three.module.js 1.1 MB

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  1. // Polyfills
  2. if ( Number.EPSILON === undefined ) {
  3. Number.EPSILON = Math.pow( 2, - 52 );
  4. }
  5. if ( Number.isInteger === undefined ) {
  6. // Missing in IE
  7. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  8. Number.isInteger = function ( value ) {
  9. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  10. };
  11. }
  12. //
  13. if ( Math.sign === undefined ) {
  14. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  15. Math.sign = function ( x ) {
  16. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  17. };
  18. }
  19. if ( 'name' in Function.prototype === false ) {
  20. // Missing in IE
  21. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  22. Object.defineProperty( Function.prototype, 'name', {
  23. get: function () {
  24. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  25. }
  26. } );
  27. }
  28. if ( Object.assign === undefined ) {
  29. // Missing in IE
  30. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  31. Object.assign = function ( target ) {
  32. if ( target === undefined || target === null ) {
  33. throw new TypeError( 'Cannot convert undefined or null to object' );
  34. }
  35. var output = Object( target );
  36. for ( var index = 1; index < arguments.length; index ++ ) {
  37. var source = arguments[ index ];
  38. if ( source !== undefined && source !== null ) {
  39. for ( var nextKey in source ) {
  40. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  41. output[ nextKey ] = source[ nextKey ];
  42. }
  43. }
  44. }
  45. }
  46. return output;
  47. };
  48. }
  49. /**
  50. * https://github.com/mrdoob/eventdispatcher.js/
  51. */
  52. function EventDispatcher() {}
  53. Object.assign( EventDispatcher.prototype, {
  54. addEventListener: function ( type, listener ) {
  55. if ( this._listeners === undefined ) this._listeners = {};
  56. var listeners = this._listeners;
  57. if ( listeners[ type ] === undefined ) {
  58. listeners[ type ] = [];
  59. }
  60. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  61. listeners[ type ].push( listener );
  62. }
  63. },
  64. hasEventListener: function ( type, listener ) {
  65. if ( this._listeners === undefined ) return false;
  66. var listeners = this._listeners;
  67. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  68. },
  69. removeEventListener: function ( type, listener ) {
  70. if ( this._listeners === undefined ) return;
  71. var listeners = this._listeners;
  72. var listenerArray = listeners[ type ];
  73. if ( listenerArray !== undefined ) {
  74. var index = listenerArray.indexOf( listener );
  75. if ( index !== - 1 ) {
  76. listenerArray.splice( index, 1 );
  77. }
  78. }
  79. },
  80. dispatchEvent: function ( event ) {
  81. if ( this._listeners === undefined ) return;
  82. var listeners = this._listeners;
  83. var listenerArray = listeners[ event.type ];
  84. if ( listenerArray !== undefined ) {
  85. event.target = this;
  86. var array = listenerArray.slice( 0 );
  87. for ( var i = 0, l = array.length; i < l; i ++ ) {
  88. array[ i ].call( this, event );
  89. }
  90. }
  91. }
  92. } );
  93. var REVISION = '108';
