4104. copy: function ( ray ) {
  4105. this.origin.copy( ray.origin );
  4106. this.direction.copy( ray.direction );
  4107. return this;
  4108. },
  4109. at: function ( t, target ) {
  4110. if ( target === undefined ) {
  4111. console.warn( 'THREE.Ray: .at() target is now required' );
  4112. target = new Vector3();
  4113. }
  4114. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4115. },
  4116. lookAt: function ( v ) {
  4117. this.direction.copy( v ).sub( this.origin ).normalize();
  4118. return this;
  4119. },
  4120. recast: function ( t ) {
  4121. this.origin.copy( this.at( t, _vector$3 ) );
  4122. return this;
  4123. },
  4124. closestPointToPoint: function ( point, target ) {
  4125. if ( target === undefined ) {
  4126. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4127. target = new Vector3();
  4128. }
  4129. target.subVectors( point, this.origin );
  4130. var directionDistance = target.dot( this.direction );
  4131. if ( directionDistance < 0 ) {
  4132. return target.copy( this.origin );
  4133. }
  4134. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4135. },
  4136. distanceToPoint: function ( point ) {
  4137. return Math.sqrt( this.distanceSqToPoint( point ) );
  4138. },
  4139. distanceSqToPoint: function ( point ) {
  4140. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4141. // point behind the ray
  4142. if ( directionDistance < 0 ) {
  4143. return this.origin.distanceToSquared( point );
  4144. }
  4145. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4146. return _vector$3.distanceToSquared( point );
  4147. },
  4148. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4149. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4150. // It returns the min distance between the ray and the segment
  4151. // defined by v0 and v1
  4152. // It can also set two optional targets :
  4153. // - The closest point on the ray
  4154. // - The closest point on the segment
  4155. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4156. _segDir.copy( v1 ).sub( v0 ).normalize();
  4157. _diff.copy( this.origin ).sub( _segCenter );
  4158. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4159. var a01 = - this.direction.dot( _segDir );
  4160. var b0 = _diff.dot( this.direction );
  4161. var b1 = - _diff.dot( _segDir );
  4162. var c = _diff.lengthSq();
  4163. var det = Math.abs( 1 - a01 * a01 );
  4164. var s0, s1, sqrDist, extDet;
  4165. if ( det > 0 ) {
  4166. // The ray and segment are not parallel.
  4167. s0 = a01 * b1 - b0;
  4168. s1 = a01 * b0 - b1;
  4169. extDet = segExtent * det;
  4170. if ( s0 >= 0 ) {
  4171. if ( s1 >= - extDet ) {
  4172. if ( s1 <= extDet ) {
  4173. // region 0
  4174. // Minimum at interior points of ray and segment.
  4175. var invDet = 1 / det;
  4176. s0 *= invDet;
  4177. s1 *= invDet;
  4178. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4179. } else {
  4180. // region 1
  4181. s1 = segExtent;
  4182. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4183. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4184. }
  4185. } else {
  4186. // region 5
  4187. s1 = - segExtent;
  4188. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4189. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4190. }
  4191. } else {
  4192. if ( s1 <= - extDet ) {
  4193. // region 4
  4194. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4195. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4196. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4197. } else if ( s1 <= extDet ) {
  4198. // region 3
  4199. s0 = 0;
  4200. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4201. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4202. } else {
  4203. // region 2
  4204. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4205. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4206. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4207. }
  4208. }
  4209. } else {
  4210. // Ray and segment are parallel.
  4211. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4212. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4213. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4214. }
  4215. if ( optionalPointOnRay ) {
  4216. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4217. }
  4218. if ( optionalPointOnSegment ) {
  4219. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4220. }
  4221. return sqrDist;
  4222. },
  4223. intersectSphere: function ( sphere, target ) {
  4224. _vector$3.subVectors( sphere.center, this.origin );
  4225. var tca = _vector$3.dot( this.direction );
  4226. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4227. var radius2 = sphere.radius * sphere.radius;
  4228. if ( d2 > radius2 ) return null;
  4229. var thc = Math.sqrt( radius2 - d2 );
  4230. // t0 = first intersect point - entrance on front of sphere
  4231. var t0 = tca - thc;
  4232. // t1 = second intersect point - exit point on back of sphere
  4233. var t1 = tca + thc;
  4234. // test to see if both t0 and t1 are behind the ray - if so, return null
  4235. if ( t0 < 0 && t1 < 0 ) return null;
  4236. // test to see if t0 is behind the ray:
  4237. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4238. // in order to always return an intersect point that is in front of the ray.
  4239. if ( t0 < 0 ) return this.at( t1, target );
  4240. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4241. return this.at( t0, target );
  4242. },
  4243. intersectsSphere: function ( sphere ) {
  4244. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4245. },
  4246. distanceToPlane: function ( plane ) {
  4247. var denominator = plane.normal.dot( this.direction );
  4248. if ( denominator === 0 ) {
  4249. // line is coplanar, return origin
  4250. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4251. return 0;
  4252. }
  4253. // Null is preferable to undefined since undefined means.... it is undefined
  4254. return null;
  4255. }
  4256. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4257. // Return if the ray never intersects the plane
  4258. return t >= 0 ? t : null;
  4259. },
  4260. intersectPlane: function ( plane, target ) {
  4261. var t = this.distanceToPlane( plane );
  4262. if ( t === null ) {
  4263. return null;
  4264. }
  4265. return this.at( t, target );
  4266. },
  4267. intersectsPlane: function ( plane ) {
  4268. // check if the ray lies on the plane first
  4269. var distToPoint = plane.distanceToPoint( this.origin );
  4270. if ( distToPoint === 0 ) {
  4271. return true;
  4272. }
  4273. var denominator = plane.normal.dot( this.direction );
  4274. if ( denominator * distToPoint < 0 ) {
  4275. return true;
  4276. }
  4277. // ray origin is behind the plane (and is pointing behind it)
  4278. return false;
  4279. },
  4280. intersectBox: function ( box, target ) {
  4281. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4282. var invdirx = 1 / this.direction.x,
  4283. invdiry = 1 / this.direction.y,
  4284. invdirz = 1 / this.direction.z;
  4285. var origin = this.origin;
  4286. if ( invdirx >= 0 ) {
  4287. tmin = ( box.min.x - origin.x ) * invdirx;
  4288. tmax = ( box.max.x - origin.x ) * invdirx;
  4289. } else {
  4290. tmin = ( box.max.x - origin.x ) * invdirx;
  4291. tmax = ( box.min.x - origin.x ) * invdirx;
  4292. }
  4293. if ( invdiry >= 0 ) {
  4294. tymin = ( box.min.y - origin.y ) * invdiry;
  4295. tymax = ( box.max.y - origin.y ) * invdiry;
  4296. } else {
  4297. tymin = ( box.max.y - origin.y ) * invdiry;
  4298. tymax = ( box.min.y - origin.y ) * invdiry;
  4299. }
  4300. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  4301. // These lines also handle the case where tmin or tmax is NaN
  4302. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4303. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  4304. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  4305. if ( invdirz >= 0 ) {
  4306. tzmin = ( box.min.z - origin.z ) * invdirz;
  4307. tzmax = ( box.max.z - origin.z ) * invdirz;
  4308. } else {
  4309. tzmin = ( box.max.z - origin.z ) * invdirz;
  4310. tzmax = ( box.min.z - origin.z ) * invdirz;
  4311. }
  4312. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  4313. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  4314. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  4315. //return point closest to the ray (positive side)
  4316. if ( tmax < 0 ) return null;
  4317. return this.at( tmin >= 0 ? tmin : tmax, target );
  4318. },
  4319. intersectsBox: function ( box ) {
  4320. return this.intersectBox( box, _vector$3 ) !== null;
  4321. },
  4322. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4323. // Compute the offset origin, edges, and normal.
  4324. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4325. _edge1.subVectors( b, a );
  4326. _edge2.subVectors( c, a );
  4327. _normal.crossVectors( _edge1, _edge2 );
  4328. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4329. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4330. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4331. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4332. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4333. var DdN = this.direction.dot( _normal );
  4334. var sign;
  4335. if ( DdN > 0 ) {
  4336. if ( backfaceCulling ) return null;
  4337. sign = 1;
  4338. } else if ( DdN < 0 ) {
  4339. sign = - 1;
  4340. DdN = - DdN;
  4341. } else {
  4342. return null;
  4343. }
  4344. _diff.subVectors( this.origin, a );
  4345. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4346. // b1 < 0, no intersection
  4347. if ( DdQxE2 < 0 ) {
  4348. return null;
  4349. }
  4350. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4351. // b2 < 0, no intersection
  4352. if ( DdE1xQ < 0 ) {
  4353. return null;
  4354. }
  4355. // b1+b2 > 1, no intersection
  4356. if ( DdQxE2 + DdE1xQ > DdN ) {
  4357. return null;
  4358. }
  4359. // Line intersects triangle, check if ray does.
  4360. var QdN = - sign * _diff.dot( _normal );
  4361. // t < 0, no intersection
  4362. if ( QdN < 0 ) {
  4363. return null;
  4364. }
  4365. // Ray intersects triangle.
  4366. return this.at( QdN / DdN, target );
  4367. },
  4368. applyMatrix4: function ( matrix4 ) {
  4369. this.origin.applyMatrix4( matrix4 );
  4370. this.direction.transformDirection( matrix4 );
  4371. return this;
  4372. },
  4373. equals: function ( ray ) {
  4374. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4375. }
  4376. } );
  4377. /**
  4378. * @author bhouston / http://clara.io
  4379. * @author mrdoob / http://mrdoob.com/
  4380. */
  4381. var _v0$1 = new Vector3();
  4382. var _v1$3 = new Vector3();
  4383. var _v2$1 = new Vector3();
  4384. var _v3 = new Vector3();
  4385. var _vab = new Vector3();
  4386. var _vac = new Vector3();
  4387. var _vbc = new Vector3();
  4388. var _vap = new Vector3();
  4389. var _vbp = new Vector3();
  4390. var _vcp = new Vector3();
  4391. function Triangle( a, b, c ) {
  4392. this.a = ( a !== undefined ) ? a : new Vector3();
  4393. this.b = ( b !== undefined ) ? b : new Vector3();
  4394. this.c = ( c !== undefined ) ? c : new Vector3();
  4395. }
  4396. Object.assign( Triangle, {
  4397. getNormal: function ( a, b, c, target ) {
  4398. if ( target === undefined ) {
  4399. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4400. target = new Vector3();
  4401. }
  4402. target.subVectors( c, b );
  4403. _v0$1.subVectors( a, b );
  4404. target.cross( _v0$1 );
  4405. var targetLengthSq = target.lengthSq();
  4406. if ( targetLengthSq > 0 ) {
  4407. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4408. }
  4409. return target.set( 0, 0, 0 );
  4410. },
  4411. // static/instance method to calculate barycentric coordinates
  4412. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4413. getBarycoord: function ( point, a, b, c, target ) {
  4414. _v0$1.subVectors( c, a );
  4415. _v1$3.subVectors( b, a );
  4416. _v2$1.subVectors( point, a );
  4417. var dot00 = _v0$1.dot( _v0$1 );
  4418. var dot01 = _v0$1.dot( _v1$3 );
  4419. var dot02 = _v0$1.dot( _v2$1 );
  4420. var dot11 = _v1$3.dot( _v1$3 );
  4421. var dot12 = _v1$3.dot( _v2$1 );
  4422. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4423. if ( target === undefined ) {
  4424. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4425. target = new Vector3();
  4426. }
  4427. // collinear or singular triangle
  4428. if ( denom === 0 ) {
  4429. // arbitrary location outside of triangle?
  4430. // not sure if this is the best idea, maybe should be returning undefined
  4431. return target.set( - 2, - 1, - 1 );
  4432. }
  4433. var invDenom = 1 / denom;
  4434. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4435. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4436. // barycentric coordinates must always sum to 1
  4437. return target.set( 1 - u - v, v, u );
  4438. },
  4439. containsPoint: function ( point, a, b, c ) {
  4440. Triangle.getBarycoord( point, a, b, c, _v3 );
  4441. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4442. },
  4443. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4444. this.getBarycoord( point, p1, p2, p3, _v3 );
  4445. target.set( 0, 0 );
  4446. target.addScaledVector( uv1, _v3.x );
  4447. target.addScaledVector( uv2, _v3.y );
  4448. target.addScaledVector( uv3, _v3.z );
  4449. return target;
  4450. },
  4451. isFrontFacing: function ( a, b, c, direction ) {
  4452. _v0$1.subVectors( c, b );
  4453. _v1$3.subVectors( a, b );
  4454. // strictly front facing
  4455. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4456. }
  4457. } );
  4458. Object.assign( Triangle.prototype, {
  4459. set: function ( a, b, c ) {
  4460. this.a.copy( a );
  4461. this.b.copy( b );
  4462. this.c.copy( c );
  4463. return this;
  4464. },
  4465. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4466. this.a.copy( points[ i0 ] );
  4467. this.b.copy( points[ i1 ] );
  4468. this.c.copy( points[ i2 ] );
  4469. return this;
  4470. },
  4471. clone: function () {
  4472. return new this.constructor().copy( this );
  4473. },
  4474. copy: function ( triangle ) {
  4475. this.a.copy( triangle.a );
  4476. this.b.copy( triangle.b );
  4477. this.c.copy( triangle.c );
  4478. return this;
  4479. },
  4480. getArea: function () {
  4481. _v0$1.subVectors( this.c, this.b );
  4482. _v1$3.subVectors( this.a, this.b );
  4483. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4484. },
  4485. getMidpoint: function ( target ) {
  4486. if ( target === undefined ) {
  4487. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4488. target = new Vector3();
  4489. }
  4490. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4491. },
  4492. getNormal: function ( target ) {
  4493. return Triangle.getNormal( this.a, this.b, this.c, target );
  4494. },
  4495. getPlane: function ( target ) {
  4496. if ( target === undefined ) {
  4497. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4498. target = new Vector3();
  4499. }
  4500. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4501. },
  4502. getBarycoord: function ( point, target ) {
  4503. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4504. },
  4505. getUV: function ( point, uv1, uv2, uv3, target ) {
  4506. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4507. },
  4508. containsPoint: function ( point ) {
  4509. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4510. },
  4511. isFrontFacing: function ( direction ) {
  4512. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4513. },
  4514. intersectsBox: function ( box ) {
  4515. return box.intersectsTriangle( this );
  4516. },
  4517. closestPointToPoint: function ( p, target ) {
  4518. if ( target === undefined ) {
  4519. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4520. target = new Vector3();
  4521. }
  4522. var a = this.a, b = this.b, c = this.c;
  4523. var v, w;
  4524. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4525. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4526. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4527. // basically, we're distinguishing which of the voronoi regions of the triangle
  4528. // the point lies in with the minimum amount of redundant computation.
  4529. _vab.subVectors( b, a );
  4530. _vac.subVectors( c, a );
  4531. _vap.subVectors( p, a );
  4532. var d1 = _vab.dot( _vap );
  4533. var d2 = _vac.dot( _vap );
  4534. if ( d1 <= 0 && d2 <= 0 ) {
  4535. // vertex region of A; barycentric coords (1, 0, 0)
  4536. return target.copy( a );
  4537. }
  4538. _vbp.subVectors( p, b );
  4539. var d3 = _vab.dot( _vbp );
  4540. var d4 = _vac.dot( _vbp );
  4541. if ( d3 >= 0 && d4 <= d3 ) {
  4542. // vertex region of B; barycentric coords (0, 1, 0)
  4543. return target.copy( b );
  4544. }
  4545. var vc = d1 * d4 - d3 * d2;
  4546. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4547. v = d1 / ( d1 - d3 );
  4548. // edge region of AB; barycentric coords (1-v, v, 0)
  4549. return target.copy( a ).addScaledVector( _vab, v );
  4550. }
  4551. _vcp.subVectors( p, c );
  4552. var d5 = _vab.dot( _vcp );
  4553. var d6 = _vac.dot( _vcp );
  4554. if ( d6 >= 0 && d5 <= d6 ) {
  4555. // vertex region of C; barycentric coords (0, 0, 1)
  4556. return target.copy( c );
  4557. }
  4558. var vb = d5 * d2 - d1 * d6;
  4559. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4560. w = d2 / ( d2 - d6 );
  4561. // edge region of AC; barycentric coords (1-w, 0, w)
  4562. return target.copy( a ).addScaledVector( _vac, w );
  4563. }
  4564. var va = d3 * d6 - d5 * d4;
  4565. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4566. _vbc.subVectors( c, b );
  4567. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4568. // edge region of BC; barycentric coords (0, 1-w, w)
  4569. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4570. }
  4571. // face region
  4572. var denom = 1 / ( va + vb + vc );
  4573. // u = va * denom
  4574. v = vb * denom;
  4575. w = vc * denom;
  4576. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4577. },
  4578. equals: function ( triangle ) {
  4579. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4580. }
  4581. } );
  4582. /**
  4583. * @author mrdoob / http://mrdoob.com/
  4584. */
  4585. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4586. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4587. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4588. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4589. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4590. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4591. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4592. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4593. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4594. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4595. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4596. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4597. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4598. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4599. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4600. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4601. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4602. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4603. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4604. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4605. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4606. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4607. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4608. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4609. var _hslA = { h: 0, s: 0, l: 0 };
  4610. var _hslB = { h: 0, s: 0, l: 0 };
  4611. function Color( r, g, b ) {
  4612. if ( g === undefined && b === undefined ) {
  4613. // r is THREE.Color, hex or string
  4614. return this.set( r );
  4615. }
  4616. return this.setRGB( r, g, b );
  4617. }
  4618. function hue2rgb( p, q, t ) {
  4619. if ( t < 0 ) t += 1;
  4620. if ( t > 1 ) t -= 1;
  4621. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  4622. if ( t < 1 / 2 ) return q;
  4623. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  4624. return p;
  4625. }
  4626. function SRGBToLinear( c ) {
  4627. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4628. }
  4629. function LinearToSRGB( c ) {
  4630. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4631. }
  4632. Object.assign( Color.prototype, {
  4633. isColor: true,
  4634. r: 1, g: 1, b: 1,
  4635. set: function ( value ) {
  4636. if ( value && value.isColor ) {
  4637. this.copy( value );
  4638. } else if ( typeof value === 'number' ) {
  4639. this.setHex( value );
  4640. } else if ( typeof value === 'string' ) {
  4641. this.setStyle( value );
  4642. }
  4643. return this;
  4644. },
  4645. setScalar: function ( scalar ) {
  4646. this.r = scalar;
  4647. this.g = scalar;
  4648. this.b = scalar;
  4649. return this;
  4650. },
  4651. setHex: function ( hex ) {
  4652. hex = Math.floor( hex );
  4653. this.r = ( hex >> 16 & 255 ) / 255;
  4654. this.g = ( hex >> 8 & 255 ) / 255;
  4655. this.b = ( hex & 255 ) / 255;
  4656. return this;
  4657. },
  4658. setRGB: function ( r, g, b ) {
  4659. this.r = r;
  4660. this.g = g;
  4661. this.b = b;
  4662. return this;
  4663. },
  4664. setHSL: function ( h, s, l ) {
  4665. // h,s,l ranges are in 0.0 - 1.0
  4666. h = _Math.euclideanModulo( h, 1 );
  4667. s = _Math.clamp( s, 0, 1 );
  4668. l = _Math.clamp( l, 0, 1 );
  4669. if ( s === 0 ) {
  4670. this.r = this.g = this.b = l;
  4671. } else {
  4672. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4673. var q = ( 2 * l ) - p;
  4674. this.r = hue2rgb( q, p, h + 1 / 3 );
  4675. this.g = hue2rgb( q, p, h );
  4676. this.b = hue2rgb( q, p, h - 1 / 3 );
  4677. }
  4678. return this;
  4679. },
  4680. setStyle: function ( style ) {
  4681. function handleAlpha( string ) {
  4682. if ( string === undefined ) return;
  4683. if ( parseFloat( string ) < 1 ) {
  4684. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4685. }
  4686. }
  4687. var m;
  4688. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4689. // rgb / hsl
  4690. var color;
  4691. var name = m[ 1 ];
  4692. var components = m[ 2 ];
  4693. switch ( name ) {
  4694. case 'rgb':
  4695. case 'rgba':
  4696. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4697. // rgb(255,0,0) rgba(255,0,0,0.5)
  4698. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4699. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4700. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4701. handleAlpha( color[ 5 ] );
  4702. return this;
  4703. }
  4704. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4705. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4706. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4707. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4708. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4709. handleAlpha( color[ 5 ] );
  4710. return this;
  4711. }
  4712. break;
  4713. case 'hsl':
  4714. case 'hsla':
  4715. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4716. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4717. var h = parseFloat( color[ 1 ] ) / 360;
  4718. var s = parseInt( color[ 2 ], 10 ) / 100;
  4719. var l = parseInt( color[ 3 ], 10 ) / 100;
  4720. handleAlpha( color[ 5 ] );
  4721. return this.setHSL( h, s, l );
  4722. }
  4723. break;
  4724. }
  4725. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4726. // hex color
  4727. var hex = m[ 1 ];
  4728. var size = hex.length;
  4729. if ( size === 3 ) {
  4730. // #ff0
  4731. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4732. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4733. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4734. return this;
  4735. } else if ( size === 6 ) {
  4736. // #ff0000
  4737. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4738. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4739. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4740. return this;
  4741. }
  4742. }
  4743. if ( style && style.length > 0 ) {
  4744. // color keywords
  4745. var hex = _colorKeywords[ style ];
  4746. if ( hex !== undefined ) {
  4747. // red
  4748. this.setHex( hex );
  4749. } else {
  4750. // unknown color
  4751. console.warn( 'THREE.Color: Unknown color ' + style );
  4752. }
  4753. }
  4754. return this;
  4755. },
  4756. clone: function () {
  4757. return new this.constructor( this.r, this.g, this.b );
  4758. },
  4759. copy: function ( color ) {
  4760. this.r = color.r;
  4761. this.g = color.g;
  4762. this.b = color.b;
  4763. return this;
  4764. },
  4765. copyGammaToLinear: function ( color, gammaFactor ) {
  4766. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4767. this.r = Math.pow( color.r, gammaFactor );
  4768. this.g = Math.pow( color.g, gammaFactor );
  4769. this.b = Math.pow( color.b, gammaFactor );
  4770. return this;
  4771. },
  4772. copyLinearToGamma: function ( color, gammaFactor ) {
  4773. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4774. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4775. this.r = Math.pow( color.r, safeInverse );
  4776. this.g = Math.pow( color.g, safeInverse );
  4777. this.b = Math.pow( color.b, safeInverse );
  4778. return this;
  4779. },
  4780. convertGammaToLinear: function ( gammaFactor ) {
  4781. this.copyGammaToLinear( this, gammaFactor );
  4782. return this;
  4783. },
  4784. convertLinearToGamma: function ( gammaFactor ) {
  4785. this.copyLinearToGamma( this, gammaFactor );
  4786. return this;
  4787. },
  4788. copySRGBToLinear: function ( color ) {
  4789. this.r = SRGBToLinear( color.r );
  4790. this.g = SRGBToLinear( color.g );
  4791. this.b = SRGBToLinear( color.b );
  4792. return this;
  4793. },
  4794. copyLinearToSRGB: function ( color ) {
  4795. this.r = LinearToSRGB( color.r );
  4796. this.g = LinearToSRGB( color.g );
  4797. this.b = LinearToSRGB( color.b );
  4798. return this;
  4799. },
  4800. convertSRGBToLinear: function () {
  4801. this.copySRGBToLinear( this );
  4802. return this;
  4803. },
  4804. convertLinearToSRGB: function () {
  4805. this.copyLinearToSRGB( this );
  4806. return this;
  4807. },
  4808. getHex: function () {
  4809. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4810. },
  4811. getHexString: function () {
  4812. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4813. },
  4814. getHSL: function ( target ) {
  4815. // h,s,l ranges are in 0.0 - 1.0
  4816. if ( target === undefined ) {
  4817. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4818. target = { h: 0, s: 0, l: 0 };
  4819. }
  4820. var r = this.r, g = this.g, b = this.b;
  4821. var max = Math.max( r, g, b );
  4822. var min = Math.min( r, g, b );
  4823. var hue, saturation;
  4824. var lightness = ( min + max ) / 2.0;
  4825. if ( min === max ) {
  4826. hue = 0;
  4827. saturation = 0;
  4828. } else {
  4829. var delta = max - min;
  4830. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4831. switch ( max ) {
  4832. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4833. case g: hue = ( b - r ) / delta + 2; break;
  4834. case b: hue = ( r - g ) / delta + 4; break;
  4835. }
  4836. hue /= 6;
  4837. }
  4838. target.h = hue;
  4839. target.s = saturation;
  4840. target.l = lightness;
  4841. return target;
  4842. },
  4843. getStyle: function () {
  4844. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4845. },
  4846. offsetHSL: function ( h, s, l ) {
  4847. this.getHSL( _hslA );
  4848. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4849. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4850. return this;
  4851. },
  4852. add: function ( color ) {
  4853. this.r += color.r;
  4854. this.g += color.g;
  4855. this.b += color.b;
  4856. return this;
  4857. },
  4858. addColors: function ( color1, color2 ) {
  4859. this.r = color1.r + color2.r;
  4860. this.g = color1.g + color2.g;
  4861. this.b = color1.b + color2.b;
  4862. return this;
  4863. },
  4864. addScalar: function ( s ) {
  4865. this.r += s;
  4866. this.g += s;
  4867. this.b += s;
  4868. return this;
  4869. },
  4870. sub: function ( color ) {
  4871. this.r = Math.max( 0, this.r - color.r );
  4872. this.g = Math.max( 0, this.g - color.g );
  4873. this.b = Math.max( 0, this.b - color.b );
  4874. return this;
  4875. },
  4876. multiply: function ( color ) {
  4877. this.r *= color.r;
  4878. this.g *= color.g;
  4879. this.b *= color.b;
  4880. return this;
  4881. },
  4882. multiplyScalar: function ( s ) {
  4883. this.r *= s;
  4884. this.g *= s;
  4885. this.b *= s;
  4886. return this;
  4887. },
  4888. lerp: function ( color, alpha ) {
  4889. this.r += ( color.r - this.r ) * alpha;
  4890. this.g += ( color.g - this.g ) * alpha;
  4891. this.b += ( color.b - this.b ) * alpha;
  4892. return this;
  4893. },
  4894. lerpHSL: function ( color, alpha ) {
  4895. this.getHSL( _hslA );
  4896. color.getHSL( _hslB );
  4897. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4898. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4899. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4900. this.setHSL( h, s, l );
  4901. return this;
  4902. },
  4903. equals: function ( c ) {
  4904. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4905. },
  4906. fromArray: function ( array, offset ) {
  4907. if ( offset === undefined ) offset = 0;
  4908. this.r = array[ offset ];
  4909. this.g = array[ offset + 1 ];
  4910. this.b = array[ offset + 2 ];
  4911. return this;
  4912. },
  4913. toArray: function ( array, offset ) {
  4914. if ( array === undefined ) array = [];
  4915. if ( offset === undefined ) offset = 0;
  4916. array[ offset ] = this.r;
  4917. array[ offset + 1 ] = this.g;
  4918. array[ offset + 2 ] = this.b;
  4919. return array;
  4920. },
  4921. toJSON: function () {
  4922. return this.getHex();
  4923. }
  4924. } );
  4925. /**
  4926. * @author mrdoob / http://mrdoob.com/
  4927. * @author alteredq / http://alteredqualia.com/
  4928. */
  4929. function Face3( a, b, c, normal, color, materialIndex ) {
  4930. this.a = a;
  4931. this.b = b;
  4932. this.c = c;
  4933. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4934. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4935. this.color = ( color && color.isColor ) ? color : new Color();
  4936. this.vertexColors = Array.isArray( color ) ? color : [];
  4937. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4938. }
  4939. Object.assign( Face3.prototype, {
  4940. clone: function () {
  4941. return new this.constructor().copy( this );
  4942. },
  4943. copy: function ( source ) {
  4944. this.a = source.a;
  4945. this.b = source.b;
  4946. this.c = source.c;
  4947. this.normal.copy( source.normal );
  4948. this.color.copy( source.color );
  4949. this.materialIndex = source.materialIndex;
  4950. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4951. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4952. }
  4953. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4954. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4955. }
  4956. return this;
  4957. }
  4958. } );
  4959. /**
  4960. * @author mrdoob / http://mrdoob.com/
  4961. * @author alteredq / http://alteredqualia.com/
  4962. */
  4963. var materialId = 0;
  4964. function Material() {
  4965. Object.defineProperty( this, 'id', { value: materialId ++ } );
  4966. this.uuid = _Math.generateUUID();
  4967. this.name = '';
  4968. this.type = 'Material';
  4969. this.fog = true;
  4970. this.lights = true;
  4971. this.blending = NormalBlending;
  4972. this.side = FrontSide;
  4973. this.flatShading = false;
  4974. this.vertexTangents = false;
  4975. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  4976. this.opacity = 1;
  4977. this.transparent = false;
  4978. this.blendSrc = SrcAlphaFactor;
  4979. this.blendDst = OneMinusSrcAlphaFactor;
  4980. this.blendEquation = AddEquation;
  4981. this.blendSrcAlpha = null;
  4982. this.blendDstAlpha = null;
  4983. this.blendEquationAlpha = null;
  4984. this.depthFunc = LessEqualDepth;
  4985. this.depthTest = true;
  4986. this.depthWrite = true;
  4987. this.stencilFunc = AlwaysStencilFunc;
  4988. this.stencilRef = 0;
  4989. this.stencilMask = 0xff;
  4990. this.stencilFail = KeepStencilOp;
  4991. this.stencilZFail = KeepStencilOp;
  4992. this.stencilZPass = KeepStencilOp;
  4993. this.stencilWrite = false;
  4994. this.clippingPlanes = null;
  4995. this.clipIntersection = false;
  4996. this.clipShadows = false;
  4997. this.shadowSide = null;
  4998. this.colorWrite = true;
  4999. this.precision = null; // override the renderer's default precision for this material
  5000. this.polygonOffset = false;
  5001. this.polygonOffsetFactor = 0;
  5002. this.polygonOffsetUnits = 0;
  5003. this.dithering = false;
  5004. this.alphaTest = 0;
  5005. this.premultipliedAlpha = false;
  5006. this.visible = true;
  5007. this.toneMapped = true;
  5008. this.userData = {};
  5009. this.needsUpdate = true;
  5010. }
  5011. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5012. constructor: Material,
  5013. isMaterial: true,
  5014. onBeforeCompile: function () {},
  5015. setValues: function ( values ) {
  5016. if ( values === undefined ) return;
  5017. for ( var key in values ) {
  5018. var newValue = values[ key ];
  5019. if ( newValue === undefined ) {
  5020. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5021. continue;
  5022. }
  5023. // for backward compatability if shading is set in the constructor
  5024. if ( key === 'shading' ) {
  5025. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5026. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5027. continue;
  5028. }
  5029. var currentValue = this[ key ];
  5030. if ( currentValue === undefined ) {
  5031. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5032. continue;
  5033. }
  5034. if ( currentValue && currentValue.isColor ) {
  5035. currentValue.set( newValue );
  5036. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5037. currentValue.copy( newValue );
  5038. } else {
  5039. this[ key ] = newValue;
  5040. }
  5041. }
  5042. },
  5043. toJSON: function ( meta ) {
  5044. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5045. if ( isRoot ) {
  5046. meta = {
  5047. textures: {},
  5048. images: {}
  5049. };
  5050. }
  5051. var data = {
  5052. metadata: {
  5053. version: 4.5,
  5054. type: 'Material',
  5055. generator: 'Material.toJSON'
  5056. }
  5057. };
  5058. // standard Material serialization
  5059. data.uuid = this.uuid;
  5060. data.type = this.type;
  5061. if ( this.name !== '' ) data.name = this.name;
  5062. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5063. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5064. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5065. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5066. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5067. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5068. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5069. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  5070. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  5071. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5072. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5073. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5074. }
  5075. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5076. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5077. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5078. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5079. if ( this.aoMap && this.aoMap.isTexture ) {
  5080. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5081. data.aoMapIntensity = this.aoMapIntensity;
  5082. }
  5083. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5084. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5085. data.bumpScale = this.bumpScale;
  5086. }
  5087. if ( this.normalMap && this.normalMap.isTexture ) {
  5088. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5089. data.normalMapType = this.normalMapType;
  5090. data.normalScale = this.normalScale.toArray();
  5091. }
  5092. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5093. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5094. data.displacementScale = this.displacementScale;
  5095. data.displacementBias = this.displacementBias;
  5096. }
  5097. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5098. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5099. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5100. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5101. if ( this.envMap && this.envMap.isTexture ) {
  5102. data.envMap = this.envMap.toJSON( meta ).uuid;
  5103. data.reflectivity = this.reflectivity; // Scale behind envMap
  5104. data.refractionRatio = this.refractionRatio;
  5105. if ( this.combine !== undefined ) data.combine = this.combine;
  5106. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5107. }
  5108. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5109. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5110. }
  5111. if ( this.size !== undefined ) data.size = this.size;
  5112. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5113. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5114. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  5115. if ( this.side !== FrontSide ) data.side = this.side;
  5116. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  5117. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5118. if ( this.transparent === true ) data.transparent = this.transparent;
  5119. data.depthFunc = this.depthFunc;
  5120. data.depthTest = this.depthTest;
  5121. data.depthWrite = this.depthWrite;
  5122. data.stencilWrite = this.stencilWrite;
  5123. data.stencilFunc = this.stencilFunc;
  5124. data.stencilRef = this.stencilRef;
  5125. data.stencilMask = this.stencilMask;
  5126. data.stencilFail = this.stencilFail;
  5127. data.stencilZFail = this.stencilZFail;
  5128. data.stencilZPass = this.stencilZPass;
  5129. // rotation (SpriteMaterial)
  5130. if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;
  5131. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5132. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5133. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5134. if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5135. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5136. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5137. if ( this.scale !== undefined ) data.scale = this.scale;
  5138. if ( this.dithering === true ) data.dithering = true;
  5139. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5140. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  5141. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  5142. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5143. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5144. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5145. if ( this.morphTargets === true ) data.morphTargets = true;
  5146. if ( this.morphNormals === true ) data.morphNormals = true;
  5147. if ( this.skinning === true ) data.skinning = true;
  5148. if ( this.visible === false ) data.visible = false;
  5149. if ( this.toneMapped === false ) data.toneMapped = false;
  5150. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  5151. // TODO: Copied from Object3D.toJSON
  5152. function extractFromCache( cache ) {
  5153. var values = [];
  5154. for ( var key in cache ) {
  5155. var data = cache[ key ];
  5156. delete data.metadata;
  5157. values.push( data );
  5158. }
  5159. return values;
  5160. }
  5161. if ( isRoot ) {
  5162. var textures = extractFromCache( meta.textures );
  5163. var images = extractFromCache( meta.images );
  5164. if ( textures.length > 0 ) data.textures = textures;
  5165. if ( images.length > 0 ) data.images = images;
  5166. }
  5167. return data;
  5168. },
  5169. clone: function () {
  5170. return new this.constructor().copy( this );
  5171. },
  5172. copy: function ( source ) {
  5173. this.name = source.name;
  5174. this.fog = source.fog;
  5175. this.lights = source.lights;
  5176. this.blending = source.blending;
  5177. this.side = source.side;
  5178. this.flatShading = source.flatShading;
  5179. this.vertexColors = source.vertexColors;
  5180. this.opacity = source.opacity;
  5181. this.transparent = source.transparent;
  5182. this.blendSrc = source.blendSrc;
  5183. this.blendDst = source.blendDst;
  5184. this.blendEquation = source.blendEquation;
  5185. this.blendSrcAlpha = source.blendSrcAlpha;
  5186. this.blendDstAlpha = source.blendDstAlpha;
  5187. this.blendEquationAlpha = source.blendEquationAlpha;
  5188. this.depthFunc = source.depthFunc;
  5189. this.depthTest = source.depthTest;
  5190. this.depthWrite = source.depthWrite;
  5191. this.stencilWrite = source.stencilWrite;
  5192. this.stencilFunc = source.stencilFunc;
  5193. this.stencilRef = source.stencilRef;
  5194. this.stencilMask = source.stencilMask;
  5195. this.stencilFail = source.stencilFail;
  5196. this.stencilZFail = source.stencilZFail;
  5197. this.stencilZPass = source.stencilZPass;
  5198. this.colorWrite = source.colorWrite;
  5199. this.precision = source.precision;
  5200. this.polygonOffset = source.polygonOffset;
  5201. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5202. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5203. this.dithering = source.dithering;
  5204. this.alphaTest = source.alphaTest;
  5205. this.premultipliedAlpha = source.premultipliedAlpha;
  5206. this.visible = source.visible;
  5207. this.toneMapped = source.toneMapped;
  5208. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5209. this.clipShadows = source.clipShadows;
  5210. this.clipIntersection = source.clipIntersection;
  5211. var srcPlanes = source.clippingPlanes,
  5212. dstPlanes = null;
  5213. if ( srcPlanes !== null ) {
  5214. var n = srcPlanes.length;
  5215. dstPlanes = new Array( n );
  5216. for ( var i = 0; i !== n; ++ i )
  5217. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5218. }
  5219. this.clippingPlanes = dstPlanes;
  5220. this.shadowSide = source.shadowSide;
  5221. return this;
  5222. },
  5223. dispose: function () {
  5224. this.dispatchEvent( { type: 'dispose' } );
  5225. }
  5226. } );
  5227. /**
  5228. * @author mrdoob / http://mrdoob.com/
  5229. * @author alteredq / http://alteredqualia.com/
  5230. *
  5231. * parameters = {
  5232. * color: <hex>,
  5233. * opacity: <float>,
  5234. * map: new THREE.Texture( <Image> ),
  5235. *
  5236. * lightMap: new THREE.Texture( <Image> ),
  5237. * lightMapIntensity: <float>
  5238. *
  5239. * aoMap: new THREE.Texture( <Image> ),
  5240. * aoMapIntensity: <float>
  5241. *
  5242. * specularMap: new THREE.Texture( <Image> ),
  5243. *
  5244. * alphaMap: new THREE.Texture( <Image> ),
  5245. *
  5246. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5247. * combine: THREE.Multiply,
  5248. * reflectivity: <float>,
  5249. * refractionRatio: <float>,
  5250. *
  5251. * depthTest: <bool>,
  5252. * depthWrite: <bool>,
  5253. *
  5254. * wireframe: <boolean>,
  5255. * wireframeLinewidth: <float>,
  5256. *
  5257. * skinning: <bool>,
  5258. * morphTargets: <bool>
  5259. * }
  5260. */
  5261. function MeshBasicMaterial( parameters ) {
  5262. Material.call( this );
  5263. this.type = 'MeshBasicMaterial';
  5264. this.color = new Color( 0xffffff ); // emissive
  5265. this.map = null;
  5266. this.lightMap = null;
  5267. this.lightMapIntensity = 1.0;
  5268. this.aoMap = null;
  5269. this.aoMapIntensity = 1.0;
  5270. this.specularMap = null;
  5271. this.alphaMap = null;
  5272. this.envMap = null;
  5273. this.combine = MultiplyOperation;
  5274. this.reflectivity = 1;
  5275. this.refractionRatio = 0.98;
  5276. this.wireframe = false;
  5277. this.wireframeLinewidth = 1;
  5278. this.wireframeLinecap = 'round';
  5279. this.wireframeLinejoin = 'round';
  5280. this.skinning = false;
  5281. this.morphTargets = false;
  5282. this.lights = false;
  5283. this.setValues( parameters );
  5284. }
  5285. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5286. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5287. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5288. MeshBasicMaterial.prototype.copy = function ( source ) {
  5289. Material.prototype.copy.call( this, source );
  5290. this.color.copy( source.color );
  5291. this.map = source.map;
  5292. this.lightMap = source.lightMap;
  5293. this.lightMapIntensity = source.lightMapIntensity;
  5294. this.aoMap = source.aoMap;
  5295. this.aoMapIntensity = source.aoMapIntensity;
  5296. this.specularMap = source.specularMap;
  5297. this.alphaMap = source.alphaMap;
  5298. this.envMap = source.envMap;
  5299. this.combine = source.combine;
  5300. this.reflectivity = source.reflectivity;
  5301. this.refractionRatio = source.refractionRatio;
  5302. this.wireframe = source.wireframe;
  5303. this.wireframeLinewidth = source.wireframeLinewidth;
  5304. this.wireframeLinecap = source.wireframeLinecap;
  5305. this.wireframeLinejoin = source.wireframeLinejoin;
  5306. this.skinning = source.skinning;
  5307. this.morphTargets = source.morphTargets;
  5308. return this;
  5309. };
  5310. /**
  5311. * @author mrdoob / http://mrdoob.com/
  5312. */
  5313. function BufferAttribute( array, itemSize, normalized ) {
  5314. if ( Array.isArray( array ) ) {
  5315. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5316. }
  5317. this.name = '';
  5318. this.array = array;
  5319. this.itemSize = itemSize;
  5320. this.count = array !== undefined ? array.length / itemSize : 0;
  5321. this.normalized = normalized === true;
  5322. this.dynamic = false;
  5323. this.updateRange = { offset: 0, count: - 1 };
  5324. this.version = 0;
  5325. }
  5326. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5327. set: function ( value ) {
  5328. if ( value === true ) this.version ++;
  5329. }
  5330. } );
  5331. Object.assign( BufferAttribute.prototype, {
  5332. isBufferAttribute: true,
  5333. onUploadCallback: function () {},
  5334. setArray: function ( array ) {
  5335. if ( Array.isArray( array ) ) {
  5336. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5337. }
  5338. this.count = array !== undefined ? array.length / this.itemSize : 0;
  5339. this.array = array;
  5340. return this;
  5341. },
  5342. setDynamic: function ( value ) {
  5343. this.dynamic = value;
  5344. return this;
  5345. },
  5346. copy: function ( source ) {
  5347. this.name = source.name;
  5348. this.array = new source.array.constructor( source.array );
  5349. this.itemSize = source.itemSize;
  5350. this.count = source.count;
  5351. this.normalized = source.normalized;
  5352. this.dynamic = source.dynamic;
  5353. return this;
  5354. },
  5355. copyAt: function ( index1, attribute, index2 ) {
  5356. index1 *= this.itemSize;
  5357. index2 *= attribute.itemSize;
  5358. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5359. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5360. }
  5361. return this;
  5362. },
  5363. copyArray: function ( array ) {
  5364. this.array.set( array );
  5365. return this;
  5366. },
  5367. copyColorsArray: function ( colors ) {
  5368. var array = this.array, offset = 0;
  5369. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5370. var color = colors[ i ];
  5371. if ( color === undefined ) {
  5372. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5373. color = new Color();
  5374. }
  5375. array[ offset ++ ] = color.r;
  5376. array[ offset ++ ] = color.g;
  5377. array[ offset ++ ] = color.b;
  5378. }
  5379. return this;
  5380. },
  5381. copyVector2sArray: function ( vectors ) {
  5382. var array = this.array, offset = 0;
  5383. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5384. var vector = vectors[ i ];
  5385. if ( vector === undefined ) {
  5386. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5387. vector = new Vector2();
  5388. }
  5389. array[ offset ++ ] = vector.x;
  5390. array[ offset ++ ] = vector.y;
  5391. }
  5392. return this;
  5393. },
  5394. copyVector3sArray: function ( vectors ) {
  5395. var array = this.array, offset = 0;
  5396. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5397. var vector = vectors[ i ];
  5398. if ( vector === undefined ) {
  5399. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5400. vector = new Vector3();
  5401. }
  5402. array[ offset ++ ] = vector.x;
  5403. array[ offset ++ ] = vector.y;
  5404. array[ offset ++ ] = vector.z;
  5405. }
  5406. return this;
  5407. },
  5408. copyVector4sArray: function ( vectors ) {
  5409. var array = this.array, offset = 0;
  5410. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5411. var vector = vectors[ i ];
  5412. if ( vector === undefined ) {
  5413. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5414. vector = new Vector4();
  5415. }
  5416. array[ offset ++ ] = vector.x;
  5417. array[ offset ++ ] = vector.y;
  5418. array[ offset ++ ] = vector.z;
  5419. array[ offset ++ ] = vector.w;
  5420. }
  5421. return this;
  5422. },
  5423. set: function ( value, offset ) {
  5424. if ( offset === undefined ) offset = 0;
  5425. this.array.set( value, offset );
  5426. return this;
  5427. },
  5428. getX: function ( index ) {
  5429. return this.array[ index * this.itemSize ];
  5430. },
  5431. setX: function ( index, x ) {
  5432. this.array[ index * this.itemSize ] = x;
  5433. return this;
  5434. },
  5435. getY: function ( index ) {
  5436. return this.array[ index * this.itemSize + 1 ];
  5437. },
  5438. setY: function ( index, y ) {
  5439. this.array[ index * this.itemSize + 1 ] = y;
  5440. return this;
  5441. },
  5442. getZ: function ( index ) {
  5443. return this.array[ index * this.itemSize + 2 ];
  5444. },
  5445. setZ: function ( index, z ) {
  5446. this.array[ index * this.itemSize + 2 ] = z;
  5447. return this;
  5448. },
  5449. getW: function ( index ) {
  5450. return this.array[ index * this.itemSize + 3 ];
  5451. },
  5452. setW: function ( index, w ) {
  5453. this.array[ index * this.itemSize + 3 ] = w;
  5454. return this;
  5455. },
  5456. setXY: function ( index, x, y ) {
  5457. index *= this.itemSize;
  5458. this.array[ index + 0 ] = x;
  5459. this.array[ index + 1 ] = y;
  5460. return this;
  5461. },
  5462. setXYZ: function ( index, x, y, z ) {
  5463. index *= this.itemSize;
  5464. this.array[ index + 0 ] = x;
  5465. this.array[ index + 1 ] = y;
  5466. this.array[ index + 2 ] = z;
  5467. return this;
  5468. },
  5469. setXYZW: function ( index, x, y, z, w ) {
  5470. index *= this.itemSize;
  5471. this.array[ index + 0 ] = x;
  5472. this.array[ index + 1 ] = y;
  5473. this.array[ index + 2 ] = z;
  5474. this.array[ index + 3 ] = w;
  5475. return this;
  5476. },
  5477. onUpload: function ( callback ) {
  5478. this.onUploadCallback = callback;
  5479. return this;
  5480. },
  5481. clone: function () {
  5482. return new this.constructor( this.array, this.itemSize ).copy( this );
  5483. },
  5484. toJSON: function () {
  5485. return {
  5486. itemSize: this.itemSize,
  5487. type: this.array.constructor.name,
  5488. array: Array.prototype.slice.call( this.array ),
  5489. normalized: this.normalized
  5490. };
  5491. }
  5492. } );
  5493. //
  5494. function Int8BufferAttribute( array, itemSize, normalized ) {
  5495. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5496. }
  5497. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5498. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5499. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5500. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5501. }
  5502. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5503. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5504. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5505. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5506. }
  5507. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5508. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5509. function Int16BufferAttribute( array, itemSize, normalized ) {
  5510. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5511. }
  5512. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5513. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5514. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5515. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5516. }
  5517. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5518. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5519. function Int32BufferAttribute( array, itemSize, normalized ) {
  5520. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5521. }
  5522. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5523. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5524. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5525. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5526. }
  5527. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5528. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5529. function Float32BufferAttribute( array, itemSize, normalized ) {
  5530. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5531. }
  5532. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5533. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5534. function Float64BufferAttribute( array, itemSize, normalized ) {
  5535. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5536. }
  5537. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5538. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5539. /**
  5540. * @author mrdoob / http://mrdoob.com/
  5541. */
  5542. function DirectGeometry() {
  5543. this.vertices = [];
  5544. this.normals = [];
  5545. this.colors = [];
  5546. this.uvs = [];
  5547. this.uvs2 = [];
  5548. this.groups = [];
  5549. this.morphTargets = {};
  5550. this.skinWeights = [];
  5551. this.skinIndices = [];
  5552. // this.lineDistances = [];
  5553. this.boundingBox = null;
  5554. this.boundingSphere = null;
  5555. // update flags
  5556. this.verticesNeedUpdate = false;
  5557. this.normalsNeedUpdate = false;
  5558. this.colorsNeedUpdate = false;
  5559. this.uvsNeedUpdate = false;
  5560. this.groupsNeedUpdate = false;
  5561. }
  5562. Object.assign( DirectGeometry.prototype, {
  5563. computeGroups: function ( geometry ) {
  5564. var group;
  5565. var groups = [];
  5566. var materialIndex = undefined;
  5567. var faces = geometry.faces;
  5568. for ( var i = 0; i < faces.length; i ++ ) {
  5569. var face = faces[ i ];
  5570. // materials
  5571. if ( face.materialIndex !== materialIndex ) {
  5572. materialIndex = face.materialIndex;
  5573. if ( group !== undefined ) {
  5574. group.count = ( i * 3 ) - group.start;
  5575. groups.push( group );
  5576. }
  5577. group = {
  5578. start: i * 3,
  5579. materialIndex: materialIndex
  5580. };
  5581. }
  5582. }
  5583. if ( group !== undefined ) {
  5584. group.count = ( i * 3 ) - group.start;
  5585. groups.push( group );
  5586. }
  5587. this.groups = groups;
  5588. },
  5589. fromGeometry: function ( geometry ) {
  5590. var faces = geometry.faces;
  5591. var vertices = geometry.vertices;
  5592. var faceVertexUvs = geometry.faceVertexUvs;
  5593. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5594. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5595. // morphs
  5596. var morphTargets = geometry.morphTargets;
  5597. var morphTargetsLength = morphTargets.length;
  5598. var morphTargetsPosition;
  5599. if ( morphTargetsLength > 0 ) {
  5600. morphTargetsPosition = [];
  5601. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5602. morphTargetsPosition[ i ] = {
  5603. name: morphTargets[ i ].name,
  5604. data: []
  5605. };
  5606. }
  5607. this.morphTargets.position = morphTargetsPosition;
  5608. }
  5609. var morphNormals = geometry.morphNormals;
  5610. var morphNormalsLength = morphNormals.length;
  5611. var morphTargetsNormal;
  5612. if ( morphNormalsLength > 0 ) {
  5613. morphTargetsNormal = [];
  5614. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5615. morphTargetsNormal[ i ] = {
  5616. name: morphNormals[ i ].name,
  5617. data: []
  5618. };
  5619. }
  5620. this.morphTargets.normal = morphTargetsNormal;
  5621. }
  5622. // skins
  5623. var skinIndices = geometry.skinIndices;
  5624. var skinWeights = geometry.skinWeights;
  5625. var hasSkinIndices = skinIndices.length === vertices.length;
  5626. var hasSkinWeights = skinWeights.length === vertices.length;
  5627. //
  5628. if ( vertices.length > 0 && faces.length === 0 ) {
  5629. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5630. }
  5631. for ( var i = 0; i < faces.length; i ++ ) {
  5632. var face = faces[ i ];
  5633. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5634. var vertexNormals = face.vertexNormals;
  5635. if ( vertexNormals.length === 3 ) {
  5636. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5637. } else {
  5638. var normal = face.normal;
  5639. this.normals.push( normal, normal, normal );
  5640. }
  5641. var vertexColors = face.vertexColors;
  5642. if ( vertexColors.length === 3 ) {
  5643. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5644. } else {
  5645. var color = face.color;
  5646. this.colors.push( color, color, color );
  5647. }
  5648. if ( hasFaceVertexUv === true ) {
  5649. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5650. if ( vertexUvs !== undefined ) {
  5651. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5652. } else {
  5653. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5654. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5655. }
  5656. }
  5657. if ( hasFaceVertexUv2 === true ) {
  5658. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5659. if ( vertexUvs !== undefined ) {
  5660. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5661. } else {
  5662. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5663. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5664. }
  5665. }
  5666. // morphs
  5667. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5668. var morphTarget = morphTargets[ j ].vertices;
  5669. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5670. }
  5671. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5672. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5673. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5674. }
  5675. // skins
  5676. if ( hasSkinIndices ) {
  5677. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5678. }
  5679. if ( hasSkinWeights ) {
  5680. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5681. }
  5682. }
  5683. this.computeGroups( geometry );
  5684. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5685. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5686. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5687. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5688. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5689. if ( geometry.boundingSphere !== null ) {
  5690. this.boundingSphere = geometry.boundingSphere.clone();
  5691. }
  5692. if ( geometry.boundingBox !== null ) {
  5693. this.boundingBox = geometry.boundingBox.clone();
  5694. }
  5695. return this;
  5696. }
  5697. } );
  5698. /**
  5699. * @author mrdoob / http://mrdoob.com/
  5700. */
  5701. function arrayMax( array ) {
  5702. if ( array.length === 0 ) return - Infinity;
  5703. var max = array[ 0 ];
  5704. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5705. if ( array[ i ] > max ) max = array[ i ];
  5706. }
  5707. return max;
  5708. }
  5709. /**
  5710. * @author alteredq / http://alteredqualia.com/
  5711. * @author mrdoob / http://mrdoob.com/
  5712. */
  5713. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5714. var _m1$2 = new Matrix4();
  5715. var _obj = new Object3D();
  5716. var _offset = new Vector3();
  5717. var _box$1 = new Box3();
  5718. var _boxMorphTargets = new Box3();
  5719. var _vector$4 = new Vector3();
  5720. function BufferGeometry() {
  5721. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5722. this.uuid = _Math.generateUUID();
  5723. this.name = '';
  5724. this.type = 'BufferGeometry';
  5725. this.index = null;
  5726. this.attributes = {};
  5727. this.morphAttributes = {};
  5728. this.groups = [];
  5729. this.boundingBox = null;
  5730. this.boundingSphere = null;
  5731. this.drawRange = { start: 0, count: Infinity };
  5732. this.userData = {};
  5733. }
  5734. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5735. constructor: BufferGeometry,
  5736. isBufferGeometry: true,
  5737. getIndex: function () {
  5738. return this.index;
  5739. },
  5740. setIndex: function ( index ) {
  5741. if ( Array.isArray( index ) ) {
  5742. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5743. } else {
  5744. this.index = index;
  5745. }
  5746. },
  5747. addAttribute: function ( name, attribute ) {
  5748. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5749. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5750. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5751. }
  5752. if ( name === 'index' ) {
  5753. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5754. this.setIndex( attribute );
  5755. return this;
  5756. }
  5757. this.attributes[ name ] = attribute;
  5758. return this;
  5759. },
  5760. getAttribute: function ( name ) {
  5761. return this.attributes[ name ];
  5762. },
  5763. removeAttribute: function ( name ) {
  5764. delete this.attributes[ name ];
  5765. return this;
  5766. },
  5767. addGroup: function ( start, count, materialIndex ) {
  5768. this.groups.push( {
  5769. start: start,
  5770. count: count,
  5771. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5772. } );
  5773. },
  5774. clearGroups: function () {
  5775. this.groups = [];
  5776. },
  5777. setDrawRange: function ( start, count ) {
  5778. this.drawRange.start = start;
  5779. this.drawRange.count = count;
  5780. },
  5781. applyMatrix: function ( matrix ) {
  5782. var position = this.attributes.position;
  5783. if ( position !== undefined ) {
  5784. matrix.applyToBufferAttribute( position );
  5785. position.needsUpdate = true;
  5786. }
  5787. var normal = this.attributes.normal;
  5788. if ( normal !== undefined ) {
  5789. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5790. normalMatrix.applyToBufferAttribute( normal );
  5791. normal.needsUpdate = true;
  5792. }
  5793. var tangent = this.attributes.tangent;
  5794. if ( tangent !== undefined ) {
  5795. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5796. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5797. normalMatrix.applyToBufferAttribute( tangent );
  5798. tangent.needsUpdate = true;
  5799. }
  5800. if ( this.boundingBox !== null ) {
  5801. this.computeBoundingBox();
  5802. }
  5803. if ( this.boundingSphere !== null ) {
  5804. this.computeBoundingSphere();
  5805. }
  5806. return this;
  5807. },
  5808. rotateX: function ( angle ) {
  5809. // rotate geometry around world x-axis
  5810. _m1$2.makeRotationX( angle );
  5811. this.applyMatrix( _m1$2 );
  5812. return this;
  5813. },
  5814. rotateY: function ( angle ) {
  5815. // rotate geometry around world y-axis
  5816. _m1$2.makeRotationY( angle );
  5817. this.applyMatrix( _m1$2 );
  5818. return this;
  5819. },
  5820. rotateZ: function ( angle ) {
  5821. // rotate geometry around world z-axis
  5822. _m1$2.makeRotationZ( angle );
  5823. this.applyMatrix( _m1$2 );
  5824. return this;
  5825. },
  5826. translate: function ( x, y, z ) {
  5827. // translate geometry
  5828. _m1$2.makeTranslation( x, y, z );
  5829. this.applyMatrix( _m1$2 );
  5830. return this;
  5831. },
  5832. scale: function ( x, y, z ) {
  5833. // scale geometry
  5834. _m1$2.makeScale( x, y, z );
  5835. this.applyMatrix( _m1$2 );
  5836. return this;
  5837. },
  5838. lookAt: function ( vector ) {
  5839. _obj.lookAt( vector );
  5840. _obj.updateMatrix();
  5841. this.applyMatrix( _obj.matrix );
  5842. return this;
  5843. },
  5844. center: function () {
  5845. this.computeBoundingBox();
  5846. this.boundingBox.getCenter( _offset ).negate();
  5847. this.translate( _offset.x, _offset.y, _offset.z );
  5848. return this;
  5849. },
  5850. setFromObject: function ( object ) {
  5851. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5852. var geometry = object.geometry;
  5853. if ( object.isPoints || object.isLine ) {
  5854. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5855. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5856. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5857. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5858. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5859. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5860. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5861. }
  5862. if ( geometry.boundingSphere !== null ) {
  5863. this.boundingSphere = geometry.boundingSphere.clone();
  5864. }
  5865. if ( geometry.boundingBox !== null ) {
  5866. this.boundingBox = geometry.boundingBox.clone();
  5867. }
  5868. } else if ( object.isMesh ) {
  5869. if ( geometry && geometry.isGeometry ) {
  5870. this.fromGeometry( geometry );
  5871. }
  5872. }
  5873. return this;
  5874. },
  5875. setFromPoints: function ( points ) {
  5876. var position = [];
  5877. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5878. var point = points[ i ];
  5879. position.push( point.x, point.y, point.z || 0 );
  5880. }
  5881. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5882. return this;
  5883. },
  5884. updateFromObject: function ( object ) {
  5885. var geometry = object.geometry;
  5886. if ( object.isMesh ) {
  5887. var direct = geometry.__directGeometry;
  5888. if ( geometry.elementsNeedUpdate === true ) {
  5889. direct = undefined;
  5890. geometry.elementsNeedUpdate = false;
  5891. }
  5892. if ( direct === undefined ) {
  5893. return this.fromGeometry( geometry );
  5894. }
  5895. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5896. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5897. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5898. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5899. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5900. geometry.verticesNeedUpdate = false;
  5901. geometry.normalsNeedUpdate = false;
  5902. geometry.colorsNeedUpdate = false;
  5903. geometry.uvsNeedUpdate = false;
  5904. geometry.groupsNeedUpdate = false;
  5905. geometry = direct;
  5906. }
  5907. var attribute;
  5908. if ( geometry.verticesNeedUpdate === true ) {
  5909. attribute = this.attributes.position;
  5910. if ( attribute !== undefined ) {
  5911. attribute.copyVector3sArray( geometry.vertices );
  5912. attribute.needsUpdate = true;
  5913. }
  5914. geometry.verticesNeedUpdate = false;
  5915. }
  5916. if ( geometry.normalsNeedUpdate === true ) {
  5917. attribute = this.attributes.normal;
  5918. if ( attribute !== undefined ) {
  5919. attribute.copyVector3sArray( geometry.normals );
  5920. attribute.needsUpdate = true;
  5921. }
  5922. geometry.normalsNeedUpdate = false;
  5923. }
  5924. if ( geometry.colorsNeedUpdate === true ) {
  5925. attribute = this.attributes.color;
  5926. if ( attribute !== undefined ) {
  5927. attribute.copyColorsArray( geometry.colors );
  5928. attribute.needsUpdate = true;
  5929. }
  5930. geometry.colorsNeedUpdate = false;
  5931. }
  5932. if ( geometry.uvsNeedUpdate ) {
  5933. attribute = this.attributes.uv;
  5934. if ( attribute !== undefined ) {
  5935. attribute.copyVector2sArray( geometry.uvs );
  5936. attribute.needsUpdate = true;
  5937. }
  5938. geometry.uvsNeedUpdate = false;
  5939. }
  5940. if ( geometry.lineDistancesNeedUpdate ) {
  5941. attribute = this.attributes.lineDistance;
  5942. if ( attribute !== undefined ) {
  5943. attribute.copyArray( geometry.lineDistances );
  5944. attribute.needsUpdate = true;
  5945. }
  5946. geometry.lineDistancesNeedUpdate = false;
  5947. }
  5948. if ( geometry.groupsNeedUpdate ) {
  5949. geometry.computeGroups( object.geometry );
  5950. this.groups = geometry.groups;
  5951. geometry.groupsNeedUpdate = false;
  5952. }
  5953. return this;
  5954. },
  5955. fromGeometry: function ( geometry ) {
  5956. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  5957. return this.fromDirectGeometry( geometry.__directGeometry );
  5958. },
  5959. fromDirectGeometry: function ( geometry ) {
  5960. var positions = new Float32Array( geometry.vertices.length * 3 );
  5961. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  5962. if ( geometry.normals.length > 0 ) {
  5963. var normals = new Float32Array( geometry.normals.length * 3 );
  5964. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  5965. }
  5966. if ( geometry.colors.length > 0 ) {
  5967. var colors = new Float32Array( geometry.colors.length * 3 );
  5968. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  5969. }
  5970. if ( geometry.uvs.length > 0 ) {
  5971. var uvs = new Float32Array( geometry.uvs.length * 2 );
  5972. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  5973. }
  5974. if ( geometry.uvs2.length > 0 ) {
  5975. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  5976. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  5977. }
  5978. // groups
  5979. this.groups = geometry.groups;
  5980. // morphs
  5981. for ( var name in geometry.morphTargets ) {
  5982. var array = [];
  5983. var morphTargets = geometry.morphTargets[ name ];
  5984. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  5985. var morphTarget = morphTargets[ i ];
  5986. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  5987. attribute.name = morphTarget.name;
  5988. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  5989. }
  5990. this.morphAttributes[ name ] = array;
  5991. }
  5992. // skinning
  5993. if ( geometry.skinIndices.length > 0 ) {
  5994. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  5995. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  5996. }
  5997. if ( geometry.skinWeights.length > 0 ) {
  5998. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  5999. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6000. }
  6001. //
  6002. if ( geometry.boundingSphere !== null ) {
  6003. this.boundingSphere = geometry.boundingSphere.clone();
  6004. }
  6005. if ( geometry.boundingBox !== null ) {
  6006. this.boundingBox = geometry.boundingBox.clone();
  6007. }
  6008. return this;
  6009. },
  6010. computeBoundingBox: function () {
  6011. if ( this.boundingBox === null ) {
  6012. this.boundingBox = new Box3();
  6013. }
  6014. var position = this.attributes.position;
  6015. var morphAttributesPosition = this.morphAttributes.position;
  6016. if ( position !== undefined ) {
  6017. this.boundingBox.setFromBufferAttribute( position );
  6018. // process morph attributes if present
  6019. if ( morphAttributesPosition ) {
  6020. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6021. var morphAttribute = morphAttributesPosition[ i ];
  6022. _box$1.setFromBufferAttribute( morphAttribute );
  6023. this.boundingBox.expandByPoint( _box$1.min );
  6024. this.boundingBox.expandByPoint( _box$1.max );
  6025. }
  6026. }
  6027. } else {
  6028. this.boundingBox.makeEmpty();
  6029. }
  6030. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6031. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6032. }
  6033. },
  6034. computeBoundingSphere: function () {
  6035. if ( this.boundingSphere === null ) {
  6036. this.boundingSphere = new Sphere();
  6037. }
  6038. var position = this.attributes.position;
  6039. var morphAttributesPosition = this.morphAttributes.position;
  6040. if ( position ) {
  6041. // first, find the center of the bounding sphere
  6042. var center = this.boundingSphere.center;
  6043. _box$1.setFromBufferAttribute( position );
  6044. // process morph attributes if present
  6045. if ( morphAttributesPosition ) {
  6046. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6047. var morphAttribute = morphAttributesPosition[ i ];
  6048. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6049. _box$1.expandByPoint( _boxMorphTargets.min );
  6050. _box$1.expandByPoint( _boxMorphTargets.max );
  6051. }
  6052. }
  6053. _box$1.getCenter( center );
  6054. // second, try to find a boundingSphere with a radius smaller than the
  6055. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6056. var maxRadiusSq = 0;
  6057. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6058. _vector$4.fromBufferAttribute( position, i );
  6059. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6060. }
  6061. // process morph attributes if present
  6062. if ( morphAttributesPosition ) {
  6063. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6064. var morphAttribute = morphAttributesPosition[ i ];
  6065. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6066. _vector$4.fromBufferAttribute( morphAttribute, j );
  6067. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6068. }
  6069. }
  6070. }
  6071. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6072. if ( isNaN( this.boundingSphere.radius ) ) {
  6073. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6074. }
  6075. }
  6076. },
  6077. computeFaceNormals: function () {
  6078. // backwards compatibility
  6079. },
  6080. computeVertexNormals: function () {
  6081. var index = this.index;
  6082. var attributes = this.attributes;
  6083. if ( attributes.position ) {
  6084. var positions = attributes.position.array;
  6085. if ( attributes.normal === undefined ) {
  6086. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6087. } else {
  6088. // reset existing normals to zero
  6089. var array = attributes.normal.array;
  6090. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6091. array[ i ] = 0;
  6092. }
  6093. }
  6094. var normals = attributes.normal.array;
  6095. var vA, vB, vC;
  6096. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6097. var cb = new Vector3(), ab = new Vector3();
  6098. // indexed elements
  6099. if ( index ) {
  6100. var indices = index.array;
  6101. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6102. vA = indices[ i + 0 ] * 3;
  6103. vB = indices[ i + 1 ] * 3;
  6104. vC = indices[ i + 2 ] * 3;
  6105. pA.fromArray( positions, vA );
  6106. pB.fromArray( positions, vB );
  6107. pC.fromArray( positions, vC );
  6108. cb.subVectors( pC, pB );
  6109. ab.subVectors( pA, pB );
  6110. cb.cross( ab );
  6111. normals[ vA ] += cb.x;
  6112. normals[ vA + 1 ] += cb.y;
  6113. normals[ vA + 2 ] += cb.z;
  6114. normals[ vB ] += cb.x;
  6115. normals[ vB + 1 ] += cb.y;
  6116. normals[ vB + 2 ] += cb.z;
  6117. normals[ vC ] += cb.x;
  6118. normals[ vC + 1 ] += cb.y;
  6119. normals[ vC + 2 ] += cb.z;
  6120. }
  6121. } else {
  6122. // non-indexed elements (unconnected triangle soup)
  6123. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6124. pA.fromArray( positions, i );
  6125. pB.fromArray( positions, i + 3 );
  6126. pC.fromArray( positions, i + 6 );
  6127. cb.subVectors( pC, pB );
  6128. ab.subVectors( pA, pB );
  6129. cb.cross( ab );
  6130. normals[ i ] = cb.x;
  6131. normals[ i + 1 ] = cb.y;
  6132. normals[ i + 2 ] = cb.z;
  6133. normals[ i + 3 ] = cb.x;
  6134. normals[ i + 4 ] = cb.y;
  6135. normals[ i + 5 ] = cb.z;
  6136. normals[ i + 6 ] = cb.x;
  6137. normals[ i + 7 ] = cb.y;
  6138. normals[ i + 8 ] = cb.z;
  6139. }
  6140. }
  6141. this.normalizeNormals();
  6142. attributes.normal.needsUpdate = true;
  6143. }
  6144. },
  6145. merge: function ( geometry, offset ) {
  6146. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6147. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6148. return;
  6149. }
  6150. if ( offset === undefined ) {
  6151. offset = 0;
  6152. console.warn(
  6153. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6154. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6155. );
  6156. }
  6157. var attributes = this.attributes;
  6158. for ( var key in attributes ) {
  6159. if ( geometry.attributes[ key ] === undefined ) continue;
  6160. var attribute1 = attributes[ key ];
  6161. var attributeArray1 = attribute1.array;
  6162. var attribute2 = geometry.attributes[ key ];
  6163. var attributeArray2 = attribute2.array;
  6164. var attributeOffset = attribute2.itemSize * offset;
  6165. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6166. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6167. attributeArray1[ j ] = attributeArray2[ i ];
  6168. }
  6169. }
  6170. return this;
  6171. },
  6172. normalizeNormals: function () {
  6173. var normals = this.attributes.normal;
  6174. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6175. _vector$4.x = normals.getX( i );
  6176. _vector$4.y = normals.getY( i );
  6177. _vector$4.z = normals.getZ( i );
  6178. _vector$4.normalize();
  6179. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6180. }
  6181. },
  6182. toNonIndexed: function () {
  6183. function convertBufferAttribute( attribute, indices ) {
  6184. var array = attribute.array;
  6185. var itemSize = attribute.itemSize;
  6186. var array2 = new array.constructor( indices.length * itemSize );
  6187. var index = 0, index2 = 0;
  6188. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6189. index = indices[ i ] * itemSize;
  6190. for ( var j = 0; j < itemSize; j ++ ) {
  6191. array2[ index2 ++ ] = array[ index ++ ];
  6192. }
  6193. }
  6194. return new BufferAttribute( array2, itemSize );
  6195. }
  6196. //
  6197. if ( this.index === null ) {
  6198. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6199. return this;
  6200. }
  6201. var geometry2 = new BufferGeometry();
  6202. var indices = this.index.array;
  6203. var attributes = this.attributes;
  6204. // attributes
  6205. for ( var name in attributes ) {
  6206. var attribute = attributes[ name ];
  6207. var newAttribute = convertBufferAttribute( attribute, indices );
  6208. geometry2.addAttribute( name, newAttribute );
  6209. }
  6210. // morph attributes
  6211. var morphAttributes = this.morphAttributes;
  6212. for ( name in morphAttributes ) {
  6213. var morphArray = [];
  6214. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6215. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6216. var attribute = morphAttribute[ i ];
  6217. var newAttribute = convertBufferAttribute( attribute, indices );
  6218. morphArray.push( newAttribute );
  6219. }
  6220. geometry2.morphAttributes[ name ] = morphArray;
  6221. }
  6222. // groups
  6223. var groups = this.groups;
  6224. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6225. var group = groups[ i ];
  6226. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6227. }
  6228. return geometry2;
  6229. },
  6230. toJSON: function () {
  6231. var data = {
  6232. metadata: {
  6233. version: 4.5,
  6234. type: 'BufferGeometry',
  6235. generator: 'BufferGeometry.toJSON'
  6236. }
  6237. };
  6238. // standard BufferGeometry serialization
  6239. data.uuid = this.uuid;
  6240. data.type = this.type;
  6241. if ( this.name !== '' ) data.name = this.name;
  6242. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6243. if ( this.parameters !== undefined ) {
  6244. var parameters = this.parameters;
  6245. for ( var key in parameters ) {
  6246. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6247. }
  6248. return data;
  6249. }
  6250. data.data = { attributes: {} };
  6251. var index = this.index;
  6252. if ( index !== null ) {
  6253. data.data.index = {
  6254. type: index.array.constructor.name,
  6255. array: Array.prototype.slice.call( index.array )
  6256. };
  6257. }
  6258. var attributes = this.attributes;
  6259. for ( var key in attributes ) {
  6260. var attribute = attributes[ key ];
  6261. var attributeData = attribute.toJSON();
  6262. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6263. data.data.attributes[ key ] = attributeData;
  6264. }
  6265. var morphAttributes = {};
  6266. var hasMorphAttributes = false;
  6267. for ( var key in this.morphAttributes ) {
  6268. var attributeArray = this.morphAttributes[ key ];
  6269. var array = [];
  6270. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6271. var attribute = attributeArray[ i ];
  6272. var attributeData = attribute.toJSON();
  6273. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6274. array.push( attributeData );
  6275. }
  6276. if ( array.length > 0 ) {
  6277. morphAttributes[ key ] = array;
  6278. hasMorphAttributes = true;
  6279. }
  6280. }
  6281. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  6282. var groups = this.groups;
  6283. if ( groups.length > 0 ) {
  6284. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6285. }
  6286. var boundingSphere = this.boundingSphere;
  6287. if ( boundingSphere !== null ) {
  6288. data.data.boundingSphere = {
  6289. center: boundingSphere.center.toArray(),
  6290. radius: boundingSphere.radius
  6291. };
  6292. }
  6293. return data;
  6294. },
  6295. clone: function () {
  6296. /*
  6297. // Handle primitives
  6298. var parameters = this.parameters;
  6299. if ( parameters !== undefined ) {
  6300. var values = [];
  6301. for ( var key in parameters ) {
  6302. values.push( parameters[ key ] );
  6303. }
  6304. var geometry = Object.create( this.constructor.prototype );
  6305. this.constructor.apply( geometry, values );
  6306. return geometry;
  6307. }
  6308. return new this.constructor().copy( this );
  6309. */
  6310. return new BufferGeometry().copy( this );
  6311. },
  6312. copy: function ( source ) {
  6313. var name, i, l;
  6314. // reset
  6315. this.index = null;
  6316. this.attributes = {};
  6317. this.morphAttributes = {};
  6318. this.groups = [];
  6319. this.boundingBox = null;
  6320. this.boundingSphere = null;
  6321. // name
  6322. this.name = source.name;
  6323. // index
  6324. var index = source.index;
  6325. if ( index !== null ) {
  6326. this.setIndex( index.clone() );
  6327. }
  6328. // attributes
  6329. var attributes = source.attributes;
  6330. for ( name in attributes ) {
  6331. var attribute = attributes[ name ];
  6332. this.addAttribute( name, attribute.clone() );
  6333. }
  6334. // morph attributes
  6335. var morphAttributes = source.morphAttributes;
  6336. for ( name in morphAttributes ) {
  6337. var array = [];
  6338. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6339. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6340. array.push( morphAttribute[ i ].clone() );
  6341. }
  6342. this.morphAttributes[ name ] = array;
  6343. }
  6344. // groups
  6345. var groups = source.groups;
  6346. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6347. var group = groups[ i ];
  6348. this.addGroup( group.start, group.count, group.materialIndex );
  6349. }
  6350. // bounding box
  6351. var boundingBox = source.boundingBox;
  6352. if ( boundingBox !== null ) {
  6353. this.boundingBox = boundingBox.clone();
  6354. }
  6355. // bounding sphere
  6356. var boundingSphere = source.boundingSphere;
  6357. if ( boundingSphere !== null ) {
  6358. this.boundingSphere = boundingSphere.clone();
  6359. }
  6360. // draw range
  6361. this.drawRange.start = source.drawRange.start;
  6362. this.drawRange.count = source.drawRange.count;
  6363. // user data
  6364. this.userData = source.userData;
  6365. return this;
  6366. },
  6367. dispose: function () {
  6368. this.dispatchEvent( { type: 'dispose' } );
  6369. }
  6370. } );
  6371. /**
  6372. * @author mrdoob / http://mrdoob.com/
  6373. * @author alteredq / http://alteredqualia.com/
  6374. * @author mikael emtinger / http://gomo.se/
  6375. * @author jonobr1 / http://jonobr1.com/
  6376. */
  6377. var _inverseMatrix = new Matrix4();
  6378. var _ray = new Ray();
  6379. var _sphere = new Sphere();
  6380. var _vA = new Vector3();
  6381. var _vB = new Vector3();
  6382. var _vC = new Vector3();
  6383. var _tempA = new Vector3();
  6384. var _tempB = new Vector3();
  6385. var _tempC = new Vector3();
  6386. var _morphA = new Vector3();
  6387. var _morphB = new Vector3();
  6388. var _morphC = new Vector3();
  6389. var _uvA = new Vector2();
  6390. var _uvB = new Vector2();
  6391. var _uvC = new Vector2();
  6392. var _intersectionPoint = new Vector3();
  6393. var _intersectionPointWorld = new Vector3();
  6394. function Mesh( geometry, material ) {
  6395. Object3D.call( this );
  6396. this.type = 'Mesh';
  6397. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6398. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6399. this.drawMode = TrianglesDrawMode;
  6400. this.updateMorphTargets();
  6401. }
  6402. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6403. constructor: Mesh,
  6404. isMesh: true,
  6405. setDrawMode: function ( value ) {
  6406. this.drawMode = value;
  6407. },
  6408. copy: function ( source ) {
  6409. Object3D.prototype.copy.call( this, source );
  6410. this.drawMode = source.drawMode;
  6411. if ( source.morphTargetInfluences !== undefined ) {
  6412. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6413. }
  6414. if ( source.morphTargetDictionary !== undefined ) {
  6415. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6416. }
  6417. return this;
  6418. },
  6419. updateMorphTargets: function () {
  6420. var geometry = this.geometry;
  6421. var m, ml, name;
  6422. if ( geometry.isBufferGeometry ) {
  6423. var morphAttributes = geometry.morphAttributes;
  6424. var keys = Object.keys( morphAttributes );
  6425. if ( keys.length > 0 ) {
  6426. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6427. if ( morphAttribute !== undefined ) {
  6428. this.morphTargetInfluences = [];
  6429. this.morphTargetDictionary = {};
  6430. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6431. name = morphAttribute[ m ].name || String( m );
  6432. this.morphTargetInfluences.push( 0 );
  6433. this.morphTargetDictionary[ name ] = m;
  6434. }
  6435. }
  6436. }
  6437. } else {
  6438. var morphTargets = geometry.morphTargets;
  6439. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6440. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6441. }
  6442. }
  6443. },
  6444. raycast: function ( raycaster, intersects ) {
  6445. var geometry = this.geometry;
  6446. var material = this.material;
  6447. var matrixWorld = this.matrixWorld;
  6448. if ( material === undefined ) return;
  6449. // Checking boundingSphere distance to ray
  6450. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6451. _sphere.copy( geometry.boundingSphere );
  6452. _sphere.applyMatrix4( matrixWorld );
  6453. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  6454. //
  6455. _inverseMatrix.getInverse( matrixWorld );
  6456. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6457. // Check boundingBox before continuing
  6458. if ( geometry.boundingBox !== null ) {
  6459. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;
  6460. }
  6461. var intersection;
  6462. if ( geometry.isBufferGeometry ) {
  6463. var a, b, c;
  6464. var index = geometry.index;
  6465. var position = geometry.attributes.position;
  6466. var morphPosition = geometry.morphAttributes.position;
  6467. var uv = geometry.attributes.uv;
  6468. var uv2 = geometry.attributes.uv2;
  6469. var groups = geometry.groups;
  6470. var drawRange = geometry.drawRange;
  6471. var i, j, il, jl;
  6472. var group, groupMaterial;
  6473. var start, end;
  6474. if ( index !== null ) {
  6475. // indexed buffer geometry
  6476. if ( Array.isArray( material ) ) {
  6477. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6478. group = groups[ i ];
  6479. groupMaterial = material[ group.materialIndex ];
  6480. start = Math.max( group.start, drawRange.start );
  6481. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6482. for ( j = start, jl = end; j < jl; j += 3 ) {
  6483. a = index.getX( j );
  6484. b = index.getX( j + 1 );
  6485. c = index.getX( j + 2 );
  6486. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6487. if ( intersection ) {
  6488. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6489. intersection.face.materialIndex = group.materialIndex;
  6490. intersects.push( intersection );
  6491. }
  6492. }
  6493. }
  6494. } else {
  6495. start = Math.max( 0, drawRange.start );
  6496. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6497. for ( i = start, il = end; i < il; i += 3 ) {
  6498. a = index.getX( i );
  6499. b = index.getX( i + 1 );
  6500. c = index.getX( i + 2 );
  6501. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6502. if ( intersection ) {
  6503. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6504. intersects.push( intersection );
  6505. }
  6506. }
  6507. }
  6508. } else if ( position !== undefined ) {
  6509. // non-indexed buffer geometry
  6510. if ( Array.isArray( material ) ) {
  6511. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6512. group = groups[ i ];
  6513. groupMaterial = material[ group.materialIndex ];
  6514. start = Math.max( group.start, drawRange.start );
  6515. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6516. for ( j = start, jl = end; j < jl; j += 3 ) {
  6517. a = j;
  6518. b = j + 1;
  6519. c = j + 2;
  6520. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6521. if ( intersection ) {
  6522. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6523. intersection.face.materialIndex = group.materialIndex;
  6524. intersects.push( intersection );
  6525. }
  6526. }
  6527. }
  6528. } else {
  6529. start = Math.max( 0, drawRange.start );
  6530. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6531. for ( i = start, il = end; i < il; i += 3 ) {
  6532. a = i;
  6533. b = i + 1;
  6534. c = i + 2;
  6535. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6536. if ( intersection ) {
  6537. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6538. intersects.push( intersection );
  6539. }
  6540. }
  6541. }
  6542. }
  6543. } else if ( geometry.isGeometry ) {
  6544. var fvA, fvB, fvC;
  6545. var isMultiMaterial = Array.isArray( material );
  6546. var vertices = geometry.vertices;
  6547. var faces = geometry.faces;
  6548. var uvs;
  6549. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6550. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  6551. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6552. var face = faces[ f ];
  6553. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6554. if ( faceMaterial === undefined ) continue;
  6555. fvA = vertices[ face.a ];
  6556. fvB = vertices[ face.b ];
  6557. fvC = vertices[ face.c ];
  6558. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6559. if ( intersection ) {
  6560. if ( uvs && uvs[ f ] ) {
  6561. var uvs_f = uvs[ f ];
  6562. _uvA.copy( uvs_f[ 0 ] );
  6563. _uvB.copy( uvs_f[ 1 ] );
  6564. _uvC.copy( uvs_f[ 2 ] );
  6565. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6566. }
  6567. intersection.face = face;
  6568. intersection.faceIndex = f;
  6569. intersects.push( intersection );
  6570. }
  6571. }
  6572. }
  6573. },
  6574. clone: function () {
  6575. return new this.constructor( this.geometry, this.material ).copy( this );
  6576. }
  6577. } );
  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. /**
  6641. * @author mrdoob / http://mrdoob.com/
  6642. * @author kile / http://kile.stravaganza.org/
  6643. * @author alteredq / http://alteredqualia.com/
  6644. * @author mikael emtinger / http://gomo.se/
  6645. * @author zz85 / http://www.lab4games.net/zz85/blog
  6646. * @author bhouston / http://clara.io
  6647. */
  6648. var _geometryId = 0; // Geometry uses even numbers as Id
  6649. var _m1$3 = new Matrix4();
  6650. var _obj$1 = new Object3D();
  6651. var _offset$1 = new Vector3();
  6652. function Geometry() {
  6653. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6654. this.uuid = _Math.generateUUID();
  6655. this.name = '';
  6656. this.type = 'Geometry';
  6657. this.vertices = [];
  6658. this.colors = [];
  6659. this.faces = [];
  6660. this.faceVertexUvs = [[]];
  6661. this.morphTargets = [];
  6662. this.morphNormals = [];
  6663. this.skinWeights = [];
  6664. this.skinIndices = [];
  6665. this.lineDistances = [];
  6666. this.boundingBox = null;
  6667. this.boundingSphere = null;
  6668. // update flags
  6669. this.elementsNeedUpdate = false;
  6670. this.verticesNeedUpdate = false;
  6671. this.uvsNeedUpdate = false;
  6672. this.normalsNeedUpdate = false;
  6673. this.colorsNeedUpdate = false;
  6674. this.lineDistancesNeedUpdate = false;
  6675. this.groupsNeedUpdate = false;
  6676. }
  6677. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6678. constructor: Geometry,
  6679. isGeometry: true,
  6680. applyMatrix: function ( matrix ) {
  6681. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6682. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6683. var vertex = this.vertices[ i ];
  6684. vertex.applyMatrix4( matrix );
  6685. }
  6686. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6687. var face = this.faces[ i ];
  6688. face.normal.applyMatrix3( normalMatrix ).normalize();
  6689. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6690. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6691. }
  6692. }
  6693. if ( this.boundingBox !== null ) {
  6694. this.computeBoundingBox();
  6695. }
  6696. if ( this.boundingSphere !== null ) {
  6697. this.computeBoundingSphere();
  6698. }
  6699. this.verticesNeedUpdate = true;
  6700. this.normalsNeedUpdate = true;
  6701. return this;
  6702. },
  6703. rotateX: function ( angle ) {
  6704. // rotate geometry around world x-axis
  6705. _m1$3.makeRotationX( angle );
  6706. this.applyMatrix( _m1$3 );
  6707. return this;
  6708. },
  6709. rotateY: function ( angle ) {
  6710. // rotate geometry around world y-axis
  6711. _m1$3.makeRotationY( angle );
  6712. this.applyMatrix( _m1$3 );
  6713. return this;
  6714. },
  6715. rotateZ: function ( angle ) {
  6716. // rotate geometry around world z-axis
  6717. _m1$3.makeRotationZ( angle );
  6718. this.applyMatrix( _m1$3 );
  6719. return this;
  6720. },
  6721. translate: function ( x, y, z ) {
  6722. // translate geometry
  6723. _m1$3.makeTranslation( x, y, z );
  6724. this.applyMatrix( _m1$3 );
  6725. return this;
  6726. },
  6727. scale: function ( x, y, z ) {
  6728. // scale geometry
  6729. _m1$3.makeScale( x, y, z );
  6730. this.applyMatrix( _m1$3 );
  6731. return this;
  6732. },
  6733. lookAt: function ( vector ) {
  6734. _obj$1.lookAt( vector );
  6735. _obj$1.updateMatrix();
  6736. this.applyMatrix( _obj$1.matrix );
  6737. return this;
  6738. },
  6739. fromBufferGeometry: function ( geometry ) {
  6740. var scope = this;
  6741. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6742. var attributes = geometry.attributes;
  6743. var positions = attributes.position.array;
  6744. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6745. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6746. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6747. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6748. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  6749. for ( var i = 0; i < positions.length; i += 3 ) {
  6750. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6751. if ( colors !== undefined ) {
  6752. scope.colors.push( new Color().fromArray( colors, i ) );
  6753. }
  6754. }
  6755. function addFace( a, b, c, materialIndex ) {
  6756. var vertexColors = ( colors === undefined ) ? [] : [
  6757. scope.colors[ a ].clone(),
  6758. scope.colors[ b ].clone(),
  6759. scope.colors[ c ].clone() ];
  6760. var vertexNormals = ( normals === undefined ) ? [] : [
  6761. new Vector3().fromArray( normals, a * 3 ),
  6762. new Vector3().fromArray( normals, b * 3 ),
  6763. new Vector3().fromArray( normals, c * 3 )
  6764. ];
  6765. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6766. scope.faces.push( face );
  6767. if ( uvs !== undefined ) {
  6768. scope.faceVertexUvs[ 0 ].push( [
  6769. new Vector2().fromArray( uvs, a * 2 ),
  6770. new Vector2().fromArray( uvs, b * 2 ),
  6771. new Vector2().fromArray( uvs, c * 2 )
  6772. ] );
  6773. }
  6774. if ( uvs2 !== undefined ) {
  6775. scope.faceVertexUvs[ 1 ].push( [
  6776. new Vector2().fromArray( uvs2, a * 2 ),
  6777. new Vector2().fromArray( uvs2, b * 2 ),
  6778. new Vector2().fromArray( uvs2, c * 2 )
  6779. ] );
  6780. }
  6781. }
  6782. var groups = geometry.groups;
  6783. if ( groups.length > 0 ) {
  6784. for ( var i = 0; i < groups.length; i ++ ) {
  6785. var group = groups[ i ];
  6786. var start = group.start;
  6787. var count = group.count;
  6788. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6789. if ( indices !== undefined ) {
  6790. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6791. } else {
  6792. addFace( j, j + 1, j + 2, group.materialIndex );
  6793. }
  6794. }
  6795. }
  6796. } else {
  6797. if ( indices !== undefined ) {
  6798. for ( var i = 0; i < indices.length; i += 3 ) {
  6799. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6800. }
  6801. } else {
  6802. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6803. addFace( i, i + 1, i + 2 );
  6804. }
  6805. }
  6806. }
  6807. this.computeFaceNormals();
  6808. if ( geometry.boundingBox !== null ) {
  6809. this.boundingBox = geometry.boundingBox.clone();
  6810. }
  6811. if ( geometry.boundingSphere !== null ) {
  6812. this.boundingSphere = geometry.boundingSphere.clone();
  6813. }
  6814. return this;
  6815. },
  6816. center: function () {
  6817. this.computeBoundingBox();
  6818. this.boundingBox.getCenter( _offset$1 ).negate();
  6819. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6820. return this;
  6821. },
  6822. normalize: function () {
  6823. this.computeBoundingSphere();
  6824. var center = this.boundingSphere.center;
  6825. var radius = this.boundingSphere.radius;
  6826. var s = radius === 0 ? 1 : 1.0 / radius;
  6827. var matrix = new Matrix4();
  6828. matrix.set(
  6829. s, 0, 0, - s * center.x,
  6830. 0, s, 0, - s * center.y,
  6831. 0, 0, s, - s * center.z,
  6832. 0, 0, 0, 1
  6833. );
  6834. this.applyMatrix( matrix );
  6835. return this;
  6836. },
  6837. computeFaceNormals: function () {
  6838. var cb = new Vector3(), ab = new Vector3();
  6839. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6840. var face = this.faces[ f ];
  6841. var vA = this.vertices[ face.a ];
  6842. var vB = this.vertices[ face.b ];
  6843. var vC = this.vertices[ face.c ];
  6844. cb.subVectors( vC, vB );
  6845. ab.subVectors( vA, vB );
  6846. cb.cross( ab );
  6847. cb.normalize();
  6848. face.normal.copy( cb );
  6849. }
  6850. },
  6851. computeVertexNormals: function ( areaWeighted ) {
  6852. if ( areaWeighted === undefined ) areaWeighted = true;
  6853. var v, vl, f, fl, face, vertices;
  6854. vertices = new Array( this.vertices.length );
  6855. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6856. vertices[ v ] = new Vector3();
  6857. }
  6858. if ( areaWeighted ) {
  6859. // vertex normals weighted by triangle areas
  6860. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6861. var vA, vB, vC;
  6862. var cb = new Vector3(), ab = new Vector3();
  6863. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6864. face = this.faces[ f ];
  6865. vA = this.vertices[ face.a ];
  6866. vB = this.vertices[ face.b ];
  6867. vC = this.vertices[ face.c ];
  6868. cb.subVectors( vC, vB );
  6869. ab.subVectors( vA, vB );
  6870. cb.cross( ab );
  6871. vertices[ face.a ].add( cb );
  6872. vertices[ face.b ].add( cb );
  6873. vertices[ face.c ].add( cb );
  6874. }
  6875. } else {
  6876. this.computeFaceNormals();
  6877. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6878. face = this.faces[ f ];
  6879. vertices[ face.a ].add( face.normal );
  6880. vertices[ face.b ].add( face.normal );
  6881. vertices[ face.c ].add( face.normal );
  6882. }
  6883. }
  6884. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6885. vertices[ v ].normalize();
  6886. }
  6887. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6888. face = this.faces[ f ];
  6889. var vertexNormals = face.vertexNormals;
  6890. if ( vertexNormals.length === 3 ) {
  6891. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  6892. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  6893. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  6894. } else {
  6895. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6896. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6897. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6898. }
  6899. }
  6900. if ( this.faces.length > 0 ) {
  6901. this.normalsNeedUpdate = true;
  6902. }
  6903. },
  6904. computeFlatVertexNormals: function () {
  6905. var f, fl, face;
  6906. this.computeFaceNormals();
  6907. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6908. face = this.faces[ f ];
  6909. var vertexNormals = face.vertexNormals;
  6910. if ( vertexNormals.length === 3 ) {
  6911. vertexNormals[ 0 ].copy( face.normal );
  6912. vertexNormals[ 1 ].copy( face.normal );
  6913. vertexNormals[ 2 ].copy( face.normal );
  6914. } else {
  6915. vertexNormals[ 0 ] = face.normal.clone();
  6916. vertexNormals[ 1 ] = face.normal.clone();
  6917. vertexNormals[ 2 ] = face.normal.clone();
  6918. }
  6919. }
  6920. if ( this.faces.length > 0 ) {
  6921. this.normalsNeedUpdate = true;
  6922. }
  6923. },
  6924. computeMorphNormals: function () {
  6925. var i, il, f, fl, face;
  6926. // save original normals
  6927. // - create temp variables on first access
  6928. // otherwise just copy (for faster repeated calls)
  6929. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6930. face = this.faces[ f ];
  6931. if ( ! face.__originalFaceNormal ) {
  6932. face.__originalFaceNormal = face.normal.clone();
  6933. } else {
  6934. face.__originalFaceNormal.copy( face.normal );
  6935. }
  6936. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  6937. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6938. if ( ! face.__originalVertexNormals[ i ] ) {
  6939. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6940. } else {
  6941. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6942. }
  6943. }
  6944. }
  6945. // use temp geometry to compute face and vertex normals for each morph
  6946. var tmpGeo = new Geometry();
  6947. tmpGeo.faces = this.faces;
  6948. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6949. // create on first access
  6950. if ( ! this.morphNormals[ i ] ) {
  6951. this.morphNormals[ i ] = {};
  6952. this.morphNormals[ i ].faceNormals = [];
  6953. this.morphNormals[ i ].vertexNormals = [];
  6954. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6955. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6956. var faceNormal, vertexNormals;
  6957. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6958. faceNormal = new Vector3();
  6959. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  6960. dstNormalsFace.push( faceNormal );
  6961. dstNormalsVertex.push( vertexNormals );
  6962. }
  6963. }
  6964. var morphNormals = this.morphNormals[ i ];
  6965. // set vertices to morph target
  6966. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6967. // compute morph normals
  6968. tmpGeo.computeFaceNormals();
  6969. tmpGeo.computeVertexNormals();
  6970. // store morph normals
  6971. var faceNormal, vertexNormals;
  6972. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6973. face = this.faces[ f ];
  6974. faceNormal = morphNormals.faceNormals[ f ];
  6975. vertexNormals = morphNormals.vertexNormals[ f ];
  6976. faceNormal.copy( face.normal );
  6977. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6978. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6979. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6980. }
  6981. }
  6982. // restore original normals
  6983. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6984. face = this.faces[ f ];
  6985. face.normal = face.__originalFaceNormal;
  6986. face.vertexNormals = face.__originalVertexNormals;
  6987. }
  6988. },
  6989. computeBoundingBox: function () {
  6990. if ( this.boundingBox === null ) {
  6991. this.boundingBox = new Box3();
  6992. }
  6993. this.boundingBox.setFromPoints( this.vertices );
  6994. },
  6995. computeBoundingSphere: function () {
  6996. if ( this.boundingSphere === null ) {
  6997. this.boundingSphere = new Sphere();
  6998. }
  6999. this.boundingSphere.setFromPoints( this.vertices );
  7000. },
  7001. merge: function ( geometry, matrix, materialIndexOffset ) {
  7002. if ( ! ( geometry && geometry.isGeometry ) ) {
  7003. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7004. return;
  7005. }
  7006. var normalMatrix,
  7007. vertexOffset = this.vertices.length,
  7008. vertices1 = this.vertices,
  7009. vertices2 = geometry.vertices,
  7010. faces1 = this.faces,
  7011. faces2 = geometry.faces,
  7012. colors1 = this.colors,
  7013. colors2 = geometry.colors;
  7014. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  7015. if ( matrix !== undefined ) {
  7016. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7017. }
  7018. // vertices
  7019. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7020. var vertex = vertices2[ i ];
  7021. var vertexCopy = vertex.clone();
  7022. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  7023. vertices1.push( vertexCopy );
  7024. }
  7025. // colors
  7026. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7027. colors1.push( colors2[ i ].clone() );
  7028. }
  7029. // faces
  7030. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7031. var face = faces2[ i ], faceCopy, normal, color,
  7032. faceVertexNormals = face.vertexNormals,
  7033. faceVertexColors = face.vertexColors;
  7034. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7035. faceCopy.normal.copy( face.normal );
  7036. if ( normalMatrix !== undefined ) {
  7037. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7038. }
  7039. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7040. normal = faceVertexNormals[ j ].clone();
  7041. if ( normalMatrix !== undefined ) {
  7042. normal.applyMatrix3( normalMatrix ).normalize();
  7043. }
  7044. faceCopy.vertexNormals.push( normal );
  7045. }
  7046. faceCopy.color.copy( face.color );
  7047. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7048. color = faceVertexColors[ j ];
  7049. faceCopy.vertexColors.push( color.clone() );
  7050. }
  7051. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7052. faces1.push( faceCopy );
  7053. }
  7054. // uvs
  7055. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7056. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7057. if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];
  7058. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7059. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7060. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7061. uvsCopy.push( uvs2[ k ].clone() );
  7062. }
  7063. this.faceVertexUvs[ i ].push( uvsCopy );
  7064. }
  7065. }
  7066. },
  7067. mergeMesh: function ( mesh ) {
  7068. if ( ! ( mesh && mesh.isMesh ) ) {
  7069. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7070. return;
  7071. }
  7072. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  7073. this.merge( mesh.geometry, mesh.matrix );
  7074. },
  7075. /*
  7076. * Checks for duplicate vertices with hashmap.
  7077. * Duplicated vertices are removed
  7078. * and faces' vertices are updated.
  7079. */
  7080. mergeVertices: function () {
  7081. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7082. var unique = [], changes = [];
  7083. var v, key;
  7084. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7085. var precision = Math.pow( 10, precisionPoints );
  7086. var i, il, face;
  7087. var indices, j, jl;
  7088. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7089. v = this.vertices[ i ];
  7090. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7091. if ( verticesMap[ key ] === undefined ) {
  7092. verticesMap[ key ] = i;
  7093. unique.push( this.vertices[ i ] );
  7094. changes[ i ] = unique.length - 1;
  7095. } else {
  7096. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7097. changes[ i ] = changes[ verticesMap[ key ] ];
  7098. }
  7099. }
  7100. // if faces are completely degenerate after merging vertices, we
  7101. // have to remove them from the geometry.
  7102. var faceIndicesToRemove = [];
  7103. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7104. face = this.faces[ i ];
  7105. face.a = changes[ face.a ];
  7106. face.b = changes[ face.b ];
  7107. face.c = changes[ face.c ];
  7108. indices = [ face.a, face.b, face.c ];
  7109. // if any duplicate vertices are found in a Face3
  7110. // we have to remove the face as nothing can be saved
  7111. for ( var n = 0; n < 3; n ++ ) {
  7112. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7113. faceIndicesToRemove.push( i );
  7114. break;
  7115. }
  7116. }
  7117. }
  7118. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7119. var idx = faceIndicesToRemove[ i ];
  7120. this.faces.splice( idx, 1 );
  7121. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7122. this.faceVertexUvs[ j ].splice( idx, 1 );
  7123. }
  7124. }
  7125. // Use unique set of vertices
  7126. var diff = this.vertices.length - unique.length;
  7127. this.vertices = unique;
  7128. return diff;
  7129. },
  7130. setFromPoints: function ( points ) {
  7131. this.vertices = [];
  7132. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7133. var point = points[ i ];
  7134. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7135. }
  7136. return this;
  7137. },
  7138. sortFacesByMaterialIndex: function () {
  7139. var faces = this.faces;
  7140. var length = faces.length;
  7141. // tag faces
  7142. for ( var i = 0; i < length; i ++ ) {
  7143. faces[ i ]._id = i;
  7144. }
  7145. // sort faces
  7146. function materialIndexSort( a, b ) {
  7147. return a.materialIndex - b.materialIndex;
  7148. }
  7149. faces.sort( materialIndexSort );
  7150. // sort uvs
  7151. var uvs1 = this.faceVertexUvs[ 0 ];
  7152. var uvs2 = this.faceVertexUvs[ 1 ];
  7153. var newUvs1, newUvs2;
  7154. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  7155. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  7156. for ( var i = 0; i < length; i ++ ) {
  7157. var id = faces[ i ]._id;
  7158. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  7159. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  7160. }
  7161. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  7162. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  7163. },
  7164. toJSON: function () {
  7165. var data = {
  7166. metadata: {
  7167. version: 4.5,
  7168. type: 'Geometry',
  7169. generator: 'Geometry.toJSON'
  7170. }
  7171. };
  7172. // standard Geometry serialization
  7173. data.uuid = this.uuid;
  7174. data.type = this.type;
  7175. if ( this.name !== '' ) data.name = this.name;
  7176. if ( this.parameters !== undefined ) {
  7177. var parameters = this.parameters;
  7178. for ( var key in parameters ) {
  7179. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7180. }
  7181. return data;
  7182. }
  7183. var vertices = [];
  7184. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7185. var vertex = this.vertices[ i ];
  7186. vertices.push( vertex.x, vertex.y, vertex.z );
  7187. }
  7188. var faces = [];
  7189. var normals = [];
  7190. var normalsHash = {};
  7191. var colors = [];
  7192. var colorsHash = {};
  7193. var uvs = [];
  7194. var uvsHash = {};
  7195. for ( var i = 0; i < this.faces.length; i ++ ) {
  7196. var face = this.faces[ i ];
  7197. var hasMaterial = true;
  7198. var hasFaceUv = false; // deprecated
  7199. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7200. var hasFaceNormal = face.normal.length() > 0;
  7201. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7202. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7203. var hasFaceVertexColor = face.vertexColors.length > 0;
  7204. var faceType = 0;
  7205. faceType = setBit( faceType, 0, 0 ); // isQuad
  7206. faceType = setBit( faceType, 1, hasMaterial );
  7207. faceType = setBit( faceType, 2, hasFaceUv );
  7208. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7209. faceType = setBit( faceType, 4, hasFaceNormal );
  7210. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7211. faceType = setBit( faceType, 6, hasFaceColor );
  7212. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7213. faces.push( faceType );
  7214. faces.push( face.a, face.b, face.c );
  7215. faces.push( face.materialIndex );
  7216. if ( hasFaceVertexUv ) {
  7217. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7218. faces.push(
  7219. getUvIndex( faceVertexUvs[ 0 ] ),
  7220. getUvIndex( faceVertexUvs[ 1 ] ),
  7221. getUvIndex( faceVertexUvs[ 2 ] )
  7222. );
  7223. }
  7224. if ( hasFaceNormal ) {
  7225. faces.push( getNormalIndex( face.normal ) );
  7226. }
  7227. if ( hasFaceVertexNormal ) {
  7228. var vertexNormals = face.vertexNormals;
  7229. faces.push(
  7230. getNormalIndex( vertexNormals[ 0 ] ),
  7231. getNormalIndex( vertexNormals[ 1 ] ),
  7232. getNormalIndex( vertexNormals[ 2 ] )
  7233. );
  7234. }
  7235. if ( hasFaceColor ) {
  7236. faces.push( getColorIndex( face.color ) );
  7237. }
  7238. if ( hasFaceVertexColor ) {
  7239. var vertexColors = face.vertexColors;
  7240. faces.push(
  7241. getColorIndex( vertexColors[ 0 ] ),
  7242. getColorIndex( vertexColors[ 1 ] ),
  7243. getColorIndex( vertexColors[ 2 ] )
  7244. );
  7245. }
  7246. }
  7247. function setBit( value, position, enabled ) {
  7248. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7249. }
  7250. function getNormalIndex( normal ) {
  7251. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7252. if ( normalsHash[ hash ] !== undefined ) {
  7253. return normalsHash[ hash ];
  7254. }
  7255. normalsHash[ hash ] = normals.length / 3;
  7256. normals.push( normal.x, normal.y, normal.z );
  7257. return normalsHash[ hash ];
  7258. }
  7259. function getColorIndex( color ) {
  7260. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7261. if ( colorsHash[ hash ] !== undefined ) {
  7262. return colorsHash[ hash ];
  7263. }
  7264. colorsHash[ hash ] = colors.length;
  7265. colors.push( color.getHex() );
  7266. return colorsHash[ hash ];
  7267. }
  7268. function getUvIndex( uv ) {
  7269. var hash = uv.x.toString() + uv.y.toString();
  7270. if ( uvsHash[ hash ] !== undefined ) {
  7271. return uvsHash[ hash ];
  7272. }
  7273. uvsHash[ hash ] = uvs.length / 2;
  7274. uvs.push( uv.x, uv.y );
  7275. return uvsHash[ hash ];
  7276. }
  7277. data.data = {};
  7278. data.data.vertices = vertices;
  7279. data.data.normals = normals;
  7280. if ( colors.length > 0 ) data.data.colors = colors;
  7281. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  7282. data.data.faces = faces;
  7283. return data;
  7284. },
  7285. clone: function () {
  7286. /*
  7287. // Handle primitives
  7288. var parameters = this.parameters;
  7289. if ( parameters !== undefined ) {
  7290. var values = [];
  7291. for ( var key in parameters ) {
  7292. values.push( parameters[ key ] );
  7293. }
  7294. var geometry = Object.create( this.constructor.prototype );
  7295. this.constructor.apply( geometry, values );
  7296. return geometry;
  7297. }
  7298. return new this.constructor().copy( this );
  7299. */
  7300. return new Geometry().copy( this );
  7301. },
  7302. copy: function ( source ) {
  7303. var i, il, j, jl, k, kl;
  7304. // reset
  7305. this.vertices = [];
  7306. this.colors = [];
  7307. this.faces = [];
  7308. this.faceVertexUvs = [[]];
  7309. this.morphTargets = [];
  7310. this.morphNormals = [];
  7311. this.skinWeights = [];
  7312. this.skinIndices = [];
  7313. this.lineDistances = [];
  7314. this.boundingBox = null;
  7315. this.boundingSphere = null;
  7316. // name
  7317. this.name = source.name;
  7318. // vertices
  7319. var vertices = source.vertices;
  7320. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7321. this.vertices.push( vertices[ i ].clone() );
  7322. }
  7323. // colors
  7324. var colors = source.colors;
  7325. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7326. this.colors.push( colors[ i ].clone() );
  7327. }
  7328. // faces
  7329. var faces = source.faces;
  7330. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7331. this.faces.push( faces[ i ].clone() );
  7332. }
  7333. // face vertex uvs
  7334. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7335. var faceVertexUvs = source.faceVertexUvs[ i ];
  7336. if ( this.faceVertexUvs[ i ] === undefined ) {
  7337. this.faceVertexUvs[ i ] = [];
  7338. }
  7339. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7340. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7341. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7342. var uv = uvs[ k ];
  7343. uvsCopy.push( uv.clone() );
  7344. }
  7345. this.faceVertexUvs[ i ].push( uvsCopy );
  7346. }
  7347. }
  7348. // morph targets
  7349. var morphTargets = source.morphTargets;
  7350. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7351. var morphTarget = {};
  7352. morphTarget.name = morphTargets[ i ].name;
  7353. // vertices
  7354. if ( morphTargets[ i ].vertices !== undefined ) {
  7355. morphTarget.vertices = [];
  7356. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7357. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7358. }
  7359. }
  7360. // normals
  7361. if ( morphTargets[ i ].normals !== undefined ) {
  7362. morphTarget.normals = [];
  7363. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7364. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7365. }
  7366. }
  7367. this.morphTargets.push( morphTarget );
  7368. }
  7369. // morph normals
  7370. var morphNormals = source.morphNormals;
  7371. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7372. var morphNormal = {};
  7373. // vertex normals
  7374. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7375. morphNormal.vertexNormals = [];
  7376. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7377. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7378. var destVertexNormal = {};
  7379. destVertexNormal.a = srcVertexNormal.a.clone();
  7380. destVertexNormal.b = srcVertexNormal.b.clone();
  7381. destVertexNormal.c = srcVertexNormal.c.clone();
  7382. morphNormal.vertexNormals.push( destVertexNormal );
  7383. }
  7384. }
  7385. // face normals
  7386. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7387. morphNormal.faceNormals = [];
  7388. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7389. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7390. }
  7391. }
  7392. this.morphNormals.push( morphNormal );
  7393. }
  7394. // skin weights
  7395. var skinWeights = source.skinWeights;
  7396. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7397. this.skinWeights.push( skinWeights[ i ].clone() );
  7398. }
  7399. // skin indices
  7400. var skinIndices = source.skinIndices;
  7401. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7402. this.skinIndices.push( skinIndices[ i ].clone() );
  7403. }
  7404. // line distances
  7405. var lineDistances = source.lineDistances;
  7406. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7407. this.lineDistances.push( lineDistances[ i ] );
  7408. }
  7409. // bounding box
  7410. var boundingBox = source.boundingBox;
  7411. if ( boundingBox !== null ) {
  7412. this.boundingBox = boundingBox.clone();
  7413. }
  7414. // bounding sphere
  7415. var boundingSphere = source.boundingSphere;
  7416. if ( boundingSphere !== null ) {
  7417. this.boundingSphere = boundingSphere.clone();
  7418. }
  7419. // update flags
  7420. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7421. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7422. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7423. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7424. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7425. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7426. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7427. return this;
  7428. },
  7429. dispose: function () {
  7430. this.dispatchEvent( { type: 'dispose' } );
  7431. }
  7432. } );
  7433. /**
  7434. * @author mrdoob / http://mrdoob.com/
  7435. * @author Mugen87 / https://github.com/Mugen87
  7436. */
  7437. // BoxGeometry
  7438. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7439. Geometry.call( this );
  7440. this.type = 'BoxGeometry';
  7441. this.parameters = {
  7442. width: width,
  7443. height: height,
  7444. depth: depth,
  7445. widthSegments: widthSegments,
  7446. heightSegments: heightSegments,
  7447. depthSegments: depthSegments
  7448. };
  7449. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7450. this.mergeVertices();
  7451. }
  7452. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7453. BoxGeometry.prototype.constructor = BoxGeometry;
  7454. // BoxBufferGeometry
  7455. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7456. BufferGeometry.call( this );
  7457. this.type = 'BoxBufferGeometry';
  7458. this.parameters = {
  7459. width: width,
  7460. height: height,
  7461. depth: depth,
  7462. widthSegments: widthSegments,
  7463. heightSegments: heightSegments,
  7464. depthSegments: depthSegments
  7465. };
  7466. var scope = this;
  7467. width = width || 1;
  7468. height = height || 1;
  7469. depth = depth || 1;
  7470. // segments
  7471. widthSegments = Math.floor( widthSegments ) || 1;
  7472. heightSegments = Math.floor( heightSegments ) || 1;
  7473. depthSegments = Math.floor( depthSegments ) || 1;
  7474. // buffers
  7475. var indices = [];
  7476. var vertices = [];
  7477. var normals = [];
  7478. var uvs = [];
  7479. // helper variables
  7480. var numberOfVertices = 0;
  7481. var groupStart = 0;
  7482. // build each side of the box geometry
  7483. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7484. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7485. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7486. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7487. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7488. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7489. // build geometry
  7490. this.setIndex( indices );
  7491. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7492. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7493. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7494. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7495. var segmentWidth = width / gridX;
  7496. var segmentHeight = height / gridY;
  7497. var widthHalf = width / 2;
  7498. var heightHalf = height / 2;
  7499. var depthHalf = depth / 2;
  7500. var gridX1 = gridX + 1;
  7501. var gridY1 = gridY + 1;
  7502. var vertexCounter = 0;
  7503. var groupCount = 0;
  7504. var ix, iy;
  7505. var vector = new Vector3();
  7506. // generate vertices, normals and uvs
  7507. for ( iy = 0; iy < gridY1; iy ++ ) {
  7508. var y = iy * segmentHeight - heightHalf;
  7509. for ( ix = 0; ix < gridX1; ix ++ ) {
  7510. var x = ix * segmentWidth - widthHalf;
  7511. // set values to correct vector component
  7512. vector[ u ] = x * udir;
  7513. vector[ v ] = y * vdir;
  7514. vector[ w ] = depthHalf;
  7515. // now apply vector to vertex buffer
  7516. vertices.push( vector.x, vector.y, vector.z );
  7517. // set values to correct vector component
  7518. vector[ u ] = 0;
  7519. vector[ v ] = 0;
  7520. vector[ w ] = depth > 0 ? 1 : - 1;
  7521. // now apply vector to normal buffer
  7522. normals.push( vector.x, vector.y, vector.z );
  7523. // uvs
  7524. uvs.push( ix / gridX );
  7525. uvs.push( 1 - ( iy / gridY ) );
  7526. // counters
  7527. vertexCounter += 1;
  7528. }
  7529. }
  7530. // indices
  7531. // 1. you need three indices to draw a single face
  7532. // 2. a single segment consists of two faces
  7533. // 3. so we need to generate six (2*3) indices per segment
  7534. for ( iy = 0; iy < gridY; iy ++ ) {
  7535. for ( ix = 0; ix < gridX; ix ++ ) {
  7536. var a = numberOfVertices + ix + gridX1 * iy;
  7537. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7538. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7539. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7540. // faces
  7541. indices.push( a, b, d );
  7542. indices.push( b, c, d );
  7543. // increase counter
  7544. groupCount += 6;
  7545. }
  7546. }
  7547. // add a group to the geometry. this will ensure multi material support
  7548. scope.addGroup( groupStart, groupCount, materialIndex );
  7549. // calculate new start value for groups
  7550. groupStart += groupCount;
  7551. // update total number of vertices
  7552. numberOfVertices += vertexCounter;
  7553. }
  7554. }
  7555. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7556. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7557. /**
  7558. * Uniform Utilities
  7559. */
  7560. function cloneUniforms( src ) {
  7561. var dst = {};
  7562. for ( var u in src ) {
  7563. dst[ u ] = {};
  7564. for ( var p in src[ u ] ) {
  7565. var property = src[ u ][ p ];
  7566. if ( property && ( property.isColor ||
  7567. property.isMatrix3 || property.isMatrix4 ||
  7568. property.isVector2 || property.isVector3 || property.isVector4 ||
  7569. property.isTexture ) ) {
  7570. dst[ u ][ p ] = property.clone();
  7571. } else if ( Array.isArray( property ) ) {
  7572. dst[ u ][ p ] = property.slice();
  7573. } else {
  7574. dst[ u ][ p ] = property;
  7575. }
  7576. }
  7577. }
  7578. return dst;
  7579. }
  7580. function mergeUniforms( uniforms ) {
  7581. var merged = {};
  7582. for ( var u = 0; u < uniforms.length; u ++ ) {
  7583. var tmp = cloneUniforms( uniforms[ u ] );
  7584. for ( var p in tmp ) {
  7585. merged[ p ] = tmp[ p ];
  7586. }
  7587. }
  7588. return merged;
  7589. }
  7590. // Legacy
  7591. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7592. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7593. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7594. /**
  7595. * @author alteredq / http://alteredqualia.com/
  7596. *
  7597. * parameters = {
  7598. * defines: { "label" : "value" },
  7599. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7600. *
  7601. * fragmentShader: <string>,
  7602. * vertexShader: <string>,
  7603. *
  7604. * wireframe: <boolean>,
  7605. * wireframeLinewidth: <float>,
  7606. *
  7607. * lights: <bool>,
  7608. *
  7609. * skinning: <bool>,
  7610. * morphTargets: <bool>,
  7611. * morphNormals: <bool>
  7612. * }
  7613. */
  7614. function ShaderMaterial( parameters ) {
  7615. Material.call( this );
  7616. this.type = 'ShaderMaterial';
  7617. this.defines = {};
  7618. this.uniforms = {};
  7619. this.vertexShader = default_vertex;
  7620. this.fragmentShader = default_fragment;
  7621. this.linewidth = 1;
  7622. this.wireframe = false;
  7623. this.wireframeLinewidth = 1;
  7624. this.fog = false; // set to use scene fog
  7625. this.lights = false; // set to use scene lights
  7626. this.clipping = false; // set to use user-defined clipping planes
  7627. this.skinning = false; // set to use skinning attribute streams
  7628. this.morphTargets = false; // set to use morph targets
  7629. this.morphNormals = false; // set to use morph normals
  7630. this.extensions = {
  7631. derivatives: false, // set to use derivatives
  7632. fragDepth: false, // set to use fragment depth values
  7633. drawBuffers: false, // set to use draw buffers
  7634. shaderTextureLOD: false // set to use shader texture LOD
  7635. };
  7636. // When rendered geometry doesn't include these attributes but the material does,
  7637. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7638. this.defaultAttributeValues = {
  7639. 'color': [ 1, 1, 1 ],
  7640. 'uv': [ 0, 0 ],
  7641. 'uv2': [ 0, 0 ]
  7642. };
  7643. this.index0AttributeName = undefined;
  7644. this.uniformsNeedUpdate = false;
  7645. if ( parameters !== undefined ) {
  7646. if ( parameters.attributes !== undefined ) {
  7647. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7648. }
  7649. this.setValues( parameters );
  7650. }
  7651. }
  7652. ShaderMaterial.prototype = Object.create( Material.prototype );
  7653. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7654. ShaderMaterial.prototype.isShaderMaterial = true;
  7655. ShaderMaterial.prototype.copy = function ( source ) {
  7656. Material.prototype.copy.call( this, source );
  7657. this.fragmentShader = source.fragmentShader;
  7658. this.vertexShader = source.vertexShader;
  7659. this.uniforms = cloneUniforms( source.uniforms );
  7660. this.defines = Object.assign( {}, source.defines );
  7661. this.wireframe = source.wireframe;
  7662. this.wireframeLinewidth = source.wireframeLinewidth;
  7663. this.lights = source.lights;
  7664. this.clipping = source.clipping;
  7665. this.skinning = source.skinning;
  7666. this.morphTargets = source.morphTargets;
  7667. this.morphNormals = source.morphNormals;
  7668. this.extensions = source.extensions;
  7669. return this;
  7670. };
  7671. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7672. var data = Material.prototype.toJSON.call( this, meta );
  7673. data.uniforms = {};
  7674. for ( var name in this.uniforms ) {
  7675. var uniform = this.uniforms[ name ];
  7676. var value = uniform.value;
  7677. if ( value && value.isTexture ) {
  7678. data.uniforms[ name ] = {
  7679. type: 't',
  7680. value: value.toJSON( meta ).uuid
  7681. };
  7682. } else if ( value && value.isColor ) {
  7683. data.uniforms[ name ] = {
  7684. type: 'c',
  7685. value: value.getHex()
  7686. };
  7687. } else if ( value && value.isVector2 ) {
  7688. data.uniforms[ name ] = {
  7689. type: 'v2',
  7690. value: value.toArray()
  7691. };
  7692. } else if ( value && value.isVector3 ) {
  7693. data.uniforms[ name ] = {
  7694. type: 'v3',
  7695. value: value.toArray()
  7696. };
  7697. } else if ( value && value.isVector4 ) {
  7698. data.uniforms[ name ] = {
  7699. type: 'v4',
  7700. value: value.toArray()
  7701. };
  7702. } else if ( value && value.isMatrix3 ) {
  7703. data.uniforms[ name ] = {
  7704. type: 'm3',
  7705. value: value.toArray()
  7706. };
  7707. } else if ( value && value.isMatrix4 ) {
  7708. data.uniforms[ name ] = {
  7709. type: 'm4',
  7710. value: value.toArray()
  7711. };
  7712. } else {
  7713. data.uniforms[ name ] = {
  7714. value: value
  7715. };
  7716. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7717. }
  7718. }
  7719. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7720. data.vertexShader = this.vertexShader;
  7721. data.fragmentShader = this.fragmentShader;
  7722. var extensions = {};
  7723. for ( var key in this.extensions ) {
  7724. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7725. }
  7726. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7727. return data;
  7728. };
  7729. /**
  7730. * @author mrdoob / http://mrdoob.com/
  7731. * @author mikael emtinger / http://gomo.se/
  7732. * @author WestLangley / http://github.com/WestLangley
  7733. */
  7734. function Camera() {
  7735. Object3D.call( this );
  7736. this.type = 'Camera';
  7737. this.matrixWorldInverse = new Matrix4();
  7738. this.projectionMatrix = new Matrix4();
  7739. this.projectionMatrixInverse = new Matrix4();
  7740. }
  7741. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7742. constructor: Camera,
  7743. isCamera: true,
  7744. copy: function ( source, recursive ) {
  7745. Object3D.prototype.copy.call( this, source, recursive );
  7746. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7747. this.projectionMatrix.copy( source.projectionMatrix );
  7748. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7749. return this;
  7750. },
  7751. getWorldDirection: function ( target ) {
  7752. if ( target === undefined ) {
  7753. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7754. target = new Vector3();
  7755. }
  7756. this.updateMatrixWorld( true );
  7757. var e = this.matrixWorld.elements;
  7758. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7759. },
  7760. updateMatrixWorld: function ( force ) {
  7761. Object3D.prototype.updateMatrixWorld.call( this, force );
  7762. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7763. },
  7764. clone: function () {
  7765. return new this.constructor().copy( this );
  7766. }
  7767. } );
  7768. /**
  7769. * @author mrdoob / http://mrdoob.com/
  7770. * @author greggman / http://games.greggman.com/
  7771. * @author zz85 / http://www.lab4games.net/zz85/blog
  7772. * @author tschw
  7773. */
  7774. function PerspectiveCamera( fov, aspect, near, far ) {
  7775. Camera.call( this );
  7776. this.type = 'PerspectiveCamera';
  7777. this.fov = fov !== undefined ? fov : 50;
  7778. this.zoom = 1;
  7779. this.near = near !== undefined ? near : 0.1;
  7780. this.far = far !== undefined ? far : 2000;
  7781. this.focus = 10;
  7782. this.aspect = aspect !== undefined ? aspect : 1;
  7783. this.view = null;
  7784. this.filmGauge = 35; // width of the film (default in millimeters)
  7785. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7786. this.updateProjectionMatrix();
  7787. }
  7788. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7789. constructor: PerspectiveCamera,
  7790. isPerspectiveCamera: true,
  7791. copy: function ( source, recursive ) {
  7792. Camera.prototype.copy.call( this, source, recursive );
  7793. this.fov = source.fov;
  7794. this.zoom = source.zoom;
  7795. this.near = source.near;
  7796. this.far = source.far;
  7797. this.focus = source.focus;
  7798. this.aspect = source.aspect;
  7799. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7800. this.filmGauge = source.filmGauge;
  7801. this.filmOffset = source.filmOffset;
  7802. return this;
  7803. },
  7804. /**
  7805. * Sets the FOV by focal length in respect to the current .filmGauge.
  7806. *
  7807. * The default film gauge is 35, so that the focal length can be specified for
  7808. * a 35mm (full frame) camera.
  7809. *
  7810. * Values for focal length and film gauge must have the same unit.
  7811. */
  7812. setFocalLength: function ( focalLength ) {
  7813. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7814. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7815. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7816. this.updateProjectionMatrix();
  7817. },
  7818. /**
  7819. * Calculates the focal length from the current .fov and .filmGauge.
  7820. */
  7821. getFocalLength: function () {
  7822. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7823. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7824. },
  7825. getEffectiveFOV: function () {
  7826. return _Math.RAD2DEG * 2 * Math.atan(
  7827. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7828. },
  7829. getFilmWidth: function () {
  7830. // film not completely covered in portrait format (aspect < 1)
  7831. return this.filmGauge * Math.min( this.aspect, 1 );
  7832. },
  7833. getFilmHeight: function () {
  7834. // film not completely covered in landscape format (aspect > 1)
  7835. return this.filmGauge / Math.max( this.aspect, 1 );
  7836. },
  7837. /**
  7838. * Sets an offset in a larger frustum. This is useful for multi-window or
  7839. * multi-monitor/multi-machine setups.
  7840. *
  7841. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7842. * the monitors are in grid like this
  7843. *
  7844. * +---+---+---+
  7845. * | A | B | C |
  7846. * +---+---+---+
  7847. * | D | E | F |
  7848. * +---+---+---+
  7849. *
  7850. * then for each monitor you would call it like this
  7851. *
  7852. * var w = 1920;
  7853. * var h = 1080;
  7854. * var fullWidth = w * 3;
  7855. * var fullHeight = h * 2;
  7856. *
  7857. * --A--
  7858. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7859. * --B--
  7860. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7861. * --C--
  7862. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7863. * --D--
  7864. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7865. * --E--
  7866. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7867. * --F--
  7868. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7869. *
  7870. * Note there is no reason monitors have to be the same size or in a grid.
  7871. */
  7872. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7873. this.aspect = fullWidth / fullHeight;
  7874. if ( this.view === null ) {
  7875. this.view = {
  7876. enabled: true,
  7877. fullWidth: 1,
  7878. fullHeight: 1,
  7879. offsetX: 0,
  7880. offsetY: 0,
  7881. width: 1,
  7882. height: 1
  7883. };
  7884. }
  7885. this.view.enabled = true;
  7886. this.view.fullWidth = fullWidth;
  7887. this.view.fullHeight = fullHeight;
  7888. this.view.offsetX = x;
  7889. this.view.offsetY = y;
  7890. this.view.width = width;
  7891. this.view.height = height;
  7892. this.updateProjectionMatrix();
  7893. },
  7894. clearViewOffset: function () {
  7895. if ( this.view !== null ) {
  7896. this.view.enabled = false;
  7897. }
  7898. this.updateProjectionMatrix();
  7899. },
  7900. updateProjectionMatrix: function () {
  7901. var near = this.near,
  7902. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  7903. height = 2 * top,
  7904. width = this.aspect * height,
  7905. left = - 0.5 * width,
  7906. view = this.view;
  7907. if ( this.view !== null && this.view.enabled ) {
  7908. var fullWidth = view.fullWidth,
  7909. fullHeight = view.fullHeight;
  7910. left += view.offsetX * width / fullWidth;
  7911. top -= view.offsetY * height / fullHeight;
  7912. width *= view.width / fullWidth;
  7913. height *= view.height / fullHeight;
  7914. }
  7915. var skew = this.filmOffset;
  7916. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  7917. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  7918. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  7919. },
  7920. toJSON: function ( meta ) {
  7921. var data = Object3D.prototype.toJSON.call( this, meta );
  7922. data.object.fov = this.fov;
  7923. data.object.zoom = this.zoom;
  7924. data.object.near = this.near;
  7925. data.object.far = this.far;
  7926. data.object.focus = this.focus;
  7927. data.object.aspect = this.aspect;
  7928. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  7929. data.object.filmGauge = this.filmGauge;
  7930. data.object.filmOffset = this.filmOffset;
  7931. return data;
  7932. }
  7933. } );
  7934. /**
  7935. * Camera for rendering cube maps
  7936. * - renders scene into axis-aligned cube
  7937. *
  7938. * @author alteredq / http://alteredqualia.com/
  7939. */
  7940. var fov = 90, aspect = 1;
  7941. function CubeCamera( near, far, cubeResolution, options ) {
  7942. Object3D.call( this );
  7943. this.type = 'CubeCamera';
  7944. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7945. cameraPX.up.set( 0, - 1, 0 );
  7946. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  7947. this.add( cameraPX );
  7948. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7949. cameraNX.up.set( 0, - 1, 0 );
  7950. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  7951. this.add( cameraNX );
  7952. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7953. cameraPY.up.set( 0, 0, 1 );
  7954. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  7955. this.add( cameraPY );
  7956. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7957. cameraNY.up.set( 0, 0, - 1 );
  7958. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  7959. this.add( cameraNY );
  7960. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7961. cameraPZ.up.set( 0, - 1, 0 );
  7962. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  7963. this.add( cameraPZ );
  7964. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7965. cameraNZ.up.set( 0, - 1, 0 );
  7966. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  7967. this.add( cameraNZ );
  7968. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  7969. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  7970. this.renderTarget.texture.name = "CubeCamera";
  7971. this.update = function ( renderer, scene ) {
  7972. if ( this.parent === null ) this.updateMatrixWorld();
  7973. var currentRenderTarget = renderer.getRenderTarget();
  7974. var renderTarget = this.renderTarget;
  7975. var generateMipmaps = renderTarget.texture.generateMipmaps;
  7976. renderTarget.texture.generateMipmaps = false;
  7977. renderer.setRenderTarget( renderTarget, 0 );
  7978. renderer.render( scene, cameraPX );
  7979. renderer.setRenderTarget( renderTarget, 1 );
  7980. renderer.render( scene, cameraNX );
  7981. renderer.setRenderTarget( renderTarget, 2 );
  7982. renderer.render( scene, cameraPY );
  7983. renderer.setRenderTarget( renderTarget, 3 );
  7984. renderer.render( scene, cameraNY );
  7985. renderer.setRenderTarget( renderTarget, 4 );
  7986. renderer.render( scene, cameraPZ );
  7987. renderTarget.texture.generateMipmaps = generateMipmaps;
  7988. renderer.setRenderTarget( renderTarget, 5 );
  7989. renderer.render( scene, cameraNZ );
  7990. renderer.setRenderTarget( currentRenderTarget );
  7991. };
  7992. this.clear = function ( renderer, color, depth, stencil ) {
  7993. var currentRenderTarget = renderer.getRenderTarget();
  7994. var renderTarget = this.renderTarget;
  7995. for ( var i = 0; i < 6; i ++ ) {
  7996. renderer.setRenderTarget( renderTarget, i );
  7997. renderer.clear( color, depth, stencil );
  7998. }
  7999. renderer.setRenderTarget( currentRenderTarget );
  8000. };
  8001. }
  8002. CubeCamera.prototype = Object.create( Object3D.prototype );
  8003. CubeCamera.prototype.constructor = CubeCamera;
  8004. /**
  8005. * @author alteredq / http://alteredqualia.com
  8006. * @author WestLangley / http://github.com/WestLangley
  8007. */
  8008. function WebGLRenderTargetCube( width, height, options ) {
  8009. WebGLRenderTarget.call( this, width, height, options );
  8010. }
  8011. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8012. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8013. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8014. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8015. this.texture.type = texture.type;
  8016. this.texture.format = texture.format;
  8017. this.texture.encoding = texture.encoding;
  8018. var scene = new Scene();
  8019. var shader = {
  8020. uniforms: {
  8021. tEquirect: { value: null },
  8022. },
  8023. vertexShader: [
  8024. "varying vec3 vWorldDirection;",
  8025. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8026. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8027. "}",
  8028. "void main() {",
  8029. " vWorldDirection = transformDirection( position, modelMatrix );",
  8030. " #include <begin_vertex>",
  8031. " #include <project_vertex>",
  8032. "}"
  8033. ].join( '\n' ),
  8034. fragmentShader: [
  8035. "uniform sampler2D tEquirect;",
  8036. "varying vec3 vWorldDirection;",
  8037. "#define RECIPROCAL_PI 0.31830988618",
  8038. "#define RECIPROCAL_PI2 0.15915494",
  8039. "void main() {",
  8040. " vec3 direction = normalize( vWorldDirection );",
  8041. " vec2 sampleUV;",
  8042. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8043. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8044. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8045. "}"
  8046. ].join( '\n' ),
  8047. };
  8048. var material = new ShaderMaterial( {
  8049. type: 'CubemapFromEquirect',
  8050. uniforms: cloneUniforms( shader.uniforms ),
  8051. vertexShader: shader.vertexShader,
  8052. fragmentShader: shader.fragmentShader,
  8053. side: BackSide,
  8054. blending: NoBlending
  8055. } );
  8056. material.uniforms.tEquirect.value = texture;
  8057. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8058. scene.add( mesh );
  8059. var camera = new CubeCamera( 1, 10, 1 );
  8060. camera.renderTarget = this;
  8061. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8062. camera.update( renderer, scene );
  8063. mesh.geometry.dispose();
  8064. mesh.material.dispose();
  8065. return this;
  8066. };
  8067. /**
  8068. * @author alteredq / http://alteredqualia.com/
  8069. */
  8070. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8071. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8072. this.image = { data: data, width: width, height: height };
  8073. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8074. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8075. this.generateMipmaps = false;
  8076. this.flipY = false;
  8077. this.unpackAlignment = 1;
  8078. }
  8079. DataTexture.prototype = Object.create( Texture.prototype );
  8080. DataTexture.prototype.constructor = DataTexture;
  8081. DataTexture.prototype.isDataTexture = true;
  8082. /**
  8083. * @author bhouston / http://clara.io
  8084. */
  8085. var _vector1 = new Vector3();
  8086. var _vector2 = new Vector3();
  8087. var _normalMatrix = new Matrix3();
  8088. function Plane( normal, constant ) {
  8089. // normal is assumed to be normalized
  8090. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8091. this.constant = ( constant !== undefined ) ? constant : 0;
  8092. }
  8093. Object.assign( Plane.prototype, {
  8094. isPlane: true,
  8095. set: function ( normal, constant ) {
  8096. this.normal.copy( normal );
  8097. this.constant = constant;
  8098. return this;
  8099. },
  8100. setComponents: function ( x, y, z, w ) {
  8101. this.normal.set( x, y, z );
  8102. this.constant = w;
  8103. return this;
  8104. },
  8105. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8106. this.normal.copy( normal );
  8107. this.constant = - point.dot( this.normal );
  8108. return this;
  8109. },
  8110. setFromCoplanarPoints: function ( a, b, c ) {
  8111. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8112. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8113. this.setFromNormalAndCoplanarPoint( normal, a );
  8114. return this;
  8115. },
  8116. clone: function () {
  8117. return new this.constructor().copy( this );
  8118. },
  8119. copy: function ( plane ) {
  8120. this.normal.copy( plane.normal );
  8121. this.constant = plane.constant;
  8122. return this;
  8123. },
  8124. normalize: function () {
  8125. // Note: will lead to a divide by zero if the plane is invalid.
  8126. var inverseNormalLength = 1.0 / this.normal.length();
  8127. this.normal.multiplyScalar( inverseNormalLength );
  8128. this.constant *= inverseNormalLength;
  8129. return this;
  8130. },
  8131. negate: function () {
  8132. this.constant *= - 1;
  8133. this.normal.negate();
  8134. return this;
  8135. },
  8136. distanceToPoint: function ( point ) {
  8137. return this.normal.dot( point ) + this.constant;
  8138. },
  8139. distanceToSphere: function ( sphere ) {
  8140. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8141. },
  8142. projectPoint: function ( point, target ) {
  8143. if ( target === undefined ) {
  8144. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8145. target = new Vector3();
  8146. }
  8147. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8148. },
  8149. intersectLine: function ( line, target ) {
  8150. if ( target === undefined ) {
  8151. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8152. target = new Vector3();
  8153. }
  8154. var direction = line.delta( _vector1 );
  8155. var denominator = this.normal.dot( direction );
  8156. if ( denominator === 0 ) {
  8157. // line is coplanar, return origin
  8158. if ( this.distanceToPoint( line.start ) === 0 ) {
  8159. return target.copy( line.start );
  8160. }
  8161. // Unsure if this is the correct method to handle this case.
  8162. return undefined;
  8163. }
  8164. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8165. if ( t < 0 || t > 1 ) {
  8166. return undefined;
  8167. }
  8168. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8169. },
  8170. intersectsLine: function ( line ) {
  8171. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8172. var startSign = this.distanceToPoint( line.start );
  8173. var endSign = this.distanceToPoint( line.end );
  8174. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8175. },
  8176. intersectsBox: function ( box ) {
  8177. return box.intersectsPlane( this );
  8178. },
  8179. intersectsSphere: function ( sphere ) {
  8180. return sphere.intersectsPlane( this );
  8181. },
  8182. coplanarPoint: function ( target ) {
  8183. if ( target === undefined ) {
  8184. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8185. target = new Vector3();
  8186. }
  8187. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8188. },
  8189. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8190. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8191. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8192. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8193. this.constant = - referencePoint.dot( normal );
  8194. return this;
  8195. },
  8196. translate: function ( offset ) {
  8197. this.constant -= offset.dot( this.normal );
  8198. return this;
  8199. },
  8200. equals: function ( plane ) {
  8201. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8202. }
  8203. } );
  8204. /**
  8205. * @author mrdoob / http://mrdoob.com/
  8206. * @author alteredq / http://alteredqualia.com/
  8207. * @author bhouston / http://clara.io
  8208. */
  8209. var _sphere$1 = new Sphere();
  8210. var _vector$5 = new Vector3();
  8211. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8212. this.planes = [
  8213. ( p0 !== undefined ) ? p0 : new Plane(),
  8214. ( p1 !== undefined ) ? p1 : new Plane(),
  8215. ( p2 !== undefined ) ? p2 : new Plane(),
  8216. ( p3 !== undefined ) ? p3 : new Plane(),
  8217. ( p4 !== undefined ) ? p4 : new Plane(),
  8218. ( p5 !== undefined ) ? p5 : new Plane()
  8219. ];
  8220. }
  8221. Object.assign( Frustum.prototype, {
  8222. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8223. var planes = this.planes;
  8224. planes[ 0 ].copy( p0 );
  8225. planes[ 1 ].copy( p1 );
  8226. planes[ 2 ].copy( p2 );
  8227. planes[ 3 ].copy( p3 );
  8228. planes[ 4 ].copy( p4 );
  8229. planes[ 5 ].copy( p5 );
  8230. return this;
  8231. },
  8232. clone: function () {
  8233. return new this.constructor().copy( this );
  8234. },
  8235. copy: function ( frustum ) {
  8236. var planes = this.planes;
  8237. for ( var i = 0; i < 6; i ++ ) {
  8238. planes[ i ].copy( frustum.planes[ i ] );
  8239. }
  8240. return this;
  8241. },
  8242. setFromMatrix: function ( m ) {
  8243. var planes = this.planes;
  8244. var me = m.elements;
  8245. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8246. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8247. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8248. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8249. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8250. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8251. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8252. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8253. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8254. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8255. return this;
  8256. },
  8257. intersectsObject: function ( object ) {
  8258. var geometry = object.geometry;
  8259. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8260. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8261. return this.intersectsSphere( _sphere$1 );
  8262. },
  8263. intersectsSprite: function ( sprite ) {
  8264. _sphere$1.center.set( 0, 0, 0 );
  8265. _sphere$1.radius = 0.7071067811865476;
  8266. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8267. return this.intersectsSphere( _sphere$1 );
  8268. },
  8269. intersectsSphere: function ( sphere ) {
  8270. var planes = this.planes;
  8271. var center = sphere.center;
  8272. var negRadius = - sphere.radius;
  8273. for ( var i = 0; i < 6; i ++ ) {
  8274. var distance = planes[ i ].distanceToPoint( center );
  8275. if ( distance < negRadius ) {
  8276. return false;
  8277. }
  8278. }
  8279. return true;
  8280. },
  8281. intersectsBox: function ( box ) {
  8282. var planes = this.planes;
  8283. for ( var i = 0; i < 6; i ++ ) {
  8284. var plane = planes[ i ];
  8285. // corner at max distance
  8286. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8287. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8288. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8289. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8290. return false;
  8291. }
  8292. }
  8293. return true;
  8294. },
  8295. containsPoint: function ( point ) {
  8296. var planes = this.planes;
  8297. for ( var i = 0; i < 6; i ++ ) {
  8298. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8299. return false;
  8300. }
  8301. }
  8302. return true;
  8303. }
  8304. } );
  8305. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8306. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8307. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8308. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8309. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8310. var begin_vertex = "vec3 transformed = vec3( position );";
  8311. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8312. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8313. 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";
  8314. 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";
  8315. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8316. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8317. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8318. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8319. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8320. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8321. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8322. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}";
  8323. 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";
  8324. 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";
  8325. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8326. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  8327. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8328. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8329. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8330. 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}";
  8331. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\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";
  8332. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8333. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8334. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8335. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\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";
  8336. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8337. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8338. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8339. 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";
  8340. 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";
  8341. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8342. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8343. 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";
  8344. 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";
  8345. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\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 roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8346. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8347. 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)";
  8348. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8349. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectDiffuse += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\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}";
  8350. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8351. 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( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8352. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8353. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8354. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  8355. 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";
  8356. 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";
  8357. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8358. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8359. 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";
  8360. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8361. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8362. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8363. 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";
  8364. 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";
  8365. 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";
  8366. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8367. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, normalScale, normalMap );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8368. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec2 normalScale, in sampler2D normalMap ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy *= normalScale;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvec3 NfromST = cross( S, T );\n\t\t\tif( dot( NfromST, N ) > 0.0 ) {\n\t\t\t\tS *= -1.0;\n\t\t\t\tT *= -1.0;\n\t\t\t}\n\t\t#else\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8369. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8370. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, clearcoatNormal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = clearcoatNormalScale * mapN.xy;\n\t\tclearcoatNormal = normalize( vTBN * mapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatNormalScale, clearcoatNormalMap );\n\t#endif\n#endif";
  8371. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8372. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 encodeHalfRGBA ( vec2 v ) {\n\tvec4 encoded = vec4( 0.0 );\n\tconst vec2 offset = vec2( 1.0 / 255.0, 0.0 );\n\tencoded.xy = vec2( v.x, fract( v.x * 255.0 ) );\n\tencoded.xy = encoded.xy - ( encoded.yy * offset );\n\tencoded.zw = vec2( v.y, fract( v.y * 255.0 ) );\n\tencoded.zw = encoded.zw - ( encoded.ww * offset );\n\treturn encoded;\n}\nvec2 decodeHalfRGBA( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8373. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8374. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  8375. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8376. var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8377. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8378. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8379. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn decodeHalfRGBA( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8380. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8381. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8382. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8383. 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";
  8384. 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";
  8385. 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";
  8386. 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";
  8387. 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";
  8388. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8389. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8390. 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}";
  8391. var uv_pars_fragment = "#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif";
  8392. var uv_pars_vertex = "#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8393. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8394. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8395. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8396. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8397. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  8398. 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}";
  8399. 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}";
  8400. 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}";
  8401. 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}";
  8402. 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}";
  8403. 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}";
  8404. 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}";
  8405. 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}";
  8406. 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}";
  8407. 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}";
  8408. 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}";
  8409. 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}";
  8410. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <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}";
  8411. 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}";
  8412. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <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}";
  8413. 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}";
  8414. 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}";
  8415. 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}";
  8416. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <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}";
  8417. 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}";
  8418. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8419. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8420. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8421. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8422. 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}";
  8423. 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}";
  8424. 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}";
  8425. 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}";
  8426. 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}";
  8427. 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}";
  8428. var ShaderChunk = {
  8429. alphamap_fragment: alphamap_fragment,
  8430. alphamap_pars_fragment: alphamap_pars_fragment,
  8431. alphatest_fragment: alphatest_fragment,
  8432. aomap_fragment: aomap_fragment,
  8433. aomap_pars_fragment: aomap_pars_fragment,
  8434. begin_vertex: begin_vertex,
  8435. beginnormal_vertex: beginnormal_vertex,
  8436. bsdfs: bsdfs,
  8437. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8438. clipping_planes_fragment: clipping_planes_fragment,
  8439. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8440. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8441. clipping_planes_vertex: clipping_planes_vertex,
  8442. color_fragment: color_fragment,
  8443. color_pars_fragment: color_pars_fragment,
  8444. color_pars_vertex: color_pars_vertex,
  8445. color_vertex: color_vertex,
  8446. common: common,
  8447. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8448. defaultnormal_vertex: defaultnormal_vertex,
  8449. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8450. displacementmap_vertex: displacementmap_vertex,
  8451. emissivemap_fragment: emissivemap_fragment,
  8452. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8453. encodings_fragment: encodings_fragment,
  8454. encodings_pars_fragment: encodings_pars_fragment,
  8455. envmap_fragment: envmap_fragment,
  8456. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8457. envmap_pars_fragment: envmap_pars_fragment,
  8458. envmap_pars_vertex: envmap_pars_vertex,
  8459. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8460. envmap_vertex: envmap_vertex,
  8461. fog_vertex: fog_vertex,
  8462. fog_pars_vertex: fog_pars_vertex,
  8463. fog_fragment: fog_fragment,
  8464. fog_pars_fragment: fog_pars_fragment,
  8465. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8466. lightmap_fragment: lightmap_fragment,
  8467. lightmap_pars_fragment: lightmap_pars_fragment,
  8468. lights_lambert_vertex: lights_lambert_vertex,
  8469. lights_pars_begin: lights_pars_begin,
  8470. lights_phong_fragment: lights_phong_fragment,
  8471. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8472. lights_physical_fragment: lights_physical_fragment,
  8473. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8474. lights_fragment_begin: lights_fragment_begin,
  8475. lights_fragment_maps: lights_fragment_maps,
  8476. lights_fragment_end: lights_fragment_end,
  8477. logdepthbuf_fragment: logdepthbuf_fragment,
  8478. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8479. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8480. logdepthbuf_vertex: logdepthbuf_vertex,
  8481. map_fragment: map_fragment,
  8482. map_pars_fragment: map_pars_fragment,
  8483. map_particle_fragment: map_particle_fragment,
  8484. map_particle_pars_fragment: map_particle_pars_fragment,
  8485. metalnessmap_fragment: metalnessmap_fragment,
  8486. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8487. morphnormal_vertex: morphnormal_vertex,
  8488. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8489. morphtarget_vertex: morphtarget_vertex,
  8490. normal_fragment_begin: normal_fragment_begin,
  8491. normal_fragment_maps: normal_fragment_maps,
  8492. normalmap_pars_fragment: normalmap_pars_fragment,
  8493. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8494. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8495. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8496. packing: packing,
  8497. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8498. project_vertex: project_vertex,
  8499. dithering_fragment: dithering_fragment,
  8500. dithering_pars_fragment: dithering_pars_fragment,
  8501. roughnessmap_fragment: roughnessmap_fragment,
  8502. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8503. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8504. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8505. shadowmap_vertex: shadowmap_vertex,
  8506. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8507. skinbase_vertex: skinbase_vertex,
  8508. skinning_pars_vertex: skinning_pars_vertex,
  8509. skinning_vertex: skinning_vertex,
  8510. skinnormal_vertex: skinnormal_vertex,
  8511. specularmap_fragment: specularmap_fragment,
  8512. specularmap_pars_fragment: specularmap_pars_fragment,
  8513. tonemapping_fragment: tonemapping_fragment,
  8514. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8515. uv_pars_fragment: uv_pars_fragment,
  8516. uv_pars_vertex: uv_pars_vertex,
  8517. uv_vertex: uv_vertex,
  8518. uv2_pars_fragment: uv2_pars_fragment,
  8519. uv2_pars_vertex: uv2_pars_vertex,
  8520. uv2_vertex: uv2_vertex,
  8521. worldpos_vertex: worldpos_vertex,
  8522. background_frag: background_frag,
  8523. background_vert: background_vert,
  8524. cube_frag: cube_frag,
  8525. cube_vert: cube_vert,
  8526. depth_frag: depth_frag,
  8527. depth_vert: depth_vert,
  8528. distanceRGBA_frag: distanceRGBA_frag,
  8529. distanceRGBA_vert: distanceRGBA_vert,
  8530. equirect_frag: equirect_frag,
  8531. equirect_vert: equirect_vert,
  8532. linedashed_frag: linedashed_frag,
  8533. linedashed_vert: linedashed_vert,
  8534. meshbasic_frag: meshbasic_frag,
  8535. meshbasic_vert: meshbasic_vert,
  8536. meshlambert_frag: meshlambert_frag,
  8537. meshlambert_vert: meshlambert_vert,
  8538. meshmatcap_frag: meshmatcap_frag,
  8539. meshmatcap_vert: meshmatcap_vert,
  8540. meshphong_frag: meshphong_frag,
  8541. meshphong_vert: meshphong_vert,
  8542. meshphysical_frag: meshphysical_frag,
  8543. meshphysical_vert: meshphysical_vert,
  8544. normal_frag: normal_frag,
  8545. normal_vert: normal_vert,
  8546. points_frag: points_frag,
  8547. points_vert: points_vert,
  8548. shadow_frag: shadow_frag,
  8549. shadow_vert: shadow_vert,
  8550. sprite_frag: sprite_frag,
  8551. sprite_vert: sprite_vert
  8552. };
  8553. /**
  8554. * Uniforms library for shared webgl shaders
  8555. */
  8556. var UniformsLib = {
  8557. common: {
  8558. diffuse: { value: new Color( 0xeeeeee ) },
  8559. opacity: { value: 1.0 },
  8560. map: { value: null },
  8561. uvTransform: { value: new Matrix3() },
  8562. alphaMap: { value: null },
  8563. },
  8564. specularmap: {
  8565. specularMap: { value: null },
  8566. },
  8567. envmap: {
  8568. envMap: { value: null },
  8569. flipEnvMap: { value: - 1 },
  8570. reflectivity: { value: 1.0 },
  8571. refractionRatio: { value: 0.98 },
  8572. maxMipLevel: { value: 0 }
  8573. },
  8574. aomap: {
  8575. aoMap: { value: null },
  8576. aoMapIntensity: { value: 1 }
  8577. },
  8578. lightmap: {
  8579. lightMap: { value: null },
  8580. lightMapIntensity: { value: 1 }
  8581. },
  8582. emissivemap: {
  8583. emissiveMap: { value: null }
  8584. },
  8585. bumpmap: {
  8586. bumpMap: { value: null },
  8587. bumpScale: { value: 1 }
  8588. },
  8589. normalmap: {
  8590. normalMap: { value: null },
  8591. normalScale: { value: new Vector2( 1, 1 ) }
  8592. },
  8593. displacementmap: {
  8594. displacementMap: { value: null },
  8595. displacementScale: { value: 1 },
  8596. displacementBias: { value: 0 }
  8597. },
  8598. roughnessmap: {
  8599. roughnessMap: { value: null }
  8600. },
  8601. metalnessmap: {
  8602. metalnessMap: { value: null }
  8603. },
  8604. gradientmap: {
  8605. gradientMap: { value: null }
  8606. },
  8607. fog: {
  8608. fogDensity: { value: 0.00025 },
  8609. fogNear: { value: 1 },
  8610. fogFar: { value: 2000 },
  8611. fogColor: { value: new Color( 0xffffff ) }
  8612. },
  8613. lights: {
  8614. ambientLightColor: { value: [] },
  8615. lightProbe: { value: [] },
  8616. directionalLights: { value: [], properties: {
  8617. direction: {},
  8618. color: {},
  8619. shadow: {},
  8620. shadowBias: {},
  8621. shadowRadius: {},
  8622. shadowMapSize: {}
  8623. } },
  8624. directionalShadowMap: { value: [] },
  8625. directionalShadowMatrix: { value: [] },
  8626. spotLights: { value: [], properties: {
  8627. color: {},
  8628. position: {},
  8629. direction: {},
  8630. distance: {},
  8631. coneCos: {},
  8632. penumbraCos: {},
  8633. decay: {},
  8634. shadow: {},
  8635. shadowBias: {},
  8636. shadowRadius: {},
  8637. shadowMapSize: {}
  8638. } },
  8639. spotShadowMap: { value: [] },
  8640. spotShadowMatrix: { value: [] },
  8641. pointLights: { value: [], properties: {
  8642. color: {},
  8643. position: {},
  8644. decay: {},
  8645. distance: {},
  8646. shadow: {},
  8647. shadowBias: {},
  8648. shadowRadius: {},
  8649. shadowMapSize: {},
  8650. shadowCameraNear: {},
  8651. shadowCameraFar: {}
  8652. } },
  8653. pointShadowMap: { value: [] },
  8654. pointShadowMatrix: { value: [] },
  8655. hemisphereLights: { value: [], properties: {
  8656. direction: {},
  8657. skyColor: {},
  8658. groundColor: {}
  8659. } },
  8660. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8661. rectAreaLights: { value: [], properties: {
  8662. color: {},
  8663. position: {},
  8664. width: {},
  8665. height: {}
  8666. } }
  8667. },
  8668. points: {
  8669. diffuse: { value: new Color( 0xeeeeee ) },
  8670. opacity: { value: 1.0 },
  8671. size: { value: 1.0 },
  8672. scale: { value: 1.0 },
  8673. map: { value: null },
  8674. uvTransform: { value: new Matrix3() }
  8675. },
  8676. sprite: {
  8677. diffuse: { value: new Color( 0xeeeeee ) },
  8678. opacity: { value: 1.0 },
  8679. center: { value: new Vector2( 0.5, 0.5 ) },
  8680. rotation: { value: 0.0 },
  8681. map: { value: null },
  8682. uvTransform: { value: new Matrix3() }
  8683. }
  8684. };
  8685. /**
  8686. * @author alteredq / http://alteredqualia.com/
  8687. * @author mrdoob / http://mrdoob.com/
  8688. * @author mikael emtinger / http://gomo.se/
  8689. */
  8690. var ShaderLib = {
  8691. basic: {
  8692. uniforms: mergeUniforms( [
  8693. UniformsLib.common,
  8694. UniformsLib.specularmap,
  8695. UniformsLib.envmap,
  8696. UniformsLib.aomap,
  8697. UniformsLib.lightmap,
  8698. UniformsLib.fog
  8699. ] ),
  8700. vertexShader: ShaderChunk.meshbasic_vert,
  8701. fragmentShader: ShaderChunk.meshbasic_frag
  8702. },
  8703. lambert: {
  8704. uniforms: mergeUniforms( [
  8705. UniformsLib.common,
  8706. UniformsLib.specularmap,
  8707. UniformsLib.envmap,
  8708. UniformsLib.aomap,
  8709. UniformsLib.lightmap,
  8710. UniformsLib.emissivemap,
  8711. UniformsLib.fog,
  8712. UniformsLib.lights,
  8713. {
  8714. emissive: { value: new Color( 0x000000 ) }
  8715. }
  8716. ] ),
  8717. vertexShader: ShaderChunk.meshlambert_vert,
  8718. fragmentShader: ShaderChunk.meshlambert_frag
  8719. },
  8720. phong: {
  8721. uniforms: mergeUniforms( [
  8722. UniformsLib.common,
  8723. UniformsLib.specularmap,
  8724. UniformsLib.envmap,
  8725. UniformsLib.aomap,
  8726. UniformsLib.lightmap,
  8727. UniformsLib.emissivemap,
  8728. UniformsLib.bumpmap,
  8729. UniformsLib.normalmap,
  8730. UniformsLib.displacementmap,
  8731. UniformsLib.gradientmap,
  8732. UniformsLib.fog,
  8733. UniformsLib.lights,
  8734. {
  8735. emissive: { value: new Color( 0x000000 ) },
  8736. specular: { value: new Color( 0x111111 ) },
  8737. shininess: { value: 30 }
  8738. }
  8739. ] ),
  8740. vertexShader: ShaderChunk.meshphong_vert,
  8741. fragmentShader: ShaderChunk.meshphong_frag
  8742. },
  8743. standard: {
  8744. uniforms: mergeUniforms( [
  8745. UniformsLib.common,
  8746. UniformsLib.envmap,
  8747. UniformsLib.aomap,
  8748. UniformsLib.lightmap,
  8749. UniformsLib.emissivemap,
  8750. UniformsLib.bumpmap,
  8751. UniformsLib.normalmap,
  8752. UniformsLib.displacementmap,
  8753. UniformsLib.roughnessmap,
  8754. UniformsLib.metalnessmap,
  8755. UniformsLib.fog,
  8756. UniformsLib.lights,
  8757. {
  8758. emissive: { value: new Color( 0x000000 ) },
  8759. roughness: { value: 0.5 },
  8760. metalness: { value: 0.5 },
  8761. envMapIntensity: { value: 1 } // temporary
  8762. }
  8763. ] ),
  8764. vertexShader: ShaderChunk.meshphysical_vert,
  8765. fragmentShader: ShaderChunk.meshphysical_frag
  8766. },
  8767. matcap: {
  8768. uniforms: mergeUniforms( [
  8769. UniformsLib.common,
  8770. UniformsLib.bumpmap,
  8771. UniformsLib.normalmap,
  8772. UniformsLib.displacementmap,
  8773. UniformsLib.fog,
  8774. {
  8775. matcap: { value: null }
  8776. }
  8777. ] ),
  8778. vertexShader: ShaderChunk.meshmatcap_vert,
  8779. fragmentShader: ShaderChunk.meshmatcap_frag
  8780. },
  8781. points: {
  8782. uniforms: mergeUniforms( [
  8783. UniformsLib.points,
  8784. UniformsLib.fog
  8785. ] ),
  8786. vertexShader: ShaderChunk.points_vert,
  8787. fragmentShader: ShaderChunk.points_frag
  8788. },
  8789. dashed: {
  8790. uniforms: mergeUniforms( [
  8791. UniformsLib.common,
  8792. UniformsLib.fog,
  8793. {
  8794. scale: { value: 1 },
  8795. dashSize: { value: 1 },
  8796. totalSize: { value: 2 }
  8797. }
  8798. ] ),
  8799. vertexShader: ShaderChunk.linedashed_vert,
  8800. fragmentShader: ShaderChunk.linedashed_frag
  8801. },
  8802. depth: {
  8803. uniforms: mergeUniforms( [
  8804. UniformsLib.common,
  8805. UniformsLib.displacementmap
  8806. ] ),
  8807. vertexShader: ShaderChunk.depth_vert,
  8808. fragmentShader: ShaderChunk.depth_frag
  8809. },
  8810. normal: {
  8811. uniforms: mergeUniforms( [
  8812. UniformsLib.common,
  8813. UniformsLib.bumpmap,
  8814. UniformsLib.normalmap,
  8815. UniformsLib.displacementmap,
  8816. {
  8817. opacity: { value: 1.0 }
  8818. }
  8819. ] ),
  8820. vertexShader: ShaderChunk.normal_vert,
  8821. fragmentShader: ShaderChunk.normal_frag
  8822. },
  8823. sprite: {
  8824. uniforms: mergeUniforms( [
  8825. UniformsLib.sprite,
  8826. UniformsLib.fog
  8827. ] ),
  8828. vertexShader: ShaderChunk.sprite_vert,
  8829. fragmentShader: ShaderChunk.sprite_frag
  8830. },
  8831. background: {
  8832. uniforms: {
  8833. uvTransform: { value: new Matrix3() },
  8834. t2D: { value: null },
  8835. },
  8836. vertexShader: ShaderChunk.background_vert,
  8837. fragmentShader: ShaderChunk.background_frag
  8838. },
  8839. /* -------------------------------------------------------------------------
  8840. // Cube map shader
  8841. ------------------------------------------------------------------------- */
  8842. cube: {
  8843. uniforms: {
  8844. tCube: { value: null },
  8845. tFlip: { value: - 1 },
  8846. opacity: { value: 1.0 }
  8847. },
  8848. vertexShader: ShaderChunk.cube_vert,
  8849. fragmentShader: ShaderChunk.cube_frag
  8850. },
  8851. equirect: {
  8852. uniforms: {
  8853. tEquirect: { value: null },
  8854. },
  8855. vertexShader: ShaderChunk.equirect_vert,
  8856. fragmentShader: ShaderChunk.equirect_frag
  8857. },
  8858. distanceRGBA: {
  8859. uniforms: mergeUniforms( [
  8860. UniformsLib.common,
  8861. UniformsLib.displacementmap,
  8862. {
  8863. referencePosition: { value: new Vector3() },
  8864. nearDistance: { value: 1 },
  8865. farDistance: { value: 1000 }
  8866. }
  8867. ] ),
  8868. vertexShader: ShaderChunk.distanceRGBA_vert,
  8869. fragmentShader: ShaderChunk.distanceRGBA_frag
  8870. },
  8871. shadow: {
  8872. uniforms: mergeUniforms( [
  8873. UniformsLib.lights,
  8874. UniformsLib.fog,
  8875. {
  8876. color: { value: new Color( 0x00000 ) },
  8877. opacity: { value: 1.0 }
  8878. },
  8879. ] ),
  8880. vertexShader: ShaderChunk.shadow_vert,
  8881. fragmentShader: ShaderChunk.shadow_frag
  8882. }
  8883. };
  8884. ShaderLib.physical = {
  8885. uniforms: mergeUniforms( [
  8886. ShaderLib.standard.uniforms,
  8887. {
  8888. transparency: { value: 0 },
  8889. clearcoat: { value: 0 },
  8890. clearcoatRoughness: { value: 0 },
  8891. sheen: { value: new Color( 0x000000 ) },
  8892. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8893. clearcoatNormalMap: { value: null },
  8894. }
  8895. ] ),
  8896. vertexShader: ShaderChunk.meshphysical_vert,
  8897. fragmentShader: ShaderChunk.meshphysical_frag
  8898. };
  8899. /**
  8900. * @author mrdoob / http://mrdoob.com/
  8901. */
  8902. function WebGLAnimation() {
  8903. var context = null;
  8904. var isAnimating = false;
  8905. var animationLoop = null;
  8906. function onAnimationFrame( time, frame ) {
  8907. if ( isAnimating === false ) return;
  8908. animationLoop( time, frame );
  8909. context.requestAnimationFrame( onAnimationFrame );
  8910. }
  8911. return {
  8912. start: function () {
  8913. if ( isAnimating === true ) return;
  8914. if ( animationLoop === null ) return;
  8915. context.requestAnimationFrame( onAnimationFrame );
  8916. isAnimating = true;
  8917. },
  8918. stop: function () {
  8919. isAnimating = false;
  8920. },
  8921. setAnimationLoop: function ( callback ) {
  8922. animationLoop = callback;
  8923. },
  8924. setContext: function ( value ) {
  8925. context = value;
  8926. }
  8927. };
  8928. }
  8929. /**
  8930. * @author mrdoob / http://mrdoob.com/
  8931. */
  8932. function WebGLAttributes( gl ) {
  8933. var buffers = new WeakMap();
  8934. function createBuffer( attribute, bufferType ) {
  8935. var array = attribute.array;
  8936. var usage = attribute.dynamic ? 35048 : 35044;
  8937. var buffer = gl.createBuffer();
  8938. gl.bindBuffer( bufferType, buffer );
  8939. gl.bufferData( bufferType, array, usage );
  8940. attribute.onUploadCallback();
  8941. var type = 5126;
  8942. if ( array instanceof Float32Array ) {
  8943. type = 5126;
  8944. } else if ( array instanceof Float64Array ) {
  8945. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8946. } else if ( array instanceof Uint16Array ) {
  8947. type = 5123;
  8948. } else if ( array instanceof Int16Array ) {
  8949. type = 5122;
  8950. } else if ( array instanceof Uint32Array ) {
  8951. type = 5125;
  8952. } else if ( array instanceof Int32Array ) {
  8953. type = 5124;
  8954. } else if ( array instanceof Int8Array ) {
  8955. type = 5120;
  8956. } else if ( array instanceof Uint8Array ) {
  8957. type = 5121;
  8958. }
  8959. return {
  8960. buffer: buffer,
  8961. type: type,
  8962. bytesPerElement: array.BYTES_PER_ELEMENT,
  8963. version: attribute.version
  8964. };
  8965. }
  8966. function updateBuffer( buffer, attribute, bufferType ) {
  8967. var array = attribute.array;
  8968. var updateRange = attribute.updateRange;
  8969. gl.bindBuffer( bufferType, buffer );
  8970. if ( attribute.dynamic === false ) {
  8971. gl.bufferData( bufferType, array, 35044 );
  8972. } else if ( updateRange.count === - 1 ) {
  8973. // Not using update ranges
  8974. gl.bufferSubData( bufferType, 0, array );
  8975. } else if ( updateRange.count === 0 ) {
  8976. 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.' );
  8977. } else {
  8978. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8979. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8980. updateRange.count = - 1; // reset range
  8981. }
  8982. }
  8983. //
  8984. function get( attribute ) {
  8985. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8986. return buffers.get( attribute );
  8987. }
  8988. function remove( attribute ) {
  8989. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8990. var data = buffers.get( attribute );
  8991. if ( data ) {
  8992. gl.deleteBuffer( data.buffer );
  8993. buffers.delete( attribute );
  8994. }
  8995. }
  8996. function update( attribute, bufferType ) {
  8997. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8998. var data = buffers.get( attribute );
  8999. if ( data === undefined ) {
  9000. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9001. } else if ( data.version < attribute.version ) {
  9002. updateBuffer( data.buffer, attribute, bufferType );
  9003. data.version = attribute.version;
  9004. }
  9005. }
  9006. return {
  9007. get: get,
  9008. remove: remove,
  9009. update: update
  9010. };
  9011. }
  9012. /**
  9013. * @author mrdoob / http://mrdoob.com/
  9014. * @author Mugen87 / https://github.com/Mugen87
  9015. */
  9016. // PlaneGeometry
  9017. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9018. Geometry.call( this );
  9019. this.type = 'PlaneGeometry';
  9020. this.parameters = {
  9021. width: width,
  9022. height: height,
  9023. widthSegments: widthSegments,
  9024. heightSegments: heightSegments
  9025. };
  9026. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9027. this.mergeVertices();
  9028. }
  9029. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9030. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9031. // PlaneBufferGeometry
  9032. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9033. BufferGeometry.call( this );
  9034. this.type = 'PlaneBufferGeometry';
  9035. this.parameters = {
  9036. width: width,
  9037. height: height,
  9038. widthSegments: widthSegments,
  9039. heightSegments: heightSegments
  9040. };
  9041. width = width || 1;
  9042. height = height || 1;
  9043. var width_half = width / 2;
  9044. var height_half = height / 2;
  9045. var gridX = Math.floor( widthSegments ) || 1;
  9046. var gridY = Math.floor( heightSegments ) || 1;
  9047. var gridX1 = gridX + 1;
  9048. var gridY1 = gridY + 1;
  9049. var segment_width = width / gridX;
  9050. var segment_height = height / gridY;
  9051. var ix, iy;
  9052. // buffers
  9053. var indices = [];
  9054. var vertices = [];
  9055. var normals = [];
  9056. var uvs = [];
  9057. // generate vertices, normals and uvs
  9058. for ( iy = 0; iy < gridY1; iy ++ ) {
  9059. var y = iy * segment_height - height_half;
  9060. for ( ix = 0; ix < gridX1; ix ++ ) {
  9061. var x = ix * segment_width - width_half;
  9062. vertices.push( x, - y, 0 );
  9063. normals.push( 0, 0, 1 );
  9064. uvs.push( ix / gridX );
  9065. uvs.push( 1 - ( iy / gridY ) );
  9066. }
  9067. }
  9068. // indices
  9069. for ( iy = 0; iy < gridY; iy ++ ) {
  9070. for ( ix = 0; ix < gridX; ix ++ ) {
  9071. var a = ix + gridX1 * iy;
  9072. var b = ix + gridX1 * ( iy + 1 );
  9073. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9074. var d = ( ix + 1 ) + gridX1 * iy;
  9075. // faces
  9076. indices.push( a, b, d );
  9077. indices.push( b, c, d );
  9078. }
  9079. }
  9080. // build geometry
  9081. this.setIndex( indices );
  9082. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9083. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9084. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9085. }
  9086. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9087. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9088. /**
  9089. * @author mrdoob / http://mrdoob.com/
  9090. */
  9091. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9092. var clearColor = new Color( 0x000000 );
  9093. var clearAlpha = 0;
  9094. var planeMesh;
  9095. var boxMesh;
  9096. // Store the current background texture and its `version`
  9097. // so we can recompile the material accordingly.
  9098. var currentBackground = null;
  9099. var currentBackgroundVersion = 0;
  9100. function render( renderList, scene, camera, forceClear ) {
  9101. var background = scene.background;
  9102. // Ignore background in AR
  9103. // TODO: Reconsider this.
  9104. var vr = renderer.vr;
  9105. var session = vr.getSession && vr.getSession();
  9106. if ( session && session.environmentBlendMode === 'additive' ) {
  9107. background = null;
  9108. }
  9109. if ( background === null ) {
  9110. setClear( clearColor, clearAlpha );
  9111. currentBackground = null;
  9112. currentBackgroundVersion = 0;
  9113. } else if ( background && background.isColor ) {
  9114. setClear( background, 1 );
  9115. forceClear = true;
  9116. currentBackground = null;
  9117. currentBackgroundVersion = 0;
  9118. }
  9119. if ( renderer.autoClear || forceClear ) {
  9120. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9121. }
  9122. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9123. if ( boxMesh === undefined ) {
  9124. boxMesh = new Mesh(
  9125. new BoxBufferGeometry( 1, 1, 1 ),
  9126. new ShaderMaterial( {
  9127. type: 'BackgroundCubeMaterial',
  9128. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9129. vertexShader: ShaderLib.cube.vertexShader,
  9130. fragmentShader: ShaderLib.cube.fragmentShader,
  9131. side: BackSide,
  9132. depthTest: false,
  9133. depthWrite: false,
  9134. fog: false
  9135. } )
  9136. );
  9137. boxMesh.geometry.removeAttribute( 'normal' );
  9138. boxMesh.geometry.removeAttribute( 'uv' );
  9139. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9140. this.matrixWorld.copyPosition( camera.matrixWorld );
  9141. };
  9142. // enable code injection for non-built-in material
  9143. Object.defineProperty( boxMesh.material, 'map', {
  9144. get: function () {
  9145. return this.uniforms.tCube.value;
  9146. }
  9147. } );
  9148. objects.update( boxMesh );
  9149. }
  9150. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9151. boxMesh.material.uniforms.tCube.value = texture;
  9152. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9153. if ( currentBackground !== background ||
  9154. currentBackgroundVersion !== texture.version ) {
  9155. boxMesh.material.needsUpdate = true;
  9156. currentBackground = background;
  9157. currentBackgroundVersion = texture.version;
  9158. }
  9159. // push to the pre-sorted opaque render list
  9160. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9161. } else if ( background && background.isTexture ) {
  9162. if ( planeMesh === undefined ) {
  9163. planeMesh = new Mesh(
  9164. new PlaneBufferGeometry( 2, 2 ),
  9165. new ShaderMaterial( {
  9166. type: 'BackgroundMaterial',
  9167. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9168. vertexShader: ShaderLib.background.vertexShader,
  9169. fragmentShader: ShaderLib.background.fragmentShader,
  9170. side: FrontSide,
  9171. depthTest: false,
  9172. depthWrite: false,
  9173. fog: false
  9174. } )
  9175. );
  9176. planeMesh.geometry.removeAttribute( 'normal' );
  9177. // enable code injection for non-built-in material
  9178. Object.defineProperty( planeMesh.material, 'map', {
  9179. get: function () {
  9180. return this.uniforms.t2D.value;
  9181. }
  9182. } );
  9183. objects.update( planeMesh );
  9184. }
  9185. planeMesh.material.uniforms.t2D.value = background;
  9186. if ( background.matrixAutoUpdate === true ) {
  9187. background.updateMatrix();
  9188. }
  9189. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9190. if ( currentBackground !== background ||
  9191. currentBackgroundVersion !== background.version ) {
  9192. planeMesh.material.needsUpdate = true;
  9193. currentBackground = background;
  9194. currentBackgroundVersion = background.version;
  9195. }
  9196. // push to the pre-sorted opaque render list
  9197. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9198. }
  9199. }
  9200. function setClear( color, alpha ) {
  9201. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9202. }
  9203. return {
  9204. getClearColor: function () {
  9205. return clearColor;
  9206. },
  9207. setClearColor: function ( color, alpha ) {
  9208. clearColor.set( color );
  9209. clearAlpha = alpha !== undefined ? alpha : 1;
  9210. setClear( clearColor, clearAlpha );
  9211. },
  9212. getClearAlpha: function () {
  9213. return clearAlpha;
  9214. },
  9215. setClearAlpha: function ( alpha ) {
  9216. clearAlpha = alpha;
  9217. setClear( clearColor, clearAlpha );
  9218. },
  9219. render: render
  9220. };
  9221. }
  9222. /**
  9223. * @author mrdoob / http://mrdoob.com/
  9224. */
  9225. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9226. var mode;
  9227. function setMode( value ) {
  9228. mode = value;
  9229. }
  9230. function render( start, count ) {
  9231. gl.drawArrays( mode, start, count );
  9232. info.update( count, mode );
  9233. }
  9234. function renderInstances( geometry, start, count ) {
  9235. var extension, methodName;
  9236. if ( capabilities.isWebGL2 ) {
  9237. extension = gl;
  9238. methodName = 'drawArraysInstanced';
  9239. } else {
  9240. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9241. methodName = 'drawArraysInstancedANGLE';
  9242. if ( extension === null ) {
  9243. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9244. return;
  9245. }
  9246. }
  9247. extension[ methodName ]( mode, start, count, geometry.maxInstancedCount );
  9248. info.update( count, mode, geometry.maxInstancedCount );
  9249. }
  9250. //
  9251. this.setMode = setMode;
  9252. this.render = render;
  9253. this.renderInstances = renderInstances;
  9254. }
  9255. /**
  9256. * @author mrdoob / http://mrdoob.com/
  9257. */
  9258. function WebGLCapabilities( gl, extensions, parameters ) {
  9259. var maxAnisotropy;
  9260. function getMaxAnisotropy() {
  9261. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  9262. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9263. if ( extension !== null ) {
  9264. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9265. } else {
  9266. maxAnisotropy = 0;
  9267. }
  9268. return maxAnisotropy;
  9269. }
  9270. function getMaxPrecision( precision ) {
  9271. if ( precision === 'highp' ) {
  9272. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9273. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9274. return 'highp';
  9275. }
  9276. precision = 'mediump';
  9277. }
  9278. if ( precision === 'mediump' ) {
  9279. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9280. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9281. return 'mediump';
  9282. }
  9283. }
  9284. return 'lowp';
  9285. }
  9286. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9287. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9288. var maxPrecision = getMaxPrecision( precision );
  9289. if ( maxPrecision !== precision ) {
  9290. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9291. precision = maxPrecision;
  9292. }
  9293. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9294. var maxTextures = gl.getParameter( 34930 );
  9295. var maxVertexTextures = gl.getParameter( 35660 );
  9296. var maxTextureSize = gl.getParameter( 3379 );
  9297. var maxCubemapSize = gl.getParameter( 34076 );
  9298. var maxAttributes = gl.getParameter( 34921 );
  9299. var maxVertexUniforms = gl.getParameter( 36347 );
  9300. var maxVaryings = gl.getParameter( 36348 );
  9301. var maxFragmentUniforms = gl.getParameter( 36349 );
  9302. var vertexTextures = maxVertexTextures > 0;
  9303. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9304. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9305. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9306. return {
  9307. isWebGL2: isWebGL2,
  9308. getMaxAnisotropy: getMaxAnisotropy,
  9309. getMaxPrecision: getMaxPrecision,
  9310. precision: precision,
  9311. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9312. maxTextures: maxTextures,
  9313. maxVertexTextures: maxVertexTextures,
  9314. maxTextureSize: maxTextureSize,
  9315. maxCubemapSize: maxCubemapSize,
  9316. maxAttributes: maxAttributes,
  9317. maxVertexUniforms: maxVertexUniforms,
  9318. maxVaryings: maxVaryings,
  9319. maxFragmentUniforms: maxFragmentUniforms,
  9320. vertexTextures: vertexTextures,
  9321. floatFragmentTextures: floatFragmentTextures,
  9322. floatVertexTextures: floatVertexTextures,
  9323. maxSamples: maxSamples
  9324. };
  9325. }
  9326. /**
  9327. * @author tschw
  9328. */
  9329. function WebGLClipping() {
  9330. var scope = this,
  9331. globalState = null,
  9332. numGlobalPlanes = 0,
  9333. localClippingEnabled = false,
  9334. renderingShadows = false,
  9335. plane = new Plane(),
  9336. viewNormalMatrix = new Matrix3(),
  9337. uniform = { value: null, needsUpdate: false };
  9338. this.uniform = uniform;
  9339. this.numPlanes = 0;
  9340. this.numIntersection = 0;
  9341. this.init = function ( planes, enableLocalClipping, camera ) {
  9342. var enabled =
  9343. planes.length !== 0 ||
  9344. enableLocalClipping ||
  9345. // enable state of previous frame - the clipping code has to
  9346. // run another frame in order to reset the state:
  9347. numGlobalPlanes !== 0 ||
  9348. localClippingEnabled;
  9349. localClippingEnabled = enableLocalClipping;
  9350. globalState = projectPlanes( planes, camera, 0 );
  9351. numGlobalPlanes = planes.length;
  9352. return enabled;
  9353. };
  9354. this.beginShadows = function () {
  9355. renderingShadows = true;
  9356. projectPlanes( null );
  9357. };
  9358. this.endShadows = function () {
  9359. renderingShadows = false;
  9360. resetGlobalState();
  9361. };
  9362. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9363. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9364. // there's no local clipping
  9365. if ( renderingShadows ) {
  9366. // there's no global clipping
  9367. projectPlanes( null );
  9368. } else {
  9369. resetGlobalState();
  9370. }
  9371. } else {
  9372. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9373. lGlobal = nGlobal * 4,
  9374. dstArray = cache.clippingState || null;
  9375. uniform.value = dstArray; // ensure unique state
  9376. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9377. for ( var i = 0; i !== lGlobal; ++ i ) {
  9378. dstArray[ i ] = globalState[ i ];
  9379. }
  9380. cache.clippingState = dstArray;
  9381. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9382. this.numPlanes += nGlobal;
  9383. }
  9384. };
  9385. function resetGlobalState() {
  9386. if ( uniform.value !== globalState ) {
  9387. uniform.value = globalState;
  9388. uniform.needsUpdate = numGlobalPlanes > 0;
  9389. }
  9390. scope.numPlanes = numGlobalPlanes;
  9391. scope.numIntersection = 0;
  9392. }
  9393. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9394. var nPlanes = planes !== null ? planes.length : 0,
  9395. dstArray = null;
  9396. if ( nPlanes !== 0 ) {
  9397. dstArray = uniform.value;
  9398. if ( skipTransform !== true || dstArray === null ) {
  9399. var flatSize = dstOffset + nPlanes * 4,
  9400. viewMatrix = camera.matrixWorldInverse;
  9401. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9402. if ( dstArray === null || dstArray.length < flatSize ) {
  9403. dstArray = new Float32Array( flatSize );
  9404. }
  9405. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9406. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9407. plane.normal.toArray( dstArray, i4 );
  9408. dstArray[ i4 + 3 ] = plane.constant;
  9409. }
  9410. }
  9411. uniform.value = dstArray;
  9412. uniform.needsUpdate = true;
  9413. }
  9414. scope.numPlanes = nPlanes;
  9415. return dstArray;
  9416. }
  9417. }
  9418. /**
  9419. * @author mrdoob / http://mrdoob.com/
  9420. */
  9421. function WebGLExtensions( gl ) {
  9422. var extensions = {};
  9423. return {
  9424. get: function ( name ) {
  9425. if ( extensions[ name ] !== undefined ) {
  9426. return extensions[ name ];
  9427. }
  9428. var extension;
  9429. switch ( name ) {
  9430. case 'WEBGL_depth_texture':
  9431. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9432. break;
  9433. case 'EXT_texture_filter_anisotropic':
  9434. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9435. break;
  9436. case 'WEBGL_compressed_texture_s3tc':
  9437. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9438. break;
  9439. case 'WEBGL_compressed_texture_pvrtc':
  9440. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9441. break;
  9442. default:
  9443. extension = gl.getExtension( name );
  9444. }
  9445. if ( extension === null ) {
  9446. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9447. }
  9448. extensions[ name ] = extension;
  9449. return extension;
  9450. }
  9451. };
  9452. }
  9453. /**
  9454. * @author mrdoob / http://mrdoob.com/
  9455. */
  9456. function WebGLGeometries( gl, attributes, info ) {
  9457. var geometries = new WeakMap();
  9458. var wireframeAttributes = new WeakMap();
  9459. function onGeometryDispose( event ) {
  9460. var geometry = event.target;
  9461. var buffergeometry = geometries.get( geometry );
  9462. if ( buffergeometry.index !== null ) {
  9463. attributes.remove( buffergeometry.index );
  9464. }
  9465. for ( var name in buffergeometry.attributes ) {
  9466. attributes.remove( buffergeometry.attributes[ name ] );
  9467. }
  9468. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9469. geometries.delete( geometry );
  9470. var attribute = wireframeAttributes.get( buffergeometry );
  9471. if ( attribute ) {
  9472. attributes.remove( attribute );
  9473. wireframeAttributes.delete( buffergeometry );
  9474. }
  9475. //
  9476. info.memory.geometries --;
  9477. }
  9478. function get( object, geometry ) {
  9479. var buffergeometry = geometries.get( geometry );
  9480. if ( buffergeometry ) return buffergeometry;
  9481. geometry.addEventListener( 'dispose', onGeometryDispose );
  9482. if ( geometry.isBufferGeometry ) {
  9483. buffergeometry = geometry;
  9484. } else if ( geometry.isGeometry ) {
  9485. if ( geometry._bufferGeometry === undefined ) {
  9486. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9487. }
  9488. buffergeometry = geometry._bufferGeometry;
  9489. }
  9490. geometries.set( geometry, buffergeometry );
  9491. info.memory.geometries ++;
  9492. return buffergeometry;
  9493. }
  9494. function update( geometry ) {
  9495. var index = geometry.index;
  9496. var geometryAttributes = geometry.attributes;
  9497. if ( index !== null ) {
  9498. attributes.update( index, 34963 );
  9499. }
  9500. for ( var name in geometryAttributes ) {
  9501. attributes.update( geometryAttributes[ name ], 34962 );
  9502. }
  9503. // morph targets
  9504. var morphAttributes = geometry.morphAttributes;
  9505. for ( var name in morphAttributes ) {
  9506. var array = morphAttributes[ name ];
  9507. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9508. attributes.update( array[ i ], 34962 );
  9509. }
  9510. }
  9511. }
  9512. function updateWireframeAttribute( geometry ) {
  9513. var indices = [];
  9514. var geometryIndex = geometry.index;
  9515. var geometryPosition = geometry.attributes.position;
  9516. var version = 0;
  9517. if ( geometryIndex !== null ) {
  9518. var array = geometryIndex.array;
  9519. version = geometryIndex.version;
  9520. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9521. var a = array[ i + 0 ];
  9522. var b = array[ i + 1 ];
  9523. var c = array[ i + 2 ];
  9524. indices.push( a, b, b, c, c, a );
  9525. }
  9526. } else {
  9527. var array = geometryPosition.array;
  9528. version = geometryPosition.version;
  9529. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9530. var a = i + 0;
  9531. var b = i + 1;
  9532. var c = i + 2;
  9533. indices.push( a, b, b, c, c, a );
  9534. }
  9535. }
  9536. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9537. attribute.version = version;
  9538. attributes.update( attribute, 34963 );
  9539. //
  9540. var previousAttribute = wireframeAttributes.get( geometry );
  9541. if ( previousAttribute ) attributes.remove( previousAttribute );
  9542. //
  9543. wireframeAttributes.set( geometry, attribute );
  9544. }
  9545. function getWireframeAttribute( geometry ) {
  9546. var currentAttribute = wireframeAttributes.get( geometry );
  9547. if ( currentAttribute ) {
  9548. var geometryIndex = geometry.index;
  9549. if ( geometryIndex !== null ) {
  9550. // if the attribute is obsolete, create a new one
  9551. if ( currentAttribute.version < geometryIndex.version ) {
  9552. updateWireframeAttribute( geometry );
  9553. }
  9554. }
  9555. } else {
  9556. updateWireframeAttribute( geometry );
  9557. }
  9558. return wireframeAttributes.get( geometry );
  9559. }
  9560. return {
  9561. get: get,
  9562. update: update,
  9563. getWireframeAttribute: getWireframeAttribute
  9564. };
  9565. }
  9566. /**
  9567. * @author mrdoob / http://mrdoob.com/
  9568. */
  9569. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9570. var mode;
  9571. function setMode( value ) {
  9572. mode = value;
  9573. }
  9574. var type, bytesPerElement;
  9575. function setIndex( value ) {
  9576. type = value.type;
  9577. bytesPerElement = value.bytesPerElement;
  9578. }
  9579. function render( start, count ) {
  9580. gl.drawElements( mode, count, type, start * bytesPerElement );
  9581. info.update( count, mode );
  9582. }
  9583. function renderInstances( geometry, start, count ) {
  9584. var extension, methodName;
  9585. if ( capabilities.isWebGL2 ) {
  9586. extension = gl;
  9587. methodName = 'drawElementsInstanced';
  9588. } else {
  9589. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9590. methodName = 'drawElementsInstancedANGLE';
  9591. if ( extension === null ) {
  9592. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9593. return;
  9594. }
  9595. }
  9596. extension[ methodName ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9597. info.update( count, mode, geometry.maxInstancedCount );
  9598. }
  9599. //
  9600. this.setMode = setMode;
  9601. this.setIndex = setIndex;
  9602. this.render = render;
  9603. this.renderInstances = renderInstances;
  9604. }
  9605. /**
  9606. * @author Mugen87 / https://github.com/Mugen87
  9607. */
  9608. function WebGLInfo( gl ) {
  9609. var memory = {
  9610. geometries: 0,
  9611. textures: 0
  9612. };
  9613. var render = {
  9614. frame: 0,
  9615. calls: 0,
  9616. triangles: 0,
  9617. points: 0,
  9618. lines: 0
  9619. };
  9620. function update( count, mode, instanceCount ) {
  9621. instanceCount = instanceCount || 1;
  9622. render.calls ++;
  9623. switch ( mode ) {
  9624. case 4:
  9625. render.triangles += instanceCount * ( count / 3 );
  9626. break;
  9627. case 5:
  9628. case 6:
  9629. render.triangles += instanceCount * ( count - 2 );
  9630. break;
  9631. case 1:
  9632. render.lines += instanceCount * ( count / 2 );
  9633. break;
  9634. case 3:
  9635. render.lines += instanceCount * ( count - 1 );
  9636. break;
  9637. case 2:
  9638. render.lines += instanceCount * count;
  9639. break;
  9640. case 0:
  9641. render.points += instanceCount * count;
  9642. break;
  9643. default:
  9644. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9645. break;
  9646. }
  9647. }
  9648. function reset() {
  9649. render.frame ++;
  9650. render.calls = 0;
  9651. render.triangles = 0;
  9652. render.points = 0;
  9653. render.lines = 0;
  9654. }
  9655. return {
  9656. memory: memory,
  9657. render: render,
  9658. programs: null,
  9659. autoReset: true,
  9660. reset: reset,
  9661. update: update
  9662. };
  9663. }
  9664. /**
  9665. * @author mrdoob / http://mrdoob.com/
  9666. */
  9667. function absNumericalSort( a, b ) {
  9668. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9669. }
  9670. function WebGLMorphtargets( gl ) {
  9671. var influencesList = {};
  9672. var morphInfluences = new Float32Array( 8 );
  9673. function update( object, geometry, material, program ) {
  9674. var objectInfluences = object.morphTargetInfluences;
  9675. var length = objectInfluences.length;
  9676. var influences = influencesList[ geometry.id ];
  9677. if ( influences === undefined ) {
  9678. // initialise list
  9679. influences = [];
  9680. for ( var i = 0; i < length; i ++ ) {
  9681. influences[ i ] = [ i, 0 ];
  9682. }
  9683. influencesList[ geometry.id ] = influences;
  9684. }
  9685. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9686. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9687. // Remove current morphAttributes
  9688. for ( var i = 0; i < length; i ++ ) {
  9689. var influence = influences[ i ];
  9690. if ( influence[ 1 ] !== 0 ) {
  9691. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9692. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9693. }
  9694. }
  9695. // Collect influences
  9696. for ( var i = 0; i < length; i ++ ) {
  9697. var influence = influences[ i ];
  9698. influence[ 0 ] = i;
  9699. influence[ 1 ] = objectInfluences[ i ];
  9700. }
  9701. influences.sort( absNumericalSort );
  9702. // Add morphAttributes
  9703. for ( var i = 0; i < 8; i ++ ) {
  9704. var influence = influences[ i ];
  9705. if ( influence ) {
  9706. var index = influence[ 0 ];
  9707. var value = influence[ 1 ];
  9708. if ( value ) {
  9709. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9710. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9711. morphInfluences[ i ] = value;
  9712. continue;
  9713. }
  9714. }
  9715. morphInfluences[ i ] = 0;
  9716. }
  9717. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9718. }
  9719. return {
  9720. update: update
  9721. };
  9722. }
  9723. /**
  9724. * @author mrdoob / http://mrdoob.com/
  9725. */
  9726. function WebGLObjects( geometries, info ) {
  9727. var updateList = {};
  9728. function update( object ) {
  9729. var frame = info.render.frame;
  9730. var geometry = object.geometry;
  9731. var buffergeometry = geometries.get( object, geometry );
  9732. // Update once per frame
  9733. if ( updateList[ buffergeometry.id ] !== frame ) {
  9734. if ( geometry.isGeometry ) {
  9735. buffergeometry.updateFromObject( object );
  9736. }
  9737. geometries.update( buffergeometry );
  9738. updateList[ buffergeometry.id ] = frame;
  9739. }
  9740. return buffergeometry;
  9741. }
  9742. function dispose() {
  9743. updateList = {};
  9744. }
  9745. return {
  9746. update: update,
  9747. dispose: dispose
  9748. };
  9749. }
  9750. /**
  9751. * @author mrdoob / http://mrdoob.com/
  9752. */
  9753. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9754. images = images !== undefined ? images : [];
  9755. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9756. format = format !== undefined ? format : RGBFormat;
  9757. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9758. this.flipY = false;
  9759. }
  9760. CubeTexture.prototype = Object.create( Texture.prototype );
  9761. CubeTexture.prototype.constructor = CubeTexture;
  9762. CubeTexture.prototype.isCubeTexture = true;
  9763. Object.defineProperty( CubeTexture.prototype, 'images', {
  9764. get: function () {
  9765. return this.image;
  9766. },
  9767. set: function ( value ) {
  9768. this.image = value;
  9769. }
  9770. } );
  9771. /**
  9772. * @author Takahiro https://github.com/takahirox
  9773. */
  9774. function DataTexture2DArray( data, width, height, depth ) {
  9775. Texture.call( this, null );
  9776. this.image = { data: data, width: width, height: height, depth: depth };
  9777. this.magFilter = NearestFilter;
  9778. this.minFilter = NearestFilter;
  9779. this.wrapR = ClampToEdgeWrapping;
  9780. this.generateMipmaps = false;
  9781. this.flipY = false;
  9782. }
  9783. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9784. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9785. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9786. /**
  9787. * @author Artur Trzesiok
  9788. */
  9789. function DataTexture3D( data, width, height, depth ) {
  9790. // We're going to add .setXXX() methods for setting properties later.
  9791. // Users can still set in DataTexture3D directly.
  9792. //
  9793. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9794. // texture.anisotropy = 16;
  9795. //
  9796. // See #14839
  9797. Texture.call( this, null );
  9798. this.image = { data: data, width: width, height: height, depth: depth };
  9799. this.magFilter = NearestFilter;
  9800. this.minFilter = NearestFilter;
  9801. this.wrapR = ClampToEdgeWrapping;
  9802. this.generateMipmaps = false;
  9803. this.flipY = false;
  9804. }
  9805. DataTexture3D.prototype = Object.create( Texture.prototype );
  9806. DataTexture3D.prototype.constructor = DataTexture3D;
  9807. DataTexture3D.prototype.isDataTexture3D = true;
  9808. /**
  9809. * @author tschw
  9810. * @author Mugen87 / https://github.com/Mugen87
  9811. * @author mrdoob / http://mrdoob.com/
  9812. *
  9813. * Uniforms of a program.
  9814. * Those form a tree structure with a special top-level container for the root,
  9815. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9816. *
  9817. *
  9818. * Properties of inner nodes including the top-level container:
  9819. *
  9820. * .seq - array of nested uniforms
  9821. * .map - nested uniforms by name
  9822. *
  9823. *
  9824. * Methods of all nodes except the top-level container:
  9825. *
  9826. * .setValue( gl, value, [textures] )
  9827. *
  9828. * uploads a uniform value(s)
  9829. * the 'textures' parameter is needed for sampler uniforms
  9830. *
  9831. *
  9832. * Static methods of the top-level container (textures factorizations):
  9833. *
  9834. * .upload( gl, seq, values, textures )
  9835. *
  9836. * sets uniforms in 'seq' to 'values[id].value'
  9837. *
  9838. * .seqWithValue( seq, values ) : filteredSeq
  9839. *
  9840. * filters 'seq' entries with corresponding entry in values
  9841. *
  9842. *
  9843. * Methods of the top-level container (textures factorizations):
  9844. *
  9845. * .setValue( gl, name, value, textures )
  9846. *
  9847. * sets uniform with name 'name' to 'value'
  9848. *
  9849. * .setOptional( gl, obj, prop )
  9850. *
  9851. * like .set for an optional property of the object
  9852. *
  9853. */
  9854. var emptyTexture = new Texture();
  9855. var emptyTexture2dArray = new DataTexture2DArray();
  9856. var emptyTexture3d = new DataTexture3D();
  9857. var emptyCubeTexture = new CubeTexture();
  9858. // --- Utilities ---
  9859. // Array Caches (provide typed arrays for temporary by size)
  9860. var arrayCacheF32 = [];
  9861. var arrayCacheI32 = [];
  9862. // Float32Array caches used for uploading Matrix uniforms
  9863. var mat4array = new Float32Array( 16 );
  9864. var mat3array = new Float32Array( 9 );
  9865. var mat2array = new Float32Array( 4 );
  9866. // Flattening for arrays of vectors and matrices
  9867. function flatten( array, nBlocks, blockSize ) {
  9868. var firstElem = array[ 0 ];
  9869. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9870. // unoptimized: ! isNaN( firstElem )
  9871. // see http://jacksondunstan.com/articles/983
  9872. var n = nBlocks * blockSize,
  9873. r = arrayCacheF32[ n ];
  9874. if ( r === undefined ) {
  9875. r = new Float32Array( n );
  9876. arrayCacheF32[ n ] = r;
  9877. }
  9878. if ( nBlocks !== 0 ) {
  9879. firstElem.toArray( r, 0 );
  9880. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9881. offset += blockSize;
  9882. array[ i ].toArray( r, offset );
  9883. }
  9884. }
  9885. return r;
  9886. }
  9887. function arraysEqual( a, b ) {
  9888. if ( a.length !== b.length ) return false;
  9889. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9890. if ( a[ i ] !== b[ i ] ) return false;
  9891. }
  9892. return true;
  9893. }
  9894. function copyArray( a, b ) {
  9895. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9896. a[ i ] = b[ i ];
  9897. }
  9898. }
  9899. // Texture unit allocation
  9900. function allocTexUnits( textures, n ) {
  9901. var r = arrayCacheI32[ n ];
  9902. if ( r === undefined ) {
  9903. r = new Int32Array( n );
  9904. arrayCacheI32[ n ] = r;
  9905. }
  9906. for ( var i = 0; i !== n; ++ i )
  9907. r[ i ] = textures.allocateTextureUnit();
  9908. return r;
  9909. }
  9910. // --- Setters ---
  9911. // Note: Defining these methods externally, because they come in a bunch
  9912. // and this way their names minify.
  9913. // Single scalar
  9914. function setValueV1f( gl, v ) {
  9915. var cache = this.cache;
  9916. if ( cache[ 0 ] === v ) return;
  9917. gl.uniform1f( this.addr, v );
  9918. cache[ 0 ] = v;
  9919. }
  9920. // Single float vector (from flat array or THREE.VectorN)
  9921. function setValueV2f( gl, v ) {
  9922. var cache = this.cache;
  9923. if ( v.x !== undefined ) {
  9924. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9925. gl.uniform2f( this.addr, v.x, v.y );
  9926. cache[ 0 ] = v.x;
  9927. cache[ 1 ] = v.y;
  9928. }
  9929. } else {
  9930. if ( arraysEqual( cache, v ) ) return;
  9931. gl.uniform2fv( this.addr, v );
  9932. copyArray( cache, v );
  9933. }
  9934. }
  9935. function setValueV3f( gl, v ) {
  9936. var cache = this.cache;
  9937. if ( v.x !== undefined ) {
  9938. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9939. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9940. cache[ 0 ] = v.x;
  9941. cache[ 1 ] = v.y;
  9942. cache[ 2 ] = v.z;
  9943. }
  9944. } else if ( v.r !== undefined ) {
  9945. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9946. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9947. cache[ 0 ] = v.r;
  9948. cache[ 1 ] = v.g;
  9949. cache[ 2 ] = v.b;
  9950. }
  9951. } else {
  9952. if ( arraysEqual( cache, v ) ) return;
  9953. gl.uniform3fv( this.addr, v );
  9954. copyArray( cache, v );
  9955. }
  9956. }
  9957. function setValueV4f( gl, v ) {
  9958. var cache = this.cache;
  9959. if ( v.x !== undefined ) {
  9960. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9961. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9962. cache[ 0 ] = v.x;
  9963. cache[ 1 ] = v.y;
  9964. cache[ 2 ] = v.z;
  9965. cache[ 3 ] = v.w;
  9966. }
  9967. } else {
  9968. if ( arraysEqual( cache, v ) ) return;
  9969. gl.uniform4fv( this.addr, v );
  9970. copyArray( cache, v );
  9971. }
  9972. }
  9973. // Single matrix (from flat array or MatrixN)
  9974. function setValueM2( gl, v ) {
  9975. var cache = this.cache;
  9976. var elements = v.elements;
  9977. if ( elements === undefined ) {
  9978. if ( arraysEqual( cache, v ) ) return;
  9979. gl.uniformMatrix2fv( this.addr, false, v );
  9980. copyArray( cache, v );
  9981. } else {
  9982. if ( arraysEqual( cache, elements ) ) return;
  9983. mat2array.set( elements );
  9984. gl.uniformMatrix2fv( this.addr, false, mat2array );
  9985. copyArray( cache, elements );
  9986. }
  9987. }
  9988. function setValueM3( gl, v ) {
  9989. var cache = this.cache;
  9990. var elements = v.elements;
  9991. if ( elements === undefined ) {
  9992. if ( arraysEqual( cache, v ) ) return;
  9993. gl.uniformMatrix3fv( this.addr, false, v );
  9994. copyArray( cache, v );
  9995. } else {
  9996. if ( arraysEqual( cache, elements ) ) return;
  9997. mat3array.set( elements );
  9998. gl.uniformMatrix3fv( this.addr, false, mat3array );
  9999. copyArray( cache, elements );
  10000. }
  10001. }
  10002. function setValueM4( gl, v ) {
  10003. var cache = this.cache;
  10004. var elements = v.elements;
  10005. if ( elements === undefined ) {
  10006. if ( arraysEqual( cache, v ) ) return;
  10007. gl.uniformMatrix4fv( this.addr, false, v );
  10008. copyArray( cache, v );
  10009. } else {
  10010. if ( arraysEqual( cache, elements ) ) return;
  10011. mat4array.set( elements );
  10012. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10013. copyArray( cache, elements );
  10014. }
  10015. }
  10016. // Single texture (2D / Cube)
  10017. function setValueT1( gl, v, textures ) {
  10018. var cache = this.cache;
  10019. var unit = textures.allocateTextureUnit();
  10020. if ( cache[ 0 ] !== unit ) {
  10021. gl.uniform1i( this.addr, unit );
  10022. cache[ 0 ] = unit;
  10023. }
  10024. textures.safeSetTexture2D( v || emptyTexture, unit );
  10025. }
  10026. function setValueT2DArray1( gl, v, textures ) {
  10027. var cache = this.cache;
  10028. var unit = textures.allocateTextureUnit();
  10029. if ( cache[ 0 ] !== unit ) {
  10030. gl.uniform1i( this.addr, unit );
  10031. cache[ 0 ] = unit;
  10032. }
  10033. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10034. }
  10035. function setValueT3D1( gl, v, textures ) {
  10036. var cache = this.cache;
  10037. var unit = textures.allocateTextureUnit();
  10038. if ( cache[ 0 ] !== unit ) {
  10039. gl.uniform1i( this.addr, unit );
  10040. cache[ 0 ] = unit;
  10041. }
  10042. textures.setTexture3D( v || emptyTexture3d, unit );
  10043. }
  10044. function setValueT6( gl, v, textures ) {
  10045. var cache = this.cache;
  10046. var unit = textures.allocateTextureUnit();
  10047. if ( cache[ 0 ] !== unit ) {
  10048. gl.uniform1i( this.addr, unit );
  10049. cache[ 0 ] = unit;
  10050. }
  10051. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10052. }
  10053. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10054. function setValueV1i( gl, v ) {
  10055. var cache = this.cache;
  10056. if ( cache[ 0 ] === v ) return;
  10057. gl.uniform1i( this.addr, v );
  10058. cache[ 0 ] = v;
  10059. }
  10060. function setValueV2i( gl, v ) {
  10061. var cache = this.cache;
  10062. if ( arraysEqual( cache, v ) ) return;
  10063. gl.uniform2iv( this.addr, v );
  10064. copyArray( cache, v );
  10065. }
  10066. function setValueV3i( gl, v ) {
  10067. var cache = this.cache;
  10068. if ( arraysEqual( cache, v ) ) return;
  10069. gl.uniform3iv( this.addr, v );
  10070. copyArray( cache, v );
  10071. }
  10072. function setValueV4i( gl, v ) {
  10073. var cache = this.cache;
  10074. if ( arraysEqual( cache, v ) ) return;
  10075. gl.uniform4iv( this.addr, v );
  10076. copyArray( cache, v );
  10077. }
  10078. // Helper to pick the right setter for the singular case
  10079. function getSingularSetter( type ) {
  10080. switch ( type ) {
  10081. case 0x1406: return setValueV1f; // FLOAT
  10082. case 0x8b50: return setValueV2f; // _VEC2
  10083. case 0x8b51: return setValueV3f; // _VEC3
  10084. case 0x8b52: return setValueV4f; // _VEC4
  10085. case 0x8b5a: return setValueM2; // _MAT2
  10086. case 0x8b5b: return setValueM3; // _MAT3
  10087. case 0x8b5c: return setValueM4; // _MAT4
  10088. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10089. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10090. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10091. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10092. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10093. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10094. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10095. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10096. }
  10097. }
  10098. // Array of scalars
  10099. function setValueV1fArray( gl, v ) {
  10100. gl.uniform1fv( this.addr, v );
  10101. }
  10102. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10103. function setValueV1iArray( gl, v ) {
  10104. gl.uniform1iv( this.addr, v );
  10105. }
  10106. function setValueV2iArray( gl, v ) {
  10107. gl.uniform2iv( this.addr, v );
  10108. }
  10109. function setValueV3iArray( gl, v ) {
  10110. gl.uniform3iv( this.addr, v );
  10111. }
  10112. function setValueV4iArray( gl, v ) {
  10113. gl.uniform4iv( this.addr, v );
  10114. }
  10115. // Array of vectors (flat or from THREE classes)
  10116. function setValueV2fArray( gl, v ) {
  10117. var data = flatten( v, this.size, 2 );
  10118. gl.uniform2fv( this.addr, data );
  10119. }
  10120. function setValueV3fArray( gl, v ) {
  10121. var data = flatten( v, this.size, 3 );
  10122. gl.uniform3fv( this.addr, data );
  10123. }
  10124. function setValueV4fArray( gl, v ) {
  10125. var data = flatten( v, this.size, 4 );
  10126. gl.uniform4fv( this.addr, data );
  10127. }
  10128. // Array of matrices (flat or from THREE clases)
  10129. function setValueM2Array( gl, v ) {
  10130. var data = flatten( v, this.size, 4 );
  10131. gl.uniformMatrix2fv( this.addr, false, data );
  10132. }
  10133. function setValueM3Array( gl, v ) {
  10134. var data = flatten( v, this.size, 9 );
  10135. gl.uniformMatrix3fv( this.addr, false, data );
  10136. }
  10137. function setValueM4Array( gl, v ) {
  10138. var data = flatten( v, this.size, 16 );
  10139. gl.uniformMatrix4fv( this.addr, false, data );
  10140. }
  10141. // Array of textures (2D / Cube)
  10142. function setValueT1Array( gl, v, textures ) {
  10143. var n = v.length;
  10144. var units = allocTexUnits( textures, n );
  10145. gl.uniform1iv( this.addr, units );
  10146. for ( var i = 0; i !== n; ++ i ) {
  10147. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10148. }
  10149. }
  10150. function setValueT6Array( gl, v, textures ) {
  10151. var n = v.length;
  10152. var units = allocTexUnits( textures, n );
  10153. gl.uniform1iv( this.addr, units );
  10154. for ( var i = 0; i !== n; ++ i ) {
  10155. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10156. }
  10157. }
  10158. // Helper to pick the right setter for a pure (bottom-level) array
  10159. function getPureArraySetter( type ) {
  10160. switch ( type ) {
  10161. case 0x1406: return setValueV1fArray; // FLOAT
  10162. case 0x8b50: return setValueV2fArray; // _VEC2
  10163. case 0x8b51: return setValueV3fArray; // _VEC3
  10164. case 0x8b52: return setValueV4fArray; // _VEC4
  10165. case 0x8b5a: return setValueM2Array; // _MAT2
  10166. case 0x8b5b: return setValueM3Array; // _MAT3
  10167. case 0x8b5c: return setValueM4Array; // _MAT4
  10168. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10169. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10170. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10171. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10172. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10173. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10174. }
  10175. }
  10176. // --- Uniform Classes ---
  10177. function SingleUniform( id, activeInfo, addr ) {
  10178. this.id = id;
  10179. this.addr = addr;
  10180. this.cache = [];
  10181. this.setValue = getSingularSetter( activeInfo.type );
  10182. // this.path = activeInfo.name; // DEBUG
  10183. }
  10184. function PureArrayUniform( id, activeInfo, addr ) {
  10185. this.id = id;
  10186. this.addr = addr;
  10187. this.cache = [];
  10188. this.size = activeInfo.size;
  10189. this.setValue = getPureArraySetter( activeInfo.type );
  10190. // this.path = activeInfo.name; // DEBUG
  10191. }
  10192. PureArrayUniform.prototype.updateCache = function ( data ) {
  10193. var cache = this.cache;
  10194. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10195. this.cache = new Float32Array( data.length );
  10196. }
  10197. copyArray( cache, data );
  10198. };
  10199. function StructuredUniform( id ) {
  10200. this.id = id;
  10201. this.seq = [];
  10202. this.map = {};
  10203. }
  10204. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10205. var seq = this.seq;
  10206. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10207. var u = seq[ i ];
  10208. u.setValue( gl, value[ u.id ], textures );
  10209. }
  10210. };
  10211. // --- Top-level ---
  10212. // Parser - builds up the property tree from the path strings
  10213. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10214. // extracts
  10215. // - the identifier (member name or array index)
  10216. // - followed by an optional right bracket (found when array index)
  10217. // - followed by an optional left bracket or dot (type of subscript)
  10218. //
  10219. // Note: These portions can be read in a non-overlapping fashion and
  10220. // allow straightforward parsing of the hierarchy that WebGL encodes
  10221. // in the uniform names.
  10222. function addUniform( container, uniformObject ) {
  10223. container.seq.push( uniformObject );
  10224. container.map[ uniformObject.id ] = uniformObject;
  10225. }
  10226. function parseUniform( activeInfo, addr, container ) {
  10227. var path = activeInfo.name,
  10228. pathLength = path.length;
  10229. // reset RegExp object, because of the early exit of a previous run
  10230. RePathPart.lastIndex = 0;
  10231. while ( true ) {
  10232. var match = RePathPart.exec( path ),
  10233. matchEnd = RePathPart.lastIndex,
  10234. id = match[ 1 ],
  10235. idIsIndex = match[ 2 ] === ']',
  10236. subscript = match[ 3 ];
  10237. if ( idIsIndex ) id = id | 0; // convert to integer
  10238. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10239. // bare name or "pure" bottom-level array "[0]" suffix
  10240. addUniform( container, subscript === undefined ?