  94. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  95. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  96. var CullFaceNone = 0;
  97. var CullFaceBack = 1;
  98. var CullFaceFront = 2;
  99. var CullFaceFrontBack = 3;
  100. var FrontFaceDirectionCW = 0;
  101. var FrontFaceDirectionCCW = 1;
  102. var BasicShadowMap = 0;
  103. var PCFShadowMap = 1;
  104. var PCFSoftShadowMap = 2;
  105. var VSMShadowMap = 3;
  106. var FrontSide = 0;
  107. var BackSide = 1;
  108. var DoubleSide = 2;
  109. var FlatShading = 1;
  110. var SmoothShading = 2;
  111. var NoColors = 0;
  112. var FaceColors = 1;
  113. var VertexColors = 2;
  114. var NoBlending = 0;
  115. var NormalBlending = 1;
  116. var AdditiveBlending = 2;
  117. var SubtractiveBlending = 3;
  118. var MultiplyBlending = 4;
  119. var CustomBlending = 5;
  120. var AddEquation = 100;
  121. var SubtractEquation = 101;
  122. var ReverseSubtractEquation = 102;
  123. var MinEquation = 103;
  124. var MaxEquation = 104;
  125. var ZeroFactor = 200;
  126. var OneFactor = 201;
  127. var SrcColorFactor = 202;
  128. var OneMinusSrcColorFactor = 203;
  129. var SrcAlphaFactor = 204;
  130. var OneMinusSrcAlphaFactor = 205;
  131. var DstAlphaFactor = 206;
  132. var OneMinusDstAlphaFactor = 207;
  133. var DstColorFactor = 208;
  134. var OneMinusDstColorFactor = 209;
  135. var SrcAlphaSaturateFactor = 210;
  136. var NeverDepth = 0;
  137. var AlwaysDepth = 1;
  138. var LessDepth = 2;
  139. var LessEqualDepth = 3;
  140. var EqualDepth = 4;
  141. var GreaterEqualDepth = 5;
  142. var GreaterDepth = 6;
  143. var NotEqualDepth = 7;
  144. var MultiplyOperation = 0;
  145. var MixOperation = 1;
  146. var AddOperation = 2;
  147. var NoToneMapping = 0;
  148. var LinearToneMapping = 1;
  149. var ReinhardToneMapping = 2;
  150. var Uncharted2ToneMapping = 3;
  151. var CineonToneMapping = 4;
  152. var ACESFilmicToneMapping = 5;
  153. var UVMapping = 300;
  154. var CubeReflectionMapping = 301;
  155. var CubeRefractionMapping = 302;
  156. var EquirectangularReflectionMapping = 303;
  157. var EquirectangularRefractionMapping = 304;
  158. var SphericalReflectionMapping = 305;
  159. var CubeUVReflectionMapping = 306;
  160. var CubeUVRefractionMapping = 307;
  161. var RepeatWrapping = 1000;
  162. var ClampToEdgeWrapping = 1001;
  163. var MirroredRepeatWrapping = 1002;
  164. var NearestFilter = 1003;
  165. var NearestMipmapNearestFilter = 1004;
  166. var NearestMipMapNearestFilter = 1004;
  167. var NearestMipmapLinearFilter = 1005;
  168. var NearestMipMapLinearFilter = 1005;
  169. var LinearFilter = 1006;
  170. var LinearMipmapNearestFilter = 1007;
  171. var LinearMipMapNearestFilter = 1007;
  172. var LinearMipmapLinearFilter = 1008;
  173. var LinearMipMapLinearFilter = 1008;
  174. var UnsignedByteType = 1009;
  175. var ByteType = 1010;
  176. var ShortType = 1011;
  177. var UnsignedShortType = 1012;
  178. var IntType = 1013;
  179. var UnsignedIntType = 1014;
  180. var FloatType = 1015;
  181. var HalfFloatType = 1016;
  182. var UnsignedShort4444Type = 1017;
  183. var UnsignedShort5551Type = 1018;
  184. var UnsignedShort565Type = 1019;
  185. var UnsignedInt248Type = 1020;
  186. var AlphaFormat = 1021;