  10241. new SingleUniform( id, activeInfo, addr ) :
  10242. new PureArrayUniform( id, activeInfo, addr ) );
  10243. break;
  10244. } else {
  10245. // step into inner node / create it in case it doesn't exist
  10246. var map = container.map, next = map[ id ];
  10247. if ( next === undefined ) {
  10248. next = new StructuredUniform( id );
  10249. addUniform( container, next );
  10250. }
  10251. container = next;
  10252. }
  10253. }
  10254. }
  10255. // Root Container
  10256. function WebGLUniforms( gl, program ) {
  10257. this.seq = [];
  10258. this.map = {};
  10259. var n = gl.getProgramParameter( program, 35718 );
  10260. for ( var i = 0; i < n; ++ i ) {
  10261. var info = gl.getActiveUniform( program, i ),
  10262. addr = gl.getUniformLocation( program, info.name );
  10263. parseUniform( info, addr, this );
  10264. }
  10265. }
  10266. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10267. var u = this.map[ name ];
  10268. if ( u !== undefined ) u.setValue( gl, value, textures );
  10269. };
  10270. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10271. var v = object[ name ];
  10272. if ( v !== undefined ) this.setValue( gl, name, v );
  10273. };
  10274. // Static interface
  10275. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10276. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10277. var u = seq[ i ],
  10278. v = values[ u.id ];
  10279. if ( v.needsUpdate !== false ) {
  10280. // note: always updating when .needsUpdate is undefined
  10281. u.setValue( gl, v.value, textures );
  10282. }
  10283. }
  10284. };
  10285. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10286. var r = [];
  10287. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10288. var u = seq[ i ];
  10289. if ( u.id in values ) r.push( u );
  10290. }
  10291. return r;
  10292. };
  10293. /**
  10294. * @author mrdoob / http://mrdoob.com/
  10295. */
  10296. function WebGLShader( gl, type, string ) {
  10297. var shader = gl.createShader( type );
  10298. gl.shaderSource( shader, string );
  10299. gl.compileShader( shader );
  10300. return shader;
  10301. }
  10302. /**
  10303. * @author mrdoob / http://mrdoob.com/
  10304. */
  10305. var programIdCount = 0;
  10306. function addLineNumbers( string ) {
  10307. var lines = string.split( '\n' );
  10308. for ( var i = 0; i < lines.length; i ++ ) {
  10309. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10310. }
  10311. return lines.join( '\n' );
  10312. }
  10313. function getEncodingComponents( encoding ) {
  10314. switch ( encoding ) {
  10315. case LinearEncoding:
  10316. return [ 'Linear', '( value )' ];
  10317. case sRGBEncoding:
  10318. return [ 'sRGB', '( value )' ];
  10319. case RGBEEncoding:
  10320. return [ 'RGBE', '( value )' ];
  10321. case RGBM7Encoding:
  10322. return [ 'RGBM', '( value, 7.0 )' ];
  10323. case RGBM16Encoding:
  10324. return [ 'RGBM', '( value, 16.0 )' ];
  10325. case RGBDEncoding:
  10326. return [ 'RGBD', '( value, 256.0 )' ];
  10327. case GammaEncoding:
  10328. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10329. case LogLuvEncoding:
  10330. return [ 'LogLuv', '( value )' ];
  10331. default:
  10332. throw new Error( 'unsupported encoding: ' + encoding );
  10333. }
  10334. }
  10335. function getShaderErrors( gl, shader, type ) {
  10336. var status = gl.getShaderParameter( shader, 35713 );
  10337. var log = gl.getShaderInfoLog( shader ).trim();
  10338. if ( status && log === '' ) return '';
  10339. // --enable-privileged-webgl-extension
  10340. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10341. var source = gl.getShaderSource( shader );
  10342. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10343. }
  10344. function getTexelDecodingFunction( functionName, encoding ) {
  10345. var components = getEncodingComponents( encoding );
  10346. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10347. }
  10348. function getTexelEncodingFunction( functionName, encoding ) {
  10349. var components = getEncodingComponents( encoding );
  10350. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10351. }
  10352. function getToneMappingFunction( functionName, toneMapping ) {
  10353. var toneMappingName;
  10354. switch ( toneMapping ) {
  10355. case LinearToneMapping:
  10356. toneMappingName = 'Linear';
  10357. break;
  10358. case ReinhardToneMapping:
  10359. toneMappingName = 'Reinhard';
  10360. break;
  10361. case Uncharted2ToneMapping:
  10362. toneMappingName = 'Uncharted2';
  10363. break;
  10364. case CineonToneMapping:
  10365. toneMappingName = 'OptimizedCineon';
  10366. break;
  10367. case ACESFilmicToneMapping:
  10368. toneMappingName = 'ACESFilmic';
  10369. break;
  10370. default:
  10371. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10372. }
  10373. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10374. }
  10375. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10376. extensions = extensions || {};
  10377. var chunks = [
  10378. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10379. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10380. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10381. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10382. ];
  10383. return chunks.filter( filterEmptyLine ).join( '\n' );
  10384. }
  10385. function generateDefines( defines ) {
  10386. var chunks = [];
  10387. for ( var name in defines ) {
  10388. var value = defines[ name ];
  10389. if ( value === false ) continue;
  10390. chunks.push( '#define ' + name + ' ' + value );
  10391. }
  10392. return chunks.join( '\n' );
  10393. }
  10394. function fetchAttributeLocations( gl, program ) {
  10395. var attributes = {};
  10396. var n = gl.getProgramParameter( program, 35721 );
  10397. for ( var i = 0; i < n; i ++ ) {
  10398. var info = gl.getActiveAttrib( program, i );
  10399. var name = info.name;
  10400. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10401. attributes[ name ] = gl.getAttribLocation( program, name );
  10402. }
  10403. return attributes;
  10404. }
  10405. function filterEmptyLine( string ) {
  10406. return string !== '';
  10407. }
  10408. function replaceLightNums( string, parameters ) {
  10409. return string
  10410. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10411. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10412. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10413. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10414. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10415. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10416. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10417. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10418. }
  10419. function replaceClippingPlaneNums( string, parameters ) {
  10420. return string
  10421. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10422. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10423. }
  10424. function parseIncludes( string ) {
  10425. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10426. function replace( match, include ) {
  10427. var replace = ShaderChunk[ include ];
  10428. if ( replace === undefined ) {
  10429. throw new Error( 'Can not resolve #include <' + include + '>' );
  10430. }
  10431. return parseIncludes( replace );
  10432. }
  10433. return string.replace( pattern, replace );
  10434. }
  10435. function unrollLoops( string ) {
  10436. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10437. function replace( match, start, end, snippet ) {
  10438. var unroll = '';
  10439. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10440. unroll += snippet
  10441. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10442. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10443. }
  10444. return unroll;
  10445. }
  10446. return string.replace( pattern, replace );
  10447. }
  10448. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10449. var gl = renderer.getContext();
  10450. var defines = material.defines;
  10451. var vertexShader = shader.vertexShader;
  10452. var fragmentShader = shader.fragmentShader;
  10453. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10454. if ( parameters.shadowMapType === PCFShadowMap ) {
  10455. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10456. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10457. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10458. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10459. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10460. }
  10461. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10462. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10463. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10464. if ( parameters.envMap ) {
  10465. switch ( material.envMap.mapping ) {
  10466. case CubeReflectionMapping:
  10467. case CubeRefractionMapping:
  10468. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10469. break;
  10470. case CubeUVReflectionMapping:
  10471. case CubeUVRefractionMapping:
  10472. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10473. break;
  10474. case EquirectangularReflectionMapping:
  10475. case EquirectangularRefractionMapping:
  10476. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10477. break;
  10478. case SphericalReflectionMapping:
  10479. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10480. break;
  10481. }
  10482. switch ( material.envMap.mapping ) {
  10483. case CubeRefractionMapping:
  10484. case EquirectangularRefractionMapping:
  10485. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10486. break;
  10487. }
  10488. switch ( material.combine ) {
  10489. case MultiplyOperation:
  10490. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10491. break;
  10492. case MixOperation:
  10493. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10494. break;
  10495. case AddOperation:
  10496. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10497. break;
  10498. }
  10499. }
  10500. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10501. // console.log( 'building new program ' );
  10502. //
  10503. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10504. var customDefines = generateDefines( defines );
  10505. //
  10506. var program = gl.createProgram();
  10507. var prefixVertex, prefixFragment;
  10508. if ( material.isRawShaderMaterial ) {
  10509. prefixVertex = [
  10510. customDefines
  10511. ].filter( filterEmptyLine ).join( '\n' );
  10512. if ( prefixVertex.length > 0 ) {
  10513. prefixVertex += '\n';
  10514. }
  10515. prefixFragment = [
  10516. customExtensions,
  10517. customDefines
  10518. ].filter( filterEmptyLine ).join( '\n' );
  10519. if ( prefixFragment.length > 0 ) {
  10520. prefixFragment += '\n';
  10521. }
  10522. } else {
  10523. prefixVertex = [
  10524. 'precision ' + parameters.precision + ' float;',
  10525. 'precision ' + parameters.precision + ' int;',
  10526. ( parameters.precision === 'highp' ) ? '#define HIGH_PRECISION' : '',
  10527. '#define SHADER_NAME ' + shader.name,
  10528. customDefines,
  10529. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10530. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10531. '#define MAX_BONES ' + parameters.maxBones,
  10532. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10533. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10534. parameters.map ? '#define USE_MAP' : '',
  10535. parameters.envMap ? '#define USE_ENVMAP' : '',
  10536. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10537. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10538. parameters.aoMap ? '#define USE_AOMAP' : '',
  10539. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10540. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10541. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10542. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10543. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10544. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10545. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10546. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10547. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10548. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10549. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10550. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10551. parameters.vertexColors ? '#define USE_COLOR' : '',
  10552. parameters.vertexUvs ? '#define USE_UV' : '',
  10553. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10554. parameters.skinning ? '#define USE_SKINNING' : '',
  10555. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10556. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10557. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10558. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10559. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10560. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10561. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10562. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10563. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10564. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10565. 'uniform mat4 modelMatrix;',
  10566. 'uniform mat4 modelViewMatrix;',
  10567. 'uniform mat4 projectionMatrix;',
  10568. 'uniform mat4 viewMatrix;',
  10569. 'uniform mat3 normalMatrix;',
  10570. 'uniform vec3 cameraPosition;',
  10571. 'attribute vec3 position;',
  10572. 'attribute vec3 normal;',
  10573. 'attribute vec2 uv;',
  10574. '#ifdef USE_TANGENT',
  10575. ' attribute vec4 tangent;',
  10576. '#endif',
  10577. '#ifdef USE_COLOR',
  10578. ' attribute vec3 color;',
  10579. '#endif',
  10580. '#ifdef USE_MORPHTARGETS',
  10581. ' attribute vec3 morphTarget0;',
  10582. ' attribute vec3 morphTarget1;',
  10583. ' attribute vec3 morphTarget2;',
  10584. ' attribute vec3 morphTarget3;',
  10585. ' #ifdef USE_MORPHNORMALS',
  10586. ' attribute vec3 morphNormal0;',
  10587. ' attribute vec3 morphNormal1;',
  10588. ' attribute vec3 morphNormal2;',
  10589. ' attribute vec3 morphNormal3;',
  10590. ' #else',
  10591. ' attribute vec3 morphTarget4;',
  10592. ' attribute vec3 morphTarget5;',
  10593. ' attribute vec3 morphTarget6;',
  10594. ' attribute vec3 morphTarget7;',
  10595. ' #endif',
  10596. '#endif',
  10597. '#ifdef USE_SKINNING',
  10598. ' attribute vec4 skinIndex;',
  10599. ' attribute vec4 skinWeight;',
  10600. '#endif',
  10601. '\n'
  10602. ].filter( filterEmptyLine ).join( '\n' );
  10603. prefixFragment = [
  10604. customExtensions,
  10605. 'precision ' + parameters.precision + ' float;',
  10606. 'precision ' + parameters.precision + ' int;',
  10607. ( parameters.precision === 'highp' ) ? '#define HIGH_PRECISION' : '',
  10608. '#define SHADER_NAME ' + shader.name,
  10609. customDefines,
  10610. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10611. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10612. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10613. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10614. parameters.map ? '#define USE_MAP' : '',
  10615. parameters.matcap ? '#define USE_MATCAP' : '',
  10616. parameters.envMap ? '#define USE_ENVMAP' : '',
  10617. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10618. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10619. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10620. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10621. parameters.aoMap ? '#define USE_AOMAP' : '',
  10622. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10623. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10624. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10625. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10626. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10627. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10628. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10629. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10630. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10631. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10632. parameters.sheen ? '#define USE_SHEEN' : '',
  10633. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10634. parameters.vertexColors ? '#define USE_COLOR' : '',
  10635. parameters.vertexUvs ? '#define USE_UV' : '',
  10636. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10637. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10638. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10639. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10640. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10641. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10642. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10643. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10644. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10645. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10646. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10647. 'uniform mat4 viewMatrix;',
  10648. 'uniform vec3 cameraPosition;',
  10649. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10650. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10651. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10652. parameters.dithering ? '#define DITHERING' : '',
  10653. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10654. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10655. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10656. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10657. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10658. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10659. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10660. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10661. '\n'
  10662. ].filter( filterEmptyLine ).join( '\n' );
  10663. }
  10664. vertexShader = parseIncludes( vertexShader );
  10665. vertexShader = replaceLightNums( vertexShader, parameters );
  10666. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10667. fragmentShader = parseIncludes( fragmentShader );
  10668. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10669. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10670. vertexShader = unrollLoops( vertexShader );
  10671. fragmentShader = unrollLoops( fragmentShader );
  10672. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10673. var isGLSL3ShaderMaterial = false;
  10674. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10675. if ( material.isShaderMaterial &&
  10676. vertexShader.match( versionRegex ) !== null &&
  10677. fragmentShader.match( versionRegex ) !== null ) {
  10678. isGLSL3ShaderMaterial = true;
  10679. vertexShader = vertexShader.replace( versionRegex, '' );
  10680. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10681. }
  10682. // GLSL 3.0 conversion
  10683. prefixVertex = [
  10684. '#version 300 es\n',
  10685. '#define attribute in',
  10686. '#define varying out',
  10687. '#define texture2D texture'
  10688. ].join( '\n' ) + '\n' + prefixVertex;
  10689. prefixFragment = [
  10690. '#version 300 es\n',
  10691. '#define varying in',
  10692. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10693. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10694. '#define gl_FragDepthEXT gl_FragDepth',
  10695. '#define texture2D texture',
  10696. '#define textureCube texture',
  10697. '#define texture2DProj textureProj',
  10698. '#define texture2DLodEXT textureLod',
  10699. '#define texture2DProjLodEXT textureProjLod',
  10700. '#define textureCubeLodEXT textureLod',
  10701. '#define texture2DGradEXT textureGrad',
  10702. '#define texture2DProjGradEXT textureProjGrad',
  10703. '#define textureCubeGradEXT textureGrad'
  10704. ].join( '\n' ) + '\n' + prefixFragment;
  10705. }
  10706. var vertexGlsl = prefixVertex + vertexShader;
  10707. var fragmentGlsl = prefixFragment + fragmentShader;
  10708. // console.log( '*VERTEX*', vertexGlsl );
  10709. // console.log( '*FRAGMENT*', fragmentGlsl );
  10710. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10711. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10712. gl.attachShader( program, glVertexShader );
  10713. gl.attachShader( program, glFragmentShader );
  10714. // Force a particular attribute to index 0.
  10715. if ( material.index0AttributeName !== undefined ) {
  10716. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10717. } else if ( parameters.morphTargets === true ) {
  10718. // programs with morphTargets displace position out of attribute 0
  10719. gl.bindAttribLocation( program, 0, 'position' );
  10720. }
  10721. gl.linkProgram( program );
  10722. // check for link errors
  10723. if ( renderer.debug.checkShaderErrors ) {
  10724. var programLog = gl.getProgramInfoLog( program ).trim();
  10725. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10726. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10727. var runnable = true;
  10728. var haveDiagnostics = true;
  10729. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10730. runnable = false;
  10731. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10732. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10733. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10734. } else if ( programLog !== '' ) {
  10735. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10736. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10737. haveDiagnostics = false;
  10738. }
  10739. if ( haveDiagnostics ) {
  10740. this.diagnostics = {
  10741. runnable: runnable,
  10742. material: material,
  10743. programLog: programLog,
  10744. vertexShader: {
  10745. log: vertexLog,
  10746. prefix: prefixVertex
  10747. },
  10748. fragmentShader: {
  10749. log: fragmentLog,
  10750. prefix: prefixFragment
  10751. }
  10752. };
  10753. }
  10754. }
  10755. // clean up
  10756. gl.deleteShader( glVertexShader );
  10757. gl.deleteShader( glFragmentShader );
  10758. // set up caching for uniform locations
  10759. var cachedUniforms;
  10760. this.getUniforms = function () {
  10761. if ( cachedUniforms === undefined ) {
  10762. cachedUniforms = new WebGLUniforms( gl, program );
  10763. }
  10764. return cachedUniforms;
  10765. };
  10766. // set up caching for attribute locations
  10767. var cachedAttributes;
  10768. this.getAttributes = function () {
  10769. if ( cachedAttributes === undefined ) {
  10770. cachedAttributes = fetchAttributeLocations( gl, program );
  10771. }
  10772. return cachedAttributes;
  10773. };
  10774. // free resource
  10775. this.destroy = function () {
  10776. gl.deleteProgram( program );
  10777. this.program = undefined;
  10778. };
  10779. //
  10780. this.name = shader.name;
  10781. this.id = programIdCount ++;
  10782. this.code = code;
  10783. this.usedTimes = 1;
  10784. this.program = program;
  10785. this.vertexShader = glVertexShader;
  10786. this.fragmentShader = glFragmentShader;
  10787. return this;
  10788. }
  10789. /**
  10790. * @author mrdoob / http://mrdoob.com/
  10791. */
  10792. function WebGLPrograms( renderer, extensions, capabilities ) {
  10793. var programs = [];
  10794. var shaderIDs = {
  10795. MeshDepthMaterial: 'depth',
  10796. MeshDistanceMaterial: 'distanceRGBA',
  10797. MeshNormalMaterial: 'normal',
  10798. MeshBasicMaterial: 'basic',
  10799. MeshLambertMaterial: 'lambert',
  10800. MeshPhongMaterial: 'phong',
  10801. MeshToonMaterial: 'phong',
  10802. MeshStandardMaterial: 'physical',
  10803. MeshPhysicalMaterial: 'physical',
  10804. MeshMatcapMaterial: 'matcap',
  10805. LineBasicMaterial: 'basic',
  10806. LineDashedMaterial: 'dashed',
  10807. PointsMaterial: 'points',
  10808. ShadowMaterial: 'shadow',
  10809. SpriteMaterial: 'sprite'
  10810. };
  10811. var parameterNames = [
  10812. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10813. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  10814. "roughnessMap", "metalnessMap", "gradientMap",
  10815. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp2",
  10816. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10817. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10818. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10819. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10820. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10821. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  10822. "sheen"
  10823. ];
  10824. function allocateBones( object ) {
  10825. var skeleton = object.skeleton;
  10826. var bones = skeleton.bones;
  10827. if ( capabilities.floatVertexTextures ) {
  10828. return 1024;
  10829. } else {
  10830. // default for when object is not specified
  10831. // ( for example when prebuilding shader to be used with multiple objects )
  10832. //
  10833. // - leave some extra space for other uniforms
  10834. // - limit here is ANGLE's 254 max uniform vectors
  10835. // (up to 54 should be safe)
  10836. var nVertexUniforms = capabilities.maxVertexUniforms;
  10837. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10838. var maxBones = Math.min( nVertexMatrices, bones.length );
  10839. if ( maxBones < bones.length ) {
  10840. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10841. return 0;
  10842. }
  10843. return maxBones;
  10844. }
  10845. }
  10846. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10847. var encoding;
  10848. if ( ! map ) {
  10849. encoding = LinearEncoding;
  10850. } else if ( map.isTexture ) {
  10851. encoding = map.encoding;
  10852. } else if ( map.isWebGLRenderTarget ) {
  10853. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10854. encoding = map.texture.encoding;
  10855. }
  10856. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10857. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10858. encoding = GammaEncoding;
  10859. }
  10860. return encoding;
  10861. }
  10862. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10863. var shaderID = shaderIDs[ material.type ];
  10864. // heuristics to create shader parameters according to lights in the scene
  10865. // (not to blow over maxLights budget)
  10866. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10867. var precision = capabilities.precision;
  10868. if ( material.precision !== null ) {
  10869. precision = capabilities.getMaxPrecision( material.precision );
  10870. if ( precision !== material.precision ) {
  10871. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10872. }
  10873. }
  10874. var currentRenderTarget = renderer.getRenderTarget();
  10875. var parameters = {
  10876. shaderID: shaderID,
  10877. precision: precision,
  10878. supportsVertexTextures: capabilities.vertexTextures,
  10879. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10880. map: !! material.map,
  10881. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10882. matcap: !! material.matcap,
  10883. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10884. envMap: !! material.envMap,
  10885. envMapMode: material.envMap && material.envMap.mapping,
  10886. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10887. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10888. lightMap: !! material.lightMap,
  10889. aoMap: !! material.aoMap,
  10890. emissiveMap: !! material.emissiveMap,
  10891. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10892. bumpMap: !! material.bumpMap,
  10893. normalMap: !! material.normalMap,
  10894. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10895. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  10896. clearcoatNormalMap: !! material.clearcoatNormalMap,
  10897. displacementMap: !! material.displacementMap,
  10898. roughnessMap: !! material.roughnessMap,
  10899. metalnessMap: !! material.metalnessMap,
  10900. specularMap: !! material.specularMap,
  10901. alphaMap: !! material.alphaMap,
  10902. gradientMap: !! material.gradientMap,
  10903. sheen: !! material.sheen,
  10904. combine: material.combine,
  10905. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10906. vertexColors: material.vertexColors,
  10907. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap,
  10908. fog: !! fog,
  10909. useFog: material.fog,
  10910. fogExp2: ( fog && fog.isFogExp2 ),
  10911. flatShading: material.flatShading,
  10912. sizeAttenuation: material.sizeAttenuation,
  10913. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10914. skinning: material.skinning && maxBones > 0,
  10915. maxBones: maxBones,
  10916. useVertexTexture: capabilities.floatVertexTextures,
  10917. morphTargets: material.morphTargets,
  10918. morphNormals: material.morphNormals,
  10919. maxMorphTargets: renderer.maxMorphTargets,
  10920. maxMorphNormals: renderer.maxMorphNormals,
  10921. numDirLights: lights.directional.length,
  10922. numPointLights: lights.point.length,
  10923. numSpotLights: lights.spot.length,
  10924. numRectAreaLights: lights.rectArea.length,
  10925. numHemiLights: lights.hemi.length,
  10926. numDirLightShadows: lights.directionalShadowMap.length,
  10927. numPointLightShadows: lights.pointShadowMap.length,
  10928. numSpotLightShadows: lights.spotShadowMap.length,
  10929. numClippingPlanes: nClipPlanes,
  10930. numClipIntersection: nClipIntersection,
  10931. dithering: material.dithering,
  10932. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  10933. shadowMapType: renderer.shadowMap.type,
  10934. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  10935. physicallyCorrectLights: renderer.physicallyCorrectLights,
  10936. premultipliedAlpha: material.premultipliedAlpha,
  10937. alphaTest: material.alphaTest,
  10938. doubleSided: material.side === DoubleSide,
  10939. flipSided: material.side === BackSide,
  10940. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  10941. };
  10942. return parameters;
  10943. };
  10944. this.getProgramCode = function ( material, parameters ) {
  10945. var array = [];
  10946. if ( parameters.shaderID ) {
  10947. array.push( parameters.shaderID );
  10948. } else {
  10949. array.push( material.fragmentShader );
  10950. array.push( material.vertexShader );
  10951. }
  10952. if ( material.defines !== undefined ) {
  10953. for ( var name in material.defines ) {
  10954. array.push( name );
  10955. array.push( material.defines[ name ] );
  10956. }
  10957. }
  10958. for ( var i = 0; i < parameterNames.length; i ++ ) {
  10959. array.push( parameters[ parameterNames[ i ] ] );
  10960. }
  10961. array.push( material.onBeforeCompile.toString() );
  10962. array.push( renderer.gammaOutput );
  10963. array.push( renderer.gammaFactor );
  10964. return array.join();
  10965. };
  10966. this.acquireProgram = function ( material, shader, parameters, code ) {
  10967. var program;
  10968. // Check if code has been already compiled
  10969. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  10970. var programInfo = programs[ p ];
  10971. if ( programInfo.code === code ) {
  10972. program = programInfo;
  10973. ++ program.usedTimes;
  10974. break;
  10975. }
  10976. }
  10977. if ( program === undefined ) {
  10978. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  10979. programs.push( program );
  10980. }
  10981. return program;
  10982. };
  10983. this.releaseProgram = function ( program ) {
  10984. if ( -- program.usedTimes === 0 ) {
  10985. // Remove from unordered set
  10986. var i = programs.indexOf( program );
  10987. programs[ i ] = programs[ programs.length - 1 ];
  10988. programs.pop();
  10989. // Free WebGL resources
  10990. program.destroy();
  10991. }
  10992. };
  10993. // Exposed for resource monitoring & error feedback via renderer.info:
  10994. this.programs = programs;
  10995. }
  10996. /**
  10997. * @author fordacious / fordacious.github.io
  10998. */
  10999. function WebGLProperties() {
  11000. var properties = new WeakMap();
  11001. function get( object ) {
  11002. var map = properties.get( object );
  11003. if ( map === undefined ) {
  11004. map = {};
  11005. properties.set( object, map );
  11006. }
  11007. return map;
  11008. }
  11009. function remove( object ) {
  11010. properties.delete( object );
  11011. }
  11012. function update( object, key, value ) {
  11013. properties.get( object )[ key ] = value;
  11014. }
  11015. function dispose() {
  11016. properties = new WeakMap();
  11017. }
  11018. return {
  11019. get: get,
  11020. remove: remove,
  11021. update: update,
  11022. dispose: dispose
  11023. };
  11024. }
  11025. /**
  11026. * @author mrdoob / http://mrdoob.com/
  11027. */
  11028. function painterSortStable( a, b ) {
  11029. if ( a.groupOrder !== b.groupOrder ) {
  11030. return a.groupOrder - b.groupOrder;
  11031. } else if ( a.renderOrder !== b.renderOrder ) {
  11032. return a.renderOrder - b.renderOrder;
  11033. } else if ( a.program !== b.program ) {
  11034. return a.program.id - b.program.id;
  11035. } else if ( a.material.id !== b.material.id ) {
  11036. return a.material.id - b.material.id;
  11037. } else if ( a.z !== b.z ) {
  11038. return a.z - b.z;
  11039. } else {
  11040. return a.id - b.id;
  11041. }
  11042. }
  11043. function reversePainterSortStable( a, b ) {
  11044. if ( a.groupOrder !== b.groupOrder ) {
  11045. return a.groupOrder - b.groupOrder;
  11046. } else if ( a.renderOrder !== b.renderOrder ) {
  11047. return a.renderOrder - b.renderOrder;
  11048. } else if ( a.z !== b.z ) {
  11049. return b.z - a.z;
  11050. } else {
  11051. return a.id - b.id;
  11052. }
  11053. }
  11054. function WebGLRenderList() {
  11055. var renderItems = [];
  11056. var renderItemsIndex = 0;
  11057. var opaque = [];
  11058. var transparent = [];
  11059. var defaultProgram = { id: - 1 };
  11060. function init() {
  11061. renderItemsIndex = 0;
  11062. opaque.length = 0;
  11063. transparent.length = 0;
  11064. }
  11065. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11066. var renderItem = renderItems[ renderItemsIndex ];
  11067. if ( renderItem === undefined ) {
  11068. renderItem = {
  11069. id: object.id,
  11070. object: object,
  11071. geometry: geometry,
  11072. material: material,
  11073. program: material.program || defaultProgram,
  11074. groupOrder: groupOrder,
  11075. renderOrder: object.renderOrder,
  11076. z: z,
  11077. group: group
  11078. };
  11079. renderItems[ renderItemsIndex ] = renderItem;
  11080. } else {
  11081. renderItem.id = object.id;
  11082. renderItem.object = object;
  11083. renderItem.geometry = geometry;
  11084. renderItem.material = material;
  11085. renderItem.program = material.program || defaultProgram;
  11086. renderItem.groupOrder = groupOrder;
  11087. renderItem.renderOrder = object.renderOrder;
  11088. renderItem.z = z;
  11089. renderItem.group = group;
  11090. }
  11091. renderItemsIndex ++;
  11092. return renderItem;
  11093. }
  11094. function push( object, geometry, material, groupOrder, z, group ) {
  11095. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11096. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11097. }
  11098. function unshift( object, geometry, material, groupOrder, z, group ) {
  11099. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11100. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11101. }
  11102. function sort() {
  11103. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  11104. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  11105. }
  11106. return {
  11107. opaque: opaque,
  11108. transparent: transparent,
  11109. init: init,
  11110. push: push,
  11111. unshift: unshift,
  11112. sort: sort
  11113. };
  11114. }
  11115. function WebGLRenderLists() {
  11116. var lists = new WeakMap();
  11117. function onSceneDispose( event ) {
  11118. var scene = event.target;
  11119. scene.removeEventListener( 'dispose', onSceneDispose );
  11120. lists.delete( scene );
  11121. }
  11122. function get( scene, camera ) {
  11123. var cameras = lists.get( scene );
  11124. var list;
  11125. if ( cameras === undefined ) {
  11126. list = new WebGLRenderList();
  11127. lists.set( scene, new WeakMap() );
  11128. lists.get( scene ).set( camera, list );
  11129. scene.addEventListener( 'dispose', onSceneDispose );
  11130. } else {
  11131. list = cameras.get( camera );
  11132. if ( list === undefined ) {
  11133. list = new WebGLRenderList();
  11134. cameras.set( camera, list );
  11135. }
  11136. }
  11137. return list;
  11138. }
  11139. function dispose() {
  11140. lists = new WeakMap();
  11141. }
  11142. return {
  11143. get: get,
  11144. dispose: dispose
  11145. };
  11146. }
  11147. /**
  11148. * @author mrdoob / http://mrdoob.com/
  11149. */
  11150. function UniformsCache() {
  11151. var lights = {};
  11152. return {
  11153. get: function ( light ) {
  11154. if ( lights[ light.id ] !== undefined ) {
  11155. return lights[ light.id ];
  11156. }
  11157. var uniforms;
  11158. switch ( light.type ) {
  11159. case 'DirectionalLight':
  11160. uniforms = {
  11161. direction: new Vector3(),
  11162. color: new Color(),
  11163. shadow: false,
  11164. shadowBias: 0,
  11165. shadowRadius: 1,
  11166. shadowMapSize: new Vector2()
  11167. };
  11168. break;
  11169. case 'SpotLight':
  11170. uniforms = {
  11171. position: new Vector3(),
  11172. direction: new Vector3(),
  11173. color: new Color(),
  11174. distance: 0,
  11175. coneCos: 0,
  11176. penumbraCos: 0,
  11177. decay: 0,
  11178. shadow: false,
  11179. shadowBias: 0,
  11180. shadowRadius: 1,
  11181. shadowMapSize: new Vector2()
  11182. };
  11183. break;
  11184. case 'PointLight':
  11185. uniforms = {
  11186. position: new Vector3(),
  11187. color: new Color(),
  11188. distance: 0,
  11189. decay: 0,
  11190. shadow: false,
  11191. shadowBias: 0,
  11192. shadowRadius: 1,
  11193. shadowMapSize: new Vector2(),
  11194. shadowCameraNear: 1,
  11195. shadowCameraFar: 1000
  11196. };
  11197. break;
  11198. case 'HemisphereLight':
  11199. uniforms = {
  11200. direction: new Vector3(),
  11201. skyColor: new Color(),
  11202. groundColor: new Color()
  11203. };
  11204. break;
  11205. case 'RectAreaLight':
  11206. uniforms = {
  11207. color: new Color(),
  11208. position: new Vector3(),
  11209. halfWidth: new Vector3(),
  11210. halfHeight: new Vector3()
  11211. // TODO (abelnation): set RectAreaLight shadow uniforms
  11212. };
  11213. break;
  11214. }
  11215. lights[ light.id ] = uniforms;
  11216. return uniforms;
  11217. }
  11218. };
  11219. }
  11220. var nextVersion = 0;
  11221. function shadowCastingLightsFirst( lightA, lightB ) {
  11222. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11223. }
  11224. function WebGLLights() {
  11225. var cache = new UniformsCache();
  11226. var state = {
  11227. version: 0,
  11228. hash: {
  11229. directionalLength: - 1,
  11230. pointLength: - 1,
  11231. spotLength: - 1,
  11232. rectAreaLength: - 1,
  11233. hemiLength: - 1,
  11234. numDirectionalShadows: - 1,
  11235. numPointShadows: - 1,
  11236. numSpotShadows: - 1,
  11237. },
  11238. ambient: [ 0, 0, 0 ],
  11239. probe: [],
  11240. directional: [],
  11241. directionalShadowMap: [],
  11242. directionalShadowMatrix: [],
  11243. spot: [],
  11244. spotShadowMap: [],
  11245. spotShadowMatrix: [],
  11246. rectArea: [],
  11247. point: [],
  11248. pointShadowMap: [],
  11249. pointShadowMatrix: [],
  11250. hemi: [],
  11251. numDirectionalShadows: - 1,
  11252. numPointShadows: - 1,
  11253. numSpotShadows: - 1
  11254. };
  11255. for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
  11256. var vector3 = new Vector3();
  11257. var matrix4 = new Matrix4();
  11258. var matrix42 = new Matrix4();
  11259. function setup( lights, shadows, camera ) {
  11260. var r = 0, g = 0, b = 0;
  11261. for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
  11262. var directionalLength = 0;
  11263. var pointLength = 0;
  11264. var spotLength = 0;
  11265. var rectAreaLength = 0;
  11266. var hemiLength = 0;
  11267. var numDirectionalShadows = 0;
  11268. var numPointShadows = 0;
  11269. var numSpotShadows = 0;
  11270. var viewMatrix = camera.matrixWorldInverse;
  11271. lights.sort( shadowCastingLightsFirst );
  11272. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11273. var light = lights[ i ];
  11274. var color = light.color;
  11275. var intensity = light.intensity;
  11276. var distance = light.distance;
  11277. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11278. if ( light.isAmbientLight ) {
  11279. r += color.r * intensity;
  11280. g += color.g * intensity;
  11281. b += color.b * intensity;
  11282. } else if ( light.isLightProbe ) {
  11283. for ( var j = 0; j < 9; j ++ ) {
  11284. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11285. }
  11286. } else if ( light.isDirectionalLight ) {
  11287. var uniforms = cache.get( light );
  11288. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11289. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11290. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11291. uniforms.direction.sub( vector3 );
  11292. uniforms.direction.transformDirection( viewMatrix );
  11293. uniforms.shadow = light.castShadow;
  11294. if ( light.castShadow ) {
  11295. var shadow = light.shadow;
  11296. uniforms.shadowBias = shadow.bias;
  11297. uniforms.shadowRadius = shadow.radius;
  11298. uniforms.shadowMapSize = shadow.mapSize;
  11299. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11300. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11301. numDirectionalShadows ++;
  11302. }
  11303. state.directional[ directionalLength ] = uniforms;
  11304. directionalLength ++;
  11305. } else if ( light.isSpotLight ) {
  11306. var uniforms = cache.get( light );
  11307. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11308. uniforms.position.applyMatrix4( viewMatrix );
  11309. uniforms.color.copy( color ).multiplyScalar( intensity );
  11310. uniforms.distance = distance;
  11311. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11312. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11313. uniforms.direction.sub( vector3 );
  11314. uniforms.direction.transformDirection( viewMatrix );
  11315. uniforms.coneCos = Math.cos( light.angle );
  11316. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11317. uniforms.decay = light.decay;
  11318. uniforms.shadow = light.castShadow;
  11319. if ( light.castShadow ) {
  11320. var shadow = light.shadow;
  11321. uniforms.shadowBias = shadow.bias;
  11322. uniforms.shadowRadius = shadow.radius;
  11323. uniforms.shadowMapSize = shadow.mapSize;
  11324. state.spotShadowMap[ spotLength ] = shadowMap;
  11325. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11326. numSpotShadows ++;
  11327. }
  11328. state.spot[ spotLength ] = uniforms;
  11329. spotLength ++;
  11330. } else if ( light.isRectAreaLight ) {
  11331. var uniforms = cache.get( light );
  11332. // (a) intensity is the total visible light emitted
  11333. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11334. // (b) intensity is the brightness of the light
  11335. uniforms.color.copy( color ).multiplyScalar( intensity );
  11336. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11337. uniforms.position.applyMatrix4( viewMatrix );
  11338. // extract local rotation of light to derive width/height half vectors
  11339. matrix42.identity();
  11340. matrix4.copy( light.matrixWorld );
  11341. matrix4.premultiply( viewMatrix );
  11342. matrix42.extractRotation( matrix4 );
  11343. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11344. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11345. uniforms.halfWidth.applyMatrix4( matrix42 );
  11346. uniforms.halfHeight.applyMatrix4( matrix42 );
  11347. // TODO (abelnation): RectAreaLight distance?
  11348. // uniforms.distance = distance;
  11349. state.rectArea[ rectAreaLength ] = uniforms;
  11350. rectAreaLength ++;
  11351. } else if ( light.isPointLight ) {
  11352. var uniforms = cache.get( light );
  11353. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11354. uniforms.position.applyMatrix4( viewMatrix );
  11355. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11356. uniforms.distance = light.distance;
  11357. uniforms.decay = light.decay;
  11358. uniforms.shadow = light.castShadow;
  11359. if ( light.castShadow ) {
  11360. var shadow = light.shadow;
  11361. uniforms.shadowBias = shadow.bias;
  11362. uniforms.shadowRadius = shadow.radius;
  11363. uniforms.shadowMapSize = shadow.mapSize;
  11364. uniforms.shadowCameraNear = shadow.camera.near;
  11365. uniforms.shadowCameraFar = shadow.camera.far;
  11366. state.pointShadowMap[ pointLength ] = shadowMap;
  11367. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11368. numPointShadows ++;
  11369. }
  11370. state.point[ pointLength ] = uniforms;
  11371. pointLength ++;
  11372. } else if ( light.isHemisphereLight ) {
  11373. var uniforms = cache.get( light );
  11374. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11375. uniforms.direction.transformDirection( viewMatrix );
  11376. uniforms.direction.normalize();
  11377. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11378. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11379. state.hemi[ hemiLength ] = uniforms;
  11380. hemiLength ++;
  11381. }
  11382. }
  11383. state.ambient[ 0 ] = r;
  11384. state.ambient[ 1 ] = g;
  11385. state.ambient[ 2 ] = b;
  11386. var hash = state.hash;
  11387. if ( hash.directionalLength !== directionalLength ||
  11388. hash.pointLength !== pointLength ||
  11389. hash.spotLength !== spotLength ||
  11390. hash.rectAreaLength !== rectAreaLength ||
  11391. hash.hemiLength !== hemiLength ||
  11392. hash.numDirectionalShadows !== numDirectionalShadows ||
  11393. hash.numPointShadows !== numPointShadows ||
  11394. hash.numSpotShadows !== numSpotShadows ) {
  11395. state.directional.length = directionalLength;
  11396. state.spot.length = spotLength;
  11397. state.rectArea.length = rectAreaLength;
  11398. state.point.length = pointLength;
  11399. state.hemi.length = hemiLength;
  11400. state.directionalShadowMap.length = numDirectionalShadows;
  11401. state.pointShadowMap.length = numPointShadows;
  11402. state.spotShadowMap.length = numSpotShadows;
  11403. state.directionalShadowMatrix.length = numDirectionalShadows;
  11404. state.pointShadowMatrix.length = numPointShadows;
  11405. state.spotShadowMatrix.length = numSpotShadows;
  11406. hash.directionalLength = directionalLength;
  11407. hash.pointLength = pointLength;
  11408. hash.spotLength = spotLength;
  11409. hash.rectAreaLength = rectAreaLength;
  11410. hash.hemiLength = hemiLength;
  11411. hash.numDirectionalShadows = numDirectionalShadows;
  11412. hash.numPointShadows = numPointShadows;
  11413. hash.numSpotShadows = numSpotShadows;
  11414. state.version = nextVersion ++;
  11415. }
  11416. }
  11417. return {
  11418. setup: setup,
  11419. state: state
  11420. };
  11421. }
  11422. /**
  11423. * @author Mugen87 / https://github.com/Mugen87
  11424. */
  11425. function WebGLRenderState() {
  11426. var lights = new WebGLLights();
  11427. var lightsArray = [];
  11428. var shadowsArray = [];
  11429. function init() {
  11430. lightsArray.length = 0;
  11431. shadowsArray.length = 0;
  11432. }
  11433. function pushLight( light ) {
  11434. lightsArray.push( light );
  11435. }
  11436. function pushShadow( shadowLight ) {
  11437. shadowsArray.push( shadowLight );
  11438. }
  11439. function setupLights( camera ) {
  11440. lights.setup( lightsArray, shadowsArray, camera );
  11441. }
  11442. var state = {
  11443. lightsArray: lightsArray,
  11444. shadowsArray: shadowsArray,
  11445. lights: lights
  11446. };
  11447. return {
  11448. init: init,
  11449. state: state,
  11450. setupLights: setupLights,
  11451. pushLight: pushLight,
  11452. pushShadow: pushShadow
  11453. };
  11454. }
  11455. function WebGLRenderStates() {
  11456. var renderStates = new WeakMap();
  11457. function onSceneDispose( event ) {
  11458. var scene = event.target;
  11459. scene.removeEventListener( 'dispose', onSceneDispose );
  11460. renderStates.delete( scene );
  11461. }
  11462. function get( scene, camera ) {
  11463. var renderState;
  11464. if ( renderStates.has( scene ) === false ) {
  11465. renderState = new WebGLRenderState();
  11466. renderStates.set( scene, new WeakMap() );
  11467. renderStates.get( scene ).set( camera, renderState );
  11468. scene.addEventListener( 'dispose', onSceneDispose );
  11469. } else {
  11470. if ( renderStates.get( scene ).has( camera ) === false ) {
  11471. renderState = new WebGLRenderState();
  11472. renderStates.get( scene ).set( camera, renderState );
  11473. } else {
  11474. renderState = renderStates.get( scene ).get( camera );
  11475. }
  11476. }
  11477. return renderState;
  11478. }
  11479. function dispose() {
  11480. renderStates = new WeakMap();
  11481. }
  11482. return {
  11483. get: get,
  11484. dispose: dispose
  11485. };
  11486. }
  11487. /**
  11488. * @author mrdoob / http://mrdoob.com/
  11489. * @author alteredq / http://alteredqualia.com/
  11490. * @author bhouston / https://clara.io
  11491. * @author WestLangley / http://github.com/WestLangley
  11492. *
  11493. * parameters = {
  11494. *
  11495. * opacity: <float>,
  11496. *
  11497. * map: new THREE.Texture( <Image> ),
  11498. *
  11499. * alphaMap: new THREE.Texture( <Image> ),
  11500. *
  11501. * displacementMap: new THREE.Texture( <Image> ),
  11502. * displacementScale: <float>,
  11503. * displacementBias: <float>,
  11504. *
  11505. * wireframe: <boolean>,
  11506. * wireframeLinewidth: <float>
  11507. * }
  11508. */
  11509. function MeshDepthMaterial( parameters ) {
  11510. Material.call( this );
  11511. this.type = 'MeshDepthMaterial';
  11512. this.depthPacking = BasicDepthPacking;
  11513. this.skinning = false;
  11514. this.morphTargets = false;
  11515. this.map = null;
  11516. this.alphaMap = null;
  11517. this.displacementMap = null;
  11518. this.displacementScale = 1;
  11519. this.displacementBias = 0;
  11520. this.wireframe = false;
  11521. this.wireframeLinewidth = 1;
  11522. this.fog = false;
  11523. this.lights = false;
  11524. this.setValues( parameters );
  11525. }
  11526. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11527. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11528. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11529. MeshDepthMaterial.prototype.copy = function ( source ) {
  11530. Material.prototype.copy.call( this, source );
  11531. this.depthPacking = source.depthPacking;
  11532. this.skinning = source.skinning;
  11533. this.morphTargets = source.morphTargets;
  11534. this.map = source.map;
  11535. this.alphaMap = source.alphaMap;
  11536. this.displacementMap = source.displacementMap;
  11537. this.displacementScale = source.displacementScale;
  11538. this.displacementBias = source.displacementBias;
  11539. this.wireframe = source.wireframe;
  11540. this.wireframeLinewidth = source.wireframeLinewidth;
  11541. return this;
  11542. };
  11543. /**
  11544. * @author WestLangley / http://github.com/WestLangley
  11545. *
  11546. * parameters = {
  11547. *
  11548. * referencePosition: <float>,
  11549. * nearDistance: <float>,
  11550. * farDistance: <float>,
  11551. *
  11552. * skinning: <bool>,
  11553. * morphTargets: <bool>,
  11554. *
  11555. * map: new THREE.Texture( <Image> ),
  11556. *
  11557. * alphaMap: new THREE.Texture( <Image> ),
  11558. *
  11559. * displacementMap: new THREE.Texture( <Image> ),
  11560. * displacementScale: <float>,
  11561. * displacementBias: <float>
  11562. *
  11563. * }
  11564. */
  11565. function MeshDistanceMaterial( parameters ) {
  11566. Material.call( this );
  11567. this.type = 'MeshDistanceMaterial';
  11568. this.referencePosition = new Vector3();
  11569. this.nearDistance = 1;
  11570. this.farDistance = 1000;
  11571. this.skinning = false;
  11572. this.morphTargets = false;
  11573. this.map = null;
  11574. this.alphaMap = null;
  11575. this.displacementMap = null;
  11576. this.displacementScale = 1;
  11577. this.displacementBias = 0;
  11578. this.fog = false;
  11579. this.lights = false;
  11580. this.setValues( parameters );
  11581. }
  11582. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11583. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11584. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11585. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11586. Material.prototype.copy.call( this, source );
  11587. this.referencePosition.copy( source.referencePosition );
  11588. this.nearDistance = source.nearDistance;
  11589. this.farDistance = source.farDistance;
  11590. this.skinning = source.skinning;
  11591. this.morphTargets = source.morphTargets;
  11592. this.map = source.map;
  11593. this.alphaMap = source.alphaMap;
  11594. this.displacementMap = source.displacementMap;
  11595. this.displacementScale = source.displacementScale;
  11596. this.displacementBias = source.displacementBias;
  11597. return this;
  11598. };
  11599. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n \n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = decodeHalfRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = pow( squared_mean - mean * mean, 0.5 );\n gl_FragColor = encodeHalfRGBA( vec2( mean, std_dev ) );\n}";
  11600. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11601. /**
  11602. * @author alteredq / http://alteredqualia.com/
  11603. * @author mrdoob / http://mrdoob.com/
  11604. */
  11605. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11606. var _frustum = new Frustum(),
  11607. _shadowMapSize = new Vector2(),
  11608. _viewportSize = new Vector2(),
  11609. _viewport = new Vector4(),
  11610. _MorphingFlag = 1,
  11611. _SkinningFlag = 2,
  11612. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11613. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11614. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11615. _materialCache = {};
  11616. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11617. var shadowMaterialVertical = new ShaderMaterial( {
  11618. defines: {
  11619. SAMPLE_RATE: 2.0 / 8.0,
  11620. HALF_SAMPLE_RATE: 1.0 / 8.0
  11621. },
  11622. uniforms: {
  11623. shadow_pass: { value: null },
  11624. resolution: { value: new Vector2() },
  11625. radius: { value: 4.0 }
  11626. },
  11627. vertexShader: vsm_vert,
  11628. fragmentShader: vsm_frag
  11629. } );
  11630. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11631. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11632. var fullScreenTri = new BufferGeometry();
  11633. fullScreenTri.addAttribute(
  11634. "position",
  11635. new BufferAttribute(
  11636. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11637. 3
  11638. )
  11639. );
  11640. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11641. // init
  11642. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11643. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11644. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11645. var depthMaterial = new MeshDepthMaterial( {
  11646. depthPacking: RGBADepthPacking,
  11647. morphTargets: useMorphing,
  11648. skinning: useSkinning
  11649. } );
  11650. _depthMaterials[ i ] = depthMaterial;
  11651. var distanceMaterial = new MeshDistanceMaterial( {
  11652. morphTargets: useMorphing,
  11653. skinning: useSkinning
  11654. } );
  11655. _distanceMaterials[ i ] = distanceMaterial;
  11656. }
  11657. var scope = this;
  11658. this.enabled = false;
  11659. this.autoUpdate = true;
  11660. this.needsUpdate = false;
  11661. this.type = PCFShadowMap;
  11662. this.render = function ( lights, scene, camera ) {
  11663. if ( scope.enabled === false ) return;
  11664. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11665. if ( lights.length === 0 ) return;
  11666. var currentRenderTarget = _renderer.getRenderTarget();
  11667. var activeCubeFace = _renderer.getActiveCubeFace();
  11668. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11669. var _state = _renderer.state;
  11670. // Set GL state for depth map.
  11671. _state.setBlending( NoBlending );
  11672. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11673. _state.buffers.depth.setTest( true );
  11674. _state.setScissorTest( false );
  11675. // render depth map
  11676. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11677. var light = lights[ i ];
  11678. var shadow = light.shadow;
  11679. if ( shadow === undefined ) {
  11680. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11681. continue;
  11682. }
  11683. _shadowMapSize.copy( shadow.mapSize );
  11684. var shadowFrameExtents = shadow.getFrameExtents();
  11685. _shadowMapSize.multiply( shadowFrameExtents );
  11686. _viewportSize.copy( shadow.mapSize );
  11687. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11688. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11689. if ( _shadowMapSize.x > maxTextureSize ) {
  11690. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11691. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11692. shadow.mapSize.x = _viewportSize.x;
  11693. }
  11694. if ( _shadowMapSize.y > maxTextureSize ) {
  11695. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11696. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11697. shadow.mapSize.y = _viewportSize.y;
  11698. }
  11699. }
  11700. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11701. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11702. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11703. shadow.map.texture.name = light.name + ".shadowMap";
  11704. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11705. shadow.camera.updateProjectionMatrix();
  11706. }
  11707. if ( shadow.map === null ) {
  11708. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11709. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11710. shadow.map.texture.name = light.name + ".shadowMap";
  11711. shadow.camera.updateProjectionMatrix();
  11712. }
  11713. _renderer.setRenderTarget( shadow.map );
  11714. _renderer.clear();
  11715. var viewportCount = shadow.getViewportCount();
  11716. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11717. var viewport = shadow.getViewport( vp );
  11718. _viewport.set(
  11719. _viewportSize.x * viewport.x,
  11720. _viewportSize.y * viewport.y,
  11721. _viewportSize.x * viewport.z,
  11722. _viewportSize.y * viewport.w
  11723. );
  11724. _state.viewport( _viewport );
  11725. shadow.updateMatrices( light, camera, vp );
  11726. _frustum = shadow.getFrustum();
  11727. renderObject( scene, camera, shadow.camera, light, this.type );
  11728. }
  11729. // do blur pass for VSM
  11730. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11731. VSMPass( shadow, camera );
  11732. }
  11733. }
  11734. scope.needsUpdate = false;
  11735. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11736. };
  11737. function VSMPass( shadow, camera ) {
  11738. var geometry = _objects.update( fullScreenMesh );
  11739. // vertical pass
  11740. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11741. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11742. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11743. _renderer.setRenderTarget( shadow.mapPass );
  11744. _renderer.clear();
  11745. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11746. // horizonal pass
  11747. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11748. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11749. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11750. _renderer.setRenderTarget( shadow.map );
  11751. _renderer.clear();
  11752. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11753. }
  11754. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11755. var geometry = object.geometry;
  11756. var result = null;
  11757. var materialVariants = _depthMaterials;
  11758. var customMaterial = object.customDepthMaterial;
  11759. if ( light.isPointLight ) {
  11760. materialVariants = _distanceMaterials;
  11761. customMaterial = object.customDistanceMaterial;
  11762. }
  11763. if ( ! customMaterial ) {
  11764. var useMorphing = false;
  11765. if ( material.morphTargets ) {
  11766. if ( geometry && geometry.isBufferGeometry ) {
  11767. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11768. } else if ( geometry && geometry.isGeometry ) {
  11769. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11770. }
  11771. }
  11772. if ( object.isSkinnedMesh && material.skinning === false ) {
  11773. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11774. }
  11775. var useSkinning = object.isSkinnedMesh && material.skinning;
  11776. var variantIndex = 0;
  11777. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11778. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11779. result = materialVariants[ variantIndex ];
  11780. } else {
  11781. result = customMaterial;
  11782. }
  11783. if ( _renderer.localClippingEnabled &&
  11784. material.clipShadows === true &&
  11785. material.clippingPlanes.length !== 0 ) {
  11786. // in this case we need a unique material instance reflecting the
  11787. // appropriate state
  11788. var keyA = result.uuid, keyB = material.uuid;
  11789. var materialsForVariant = _materialCache[ keyA ];
  11790. if ( materialsForVariant === undefined ) {
  11791. materialsForVariant = {};
  11792. _materialCache[ keyA ] = materialsForVariant;
  11793. }
  11794. var cachedMaterial = materialsForVariant[ keyB ];
  11795. if ( cachedMaterial === undefined ) {
  11796. cachedMaterial = result.clone();
  11797. materialsForVariant[ keyB ] = cachedMaterial;
  11798. }
  11799. result = cachedMaterial;
  11800. }
  11801. result.visible = material.visible;
  11802. result.wireframe = material.wireframe;
  11803. if ( type === VSMShadowMap ) {
  11804. result.side = ( material.shadowSide != null ) ? material.shadowSide : material.side;
  11805. } else {
  11806. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11807. }
  11808. result.clipShadows = material.clipShadows;
  11809. result.clippingPlanes = material.clippingPlanes;
  11810. result.clipIntersection = material.clipIntersection;
  11811. result.wireframeLinewidth = material.wireframeLinewidth;
  11812. result.linewidth = material.linewidth;
  11813. if ( light.isPointLight && result.isMeshDistanceMaterial ) {
  11814. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  11815. result.nearDistance = shadowCameraNear;
  11816. result.farDistance = shadowCameraFar;
  11817. }
  11818. return result;
  11819. }
  11820. function renderObject( object, camera, shadowCamera, light, type ) {
  11821. if ( object.visible === false ) return;
  11822. var visible = object.layers.test( camera.layers );
  11823. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11824. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11825. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11826. var geometry = _objects.update( object );
  11827. var material = object.material;
  11828. if ( Array.isArray( material ) ) {
  11829. var groups = geometry.groups;
  11830. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11831. var group = groups[ k ];
  11832. var groupMaterial = material[ group.materialIndex ];
  11833. if ( groupMaterial && groupMaterial.visible ) {
  11834. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  11835. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11836. }
  11837. }
  11838. } else if ( material.visible ) {
  11839. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  11840. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11841. }
  11842. }
  11843. }
  11844. var children = object.children;
  11845. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11846. renderObject( children[ i ], camera, shadowCamera, light, type );
  11847. }
  11848. }
  11849. }
  11850. /**
  11851. * @author mrdoob / http://mrdoob.com/
  11852. */
  11853. function WebGLState( gl, extensions, utils, capabilities ) {
  11854. function ColorBuffer() {
  11855. var locked = false;
  11856. var color = new Vector4();
  11857. var currentColorMask = null;
  11858. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11859. return {
  11860. setMask: function ( colorMask ) {
  11861. if ( currentColorMask !== colorMask && ! locked ) {
  11862. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11863. currentColorMask = colorMask;
  11864. }
  11865. },
  11866. setLocked: function ( lock ) {
  11867. locked = lock;
  11868. },
  11869. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11870. if ( premultipliedAlpha === true ) {
  11871. r *= a; g *= a; b *= a;
  11872. }
  11873. color.set( r, g, b, a );
  11874. if ( currentColorClear.equals( color ) === false ) {
  11875. gl.clearColor( r, g, b, a );
  11876. currentColorClear.copy( color );
  11877. }
  11878. },
  11879. reset: function () {
  11880. locked = false;
  11881. currentColorMask = null;
  11882. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11883. }
  11884. };
  11885. }
  11886. function DepthBuffer() {
  11887. var locked = false;
  11888. var currentDepthMask = null;
  11889. var currentDepthFunc = null;
  11890. var currentDepthClear = null;
  11891. return {
  11892. setTest: function ( depthTest ) {
  11893. if ( depthTest ) {
  11894. enable( 2929 );
  11895. } else {
  11896. disable( 2929 );
  11897. }
  11898. },
  11899. setMask: function ( depthMask ) {
  11900. if ( currentDepthMask !== depthMask && ! locked ) {
  11901. gl.depthMask( depthMask );
  11902. currentDepthMask = depthMask;
  11903. }
  11904. },
  11905. setFunc: function ( depthFunc ) {
  11906. if ( currentDepthFunc !== depthFunc ) {
  11907. if ( depthFunc ) {
  11908. switch ( depthFunc ) {
  11909. case NeverDepth:
  11910. gl.depthFunc( 512 );
  11911. break;
  11912. case AlwaysDepth:
  11913. gl.depthFunc( 519 );
  11914. break;
  11915. case LessDepth:
  11916. gl.depthFunc( 513 );
  11917. break;
  11918. case LessEqualDepth:
  11919. gl.depthFunc( 515 );
  11920. break;
  11921. case EqualDepth:
  11922. gl.depthFunc( 514 );
  11923. break;
  11924. case GreaterEqualDepth:
  11925. gl.depthFunc( 518 );
  11926. break;
  11927. case GreaterDepth:
  11928. gl.depthFunc( 516 );
  11929. break;
  11930. case NotEqualDepth:
  11931. gl.depthFunc( 517 );
  11932. break;
  11933. default:
  11934. gl.depthFunc( 515 );
  11935. }
  11936. } else {
  11937. gl.depthFunc( 515 );
  11938. }
  11939. currentDepthFunc = depthFunc;
  11940. }
  11941. },
  11942. setLocked: function ( lock ) {
  11943. locked = lock;
  11944. },
  11945. setClear: function ( depth ) {
  11946. if ( currentDepthClear !== depth ) {
  11947. gl.clearDepth( depth );
  11948. currentDepthClear = depth;
  11949. }
  11950. },
  11951. reset: function () {
  11952. locked = false;
  11953. currentDepthMask = null;
  11954. currentDepthFunc = null;
  11955. currentDepthClear = null;
  11956. }
  11957. };
  11958. }
  11959. function StencilBuffer() {
  11960. var locked = false;
  11961. var currentStencilMask = null;
  11962. var currentStencilFunc = null;
  11963. var currentStencilRef = null;
  11964. var currentStencilFuncMask = null;
  11965. var currentStencilFail = null;
  11966. var currentStencilZFail = null;
  11967. var currentStencilZPass = null;
  11968. var currentStencilClear = null;
  11969. return {
  11970. setTest: function ( stencilTest ) {
  11971. if ( ! locked ) {
  11972. if ( stencilTest ) {
  11973. enable( 2960 );
  11974. } else {
  11975. disable( 2960 );
  11976. }
  11977. }
  11978. },
  11979. setMask: function ( stencilMask ) {
  11980. if ( currentStencilMask !== stencilMask && ! locked ) {
  11981. gl.stencilMask( stencilMask );
  11982. currentStencilMask = stencilMask;
  11983. }
  11984. },
  11985. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  11986. if ( currentStencilFunc !== stencilFunc ||
  11987. currentStencilRef !== stencilRef ||
  11988. currentStencilFuncMask !== stencilMask ) {
  11989. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  11990. currentStencilFunc = stencilFunc;
  11991. currentStencilRef = stencilRef;
  11992. currentStencilFuncMask = stencilMask;
  11993. }
  11994. },
  11995. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  11996. if ( currentStencilFail !== stencilFail ||
  11997. currentStencilZFail !== stencilZFail ||
  11998. currentStencilZPass !== stencilZPass ) {
  11999. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12000. currentStencilFail = stencilFail;
  12001. currentStencilZFail = stencilZFail;
  12002. currentStencilZPass = stencilZPass;
  12003. }
  12004. },
  12005. setLocked: function ( lock ) {
  12006. locked = lock;
  12007. },
  12008. setClear: function ( stencil ) {
  12009. if ( currentStencilClear !== stencil ) {
  12010. gl.clearStencil( stencil );
  12011. currentStencilClear = stencil;
  12012. }
  12013. },
  12014. reset: function () {
  12015. locked = false;
  12016. currentStencilMask = null;
  12017. currentStencilFunc = null;
  12018. currentStencilRef = null;
  12019. currentStencilFuncMask = null;
  12020. currentStencilFail = null;
  12021. currentStencilZFail = null;
  12022. currentStencilZPass = null;
  12023. currentStencilClear = null;
  12024. }
  12025. };
  12026. }
  12027. //
  12028. var colorBuffer = new ColorBuffer();
  12029. var depthBuffer = new DepthBuffer();
  12030. var stencilBuffer = new StencilBuffer();
  12031. var maxVertexAttributes = gl.getParameter( 34921 );
  12032. var newAttributes = new Uint8Array( maxVertexAttributes );
  12033. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12034. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12035. var enabledCapabilities = {};
  12036. var compressedTextureFormats = null;
  12037. var currentProgram = null;
  12038. var currentBlendingEnabled = null;
  12039. var currentBlending = null;
  12040. var currentBlendEquation = null;
  12041. var currentBlendSrc = null;
  12042. var currentBlendDst = null;
  12043. var currentBlendEquationAlpha = null;
  12044. var currentBlendSrcAlpha = null;
  12045. var currentBlendDstAlpha = null;
  12046. var currentPremultipledAlpha = false;
  12047. var currentFlipSided = null;
  12048. var currentCullFace = null;
  12049. var currentLineWidth = null;
  12050. var currentPolygonOffsetFactor = null;
  12051. var currentPolygonOffsetUnits = null;
  12052. var maxTextures = gl.getParameter( 35661 );
  12053. var lineWidthAvailable = false;
  12054. var version = 0;
  12055. var glVersion = gl.getParameter( 7938 );
  12056. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12057. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12058. lineWidthAvailable = ( version >= 1.0 );
  12059. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12060. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12061. lineWidthAvailable = ( version >= 2.0 );
  12062. }
  12063. var currentTextureSlot = null;
  12064. var currentBoundTextures = {};
  12065. var currentScissor = new Vector4();
  12066. var currentViewport = new Vector4();
  12067. function createTexture( type, target, count ) {
  12068. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12069. var texture = gl.createTexture();
  12070. gl.bindTexture( type, texture );
  12071. gl.texParameteri( type, 10241, 9728 );
  12072. gl.texParameteri( type, 10240, 9728 );
  12073. for ( var i = 0; i < count; i ++ ) {
  12074. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12075. }
  12076. return texture;
  12077. }
  12078. var emptyTextures = {};
  12079. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12080. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12081. // init
  12082. colorBuffer.setClear( 0, 0, 0, 1 );
  12083. depthBuffer.setClear( 1 );
  12084. stencilBuffer.setClear( 0 );
  12085. enable( 2929 );
  12086. depthBuffer.setFunc( LessEqualDepth );
  12087. setFlipSided( false );
  12088. setCullFace( CullFaceBack );
  12089. enable( 2884 );
  12090. setBlending( NoBlending );
  12091. //
  12092. function initAttributes() {
  12093. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12094. newAttributes[ i ] = 0;
  12095. }
  12096. }
  12097. function enableAttribute( attribute ) {
  12098. enableAttributeAndDivisor( attribute, 0 );
  12099. }
  12100. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12101. newAttributes[ attribute ] = 1;
  12102. if ( enabledAttributes[ attribute ] === 0 ) {
  12103. gl.enableVertexAttribArray( attribute );
  12104. enabledAttributes[ attribute ] = 1;
  12105. }
  12106. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12107. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12108. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12109. attributeDivisors[ attribute ] = meshPerAttribute;
  12110. }
  12111. }
  12112. function disableUnusedAttributes() {
  12113. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12114. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12115. gl.disableVertexAttribArray( i );
  12116. enabledAttributes[ i ] = 0;
  12117. }
  12118. }
  12119. }
  12120. function enable( id ) {
  12121. if ( enabledCapabilities[ id ] !== true ) {
  12122. gl.enable( id );
  12123. enabledCapabilities[ id ] = true;
  12124. }
  12125. }
  12126. function disable( id ) {
  12127. if ( enabledCapabilities[ id ] !== false ) {
  12128. gl.disable( id );
  12129. enabledCapabilities[ id ] = false;
  12130. }
  12131. }
  12132. function getCompressedTextureFormats() {
  12133. if ( compressedTextureFormats === null ) {
  12134. compressedTextureFormats = [];
  12135. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12136. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12137. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12138. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12139. var formats = gl.getParameter( 34467 );
  12140. for ( var i = 0; i < formats.length; i ++ ) {
  12141. compressedTextureFormats.push( formats[ i ] );
  12142. }
  12143. }
  12144. }
  12145. return compressedTextureFormats;
  12146. }
  12147. function useProgram( program ) {
  12148. if ( currentProgram !== program ) {
  12149. gl.useProgram( program );
  12150. currentProgram = program;
  12151. return true;
  12152. }
  12153. return false;
  12154. }
  12155. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12156. if ( blending === NoBlending ) {
  12157. if ( currentBlendingEnabled ) {
  12158. disable( 3042 );
  12159. currentBlendingEnabled = false;
  12160. }
  12161. return;
  12162. }
  12163. if ( ! currentBlendingEnabled ) {
  12164. enable( 3042 );
  12165. currentBlendingEnabled = true;
  12166. }
  12167. if ( blending !== CustomBlending ) {
  12168. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12169. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12170. gl.blendEquation( 32774 );
  12171. currentBlendEquation = AddEquation;
  12172. currentBlendEquationAlpha = AddEquation;
  12173. }
  12174. if ( premultipliedAlpha ) {
  12175. switch ( blending ) {
  12176. case NormalBlending:
  12177. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12178. break;
  12179. case AdditiveBlending:
  12180. gl.blendFunc( 1, 1 );
  12181. break;
  12182. case SubtractiveBlending:
  12183. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12184. break;
  12185. case MultiplyBlending:
  12186. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12187. break;
  12188. default:
  12189. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12190. break;
  12191. }
  12192. } else {
  12193. switch ( blending ) {
  12194. case NormalBlending:
  12195. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12196. break;
  12197. case AdditiveBlending:
  12198. gl.blendFunc( 770, 1 );
  12199. break;
  12200. case SubtractiveBlending:
  12201. gl.blendFunc( 0, 769 );
  12202. break;
  12203. case MultiplyBlending:
  12204. gl.blendFunc( 0, 768 );
  12205. break;
  12206. default:
  12207. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12208. break;
  12209. }
  12210. }
  12211. currentBlendSrc = null;
  12212. currentBlendDst = null;
  12213. currentBlendSrcAlpha = null;
  12214. currentBlendDstAlpha = null;
  12215. currentBlending = blending;
  12216. currentPremultipledAlpha = premultipliedAlpha;
  12217. }
  12218. return;
  12219. }
  12220. // custom blending
  12221. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12222. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12223. blendDstAlpha = blendDstAlpha || blendDst;
  12224. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12225. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12226. currentBlendEquation = blendEquation;
  12227. currentBlendEquationAlpha = blendEquationAlpha;
  12228. }
  12229. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12230. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12231. currentBlendSrc = blendSrc;
  12232. currentBlendDst = blendDst;
  12233. currentBlendSrcAlpha = blendSrcAlpha;
  12234. currentBlendDstAlpha = blendDstAlpha;
  12235. }
  12236. currentBlending = blending;
  12237. currentPremultipledAlpha = null;
  12238. }
  12239. function setMaterial( material, frontFaceCW ) {
  12240. material.side === DoubleSide
  12241. ? disable( 2884 )
  12242. : enable( 2884 );
  12243. var flipSided = ( material.side === BackSide );
  12244. if ( frontFaceCW ) flipSided = ! flipSided;
  12245. setFlipSided( flipSided );
  12246. ( material.blending === NormalBlending && material.transparent === false )
  12247. ? setBlending( NoBlending )
  12248. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12249. depthBuffer.setFunc( material.depthFunc );
  12250. depthBuffer.setTest( material.depthTest );
  12251. depthBuffer.setMask( material.depthWrite );
  12252. colorBuffer.setMask( material.colorWrite );
  12253. var stencilWrite = material.stencilWrite;
  12254. stencilBuffer.setTest( stencilWrite );
  12255. if ( stencilWrite ) {
  12256. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilMask );
  12257. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12258. }
  12259. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12260. }
  12261. //
  12262. function setFlipSided( flipSided ) {
  12263. if ( currentFlipSided !== flipSided ) {
  12264. if ( flipSided ) {
  12265. gl.frontFace( 2304 );
  12266. } else {
  12267. gl.frontFace( 2305 );
  12268. }
  12269. currentFlipSided = flipSided;
  12270. }
  12271. }
  12272. function setCullFace( cullFace ) {
  12273. if ( cullFace !== CullFaceNone ) {
  12274. enable( 2884 );
  12275. if ( cullFace !== currentCullFace ) {
  12276. if ( cullFace === CullFaceBack ) {
  12277. gl.cullFace( 1029 );
  12278. } else if ( cullFace === CullFaceFront ) {
  12279. gl.cullFace( 1028 );
  12280. } else {
  12281. gl.cullFace( 1032 );
  12282. }
  12283. }
  12284. } else {
  12285. disable( 2884 );
  12286. }
  12287. currentCullFace = cullFace;
  12288. }
  12289. function setLineWidth( width ) {
  12290. if ( width !== currentLineWidth ) {
  12291. if ( lineWidthAvailable ) gl.lineWidth( width );
  12292. currentLineWidth = width;
  12293. }
  12294. }
  12295. function setPolygonOffset( polygonOffset, factor, units ) {
  12296. if ( polygonOffset ) {
  12297. enable( 32823 );
  12298. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12299. gl.polygonOffset( factor, units );
  12300. currentPolygonOffsetFactor = factor;
  12301. currentPolygonOffsetUnits = units;
  12302. }
  12303. } else {
  12304. disable( 32823 );
  12305. }
  12306. }
  12307. function setScissorTest( scissorTest ) {
  12308. if ( scissorTest ) {
  12309. enable( 3089 );
  12310. } else {
  12311. disable( 3089 );
  12312. }
  12313. }
  12314. // texture
  12315. function activeTexture( webglSlot ) {
  12316. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  12317. if ( currentTextureSlot !== webglSlot ) {
  12318. gl.activeTexture( webglSlot );
  12319. currentTextureSlot = webglSlot;
  12320. }
  12321. }
  12322. function bindTexture( webglType, webglTexture ) {
  12323. if ( currentTextureSlot === null ) {
  12324. activeTexture();
  12325. }
  12326. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12327. if ( boundTexture === undefined ) {
  12328. boundTexture = { type: undefined, texture: undefined };
  12329. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12330. }
  12331. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12332. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12333. boundTexture.type = webglType;
  12334. boundTexture.texture = webglTexture;
  12335. }
  12336. }
  12337. function compressedTexImage2D() {
  12338. try {
  12339. gl.compressedTexImage2D.apply( gl, arguments );
  12340. } catch ( error ) {
  12341. console.error( 'THREE.WebGLState:', error );
  12342. }
  12343. }
  12344. function texImage2D() {
  12345. try {
  12346. gl.texImage2D.apply( gl, arguments );
  12347. } catch ( error ) {
  12348. console.error( 'THREE.WebGLState:', error );
  12349. }
  12350. }
  12351. function texImage3D() {
  12352. try {
  12353. gl.texImage3D.apply( gl, arguments );
  12354. } catch ( error ) {
  12355. console.error( 'THREE.WebGLState:', error );
  12356. }
  12357. }
  12358. //
  12359. function scissor( scissor ) {
  12360. if ( currentScissor.equals( scissor ) === false ) {
  12361. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12362. currentScissor.copy( scissor );
  12363. }
  12364. }
  12365. function viewport( viewport ) {
  12366. if ( currentViewport.equals( viewport ) === false ) {
  12367. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12368. currentViewport.copy( viewport );
  12369. }
  12370. }
  12371. //
  12372. function reset() {
  12373. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12374. if ( enabledAttributes[ i ] === 1 ) {
  12375. gl.disableVertexAttribArray( i );
  12376. enabledAttributes[ i ] = 0;
  12377. }
  12378. }
  12379. enabledCapabilities = {};
  12380. compressedTextureFormats = null;
  12381. currentTextureSlot = null;
  12382. currentBoundTextures = {};
  12383. currentProgram = null;
  12384. currentBlending = null;
  12385. currentFlipSided = null;
  12386. currentCullFace = null;
  12387. colorBuffer.reset();
  12388. depthBuffer.reset();
  12389. stencilBuffer.reset();
  12390. }
  12391. return {
  12392. buffers: {
  12393. color: colorBuffer,
  12394. depth: depthBuffer,
  12395. stencil: stencilBuffer
  12396. },
  12397. initAttributes: initAttributes,
  12398. enableAttribute: enableAttribute,
  12399. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12400. disableUnusedAttributes: disableUnusedAttributes,
  12401. enable: enable,
  12402. disable: disable,
  12403. getCompressedTextureFormats: getCompressedTextureFormats,
  12404. useProgram: useProgram,
  12405. setBlending: setBlending,
  12406. setMaterial: setMaterial,
  12407. setFlipSided: setFlipSided,
  12408. setCullFace: setCullFace,
  12409. setLineWidth: setLineWidth,
  12410. setPolygonOffset: setPolygonOffset,
  12411. setScissorTest: setScissorTest,
  12412. activeTexture: activeTexture,
  12413. bindTexture: bindTexture,
  12414. compressedTexImage2D: compressedTexImage2D,
  12415. texImage2D: texImage2D,
  12416. texImage3D: texImage3D,
  12417. scissor: scissor,
  12418. viewport: viewport,
  12419. reset: reset
  12420. };
  12421. }
  12422. /**
  12423. * @author mrdoob / http://mrdoob.com/
  12424. */
  12425. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12426. var _videoTextures = new WeakMap();
  12427. var _canvas;
  12428. //
  12429. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12430. function createCanvas( width, height ) {
  12431. // Use OffscreenCanvas when available. Specially needed in web workers
  12432. return useOffscreenCanvas ?
  12433. new OffscreenCanvas( width, height ) :
  12434. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12435. }
  12436. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12437. var scale = 1;
  12438. // handle case if texture exceeds max size
  12439. if ( image.width > maxSize || image.height > maxSize ) {
  12440. scale = maxSize / Math.max( image.width, image.height );
  12441. }
  12442. // only perform resize if necessary
  12443. if ( scale < 1 || needsPowerOfTwo === true ) {
  12444. // only perform resize for certain image types
  12445. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12446. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12447. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12448. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12449. var width = floor( scale * image.width );
  12450. var height = floor( scale * image.height );
  12451. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12452. // cube textures can't reuse the same canvas
  12453. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12454. canvas.width = width;
  12455. canvas.height = height;
  12456. var context = canvas.getContext( '2d' );
  12457. context.drawImage( image, 0, 0, width, height );
  12458. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12459. return canvas;
  12460. } else {
  12461. if ( 'data' in image ) {
  12462. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12463. }
  12464. return image;
  12465. }
  12466. }
  12467. return image;
  12468. }
  12469. function isPowerOfTwo( image ) {
  12470. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12471. }
  12472. function textureNeedsPowerOfTwo( texture ) {
  12473. if ( capabilities.isWebGL2 ) return false;
  12474. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12475. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12476. }
  12477. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12478. return texture.generateMipmaps && supportsMips &&
  12479. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12480. }
  12481. function generateMipmap( target, texture, width, height ) {
  12482. _gl.generateMipmap( target );
  12483. var textureProperties = properties.get( texture );
  12484. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12485. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12486. }
  12487. function getInternalFormat( glFormat, glType ) {
  12488. if ( ! capabilities.isWebGL2 ) return glFormat;
  12489. var internalFormat = glFormat;
  12490. if ( glFormat === 6403 ) {
  12491. if ( glType === 5126 ) internalFormat = 33326;
  12492. if ( glType === 5131 ) internalFormat = 33325;
  12493. if ( glType === 5121 ) internalFormat = 33321;
  12494. }
  12495. if ( glFormat === 6407 ) {
  12496. if ( glType === 5126 ) internalFormat = 34837;
  12497. if ( glType === 5131 ) internalFormat = 34843;
  12498. if ( glType === 5121 ) internalFormat = 32849;
  12499. }
  12500. if ( glFormat === 6408 ) {
  12501. if ( glType === 5126 ) internalFormat = 34836;
  12502. if ( glType === 5131 ) internalFormat = 34842;
  12503. if ( glType === 5121 ) internalFormat = 32856;
  12504. }
  12505. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12506. internalFormat === 34842 || internalFormat === 34836 ) {
  12507. extensions.get( 'EXT_color_buffer_float' );
  12508. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12509. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12510. }
  12511. return internalFormat;
  12512. }
  12513. // Fallback filters for non-power-of-2 textures
  12514. function filterFallback( f ) {
  12515. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12516. return 9728;
  12517. }
  12518. return 9729;
  12519. }
  12520. //
  12521. function onTextureDispose( event ) {
  12522. var texture = event.target;
  12523. texture.removeEventListener( 'dispose', onTextureDispose );
  12524. deallocateTexture( texture );
  12525. if ( texture.isVideoTexture ) {
  12526. _videoTextures.delete( texture );
  12527. }
  12528. info.memory.textures --;
  12529. }
  12530. function onRenderTargetDispose( event ) {
  12531. var renderTarget = event.target;
  12532. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12533. deallocateRenderTarget( renderTarget );
  12534. info.memory.textures --;
  12535. }
  12536. //
  12537. function deallocateTexture( texture ) {
  12538. var textureProperties = properties.get( texture );
  12539. if ( textureProperties.__webglInit === undefined ) return;
  12540. _gl.deleteTexture( textureProperties.__webglTexture );
  12541. properties.remove( texture );
  12542. }
  12543. function deallocateRenderTarget( renderTarget ) {
  12544. var renderTargetProperties = properties.get( renderTarget );
  12545. var textureProperties = properties.get( renderTarget.texture );
  12546. if ( ! renderTarget ) return;
  12547. if ( textureProperties.__webglTexture !== undefined ) {
  12548. _gl.deleteTexture( textureProperties.__webglTexture );
  12549. }
  12550. if ( renderTarget.depthTexture ) {
  12551. renderTarget.depthTexture.dispose();
  12552. }
  12553. if ( renderTarget.isWebGLRenderTargetCube ) {
  12554. for ( var i = 0; i < 6; i ++ ) {
  12555. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12556. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12557. }
  12558. } else {
  12559. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12560. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12561. }
  12562. properties.remove( renderTarget.texture );
  12563. properties.remove( renderTarget );
  12564. }
  12565. //
  12566. var textureUnits = 0;
  12567. function resetTextureUnits() {
  12568. textureUnits = 0;
  12569. }
  12570. function allocateTextureUnit() {
  12571. var textureUnit = textureUnits;
  12572. if ( textureUnit >= capabilities.maxTextures ) {
  12573. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12574. }
  12575. textureUnits += 1;
  12576. return textureUnit;
  12577. }
  12578. //
  12579. function setTexture2D( texture, slot ) {
  12580. var textureProperties = properties.get( texture );
  12581. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12582. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12583. var image = texture.image;
  12584. if ( image === undefined ) {
  12585. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12586. } else if ( image.complete === false ) {
  12587. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12588. } else {
  12589. uploadTexture( textureProperties, texture, slot );
  12590. return;
  12591. }
  12592. }
  12593. state.activeTexture( 33984 + slot );
  12594. state.bindTexture( 3553, textureProperties.__webglTexture );
  12595. }
  12596. function setTexture2DArray( texture, slot ) {
  12597. var textureProperties = properties.get( texture );
  12598. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12599. uploadTexture( textureProperties, texture, slot );
  12600. return;
  12601. }
  12602. state.activeTexture( 33984 + slot );
  12603. state.bindTexture( 35866, textureProperties.__webglTexture );
  12604. }
  12605. function setTexture3D( texture, slot ) {
  12606. var textureProperties = properties.get( texture );
  12607. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12608. uploadTexture( textureProperties, texture, slot );
  12609. return;
  12610. }
  12611. state.activeTexture( 33984 + slot );
  12612. state.bindTexture( 32879, textureProperties.__webglTexture );
  12613. }
  12614. function setTextureCube( texture, slot ) {
  12615. if ( texture.image.length !== 6 ) return;
  12616. var textureProperties = properties.get( texture );
  12617. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12618. initTexture( textureProperties, texture );
  12619. state.activeTexture( 33984 + slot );
  12620. state.bindTexture( 34067, textureProperties.__webglTexture );
  12621. _gl.pixelStorei( 37440, texture.flipY );
  12622. var isCompressed = ( texture && texture.isCompressedTexture );
  12623. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12624. var cubeImage = [];
  12625. for ( var i = 0; i < 6; i ++ ) {
  12626. if ( ! isCompressed && ! isDataTexture ) {
  12627. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12628. } else {
  12629. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12630. }
  12631. }
  12632. var image = cubeImage[ 0 ],
  12633. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12634. glFormat = utils.convert( texture.format ),
  12635. glType = utils.convert( texture.type ),
  12636. glInternalFormat = getInternalFormat( glFormat, glType );
  12637. setTextureParameters( 34067, texture, supportsMips );
  12638. var mipmaps;
  12639. if ( isCompressed ) {
  12640. for ( var i = 0; i < 6; i ++ ) {
  12641. mipmaps = cubeImage[ i ].mipmaps;
  12642. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12643. var mipmap = mipmaps[ j ];
  12644. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12645. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12646. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12647. } else {
  12648. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12649. }
  12650. } else {
  12651. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12652. }
  12653. }
  12654. }
  12655. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12656. } else {
  12657. mipmaps = texture.mipmaps;
  12658. for ( var i = 0; i < 6; i ++ ) {
  12659. if ( isDataTexture ) {
  12660. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12661. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12662. var mipmap = mipmaps[ j ];
  12663. var mipmapImage = mipmap.image[ i ].image;
  12664. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12665. }
  12666. } else {
  12667. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12668. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12669. var mipmap = mipmaps[ j ];
  12670. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12671. }
  12672. }
  12673. }
  12674. textureProperties.__maxMipLevel = mipmaps.length;
  12675. }
  12676. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12677. // We assume images for cube map have the same size.
  12678. generateMipmap( 34067, texture, image.width, image.height );
  12679. }
  12680. textureProperties.__version = texture.version;
  12681. if ( texture.onUpdate ) texture.onUpdate( texture );
  12682. } else {
  12683. state.activeTexture( 33984 + slot );
  12684. state.bindTexture( 34067, textureProperties.__webglTexture );
  12685. }
  12686. }
  12687. function setTextureCubeDynamic( texture, slot ) {
  12688. state.activeTexture( 33984 + slot );
  12689. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12690. }
  12691. function setTextureParameters( textureType, texture, supportsMips ) {
  12692. var extension;
  12693. if ( supportsMips ) {
  12694. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12695. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12696. if ( textureType === 32879 || textureType === 35866 ) {
  12697. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12698. }
  12699. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12700. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12701. } else {
  12702. _gl.texParameteri( textureType, 10242, 33071 );
  12703. _gl.texParameteri( textureType, 10243, 33071 );
  12704. if ( textureType === 32879 || textureType === 35866 ) {
  12705. _gl.texParameteri( textureType, 32882, 33071 );
  12706. }
  12707. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12708. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12709. }
  12710. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12711. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12712. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12713. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12714. }
  12715. }
  12716. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12717. if ( extension ) {
  12718. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12719. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12720. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12721. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12722. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12723. }
  12724. }
  12725. }
  12726. function initTexture( textureProperties, texture ) {
  12727. if ( textureProperties.__webglInit === undefined ) {
  12728. textureProperties.__webglInit = true;
  12729. texture.addEventListener( 'dispose', onTextureDispose );
  12730. textureProperties.__webglTexture = _gl.createTexture();
  12731. info.memory.textures ++;
  12732. }
  12733. }
  12734. function uploadTexture( textureProperties, texture, slot ) {
  12735. var textureType = 3553;
  12736. if ( texture.isDataTexture2DArray ) textureType = 35866;
  12737. if ( texture.isDataTexture3D ) textureType = 32879;
  12738. initTexture( textureProperties, texture );
  12739. state.activeTexture( 33984 + slot );
  12740. state.bindTexture( textureType, textureProperties.__webglTexture );
  12741. _gl.pixelStorei( 37440, texture.flipY );
  12742. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12743. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12744. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12745. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12746. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12747. glFormat = utils.convert( texture.format ),
  12748. glType = utils.convert( texture.type ),
  12749. glInternalFormat = getInternalFormat( glFormat, glType );
  12750. setTextureParameters( textureType, texture, supportsMips );
  12751. var mipmap, mipmaps = texture.mipmaps;
  12752. if ( texture.isDepthTexture ) {
  12753. // populate depth texture with dummy data
  12754. glInternalFormat = 6402;
  12755. if ( texture.type === FloatType ) {
  12756. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12757. glInternalFormat = 36012;
  12758. } else if ( capabilities.isWebGL2 ) {
  12759. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12760. glInternalFormat = 33189;
  12761. }
  12762. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12763. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12764. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12765. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12766. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12767. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12768. texture.type = UnsignedShortType;
  12769. glType = utils.convert( texture.type );
  12770. }
  12771. }
  12772. // Depth stencil textures need the DEPTH_STENCIL internal format
  12773. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12774. if ( texture.format === DepthStencilFormat ) {
  12775. glInternalFormat = 34041;
  12776. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12777. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12778. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12779. if ( texture.type !== UnsignedInt248Type ) {
  12780. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12781. texture.type = UnsignedInt248Type;
  12782. glType = utils.convert( texture.type );
  12783. }
  12784. }
  12785. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12786. } else if ( texture.isDataTexture ) {
  12787. // use manually created mipmaps if available
  12788. // if there are no manual mipmaps
  12789. // set 0 level mipmap and then use GL to generate other mipmap levels
  12790. if ( mipmaps.length > 0 && supportsMips ) {
  12791. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12792. mipmap = mipmaps[ i ];
  12793. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12794. }
  12795. texture.generateMipmaps = false;
  12796. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12797. } else {
  12798. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12799. textureProperties.__maxMipLevel = 0;
  12800. }
  12801. } else if ( texture.isCompressedTexture ) {
  12802. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12803. mipmap = mipmaps[ i ];
  12804. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12805. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12806. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12807. } else {
  12808. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12809. }
  12810. } else {
  12811. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12812. }
  12813. }
  12814. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12815. } else if ( texture.isDataTexture2DArray ) {
  12816. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12817. textureProperties.__maxMipLevel = 0;
  12818. } else if ( texture.isDataTexture3D ) {
  12819. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12820. textureProperties.__maxMipLevel = 0;
  12821. } else {
  12822. // regular Texture (image, video, canvas)
  12823. // use manually created mipmaps if available
  12824. // if there are no manual mipmaps
  12825. // set 0 level mipmap and then use GL to generate other mipmap levels
  12826. if ( mipmaps.length > 0 && supportsMips ) {
  12827. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12828. mipmap = mipmaps[ i ];
  12829. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12830. }
  12831. texture.generateMipmaps = false;
  12832. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12833. } else {
  12834. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12835. textureProperties.__maxMipLevel = 0;
  12836. }
  12837. }
  12838. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12839. generateMipmap( 3553, texture, image.width, image.height );
  12840. }
  12841. textureProperties.__version = texture.version;
  12842. if ( texture.onUpdate ) texture.onUpdate( texture );
  12843. }
  12844. // Render targets
  12845. // Setup storage for target texture and bind it to correct framebuffer
  12846. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12847. var glFormat = utils.convert( renderTarget.texture.format );
  12848. var glType = utils.convert( renderTarget.texture.type );
  12849. var glInternalFormat = getInternalFormat( glFormat, glType );
  12850. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12851. _gl.bindFramebuffer( 36160, framebuffer );
  12852. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12853. _gl.bindFramebuffer( 36160, null );
  12854. }
  12855. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12856. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12857. _gl.bindRenderbuffer( 36161, renderbuffer );
  12858. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12859. if ( isMultisample ) {
  12860. var samples = getRenderTargetSamples( renderTarget );
  12861. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12862. } else {
  12863. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12864. }
  12865. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12866. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12867. if ( isMultisample ) {
  12868. var samples = getRenderTargetSamples( renderTarget );
  12869. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12870. } else {
  12871. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12872. }
  12873. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12874. } else {
  12875. var glFormat = utils.convert( renderTarget.texture.format );
  12876. var glType = utils.convert( renderTarget.texture.type );
  12877. var glInternalFormat = getInternalFormat( glFormat, glType );
  12878. if ( isMultisample ) {
  12879. var samples = getRenderTargetSamples( renderTarget );
  12880. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12881. } else {
  12882. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12883. }
  12884. }
  12885. _gl.bindRenderbuffer( 36161, null );
  12886. }
  12887. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12888. function setupDepthTexture( framebuffer, renderTarget ) {
  12889. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12890. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12891. _gl.bindFramebuffer( 36160, framebuffer );
  12892. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12893. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12894. }
  12895. // upload an empty depth texture with framebuffer size
  12896. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12897. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12898. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12899. renderTarget.depthTexture.image.width = renderTarget.width;
  12900. renderTarget.depthTexture.image.height = renderTarget.height;
  12901. renderTarget.depthTexture.needsUpdate = true;
  12902. }
  12903. setTexture2D( renderTarget.depthTexture, 0 );
  12904. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12905. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12906. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12907. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12908. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12909. } else {
  12910. throw new Error( 'Unknown depthTexture format' );
  12911. }
  12912. }
  12913. // Setup GL resources for a non-texture depth buffer
  12914. function setupDepthRenderbuffer( renderTarget ) {
  12915. var renderTargetProperties = properties.get( renderTarget );
  12916. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12917. if ( renderTarget.depthTexture ) {
  12918. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  12919. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12920. } else {
  12921. if ( isCube ) {
  12922. renderTargetProperties.__webglDepthbuffer = [];
  12923. for ( var i = 0; i < 6; i ++ ) {
  12924. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12925. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12926. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12927. }
  12928. } else {
  12929. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12930. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12931. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12932. }
  12933. }
  12934. _gl.bindFramebuffer( 36160, null );
  12935. }
  12936. // Set up GL resources for the render target
  12937. function setupRenderTarget( renderTarget ) {
  12938. var renderTargetProperties = properties.get( renderTarget );
  12939. var textureProperties = properties.get( renderTarget.texture );
  12940. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12941. textureProperties.__webglTexture = _gl.createTexture();
  12942. info.memory.textures ++;
  12943. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12944. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  12945. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12946. // Setup framebuffer
  12947. if ( isCube ) {
  12948. renderTargetProperties.__webglFramebuffer = [];
  12949. for ( var i = 0; i < 6; i ++ ) {
  12950. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  12951. }
  12952. } else {
  12953. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12954. if ( isMultisample ) {
  12955. if ( capabilities.isWebGL2 ) {
  12956. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  12957. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  12958. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  12959. var glFormat = utils.convert( renderTarget.texture.format );
  12960. var glType = utils.convert( renderTarget.texture.type );
  12961. var glInternalFormat = getInternalFormat( glFormat, glType );
  12962. var samples = getRenderTargetSamples( renderTarget );
  12963. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12964. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  12965. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  12966. _gl.bindRenderbuffer( 36161, null );
  12967. if ( renderTarget.depthBuffer ) {
  12968. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  12969. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  12970. }
  12971. _gl.bindFramebuffer( 36160, null );
  12972. } else {
  12973. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12974. }
  12975. }
  12976. }
  12977. // Setup color buffer
  12978. if ( isCube ) {
  12979. state.bindTexture( 34067, textureProperties.__webglTexture );
  12980. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  12981. for ( var i = 0; i < 6; i ++ ) {
  12982. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  12983. }
  12984. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12985. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  12986. }
  12987. state.bindTexture( 34067, null );
  12988. } else {
  12989. state.bindTexture( 3553, textureProperties.__webglTexture );
  12990. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  12991. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  12992. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12993. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  12994. }
  12995. state.bindTexture( 3553, null );
  12996. }
  12997. // Setup depth and stencil buffers
  12998. if ( renderTarget.depthBuffer ) {
  12999. setupDepthRenderbuffer( renderTarget );
  13000. }
  13001. }
  13002. function updateRenderTargetMipmap( renderTarget ) {
  13003. var texture = renderTarget.texture;
  13004. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13005. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13006. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13007. var webglTexture = properties.get( texture ).__webglTexture;
  13008. state.bindTexture( target, webglTexture );
  13009. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13010. state.bindTexture( target, null );
  13011. }
  13012. }
  13013. function updateMultisampleRenderTarget( renderTarget ) {
  13014. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13015. if ( capabilities.isWebGL2 ) {
  13016. var renderTargetProperties = properties.get( renderTarget );
  13017. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13018. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13019. var width = renderTarget.width;
  13020. var height = renderTarget.height;
  13021. var mask = 16384;
  13022. if ( renderTarget.depthBuffer ) mask |= 256;
  13023. if ( renderTarget.stencilBuffer ) mask |= 1024;
  13024. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13025. } else {
  13026. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13027. }
  13028. }
  13029. }
  13030. function getRenderTargetSamples( renderTarget ) {
  13031. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13032. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  13033. }
  13034. function updateVideoTexture( texture ) {
  13035. var frame = info.render.frame;
  13036. // Check the last frame we updated the VideoTexture
  13037. if ( _videoTextures.get( texture ) !== frame ) {
  13038. _videoTextures.set( texture, frame );
  13039. texture.update();
  13040. }
  13041. }
  13042. // backwards compatibility
  13043. var warnedTexture2D = false;
  13044. var warnedTextureCube = false;
  13045. function safeSetTexture2D( texture, slot ) {
  13046. if ( texture && texture.isWebGLRenderTarget ) {
  13047. if ( warnedTexture2D === false ) {
  13048. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13049. warnedTexture2D = true;
  13050. }
  13051. texture = texture.texture;
  13052. }
  13053. setTexture2D( texture, slot );
  13054. }
  13055. function safeSetTextureCube( texture, slot ) {
  13056. if ( texture && texture.isWebGLRenderTargetCube ) {
  13057. if ( warnedTextureCube === false ) {
  13058. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13059. warnedTextureCube = true;
  13060. }
  13061. texture = texture.texture;
  13062. }
  13063. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13064. // TODO: unify these code paths
  13065. if ( ( texture && texture.isCubeTexture ) ||
  13066. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13067. // CompressedTexture can have Array in image :/
  13068. // this function alone should take care of cube textures
  13069. setTextureCube( texture, slot );
  13070. } else {
  13071. // assumed: texture property of THREE.WebGLRenderTargetCube
  13072. setTextureCubeDynamic( texture, slot );
  13073. }
  13074. }
  13075. //
  13076. this.allocateTextureUnit = allocateTextureUnit;
  13077. this.resetTextureUnits = resetTextureUnits;
  13078. this.setTexture2D = setTexture2D;
  13079. this.setTexture2DArray = setTexture2DArray;
  13080. this.setTexture3D = setTexture3D;
  13081. this.setTextureCube = setTextureCube;
  13082. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13083. this.setupRenderTarget = setupRenderTarget;
  13084. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13085. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13086. this.safeSetTexture2D = safeSetTexture2D;
  13087. this.safeSetTextureCube = safeSetTextureCube;
  13088. }
  13089. /**
  13090. * @author thespite / http://www.twitter.com/thespite
  13091. */
  13092. function WebGLUtils( gl, extensions, capabilities ) {
  13093. function convert( p ) {
  13094. var extension;
  13095. if ( p === RepeatWrapping ) return 10497;
  13096. if ( p === ClampToEdgeWrapping ) return 33071;
  13097. if ( p === MirroredRepeatWrapping ) return 33648;
  13098. if ( p === NearestFilter ) return 9728;
  13099. if ( p === NearestMipmapNearestFilter ) return 9984;
  13100. if ( p === NearestMipmapLinearFilter ) return 9986;
  13101. if ( p === LinearFilter ) return 9729;
  13102. if ( p === LinearMipmapNearestFilter ) return 9985;
  13103. if ( p === LinearMipmapLinearFilter ) return 9987;
  13104. if ( p === UnsignedByteType ) return 5121;
  13105. if ( p === UnsignedShort4444Type ) return 32819;
  13106. if ( p === UnsignedShort5551Type ) return 32820;
  13107. if ( p === UnsignedShort565Type ) return 33635;
  13108. if ( p === ByteType ) return 5120;
  13109. if ( p === ShortType ) return 5122;
  13110. if ( p === UnsignedShortType ) return 5123;
  13111. if ( p === IntType ) return 5124;
  13112. if ( p === UnsignedIntType ) return 5125;
  13113. if ( p === FloatType ) return 5126;
  13114. if ( p === HalfFloatType ) {
  13115. if ( capabilities.isWebGL2 ) return 5131;
  13116. extension = extensions.get( 'OES_texture_half_float' );
  13117. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  13118. }
  13119. if ( p === AlphaFormat ) return 6406;
  13120. if ( p === RGBFormat ) return 6407;
  13121. if ( p === RGBAFormat ) return 6408;
  13122. if ( p === LuminanceFormat ) return 6409;
  13123. if ( p === LuminanceAlphaFormat ) return 6410;
  13124. if ( p === DepthFormat ) return 6402;
  13125. if ( p === DepthStencilFormat ) return 34041;
  13126. if ( p === RedFormat ) return 6403;
  13127. if ( p === AddEquation ) return 32774;
  13128. if ( p === SubtractEquation ) return 32778;
  13129. if ( p === ReverseSubtractEquation ) return 32779;
  13130. if ( p === ZeroFactor ) return 0;
  13131. if ( p === OneFactor ) return 1;
  13132. if ( p === SrcColorFactor ) return 768;
  13133. if ( p === OneMinusSrcColorFactor ) return 769;
  13134. if ( p === SrcAlphaFactor ) return 770;
  13135. if ( p === OneMinusSrcAlphaFactor ) return 771;
  13136. if ( p === DstAlphaFactor ) return 772;
  13137. if ( p === OneMinusDstAlphaFactor ) return 773;
  13138. if ( p === DstColorFactor ) return 774;
  13139. if ( p === OneMinusDstColorFactor ) return 775;
  13140. if ( p === SrcAlphaSaturateFactor ) return 776;
  13141. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13142. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13143. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13144. if ( extension !== null ) {
  13145. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13146. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13147. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13148. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13149. }
  13150. }
  13151. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13152. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13153. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13154. if ( extension !== null ) {
  13155. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13156. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13157. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13158. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13159. }
  13160. }
  13161. if ( p === RGB_ETC1_Format ) {
  13162. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13163. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13164. }
  13165. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13166. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13167. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13168. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13169. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13170. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13171. if ( extension !== null ) {
  13172. return p;
  13173. }
  13174. }
  13175. if ( p === MinEquation || p === MaxEquation ) {
  13176. if ( capabilities.isWebGL2 ) {
  13177. if ( p === MinEquation ) return 32775;
  13178. if ( p === MaxEquation ) return 32776;
  13179. }
  13180. extension = extensions.get( 'EXT_blend_minmax' );
  13181. if ( extension !== null ) {
  13182. if ( p === MinEquation ) return extension.MIN_EXT;
  13183. if ( p === MaxEquation ) return extension.MAX_EXT;
  13184. }
  13185. }
  13186. if ( p === UnsignedInt248Type ) {
  13187. if ( capabilities.isWebGL2 ) return 34042;
  13188. extension = extensions.get( 'WEBGL_depth_texture' );
  13189. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  13190. }
  13191. return 0;
  13192. }
  13193. return { convert: convert };
  13194. }
  13195. /**
  13196. * @author mrdoob / http://mrdoob.com/
  13197. */
  13198. function Group() {
  13199. Object3D.call( this );
  13200. this.type = 'Group';
  13201. }
  13202. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13203. constructor: Group,
  13204. isGroup: true
  13205. } );
  13206. /**
  13207. * @author mrdoob / http://mrdoob.com/
  13208. */
  13209. function ArrayCamera( array ) {
  13210. PerspectiveCamera.call( this );
  13211. this.cameras = array || [];
  13212. }
  13213. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13214. constructor: ArrayCamera,
  13215. isArrayCamera: true
  13216. } );
  13217. /**
  13218. * @author jsantell / https://www.jsantell.com/
  13219. * @author mrdoob / http://mrdoob.com/
  13220. */
  13221. var cameraLPos = new Vector3();
  13222. var cameraRPos = new Vector3();
  13223. /**
  13224. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13225. * the cameras' projection and world matrices have already been set.
  13226. * And that near and far planes are identical for both cameras.
  13227. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13228. */
  13229. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13230. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13231. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13232. var ipd = cameraLPos.distanceTo( cameraRPos );
  13233. var projL = cameraL.projectionMatrix.elements;
  13234. var projR = cameraR.projectionMatrix.elements;
  13235. // VR systems will have identical far and near planes, and
  13236. // most likely identical top and bottom frustum extents.
  13237. // Use the left camera for these values.
  13238. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13239. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13240. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13241. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13242. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13243. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13244. var left = near * leftFov;
  13245. var right = near * rightFov;
  13246. // Calculate the new camera's position offset from the
  13247. // left camera. xOffset should be roughly half `ipd`.
  13248. var zOffset = ipd / ( - leftFov + rightFov );
  13249. var xOffset = zOffset * - leftFov;
  13250. // TODO: Better way to apply this offset?
  13251. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13252. camera.translateX( xOffset );
  13253. camera.translateZ( zOffset );
  13254. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13255. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13256. // Find the union of the frustum values of the cameras and scale
  13257. // the values so that the near plane's position does not change in world space,
  13258. // although must now be relative to the new union camera.
  13259. var near2 = near + zOffset;
  13260. var far2 = far + zOffset;
  13261. var left2 = left - xOffset;
  13262. var right2 = right + ( ipd - xOffset );
  13263. var top2 = topFov * far / far2 * near2;
  13264. var bottom2 = bottomFov * far / far2 * near2;
  13265. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13266. }
  13267. /**
  13268. * @author mrdoob / http://mrdoob.com/
  13269. */
  13270. function WebVRManager( renderer ) {
  13271. var renderWidth, renderHeight;
  13272. var scope = this;
  13273. var device = null;
  13274. var frameData = null;
  13275. var poseTarget = null;
  13276. var controllers = [];
  13277. var standingMatrix = new Matrix4();
  13278. var standingMatrixInverse = new Matrix4();
  13279. var framebufferScaleFactor = 1.0;
  13280. var referenceSpaceType = 'local-floor';
  13281. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13282. frameData = new window.VRFrameData();
  13283. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13284. }
  13285. var matrixWorldInverse = new Matrix4();
  13286. var tempQuaternion = new Quaternion();
  13287. var tempPosition = new Vector3();
  13288. var cameraL = new PerspectiveCamera();
  13289. cameraL.viewport = new Vector4();
  13290. cameraL.layers.enable( 1 );
  13291. var cameraR = new PerspectiveCamera();
  13292. cameraR.viewport = new Vector4();
  13293. cameraR.layers.enable( 2 );
  13294. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13295. cameraVR.layers.enable( 1 );
  13296. cameraVR.layers.enable( 2 );
  13297. //
  13298. function isPresenting() {
  13299. return device !== null && device.isPresenting === true;
  13300. }
  13301. var currentSize = new Vector2(), currentPixelRatio;
  13302. function onVRDisplayPresentChange() {
  13303. if ( isPresenting() ) {
  13304. var eyeParameters = device.getEyeParameters( 'left' );
  13305. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13306. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13307. currentPixelRatio = renderer.getPixelRatio();
  13308. renderer.getSize( currentSize );
  13309. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13310. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13311. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13312. animation.start();
  13313. scope.dispatchEvent( { type: 'sessionstart' } );
  13314. } else {
  13315. if ( scope.enabled ) {
  13316. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13317. }
  13318. animation.stop();
  13319. scope.dispatchEvent( { type: 'sessionend' } );
  13320. }
  13321. }
  13322. //
  13323. var triggers = [];
  13324. function findGamepad( id ) {
  13325. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13326. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13327. var gamepad = gamepads[ i ];
  13328. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13329. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13330. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13331. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13332. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13333. if ( j === id ) return gamepad;
  13334. j ++;
  13335. }
  13336. }
  13337. }
  13338. function updateControllers() {
  13339. for ( var i = 0; i < controllers.length; i ++ ) {
  13340. var controller = controllers[ i ];
  13341. var gamepad = findGamepad( i );
  13342. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13343. if ( gamepad.pose === null ) return;
  13344. // Pose
  13345. var pose = gamepad.pose;
  13346. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13347. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13348. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13349. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13350. controller.matrix.premultiply( standingMatrix );
  13351. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13352. controller.matrixWorldNeedsUpdate = true;
  13353. controller.visible = true;
  13354. // Trigger
  13355. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13356. if ( triggers[ i ] === undefined ) triggers[ i ] = false;
  13357. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13358. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13359. if ( triggers[ i ] === true ) {
  13360. controller.dispatchEvent( { type: 'selectstart' } );
  13361. } else {
  13362. controller.dispatchEvent( { type: 'selectend' } );
  13363. controller.dispatchEvent( { type: 'select' } );
  13364. }
  13365. }
  13366. } else {
  13367. controller.visible = false;
  13368. }
  13369. }
  13370. }
  13371. function updateViewportFromBounds( viewport, bounds ) {
  13372. if ( bounds !== null && bounds.length === 4 ) {
  13373. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13374. }
  13375. }
  13376. //
  13377. this.enabled = false;
  13378. this.getController = function ( id ) {
  13379. var controller = controllers[ id ];
  13380. if ( controller === undefined ) {
  13381. controller = new Group();
  13382. controller.matrixAutoUpdate = false;
  13383. controller.visible = false;
  13384. controllers[ id ] = controller;
  13385. }
  13386. return controller;
  13387. };
  13388. this.getDevice = function () {
  13389. return device;
  13390. };
  13391. this.setDevice = function ( value ) {
  13392. if ( value !== undefined ) device = value;
  13393. animation.setContext( value );
  13394. };
  13395. this.setFramebufferScaleFactor = function ( value ) {
  13396. framebufferScaleFactor = value;
  13397. };
  13398. this.setReferenceSpaceType = function ( value ) {
  13399. referenceSpaceType = value;
  13400. };
  13401. this.setPoseTarget = function ( object ) {
  13402. if ( object !== undefined ) poseTarget = object;
  13403. };
  13404. this.getCamera = function ( camera ) {
  13405. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13406. if ( isPresenting() === false ) {
  13407. camera.position.set( 0, userHeight, 0 );
  13408. camera.rotation.set( 0, 0, 0 );
  13409. return camera;
  13410. }
  13411. device.depthNear = camera.near;
  13412. device.depthFar = camera.far;
  13413. device.getFrameData( frameData );
  13414. //
  13415. if ( referenceSpaceType === 'local-floor' ) {
  13416. var stageParameters = device.stageParameters;
  13417. if ( stageParameters ) {
  13418. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13419. } else {
  13420. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13421. }
  13422. }
  13423. var pose = frameData.pose;
  13424. var poseObject = poseTarget !== null ? poseTarget : camera;
  13425. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13426. poseObject.matrix.copy( standingMatrix );
  13427. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13428. if ( pose.orientation !== null ) {
  13429. tempQuaternion.fromArray( pose.orientation );
  13430. poseObject.quaternion.multiply( tempQuaternion );
  13431. }
  13432. if ( pose.position !== null ) {
  13433. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13434. tempPosition.fromArray( pose.position );
  13435. tempPosition.applyQuaternion( tempQuaternion );
  13436. poseObject.position.add( tempPosition );
  13437. }
  13438. poseObject.updateMatrixWorld();
  13439. //
  13440. cameraL.near = camera.near;
  13441. cameraR.near = camera.near;
  13442. cameraL.far = camera.far;
  13443. cameraR.far = camera.far;
  13444. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13445. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13446. // TODO (mrdoob) Double check this code
  13447. standingMatrixInverse.getInverse( standingMatrix );
  13448. if ( referenceSpaceType === 'local-floor' ) {
  13449. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13450. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13451. }
  13452. var parent = poseObject.parent;
  13453. if ( parent !== null ) {
  13454. matrixWorldInverse.getInverse( parent.matrixWorld );
  13455. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13456. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13457. }
  13458. // envMap and Mirror needs camera.matrixWorld
  13459. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13460. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13461. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13462. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13463. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13464. //
  13465. var layers = device.getLayers();
  13466. if ( layers.length ) {
  13467. var layer = layers[ 0 ];
  13468. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13469. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13470. }
  13471. updateControllers();
  13472. return cameraVR;
  13473. };
  13474. this.getStandingMatrix = function () {
  13475. return standingMatrix;
  13476. };
  13477. this.isPresenting = isPresenting;
  13478. // Animation Loop
  13479. var animation = new WebGLAnimation();
  13480. this.setAnimationLoop = function ( callback ) {
  13481. animation.setAnimationLoop( callback );
  13482. if ( isPresenting() ) animation.start();
  13483. };
  13484. this.submitFrame = function () {
  13485. if ( isPresenting() ) device.submitFrame();
  13486. };
  13487. this.dispose = function () {
  13488. if ( typeof window !== 'undefined' ) {
  13489. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13490. }
  13491. };
  13492. // DEPRECATED
  13493. this.setFrameOfReferenceType = function () {
  13494. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13495. };
  13496. }
  13497. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13498. /**
  13499. * @author mrdoob / http://mrdoob.com/
  13500. */
  13501. function WebXRManager( renderer, gl ) {
  13502. var scope = this;
  13503. var session = null;
  13504. var referenceSpace = null;
  13505. var referenceSpaceType = 'local-floor';
  13506. var pose = null;
  13507. var controllers = [];
  13508. var inputSources = [];
  13509. function isPresenting() {
  13510. return session !== null && referenceSpace !== null;
  13511. }
  13512. //
  13513. var cameraL = new PerspectiveCamera();
  13514. cameraL.layers.enable( 1 );
  13515. cameraL.viewport = new Vector4();
  13516. var cameraR = new PerspectiveCamera();
  13517. cameraR.layers.enable( 2 );
  13518. cameraR.viewport = new Vector4();
  13519. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13520. cameraVR.layers.enable( 1 );
  13521. cameraVR.layers.enable( 2 );
  13522. //
  13523. this.enabled = false;
  13524. this.getController = function ( id ) {
  13525. var controller = controllers[ id ];
  13526. if ( controller === undefined ) {
  13527. controller = new Group();
  13528. controller.matrixAutoUpdate = false;
  13529. controller.visible = false;
  13530. controllers[ id ] = controller;
  13531. }
  13532. return controller;
  13533. };
  13534. //
  13535. function onSessionEvent( event ) {
  13536. for ( var i = 0; i < controllers.length; i ++ ) {
  13537. if ( inputSources[ i ] === event.inputSource ) {
  13538. controllers[ i ].dispatchEvent( { type: event.type } );
  13539. }
  13540. }
  13541. }
  13542. function onSessionEnd() {
  13543. renderer.setFramebuffer( null );
  13544. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13545. animation.stop();
  13546. scope.dispatchEvent( { type: 'sessionend' } );
  13547. }
  13548. function onRequestReferenceSpace( value ) {
  13549. referenceSpace = value;
  13550. animation.setContext( session );
  13551. animation.start();
  13552. scope.dispatchEvent( { type: 'sessionstart' } );
  13553. }
  13554. this.setFramebufferScaleFactor = function ( value ) {
  13555. };
  13556. this.setReferenceSpaceType = function ( value ) {
  13557. referenceSpaceType = value;
  13558. };
  13559. this.getSession = function () {
  13560. return session;
  13561. };
  13562. this.setSession = function ( value ) {
  13563. session = value;
  13564. if ( session !== null ) {
  13565. session.addEventListener( 'select', onSessionEvent );
  13566. session.addEventListener( 'selectstart', onSessionEvent );
  13567. session.addEventListener( 'selectend', onSessionEvent );
  13568. session.addEventListener( 'end', onSessionEnd );
  13569. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13570. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13571. //
  13572. inputSources = session.inputSources;
  13573. session.addEventListener( 'inputsourceschange', function () {
  13574. inputSources = session.inputSources;
  13575. console.log( inputSources );
  13576. for ( var i = 0; i < controllers.length; i ++ ) {
  13577. var controller = controllers[ i ];
  13578. controller.userData.inputSource = inputSources[ i ];
  13579. }
  13580. } );
  13581. }
  13582. };
  13583. function updateCamera( camera, parent ) {
  13584. if ( parent === null ) {
  13585. camera.matrixWorld.copy( camera.matrix );
  13586. } else {
  13587. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13588. }
  13589. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13590. }
  13591. this.getCamera = function ( camera ) {
  13592. if ( isPresenting() ) {
  13593. var parent = camera.parent;
  13594. var cameras = cameraVR.cameras;
  13595. updateCamera( cameraVR, parent );
  13596. for ( var i = 0; i < cameras.length; i ++ ) {
  13597. updateCamera( cameras[ i ], parent );
  13598. }
  13599. // update camera and its children
  13600. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13601. var children = camera.children;
  13602. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13603. children[ i ].updateMatrixWorld( true );
  13604. }
  13605. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13606. return cameraVR;
  13607. }
  13608. return camera;
  13609. };
  13610. this.isPresenting = isPresenting;
  13611. // Animation Loop
  13612. var onAnimationFrameCallback = null;
  13613. function onAnimationFrame( time, frame ) {
  13614. pose = frame.getViewerPose( referenceSpace );
  13615. if ( pose !== null ) {
  13616. var views = pose.views;
  13617. var baseLayer = session.renderState.baseLayer;
  13618. renderer.setFramebuffer( baseLayer.framebuffer );
  13619. for ( var i = 0; i < views.length; i ++ ) {
  13620. var view = views[ i ];
  13621. var viewport = baseLayer.getViewport( view );
  13622. var viewMatrix = view.transform.inverse.matrix;
  13623. var camera = cameraVR.cameras[ i ];
  13624. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13625. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13626. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13627. if ( i === 0 ) {
  13628. cameraVR.matrix.copy( camera.matrix );
  13629. }
  13630. }
  13631. }
  13632. //
  13633. for ( var i = 0; i < controllers.length; i ++ ) {
  13634. var controller = controllers[ i ];
  13635. var inputSource = inputSources[ i ];
  13636. if ( inputSource ) {
  13637. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13638. if ( inputPose !== null ) {
  13639. controller.matrix.fromArray( inputPose.transform.matrix );
  13640. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13641. controller.visible = true;
  13642. continue;
  13643. }
  13644. }
  13645. controller.visible = false;
  13646. }
  13647. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13648. }
  13649. var animation = new WebGLAnimation();
  13650. animation.setAnimationLoop( onAnimationFrame );
  13651. this.setAnimationLoop = function ( callback ) {
  13652. onAnimationFrameCallback = callback;
  13653. };
  13654. this.dispose = function () {};
  13655. // DEPRECATED
  13656. this.getStandingMatrix = function () {
  13657. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13658. return new Matrix4();
  13659. };
  13660. this.getDevice = function () {
  13661. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13662. };
  13663. this.setDevice = function () {
  13664. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13665. };
  13666. this.setFrameOfReferenceType = function () {
  13667. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13668. };
  13669. this.submitFrame = function () {};
  13670. }
  13671. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13672. /**
  13673. * @author supereggbert / http://www.paulbrunt.co.uk/
  13674. * @author mrdoob / http://mrdoob.com/
  13675. * @author alteredq / http://alteredqualia.com/
  13676. * @author szimek / https://github.com/szimek/
  13677. * @author tschw
  13678. */
  13679. function WebGLRenderer( parameters ) {
  13680. parameters = parameters || {};
  13681. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13682. _context = parameters.context !== undefined ? parameters.context : null,
  13683. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13684. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13685. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13686. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13687. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13688. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13689. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13690. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13691. var currentRenderList = null;
  13692. var currentRenderState = null;
  13693. // public properties
  13694. this.domElement = _canvas;
  13695. // Debug configuration container
  13696. this.debug = {
  13697. /**
  13698. * Enables error checking and reporting when shader programs are being compiled
  13699. * @type {boolean}
  13700. */
  13701. checkShaderErrors: true
  13702. };
  13703. // clearing
  13704. this.autoClear = true;
  13705. this.autoClearColor = true;
  13706. this.autoClearDepth = true;
  13707. this.autoClearStencil = true;
  13708. // scene graph
  13709. this.sortObjects = true;
  13710. // user-defined clipping
  13711. this.clippingPlanes = [];
  13712. this.localClippingEnabled = false;
  13713. // physically based shading
  13714. this.gammaFactor = 2.0; // for backwards compatibility
  13715. this.gammaInput = false;
  13716. this.gammaOutput = false;
  13717. // physical lights
  13718. this.physicallyCorrectLights = false;
  13719. // tone mapping
  13720. this.toneMapping = LinearToneMapping;
  13721. this.toneMappingExposure = 1.0;
  13722. this.toneMappingWhitePoint = 1.0;
  13723. // morphs
  13724. this.maxMorphTargets = 8;
  13725. this.maxMorphNormals = 4;
  13726. // internal properties
  13727. var _this = this,
  13728. _isContextLost = false,
  13729. // internal state cache
  13730. _framebuffer = null,
  13731. _currentActiveCubeFace = 0,
  13732. _currentActiveMipmapLevel = 0,
  13733. _currentRenderTarget = null,
  13734. _currentFramebuffer = null,
  13735. _currentMaterialId = - 1,
  13736. // geometry and program caching
  13737. _currentGeometryProgram = {
  13738. geometry: null,
  13739. program: null,
  13740. wireframe: false
  13741. },
  13742. _currentCamera = null,
  13743. _currentArrayCamera = null,
  13744. _currentViewport = new Vector4(),
  13745. _currentScissor = new Vector4(),
  13746. _currentScissorTest = null,
  13747. //
  13748. _width = _canvas.width,
  13749. _height = _canvas.height,
  13750. _pixelRatio = 1,
  13751. _viewport = new Vector4( 0, 0, _width, _height ),
  13752. _scissor = new Vector4( 0, 0, _width, _height ),
  13753. _scissorTest = false,
  13754. // frustum
  13755. _frustum = new Frustum(),
  13756. // clipping
  13757. _clipping = new WebGLClipping(),
  13758. _clippingEnabled = false,
  13759. _localClippingEnabled = false,
  13760. // camera matrices cache
  13761. _projScreenMatrix = new Matrix4(),
  13762. _vector3 = new Vector3();
  13763. function getTargetPixelRatio() {
  13764. return _currentRenderTarget === null ? _pixelRatio : 1;
  13765. }
  13766. // initialize
  13767. var _gl;
  13768. try {
  13769. var contextAttributes = {
  13770. alpha: _alpha,
  13771. depth: _depth,
  13772. stencil: _stencil,
  13773. antialias: _antialias,
  13774. premultipliedAlpha: _premultipliedAlpha,
  13775. preserveDrawingBuffer: _preserveDrawingBuffer,
  13776. powerPreference: _powerPreference,
  13777. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  13778. xrCompatible: true
  13779. };
  13780. // event listeners must be registered before WebGL context is created, see #12753
  13781. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13782. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13783. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13784. if ( _gl === null ) {
  13785. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13786. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13787. } else {
  13788. throw new Error( 'Error creating WebGL context.' );
  13789. }
  13790. }
  13791. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13792. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13793. _gl.getShaderPrecisionFormat = function () {
  13794. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13795. };
  13796. }
  13797. } catch ( error ) {
  13798. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13799. throw error;
  13800. }
  13801. var extensions, capabilities, state, info;
  13802. var properties, textures, attributes, geometries, objects;
  13803. var programCache, renderLists, renderStates;
  13804. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13805. var utils;
  13806. function initGLContext() {
  13807. extensions = new WebGLExtensions( _gl );
  13808. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13809. if ( ! capabilities.isWebGL2 ) {
  13810. extensions.get( 'WEBGL_depth_texture' );
  13811. extensions.get( 'OES_texture_float' );
  13812. extensions.get( 'OES_texture_half_float' );
  13813. extensions.get( 'OES_texture_half_float_linear' );
  13814. extensions.get( 'OES_standard_derivatives' );
  13815. extensions.get( 'OES_element_index_uint' );
  13816. extensions.get( 'ANGLE_instanced_arrays' );
  13817. }
  13818. extensions.get( 'OES_texture_float_linear' );
  13819. utils = new WebGLUtils( _gl, extensions, capabilities );
  13820. state = new WebGLState( _gl, extensions, utils, capabilities );
  13821. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13822. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13823. info = new WebGLInfo( _gl );
  13824. properties = new WebGLProperties();
  13825. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13826. attributes = new WebGLAttributes( _gl );
  13827. geometries = new WebGLGeometries( _gl, attributes, info );
  13828. objects = new WebGLObjects( geometries, info );
  13829. morphtargets = new WebGLMorphtargets( _gl );
  13830. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13831. renderLists = new WebGLRenderLists();
  13832. renderStates = new WebGLRenderStates();
  13833. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13834. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13835. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13836. info.programs = programCache.programs;
  13837. _this.capabilities = capabilities;
  13838. _this.extensions = extensions;
  13839. _this.properties = properties;
  13840. _this.renderLists = renderLists;
  13841. _this.state = state;
  13842. _this.info = info;
  13843. }
  13844. initGLContext();
  13845. // vr
  13846. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  13847. this.vr = vr;
  13848. // shadow map
  13849. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13850. this.shadowMap = shadowMap;
  13851. // API
  13852. this.getContext = function () {
  13853. return _gl;
  13854. };
  13855. this.getContextAttributes = function () {
  13856. return _gl.getContextAttributes();
  13857. };
  13858. this.forceContextLoss = function () {
  13859. var extension = extensions.get( 'WEBGL_lose_context' );
  13860. if ( extension ) extension.loseContext();
  13861. };
  13862. this.forceContextRestore = function () {
  13863. var extension = extensions.get( 'WEBGL_lose_context' );
  13864. if ( extension ) extension.restoreContext();
  13865. };
  13866. this.getPixelRatio = function () {
  13867. return _pixelRatio;
  13868. };
  13869. this.setPixelRatio = function ( value ) {
  13870. if ( value === undefined ) return;
  13871. _pixelRatio = value;
  13872. this.setSize( _width, _height, false );
  13873. };
  13874. this.getSize = function ( target ) {
  13875. if ( target === undefined ) {
  13876. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13877. target = new Vector2();
  13878. }
  13879. return target.set( _width, _height );
  13880. };
  13881. this.setSize = function ( width, height, updateStyle ) {
  13882. if ( vr.isPresenting() ) {
  13883. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13884. return;
  13885. }
  13886. _width = width;
  13887. _height = height;
  13888. _canvas.width = Math.floor( width * _pixelRatio );
  13889. _canvas.height = Math.floor( height * _pixelRatio );
  13890. if ( updateStyle !== false ) {
  13891. _canvas.style.width = width + 'px';
  13892. _canvas.style.height = height + 'px';
  13893. }
  13894. this.setViewport( 0, 0, width, height );
  13895. };
  13896. this.getDrawingBufferSize = function ( target ) {
  13897. if ( target === undefined ) {
  13898. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13899. target = new Vector2();
  13900. }
  13901. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  13902. };
  13903. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13904. _width = width;
  13905. _height = height;
  13906. _pixelRatio = pixelRatio;
  13907. _canvas.width = Math.floor( width * pixelRatio );
  13908. _canvas.height = Math.floor( height * pixelRatio );
  13909. this.setViewport( 0, 0, width, height );
  13910. };
  13911. this.getCurrentViewport = function ( target ) {
  13912. if ( target === undefined ) {
  13913. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  13914. target = new Vector4();
  13915. }
  13916. return target.copy( _currentViewport );
  13917. };
  13918. this.getViewport = function ( target ) {
  13919. return target.copy( _viewport );
  13920. };
  13921. this.setViewport = function ( x, y, width, height ) {
  13922. if ( x.isVector4 ) {
  13923. _viewport.set( x.x, x.y, x.z, x.w );
  13924. } else {
  13925. _viewport.set( x, y, width, height );
  13926. }
  13927. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13928. };
  13929. this.getScissor = function ( target ) {
  13930. return target.copy( _scissor );
  13931. };
  13932. this.setScissor = function ( x, y, width, height ) {
  13933. if ( x.isVector4 ) {
  13934. _scissor.set( x.x, x.y, x.z, x.w );
  13935. } else {
  13936. _scissor.set( x, y, width, height );
  13937. }
  13938. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13939. };
  13940. this.getScissorTest = function () {
  13941. return _scissorTest;
  13942. };
  13943. this.setScissorTest = function ( boolean ) {
  13944. state.setScissorTest( _scissorTest = boolean );
  13945. };
  13946. // Clearing
  13947. this.getClearColor = function () {
  13948. return background.getClearColor();
  13949. };
  13950. this.setClearColor = function () {
  13951. background.setClearColor.apply( background, arguments );
  13952. };
  13953. this.getClearAlpha = function () {
  13954. return background.getClearAlpha();
  13955. };
  13956. this.setClearAlpha = function () {
  13957. background.setClearAlpha.apply( background, arguments );
  13958. };
  13959. this.clear = function ( color, depth, stencil ) {
  13960. var bits = 0;
  13961. if ( color === undefined || color ) bits |= 16384;
  13962. if ( depth === undefined || depth ) bits |= 256;
  13963. if ( stencil === undefined || stencil ) bits |= 1024;
  13964. _gl.clear( bits );
  13965. };
  13966. this.clearColor = function () {
  13967. this.clear( true, false, false );
  13968. };
  13969. this.clearDepth = function () {
  13970. this.clear( false, true, false );
  13971. };
  13972. this.clearStencil = function () {
  13973. this.clear( false, false, true );
  13974. };
  13975. //
  13976. this.dispose = function () {
  13977. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  13978. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  13979. renderLists.dispose();
  13980. renderStates.dispose();
  13981. properties.dispose();
  13982. objects.dispose();
  13983. vr.dispose();
  13984. animation.stop();
  13985. };
  13986. // Events
  13987. function onContextLost( event ) {
  13988. event.preventDefault();
  13989. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  13990. _isContextLost = true;
  13991. }
  13992. function onContextRestore( /* event */ ) {
  13993. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  13994. _isContextLost = false;
  13995. initGLContext();
  13996. }
  13997. function onMaterialDispose( event ) {
  13998. var material = event.target;
  13999. material.removeEventListener( 'dispose', onMaterialDispose );
  14000. deallocateMaterial( material );
  14001. }
  14002. // Buffer deallocation
  14003. function deallocateMaterial( material ) {
  14004. releaseMaterialProgramReference( material );
  14005. properties.remove( material );
  14006. }
  14007. function releaseMaterialProgramReference( material ) {
  14008. var programInfo = properties.get( material ).program;
  14009. material.program = undefined;
  14010. if ( programInfo !== undefined ) {
  14011. programCache.releaseProgram( programInfo );
  14012. }
  14013. }
  14014. // Buffer rendering
  14015. function renderObjectImmediate( object, program ) {
  14016. object.render( function ( object ) {
  14017. _this.renderBufferImmediate( object, program );
  14018. } );
  14019. }
  14020. this.renderBufferImmediate = function ( object, program ) {
  14021. state.initAttributes();
  14022. var buffers = properties.get( object );
  14023. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  14024. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  14025. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  14026. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  14027. var programAttributes = program.getAttributes();
  14028. if ( object.hasPositions ) {
  14029. _gl.bindBuffer( 34962, buffers.position );
  14030. _gl.bufferData( 34962, object.positionArray, 35048 );
  14031. state.enableAttribute( programAttributes.position );
  14032. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14033. }
  14034. if ( object.hasNormals ) {
  14035. _gl.bindBuffer( 34962, buffers.normal );
  14036. _gl.bufferData( 34962, object.normalArray, 35048 );
  14037. state.enableAttribute( programAttributes.normal );
  14038. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14039. }
  14040. if ( object.hasUvs ) {
  14041. _gl.bindBuffer( 34962, buffers.uv );
  14042. _gl.bufferData( 34962, object.uvArray, 35048 );
  14043. state.enableAttribute( programAttributes.uv );
  14044. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14045. }
  14046. if ( object.hasColors ) {
  14047. _gl.bindBuffer( 34962, buffers.color );
  14048. _gl.bufferData( 34962, object.colorArray, 35048 );
  14049. state.enableAttribute( programAttributes.color );
  14050. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14051. }
  14052. state.disableUnusedAttributes();
  14053. _gl.drawArrays( 4, 0, object.count );
  14054. object.count = 0;
  14055. };
  14056. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14057. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14058. state.setMaterial( material, frontFaceCW );
  14059. var program = setProgram( camera, fog, material, object );
  14060. var updateBuffers = false;
  14061. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14062. _currentGeometryProgram.program !== program.id ||
  14063. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14064. _currentGeometryProgram.geometry = geometry.id;
  14065. _currentGeometryProgram.program = program.id;
  14066. _currentGeometryProgram.wireframe = material.wireframe === true;
  14067. updateBuffers = true;
  14068. }
  14069. if ( object.morphTargetInfluences ) {
  14070. morphtargets.update( object, geometry, material, program );
  14071. updateBuffers = true;
  14072. }
  14073. //
  14074. var index = geometry.index;
  14075. var position = geometry.attributes.position;
  14076. var rangeFactor = 1;
  14077. if ( material.wireframe === true ) {
  14078. index = geometries.getWireframeAttribute( geometry );
  14079. rangeFactor = 2;
  14080. }
  14081. var attribute;
  14082. var renderer = bufferRenderer;
  14083. if ( index !== null ) {
  14084. attribute = attributes.get( index );
  14085. renderer = indexedBufferRenderer;
  14086. renderer.setIndex( attribute );
  14087. }
  14088. if ( updateBuffers ) {
  14089. setupVertexAttributes( material, program, geometry );
  14090. if ( index !== null ) {
  14091. _gl.bindBuffer( 34963, attribute.buffer );
  14092. }
  14093. }
  14094. //
  14095. var dataCount = Infinity;
  14096. if ( index !== null ) {
  14097. dataCount = index.count;
  14098. } else if ( position !== undefined ) {
  14099. dataCount = position.count;
  14100. }
  14101. var rangeStart = geometry.drawRange.start * rangeFactor;
  14102. var rangeCount = geometry.drawRange.count * rangeFactor;
  14103. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14104. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14105. var drawStart = Math.max( rangeStart, groupStart );
  14106. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14107. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14108. if ( drawCount === 0 ) return;
  14109. //
  14110. if ( object.isMesh ) {
  14111. if ( material.wireframe === true ) {
  14112. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14113. renderer.setMode( 1 );
  14114. } else {
  14115. switch ( object.drawMode ) {
  14116. case TrianglesDrawMode:
  14117. renderer.setMode( 4 );
  14118. break;
  14119. case TriangleStripDrawMode:
  14120. renderer.setMode( 5 );
  14121. break;
  14122. case TriangleFanDrawMode:
  14123. renderer.setMode( 6 );
  14124. break;
  14125. }
  14126. }
  14127. } else if ( object.isLine ) {
  14128. var lineWidth = material.linewidth;
  14129. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  14130. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14131. if ( object.isLineSegments ) {
  14132. renderer.setMode( 1 );
  14133. } else if ( object.isLineLoop ) {
  14134. renderer.setMode( 2 );
  14135. } else {
  14136. renderer.setMode( 3 );
  14137. }
  14138. } else if ( object.isPoints ) {
  14139. renderer.setMode( 0 );
  14140. } else if ( object.isSprite ) {
  14141. renderer.setMode( 4 );
  14142. }
  14143. if ( geometry && geometry.isInstancedBufferGeometry ) {
  14144. if ( geometry.maxInstancedCount > 0 ) {
  14145. renderer.renderInstances( geometry, drawStart, drawCount );
  14146. }
  14147. } else {
  14148. renderer.render( drawStart, drawCount );
  14149. }
  14150. };
  14151. function setupVertexAttributes( material, program, geometry ) {
  14152. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  14153. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  14154. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  14155. return;
  14156. }
  14157. }
  14158. state.initAttributes();
  14159. var geometryAttributes = geometry.attributes;
  14160. var programAttributes = program.getAttributes();
  14161. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14162. for ( var name in programAttributes ) {
  14163. var programAttribute = programAttributes[ name ];
  14164. if ( programAttribute >= 0 ) {
  14165. var geometryAttribute = geometryAttributes[ name ];
  14166. if ( geometryAttribute !== undefined ) {
  14167. var normalized = geometryAttribute.normalized;
  14168. var size = geometryAttribute.itemSize;
  14169. var attribute = attributes.get( geometryAttribute );
  14170. // TODO Attribute may not be available on context restore
  14171. if ( attribute === undefined ) continue;
  14172. var buffer = attribute.buffer;
  14173. var type = attribute.type;
  14174. var bytesPerElement = attribute.bytesPerElement;
  14175. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14176. var data = geometryAttribute.data;
  14177. var stride = data.stride;
  14178. var offset = geometryAttribute.offset;
  14179. if ( data && data.isInstancedInterleavedBuffer ) {
  14180. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14181. if ( geometry.maxInstancedCount === undefined ) {
  14182. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14183. }
  14184. } else {
  14185. state.enableAttribute( programAttribute );
  14186. }
  14187. _gl.bindBuffer( 34962, buffer );
  14188. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14189. } else {
  14190. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14191. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14192. if ( geometry.maxInstancedCount === undefined ) {
  14193. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14194. }
  14195. } else {
  14196. state.enableAttribute( programAttribute );
  14197. }
  14198. _gl.bindBuffer( 34962, buffer );
  14199. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14200. }
  14201. } else if ( materialDefaultAttributeValues !== undefined ) {
  14202. var value = materialDefaultAttributeValues[ name ];
  14203. if ( value !== undefined ) {
  14204. switch ( value.length ) {
  14205. case 2:
  14206. _gl.vertexAttrib2fv( programAttribute, value );
  14207. break;
  14208. case 3:
  14209. _gl.vertexAttrib3fv( programAttribute, value );
  14210. break;
  14211. case 4:
  14212. _gl.vertexAttrib4fv( programAttribute, value );
  14213. break;
  14214. default:
  14215. _gl.vertexAttrib1fv( programAttribute, value );
  14216. }
  14217. }
  14218. }
  14219. }
  14220. }
  14221. state.disableUnusedAttributes();
  14222. }
  14223. // Compile
  14224. this.compile = function ( scene, camera ) {
  14225. currentRenderState = renderStates.get( scene, camera );
  14226. currentRenderState.init();
  14227. scene.traverse( function ( object ) {
  14228. if ( object.isLight ) {
  14229. currentRenderState.pushLight( object );
  14230. if ( object.castShadow ) {
  14231. currentRenderState.pushShadow( object );
  14232. }
  14233. }
  14234. } );
  14235. currentRenderState.setupLights( camera );
  14236. scene.traverse( function ( object ) {
  14237. if ( object.material ) {
  14238. if ( Array.isArray( object.material ) ) {
  14239. for ( var i = 0; i < object.material.length; i ++ ) {
  14240. initMaterial( object.material[ i ], scene.fog, object );
  14241. }
  14242. } else {
  14243. initMaterial( object.material, scene.fog, object );
  14244. }
  14245. }
  14246. } );
  14247. };
  14248. // Animation Loop
  14249. var onAnimationFrameCallback = null;
  14250. function onAnimationFrame( time ) {
  14251. if ( vr.isPresenting() ) return;
  14252. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  14253. }
  14254. var animation = new WebGLAnimation();
  14255. animation.setAnimationLoop( onAnimationFrame );
  14256. if ( typeof window !== 'undefined' ) animation.setContext( window );
  14257. this.setAnimationLoop = function ( callback ) {
  14258. onAnimationFrameCallback = callback;
  14259. vr.setAnimationLoop( callback );
  14260. animation.start();
  14261. };
  14262. // Rendering
  14263. this.render = function ( scene, camera ) {
  14264. var renderTarget, forceClear;
  14265. if ( arguments[ 2 ] !== undefined ) {
  14266. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14267. renderTarget = arguments[ 2 ];
  14268. }
  14269. if ( arguments[ 3 ] !== undefined ) {
  14270. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14271. forceClear = arguments[ 3 ];
  14272. }
  14273. if ( ! ( camera && camera.isCamera ) ) {
  14274. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14275. return;
  14276. }
  14277. if ( _isContextLost ) return;
  14278. // reset caching for this frame
  14279. _currentGeometryProgram.geometry = null;
  14280. _currentGeometryProgram.program = null;
  14281. _currentGeometryProgram.wireframe = false;
  14282. _currentMaterialId = - 1;
  14283. _currentCamera = null;
  14284. // update scene graph
  14285. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14286. // update camera matrices and frustum
  14287. if ( camera.parent === null ) camera.updateMatrixWorld();
  14288. if ( vr.enabled ) {
  14289. camera = vr.getCamera( camera );
  14290. }
  14291. //
  14292. currentRenderState = renderStates.get( scene, camera );
  14293. currentRenderState.init();
  14294. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14295. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14296. _frustum.setFromMatrix( _projScreenMatrix );
  14297. _localClippingEnabled = this.localClippingEnabled;
  14298. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14299. currentRenderList = renderLists.get( scene, camera );
  14300. currentRenderList.init();
  14301. projectObject( scene, camera, 0, _this.sortObjects );
  14302. if ( _this.sortObjects === true ) {
  14303. currentRenderList.sort();
  14304. }
  14305. //
  14306. if ( _clippingEnabled ) _clipping.beginShadows();
  14307. var shadowsArray = currentRenderState.state.shadowsArray;
  14308. shadowMap.render( shadowsArray, scene, camera );
  14309. currentRenderState.setupLights( camera );
  14310. if ( _clippingEnabled ) _clipping.endShadows();
  14311. //
  14312. if ( this.info.autoReset ) this.info.reset();
  14313. if ( renderTarget !== undefined ) {
  14314. this.setRenderTarget( renderTarget );
  14315. }
  14316. //
  14317. background.render( currentRenderList, scene, camera, forceClear );
  14318. // render scene
  14319. var opaqueObjects = currentRenderList.opaque;
  14320. var transparentObjects = currentRenderList.transparent;
  14321. if ( scene.overrideMaterial ) {
  14322. var overrideMaterial = scene.overrideMaterial;
  14323. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14324. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14325. } else {
  14326. // opaque pass (front-to-back order)
  14327. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14328. // transparent pass (back-to-front order)
  14329. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14330. }
  14331. //
  14332. scene.onAfterRender( _this, scene, camera );
  14333. //
  14334. if ( _currentRenderTarget !== null ) {
  14335. // Generate mipmap if we're using any kind of mipmap filtering
  14336. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14337. // resolve multisample renderbuffers to a single-sample texture if necessary
  14338. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14339. }
  14340. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14341. state.buffers.depth.setTest( true );
  14342. state.buffers.depth.setMask( true );
  14343. state.buffers.color.setMask( true );
  14344. state.setPolygonOffset( false );
  14345. if ( vr.enabled ) {
  14346. vr.submitFrame();
  14347. }
  14348. // _gl.finish();
  14349. currentRenderList = null;
  14350. currentRenderState = null;
  14351. };
  14352. function projectObject( object, camera, groupOrder, sortObjects ) {
  14353. if ( object.visible === false ) return;
  14354. var visible = object.layers.test( camera.layers );
  14355. if ( visible ) {
  14356. if ( object.isGroup ) {
  14357. groupOrder = object.renderOrder;
  14358. } else if ( object.isLOD ) {
  14359. if ( object.autoUpdate === true ) object.update( camera );
  14360. } else if ( object.isLight ) {
  14361. currentRenderState.pushLight( object );
  14362. if ( object.castShadow ) {
  14363. currentRenderState.pushShadow( object );
  14364. }
  14365. } else if ( object.isSprite ) {
  14366. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14367. if ( sortObjects ) {
  14368. _vector3.setFromMatrixPosition( object.matrixWorld )
  14369. .applyMatrix4( _projScreenMatrix );
  14370. }
  14371. var geometry = objects.update( object );
  14372. var material = object.material;
  14373. if ( material.visible ) {
  14374. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14375. }
  14376. }
  14377. } else if ( object.isImmediateRenderObject ) {
  14378. if ( sortObjects ) {
  14379. _vector3.setFromMatrixPosition( object.matrixWorld )
  14380. .applyMatrix4( _projScreenMatrix );
  14381. }
  14382. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14383. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14384. if ( object.isSkinnedMesh ) {
  14385. object.skeleton.update();
  14386. }
  14387. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14388. if ( sortObjects ) {
  14389. _vector3.setFromMatrixPosition( object.matrixWorld )
  14390. .applyMatrix4( _projScreenMatrix );
  14391. }
  14392. var geometry = objects.update( object );
  14393. var material = object.material;
  14394. if ( Array.isArray( material ) ) {
  14395. var groups = geometry.groups;
  14396. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14397. var group = groups[ i ];
  14398. var groupMaterial = material[ group.materialIndex ];
  14399. if ( groupMaterial && groupMaterial.visible ) {
  14400. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14401. }
  14402. }
  14403. } else if ( material.visible ) {
  14404. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14405. }
  14406. }
  14407. }
  14408. }
  14409. var children = object.children;
  14410. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14411. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14412. }
  14413. }
  14414. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14415. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14416. var renderItem = renderList[ i ];
  14417. var object = renderItem.object;
  14418. var geometry = renderItem.geometry;
  14419. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14420. var group = renderItem.group;
  14421. if ( camera.isArrayCamera ) {
  14422. _currentArrayCamera = camera;
  14423. var cameras = camera.cameras;
  14424. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14425. var camera2 = cameras[ j ];
  14426. if ( object.layers.test( camera2.layers ) ) {
  14427. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14428. currentRenderState.setupLights( camera2 );
  14429. renderObject( object, scene, camera2, geometry, material, group );
  14430. }
  14431. }
  14432. } else {
  14433. _currentArrayCamera = null;
  14434. renderObject( object, scene, camera, geometry, material, group );
  14435. }
  14436. }
  14437. }
  14438. function renderObject( object, scene, camera, geometry, material, group ) {
  14439. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14440. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14441. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14442. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14443. if ( object.isImmediateRenderObject ) {
  14444. state.setMaterial( material );
  14445. var program = setProgram( camera, scene.fog, material, object );
  14446. _currentGeometryProgram.geometry = null;
  14447. _currentGeometryProgram.program = null;
  14448. _currentGeometryProgram.wireframe = false;
  14449. renderObjectImmediate( object, program );
  14450. } else {
  14451. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14452. }
  14453. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14454. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14455. }
  14456. function initMaterial( material, fog, object ) {
  14457. var materialProperties = properties.get( material );
  14458. var lights = currentRenderState.state.lights;
  14459. var shadowsArray = currentRenderState.state.shadowsArray;
  14460. var lightsStateVersion = lights.state.version;
  14461. var parameters = programCache.getParameters(
  14462. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14463. var code = programCache.getProgramCode( material, parameters );
  14464. var program = materialProperties.program;
  14465. var programChange = true;
  14466. if ( program === undefined ) {
  14467. // new material
  14468. material.addEventListener( 'dispose', onMaterialDispose );
  14469. } else if ( program.code !== code ) {
  14470. // changed glsl or parameters
  14471. releaseMaterialProgramReference( material );
  14472. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14473. materialProperties.lightsStateVersion = lightsStateVersion;
  14474. programChange = false;
  14475. } else if ( parameters.shaderID !== undefined ) {
  14476. // same glsl and uniform list
  14477. return;
  14478. } else {
  14479. // only rebuild uniform list
  14480. programChange = false;
  14481. }
  14482. if ( programChange ) {
  14483. if ( parameters.shaderID ) {
  14484. var shader = ShaderLib[ parameters.shaderID ];
  14485. materialProperties.shader = {
  14486. name: material.type,
  14487. uniforms: cloneUniforms( shader.uniforms ),
  14488. vertexShader: shader.vertexShader,
  14489. fragmentShader: shader.fragmentShader
  14490. };
  14491. } else {
  14492. materialProperties.shader = {
  14493. name: material.type,
  14494. uniforms: material.uniforms,
  14495. vertexShader: material.vertexShader,
  14496. fragmentShader: material.fragmentShader
  14497. };
  14498. }
  14499. material.onBeforeCompile( materialProperties.shader, _this );
  14500. // Computing code again as onBeforeCompile may have changed the shaders
  14501. code = programCache.getProgramCode( material, parameters );
  14502. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14503. materialProperties.program = program;
  14504. material.program = program;
  14505. }
  14506. var programAttributes = program.getAttributes();
  14507. if ( material.morphTargets ) {
  14508. material.numSupportedMorphTargets = 0;
  14509. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14510. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14511. material.numSupportedMorphTargets ++;
  14512. }
  14513. }
  14514. }
  14515. if ( material.morphNormals ) {
  14516. material.numSupportedMorphNormals = 0;
  14517. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14518. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14519. material.numSupportedMorphNormals ++;
  14520. }
  14521. }
  14522. }
  14523. var uniforms = materialProperties.shader.uniforms;
  14524. if ( ! material.isShaderMaterial &&
  14525. ! material.isRawShaderMaterial ||
  14526. material.clipping === true ) {
  14527. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14528. materialProperties.numIntersection = _clipping.numIntersection;
  14529. uniforms.clippingPlanes = _clipping.uniform;
  14530. }
  14531. materialProperties.fog = fog;
  14532. // store the light setup it was created for
  14533. materialProperties.lightsStateVersion = lightsStateVersion;
  14534. if ( material.lights ) {
  14535. // wire up the material to this renderer's lighting state
  14536. uniforms.ambientLightColor.value = lights.state.ambient;
  14537. uniforms.lightProbe.value = lights.state.probe;
  14538. uniforms.directionalLights.value = lights.state.directional;
  14539. uniforms.spotLights.value = lights.state.spot;
  14540. uniforms.rectAreaLights.value = lights.state.rectArea;
  14541. uniforms.pointLights.value = lights.state.point;
  14542. uniforms.hemisphereLights.value = lights.state.hemi;
  14543. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14544. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14545. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14546. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14547. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14548. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14549. // TODO (abelnation): add area lights shadow info to uniforms
  14550. }
  14551. var progUniforms = materialProperties.program.getUniforms(),
  14552. uniformsList =
  14553. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14554. materialProperties.uniformsList = uniformsList;
  14555. }
  14556. function setProgram( camera, fog, material, object ) {
  14557. textures.resetTextureUnits();
  14558. var materialProperties = properties.get( material );
  14559. var lights = currentRenderState.state.lights;
  14560. if ( _clippingEnabled ) {
  14561. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14562. var useCache =
  14563. camera === _currentCamera &&
  14564. material.id === _currentMaterialId;
  14565. // we might want to call this function with some ClippingGroup
  14566. // object instead of the material, once it becomes feasible
  14567. // (#8465, #8379)
  14568. _clipping.setState(
  14569. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14570. camera, materialProperties, useCache );
  14571. }
  14572. }
  14573. if ( material.needsUpdate === false ) {
  14574. if ( materialProperties.program === undefined ) {
  14575. material.needsUpdate = true;
  14576. } else if ( material.fog && materialProperties.fog !== fog ) {
  14577. material.needsUpdate = true;
  14578. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14579. material.needsUpdate = true;
  14580. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14581. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14582. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14583. material.needsUpdate = true;
  14584. }
  14585. }
  14586. if ( material.needsUpdate ) {
  14587. initMaterial( material, fog, object );
  14588. material.needsUpdate = false;
  14589. }
  14590. var refreshProgram = false;
  14591. var refreshMaterial = false;
  14592. var refreshLights = false;
  14593. var program = materialProperties.program,
  14594. p_uniforms = program.getUniforms(),
  14595. m_uniforms = materialProperties.shader.uniforms;
  14596. if ( state.useProgram( program.program ) ) {
  14597. refreshProgram = true;
  14598. refreshMaterial = true;
  14599. refreshLights = true;
  14600. }
  14601. if ( material.id !== _currentMaterialId ) {
  14602. _currentMaterialId = material.id;
  14603. refreshMaterial = true;
  14604. }
  14605. if ( refreshProgram || _currentCamera !== camera ) {
  14606. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14607. if ( capabilities.logarithmicDepthBuffer ) {
  14608. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14609. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14610. }
  14611. if ( _currentCamera !== camera ) {
  14612. _currentCamera = camera;
  14613. // lighting uniforms depend on the camera so enforce an update
  14614. // now, in case this material supports lights - or later, when
  14615. // the next material that does gets activated:
  14616. refreshMaterial = true; // set to true on material change
  14617. refreshLights = true; // remains set until update done
  14618. }
  14619. // load material specific uniforms
  14620. // (shader material also gets them for the sake of genericity)
  14621. if ( material.isShaderMaterial ||
  14622. material.isMeshPhongMaterial ||
  14623. material.isMeshStandardMaterial ||
  14624. material.envMap ) {
  14625. var uCamPos = p_uniforms.map.cameraPosition;
  14626. if ( uCamPos !== undefined ) {
  14627. uCamPos.setValue( _gl,
  14628. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14629. }
  14630. }
  14631. if ( material.isMeshPhongMaterial ||
  14632. material.isMeshLambertMaterial ||
  14633. material.isMeshBasicMaterial ||
  14634. material.isMeshStandardMaterial ||
  14635. material.isShaderMaterial ||
  14636. material.skinning ) {
  14637. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14638. }
  14639. }
  14640. // skinning uniforms must be set even if material didn't change
  14641. // auto-setting of texture unit for bone texture must go before other textures
  14642. // not sure why, but otherwise weird things happen
  14643. if ( material.skinning ) {
  14644. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14645. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14646. var skeleton = object.skeleton;
  14647. if ( skeleton ) {
  14648. var bones = skeleton.bones;
  14649. if ( capabilities.floatVertexTextures ) {
  14650. if ( skeleton.boneTexture === undefined ) {
  14651. // layout (1 matrix = 4 pixels)
  14652. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14653. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14654. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14655. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14656. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14657. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14658. size = _Math.ceilPowerOfTwo( size );
  14659. size = Math.max( size, 4 );
  14660. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14661. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14662. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14663. boneTexture.needsUpdate = true;
  14664. skeleton.boneMatrices = boneMatrices;
  14665. skeleton.boneTexture = boneTexture;
  14666. skeleton.boneTextureSize = size;
  14667. }
  14668. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14669. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14670. } else {
  14671. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14672. }
  14673. }
  14674. }
  14675. if ( refreshMaterial ) {
  14676. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14677. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14678. if ( material.lights ) {
  14679. // the current material requires lighting info
  14680. // note: all lighting uniforms are always set correctly
  14681. // they simply reference the renderer's state for their
  14682. // values
  14683. //
  14684. // use the current material's .needsUpdate flags to set
  14685. // the GL state when required
  14686. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14687. }
  14688. // refresh uniforms common to several materials
  14689. if ( fog && material.fog ) {
  14690. refreshUniformsFog( m_uniforms, fog );
  14691. }
  14692. if ( material.isMeshBasicMaterial ) {
  14693. refreshUniformsCommon( m_uniforms, material );
  14694. } else if ( material.isMeshLambertMaterial ) {
  14695. refreshUniformsCommon( m_uniforms, material );
  14696. refreshUniformsLambert( m_uniforms, material );
  14697. } else if ( material.isMeshPhongMaterial ) {
  14698. refreshUniformsCommon( m_uniforms, material );
  14699. if ( material.isMeshToonMaterial ) {
  14700. refreshUniformsToon( m_uniforms, material );
  14701. } else {
  14702. refreshUniformsPhong( m_uniforms, material );
  14703. }
  14704. } else if ( material.isMeshStandardMaterial ) {
  14705. refreshUniformsCommon( m_uniforms, material );
  14706. if ( material.isMeshPhysicalMaterial ) {
  14707. refreshUniformsPhysical( m_uniforms, material );
  14708. } else {
  14709. refreshUniformsStandard( m_uniforms, material );
  14710. }
  14711. } else if ( material.isMeshMatcapMaterial ) {
  14712. refreshUniformsCommon( m_uniforms, material );
  14713. refreshUniformsMatcap( m_uniforms, material );
  14714. } else if ( material.isMeshDepthMaterial ) {
  14715. refreshUniformsCommon( m_uniforms, material );
  14716. refreshUniformsDepth( m_uniforms, material );
  14717. } else if ( material.isMeshDistanceMaterial ) {
  14718. refreshUniformsCommon( m_uniforms, material );
  14719. refreshUniformsDistance( m_uniforms, material );
  14720. } else if ( material.isMeshNormalMaterial ) {
  14721. refreshUniformsCommon( m_uniforms, material );
  14722. refreshUniformsNormal( m_uniforms, material );
  14723. } else if ( material.isLineBasicMaterial ) {
  14724. refreshUniformsLine( m_uniforms, material );
  14725. if ( material.isLineDashedMaterial ) {
  14726. refreshUniformsDash( m_uniforms, material );
  14727. }
  14728. } else if ( material.isPointsMaterial ) {
  14729. refreshUniformsPoints( m_uniforms, material );
  14730. } else if ( material.isSpriteMaterial ) {
  14731. refreshUniformsSprites( m_uniforms, material );
  14732. } else if ( material.isShadowMaterial ) {
  14733. m_uniforms.color.value.copy( material.color );
  14734. m_uniforms.opacity.value = material.opacity;
  14735. }
  14736. // RectAreaLight Texture
  14737. // TODO (mrdoob): Find a nicer implementation
  14738. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14739. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14740. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14741. }
  14742. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14743. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14744. material.uniformsNeedUpdate = false;
  14745. }
  14746. if ( material.isSpriteMaterial ) {
  14747. p_uniforms.setValue( _gl, 'center', object.center );
  14748. }
  14749. // common matrices
  14750. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14751. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14752. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14753. return program;
  14754. }
  14755. // Uniforms (refresh uniforms objects)
  14756. function refreshUniformsCommon( uniforms, material ) {
  14757. uniforms.opacity.value = material.opacity;
  14758. if ( material.color ) {
  14759. uniforms.diffuse.value.copy( material.color );
  14760. }
  14761. if ( material.emissive ) {
  14762. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14763. }
  14764. if ( material.map ) {
  14765. uniforms.map.value = material.map;
  14766. }
  14767. if ( material.alphaMap ) {
  14768. uniforms.alphaMap.value = material.alphaMap;
  14769. }
  14770. if ( material.specularMap ) {
  14771. uniforms.specularMap.value = material.specularMap;
  14772. }
  14773. if ( material.envMap ) {
  14774. uniforms.envMap.value = material.envMap;
  14775. // don't flip CubeTexture envMaps, flip everything else:
  14776. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14777. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14778. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14779. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14780. uniforms.reflectivity.value = material.reflectivity;
  14781. uniforms.refractionRatio.value = material.refractionRatio;
  14782. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14783. }
  14784. if ( material.lightMap ) {
  14785. uniforms.lightMap.value = material.lightMap;
  14786. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14787. }
  14788. if ( material.aoMap ) {
  14789. uniforms.aoMap.value = material.aoMap;
  14790. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14791. }
  14792. // uv repeat and offset setting priorities
  14793. // 1. color map
  14794. // 2. specular map
  14795. // 3. normal map
  14796. // 4. bump map
  14797. // 5. alpha map
  14798. // 6. emissive map
  14799. var uvScaleMap;
  14800. if ( material.map ) {
  14801. uvScaleMap = material.map;
  14802. } else if ( material.specularMap ) {
  14803. uvScaleMap = material.specularMap;
  14804. } else if ( material.displacementMap ) {
  14805. uvScaleMap = material.displacementMap;
  14806. } else if ( material.normalMap ) {
  14807. uvScaleMap = material.normalMap;
  14808. } else if ( material.bumpMap ) {
  14809. uvScaleMap = material.bumpMap;
  14810. } else if ( material.roughnessMap ) {
  14811. uvScaleMap = material.roughnessMap;
  14812. } else if ( material.metalnessMap ) {
  14813. uvScaleMap = material.metalnessMap;
  14814. } else if ( material.alphaMap ) {
  14815. uvScaleMap = material.alphaMap;
  14816. } else if ( material.emissiveMap ) {
  14817. uvScaleMap = material.emissiveMap;
  14818. }
  14819. if ( uvScaleMap !== undefined ) {
  14820. // backwards compatibility
  14821. if ( uvScaleMap.isWebGLRenderTarget ) {
  14822. uvScaleMap = uvScaleMap.texture;
  14823. }
  14824. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14825. uvScaleMap.updateMatrix();
  14826. }
  14827. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14828. }
  14829. }
  14830. function refreshUniformsLine( uniforms, material ) {
  14831. uniforms.diffuse.value.copy( material.color );
  14832. uniforms.opacity.value = material.opacity;
  14833. }
  14834. function refreshUniformsDash( uniforms, material ) {
  14835. uniforms.dashSize.value = material.dashSize;
  14836. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14837. uniforms.scale.value = material.scale;
  14838. }
  14839. function refreshUniformsPoints( uniforms, material ) {
  14840. uniforms.diffuse.value.copy( material.color );
  14841. uniforms.opacity.value = material.opacity;
  14842. uniforms.size.value = material.size * _pixelRatio;
  14843. uniforms.scale.value = _height * 0.5;
  14844. uniforms.map.value = material.map;
  14845. if ( material.map !== null ) {
  14846. if ( material.map.matrixAutoUpdate === true ) {
  14847. material.map.updateMatrix();
  14848. }
  14849. uniforms.uvTransform.value.copy( material.map.matrix );
  14850. }
  14851. }
  14852. function refreshUniformsSprites( uniforms, material ) {
  14853. uniforms.diffuse.value.copy( material.color );
  14854. uniforms.opacity.value = material.opacity;
  14855. uniforms.rotation.value = material.rotation;
  14856. uniforms.map.value = material.map;
  14857. if ( material.map !== null ) {
  14858. if ( material.map.matrixAutoUpdate === true ) {
  14859. material.map.updateMatrix();
  14860. }
  14861. uniforms.uvTransform.value.copy( material.map.matrix );
  14862. }
  14863. }
  14864. function refreshUniformsFog( uniforms, fog ) {
  14865. uniforms.fogColor.value.copy( fog.color );
  14866. if ( fog.isFog ) {
  14867. uniforms.fogNear.value = fog.near;
  14868. uniforms.fogFar.value = fog.far;
  14869. } else if ( fog.isFogExp2 ) {
  14870. uniforms.fogDensity.value = fog.density;
  14871. }
  14872. }
  14873. function refreshUniformsLambert( uniforms, material ) {
  14874. if ( material.emissiveMap ) {
  14875. uniforms.emissiveMap.value = material.emissiveMap;
  14876. }
  14877. }
  14878. function refreshUniformsPhong( uniforms, material ) {
  14879. uniforms.specular.value.copy( material.specular );
  14880. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14881. if ( material.emissiveMap ) {
  14882. uniforms.emissiveMap.value = material.emissiveMap;
  14883. }
  14884. if ( material.bumpMap ) {
  14885. uniforms.bumpMap.value = material.bumpMap;
  14886. uniforms.bumpScale.value = material.bumpScale;
  14887. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14888. }
  14889. if ( material.normalMap ) {
  14890. uniforms.normalMap.value = material.normalMap;
  14891. uniforms.normalScale.value.copy( material.normalScale );
  14892. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14893. }
  14894. if ( material.displacementMap ) {
  14895. uniforms.displacementMap.value = material.displacementMap;
  14896. uniforms.displacementScale.value = material.displacementScale;
  14897. uniforms.displacementBias.value = material.displacementBias;
  14898. }
  14899. }
  14900. function refreshUniformsToon( uniforms, material ) {
  14901. refreshUniformsPhong( uniforms, material );
  14902. if ( material.gradientMap ) {
  14903. uniforms.gradientMap.value = material.gradientMap;
  14904. }
  14905. }
  14906. function refreshUniformsStandard( uniforms, material ) {
  14907. uniforms.roughness.value = material.roughness;
  14908. uniforms.metalness.value = material.metalness;
  14909. if ( material.roughnessMap ) {
  14910. uniforms.roughnessMap.value = material.roughnessMap;
  14911. }
  14912. if ( material.metalnessMap ) {
  14913. uniforms.metalnessMap.value = material.metalnessMap;
  14914. }
  14915. if ( material.emissiveMap ) {
  14916. uniforms.emissiveMap.value = material.emissiveMap;
  14917. }
  14918. if ( material.bumpMap ) {
  14919. uniforms.bumpMap.value = material.bumpMap;
  14920. uniforms.bumpScale.value = material.bumpScale;
  14921. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14922. }
  14923. if ( material.normalMap ) {
  14924. uniforms.normalMap.value = material.normalMap;
  14925. uniforms.normalScale.value.copy( material.normalScale );
  14926. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14927. }
  14928. if ( material.displacementMap ) {
  14929. uniforms.displacementMap.value = material.displacementMap;
  14930. uniforms.displacementScale.value = material.displacementScale;
  14931. uniforms.displacementBias.value = material.displacementBias;
  14932. }
  14933. if ( material.envMap ) {
  14934. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14935. uniforms.envMapIntensity.value = material.envMapIntensity;
  14936. }
  14937. }
  14938. function refreshUniformsPhysical( uniforms, material ) {
  14939. refreshUniformsStandard( uniforms, material );
  14940. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14941. uniforms.clearcoat.value = material.clearcoat;
  14942. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14943. if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
  14944. if ( material.clearcoatNormalMap ) {
  14945. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14946. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14947. if ( material.side === BackSide ) {
  14948. uniforms.clearcoatNormalScale.value.negate();
  14949. }
  14950. }
  14951. uniforms.transparency.value = material.transparency;
  14952. }
  14953. function refreshUniformsMatcap( uniforms, material ) {
  14954. if ( material.matcap ) {
  14955. uniforms.matcap.value = material.matcap;
  14956. }
  14957. if ( material.bumpMap ) {
  14958. uniforms.bumpMap.value = material.bumpMap;
  14959. uniforms.bumpScale.value = material.bumpScale;
  14960. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14961. }
  14962. if ( material.normalMap ) {
  14963. uniforms.normalMap.value = material.normalMap;
  14964. uniforms.normalScale.value.copy( material.normalScale );
  14965. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14966. }
  14967. if ( material.displacementMap ) {
  14968. uniforms.displacementMap.value = material.displacementMap;
  14969. uniforms.displacementScale.value = material.displacementScale;
  14970. uniforms.displacementBias.value = material.displacementBias;
  14971. }
  14972. }
  14973. function refreshUniformsDepth( uniforms, material ) {
  14974. if ( material.displacementMap ) {
  14975. uniforms.displacementMap.value = material.displacementMap;
  14976. uniforms.displacementScale.value = material.displacementScale;
  14977. uniforms.displacementBias.value = material.displacementBias;
  14978. }
  14979. }
  14980. function refreshUniformsDistance( uniforms, material ) {
  14981. if ( material.displacementMap ) {
  14982. uniforms.displacementMap.value = material.displacementMap;
  14983. uniforms.displacementScale.value = material.displacementScale;
  14984. uniforms.displacementBias.value = material.displacementBias;
  14985. }
  14986. uniforms.referencePosition.value.copy( material.referencePosition );
  14987. uniforms.nearDistance.value = material.nearDistance;
  14988. uniforms.farDistance.value = material.farDistance;
  14989. }
  14990. function refreshUniformsNormal( uniforms, material ) {
  14991. if ( material.bumpMap ) {
  14992. uniforms.bumpMap.value = material.bumpMap;
  14993. uniforms.bumpScale.value = material.bumpScale;
  14994. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14995. }
  14996. if ( material.normalMap ) {
  14997. uniforms.normalMap.value = material.normalMap;
  14998. uniforms.normalScale.value.copy( material.normalScale );
  14999. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  15000. }
  15001. if ( material.displacementMap ) {
  15002. uniforms.displacementMap.value = material.displacementMap;
  15003. uniforms.displacementScale.value = material.displacementScale;
  15004. uniforms.displacementBias.value = material.displacementBias;
  15005. }
  15006. }
  15007. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15008. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15009. uniforms.ambientLightColor.needsUpdate = value;
  15010. uniforms.lightProbe.needsUpdate = value;
  15011. uniforms.directionalLights.needsUpdate = value;
  15012. uniforms.pointLights.needsUpdate = value;
  15013. uniforms.spotLights.needsUpdate = value;
  15014. uniforms.rectAreaLights.needsUpdate = value;
  15015. uniforms.hemisphereLights.needsUpdate = value;
  15016. }
  15017. //
  15018. this.setFramebuffer = function ( value ) {
  15019. if ( _framebuffer !== value ) _gl.bindFramebuffer( 36160, value );
  15020. _framebuffer = value;
  15021. };
  15022. this.getActiveCubeFace = function () {
  15023. return _currentActiveCubeFace;
  15024. };
  15025. this.getActiveMipmapLevel = function () {
  15026. return _currentActiveMipmapLevel;
  15027. };
  15028. this.getRenderTarget = function () {
  15029. return _currentRenderTarget;
  15030. };
  15031. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15032. _currentRenderTarget = renderTarget;
  15033. _currentActiveCubeFace = activeCubeFace;
  15034. _currentActiveMipmapLevel = activeMipmapLevel;
  15035. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15036. textures.setupRenderTarget( renderTarget );
  15037. }
  15038. var framebuffer = _framebuffer;
  15039. var isCube = false;
  15040. if ( renderTarget ) {
  15041. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15042. if ( renderTarget.isWebGLRenderTargetCube ) {
  15043. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15044. isCube = true;
  15045. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15046. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15047. } else {
  15048. framebuffer = __webglFramebuffer;
  15049. }
  15050. _currentViewport.copy( renderTarget.viewport );
  15051. _currentScissor.copy( renderTarget.scissor );
  15052. _currentScissorTest = renderTarget.scissorTest;
  15053. } else {
  15054. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15055. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15056. _currentScissorTest = _scissorTest;
  15057. }
  15058. if ( _currentFramebuffer !== framebuffer ) {
  15059. _gl.bindFramebuffer( 36160, framebuffer );
  15060. _currentFramebuffer = framebuffer;
  15061. }
  15062. state.viewport( _currentViewport );
  15063. state.scissor( _currentScissor );
  15064. state.setScissorTest( _currentScissorTest );
  15065. if ( isCube ) {
  15066. var textureProperties = properties.get( renderTarget.texture );
  15067. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15068. }
  15069. };
  15070. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15071. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15072. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15073. return;
  15074. }
  15075. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15076. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15077. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15078. }
  15079. if ( framebuffer ) {
  15080. var restore = false;
  15081. if ( framebuffer !== _currentFramebuffer ) {
  15082. _gl.bindFramebuffer( 36160, framebuffer );
  15083. restore = true;
  15084. }
  15085. try {
  15086. var texture = renderTarget.texture;
  15087. var textureFormat = texture.format;
  15088. var textureType = texture.type;
  15089. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15090. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15091. return;
  15092. }
  15093. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15094. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15095. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15096. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15097. return;
  15098. }
  15099. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15100. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15101. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15102. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15103. }
  15104. } else {
  15105. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15106. }
  15107. } finally {
  15108. if ( restore ) {
  15109. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15110. }
  15111. }
  15112. }
  15113. };
  15114. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15115. var width = texture.image.width;
  15116. var height = texture.image.height;
  15117. var glFormat = utils.convert( texture.format );
  15118. textures.setTexture2D( texture, 0 );
  15119. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15120. };
  15121. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15122. var width = srcTexture.image.width;
  15123. var height = srcTexture.image.height;
  15124. var glFormat = utils.convert( dstTexture.format );
  15125. var glType = utils.convert( dstTexture.type );
  15126. textures.setTexture2D( dstTexture, 0 );
  15127. if ( srcTexture.isDataTexture ) {
  15128. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15129. } else {
  15130. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15131. }
  15132. };
  15133. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15134. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15135. }
  15136. }
  15137. /**
  15138. * @author mrdoob / http://mrdoob.com/
  15139. * @author alteredq / http://alteredqualia.com/
  15140. */
  15141. function FogExp2( color, density ) {
  15142. this.name = '';
  15143. this.color = new Color( color );
  15144. this.density = ( density !== undefined ) ? density : 0.00025;
  15145. }
  15146. Object.assign( FogExp2.prototype, {
  15147. isFogExp2: true,
  15148. clone: function () {
  15149. return new FogExp2( this.color, this.density );
  15150. },
  15151. toJSON: function ( /* meta */ ) {
  15152. return {
  15153. type: 'FogExp2',
  15154. color: this.color.getHex(),
  15155. density: this.density
  15156. };
  15157. }
  15158. } );
  15159. /**
  15160. * @author mrdoob / http://mrdoob.com/
  15161. * @author alteredq / http://alteredqualia.com/
  15162. */
  15163. function Fog( color, near, far ) {
  15164. this.name = '';
  15165. this.color = new Color( color );
  15166. this.near = ( near !== undefined ) ? near : 1;
  15167. this.far = ( far !== undefined ) ? far : 1000;
  15168. }
  15169. Object.assign( Fog.prototype, {
  15170. isFog: true,
  15171. clone: function () {
  15172. return new Fog( this.color, this.near, this.far );
  15173. },
  15174. toJSON: function ( /* meta */ ) {
  15175. return {
  15176. type: 'Fog',
  15177. color: this.color.getHex(),
  15178. near: this.near,
  15179. far: this.far
  15180. };
  15181. }
  15182. } );
  15183. /**
  15184. * @author benaadams / https://twitter.com/ben_a_adams
  15185. */
  15186. function InterleavedBuffer( array, stride ) {
  15187. this.array = array;
  15188. this.stride = stride;
  15189. this.count = array !== undefined ? array.length / stride : 0;
  15190. this.dynamic = false;
  15191. this.updateRange = { offset: 0, count: - 1 };
  15192. this.version = 0;
  15193. }
  15194. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15195. set: function ( value ) {
  15196. if ( value === true ) this.version ++;
  15197. }
  15198. } );
  15199. Object.assign( InterleavedBuffer.prototype, {
  15200. isInterleavedBuffer: true,
  15201. onUploadCallback: function () {},
  15202. setArray: function ( array ) {
  15203. if ( Array.isArray( array ) ) {
  15204. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  15205. }
  15206. this.count = array !== undefined ? array.length / this.stride : 0;
  15207. this.array = array;
  15208. return this;
  15209. },
  15210. setDynamic: function ( value ) {
  15211. this.dynamic = value;
  15212. return this;
  15213. },
  15214. copy: function ( source ) {
  15215. this.array = new source.array.constructor( source.array );
  15216. this.count = source.count;
  15217. this.stride = source.stride;
  15218. this.dynamic = source.dynamic;
  15219. return this;
  15220. },
  15221. copyAt: function ( index1, attribute, index2 ) {
  15222. index1 *= this.stride;
  15223. index2 *= attribute.stride;
  15224. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15225. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15226. }
  15227. return this;
  15228. },
  15229. set: function ( value, offset ) {
  15230. if ( offset === undefined ) offset = 0;
  15231. this.array.set( value, offset );
  15232. return this;
  15233. },
  15234. clone: function () {
  15235. return new this.constructor().copy( this );
  15236. },
  15237. onUpload: function ( callback ) {
  15238. this.onUploadCallback = callback;
  15239. return this;
  15240. }
  15241. } );
  15242. /**
  15243. * @author benaadams / https://twitter.com/ben_a_adams
  15244. */
  15245. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15246. this.data = interleavedBuffer;
  15247. this.itemSize = itemSize;
  15248. this.offset = offset;
  15249. this.normalized = normalized === true;
  15250. }
  15251. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15252. count: {
  15253. get: function () {
  15254. return this.data.count;
  15255. }
  15256. },
  15257. array: {
  15258. get: function () {
  15259. return this.data.array;
  15260. }
  15261. }
  15262. } );
  15263. Object.assign( InterleavedBufferAttribute.prototype, {
  15264. isInterleavedBufferAttribute: true,
  15265. setX: function ( index, x ) {
  15266. this.data.array[ index * this.data.stride + this.offset ] = x;
  15267. return this;
  15268. },
  15269. setY: function ( index, y ) {
  15270. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15271. return this;
  15272. },
  15273. setZ: function ( index, z ) {
  15274. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15275. return this;
  15276. },
  15277. setW: function ( index, w ) {
  15278. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15279. return this;
  15280. },
  15281. getX: function ( index ) {
  15282. return this.data.array[ index * this.data.stride + this.offset ];
  15283. },
  15284. getY: function ( index ) {
  15285. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15286. },
  15287. getZ: function ( index ) {
  15288. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15289. },
  15290. getW: function ( index ) {
  15291. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15292. },
  15293. setXY: function ( index, x, y ) {
  15294. index = index * this.data.stride + this.offset;
  15295. this.data.array[ index + 0 ] = x;
  15296. this.data.array[ index + 1 ] = y;
  15297. return this;
  15298. },
  15299. setXYZ: function ( index, x, y, z ) {
  15300. index = index * this.data.stride + this.offset;
  15301. this.data.array[ index + 0 ] = x;
  15302. this.data.array[ index + 1 ] = y;
  15303. this.data.array[ index + 2 ] = z;
  15304. return this;
  15305. },
  15306. setXYZW: function ( index, x, y, z, w ) {
  15307. index = index * this.data.stride + this.offset;
  15308. this.data.array[ index + 0 ] = x;
  15309. this.data.array[ index + 1 ] = y;
  15310. this.data.array[ index + 2 ] = z;
  15311. this.data.array[ index + 3 ] = w;
  15312. return this;
  15313. }
  15314. } );
  15315. /**
  15316. * @author alteredq / http://alteredqualia.com/
  15317. *
  15318. * parameters = {
  15319. * color: <hex>,
  15320. * map: new THREE.Texture( <Image> ),
  15321. * rotation: <float>,
  15322. * sizeAttenuation: <bool>
  15323. * }
  15324. */
  15325. function SpriteMaterial( parameters ) {
  15326. Material.call( this );
  15327. this.type = 'SpriteMaterial';
  15328. this.color = new Color( 0xffffff );
  15329. this.map = null;
  15330. this.rotation = 0;
  15331. this.sizeAttenuation = true;
  15332. this.lights = false;
  15333. this.transparent = true;
  15334. this.setValues( parameters );
  15335. }
  15336. SpriteMaterial.prototype = Object.create( Material.prototype );
  15337. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15338. SpriteMaterial.prototype.isSpriteMaterial = true;
  15339. SpriteMaterial.prototype.copy = function ( source ) {
  15340. Material.prototype.copy.call( this, source );
  15341. this.color.copy( source.color );
  15342. this.map = source.map;
  15343. this.rotation = source.rotation;
  15344. this.sizeAttenuation = source.sizeAttenuation;
  15345. return this;
  15346. };
  15347. /**
  15348. * @author mikael emtinger / http://gomo.se/
  15349. * @author alteredq / http://alteredqualia.com/
  15350. */
  15351. var _geometry;
  15352. var _intersectPoint = new Vector3();
  15353. var _worldScale = new Vector3();
  15354. var _mvPosition = new Vector3();
  15355. var _alignedPosition = new Vector2();
  15356. var _rotatedPosition = new Vector2();
  15357. var _viewWorldMatrix = new Matrix4();
  15358. var _vA$1 = new Vector3();
  15359. var _vB$1 = new Vector3();
  15360. var _vC$1 = new Vector3();
  15361. var _uvA$1 = new Vector2();
  15362. var _uvB$1 = new Vector2();
  15363. var _uvC$1 = new Vector2();
  15364. function Sprite( material ) {
  15365. Object3D.call( this );
  15366. this.type = 'Sprite';
  15367. if ( _geometry === undefined ) {
  15368. _geometry = new BufferGeometry();
  15369. var float32Array = new Float32Array( [
  15370. - 0.5, - 0.5, 0, 0, 0,
  15371. 0.5, - 0.5, 0, 1, 0,
  15372. 0.5, 0.5, 0, 1, 1,
  15373. - 0.5, 0.5, 0, 0, 1
  15374. ] );
  15375. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15376. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15377. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15378. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15379. }
  15380. this.geometry = _geometry;
  15381. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15382. this.center = new Vector2( 0.5, 0.5 );
  15383. }
  15384. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15385. constructor: Sprite,
  15386. isSprite: true,
  15387. raycast: function ( raycaster, intersects ) {
  15388. if ( raycaster.camera === null ) {
  15389. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15390. }
  15391. _worldScale.setFromMatrixScale( this.matrixWorld );
  15392. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15393. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15394. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15395. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15396. _worldScale.multiplyScalar( - _mvPosition.z );
  15397. }
  15398. var rotation = this.material.rotation;
  15399. var sin, cos;
  15400. if ( rotation !== 0 ) {
  15401. cos = Math.cos( rotation );
  15402. sin = Math.sin( rotation );
  15403. }
  15404. var center = this.center;
  15405. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15406. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15407. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15408. _uvA$1.set( 0, 0 );
  15409. _uvB$1.set( 1, 0 );
  15410. _uvC$1.set( 1, 1 );
  15411. // check first triangle
  15412. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15413. if ( intersect === null ) {
  15414. // check second triangle
  15415. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15416. _uvB$1.set( 0, 1 );
  15417. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15418. if ( intersect === null ) {
  15419. return;
  15420. }
  15421. }
  15422. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15423. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15424. intersects.push( {
  15425. distance: distance,
  15426. point: _intersectPoint.clone(),
  15427. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15428. face: null,
  15429. object: this
  15430. } );
  15431. },
  15432. clone: function () {
  15433. return new this.constructor( this.material ).copy( this );
  15434. },
  15435. copy: function ( source ) {
  15436. Object3D.prototype.copy.call( this, source );
  15437. if ( source.center !== undefined ) this.center.copy( source.center );
  15438. return this;
  15439. }
  15440. } );
  15441. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15442. // compute position in camera space
  15443. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15444. // to check if rotation is not zero
  15445. if ( sin !== undefined ) {
  15446. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15447. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15448. } else {
  15449. _rotatedPosition.copy( _alignedPosition );
  15450. }
  15451. vertexPosition.copy( mvPosition );
  15452. vertexPosition.x += _rotatedPosition.x;
  15453. vertexPosition.y += _rotatedPosition.y;
  15454. // transform to world space
  15455. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15456. }
  15457. /**
  15458. * @author mikael emtinger / http://gomo.se/
  15459. * @author alteredq / http://alteredqualia.com/
  15460. * @author mrdoob / http://mrdoob.com/
  15461. */
  15462. var _v1$4 = new Vector3();
  15463. var _v2$2 = new Vector3();
  15464. function LOD() {
  15465. Object3D.call( this );
  15466. this.type = 'LOD';
  15467. Object.defineProperties( this, {
  15468. levels: {
  15469. enumerable: true,
  15470. value: []
  15471. }
  15472. } );
  15473. this.autoUpdate = true;
  15474. }
  15475. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15476. constructor: LOD,
  15477. isLOD: true,
  15478. copy: function ( source ) {
  15479. Object3D.prototype.copy.call( this, source, false );
  15480. var levels = source.levels;
  15481. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15482. var level = levels[ i ];
  15483. this.addLevel( level.object.clone(), level.distance );
  15484. }
  15485. return this;
  15486. },
  15487. addLevel: function ( object, distance ) {
  15488. if ( distance === undefined ) distance = 0;
  15489. distance = Math.abs( distance );
  15490. var levels = this.levels;
  15491. for ( var l = 0; l < levels.length; l ++ ) {
  15492. if ( distance < levels[ l ].distance ) {
  15493. break;
  15494. }
  15495. }
  15496. levels.splice( l, 0, { distance: distance, object: object } );
  15497. this.add( object );
  15498. return this;
  15499. },
  15500. getObjectForDistance: function ( distance ) {
  15501. var levels = this.levels;
  15502. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15503. if ( distance < levels[ i ].distance ) {
  15504. break;
  15505. }
  15506. }
  15507. return levels[ i - 1 ].object;
  15508. },
  15509. raycast: function ( raycaster, intersects ) {
  15510. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15511. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15512. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15513. },
  15514. update: function ( camera ) {
  15515. var levels = this.levels;
  15516. if ( levels.length > 1 ) {
  15517. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15518. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15519. var distance = _v1$4.distanceTo( _v2$2 );
  15520. levels[ 0 ].object.visible = true;
  15521. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15522. if ( distance >= levels[ i ].distance ) {
  15523. levels[ i - 1 ].object.visible = false;
  15524. levels[ i ].object.visible = true;
  15525. } else {
  15526. break;
  15527. }
  15528. }
  15529. for ( ; i < l; i ++ ) {
  15530. levels[ i ].object.visible = false;
  15531. }
  15532. }
  15533. },
  15534. toJSON: function ( meta ) {
  15535. var data = Object3D.prototype.toJSON.call( this, meta );
  15536. data.object.levels = [];
  15537. var levels = this.levels;
  15538. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15539. var level = levels[ i ];
  15540. data.object.levels.push( {
  15541. object: level.object.uuid,
  15542. distance: level.distance
  15543. } );
  15544. }
  15545. return data;
  15546. }
  15547. } );
  15548. /**
  15549. * @author mikael emtinger / http://gomo.se/
  15550. * @author alteredq / http://alteredqualia.com/
  15551. * @author ikerr / http://verold.com
  15552. */
  15553. function SkinnedMesh( geometry, material ) {
  15554. if ( geometry && geometry.isGeometry ) {
  15555. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15556. }
  15557. Mesh.call( this, geometry, material );
  15558. this.type = 'SkinnedMesh';
  15559. this.bindMode = 'attached';
  15560. this.bindMatrix = new Matrix4();
  15561. this.bindMatrixInverse = new Matrix4();
  15562. }
  15563. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15564. constructor: SkinnedMesh,
  15565. isSkinnedMesh: true,
  15566. bind: function ( skeleton, bindMatrix ) {
  15567. this.skeleton = skeleton;
  15568. if ( bindMatrix === undefined ) {
  15569. this.updateMatrixWorld( true );
  15570. this.skeleton.calculateInverses();
  15571. bindMatrix = this.matrixWorld;
  15572. }
  15573. this.bindMatrix.copy( bindMatrix );
  15574. this.bindMatrixInverse.getInverse( bindMatrix );
  15575. },
  15576. pose: function () {
  15577. this.skeleton.pose();
  15578. },
  15579. normalizeSkinWeights: function () {
  15580. var vector = new Vector4();
  15581. var skinWeight = this.geometry.attributes.skinWeight;
  15582. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15583. vector.x = skinWeight.getX( i );
  15584. vector.y = skinWeight.getY( i );
  15585. vector.z = skinWeight.getZ( i );
  15586. vector.w = skinWeight.getW( i );
  15587. var scale = 1.0 / vector.manhattanLength();
  15588. if ( scale !== Infinity ) {
  15589. vector.multiplyScalar( scale );
  15590. } else {
  15591. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15592. }
  15593. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15594. }
  15595. },
  15596. updateMatrixWorld: function ( force ) {
  15597. Mesh.prototype.updateMatrixWorld.call( this, force );
  15598. if ( this.bindMode === 'attached' ) {
  15599. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15600. } else if ( this.bindMode === 'detached' ) {
  15601. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15602. } else {
  15603. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15604. }
  15605. },
  15606. clone: function () {
  15607. return new this.constructor( this.geometry, this.material ).copy( this );
  15608. }
  15609. } );
  15610. /**
  15611. * @author mikael emtinger / http://gomo.se/
  15612. * @author alteredq / http://alteredqualia.com/
  15613. * @author michael guerrero / http://realitymeltdown.com
  15614. * @author ikerr / http://verold.com
  15615. */
  15616. var _offsetMatrix = new Matrix4();
  15617. var _identityMatrix = new Matrix4();
  15618. function Skeleton( bones, boneInverses ) {
  15619. // copy the bone array
  15620. bones = bones || [];
  15621. this.bones = bones.slice( 0 );
  15622. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15623. // use the supplied bone inverses or calculate the inverses
  15624. if ( boneInverses === undefined ) {
  15625. this.calculateInverses();
  15626. } else {
  15627. if ( this.bones.length === boneInverses.length ) {
  15628. this.boneInverses = boneInverses.slice( 0 );
  15629. } else {
  15630. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15631. this.boneInverses = [];
  15632. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15633. this.boneInverses.push( new Matrix4() );
  15634. }
  15635. }
  15636. }
  15637. }
  15638. Object.assign( Skeleton.prototype, {
  15639. calculateInverses: function () {
  15640. this.boneInverses = [];
  15641. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15642. var inverse = new Matrix4();
  15643. if ( this.bones[ i ] ) {
  15644. inverse.getInverse( this.bones[ i ].matrixWorld );
  15645. }
  15646. this.boneInverses.push( inverse );
  15647. }
  15648. },
  15649. pose: function () {
  15650. var bone, i, il;
  15651. // recover the bind-time world matrices
  15652. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15653. bone = this.bones[ i ];
  15654. if ( bone ) {
  15655. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15656. }
  15657. }
  15658. // compute the local matrices, positions, rotations and scales
  15659. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15660. bone = this.bones[ i ];
  15661. if ( bone ) {
  15662. if ( bone.parent && bone.parent.isBone ) {
  15663. bone.matrix.getInverse( bone.parent.matrixWorld );
  15664. bone.matrix.multiply( bone.matrixWorld );
  15665. } else {
  15666. bone.matrix.copy( bone.matrixWorld );
  15667. }
  15668. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15669. }
  15670. }
  15671. },
  15672. update: function () {
  15673. var bones = this.bones;
  15674. var boneInverses = this.boneInverses;
  15675. var boneMatrices = this.boneMatrices;
  15676. var boneTexture = this.boneTexture;
  15677. // flatten bone matrices to array
  15678. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15679. // compute the offset between the current and the original transform
  15680. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  15681. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15682. _offsetMatrix.toArray( boneMatrices, i * 16 );
  15683. }
  15684. if ( boneTexture !== undefined ) {
  15685. boneTexture.needsUpdate = true;
  15686. }
  15687. },
  15688. clone: function () {
  15689. return new Skeleton( this.bones, this.boneInverses );
  15690. },
  15691. getBoneByName: function ( name ) {
  15692. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15693. var bone = this.bones[ i ];
  15694. if ( bone.name === name ) {
  15695. return bone;
  15696. }
  15697. }
  15698. return undefined;
  15699. }
  15700. } );
  15701. /**
  15702. * @author mikael emtinger / http://gomo.se/
  15703. * @author alteredq / http://alteredqualia.com/
  15704. * @author ikerr / http://verold.com
  15705. */
  15706. function Bone() {
  15707. Object3D.call( this );
  15708. this.type = 'Bone';
  15709. }
  15710. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15711. constructor: Bone,
  15712. isBone: true
  15713. } );
  15714. /**
  15715. * @author mrdoob / http://mrdoob.com/
  15716. * @author alteredq / http://alteredqualia.com/
  15717. *
  15718. * parameters = {
  15719. * color: <hex>,
  15720. * opacity: <float>,
  15721. *
  15722. * linewidth: <float>,
  15723. * linecap: "round",
  15724. * linejoin: "round"
  15725. * }
  15726. */
  15727. function LineBasicMaterial( parameters ) {
  15728. Material.call( this );
  15729. this.type = 'LineBasicMaterial';
  15730. this.color = new Color( 0xffffff );
  15731. this.linewidth = 1;
  15732. this.linecap = 'round';
  15733. this.linejoin = 'round';
  15734. this.lights = false;
  15735. this.setValues( parameters );
  15736. }
  15737. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15738. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15739. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15740. LineBasicMaterial.prototype.copy = function ( source ) {
  15741. Material.prototype.copy.call( this, source );
  15742. this.color.copy( source.color );
  15743. this.linewidth = source.linewidth;
  15744. this.linecap = source.linecap;
  15745. this.linejoin = source.linejoin;
  15746. return this;
  15747. };
  15748. /**
  15749. * @author mrdoob / http://mrdoob.com/
  15750. */
  15751. var _start = new Vector3();
  15752. var _end = new Vector3();
  15753. var _inverseMatrix$1 = new Matrix4();
  15754. var _ray$1 = new Ray();
  15755. var _sphere$2 = new Sphere();
  15756. function Line( geometry, material, mode ) {
  15757. if ( mode === 1 ) {
  15758. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15759. }
  15760. Object3D.call( this );
  15761. this.type = 'Line';
  15762. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15763. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15764. }
  15765. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15766. constructor: Line,
  15767. isLine: true,
  15768. computeLineDistances: function () {
  15769. var geometry = this.geometry;
  15770. if ( geometry.isBufferGeometry ) {
  15771. // we assume non-indexed geometry
  15772. if ( geometry.index === null ) {
  15773. var positionAttribute = geometry.attributes.position;
  15774. var lineDistances = [ 0 ];
  15775. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15776. _start.fromBufferAttribute( positionAttribute, i - 1 );
  15777. _end.fromBufferAttribute( positionAttribute, i );
  15778. lineDistances[ i ] = lineDistances[ i - 1 ];
  15779. lineDistances[ i ] += _start.distanceTo( _end );
  15780. }
  15781. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15782. } else {
  15783. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15784. }
  15785. } else if ( geometry.isGeometry ) {
  15786. var vertices = geometry.vertices;
  15787. var lineDistances = geometry.lineDistances;
  15788. lineDistances[ 0 ] = 0;
  15789. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15790. lineDistances[ i ] = lineDistances[ i - 1 ];
  15791. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15792. }
  15793. }
  15794. return this;
  15795. },
  15796. raycast: function ( raycaster, intersects ) {
  15797. var precision = raycaster.linePrecision;
  15798. var geometry = this.geometry;
  15799. var matrixWorld = this.matrixWorld;
  15800. // Checking boundingSphere distance to ray
  15801. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15802. _sphere$2.copy( geometry.boundingSphere );
  15803. _sphere$2.applyMatrix4( matrixWorld );
  15804. _sphere$2.radius += precision;
  15805. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;
  15806. //
  15807. _inverseMatrix$1.getInverse( matrixWorld );
  15808. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  15809. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15810. var localPrecisionSq = localPrecision * localPrecision;
  15811. var vStart = new Vector3();
  15812. var vEnd = new Vector3();
  15813. var interSegment = new Vector3();
  15814. var interRay = new Vector3();
  15815. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15816. if ( geometry.isBufferGeometry ) {
  15817. var index = geometry.index;
  15818. var attributes = geometry.attributes;
  15819. var positions = attributes.position.array;
  15820. if ( index !== null ) {
  15821. var indices = index.array;
  15822. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15823. var a = indices[ i ];
  15824. var b = indices[ i + 1 ];
  15825. vStart.fromArray( positions, a * 3 );
  15826. vEnd.fromArray( positions, b * 3 );
  15827. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15828. if ( distSq > localPrecisionSq ) continue;
  15829. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15830. var distance = raycaster.ray.origin.distanceTo( interRay );
  15831. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15832. intersects.push( {
  15833. distance: distance,
  15834. // What do we want? intersection point on the ray or on the segment??
  15835. // point: raycaster.ray.at( distance ),
  15836. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15837. index: i,
  15838. face: null,
  15839. faceIndex: null,
  15840. object: this
  15841. } );
  15842. }
  15843. } else {
  15844. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15845. vStart.fromArray( positions, 3 * i );
  15846. vEnd.fromArray( positions, 3 * i + 3 );
  15847. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15848. if ( distSq > localPrecisionSq ) continue;
  15849. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15850. var distance = raycaster.ray.origin.distanceTo( interRay );
  15851. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15852. intersects.push( {
  15853. distance: distance,
  15854. // What do we want? intersection point on the ray or on the segment??
  15855. // point: raycaster.ray.at( distance ),
  15856. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15857. index: i,
  15858. face: null,
  15859. faceIndex: null,
  15860. object: this
  15861. } );
  15862. }
  15863. }
  15864. } else if ( geometry.isGeometry ) {
  15865. var vertices = geometry.vertices;
  15866. var nbVertices = vertices.length;
  15867. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15868. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15869. if ( distSq > localPrecisionSq ) continue;
  15870. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15871. var distance = raycaster.ray.origin.distanceTo( interRay );
  15872. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15873. intersects.push( {
  15874. distance: distance,
  15875. // What do we want? intersection point on the ray or on the segment??
  15876. // point: raycaster.ray.at( distance ),
  15877. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15878. index: i,
  15879. face: null,
  15880. faceIndex: null,
  15881. object: this
  15882. } );
  15883. }
  15884. }
  15885. },
  15886. clone: function () {
  15887. return new this.constructor( this.geometry, this.material ).copy( this );
  15888. }
  15889. } );
  15890. /**
  15891. * @author mrdoob / http://mrdoob.com/
  15892. */
  15893. var _start$1 = new Vector3();
  15894. var _end$1 = new Vector3();
  15895. function LineSegments( geometry, material ) {
  15896. Line.call( this, geometry, material );
  15897. this.type = 'LineSegments';
  15898. }
  15899. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15900. constructor: LineSegments,
  15901. isLineSegments: true,
  15902. computeLineDistances: function () {
  15903. var geometry = this.geometry;
  15904. if ( geometry.isBufferGeometry ) {
  15905. // we assume non-indexed geometry
  15906. if ( geometry.index === null ) {
  15907. var positionAttribute = geometry.attributes.position;
  15908. var lineDistances = [];
  15909. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  15910. _start$1.fromBufferAttribute( positionAttribute, i );
  15911. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  15912. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15913. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  15914. }
  15915. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15916. } else {
  15917. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15918. }
  15919. } else if ( geometry.isGeometry ) {
  15920. var vertices = geometry.vertices;
  15921. var lineDistances = geometry.lineDistances;
  15922. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  15923. _start$1.copy( vertices[ i ] );
  15924. _end$1.copy( vertices[ i + 1 ] );
  15925. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15926. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  15927. }
  15928. }
  15929. return this;
  15930. }
  15931. } );
  15932. /**
  15933. * @author mgreter / http://github.com/mgreter
  15934. */
  15935. function LineLoop( geometry, material ) {
  15936. Line.call( this, geometry, material );
  15937. this.type = 'LineLoop';
  15938. }
  15939. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  15940. constructor: LineLoop,
  15941. isLineLoop: true,
  15942. } );
  15943. /**
  15944. * @author mrdoob / http://mrdoob.com/
  15945. * @author alteredq / http://alteredqualia.com/
  15946. *
  15947. * parameters = {
  15948. * color: <hex>,
  15949. * opacity: <float>,
  15950. * map: new THREE.Texture( <Image> ),
  15951. *
  15952. * size: <float>,
  15953. * sizeAttenuation: <bool>
  15954. *
  15955. * morphTargets: <bool>
  15956. * }
  15957. */
  15958. function PointsMaterial( parameters ) {
  15959. Material.call( this );
  15960. this.type = 'PointsMaterial';
  15961. this.color = new Color( 0xffffff );
  15962. this.map = null;
  15963. this.size = 1;
  15964. this.sizeAttenuation = true;
  15965. this.morphTargets = false;
  15966. this.lights = false;
  15967. this.setValues( parameters );
  15968. }
  15969. PointsMaterial.prototype = Object.create( Material.prototype );
  15970. PointsMaterial.prototype.constructor = PointsMaterial;
  15971. PointsMaterial.prototype.isPointsMaterial = true;
  15972. PointsMaterial.prototype.copy = function ( source ) {
  15973. Material.prototype.copy.call( this, source );
  15974. this.color.copy( source.color );
  15975. this.map = source.map;
  15976. this.size = source.size;
  15977. this.sizeAttenuation = source.sizeAttenuation;
  15978. this.morphTargets = source.morphTargets;
  15979. return this;
  15980. };
  15981. /**
  15982. * @author alteredq / http://alteredqualia.com/
  15983. */
  15984. var _inverseMatrix$2 = new Matrix4();
  15985. var _ray$2 = new Ray();
  15986. var _sphere$3 = new Sphere();
  15987. var _position$1 = new Vector3();
  15988. function Points( geometry, material ) {
  15989. Object3D.call( this );
  15990. this.type = 'Points';
  15991. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15992. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  15993. this.updateMorphTargets();
  15994. }
  15995. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15996. constructor: Points,
  15997. isPoints: true,
  15998. raycast: function ( raycaster, intersects ) {
  15999. var geometry = this.geometry;
  16000. var matrixWorld = this.matrixWorld;
  16001. var threshold = raycaster.params.Points.threshold;
  16002. // Checking boundingSphere distance to ray
  16003. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  16004. _sphere$3.copy( geometry.boundingSphere );
  16005. _sphere$3.applyMatrix4( matrixWorld );
  16006. _sphere$3.radius += threshold;
  16007. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;
  16008. //
  16009. _inverseMatrix$2.getInverse( matrixWorld );
  16010. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16011. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16012. var localThresholdSq = localThreshold * localThreshold;
  16013. if ( geometry.isBufferGeometry ) {
  16014. var index = geometry.index;
  16015. var attributes = geometry.attributes;
  16016. var positions = attributes.position.array;
  16017. if ( index !== null ) {
  16018. var indices = index.array;
  16019. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16020. var a = indices[ i ];
  16021. _position$1.fromArray( positions, a * 3 );
  16022. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16023. }
  16024. } else {
  16025. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16026. _position$1.fromArray( positions, i * 3 );
  16027. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16028. }
  16029. }
  16030. } else {
  16031. var vertices = geometry.vertices;
  16032. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16033. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16034. }
  16035. }
  16036. },
  16037. updateMorphTargets: function () {
  16038. var geometry = this.geometry;
  16039. var m, ml, name;
  16040. if ( geometry.isBufferGeometry ) {
  16041. var morphAttributes = geometry.morphAttributes;
  16042. var keys = Object.keys( morphAttributes );
  16043. if ( keys.length > 0 ) {
  16044. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16045. if ( morphAttribute !== undefined ) {
  16046. this.morphTargetInfluences = [];
  16047. this.morphTargetDictionary = {};
  16048. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16049. name = morphAttribute[ m ].name || String( m );
  16050. this.morphTargetInfluences.push( 0 );
  16051. this.morphTargetDictionary[ name ] = m;
  16052. }
  16053. }
  16054. }
  16055. } else {
  16056. var morphTargets = geometry.morphTargets;
  16057. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16058. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16059. }
  16060. }
  16061. },
  16062. clone: function () {
  16063. return new this.constructor( this.geometry, this.material ).copy( this );
  16064. }
  16065. } );
  16066. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16067. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16068. if ( rayPointDistanceSq < localThresholdSq ) {
  16069. var intersectPoint = new Vector3();
  16070. _ray$2.closestPointToPoint( point, intersectPoint );
  16071. intersectPoint.applyMatrix4( matrixWorld );
  16072. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16073. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16074. intersects.push( {
  16075. distance: distance,
  16076. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16077. point: intersectPoint,
  16078. index: index,
  16079. face: null,
  16080. object: object
  16081. } );
  16082. }
  16083. }
  16084. /**
  16085. * @author mrdoob / http://mrdoob.com/
  16086. */
  16087. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16088. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16089. this.format = format !== undefined ? format : RGBFormat;
  16090. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16091. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16092. this.generateMipmaps = false;
  16093. }
  16094. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16095. constructor: VideoTexture,
  16096. isVideoTexture: true,
  16097. update: function () {
  16098. var video = this.image;
  16099. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16100. this.needsUpdate = true;
  16101. }
  16102. }
  16103. } );
  16104. /**
  16105. * @author alteredq / http://alteredqualia.com/
  16106. */
  16107. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16108. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16109. this.image = { width: width, height: height };
  16110. this.mipmaps = mipmaps;
  16111. // no flipping for cube textures
  16112. // (also flipping doesn't work for compressed textures )
  16113. this.flipY = false;
  16114. // can't generate mipmaps for compressed textures
  16115. // mips must be embedded in DDS files
  16116. this.generateMipmaps = false;
  16117. }
  16118. CompressedTexture.prototype = Object.create( Texture.prototype );
  16119. CompressedTexture.prototype.constructor = CompressedTexture;
  16120. CompressedTexture.prototype.isCompressedTexture = true;
  16121. /**
  16122. * @author mrdoob / http://mrdoob.com/
  16123. */
  16124. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16125. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16126. this.needsUpdate = true;
  16127. }
  16128. CanvasTexture.prototype = Object.create( Texture.prototype );
  16129. CanvasTexture.prototype.constructor = CanvasTexture;
  16130. CanvasTexture.prototype.isCanvasTexture = true;
  16131. /**
  16132. * @author Matt DesLauriers / @mattdesl
  16133. * @author atix / arthursilber.de
  16134. */
  16135. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16136. format = format !== undefined ? format : DepthFormat;
  16137. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16138. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16139. }
  16140. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  16141. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  16142. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16143. this.image = { width: width, height: height };
  16144. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16145. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16146. this.flipY = false;
  16147. this.generateMipmaps = false;
  16148. }
  16149. DepthTexture.prototype = Object.create( Texture.prototype );
  16150. DepthTexture.prototype.constructor = DepthTexture;
  16151. DepthTexture.prototype.isDepthTexture = true;
  16152. /**
  16153. * @author mrdoob / http://mrdoob.com/
  16154. * @author Mugen87 / https://github.com/Mugen87
  16155. */
  16156. function WireframeGeometry( geometry ) {
  16157. BufferGeometry.call( this );
  16158. this.type = 'WireframeGeometry';
  16159. // buffer
  16160. var vertices = [];
  16161. // helper variables
  16162. var i, j, l, o, ol;
  16163. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16164. var key, keys = [ 'a', 'b', 'c' ];
  16165. var vertex;
  16166. // different logic for Geometry and BufferGeometry
  16167. if ( geometry && geometry.isGeometry ) {
  16168. // create a data structure that contains all edges without duplicates
  16169. var faces = geometry.faces;
  16170. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16171. var face = faces[ i ];
  16172. for ( j = 0; j < 3; j ++ ) {
  16173. edge1 = face[ keys[ j ] ];
  16174. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16175. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16176. edge[ 1 ] = Math.max( edge1, edge2 );
  16177. key = edge[ 0 ] + ',' + edge[ 1 ];
  16178. if ( edges[ key ] === undefined ) {
  16179. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16180. }
  16181. }
  16182. }
  16183. // generate vertices
  16184. for ( key in edges ) {
  16185. e = edges[ key ];
  16186. vertex = geometry.vertices[ e.index1 ];
  16187. vertices.push( vertex.x, vertex.y, vertex.z );
  16188. vertex = geometry.vertices[ e.index2 ];
  16189. vertices.push( vertex.x, vertex.y, vertex.z );
  16190. }
  16191. } else if ( geometry && geometry.isBufferGeometry ) {
  16192. var position, indices, groups;
  16193. var group, start, count;
  16194. var index1, index2;
  16195. vertex = new Vector3();
  16196. if ( geometry.index !== null ) {
  16197. // indexed BufferGeometry
  16198. position = geometry.attributes.position;
  16199. indices = geometry.index;
  16200. groups = geometry.groups;
  16201. if ( groups.length === 0 ) {
  16202. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16203. }
  16204. // create a data structure that contains all eges without duplicates
  16205. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16206. group = groups[ o ];
  16207. start = group.start;
  16208. count = group.count;
  16209. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16210. for ( j = 0; j < 3; j ++ ) {
  16211. edge1 = indices.getX( i + j );
  16212. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16213. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16214. edge[ 1 ] = Math.max( edge1, edge2 );
  16215. key = edge[ 0 ] + ',' + edge[ 1 ];
  16216. if ( edges[ key ] === undefined ) {
  16217. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16218. }
  16219. }
  16220. }
  16221. }
  16222. // generate vertices
  16223. for ( key in edges ) {
  16224. e = edges[ key ];
  16225. vertex.fromBufferAttribute( position, e.index1 );
  16226. vertices.push( vertex.x, vertex.y, vertex.z );
  16227. vertex.fromBufferAttribute( position, e.index2 );
  16228. vertices.push( vertex.x, vertex.y, vertex.z );
  16229. }
  16230. } else {
  16231. // non-indexed BufferGeometry
  16232. position = geometry.attributes.position;
  16233. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16234. for ( j = 0; j < 3; j ++ ) {
  16235. // three edges per triangle, an edge is represented as (index1, index2)
  16236. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16237. index1 = 3 * i + j;
  16238. vertex.fromBufferAttribute( position, index1 );
  16239. vertices.push( vertex.x, vertex.y, vertex.z );
  16240. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16241. vertex.fromBufferAttribute( position, index2 );
  16242. vertices.push( vertex.x, vertex.y, vertex.z );
  16243. }
  16244. }
  16245. }
  16246. }
  16247. // build geometry
  16248. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16249. }
  16250. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16251. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16252. /**
  16253. * @author zz85 / https://github.com/zz85
  16254. * @author Mugen87 / https://github.com/Mugen87
  16255. *
  16256. * Parametric Surfaces Geometry
  16257. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16258. */
  16259. // ParametricGeometry
  16260. function ParametricGeometry( func, slices, stacks ) {
  16261. Geometry.call( this );
  16262. this.type = 'ParametricGeometry';
  16263. this.parameters = {
  16264. func: func,
  16265. slices: slices,
  16266. stacks: stacks
  16267. };
  16268. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16269. this.mergeVertices();
  16270. }
  16271. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16272. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16273. // ParametricBufferGeometry
  16274. function ParametricBufferGeometry( func, slices, stacks ) {
  16275. BufferGeometry.call( this );
  16276. this.type = 'ParametricBufferGeometry';
  16277. this.parameters = {
  16278. func: func,
  16279. slices: slices,
  16280. stacks: stacks
  16281. };
  16282. // buffers
  16283. var indices = [];
  16284. var vertices = [];
  16285. var normals = [];
  16286. var uvs = [];
  16287. var EPS = 0.00001;
  16288. var normal = new Vector3();
  16289. var p0 = new Vector3(), p1 = new Vector3();
  16290. var pu = new Vector3(), pv = new Vector3();
  16291. var i, j;
  16292. if ( func.length < 3 ) {
  16293. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16294. }
  16295. // generate vertices, normals and uvs
  16296. var sliceCount = slices + 1;
  16297. for ( i = 0; i <= stacks; i ++ ) {
  16298. var v = i / stacks;
  16299. for ( j = 0; j <= slices; j ++ ) {
  16300. var u = j / slices;
  16301. // vertex
  16302. func( u, v, p0 );
  16303. vertices.push( p0.x, p0.y, p0.z );
  16304. // normal
  16305. // approximate tangent vectors via finite differences
  16306. if ( u - EPS >= 0 ) {
  16307. func( u - EPS, v, p1 );
  16308. pu.subVectors( p0, p1 );
  16309. } else {
  16310. func( u + EPS, v, p1 );
  16311. pu.subVectors( p1, p0 );
  16312. }
  16313. if ( v - EPS >= 0 ) {
  16314. func( u, v - EPS, p1 );
  16315. pv.subVectors( p0, p1 );
  16316. } else {
  16317. func( u, v + EPS, p1 );
  16318. pv.subVectors( p1, p0 );
  16319. }
  16320. // cross product of tangent vectors returns surface normal
  16321. normal.crossVectors( pu, pv ).normalize();
  16322. normals.push( normal.x, normal.y, normal.z );
  16323. // uv
  16324. uvs.push( u, v );
  16325. }
  16326. }
  16327. // generate indices
  16328. for ( i = 0; i < stacks; i ++ ) {
  16329. for ( j = 0; j < slices; j ++ ) {
  16330. var a = i * sliceCount + j;
  16331. var b = i * sliceCount + j + 1;
  16332. var c = ( i + 1 ) * sliceCount + j + 1;
  16333. var d = ( i + 1 ) * sliceCount + j;
  16334. // faces one and two
  16335. indices.push( a, b, d );
  16336. indices.push( b, c, d );
  16337. }
  16338. }
  16339. // build geometry
  16340. this.setIndex( indices );
  16341. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16342. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16343. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16344. }
  16345. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16346. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16347. /**
  16348. * @author clockworkgeek / https://github.com/clockworkgeek
  16349. * @author timothypratley / https://github.com/timothypratley
  16350. * @author WestLangley / http://github.com/WestLangley
  16351. * @author Mugen87 / https://github.com/Mugen87
  16352. */
  16353. // PolyhedronGeometry
  16354. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16355. Geometry.call( this );
  16356. this.type = 'PolyhedronGeometry';
  16357. this.parameters = {
  16358. vertices: vertices,
  16359. indices: indices,
  16360. radius: radius,
  16361. detail: detail
  16362. };
  16363. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16364. this.mergeVertices();
  16365. }
  16366. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16367. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16368. // PolyhedronBufferGeometry
  16369. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16370. BufferGeometry.call( this );
  16371. this.type = 'PolyhedronBufferGeometry';
  16372. this.parameters = {
  16373. vertices: vertices,
  16374. indices: indices,
  16375. radius: radius,
  16376. detail: detail
  16377. };
  16378. radius = radius || 1;
  16379. detail = detail || 0;
  16380. // default buffer data
  16381. var vertexBuffer = [];
  16382. var uvBuffer = [];
  16383. // the subdivision creates the vertex buffer data
  16384. subdivide( detail );
  16385. // all vertices should lie on a conceptual sphere with a given radius
  16386. applyRadius( radius );
  16387. // finally, create the uv data
  16388. generateUVs();
  16389. // build non-indexed geometry
  16390. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16391. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16392. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16393. if ( detail === 0 ) {
  16394. this.computeVertexNormals(); // flat normals
  16395. } else {
  16396. this.normalizeNormals(); // smooth normals
  16397. }
  16398. // helper functions
  16399. function subdivide( detail ) {
  16400. var a = new Vector3();
  16401. var b = new Vector3();
  16402. var c = new Vector3();
  16403. // iterate over all faces and apply a subdivison with the given detail value
  16404. for ( var i = 0; i < indices.length; i += 3 ) {
  16405. // get the vertices of the face
  16406. getVertexByIndex( indices[ i + 0 ], a );
  16407. getVertexByIndex( indices[ i + 1 ], b );
  16408. getVertexByIndex( indices[ i + 2 ], c );
  16409. // perform subdivision
  16410. subdivideFace( a, b, c, detail );
  16411. }
  16412. }
  16413. function subdivideFace( a, b, c, detail ) {
  16414. var cols = Math.pow( 2, detail );
  16415. // we use this multidimensional array as a data structure for creating the subdivision
  16416. var v = [];
  16417. var i, j;
  16418. // construct all of the vertices for this subdivision
  16419. for ( i = 0; i <= cols; i ++ ) {
  16420. v[ i ] = [];
  16421. var aj = a.clone().lerp( c, i / cols );
  16422. var bj = b.clone().lerp( c, i / cols );
  16423. var rows = cols - i;
  16424. for ( j = 0; j <= rows; j ++ ) {
  16425. if ( j === 0 && i === cols ) {
  16426. v[ i ][ j ] = aj;
  16427. } else {
  16428. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16429. }
  16430. }
  16431. }
  16432. // construct all of the faces
  16433. for ( i = 0; i < cols; i ++ ) {
  16434. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16435. var k = Math.floor( j / 2 );
  16436. if ( j % 2 === 0 ) {
  16437. pushVertex( v[ i ][ k + 1 ] );
  16438. pushVertex( v[ i + 1 ][ k ] );
  16439. pushVertex( v[ i ][ k ] );
  16440. } else {
  16441. pushVertex( v[ i ][ k + 1 ] );
  16442. pushVertex( v[ i + 1 ][ k + 1 ] );
  16443. pushVertex( v[ i + 1 ][ k ] );
  16444. }
  16445. }
  16446. }
  16447. }
  16448. function applyRadius( radius ) {
  16449. var vertex = new Vector3();
  16450. // iterate over the entire buffer and apply the radius to each vertex
  16451. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16452. vertex.x = vertexBuffer[ i + 0 ];
  16453. vertex.y = vertexBuffer[ i + 1 ];
  16454. vertex.z = vertexBuffer[ i + 2 ];
  16455. vertex.normalize().multiplyScalar( radius );
  16456. vertexBuffer[ i + 0 ] = vertex.x;
  16457. vertexBuffer[ i + 1 ] = vertex.y;
  16458. vertexBuffer[ i + 2 ] = vertex.z;
  16459. }
  16460. }
  16461. function generateUVs() {
  16462. var vertex = new Vector3();
  16463. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16464. vertex.x = vertexBuffer[ i + 0 ];
  16465. vertex.y = vertexBuffer[ i + 1 ];
  16466. vertex.z = vertexBuffer[ i + 2 ];
  16467. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16468. var v = inclination( vertex ) / Math.PI + 0.5;
  16469. uvBuffer.push( u, 1 - v );
  16470. }
  16471. correctUVs();
  16472. correctSeam();
  16473. }
  16474. function correctSeam() {
  16475. // handle case when face straddles the seam, see #3269
  16476. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16477. // uv data of a single face
  16478. var x0 = uvBuffer[ i + 0 ];
  16479. var x1 = uvBuffer[ i + 2 ];
  16480. var x2 = uvBuffer[ i + 4 ];
  16481. var max = Math.max( x0, x1, x2 );
  16482. var min = Math.min( x0, x1, x2 );
  16483. // 0.9 is somewhat arbitrary
  16484. if ( max > 0.9 && min < 0.1 ) {
  16485. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16486. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16487. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16488. }
  16489. }
  16490. }
  16491. function pushVertex( vertex ) {
  16492. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16493. }
  16494. function getVertexByIndex( index, vertex ) {
  16495. var stride = index * 3;
  16496. vertex.x = vertices[ stride + 0 ];
  16497. vertex.y = vertices[ stride + 1 ];
  16498. vertex.z = vertices[ stride + 2 ];
  16499. }
  16500. function correctUVs() {
  16501. var a = new Vector3();
  16502. var b = new Vector3();
  16503. var c = new Vector3();
  16504. var centroid = new Vector3();
  16505. var uvA = new Vector2();
  16506. var uvB = new Vector2();
  16507. var uvC = new Vector2();
  16508. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16509. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16510. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16511. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16512. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16513. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16514. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16515. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16516. var azi = azimuth( centroid );
  16517. correctUV( uvA, j + 0, a, azi );
  16518. correctUV( uvB, j + 2, b, azi );
  16519. correctUV( uvC, j + 4, c, azi );
  16520. }
  16521. }
  16522. function correctUV( uv, stride, vector, azimuth ) {
  16523. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16524. uvBuffer[ stride ] = uv.x - 1;
  16525. }
  16526. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16527. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16528. }
  16529. }
  16530. // Angle around the Y axis, counter-clockwise when looking from above.
  16531. function azimuth( vector ) {
  16532. return Math.atan2( vector.z, - vector.x );
  16533. }
  16534. // Angle above the XZ plane.
  16535. function inclination( vector ) {
  16536. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16537. }
  16538. }
  16539. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16540. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16541. /**
  16542. * @author timothypratley / https://github.com/timothypratley
  16543. * @author Mugen87 / https://github.com/Mugen87
  16544. */
  16545. // TetrahedronGeometry
  16546. function TetrahedronGeometry( radius, detail ) {
  16547. Geometry.call( this );
  16548. this.type = 'TetrahedronGeometry';
  16549. this.parameters = {
  16550. radius: radius,
  16551. detail: detail
  16552. };
  16553. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16554. this.mergeVertices();
  16555. }
  16556. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16557. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16558. // TetrahedronBufferGeometry
  16559. function TetrahedronBufferGeometry( radius, detail ) {
  16560. var vertices = [
  16561. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16562. ];
  16563. var indices = [
  16564. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16565. ];
  16566. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16567. this.type = 'TetrahedronBufferGeometry';
  16568. this.parameters = {
  16569. radius: radius,
  16570. detail: detail
  16571. };
  16572. }
  16573. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16574. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16575. /**
  16576. * @author timothypratley / https://github.com/timothypratley
  16577. * @author Mugen87 / https://github.com/Mugen87
  16578. */
  16579. // OctahedronGeometry
  16580. function OctahedronGeometry( radius, detail ) {
  16581. Geometry.call( this );
  16582. this.type = 'OctahedronGeometry';
  16583. this.parameters = {
  16584. radius: radius,
  16585. detail: detail
  16586. };
  16587. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16588. this.mergeVertices();
  16589. }
  16590. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16591. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16592. // OctahedronBufferGeometry
  16593. function OctahedronBufferGeometry( radius, detail ) {
  16594. var vertices = [
  16595. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16596. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16597. ];
  16598. var indices = [
  16599. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16600. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16601. 1, 3, 4, 1, 4, 2
  16602. ];
  16603. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16604. this.type = 'OctahedronBufferGeometry';
  16605. this.parameters = {
  16606. radius: radius,
  16607. detail: detail
  16608. };
  16609. }
  16610. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16611. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16612. /**
  16613. * @author timothypratley / https://github.com/timothypratley
  16614. * @author Mugen87 / https://github.com/Mugen87
  16615. */
  16616. // IcosahedronGeometry
  16617. function IcosahedronGeometry( radius, detail ) {
  16618. Geometry.call( this );
  16619. this.type = 'IcosahedronGeometry';
  16620. this.parameters = {
  16621. radius: radius,
  16622. detail: detail
  16623. };
  16624. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16625. this.mergeVertices();
  16626. }
  16627. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16628. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16629. // IcosahedronBufferGeometry
  16630. function IcosahedronBufferGeometry( radius, detail ) {
  16631. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16632. var vertices = [
  16633. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16634. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16635. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16636. ];
  16637. var indices = [
  16638. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16639. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16640. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16641. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16642. ];
  16643. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16644. this.type = 'IcosahedronBufferGeometry';
  16645. this.parameters = {
  16646. radius: radius,
  16647. detail: detail
  16648. };
  16649. }
  16650. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16651. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16652. /**
  16653. * @author Abe Pazos / https://hamoid.com
  16654. * @author Mugen87 / https://github.com/Mugen87
  16655. */
  16656. // DodecahedronGeometry
  16657. function DodecahedronGeometry( radius, detail ) {
  16658. Geometry.call( this );
  16659. this.type = 'DodecahedronGeometry';
  16660. this.parameters = {
  16661. radius: radius,
  16662. detail: detail
  16663. };
  16664. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16665. this.mergeVertices();
  16666. }
  16667. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16668. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16669. // DodecahedronBufferGeometry
  16670. function DodecahedronBufferGeometry( radius, detail ) {
  16671. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16672. var r = 1 / t;
  16673. var vertices = [
  16674. // (±1, ±1, ±1)
  16675. - 1, - 1, - 1, - 1, - 1, 1,
  16676. - 1, 1, - 1, - 1, 1, 1,
  16677. 1, - 1, - 1, 1, - 1, 1,
  16678. 1, 1, - 1, 1, 1, 1,
  16679. // (0, ±1/φ, ±φ)
  16680. 0, - r, - t, 0, - r, t,
  16681. 0, r, - t, 0, r, t,
  16682. // (±1/φ, ±φ, 0)
  16683. - r, - t, 0, - r, t, 0,
  16684. r, - t, 0, r, t, 0,
  16685. // (±φ, 0, ±1/φ)
  16686. - t, 0, - r, t, 0, - r,
  16687. - t, 0, r, t, 0, r
  16688. ];
  16689. var indices = [
  16690. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16691. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16692. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16693. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16694. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16695. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16696. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16697. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16698. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16699. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16700. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16701. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16702. ];
  16703. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16704. this.type = 'DodecahedronBufferGeometry';
  16705. this.parameters = {
  16706. radius: radius,
  16707. detail: detail
  16708. };
  16709. }
  16710. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16711. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16712. /**
  16713. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16714. * @author WestLangley / https://github.com/WestLangley
  16715. * @author zz85 / https://github.com/zz85
  16716. * @author miningold / https://github.com/miningold
  16717. * @author jonobr1 / https://github.com/jonobr1
  16718. * @author Mugen87 / https://github.com/Mugen87
  16719. *
  16720. */
  16721. // TubeGeometry
  16722. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16723. Geometry.call( this );
  16724. this.type = 'TubeGeometry';
  16725. this.parameters = {
  16726. path: path,
  16727. tubularSegments: tubularSegments,
  16728. radius: radius,
  16729. radialSegments: radialSegments,
  16730. closed: closed
  16731. };
  16732. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16733. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16734. // expose internals
  16735. this.tangents = bufferGeometry.tangents;
  16736. this.normals = bufferGeometry.normals;
  16737. this.binormals = bufferGeometry.binormals;
  16738. // create geometry
  16739. this.fromBufferGeometry( bufferGeometry );
  16740. this.mergeVertices();
  16741. }
  16742. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16743. TubeGeometry.prototype.constructor = TubeGeometry;
  16744. // TubeBufferGeometry
  16745. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16746. BufferGeometry.call( this );
  16747. this.type = 'TubeBufferGeometry';
  16748. this.parameters = {
  16749. path: path,
  16750. tubularSegments: tubularSegments,
  16751. radius: radius,
  16752. radialSegments: radialSegments,
  16753. closed: closed
  16754. };
  16755. tubularSegments = tubularSegments || 64;
  16756. radius = radius || 1;
  16757. radialSegments = radialSegments || 8;
  16758. closed = closed || false;
  16759. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16760. // expose internals
  16761. this.tangents = frames.tangents;
  16762. this.normals = frames.normals;
  16763. this.binormals = frames.binormals;
  16764. // helper variables
  16765. var vertex = new Vector3();
  16766. var normal = new Vector3();
  16767. var uv = new Vector2();
  16768. var P = new Vector3();
  16769. var i, j;
  16770. // buffer
  16771. var vertices = [];
  16772. var normals = [];
  16773. var uvs = [];
  16774. var indices = [];
  16775. // create buffer data
  16776. generateBufferData();
  16777. // build geometry
  16778. this.setIndex( indices );
  16779. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16780. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16781. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16782. // functions
  16783. function generateBufferData() {
  16784. for ( i = 0; i < tubularSegments; i ++ ) {
  16785. generateSegment( i );
  16786. }
  16787. // if the geometry is not closed, generate the last row of vertices and normals
  16788. // at the regular position on the given path
  16789. //
  16790. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16791. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16792. // uvs are generated in a separate function.
  16793. // this makes it easy compute correct values for closed geometries
  16794. generateUVs();
  16795. // finally create faces
  16796. generateIndices();
  16797. }
  16798. function generateSegment( i ) {
  16799. // we use getPointAt to sample evenly distributed points from the given path
  16800. P = path.getPointAt( i / tubularSegments, P );
  16801. // retrieve corresponding normal and binormal
  16802. var N = frames.normals[ i ];
  16803. var B = frames.binormals[ i ];
  16804. // generate normals and vertices for the current segment
  16805. for ( j = 0; j <= radialSegments; j ++ ) {
  16806. var v = j / radialSegments * Math.PI * 2;
  16807. var sin = Math.sin( v );
  16808. var cos = - Math.cos( v );
  16809. // normal
  16810. normal.x = ( cos * N.x + sin * B.x );
  16811. normal.y = ( cos * N.y + sin * B.y );
  16812. normal.z = ( cos * N.z + sin * B.z );
  16813. normal.normalize();
  16814. normals.push( normal.x, normal.y, normal.z );
  16815. // vertex
  16816. vertex.x = P.x + radius * normal.x;
  16817. vertex.y = P.y + radius * normal.y;
  16818. vertex.z = P.z + radius * normal.z;
  16819. vertices.push( vertex.x, vertex.y, vertex.z );
  16820. }
  16821. }
  16822. function generateIndices() {
  16823. for ( j = 1; j <= tubularSegments; j ++ ) {
  16824. for ( i = 1; i <= radialSegments; i ++ ) {
  16825. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16826. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16827. var c = ( radialSegments + 1 ) * j + i;
  16828. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16829. // faces
  16830. indices.push( a, b, d );
  16831. indices.push( b, c, d );
  16832. }
  16833. }
  16834. }
  16835. function generateUVs() {
  16836. for ( i = 0; i <= tubularSegments; i ++ ) {
  16837. for ( j = 0; j <= radialSegments; j ++ ) {
  16838. uv.x = i / tubularSegments;
  16839. uv.y = j / radialSegments;
  16840. uvs.push( uv.x, uv.y );
  16841. }
  16842. }
  16843. }
  16844. }
  16845. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16846. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16847. TubeBufferGeometry.prototype.toJSON = function () {
  16848. var data = BufferGeometry.prototype.toJSON.call( this );
  16849. data.path = this.parameters.path.toJSON();
  16850. return data;
  16851. };
  16852. /**
  16853. * @author oosmoxiecode
  16854. * @author Mugen87 / https://github.com/Mugen87
  16855. *
  16856. * based on http://www.blackpawn.com/texts/pqtorus/
  16857. */
  16858. // TorusKnotGeometry
  16859. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16860. Geometry.call( this );
  16861. this.type = 'TorusKnotGeometry';
  16862. this.parameters = {
  16863. radius: radius,
  16864. tube: tube,
  16865. tubularSegments: tubularSegments,
  16866. radialSegments: radialSegments,
  16867. p: p,
  16868. q: q
  16869. };
  16870. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16871. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16872. this.mergeVertices();
  16873. }
  16874. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16875. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16876. // TorusKnotBufferGeometry
  16877. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16878. BufferGeometry.call( this );
  16879. this.type = 'TorusKnotBufferGeometry';
  16880. this.parameters = {
  16881. radius: radius,
  16882. tube: tube,
  16883. tubularSegments: tubularSegments,
  16884. radialSegments: radialSegments,
  16885. p: p,
  16886. q: q
  16887. };
  16888. radius = radius || 1;
  16889. tube = tube || 0.4;
  16890. tubularSegments = Math.floor( tubularSegments ) || 64;
  16891. radialSegments = Math.floor( radialSegments ) || 8;
  16892. p = p || 2;
  16893. q = q || 3;
  16894. // buffers
  16895. var indices = [];
  16896. var vertices = [];
  16897. var normals = [];
  16898. var uvs = [];
  16899. // helper variables
  16900. var i, j;
  16901. var vertex = new Vector3();
  16902. var normal = new Vector3();
  16903. var P1 = new Vector3();
  16904. var P2 = new Vector3();
  16905. var B = new Vector3();
  16906. var T = new Vector3();
  16907. var N = new Vector3();
  16908. // generate vertices, normals and uvs
  16909. for ( i = 0; i <= tubularSegments; ++ i ) {
  16910. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  16911. var u = i / tubularSegments * p * Math.PI * 2;
  16912. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  16913. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  16914. calculatePositionOnCurve( u, p, q, radius, P1 );
  16915. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  16916. // calculate orthonormal basis
  16917. T.subVectors( P2, P1 );
  16918. N.addVectors( P2, P1 );
  16919. B.crossVectors( T, N );
  16920. N.crossVectors( B, T );
  16921. // normalize B, N. T can be ignored, we don't use it
  16922. B.normalize();
  16923. N.normalize();
  16924. for ( j = 0; j <= radialSegments; ++ j ) {
  16925. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  16926. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  16927. var v = j / radialSegments * Math.PI * 2;
  16928. var cx = - tube * Math.cos( v );
  16929. var cy = tube * Math.sin( v );
  16930. // now calculate the final vertex position.
  16931. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  16932. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  16933. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  16934. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  16935. vertices.push( vertex.x, vertex.y, vertex.z );
  16936. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  16937. normal.subVectors( vertex, P1 ).normalize();
  16938. normals.push( normal.x, normal.y, normal.z );
  16939. // uv
  16940. uvs.push( i / tubularSegments );
  16941. uvs.push( j / radialSegments );
  16942. }
  16943. }
  16944. // generate indices
  16945. for ( j = 1; j <= tubularSegments; j ++ ) {
  16946. for ( i = 1; i <= radialSegments; i ++ ) {
  16947. // indices
  16948. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16949. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16950. var c = ( radialSegments + 1 ) * j + i;
  16951. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16952. // faces
  16953. indices.push( a, b, d );
  16954. indices.push( b, c, d );
  16955. }
  16956. }
  16957. // build geometry
  16958. this.setIndex( indices );
  16959. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16960. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16961. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16962. // this function calculates the current position on the torus curve
  16963. function calculatePositionOnCurve( u, p, q, radius, position ) {
  16964. var cu = Math.cos( u );
  16965. var su = Math.sin( u );
  16966. var quOverP = q / p * u;
  16967. var cs = Math.cos( quOverP );
  16968. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  16969. position.y = radius * ( 2 + cs ) * su * 0.5;
  16970. position.z = radius * Math.sin( quOverP ) * 0.5;
  16971. }
  16972. }
  16973. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16974. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  16975. /**
  16976. * @author oosmoxiecode
  16977. * @author mrdoob / http://mrdoob.com/
  16978. * @author Mugen87 / https://github.com/Mugen87
  16979. */
  16980. // TorusGeometry
  16981. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16982. Geometry.call( this );
  16983. this.type = 'TorusGeometry';
  16984. this.parameters = {
  16985. radius: radius,
  16986. tube: tube,
  16987. radialSegments: radialSegments,
  16988. tubularSegments: tubularSegments,
  16989. arc: arc
  16990. };
  16991. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  16992. this.mergeVertices();
  16993. }
  16994. TorusGeometry.prototype = Object.create( Geometry.prototype );
  16995. TorusGeometry.prototype.constructor = TorusGeometry;
  16996. // TorusBufferGeometry
  16997. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16998. BufferGeometry.call( this );
  16999. this.type = 'TorusBufferGeometry';
  17000. this.parameters = {
  17001. radius: radius,
  17002. tube: tube,
  17003. radialSegments: radialSegments,
  17004. tubularSegments: tubularSegments,
  17005. arc: arc
  17006. };
  17007. radius = radius || 1;
  17008. tube = tube || 0.4;
  17009. radialSegments = Math.floor( radialSegments ) || 8;
  17010. tubularSegments = Math.floor( tubularSegments ) || 6;
  17011. arc = arc || Math.PI * 2;
  17012. // buffers
  17013. var indices = [];
  17014. var vertices = [];
  17015. var normals = [];
  17016. var uvs = [];
  17017. // helper variables
  17018. var center = new Vector3();
  17019. var vertex = new Vector3();
  17020. var normal = new Vector3();
  17021. var j, i;
  17022. // generate vertices, normals and uvs
  17023. for ( j = 0; j <= radialSegments; j ++ ) {
  17024. for ( i = 0; i <= tubularSegments; i ++ ) {
  17025. var u = i / tubularSegments * arc;
  17026. var v = j / radialSegments * Math.PI * 2;
  17027. // vertex
  17028. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17029. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17030. vertex.z = tube * Math.sin( v );
  17031. vertices.push( vertex.x, vertex.y, vertex.z );
  17032. // normal
  17033. center.x = radius * Math.cos( u );
  17034. center.y = radius * Math.sin( u );
  17035. normal.subVectors( vertex, center ).normalize();
  17036. normals.push( normal.x, normal.y, normal.z );
  17037. // uv
  17038. uvs.push( i / tubularSegments );
  17039. uvs.push( j / radialSegments );
  17040. }
  17041. }
  17042. // generate indices
  17043. for ( j = 1; j <= radialSegments; j ++ ) {
  17044. for ( i = 1; i <= tubularSegments; i ++ ) {
  17045. // indices
  17046. var a = ( tubularSegments + 1 ) * j + i - 1;
  17047. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17048. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17049. var d = ( tubularSegments + 1 ) * j + i;
  17050. // faces
  17051. indices.push( a, b, d );
  17052. indices.push( b, c, d );
  17053. }
  17054. }
  17055. // build geometry
  17056. this.setIndex( indices );
  17057. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17058. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17059. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17060. }
  17061. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17062. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17063. /**
  17064. * @author Mugen87 / https://github.com/Mugen87
  17065. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17066. */
  17067. var Earcut = {
  17068. triangulate: function ( data, holeIndices, dim ) {
  17069. dim = dim || 2;
  17070. var hasHoles = holeIndices && holeIndices.length,
  17071. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17072. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17073. triangles = [];
  17074. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  17075. var minX, minY, maxX, maxY, x, y, invSize;
  17076. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  17077. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17078. if ( data.length > 80 * dim ) {
  17079. minX = maxX = data[ 0 ];
  17080. minY = maxY = data[ 1 ];
  17081. for ( var i = dim; i < outerLen; i += dim ) {
  17082. x = data[ i ];
  17083. y = data[ i + 1 ];
  17084. if ( x < minX ) minX = x;
  17085. if ( y < minY ) minY = y;
  17086. if ( x > maxX ) maxX = x;
  17087. if ( y > maxY ) maxY = y;
  17088. }
  17089. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17090. invSize = Math.max( maxX - minX, maxY - minY );
  17091. invSize = invSize !== 0 ? 1 / invSize : 0;
  17092. }
  17093. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17094. return triangles;
  17095. }
  17096. };
  17097. // create a circular doubly linked list from polygon points in the specified winding order
  17098. function linkedList( data, start, end, dim, clockwise ) {
  17099. var i, last;
  17100. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17101. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17102. } else {
  17103. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17104. }
  17105. if ( last && equals( last, last.next ) ) {
  17106. removeNode( last );
  17107. last = last.next;
  17108. }
  17109. return last;
  17110. }
  17111. // eliminate colinear or duplicate points
  17112. function filterPoints( start, end ) {
  17113. if ( ! start ) return start;
  17114. if ( ! end ) end = start;
  17115. var p = start,
  17116. again;
  17117. do {
  17118. again = false;
  17119. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17120. removeNode( p );
  17121. p = end = p.prev;
  17122. if ( p === p.next ) break;
  17123. again = true;
  17124. } else {
  17125. p = p.next;
  17126. }
  17127. } while ( again || p !== end );
  17128. return end;
  17129. }
  17130. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17131. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17132. if ( ! ear ) return;
  17133. // interlink polygon nodes in z-order
  17134. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  17135. var stop = ear,
  17136. prev, next;
  17137. // iterate through ears, slicing them one by one
  17138. while ( ear.prev !== ear.next ) {
  17139. prev = ear.prev;
  17140. next = ear.next;
  17141. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17142. // cut off the triangle
  17143. triangles.push( prev.i / dim );
  17144. triangles.push( ear.i / dim );
  17145. triangles.push( next.i / dim );
  17146. removeNode( ear );
  17147. // skipping the next vertex leads to less sliver triangles
  17148. ear = next.next;
  17149. stop = next.next;
  17150. continue;
  17151. }
  17152. ear = next;
  17153. // if we looped through the whole remaining polygon and can't find any more ears
  17154. if ( ear === stop ) {
  17155. // try filtering points and slicing again
  17156. if ( ! pass ) {
  17157. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17158. // if this didn't work, try curing all small self-intersections locally
  17159. } else if ( pass === 1 ) {
  17160. ear = cureLocalIntersections( ear, triangles, dim );
  17161. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17162. // as a last resort, try splitting the remaining polygon into two
  17163. } else if ( pass === 2 ) {
  17164. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17165. }
  17166. break;
  17167. }
  17168. }
  17169. }
  17170. // check whether a polygon node forms a valid ear with adjacent nodes
  17171. function isEar( ear ) {
  17172. var a = ear.prev,
  17173. b = ear,
  17174. c = ear.next;
  17175. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17176. // now make sure we don't have other points inside the potential ear
  17177. var p = ear.next.next;
  17178. while ( p !== ear.prev ) {
  17179. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17180. area( p.prev, p, p.next ) >= 0 ) return false;
  17181. p = p.next;
  17182. }
  17183. return true;
  17184. }
  17185. function isEarHashed( ear, minX, minY, invSize ) {
  17186. var a = ear.prev,
  17187. b = ear,
  17188. c = ear.next;
  17189. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17190. // triangle bbox; min & max are calculated like this for speed
  17191. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17192. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17193. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17194. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17195. // z-order range for the current triangle bbox;
  17196. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17197. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17198. var p = ear.prevZ,
  17199. n = ear.nextZ;
  17200. // look for points inside the triangle in both directions
  17201. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17202. if ( p !== ear.prev && p !== ear.next &&
  17203. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17204. area( p.prev, p, p.next ) >= 0 ) return false;
  17205. p = p.prevZ;
  17206. if ( n !== ear.prev && n !== ear.next &&
  17207. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17208. area( n.prev, n, n.next ) >= 0 ) return false;
  17209. n = n.nextZ;
  17210. }
  17211. // look for remaining points in decreasing z-order
  17212. while ( p && p.z >= minZ ) {
  17213. if ( p !== ear.prev && p !== ear.next &&
  17214. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17215. area( p.prev, p, p.next ) >= 0 ) return false;
  17216. p = p.prevZ;
  17217. }
  17218. // look for remaining points in increasing z-order
  17219. while ( n && n.z <= maxZ ) {
  17220. if ( n !== ear.prev && n !== ear.next &&
  17221. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17222. area( n.prev, n, n.next ) >= 0 ) return false;
  17223. n = n.nextZ;
  17224. }
  17225. return true;
  17226. }
  17227. // go through all polygon nodes and cure small local self-intersections
  17228. function cureLocalIntersections( start, triangles, dim ) {
  17229. var p = start;
  17230. do {
  17231. var a = p.prev,
  17232. b = p.next.next;
  17233. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17234. triangles.push( a.i / dim );
  17235. triangles.push( p.i / dim );
  17236. triangles.push( b.i / dim );
  17237. // remove two nodes involved
  17238. removeNode( p );
  17239. removeNode( p.next );
  17240. p = start = b;
  17241. }
  17242. p = p.next;
  17243. } while ( p !== start );
  17244. return p;
  17245. }
  17246. // try splitting polygon into two and triangulate them independently
  17247. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17248. // look for a valid diagonal that divides the polygon into two
  17249. var a = start;
  17250. do {
  17251. var b = a.next.next;
  17252. while ( b !== a.prev ) {
  17253. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17254. // split the polygon in two by the diagonal
  17255. var c = splitPolygon( a, b );
  17256. // filter colinear points around the cuts
  17257. a = filterPoints( a, a.next );
  17258. c = filterPoints( c, c.next );
  17259. // run earcut on each half
  17260. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17261. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17262. return;
  17263. }
  17264. b = b.next;
  17265. }
  17266. a = a.next;
  17267. } while ( a !== start );
  17268. }
  17269. // link every hole into the outer loop, producing a single-ring polygon without holes
  17270. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17271. var queue = [],
  17272. i, len, start, end, list;
  17273. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17274. start = holeIndices[ i ] * dim;
  17275. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17276. list = linkedList( data, start, end, dim, false );
  17277. if ( list === list.next ) list.steiner = true;
  17278. queue.push( getLeftmost( list ) );
  17279. }
  17280. queue.sort( compareX );
  17281. // process holes from left to right
  17282. for ( i = 0; i < queue.length; i ++ ) {
  17283. eliminateHole( queue[ i ], outerNode );
  17284. outerNode = filterPoints( outerNode, outerNode.next );
  17285. }
  17286. return outerNode;
  17287. }
  17288. function compareX( a, b ) {
  17289. return a.x - b.x;
  17290. }
  17291. // find a bridge between vertices that connects hole with an outer ring and and link it
  17292. function eliminateHole( hole, outerNode ) {
  17293. outerNode = findHoleBridge( hole, outerNode );
  17294. if ( outerNode ) {
  17295. var b = splitPolygon( outerNode, hole );
  17296. filterPoints( b, b.next );
  17297. }
  17298. }
  17299. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17300. function findHoleBridge( hole, outerNode ) {
  17301. var p = outerNode,
  17302. hx = hole.x,
  17303. hy = hole.y,
  17304. qx = - Infinity,
  17305. m;
  17306. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17307. // segment's endpoint with lesser x will be potential connection point
  17308. do {
  17309. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17310. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17311. if ( x <= hx && x > qx ) {
  17312. qx = x;
  17313. if ( x === hx ) {
  17314. if ( hy === p.y ) return p;
  17315. if ( hy === p.next.y ) return p.next;
  17316. }
  17317. m = p.x < p.next.x ? p : p.next;
  17318. }
  17319. }
  17320. p = p.next;
  17321. } while ( p !== outerNode );
  17322. if ( ! m ) return null;
  17323. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17324. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17325. // if there are no points found, we have a valid connection;
  17326. // otherwise choose the point of the minimum angle with the ray as connection point
  17327. var stop = m,
  17328. mx = m.x,
  17329. my = m.y,
  17330. tanMin = Infinity,
  17331. tan;
  17332. p = m.next;
  17333. while ( p !== stop ) {
  17334. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17335. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17336. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17337. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17338. m = p;
  17339. tanMin = tan;
  17340. }
  17341. }
  17342. p = p.next;
  17343. }
  17344. return m;
  17345. }
  17346. // interlink polygon nodes in z-order
  17347. function indexCurve( start, minX, minY, invSize ) {
  17348. var p = start;
  17349. do {
  17350. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17351. p.prevZ = p.prev;
  17352. p.nextZ = p.next;
  17353. p = p.next;
  17354. } while ( p !== start );
  17355. p.prevZ.nextZ = null;
  17356. p.prevZ = null;
  17357. sortLinked( p );
  17358. }
  17359. // Simon Tatham's linked list merge sort algorithm
  17360. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17361. function sortLinked( list ) {
  17362. var i, p, q, e, tail, numMerges, pSize, qSize,
  17363. inSize = 1;
  17364. do {
  17365. p = list;
  17366. list = null;
  17367. tail = null;
  17368. numMerges = 0;
  17369. while ( p ) {
  17370. numMerges ++;
  17371. q = p;
  17372. pSize = 0;
  17373. for ( i = 0; i < inSize; i ++ ) {
  17374. pSize ++;
  17375. q = q.nextZ;
  17376. if ( ! q ) break;
  17377. }
  17378. qSize = inSize;
  17379. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17380. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17381. e = p;
  17382. p = p.nextZ;
  17383. pSize --;
  17384. } else {
  17385. e = q;
  17386. q = q.nextZ;
  17387. qSize --;
  17388. }
  17389. if ( tail ) tail.nextZ = e;
  17390. else list = e;
  17391. e.prevZ = tail;
  17392. tail = e;
  17393. }
  17394. p = q;
  17395. }
  17396. tail.nextZ = null;
  17397. inSize *= 2;
  17398. } while ( numMerges > 1 );
  17399. return list;
  17400. }
  17401. // z-order of a point given coords and inverse of the longer side of data bbox
  17402. function zOrder( x, y, minX, minY, invSize ) {
  17403. // coords are transformed into non-negative 15-bit integer range
  17404. x = 32767 * ( x - minX ) * invSize;
  17405. y = 32767 * ( y - minY ) * invSize;
  17406. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17407. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17408. x = ( x | ( x << 2 ) ) & 0x33333333;
  17409. x = ( x | ( x << 1 ) ) & 0x55555555;
  17410. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17411. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17412. y = ( y | ( y << 2 ) ) & 0x33333333;
  17413. y = ( y | ( y << 1 ) ) & 0x55555555;
  17414. return x | ( y << 1 );
  17415. }
  17416. // find the leftmost node of a polygon ring
  17417. function getLeftmost( start ) {
  17418. var p = start,
  17419. leftmost = start;
  17420. do {
  17421. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  17422. p = p.next;
  17423. } while ( p !== start );
  17424. return leftmost;
  17425. }
  17426. // check if a point lies within a convex triangle
  17427. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17428. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17429. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17430. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17431. }
  17432. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17433. function isValidDiagonal( a, b ) {
  17434. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17435. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17436. }
  17437. // signed area of a triangle
  17438. function area( p, q, r ) {
  17439. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17440. }
  17441. // check if two points are equal
  17442. function equals( p1, p2 ) {
  17443. return p1.x === p2.x && p1.y === p2.y;
  17444. }
  17445. // check if two segments intersect
  17446. function intersects( p1, q1, p2, q2 ) {
  17447. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17448. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17449. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17450. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17451. }
  17452. // check if a polygon diagonal intersects any polygon segments
  17453. function intersectsPolygon( a, b ) {
  17454. var p = a;
  17455. do {
  17456. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17457. intersects( p, p.next, a, b ) ) return true;
  17458. p = p.next;
  17459. } while ( p !== a );
  17460. return false;
  17461. }
  17462. // check if a polygon diagonal is locally inside the polygon
  17463. function locallyInside( a, b ) {
  17464. return area( a.prev, a, a.next ) < 0 ?
  17465. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17466. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17467. }
  17468. // check if the middle point of a polygon diagonal is inside the polygon
  17469. function middleInside( a, b ) {
  17470. var p = a,
  17471. inside = false,
  17472. px = ( a.x + b.x ) / 2,
  17473. py = ( a.y + b.y ) / 2;
  17474. do {
  17475. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17476. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17477. inside = ! inside;
  17478. p = p.next;
  17479. } while ( p !== a );
  17480. return inside;
  17481. }
  17482. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17483. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17484. function splitPolygon( a, b ) {
  17485. var a2 = new Node( a.i, a.x, a.y ),
  17486. b2 = new Node( b.i, b.x, b.y ),
  17487. an = a.next,
  17488. bp = b.prev;
  17489. a.next = b;
  17490. b.prev = a;
  17491. a2.next = an;
  17492. an.prev = a2;
  17493. b2.next = a2;
  17494. a2.prev = b2;
  17495. bp.next = b2;
  17496. b2.prev = bp;
  17497. return b2;
  17498. }
  17499. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17500. function insertNode( i, x, y, last ) {
  17501. var p = new Node( i, x, y );
  17502. if ( ! last ) {
  17503. p.prev = p;
  17504. p.next = p;
  17505. } else {
  17506. p.next = last.next;
  17507. p.prev = last;
  17508. last.next.prev = p;
  17509. last.next = p;
  17510. }
  17511. return p;
  17512. }
  17513. function removeNode( p ) {
  17514. p.next.prev = p.prev;
  17515. p.prev.next = p.next;
  17516. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17517. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17518. }
  17519. function Node( i, x, y ) {
  17520. // vertex index in coordinates array
  17521. this.i = i;
  17522. // vertex coordinates
  17523. this.x = x;
  17524. this.y = y;
  17525. // previous and next vertex nodes in a polygon ring
  17526. this.prev = null;
  17527. this.next = null;
  17528. // z-order curve value
  17529. this.z = null;
  17530. // previous and next nodes in z-order
  17531. this.prevZ = null;
  17532. this.nextZ = null;
  17533. // indicates whether this is a steiner point
  17534. this.steiner = false;
  17535. }
  17536. function signedArea( data, start, end, dim ) {
  17537. var sum = 0;
  17538. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17539. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17540. j = i;
  17541. }
  17542. return sum;
  17543. }
  17544. /**
  17545. * @author zz85 / http://www.lab4games.net/zz85/blog
  17546. */
  17547. var ShapeUtils = {
  17548. // calculate area of the contour polygon
  17549. area: function ( contour ) {
  17550. var n = contour.length;
  17551. var a = 0.0;
  17552. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17553. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17554. }
  17555. return a * 0.5;
  17556. },
  17557. isClockWise: function ( pts ) {
  17558. return ShapeUtils.area( pts ) < 0;
  17559. },
  17560. triangulateShape: function ( contour, holes ) {
  17561. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17562. var holeIndices = []; // array of hole indices
  17563. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17564. removeDupEndPts( contour );
  17565. addContour( vertices, contour );
  17566. //
  17567. var holeIndex = contour.length;
  17568. holes.forEach( removeDupEndPts );
  17569. for ( var i = 0; i < holes.length; i ++ ) {
  17570. holeIndices.push( holeIndex );
  17571. holeIndex += holes[ i ].length;
  17572. addContour( vertices, holes[ i ] );
  17573. }
  17574. //
  17575. var triangles = Earcut.triangulate( vertices, holeIndices );
  17576. //
  17577. for ( var i = 0; i < triangles.length; i += 3 ) {
  17578. faces.push( triangles.slice( i, i + 3 ) );
  17579. }
  17580. return faces;
  17581. }
  17582. };
  17583. function removeDupEndPts( points ) {
  17584. var l = points.length;
  17585. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17586. points.pop();
  17587. }
  17588. }
  17589. function addContour( vertices, contour ) {
  17590. for ( var i = 0; i < contour.length; i ++ ) {
  17591. vertices.push( contour[ i ].x );
  17592. vertices.push( contour[ i ].y );
  17593. }
  17594. }
  17595. /**
  17596. * @author zz85 / http://www.lab4games.net/zz85/blog
  17597. *
  17598. * Creates extruded geometry from a path shape.
  17599. *
  17600. * parameters = {
  17601. *
  17602. * curveSegments: <int>, // number of points on the curves
  17603. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17604. * depth: <float>, // Depth to extrude the shape
  17605. *
  17606. * bevelEnabled: <bool>, // turn on bevel
  17607. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17608. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17609. * bevelOffset: <float>, // how far from shape outline does bevel start
  17610. * bevelSegments: <int>, // number of bevel layers
  17611. *
  17612. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17613. *
  17614. * UVGenerator: <Object> // object that provides UV generator functions
  17615. *
  17616. * }
  17617. */
  17618. // ExtrudeGeometry
  17619. function ExtrudeGeometry( shapes, options ) {
  17620. Geometry.call( this );
  17621. this.type = 'ExtrudeGeometry';
  17622. this.parameters = {
  17623. shapes: shapes,
  17624. options: options
  17625. };
  17626. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17627. this.mergeVertices();
  17628. }
  17629. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17630. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17631. ExtrudeGeometry.prototype.toJSON = function () {
  17632. var data = Geometry.prototype.toJSON.call( this );
  17633. var shapes = this.parameters.shapes;
  17634. var options = this.parameters.options;
  17635. return toJSON( shapes, options, data );
  17636. };
  17637. // ExtrudeBufferGeometry
  17638. function ExtrudeBufferGeometry( shapes, options ) {
  17639. BufferGeometry.call( this );
  17640. this.type = 'ExtrudeBufferGeometry';
  17641. this.parameters = {
  17642. shapes: shapes,
  17643. options: options
  17644. };
  17645. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17646. var scope = this;
  17647. var verticesArray = [];
  17648. var uvArray = [];
  17649. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17650. var shape = shapes[ i ];
  17651. addShape( shape );
  17652. }
  17653. // build geometry
  17654. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17655. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17656. this.computeVertexNormals();
  17657. // functions
  17658. function addShape( shape ) {
  17659. var placeholder = [];
  17660. // options
  17661. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17662. var steps = options.steps !== undefined ? options.steps : 1;
  17663. var depth = options.depth !== undefined ? options.depth : 100;
  17664. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17665. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17666. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17667. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17668. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17669. var extrudePath = options.extrudePath;
  17670. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17671. // deprecated options
  17672. if ( options.amount !== undefined ) {
  17673. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17674. depth = options.amount;
  17675. }
  17676. //
  17677. var extrudePts, extrudeByPath = false;
  17678. var splineTube, binormal, normal, position2;
  17679. if ( extrudePath ) {
  17680. extrudePts = extrudePath.getSpacedPoints( steps );
  17681. extrudeByPath = true;
  17682. bevelEnabled = false; // bevels not supported for path extrusion
  17683. // SETUP TNB variables
  17684. // TODO1 - have a .isClosed in spline?
  17685. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17686. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17687. binormal = new Vector3();
  17688. normal = new Vector3();
  17689. position2 = new Vector3();
  17690. }
  17691. // Safeguards if bevels are not enabled
  17692. if ( ! bevelEnabled ) {
  17693. bevelSegments = 0;
  17694. bevelThickness = 0;
  17695. bevelSize = 0;
  17696. bevelOffset = 0;
  17697. }
  17698. // Variables initialization
  17699. var ahole, h, hl; // looping of holes
  17700. var shapePoints = shape.extractPoints( curveSegments );
  17701. var vertices = shapePoints.shape;
  17702. var holes = shapePoints.holes;
  17703. var reverse = ! ShapeUtils.isClockWise( vertices );
  17704. if ( reverse ) {
  17705. vertices = vertices.reverse();
  17706. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17707. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17708. ahole = holes[ h ];
  17709. if ( ShapeUtils.isClockWise( ahole ) ) {
  17710. holes[ h ] = ahole.reverse();
  17711. }
  17712. }
  17713. }
  17714. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17715. /* Vertices */
  17716. var contour = vertices; // vertices has all points but contour has only points of circumference
  17717. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17718. ahole = holes[ h ];
  17719. vertices = vertices.concat( ahole );
  17720. }
  17721. function scalePt2( pt, vec, size ) {
  17722. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17723. return vec.clone().multiplyScalar( size ).add( pt );
  17724. }
  17725. var b, bs, t, z,
  17726. vert, vlen = vertices.length,
  17727. face, flen = faces.length;
  17728. // Find directions for point movement
  17729. function getBevelVec( inPt, inPrev, inNext ) {
  17730. // computes for inPt the corresponding point inPt' on a new contour
  17731. // shifted by 1 unit (length of normalized vector) to the left
  17732. // if we walk along contour clockwise, this new contour is outside the old one
  17733. //
  17734. // inPt' is the intersection of the two lines parallel to the two
  17735. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17736. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17737. // good reading for geometry algorithms (here: line-line intersection)
  17738. // http://geomalgorithms.com/a05-_intersect-1.html
  17739. var v_prev_x = inPt.x - inPrev.x,
  17740. v_prev_y = inPt.y - inPrev.y;
  17741. var v_next_x = inNext.x - inPt.x,
  17742. v_next_y = inNext.y - inPt.y;
  17743. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17744. // check for collinear edges
  17745. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17746. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17747. // not collinear
  17748. // length of vectors for normalizing
  17749. var v_prev_len = Math.sqrt( v_prev_lensq );
  17750. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17751. // shift adjacent points by unit vectors to the left
  17752. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17753. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17754. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17755. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17756. // scaling factor for v_prev to intersection point
  17757. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17758. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17759. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17760. // vector from inPt to intersection point
  17761. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17762. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17763. // Don't normalize!, otherwise sharp corners become ugly
  17764. // but prevent crazy spikes
  17765. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17766. if ( v_trans_lensq <= 2 ) {
  17767. return new Vector2( v_trans_x, v_trans_y );
  17768. } else {
  17769. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17770. }
  17771. } else {
  17772. // handle special case of collinear edges
  17773. var direction_eq = false; // assumes: opposite
  17774. if ( v_prev_x > Number.EPSILON ) {
  17775. if ( v_next_x > Number.EPSILON ) {
  17776. direction_eq = true;
  17777. }
  17778. } else {
  17779. if ( v_prev_x < - Number.EPSILON ) {
  17780. if ( v_next_x < - Number.EPSILON ) {
  17781. direction_eq = true;
  17782. }
  17783. } else {
  17784. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17785. direction_eq = true;
  17786. }
  17787. }
  17788. }
  17789. if ( direction_eq ) {
  17790. // console.log("Warning: lines are a straight sequence");
  17791. v_trans_x = - v_prev_y;
  17792. v_trans_y = v_prev_x;
  17793. shrink_by = Math.sqrt( v_prev_lensq );
  17794. } else {
  17795. // console.log("Warning: lines are a straight spike");
  17796. v_trans_x = v_prev_x;
  17797. v_trans_y = v_prev_y;
  17798. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17799. }
  17800. }
  17801. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17802. }
  17803. var contourMovements = [];
  17804. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17805. if ( j === il ) j = 0;
  17806. if ( k === il ) k = 0;
  17807. // (j)---(i)---(k)
  17808. // console.log('i,j,k', i, j , k)
  17809. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17810. }
  17811. var holesMovements = [],
  17812. oneHoleMovements, verticesMovements = contourMovements.concat();
  17813. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17814. ahole = holes[ h ];
  17815. oneHoleMovements = [];
  17816. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17817. if ( j === il ) j = 0;
  17818. if ( k === il ) k = 0;
  17819. // (j)---(i)---(k)
  17820. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17821. }
  17822. holesMovements.push( oneHoleMovements );
  17823. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17824. }
  17825. // Loop bevelSegments, 1 for the front, 1 for the back
  17826. for ( b = 0; b < bevelSegments; b ++ ) {
  17827. //for ( b = bevelSegments; b > 0; b -- ) {
  17828. t = b / bevelSegments;
  17829. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17830. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17831. // contract shape
  17832. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17833. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17834. v( vert.x, vert.y, - z );
  17835. }
  17836. // expand holes
  17837. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17838. ahole = holes[ h ];
  17839. oneHoleMovements = holesMovements[ h ];
  17840. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17841. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17842. v( vert.x, vert.y, - z );
  17843. }
  17844. }
  17845. }
  17846. bs = bevelSize + bevelOffset;
  17847. // Back facing vertices
  17848. for ( i = 0; i < vlen; i ++ ) {
  17849. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17850. if ( ! extrudeByPath ) {
  17851. v( vert.x, vert.y, 0 );
  17852. } else {
  17853. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17854. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17855. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17856. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17857. v( position2.x, position2.y, position2.z );
  17858. }
  17859. }
  17860. // Add stepped vertices...
  17861. // Including front facing vertices
  17862. var s;
  17863. for ( s = 1; s <= steps; s ++ ) {
  17864. for ( i = 0; i < vlen; i ++ ) {
  17865. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17866. if ( ! extrudeByPath ) {
  17867. v( vert.x, vert.y, depth / steps * s );
  17868. } else {
  17869. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17870. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17871. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17872. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17873. v( position2.x, position2.y, position2.z );
  17874. }
  17875. }
  17876. }
  17877. // Add bevel segments planes
  17878. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17879. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17880. t = b / bevelSegments;
  17881. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17882. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17883. // contract shape
  17884. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17885. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17886. v( vert.x, vert.y, depth + z );
  17887. }
  17888. // expand holes
  17889. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17890. ahole = holes[ h ];
  17891. oneHoleMovements = holesMovements[ h ];
  17892. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17893. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17894. if ( ! extrudeByPath ) {
  17895. v( vert.x, vert.y, depth + z );
  17896. } else {
  17897. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17898. }
  17899. }
  17900. }
  17901. }
  17902. /* Faces */
  17903. // Top and bottom faces
  17904. buildLidFaces();
  17905. // Sides faces
  17906. buildSideFaces();
  17907. ///// Internal functions
  17908. function buildLidFaces() {
  17909. var start = verticesArray.length / 3;
  17910. if ( bevelEnabled ) {
  17911. var layer = 0; // steps + 1
  17912. var offset = vlen * layer;
  17913. // Bottom faces
  17914. for ( i = 0; i < flen; i ++ ) {
  17915. face = faces[ i ];
  17916. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  17917. }
  17918. layer = steps + bevelSegments * 2;
  17919. offset = vlen * layer;
  17920. // Top faces
  17921. for ( i = 0; i < flen; i ++ ) {
  17922. face = faces[ i ];
  17923. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  17924. }
  17925. } else {
  17926. // Bottom faces
  17927. for ( i = 0; i < flen; i ++ ) {
  17928. face = faces[ i ];
  17929. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  17930. }
  17931. // Top faces
  17932. for ( i = 0; i < flen; i ++ ) {
  17933. face = faces[ i ];
  17934. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  17935. }
  17936. }
  17937. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  17938. }
  17939. // Create faces for the z-sides of the shape
  17940. function buildSideFaces() {
  17941. var start = verticesArray.length / 3;
  17942. var layeroffset = 0;
  17943. sidewalls( contour, layeroffset );
  17944. layeroffset += contour.length;
  17945. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17946. ahole = holes[ h ];
  17947. sidewalls( ahole, layeroffset );
  17948. //, true
  17949. layeroffset += ahole.length;
  17950. }
  17951. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  17952. }
  17953. function sidewalls( contour, layeroffset ) {
  17954. var j, k;
  17955. i = contour.length;
  17956. while ( -- i >= 0 ) {
  17957. j = i;
  17958. k = i - 1;
  17959. if ( k < 0 ) k = contour.length - 1;
  17960. //console.log('b', i,j, i-1, k,vertices.length);
  17961. var s = 0,
  17962. sl = steps + bevelSegments * 2;
  17963. for ( s = 0; s < sl; s ++ ) {
  17964. var slen1 = vlen * s;
  17965. var slen2 = vlen * ( s + 1 );
  17966. var a = layeroffset + j + slen1,
  17967. b = layeroffset + k + slen1,
  17968. c = layeroffset + k + slen2,
  17969. d = layeroffset + j + slen2;
  17970. f4( a, b, c, d );
  17971. }
  17972. }
  17973. }
  17974. function v( x, y, z ) {
  17975. placeholder.push( x );
  17976. placeholder.push( y );
  17977. placeholder.push( z );
  17978. }
  17979. function f3( a, b, c ) {
  17980. addVertex( a );
  17981. addVertex( b );
  17982. addVertex( c );
  17983. var nextIndex = verticesArray.length / 3;
  17984. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17985. addUV( uvs[ 0 ] );
  17986. addUV( uvs[ 1 ] );
  17987. addUV( uvs[ 2 ] );
  17988. }
  17989. function f4( a, b, c, d ) {
  17990. addVertex( a );
  17991. addVertex( b );
  17992. addVertex( d );
  17993. addVertex( b );
  17994. addVertex( c );
  17995. addVertex( d );
  17996. var nextIndex = verticesArray.length / 3;
  17997. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17998. addUV( uvs[ 0 ] );
  17999. addUV( uvs[ 1 ] );
  18000. addUV( uvs[ 3 ] );
  18001. addUV( uvs[ 1 ] );
  18002. addUV( uvs[ 2 ] );
  18003. addUV( uvs[ 3 ] );
  18004. }
  18005. function addVertex( index ) {
  18006. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18007. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18008. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18009. }
  18010. function addUV( vector2 ) {
  18011. uvArray.push( vector2.x );
  18012. uvArray.push( vector2.y );
  18013. }
  18014. }
  18015. }
  18016. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18017. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18018. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18019. var data = BufferGeometry.prototype.toJSON.call( this );
  18020. var shapes = this.parameters.shapes;
  18021. var options = this.parameters.options;
  18022. return toJSON( shapes, options, data );
  18023. };
  18024. //
  18025. var WorldUVGenerator = {
  18026. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18027. var a_x = vertices[ indexA * 3 ];
  18028. var a_y = vertices[ indexA * 3 + 1 ];
  18029. var b_x = vertices[ indexB * 3 ];
  18030. var b_y = vertices[ indexB * 3 + 1 ];
  18031. var c_x = vertices[ indexC * 3 ];
  18032. var c_y = vertices[ indexC * 3 + 1 ];
  18033. return [
  18034. new Vector2( a_x, a_y ),
  18035. new Vector2( b_x, b_y ),
  18036. new Vector2( c_x, c_y )
  18037. ];
  18038. },
  18039. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18040. var a_x = vertices[ indexA * 3 ];
  18041. var a_y = vertices[ indexA * 3 + 1 ];
  18042. var a_z = vertices[ indexA * 3 + 2 ];
  18043. var b_x = vertices[ indexB * 3 ];
  18044. var b_y = vertices[ indexB * 3 + 1 ];
  18045. var b_z = vertices[ indexB * 3 + 2 ];
  18046. var c_x = vertices[ indexC * 3 ];
  18047. var c_y = vertices[ indexC * 3 + 1 ];
  18048. var c_z = vertices[ indexC * 3 + 2 ];
  18049. var d_x = vertices[ indexD * 3 ];
  18050. var d_y = vertices[ indexD * 3 + 1 ];
  18051. var d_z = vertices[ indexD * 3 + 2 ];
  18052. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18053. return [
  18054. new Vector2( a_x, 1 - a_z ),
  18055. new Vector2( b_x, 1 - b_z ),
  18056. new Vector2( c_x, 1 - c_z ),
  18057. new Vector2( d_x, 1 - d_z )
  18058. ];
  18059. } else {
  18060. return [
  18061. new Vector2( a_y, 1 - a_z ),
  18062. new Vector2( b_y, 1 - b_z ),
  18063. new Vector2( c_y, 1 - c_z ),
  18064. new Vector2( d_y, 1 - d_z )
  18065. ];
  18066. }
  18067. }
  18068. };
  18069. function toJSON( shapes, options, data ) {
  18070. //
  18071. data.shapes = [];
  18072. if ( Array.isArray( shapes ) ) {
  18073. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18074. var shape = shapes[ i ];
  18075. data.shapes.push( shape.uuid );
  18076. }
  18077. } else {
  18078. data.shapes.push( shapes.uuid );
  18079. }
  18080. //
  18081. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  18082. return data;
  18083. }
  18084. /**
  18085. * @author zz85 / http://www.lab4games.net/zz85/blog
  18086. * @author alteredq / http://alteredqualia.com/
  18087. *
  18088. * Text = 3D Text
  18089. *
  18090. * parameters = {
  18091. * font: <THREE.Font>, // font
  18092. *
  18093. * size: <float>, // size of the text
  18094. * height: <float>, // thickness to extrude text
  18095. * curveSegments: <int>, // number of points on the curves
  18096. *
  18097. * bevelEnabled: <bool>, // turn on bevel
  18098. * bevelThickness: <float>, // how deep into text bevel goes
  18099. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18100. * bevelOffset: <float> // how far from text outline does bevel start
  18101. * }
  18102. */
  18103. // TextGeometry
  18104. function TextGeometry( text, parameters ) {
  18105. Geometry.call( this );
  18106. this.type = 'TextGeometry';
  18107. this.parameters = {
  18108. text: text,
  18109. parameters: parameters
  18110. };
  18111. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18112. this.mergeVertices();
  18113. }
  18114. TextGeometry.prototype = Object.create( Geometry.prototype );
  18115. TextGeometry.prototype.constructor = TextGeometry;
  18116. // TextBufferGeometry
  18117. function TextBufferGeometry( text, parameters ) {
  18118. parameters = parameters || {};
  18119. var font = parameters.font;
  18120. if ( ! ( font && font.isFont ) ) {
  18121. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18122. return new Geometry();
  18123. }
  18124. var shapes = font.generateShapes( text, parameters.size );
  18125. // translate parameters to ExtrudeGeometry API
  18126. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18127. // defaults
  18128. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18129. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18130. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18131. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18132. this.type = 'TextBufferGeometry';
  18133. }
  18134. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18135. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18136. /**
  18137. * @author mrdoob / http://mrdoob.com/
  18138. * @author benaadams / https://twitter.com/ben_a_adams
  18139. * @author Mugen87 / https://github.com/Mugen87
  18140. */
  18141. // SphereGeometry
  18142. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18143. Geometry.call( this );
  18144. this.type = 'SphereGeometry';
  18145. this.parameters = {
  18146. radius: radius,
  18147. widthSegments: widthSegments,
  18148. heightSegments: heightSegments,
  18149. phiStart: phiStart,
  18150. phiLength: phiLength,
  18151. thetaStart: thetaStart,
  18152. thetaLength: thetaLength
  18153. };
  18154. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18155. this.mergeVertices();
  18156. }
  18157. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18158. SphereGeometry.prototype.constructor = SphereGeometry;
  18159. // SphereBufferGeometry
  18160. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18161. BufferGeometry.call( this );
  18162. this.type = 'SphereBufferGeometry';
  18163. this.parameters = {
  18164. radius: radius,
  18165. widthSegments: widthSegments,
  18166. heightSegments: heightSegments,
  18167. phiStart: phiStart,
  18168. phiLength: phiLength,
  18169. thetaStart: thetaStart,
  18170. thetaLength: thetaLength
  18171. };
  18172. radius = radius || 1;
  18173. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18174. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18175. phiStart = phiStart !== undefined ? phiStart : 0;
  18176. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18177. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18178. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18179. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18180. var ix, iy;
  18181. var index = 0;
  18182. var grid = [];
  18183. var vertex = new Vector3();
  18184. var normal = new Vector3();
  18185. // buffers
  18186. var indices = [];
  18187. var vertices = [];
  18188. var normals = [];
  18189. var uvs = [];
  18190. // generate vertices, normals and uvs
  18191. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18192. var verticesRow = [];
  18193. var v = iy / heightSegments;
  18194. // special case for the poles
  18195. var uOffset = 0;
  18196. if ( iy == 0 && thetaStart == 0 ) {
  18197. uOffset = 0.5 / widthSegments;
  18198. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18199. uOffset = - 0.5 / widthSegments;
  18200. }
  18201. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18202. var u = ix / widthSegments;
  18203. // vertex
  18204. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18205. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18206. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18207. vertices.push( vertex.x, vertex.y, vertex.z );
  18208. // normal
  18209. normal.copy( vertex ).normalize();
  18210. normals.push( normal.x, normal.y, normal.z );
  18211. // uv
  18212. uvs.push( u + uOffset, 1 - v );
  18213. verticesRow.push( index ++ );
  18214. }
  18215. grid.push( verticesRow );
  18216. }
  18217. // indices
  18218. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18219. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18220. var a = grid[ iy ][ ix + 1 ];
  18221. var b = grid[ iy ][ ix ];
  18222. var c = grid[ iy + 1 ][ ix ];
  18223. var d = grid[ iy + 1 ][ ix + 1 ];
  18224. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  18225. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  18226. }
  18227. }
  18228. // build geometry
  18229. this.setIndex( indices );
  18230. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18231. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18232. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18233. }
  18234. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18235. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18236. /**
  18237. * @author Kaleb Murphy
  18238. * @author Mugen87 / https://github.com/Mugen87
  18239. */
  18240. // RingGeometry
  18241. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18242. Geometry.call( this );
  18243. this.type = 'RingGeometry';
  18244. this.parameters = {
  18245. innerRadius: innerRadius,
  18246. outerRadius: outerRadius,
  18247. thetaSegments: thetaSegments,
  18248. phiSegments: phiSegments,
  18249. thetaStart: thetaStart,
  18250. thetaLength: thetaLength
  18251. };
  18252. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18253. this.mergeVertices();
  18254. }
  18255. RingGeometry.prototype = Object.create( Geometry.prototype );
  18256. RingGeometry.prototype.constructor = RingGeometry;
  18257. // RingBufferGeometry
  18258. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18259. BufferGeometry.call( this );
  18260. this.type = 'RingBufferGeometry';
  18261. this.parameters = {
  18262. innerRadius: innerRadius,
  18263. outerRadius: outerRadius,
  18264. thetaSegments: thetaSegments,
  18265. phiSegments: phiSegments,
  18266. thetaStart: thetaStart,
  18267. thetaLength: thetaLength
  18268. };
  18269. innerRadius = innerRadius || 0.5;
  18270. outerRadius = outerRadius || 1;
  18271. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18272. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18273. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18274. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18275. // buffers
  18276. var indices = [];
  18277. var vertices = [];
  18278. var normals = [];
  18279. var uvs = [];
  18280. // some helper variables
  18281. var segment;
  18282. var radius = innerRadius;
  18283. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18284. var vertex = new Vector3();
  18285. var uv = new Vector2();
  18286. var j, i;
  18287. // generate vertices, normals and uvs
  18288. for ( j = 0; j <= phiSegments; j ++ ) {
  18289. for ( i = 0; i <= thetaSegments; i ++ ) {
  18290. // values are generate from the inside of the ring to the outside
  18291. segment = thetaStart + i / thetaSegments * thetaLength;
  18292. // vertex
  18293. vertex.x = radius * Math.cos( segment );
  18294. vertex.y = radius * Math.sin( segment );
  18295. vertices.push( vertex.x, vertex.y, vertex.z );
  18296. // normal
  18297. normals.push( 0, 0, 1 );
  18298. // uv
  18299. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18300. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18301. uvs.push( uv.x, uv.y );
  18302. }
  18303. // increase the radius for next row of vertices
  18304. radius += radiusStep;
  18305. }
  18306. // indices
  18307. for ( j = 0; j < phiSegments; j ++ ) {
  18308. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18309. for ( i = 0; i < thetaSegments; i ++ ) {
  18310. segment = i + thetaSegmentLevel;
  18311. var a = segment;
  18312. var b = segment + thetaSegments + 1;
  18313. var c = segment + thetaSegments + 2;
  18314. var d = segment + 1;
  18315. // faces
  18316. indices.push( a, b, d );
  18317. indices.push( b, c, d );
  18318. }
  18319. }
  18320. // build geometry
  18321. this.setIndex( indices );
  18322. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18323. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18324. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18325. }
  18326. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18327. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18328. /**
  18329. * @author zz85 / https://github.com/zz85
  18330. * @author bhouston / http://clara.io
  18331. * @author Mugen87 / https://github.com/Mugen87
  18332. */
  18333. // LatheGeometry
  18334. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18335. Geometry.call( this );
  18336. this.type = 'LatheGeometry';
  18337. this.parameters = {
  18338. points: points,
  18339. segments: segments,
  18340. phiStart: phiStart,
  18341. phiLength: phiLength
  18342. };
  18343. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18344. this.mergeVertices();
  18345. }
  18346. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18347. LatheGeometry.prototype.constructor = LatheGeometry;
  18348. // LatheBufferGeometry
  18349. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18350. BufferGeometry.call( this );
  18351. this.type = 'LatheBufferGeometry';
  18352. this.parameters = {
  18353. points: points,
  18354. segments: segments,
  18355. phiStart: phiStart,
  18356. phiLength: phiLength
  18357. };
  18358. segments = Math.floor( segments ) || 12;
  18359. phiStart = phiStart || 0;
  18360. phiLength = phiLength || Math.PI * 2;
  18361. // clamp phiLength so it's in range of [ 0, 2PI ]
  18362. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18363. // buffers
  18364. var indices = [];
  18365. var vertices = [];
  18366. var uvs = [];
  18367. // helper variables
  18368. var base;
  18369. var inverseSegments = 1.0 / segments;
  18370. var vertex = new Vector3();
  18371. var uv = new Vector2();
  18372. var i, j;
  18373. // generate vertices and uvs
  18374. for ( i = 0; i <= segments; i ++ ) {
  18375. var phi = phiStart + i * inverseSegments * phiLength;
  18376. var sin = Math.sin( phi );
  18377. var cos = Math.cos( phi );
  18378. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18379. // vertex
  18380. vertex.x = points[ j ].x * sin;
  18381. vertex.y = points[ j ].y;
  18382. vertex.z = points[ j ].x * cos;
  18383. vertices.push( vertex.x, vertex.y, vertex.z );
  18384. // uv
  18385. uv.x = i / segments;
  18386. uv.y = j / ( points.length - 1 );
  18387. uvs.push( uv.x, uv.y );
  18388. }
  18389. }
  18390. // indices
  18391. for ( i = 0; i < segments; i ++ ) {
  18392. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18393. base = j + i * points.length;
  18394. var a = base;
  18395. var b = base + points.length;
  18396. var c = base + points.length + 1;
  18397. var d = base + 1;
  18398. // faces
  18399. indices.push( a, b, d );
  18400. indices.push( b, c, d );
  18401. }
  18402. }
  18403. // build geometry
  18404. this.setIndex( indices );
  18405. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18406. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18407. // generate normals
  18408. this.computeVertexNormals();
  18409. // if the geometry is closed, we need to average the normals along the seam.
  18410. // because the corresponding vertices are identical (but still have different UVs).
  18411. if ( phiLength === Math.PI * 2 ) {
  18412. var normals = this.attributes.normal.array;
  18413. var n1 = new Vector3();
  18414. var n2 = new Vector3();
  18415. var n = new Vector3();
  18416. // this is the buffer offset for the last line of vertices
  18417. base = segments * points.length * 3;
  18418. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18419. // select the normal of the vertex in the first line
  18420. n1.x = normals[ j + 0 ];
  18421. n1.y = normals[ j + 1 ];
  18422. n1.z = normals[ j + 2 ];
  18423. // select the normal of the vertex in the last line
  18424. n2.x = normals[ base + j + 0 ];
  18425. n2.y = normals[ base + j + 1 ];
  18426. n2.z = normals[ base + j + 2 ];
  18427. // average normals
  18428. n.addVectors( n1, n2 ).normalize();
  18429. // assign the new values to both normals
  18430. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18431. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18432. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18433. }
  18434. }
  18435. }
  18436. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18437. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18438. /**
  18439. * @author jonobr1 / http://jonobr1.com
  18440. * @author Mugen87 / https://github.com/Mugen87
  18441. */
  18442. // ShapeGeometry
  18443. function ShapeGeometry( shapes, curveSegments ) {
  18444. Geometry.call( this );
  18445. this.type = 'ShapeGeometry';
  18446. if ( typeof curveSegments === 'object' ) {
  18447. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18448. curveSegments = curveSegments.curveSegments;
  18449. }
  18450. this.parameters = {
  18451. shapes: shapes,
  18452. curveSegments: curveSegments
  18453. };
  18454. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18455. this.mergeVertices();
  18456. }
  18457. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18458. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18459. ShapeGeometry.prototype.toJSON = function () {
  18460. var data = Geometry.prototype.toJSON.call( this );
  18461. var shapes = this.parameters.shapes;
  18462. return toJSON$1( shapes, data );
  18463. };
  18464. // ShapeBufferGeometry
  18465. function ShapeBufferGeometry( shapes, curveSegments ) {
  18466. BufferGeometry.call( this );
  18467. this.type = 'ShapeBufferGeometry';
  18468. this.parameters = {
  18469. shapes: shapes,
  18470. curveSegments: curveSegments
  18471. };
  18472. curveSegments = curveSegments || 12;
  18473. // buffers
  18474. var indices = [];
  18475. var vertices = [];
  18476. var normals = [];
  18477. var uvs = [];
  18478. // helper variables
  18479. var groupStart = 0;
  18480. var groupCount = 0;
  18481. // allow single and array values for "shapes" parameter
  18482. if ( Array.isArray( shapes ) === false ) {
  18483. addShape( shapes );
  18484. } else {
  18485. for ( var i = 0; i < shapes.length; i ++ ) {
  18486. addShape( shapes[ i ] );
  18487. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18488. groupStart += groupCount;
  18489. groupCount = 0;
  18490. }
  18491. }
  18492. // build geometry
  18493. this.setIndex( indices );
  18494. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18495. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18496. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18497. // helper functions
  18498. function addShape( shape ) {
  18499. var i, l, shapeHole;
  18500. var indexOffset = vertices.length / 3;
  18501. var points = shape.extractPoints( curveSegments );
  18502. var shapeVertices = points.shape;
  18503. var shapeHoles = points.holes;
  18504. // check direction of vertices
  18505. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18506. shapeVertices = shapeVertices.reverse();
  18507. }
  18508. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18509. shapeHole = shapeHoles[ i ];
  18510. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18511. shapeHoles[ i ] = shapeHole.reverse();
  18512. }
  18513. }
  18514. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18515. // join vertices of inner and outer paths to a single array
  18516. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18517. shapeHole = shapeHoles[ i ];
  18518. shapeVertices = shapeVertices.concat( shapeHole );
  18519. }
  18520. // vertices, normals, uvs
  18521. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18522. var vertex = shapeVertices[ i ];
  18523. vertices.push( vertex.x, vertex.y, 0 );
  18524. normals.push( 0, 0, 1 );
  18525. uvs.push( vertex.x, vertex.y ); // world uvs
  18526. }
  18527. // incides
  18528. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18529. var face = faces[ i ];
  18530. var a = face[ 0 ] + indexOffset;
  18531. var b = face[ 1 ] + indexOffset;
  18532. var c = face[ 2 ] + indexOffset;
  18533. indices.push( a, b, c );
  18534. groupCount += 3;
  18535. }
  18536. }
  18537. }
  18538. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18539. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18540. ShapeBufferGeometry.prototype.toJSON = function () {
  18541. var data = BufferGeometry.prototype.toJSON.call( this );
  18542. var shapes = this.parameters.shapes;
  18543. return toJSON$1( shapes, data );
  18544. };
  18545. //
  18546. function toJSON$1( shapes, data ) {
  18547. data.shapes = [];
  18548. if ( Array.isArray( shapes ) ) {
  18549. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18550. var shape = shapes[ i ];
  18551. data.shapes.push( shape.uuid );
  18552. }
  18553. } else {
  18554. data.shapes.push( shapes.uuid );
  18555. }
  18556. return data;
  18557. }
  18558. /**
  18559. * @author WestLangley / http://github.com/WestLangley
  18560. * @author Mugen87 / https://github.com/Mugen87
  18561. */
  18562. function EdgesGeometry( geometry, thresholdAngle ) {
  18563. BufferGeometry.call( this );
  18564. this.type = 'EdgesGeometry';
  18565. this.parameters = {
  18566. thresholdAngle: thresholdAngle
  18567. };
  18568. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18569. // buffer
  18570. var vertices = [];
  18571. // helper variables
  18572. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18573. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18574. var key, keys = [ 'a', 'b', 'c' ];
  18575. // prepare source geometry
  18576. var geometry2;
  18577. if ( geometry.isBufferGeometry ) {
  18578. geometry2 = new Geometry();
  18579. geometry2.fromBufferGeometry( geometry );
  18580. } else {
  18581. geometry2 = geometry.clone();
  18582. }
  18583. geometry2.mergeVertices();
  18584. geometry2.computeFaceNormals();
  18585. var sourceVertices = geometry2.vertices;
  18586. var faces = geometry2.faces;
  18587. // now create a data structure where each entry represents an edge with its adjoining faces
  18588. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18589. var face = faces[ i ];
  18590. for ( var j = 0; j < 3; j ++ ) {
  18591. edge1 = face[ keys[ j ] ];
  18592. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18593. edge[ 0 ] = Math.min( edge1, edge2 );
  18594. edge[ 1 ] = Math.max( edge1, edge2 );
  18595. key = edge[ 0 ] + ',' + edge[ 1 ];
  18596. if ( edges[ key ] === undefined ) {
  18597. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18598. } else {
  18599. edges[ key ].face2 = i;
  18600. }
  18601. }
  18602. }
  18603. // generate vertices
  18604. for ( key in edges ) {
  18605. var e = edges[ key ];
  18606. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18607. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18608. var vertex = sourceVertices[ e.index1 ];
  18609. vertices.push( vertex.x, vertex.y, vertex.z );
  18610. vertex = sourceVertices[ e.index2 ];
  18611. vertices.push( vertex.x, vertex.y, vertex.z );
  18612. }
  18613. }
  18614. // build geometry
  18615. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18616. }
  18617. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18618. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18619. /**
  18620. * @author mrdoob / http://mrdoob.com/
  18621. * @author Mugen87 / https://github.com/Mugen87
  18622. */
  18623. // CylinderGeometry
  18624. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18625. Geometry.call( this );
  18626. this.type = 'CylinderGeometry';
  18627. this.parameters = {
  18628. radiusTop: radiusTop,
  18629. radiusBottom: radiusBottom,
  18630. height: height,
  18631. radialSegments: radialSegments,
  18632. heightSegments: heightSegments,
  18633. openEnded: openEnded,
  18634. thetaStart: thetaStart,
  18635. thetaLength: thetaLength
  18636. };
  18637. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18638. this.mergeVertices();
  18639. }
  18640. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18641. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18642. // CylinderBufferGeometry
  18643. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18644. BufferGeometry.call( this );
  18645. this.type = 'CylinderBufferGeometry';
  18646. this.parameters = {
  18647. radiusTop: radiusTop,
  18648. radiusBottom: radiusBottom,
  18649. height: height,
  18650. radialSegments: radialSegments,
  18651. heightSegments: heightSegments,
  18652. openEnded: openEnded,
  18653. thetaStart: thetaStart,
  18654. thetaLength: thetaLength
  18655. };
  18656. var scope = this;
  18657. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18658. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18659. height = height || 1;
  18660. radialSegments = Math.floor( radialSegments ) || 8;
  18661. heightSegments = Math.floor( heightSegments ) || 1;
  18662. openEnded = openEnded !== undefined ? openEnded : false;
  18663. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18664. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18665. // buffers
  18666. var indices = [];
  18667. var vertices = [];
  18668. var normals = [];
  18669. var uvs = [];
  18670. // helper variables
  18671. var index = 0;
  18672. var indexArray = [];
  18673. var halfHeight = height / 2;
  18674. var groupStart = 0;
  18675. // generate geometry
  18676. generateTorso();
  18677. if ( openEnded === false ) {
  18678. if ( radiusTop > 0 ) generateCap( true );
  18679. if ( radiusBottom > 0 ) generateCap( false );
  18680. }
  18681. // build geometry
  18682. this.setIndex( indices );
  18683. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18684. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18685. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18686. function generateTorso() {
  18687. var x, y;
  18688. var normal = new Vector3();
  18689. var vertex = new Vector3();
  18690. var groupCount = 0;
  18691. // this will be used to calculate the normal
  18692. var slope = ( radiusBottom - radiusTop ) / height;
  18693. // generate vertices, normals and uvs
  18694. for ( y = 0; y <= heightSegments; y ++ ) {
  18695. var indexRow = [];
  18696. var v = y / heightSegments;
  18697. // calculate the radius of the current row
  18698. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18699. for ( x = 0; x <= radialSegments; x ++ ) {
  18700. var u = x / radialSegments;
  18701. var theta = u * thetaLength + thetaStart;
  18702. var sinTheta = Math.sin( theta );
  18703. var cosTheta = Math.cos( theta );
  18704. // vertex
  18705. vertex.x = radius * sinTheta;
  18706. vertex.y = - v * height + halfHeight;
  18707. vertex.z = radius * cosTheta;
  18708. vertices.push( vertex.x, vertex.y, vertex.z );
  18709. // normal
  18710. normal.set( sinTheta, slope, cosTheta ).normalize();
  18711. normals.push( normal.x, normal.y, normal.z );
  18712. // uv
  18713. uvs.push( u, 1 - v );
  18714. // save index of vertex in respective row
  18715. indexRow.push( index ++ );
  18716. }
  18717. // now save vertices of the row in our index array
  18718. indexArray.push( indexRow );
  18719. }
  18720. // generate indices
  18721. for ( x = 0; x < radialSegments; x ++ ) {
  18722. for ( y = 0; y < heightSegments; y ++ ) {
  18723. // we use the index array to access the correct indices
  18724. var a = indexArray[ y ][ x ];
  18725. var b = indexArray[ y + 1 ][ x ];
  18726. var c = indexArray[ y + 1 ][ x + 1 ];
  18727. var d = indexArray[ y ][ x + 1 ];
  18728. // faces
  18729. indices.push( a, b, d );
  18730. indices.push( b, c, d );
  18731. // update group counter
  18732. groupCount += 6;
  18733. }
  18734. }
  18735. // add a group to the geometry. this will ensure multi material support
  18736. scope.addGroup( groupStart, groupCount, 0 );
  18737. // calculate new start value for groups
  18738. groupStart += groupCount;
  18739. }
  18740. function generateCap( top ) {
  18741. var x, centerIndexStart, centerIndexEnd;
  18742. var uv = new Vector2();
  18743. var vertex = new Vector3();
  18744. var groupCount = 0;
  18745. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18746. var sign = ( top === true ) ? 1 : - 1;
  18747. // save the index of the first center vertex
  18748. centerIndexStart = index;
  18749. // first we generate the center vertex data of the cap.
  18750. // because the geometry needs one set of uvs per face,
  18751. // we must generate a center vertex per face/segment
  18752. for ( x = 1; x <= radialSegments; x ++ ) {
  18753. // vertex
  18754. vertices.push( 0, halfHeight * sign, 0 );
  18755. // normal
  18756. normals.push( 0, sign, 0 );
  18757. // uv
  18758. uvs.push( 0.5, 0.5 );
  18759. // increase index
  18760. index ++;
  18761. }
  18762. // save the index of the last center vertex
  18763. centerIndexEnd = index;
  18764. // now we generate the surrounding vertices, normals and uvs
  18765. for ( x = 0; x <= radialSegments; x ++ ) {
  18766. var u = x / radialSegments;
  18767. var theta = u * thetaLength + thetaStart;
  18768. var cosTheta = Math.cos( theta );
  18769. var sinTheta = Math.sin( theta );
  18770. // vertex
  18771. vertex.x = radius * sinTheta;
  18772. vertex.y = halfHeight * sign;
  18773. vertex.z = radius * cosTheta;
  18774. vertices.push( vertex.x, vertex.y, vertex.z );
  18775. // normal
  18776. normals.push( 0, sign, 0 );
  18777. // uv
  18778. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18779. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18780. uvs.push( uv.x, uv.y );
  18781. // increase index
  18782. index ++;
  18783. }
  18784. // generate indices
  18785. for ( x = 0; x < radialSegments; x ++ ) {
  18786. var c = centerIndexStart + x;
  18787. var i = centerIndexEnd + x;
  18788. if ( top === true ) {
  18789. // face top
  18790. indices.push( i, i + 1, c );
  18791. } else {
  18792. // face bottom
  18793. indices.push( i + 1, i, c );
  18794. }
  18795. groupCount += 3;
  18796. }
  18797. // add a group to the geometry. this will ensure multi material support
  18798. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18799. // calculate new start value for groups
  18800. groupStart += groupCount;
  18801. }
  18802. }
  18803. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18804. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18805. /**
  18806. * @author abelnation / http://github.com/abelnation
  18807. */
  18808. // ConeGeometry
  18809. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18810. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18811. this.type = 'ConeGeometry';
  18812. this.parameters = {
  18813. radius: radius,
  18814. height: height,
  18815. radialSegments: radialSegments,
  18816. heightSegments: heightSegments,
  18817. openEnded: openEnded,
  18818. thetaStart: thetaStart,
  18819. thetaLength: thetaLength
  18820. };
  18821. }
  18822. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18823. ConeGeometry.prototype.constructor = ConeGeometry;
  18824. // ConeBufferGeometry
  18825. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18826. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18827. this.type = 'ConeBufferGeometry';
  18828. this.parameters = {
  18829. radius: radius,
  18830. height: height,
  18831. radialSegments: radialSegments,
  18832. heightSegments: heightSegments,
  18833. openEnded: openEnded,
  18834. thetaStart: thetaStart,
  18835. thetaLength: thetaLength
  18836. };
  18837. }
  18838. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18839. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18840. /**
  18841. * @author benaadams / https://twitter.com/ben_a_adams
  18842. * @author Mugen87 / https://github.com/Mugen87
  18843. * @author hughes
  18844. */
  18845. // CircleGeometry
  18846. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18847. Geometry.call( this );
  18848. this.type = 'CircleGeometry';
  18849. this.parameters = {
  18850. radius: radius,
  18851. segments: segments,
  18852. thetaStart: thetaStart,
  18853. thetaLength: thetaLength
  18854. };
  18855. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18856. this.mergeVertices();
  18857. }
  18858. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18859. CircleGeometry.prototype.constructor = CircleGeometry;
  18860. // CircleBufferGeometry
  18861. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18862. BufferGeometry.call( this );
  18863. this.type = 'CircleBufferGeometry';
  18864. this.parameters = {
  18865. radius: radius,
  18866. segments: segments,
  18867. thetaStart: thetaStart,
  18868. thetaLength: thetaLength
  18869. };
  18870. radius = radius || 1;
  18871. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18872. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18873. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18874. // buffers
  18875. var indices = [];
  18876. var vertices = [];
  18877. var normals = [];
  18878. var uvs = [];
  18879. // helper variables
  18880. var i, s;
  18881. var vertex = new Vector3();
  18882. var uv = new Vector2();
  18883. // center point
  18884. vertices.push( 0, 0, 0 );
  18885. normals.push( 0, 0, 1 );
  18886. uvs.push( 0.5, 0.5 );
  18887. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18888. var segment = thetaStart + s / segments * thetaLength;
  18889. // vertex
  18890. vertex.x = radius * Math.cos( segment );
  18891. vertex.y = radius * Math.sin( segment );
  18892. vertices.push( vertex.x, vertex.y, vertex.z );
  18893. // normal
  18894. normals.push( 0, 0, 1 );
  18895. // uvs
  18896. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  18897. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  18898. uvs.push( uv.x, uv.y );
  18899. }
  18900. // indices
  18901. for ( i = 1; i <= segments; i ++ ) {
  18902. indices.push( i, i + 1, 0 );
  18903. }
  18904. // build geometry
  18905. this.setIndex( indices );
  18906. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18907. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18908. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18909. }
  18910. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18911. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  18912. var Geometries = /*#__PURE__*/Object.freeze({
  18913. WireframeGeometry: WireframeGeometry,
  18914. ParametricGeometry: ParametricGeometry,
  18915. ParametricBufferGeometry: ParametricBufferGeometry,
  18916. TetrahedronGeometry: TetrahedronGeometry,
  18917. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  18918. OctahedronGeometry: OctahedronGeometry,
  18919. OctahedronBufferGeometry: OctahedronBufferGeometry,
  18920. IcosahedronGeometry: IcosahedronGeometry,
  18921. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  18922. DodecahedronGeometry: DodecahedronGeometry,
  18923. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  18924. PolyhedronGeometry: PolyhedronGeometry,
  18925. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  18926. TubeGeometry: TubeGeometry,
  18927. TubeBufferGeometry: TubeBufferGeometry,
  18928. TorusKnotGeometry: TorusKnotGeometry,
  18929. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  18930. TorusGeometry: TorusGeometry,
  18931. TorusBufferGeometry: TorusBufferGeometry,
  18932. TextGeometry: TextGeometry,
  18933. TextBufferGeometry: TextBufferGeometry,
  18934. SphereGeometry: SphereGeometry,
  18935. SphereBufferGeometry: SphereBufferGeometry,
  18936. RingGeometry: RingGeometry,
  18937. RingBufferGeometry: RingBufferGeometry,
  18938. PlaneGeometry: PlaneGeometry,
  18939. PlaneBufferGeometry: PlaneBufferGeometry,
  18940. LatheGeometry: LatheGeometry,
  18941. LatheBufferGeometry: LatheBufferGeometry,
  18942. ShapeGeometry: ShapeGeometry,
  18943. ShapeBufferGeometry: ShapeBufferGeometry,
  18944. ExtrudeGeometry: ExtrudeGeometry,
  18945. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  18946. EdgesGeometry: EdgesGeometry,
  18947. ConeGeometry: ConeGeometry,
  18948. ConeBufferGeometry: ConeBufferGeometry,
  18949. CylinderGeometry: CylinderGeometry,
  18950. CylinderBufferGeometry: CylinderBufferGeometry,
  18951. CircleGeometry: CircleGeometry,
  18952. CircleBufferGeometry: CircleBufferGeometry,
  18953. BoxGeometry: BoxGeometry,
  18954. BoxBufferGeometry: BoxBufferGeometry
  18955. });
  18956. /**
  18957. * @author mrdoob / http://mrdoob.com/
  18958. *
  18959. * parameters = {
  18960. * color: <THREE.Color>
  18961. * }
  18962. */
  18963. function ShadowMaterial( parameters ) {
  18964. Material.call( this );
  18965. this.type = 'ShadowMaterial';
  18966. this.color = new Color( 0x000000 );
  18967. this.transparent = true;
  18968. this.setValues( parameters );
  18969. }
  18970. ShadowMaterial.prototype = Object.create( Material.prototype );
  18971. ShadowMaterial.prototype.constructor = ShadowMaterial;
  18972. ShadowMaterial.prototype.isShadowMaterial = true;
  18973. ShadowMaterial.prototype.copy = function ( source ) {
  18974. Material.prototype.copy.call( this, source );
  18975. this.color.copy( source.color );
  18976. return this;
  18977. };
  18978. /**
  18979. * @author mrdoob / http://mrdoob.com/
  18980. */
  18981. function RawShaderMaterial( parameters ) {
  18982. ShaderMaterial.call( this, parameters );
  18983. this.type = 'RawShaderMaterial';
  18984. }
  18985. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  18986. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  18987. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18988. /**
  18989. * @author WestLangley / http://github.com/WestLangley
  18990. *
  18991. * parameters = {
  18992. * color: <hex>,
  18993. * roughness: <float>,
  18994. * metalness: <float>,
  18995. * opacity: <float>,
  18996. *
  18997. * map: new THREE.Texture( <Image> ),
  18998. *
  18999. * lightMap: new THREE.Texture( <Image> ),
  19000. * lightMapIntensity: <float>
  19001. *
  19002. * aoMap: new THREE.Texture( <Image> ),
  19003. * aoMapIntensity: <float>
  19004. *
  19005. * emissive: <hex>,
  19006. * emissiveIntensity: <float>
  19007. * emissiveMap: new THREE.Texture( <Image> ),
  19008. *
  19009. * bumpMap: new THREE.Texture( <Image> ),
  19010. * bumpScale: <float>,
  19011. *
  19012. * normalMap: new THREE.Texture( <Image> ),
  19013. * normalMapType: THREE.TangentSpaceNormalMap,
  19014. * normalScale: <Vector2>,
  19015. *
  19016. * displacementMap: new THREE.Texture( <Image> ),
  19017. * displacementScale: <float>,
  19018. * displacementBias: <float>,
  19019. *
  19020. * roughnessMap: new THREE.Texture( <Image> ),
  19021. *
  19022. * metalnessMap: new THREE.Texture( <Image> ),
  19023. *
  19024. * alphaMap: new THREE.Texture( <Image> ),
  19025. *
  19026. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19027. * envMapIntensity: <float>
  19028. *
  19029. * refractionRatio: <float>,
  19030. *
  19031. * wireframe: <boolean>,
  19032. * wireframeLinewidth: <float>,
  19033. *
  19034. * skinning: <bool>,
  19035. * morphTargets: <bool>,
  19036. * morphNormals: <bool>
  19037. * }
  19038. */
  19039. function MeshStandardMaterial( parameters ) {
  19040. Material.call( this );
  19041. this.defines = { 'STANDARD': '' };
  19042. this.type = 'MeshStandardMaterial';
  19043. this.color = new Color( 0xffffff ); // diffuse
  19044. this.roughness = 0.5;
  19045. this.metalness = 0.5;
  19046. this.map = null;
  19047. this.lightMap = null;
  19048. this.lightMapIntensity = 1.0;
  19049. this.aoMap = null;
  19050. this.aoMapIntensity = 1.0;
  19051. this.emissive = new Color( 0x000000 );
  19052. this.emissiveIntensity = 1.0;
  19053. this.emissiveMap = null;
  19054. this.bumpMap = null;
  19055. this.bumpScale = 1;
  19056. this.normalMap = null;
  19057. this.normalMapType = TangentSpaceNormalMap;
  19058. this.normalScale = new Vector2( 1, 1 );
  19059. this.displacementMap = null;
  19060. this.displacementScale = 1;
  19061. this.displacementBias = 0;
  19062. this.roughnessMap = null;
  19063. this.metalnessMap = null;
  19064. this.alphaMap = null;
  19065. this.envMap = null;
  19066. this.envMapIntensity = 1.0;
  19067. this.refractionRatio = 0.98;
  19068. this.wireframe = false;
  19069. this.wireframeLinewidth = 1;
  19070. this.wireframeLinecap = 'round';
  19071. this.wireframeLinejoin = 'round';
  19072. this.skinning = false;
  19073. this.morphTargets = false;
  19074. this.morphNormals = false;
  19075. this.setValues( parameters );
  19076. }
  19077. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19078. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19079. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19080. MeshStandardMaterial.prototype.copy = function ( source ) {
  19081. Material.prototype.copy.call( this, source );
  19082. this.defines = { 'STANDARD': '' };
  19083. this.color.copy( source.color );
  19084. this.roughness = source.roughness;
  19085. this.metalness = source.metalness;
  19086. this.map = source.map;
  19087. this.lightMap = source.lightMap;
  19088. this.lightMapIntensity = source.lightMapIntensity;
  19089. this.aoMap = source.aoMap;
  19090. this.aoMapIntensity = source.aoMapIntensity;
  19091. this.emissive.copy( source.emissive );
  19092. this.emissiveMap = source.emissiveMap;
  19093. this.emissiveIntensity = source.emissiveIntensity;
  19094. this.bumpMap = source.bumpMap;
  19095. this.bumpScale = source.bumpScale;
  19096. this.normalMap = source.normalMap;
  19097. this.normalMapType = source.normalMapType;
  19098. this.normalScale.copy( source.normalScale );
  19099. this.displacementMap = source.displacementMap;
  19100. this.displacementScale = source.displacementScale;
  19101. this.displacementBias = source.displacementBias;
  19102. this.roughnessMap = source.roughnessMap;
  19103. this.metalnessMap = source.metalnessMap;
  19104. this.alphaMap = source.alphaMap;
  19105. this.envMap = source.envMap;
  19106. this.envMapIntensity = source.envMapIntensity;
  19107. this.refractionRatio = source.refractionRatio;
  19108. this.wireframe = source.wireframe;
  19109. this.wireframeLinewidth = source.wireframeLinewidth;
  19110. this.wireframeLinecap = source.wireframeLinecap;
  19111. this.wireframeLinejoin = source.wireframeLinejoin;
  19112. this.skinning = source.skinning;
  19113. this.morphTargets = source.morphTargets;
  19114. this.morphNormals = source.morphNormals;
  19115. return this;
  19116. };
  19117. /**
  19118. * @author WestLangley / http://github.com/WestLangley
  19119. *
  19120. * parameters = {
  19121. * reflectivity: <float>
  19122. * clearcoat: <float>
  19123. * clearcoatRoughness: <float>
  19124. *
  19125. * sheen: <Color>
  19126. *
  19127. * clearcoatNormalScale: <Vector2>,
  19128. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19129. * }
  19130. */
  19131. function MeshPhysicalMaterial( parameters ) {
  19132. MeshStandardMaterial.call( this );
  19133. this.defines = {
  19134. 'STANDARD': '',
  19135. 'PHYSICAL': ''
  19136. };
  19137. this.type = 'MeshPhysicalMaterial';
  19138. this.reflectivity = 0.5; // maps to F0 = 0.04
  19139. this.clearcoat = 0.0;
  19140. this.clearcoatRoughness = 0.0;
  19141. this.sheen = null; // null will disable sheen bsdf
  19142. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19143. this.clearcoatNormalMap = null;
  19144. this.transparency = 0.0;
  19145. this.setValues( parameters );
  19146. }
  19147. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19148. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19149. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19150. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19151. MeshStandardMaterial.prototype.copy.call( this, source );
  19152. this.defines = {
  19153. 'STANDARD': '',
  19154. 'PHYSICAL': ''
  19155. };
  19156. this.reflectivity = source.reflectivity;
  19157. this.clearcoat = source.clearcoat;
  19158. this.clearcoatRoughness = source.clearcoatRoughness;
  19159. if ( source.sheen ) this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19160. else this.sheen = null;
  19161. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19162. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19163. this.transparency = source.transparency;
  19164. return this;
  19165. };
  19166. /**
  19167. * @author mrdoob / http://mrdoob.com/
  19168. * @author alteredq / http://alteredqualia.com/
  19169. *
  19170. * parameters = {
  19171. * color: <hex>,
  19172. * specular: <hex>,
  19173. * shininess: <float>,
  19174. * opacity: <float>,
  19175. *
  19176. * map: new THREE.Texture( <Image> ),
  19177. *
  19178. * lightMap: new THREE.Texture( <Image> ),
  19179. * lightMapIntensity: <float>
  19180. *
  19181. * aoMap: new THREE.Texture( <Image> ),
  19182. * aoMapIntensity: <float>
  19183. *
  19184. * emissive: <hex>,
  19185. * emissiveIntensity: <float>
  19186. * emissiveMap: new THREE.Texture( <Image> ),
  19187. *
  19188. * bumpMap: new THREE.Texture( <Image> ),
  19189. * bumpScale: <float>,
  19190. *
  19191. * normalMap: new THREE.Texture( <Image> ),
  19192. * normalMapType: THREE.TangentSpaceNormalMap,
  19193. * normalScale: <Vector2>,
  19194. *
  19195. * displacementMap: new THREE.Texture( <Image> ),
  19196. * displacementScale: <float>,
  19197. * displacementBias: <float>,
  19198. *
  19199. * specularMap: new THREE.Texture( <Image> ),
  19200. *
  19201. * alphaMap: new THREE.Texture( <Image> ),
  19202. *
  19203. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19204. * combine: THREE.Multiply,
  19205. * reflectivity: <float>,
  19206. * refractionRatio: <float>,
  19207. *
  19208. * wireframe: <boolean>,
  19209. * wireframeLinewidth: <float>,
  19210. *
  19211. * skinning: <bool>,
  19212. * morphTargets: <bool>,
  19213. * morphNormals: <bool>
  19214. * }
  19215. */
  19216. function MeshPhongMaterial( parameters ) {
  19217. Material.call( this );
  19218. this.type = 'MeshPhongMaterial';
  19219. this.color = new Color( 0xffffff ); // diffuse
  19220. this.specular = new Color( 0x111111 );
  19221. this.shininess = 30;
  19222. this.map = null;
  19223. this.lightMap = null;
  19224. this.lightMapIntensity = 1.0;
  19225. this.aoMap = null;
  19226. this.aoMapIntensity = 1.0;
  19227. this.emissive = new Color( 0x000000 );
  19228. this.emissiveIntensity = 1.0;
  19229. this.emissiveMap = null;
  19230. this.bumpMap = null;
  19231. this.bumpScale = 1;
  19232. this.normalMap = null;
  19233. this.normalMapType = TangentSpaceNormalMap;
  19234. this.normalScale = new Vector2( 1, 1 );
  19235. this.displacementMap = null;
  19236. this.displacementScale = 1;
  19237. this.displacementBias = 0;
  19238. this.specularMap = null;
  19239. this.alphaMap = null;
  19240. this.envMap = null;
  19241. this.combine = MultiplyOperation;
  19242. this.reflectivity = 1;
  19243. this.refractionRatio = 0.98;
  19244. this.wireframe = false;
  19245. this.wireframeLinewidth = 1;
  19246. this.wireframeLinecap = 'round';
  19247. this.wireframeLinejoin = 'round';
  19248. this.skinning = false;
  19249. this.morphTargets = false;
  19250. this.morphNormals = false;
  19251. this.setValues( parameters );
  19252. }
  19253. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19254. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19255. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19256. MeshPhongMaterial.prototype.copy = function ( source ) {
  19257. Material.prototype.copy.call( this, source );
  19258. this.color.copy( source.color );
  19259. this.specular.copy( source.specular );
  19260. this.shininess = source.shininess;
  19261. this.map = source.map;
  19262. this.lightMap = source.lightMap;
  19263. this.lightMapIntensity = source.lightMapIntensity;
  19264. this.aoMap = source.aoMap;
  19265. this.aoMapIntensity = source.aoMapIntensity;
  19266. this.emissive.copy( source.emissive );
  19267. this.emissiveMap = source.emissiveMap;
  19268. this.emissiveIntensity = source.emissiveIntensity;
  19269. this.bumpMap = source.bumpMap;
  19270. this.bumpScale = source.bumpScale;
  19271. this.normalMap = source.normalMap;
  19272. this.normalMapType = source.normalMapType;
  19273. this.normalScale.copy( source.normalScale );
  19274. this.displacementMap = source.displacementMap;
  19275. this.displacementScale = source.displacementScale;
  19276. this.displacementBias = source.displacementBias;
  19277. this.specularMap = source.specularMap;
  19278. this.alphaMap = source.alphaMap;
  19279. this.envMap = source.envMap;
  19280. this.combine = source.combine;
  19281. this.reflectivity = source.reflectivity;
  19282. this.refractionRatio = source.refractionRatio;
  19283. this.wireframe = source.wireframe;
  19284. this.wireframeLinewidth = source.wireframeLinewidth;
  19285. this.wireframeLinecap = source.wireframeLinecap;
  19286. this.wireframeLinejoin = source.wireframeLinejoin;
  19287. this.skinning = source.skinning;
  19288. this.morphTargets = source.morphTargets;
  19289. this.morphNormals = source.morphNormals;
  19290. return this;
  19291. };
  19292. /**
  19293. * @author takahirox / http://github.com/takahirox
  19294. *
  19295. * parameters = {
  19296. * gradientMap: new THREE.Texture( <Image> )
  19297. * }
  19298. */
  19299. function MeshToonMaterial( parameters ) {
  19300. MeshPhongMaterial.call( this );
  19301. this.defines = { 'TOON': '' };
  19302. this.type = 'MeshToonMaterial';
  19303. this.gradientMap = null;
  19304. this.setValues( parameters );
  19305. }
  19306. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19307. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19308. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19309. MeshToonMaterial.prototype.copy = function ( source ) {
  19310. MeshPhongMaterial.prototype.copy.call( this, source );
  19311. this.gradientMap = source.gradientMap;
  19312. return this;
  19313. };
  19314. /**
  19315. * @author mrdoob / http://mrdoob.com/
  19316. * @author WestLangley / http://github.com/WestLangley
  19317. *
  19318. * parameters = {
  19319. * opacity: <float>,
  19320. *
  19321. * bumpMap: new THREE.Texture( <Image> ),
  19322. * bumpScale: <float>,
  19323. *
  19324. * normalMap: new THREE.Texture( <Image> ),
  19325. * normalMapType: THREE.TangentSpaceNormalMap,
  19326. * normalScale: <Vector2>,
  19327. *
  19328. * displacementMap: new THREE.Texture( <Image> ),
  19329. * displacementScale: <float>,
  19330. * displacementBias: <float>,
  19331. *
  19332. * wireframe: <boolean>,
  19333. * wireframeLinewidth: <float>
  19334. *
  19335. * skinning: <bool>,
  19336. * morphTargets: <bool>,
  19337. * morphNormals: <bool>
  19338. * }
  19339. */
  19340. function MeshNormalMaterial( parameters ) {
  19341. Material.call( this );
  19342. this.type = 'MeshNormalMaterial';
  19343. this.bumpMap = null;
  19344. this.bumpScale = 1;
  19345. this.normalMap = null;
  19346. this.normalMapType = TangentSpaceNormalMap;
  19347. this.normalScale = new Vector2( 1, 1 );
  19348. this.displacementMap = null;
  19349. this.displacementScale = 1;
  19350. this.displacementBias = 0;
  19351. this.wireframe = false;
  19352. this.wireframeLinewidth = 1;
  19353. this.fog = false;
  19354. this.lights = false;
  19355. this.skinning = false;
  19356. this.morphTargets = false;
  19357. this.morphNormals = false;
  19358. this.setValues( parameters );
  19359. }
  19360. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19361. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19362. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19363. MeshNormalMaterial.prototype.copy = function ( source ) {
  19364. Material.prototype.copy.call( this, source );
  19365. this.bumpMap = source.bumpMap;
  19366. this.bumpScale = source.bumpScale;
  19367. this.normalMap = source.normalMap;
  19368. this.normalMapType = source.normalMapType;
  19369. this.normalScale.copy( source.normalScale );
  19370. this.displacementMap = source.displacementMap;
  19371. this.displacementScale = source.displacementScale;
  19372. this.displacementBias = source.displacementBias;
  19373. this.wireframe = source.wireframe;
  19374. this.wireframeLinewidth = source.wireframeLinewidth;
  19375. this.skinning = source.skinning;
  19376. this.morphTargets = source.morphTargets;
  19377. this.morphNormals = source.morphNormals;
  19378. return this;
  19379. };
  19380. /**
  19381. * @author mrdoob / http://mrdoob.com/
  19382. * @author alteredq / http://alteredqualia.com/
  19383. *
  19384. * parameters = {
  19385. * color: <hex>,
  19386. * opacity: <float>,
  19387. *
  19388. * map: new THREE.Texture( <Image> ),
  19389. *
  19390. * lightMap: new THREE.Texture( <Image> ),
  19391. * lightMapIntensity: <float>
  19392. *
  19393. * aoMap: new THREE.Texture( <Image> ),
  19394. * aoMapIntensity: <float>
  19395. *
  19396. * emissive: <hex>,
  19397. * emissiveIntensity: <float>
  19398. * emissiveMap: new THREE.Texture( <Image> ),
  19399. *
  19400. * specularMap: new THREE.Texture( <Image> ),
  19401. *
  19402. * alphaMap: new THREE.Texture( <Image> ),
  19403. *
  19404. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19405. * combine: THREE.Multiply,
  19406. * reflectivity: <float>,
  19407. * refractionRatio: <float>,
  19408. *
  19409. * wireframe: <boolean>,
  19410. * wireframeLinewidth: <float>,
  19411. *
  19412. * skinning: <bool>,
  19413. * morphTargets: <bool>,
  19414. * morphNormals: <bool>
  19415. * }
  19416. */
  19417. function MeshLambertMaterial( parameters ) {
  19418. Material.call( this );
  19419. this.type = 'MeshLambertMaterial';
  19420. this.color = new Color( 0xffffff ); // diffuse
  19421. this.map = null;
  19422. this.lightMap = null;
  19423. this.lightMapIntensity = 1.0;
  19424. this.aoMap = null;
  19425. this.aoMapIntensity = 1.0;
  19426. this.emissive = new Color( 0x000000 );
  19427. this.emissiveIntensity = 1.0;
  19428. this.emissiveMap = null;
  19429. this.specularMap = null;
  19430. this.alphaMap = null;
  19431. this.envMap = null;
  19432. this.combine = MultiplyOperation;
  19433. this.reflectivity = 1;
  19434. this.refractionRatio = 0.98;
  19435. this.wireframe = false;
  19436. this.wireframeLinewidth = 1;
  19437. this.wireframeLinecap = 'round';
  19438. this.wireframeLinejoin = 'round';
  19439. this.skinning = false;
  19440. this.morphTargets = false;
  19441. this.morphNormals = false;
  19442. this.setValues( parameters );
  19443. }
  19444. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19445. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19446. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19447. MeshLambertMaterial.prototype.copy = function ( source ) {
  19448. Material.prototype.copy.call( this, source );
  19449. this.color.copy( source.color );
  19450. this.map = source.map;
  19451. this.lightMap = source.lightMap;
  19452. this.lightMapIntensity = source.lightMapIntensity;
  19453. this.aoMap = source.aoMap;
  19454. this.aoMapIntensity = source.aoMapIntensity;
  19455. this.emissive.copy( source.emissive );
  19456. this.emissiveMap = source.emissiveMap;
  19457. this.emissiveIntensity = source.emissiveIntensity;
  19458. this.specularMap = source.specularMap;
  19459. this.alphaMap = source.alphaMap;
  19460. this.envMap = source.envMap;
  19461. this.combine = source.combine;
  19462. this.reflectivity = source.reflectivity;
  19463. this.refractionRatio = source.refractionRatio;
  19464. this.wireframe = source.wireframe;
  19465. this.wireframeLinewidth = source.wireframeLinewidth;
  19466. this.wireframeLinecap = source.wireframeLinecap;
  19467. this.wireframeLinejoin = source.wireframeLinejoin;
  19468. this.skinning = source.skinning;
  19469. this.morphTargets = source.morphTargets;
  19470. this.morphNormals = source.morphNormals;
  19471. return this;
  19472. };
  19473. /**
  19474. * @author WestLangley / http://github.com/WestLangley
  19475. *
  19476. * parameters = {
  19477. * color: <hex>,
  19478. * opacity: <float>,
  19479. *
  19480. * matcap: new THREE.Texture( <Image> ),
  19481. *
  19482. * map: new THREE.Texture( <Image> ),
  19483. *
  19484. * bumpMap: new THREE.Texture( <Image> ),
  19485. * bumpScale: <float>,
  19486. *
  19487. * normalMap: new THREE.Texture( <Image> ),
  19488. * normalMapType: THREE.TangentSpaceNormalMap,
  19489. * normalScale: <Vector2>,
  19490. *
  19491. * displacementMap: new THREE.Texture( <Image> ),
  19492. * displacementScale: <float>,
  19493. * displacementBias: <float>,
  19494. *
  19495. * alphaMap: new THREE.Texture( <Image> ),
  19496. *
  19497. * skinning: <bool>,
  19498. * morphTargets: <bool>,
  19499. * morphNormals: <bool>
  19500. * }
  19501. */
  19502. function MeshMatcapMaterial( parameters ) {
  19503. Material.call( this );
  19504. this.defines = { 'MATCAP': '' };
  19505. this.type = 'MeshMatcapMaterial';
  19506. this.color = new Color( 0xffffff ); // diffuse
  19507. this.matcap = null;
  19508. this.map = null;
  19509. this.bumpMap = null;
  19510. this.bumpScale = 1;
  19511. this.normalMap = null;
  19512. this.normalMapType = TangentSpaceNormalMap;
  19513. this.normalScale = new Vector2( 1, 1 );
  19514. this.displacementMap = null;
  19515. this.displacementScale = 1;
  19516. this.displacementBias = 0;
  19517. this.alphaMap = null;
  19518. this.skinning = false;
  19519. this.morphTargets = false;
  19520. this.morphNormals = false;
  19521. this.lights = false;
  19522. this.setValues( parameters );
  19523. }
  19524. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19525. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19526. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19527. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19528. Material.prototype.copy.call( this, source );
  19529. this.defines = { 'MATCAP': '' };
  19530. this.color.copy( source.color );
  19531. this.matcap = source.matcap;
  19532. this.map = source.map;
  19533. this.bumpMap = source.bumpMap;
  19534. this.bumpScale = source.bumpScale;
  19535. this.normalMap = source.normalMap;
  19536. this.normalMapType = source.normalMapType;
  19537. this.normalScale.copy( source.normalScale );
  19538. this.displacementMap = source.displacementMap;
  19539. this.displacementScale = source.displacementScale;
  19540. this.displacementBias = source.displacementBias;
  19541. this.alphaMap = source.alphaMap;
  19542. this.skinning = source.skinning;
  19543. this.morphTargets = source.morphTargets;
  19544. this.morphNormals = source.morphNormals;
  19545. return this;
  19546. };
  19547. /**
  19548. * @author alteredq / http://alteredqualia.com/
  19549. *
  19550. * parameters = {
  19551. * color: <hex>,
  19552. * opacity: <float>,
  19553. *
  19554. * linewidth: <float>,
  19555. *
  19556. * scale: <float>,
  19557. * dashSize: <float>,
  19558. * gapSize: <float>
  19559. * }
  19560. */
  19561. function LineDashedMaterial( parameters ) {
  19562. LineBasicMaterial.call( this );
  19563. this.type = 'LineDashedMaterial';
  19564. this.scale = 1;
  19565. this.dashSize = 3;
  19566. this.gapSize = 1;
  19567. this.setValues( parameters );
  19568. }
  19569. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19570. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19571. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19572. LineDashedMaterial.prototype.copy = function ( source ) {
  19573. LineBasicMaterial.prototype.copy.call( this, source );
  19574. this.scale = source.scale;
  19575. this.dashSize = source.dashSize;
  19576. this.gapSize = source.gapSize;
  19577. return this;
  19578. };
  19579. var Materials = /*#__PURE__*/Object.freeze({
  19580. ShadowMaterial: ShadowMaterial,
  19581. SpriteMaterial: SpriteMaterial,
  19582. RawShaderMaterial: RawShaderMaterial,
  19583. ShaderMaterial: ShaderMaterial,
  19584. PointsMaterial: PointsMaterial,
  19585. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19586. MeshStandardMaterial: MeshStandardMaterial,
  19587. MeshPhongMaterial: MeshPhongMaterial,
  19588. MeshToonMaterial: MeshToonMaterial,
  19589. MeshNormalMaterial: MeshNormalMaterial,
  19590. MeshLambertMaterial: MeshLambertMaterial,
  19591. MeshDepthMaterial: MeshDepthMaterial,
  19592. MeshDistanceMaterial: MeshDistanceMaterial,
  19593. MeshBasicMaterial: MeshBasicMaterial,
  19594. MeshMatcapMaterial: MeshMatcapMaterial,
  19595. LineDashedMaterial: LineDashedMaterial,
  19596. LineBasicMaterial: LineBasicMaterial,
  19597. Material: Material
  19598. });
  19599. /**
  19600. * @author tschw
  19601. * @author Ben Houston / http://clara.io/
  19602. * @author David Sarno / http://lighthaus.us/
  19603. */
  19604. var AnimationUtils = {
  19605. // same as Array.prototype.slice, but also works on typed arrays
  19606. arraySlice: function ( array, from, to ) {
  19607. if ( AnimationUtils.isTypedArray( array ) ) {
  19608. // in ios9 array.subarray(from, undefined) will return empty array
  19609. // but array.subarray(from) or array.subarray(from, len) is correct
  19610. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19611. }
  19612. return array.slice( from, to );
  19613. },
  19614. // converts an array to a specific type
  19615. convertArray: function ( array, type, forceClone ) {
  19616. if ( ! array || // let 'undefined' and 'null' pass
  19617. ! forceClone && array.constructor === type ) return array;
  19618. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19619. return new type( array ); // create typed array
  19620. }
  19621. return Array.prototype.slice.call( array ); // create Array
  19622. },
  19623. isTypedArray: function ( object ) {
  19624. return ArrayBuffer.isView( object ) &&
  19625. ! ( object instanceof DataView );
  19626. },
  19627. // returns an array by which times and values can be sorted
  19628. getKeyframeOrder: function ( times ) {
  19629. function compareTime( i, j ) {
  19630. return times[ i ] - times[ j ];
  19631. }
  19632. var n = times.length;
  19633. var result = new Array( n );
  19634. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19635. result.sort( compareTime );
  19636. return result;
  19637. },
  19638. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19639. sortedArray: function ( values, stride, order ) {
  19640. var nValues = values.length;
  19641. var result = new values.constructor( nValues );
  19642. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19643. var srcOffset = order[ i ] * stride;
  19644. for ( var j = 0; j !== stride; ++ j ) {
  19645. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19646. }
  19647. }
  19648. return result;
  19649. },
  19650. // function for parsing AOS keyframe formats
  19651. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19652. var i = 1, key = jsonKeys[ 0 ];
  19653. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19654. key = jsonKeys[ i ++ ];
  19655. }
  19656. if ( key === undefined ) return; // no data
  19657. var value = key[ valuePropertyName ];
  19658. if ( value === undefined ) return; // no data
  19659. if ( Array.isArray( value ) ) {
  19660. do {
  19661. value = key[ valuePropertyName ];
  19662. if ( value !== undefined ) {
  19663. times.push( key.time );
  19664. values.push.apply( values, value ); // push all elements
  19665. }
  19666. key = jsonKeys[ i ++ ];
  19667. } while ( key !== undefined );
  19668. } else if ( value.toArray !== undefined ) {
  19669. // ...assume THREE.Math-ish
  19670. do {
  19671. value = key[ valuePropertyName ];
  19672. if ( value !== undefined ) {
  19673. times.push( key.time );
  19674. value.toArray( values, values.length );
  19675. }
  19676. key = jsonKeys[ i ++ ];
  19677. } while ( key !== undefined );
  19678. } else {
  19679. // otherwise push as-is
  19680. do {
  19681. value = key[ valuePropertyName ];
  19682. if ( value !== undefined ) {
  19683. times.push( key.time );
  19684. values.push( value );
  19685. }
  19686. key = jsonKeys[ i ++ ];
  19687. } while ( key !== undefined );
  19688. }
  19689. }
  19690. };
  19691. /**
  19692. * Abstract base class of interpolants over parametric samples.
  19693. *
  19694. * The parameter domain is one dimensional, typically the time or a path
  19695. * along a curve defined by the data.
  19696. *
  19697. * The sample values can have any dimensionality and derived classes may
  19698. * apply special interpretations to the data.
  19699. *
  19700. * This class provides the interval seek in a Template Method, deferring
  19701. * the actual interpolation to derived classes.
  19702. *
  19703. * Time complexity is O(1) for linear access crossing at most two points
  19704. * and O(log N) for random access, where N is the number of positions.
  19705. *
  19706. * References:
  19707. *
  19708. * http://www.oodesign.com/template-method-pattern.html
  19709. *
  19710. * @author tschw
  19711. */
  19712. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19713. this.parameterPositions = parameterPositions;
  19714. this._cachedIndex = 0;
  19715. this.resultBuffer = resultBuffer !== undefined ?
  19716. resultBuffer : new sampleValues.constructor( sampleSize );
  19717. this.sampleValues = sampleValues;
  19718. this.valueSize = sampleSize;
  19719. }
  19720. Object.assign( Interpolant.prototype, {
  19721. evaluate: function ( t ) {
  19722. var pp = this.parameterPositions,
  19723. i1 = this._cachedIndex,
  19724. t1 = pp[ i1 ],
  19725. t0 = pp[ i1 - 1 ];
  19726. validate_interval: {
  19727. seek: {
  19728. var right;
  19729. linear_scan: {
  19730. //- See http://jsperf.com/comparison-to-undefined/3
  19731. //- slower code:
  19732. //-
  19733. //- if ( t >= t1 || t1 === undefined ) {
  19734. forward_scan: if ( ! ( t < t1 ) ) {
  19735. for ( var giveUpAt = i1 + 2; ; ) {
  19736. if ( t1 === undefined ) {
  19737. if ( t < t0 ) break forward_scan;
  19738. // after end
  19739. i1 = pp.length;
  19740. this._cachedIndex = i1;
  19741. return this.afterEnd_( i1 - 1, t, t0 );
  19742. }
  19743. if ( i1 === giveUpAt ) break; // this loop
  19744. t0 = t1;
  19745. t1 = pp[ ++ i1 ];
  19746. if ( t < t1 ) {
  19747. // we have arrived at the sought interval
  19748. break seek;
  19749. }
  19750. }
  19751. // prepare binary search on the right side of the index
  19752. right = pp.length;
  19753. break linear_scan;
  19754. }
  19755. //- slower code:
  19756. //- if ( t < t0 || t0 === undefined ) {
  19757. if ( ! ( t >= t0 ) ) {
  19758. // looping?
  19759. var t1global = pp[ 1 ];
  19760. if ( t < t1global ) {
  19761. i1 = 2; // + 1, using the scan for the details
  19762. t0 = t1global;
  19763. }
  19764. // linear reverse scan
  19765. for ( var giveUpAt = i1 - 2; ; ) {
  19766. if ( t0 === undefined ) {
  19767. // before start
  19768. this._cachedIndex = 0;
  19769. return this.beforeStart_( 0, t, t1 );
  19770. }
  19771. if ( i1 === giveUpAt ) break; // this loop
  19772. t1 = t0;
  19773. t0 = pp[ -- i1 - 1 ];
  19774. if ( t >= t0 ) {
  19775. // we have arrived at the sought interval
  19776. break seek;
  19777. }
  19778. }
  19779. // prepare binary search on the left side of the index
  19780. right = i1;
  19781. i1 = 0;
  19782. break linear_scan;
  19783. }
  19784. // the interval is valid
  19785. break validate_interval;
  19786. } // linear scan
  19787. // binary search
  19788. while ( i1 < right ) {
  19789. var mid = ( i1 + right ) >>> 1;
  19790. if ( t < pp[ mid ] ) {
  19791. right = mid;
  19792. } else {
  19793. i1 = mid + 1;
  19794. }
  19795. }
  19796. t1 = pp[ i1 ];
  19797. t0 = pp[ i1 - 1 ];
  19798. // check boundary cases, again
  19799. if ( t0 === undefined ) {
  19800. this._cachedIndex = 0;
  19801. return this.beforeStart_( 0, t, t1 );
  19802. }
  19803. if ( t1 === undefined ) {
  19804. i1 = pp.length;
  19805. this._cachedIndex = i1;
  19806. return this.afterEnd_( i1 - 1, t0, t );
  19807. }
  19808. } // seek
  19809. this._cachedIndex = i1;
  19810. this.intervalChanged_( i1, t0, t1 );
  19811. } // validate_interval
  19812. return this.interpolate_( i1, t0, t, t1 );
  19813. },
  19814. settings: null, // optional, subclass-specific settings structure
  19815. // Note: The indirection allows central control of many interpolants.
  19816. // --- Protected interface
  19817. DefaultSettings_: {},
  19818. getSettings_: function () {
  19819. return this.settings || this.DefaultSettings_;
  19820. },
  19821. copySampleValue_: function ( index ) {
  19822. // copies a sample value to the result buffer
  19823. var result = this.resultBuffer,
  19824. values = this.sampleValues,
  19825. stride = this.valueSize,
  19826. offset = index * stride;
  19827. for ( var i = 0; i !== stride; ++ i ) {
  19828. result[ i ] = values[ offset + i ];
  19829. }
  19830. return result;
  19831. },
  19832. // Template methods for derived classes:
  19833. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19834. throw new Error( 'call to abstract method' );
  19835. // implementations shall return this.resultBuffer
  19836. },
  19837. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19838. // empty
  19839. }
  19840. } );
  19841. //!\ DECLARE ALIAS AFTER assign prototype !
  19842. Object.assign( Interpolant.prototype, {
  19843. //( 0, t, t0 ), returns this.resultBuffer
  19844. beforeStart_: Interpolant.prototype.copySampleValue_,
  19845. //( N-1, tN-1, t ), returns this.resultBuffer
  19846. afterEnd_: Interpolant.prototype.copySampleValue_,
  19847. } );
  19848. /**
  19849. * Fast and simple cubic spline interpolant.
  19850. *
  19851. * It was derived from a Hermitian construction setting the first derivative
  19852. * at each sample position to the linear slope between neighboring positions
  19853. * over their parameter interval.
  19854. *
  19855. * @author tschw
  19856. */
  19857. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19858. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19859. this._weightPrev = - 0;
  19860. this._offsetPrev = - 0;
  19861. this._weightNext = - 0;
  19862. this._offsetNext = - 0;
  19863. }
  19864. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19865. constructor: CubicInterpolant,
  19866. DefaultSettings_: {
  19867. endingStart: ZeroCurvatureEnding,
  19868. endingEnd: ZeroCurvatureEnding
  19869. },
  19870. intervalChanged_: function ( i1, t0, t1 ) {
  19871. var pp = this.parameterPositions,
  19872. iPrev = i1 - 2,
  19873. iNext = i1 + 1,
  19874. tPrev = pp[ iPrev ],
  19875. tNext = pp[ iNext ];
  19876. if ( tPrev === undefined ) {
  19877. switch ( this.getSettings_().endingStart ) {
  19878. case ZeroSlopeEnding:
  19879. // f'(t0) = 0
  19880. iPrev = i1;
  19881. tPrev = 2 * t0 - t1;
  19882. break;
  19883. case WrapAroundEnding:
  19884. // use the other end of the curve
  19885. iPrev = pp.length - 2;
  19886. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19887. break;
  19888. default: // ZeroCurvatureEnding
  19889. // f''(t0) = 0 a.k.a. Natural Spline
  19890. iPrev = i1;
  19891. tPrev = t1;
  19892. }
  19893. }
  19894. if ( tNext === undefined ) {
  19895. switch ( this.getSettings_().endingEnd ) {
  19896. case ZeroSlopeEnding:
  19897. // f'(tN) = 0
  19898. iNext = i1;
  19899. tNext = 2 * t1 - t0;
  19900. break;
  19901. case WrapAroundEnding:
  19902. // use the other end of the curve
  19903. iNext = 1;
  19904. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19905. break;
  19906. default: // ZeroCurvatureEnding
  19907. // f''(tN) = 0, a.k.a. Natural Spline
  19908. iNext = i1 - 1;
  19909. tNext = t0;
  19910. }
  19911. }
  19912. var halfDt = ( t1 - t0 ) * 0.5,
  19913. stride = this.valueSize;
  19914. this._weightPrev = halfDt / ( t0 - tPrev );
  19915. this._weightNext = halfDt / ( tNext - t1 );
  19916. this._offsetPrev = iPrev * stride;
  19917. this._offsetNext = iNext * stride;
  19918. },
  19919. interpolate_: function ( i1, t0, t, t1 ) {
  19920. var result = this.resultBuffer,
  19921. values = this.sampleValues,
  19922. stride = this.valueSize,
  19923. o1 = i1 * stride, o0 = o1 - stride,
  19924. oP = this._offsetPrev, oN = this._offsetNext,
  19925. wP = this._weightPrev, wN = this._weightNext,
  19926. p = ( t - t0 ) / ( t1 - t0 ),
  19927. pp = p * p,
  19928. ppp = pp * p;
  19929. // evaluate polynomials
  19930. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  19931. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  19932. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  19933. var sN = wN * ppp - wN * pp;
  19934. // combine data linearly
  19935. for ( var i = 0; i !== stride; ++ i ) {
  19936. result[ i ] =
  19937. sP * values[ oP + i ] +
  19938. s0 * values[ o0 + i ] +
  19939. s1 * values[ o1 + i ] +
  19940. sN * values[ oN + i ];
  19941. }
  19942. return result;
  19943. }
  19944. } );
  19945. /**
  19946. * @author tschw
  19947. */
  19948. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19949. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19950. }
  19951. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19952. constructor: LinearInterpolant,
  19953. interpolate_: function ( i1, t0, t, t1 ) {
  19954. var result = this.resultBuffer,
  19955. values = this.sampleValues,
  19956. stride = this.valueSize,
  19957. offset1 = i1 * stride,
  19958. offset0 = offset1 - stride,
  19959. weight1 = ( t - t0 ) / ( t1 - t0 ),
  19960. weight0 = 1 - weight1;
  19961. for ( var i = 0; i !== stride; ++ i ) {
  19962. result[ i ] =
  19963. values[ offset0 + i ] * weight0 +
  19964. values[ offset1 + i ] * weight1;
  19965. }
  19966. return result;
  19967. }
  19968. } );
  19969. /**
  19970. *
  19971. * Interpolant that evaluates to the sample value at the position preceeding
  19972. * the parameter.
  19973. *
  19974. * @author tschw
  19975. */
  19976. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19977. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19978. }
  19979. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19980. constructor: DiscreteInterpolant,
  19981. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  19982. return this.copySampleValue_( i1 - 1 );
  19983. }
  19984. } );
  19985. /**
  19986. *
  19987. * A timed sequence of keyframes for a specific property.
  19988. *
  19989. *
  19990. * @author Ben Houston / http://clara.io/
  19991. * @author David Sarno / http://lighthaus.us/
  19992. * @author tschw
  19993. */
  19994. function KeyframeTrack( name, times, values, interpolation ) {
  19995. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  19996. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  19997. this.name = name;
  19998. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  19999. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20000. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20001. }
  20002. // Static methods
  20003. Object.assign( KeyframeTrack, {
  20004. // Serialization (in static context, because of constructor invocation
  20005. // and automatic invocation of .toJSON):
  20006. toJSON: function ( track ) {
  20007. var trackType = track.constructor;
  20008. var json;
  20009. // derived classes can define a static toJSON method
  20010. if ( trackType.toJSON !== undefined ) {
  20011. json = trackType.toJSON( track );
  20012. } else {
  20013. // by default, we assume the data can be serialized as-is
  20014. json = {
  20015. 'name': track.name,
  20016. 'times': AnimationUtils.convertArray( track.times, Array ),
  20017. 'values': AnimationUtils.convertArray( track.values, Array )
  20018. };
  20019. var interpolation = track.getInterpolation();
  20020. if ( interpolation !== track.DefaultInterpolation ) {
  20021. json.interpolation = interpolation;
  20022. }
  20023. }
  20024. json.type = track.ValueTypeName; // mandatory
  20025. return json;
  20026. }
  20027. } );
  20028. Object.assign( KeyframeTrack.prototype, {
  20029. constructor: KeyframeTrack,
  20030. TimeBufferType: Float32Array,
  20031. ValueBufferType: Float32Array,
  20032. DefaultInterpolation: InterpolateLinear,
  20033. InterpolantFactoryMethodDiscrete: function ( result ) {
  20034. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20035. },
  20036. InterpolantFactoryMethodLinear: function ( result ) {
  20037. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20038. },
  20039. InterpolantFactoryMethodSmooth: function ( result ) {
  20040. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20041. },
  20042. setInterpolation: function ( interpolation ) {
  20043. var factoryMethod;
  20044. switch ( interpolation ) {
  20045. case InterpolateDiscrete:
  20046. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20047. break;
  20048. case InterpolateLinear:
  20049. factoryMethod = this.InterpolantFactoryMethodLinear;
  20050. break;
  20051. case InterpolateSmooth:
  20052. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20053. break;
  20054. }
  20055. if ( factoryMethod === undefined ) {
  20056. var message = "unsupported interpolation for " +
  20057. this.ValueTypeName + " keyframe track named " + this.name;
  20058. if ( this.createInterpolant === undefined ) {
  20059. // fall back to default, unless the default itself is messed up
  20060. if ( interpolation !== this.DefaultInterpolation ) {
  20061. this.setInterpolation( this.DefaultInterpolation );
  20062. } else {
  20063. throw new Error( message ); // fatal, in this case
  20064. }
  20065. }
  20066. console.warn( 'THREE.KeyframeTrack:', message );
  20067. return this;
  20068. }
  20069. this.createInterpolant = factoryMethod;
  20070. return this;
  20071. },
  20072. getInterpolation: function () {
  20073. switch ( this.createInterpolant ) {
  20074. case this.InterpolantFactoryMethodDiscrete:
  20075. return InterpolateDiscrete;
  20076. case this.InterpolantFactoryMethodLinear:
  20077. return InterpolateLinear;
  20078. case this.InterpolantFactoryMethodSmooth:
  20079. return InterpolateSmooth;
  20080. }
  20081. },
  20082. getValueSize: function () {
  20083. return this.values.length / this.times.length;
  20084. },
  20085. // move all keyframes either forwards or backwards in time
  20086. shift: function ( timeOffset ) {
  20087. if ( timeOffset !== 0.0 ) {
  20088. var times = this.times;
  20089. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20090. times[ i ] += timeOffset;
  20091. }
  20092. }
  20093. return this;
  20094. },
  20095. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20096. scale: function ( timeScale ) {
  20097. if ( timeScale !== 1.0 ) {
  20098. var times = this.times;
  20099. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20100. times[ i ] *= timeScale;
  20101. }
  20102. }
  20103. return this;
  20104. },
  20105. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20106. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20107. trim: function ( startTime, endTime ) {
  20108. var times = this.times,
  20109. nKeys = times.length,
  20110. from = 0,
  20111. to = nKeys - 1;
  20112. while ( from !== nKeys && times[ from ] < startTime ) {
  20113. ++ from;
  20114. }
  20115. while ( to !== - 1 && times[ to ] > endTime ) {
  20116. -- to;
  20117. }
  20118. ++ to; // inclusive -> exclusive bound
  20119. if ( from !== 0 || to !== nKeys ) {
  20120. // empty tracks are forbidden, so keep at least one keyframe
  20121. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  20122. var stride = this.getValueSize();
  20123. this.times = AnimationUtils.arraySlice( times, from, to );
  20124. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20125. }
  20126. return this;
  20127. },
  20128. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20129. validate: function () {
  20130. var valid = true;
  20131. var valueSize = this.getValueSize();
  20132. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20133. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20134. valid = false;
  20135. }
  20136. var times = this.times,
  20137. values = this.values,
  20138. nKeys = times.length;
  20139. if ( nKeys === 0 ) {
  20140. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20141. valid = false;
  20142. }
  20143. var prevTime = null;
  20144. for ( var i = 0; i !== nKeys; i ++ ) {
  20145. var currTime = times[ i ];
  20146. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20147. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20148. valid = false;
  20149. break;
  20150. }
  20151. if ( prevTime !== null && prevTime > currTime ) {
  20152. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20153. valid = false;
  20154. break;
  20155. }
  20156. prevTime = currTime;
  20157. }
  20158. if ( values !== undefined ) {
  20159. if ( AnimationUtils.isTypedArray( values ) ) {
  20160. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20161. var value = values[ i ];
  20162. if ( isNaN( value ) ) {
  20163. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20164. valid = false;
  20165. break;
  20166. }
  20167. }
  20168. }
  20169. }
  20170. return valid;
  20171. },
  20172. // removes equivalent sequential keys as common in morph target sequences
  20173. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20174. optimize: function () {
  20175. var times = this.times,
  20176. values = this.values,
  20177. stride = this.getValueSize(),
  20178. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20179. writeIndex = 1,
  20180. lastIndex = times.length - 1;
  20181. for ( var i = 1; i < lastIndex; ++ i ) {
  20182. var keep = false;
  20183. var time = times[ i ];
  20184. var timeNext = times[ i + 1 ];
  20185. // remove adjacent keyframes scheduled at the same time
  20186. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20187. if ( ! smoothInterpolation ) {
  20188. // remove unnecessary keyframes same as their neighbors
  20189. var offset = i * stride,
  20190. offsetP = offset - stride,
  20191. offsetN = offset + stride;
  20192. for ( var j = 0; j !== stride; ++ j ) {
  20193. var value = values[ offset + j ];
  20194. if ( value !== values[ offsetP + j ] ||
  20195. value !== values[ offsetN + j ] ) {
  20196. keep = true;
  20197. break;
  20198. }
  20199. }
  20200. } else {
  20201. keep = true;
  20202. }
  20203. }
  20204. // in-place compaction
  20205. if ( keep ) {
  20206. if ( i !== writeIndex ) {
  20207. times[ writeIndex ] = times[ i ];
  20208. var readOffset = i * stride,
  20209. writeOffset = writeIndex * stride;
  20210. for ( var j = 0; j !== stride; ++ j ) {
  20211. values[ writeOffset + j ] = values[ readOffset + j ];
  20212. }
  20213. }
  20214. ++ writeIndex;
  20215. }
  20216. }
  20217. // flush last keyframe (compaction looks ahead)
  20218. if ( lastIndex > 0 ) {
  20219. times[ writeIndex ] = times[ lastIndex ];
  20220. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20221. values[ writeOffset + j ] = values[ readOffset + j ];
  20222. }
  20223. ++ writeIndex;
  20224. }
  20225. if ( writeIndex !== times.length ) {
  20226. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20227. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20228. }
  20229. return this;
  20230. },
  20231. clone: function () {
  20232. var times = AnimationUtils.arraySlice( this.times, 0 );
  20233. var values = AnimationUtils.arraySlice( this.values, 0 );
  20234. var TypedKeyframeTrack = this.constructor;
  20235. var track = new TypedKeyframeTrack( this.name, times, values );
  20236. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20237. track.createInterpolant = this.createInterpolant;
  20238. return track;
  20239. }
  20240. } );
  20241. /**
  20242. *
  20243. * A Track of Boolean keyframe values.
  20244. *
  20245. *
  20246. * @author Ben Houston / http://clara.io/
  20247. * @author David Sarno / http://lighthaus.us/
  20248. * @author tschw
  20249. */
  20250. function BooleanKeyframeTrack( name, times, values ) {
  20251. KeyframeTrack.call( this, name, times, values );
  20252. }
  20253. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20254. constructor: BooleanKeyframeTrack,
  20255. ValueTypeName: 'bool',
  20256. ValueBufferType: Array,
  20257. DefaultInterpolation: InterpolateDiscrete,
  20258. InterpolantFactoryMethodLinear: undefined,
  20259. InterpolantFactoryMethodSmooth: undefined
  20260. // Note: Actually this track could have a optimized / compressed
  20261. // representation of a single value and a custom interpolant that
  20262. // computes "firstValue ^ isOdd( index )".
  20263. } );
  20264. /**
  20265. *
  20266. * A Track of keyframe values that represent color.
  20267. *
  20268. *
  20269. * @author Ben Houston / http://clara.io/
  20270. * @author David Sarno / http://lighthaus.us/
  20271. * @author tschw
  20272. */
  20273. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20274. KeyframeTrack.call( this, name, times, values, interpolation );
  20275. }
  20276. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20277. constructor: ColorKeyframeTrack,
  20278. ValueTypeName: 'color'
  20279. // ValueBufferType is inherited
  20280. // DefaultInterpolation is inherited
  20281. // Note: Very basic implementation and nothing special yet.
  20282. // However, this is the place for color space parameterization.
  20283. } );
  20284. /**
  20285. *
  20286. * A Track of numeric keyframe values.
  20287. *
  20288. * @author Ben Houston / http://clara.io/
  20289. * @author David Sarno / http://lighthaus.us/
  20290. * @author tschw
  20291. */
  20292. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20293. KeyframeTrack.call( this, name, times, values, interpolation );
  20294. }
  20295. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20296. constructor: NumberKeyframeTrack,
  20297. ValueTypeName: 'number'
  20298. // ValueBufferType is inherited
  20299. // DefaultInterpolation is inherited
  20300. } );
  20301. /**
  20302. * Spherical linear unit quaternion interpolant.
  20303. *
  20304. * @author tschw
  20305. */
  20306. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20307. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20308. }
  20309. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20310. constructor: QuaternionLinearInterpolant,
  20311. interpolate_: function ( i1, t0, t, t1 ) {
  20312. var result = this.resultBuffer,
  20313. values = this.sampleValues,
  20314. stride = this.valueSize,
  20315. offset = i1 * stride,
  20316. alpha = ( t - t0 ) / ( t1 - t0 );
  20317. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20318. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20319. }
  20320. return result;
  20321. }
  20322. } );
  20323. /**
  20324. *
  20325. * A Track of quaternion keyframe values.
  20326. *
  20327. * @author Ben Houston / http://clara.io/
  20328. * @author David Sarno / http://lighthaus.us/
  20329. * @author tschw
  20330. */
  20331. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20332. KeyframeTrack.call( this, name, times, values, interpolation );
  20333. }
  20334. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20335. constructor: QuaternionKeyframeTrack,
  20336. ValueTypeName: 'quaternion',
  20337. // ValueBufferType is inherited
  20338. DefaultInterpolation: InterpolateLinear,
  20339. InterpolantFactoryMethodLinear: function ( result ) {
  20340. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20341. },
  20342. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20343. } );
  20344. /**
  20345. *
  20346. * A Track that interpolates Strings
  20347. *
  20348. *
  20349. * @author Ben Houston / http://clara.io/
  20350. * @author David Sarno / http://lighthaus.us/
  20351. * @author tschw
  20352. */
  20353. function StringKeyframeTrack( name, times, values, interpolation ) {
  20354. KeyframeTrack.call( this, name, times, values, interpolation );
  20355. }
  20356. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20357. constructor: StringKeyframeTrack,
  20358. ValueTypeName: 'string',
  20359. ValueBufferType: Array,
  20360. DefaultInterpolation: InterpolateDiscrete,
  20361. InterpolantFactoryMethodLinear: undefined,
  20362. InterpolantFactoryMethodSmooth: undefined
  20363. } );
  20364. /**
  20365. *
  20366. * A Track of vectored keyframe values.
  20367. *
  20368. *
  20369. * @author Ben Houston / http://clara.io/
  20370. * @author David Sarno / http://lighthaus.us/
  20371. * @author tschw
  20372. */
  20373. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20374. KeyframeTrack.call( this, name, times, values, interpolation );
  20375. }
  20376. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20377. constructor: VectorKeyframeTrack,
  20378. ValueTypeName: 'vector'
  20379. // ValueBufferType is inherited
  20380. // DefaultInterpolation is inherited
  20381. } );
  20382. /**
  20383. *
  20384. * Reusable set of Tracks that represent an animation.
  20385. *
  20386. * @author Ben Houston / http://clara.io/
  20387. * @author David Sarno / http://lighthaus.us/
  20388. */
  20389. function AnimationClip( name, duration, tracks ) {
  20390. this.name = name;
  20391. this.tracks = tracks;
  20392. this.duration = ( duration !== undefined ) ? duration : - 1;
  20393. this.uuid = _Math.generateUUID();
  20394. // this means it should figure out its duration by scanning the tracks
  20395. if ( this.duration < 0 ) {
  20396. this.resetDuration();
  20397. }
  20398. }
  20399. function getTrackTypeForValueTypeName( typeName ) {
  20400. switch ( typeName.toLowerCase() ) {
  20401. case 'scalar':
  20402. case 'double':
  20403. case 'float':
  20404. case 'number':
  20405. case 'integer':
  20406. return NumberKeyframeTrack;
  20407. case 'vector':
  20408. case 'vector2':
  20409. case 'vector3':
  20410. case 'vector4':
  20411. return VectorKeyframeTrack;
  20412. case 'color':
  20413. return ColorKeyframeTrack;
  20414. case 'quaternion':
  20415. return QuaternionKeyframeTrack;
  20416. case 'bool':
  20417. case 'boolean':
  20418. return BooleanKeyframeTrack;
  20419. case 'string':
  20420. return StringKeyframeTrack;
  20421. }
  20422. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20423. }
  20424. function parseKeyframeTrack( json ) {
  20425. if ( json.type === undefined ) {
  20426. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20427. }
  20428. var trackType = getTrackTypeForValueTypeName( json.type );
  20429. if ( json.times === undefined ) {
  20430. var times = [], values = [];
  20431. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20432. json.times = times;
  20433. json.values = values;
  20434. }
  20435. // derived classes can define a static parse method
  20436. if ( trackType.parse !== undefined ) {
  20437. return trackType.parse( json );
  20438. } else {
  20439. // by default, we assume a constructor compatible with the base
  20440. return new trackType( json.name, json.times, json.values, json.interpolation );
  20441. }
  20442. }
  20443. Object.assign( AnimationClip, {
  20444. parse: function ( json ) {
  20445. var tracks = [],
  20446. jsonTracks = json.tracks,
  20447. frameTime = 1.0 / ( json.fps || 1.0 );
  20448. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20449. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20450. }
  20451. return new AnimationClip( json.name, json.duration, tracks );
  20452. },
  20453. toJSON: function ( clip ) {
  20454. var tracks = [],
  20455. clipTracks = clip.tracks;
  20456. var json = {
  20457. 'name': clip.name,
  20458. 'duration': clip.duration,
  20459. 'tracks': tracks,
  20460. 'uuid': clip.uuid
  20461. };
  20462. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20463. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20464. }
  20465. return json;
  20466. },
  20467. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20468. var numMorphTargets = morphTargetSequence.length;
  20469. var tracks = [];
  20470. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20471. var times = [];
  20472. var values = [];
  20473. times.push(
  20474. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20475. i,
  20476. ( i + 1 ) % numMorphTargets );
  20477. values.push( 0, 1, 0 );
  20478. var order = AnimationUtils.getKeyframeOrder( times );
  20479. times = AnimationUtils.sortedArray( times, 1, order );
  20480. values = AnimationUtils.sortedArray( values, 1, order );
  20481. // if there is a key at the first frame, duplicate it as the
  20482. // last frame as well for perfect loop.
  20483. if ( ! noLoop && times[ 0 ] === 0 ) {
  20484. times.push( numMorphTargets );
  20485. values.push( values[ 0 ] );
  20486. }
  20487. tracks.push(
  20488. new NumberKeyframeTrack(
  20489. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20490. times, values
  20491. ).scale( 1.0 / fps ) );
  20492. }
  20493. return new AnimationClip( name, - 1, tracks );
  20494. },
  20495. findByName: function ( objectOrClipArray, name ) {
  20496. var clipArray = objectOrClipArray;
  20497. if ( ! Array.isArray( objectOrClipArray ) ) {
  20498. var o = objectOrClipArray;
  20499. clipArray = o.geometry && o.geometry.animations || o.animations;
  20500. }
  20501. for ( var i = 0; i < clipArray.length; i ++ ) {
  20502. if ( clipArray[ i ].name === name ) {
  20503. return clipArray[ i ];
  20504. }
  20505. }
  20506. return null;
  20507. },
  20508. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20509. var animationToMorphTargets = {};
  20510. // tested with https://regex101.com/ on trick sequences
  20511. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20512. var pattern = /^([\w-]*?)([\d]+)$/;
  20513. // sort morph target names into animation groups based
  20514. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20515. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20516. var morphTarget = morphTargets[ i ];
  20517. var parts = morphTarget.name.match( pattern );
  20518. if ( parts && parts.length > 1 ) {
  20519. var name = parts[ 1 ];
  20520. var animationMorphTargets = animationToMorphTargets[ name ];
  20521. if ( ! animationMorphTargets ) {
  20522. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20523. }
  20524. animationMorphTargets.push( morphTarget );
  20525. }
  20526. }
  20527. var clips = [];
  20528. for ( var name in animationToMorphTargets ) {
  20529. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20530. }
  20531. return clips;
  20532. },
  20533. // parse the animation.hierarchy format
  20534. parseAnimation: function ( animation, bones ) {
  20535. if ( ! animation ) {
  20536. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20537. return null;
  20538. }
  20539. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20540. // only return track if there are actually keys.
  20541. if ( animationKeys.length !== 0 ) {
  20542. var times = [];
  20543. var values = [];
  20544. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20545. // empty keys are filtered out, so check again
  20546. if ( times.length !== 0 ) {
  20547. destTracks.push( new trackType( trackName, times, values ) );
  20548. }
  20549. }
  20550. };
  20551. var tracks = [];
  20552. var clipName = animation.name || 'default';
  20553. // automatic length determination in AnimationClip.
  20554. var duration = animation.length || - 1;
  20555. var fps = animation.fps || 30;
  20556. var hierarchyTracks = animation.hierarchy || [];
  20557. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20558. var animationKeys = hierarchyTracks[ h ].keys;
  20559. // skip empty tracks
  20560. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20561. // process morph targets
  20562. if ( animationKeys[ 0 ].morphTargets ) {
  20563. // figure out all morph targets used in this track
  20564. var morphTargetNames = {};
  20565. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20566. if ( animationKeys[ k ].morphTargets ) {
  20567. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20568. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20569. }
  20570. }
  20571. }
  20572. // create a track for each morph target with all zero
  20573. // morphTargetInfluences except for the keys in which
  20574. // the morphTarget is named.
  20575. for ( var morphTargetName in morphTargetNames ) {
  20576. var times = [];
  20577. var values = [];
  20578. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20579. var animationKey = animationKeys[ k ];
  20580. times.push( animationKey.time );
  20581. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20582. }
  20583. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20584. }
  20585. duration = morphTargetNames.length * ( fps || 1.0 );
  20586. } else {
  20587. // ...assume skeletal animation
  20588. var boneName = '.bones[' + bones[ h ].name + ']';
  20589. addNonemptyTrack(
  20590. VectorKeyframeTrack, boneName + '.position',
  20591. animationKeys, 'pos', tracks );
  20592. addNonemptyTrack(
  20593. QuaternionKeyframeTrack, boneName + '.quaternion',
  20594. animationKeys, 'rot', tracks );
  20595. addNonemptyTrack(
  20596. VectorKeyframeTrack, boneName + '.scale',
  20597. animationKeys, 'scl', tracks );
  20598. }
  20599. }
  20600. if ( tracks.length === 0 ) {
  20601. return null;
  20602. }
  20603. var clip = new AnimationClip( clipName, duration, tracks );
  20604. return clip;
  20605. }
  20606. } );
  20607. Object.assign( AnimationClip.prototype, {
  20608. resetDuration: function () {
  20609. var tracks = this.tracks, duration = 0;
  20610. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20611. var track = this.tracks[ i ];
  20612. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20613. }
  20614. this.duration = duration;
  20615. return this;
  20616. },
  20617. trim: function () {
  20618. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20619. this.tracks[ i ].trim( 0, this.duration );
  20620. }
  20621. return this;
  20622. },
  20623. validate: function () {
  20624. var valid = true;
  20625. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20626. valid = valid && this.tracks[ i ].validate();
  20627. }
  20628. return valid;
  20629. },
  20630. optimize: function () {
  20631. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20632. this.tracks[ i ].optimize();
  20633. }
  20634. return this;
  20635. },
  20636. clone: function () {
  20637. var tracks = [];
  20638. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20639. tracks.push( this.tracks[ i ].clone() );
  20640. }
  20641. return new AnimationClip( this.name, this.duration, tracks );
  20642. }
  20643. } );
  20644. /**
  20645. * @author mrdoob / http://mrdoob.com/
  20646. */
  20647. var Cache = {
  20648. enabled: false,
  20649. files: {},
  20650. add: function ( key, file ) {
  20651. if ( this.enabled === false ) return;
  20652. // console.log( 'THREE.Cache', 'Adding key:', key );
  20653. this.files[ key ] = file;
  20654. },
  20655. get: function ( key ) {
  20656. if ( this.enabled === false ) return;
  20657. // console.log( 'THREE.Cache', 'Checking key:', key );
  20658. return this.files[ key ];
  20659. },
  20660. remove: function ( key ) {
  20661. delete this.files[ key ];
  20662. },
  20663. clear: function () {
  20664. this.files = {};
  20665. }
  20666. };
  20667. /**
  20668. * @author mrdoob / http://mrdoob.com/
  20669. */
  20670. function LoadingManager( onLoad, onProgress, onError ) {
  20671. var scope = this;
  20672. var isLoading = false;
  20673. var itemsLoaded = 0;
  20674. var itemsTotal = 0;
  20675. var urlModifier = undefined;
  20676. // Refer to #5689 for the reason why we don't set .onStart
  20677. // in the constructor
  20678. this.onStart = undefined;
  20679. this.onLoad = onLoad;
  20680. this.onProgress = onProgress;
  20681. this.onError = onError;
  20682. this.itemStart = function ( url ) {
  20683. itemsTotal ++;
  20684. if ( isLoading === false ) {
  20685. if ( scope.onStart !== undefined ) {
  20686. scope.onStart( url, itemsLoaded, itemsTotal );
  20687. }
  20688. }
  20689. isLoading = true;
  20690. };
  20691. this.itemEnd = function ( url ) {
  20692. itemsLoaded ++;
  20693. if ( scope.onProgress !== undefined ) {
  20694. scope.onProgress( url, itemsLoaded, itemsTotal );
  20695. }
  20696. if ( itemsLoaded === itemsTotal ) {
  20697. isLoading = false;
  20698. if ( scope.onLoad !== undefined ) {
  20699. scope.onLoad();
  20700. }
  20701. }
  20702. };
  20703. this.itemError = function ( url ) {
  20704. if ( scope.onError !== undefined ) {
  20705. scope.onError( url );
  20706. }
  20707. };
  20708. this.resolveURL = function ( url ) {
  20709. if ( urlModifier ) {
  20710. return urlModifier( url );
  20711. }
  20712. return url;
  20713. };
  20714. this.setURLModifier = function ( transform ) {
  20715. urlModifier = transform;
  20716. return this;
  20717. };
  20718. }
  20719. var DefaultLoadingManager = new LoadingManager();
  20720. /**
  20721. * @author alteredq / http://alteredqualia.com/
  20722. */
  20723. function Loader( manager ) {
  20724. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20725. this.crossOrigin = 'anonymous';
  20726. this.path = '';
  20727. this.resourcePath = '';
  20728. }
  20729. Object.assign( Loader.prototype, {
  20730. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  20731. parse: function ( /* data */ ) {},
  20732. setCrossOrigin: function ( crossOrigin ) {
  20733. this.crossOrigin = crossOrigin;
  20734. return this;
  20735. },
  20736. setPath: function ( path ) {
  20737. this.path = path;
  20738. return this;
  20739. },
  20740. setResourcePath: function ( resourcePath ) {
  20741. this.resourcePath = resourcePath;
  20742. return this;
  20743. }
  20744. } );
  20745. //
  20746. Loader.Handlers = {
  20747. handlers: [],
  20748. add: function ( regex, loader ) {
  20749. this.handlers.push( regex, loader );
  20750. },
  20751. get: function ( file ) {
  20752. var handlers = this.handlers;
  20753. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  20754. var regex = handlers[ i ];
  20755. var loader = handlers[ i + 1 ];
  20756. if ( regex.test( file ) ) {
  20757. return loader;
  20758. }
  20759. }
  20760. return null;
  20761. }
  20762. };
  20763. /**
  20764. * @author mrdoob / http://mrdoob.com/
  20765. */
  20766. var loading = {};
  20767. function FileLoader( manager ) {
  20768. Loader.call( this, manager );
  20769. }
  20770. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  20771. constructor: FileLoader,
  20772. load: function ( url, onLoad, onProgress, onError ) {
  20773. if ( url === undefined ) url = '';
  20774. if ( this.path !== undefined ) url = this.path + url;
  20775. url = this.manager.resolveURL( url );
  20776. var scope = this;
  20777. var cached = Cache.get( url );
  20778. if ( cached !== undefined ) {
  20779. scope.manager.itemStart( url );
  20780. setTimeout( function () {
  20781. if ( onLoad ) onLoad( cached );
  20782. scope.manager.itemEnd( url );
  20783. }, 0 );
  20784. return cached;
  20785. }
  20786. // Check if request is duplicate
  20787. if ( loading[ url ] !== undefined ) {
  20788. loading[ url ].push( {
  20789. onLoad: onLoad,
  20790. onProgress: onProgress,
  20791. onError: onError
  20792. } );
  20793. return;
  20794. }
  20795. // Check for data: URI
  20796. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20797. var dataUriRegexResult = url.match( dataUriRegex );
  20798. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20799. if ( dataUriRegexResult ) {
  20800. var mimeType = dataUriRegexResult[ 1 ];
  20801. var isBase64 = !! dataUriRegexResult[ 2 ];
  20802. var data = dataUriRegexResult[ 3 ];
  20803. data = decodeURIComponent( data );
  20804. if ( isBase64 ) data = atob( data );
  20805. try {
  20806. var response;
  20807. var responseType = ( this.responseType || '' ).toLowerCase();
  20808. switch ( responseType ) {
  20809. case 'arraybuffer':
  20810. case 'blob':
  20811. var view = new Uint8Array( data.length );
  20812. for ( var i = 0; i < data.length; i ++ ) {
  20813. view[ i ] = data.charCodeAt( i );
  20814. }
  20815. if ( responseType === 'blob' ) {
  20816. response = new Blob( [ view.buffer ], { type: mimeType } );
  20817. } else {
  20818. response = view.buffer;
  20819. }
  20820. break;
  20821. case 'document':
  20822. var parser = new DOMParser();
  20823. response = parser.parseFromString( data, mimeType );
  20824. break;
  20825. case 'json':
  20826. response = JSON.parse( data );
  20827. break;
  20828. default: // 'text' or other
  20829. response = data;
  20830. break;
  20831. }
  20832. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20833. setTimeout( function () {
  20834. if ( onLoad ) onLoad( response );
  20835. scope.manager.itemEnd( url );
  20836. }, 0 );
  20837. } catch ( error ) {
  20838. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20839. setTimeout( function () {
  20840. if ( onError ) onError( error );
  20841. scope.manager.itemError( url );
  20842. scope.manager.itemEnd( url );
  20843. }, 0 );
  20844. }
  20845. } else {
  20846. // Initialise array for duplicate requests
  20847. loading[ url ] = [];
  20848. loading[ url ].push( {
  20849. onLoad: onLoad,
  20850. onProgress: onProgress,
  20851. onError: onError
  20852. } );
  20853. var request = new XMLHttpRequest();
  20854. request.open( 'GET', url, true );
  20855. request.addEventListener( 'load', function ( event ) {
  20856. var response = this.response;
  20857. Cache.add( url, response );
  20858. var callbacks = loading[ url ];
  20859. delete loading[ url ];
  20860. if ( this.status === 200 || this.status === 0 ) {
  20861. // Some browsers return HTTP Status 0 when using non-http protocol
  20862. // e.g. 'file://' or 'data://'. Handle as success.
  20863. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20864. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20865. var callback = callbacks[ i ];
  20866. if ( callback.onLoad ) callback.onLoad( response );
  20867. }
  20868. scope.manager.itemEnd( url );
  20869. } else {
  20870. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20871. var callback = callbacks[ i ];
  20872. if ( callback.onError ) callback.onError( event );
  20873. }
  20874. scope.manager.itemError( url );
  20875. scope.manager.itemEnd( url );
  20876. }
  20877. }, false );
  20878. request.addEventListener( 'progress', function ( event ) {
  20879. var callbacks = loading[ url ];
  20880. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20881. var callback = callbacks[ i ];
  20882. if ( callback.onProgress ) callback.onProgress( event );
  20883. }
  20884. }, false );
  20885. request.addEventListener( 'error', function ( event ) {
  20886. var callbacks = loading[ url ];
  20887. delete loading[ url ];
  20888. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20889. var callback = callbacks[ i ];
  20890. if ( callback.onError ) callback.onError( event );
  20891. }
  20892. scope.manager.itemError( url );
  20893. scope.manager.itemEnd( url );
  20894. }, false );
  20895. request.addEventListener( 'abort', function ( event ) {
  20896. var callbacks = loading[ url ];
  20897. delete loading[ url ];
  20898. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20899. var callback = callbacks[ i ];
  20900. if ( callback.onError ) callback.onError( event );
  20901. }
  20902. scope.manager.itemError( url );
  20903. scope.manager.itemEnd( url );
  20904. }, false );
  20905. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20906. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20907. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20908. for ( var header in this.requestHeader ) {
  20909. request.setRequestHeader( header, this.requestHeader[ header ] );
  20910. }
  20911. request.send( null );
  20912. }
  20913. scope.manager.itemStart( url );
  20914. return request;
  20915. },
  20916. setResponseType: function ( value ) {
  20917. this.responseType = value;
  20918. return this;
  20919. },
  20920. setWithCredentials: function ( value ) {
  20921. this.withCredentials = value;
  20922. return this;
  20923. },
  20924. setMimeType: function ( value ) {
  20925. this.mimeType = value;
  20926. return this;
  20927. },
  20928. setRequestHeader: function ( value ) {
  20929. this.requestHeader = value;
  20930. return this;
  20931. }
  20932. } );
  20933. /**
  20934. * @author bhouston / http://clara.io/
  20935. */
  20936. function AnimationLoader( manager ) {
  20937. Loader.call( this, manager );
  20938. }
  20939. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  20940. constructor: AnimationLoader,
  20941. load: function ( url, onLoad, onProgress, onError ) {
  20942. var scope = this;
  20943. var loader = new FileLoader( scope.manager );
  20944. loader.setPath( scope.path );
  20945. loader.load( url, function ( text ) {
  20946. onLoad( scope.parse( JSON.parse( text ) ) );
  20947. }, onProgress, onError );
  20948. },
  20949. parse: function ( json ) {
  20950. var animations = [];
  20951. for ( var i = 0; i < json.length; i ++ ) {
  20952. var clip = AnimationClip.parse( json[ i ] );
  20953. animations.push( clip );
  20954. }
  20955. return animations;
  20956. }
  20957. } );
  20958. /**
  20959. * @author mrdoob / http://mrdoob.com/
  20960. *
  20961. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20962. */
  20963. function CompressedTextureLoader( manager ) {
  20964. Loader.call( this, manager );
  20965. // override in sub classes
  20966. this._parser = null;
  20967. }
  20968. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  20969. constructor: CompressedTextureLoader,
  20970. load: function ( url, onLoad, onProgress, onError ) {
  20971. var scope = this;
  20972. var images = [];
  20973. var texture = new CompressedTexture();
  20974. texture.image = images;
  20975. var loader = new FileLoader( this.manager );
  20976. loader.setPath( this.path );
  20977. loader.setResponseType( 'arraybuffer' );
  20978. function loadTexture( i ) {
  20979. loader.load( url[ i ], function ( buffer ) {
  20980. var texDatas = scope._parser( buffer, true );
  20981. images[ i ] = {
  20982. width: texDatas.width,
  20983. height: texDatas.height,
  20984. format: texDatas.format,
  20985. mipmaps: texDatas.mipmaps
  20986. };
  20987. loaded += 1;
  20988. if ( loaded === 6 ) {
  20989. if ( texDatas.mipmapCount === 1 )
  20990. texture.minFilter = LinearFilter;
  20991. texture.format = texDatas.format;
  20992. texture.needsUpdate = true;
  20993. if ( onLoad ) onLoad( texture );
  20994. }
  20995. }, onProgress, onError );
  20996. }
  20997. if ( Array.isArray( url ) ) {
  20998. var loaded = 0;
  20999. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21000. loadTexture( i );
  21001. }
  21002. } else {
  21003. // compressed cubemap texture stored in a single DDS file
  21004. loader.load( url, function ( buffer ) {
  21005. var texDatas = scope._parser( buffer, true );
  21006. if ( texDatas.isCubemap ) {
  21007. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21008. for ( var f = 0; f < faces; f ++ ) {
  21009. images[ f ] = { mipmaps: [] };
  21010. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21011. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21012. images[ f ].format = texDatas.format;
  21013. images[ f ].width = texDatas.width;
  21014. images[ f ].height = texDatas.height;
  21015. }
  21016. }
  21017. } else {
  21018. texture.image.width = texDatas.width;
  21019. texture.image.height = texDatas.height;
  21020. texture.mipmaps = texDatas.mipmaps;
  21021. }
  21022. if ( texDatas.mipmapCount === 1 ) {
  21023. texture.minFilter = LinearFilter;
  21024. }
  21025. texture.format = texDatas.format;
  21026. texture.needsUpdate = true;
  21027. if ( onLoad ) onLoad( texture );
  21028. }, onProgress, onError );
  21029. }
  21030. return texture;
  21031. }
  21032. } );
  21033. /**
  21034. * @author Nikos M. / https://github.com/foo123/
  21035. *
  21036. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21037. */
  21038. function DataTextureLoader( manager ) {
  21039. Loader.call( this, manager );
  21040. // override in sub classes
  21041. this._parser = null;
  21042. }
  21043. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21044. constructor: DataTextureLoader,
  21045. load: function ( url, onLoad, onProgress, onError ) {
  21046. var scope = this;
  21047. var texture = new DataTexture();
  21048. var loader = new FileLoader( this.manager );
  21049. loader.setResponseType( 'arraybuffer' );
  21050. loader.setPath( this.path );
  21051. loader.load( url, function ( buffer ) {
  21052. var texData = scope._parser( buffer );
  21053. if ( ! texData ) return;
  21054. if ( texData.image !== undefined ) {
  21055. texture.image = texData.image;
  21056. } else if ( texData.data !== undefined ) {
  21057. texture.image.width = texData.width;
  21058. texture.image.height = texData.height;
  21059. texture.image.data = texData.data;
  21060. }
  21061. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21062. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21063. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21064. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21065. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21066. if ( texData.format !== undefined ) {
  21067. texture.format = texData.format;
  21068. }
  21069. if ( texData.type !== undefined ) {
  21070. texture.type = texData.type;
  21071. }
  21072. if ( texData.mipmaps !== undefined ) {
  21073. texture.mipmaps = texData.mipmaps;
  21074. }
  21075. if ( texData.mipmapCount === 1 ) {
  21076. texture.minFilter = LinearFilter;
  21077. }
  21078. texture.needsUpdate = true;
  21079. if ( onLoad ) onLoad( texture, texData );
  21080. }, onProgress, onError );
  21081. return texture;
  21082. }
  21083. } );
  21084. /**
  21085. * @author mrdoob / http://mrdoob.com/
  21086. */
  21087. function ImageLoader( manager ) {
  21088. Loader.call( this, manager );
  21089. }
  21090. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21091. constructor: ImageLoader,
  21092. load: function ( url, onLoad, onProgress, onError ) {
  21093. if ( this.path !== undefined ) url = this.path + url;
  21094. url = this.manager.resolveURL( url );
  21095. var scope = this;
  21096. var cached = Cache.get( url );
  21097. if ( cached !== undefined ) {
  21098. scope.manager.itemStart( url );
  21099. setTimeout( function () {
  21100. if ( onLoad ) onLoad( cached );
  21101. scope.manager.itemEnd( url );
  21102. }, 0 );
  21103. return cached;
  21104. }
  21105. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21106. function onImageLoad() {
  21107. image.removeEventListener( 'load', onImageLoad, false );
  21108. image.removeEventListener( 'error', onImageError, false );
  21109. Cache.add( url, this );
  21110. if ( onLoad ) onLoad( this );
  21111. scope.manager.itemEnd( url );
  21112. }
  21113. function onImageError( event ) {
  21114. image.removeEventListener( 'load', onImageLoad, false );
  21115. image.removeEventListener( 'error', onImageError, false );
  21116. if ( onError ) onError( event );
  21117. scope.manager.itemError( url );
  21118. scope.manager.itemEnd( url );
  21119. }
  21120. image.addEventListener( 'load', onImageLoad, false );
  21121. image.addEventListener( 'error', onImageError, false );
  21122. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21123. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  21124. }
  21125. scope.manager.itemStart( url );
  21126. image.src = url;
  21127. return image;
  21128. }
  21129. } );
  21130. /**
  21131. * @author mrdoob / http://mrdoob.com/
  21132. */
  21133. function CubeTextureLoader( manager ) {
  21134. Loader.call( this, manager );
  21135. }
  21136. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21137. constructor: CubeTextureLoader,
  21138. load: function ( urls, onLoad, onProgress, onError ) {
  21139. var texture = new CubeTexture();
  21140. var loader = new ImageLoader( this.manager );
  21141. loader.setCrossOrigin( this.crossOrigin );
  21142. loader.setPath( this.path );
  21143. var loaded = 0;
  21144. function loadTexture( i ) {
  21145. loader.load( urls[ i ], function ( image ) {
  21146. texture.images[ i ] = image;
  21147. loaded ++;
  21148. if ( loaded === 6 ) {
  21149. texture.needsUpdate = true;
  21150. if ( onLoad ) onLoad( texture );
  21151. }
  21152. }, undefined, onError );
  21153. }
  21154. for ( var i = 0; i < urls.length; ++ i ) {
  21155. loadTexture( i );
  21156. }
  21157. return texture;
  21158. }
  21159. } );
  21160. /**
  21161. * @author mrdoob / http://mrdoob.com/
  21162. */
  21163. function TextureLoader( manager ) {
  21164. Loader.call( this, manager );
  21165. }
  21166. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21167. constructor: TextureLoader,
  21168. load: function ( url, onLoad, onProgress, onError ) {
  21169. var texture = new Texture();
  21170. var loader = new ImageLoader( this.manager );
  21171. loader.setCrossOrigin( this.crossOrigin );
  21172. loader.setPath( this.path );
  21173. loader.load( url, function ( image ) {
  21174. texture.image = image;
  21175. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21176. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21177. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21178. texture.needsUpdate = true;
  21179. if ( onLoad !== undefined ) {
  21180. onLoad( texture );
  21181. }
  21182. }, onProgress, onError );
  21183. return texture;
  21184. }
  21185. } );
  21186. /**
  21187. * @author zz85 / http://www.lab4games.net/zz85/blog
  21188. * Extensible curve object
  21189. *
  21190. * Some common of curve methods:
  21191. * .getPoint( t, optionalTarget ), .getTangent( t )
  21192. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21193. * .getPoints(), .getSpacedPoints()
  21194. * .getLength()
  21195. * .updateArcLengths()
  21196. *
  21197. * This following curves inherit from THREE.Curve:
  21198. *
  21199. * -- 2D curves --
  21200. * THREE.ArcCurve
  21201. * THREE.CubicBezierCurve
  21202. * THREE.EllipseCurve
  21203. * THREE.LineCurve
  21204. * THREE.QuadraticBezierCurve
  21205. * THREE.SplineCurve
  21206. *
  21207. * -- 3D curves --
  21208. * THREE.CatmullRomCurve3
  21209. * THREE.CubicBezierCurve3
  21210. * THREE.LineCurve3
  21211. * THREE.QuadraticBezierCurve3
  21212. *
  21213. * A series of curves can be represented as a THREE.CurvePath.
  21214. *
  21215. **/
  21216. /**************************************************************
  21217. * Abstract Curve base class
  21218. **************************************************************/
  21219. function Curve() {
  21220. this.type = 'Curve';
  21221. this.arcLengthDivisions = 200;
  21222. }
  21223. Object.assign( Curve.prototype, {
  21224. // Virtual base class method to overwrite and implement in subclasses
  21225. // - t [0 .. 1]
  21226. getPoint: function ( /* t, optionalTarget */ ) {
  21227. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21228. return null;
  21229. },
  21230. // Get point at relative position in curve according to arc length
  21231. // - u [0 .. 1]
  21232. getPointAt: function ( u, optionalTarget ) {
  21233. var t = this.getUtoTmapping( u );
  21234. return this.getPoint( t, optionalTarget );
  21235. },
  21236. // Get sequence of points using getPoint( t )
  21237. getPoints: function ( divisions ) {
  21238. if ( divisions === undefined ) divisions = 5;
  21239. var points = [];
  21240. for ( var d = 0; d <= divisions; d ++ ) {
  21241. points.push( this.getPoint( d / divisions ) );
  21242. }
  21243. return points;
  21244. },
  21245. // Get sequence of points using getPointAt( u )
  21246. getSpacedPoints: function ( divisions ) {
  21247. if ( divisions === undefined ) divisions = 5;
  21248. var points = [];
  21249. for ( var d = 0; d <= divisions; d ++ ) {
  21250. points.push( this.getPointAt( d / divisions ) );
  21251. }
  21252. return points;
  21253. },
  21254. // Get total curve arc length
  21255. getLength: function () {
  21256. var lengths = this.getLengths();
  21257. return lengths[ lengths.length - 1 ];
  21258. },
  21259. // Get list of cumulative segment lengths
  21260. getLengths: function ( divisions ) {
  21261. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  21262. if ( this.cacheArcLengths &&
  21263. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21264. ! this.needsUpdate ) {
  21265. return this.cacheArcLengths;
  21266. }
  21267. this.needsUpdate = false;
  21268. var cache = [];
  21269. var current, last = this.getPoint( 0 );
  21270. var p, sum = 0;
  21271. cache.push( 0 );
  21272. for ( p = 1; p <= divisions; p ++ ) {
  21273. current = this.getPoint( p / divisions );
  21274. sum += current.distanceTo( last );
  21275. cache.push( sum );
  21276. last = current;
  21277. }
  21278. this.cacheArcLengths = cache;
  21279. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21280. },
  21281. updateArcLengths: function () {
  21282. this.needsUpdate = true;
  21283. this.getLengths();
  21284. },
  21285. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21286. getUtoTmapping: function ( u, distance ) {
  21287. var arcLengths = this.getLengths();
  21288. var i = 0, il = arcLengths.length;
  21289. var targetArcLength; // The targeted u distance value to get
  21290. if ( distance ) {
  21291. targetArcLength = distance;
  21292. } else {
  21293. targetArcLength = u * arcLengths[ il - 1 ];
  21294. }
  21295. // binary search for the index with largest value smaller than target u distance
  21296. var low = 0, high = il - 1, comparison;
  21297. while ( low <= high ) {
  21298. 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
  21299. comparison = arcLengths[ i ] - targetArcLength;
  21300. if ( comparison < 0 ) {
  21301. low = i + 1;
  21302. } else if ( comparison > 0 ) {
  21303. high = i - 1;
  21304. } else {
  21305. high = i;
  21306. break;
  21307. // DONE
  21308. }
  21309. }
  21310. i = high;
  21311. if ( arcLengths[ i ] === targetArcLength ) {
  21312. return i / ( il - 1 );
  21313. }
  21314. // we could get finer grain at lengths, or use simple interpolation between two points
  21315. var lengthBefore = arcLengths[ i ];
  21316. var lengthAfter = arcLengths[ i + 1 ];
  21317. var segmentLength = lengthAfter - lengthBefore;
  21318. // determine where we are between the 'before' and 'after' points
  21319. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21320. // add that fractional amount to t
  21321. var t = ( i + segmentFraction ) / ( il - 1 );
  21322. return t;
  21323. },
  21324. // Returns a unit vector tangent at t
  21325. // In case any sub curve does not implement its tangent derivation,
  21326. // 2 points a small delta apart will be used to find its gradient
  21327. // which seems to give a reasonable approximation
  21328. getTangent: function ( t ) {
  21329. var delta = 0.0001;
  21330. var t1 = t - delta;
  21331. var t2 = t + delta;
  21332. // Capping in case of danger
  21333. if ( t1 < 0 ) t1 = 0;
  21334. if ( t2 > 1 ) t2 = 1;
  21335. var pt1 = this.getPoint( t1 );
  21336. var pt2 = this.getPoint( t2 );
  21337. var vec = pt2.clone().sub( pt1 );
  21338. return vec.normalize();
  21339. },
  21340. getTangentAt: function ( u ) {
  21341. var t = this.getUtoTmapping( u );
  21342. return this.getTangent( t );
  21343. },
  21344. computeFrenetFrames: function ( segments, closed ) {
  21345. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21346. var normal = new Vector3();
  21347. var tangents = [];
  21348. var normals = [];
  21349. var binormals = [];
  21350. var vec = new Vector3();
  21351. var mat = new Matrix4();
  21352. var i, u, theta;
  21353. // compute the tangent vectors for each segment on the curve
  21354. for ( i = 0; i <= segments; i ++ ) {
  21355. u = i / segments;
  21356. tangents[ i ] = this.getTangentAt( u );
  21357. tangents[ i ].normalize();
  21358. }
  21359. // select an initial normal vector perpendicular to the first tangent vector,
  21360. // and in the direction of the minimum tangent xyz component
  21361. normals[ 0 ] = new Vector3();
  21362. binormals[ 0 ] = new Vector3();
  21363. var min = Number.MAX_VALUE;
  21364. var tx = Math.abs( tangents[ 0 ].x );
  21365. var ty = Math.abs( tangents[ 0 ].y );
  21366. var tz = Math.abs( tangents[ 0 ].z );
  21367. if ( tx <= min ) {
  21368. min = tx;
  21369. normal.set( 1, 0, 0 );
  21370. }
  21371. if ( ty <= min ) {
  21372. min = ty;
  21373. normal.set( 0, 1, 0 );
  21374. }
  21375. if ( tz <= min ) {
  21376. normal.set( 0, 0, 1 );
  21377. }
  21378. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21379. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21380. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21381. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21382. for ( i = 1; i <= segments; i ++ ) {
  21383. normals[ i ] = normals[ i - 1 ].clone();
  21384. binormals[ i ] = binormals[ i - 1 ].clone();
  21385. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21386. if ( vec.length() > Number.EPSILON ) {
  21387. vec.normalize();
  21388. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21389. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21390. }
  21391. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21392. }
  21393. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21394. if ( closed === true ) {
  21395. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21396. theta /= segments;
  21397. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21398. theta = - theta;
  21399. }
  21400. for ( i = 1; i <= segments; i ++ ) {
  21401. // twist a little...
  21402. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21403. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21404. }
  21405. }
  21406. return {
  21407. tangents: tangents,
  21408. normals: normals,
  21409. binormals: binormals
  21410. };
  21411. },
  21412. clone: function () {
  21413. return new this.constructor().copy( this );
  21414. },
  21415. copy: function ( source ) {
  21416. this.arcLengthDivisions = source.arcLengthDivisions;
  21417. return this;
  21418. },
  21419. toJSON: function () {
  21420. var data = {
  21421. metadata: {
  21422. version: 4.5,
  21423. type: 'Curve',
  21424. generator: 'Curve.toJSON'
  21425. }
  21426. };
  21427. data.arcLengthDivisions = this.arcLengthDivisions;
  21428. data.type = this.type;
  21429. return data;
  21430. },
  21431. fromJSON: function ( json ) {
  21432. this.arcLengthDivisions = json.arcLengthDivisions;
  21433. return this;
  21434. }
  21435. } );
  21436. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21437. Curve.call( this );
  21438. this.type = 'EllipseCurve';
  21439. this.aX = aX || 0;
  21440. this.aY = aY || 0;
  21441. this.xRadius = xRadius || 1;
  21442. this.yRadius = yRadius || 1;
  21443. this.aStartAngle = aStartAngle || 0;
  21444. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21445. this.aClockwise = aClockwise || false;
  21446. this.aRotation = aRotation || 0;
  21447. }
  21448. EllipseCurve.prototype = Object.create( Curve.prototype );
  21449. EllipseCurve.prototype.constructor = EllipseCurve;
  21450. EllipseCurve.prototype.isEllipseCurve = true;
  21451. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21452. var point = optionalTarget || new Vector2();
  21453. var twoPi = Math.PI * 2;
  21454. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21455. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21456. // ensures that deltaAngle is 0 .. 2 PI
  21457. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21458. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21459. if ( deltaAngle < Number.EPSILON ) {
  21460. if ( samePoints ) {
  21461. deltaAngle = 0;
  21462. } else {
  21463. deltaAngle = twoPi;
  21464. }
  21465. }
  21466. if ( this.aClockwise === true && ! samePoints ) {
  21467. if ( deltaAngle === twoPi ) {
  21468. deltaAngle = - twoPi;
  21469. } else {
  21470. deltaAngle = deltaAngle - twoPi;
  21471. }
  21472. }
  21473. var angle = this.aStartAngle + t * deltaAngle;
  21474. var x = this.aX + this.xRadius * Math.cos( angle );
  21475. var y = this.aY + this.yRadius * Math.sin( angle );
  21476. if ( this.aRotation !== 0 ) {
  21477. var cos = Math.cos( this.aRotation );
  21478. var sin = Math.sin( this.aRotation );
  21479. var tx = x - this.aX;
  21480. var ty = y - this.aY;
  21481. // Rotate the point about the center of the ellipse.
  21482. x = tx * cos - ty * sin + this.aX;
  21483. y = tx * sin + ty * cos + this.aY;
  21484. }
  21485. return point.set( x, y );
  21486. };
  21487. EllipseCurve.prototype.copy = function ( source ) {
  21488. Curve.prototype.copy.call( this, source );
  21489. this.aX = source.aX;
  21490. this.aY = source.aY;
  21491. this.xRadius = source.xRadius;
  21492. this.yRadius = source.yRadius;
  21493. this.aStartAngle = source.aStartAngle;
  21494. this.aEndAngle = source.aEndAngle;
  21495. this.aClockwise = source.aClockwise;
  21496. this.aRotation = source.aRotation;
  21497. return this;
  21498. };
  21499. EllipseCurve.prototype.toJSON = function () {
  21500. var data = Curve.prototype.toJSON.call( this );
  21501. data.aX = this.aX;
  21502. data.aY = this.aY;
  21503. data.xRadius = this.xRadius;
  21504. data.yRadius = this.yRadius;
  21505. data.aStartAngle = this.aStartAngle;
  21506. data.aEndAngle = this.aEndAngle;
  21507. data.aClockwise = this.aClockwise;
  21508. data.aRotation = this.aRotation;
  21509. return data;
  21510. };
  21511. EllipseCurve.prototype.fromJSON = function ( json ) {
  21512. Curve.prototype.fromJSON.call( this, json );
  21513. this.aX = json.aX;
  21514. this.aY = json.aY;
  21515. this.xRadius = json.xRadius;
  21516. this.yRadius = json.yRadius;
  21517. this.aStartAngle = json.aStartAngle;
  21518. this.aEndAngle = json.aEndAngle;
  21519. this.aClockwise = json.aClockwise;
  21520. this.aRotation = json.aRotation;
  21521. return this;
  21522. };
  21523. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21524. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21525. this.type = 'ArcCurve';
  21526. }
  21527. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21528. ArcCurve.prototype.constructor = ArcCurve;
  21529. ArcCurve.prototype.isArcCurve = true;
  21530. /**
  21531. * @author zz85 https://github.com/zz85
  21532. *
  21533. * Centripetal CatmullRom Curve - which is useful for avoiding
  21534. * cusps and self-intersections in non-uniform catmull rom curves.
  21535. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21536. *
  21537. * curve.type accepts centripetal(default), chordal and catmullrom
  21538. * curve.tension is used for catmullrom which defaults to 0.5
  21539. */
  21540. /*
  21541. Based on an optimized c++ solution in
  21542. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21543. - http://ideone.com/NoEbVM
  21544. This CubicPoly class could be used for reusing some variables and calculations,
  21545. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21546. which can be placed in CurveUtils.
  21547. */
  21548. function CubicPoly() {
  21549. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21550. /*
  21551. * Compute coefficients for a cubic polynomial
  21552. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21553. * such that
  21554. * p(0) = x0, p(1) = x1
  21555. * and
  21556. * p'(0) = t0, p'(1) = t1.
  21557. */
  21558. function init( x0, x1, t0, t1 ) {
  21559. c0 = x0;
  21560. c1 = t0;
  21561. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21562. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21563. }
  21564. return {
  21565. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21566. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21567. },
  21568. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21569. // compute tangents when parameterized in [t1,t2]
  21570. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21571. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21572. // rescale tangents for parametrization in [0,1]
  21573. t1 *= dt1;
  21574. t2 *= dt1;
  21575. init( x1, x2, t1, t2 );
  21576. },
  21577. calc: function ( t ) {
  21578. var t2 = t * t;
  21579. var t3 = t2 * t;
  21580. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21581. }
  21582. };
  21583. }
  21584. //
  21585. var tmp = new Vector3();
  21586. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21587. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21588. Curve.call( this );
  21589. this.type = 'CatmullRomCurve3';
  21590. this.points = points || [];
  21591. this.closed = closed || false;
  21592. this.curveType = curveType || 'centripetal';
  21593. this.tension = tension || 0.5;
  21594. }
  21595. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21596. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21597. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21598. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21599. var point = optionalTarget || new Vector3();
  21600. var points = this.points;
  21601. var l = points.length;
  21602. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21603. var intPoint = Math.floor( p );
  21604. var weight = p - intPoint;
  21605. if ( this.closed ) {
  21606. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21607. } else if ( weight === 0 && intPoint === l - 1 ) {
  21608. intPoint = l - 2;
  21609. weight = 1;
  21610. }
  21611. var p0, p1, p2, p3; // 4 points
  21612. if ( this.closed || intPoint > 0 ) {
  21613. p0 = points[ ( intPoint - 1 ) % l ];
  21614. } else {
  21615. // extrapolate first point
  21616. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21617. p0 = tmp;
  21618. }
  21619. p1 = points[ intPoint % l ];
  21620. p2 = points[ ( intPoint + 1 ) % l ];
  21621. if ( this.closed || intPoint + 2 < l ) {
  21622. p3 = points[ ( intPoint + 2 ) % l ];
  21623. } else {
  21624. // extrapolate last point
  21625. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21626. p3 = tmp;
  21627. }
  21628. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21629. // init Centripetal / Chordal Catmull-Rom
  21630. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21631. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21632. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21633. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21634. // safety check for repeated points
  21635. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21636. if ( dt0 < 1e-4 ) dt0 = dt1;
  21637. if ( dt2 < 1e-4 ) dt2 = dt1;
  21638. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21639. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21640. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21641. } else if ( this.curveType === 'catmullrom' ) {
  21642. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21643. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21644. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21645. }
  21646. point.set(
  21647. px.calc( weight ),
  21648. py.calc( weight ),
  21649. pz.calc( weight )
  21650. );
  21651. return point;
  21652. };
  21653. CatmullRomCurve3.prototype.copy = function ( source ) {
  21654. Curve.prototype.copy.call( this, source );
  21655. this.points = [];
  21656. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21657. var point = source.points[ i ];
  21658. this.points.push( point.clone() );
  21659. }
  21660. this.closed = source.closed;
  21661. this.curveType = source.curveType;
  21662. this.tension = source.tension;
  21663. return this;
  21664. };
  21665. CatmullRomCurve3.prototype.toJSON = function () {
  21666. var data = Curve.prototype.toJSON.call( this );
  21667. data.points = [];
  21668. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21669. var point = this.points[ i ];
  21670. data.points.push( point.toArray() );
  21671. }
  21672. data.closed = this.closed;
  21673. data.curveType = this.curveType;
  21674. data.tension = this.tension;
  21675. return data;
  21676. };
  21677. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21678. Curve.prototype.fromJSON.call( this, json );
  21679. this.points = [];
  21680. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21681. var point = json.points[ i ];
  21682. this.points.push( new Vector3().fromArray( point ) );
  21683. }
  21684. this.closed = json.closed;
  21685. this.curveType = json.curveType;
  21686. this.tension = json.tension;
  21687. return this;
  21688. };
  21689. /**
  21690. * @author zz85 / http://www.lab4games.net/zz85/blog
  21691. *
  21692. * Bezier Curves formulas obtained from
  21693. * http://en.wikipedia.org/wiki/Bézier_curve
  21694. */
  21695. function CatmullRom( t, p0, p1, p2, p3 ) {
  21696. var v0 = ( p2 - p0 ) * 0.5;
  21697. var v1 = ( p3 - p1 ) * 0.5;
  21698. var t2 = t * t;
  21699. var t3 = t * t2;
  21700. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21701. }
  21702. //
  21703. function QuadraticBezierP0( t, p ) {
  21704. var k = 1 - t;
  21705. return k * k * p;
  21706. }
  21707. function QuadraticBezierP1( t, p ) {
  21708. return 2 * ( 1 - t ) * t * p;
  21709. }
  21710. function QuadraticBezierP2( t, p ) {
  21711. return t * t * p;
  21712. }
  21713. function QuadraticBezier( t, p0, p1, p2 ) {
  21714. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21715. QuadraticBezierP2( t, p2 );
  21716. }
  21717. //
  21718. function CubicBezierP0( t, p ) {
  21719. var k = 1 - t;
  21720. return k * k * k * p;
  21721. }
  21722. function CubicBezierP1( t, p ) {
  21723. var k = 1 - t;
  21724. return 3 * k * k * t * p;
  21725. }
  21726. function CubicBezierP2( t, p ) {
  21727. return 3 * ( 1 - t ) * t * t * p;
  21728. }
  21729. function CubicBezierP3( t, p ) {
  21730. return t * t * t * p;
  21731. }
  21732. function CubicBezier( t, p0, p1, p2, p3 ) {
  21733. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21734. CubicBezierP3( t, p3 );
  21735. }
  21736. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21737. Curve.call( this );
  21738. this.type = 'CubicBezierCurve';
  21739. this.v0 = v0 || new Vector2();
  21740. this.v1 = v1 || new Vector2();
  21741. this.v2 = v2 || new Vector2();
  21742. this.v3 = v3 || new Vector2();
  21743. }
  21744. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21745. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21746. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21747. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21748. var point = optionalTarget || new Vector2();
  21749. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21750. point.set(
  21751. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21752. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21753. );
  21754. return point;
  21755. };
  21756. CubicBezierCurve.prototype.copy = function ( source ) {
  21757. Curve.prototype.copy.call( this, source );
  21758. this.v0.copy( source.v0 );
  21759. this.v1.copy( source.v1 );
  21760. this.v2.copy( source.v2 );
  21761. this.v3.copy( source.v3 );
  21762. return this;
  21763. };
  21764. CubicBezierCurve.prototype.toJSON = function () {
  21765. var data = Curve.prototype.toJSON.call( this );
  21766. data.v0 = this.v0.toArray();
  21767. data.v1 = this.v1.toArray();
  21768. data.v2 = this.v2.toArray();
  21769. data.v3 = this.v3.toArray();
  21770. return data;
  21771. };
  21772. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21773. Curve.prototype.fromJSON.call( this, json );
  21774. this.v0.fromArray( json.v0 );
  21775. this.v1.fromArray( json.v1 );
  21776. this.v2.fromArray( json.v2 );
  21777. this.v3.fromArray( json.v3 );
  21778. return this;
  21779. };
  21780. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21781. Curve.call( this );
  21782. this.type = 'CubicBezierCurve3';
  21783. this.v0 = v0 || new Vector3();
  21784. this.v1 = v1 || new Vector3();
  21785. this.v2 = v2 || new Vector3();
  21786. this.v3 = v3 || new Vector3();
  21787. }
  21788. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21789. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21790. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21791. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21792. var point = optionalTarget || new Vector3();
  21793. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21794. point.set(
  21795. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21796. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21797. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21798. );
  21799. return point;
  21800. };
  21801. CubicBezierCurve3.prototype.copy = function ( source ) {
  21802. Curve.prototype.copy.call( this, source );
  21803. this.v0.copy( source.v0 );
  21804. this.v1.copy( source.v1 );
  21805. this.v2.copy( source.v2 );
  21806. this.v3.copy( source.v3 );
  21807. return this;
  21808. };
  21809. CubicBezierCurve3.prototype.toJSON = function () {
  21810. var data = Curve.prototype.toJSON.call( this );
  21811. data.v0 = this.v0.toArray();
  21812. data.v1 = this.v1.toArray();
  21813. data.v2 = this.v2.toArray();
  21814. data.v3 = this.v3.toArray();
  21815. return data;
  21816. };
  21817. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21818. Curve.prototype.fromJSON.call( this, json );
  21819. this.v0.fromArray( json.v0 );
  21820. this.v1.fromArray( json.v1 );
  21821. this.v2.fromArray( json.v2 );
  21822. this.v3.fromArray( json.v3 );
  21823. return this;
  21824. };
  21825. function LineCurve( v1, v2 ) {
  21826. Curve.call( this );
  21827. this.type = 'LineCurve';
  21828. this.v1 = v1 || new Vector2();
  21829. this.v2 = v2 || new Vector2();
  21830. }
  21831. LineCurve.prototype = Object.create( Curve.prototype );
  21832. LineCurve.prototype.constructor = LineCurve;
  21833. LineCurve.prototype.isLineCurve = true;
  21834. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21835. var point = optionalTarget || new Vector2();
  21836. if ( t === 1 ) {
  21837. point.copy( this.v2 );
  21838. } else {
  21839. point.copy( this.v2 ).sub( this.v1 );
  21840. point.multiplyScalar( t ).add( this.v1 );
  21841. }
  21842. return point;
  21843. };
  21844. // Line curve is linear, so we can overwrite default getPointAt
  21845. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21846. return this.getPoint( u, optionalTarget );
  21847. };
  21848. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21849. var tangent = this.v2.clone().sub( this.v1 );
  21850. return tangent.normalize();
  21851. };
  21852. LineCurve.prototype.copy = function ( source ) {
  21853. Curve.prototype.copy.call( this, source );
  21854. this.v1.copy( source.v1 );
  21855. this.v2.copy( source.v2 );
  21856. return this;
  21857. };
  21858. LineCurve.prototype.toJSON = function () {
  21859. var data = Curve.prototype.toJSON.call( this );
  21860. data.v1 = this.v1.toArray();
  21861. data.v2 = this.v2.toArray();
  21862. return data;
  21863. };
  21864. LineCurve.prototype.fromJSON = function ( json ) {
  21865. Curve.prototype.fromJSON.call( this, json );
  21866. this.v1.fromArray( json.v1 );
  21867. this.v2.fromArray( json.v2 );
  21868. return this;
  21869. };
  21870. function LineCurve3( v1, v2 ) {
  21871. Curve.call( this );
  21872. this.type = 'LineCurve3';
  21873. this.v1 = v1 || new Vector3();
  21874. this.v2 = v2 || new Vector3();
  21875. }
  21876. LineCurve3.prototype = Object.create( Curve.prototype );
  21877. LineCurve3.prototype.constructor = LineCurve3;
  21878. LineCurve3.prototype.isLineCurve3 = true;
  21879. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21880. var point = optionalTarget || new Vector3();
  21881. if ( t === 1 ) {
  21882. point.copy( this.v2 );
  21883. } else {
  21884. point.copy( this.v2 ).sub( this.v1 );
  21885. point.multiplyScalar( t ).add( this.v1 );
  21886. }
  21887. return point;
  21888. };
  21889. // Line curve is linear, so we can overwrite default getPointAt
  21890. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21891. return this.getPoint( u, optionalTarget );
  21892. };
  21893. LineCurve3.prototype.copy = function ( source ) {
  21894. Curve.prototype.copy.call( this, source );
  21895. this.v1.copy( source.v1 );
  21896. this.v2.copy( source.v2 );
  21897. return this;
  21898. };
  21899. LineCurve3.prototype.toJSON = function () {
  21900. var data = Curve.prototype.toJSON.call( this );
  21901. data.v1 = this.v1.toArray();
  21902. data.v2 = this.v2.toArray();
  21903. return data;
  21904. };
  21905. LineCurve3.prototype.fromJSON = function ( json ) {
  21906. Curve.prototype.fromJSON.call( this, json );
  21907. this.v1.fromArray( json.v1 );
  21908. this.v2.fromArray( json.v2 );
  21909. return this;
  21910. };
  21911. function QuadraticBezierCurve( v0, v1, v2 ) {
  21912. Curve.call( this );
  21913. this.type = 'QuadraticBezierCurve';
  21914. this.v0 = v0 || new Vector2();
  21915. this.v1 = v1 || new Vector2();
  21916. this.v2 = v2 || new Vector2();
  21917. }
  21918. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21919. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21920. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21921. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21922. var point = optionalTarget || new Vector2();
  21923. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21924. point.set(
  21925. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21926. QuadraticBezier( t, v0.y, v1.y, v2.y )
  21927. );
  21928. return point;
  21929. };
  21930. QuadraticBezierCurve.prototype.copy = function ( source ) {
  21931. Curve.prototype.copy.call( this, source );
  21932. this.v0.copy( source.v0 );
  21933. this.v1.copy( source.v1 );
  21934. this.v2.copy( source.v2 );
  21935. return this;
  21936. };
  21937. QuadraticBezierCurve.prototype.toJSON = function () {
  21938. var data = Curve.prototype.toJSON.call( this );
  21939. data.v0 = this.v0.toArray();
  21940. data.v1 = this.v1.toArray();
  21941. data.v2 = this.v2.toArray();
  21942. return data;
  21943. };
  21944. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  21945. Curve.prototype.fromJSON.call( this, json );
  21946. this.v0.fromArray( json.v0 );
  21947. this.v1.fromArray( json.v1 );
  21948. this.v2.fromArray( json.v2 );
  21949. return this;
  21950. };
  21951. function QuadraticBezierCurve3( v0, v1, v2 ) {
  21952. Curve.call( this );
  21953. this.type = 'QuadraticBezierCurve3';
  21954. this.v0 = v0 || new Vector3();
  21955. this.v1 = v1 || new Vector3();
  21956. this.v2 = v2 || new Vector3();
  21957. }
  21958. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  21959. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  21960. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21961. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21962. var point = optionalTarget || new Vector3();
  21963. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21964. point.set(
  21965. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21966. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  21967. QuadraticBezier( t, v0.z, v1.z, v2.z )
  21968. );
  21969. return point;
  21970. };
  21971. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  21972. Curve.prototype.copy.call( this, source );
  21973. this.v0.copy( source.v0 );
  21974. this.v1.copy( source.v1 );
  21975. this.v2.copy( source.v2 );
  21976. return this;
  21977. };
  21978. QuadraticBezierCurve3.prototype.toJSON = function () {
  21979. var data = Curve.prototype.toJSON.call( this );
  21980. data.v0 = this.v0.toArray();
  21981. data.v1 = this.v1.toArray();
  21982. data.v2 = this.v2.toArray();
  21983. return data;
  21984. };
  21985. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  21986. Curve.prototype.fromJSON.call( this, json );
  21987. this.v0.fromArray( json.v0 );
  21988. this.v1.fromArray( json.v1 );
  21989. this.v2.fromArray( json.v2 );
  21990. return this;
  21991. };
  21992. function SplineCurve( points /* array of Vector2 */ ) {
  21993. Curve.call( this );
  21994. this.type = 'SplineCurve';
  21995. this.points = points || [];
  21996. }
  21997. SplineCurve.prototype = Object.create( Curve.prototype );
  21998. SplineCurve.prototype.constructor = SplineCurve;
  21999. SplineCurve.prototype.isSplineCurve = true;
  22000. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22001. var point = optionalTarget || new Vector2();
  22002. var points = this.points;
  22003. var p = ( points.length - 1 ) * t;
  22004. var intPoint = Math.floor( p );
  22005. var weight = p - intPoint;
  22006. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22007. var p1 = points[ intPoint ];
  22008. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22009. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22010. point.set(
  22011. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22012. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22013. );
  22014. return point;
  22015. };
  22016. SplineCurve.prototype.copy = function ( source ) {
  22017. Curve.prototype.copy.call( this, source );
  22018. this.points = [];
  22019. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22020. var point = source.points[ i ];
  22021. this.points.push( point.clone() );
  22022. }
  22023. return this;
  22024. };
  22025. SplineCurve.prototype.toJSON = function () {
  22026. var data = Curve.prototype.toJSON.call( this );
  22027. data.points = [];
  22028. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22029. var point = this.points[ i ];
  22030. data.points.push( point.toArray() );
  22031. }
  22032. return data;
  22033. };
  22034. SplineCurve.prototype.fromJSON = function ( json ) {
  22035. Curve.prototype.fromJSON.call( this, json );
  22036. this.points = [];
  22037. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22038. var point = json.points[ i ];
  22039. this.points.push( new Vector2().fromArray( point ) );
  22040. }
  22041. return this;
  22042. };
  22043. var Curves = /*#__PURE__*/Object.freeze({
  22044. ArcCurve: ArcCurve,
  22045. CatmullRomCurve3: CatmullRomCurve3,
  22046. CubicBezierCurve: CubicBezierCurve,
  22047. CubicBezierCurve3: CubicBezierCurve3,
  22048. EllipseCurve: EllipseCurve,
  22049. LineCurve: LineCurve,
  22050. LineCurve3: LineCurve3,
  22051. QuadraticBezierCurve: QuadraticBezierCurve,
  22052. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22053. SplineCurve: SplineCurve
  22054. });
  22055. /**
  22056. * @author zz85 / http://www.lab4games.net/zz85/blog
  22057. *
  22058. **/
  22059. /**************************************************************
  22060. * Curved Path - a curve path is simply a array of connected
  22061. * curves, but retains the api of a curve
  22062. **************************************************************/
  22063. function CurvePath() {
  22064. Curve.call( this );
  22065. this.type = 'CurvePath';
  22066. this.curves = [];
  22067. this.autoClose = false; // Automatically closes the path
  22068. }
  22069. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22070. constructor: CurvePath,
  22071. add: function ( curve ) {
  22072. this.curves.push( curve );
  22073. },
  22074. closePath: function () {
  22075. // Add a line curve if start and end of lines are not connected
  22076. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22077. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22078. if ( ! startPoint.equals( endPoint ) ) {
  22079. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22080. }
  22081. },
  22082. // To get accurate point with reference to
  22083. // entire path distance at time t,
  22084. // following has to be done:
  22085. // 1. Length of each sub path have to be known
  22086. // 2. Locate and identify type of curve
  22087. // 3. Get t for the curve
  22088. // 4. Return curve.getPointAt(t')
  22089. getPoint: function ( t ) {
  22090. var d = t * this.getLength();
  22091. var curveLengths = this.getCurveLengths();
  22092. var i = 0;
  22093. // To think about boundaries points.
  22094. while ( i < curveLengths.length ) {
  22095. if ( curveLengths[ i ] >= d ) {
  22096. var diff = curveLengths[ i ] - d;
  22097. var curve = this.curves[ i ];
  22098. var segmentLength = curve.getLength();
  22099. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22100. return curve.getPointAt( u );
  22101. }
  22102. i ++;
  22103. }
  22104. return null;
  22105. // loop where sum != 0, sum > d , sum+1 <d
  22106. },
  22107. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22108. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22109. // getPoint() depends on getLength
  22110. getLength: function () {
  22111. var lens = this.getCurveLengths();
  22112. return lens[ lens.length - 1 ];
  22113. },
  22114. // cacheLengths must be recalculated.
  22115. updateArcLengths: function () {
  22116. this.needsUpdate = true;
  22117. this.cacheLengths = null;
  22118. this.getCurveLengths();
  22119. },
  22120. // Compute lengths and cache them
  22121. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22122. getCurveLengths: function () {
  22123. // We use cache values if curves and cache array are same length
  22124. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22125. return this.cacheLengths;
  22126. }
  22127. // Get length of sub-curve
  22128. // Push sums into cached array
  22129. var lengths = [], sums = 0;
  22130. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22131. sums += this.curves[ i ].getLength();
  22132. lengths.push( sums );
  22133. }
  22134. this.cacheLengths = lengths;
  22135. return lengths;
  22136. },
  22137. getSpacedPoints: function ( divisions ) {
  22138. if ( divisions === undefined ) divisions = 40;
  22139. var points = [];
  22140. for ( var i = 0; i <= divisions; i ++ ) {
  22141. points.push( this.getPoint( i / divisions ) );
  22142. }
  22143. if ( this.autoClose ) {
  22144. points.push( points[ 0 ] );
  22145. }
  22146. return points;
  22147. },
  22148. getPoints: function ( divisions ) {
  22149. divisions = divisions || 12;
  22150. var points = [], last;
  22151. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22152. var curve = curves[ i ];
  22153. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22154. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22155. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22156. : divisions;
  22157. var pts = curve.getPoints( resolution );
  22158. for ( var j = 0; j < pts.length; j ++ ) {
  22159. var point = pts[ j ];
  22160. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  22161. points.push( point );
  22162. last = point;
  22163. }
  22164. }
  22165. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22166. points.push( points[ 0 ] );
  22167. }
  22168. return points;
  22169. },
  22170. copy: function ( source ) {
  22171. Curve.prototype.copy.call( this, source );
  22172. this.curves = [];
  22173. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22174. var curve = source.curves[ i ];
  22175. this.curves.push( curve.clone() );
  22176. }
  22177. this.autoClose = source.autoClose;
  22178. return this;
  22179. },
  22180. toJSON: function () {
  22181. var data = Curve.prototype.toJSON.call( this );
  22182. data.autoClose = this.autoClose;
  22183. data.curves = [];
  22184. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22185. var curve = this.curves[ i ];
  22186. data.curves.push( curve.toJSON() );
  22187. }
  22188. return data;
  22189. },
  22190. fromJSON: function ( json ) {
  22191. Curve.prototype.fromJSON.call( this, json );
  22192. this.autoClose = json.autoClose;
  22193. this.curves = [];
  22194. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22195. var curve = json.curves[ i ];
  22196. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22197. }
  22198. return this;
  22199. }
  22200. } );
  22201. /**
  22202. * @author zz85 / http://www.lab4games.net/zz85/blog
  22203. * Creates free form 2d path using series of points, lines or curves.
  22204. **/
  22205. function Path( points ) {
  22206. CurvePath.call( this );
  22207. this.type = 'Path';
  22208. this.currentPoint = new Vector2();
  22209. if ( points ) {
  22210. this.setFromPoints( points );
  22211. }
  22212. }
  22213. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22214. constructor: Path,
  22215. setFromPoints: function ( points ) {
  22216. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22217. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22218. this.lineTo( points[ i ].x, points[ i ].y );
  22219. }
  22220. },
  22221. moveTo: function ( x, y ) {
  22222. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22223. },
  22224. lineTo: function ( x, y ) {
  22225. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22226. this.curves.push( curve );
  22227. this.currentPoint.set( x, y );
  22228. },
  22229. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22230. var curve = new QuadraticBezierCurve(
  22231. this.currentPoint.clone(),
  22232. new Vector2( aCPx, aCPy ),
  22233. new Vector2( aX, aY )
  22234. );
  22235. this.curves.push( curve );
  22236. this.currentPoint.set( aX, aY );
  22237. },
  22238. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22239. var curve = new CubicBezierCurve(
  22240. this.currentPoint.clone(),
  22241. new Vector2( aCP1x, aCP1y ),
  22242. new Vector2( aCP2x, aCP2y ),
  22243. new Vector2( aX, aY )
  22244. );
  22245. this.curves.push( curve );
  22246. this.currentPoint.set( aX, aY );
  22247. },
  22248. splineThru: function ( pts /*Array of Vector*/ ) {
  22249. var npts = [ this.currentPoint.clone() ].concat( pts );
  22250. var curve = new SplineCurve( npts );
  22251. this.curves.push( curve );
  22252. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22253. },
  22254. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22255. var x0 = this.currentPoint.x;
  22256. var y0 = this.currentPoint.y;
  22257. this.absarc( aX + x0, aY + y0, aRadius,
  22258. aStartAngle, aEndAngle, aClockwise );
  22259. },
  22260. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22261. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22262. },
  22263. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22264. var x0 = this.currentPoint.x;
  22265. var y0 = this.currentPoint.y;
  22266. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22267. },
  22268. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22269. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22270. if ( this.curves.length > 0 ) {
  22271. // if a previous curve is present, attempt to join
  22272. var firstPoint = curve.getPoint( 0 );
  22273. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22274. this.lineTo( firstPoint.x, firstPoint.y );
  22275. }
  22276. }
  22277. this.curves.push( curve );
  22278. var lastPoint = curve.getPoint( 1 );
  22279. this.currentPoint.copy( lastPoint );
  22280. },
  22281. copy: function ( source ) {
  22282. CurvePath.prototype.copy.call( this, source );
  22283. this.currentPoint.copy( source.currentPoint );
  22284. return this;
  22285. },
  22286. toJSON: function () {
  22287. var data = CurvePath.prototype.toJSON.call( this );
  22288. data.currentPoint = this.currentPoint.toArray();
  22289. return data;
  22290. },
  22291. fromJSON: function ( json ) {
  22292. CurvePath.prototype.fromJSON.call( this, json );
  22293. this.currentPoint.fromArray( json.currentPoint );
  22294. return this;
  22295. }
  22296. } );
  22297. /**
  22298. * @author zz85 / http://www.lab4games.net/zz85/blog
  22299. * Defines a 2d shape plane using paths.
  22300. **/
  22301. // STEP 1 Create a path.
  22302. // STEP 2 Turn path into shape.
  22303. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22304. // STEP 3a - Extract points from each shape, turn to vertices
  22305. // STEP 3b - Triangulate each shape, add faces.
  22306. function Shape( points ) {
  22307. Path.call( this, points );
  22308. this.uuid = _Math.generateUUID();
  22309. this.type = 'Shape';
  22310. this.holes = [];
  22311. }
  22312. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22313. constructor: Shape,
  22314. getPointsHoles: function ( divisions ) {
  22315. var holesPts = [];
  22316. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22317. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22318. }
  22319. return holesPts;
  22320. },
  22321. // get points of shape and holes (keypoints based on segments parameter)
  22322. extractPoints: function ( divisions ) {
  22323. return {
  22324. shape: this.getPoints( divisions ),
  22325. holes: this.getPointsHoles( divisions )
  22326. };
  22327. },
  22328. copy: function ( source ) {
  22329. Path.prototype.copy.call( this, source );
  22330. this.holes = [];
  22331. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22332. var hole = source.holes[ i ];
  22333. this.holes.push( hole.clone() );
  22334. }
  22335. return this;
  22336. },
  22337. toJSON: function () {
  22338. var data = Path.prototype.toJSON.call( this );
  22339. data.uuid = this.uuid;
  22340. data.holes = [];
  22341. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22342. var hole = this.holes[ i ];
  22343. data.holes.push( hole.toJSON() );
  22344. }
  22345. return data;
  22346. },
  22347. fromJSON: function ( json ) {
  22348. Path.prototype.fromJSON.call( this, json );
  22349. this.uuid = json.uuid;
  22350. this.holes = [];
  22351. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22352. var hole = json.holes[ i ];
  22353. this.holes.push( new Path().fromJSON( hole ) );
  22354. }
  22355. return this;
  22356. }
  22357. } );
  22358. /**
  22359. * @author mrdoob / http://mrdoob.com/
  22360. * @author alteredq / http://alteredqualia.com/
  22361. */
  22362. function Light( color, intensity ) {
  22363. Object3D.call( this );
  22364. this.type = 'Light';
  22365. this.color = new Color( color );
  22366. this.intensity = intensity !== undefined ? intensity : 1;
  22367. this.receiveShadow = undefined;
  22368. }
  22369. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22370. constructor: Light,
  22371. isLight: true,
  22372. copy: function ( source ) {
  22373. Object3D.prototype.copy.call( this, source );
  22374. this.color.copy( source.color );
  22375. this.intensity = source.intensity;
  22376. return this;
  22377. },
  22378. toJSON: function ( meta ) {
  22379. var data = Object3D.prototype.toJSON.call( this, meta );
  22380. data.object.color = this.color.getHex();
  22381. data.object.intensity = this.intensity;
  22382. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22383. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22384. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22385. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22386. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22387. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22388. return data;
  22389. }
  22390. } );
  22391. /**
  22392. * @author alteredq / http://alteredqualia.com/
  22393. */
  22394. function HemisphereLight( skyColor, groundColor, intensity ) {
  22395. Light.call( this, skyColor, intensity );
  22396. this.type = 'HemisphereLight';
  22397. this.castShadow = undefined;
  22398. this.position.copy( Object3D.DefaultUp );
  22399. this.updateMatrix();
  22400. this.groundColor = new Color( groundColor );
  22401. }
  22402. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22403. constructor: HemisphereLight,
  22404. isHemisphereLight: true,
  22405. copy: function ( source ) {
  22406. Light.prototype.copy.call( this, source );
  22407. this.groundColor.copy( source.groundColor );
  22408. return this;
  22409. }
  22410. } );
  22411. /**
  22412. * @author mrdoob / http://mrdoob.com/
  22413. */
  22414. function LightShadow( camera ) {
  22415. this.camera = camera;
  22416. this.bias = 0;
  22417. this.radius = 1;
  22418. this.mapSize = new Vector2( 512, 512 );
  22419. this.map = null;
  22420. this.mapPass = null;
  22421. this.matrix = new Matrix4();
  22422. this._frustum = new Frustum();
  22423. this._frameExtents = new Vector2( 1, 1 );
  22424. this._viewportCount = 1;
  22425. this._viewports = [
  22426. new Vector4( 0, 0, 1, 1 )
  22427. ];
  22428. }
  22429. Object.assign( LightShadow.prototype, {
  22430. _projScreenMatrix: new Matrix4(),
  22431. _lightPositionWorld: new Vector3(),
  22432. _lookTarget: new Vector3(),
  22433. getViewportCount: function () {
  22434. return this._viewportCount;
  22435. },
  22436. getFrustum: function () {
  22437. return this._frustum;
  22438. },
  22439. updateMatrices: function ( light ) {
  22440. var shadowCamera = this.camera,
  22441. shadowMatrix = this.matrix,
  22442. projScreenMatrix = this._projScreenMatrix,
  22443. lookTarget = this._lookTarget,
  22444. lightPositionWorld = this._lightPositionWorld;
  22445. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22446. shadowCamera.position.copy( lightPositionWorld );
  22447. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  22448. shadowCamera.lookAt( lookTarget );
  22449. shadowCamera.updateMatrixWorld();
  22450. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  22451. this._frustum.setFromMatrix( projScreenMatrix );
  22452. shadowMatrix.set(
  22453. 0.5, 0.0, 0.0, 0.5,
  22454. 0.0, 0.5, 0.0, 0.5,
  22455. 0.0, 0.0, 0.5, 0.5,
  22456. 0.0, 0.0, 0.0, 1.0
  22457. );
  22458. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  22459. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  22460. },
  22461. getViewport: function ( viewportIndex ) {
  22462. return this._viewports[ viewportIndex ];
  22463. },
  22464. getFrameExtents: function () {
  22465. return this._frameExtents;
  22466. },
  22467. copy: function ( source ) {
  22468. this.camera = source.camera.clone();
  22469. this.bias = source.bias;
  22470. this.radius = source.radius;
  22471. this.mapSize.copy( source.mapSize );
  22472. return this;
  22473. },
  22474. clone: function () {
  22475. return new this.constructor().copy( this );
  22476. },
  22477. toJSON: function () {
  22478. var object = {};
  22479. if ( this.bias !== 0 ) object.bias = this.bias;
  22480. if ( this.radius !== 1 ) object.radius = this.radius;
  22481. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22482. object.camera = this.camera.toJSON( false ).object;
  22483. delete object.camera.matrix;
  22484. return object;
  22485. }
  22486. } );
  22487. /**
  22488. * @author mrdoob / http://mrdoob.com/
  22489. */
  22490. function SpotLightShadow() {
  22491. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22492. }
  22493. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22494. constructor: SpotLightShadow,
  22495. isSpotLightShadow: true,
  22496. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22497. var camera = this.camera;
  22498. var fov = _Math.RAD2DEG * 2 * light.angle;
  22499. var aspect = this.mapSize.width / this.mapSize.height;
  22500. var far = light.distance || camera.far;
  22501. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22502. camera.fov = fov;
  22503. camera.aspect = aspect;
  22504. camera.far = far;
  22505. camera.updateProjectionMatrix();
  22506. }
  22507. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22508. }
  22509. } );
  22510. /**
  22511. * @author alteredq / http://alteredqualia.com/
  22512. */
  22513. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22514. Light.call( this, color, intensity );
  22515. this.type = 'SpotLight';
  22516. this.position.copy( Object3D.DefaultUp );
  22517. this.updateMatrix();
  22518. this.target = new Object3D();
  22519. Object.defineProperty( this, 'power', {
  22520. get: function () {
  22521. // intensity = power per solid angle.
  22522. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22523. return this.intensity * Math.PI;
  22524. },
  22525. set: function ( power ) {
  22526. // intensity = power per solid angle.
  22527. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22528. this.intensity = power / Math.PI;
  22529. }
  22530. } );
  22531. this.distance = ( distance !== undefined ) ? distance : 0;
  22532. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22533. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22534. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22535. this.shadow = new SpotLightShadow();
  22536. }
  22537. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22538. constructor: SpotLight,
  22539. isSpotLight: true,
  22540. copy: function ( source ) {
  22541. Light.prototype.copy.call( this, source );
  22542. this.distance = source.distance;
  22543. this.angle = source.angle;
  22544. this.penumbra = source.penumbra;
  22545. this.decay = source.decay;
  22546. this.target = source.target.clone();
  22547. this.shadow = source.shadow.clone();
  22548. return this;
  22549. }
  22550. } );
  22551. function PointLightShadow() {
  22552. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22553. this._frameExtents = new Vector2( 4, 2 );
  22554. this._viewportCount = 6;
  22555. this._viewports = [
  22556. // These viewports map a cube-map onto a 2D texture with the
  22557. // following orientation:
  22558. //
  22559. // xzXZ
  22560. // y Y
  22561. //
  22562. // X - Positive x direction
  22563. // x - Negative x direction
  22564. // Y - Positive y direction
  22565. // y - Negative y direction
  22566. // Z - Positive z direction
  22567. // z - Negative z direction
  22568. // positive X
  22569. new Vector4( 2, 1, 1, 1 ),
  22570. // negative X
  22571. new Vector4( 0, 1, 1, 1 ),
  22572. // positive Z
  22573. new Vector4( 3, 1, 1, 1 ),
  22574. // negative Z
  22575. new Vector4( 1, 1, 1, 1 ),
  22576. // positive Y
  22577. new Vector4( 3, 0, 1, 1 ),
  22578. // negative Y
  22579. new Vector4( 1, 0, 1, 1 )
  22580. ];
  22581. this._cubeDirections = [
  22582. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  22583. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  22584. ];
  22585. this._cubeUps = [
  22586. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  22587. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  22588. ];
  22589. }
  22590. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22591. constructor: PointLightShadow,
  22592. isPointLightShadow: true,
  22593. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22594. var camera = this.camera,
  22595. shadowMatrix = this.matrix,
  22596. lightPositionWorld = this._lightPositionWorld,
  22597. lookTarget = this._lookTarget,
  22598. projScreenMatrix = this._projScreenMatrix;
  22599. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22600. camera.position.copy( lightPositionWorld );
  22601. lookTarget.copy( camera.position );
  22602. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  22603. camera.up.copy( this._cubeUps[ viewportIndex ] );
  22604. camera.lookAt( lookTarget );
  22605. camera.updateMatrixWorld();
  22606. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  22607. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  22608. this._frustum.setFromMatrix( projScreenMatrix );
  22609. }
  22610. } );
  22611. /**
  22612. * @author mrdoob / http://mrdoob.com/
  22613. */
  22614. function PointLight( color, intensity, distance, decay ) {
  22615. Light.call( this, color, intensity );
  22616. this.type = 'PointLight';
  22617. Object.defineProperty( this, 'power', {
  22618. get: function () {
  22619. // intensity = power per solid angle.
  22620. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22621. return this.intensity * 4 * Math.PI;
  22622. },
  22623. set: function ( power ) {
  22624. // intensity = power per solid angle.
  22625. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22626. this.intensity = power / ( 4 * Math.PI );
  22627. }
  22628. } );
  22629. this.distance = ( distance !== undefined ) ? distance : 0;
  22630. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22631. this.shadow = new PointLightShadow();
  22632. }
  22633. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22634. constructor: PointLight,
  22635. isPointLight: true,
  22636. copy: function ( source ) {
  22637. Light.prototype.copy.call( this, source );
  22638. this.distance = source.distance;
  22639. this.decay = source.decay;
  22640. this.shadow = source.shadow.clone();
  22641. return this;
  22642. }
  22643. } );
  22644. /**
  22645. * @author alteredq / http://alteredqualia.com/
  22646. * @author arose / http://github.com/arose
  22647. */
  22648. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22649. Camera.call( this );
  22650. this.type = 'OrthographicCamera';
  22651. this.zoom = 1;
  22652. this.view = null;
  22653. this.left = ( left !== undefined ) ? left : - 1;
  22654. this.right = ( right !== undefined ) ? right : 1;
  22655. this.top = ( top !== undefined ) ? top : 1;
  22656. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22657. this.near = ( near !== undefined ) ? near : 0.1;
  22658. this.far = ( far !== undefined ) ? far : 2000;
  22659. this.updateProjectionMatrix();
  22660. }
  22661. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22662. constructor: OrthographicCamera,
  22663. isOrthographicCamera: true,
  22664. copy: function ( source, recursive ) {
  22665. Camera.prototype.copy.call( this, source, recursive );
  22666. this.left = source.left;
  22667. this.right = source.right;
  22668. this.top = source.top;
  22669. this.bottom = source.bottom;
  22670. this.near = source.near;
  22671. this.far = source.far;
  22672. this.zoom = source.zoom;
  22673. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22674. return this;
  22675. },
  22676. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22677. if ( this.view === null ) {
  22678. this.view = {
  22679. enabled: true,
  22680. fullWidth: 1,
  22681. fullHeight: 1,
  22682. offsetX: 0,
  22683. offsetY: 0,
  22684. width: 1,
  22685. height: 1
  22686. };
  22687. }
  22688. this.view.enabled = true;
  22689. this.view.fullWidth = fullWidth;
  22690. this.view.fullHeight = fullHeight;
  22691. this.view.offsetX = x;
  22692. this.view.offsetY = y;
  22693. this.view.width = width;
  22694. this.view.height = height;
  22695. this.updateProjectionMatrix();
  22696. },
  22697. clearViewOffset: function () {
  22698. if ( this.view !== null ) {
  22699. this.view.enabled = false;
  22700. }
  22701. this.updateProjectionMatrix();
  22702. },
  22703. updateProjectionMatrix: function () {
  22704. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22705. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22706. var cx = ( this.right + this.left ) / 2;
  22707. var cy = ( this.top + this.bottom ) / 2;
  22708. var left = cx - dx;
  22709. var right = cx + dx;
  22710. var top = cy + dy;
  22711. var bottom = cy - dy;
  22712. if ( this.view !== null && this.view.enabled ) {
  22713. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22714. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22715. var scaleW = ( this.right - this.left ) / this.view.width;
  22716. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22717. left += scaleW * ( this.view.offsetX / zoomW );
  22718. right = left + scaleW * ( this.view.width / zoomW );
  22719. top -= scaleH * ( this.view.offsetY / zoomH );
  22720. bottom = top - scaleH * ( this.view.height / zoomH );
  22721. }
  22722. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22723. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22724. },
  22725. toJSON: function ( meta ) {
  22726. var data = Object3D.prototype.toJSON.call( this, meta );
  22727. data.object.zoom = this.zoom;
  22728. data.object.left = this.left;
  22729. data.object.right = this.right;
  22730. data.object.top = this.top;
  22731. data.object.bottom = this.bottom;
  22732. data.object.near = this.near;
  22733. data.object.far = this.far;
  22734. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22735. return data;
  22736. }
  22737. } );
  22738. /**
  22739. * @author mrdoob / http://mrdoob.com/
  22740. */
  22741. function DirectionalLightShadow() {
  22742. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22743. }
  22744. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22745. constructor: DirectionalLightShadow,
  22746. isDirectionalLightShadow: true,
  22747. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22748. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22749. }
  22750. } );
  22751. /**
  22752. * @author mrdoob / http://mrdoob.com/
  22753. * @author alteredq / http://alteredqualia.com/
  22754. */
  22755. function DirectionalLight( color, intensity ) {
  22756. Light.call( this, color, intensity );
  22757. this.type = 'DirectionalLight';
  22758. this.position.copy( Object3D.DefaultUp );
  22759. this.updateMatrix();
  22760. this.target = new Object3D();
  22761. this.shadow = new DirectionalLightShadow();
  22762. }
  22763. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22764. constructor: DirectionalLight,
  22765. isDirectionalLight: true,
  22766. copy: function ( source ) {
  22767. Light.prototype.copy.call( this, source );
  22768. this.target = source.target.clone();
  22769. this.shadow = source.shadow.clone();
  22770. return this;
  22771. }
  22772. } );
  22773. /**
  22774. * @author mrdoob / http://mrdoob.com/
  22775. */
  22776. function AmbientLight( color, intensity ) {
  22777. Light.call( this, color, intensity );
  22778. this.type = 'AmbientLight';
  22779. this.castShadow = undefined;
  22780. }
  22781. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22782. constructor: AmbientLight,
  22783. isAmbientLight: true
  22784. } );
  22785. /**
  22786. * @author abelnation / http://github.com/abelnation
  22787. */
  22788. function RectAreaLight( color, intensity, width, height ) {
  22789. Light.call( this, color, intensity );
  22790. this.type = 'RectAreaLight';
  22791. this.width = ( width !== undefined ) ? width : 10;
  22792. this.height = ( height !== undefined ) ? height : 10;
  22793. }
  22794. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22795. constructor: RectAreaLight,
  22796. isRectAreaLight: true,
  22797. copy: function ( source ) {
  22798. Light.prototype.copy.call( this, source );
  22799. this.width = source.width;
  22800. this.height = source.height;
  22801. return this;
  22802. },
  22803. toJSON: function ( meta ) {
  22804. var data = Light.prototype.toJSON.call( this, meta );
  22805. data.object.width = this.width;
  22806. data.object.height = this.height;
  22807. return data;
  22808. }
  22809. } );
  22810. /**
  22811. * @author mrdoob / http://mrdoob.com/
  22812. */
  22813. function MaterialLoader( manager ) {
  22814. Loader.call( this, manager );
  22815. this.textures = {};
  22816. }
  22817. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22818. constructor: MaterialLoader,
  22819. load: function ( url, onLoad, onProgress, onError ) {
  22820. var scope = this;
  22821. var loader = new FileLoader( scope.manager );
  22822. loader.setPath( scope.path );
  22823. loader.load( url, function ( text ) {
  22824. onLoad( scope.parse( JSON.parse( text ) ) );
  22825. }, onProgress, onError );
  22826. },
  22827. parse: function ( json ) {
  22828. var textures = this.textures;
  22829. function getTexture( name ) {
  22830. if ( textures[ name ] === undefined ) {
  22831. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22832. }
  22833. return textures[ name ];
  22834. }
  22835. var material = new Materials[ json.type ]();
  22836. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22837. if ( json.name !== undefined ) material.name = json.name;
  22838. if ( json.color !== undefined ) material.color.setHex( json.color );
  22839. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22840. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22841. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22842. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22843. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22844. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  22845. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  22846. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22847. if ( json.fog !== undefined ) material.fog = json.fog;
  22848. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22849. if ( json.blending !== undefined ) material.blending = json.blending;
  22850. if ( json.combine !== undefined ) material.combine = json.combine;
  22851. if ( json.side !== undefined ) material.side = json.side;
  22852. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22853. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22854. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22855. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22856. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22857. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22858. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22859. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22860. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22861. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22862. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22863. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22864. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22865. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22866. if ( json.scale !== undefined ) material.scale = json.scale;
  22867. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22868. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22869. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22870. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22871. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22872. if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;
  22873. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22874. if ( json.visible !== undefined ) material.visible = json.visible;
  22875. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  22876. if ( json.userData !== undefined ) material.userData = json.userData;
  22877. // Shader Material
  22878. if ( json.uniforms !== undefined ) {
  22879. for ( var name in json.uniforms ) {
  22880. var uniform = json.uniforms[ name ];
  22881. material.uniforms[ name ] = {};
  22882. switch ( uniform.type ) {
  22883. case 't':
  22884. material.uniforms[ name ].value = getTexture( uniform.value );
  22885. break;
  22886. case 'c':
  22887. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22888. break;
  22889. case 'v2':
  22890. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22891. break;
  22892. case 'v3':
  22893. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22894. break;
  22895. case 'v4':
  22896. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22897. break;
  22898. case 'm3':
  22899. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22900. case 'm4':
  22901. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22902. break;
  22903. default:
  22904. material.uniforms[ name ].value = uniform.value;
  22905. }
  22906. }
  22907. }
  22908. if ( json.defines !== undefined ) material.defines = json.defines;
  22909. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22910. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22911. if ( json.extensions !== undefined ) {
  22912. for ( var key in json.extensions ) {
  22913. material.extensions[ key ] = json.extensions[ key ];
  22914. }
  22915. }
  22916. // Deprecated
  22917. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22918. // for PointsMaterial
  22919. if ( json.size !== undefined ) material.size = json.size;
  22920. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22921. // maps
  22922. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22923. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  22924. if ( json.alphaMap !== undefined ) {
  22925. material.alphaMap = getTexture( json.alphaMap );
  22926. material.transparent = true;
  22927. }
  22928. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22929. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22930. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22931. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22932. if ( json.normalScale !== undefined ) {
  22933. var normalScale = json.normalScale;
  22934. if ( Array.isArray( normalScale ) === false ) {
  22935. // Blender exporter used to export a scalar. See #7459
  22936. normalScale = [ normalScale, normalScale ];
  22937. }
  22938. material.normalScale = new Vector2().fromArray( normalScale );
  22939. }
  22940. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22941. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22942. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22943. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22944. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22945. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22946. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22947. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22948. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22949. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22950. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22951. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  22952. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22953. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22954. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22955. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22956. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22957. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  22958. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  22959. return material;
  22960. },
  22961. setTextures: function ( value ) {
  22962. this.textures = value;
  22963. return this;
  22964. }
  22965. } );
  22966. /**
  22967. * @author Don McCurdy / https://www.donmccurdy.com
  22968. */
  22969. var LoaderUtils = {
  22970. decodeText: function ( array ) {
  22971. if ( typeof TextDecoder !== 'undefined' ) {
  22972. return new TextDecoder().decode( array );
  22973. }
  22974. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22975. // throws a "maximum call stack size exceeded" error for large arrays.
  22976. var s = '';
  22977. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22978. // Implicitly assumes little-endian.
  22979. s += String.fromCharCode( array[ i ] );
  22980. }
  22981. try {
  22982. // merges multi-byte utf-8 characters.
  22983. return decodeURIComponent( escape( s ) );
  22984. } catch ( e ) { // see #16358
  22985. return s;
  22986. }
  22987. },
  22988. extractUrlBase: function ( url ) {
  22989. var index = url.lastIndexOf( '/' );
  22990. if ( index === - 1 ) return './';
  22991. return url.substr( 0, index + 1 );
  22992. }
  22993. };
  22994. /**
  22995. * @author benaadams / https://twitter.com/ben_a_adams
  22996. */
  22997. function InstancedBufferGeometry() {
  22998. BufferGeometry.call( this );
  22999. this.type = 'InstancedBufferGeometry';
  23000. this.maxInstancedCount = undefined;
  23001. }
  23002. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23003. constructor: InstancedBufferGeometry,
  23004. isInstancedBufferGeometry: true,
  23005. copy: function ( source ) {
  23006. BufferGeometry.prototype.copy.call( this, source );
  23007. this.maxInstancedCount = source.maxInstancedCount;
  23008. return this;
  23009. },
  23010. clone: function () {
  23011. return new this.constructor().copy( this );
  23012. },
  23013. toJSON: function () {
  23014. var data = BufferGeometry.prototype.toJSON.call( this );
  23015. data.maxInstancedCount = this.maxInstancedCount;
  23016. data.isInstancedBufferGeometry = true;
  23017. return data;
  23018. }
  23019. } );
  23020. /**
  23021. * @author benaadams / https://twitter.com/ben_a_adams
  23022. */
  23023. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23024. if ( typeof ( normalized ) === 'number' ) {
  23025. meshPerAttribute = normalized;
  23026. normalized = false;
  23027. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23028. }
  23029. BufferAttribute.call( this, array, itemSize, normalized );
  23030. this.meshPerAttribute = meshPerAttribute || 1;
  23031. }
  23032. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23033. constructor: InstancedBufferAttribute,
  23034. isInstancedBufferAttribute: true,
  23035. copy: function ( source ) {
  23036. BufferAttribute.prototype.copy.call( this, source );
  23037. this.meshPerAttribute = source.meshPerAttribute;
  23038. return this;
  23039. },
  23040. toJSON: function () {
  23041. var data = BufferAttribute.prototype.toJSON.call( this );
  23042. data.meshPerAttribute = this.meshPerAttribute;
  23043. data.isInstancedBufferAttribute = true;
  23044. return data;
  23045. }
  23046. } );
  23047. /**
  23048. * @author mrdoob / http://mrdoob.com/
  23049. */
  23050. function BufferGeometryLoader( manager ) {
  23051. Loader.call( this, manager );
  23052. }
  23053. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23054. constructor: BufferGeometryLoader,
  23055. load: function ( url, onLoad, onProgress, onError ) {
  23056. var scope = this;
  23057. var loader = new FileLoader( scope.manager );
  23058. loader.setPath( scope.path );
  23059. loader.load( url, function ( text ) {
  23060. onLoad( scope.parse( JSON.parse( text ) ) );
  23061. }, onProgress, onError );
  23062. },
  23063. parse: function ( json ) {
  23064. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23065. var index = json.data.index;
  23066. if ( index !== undefined ) {
  23067. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23068. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23069. }
  23070. var attributes = json.data.attributes;
  23071. for ( var key in attributes ) {
  23072. var attribute = attributes[ key ];
  23073. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23074. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23075. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23076. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  23077. geometry.addAttribute( key, bufferAttribute );
  23078. }
  23079. var morphAttributes = json.data.morphAttributes;
  23080. if ( morphAttributes ) {
  23081. for ( var key in morphAttributes ) {
  23082. var attributeArray = morphAttributes[ key ];
  23083. var array = [];
  23084. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23085. var attribute = attributeArray[ i ];
  23086. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23087. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23088. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  23089. array.push( bufferAttribute );
  23090. }
  23091. geometry.morphAttributes[ key ] = array;
  23092. }
  23093. }
  23094. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23095. if ( groups !== undefined ) {
  23096. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23097. var group = groups[ i ];
  23098. geometry.addGroup( group.start, group.count, group.materialIndex );
  23099. }
  23100. }
  23101. var boundingSphere = json.data.boundingSphere;
  23102. if ( boundingSphere !== undefined ) {
  23103. var center = new Vector3();
  23104. if ( boundingSphere.center !== undefined ) {
  23105. center.fromArray( boundingSphere.center );
  23106. }
  23107. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23108. }
  23109. if ( json.name ) geometry.name = json.name;
  23110. if ( json.userData ) geometry.userData = json.userData;
  23111. return geometry;
  23112. }
  23113. } );
  23114. var TYPED_ARRAYS = {
  23115. Int8Array: Int8Array,
  23116. Uint8Array: Uint8Array,
  23117. // Workaround for IE11 pre KB2929437. See #11440
  23118. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23119. Int16Array: Int16Array,
  23120. Uint16Array: Uint16Array,
  23121. Int32Array: Int32Array,
  23122. Uint32Array: Uint32Array,
  23123. Float32Array: Float32Array,
  23124. Float64Array: Float64Array
  23125. };
  23126. /**
  23127. * @author mrdoob / http://mrdoob.com/
  23128. */
  23129. function ObjectLoader( manager ) {
  23130. Loader.call( this, manager );
  23131. }
  23132. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23133. constructor: ObjectLoader,
  23134. load: function ( url, onLoad, onProgress, onError ) {
  23135. var scope = this;
  23136. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23137. this.resourcePath = this.resourcePath || path;
  23138. var loader = new FileLoader( scope.manager );
  23139. loader.setPath( this.path );
  23140. loader.load( url, function ( text ) {
  23141. var json = null;
  23142. try {
  23143. json = JSON.parse( text );
  23144. } catch ( error ) {
  23145. if ( onError !== undefined ) onError( error );
  23146. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23147. return;
  23148. }
  23149. var metadata = json.metadata;
  23150. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23151. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23152. return;
  23153. }
  23154. scope.parse( json, onLoad );
  23155. }, onProgress, onError );
  23156. },
  23157. parse: function ( json, onLoad ) {
  23158. var shapes = this.parseShape( json.shapes );
  23159. var geometries = this.parseGeometries( json.geometries, shapes );
  23160. var images = this.parseImages( json.images, function () {
  23161. if ( onLoad !== undefined ) onLoad( object );
  23162. } );
  23163. var textures = this.parseTextures( json.textures, images );
  23164. var materials = this.parseMaterials( json.materials, textures );
  23165. var object = this.parseObject( json.object, geometries, materials );
  23166. if ( json.animations ) {
  23167. object.animations = this.parseAnimations( json.animations );
  23168. }
  23169. if ( json.images === undefined || json.images.length === 0 ) {
  23170. if ( onLoad !== undefined ) onLoad( object );
  23171. }
  23172. return object;
  23173. },
  23174. parseShape: function ( json ) {
  23175. var shapes = {};
  23176. if ( json !== undefined ) {
  23177. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23178. var shape = new Shape().fromJSON( json[ i ] );
  23179. shapes[ shape.uuid ] = shape;
  23180. }
  23181. }
  23182. return shapes;
  23183. },
  23184. parseGeometries: function ( json, shapes ) {
  23185. var geometries = {};
  23186. if ( json !== undefined ) {
  23187. var bufferGeometryLoader = new BufferGeometryLoader();
  23188. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23189. var geometry;
  23190. var data = json[ i ];
  23191. switch ( data.type ) {
  23192. case 'PlaneGeometry':
  23193. case 'PlaneBufferGeometry':
  23194. geometry = new Geometries[ data.type ](
  23195. data.width,
  23196. data.height,
  23197. data.widthSegments,
  23198. data.heightSegments
  23199. );
  23200. break;
  23201. case 'BoxGeometry':
  23202. case 'BoxBufferGeometry':
  23203. case 'CubeGeometry': // backwards compatible
  23204. geometry = new Geometries[ data.type ](
  23205. data.width,
  23206. data.height,
  23207. data.depth,
  23208. data.widthSegments,
  23209. data.heightSegments,
  23210. data.depthSegments
  23211. );
  23212. break;
  23213. case 'CircleGeometry':
  23214. case 'CircleBufferGeometry':
  23215. geometry = new Geometries[ data.type ](
  23216. data.radius,
  23217. data.segments,
  23218. data.thetaStart,
  23219. data.thetaLength
  23220. );
  23221. break;
  23222. case 'CylinderGeometry':
  23223. case 'CylinderBufferGeometry':
  23224. geometry = new Geometries[ data.type ](
  23225. data.radiusTop,
  23226. data.radiusBottom,
  23227. data.height,
  23228. data.radialSegments,
  23229. data.heightSegments,
  23230. data.openEnded,
  23231. data.thetaStart,
  23232. data.thetaLength
  23233. );
  23234. break;
  23235. case 'ConeGeometry':
  23236. case 'ConeBufferGeometry':
  23237. geometry = new Geometries[ data.type ](
  23238. data.radius,
  23239. data.height,
  23240. data.radialSegments,
  23241. data.heightSegments,
  23242. data.openEnded,
  23243. data.thetaStart,
  23244. data.thetaLength
  23245. );
  23246. break;
  23247. case 'SphereGeometry':
  23248. case 'SphereBufferGeometry':
  23249. geometry = new Geometries[ data.type ](
  23250. data.radius,
  23251. data.widthSegments,
  23252. data.heightSegments,
  23253. data.phiStart,
  23254. data.phiLength,
  23255. data.thetaStart,
  23256. data.thetaLength
  23257. );
  23258. break;
  23259. case 'DodecahedronGeometry':
  23260. case 'DodecahedronBufferGeometry':
  23261. case 'IcosahedronGeometry':
  23262. case 'IcosahedronBufferGeometry':
  23263. case 'OctahedronGeometry':
  23264. case 'OctahedronBufferGeometry':
  23265. case 'TetrahedronGeometry':
  23266. case 'TetrahedronBufferGeometry':
  23267. geometry = new Geometries[ data.type ](
  23268. data.radius,
  23269. data.detail
  23270. );
  23271. break;
  23272. case 'RingGeometry':
  23273. case 'RingBufferGeometry':
  23274. geometry = new Geometries[ data.type ](
  23275. data.innerRadius,
  23276. data.outerRadius,
  23277. data.thetaSegments,
  23278. data.phiSegments,
  23279. data.thetaStart,
  23280. data.thetaLength
  23281. );
  23282. break;
  23283. case 'TorusGeometry':
  23284. case 'TorusBufferGeometry':
  23285. geometry = new Geometries[ data.type ](
  23286. data.radius,
  23287. data.tube,
  23288. data.radialSegments,
  23289. data.tubularSegments,
  23290. data.arc
  23291. );
  23292. break;
  23293. case 'TorusKnotGeometry':
  23294. case 'TorusKnotBufferGeometry':
  23295. geometry = new Geometries[ data.type ](
  23296. data.radius,
  23297. data.tube,
  23298. data.tubularSegments,
  23299. data.radialSegments,
  23300. data.p,
  23301. data.q
  23302. );
  23303. break;
  23304. case 'TubeGeometry':
  23305. case 'TubeBufferGeometry':
  23306. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23307. // User defined curves or instances of CurvePath will not be deserialized.
  23308. geometry = new Geometries[ data.type ](
  23309. new Curves[ data.path.type ]().fromJSON( data.path ),
  23310. data.tubularSegments,
  23311. data.radius,
  23312. data.radialSegments,
  23313. data.closed
  23314. );
  23315. break;
  23316. case 'LatheGeometry':
  23317. case 'LatheBufferGeometry':
  23318. geometry = new Geometries[ data.type ](
  23319. data.points,
  23320. data.segments,
  23321. data.phiStart,
  23322. data.phiLength
  23323. );
  23324. break;
  23325. case 'PolyhedronGeometry':
  23326. case 'PolyhedronBufferGeometry':
  23327. geometry = new Geometries[ data.type ](
  23328. data.vertices,
  23329. data.indices,
  23330. data.radius,
  23331. data.details
  23332. );
  23333. break;
  23334. case 'ShapeGeometry':
  23335. case 'ShapeBufferGeometry':
  23336. var geometryShapes = [];
  23337. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23338. var shape = shapes[ data.shapes[ j ] ];
  23339. geometryShapes.push( shape );
  23340. }
  23341. geometry = new Geometries[ data.type ](
  23342. geometryShapes,
  23343. data.curveSegments
  23344. );
  23345. break;
  23346. case 'ExtrudeGeometry':
  23347. case 'ExtrudeBufferGeometry':
  23348. var geometryShapes = [];
  23349. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23350. var shape = shapes[ data.shapes[ j ] ];
  23351. geometryShapes.push( shape );
  23352. }
  23353. var extrudePath = data.options.extrudePath;
  23354. if ( extrudePath !== undefined ) {
  23355. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23356. }
  23357. geometry = new Geometries[ data.type ](
  23358. geometryShapes,
  23359. data.options
  23360. );
  23361. break;
  23362. case 'BufferGeometry':
  23363. case 'InstancedBufferGeometry':
  23364. geometry = bufferGeometryLoader.parse( data );
  23365. break;
  23366. case 'Geometry':
  23367. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23368. var geometryLoader = new THREE.LegacyJSONLoader();
  23369. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23370. } else {
  23371. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23372. }
  23373. break;
  23374. default:
  23375. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23376. continue;
  23377. }
  23378. geometry.uuid = data.uuid;
  23379. if ( data.name !== undefined ) geometry.name = data.name;
  23380. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  23381. geometries[ data.uuid ] = geometry;
  23382. }
  23383. }
  23384. return geometries;
  23385. },
  23386. parseMaterials: function ( json, textures ) {
  23387. var cache = {}; // MultiMaterial
  23388. var materials = {};
  23389. if ( json !== undefined ) {
  23390. var loader = new MaterialLoader();
  23391. loader.setTextures( textures );
  23392. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23393. var data = json[ i ];
  23394. if ( data.type === 'MultiMaterial' ) {
  23395. // Deprecated
  23396. var array = [];
  23397. for ( var j = 0; j < data.materials.length; j ++ ) {
  23398. var material = data.materials[ j ];
  23399. if ( cache[ material.uuid ] === undefined ) {
  23400. cache[ material.uuid ] = loader.parse( material );
  23401. }
  23402. array.push( cache[ material.uuid ] );
  23403. }
  23404. materials[ data.uuid ] = array;
  23405. } else {
  23406. if ( cache[ data.uuid ] === undefined ) {
  23407. cache[ data.uuid ] = loader.parse( data );
  23408. }
  23409. materials[ data.uuid ] = cache[ data.uuid ];
  23410. }
  23411. }
  23412. }
  23413. return materials;
  23414. },
  23415. parseAnimations: function ( json ) {
  23416. var animations = [];
  23417. for ( var i = 0; i < json.length; i ++ ) {
  23418. var data = json[ i ];
  23419. var clip = AnimationClip.parse( data );
  23420. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  23421. animations.push( clip );
  23422. }
  23423. return animations;
  23424. },
  23425. parseImages: function ( json, onLoad ) {
  23426. var scope = this;
  23427. var images = {};
  23428. function loadImage( url ) {
  23429. scope.manager.itemStart( url );
  23430. return loader.load( url, function () {
  23431. scope.manager.itemEnd( url );
  23432. }, undefined, function () {
  23433. scope.manager.itemError( url );
  23434. scope.manager.itemEnd( url );
  23435. } );
  23436. }
  23437. if ( json !== undefined && json.length > 0 ) {
  23438. var manager = new LoadingManager( onLoad );
  23439. var loader = new ImageLoader( manager );
  23440. loader.setCrossOrigin( this.crossOrigin );
  23441. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23442. var image = json[ i ];
  23443. var url = image.url;
  23444. if ( Array.isArray( url ) ) {
  23445. // load array of images e.g CubeTexture
  23446. images[ image.uuid ] = [];
  23447. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23448. var currentUrl = url[ j ];
  23449. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23450. images[ image.uuid ].push( loadImage( path ) );
  23451. }
  23452. } else {
  23453. // load single image
  23454. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23455. images[ image.uuid ] = loadImage( path );
  23456. }
  23457. }
  23458. }
  23459. return images;
  23460. },
  23461. parseTextures: function ( json, images ) {
  23462. function parseConstant( value, type ) {
  23463. if ( typeof value === 'number' ) return value;
  23464. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23465. return type[ value ];
  23466. }
  23467. var textures = {};
  23468. if ( json !== undefined ) {
  23469. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23470. var data = json[ i ];
  23471. if ( data.image === undefined ) {
  23472. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23473. }
  23474. if ( images[ data.image ] === undefined ) {
  23475. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23476. }
  23477. var texture;
  23478. if ( Array.isArray( images[ data.image ] ) ) {
  23479. texture = new CubeTexture( images[ data.image ] );
  23480. } else {
  23481. texture = new Texture( images[ data.image ] );
  23482. }
  23483. texture.needsUpdate = true;
  23484. texture.uuid = data.uuid;
  23485. if ( data.name !== undefined ) texture.name = data.name;
  23486. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23487. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23488. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23489. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23490. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23491. if ( data.wrap !== undefined ) {
  23492. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23493. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23494. }
  23495. if ( data.format !== undefined ) texture.format = data.format;
  23496. if ( data.type !== undefined ) texture.type = data.type;
  23497. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23498. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23499. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23500. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23501. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23502. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23503. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23504. textures[ data.uuid ] = texture;
  23505. }
  23506. }
  23507. return textures;
  23508. },
  23509. parseObject: function ( data, geometries, materials ) {
  23510. var object;
  23511. function getGeometry( name ) {
  23512. if ( geometries[ name ] === undefined ) {
  23513. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23514. }
  23515. return geometries[ name ];
  23516. }
  23517. function getMaterial( name ) {
  23518. if ( name === undefined ) return undefined;
  23519. if ( Array.isArray( name ) ) {
  23520. var array = [];
  23521. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23522. var uuid = name[ i ];
  23523. if ( materials[ uuid ] === undefined ) {
  23524. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23525. }
  23526. array.push( materials[ uuid ] );
  23527. }
  23528. return array;
  23529. }
  23530. if ( materials[ name ] === undefined ) {
  23531. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23532. }
  23533. return materials[ name ];
  23534. }
  23535. switch ( data.type ) {
  23536. case 'Scene':
  23537. object = new Scene();
  23538. if ( data.background !== undefined ) {
  23539. if ( Number.isInteger( data.background ) ) {
  23540. object.background = new Color( data.background );
  23541. }
  23542. }
  23543. if ( data.fog !== undefined ) {
  23544. if ( data.fog.type === 'Fog' ) {
  23545. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23546. } else if ( data.fog.type === 'FogExp2' ) {
  23547. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23548. }
  23549. }
  23550. break;
  23551. case 'PerspectiveCamera':
  23552. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23553. if ( data.focus !== undefined ) object.focus = data.focus;
  23554. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23555. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23556. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23557. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23558. break;
  23559. case 'OrthographicCamera':
  23560. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23561. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23562. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23563. break;
  23564. case 'AmbientLight':
  23565. object = new AmbientLight( data.color, data.intensity );
  23566. break;
  23567. case 'DirectionalLight':
  23568. object = new DirectionalLight( data.color, data.intensity );
  23569. break;
  23570. case 'PointLight':
  23571. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23572. break;
  23573. case 'RectAreaLight':
  23574. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23575. break;
  23576. case 'SpotLight':
  23577. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23578. break;
  23579. case 'HemisphereLight':
  23580. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23581. break;
  23582. case 'SkinnedMesh':
  23583. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23584. case 'Mesh':
  23585. var geometry = getGeometry( data.geometry );
  23586. var material = getMaterial( data.material );
  23587. if ( geometry.bones && geometry.bones.length > 0 ) {
  23588. object = new SkinnedMesh( geometry, material );
  23589. } else {
  23590. object = new Mesh( geometry, material );
  23591. }
  23592. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23593. break;
  23594. case 'LOD':
  23595. object = new LOD();
  23596. break;
  23597. case 'Line':
  23598. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23599. break;
  23600. case 'LineLoop':
  23601. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23602. break;
  23603. case 'LineSegments':
  23604. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23605. break;
  23606. case 'PointCloud':
  23607. case 'Points':
  23608. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23609. break;
  23610. case 'Sprite':
  23611. object = new Sprite( getMaterial( data.material ) );
  23612. break;
  23613. case 'Group':
  23614. object = new Group();
  23615. break;
  23616. default:
  23617. object = new Object3D();
  23618. }
  23619. object.uuid = data.uuid;
  23620. if ( data.name !== undefined ) object.name = data.name;
  23621. if ( data.matrix !== undefined ) {
  23622. object.matrix.fromArray( data.matrix );
  23623. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23624. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23625. } else {
  23626. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23627. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23628. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23629. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23630. }
  23631. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23632. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23633. if ( data.shadow ) {
  23634. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23635. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23636. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23637. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23638. }
  23639. if ( data.visible !== undefined ) object.visible = data.visible;
  23640. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23641. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23642. if ( data.userData !== undefined ) object.userData = data.userData;
  23643. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23644. if ( data.children !== undefined ) {
  23645. var children = data.children;
  23646. for ( var i = 0; i < children.length; i ++ ) {
  23647. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23648. }
  23649. }
  23650. if ( data.type === 'LOD' ) {
  23651. var levels = data.levels;
  23652. for ( var l = 0; l < levels.length; l ++ ) {
  23653. var level = levels[ l ];
  23654. var child = object.getObjectByProperty( 'uuid', level.object );
  23655. if ( child !== undefined ) {
  23656. object.addLevel( child, level.distance );
  23657. }
  23658. }
  23659. }
  23660. return object;
  23661. }
  23662. } );
  23663. var TEXTURE_MAPPING = {
  23664. UVMapping: UVMapping,
  23665. CubeReflectionMapping: CubeReflectionMapping,
  23666. CubeRefractionMapping: CubeRefractionMapping,
  23667. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23668. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23669. SphericalReflectionMapping: SphericalReflectionMapping,
  23670. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23671. CubeUVRefractionMapping: CubeUVRefractionMapping
  23672. };
  23673. var TEXTURE_WRAPPING = {
  23674. RepeatWrapping: RepeatWrapping,
  23675. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23676. MirroredRepeatWrapping: MirroredRepeatWrapping
  23677. };
  23678. var TEXTURE_FILTER = {
  23679. NearestFilter: NearestFilter,
  23680. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  23681. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  23682. LinearFilter: LinearFilter,
  23683. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  23684. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  23685. };
  23686. /**
  23687. * @author thespite / http://clicktorelease.com/
  23688. */
  23689. function ImageBitmapLoader( manager ) {
  23690. if ( typeof createImageBitmap === 'undefined' ) {
  23691. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23692. }
  23693. if ( typeof fetch === 'undefined' ) {
  23694. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23695. }
  23696. Loader.call( this, manager );
  23697. this.options = undefined;
  23698. }
  23699. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23700. constructor: ImageBitmapLoader,
  23701. setOptions: function setOptions( options ) {
  23702. this.options = options;
  23703. return this;
  23704. },
  23705. load: function ( url, onLoad, onProgress, onError ) {
  23706. if ( url === undefined ) url = '';
  23707. if ( this.path !== undefined ) url = this.path + url;
  23708. url = this.manager.resolveURL( url );
  23709. var scope = this;
  23710. var cached = Cache.get( url );
  23711. if ( cached !== undefined ) {
  23712. scope.manager.itemStart( url );
  23713. setTimeout( function () {
  23714. if ( onLoad ) onLoad( cached );
  23715. scope.manager.itemEnd( url );
  23716. }, 0 );
  23717. return cached;
  23718. }
  23719. fetch( url ).then( function ( res ) {
  23720. return res.blob();
  23721. } ).then( function ( blob ) {
  23722. if ( scope.options === undefined ) {
  23723. // Workaround for FireFox. It causes an error if you pass options.
  23724. return createImageBitmap( blob );
  23725. } else {
  23726. return createImageBitmap( blob, scope.options );
  23727. }
  23728. } ).then( function ( imageBitmap ) {
  23729. Cache.add( url, imageBitmap );
  23730. if ( onLoad ) onLoad( imageBitmap );
  23731. scope.manager.itemEnd( url );
  23732. } ).catch( function ( e ) {
  23733. if ( onError ) onError( e );
  23734. scope.manager.itemError( url );
  23735. scope.manager.itemEnd( url );
  23736. } );
  23737. scope.manager.itemStart( url );
  23738. }
  23739. } );
  23740. /**
  23741. * @author zz85 / http://www.lab4games.net/zz85/blog
  23742. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23743. **/
  23744. function ShapePath() {
  23745. this.type = 'ShapePath';
  23746. this.color = new Color();
  23747. this.subPaths = [];
  23748. this.currentPath = null;
  23749. }
  23750. Object.assign( ShapePath.prototype, {
  23751. moveTo: function ( x, y ) {
  23752. this.currentPath = new Path();
  23753. this.subPaths.push( this.currentPath );
  23754. this.currentPath.moveTo( x, y );
  23755. },
  23756. lineTo: function ( x, y ) {
  23757. this.currentPath.lineTo( x, y );
  23758. },
  23759. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23760. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23761. },
  23762. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23763. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23764. },
  23765. splineThru: function ( pts ) {
  23766. this.currentPath.splineThru( pts );
  23767. },
  23768. toShapes: function ( isCCW, noHoles ) {
  23769. function toShapesNoHoles( inSubpaths ) {
  23770. var shapes = [];
  23771. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23772. var tmpPath = inSubpaths[ i ];
  23773. var tmpShape = new Shape();
  23774. tmpShape.curves = tmpPath.curves;
  23775. shapes.push( tmpShape );
  23776. }
  23777. return shapes;
  23778. }
  23779. function isPointInsidePolygon( inPt, inPolygon ) {
  23780. var polyLen = inPolygon.length;
  23781. // inPt on polygon contour => immediate success or
  23782. // toggling of inside/outside at every single! intersection point of an edge
  23783. // with the horizontal line through inPt, left of inPt
  23784. // not counting lowerY endpoints of edges and whole edges on that line
  23785. var inside = false;
  23786. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23787. var edgeLowPt = inPolygon[ p ];
  23788. var edgeHighPt = inPolygon[ q ];
  23789. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23790. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23791. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23792. // not parallel
  23793. if ( edgeDy < 0 ) {
  23794. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23795. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23796. }
  23797. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23798. if ( inPt.y === edgeLowPt.y ) {
  23799. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23800. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23801. } else {
  23802. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23803. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23804. if ( perpEdge < 0 ) continue;
  23805. inside = ! inside; // true intersection left of inPt
  23806. }
  23807. } else {
  23808. // parallel or collinear
  23809. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23810. // edge lies on the same horizontal line as inPt
  23811. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23812. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23813. // continue;
  23814. }
  23815. }
  23816. return inside;
  23817. }
  23818. var isClockWise = ShapeUtils.isClockWise;
  23819. var subPaths = this.subPaths;
  23820. if ( subPaths.length === 0 ) return [];
  23821. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23822. var solid, tmpPath, tmpShape, shapes = [];
  23823. if ( subPaths.length === 1 ) {
  23824. tmpPath = subPaths[ 0 ];
  23825. tmpShape = new Shape();
  23826. tmpShape.curves = tmpPath.curves;
  23827. shapes.push( tmpShape );
  23828. return shapes;
  23829. }
  23830. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23831. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23832. // console.log("Holes first", holesFirst);
  23833. var betterShapeHoles = [];
  23834. var newShapes = [];
  23835. var newShapeHoles = [];
  23836. var mainIdx = 0;
  23837. var tmpPoints;
  23838. newShapes[ mainIdx ] = undefined;
  23839. newShapeHoles[ mainIdx ] = [];
  23840. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23841. tmpPath = subPaths[ i ];
  23842. tmpPoints = tmpPath.getPoints();
  23843. solid = isClockWise( tmpPoints );
  23844. solid = isCCW ? ! solid : solid;
  23845. if ( solid ) {
  23846. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23847. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23848. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23849. if ( holesFirst ) mainIdx ++;
  23850. newShapeHoles[ mainIdx ] = [];
  23851. //console.log('cw', i);
  23852. } else {
  23853. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23854. //console.log('ccw', i);
  23855. }
  23856. }
  23857. // only Holes? -> probably all Shapes with wrong orientation
  23858. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23859. if ( newShapes.length > 1 ) {
  23860. var ambiguous = false;
  23861. var toChange = [];
  23862. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23863. betterShapeHoles[ sIdx ] = [];
  23864. }
  23865. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23866. var sho = newShapeHoles[ sIdx ];
  23867. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23868. var ho = sho[ hIdx ];
  23869. var hole_unassigned = true;
  23870. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23871. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23872. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23873. if ( hole_unassigned ) {
  23874. hole_unassigned = false;
  23875. betterShapeHoles[ s2Idx ].push( ho );
  23876. } else {
  23877. ambiguous = true;
  23878. }
  23879. }
  23880. }
  23881. if ( hole_unassigned ) {
  23882. betterShapeHoles[ sIdx ].push( ho );
  23883. }
  23884. }
  23885. }
  23886. // console.log("ambiguous: ", ambiguous);
  23887. if ( toChange.length > 0 ) {
  23888. // console.log("to change: ", toChange);
  23889. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23890. }
  23891. }
  23892. var tmpHoles;
  23893. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23894. tmpShape = newShapes[ i ].s;
  23895. shapes.push( tmpShape );
  23896. tmpHoles = newShapeHoles[ i ];
  23897. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23898. tmpShape.holes.push( tmpHoles[ j ].h );
  23899. }
  23900. }
  23901. //console.log("shape", shapes);
  23902. return shapes;
  23903. }
  23904. } );
  23905. /**
  23906. * @author zz85 / http://www.lab4games.net/zz85/blog
  23907. * @author mrdoob / http://mrdoob.com/
  23908. */
  23909. function Font( data ) {
  23910. this.type = 'Font';
  23911. this.data = data;
  23912. }
  23913. Object.assign( Font.prototype, {
  23914. isFont: true,
  23915. generateShapes: function ( text, size ) {
  23916. if ( size === undefined ) size = 100;
  23917. var shapes = [];
  23918. var paths = createPaths( text, size, this.data );
  23919. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23920. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23921. }
  23922. return shapes;
  23923. }
  23924. } );
  23925. function createPaths( text, size, data ) {
  23926. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23927. var scale = size / data.resolution;
  23928. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23929. var paths = [];
  23930. var offsetX = 0, offsetY = 0;
  23931. for ( var i = 0; i < chars.length; i ++ ) {
  23932. var char = chars[ i ];
  23933. if ( char === '\n' ) {
  23934. offsetX = 0;
  23935. offsetY -= line_height;
  23936. } else {
  23937. var ret = createPath( char, scale, offsetX, offsetY, data );
  23938. offsetX += ret.offsetX;
  23939. paths.push( ret.path );
  23940. }
  23941. }
  23942. return paths;
  23943. }
  23944. function createPath( char, scale, offsetX, offsetY, data ) {
  23945. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23946. if ( ! glyph ) {
  23947. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  23948. return;
  23949. }
  23950. var path = new ShapePath();
  23951. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23952. if ( glyph.o ) {
  23953. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23954. for ( var i = 0, l = outline.length; i < l; ) {
  23955. var action = outline[ i ++ ];
  23956. switch ( action ) {
  23957. case 'm': // moveTo
  23958. x = outline[ i ++ ] * scale + offsetX;
  23959. y = outline[ i ++ ] * scale + offsetY;
  23960. path.moveTo( x, y );
  23961. break;
  23962. case 'l': // lineTo
  23963. x = outline[ i ++ ] * scale + offsetX;
  23964. y = outline[ i ++ ] * scale + offsetY;
  23965. path.lineTo( x, y );
  23966. break;
  23967. case 'q': // quadraticCurveTo
  23968. cpx = outline[ i ++ ] * scale + offsetX;
  23969. cpy = outline[ i ++ ] * scale + offsetY;
  23970. cpx1 = outline[ i ++ ] * scale + offsetX;
  23971. cpy1 = outline[ i ++ ] * scale + offsetY;
  23972. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23973. break;
  23974. case 'b': // bezierCurveTo
  23975. cpx = outline[ i ++ ] * scale + offsetX;
  23976. cpy = outline[ i ++ ] * scale + offsetY;
  23977. cpx1 = outline[ i ++ ] * scale + offsetX;
  23978. cpy1 = outline[ i ++ ] * scale + offsetY;
  23979. cpx2 = outline[ i ++ ] * scale + offsetX;
  23980. cpy2 = outline[ i ++ ] * scale + offsetY;
  23981. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23982. break;
  23983. }
  23984. }
  23985. }
  23986. return { offsetX: glyph.ha * scale, path: path };
  23987. }
  23988. /**
  23989. * @author mrdoob / http://mrdoob.com/
  23990. */
  23991. function FontLoader( manager ) {
  23992. Loader.call( this, manager );
  23993. }
  23994. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23995. constructor: FontLoader,
  23996. load: function ( url, onLoad, onProgress, onError ) {
  23997. var scope = this;
  23998. var loader = new FileLoader( this.manager );
  23999. loader.setPath( this.path );
  24000. loader.load( url, function ( text ) {
  24001. var json;
  24002. try {
  24003. json = JSON.parse( text );
  24004. } catch ( e ) {
  24005. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24006. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24007. }
  24008. var font = scope.parse( json );
  24009. if ( onLoad ) onLoad( font );
  24010. }, onProgress, onError );
  24011. },
  24012. parse: function ( json ) {
  24013. return new Font( json );
  24014. }
  24015. } );
  24016. /**
  24017. * @author mrdoob / http://mrdoob.com/
  24018. */
  24019. var _context;
  24020. var AudioContext = {
  24021. getContext: function () {
  24022. if ( _context === undefined ) {
  24023. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24024. }
  24025. return _context;
  24026. },
  24027. setContext: function ( value ) {
  24028. _context = value;
  24029. }
  24030. };
  24031. /**
  24032. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24033. */
  24034. function AudioLoader( manager ) {
  24035. Loader.call( this, manager );
  24036. }
  24037. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24038. constructor: AudioLoader,
  24039. load: function ( url, onLoad, onProgress, onError ) {
  24040. var loader = new FileLoader( this.manager );
  24041. loader.setResponseType( 'arraybuffer' );
  24042. loader.setPath( this.path );
  24043. loader.load( url, function ( buffer ) {
  24044. // Create a copy of the buffer. The `decodeAudioData` method
  24045. // detaches the buffer when complete, preventing reuse.
  24046. var bufferCopy = buffer.slice( 0 );
  24047. var context = AudioContext.getContext();
  24048. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24049. onLoad( audioBuffer );
  24050. } );
  24051. }, onProgress, onError );
  24052. }
  24053. } );
  24054. /**
  24055. * @author bhouston / http://clara.io
  24056. * @author WestLangley / http://github.com/WestLangley
  24057. *
  24058. * Primary reference:
  24059. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24060. *
  24061. * Secondary reference:
  24062. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24063. */
  24064. // 3-band SH defined by 9 coefficients
  24065. function SphericalHarmonics3() {
  24066. this.coefficients = [];
  24067. for ( var i = 0; i < 9; i ++ ) {
  24068. this.coefficients.push( new Vector3() );
  24069. }
  24070. }
  24071. Object.assign( SphericalHarmonics3.prototype, {
  24072. isSphericalHarmonics3: true,
  24073. set: function ( coefficients ) {
  24074. for ( var i = 0; i < 9; i ++ ) {
  24075. this.coefficients[ i ].copy( coefficients[ i ] );
  24076. }
  24077. return this;
  24078. },
  24079. zero: function () {
  24080. for ( var i = 0; i < 9; i ++ ) {
  24081. this.coefficients[ i ].set( 0, 0, 0 );
  24082. }
  24083. return this;
  24084. },
  24085. // get the radiance in the direction of the normal
  24086. // target is a Vector3
  24087. getAt: function ( normal, target ) {
  24088. // normal is assumed to be unit length
  24089. var x = normal.x, y = normal.y, z = normal.z;
  24090. var coeff = this.coefficients;
  24091. // band 0
  24092. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24093. // band 1
  24094. target.addScale( coeff[ 1 ], 0.488603 * y );
  24095. target.addScale( coeff[ 2 ], 0.488603 * z );
  24096. target.addScale( coeff[ 3 ], 0.488603 * x );
  24097. // band 2
  24098. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24099. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24100. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24101. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24102. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24103. return target;
  24104. },
  24105. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24106. // target is a Vector3
  24107. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24108. getIrradianceAt: function ( normal, target ) {
  24109. // normal is assumed to be unit length
  24110. var x = normal.x, y = normal.y, z = normal.z;
  24111. var coeff = this.coefficients;
  24112. // band 0
  24113. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24114. // band 1
  24115. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24116. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24117. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24118. // band 2
  24119. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24120. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24121. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24122. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24123. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24124. return target;
  24125. },
  24126. add: function ( sh ) {
  24127. for ( var i = 0; i < 9; i ++ ) {
  24128. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24129. }
  24130. return this;
  24131. },
  24132. scale: function ( s ) {
  24133. for ( var i = 0; i < 9; i ++ ) {
  24134. this.coefficients[ i ].multiplyScalar( s );
  24135. }
  24136. return this;
  24137. },
  24138. lerp: function ( sh, alpha ) {
  24139. for ( var i = 0; i < 9; i ++ ) {
  24140. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24141. }
  24142. return this;
  24143. },
  24144. equals: function ( sh ) {
  24145. for ( var i = 0; i < 9; i ++ ) {
  24146. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24147. return false;
  24148. }
  24149. }
  24150. return true;
  24151. },
  24152. copy: function ( sh ) {
  24153. return this.set( sh.coefficients );
  24154. },
  24155. clone: function () {
  24156. return new this.constructor().copy( this );
  24157. },
  24158. fromArray: function ( array, offset ) {
  24159. if ( offset === undefined ) offset = 0;
  24160. var coefficients = this.coefficients;
  24161. for ( var i = 0; i < 9; i ++ ) {
  24162. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24163. }
  24164. return this;
  24165. },
  24166. toArray: function ( array, offset ) {
  24167. if ( array === undefined ) array = [];
  24168. if ( offset === undefined ) offset = 0;
  24169. var coefficients = this.coefficients;
  24170. for ( var i = 0; i < 9; i ++ ) {
  24171. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24172. }
  24173. return array;
  24174. }
  24175. } );
  24176. Object.assign( SphericalHarmonics3, {
  24177. // evaluate the basis functions
  24178. // shBasis is an Array[ 9 ]
  24179. getBasisAt: function ( normal, shBasis ) {
  24180. // normal is assumed to be unit length
  24181. var x = normal.x, y = normal.y, z = normal.z;
  24182. // band 0
  24183. shBasis[ 0 ] = 0.282095;
  24184. // band 1
  24185. shBasis[ 1 ] = 0.488603 * y;
  24186. shBasis[ 2 ] = 0.488603 * z;
  24187. shBasis[ 3 ] = 0.488603 * x;
  24188. // band 2
  24189. shBasis[ 4 ] = 1.092548 * x * y;
  24190. shBasis[ 5 ] = 1.092548 * y * z;
  24191. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24192. shBasis[ 7 ] = 1.092548 * x * z;
  24193. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24194. }
  24195. } );
  24196. /**
  24197. * @author WestLangley / http://github.com/WestLangley
  24198. *
  24199. * A LightProbe is a source of indirect-diffuse light
  24200. */
  24201. function LightProbe( sh, intensity ) {
  24202. Light.call( this, undefined, intensity );
  24203. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24204. }
  24205. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24206. constructor: LightProbe,
  24207. isLightProbe: true,
  24208. copy: function ( source ) {
  24209. Light.prototype.copy.call( this, source );
  24210. this.sh.copy( source.sh );
  24211. this.intensity = source.intensity;
  24212. return this;
  24213. },
  24214. toJSON: function ( meta ) {
  24215. var data = Light.prototype.toJSON.call( this, meta );
  24216. // data.sh = this.sh.toArray(); // todo
  24217. return data;
  24218. }
  24219. } );
  24220. /**
  24221. * @author WestLangley / http://github.com/WestLangley
  24222. */
  24223. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24224. LightProbe.call( this, undefined, intensity );
  24225. var color1 = new Color().set( skyColor );
  24226. var color2 = new Color().set( groundColor );
  24227. var sky = new Vector3( color1.r, color1.g, color1.b );
  24228. var ground = new Vector3( color2.r, color2.g, color2.b );
  24229. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24230. var c0 = Math.sqrt( Math.PI );
  24231. var c1 = c0 * Math.sqrt( 0.75 );
  24232. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24233. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24234. }
  24235. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24236. constructor: HemisphereLightProbe,
  24237. isHemisphereLightProbe: true,
  24238. copy: function ( source ) { // modifying colors not currently supported
  24239. LightProbe.prototype.copy.call( this, source );
  24240. return this;
  24241. },
  24242. toJSON: function ( meta ) {
  24243. var data = LightProbe.prototype.toJSON.call( this, meta );
  24244. // data.sh = this.sh.toArray(); // todo
  24245. return data;
  24246. }
  24247. } );
  24248. /**
  24249. * @author WestLangley / http://github.com/WestLangley
  24250. */
  24251. function AmbientLightProbe( color, intensity ) {
  24252. LightProbe.call( this, undefined, intensity );
  24253. var color1 = new Color().set( color );
  24254. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24255. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24256. }
  24257. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24258. constructor: AmbientLightProbe,
  24259. isAmbientLightProbe: true,
  24260. copy: function ( source ) { // modifying color not currently supported
  24261. LightProbe.prototype.copy.call( this, source );
  24262. return this;
  24263. },
  24264. toJSON: function ( meta ) {
  24265. var data = LightProbe.prototype.toJSON.call( this, meta );
  24266. // data.sh = this.sh.toArray(); // todo
  24267. return data;
  24268. }
  24269. } );
  24270. var _eyeRight = new Matrix4();
  24271. var _eyeLeft = new Matrix4();
  24272. /**
  24273. * @author mrdoob / http://mrdoob.com/
  24274. */
  24275. function StereoCamera() {
  24276. this.type = 'StereoCamera';
  24277. this.aspect = 1;
  24278. this.eyeSep = 0.064;
  24279. this.cameraL = new PerspectiveCamera();
  24280. this.cameraL.layers.enable( 1 );
  24281. this.cameraL.matrixAutoUpdate = false;
  24282. this.cameraR = new PerspectiveCamera();
  24283. this.cameraR.layers.enable( 2 );
  24284. this.cameraR.matrixAutoUpdate = false;
  24285. this._cache = {
  24286. focus: null,
  24287. fov: null,
  24288. aspect: null,
  24289. near: null,
  24290. far: null,
  24291. zoom: null,
  24292. eyeSep: null
  24293. };
  24294. }
  24295. Object.assign( StereoCamera.prototype, {
  24296. update: function ( camera ) {
  24297. var cache = this._cache;
  24298. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24299. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24300. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24301. if ( needsUpdate ) {
  24302. cache.focus = camera.focus;
  24303. cache.fov = camera.fov;
  24304. cache.aspect = camera.aspect * this.aspect;
  24305. cache.near = camera.near;
  24306. cache.far = camera.far;
  24307. cache.zoom = camera.zoom;
  24308. cache.eyeSep = this.eyeSep;
  24309. // Off-axis stereoscopic effect based on
  24310. // http://paulbourke.net/stereographics/stereorender/
  24311. var projectionMatrix = camera.projectionMatrix.clone();
  24312. var eyeSepHalf = cache.eyeSep / 2;
  24313. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24314. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24315. var xmin, xmax;
  24316. // translate xOffset
  24317. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24318. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24319. // for left eye
  24320. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24321. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24322. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24323. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24324. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24325. // for right eye
  24326. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24327. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24328. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24329. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24330. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24331. }
  24332. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24333. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24334. }
  24335. } );
  24336. /**
  24337. * @author alteredq / http://alteredqualia.com/
  24338. */
  24339. function Clock( autoStart ) {
  24340. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24341. this.startTime = 0;
  24342. this.oldTime = 0;
  24343. this.elapsedTime = 0;
  24344. this.running = false;
  24345. }
  24346. Object.assign( Clock.prototype, {
  24347. start: function () {
  24348. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24349. this.oldTime = this.startTime;
  24350. this.elapsedTime = 0;
  24351. this.running = true;
  24352. },
  24353. stop: function () {
  24354. this.getElapsedTime();
  24355. this.running = false;
  24356. this.autoStart = false;
  24357. },
  24358. getElapsedTime: function () {
  24359. this.getDelta();
  24360. return this.elapsedTime;
  24361. },
  24362. getDelta: function () {
  24363. var diff = 0;
  24364. if ( this.autoStart && ! this.running ) {
  24365. this.start();
  24366. return 0;
  24367. }
  24368. if ( this.running ) {
  24369. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24370. diff = ( newTime - this.oldTime ) / 1000;
  24371. this.oldTime = newTime;
  24372. this.elapsedTime += diff;
  24373. }
  24374. return diff;
  24375. }
  24376. } );
  24377. /**
  24378. * @author mrdoob / http://mrdoob.com/
  24379. */
  24380. var _position$2 = new Vector3();
  24381. var _quaternion$3 = new Quaternion();
  24382. var _scale$1 = new Vector3();
  24383. var _orientation = new Vector3();
  24384. function AudioListener() {
  24385. Object3D.call( this );
  24386. this.type = 'AudioListener';
  24387. this.context = AudioContext.getContext();
  24388. this.gain = this.context.createGain();
  24389. this.gain.connect( this.context.destination );
  24390. this.filter = null;
  24391. this.timeDelta = 0;
  24392. // private
  24393. this._clock = new Clock();
  24394. }
  24395. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24396. constructor: AudioListener,
  24397. getInput: function () {
  24398. return this.gain;
  24399. },
  24400. removeFilter: function ( ) {
  24401. if ( this.filter !== null ) {
  24402. this.gain.disconnect( this.filter );
  24403. this.filter.disconnect( this.context.destination );
  24404. this.gain.connect( this.context.destination );
  24405. this.filter = null;
  24406. }
  24407. return this;
  24408. },
  24409. getFilter: function () {
  24410. return this.filter;
  24411. },
  24412. setFilter: function ( value ) {
  24413. if ( this.filter !== null ) {
  24414. this.gain.disconnect( this.filter );
  24415. this.filter.disconnect( this.context.destination );
  24416. } else {
  24417. this.gain.disconnect( this.context.destination );
  24418. }
  24419. this.filter = value;
  24420. this.gain.connect( this.filter );
  24421. this.filter.connect( this.context.destination );
  24422. return this;
  24423. },
  24424. getMasterVolume: function () {
  24425. return this.gain.gain.value;
  24426. },
  24427. setMasterVolume: function ( value ) {
  24428. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24429. return this;
  24430. },
  24431. updateMatrixWorld: function ( force ) {
  24432. Object3D.prototype.updateMatrixWorld.call( this, force );
  24433. var listener = this.context.listener;
  24434. var up = this.up;
  24435. this.timeDelta = this._clock.getDelta();
  24436. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  24437. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  24438. if ( listener.positionX ) {
  24439. // code path for Chrome (see #14393)
  24440. var endTime = this.context.currentTime + this.timeDelta;
  24441. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  24442. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  24443. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  24444. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24445. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24446. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24447. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24448. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24449. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24450. } else {
  24451. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  24452. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24453. }
  24454. }
  24455. } );
  24456. /**
  24457. * @author mrdoob / http://mrdoob.com/
  24458. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24459. */
  24460. function Audio( listener ) {
  24461. Object3D.call( this );
  24462. this.type = 'Audio';
  24463. this.listener = listener;
  24464. this.context = listener.context;
  24465. this.gain = this.context.createGain();
  24466. this.gain.connect( listener.getInput() );
  24467. this.autoplay = false;
  24468. this.buffer = null;
  24469. this.detune = 0;
  24470. this.loop = false;
  24471. this.startTime = 0;
  24472. this.offset = 0;
  24473. this.duration = undefined;
  24474. this.playbackRate = 1;
  24475. this.isPlaying = false;
  24476. this.hasPlaybackControl = true;
  24477. this.sourceType = 'empty';
  24478. this.filters = [];
  24479. }
  24480. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24481. constructor: Audio,
  24482. getOutput: function () {
  24483. return this.gain;
  24484. },
  24485. setNodeSource: function ( audioNode ) {
  24486. this.hasPlaybackControl = false;
  24487. this.sourceType = 'audioNode';
  24488. this.source = audioNode;
  24489. this.connect();
  24490. return this;
  24491. },
  24492. setMediaElementSource: function ( mediaElement ) {
  24493. this.hasPlaybackControl = false;
  24494. this.sourceType = 'mediaNode';
  24495. this.source = this.context.createMediaElementSource( mediaElement );
  24496. this.connect();
  24497. return this;
  24498. },
  24499. setBuffer: function ( audioBuffer ) {
  24500. this.buffer = audioBuffer;
  24501. this.sourceType = 'buffer';
  24502. if ( this.autoplay ) this.play();
  24503. return this;
  24504. },
  24505. play: function () {
  24506. if ( this.isPlaying === true ) {
  24507. console.warn( 'THREE.Audio: Audio is already playing.' );
  24508. return;
  24509. }
  24510. if ( this.hasPlaybackControl === false ) {
  24511. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24512. return;
  24513. }
  24514. var source = this.context.createBufferSource();
  24515. source.buffer = this.buffer;
  24516. source.loop = this.loop;
  24517. source.onended = this.onEnded.bind( this );
  24518. this.startTime = this.context.currentTime;
  24519. source.start( this.startTime, this.offset, this.duration );
  24520. this.isPlaying = true;
  24521. this.source = source;
  24522. this.setDetune( this.detune );
  24523. this.setPlaybackRate( this.playbackRate );
  24524. return this.connect();
  24525. },
  24526. pause: function () {
  24527. if ( this.hasPlaybackControl === false ) {
  24528. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24529. return;
  24530. }
  24531. if ( this.isPlaying === true ) {
  24532. this.source.stop();
  24533. this.source.onended = null;
  24534. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24535. this.isPlaying = false;
  24536. }
  24537. return this;
  24538. },
  24539. stop: function () {
  24540. if ( this.hasPlaybackControl === false ) {
  24541. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24542. return;
  24543. }
  24544. this.source.stop();
  24545. this.source.onended = null;
  24546. this.offset = 0;
  24547. this.isPlaying = false;
  24548. return this;
  24549. },
  24550. connect: function () {
  24551. if ( this.filters.length > 0 ) {
  24552. this.source.connect( this.filters[ 0 ] );
  24553. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24554. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24555. }
  24556. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24557. } else {
  24558. this.source.connect( this.getOutput() );
  24559. }
  24560. return this;
  24561. },
  24562. disconnect: function () {
  24563. if ( this.filters.length > 0 ) {
  24564. this.source.disconnect( this.filters[ 0 ] );
  24565. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24566. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24567. }
  24568. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24569. } else {
  24570. this.source.disconnect( this.getOutput() );
  24571. }
  24572. return this;
  24573. },
  24574. getFilters: function () {
  24575. return this.filters;
  24576. },
  24577. setFilters: function ( value ) {
  24578. if ( ! value ) value = [];
  24579. if ( this.isPlaying === true ) {
  24580. this.disconnect();
  24581. this.filters = value;
  24582. this.connect();
  24583. } else {
  24584. this.filters = value;
  24585. }
  24586. return this;
  24587. },
  24588. setDetune: function ( value ) {
  24589. this.detune = value;
  24590. if ( this.source.detune === undefined ) return; // only set detune when available
  24591. if ( this.isPlaying === true ) {
  24592. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24593. }
  24594. return this;
  24595. },
  24596. getDetune: function () {
  24597. return this.detune;
  24598. },
  24599. getFilter: function () {
  24600. return this.getFilters()[ 0 ];
  24601. },
  24602. setFilter: function ( filter ) {
  24603. return this.setFilters( filter ? [ filter ] : [] );
  24604. },
  24605. setPlaybackRate: function ( value ) {
  24606. if ( this.hasPlaybackControl === false ) {
  24607. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24608. return;
  24609. }
  24610. this.playbackRate = value;
  24611. if ( this.isPlaying === true ) {
  24612. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24613. }
  24614. return this;
  24615. },
  24616. getPlaybackRate: function () {
  24617. return this.playbackRate;
  24618. },
  24619. onEnded: function () {
  24620. this.isPlaying = false;
  24621. },
  24622. getLoop: function () {
  24623. if ( this.hasPlaybackControl === false ) {
  24624. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24625. return false;
  24626. }
  24627. return this.loop;
  24628. },
  24629. setLoop: function ( value ) {
  24630. if ( this.hasPlaybackControl === false ) {
  24631. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24632. return;
  24633. }
  24634. this.loop = value;
  24635. if ( this.isPlaying === true ) {
  24636. this.source.loop = this.loop;
  24637. }
  24638. return this;
  24639. },
  24640. getVolume: function () {
  24641. return this.gain.gain.value;
  24642. },
  24643. setVolume: function ( value ) {
  24644. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24645. return this;
  24646. }
  24647. } );
  24648. /**
  24649. * @author mrdoob / http://mrdoob.com/
  24650. */
  24651. var _position$3 = new Vector3();
  24652. var _quaternion$4 = new Quaternion();
  24653. var _scale$2 = new Vector3();
  24654. var _orientation$1 = new Vector3();
  24655. function PositionalAudio( listener ) {
  24656. Audio.call( this, listener );
  24657. this.panner = this.context.createPanner();
  24658. this.panner.panningModel = 'HRTF';
  24659. this.panner.connect( this.gain );
  24660. }
  24661. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24662. constructor: PositionalAudio,
  24663. getOutput: function () {
  24664. return this.panner;
  24665. },
  24666. getRefDistance: function () {
  24667. return this.panner.refDistance;
  24668. },
  24669. setRefDistance: function ( value ) {
  24670. this.panner.refDistance = value;
  24671. return this;
  24672. },
  24673. getRolloffFactor: function () {
  24674. return this.panner.rolloffFactor;
  24675. },
  24676. setRolloffFactor: function ( value ) {
  24677. this.panner.rolloffFactor = value;
  24678. return this;
  24679. },
  24680. getDistanceModel: function () {
  24681. return this.panner.distanceModel;
  24682. },
  24683. setDistanceModel: function ( value ) {
  24684. this.panner.distanceModel = value;
  24685. return this;
  24686. },
  24687. getMaxDistance: function () {
  24688. return this.panner.maxDistance;
  24689. },
  24690. setMaxDistance: function ( value ) {
  24691. this.panner.maxDistance = value;
  24692. return this;
  24693. },
  24694. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24695. this.panner.coneInnerAngle = coneInnerAngle;
  24696. this.panner.coneOuterAngle = coneOuterAngle;
  24697. this.panner.coneOuterGain = coneOuterGain;
  24698. return this;
  24699. },
  24700. updateMatrixWorld: function ( force ) {
  24701. Object3D.prototype.updateMatrixWorld.call( this, force );
  24702. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24703. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  24704. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  24705. var panner = this.panner;
  24706. if ( panner.positionX ) {
  24707. // code path for Chrome and Firefox (see #14393)
  24708. var endTime = this.context.currentTime + this.listener.timeDelta;
  24709. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  24710. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  24711. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  24712. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  24713. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  24714. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  24715. } else {
  24716. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  24717. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  24718. }
  24719. }
  24720. } );
  24721. /**
  24722. * @author mrdoob / http://mrdoob.com/
  24723. */
  24724. function AudioAnalyser( audio, fftSize ) {
  24725. this.analyser = audio.context.createAnalyser();
  24726. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24727. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24728. audio.getOutput().connect( this.analyser );
  24729. }
  24730. Object.assign( AudioAnalyser.prototype, {
  24731. getFrequencyData: function () {
  24732. this.analyser.getByteFrequencyData( this.data );
  24733. return this.data;
  24734. },
  24735. getAverageFrequency: function () {
  24736. var value = 0, data = this.getFrequencyData();
  24737. for ( var i = 0; i < data.length; i ++ ) {
  24738. value += data[ i ];
  24739. }
  24740. return value / data.length;
  24741. }
  24742. } );
  24743. /**
  24744. *
  24745. * Buffered scene graph property that allows weighted accumulation.
  24746. *
  24747. *
  24748. * @author Ben Houston / http://clara.io/
  24749. * @author David Sarno / http://lighthaus.us/
  24750. * @author tschw
  24751. */
  24752. function PropertyMixer( binding, typeName, valueSize ) {
  24753. this.binding = binding;
  24754. this.valueSize = valueSize;
  24755. var bufferType = Float64Array,
  24756. mixFunction;
  24757. switch ( typeName ) {
  24758. case 'quaternion':
  24759. mixFunction = this._slerp;
  24760. break;
  24761. case 'string':
  24762. case 'bool':
  24763. bufferType = Array;
  24764. mixFunction = this._select;
  24765. break;
  24766. default:
  24767. mixFunction = this._lerp;
  24768. }
  24769. this.buffer = new bufferType( valueSize * 4 );
  24770. // layout: [ incoming | accu0 | accu1 | orig ]
  24771. //
  24772. // interpolators can use .buffer as their .result
  24773. // the data then goes to 'incoming'
  24774. //
  24775. // 'accu0' and 'accu1' are used frame-interleaved for
  24776. // the cumulative result and are compared to detect
  24777. // changes
  24778. //
  24779. // 'orig' stores the original state of the property
  24780. this._mixBufferRegion = mixFunction;
  24781. this.cumulativeWeight = 0;
  24782. this.useCount = 0;
  24783. this.referenceCount = 0;
  24784. }
  24785. Object.assign( PropertyMixer.prototype, {
  24786. // accumulate data in the 'incoming' region into 'accu<i>'
  24787. accumulate: function ( accuIndex, weight ) {
  24788. // note: happily accumulating nothing when weight = 0, the caller knows
  24789. // the weight and shouldn't have made the call in the first place
  24790. var buffer = this.buffer,
  24791. stride = this.valueSize,
  24792. offset = accuIndex * stride + stride,
  24793. currentWeight = this.cumulativeWeight;
  24794. if ( currentWeight === 0 ) {
  24795. // accuN := incoming * weight
  24796. for ( var i = 0; i !== stride; ++ i ) {
  24797. buffer[ offset + i ] = buffer[ i ];
  24798. }
  24799. currentWeight = weight;
  24800. } else {
  24801. // accuN := accuN + incoming * weight
  24802. currentWeight += weight;
  24803. var mix = weight / currentWeight;
  24804. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  24805. }
  24806. this.cumulativeWeight = currentWeight;
  24807. },
  24808. // apply the state of 'accu<i>' to the binding when accus differ
  24809. apply: function ( accuIndex ) {
  24810. var stride = this.valueSize,
  24811. buffer = this.buffer,
  24812. offset = accuIndex * stride + stride,
  24813. weight = this.cumulativeWeight,
  24814. binding = this.binding;
  24815. this.cumulativeWeight = 0;
  24816. if ( weight < 1 ) {
  24817. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24818. var originalValueOffset = stride * 3;
  24819. this._mixBufferRegion(
  24820. buffer, offset, originalValueOffset, 1 - weight, stride );
  24821. }
  24822. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  24823. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  24824. // value has changed -> update scene graph
  24825. binding.setValue( buffer, offset );
  24826. break;
  24827. }
  24828. }
  24829. },
  24830. // remember the state of the bound property and copy it to both accus
  24831. saveOriginalState: function () {
  24832. var binding = this.binding;
  24833. var buffer = this.buffer,
  24834. stride = this.valueSize,
  24835. originalValueOffset = stride * 3;
  24836. binding.getValue( buffer, originalValueOffset );
  24837. // accu[0..1] := orig -- initially detect changes against the original
  24838. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  24839. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  24840. }
  24841. this.cumulativeWeight = 0;
  24842. },
  24843. // apply the state previously taken via 'saveOriginalState' to the binding
  24844. restoreOriginalState: function () {
  24845. var originalValueOffset = this.valueSize * 3;
  24846. this.binding.setValue( this.buffer, originalValueOffset );
  24847. },
  24848. // mix functions
  24849. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24850. if ( t >= 0.5 ) {
  24851. for ( var i = 0; i !== stride; ++ i ) {
  24852. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  24853. }
  24854. }
  24855. },
  24856. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  24857. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  24858. },
  24859. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24860. var s = 1 - t;
  24861. for ( var i = 0; i !== stride; ++ i ) {
  24862. var j = dstOffset + i;
  24863. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  24864. }
  24865. }
  24866. } );
  24867. /**
  24868. *
  24869. * A reference to a real property in the scene graph.
  24870. *
  24871. *
  24872. * @author Ben Houston / http://clara.io/
  24873. * @author David Sarno / http://lighthaus.us/
  24874. * @author tschw
  24875. */
  24876. // Characters [].:/ are reserved for track binding syntax.
  24877. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  24878. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  24879. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  24880. // only latin characters, and the unicode \p{L} is not yet supported. So
  24881. // instead, we exclude reserved characters and match everything else.
  24882. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  24883. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  24884. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  24885. // be matched to parse the rest of the track name.
  24886. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  24887. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  24888. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  24889. // Object on target node, and accessor. May not contain reserved
  24890. // characters. Accessor may contain any character except closing bracket.
  24891. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  24892. // Property and accessor. May not contain reserved characters. Accessor may
  24893. // contain any non-bracket characters.
  24894. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  24895. var _trackRe = new RegExp( ''
  24896. + '^'
  24897. + _directoryRe
  24898. + _nodeRe
  24899. + _objectRe
  24900. + _propertyRe
  24901. + '$'
  24902. );
  24903. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  24904. function Composite( targetGroup, path, optionalParsedPath ) {
  24905. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  24906. this._targetGroup = targetGroup;
  24907. this._bindings = targetGroup.subscribe_( path, parsedPath );
  24908. }
  24909. Object.assign( Composite.prototype, {
  24910. getValue: function ( array, offset ) {
  24911. this.bind(); // bind all binding
  24912. var firstValidIndex = this._targetGroup.nCachedObjects_,
  24913. binding = this._bindings[ firstValidIndex ];
  24914. // and only call .getValue on the first
  24915. if ( binding !== undefined ) binding.getValue( array, offset );
  24916. },
  24917. setValue: function ( array, offset ) {
  24918. var bindings = this._bindings;
  24919. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24920. bindings[ i ].setValue( array, offset );
  24921. }
  24922. },
  24923. bind: function () {
  24924. var bindings = this._bindings;
  24925. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24926. bindings[ i ].bind();
  24927. }
  24928. },
  24929. unbind: function () {
  24930. var bindings = this._bindings;
  24931. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24932. bindings[ i ].unbind();
  24933. }
  24934. }
  24935. } );
  24936. function PropertyBinding( rootNode, path, parsedPath ) {
  24937. this.path = path;
  24938. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  24939. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  24940. this.rootNode = rootNode;
  24941. }
  24942. Object.assign( PropertyBinding, {
  24943. Composite: Composite,
  24944. create: function ( root, path, parsedPath ) {
  24945. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  24946. return new PropertyBinding( root, path, parsedPath );
  24947. } else {
  24948. return new PropertyBinding.Composite( root, path, parsedPath );
  24949. }
  24950. },
  24951. /**
  24952. * Replaces spaces with underscores and removes unsupported characters from
  24953. * node names, to ensure compatibility with parseTrackName().
  24954. *
  24955. * @param {string} name Node name to be sanitized.
  24956. * @return {string}
  24957. */
  24958. sanitizeNodeName: function ( name ) {
  24959. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  24960. },
  24961. parseTrackName: function ( trackName ) {
  24962. var matches = _trackRe.exec( trackName );
  24963. if ( ! matches ) {
  24964. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  24965. }
  24966. var results = {
  24967. // directoryName: matches[ 1 ], // (tschw) currently unused
  24968. nodeName: matches[ 2 ],
  24969. objectName: matches[ 3 ],
  24970. objectIndex: matches[ 4 ],
  24971. propertyName: matches[ 5 ], // required
  24972. propertyIndex: matches[ 6 ]
  24973. };
  24974. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  24975. if ( lastDot !== undefined && lastDot !== - 1 ) {
  24976. var objectName = results.nodeName.substring( lastDot + 1 );
  24977. // Object names must be checked against a whitelist. Otherwise, there
  24978. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  24979. // 'bar' could be the objectName, or part of a nodeName (which can
  24980. // include '.' characters).
  24981. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  24982. results.nodeName = results.nodeName.substring( 0, lastDot );
  24983. results.objectName = objectName;
  24984. }
  24985. }
  24986. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  24987. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  24988. }
  24989. return results;
  24990. },
  24991. findNode: function ( root, nodeName ) {
  24992. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  24993. return root;
  24994. }
  24995. // search into skeleton bones.
  24996. if ( root.skeleton ) {
  24997. var bone = root.skeleton.getBoneByName( nodeName );
  24998. if ( bone !== undefined ) {
  24999. return bone;
  25000. }
  25001. }
  25002. // search into node subtree.
  25003. if ( root.children ) {
  25004. var searchNodeSubtree = function ( children ) {
  25005. for ( var i = 0; i < children.length; i ++ ) {
  25006. var childNode = children[ i ];
  25007. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25008. return childNode;
  25009. }
  25010. var result = searchNodeSubtree( childNode.children );
  25011. if ( result ) return result;
  25012. }
  25013. return null;
  25014. };
  25015. var subTreeNode = searchNodeSubtree( root.children );
  25016. if ( subTreeNode ) {
  25017. return subTreeNode;
  25018. }
  25019. }
  25020. return null;
  25021. }
  25022. } );
  25023. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25024. // these are used to "bind" a nonexistent property
  25025. _getValue_unavailable: function () {},
  25026. _setValue_unavailable: function () {},
  25027. BindingType: {
  25028. Direct: 0,
  25029. EntireArray: 1,
  25030. ArrayElement: 2,
  25031. HasFromToArray: 3
  25032. },
  25033. Versioning: {
  25034. None: 0,
  25035. NeedsUpdate: 1,
  25036. MatrixWorldNeedsUpdate: 2
  25037. },
  25038. GetterByBindingType: [
  25039. function getValue_direct( buffer, offset ) {
  25040. buffer[ offset ] = this.node[ this.propertyName ];
  25041. },
  25042. function getValue_array( buffer, offset ) {
  25043. var source = this.resolvedProperty;
  25044. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25045. buffer[ offset ++ ] = source[ i ];
  25046. }
  25047. },
  25048. function getValue_arrayElement( buffer, offset ) {
  25049. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25050. },
  25051. function getValue_toArray( buffer, offset ) {
  25052. this.resolvedProperty.toArray( buffer, offset );
  25053. }
  25054. ],
  25055. SetterByBindingTypeAndVersioning: [
  25056. [
  25057. // Direct
  25058. function setValue_direct( buffer, offset ) {
  25059. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25060. },
  25061. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25062. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25063. this.targetObject.needsUpdate = true;
  25064. },
  25065. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25066. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25067. this.targetObject.matrixWorldNeedsUpdate = true;
  25068. }
  25069. ], [
  25070. // EntireArray
  25071. function setValue_array( buffer, offset ) {
  25072. var dest = this.resolvedProperty;
  25073. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25074. dest[ i ] = buffer[ offset ++ ];
  25075. }
  25076. },
  25077. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25078. var dest = this.resolvedProperty;
  25079. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25080. dest[ i ] = buffer[ offset ++ ];
  25081. }
  25082. this.targetObject.needsUpdate = true;
  25083. },
  25084. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25085. var dest = this.resolvedProperty;
  25086. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25087. dest[ i ] = buffer[ offset ++ ];
  25088. }
  25089. this.targetObject.matrixWorldNeedsUpdate = true;
  25090. }
  25091. ], [
  25092. // ArrayElement
  25093. function setValue_arrayElement( buffer, offset ) {
  25094. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25095. },
  25096. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25097. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25098. this.targetObject.needsUpdate = true;
  25099. },
  25100. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25101. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25102. this.targetObject.matrixWorldNeedsUpdate = true;
  25103. }
  25104. ], [
  25105. // HasToFromArray
  25106. function setValue_fromArray( buffer, offset ) {
  25107. this.resolvedProperty.fromArray( buffer, offset );
  25108. },
  25109. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25110. this.resolvedProperty.fromArray( buffer, offset );
  25111. this.targetObject.needsUpdate = true;
  25112. },
  25113. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25114. this.resolvedProperty.fromArray( buffer, offset );
  25115. this.targetObject.matrixWorldNeedsUpdate = true;
  25116. }
  25117. ]
  25118. ],
  25119. getValue: function getValue_unbound( targetArray, offset ) {
  25120. this.bind();
  25121. this.getValue( targetArray, offset );
  25122. // Note: This class uses a State pattern on a per-method basis:
  25123. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25124. // prototype version of these methods with one that represents
  25125. // the bound state. When the property is not found, the methods
  25126. // become no-ops.
  25127. },
  25128. setValue: function getValue_unbound( sourceArray, offset ) {
  25129. this.bind();
  25130. this.setValue( sourceArray, offset );
  25131. },
  25132. // create getter / setter pair for a property in the scene graph
  25133. bind: function () {
  25134. var targetObject = this.node,
  25135. parsedPath = this.parsedPath,
  25136. objectName = parsedPath.objectName,
  25137. propertyName = parsedPath.propertyName,
  25138. propertyIndex = parsedPath.propertyIndex;
  25139. if ( ! targetObject ) {
  25140. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25141. this.node = targetObject;
  25142. }
  25143. // set fail state so we can just 'return' on error
  25144. this.getValue = this._getValue_unavailable;
  25145. this.setValue = this._setValue_unavailable;
  25146. // ensure there is a value node
  25147. if ( ! targetObject ) {
  25148. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25149. return;
  25150. }
  25151. if ( objectName ) {
  25152. var objectIndex = parsedPath.objectIndex;
  25153. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25154. switch ( objectName ) {
  25155. case 'materials':
  25156. if ( ! targetObject.material ) {
  25157. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25158. return;
  25159. }
  25160. if ( ! targetObject.material.materials ) {
  25161. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25162. return;
  25163. }
  25164. targetObject = targetObject.material.materials;
  25165. break;
  25166. case 'bones':
  25167. if ( ! targetObject.skeleton ) {
  25168. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25169. return;
  25170. }
  25171. // potential future optimization: skip this if propertyIndex is already an integer
  25172. // and convert the integer string to a true integer.
  25173. targetObject = targetObject.skeleton.bones;
  25174. // support resolving morphTarget names into indices.
  25175. for ( var i = 0; i < targetObject.length; i ++ ) {
  25176. if ( targetObject[ i ].name === objectIndex ) {
  25177. objectIndex = i;
  25178. break;
  25179. }
  25180. }
  25181. break;
  25182. default:
  25183. if ( targetObject[ objectName ] === undefined ) {
  25184. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25185. return;
  25186. }
  25187. targetObject = targetObject[ objectName ];
  25188. }
  25189. if ( objectIndex !== undefined ) {
  25190. if ( targetObject[ objectIndex ] === undefined ) {
  25191. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25192. return;
  25193. }
  25194. targetObject = targetObject[ objectIndex ];
  25195. }
  25196. }
  25197. // resolve property
  25198. var nodeProperty = targetObject[ propertyName ];
  25199. if ( nodeProperty === undefined ) {
  25200. var nodeName = parsedPath.nodeName;
  25201. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25202. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25203. return;
  25204. }
  25205. // determine versioning scheme
  25206. var versioning = this.Versioning.None;
  25207. this.targetObject = targetObject;
  25208. if ( targetObject.needsUpdate !== undefined ) { // material
  25209. versioning = this.Versioning.NeedsUpdate;
  25210. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25211. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25212. }
  25213. // determine how the property gets bound
  25214. var bindingType = this.BindingType.Direct;
  25215. if ( propertyIndex !== undefined ) {
  25216. // access a sub element of the property array (only primitives are supported right now)
  25217. if ( propertyName === "morphTargetInfluences" ) {
  25218. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25219. // support resolving morphTarget names into indices.
  25220. if ( ! targetObject.geometry ) {
  25221. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25222. return;
  25223. }
  25224. if ( targetObject.geometry.isBufferGeometry ) {
  25225. if ( ! targetObject.geometry.morphAttributes ) {
  25226. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25227. return;
  25228. }
  25229. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25230. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25231. propertyIndex = i;
  25232. break;
  25233. }
  25234. }
  25235. } else {
  25236. if ( ! targetObject.geometry.morphTargets ) {
  25237. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25238. return;
  25239. }
  25240. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25241. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25242. propertyIndex = i;
  25243. break;
  25244. }
  25245. }
  25246. }
  25247. }
  25248. bindingType = this.BindingType.ArrayElement;
  25249. this.resolvedProperty = nodeProperty;
  25250. this.propertyIndex = propertyIndex;
  25251. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25252. // must use copy for Object3D.Euler/Quaternion
  25253. bindingType = this.BindingType.HasFromToArray;
  25254. this.resolvedProperty = nodeProperty;
  25255. } else if ( Array.isArray( nodeProperty ) ) {
  25256. bindingType = this.BindingType.EntireArray;
  25257. this.resolvedProperty = nodeProperty;
  25258. } else {
  25259. this.propertyName = propertyName;
  25260. }
  25261. // select getter / setter
  25262. this.getValue = this.GetterByBindingType[ bindingType ];
  25263. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25264. },
  25265. unbind: function () {
  25266. this.node = null;
  25267. // back to the prototype version of getValue / setValue
  25268. // note: avoiding to mutate the shape of 'this' via 'delete'
  25269. this.getValue = this._getValue_unbound;
  25270. this.setValue = this._setValue_unbound;
  25271. }
  25272. } );
  25273. //!\ DECLARE ALIAS AFTER assign prototype !
  25274. Object.assign( PropertyBinding.prototype, {
  25275. // initial state of these methods that calls 'bind'
  25276. _getValue_unbound: PropertyBinding.prototype.getValue,
  25277. _setValue_unbound: PropertyBinding.prototype.setValue,
  25278. } );
  25279. /**
  25280. *
  25281. * A group of objects that receives a shared animation state.
  25282. *
  25283. * Usage:
  25284. *
  25285. * - Add objects you would otherwise pass as 'root' to the
  25286. * constructor or the .clipAction method of AnimationMixer.
  25287. *
  25288. * - Instead pass this object as 'root'.
  25289. *
  25290. * - You can also add and remove objects later when the mixer
  25291. * is running.
  25292. *
  25293. * Note:
  25294. *
  25295. * Objects of this class appear as one object to the mixer,
  25296. * so cache control of the individual objects must be done
  25297. * on the group.
  25298. *
  25299. * Limitation:
  25300. *
  25301. * - The animated properties must be compatible among the
  25302. * all objects in the group.
  25303. *
  25304. * - A single property can either be controlled through a
  25305. * target group or directly, but not both.
  25306. *
  25307. * @author tschw
  25308. */
  25309. function AnimationObjectGroup() {
  25310. this.uuid = _Math.generateUUID();
  25311. // cached objects followed by the active ones
  25312. this._objects = Array.prototype.slice.call( arguments );
  25313. this.nCachedObjects_ = 0; // threshold
  25314. // note: read by PropertyBinding.Composite
  25315. var indices = {};
  25316. this._indicesByUUID = indices; // for bookkeeping
  25317. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25318. indices[ arguments[ i ].uuid ] = i;
  25319. }
  25320. this._paths = []; // inside: string
  25321. this._parsedPaths = []; // inside: { we don't care, here }
  25322. this._bindings = []; // inside: Array< PropertyBinding >
  25323. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25324. var scope = this;
  25325. this.stats = {
  25326. objects: {
  25327. get total() {
  25328. return scope._objects.length;
  25329. },
  25330. get inUse() {
  25331. return this.total - scope.nCachedObjects_;
  25332. }
  25333. },
  25334. get bindingsPerObject() {
  25335. return scope._bindings.length;
  25336. }
  25337. };
  25338. }
  25339. Object.assign( AnimationObjectGroup.prototype, {
  25340. isAnimationObjectGroup: true,
  25341. add: function () {
  25342. var objects = this._objects,
  25343. nObjects = objects.length,
  25344. nCachedObjects = this.nCachedObjects_,
  25345. indicesByUUID = this._indicesByUUID,
  25346. paths = this._paths,
  25347. parsedPaths = this._parsedPaths,
  25348. bindings = this._bindings,
  25349. nBindings = bindings.length,
  25350. knownObject = undefined;
  25351. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25352. var object = arguments[ i ],
  25353. uuid = object.uuid,
  25354. index = indicesByUUID[ uuid ];
  25355. if ( index === undefined ) {
  25356. // unknown object -> add it to the ACTIVE region
  25357. index = nObjects ++;
  25358. indicesByUUID[ uuid ] = index;
  25359. objects.push( object );
  25360. // accounting is done, now do the same for all bindings
  25361. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25362. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25363. }
  25364. } else if ( index < nCachedObjects ) {
  25365. knownObject = objects[ index ];
  25366. // move existing object to the ACTIVE region
  25367. var firstActiveIndex = -- nCachedObjects,
  25368. lastCachedObject = objects[ firstActiveIndex ];
  25369. indicesByUUID[ lastCachedObject.uuid ] = index;
  25370. objects[ index ] = lastCachedObject;
  25371. indicesByUUID[ uuid ] = firstActiveIndex;
  25372. objects[ firstActiveIndex ] = object;
  25373. // accounting is done, now do the same for all bindings
  25374. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25375. var bindingsForPath = bindings[ j ],
  25376. lastCached = bindingsForPath[ firstActiveIndex ],
  25377. binding = bindingsForPath[ index ];
  25378. bindingsForPath[ index ] = lastCached;
  25379. if ( binding === undefined ) {
  25380. // since we do not bother to create new bindings
  25381. // for objects that are cached, the binding may
  25382. // or may not exist
  25383. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25384. }
  25385. bindingsForPath[ firstActiveIndex ] = binding;
  25386. }
  25387. } else if ( objects[ index ] !== knownObject ) {
  25388. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25389. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25390. } // else the object is already where we want it to be
  25391. } // for arguments
  25392. this.nCachedObjects_ = nCachedObjects;
  25393. },
  25394. remove: function () {
  25395. var objects = this._objects,
  25396. nCachedObjects = this.nCachedObjects_,
  25397. indicesByUUID = this._indicesByUUID,
  25398. bindings = this._bindings,
  25399. nBindings = bindings.length;
  25400. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25401. var object = arguments[ i ],
  25402. uuid = object.uuid,
  25403. index = indicesByUUID[ uuid ];
  25404. if ( index !== undefined && index >= nCachedObjects ) {
  25405. // move existing object into the CACHED region
  25406. var lastCachedIndex = nCachedObjects ++,
  25407. firstActiveObject = objects[ lastCachedIndex ];
  25408. indicesByUUID[ firstActiveObject.uuid ] = index;
  25409. objects[ index ] = firstActiveObject;
  25410. indicesByUUID[ uuid ] = lastCachedIndex;
  25411. objects[ lastCachedIndex ] = object;
  25412. // accounting is done, now do the same for all bindings
  25413. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25414. var bindingsForPath = bindings[ j ],
  25415. firstActive = bindingsForPath[ lastCachedIndex ],
  25416. binding = bindingsForPath[ index ];
  25417. bindingsForPath[ index ] = firstActive;
  25418. bindingsForPath[ lastCachedIndex ] = binding;
  25419. }
  25420. }
  25421. } // for arguments
  25422. this.nCachedObjects_ = nCachedObjects;
  25423. },
  25424. // remove & forget
  25425. uncache: function () {
  25426. var objects = this._objects,
  25427. nObjects = objects.length,
  25428. nCachedObjects = this.nCachedObjects_,
  25429. indicesByUUID = this._indicesByUUID,
  25430. bindings = this._bindings,
  25431. nBindings = bindings.length;
  25432. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25433. var object = arguments[ i ],
  25434. uuid = object.uuid,
  25435. index = indicesByUUID[ uuid ];
  25436. if ( index !== undefined ) {
  25437. delete indicesByUUID[ uuid ];
  25438. if ( index < nCachedObjects ) {
  25439. // object is cached, shrink the CACHED region
  25440. var firstActiveIndex = -- nCachedObjects,
  25441. lastCachedObject = objects[ firstActiveIndex ],
  25442. lastIndex = -- nObjects,
  25443. lastObject = objects[ lastIndex ];
  25444. // last cached object takes this object's place
  25445. indicesByUUID[ lastCachedObject.uuid ] = index;
  25446. objects[ index ] = lastCachedObject;
  25447. // last object goes to the activated slot and pop
  25448. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25449. objects[ firstActiveIndex ] = lastObject;
  25450. objects.pop();
  25451. // accounting is done, now do the same for all bindings
  25452. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25453. var bindingsForPath = bindings[ j ],
  25454. lastCached = bindingsForPath[ firstActiveIndex ],
  25455. last = bindingsForPath[ lastIndex ];
  25456. bindingsForPath[ index ] = lastCached;
  25457. bindingsForPath[ firstActiveIndex ] = last;
  25458. bindingsForPath.pop();
  25459. }
  25460. } else {
  25461. // object is active, just swap with the last and pop
  25462. var lastIndex = -- nObjects,
  25463. lastObject = objects[ lastIndex ];
  25464. indicesByUUID[ lastObject.uuid ] = index;
  25465. objects[ index ] = lastObject;
  25466. objects.pop();
  25467. // accounting is done, now do the same for all bindings
  25468. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25469. var bindingsForPath = bindings[ j ];
  25470. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25471. bindingsForPath.pop();
  25472. }
  25473. } // cached or active
  25474. } // if object is known
  25475. } // for arguments
  25476. this.nCachedObjects_ = nCachedObjects;
  25477. },
  25478. // Internal interface used by befriended PropertyBinding.Composite:
  25479. subscribe_: function ( path, parsedPath ) {
  25480. // returns an array of bindings for the given path that is changed
  25481. // according to the contained objects in the group
  25482. var indicesByPath = this._bindingsIndicesByPath,
  25483. index = indicesByPath[ path ],
  25484. bindings = this._bindings;
  25485. if ( index !== undefined ) return bindings[ index ];
  25486. var paths = this._paths,
  25487. parsedPaths = this._parsedPaths,
  25488. objects = this._objects,
  25489. nObjects = objects.length,
  25490. nCachedObjects = this.nCachedObjects_,
  25491. bindingsForPath = new Array( nObjects );
  25492. index = bindings.length;
  25493. indicesByPath[ path ] = index;
  25494. paths.push( path );
  25495. parsedPaths.push( parsedPath );
  25496. bindings.push( bindingsForPath );
  25497. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25498. var object = objects[ i ];
  25499. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25500. }
  25501. return bindingsForPath;
  25502. },
  25503. unsubscribe_: function ( path ) {
  25504. // tells the group to forget about a property path and no longer
  25505. // update the array previously obtained with 'subscribe_'
  25506. var indicesByPath = this._bindingsIndicesByPath,
  25507. index = indicesByPath[ path ];
  25508. if ( index !== undefined ) {
  25509. var paths = this._paths,
  25510. parsedPaths = this._parsedPaths,
  25511. bindings = this._bindings,
  25512. lastBindingsIndex = bindings.length - 1,
  25513. lastBindings = bindings[ lastBindingsIndex ],
  25514. lastBindingsPath = path[ lastBindingsIndex ];
  25515. indicesByPath[ lastBindingsPath ] = index;
  25516. bindings[ index ] = lastBindings;
  25517. bindings.pop();
  25518. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25519. parsedPaths.pop();
  25520. paths[ index ] = paths[ lastBindingsIndex ];
  25521. paths.pop();
  25522. }
  25523. }
  25524. } );
  25525. /**
  25526. *
  25527. * Action provided by AnimationMixer for scheduling clip playback on specific
  25528. * objects.
  25529. *
  25530. * @author Ben Houston / http://clara.io/
  25531. * @author David Sarno / http://lighthaus.us/
  25532. * @author tschw
  25533. *
  25534. */
  25535. function AnimationAction( mixer, clip, localRoot ) {
  25536. this._mixer = mixer;
  25537. this._clip = clip;
  25538. this._localRoot = localRoot || null;
  25539. var tracks = clip.tracks,
  25540. nTracks = tracks.length,
  25541. interpolants = new Array( nTracks );
  25542. var interpolantSettings = {
  25543. endingStart: ZeroCurvatureEnding,
  25544. endingEnd: ZeroCurvatureEnding
  25545. };
  25546. for ( var i = 0; i !== nTracks; ++ i ) {
  25547. var interpolant = tracks[ i ].createInterpolant( null );
  25548. interpolants[ i ] = interpolant;
  25549. interpolant.settings = interpolantSettings;
  25550. }
  25551. this._interpolantSettings = interpolantSettings;
  25552. this._interpolants = interpolants; // bound by the mixer
  25553. // inside: PropertyMixer (managed by the mixer)
  25554. this._propertyBindings = new Array( nTracks );
  25555. this._cacheIndex = null; // for the memory manager
  25556. this._byClipCacheIndex = null; // for the memory manager
  25557. this._timeScaleInterpolant = null;
  25558. this._weightInterpolant = null;
  25559. this.loop = LoopRepeat;
  25560. this._loopCount = - 1;
  25561. // global mixer time when the action is to be started
  25562. // it's set back to 'null' upon start of the action
  25563. this._startTime = null;
  25564. // scaled local time of the action
  25565. // gets clamped or wrapped to 0..clip.duration according to loop
  25566. this.time = 0;
  25567. this.timeScale = 1;
  25568. this._effectiveTimeScale = 1;
  25569. this.weight = 1;
  25570. this._effectiveWeight = 1;
  25571. this.repetitions = Infinity; // no. of repetitions when looping
  25572. this.paused = false; // true -> zero effective time scale
  25573. this.enabled = true; // false -> zero effective weight
  25574. this.clampWhenFinished = false;// keep feeding the last frame?
  25575. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25576. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25577. }
  25578. Object.assign( AnimationAction.prototype, {
  25579. // State & Scheduling
  25580. play: function () {
  25581. this._mixer._activateAction( this );
  25582. return this;
  25583. },
  25584. stop: function () {
  25585. this._mixer._deactivateAction( this );
  25586. return this.reset();
  25587. },
  25588. reset: function () {
  25589. this.paused = false;
  25590. this.enabled = true;
  25591. this.time = 0; // restart clip
  25592. this._loopCount = - 1;// forget previous loops
  25593. this._startTime = null;// forget scheduling
  25594. return this.stopFading().stopWarping();
  25595. },
  25596. isRunning: function () {
  25597. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25598. this._startTime === null && this._mixer._isActiveAction( this );
  25599. },
  25600. // return true when play has been called
  25601. isScheduled: function () {
  25602. return this._mixer._isActiveAction( this );
  25603. },
  25604. startAt: function ( time ) {
  25605. this._startTime = time;
  25606. return this;
  25607. },
  25608. setLoop: function ( mode, repetitions ) {
  25609. this.loop = mode;
  25610. this.repetitions = repetitions;
  25611. return this;
  25612. },
  25613. // Weight
  25614. // set the weight stopping any scheduled fading
  25615. // although .enabled = false yields an effective weight of zero, this
  25616. // method does *not* change .enabled, because it would be confusing
  25617. setEffectiveWeight: function ( weight ) {
  25618. this.weight = weight;
  25619. // note: same logic as when updated at runtime
  25620. this._effectiveWeight = this.enabled ? weight : 0;
  25621. return this.stopFading();
  25622. },
  25623. // return the weight considering fading and .enabled
  25624. getEffectiveWeight: function () {
  25625. return this._effectiveWeight;
  25626. },
  25627. fadeIn: function ( duration ) {
  25628. return this._scheduleFading( duration, 0, 1 );
  25629. },
  25630. fadeOut: function ( duration ) {
  25631. return this._scheduleFading( duration, 1, 0 );
  25632. },
  25633. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25634. fadeOutAction.fadeOut( duration );
  25635. this.fadeIn( duration );
  25636. if ( warp ) {
  25637. var fadeInDuration = this._clip.duration,
  25638. fadeOutDuration = fadeOutAction._clip.duration,
  25639. startEndRatio = fadeOutDuration / fadeInDuration,
  25640. endStartRatio = fadeInDuration / fadeOutDuration;
  25641. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25642. this.warp( endStartRatio, 1.0, duration );
  25643. }
  25644. return this;
  25645. },
  25646. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25647. return fadeInAction.crossFadeFrom( this, duration, warp );
  25648. },
  25649. stopFading: function () {
  25650. var weightInterpolant = this._weightInterpolant;
  25651. if ( weightInterpolant !== null ) {
  25652. this._weightInterpolant = null;
  25653. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25654. }
  25655. return this;
  25656. },
  25657. // Time Scale Control
  25658. // set the time scale stopping any scheduled warping
  25659. // although .paused = true yields an effective time scale of zero, this
  25660. // method does *not* change .paused, because it would be confusing
  25661. setEffectiveTimeScale: function ( timeScale ) {
  25662. this.timeScale = timeScale;
  25663. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25664. return this.stopWarping();
  25665. },
  25666. // return the time scale considering warping and .paused
  25667. getEffectiveTimeScale: function () {
  25668. return this._effectiveTimeScale;
  25669. },
  25670. setDuration: function ( duration ) {
  25671. this.timeScale = this._clip.duration / duration;
  25672. return this.stopWarping();
  25673. },
  25674. syncWith: function ( action ) {
  25675. this.time = action.time;
  25676. this.timeScale = action.timeScale;
  25677. return this.stopWarping();
  25678. },
  25679. halt: function ( duration ) {
  25680. return this.warp( this._effectiveTimeScale, 0, duration );
  25681. },
  25682. warp: function ( startTimeScale, endTimeScale, duration ) {
  25683. var mixer = this._mixer, now = mixer.time,
  25684. interpolant = this._timeScaleInterpolant,
  25685. timeScale = this.timeScale;
  25686. if ( interpolant === null ) {
  25687. interpolant = mixer._lendControlInterpolant();
  25688. this._timeScaleInterpolant = interpolant;
  25689. }
  25690. var times = interpolant.parameterPositions,
  25691. values = interpolant.sampleValues;
  25692. times[ 0 ] = now;
  25693. times[ 1 ] = now + duration;
  25694. values[ 0 ] = startTimeScale / timeScale;
  25695. values[ 1 ] = endTimeScale / timeScale;
  25696. return this;
  25697. },
  25698. stopWarping: function () {
  25699. var timeScaleInterpolant = this._timeScaleInterpolant;
  25700. if ( timeScaleInterpolant !== null ) {
  25701. this._timeScaleInterpolant = null;
  25702. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25703. }
  25704. return this;
  25705. },
  25706. // Object Accessors
  25707. getMixer: function () {
  25708. return this._mixer;
  25709. },
  25710. getClip: function () {
  25711. return this._clip;
  25712. },
  25713. getRoot: function () {
  25714. return this._localRoot || this._mixer._root;
  25715. },
  25716. // Interna
  25717. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25718. // called by the mixer
  25719. if ( ! this.enabled ) {
  25720. // call ._updateWeight() to update ._effectiveWeight
  25721. this._updateWeight( time );
  25722. return;
  25723. }
  25724. var startTime = this._startTime;
  25725. if ( startTime !== null ) {
  25726. // check for scheduled start of action
  25727. var timeRunning = ( time - startTime ) * timeDirection;
  25728. if ( timeRunning < 0 || timeDirection === 0 ) {
  25729. return; // yet to come / don't decide when delta = 0
  25730. }
  25731. // start
  25732. this._startTime = null; // unschedule
  25733. deltaTime = timeDirection * timeRunning;
  25734. }
  25735. // apply time scale and advance time
  25736. deltaTime *= this._updateTimeScale( time );
  25737. var clipTime = this._updateTime( deltaTime );
  25738. // note: _updateTime may disable the action resulting in
  25739. // an effective weight of 0
  25740. var weight = this._updateWeight( time );
  25741. if ( weight > 0 ) {
  25742. var interpolants = this._interpolants;
  25743. var propertyMixers = this._propertyBindings;
  25744. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25745. interpolants[ j ].evaluate( clipTime );
  25746. propertyMixers[ j ].accumulate( accuIndex, weight );
  25747. }
  25748. }
  25749. },
  25750. _updateWeight: function ( time ) {
  25751. var weight = 0;
  25752. if ( this.enabled ) {
  25753. weight = this.weight;
  25754. var interpolant = this._weightInterpolant;
  25755. if ( interpolant !== null ) {
  25756. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25757. weight *= interpolantValue;
  25758. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25759. this.stopFading();
  25760. if ( interpolantValue === 0 ) {
  25761. // faded out, disable
  25762. this.enabled = false;
  25763. }
  25764. }
  25765. }
  25766. }
  25767. this._effectiveWeight = weight;
  25768. return weight;
  25769. },
  25770. _updateTimeScale: function ( time ) {
  25771. var timeScale = 0;
  25772. if ( ! this.paused ) {
  25773. timeScale = this.timeScale;
  25774. var interpolant = this._timeScaleInterpolant;
  25775. if ( interpolant !== null ) {
  25776. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25777. timeScale *= interpolantValue;
  25778. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25779. this.stopWarping();
  25780. if ( timeScale === 0 ) {
  25781. // motion has halted, pause
  25782. this.paused = true;
  25783. } else {
  25784. // warp done - apply final time scale
  25785. this.timeScale = timeScale;
  25786. }
  25787. }
  25788. }
  25789. }
  25790. this._effectiveTimeScale = timeScale;
  25791. return timeScale;
  25792. },
  25793. _updateTime: function ( deltaTime ) {
  25794. var time = this.time + deltaTime;
  25795. var duration = this._clip.duration;
  25796. var loop = this.loop;
  25797. var loopCount = this._loopCount;
  25798. var pingPong = ( loop === LoopPingPong );
  25799. if ( deltaTime === 0 ) {
  25800. if ( loopCount === - 1 ) return time;
  25801. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  25802. }
  25803. if ( loop === LoopOnce ) {
  25804. if ( loopCount === - 1 ) {
  25805. // just started
  25806. this._loopCount = 0;
  25807. this._setEndings( true, true, false );
  25808. }
  25809. handle_stop: {
  25810. if ( time >= duration ) {
  25811. time = duration;
  25812. } else if ( time < 0 ) {
  25813. time = 0;
  25814. } else {
  25815. this.time = time;
  25816. break handle_stop;
  25817. }
  25818. if ( this.clampWhenFinished ) this.paused = true;
  25819. else this.enabled = false;
  25820. this.time = time;
  25821. this._mixer.dispatchEvent( {
  25822. type: 'finished', action: this,
  25823. direction: deltaTime < 0 ? - 1 : 1
  25824. } );
  25825. }
  25826. } else { // repetitive Repeat or PingPong
  25827. if ( loopCount === - 1 ) {
  25828. // just started
  25829. if ( deltaTime >= 0 ) {
  25830. loopCount = 0;
  25831. this._setEndings( true, this.repetitions === 0, pingPong );
  25832. } else {
  25833. // when looping in reverse direction, the initial
  25834. // transition through zero counts as a repetition,
  25835. // so leave loopCount at -1
  25836. this._setEndings( this.repetitions === 0, true, pingPong );
  25837. }
  25838. }
  25839. if ( time >= duration || time < 0 ) {
  25840. // wrap around
  25841. var loopDelta = Math.floor( time / duration ); // signed
  25842. time -= duration * loopDelta;
  25843. loopCount += Math.abs( loopDelta );
  25844. var pending = this.repetitions - loopCount;
  25845. if ( pending <= 0 ) {
  25846. // have to stop (switch state, clamp time, fire event)
  25847. if ( this.clampWhenFinished ) this.paused = true;
  25848. else this.enabled = false;
  25849. time = deltaTime > 0 ? duration : 0;
  25850. this.time = time;
  25851. this._mixer.dispatchEvent( {
  25852. type: 'finished', action: this,
  25853. direction: deltaTime > 0 ? 1 : - 1
  25854. } );
  25855. } else {
  25856. // keep running
  25857. if ( pending === 1 ) {
  25858. // entering the last round
  25859. var atStart = deltaTime < 0;
  25860. this._setEndings( atStart, ! atStart, pingPong );
  25861. } else {
  25862. this._setEndings( false, false, pingPong );
  25863. }
  25864. this._loopCount = loopCount;
  25865. this.time = time;
  25866. this._mixer.dispatchEvent( {
  25867. type: 'loop', action: this, loopDelta: loopDelta
  25868. } );
  25869. }
  25870. } else {
  25871. this.time = time;
  25872. }
  25873. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  25874. // invert time for the "pong round"
  25875. return duration - time;
  25876. }
  25877. }
  25878. return time;
  25879. },
  25880. _setEndings: function ( atStart, atEnd, pingPong ) {
  25881. var settings = this._interpolantSettings;
  25882. if ( pingPong ) {
  25883. settings.endingStart = ZeroSlopeEnding;
  25884. settings.endingEnd = ZeroSlopeEnding;
  25885. } else {
  25886. // assuming for LoopOnce atStart == atEnd == true
  25887. if ( atStart ) {
  25888. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25889. } else {
  25890. settings.endingStart = WrapAroundEnding;
  25891. }
  25892. if ( atEnd ) {
  25893. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25894. } else {
  25895. settings.endingEnd = WrapAroundEnding;
  25896. }
  25897. }
  25898. },
  25899. _scheduleFading: function ( duration, weightNow, weightThen ) {
  25900. var mixer = this._mixer, now = mixer.time,
  25901. interpolant = this._weightInterpolant;
  25902. if ( interpolant === null ) {
  25903. interpolant = mixer._lendControlInterpolant();
  25904. this._weightInterpolant = interpolant;
  25905. }
  25906. var times = interpolant.parameterPositions,
  25907. values = interpolant.sampleValues;
  25908. times[ 0 ] = now;
  25909. values[ 0 ] = weightNow;
  25910. times[ 1 ] = now + duration;
  25911. values[ 1 ] = weightThen;
  25912. return this;
  25913. }
  25914. } );
  25915. /**
  25916. *
  25917. * Player for AnimationClips.
  25918. *
  25919. *
  25920. * @author Ben Houston / http://clara.io/
  25921. * @author David Sarno / http://lighthaus.us/
  25922. * @author tschw
  25923. */
  25924. function AnimationMixer( root ) {
  25925. this._root = root;
  25926. this._initMemoryManager();
  25927. this._accuIndex = 0;
  25928. this.time = 0;
  25929. this.timeScale = 1.0;
  25930. }
  25931. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  25932. constructor: AnimationMixer,
  25933. _bindAction: function ( action, prototypeAction ) {
  25934. var root = action._localRoot || this._root,
  25935. tracks = action._clip.tracks,
  25936. nTracks = tracks.length,
  25937. bindings = action._propertyBindings,
  25938. interpolants = action._interpolants,
  25939. rootUuid = root.uuid,
  25940. bindingsByRoot = this._bindingsByRootAndName,
  25941. bindingsByName = bindingsByRoot[ rootUuid ];
  25942. if ( bindingsByName === undefined ) {
  25943. bindingsByName = {};
  25944. bindingsByRoot[ rootUuid ] = bindingsByName;
  25945. }
  25946. for ( var i = 0; i !== nTracks; ++ i ) {
  25947. var track = tracks[ i ],
  25948. trackName = track.name,
  25949. binding = bindingsByName[ trackName ];
  25950. if ( binding !== undefined ) {
  25951. bindings[ i ] = binding;
  25952. } else {
  25953. binding = bindings[ i ];
  25954. if ( binding !== undefined ) {
  25955. // existing binding, make sure the cache knows
  25956. if ( binding._cacheIndex === null ) {
  25957. ++ binding.referenceCount;
  25958. this._addInactiveBinding( binding, rootUuid, trackName );
  25959. }
  25960. continue;
  25961. }
  25962. var path = prototypeAction && prototypeAction.
  25963. _propertyBindings[ i ].binding.parsedPath;
  25964. binding = new PropertyMixer(
  25965. PropertyBinding.create( root, trackName, path ),
  25966. track.ValueTypeName, track.getValueSize() );
  25967. ++ binding.referenceCount;
  25968. this._addInactiveBinding( binding, rootUuid, trackName );
  25969. bindings[ i ] = binding;
  25970. }
  25971. interpolants[ i ].resultBuffer = binding.buffer;
  25972. }
  25973. },
  25974. _activateAction: function ( action ) {
  25975. if ( ! this._isActiveAction( action ) ) {
  25976. if ( action._cacheIndex === null ) {
  25977. // this action has been forgotten by the cache, but the user
  25978. // appears to be still using it -> rebind
  25979. var rootUuid = ( action._localRoot || this._root ).uuid,
  25980. clipUuid = action._clip.uuid,
  25981. actionsForClip = this._actionsByClip[ clipUuid ];
  25982. this._bindAction( action,
  25983. actionsForClip && actionsForClip.knownActions[ 0 ] );
  25984. this._addInactiveAction( action, clipUuid, rootUuid );
  25985. }
  25986. var bindings = action._propertyBindings;
  25987. // increment reference counts / sort out state
  25988. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25989. var binding = bindings[ i ];
  25990. if ( binding.useCount ++ === 0 ) {
  25991. this._lendBinding( binding );
  25992. binding.saveOriginalState();
  25993. }
  25994. }
  25995. this._lendAction( action );
  25996. }
  25997. },
  25998. _deactivateAction: function ( action ) {
  25999. if ( this._isActiveAction( action ) ) {
  26000. var bindings = action._propertyBindings;
  26001. // decrement reference counts / sort out state
  26002. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26003. var binding = bindings[ i ];
  26004. if ( -- binding.useCount === 0 ) {
  26005. binding.restoreOriginalState();
  26006. this._takeBackBinding( binding );
  26007. }
  26008. }
  26009. this._takeBackAction( action );
  26010. }
  26011. },
  26012. // Memory manager
  26013. _initMemoryManager: function () {
  26014. this._actions = []; // 'nActiveActions' followed by inactive ones
  26015. this._nActiveActions = 0;
  26016. this._actionsByClip = {};
  26017. // inside:
  26018. // {
  26019. // knownActions: Array< AnimationAction > - used as prototypes
  26020. // actionByRoot: AnimationAction - lookup
  26021. // }
  26022. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26023. this._nActiveBindings = 0;
  26024. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26025. this._controlInterpolants = []; // same game as above
  26026. this._nActiveControlInterpolants = 0;
  26027. var scope = this;
  26028. this.stats = {
  26029. actions: {
  26030. get total() {
  26031. return scope._actions.length;
  26032. },
  26033. get inUse() {
  26034. return scope._nActiveActions;
  26035. }
  26036. },
  26037. bindings: {
  26038. get total() {
  26039. return scope._bindings.length;
  26040. },
  26041. get inUse() {
  26042. return scope._nActiveBindings;
  26043. }
  26044. },
  26045. controlInterpolants: {
  26046. get total() {
  26047. return scope._controlInterpolants.length;
  26048. },
  26049. get inUse() {
  26050. return scope._nActiveControlInterpolants;
  26051. }
  26052. }
  26053. };
  26054. },
  26055. // Memory management for AnimationAction objects
  26056. _isActiveAction: function ( action ) {
  26057. var index = action._cacheIndex;
  26058. return index !== null && index < this._nActiveActions;
  26059. },
  26060. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26061. var actions = this._actions,
  26062. actionsByClip = this._actionsByClip,
  26063. actionsForClip = actionsByClip[ clipUuid ];
  26064. if ( actionsForClip === undefined ) {
  26065. actionsForClip = {
  26066. knownActions: [ action ],
  26067. actionByRoot: {}
  26068. };
  26069. action._byClipCacheIndex = 0;
  26070. actionsByClip[ clipUuid ] = actionsForClip;
  26071. } else {
  26072. var knownActions = actionsForClip.knownActions;
  26073. action._byClipCacheIndex = knownActions.length;
  26074. knownActions.push( action );
  26075. }
  26076. action._cacheIndex = actions.length;
  26077. actions.push( action );
  26078. actionsForClip.actionByRoot[ rootUuid ] = action;
  26079. },
  26080. _removeInactiveAction: function ( action ) {
  26081. var actions = this._actions,
  26082. lastInactiveAction = actions[ actions.length - 1 ],
  26083. cacheIndex = action._cacheIndex;
  26084. lastInactiveAction._cacheIndex = cacheIndex;
  26085. actions[ cacheIndex ] = lastInactiveAction;
  26086. actions.pop();
  26087. action._cacheIndex = null;
  26088. var clipUuid = action._clip.uuid,
  26089. actionsByClip = this._actionsByClip,
  26090. actionsForClip = actionsByClip[ clipUuid ],
  26091. knownActionsForClip = actionsForClip.knownActions,
  26092. lastKnownAction =
  26093. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26094. byClipCacheIndex = action._byClipCacheIndex;
  26095. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26096. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26097. knownActionsForClip.pop();
  26098. action._byClipCacheIndex = null;
  26099. var actionByRoot = actionsForClip.actionByRoot,
  26100. rootUuid = ( action._localRoot || this._root ).uuid;
  26101. delete actionByRoot[ rootUuid ];
  26102. if ( knownActionsForClip.length === 0 ) {
  26103. delete actionsByClip[ clipUuid ];
  26104. }
  26105. this._removeInactiveBindingsForAction( action );
  26106. },
  26107. _removeInactiveBindingsForAction: function ( action ) {
  26108. var bindings = action._propertyBindings;
  26109. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26110. var binding = bindings[ i ];
  26111. if ( -- binding.referenceCount === 0 ) {
  26112. this._removeInactiveBinding( binding );
  26113. }
  26114. }
  26115. },
  26116. _lendAction: function ( action ) {
  26117. // [ active actions | inactive actions ]
  26118. // [ active actions >| inactive actions ]
  26119. // s a
  26120. // <-swap->
  26121. // a s
  26122. var actions = this._actions,
  26123. prevIndex = action._cacheIndex,
  26124. lastActiveIndex = this._nActiveActions ++,
  26125. firstInactiveAction = actions[ lastActiveIndex ];
  26126. action._cacheIndex = lastActiveIndex;
  26127. actions[ lastActiveIndex ] = action;
  26128. firstInactiveAction._cacheIndex = prevIndex;
  26129. actions[ prevIndex ] = firstInactiveAction;
  26130. },
  26131. _takeBackAction: function ( action ) {
  26132. // [ active actions | inactive actions ]
  26133. // [ active actions |< inactive actions ]
  26134. // a s
  26135. // <-swap->
  26136. // s a
  26137. var actions = this._actions,
  26138. prevIndex = action._cacheIndex,
  26139. firstInactiveIndex = -- this._nActiveActions,
  26140. lastActiveAction = actions[ firstInactiveIndex ];
  26141. action._cacheIndex = firstInactiveIndex;
  26142. actions[ firstInactiveIndex ] = action;
  26143. lastActiveAction._cacheIndex = prevIndex;
  26144. actions[ prevIndex ] = lastActiveAction;
  26145. },
  26146. // Memory management for PropertyMixer objects
  26147. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26148. var bindingsByRoot = this._bindingsByRootAndName,
  26149. bindingByName = bindingsByRoot[ rootUuid ],
  26150. bindings = this._bindings;
  26151. if ( bindingByName === undefined ) {
  26152. bindingByName = {};
  26153. bindingsByRoot[ rootUuid ] = bindingByName;
  26154. }
  26155. bindingByName[ trackName ] = binding;
  26156. binding._cacheIndex = bindings.length;
  26157. bindings.push( binding );
  26158. },
  26159. _removeInactiveBinding: function ( binding ) {
  26160. var bindings = this._bindings,
  26161. propBinding = binding.binding,
  26162. rootUuid = propBinding.rootNode.uuid,
  26163. trackName = propBinding.path,
  26164. bindingsByRoot = this._bindingsByRootAndName,
  26165. bindingByName = bindingsByRoot[ rootUuid ],
  26166. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26167. cacheIndex = binding._cacheIndex;
  26168. lastInactiveBinding._cacheIndex = cacheIndex;
  26169. bindings[ cacheIndex ] = lastInactiveBinding;
  26170. bindings.pop();
  26171. delete bindingByName[ trackName ];
  26172. if ( Object.keys( bindingByName ).length === 0 ) {
  26173. delete bindingsByRoot[ rootUuid ];
  26174. }
  26175. },
  26176. _lendBinding: function ( binding ) {
  26177. var bindings = this._bindings,
  26178. prevIndex = binding._cacheIndex,
  26179. lastActiveIndex = this._nActiveBindings ++,
  26180. firstInactiveBinding = bindings[ lastActiveIndex ];
  26181. binding._cacheIndex = lastActiveIndex;
  26182. bindings[ lastActiveIndex ] = binding;
  26183. firstInactiveBinding._cacheIndex = prevIndex;
  26184. bindings[ prevIndex ] = firstInactiveBinding;
  26185. },
  26186. _takeBackBinding: function ( binding ) {
  26187. var bindings = this._bindings,
  26188. prevIndex = binding._cacheIndex,
  26189. firstInactiveIndex = -- this._nActiveBindings,
  26190. lastActiveBinding = bindings[ firstInactiveIndex ];
  26191. binding._cacheIndex = firstInactiveIndex;
  26192. bindings[ firstInactiveIndex ] = binding;
  26193. lastActiveBinding._cacheIndex = prevIndex;
  26194. bindings[ prevIndex ] = lastActiveBinding;
  26195. },
  26196. // Memory management of Interpolants for weight and time scale
  26197. _lendControlInterpolant: function () {
  26198. var interpolants = this._controlInterpolants,
  26199. lastActiveIndex = this._nActiveControlInterpolants ++,
  26200. interpolant = interpolants[ lastActiveIndex ];
  26201. if ( interpolant === undefined ) {
  26202. interpolant = new LinearInterpolant(
  26203. new Float32Array( 2 ), new Float32Array( 2 ),
  26204. 1, this._controlInterpolantsResultBuffer );
  26205. interpolant.__cacheIndex = lastActiveIndex;
  26206. interpolants[ lastActiveIndex ] = interpolant;
  26207. }
  26208. return interpolant;
  26209. },
  26210. _takeBackControlInterpolant: function ( interpolant ) {
  26211. var interpolants = this._controlInterpolants,
  26212. prevIndex = interpolant.__cacheIndex,
  26213. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26214. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26215. interpolant.__cacheIndex = firstInactiveIndex;
  26216. interpolants[ firstInactiveIndex ] = interpolant;
  26217. lastActiveInterpolant.__cacheIndex = prevIndex;
  26218. interpolants[ prevIndex ] = lastActiveInterpolant;
  26219. },
  26220. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26221. // return an action for a clip optionally using a custom root target
  26222. // object (this method allocates a lot of dynamic memory in case a
  26223. // previously unknown clip/root combination is specified)
  26224. clipAction: function ( clip, optionalRoot ) {
  26225. var root = optionalRoot || this._root,
  26226. rootUuid = root.uuid,
  26227. clipObject = typeof clip === 'string' ?
  26228. AnimationClip.findByName( root, clip ) : clip,
  26229. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26230. actionsForClip = this._actionsByClip[ clipUuid ],
  26231. prototypeAction = null;
  26232. if ( actionsForClip !== undefined ) {
  26233. var existingAction =
  26234. actionsForClip.actionByRoot[ rootUuid ];
  26235. if ( existingAction !== undefined ) {
  26236. return existingAction;
  26237. }
  26238. // we know the clip, so we don't have to parse all
  26239. // the bindings again but can just copy
  26240. prototypeAction = actionsForClip.knownActions[ 0 ];
  26241. // also, take the clip from the prototype action
  26242. if ( clipObject === null )
  26243. clipObject = prototypeAction._clip;
  26244. }
  26245. // clip must be known when specified via string
  26246. if ( clipObject === null ) return null;
  26247. // allocate all resources required to run it
  26248. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26249. this._bindAction( newAction, prototypeAction );
  26250. // and make the action known to the memory manager
  26251. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26252. return newAction;
  26253. },
  26254. // get an existing action
  26255. existingAction: function ( clip, optionalRoot ) {
  26256. var root = optionalRoot || this._root,
  26257. rootUuid = root.uuid,
  26258. clipObject = typeof clip === 'string' ?
  26259. AnimationClip.findByName( root, clip ) : clip,
  26260. clipUuid = clipObject ? clipObject.uuid : clip,
  26261. actionsForClip = this._actionsByClip[ clipUuid ];
  26262. if ( actionsForClip !== undefined ) {
  26263. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26264. }
  26265. return null;
  26266. },
  26267. // deactivates all previously scheduled actions
  26268. stopAllAction: function () {
  26269. var actions = this._actions,
  26270. nActions = this._nActiveActions,
  26271. bindings = this._bindings,
  26272. nBindings = this._nActiveBindings;
  26273. this._nActiveActions = 0;
  26274. this._nActiveBindings = 0;
  26275. for ( var i = 0; i !== nActions; ++ i ) {
  26276. actions[ i ].reset();
  26277. }
  26278. for ( var i = 0; i !== nBindings; ++ i ) {
  26279. bindings[ i ].useCount = 0;
  26280. }
  26281. return this;
  26282. },
  26283. // advance the time and update apply the animation
  26284. update: function ( deltaTime ) {
  26285. deltaTime *= this.timeScale;
  26286. var actions = this._actions,
  26287. nActions = this._nActiveActions,
  26288. time = this.time += deltaTime,
  26289. timeDirection = Math.sign( deltaTime ),
  26290. accuIndex = this._accuIndex ^= 1;
  26291. // run active actions
  26292. for ( var i = 0; i !== nActions; ++ i ) {
  26293. var action = actions[ i ];
  26294. action._update( time, deltaTime, timeDirection, accuIndex );
  26295. }
  26296. // update scene graph
  26297. var bindings = this._bindings,
  26298. nBindings = this._nActiveBindings;
  26299. for ( var i = 0; i !== nBindings; ++ i ) {
  26300. bindings[ i ].apply( accuIndex );
  26301. }
  26302. return this;
  26303. },
  26304. // return this mixer's root target object
  26305. getRoot: function () {
  26306. return this._root;
  26307. },
  26308. // free all resources specific to a particular clip
  26309. uncacheClip: function ( clip ) {
  26310. var actions = this._actions,
  26311. clipUuid = clip.uuid,
  26312. actionsByClip = this._actionsByClip,
  26313. actionsForClip = actionsByClip[ clipUuid ];
  26314. if ( actionsForClip !== undefined ) {
  26315. // note: just calling _removeInactiveAction would mess up the
  26316. // iteration state and also require updating the state we can
  26317. // just throw away
  26318. var actionsToRemove = actionsForClip.knownActions;
  26319. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26320. var action = actionsToRemove[ i ];
  26321. this._deactivateAction( action );
  26322. var cacheIndex = action._cacheIndex,
  26323. lastInactiveAction = actions[ actions.length - 1 ];
  26324. action._cacheIndex = null;
  26325. action._byClipCacheIndex = null;
  26326. lastInactiveAction._cacheIndex = cacheIndex;
  26327. actions[ cacheIndex ] = lastInactiveAction;
  26328. actions.pop();
  26329. this._removeInactiveBindingsForAction( action );
  26330. }
  26331. delete actionsByClip[ clipUuid ];
  26332. }
  26333. },
  26334. // free all resources specific to a particular root target object
  26335. uncacheRoot: function ( root ) {
  26336. var rootUuid = root.uuid,
  26337. actionsByClip = this._actionsByClip;
  26338. for ( var clipUuid in actionsByClip ) {
  26339. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26340. action = actionByRoot[ rootUuid ];
  26341. if ( action !== undefined ) {
  26342. this._deactivateAction( action );
  26343. this._removeInactiveAction( action );
  26344. }
  26345. }
  26346. var bindingsByRoot = this._bindingsByRootAndName,
  26347. bindingByName = bindingsByRoot[ rootUuid ];
  26348. if ( bindingByName !== undefined ) {
  26349. for ( var trackName in bindingByName ) {
  26350. var binding = bindingByName[ trackName ];
  26351. binding.restoreOriginalState();
  26352. this._removeInactiveBinding( binding );
  26353. }
  26354. }
  26355. },
  26356. // remove a targeted clip from the cache
  26357. uncacheAction: function ( clip, optionalRoot ) {
  26358. var action = this.existingAction( clip, optionalRoot );
  26359. if ( action !== null ) {
  26360. this._deactivateAction( action );
  26361. this._removeInactiveAction( action );
  26362. }
  26363. }
  26364. } );
  26365. /**
  26366. * @author mrdoob / http://mrdoob.com/
  26367. */
  26368. function Uniform( value ) {
  26369. if ( typeof value === 'string' ) {
  26370. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26371. value = arguments[ 1 ];
  26372. }
  26373. this.value = value;
  26374. }
  26375. Uniform.prototype.clone = function () {
  26376. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26377. };
  26378. /**
  26379. * @author benaadams / https://twitter.com/ben_a_adams
  26380. */
  26381. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26382. InterleavedBuffer.call( this, array, stride );
  26383. this.meshPerAttribute = meshPerAttribute || 1;
  26384. }
  26385. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26386. constructor: InstancedInterleavedBuffer,
  26387. isInstancedInterleavedBuffer: true,
  26388. copy: function ( source ) {
  26389. InterleavedBuffer.prototype.copy.call( this, source );
  26390. this.meshPerAttribute = source.meshPerAttribute;
  26391. return this;
  26392. }
  26393. } );
  26394. /**
  26395. * @author mrdoob / http://mrdoob.com/
  26396. * @author bhouston / http://clara.io/
  26397. * @author stephomi / http://stephaneginier.com/
  26398. */
  26399. function Raycaster( origin, direction, near, far ) {
  26400. this.ray = new Ray( origin, direction );
  26401. // direction is assumed to be normalized (for accurate distance calculations)
  26402. this.near = near || 0;
  26403. this.far = far || Infinity;
  26404. this.camera = null;
  26405. this.params = {
  26406. Mesh: {},
  26407. Line: {},
  26408. LOD: {},
  26409. Points: { threshold: 1 },
  26410. Sprite: {}
  26411. };
  26412. Object.defineProperties( this.params, {
  26413. PointCloud: {
  26414. get: function () {
  26415. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26416. return this.Points;
  26417. }
  26418. }
  26419. } );
  26420. }
  26421. function ascSort( a, b ) {
  26422. return a.distance - b.distance;
  26423. }
  26424. function intersectObject( object, raycaster, intersects, recursive ) {
  26425. if ( object.visible === false ) return;
  26426. object.raycast( raycaster, intersects );
  26427. if ( recursive === true ) {
  26428. var children = object.children;
  26429. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26430. intersectObject( children[ i ], raycaster, intersects, true );
  26431. }
  26432. }
  26433. }
  26434. Object.assign( Raycaster.prototype, {
  26435. linePrecision: 1,
  26436. set: function ( origin, direction ) {
  26437. // direction is assumed to be normalized (for accurate distance calculations)
  26438. this.ray.set( origin, direction );
  26439. },
  26440. setFromCamera: function ( coords, camera ) {
  26441. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26442. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26443. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26444. this.camera = camera;
  26445. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26446. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26447. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26448. this.camera = camera;
  26449. } else {
  26450. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26451. }
  26452. },
  26453. intersectObject: function ( object, recursive, optionalTarget ) {
  26454. var intersects = optionalTarget || [];
  26455. intersectObject( object, this, intersects, recursive );
  26456. intersects.sort( ascSort );
  26457. return intersects;
  26458. },
  26459. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26460. var intersects = optionalTarget || [];
  26461. if ( Array.isArray( objects ) === false ) {
  26462. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26463. return intersects;
  26464. }
  26465. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26466. intersectObject( objects[ i ], this, intersects, recursive );
  26467. }
  26468. intersects.sort( ascSort );
  26469. return intersects;
  26470. }
  26471. } );
  26472. /**
  26473. * @author bhouston / http://clara.io
  26474. * @author WestLangley / http://github.com/WestLangley
  26475. *
  26476. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26477. *
  26478. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26479. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26480. */
  26481. function Spherical( radius, phi, theta ) {
  26482. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26483. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26484. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26485. return this;
  26486. }
  26487. Object.assign( Spherical.prototype, {
  26488. set: function ( radius, phi, theta ) {
  26489. this.radius = radius;
  26490. this.phi = phi;
  26491. this.theta = theta;
  26492. return this;
  26493. },
  26494. clone: function () {
  26495. return new this.constructor().copy( this );
  26496. },
  26497. copy: function ( other ) {
  26498. this.radius = other.radius;
  26499. this.phi = other.phi;
  26500. this.theta = other.theta;
  26501. return this;
  26502. },
  26503. // restrict phi to be betwee EPS and PI-EPS
  26504. makeSafe: function () {
  26505. var EPS = 0.000001;
  26506. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26507. return this;
  26508. },
  26509. setFromVector3: function ( v ) {
  26510. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26511. },
  26512. setFromCartesianCoords: function ( x, y, z ) {
  26513. this.radius = Math.sqrt( x * x + y * y + z * z );
  26514. if ( this.radius === 0 ) {
  26515. this.theta = 0;
  26516. this.phi = 0;
  26517. } else {
  26518. this.theta = Math.atan2( x, z );
  26519. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26520. }
  26521. return this;
  26522. }
  26523. } );
  26524. /**
  26525. * @author Mugen87 / https://github.com/Mugen87
  26526. *
  26527. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26528. *
  26529. */
  26530. function Cylindrical( radius, theta, y ) {
  26531. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26532. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26533. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26534. return this;
  26535. }
  26536. Object.assign( Cylindrical.prototype, {
  26537. set: function ( radius, theta, y ) {
  26538. this.radius = radius;
  26539. this.theta = theta;
  26540. this.y = y;
  26541. return this;
  26542. },
  26543. clone: function () {
  26544. return new this.constructor().copy( this );
  26545. },
  26546. copy: function ( other ) {
  26547. this.radius = other.radius;
  26548. this.theta = other.theta;
  26549. this.y = other.y;
  26550. return this;
  26551. },
  26552. setFromVector3: function ( v ) {
  26553. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26554. },
  26555. setFromCartesianCoords: function ( x, y, z ) {
  26556. this.radius = Math.sqrt( x * x + z * z );
  26557. this.theta = Math.atan2( x, z );
  26558. this.y = y;
  26559. return this;
  26560. }
  26561. } );
  26562. /**
  26563. * @author bhouston / http://clara.io
  26564. */
  26565. var _vector$6 = new Vector2();
  26566. function Box2( min, max ) {
  26567. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26568. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26569. }
  26570. Object.assign( Box2.prototype, {
  26571. set: function ( min, max ) {
  26572. this.min.copy( min );
  26573. this.max.copy( max );
  26574. return this;
  26575. },
  26576. setFromPoints: function ( points ) {
  26577. this.makeEmpty();
  26578. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26579. this.expandByPoint( points[ i ] );
  26580. }
  26581. return this;
  26582. },
  26583. setFromCenterAndSize: function ( center, size ) {
  26584. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  26585. this.min.copy( center ).sub( halfSize );
  26586. this.max.copy( center ).add( halfSize );
  26587. return this;
  26588. },
  26589. clone: function () {
  26590. return new this.constructor().copy( this );
  26591. },
  26592. copy: function ( box ) {
  26593. this.min.copy( box.min );
  26594. this.max.copy( box.max );
  26595. return this;
  26596. },
  26597. makeEmpty: function () {
  26598. this.min.x = this.min.y = + Infinity;
  26599. this.max.x = this.max.y = - Infinity;
  26600. return this;
  26601. },
  26602. isEmpty: function () {
  26603. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26604. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26605. },
  26606. getCenter: function ( target ) {
  26607. if ( target === undefined ) {
  26608. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26609. target = new Vector2();
  26610. }
  26611. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26612. },
  26613. getSize: function ( target ) {
  26614. if ( target === undefined ) {
  26615. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26616. target = new Vector2();
  26617. }
  26618. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26619. },
  26620. expandByPoint: function ( point ) {
  26621. this.min.min( point );
  26622. this.max.max( point );
  26623. return this;
  26624. },
  26625. expandByVector: function ( vector ) {
  26626. this.min.sub( vector );
  26627. this.max.add( vector );
  26628. return this;
  26629. },
  26630. expandByScalar: function ( scalar ) {
  26631. this.min.addScalar( - scalar );
  26632. this.max.addScalar( scalar );
  26633. return this;
  26634. },
  26635. containsPoint: function ( point ) {
  26636. return point.x < this.min.x || point.x > this.max.x ||
  26637. point.y < this.min.y || point.y > this.max.y ? false : true;
  26638. },
  26639. containsBox: function ( box ) {
  26640. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26641. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26642. },
  26643. getParameter: function ( point, target ) {
  26644. // This can potentially have a divide by zero if the box
  26645. // has a size dimension of 0.
  26646. if ( target === undefined ) {
  26647. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26648. target = new Vector2();
  26649. }
  26650. return target.set(
  26651. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26652. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26653. );
  26654. },
  26655. intersectsBox: function ( box ) {
  26656. // using 4 splitting planes to rule out intersections
  26657. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26658. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26659. },
  26660. clampPoint: function ( point, target ) {
  26661. if ( target === undefined ) {
  26662. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26663. target = new Vector2();
  26664. }
  26665. return target.copy( point ).clamp( this.min, this.max );
  26666. },
  26667. distanceToPoint: function ( point ) {
  26668. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  26669. return clampedPoint.sub( point ).length();
  26670. },
  26671. intersect: function ( box ) {
  26672. this.min.max( box.min );
  26673. this.max.min( box.max );
  26674. return this;
  26675. },
  26676. union: function ( box ) {
  26677. this.min.min( box.min );
  26678. this.max.max( box.max );
  26679. return this;
  26680. },
  26681. translate: function ( offset ) {
  26682. this.min.add( offset );
  26683. this.max.add( offset );
  26684. return this;
  26685. },
  26686. equals: function ( box ) {
  26687. return box.min.equals( this.min ) && box.max.equals( this.max );
  26688. }
  26689. } );
  26690. /**
  26691. * @author bhouston / http://clara.io
  26692. */
  26693. var _startP = new Vector3();
  26694. var _startEnd = new Vector3();
  26695. function Line3( start, end ) {
  26696. this.start = ( start !== undefined ) ? start : new Vector3();
  26697. this.end = ( end !== undefined ) ? end : new Vector3();
  26698. }
  26699. Object.assign( Line3.prototype, {
  26700. set: function ( start, end ) {
  26701. this.start.copy( start );
  26702. this.end.copy( end );
  26703. return this;
  26704. },
  26705. clone: function () {
  26706. return new this.constructor().copy( this );
  26707. },
  26708. copy: function ( line ) {
  26709. this.start.copy( line.start );
  26710. this.end.copy( line.end );
  26711. return this;
  26712. },
  26713. getCenter: function ( target ) {
  26714. if ( target === undefined ) {
  26715. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26716. target = new Vector3();
  26717. }
  26718. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26719. },
  26720. delta: function ( target ) {
  26721. if ( target === undefined ) {
  26722. console.warn( 'THREE.Line3: .delta() target is now required' );
  26723. target = new Vector3();
  26724. }
  26725. return target.subVectors( this.end, this.start );
  26726. },
  26727. distanceSq: function () {
  26728. return this.start.distanceToSquared( this.end );
  26729. },
  26730. distance: function () {
  26731. return this.start.distanceTo( this.end );
  26732. },
  26733. at: function ( t, target ) {
  26734. if ( target === undefined ) {
  26735. console.warn( 'THREE.Line3: .at() target is now required' );
  26736. target = new Vector3();
  26737. }
  26738. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26739. },
  26740. closestPointToPointParameter: function ( point, clampToLine ) {
  26741. _startP.subVectors( point, this.start );
  26742. _startEnd.subVectors( this.end, this.start );
  26743. var startEnd2 = _startEnd.dot( _startEnd );
  26744. var startEnd_startP = _startEnd.dot( _startP );
  26745. var t = startEnd_startP / startEnd2;
  26746. if ( clampToLine ) {
  26747. t = _Math.clamp( t, 0, 1 );
  26748. }
  26749. return t;
  26750. },
  26751. closestPointToPoint: function ( point, clampToLine, target ) {
  26752. var t = this.closestPointToPointParameter( point, clampToLine );
  26753. if ( target === undefined ) {
  26754. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  26755. target = new Vector3();
  26756. }
  26757. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26758. },
  26759. applyMatrix4: function ( matrix ) {
  26760. this.start.applyMatrix4( matrix );
  26761. this.end.applyMatrix4( matrix );
  26762. return this;
  26763. },
  26764. equals: function ( line ) {
  26765. return line.start.equals( this.start ) && line.end.equals( this.end );
  26766. }
  26767. } );
  26768. /**
  26769. * @author alteredq / http://alteredqualia.com/
  26770. */
  26771. function ImmediateRenderObject( material ) {
  26772. Object3D.call( this );
  26773. this.material = material;
  26774. this.render = function ( /* renderCallback */ ) {};
  26775. }
  26776. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  26777. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26778. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26779. /**
  26780. * @author mrdoob / http://mrdoob.com/
  26781. * @author WestLangley / http://github.com/WestLangley
  26782. */
  26783. var _v1$5 = new Vector3();
  26784. var _v2$3 = new Vector3();
  26785. var _normalMatrix$1 = new Matrix3();
  26786. var _keys = [ 'a', 'b', 'c' ];
  26787. function VertexNormalsHelper( object, size, hex, linewidth ) {
  26788. this.object = object;
  26789. this.size = ( size !== undefined ) ? size : 1;
  26790. var color = ( hex !== undefined ) ? hex : 0xff0000;
  26791. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26792. //
  26793. var nNormals = 0;
  26794. var objGeometry = this.object.geometry;
  26795. if ( objGeometry && objGeometry.isGeometry ) {
  26796. nNormals = objGeometry.faces.length * 3;
  26797. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26798. nNormals = objGeometry.attributes.normal.count;
  26799. }
  26800. //
  26801. var geometry = new BufferGeometry();
  26802. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26803. geometry.addAttribute( 'position', positions );
  26804. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26805. //
  26806. this.matrixAutoUpdate = false;
  26807. this.update();
  26808. }
  26809. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26810. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  26811. VertexNormalsHelper.prototype.update = function () {
  26812. this.object.updateMatrixWorld( true );
  26813. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  26814. var matrixWorld = this.object.matrixWorld;
  26815. var position = this.geometry.attributes.position;
  26816. //
  26817. var objGeometry = this.object.geometry;
  26818. if ( objGeometry && objGeometry.isGeometry ) {
  26819. var vertices = objGeometry.vertices;
  26820. var faces = objGeometry.faces;
  26821. var idx = 0;
  26822. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26823. var face = faces[ i ];
  26824. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  26825. var vertex = vertices[ face[ _keys[ j ] ] ];
  26826. var normal = face.vertexNormals[ j ];
  26827. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  26828. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  26829. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  26830. idx = idx + 1;
  26831. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  26832. idx = idx + 1;
  26833. }
  26834. }
  26835. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26836. var objPos = objGeometry.attributes.position;
  26837. var objNorm = objGeometry.attributes.normal;
  26838. var idx = 0;
  26839. // for simplicity, ignore index and drawcalls, and render every normal
  26840. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  26841. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  26842. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  26843. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  26844. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  26845. idx = idx + 1;
  26846. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  26847. idx = idx + 1;
  26848. }
  26849. }
  26850. position.needsUpdate = true;
  26851. };
  26852. /**
  26853. * @author alteredq / http://alteredqualia.com/
  26854. * @author mrdoob / http://mrdoob.com/
  26855. * @author WestLangley / http://github.com/WestLangley
  26856. */
  26857. var _vector$7 = new Vector3();
  26858. function SpotLightHelper( light, color ) {
  26859. Object3D.call( this );
  26860. this.light = light;
  26861. this.light.updateMatrixWorld();
  26862. this.matrix = light.matrixWorld;
  26863. this.matrixAutoUpdate = false;
  26864. this.color = color;
  26865. var geometry = new BufferGeometry();
  26866. var positions = [
  26867. 0, 0, 0, 0, 0, 1,
  26868. 0, 0, 0, 1, 0, 1,
  26869. 0, 0, 0, - 1, 0, 1,
  26870. 0, 0, 0, 0, 1, 1,
  26871. 0, 0, 0, 0, - 1, 1
  26872. ];
  26873. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  26874. var p1 = ( i / l ) * Math.PI * 2;
  26875. var p2 = ( j / l ) * Math.PI * 2;
  26876. positions.push(
  26877. Math.cos( p1 ), Math.sin( p1 ), 1,
  26878. Math.cos( p2 ), Math.sin( p2 ), 1
  26879. );
  26880. }
  26881. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26882. var material = new LineBasicMaterial( { fog: false } );
  26883. this.cone = new LineSegments( geometry, material );
  26884. this.add( this.cone );
  26885. this.update();
  26886. }
  26887. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  26888. SpotLightHelper.prototype.constructor = SpotLightHelper;
  26889. SpotLightHelper.prototype.dispose = function () {
  26890. this.cone.geometry.dispose();
  26891. this.cone.material.dispose();
  26892. };
  26893. SpotLightHelper.prototype.update = function () {
  26894. this.light.updateMatrixWorld();
  26895. var coneLength = this.light.distance ? this.light.distance : 1000;
  26896. var coneWidth = coneLength * Math.tan( this.light.angle );
  26897. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  26898. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  26899. this.cone.lookAt( _vector$7 );
  26900. if ( this.color !== undefined ) {
  26901. this.cone.material.color.set( this.color );
  26902. } else {
  26903. this.cone.material.color.copy( this.light.color );
  26904. }
  26905. };
  26906. /**
  26907. * @author Sean Griffin / http://twitter.com/sgrif
  26908. * @author Michael Guerrero / http://realitymeltdown.com
  26909. * @author mrdoob / http://mrdoob.com/
  26910. * @author ikerr / http://verold.com
  26911. * @author Mugen87 / https://github.com/Mugen87
  26912. */
  26913. var _vector$8 = new Vector3();
  26914. var _boneMatrix = new Matrix4();
  26915. var _matrixWorldInv = new Matrix4();
  26916. function getBoneList( object ) {
  26917. var boneList = [];
  26918. if ( object && object.isBone ) {
  26919. boneList.push( object );
  26920. }
  26921. for ( var i = 0; i < object.children.length; i ++ ) {
  26922. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  26923. }
  26924. return boneList;
  26925. }
  26926. function SkeletonHelper( object ) {
  26927. var bones = getBoneList( object );
  26928. var geometry = new BufferGeometry();
  26929. var vertices = [];
  26930. var colors = [];
  26931. var color1 = new Color( 0, 0, 1 );
  26932. var color2 = new Color( 0, 1, 0 );
  26933. for ( var i = 0; i < bones.length; i ++ ) {
  26934. var bone = bones[ i ];
  26935. if ( bone.parent && bone.parent.isBone ) {
  26936. vertices.push( 0, 0, 0 );
  26937. vertices.push( 0, 0, 0 );
  26938. colors.push( color1.r, color1.g, color1.b );
  26939. colors.push( color2.r, color2.g, color2.b );
  26940. }
  26941. }
  26942. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26943. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26944. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  26945. LineSegments.call( this, geometry, material );
  26946. this.root = object;
  26947. this.bones = bones;
  26948. this.matrix = object.matrixWorld;
  26949. this.matrixAutoUpdate = false;
  26950. }
  26951. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  26952. SkeletonHelper.prototype.constructor = SkeletonHelper;
  26953. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  26954. var bones = this.bones;
  26955. var geometry = this.geometry;
  26956. var position = geometry.getAttribute( 'position' );
  26957. _matrixWorldInv.getInverse( this.root.matrixWorld );
  26958. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  26959. var bone = bones[ i ];
  26960. if ( bone.parent && bone.parent.isBone ) {
  26961. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  26962. _vector$8.setFromMatrixPosition( _boneMatrix );
  26963. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  26964. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  26965. _vector$8.setFromMatrixPosition( _boneMatrix );
  26966. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  26967. j += 2;
  26968. }
  26969. }
  26970. geometry.getAttribute( 'position' ).needsUpdate = true;
  26971. Object3D.prototype.updateMatrixWorld.call( this, force );
  26972. };
  26973. /**
  26974. * @author alteredq / http://alteredqualia.com/
  26975. * @author mrdoob / http://mrdoob.com/
  26976. */
  26977. function PointLightHelper( light, sphereSize, color ) {
  26978. this.light = light;
  26979. this.light.updateMatrixWorld();
  26980. this.color = color;
  26981. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  26982. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26983. Mesh.call( this, geometry, material );
  26984. this.matrix = this.light.matrixWorld;
  26985. this.matrixAutoUpdate = false;
  26986. this.update();
  26987. /*
  26988. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  26989. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  26990. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  26991. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  26992. var d = light.distance;
  26993. if ( d === 0.0 ) {
  26994. this.lightDistance.visible = false;
  26995. } else {
  26996. this.lightDistance.scale.set( d, d, d );
  26997. }
  26998. this.add( this.lightDistance );
  26999. */
  27000. }
  27001. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27002. PointLightHelper.prototype.constructor = PointLightHelper;
  27003. PointLightHelper.prototype.dispose = function () {
  27004. this.geometry.dispose();
  27005. this.material.dispose();
  27006. };
  27007. PointLightHelper.prototype.update = function () {
  27008. if ( this.color !== undefined ) {
  27009. this.material.color.set( this.color );
  27010. } else {
  27011. this.material.color.copy( this.light.color );
  27012. }
  27013. /*
  27014. var d = this.light.distance;
  27015. if ( d === 0.0 ) {
  27016. this.lightDistance.visible = false;
  27017. } else {
  27018. this.lightDistance.visible = true;
  27019. this.lightDistance.scale.set( d, d, d );
  27020. }
  27021. */
  27022. };
  27023. /**
  27024. * @author abelnation / http://github.com/abelnation
  27025. * @author Mugen87 / http://github.com/Mugen87
  27026. * @author WestLangley / http://github.com/WestLangley
  27027. *
  27028. * This helper must be added as a child of the light
  27029. */
  27030. function RectAreaLightHelper( light, color ) {
  27031. this.type = 'RectAreaLightHelper';
  27032. this.light = light;
  27033. this.color = color; // optional hardwired color for the helper
  27034. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27035. var geometry = new BufferGeometry();
  27036. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27037. geometry.computeBoundingSphere();
  27038. var material = new LineBasicMaterial( { fog: false } );
  27039. Line.call( this, geometry, material );
  27040. //
  27041. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27042. var geometry2 = new BufferGeometry();
  27043. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27044. geometry2.computeBoundingSphere();
  27045. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27046. this.update();
  27047. }
  27048. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27049. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27050. RectAreaLightHelper.prototype.update = function () {
  27051. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27052. if ( this.color !== undefined ) {
  27053. this.material.color.set( this.color );
  27054. this.children[ 0 ].material.color.set( this.color );
  27055. } else {
  27056. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27057. // prevent hue shift
  27058. var c = this.material.color;
  27059. var max = Math.max( c.r, c.g, c.b );
  27060. if ( max > 1 ) c.multiplyScalar( 1 / max );
  27061. this.children[ 0 ].material.color.copy( this.material.color );
  27062. }
  27063. };
  27064. RectAreaLightHelper.prototype.dispose = function () {
  27065. this.geometry.dispose();
  27066. this.material.dispose();
  27067. this.children[ 0 ].geometry.dispose();
  27068. this.children[ 0 ].material.dispose();
  27069. };
  27070. /**
  27071. * @author alteredq / http://alteredqualia.com/
  27072. * @author mrdoob / http://mrdoob.com/
  27073. * @author Mugen87 / https://github.com/Mugen87
  27074. */
  27075. var _vector$9 = new Vector3();
  27076. var _color1 = new Color();
  27077. var _color2 = new Color();
  27078. function HemisphereLightHelper( light, size, color ) {
  27079. Object3D.call( this );
  27080. this.light = light;
  27081. this.light.updateMatrixWorld();
  27082. this.matrix = light.matrixWorld;
  27083. this.matrixAutoUpdate = false;
  27084. this.color = color;
  27085. var geometry = new OctahedronBufferGeometry( size );
  27086. geometry.rotateY( Math.PI * 0.5 );
  27087. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27088. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  27089. var position = geometry.getAttribute( 'position' );
  27090. var colors = new Float32Array( position.count * 3 );
  27091. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27092. this.add( new Mesh( geometry, this.material ) );
  27093. this.update();
  27094. }
  27095. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27096. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27097. HemisphereLightHelper.prototype.dispose = function () {
  27098. this.children[ 0 ].geometry.dispose();
  27099. this.children[ 0 ].material.dispose();
  27100. };
  27101. HemisphereLightHelper.prototype.update = function () {
  27102. var mesh = this.children[ 0 ];
  27103. if ( this.color !== undefined ) {
  27104. this.material.color.set( this.color );
  27105. } else {
  27106. var colors = mesh.geometry.getAttribute( 'color' );
  27107. _color1.copy( this.light.color );
  27108. _color2.copy( this.light.groundColor );
  27109. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27110. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27111. colors.setXYZ( i, color.r, color.g, color.b );
  27112. }
  27113. colors.needsUpdate = true;
  27114. }
  27115. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27116. };
  27117. /**
  27118. * @author WestLangley / http://github.com/WestLangley
  27119. */
  27120. function LightProbeHelper( lightProbe, size ) {
  27121. this.lightProbe = lightProbe;
  27122. this.size = size;
  27123. var defines = {};
  27124. defines[ 'GAMMA_OUTPUT' ] = "";
  27125. // material
  27126. var material = new ShaderMaterial( {
  27127. defines: defines,
  27128. uniforms: {
  27129. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27130. intensity: { value: this.lightProbe.intensity }
  27131. },
  27132. vertexShader: [
  27133. 'varying vec3 vNormal;',
  27134. 'void main() {',
  27135. ' vNormal = normalize( normalMatrix * normal );',
  27136. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27137. '}',
  27138. ].join( '\n' ),
  27139. fragmentShader: [
  27140. '#define RECIPROCAL_PI 0.318309886',
  27141. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27142. ' // matrix is assumed to be orthogonal',
  27143. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27144. '}',
  27145. 'vec3 linearToOutput( in vec3 a ) {',
  27146. ' #ifdef GAMMA_OUTPUT',
  27147. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27148. ' #else',
  27149. ' return a;',
  27150. ' #endif',
  27151. '}',
  27152. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27153. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27154. ' // normal is assumed to have unit length',
  27155. ' float x = normal.x, y = normal.y, z = normal.z;',
  27156. ' // band 0',
  27157. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27158. ' // band 1',
  27159. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27160. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27161. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27162. ' // band 2',
  27163. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27164. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27165. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27166. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27167. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27168. ' return result;',
  27169. '}',
  27170. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27171. 'uniform float intensity; // light probe intensity',
  27172. 'varying vec3 vNormal;',
  27173. 'void main() {',
  27174. ' vec3 normal = normalize( vNormal );',
  27175. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27176. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27177. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27178. ' outgoingLight = linearToOutput( outgoingLight );',
  27179. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27180. '}'
  27181. ].join( '\n' )
  27182. } );
  27183. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27184. Mesh.call( this, geometry, material );
  27185. this.onBeforeRender();
  27186. }
  27187. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27188. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27189. LightProbeHelper.prototype.dispose = function () {
  27190. this.geometry.dispose();
  27191. this.material.dispose();
  27192. };
  27193. LightProbeHelper.prototype.onBeforeRender = function () {
  27194. this.position.copy( this.lightProbe.position );
  27195. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27196. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27197. };
  27198. /**
  27199. * @author mrdoob / http://mrdoob.com/
  27200. */
  27201. function GridHelper( size, divisions, color1, color2 ) {
  27202. size = size || 10;
  27203. divisions = divisions || 10;
  27204. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27205. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27206. var center = divisions / 2;
  27207. var step = size / divisions;
  27208. var halfSize = size / 2;
  27209. var vertices = [], colors = [];
  27210. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27211. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27212. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27213. var color = i === center ? color1 : color2;
  27214. color.toArray( colors, j ); j += 3;
  27215. color.toArray( colors, j ); j += 3;
  27216. color.toArray( colors, j ); j += 3;
  27217. color.toArray( colors, j ); j += 3;
  27218. }
  27219. var geometry = new BufferGeometry();
  27220. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27221. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27222. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27223. LineSegments.call( this, geometry, material );
  27224. }
  27225. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27226. constructor: GridHelper,
  27227. copy: function ( source ) {
  27228. LineSegments.prototype.copy.call( this, source );
  27229. this.geometry.copy( source.geometry );
  27230. this.material.copy( source.material );
  27231. return this;
  27232. },
  27233. clone: function () {
  27234. return new this.constructor().copy( this );
  27235. }
  27236. } );
  27237. /**
  27238. * @author mrdoob / http://mrdoob.com/
  27239. * @author Mugen87 / http://github.com/Mugen87
  27240. * @author Hectate / http://www.github.com/Hectate
  27241. */
  27242. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27243. radius = radius || 10;
  27244. radials = radials || 16;
  27245. circles = circles || 8;
  27246. divisions = divisions || 64;
  27247. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27248. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27249. var vertices = [];
  27250. var colors = [];
  27251. var x, z;
  27252. var v, i, j, r, color;
  27253. // create the radials
  27254. for ( i = 0; i <= radials; i ++ ) {
  27255. v = ( i / radials ) * ( Math.PI * 2 );
  27256. x = Math.sin( v ) * radius;
  27257. z = Math.cos( v ) * radius;
  27258. vertices.push( 0, 0, 0 );
  27259. vertices.push( x, 0, z );
  27260. color = ( i & 1 ) ? color1 : color2;
  27261. colors.push( color.r, color.g, color.b );
  27262. colors.push( color.r, color.g, color.b );
  27263. }
  27264. // create the circles
  27265. for ( i = 0; i <= circles; i ++ ) {
  27266. color = ( i & 1 ) ? color1 : color2;
  27267. r = radius - ( radius / circles * i );
  27268. for ( j = 0; j < divisions; j ++ ) {
  27269. // first vertex
  27270. v = ( j / divisions ) * ( Math.PI * 2 );
  27271. x = Math.sin( v ) * r;
  27272. z = Math.cos( v ) * r;
  27273. vertices.push( x, 0, z );
  27274. colors.push( color.r, color.g, color.b );
  27275. // second vertex
  27276. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27277. x = Math.sin( v ) * r;
  27278. z = Math.cos( v ) * r;
  27279. vertices.push( x, 0, z );
  27280. colors.push( color.r, color.g, color.b );
  27281. }
  27282. }
  27283. var geometry = new BufferGeometry();
  27284. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27285. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27286. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27287. LineSegments.call( this, geometry, material );
  27288. }
  27289. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27290. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27291. /**
  27292. * @author Mugen87 / http://github.com/Mugen87
  27293. */
  27294. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27295. this.audio = audio;
  27296. this.range = range || 1;
  27297. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27298. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27299. var geometry = new BufferGeometry();
  27300. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27301. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27302. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27303. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27304. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27305. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27306. this.update();
  27307. }
  27308. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27309. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27310. PositionalAudioHelper.prototype.update = function () {
  27311. var audio = this.audio;
  27312. var range = this.range;
  27313. var divisionsInnerAngle = this.divisionsInnerAngle;
  27314. var divisionsOuterAngle = this.divisionsOuterAngle;
  27315. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27316. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27317. var halfConeInnerAngle = coneInnerAngle / 2;
  27318. var halfConeOuterAngle = coneOuterAngle / 2;
  27319. var start = 0;
  27320. var count = 0;
  27321. var i, stride;
  27322. var geometry = this.geometry;
  27323. var positionAttribute = geometry.attributes.position;
  27324. geometry.clearGroups();
  27325. //
  27326. function generateSegment( from, to, divisions, materialIndex ) {
  27327. var step = ( to - from ) / divisions;
  27328. positionAttribute.setXYZ( start, 0, 0, 0 );
  27329. count ++;
  27330. for ( i = from; i < to; i += step ) {
  27331. stride = start + count;
  27332. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27333. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27334. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27335. count += 3;
  27336. }
  27337. geometry.addGroup( start, count, materialIndex );
  27338. start += count;
  27339. count = 0;
  27340. }
  27341. //
  27342. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27343. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27344. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27345. //
  27346. positionAttribute.needsUpdate = true;
  27347. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  27348. };
  27349. PositionalAudioHelper.prototype.dispose = function () {
  27350. this.geometry.dispose();
  27351. this.material[ 0 ].dispose();
  27352. this.material[ 1 ].dispose();
  27353. };
  27354. /**
  27355. * @author mrdoob / http://mrdoob.com/
  27356. * @author WestLangley / http://github.com/WestLangley
  27357. */
  27358. var _v1$6 = new Vector3();
  27359. var _v2$4 = new Vector3();
  27360. var _normalMatrix$2 = new Matrix3();
  27361. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27362. // FaceNormalsHelper only supports THREE.Geometry
  27363. this.object = object;
  27364. this.size = ( size !== undefined ) ? size : 1;
  27365. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27366. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27367. //
  27368. var nNormals = 0;
  27369. var objGeometry = this.object.geometry;
  27370. if ( objGeometry && objGeometry.isGeometry ) {
  27371. nNormals = objGeometry.faces.length;
  27372. } else {
  27373. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27374. }
  27375. //
  27376. var geometry = new BufferGeometry();
  27377. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27378. geometry.addAttribute( 'position', positions );
  27379. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27380. //
  27381. this.matrixAutoUpdate = false;
  27382. this.update();
  27383. }
  27384. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27385. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27386. FaceNormalsHelper.prototype.update = function () {
  27387. this.object.updateMatrixWorld( true );
  27388. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27389. var matrixWorld = this.object.matrixWorld;
  27390. var position = this.geometry.attributes.position;
  27391. //
  27392. var objGeometry = this.object.geometry;
  27393. var vertices = objGeometry.vertices;
  27394. var faces = objGeometry.faces;
  27395. var idx = 0;
  27396. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27397. var face = faces[ i ];
  27398. var normal = face.normal;
  27399. _v1$6.copy( vertices[ face.a ] )
  27400. .add( vertices[ face.b ] )
  27401. .add( vertices[ face.c ] )
  27402. .divideScalar( 3 )
  27403. .applyMatrix4( matrixWorld );
  27404. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  27405. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27406. idx = idx + 1;
  27407. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27408. idx = idx + 1;
  27409. }
  27410. position.needsUpdate = true;
  27411. };
  27412. /**
  27413. * @author alteredq / http://alteredqualia.com/
  27414. * @author mrdoob / http://mrdoob.com/
  27415. * @author WestLangley / http://github.com/WestLangley
  27416. */
  27417. var _v1$7 = new Vector3();
  27418. var _v2$5 = new Vector3();
  27419. var _v3$1 = new Vector3();
  27420. function DirectionalLightHelper( light, size, color ) {
  27421. Object3D.call( this );
  27422. this.light = light;
  27423. this.light.updateMatrixWorld();
  27424. this.matrix = light.matrixWorld;
  27425. this.matrixAutoUpdate = false;
  27426. this.color = color;
  27427. if ( size === undefined ) size = 1;
  27428. var geometry = new BufferGeometry();
  27429. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27430. - size, size, 0,
  27431. size, size, 0,
  27432. size, - size, 0,
  27433. - size, - size, 0,
  27434. - size, size, 0
  27435. ], 3 ) );
  27436. var material = new LineBasicMaterial( { fog: false } );
  27437. this.lightPlane = new Line( geometry, material );
  27438. this.add( this.lightPlane );
  27439. geometry = new BufferGeometry();
  27440. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27441. this.targetLine = new Line( geometry, material );
  27442. this.add( this.targetLine );
  27443. this.update();
  27444. }
  27445. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27446. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27447. DirectionalLightHelper.prototype.dispose = function () {
  27448. this.lightPlane.geometry.dispose();
  27449. this.lightPlane.material.dispose();
  27450. this.targetLine.geometry.dispose();
  27451. this.targetLine.material.dispose();
  27452. };
  27453. DirectionalLightHelper.prototype.update = function () {
  27454. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  27455. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27456. _v3$1.subVectors( _v2$5, _v1$7 );
  27457. this.lightPlane.lookAt( _v2$5 );
  27458. if ( this.color !== undefined ) {
  27459. this.lightPlane.material.color.set( this.color );
  27460. this.targetLine.material.color.set( this.color );
  27461. } else {
  27462. this.lightPlane.material.color.copy( this.light.color );
  27463. this.targetLine.material.color.copy( this.light.color );
  27464. }
  27465. this.targetLine.lookAt( _v2$5 );
  27466. this.targetLine.scale.z = _v3$1.length();
  27467. };
  27468. /**
  27469. * @author alteredq / http://alteredqualia.com/
  27470. * @author Mugen87 / https://github.com/Mugen87
  27471. *
  27472. * - shows frustum, line of sight and up of the camera
  27473. * - suitable for fast updates
  27474. * - based on frustum visualization in lightgl.js shadowmap example
  27475. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27476. */
  27477. var _vector$a = new Vector3();
  27478. var _camera = new Camera();
  27479. function CameraHelper( camera ) {
  27480. var geometry = new BufferGeometry();
  27481. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27482. var vertices = [];
  27483. var colors = [];
  27484. var pointMap = {};
  27485. // colors
  27486. var colorFrustum = new Color( 0xffaa00 );
  27487. var colorCone = new Color( 0xff0000 );
  27488. var colorUp = new Color( 0x00aaff );
  27489. var colorTarget = new Color( 0xffffff );
  27490. var colorCross = new Color( 0x333333 );
  27491. // near
  27492. addLine( 'n1', 'n2', colorFrustum );
  27493. addLine( 'n2', 'n4', colorFrustum );
  27494. addLine( 'n4', 'n3', colorFrustum );
  27495. addLine( 'n3', 'n1', colorFrustum );
  27496. // far
  27497. addLine( 'f1', 'f2', colorFrustum );
  27498. addLine( 'f2', 'f4', colorFrustum );
  27499. addLine( 'f4', 'f3', colorFrustum );
  27500. addLine( 'f3', 'f1', colorFrustum );
  27501. // sides
  27502. addLine( 'n1', 'f1', colorFrustum );
  27503. addLine( 'n2', 'f2', colorFrustum );
  27504. addLine( 'n3', 'f3', colorFrustum );
  27505. addLine( 'n4', 'f4', colorFrustum );
  27506. // cone
  27507. addLine( 'p', 'n1', colorCone );
  27508. addLine( 'p', 'n2', colorCone );
  27509. addLine( 'p', 'n3', colorCone );
  27510. addLine( 'p', 'n4', colorCone );
  27511. // up
  27512. addLine( 'u1', 'u2', colorUp );
  27513. addLine( 'u2', 'u3', colorUp );
  27514. addLine( 'u3', 'u1', colorUp );
  27515. // target
  27516. addLine( 'c', 't', colorTarget );
  27517. addLine( 'p', 'c', colorCross );
  27518. // cross
  27519. addLine( 'cn1', 'cn2', colorCross );
  27520. addLine( 'cn3', 'cn4', colorCross );
  27521. addLine( 'cf1', 'cf2', colorCross );
  27522. addLine( 'cf3', 'cf4', colorCross );
  27523. function addLine( a, b, color ) {
  27524. addPoint( a, color );
  27525. addPoint( b, color );
  27526. }
  27527. function addPoint( id, color ) {
  27528. vertices.push( 0, 0, 0 );
  27529. colors.push( color.r, color.g, color.b );
  27530. if ( pointMap[ id ] === undefined ) {
  27531. pointMap[ id ] = [];
  27532. }
  27533. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27534. }
  27535. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27536. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27537. LineSegments.call( this, geometry, material );
  27538. this.camera = camera;
  27539. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27540. this.matrix = camera.matrixWorld;
  27541. this.matrixAutoUpdate = false;
  27542. this.pointMap = pointMap;
  27543. this.update();
  27544. }
  27545. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27546. CameraHelper.prototype.constructor = CameraHelper;
  27547. CameraHelper.prototype.update = function () {
  27548. var geometry = this.geometry;
  27549. var pointMap = this.pointMap;
  27550. var w = 1, h = 1;
  27551. // we need just camera projection matrix inverse
  27552. // world matrix must be identity
  27553. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27554. // center / target
  27555. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27556. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27557. // near
  27558. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27559. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27560. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27561. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27562. // far
  27563. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27564. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27565. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27566. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27567. // up
  27568. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27569. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27570. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27571. // cross
  27572. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27573. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27574. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27575. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27576. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27577. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27578. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27579. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27580. geometry.getAttribute( 'position' ).needsUpdate = true;
  27581. };
  27582. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27583. _vector$a.set( x, y, z ).unproject( camera );
  27584. var points = pointMap[ point ];
  27585. if ( points !== undefined ) {
  27586. var position = geometry.getAttribute( 'position' );
  27587. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27588. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  27589. }
  27590. }
  27591. }
  27592. /**
  27593. * @author mrdoob / http://mrdoob.com/
  27594. * @author Mugen87 / http://github.com/Mugen87
  27595. */
  27596. var _box$2 = new Box3();
  27597. function BoxHelper( object, color ) {
  27598. this.object = object;
  27599. if ( color === undefined ) color = 0xffff00;
  27600. 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 ] );
  27601. var positions = new Float32Array( 8 * 3 );
  27602. var geometry = new BufferGeometry();
  27603. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27604. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27605. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27606. this.matrixAutoUpdate = false;
  27607. this.update();
  27608. }
  27609. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27610. BoxHelper.prototype.constructor = BoxHelper;
  27611. BoxHelper.prototype.update = function ( object ) {
  27612. if ( object !== undefined ) {
  27613. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27614. }
  27615. if ( this.object !== undefined ) {
  27616. _box$2.setFromObject( this.object );
  27617. }
  27618. if ( _box$2.isEmpty() ) return;
  27619. var min = _box$2.min;
  27620. var max = _box$2.max;
  27621. /*
  27622. 5____4
  27623. 1/___0/|
  27624. | 6__|_7
  27625. 2/___3/
  27626. 0: max.x, max.y, max.z
  27627. 1: min.x, max.y, max.z
  27628. 2: min.x, min.y, max.z
  27629. 3: max.x, min.y, max.z
  27630. 4: max.x, max.y, min.z
  27631. 5: min.x, max.y, min.z
  27632. 6: min.x, min.y, min.z
  27633. 7: max.x, min.y, min.z
  27634. */
  27635. var position = this.geometry.attributes.position;
  27636. var array = position.array;
  27637. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27638. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27639. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27640. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27641. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27642. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27643. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27644. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27645. position.needsUpdate = true;
  27646. this.geometry.computeBoundingSphere();
  27647. };
  27648. BoxHelper.prototype.setFromObject = function ( object ) {
  27649. this.object = object;
  27650. this.update();
  27651. return this;
  27652. };
  27653. BoxHelper.prototype.copy = function ( source ) {
  27654. LineSegments.prototype.copy.call( this, source );
  27655. this.object = source.object;
  27656. return this;
  27657. };
  27658. BoxHelper.prototype.clone = function () {
  27659. return new this.constructor().copy( this );
  27660. };
  27661. /**
  27662. * @author WestLangley / http://github.com/WestLangley
  27663. */
  27664. function Box3Helper( box, color ) {
  27665. this.type = 'Box3Helper';
  27666. this.box = box;
  27667. color = color || 0xffff00;
  27668. 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 ] );
  27669. 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 ];
  27670. var geometry = new BufferGeometry();
  27671. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27672. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27673. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27674. this.geometry.computeBoundingSphere();
  27675. }
  27676. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27677. Box3Helper.prototype.constructor = Box3Helper;
  27678. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27679. var box = this.box;
  27680. if ( box.isEmpty() ) return;
  27681. box.getCenter( this.position );
  27682. box.getSize( this.scale );
  27683. this.scale.multiplyScalar( 0.5 );
  27684. Object3D.prototype.updateMatrixWorld.call( this, force );
  27685. };
  27686. /**
  27687. * @author WestLangley / http://github.com/WestLangley
  27688. */
  27689. function PlaneHelper( plane, size, hex ) {
  27690. this.type = 'PlaneHelper';
  27691. this.plane = plane;
  27692. this.size = ( size === undefined ) ? 1 : size;
  27693. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27694. 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 ];
  27695. var geometry = new BufferGeometry();
  27696. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27697. geometry.computeBoundingSphere();
  27698. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27699. //
  27700. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27701. var geometry2 = new BufferGeometry();
  27702. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27703. geometry2.computeBoundingSphere();
  27704. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27705. }
  27706. PlaneHelper.prototype = Object.create( Line.prototype );
  27707. PlaneHelper.prototype.constructor = PlaneHelper;
  27708. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27709. var scale = - this.plane.constant;
  27710. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27711. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27712. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27713. this.lookAt( this.plane.normal );
  27714. Object3D.prototype.updateMatrixWorld.call( this, force );
  27715. };
  27716. /**
  27717. * @author WestLangley / http://github.com/WestLangley
  27718. * @author zz85 / http://github.com/zz85
  27719. * @author bhouston / http://clara.io
  27720. *
  27721. * Creates an arrow for visualizing directions
  27722. *
  27723. * Parameters:
  27724. * dir - Vector3
  27725. * origin - Vector3
  27726. * length - Number
  27727. * color - color in hex value
  27728. * headLength - Number
  27729. * headWidth - Number
  27730. */
  27731. var _axis = new Vector3();
  27732. var _lineGeometry, _coneGeometry;
  27733. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27734. // dir is assumed to be normalized
  27735. Object3D.call( this );
  27736. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  27737. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  27738. if ( length === undefined ) length = 1;
  27739. if ( color === undefined ) color = 0xffff00;
  27740. if ( headLength === undefined ) headLength = 0.2 * length;
  27741. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27742. if ( _lineGeometry === undefined ) {
  27743. _lineGeometry = new BufferGeometry();
  27744. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  27745. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  27746. _coneGeometry.translate( 0, - 0.5, 0 );
  27747. }
  27748. this.position.copy( origin );
  27749. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  27750. this.line.matrixAutoUpdate = false;
  27751. this.add( this.line );
  27752. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  27753. this.cone.matrixAutoUpdate = false;
  27754. this.add( this.cone );
  27755. this.setDirection( dir );
  27756. this.setLength( length, headLength, headWidth );
  27757. }
  27758. ArrowHelper.prototype = Object.create( Object3D.prototype );
  27759. ArrowHelper.prototype.constructor = ArrowHelper;
  27760. ArrowHelper.prototype.setDirection = function ( dir ) {
  27761. // dir is assumed to be normalized
  27762. if ( dir.y > 0.99999 ) {
  27763. this.quaternion.set( 0, 0, 0, 1 );
  27764. } else if ( dir.y < - 0.99999 ) {
  27765. this.quaternion.set( 1, 0, 0, 0 );
  27766. } else {
  27767. _axis.set( dir.z, 0, - dir.x ).normalize();
  27768. var radians = Math.acos( dir.y );
  27769. this.quaternion.setFromAxisAngle( _axis, radians );
  27770. }
  27771. };
  27772. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  27773. if ( headLength === undefined ) headLength = 0.2 * length;
  27774. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27775. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  27776. this.line.updateMatrix();
  27777. this.cone.scale.set( headWidth, headLength, headWidth );
  27778. this.cone.position.y = length;
  27779. this.cone.updateMatrix();
  27780. };
  27781. ArrowHelper.prototype.setColor = function ( color ) {
  27782. this.line.material.color.set( color );
  27783. this.cone.material.color.set( color );
  27784. };
  27785. ArrowHelper.prototype.copy = function ( source ) {
  27786. Object3D.prototype.copy.call( this, source, false );
  27787. this.line.copy( source.line );
  27788. this.cone.copy( source.cone );
  27789. return this;
  27790. };
  27791. ArrowHelper.prototype.clone = function () {
  27792. return new this.constructor().copy( this );
  27793. };
  27794. /**
  27795. * @author sroucheray / http://sroucheray.org/
  27796. * @author mrdoob / http://mrdoob.com/
  27797. */
  27798. function AxesHelper( size ) {
  27799. size = size || 1;
  27800. var vertices = [
  27801. 0, 0, 0, size, 0, 0,
  27802. 0, 0, 0, 0, size, 0,
  27803. 0, 0, 0, 0, 0, size
  27804. ];
  27805. var colors = [
  27806. 1, 0, 0, 1, 0.6, 0,
  27807. 0, 1, 0, 0.6, 1, 0,
  27808. 0, 0, 1, 0, 0.6, 1
  27809. ];
  27810. var geometry = new BufferGeometry();
  27811. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27812. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27813. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27814. LineSegments.call( this, geometry, material );
  27815. }
  27816. AxesHelper.prototype = Object.create( LineSegments.prototype );
  27817. AxesHelper.prototype.constructor = AxesHelper;
  27818. /**
  27819. * @author mrdoob / http://mrdoob.com/
  27820. */
  27821. function Face4( a, b, c, d, normal, color, materialIndex ) {
  27822. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  27823. return new Face3( a, b, c, normal, color, materialIndex );
  27824. }
  27825. var LineStrip = 0;
  27826. var LinePieces = 1;
  27827. function MeshFaceMaterial( materials ) {
  27828. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  27829. return materials;
  27830. }
  27831. function MultiMaterial( materials ) {
  27832. if ( materials === undefined ) materials = [];
  27833. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  27834. materials.isMultiMaterial = true;
  27835. materials.materials = materials;
  27836. materials.clone = function () {
  27837. return materials.slice();
  27838. };
  27839. return materials;
  27840. }
  27841. function PointCloud( geometry, material ) {
  27842. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  27843. return new Points( geometry, material );
  27844. }
  27845. function Particle( material ) {
  27846. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  27847. return new Sprite( material );
  27848. }
  27849. function ParticleSystem( geometry, material ) {
  27850. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  27851. return new Points( geometry, material );
  27852. }
  27853. function PointCloudMaterial( parameters ) {
  27854. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  27855. return new PointsMaterial( parameters );
  27856. }
  27857. function ParticleBasicMaterial( parameters ) {
  27858. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  27859. return new PointsMaterial( parameters );
  27860. }
  27861. function ParticleSystemMaterial( parameters ) {
  27862. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  27863. return new PointsMaterial( parameters );
  27864. }
  27865. function Vertex( x, y, z ) {
  27866. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  27867. return new Vector3( x, y, z );
  27868. }
  27869. //
  27870. function DynamicBufferAttribute( array, itemSize ) {
  27871. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  27872. return new BufferAttribute( array, itemSize ).setDynamic( true );
  27873. }
  27874. function Int8Attribute( array, itemSize ) {
  27875. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  27876. return new Int8BufferAttribute( array, itemSize );
  27877. }
  27878. function Uint8Attribute( array, itemSize ) {
  27879. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  27880. return new Uint8BufferAttribute( array, itemSize );
  27881. }
  27882. function Uint8ClampedAttribute( array, itemSize ) {
  27883. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  27884. return new Uint8ClampedBufferAttribute( array, itemSize );
  27885. }
  27886. function Int16Attribute( array, itemSize ) {
  27887. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  27888. return new Int16BufferAttribute( array, itemSize );
  27889. }
  27890. function Uint16Attribute( array, itemSize ) {
  27891. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  27892. return new Uint16BufferAttribute( array, itemSize );
  27893. }
  27894. function Int32Attribute( array, itemSize ) {
  27895. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  27896. return new Int32BufferAttribute( array, itemSize );
  27897. }
  27898. function Uint32Attribute( array, itemSize ) {
  27899. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  27900. return new Uint32BufferAttribute( array, itemSize );
  27901. }
  27902. function Float32Attribute( array, itemSize ) {
  27903. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  27904. return new Float32BufferAttribute( array, itemSize );
  27905. }
  27906. function Float64Attribute( array, itemSize ) {
  27907. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  27908. return new Float64BufferAttribute( array, itemSize );
  27909. }
  27910. //
  27911. Curve.create = function ( construct, getPoint ) {
  27912. console.log( 'THREE.Curve.create() has been deprecated' );
  27913. construct.prototype = Object.create( Curve.prototype );
  27914. construct.prototype.constructor = construct;
  27915. construct.prototype.getPoint = getPoint;
  27916. return construct;
  27917. };
  27918. //
  27919. Object.assign( CurvePath.prototype, {
  27920. createPointsGeometry: function ( divisions ) {
  27921. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27922. // generate geometry from path points (for Line or Points objects)
  27923. var pts = this.getPoints( divisions );
  27924. return this.createGeometry( pts );
  27925. },
  27926. createSpacedPointsGeometry: function ( divisions ) {
  27927. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27928. // generate geometry from equidistant sampling along the path
  27929. var pts = this.getSpacedPoints( divisions );
  27930. return this.createGeometry( pts );
  27931. },
  27932. createGeometry: function ( points ) {
  27933. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27934. var geometry = new Geometry();
  27935. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27936. var point = points[ i ];
  27937. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  27938. }
  27939. return geometry;
  27940. }
  27941. } );
  27942. //
  27943. Object.assign( Path.prototype, {
  27944. fromPoints: function ( points ) {
  27945. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  27946. this.setFromPoints( points );
  27947. }
  27948. } );
  27949. //
  27950. function ClosedSplineCurve3( points ) {
  27951. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27952. CatmullRomCurve3.call( this, points );
  27953. this.type = 'catmullrom';
  27954. this.closed = true;
  27955. }
  27956. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27957. //
  27958. function SplineCurve3( points ) {
  27959. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27960. CatmullRomCurve3.call( this, points );
  27961. this.type = 'catmullrom';
  27962. }
  27963. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27964. //
  27965. function Spline( points ) {
  27966. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  27967. CatmullRomCurve3.call( this, points );
  27968. this.type = 'catmullrom';
  27969. }
  27970. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  27971. Object.assign( Spline.prototype, {
  27972. initFromArray: function ( /* a */ ) {
  27973. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  27974. },
  27975. getControlPointsArray: function ( /* optionalTarget */ ) {
  27976. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  27977. },
  27978. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  27979. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  27980. }
  27981. } );
  27982. //
  27983. function AxisHelper( size ) {
  27984. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  27985. return new AxesHelper( size );
  27986. }
  27987. function BoundingBoxHelper( object, color ) {
  27988. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  27989. return new BoxHelper( object, color );
  27990. }
  27991. function EdgesHelper( object, hex ) {
  27992. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  27993. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27994. }
  27995. GridHelper.prototype.setColors = function () {
  27996. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  27997. };
  27998. SkeletonHelper.prototype.update = function () {
  27999. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28000. };
  28001. function WireframeHelper( object, hex ) {
  28002. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28003. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28004. }
  28005. //
  28006. Object.assign( Loader.prototype, {
  28007. extractUrlBase: function ( url ) {
  28008. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28009. return LoaderUtils.extractUrlBase( url );
  28010. }
  28011. } );
  28012. function XHRLoader( manager ) {
  28013. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28014. return new FileLoader( manager );
  28015. }
  28016. function BinaryTextureLoader( manager ) {
  28017. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28018. return new DataTextureLoader( manager );
  28019. }
  28020. Object.assign( ObjectLoader.prototype, {
  28021. setTexturePath: function ( value ) {
  28022. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28023. return this.setResourcePath( value );
  28024. }
  28025. } );
  28026. //
  28027. Object.assign( Box2.prototype, {
  28028. center: function ( optionalTarget ) {
  28029. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28030. return this.getCenter( optionalTarget );
  28031. },
  28032. empty: function () {
  28033. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28034. return this.isEmpty();
  28035. },
  28036. isIntersectionBox: function ( box ) {
  28037. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28038. return this.intersectsBox( box );
  28039. },
  28040. size: function ( optionalTarget ) {
  28041. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28042. return this.getSize( optionalTarget );
  28043. }
  28044. } );
  28045. Object.assign( Box3.prototype, {
  28046. center: function ( optionalTarget ) {
  28047. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28048. return this.getCenter( optionalTarget );
  28049. },
  28050. empty: function () {
  28051. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28052. return this.isEmpty();
  28053. },
  28054. isIntersectionBox: function ( box ) {
  28055. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28056. return this.intersectsBox( box );
  28057. },
  28058. isIntersectionSphere: function ( sphere ) {
  28059. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28060. return this.intersectsSphere( sphere );
  28061. },
  28062. size: function ( optionalTarget ) {
  28063. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28064. return this.getSize( optionalTarget );
  28065. }
  28066. } );
  28067. Line3.prototype.center = function ( optionalTarget ) {
  28068. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28069. return this.getCenter( optionalTarget );
  28070. };
  28071. Object.assign( _Math, {
  28072. random16: function () {
  28073. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28074. return Math.random();
  28075. },
  28076. nearestPowerOfTwo: function ( value ) {
  28077. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28078. return _Math.floorPowerOfTwo( value );
  28079. },
  28080. nextPowerOfTwo: function ( value ) {
  28081. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28082. return _Math.ceilPowerOfTwo( value );
  28083. }
  28084. } );
  28085. Object.assign( Matrix3.prototype, {
  28086. flattenToArrayOffset: function ( array, offset ) {
  28087. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28088. return this.toArray( array, offset );
  28089. },
  28090. multiplyVector3: function ( vector ) {
  28091. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28092. return vector.applyMatrix3( this );
  28093. },
  28094. multiplyVector3Array: function ( /* a */ ) {
  28095. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28096. },
  28097. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28098. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28099. return this.applyToBufferAttribute( buffer );
  28100. },
  28101. applyToVector3Array: function ( /* array, offset, length */ ) {
  28102. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28103. }
  28104. } );
  28105. Object.assign( Matrix4.prototype, {
  28106. extractPosition: function ( m ) {
  28107. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28108. return this.copyPosition( m );
  28109. },
  28110. flattenToArrayOffset: function ( array, offset ) {
  28111. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28112. return this.toArray( array, offset );
  28113. },
  28114. getPosition: function () {
  28115. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28116. return new Vector3().setFromMatrixColumn( this, 3 );
  28117. },
  28118. setRotationFromQuaternion: function ( q ) {
  28119. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28120. return this.makeRotationFromQuaternion( q );
  28121. },
  28122. multiplyToArray: function () {
  28123. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28124. },
  28125. multiplyVector3: function ( vector ) {
  28126. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28127. return vector.applyMatrix4( this );
  28128. },
  28129. multiplyVector4: function ( vector ) {
  28130. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28131. return vector.applyMatrix4( this );
  28132. },
  28133. multiplyVector3Array: function ( /* a */ ) {
  28134. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28135. },
  28136. rotateAxis: function ( v ) {
  28137. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28138. v.transformDirection( this );
  28139. },
  28140. crossVector: function ( vector ) {
  28141. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28142. return vector.applyMatrix4( this );
  28143. },
  28144. translate: function () {
  28145. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28146. },
  28147. rotateX: function () {
  28148. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28149. },
  28150. rotateY: function () {
  28151. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28152. },
  28153. rotateZ: function () {
  28154. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28155. },
  28156. rotateByAxis: function () {
  28157. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28158. },
  28159. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28160. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28161. return this.applyToBufferAttribute( buffer );
  28162. },
  28163. applyToVector3Array: function ( /* array, offset, length */ ) {
  28164. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28165. },
  28166. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28167. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28168. return this.makePerspective( left, right, top, bottom, near, far );
  28169. }
  28170. } );
  28171. Plane.prototype.isIntersectionLine = function ( line ) {
  28172. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28173. return this.intersectsLine( line );
  28174. };
  28175. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28176. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28177. return vector.applyQuaternion( this );
  28178. };
  28179. Object.assign( Ray.prototype, {
  28180. isIntersectionBox: function ( box ) {
  28181. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28182. return this.intersectsBox( box );
  28183. },
  28184. isIntersectionPlane: function ( plane ) {
  28185. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28186. return this.intersectsPlane( plane );
  28187. },
  28188. isIntersectionSphere: function ( sphere ) {
  28189. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28190. return this.intersectsSphere( sphere );
  28191. }
  28192. } );
  28193. Object.assign( Triangle.prototype, {
  28194. area: function () {
  28195. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28196. return this.getArea();
  28197. },
  28198. barycoordFromPoint: function ( point, target ) {
  28199. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28200. return this.getBarycoord( point, target );
  28201. },
  28202. midpoint: function ( target ) {
  28203. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28204. return this.getMidpoint( target );
  28205. },
  28206. normal: function ( target ) {
  28207. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28208. return this.getNormal( target );
  28209. },
  28210. plane: function ( target ) {
  28211. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28212. return this.getPlane( target );
  28213. }
  28214. } );
  28215. Object.assign( Triangle, {
  28216. barycoordFromPoint: function ( point, a, b, c, target ) {
  28217. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28218. return Triangle.getBarycoord( point, a, b, c, target );
  28219. },
  28220. normal: function ( a, b, c, target ) {
  28221. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28222. return Triangle.getNormal( a, b, c, target );
  28223. }
  28224. } );
  28225. Object.assign( Shape.prototype, {
  28226. extractAllPoints: function ( divisions ) {
  28227. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28228. return this.extractPoints( divisions );
  28229. },
  28230. extrude: function ( options ) {
  28231. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28232. return new ExtrudeGeometry( this, options );
  28233. },
  28234. makeGeometry: function ( options ) {
  28235. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28236. return new ShapeGeometry( this, options );
  28237. }
  28238. } );
  28239. Object.assign( Vector2.prototype, {
  28240. fromAttribute: function ( attribute, index, offset ) {
  28241. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28242. return this.fromBufferAttribute( attribute, index, offset );
  28243. },
  28244. distanceToManhattan: function ( v ) {
  28245. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28246. return this.manhattanDistanceTo( v );
  28247. },
  28248. lengthManhattan: function () {
  28249. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28250. return this.manhattanLength();
  28251. }
  28252. } );
  28253. Object.assign( Vector3.prototype, {
  28254. setEulerFromRotationMatrix: function () {
  28255. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28256. },
  28257. setEulerFromQuaternion: function () {
  28258. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28259. },
  28260. getPositionFromMatrix: function ( m ) {
  28261. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28262. return this.setFromMatrixPosition( m );
  28263. },
  28264. getScaleFromMatrix: function ( m ) {
  28265. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28266. return this.setFromMatrixScale( m );
  28267. },
  28268. getColumnFromMatrix: function ( index, matrix ) {
  28269. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28270. return this.setFromMatrixColumn( matrix, index );
  28271. },
  28272. applyProjection: function ( m ) {
  28273. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28274. return this.applyMatrix4( m );
  28275. },
  28276. fromAttribute: function ( attribute, index, offset ) {
  28277. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28278. return this.fromBufferAttribute( attribute, index, offset );
  28279. },
  28280. distanceToManhattan: function ( v ) {
  28281. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28282. return this.manhattanDistanceTo( v );
  28283. },
  28284. lengthManhattan: function () {
  28285. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28286. return this.manhattanLength();
  28287. }
  28288. } );
  28289. Object.assign( Vector4.prototype, {
  28290. fromAttribute: function ( attribute, index, offset ) {
  28291. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28292. return this.fromBufferAttribute( attribute, index, offset );
  28293. },
  28294. lengthManhattan: function () {
  28295. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28296. return this.manhattanLength();
  28297. }
  28298. } );
  28299. //
  28300. Object.assign( Geometry.prototype, {
  28301. computeTangents: function () {
  28302. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28303. },
  28304. computeLineDistances: function () {
  28305. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28306. }
  28307. } );
  28308. Object.assign( Object3D.prototype, {
  28309. getChildByName: function ( name ) {
  28310. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28311. return this.getObjectByName( name );
  28312. },
  28313. renderDepth: function () {
  28314. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28315. },
  28316. translate: function ( distance, axis ) {
  28317. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28318. return this.translateOnAxis( axis, distance );
  28319. },
  28320. getWorldRotation: function () {
  28321. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28322. }
  28323. } );
  28324. Object.defineProperties( Object3D.prototype, {
  28325. eulerOrder: {
  28326. get: function () {
  28327. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28328. return this.rotation.order;
  28329. },
  28330. set: function ( value ) {
  28331. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28332. this.rotation.order = value;
  28333. }
  28334. },
  28335. useQuaternion: {
  28336. get: function () {
  28337. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28338. },
  28339. set: function () {
  28340. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28341. }
  28342. }
  28343. } );
  28344. Object.defineProperties( LOD.prototype, {
  28345. objects: {
  28346. get: function () {
  28347. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28348. return this.levels;
  28349. }
  28350. }
  28351. } );
  28352. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28353. get: function () {
  28354. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28355. },
  28356. set: function () {
  28357. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28358. }
  28359. } );
  28360. SkinnedMesh.prototype.initBones = function () {
  28361. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28362. };
  28363. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28364. get: function () {
  28365. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28366. return this.arcLengthDivisions;
  28367. },
  28368. set: function ( value ) {
  28369. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28370. this.arcLengthDivisions = value;
  28371. }
  28372. } );
  28373. //
  28374. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28375. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28376. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28377. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28378. this.setFocalLength( focalLength );
  28379. };
  28380. //
  28381. Object.defineProperties( Light.prototype, {
  28382. onlyShadow: {
  28383. set: function () {
  28384. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28385. }
  28386. },
  28387. shadowCameraFov: {
  28388. set: function ( value ) {
  28389. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28390. this.shadow.camera.fov = value;
  28391. }
  28392. },
  28393. shadowCameraLeft: {
  28394. set: function ( value ) {
  28395. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28396. this.shadow.camera.left = value;
  28397. }
  28398. },
  28399. shadowCameraRight: {
  28400. set: function ( value ) {
  28401. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28402. this.shadow.camera.right = value;
  28403. }
  28404. },
  28405. shadowCameraTop: {
  28406. set: function ( value ) {
  28407. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28408. this.shadow.camera.top = value;
  28409. }
  28410. },
  28411. shadowCameraBottom: {
  28412. set: function ( value ) {
  28413. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28414. this.shadow.camera.bottom = value;
  28415. }
  28416. },
  28417. shadowCameraNear: {
  28418. set: function ( value ) {
  28419. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28420. this.shadow.camera.near = value;
  28421. }
  28422. },
  28423. shadowCameraFar: {
  28424. set: function ( value ) {
  28425. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28426. this.shadow.camera.far = value;
  28427. }
  28428. },
  28429. shadowCameraVisible: {
  28430. set: function () {
  28431. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28432. }
  28433. },
  28434. shadowBias: {
  28435. set: function ( value ) {
  28436. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28437. this.shadow.bias = value;
  28438. }
  28439. },
  28440. shadowDarkness: {
  28441. set: function () {
  28442. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28443. }
  28444. },
  28445. shadowMapWidth: {
  28446. set: function ( value ) {
  28447. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28448. this.shadow.mapSize.width = value;
  28449. }
  28450. },
  28451. shadowMapHeight: {
  28452. set: function ( value ) {
  28453. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28454. this.shadow.mapSize.height = value;
  28455. }
  28456. }
  28457. } );
  28458. //
  28459. Object.defineProperties( BufferAttribute.prototype, {
  28460. length: {
  28461. get: function () {
  28462. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28463. return this.array.length;
  28464. }
  28465. },
  28466. copyIndicesArray: function ( /* indices */ ) {
  28467. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28468. }
  28469. } );
  28470. Object.assign( BufferGeometry.prototype, {
  28471. addIndex: function ( index ) {
  28472. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28473. this.setIndex( index );
  28474. },
  28475. addDrawCall: function ( start, count, indexOffset ) {
  28476. if ( indexOffset !== undefined ) {
  28477. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28478. }
  28479. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28480. this.addGroup( start, count );
  28481. },
  28482. clearDrawCalls: function () {
  28483. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28484. this.clearGroups();
  28485. },
  28486. computeTangents: function () {
  28487. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28488. },
  28489. computeOffsets: function () {
  28490. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28491. }
  28492. } );
  28493. Object.defineProperties( BufferGeometry.prototype, {
  28494. drawcalls: {
  28495. get: function () {
  28496. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28497. return this.groups;
  28498. }
  28499. },
  28500. offsets: {
  28501. get: function () {
  28502. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28503. return this.groups;
  28504. }
  28505. }
  28506. } );
  28507. //
  28508. Object.assign( ExtrudeBufferGeometry.prototype, {
  28509. getArrays: function () {
  28510. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28511. },
  28512. addShapeList: function () {
  28513. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28514. },
  28515. addShape: function () {
  28516. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28517. }
  28518. } );
  28519. //
  28520. Object.defineProperties( Uniform.prototype, {
  28521. dynamic: {
  28522. set: function () {
  28523. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28524. }
  28525. },
  28526. onUpdate: {
  28527. value: function () {
  28528. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28529. return this;
  28530. }
  28531. }
  28532. } );
  28533. //
  28534. Object.defineProperties( Material.prototype, {
  28535. wrapAround: {
  28536. get: function () {
  28537. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28538. },
  28539. set: function () {
  28540. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28541. }
  28542. },
  28543. overdraw: {
  28544. get: function () {
  28545. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28546. },
  28547. set: function () {
  28548. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28549. }
  28550. },
  28551. wrapRGB: {
  28552. get: function () {
  28553. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28554. return new Color();
  28555. }
  28556. },
  28557. shading: {
  28558. get: function () {
  28559. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28560. },
  28561. set: function ( value ) {
  28562. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28563. this.flatShading = ( value === FlatShading );
  28564. }
  28565. }
  28566. } );
  28567. Object.defineProperties( MeshPhongMaterial.prototype, {
  28568. metal: {
  28569. get: function () {
  28570. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28571. return false;
  28572. },
  28573. set: function () {
  28574. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28575. }
  28576. }
  28577. } );
  28578. Object.defineProperties( ShaderMaterial.prototype, {
  28579. derivatives: {
  28580. get: function () {
  28581. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28582. return this.extensions.derivatives;
  28583. },
  28584. set: function ( value ) {
  28585. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28586. this.extensions.derivatives = value;
  28587. }
  28588. }
  28589. } );
  28590. //
  28591. Object.assign( WebGLRenderer.prototype, {
  28592. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28593. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28594. this.setRenderTarget( renderTarget );
  28595. this.clear( color, depth, stencil );
  28596. },
  28597. animate: function ( callback ) {
  28598. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28599. this.setAnimationLoop( callback );
  28600. },
  28601. getCurrentRenderTarget: function () {
  28602. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28603. return this.getRenderTarget();
  28604. },
  28605. getMaxAnisotropy: function () {
  28606. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28607. return this.capabilities.getMaxAnisotropy();
  28608. },
  28609. getPrecision: function () {
  28610. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28611. return this.capabilities.precision;
  28612. },
  28613. resetGLState: function () {
  28614. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28615. return this.state.reset();
  28616. },
  28617. supportsFloatTextures: function () {
  28618. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28619. return this.extensions.get( 'OES_texture_float' );
  28620. },
  28621. supportsHalfFloatTextures: function () {
  28622. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28623. return this.extensions.get( 'OES_texture_half_float' );
  28624. },
  28625. supportsStandardDerivatives: function () {
  28626. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28627. return this.extensions.get( 'OES_standard_derivatives' );
  28628. },
  28629. supportsCompressedTextureS3TC: function () {
  28630. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28631. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28632. },
  28633. supportsCompressedTexturePVRTC: function () {
  28634. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28635. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28636. },
  28637. supportsBlendMinMax: function () {
  28638. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28639. return this.extensions.get( 'EXT_blend_minmax' );
  28640. },
  28641. supportsVertexTextures: function () {
  28642. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28643. return this.capabilities.vertexTextures;
  28644. },
  28645. supportsInstancedArrays: function () {
  28646. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28647. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28648. },
  28649. enableScissorTest: function ( boolean ) {
  28650. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28651. this.setScissorTest( boolean );
  28652. },
  28653. initMaterial: function () {
  28654. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28655. },
  28656. addPrePlugin: function () {
  28657. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28658. },
  28659. addPostPlugin: function () {
  28660. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28661. },
  28662. updateShadowMap: function () {
  28663. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28664. },
  28665. setFaceCulling: function () {
  28666. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28667. },
  28668. allocTextureUnit: function () {
  28669. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  28670. },
  28671. setTexture: function () {
  28672. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  28673. },
  28674. setTexture2D: function () {
  28675. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  28676. },
  28677. setTextureCube: function () {
  28678. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  28679. },
  28680. getActiveMipMapLevel: function () {
  28681. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  28682. return this.getActiveMipmapLevel();
  28683. }
  28684. } );
  28685. Object.defineProperties( WebGLRenderer.prototype, {
  28686. shadowMapEnabled: {
  28687. get: function () {
  28688. return this.shadowMap.enabled;
  28689. },
  28690. set: function ( value ) {
  28691. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28692. this.shadowMap.enabled = value;
  28693. }
  28694. },
  28695. shadowMapType: {
  28696. get: function () {
  28697. return this.shadowMap.type;
  28698. },
  28699. set: function ( value ) {
  28700. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28701. this.shadowMap.type = value;
  28702. }
  28703. },
  28704. shadowMapCullFace: {
  28705. get: function () {
  28706. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28707. return undefined;
  28708. },
  28709. set: function ( /* value */ ) {
  28710. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28711. }
  28712. },
  28713. context: {
  28714. get: function () {
  28715. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  28716. return this.getContext();
  28717. }
  28718. }
  28719. } );
  28720. Object.defineProperties( WebGLShadowMap.prototype, {
  28721. cullFace: {
  28722. get: function () {
  28723. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28724. return undefined;
  28725. },
  28726. set: function ( /* cullFace */ ) {
  28727. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28728. }
  28729. },
  28730. renderReverseSided: {
  28731. get: function () {
  28732. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28733. return undefined;
  28734. },
  28735. set: function () {
  28736. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28737. }
  28738. },
  28739. renderSingleSided: {
  28740. get: function () {
  28741. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28742. return undefined;
  28743. },
  28744. set: function () {
  28745. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28746. }
  28747. }
  28748. } );
  28749. //
  28750. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  28751. activeCubeFace: {
  28752. set: function ( /* value */ ) {
  28753. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  28754. }
  28755. },
  28756. activeMipMapLevel: {
  28757. set: function ( /* value */ ) {
  28758. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  28759. }
  28760. }
  28761. } );
  28762. //
  28763. Object.defineProperties( WebGLRenderTarget.prototype, {
  28764. wrapS: {
  28765. get: function () {
  28766. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28767. return this.texture.wrapS;
  28768. },
  28769. set: function ( value ) {
  28770. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28771. this.texture.wrapS = value;
  28772. }
  28773. },
  28774. wrapT: {
  28775. get: function () {
  28776. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28777. return this.texture.wrapT;
  28778. },
  28779. set: function ( value ) {
  28780. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28781. this.texture.wrapT = value;
  28782. }
  28783. },
  28784. magFilter: {
  28785. get: function () {
  28786. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28787. return this.texture.magFilter;
  28788. },
  28789. set: function ( value ) {
  28790. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28791. this.texture.magFilter = value;
  28792. }
  28793. },
  28794. minFilter: {
  28795. get: function () {
  28796. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28797. return this.texture.minFilter;
  28798. },
  28799. set: function ( value ) {
  28800. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28801. this.texture.minFilter = value;
  28802. }
  28803. },
  28804. anisotropy: {
  28805. get: function () {
  28806. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28807. return this.texture.anisotropy;
  28808. },
  28809. set: function ( value ) {
  28810. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28811. this.texture.anisotropy = value;
  28812. }
  28813. },
  28814. offset: {
  28815. get: function () {
  28816. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28817. return this.texture.offset;
  28818. },
  28819. set: function ( value ) {
  28820. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28821. this.texture.offset = value;
  28822. }
  28823. },
  28824. repeat: {
  28825. get: function () {
  28826. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28827. return this.texture.repeat;
  28828. },
  28829. set: function ( value ) {
  28830. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28831. this.texture.repeat = value;
  28832. }
  28833. },
  28834. format: {
  28835. get: function () {
  28836. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28837. return this.texture.format;
  28838. },
  28839. set: function ( value ) {
  28840. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28841. this.texture.format = value;
  28842. }
  28843. },
  28844. type: {
  28845. get: function () {
  28846. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28847. return this.texture.type;
  28848. },
  28849. set: function ( value ) {
  28850. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28851. this.texture.type = value;
  28852. }
  28853. },
  28854. generateMipmaps: {
  28855. get: function () {
  28856. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28857. return this.texture.generateMipmaps;
  28858. },
  28859. set: function ( value ) {
  28860. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28861. this.texture.generateMipmaps = value;
  28862. }
  28863. }
  28864. } );
  28865. //
  28866. Object.defineProperties( WebVRManager.prototype, {
  28867. standing: {
  28868. set: function ( /* value */ ) {
  28869. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  28870. }
  28871. },
  28872. userHeight: {
  28873. set: function ( /* value */ ) {
  28874. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  28875. }
  28876. }
  28877. } );
  28878. //
  28879. Audio.prototype.load = function ( file ) {
  28880. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  28881. var scope = this;
  28882. var audioLoader = new AudioLoader();
  28883. audioLoader.load( file, function ( buffer ) {
  28884. scope.setBuffer( buffer );
  28885. } );
  28886. return this;
  28887. };
  28888. AudioAnalyser.prototype.getData = function () {
  28889. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  28890. return this.getFrequencyData();
  28891. };
  28892. //
  28893. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  28894. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  28895. return this.update( renderer, scene );
  28896. };
  28897. //
  28898. var GeometryUtils = {
  28899. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  28900. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  28901. var matrix;
  28902. if ( geometry2.isMesh ) {
  28903. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  28904. matrix = geometry2.matrix;
  28905. geometry2 = geometry2.geometry;
  28906. }
  28907. geometry1.merge( geometry2, matrix, materialIndexOffset );
  28908. },
  28909. center: function ( geometry ) {
  28910. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  28911. return geometry.center();
  28912. }
  28913. };
  28914. ImageUtils.crossOrigin = undefined;
  28915. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  28916. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  28917. var loader = new TextureLoader();
  28918. loader.setCrossOrigin( this.crossOrigin );
  28919. var texture = loader.load( url, onLoad, undefined, onError );
  28920. if ( mapping ) texture.mapping = mapping;
  28921. return texture;
  28922. };
  28923. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  28924. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  28925. var loader = new CubeTextureLoader();
  28926. loader.setCrossOrigin( this.crossOrigin );
  28927. var texture = loader.load( urls, onLoad, undefined, onError );
  28928. if ( mapping ) texture.mapping = mapping;
  28929. return texture;
  28930. };
  28931. ImageUtils.loadCompressedTexture = function () {
  28932. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  28933. };
  28934. ImageUtils.loadCompressedTextureCube = function () {
  28935. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  28936. };
  28937. //
  28938. function CanvasRenderer() {
  28939. console.error( 'THREE.CanvasRenderer has been removed' );
  28940. }
  28941. //
  28942. function JSONLoader() {
  28943. console.error( 'THREE.JSONLoader has been removed.' );
  28944. }
  28945. //
  28946. var SceneUtils = {
  28947. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  28948. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28949. },
  28950. detach: function ( /* child, parent, scene */ ) {
  28951. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28952. },
  28953. attach: function ( /* child, scene, parent */ ) {
  28954. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28955. }
  28956. };
  28957. //
  28958. function LensFlare() {
  28959. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  28960. }
  28961. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  28962. exports.AddEquation = AddEquation;
  28963. exports.AddOperation = AddOperation;
  28964. exports.AdditiveBlending = AdditiveBlending;
  28965. exports.AlphaFormat = AlphaFormat;
  28966. exports.AlwaysDepth = AlwaysDepth;
  28967. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  28968. exports.AmbientLight = AmbientLight;
  28969. exports.AmbientLightProbe = AmbientLightProbe;
  28970. exports.AnimationClip = AnimationClip;
  28971. exports.AnimationLoader = AnimationLoader;
  28972. exports.AnimationMixer = AnimationMixer;
  28973. exports.AnimationObjectGroup = AnimationObjectGroup;
  28974. exports.AnimationUtils = AnimationUtils;
  28975. exports.ArcCurve = ArcCurve;
  28976. exports.ArrayCamera = ArrayCamera;
  28977. exports.ArrowHelper = ArrowHelper;
  28978. exports.Audio = Audio;
  28979. exports.AudioAnalyser = AudioAnalyser;
  28980. exports.AudioContext = AudioContext;
  28981. exports.AudioListener = AudioListener;
  28982. exports.AudioLoader = AudioLoader;
  28983. exports.AxesHelper = AxesHelper;
  28984. exports.AxisHelper = AxisHelper;
  28985. exports.BackSide = BackSide;
  28986. exports.BasicDepthPacking = BasicDepthPacking;
  28987. exports.BasicShadowMap = BasicShadowMap;
  28988. exports.BinaryTextureLoader = BinaryTextureLoader;
  28989. exports.Bone = Bone;
  28990. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  28991. exports.BoundingBoxHelper = BoundingBoxHelper;
  28992. exports.Box2 = Box2;
  28993. exports.Box3 = Box3;
  28994. exports.Box3Helper = Box3Helper;
  28995. exports.BoxBufferGeometry = BoxBufferGeometry;
  28996. exports.BoxGeometry = BoxGeometry;
  28997. exports.BoxHelper = BoxHelper;
  28998. exports.BufferAttribute = BufferAttribute;
  28999. exports.BufferGeometry = BufferGeometry;
  29000. exports.BufferGeometryLoader = BufferGeometryLoader;
  29001. exports.ByteType = ByteType;
  29002. exports.Cache = Cache;
  29003. exports.Camera = Camera;
  29004. exports.CameraHelper = CameraHelper;
  29005. exports.CanvasRenderer = CanvasRenderer;
  29006. exports.CanvasTexture = CanvasTexture;
  29007. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29008. exports.CineonToneMapping = CineonToneMapping;
  29009. exports.CircleBufferGeometry = CircleBufferGeometry;
  29010. exports.CircleGeometry = CircleGeometry;
  29011. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29012. exports.Clock = Clock;
  29013. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29014. exports.Color = Color;
  29015. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29016. exports.CompressedTexture = CompressedTexture;
  29017. exports.CompressedTextureLoader = CompressedTextureLoader;
  29018. exports.ConeBufferGeometry = ConeBufferGeometry;
  29019. exports.ConeGeometry = ConeGeometry;
  29020. exports.CubeCamera = CubeCamera;
  29021. exports.CubeGeometry = BoxGeometry;
  29022. exports.CubeReflectionMapping = CubeReflectionMapping;
  29023. exports.CubeRefractionMapping = CubeRefractionMapping;
  29024. exports.CubeTexture = CubeTexture;
  29025. exports.CubeTextureLoader = CubeTextureLoader;
  29026. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29027. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29028. exports.CubicBezierCurve = CubicBezierCurve;
  29029. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29030. exports.CubicInterpolant = CubicInterpolant;
  29031. exports.CullFaceBack = CullFaceBack;
  29032. exports.CullFaceFront = CullFaceFront;
  29033. exports.CullFaceFrontBack = CullFaceFrontBack;
  29034. exports.CullFaceNone = CullFaceNone;
  29035. exports.Curve = Curve;
  29036. exports.CurvePath = CurvePath;
  29037. exports.CustomBlending = CustomBlending;
  29038. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29039. exports.CylinderGeometry = CylinderGeometry;
  29040. exports.Cylindrical = Cylindrical;
  29041. exports.DataTexture = DataTexture;
  29042. exports.DataTexture2DArray = DataTexture2DArray;
  29043. exports.DataTexture3D = DataTexture3D;
  29044. exports.DataTextureLoader = DataTextureLoader;
  29045. exports.DecrementStencilOp = DecrementStencilOp;
  29046. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29047. exports.DefaultLoadingManager = DefaultLoadingManager;
  29048. exports.DepthFormat = DepthFormat;
  29049. exports.DepthStencilFormat = DepthStencilFormat;
  29050. exports.DepthTexture = DepthTexture;
  29051. exports.DirectionalLight = DirectionalLight;
  29052. exports.DirectionalLightHelper = DirectionalLightHelper;
  29053. exports.DirectionalLightShadow = DirectionalLightShadow;
  29054. exports.DiscreteInterpolant = DiscreteInterpolant;
  29055. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29056. exports.DodecahedronGeometry = DodecahedronGeometry;
  29057. exports.DoubleSide = DoubleSide;
  29058. exports.DstAlphaFactor = DstAlphaFactor;
  29059. exports.DstColorFactor = DstColorFactor;
  29060. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29061. exports.EdgesGeometry = EdgesGeometry;
  29062. exports.EdgesHelper = EdgesHelper;
  29063. exports.EllipseCurve = EllipseCurve;
  29064. exports.EqualDepth = EqualDepth;
  29065. exports.EqualStencilFunc = EqualStencilFunc;
  29066. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29067. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29068. exports.Euler = Euler;
  29069. exports.EventDispatcher = EventDispatcher;
  29070. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29071. exports.ExtrudeGeometry = ExtrudeGeometry;
  29072. exports.Face3 = Face3;
  29073. exports.Face4 = Face4;
  29074. exports.FaceColors = FaceColors;
  29075. exports.FaceNormalsHelper = FaceNormalsHelper;
  29076. exports.FileLoader = FileLoader;
  29077. exports.FlatShading = FlatShading;
  29078. exports.Float32Attribute = Float32Attribute;
  29079. exports.Float32BufferAttribute = Float32BufferAttribute;
  29080. exports.Float64Attribute = Float64Attribute;
  29081. exports.Float64BufferAttribute = Float64BufferAttribute;
  29082. exports.FloatType = FloatType;
  29083. exports.Fog = Fog;
  29084. exports.FogExp2 = FogExp2;
  29085. exports.Font = Font;
  29086. exports.FontLoader = FontLoader;
  29087. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29088. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29089. exports.FrontSide = FrontSide;
  29090. exports.Frustum = Frustum;
  29091. exports.GammaEncoding = GammaEncoding;
  29092. exports.Geometry = Geometry;
  29093. exports.GeometryUtils = GeometryUtils;
  29094. exports.GreaterDepth = GreaterDepth;
  29095. exports.GreaterEqualDepth = GreaterEqualDepth;
  29096. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29097. exports.GreaterStencilFunc = GreaterStencilFunc;
  29098. exports.GridHelper = GridHelper;
  29099. exports.Group = Group;
  29100. exports.HalfFloatType = HalfFloatType;
  29101. exports.HemisphereLight = HemisphereLight;
  29102. exports.HemisphereLightHelper = HemisphereLightHelper;
  29103. exports.HemisphereLightProbe = HemisphereLightProbe;
  29104. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29105. exports.IcosahedronGeometry = IcosahedronGeometry;
  29106. exports.ImageBitmapLoader = ImageBitmapLoader;
  29107. exports.ImageLoader = ImageLoader;
  29108. exports.ImageUtils = ImageUtils;
  29109. exports.ImmediateRenderObject = ImmediateRenderObject;
  29110. exports.IncrementStencilOp = IncrementStencilOp;
  29111. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29112. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29113. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29114. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29115. exports.Int16Attribute = Int16Attribute;
  29116. exports.Int16BufferAttribute = Int16BufferAttribute;
  29117. exports.Int32Attribute = Int32Attribute;
  29118. exports.Int32BufferAttribute = Int32BufferAttribute;
  29119. exports.Int8Attribute = Int8Attribute;
  29120. exports.Int8BufferAttribute = Int8BufferAttribute;
  29121. exports.IntType = IntType;
  29122. exports.InterleavedBuffer = InterleavedBuffer;
  29123. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29124. exports.Interpolant = Interpolant;
  29125. exports.InterpolateDiscrete = InterpolateDiscrete;
  29126. exports.InterpolateLinear = InterpolateLinear;
  29127. exports.InterpolateSmooth = InterpolateSmooth;
  29128. exports.InvertStencilOp = InvertStencilOp;
  29129. exports.JSONLoader = JSONLoader;
  29130. exports.KeepStencilOp = KeepStencilOp;
  29131. exports.KeyframeTrack = KeyframeTrack;
  29132. exports.LOD = LOD;
  29133. exports.LatheBufferGeometry = LatheBufferGeometry;
  29134. exports.LatheGeometry = LatheGeometry;
  29135. exports.Layers = Layers;
  29136. exports.LensFlare = LensFlare;
  29137. exports.LessDepth = LessDepth;
  29138. exports.LessEqualDepth = LessEqualDepth;
  29139. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29140. exports.LessStencilFunc = LessStencilFunc;
  29141. exports.Light = Light;
  29142. exports.LightProbe = LightProbe;
  29143. exports.LightProbeHelper = LightProbeHelper;
  29144. exports.LightShadow = LightShadow;
  29145. exports.Line = Line;
  29146. exports.Line3 = Line3;
  29147. exports.LineBasicMaterial = LineBasicMaterial;
  29148. exports.LineCurve = LineCurve;
  29149. exports.LineCurve3 = LineCurve3;
  29150. exports.LineDashedMaterial = LineDashedMaterial;
  29151. exports.LineLoop = LineLoop;
  29152. exports.LinePieces = LinePieces;
  29153. exports.LineSegments = LineSegments;
  29154. exports.LineStrip = LineStrip;
  29155. exports.LinearEncoding = LinearEncoding;
  29156. exports.LinearFilter = LinearFilter;
  29157. exports.LinearInterpolant = LinearInterpolant;
  29158. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29159. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29160. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29161. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29162. exports.LinearToneMapping = LinearToneMapping;
  29163. exports.Loader = Loader;
  29164. exports.LoaderUtils = LoaderUtils;
  29165. exports.LoadingManager = LoadingManager;
  29166. exports.LogLuvEncoding = LogLuvEncoding;
  29167. exports.LoopOnce = LoopOnce;
  29168. exports.LoopPingPong = LoopPingPong;
  29169. exports.LoopRepeat = LoopRepeat;
  29170. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29171. exports.LuminanceFormat = LuminanceFormat;
  29172. exports.MOUSE = MOUSE;
  29173. exports.Material = Material;
  29174. exports.MaterialLoader = MaterialLoader;
  29175. exports.Math = _Math;
  29176. exports.Matrix3 = Matrix3;
  29177. exports.Matrix4 = Matrix4;
  29178. exports.MaxEquation = MaxEquation;
  29179. exports.Mesh = Mesh;
  29180. exports.MeshBasicMaterial = MeshBasicMaterial;
  29181. exports.MeshDepthMaterial = MeshDepthMaterial;
  29182. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29183. exports.MeshFaceMaterial = MeshFaceMaterial;
  29184. exports.MeshLambertMaterial = MeshLambertMaterial;
  29185. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29186. exports.MeshNormalMaterial = MeshNormalMaterial;
  29187. exports.MeshPhongMaterial = MeshPhongMaterial;
  29188. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29189. exports.MeshStandardMaterial = MeshStandardMaterial;
  29190. exports.MeshToonMaterial = MeshToonMaterial;
  29191. exports.MinEquation = MinEquation;
  29192. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29193. exports.MixOperation = MixOperation;
  29194. exports.MultiMaterial = MultiMaterial;
  29195. exports.MultiplyBlending = MultiplyBlending;
  29196. exports.MultiplyOperation = MultiplyOperation;
  29197. exports.NearestFilter = NearestFilter;
  29198. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29199. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29200. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29201. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29202. exports.NeverDepth = NeverDepth;
  29203. exports.NeverStencilFunc = NeverStencilFunc;
  29204. exports.NoBlending = NoBlending;
  29205. exports.NoColors = NoColors;
  29206. exports.NoToneMapping = NoToneMapping;
  29207. exports.NormalBlending = NormalBlending;
  29208. exports.NotEqualDepth = NotEqualDepth;
  29209. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29210. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29211. exports.Object3D = Object3D;
  29212. exports.ObjectLoader = ObjectLoader;
  29213. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29214. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29215. exports.OctahedronGeometry = OctahedronGeometry;
  29216. exports.OneFactor = OneFactor;
  29217. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29218. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29219. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29220. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29221. exports.OrthographicCamera = OrthographicCamera;
  29222. exports.PCFShadowMap = PCFShadowMap;
  29223. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29224. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29225. exports.ParametricGeometry = ParametricGeometry;
  29226. exports.Particle = Particle;
  29227. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29228. exports.ParticleSystem = ParticleSystem;
  29229. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29230. exports.Path = Path;
  29231. exports.PerspectiveCamera = PerspectiveCamera;
  29232. exports.Plane = Plane;
  29233. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29234. exports.PlaneGeometry = PlaneGeometry;
  29235. exports.PlaneHelper = PlaneHelper;
  29236. exports.PointCloud = PointCloud;
  29237. exports.PointCloudMaterial = PointCloudMaterial;
  29238. exports.PointLight = PointLight;
  29239. exports.PointLightHelper = PointLightHelper;
  29240. exports.Points = Points;
  29241. exports.PointsMaterial = PointsMaterial;
  29242. exports.PolarGridHelper = PolarGridHelper;
  29243. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29244. exports.PolyhedronGeometry = PolyhedronGeometry;
  29245. exports.PositionalAudio = PositionalAudio;
  29246. exports.PositionalAudioHelper = PositionalAudioHelper;
  29247. exports.PropertyBinding = PropertyBinding;
  29248. exports.PropertyMixer = PropertyMixer;
  29249. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29250. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29251. exports.Quaternion = Quaternion;
  29252. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29253. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29254. exports.REVISION = REVISION;
  29255. exports.RGBADepthPacking = RGBADepthPacking;
  29256. exports.RGBAFormat = RGBAFormat;
  29257. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29258. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29259. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29260. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29261. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29262. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29263. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29264. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29265. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29266. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29267. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29268. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29269. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29270. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29271. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29272. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29273. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29274. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29275. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29276. exports.RGBDEncoding = RGBDEncoding;
  29277. exports.RGBEEncoding = RGBEEncoding;
  29278. exports.RGBEFormat = RGBEFormat;
  29279. exports.RGBFormat = RGBFormat;
  29280. exports.RGBM16Encoding = RGBM16Encoding;
  29281. exports.RGBM7Encoding = RGBM7Encoding;
  29282. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29283. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29284. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29285. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29286. exports.RawShaderMaterial = RawShaderMaterial;
  29287. exports.Ray = Ray;
  29288. exports.Raycaster = Raycaster;
  29289. exports.RectAreaLight = RectAreaLight;
  29290. exports.RectAreaLightHelper = RectAreaLightHelper;
  29291. exports.RedFormat = RedFormat;
  29292. exports.ReinhardToneMapping = ReinhardToneMapping;
  29293. exports.RepeatWrapping = RepeatWrapping;
  29294. exports.ReplaceStencilOp = ReplaceStencilOp;
  29295. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29296. exports.RingBufferGeometry = RingBufferGeometry;
  29297. exports.RingGeometry = RingGeometry;
  29298. exports.Scene = Scene;
  29299. exports.SceneUtils = SceneUtils;
  29300. exports.ShaderChunk = ShaderChunk;
  29301. exports.ShaderLib = ShaderLib;
  29302. exports.ShaderMaterial = ShaderMaterial;
  29303. exports.ShadowMaterial = ShadowMaterial;
  29304. exports.Shape = Shape;
  29305. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29306. exports.ShapeGeometry = ShapeGeometry;
  29307. exports.ShapePath = ShapePath;
  29308. exports.ShapeUtils = ShapeUtils;
  29309. exports.ShortType = ShortType;
  29310. exports.Skeleton = Skeleton;
  29311. exports.SkeletonHelper = SkeletonHelper;
  29312. exports.SkinnedMesh = SkinnedMesh;
  29313. exports.SmoothShading = SmoothShading;
  29314. exports.Sphere = Sphere;
  29315. exports.SphereBufferGeometry = SphereBufferGeometry;
  29316. exports.SphereGeometry = SphereGeometry;
  29317. exports.Spherical = Spherical;
  29318. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29319. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29320. exports.Spline = Spline;
  29321. exports.SplineCurve = SplineCurve;
  29322. exports.SplineCurve3 = SplineCurve3;
  29323. exports.SpotLight = SpotLight;
  29324. exports.SpotLightHelper = SpotLightHelper;
  29325. exports.SpotLightShadow = SpotLightShadow;
  29326. exports.Sprite = Sprite;
  29327. exports.SpriteMaterial = SpriteMaterial;
  29328. exports.SrcAlphaFactor = SrcAlphaFactor;
  29329. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29330. exports.SrcColorFactor = SrcColorFactor;
  29331. exports.StereoCamera = StereoCamera;
  29332. exports.StringKeyframeTrack = StringKeyframeTrack;
  29333. exports.SubtractEquation = SubtractEquation;
  29334. exports.SubtractiveBlending = SubtractiveBlending;
  29335. exports.TOUCH = TOUCH;
  29336. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29337. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29338. exports.TetrahedronGeometry = TetrahedronGeometry;
  29339. exports.TextBufferGeometry = TextBufferGeometry;
  29340. exports.TextGeometry = TextGeometry;
  29341. exports.Texture = Texture;
  29342. exports.TextureLoader = TextureLoader;
  29343. exports.TorusBufferGeometry = TorusBufferGeometry;
  29344. exports.TorusGeometry = TorusGeometry;
  29345. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29346. exports.TorusKnotGeometry = TorusKnotGeometry;
  29347. exports.Triangle = Triangle;
  29348. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29349. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29350. exports.TrianglesDrawMode = TrianglesDrawMode;
  29351. exports.TubeBufferGeometry = TubeBufferGeometry;
  29352. exports.TubeGeometry = TubeGeometry;
  29353. exports.UVMapping = UVMapping;
  29354. exports.Uint16Attribute = Uint16Attribute;
  29355. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29356. exports.Uint32Attribute = Uint32Attribute;
  29357. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29358. exports.Uint8Attribute = Uint8Attribute;
  29359. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29360. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29361. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29362. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29363. exports.Uniform = Uniform;
  29364. exports.UniformsLib = UniformsLib;
  29365. exports.UniformsUtils = UniformsUtils;
  29366. exports.UnsignedByteType = UnsignedByteType;
  29367. exports.UnsignedInt248Type = UnsignedInt248Type;
  29368. exports.UnsignedIntType = UnsignedIntType;
  29369. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29370. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29371. exports.UnsignedShort565Type = UnsignedShort565Type;
  29372. exports.UnsignedShortType = UnsignedShortType;
  29373. exports.VSMShadowMap = VSMShadowMap;
  29374. exports.Vector2 = Vector2;
  29375. exports.Vector3 = Vector3;
  29376. exports.Vector4 = Vector4;
  29377. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29378. exports.Vertex = Vertex;
  29379. exports.VertexColors = VertexColors;
  29380. exports.VertexNormalsHelper = VertexNormalsHelper;
  29381. exports.VideoTexture = VideoTexture;
  29382. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29383. exports.WebGLRenderTarget = WebGLRenderTarget;
  29384. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29385. exports.WebGLRenderer = WebGLRenderer;
  29386. exports.WebGLUtils = WebGLUtils;
  29387. exports.WireframeGeometry = WireframeGeometry;
  29388. exports.WireframeHelper = WireframeHelper;
  29389. exports.WrapAroundEnding = WrapAroundEnding;
  29390. exports.XHRLoader = XHRLoader;
  29391. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29392. exports.ZeroFactor = ZeroFactor;
  29393. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29394. exports.ZeroStencilOp = ZeroStencilOp;
  29395. exports.sRGBEncoding = sRGBEncoding;
  29396. Object.defineProperty(exports, '__esModule', { value: true });
  29397. }));