  187. var RGBFormat = 1022;
  188. var RGBAFormat = 1023;
  189. var LuminanceFormat = 1024;
  190. var LuminanceAlphaFormat = 1025;
  191. var RGBEFormat = RGBAFormat;
  192. var DepthFormat = 1026;
  193. var DepthStencilFormat = 1027;
  194. var RedFormat = 1028;
  195. var RGB_S3TC_DXT1_Format = 33776;
  196. var RGBA_S3TC_DXT1_Format = 33777;
  197. var RGBA_S3TC_DXT3_Format = 33778;
  198. var RGBA_S3TC_DXT5_Format = 33779;
  199. var RGB_PVRTC_4BPPV1_Format = 35840;
  200. var RGB_PVRTC_2BPPV1_Format = 35841;
  201. var RGBA_PVRTC_4BPPV1_Format = 35842;
  202. var RGBA_PVRTC_2BPPV1_Format = 35843;
  203. var RGB_ETC1_Format = 36196;
  204. var RGBA_ASTC_4x4_Format = 37808;
  205. var RGBA_ASTC_5x4_Format = 37809;
  206. var RGBA_ASTC_5x5_Format = 37810;
  207. var RGBA_ASTC_6x5_Format = 37811;
  208. var RGBA_ASTC_6x6_Format = 37812;
  209. var RGBA_ASTC_8x5_Format = 37813;
  210. var RGBA_ASTC_8x6_Format = 37814;
  211. var RGBA_ASTC_8x8_Format = 37815;
  212. var RGBA_ASTC_10x5_Format = 37816;
  213. var RGBA_ASTC_10x6_Format = 37817;
  214. var RGBA_ASTC_10x8_Format = 37818;
  215. var RGBA_ASTC_10x10_Format = 37819;
  216. var RGBA_ASTC_12x10_Format = 37820;
  217. var RGBA_ASTC_12x12_Format = 37821;
  218. var LoopOnce = 2200;
  219. var LoopRepeat = 2201;
  220. var LoopPingPong = 2202;
  221. var InterpolateDiscrete = 2300;
  222. var InterpolateLinear = 2301;
  223. var InterpolateSmooth = 2302;
  224. var ZeroCurvatureEnding = 2400;
  225. var ZeroSlopeEnding = 2401;
  226. var WrapAroundEnding = 2402;
  227. var TrianglesDrawMode = 0;
  228. var TriangleStripDrawMode = 1;
  229. var TriangleFanDrawMode = 2;
  230. var LinearEncoding = 3000;
  231. var sRGBEncoding = 3001;
  232. var GammaEncoding = 3007;
  233. var RGBEEncoding = 3002;
  234. var LogLuvEncoding = 3003;
  235. var RGBM7Encoding = 3004;
  236. var RGBM16Encoding = 3005;
  237. var RGBDEncoding = 3006;
  238. var BasicDepthPacking = 3200;
  239. var RGBADepthPacking = 3201;
  240. var TangentSpaceNormalMap = 0;
  241. var ObjectSpaceNormalMap = 1;
  242. var ZeroStencilOp = 0;
  243. var KeepStencilOp = 7680;
  244. var ReplaceStencilOp = 7681;
  245. var IncrementStencilOp = 7682;
  246. var DecrementStencilOp = 7683;
  247. var IncrementWrapStencilOp = 34055;
  248. var DecrementWrapStencilOp = 34056;
  249. var InvertStencilOp = 5386;
  250. var NeverStencilFunc = 512;
  251. var LessStencilFunc = 513;
  252. var EqualStencilFunc = 514;
  253. var LessEqualStencilFunc = 515;
  254. var GreaterStencilFunc = 516;
  255. var NotEqualStencilFunc = 517;
  256. var GreaterEqualStencilFunc = 518;
  257. var AlwaysStencilFunc = 519;
  258. /**
  259. * @author alteredq / http://alteredqualia.com/
  260. * @author mrdoob / http://mrdoob.com/
  261. */
  262. var _lut = [];
  263. for ( var i = 0; i < 256; i ++ ) {
  264. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  265. }
  266. var _Math = {
  267. DEG2RAD: Math.PI / 180,
  268. RAD2DEG: 180 / Math.PI,
  269. generateUUID: function () {
  270. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  271. var d0 = Math.random() * 0xffffffff | 0;
  272. var d1 = Math.random() * 0xffffffff | 0;
  273. var d2 = Math.random() * 0xffffffff | 0;
  274. var d3 = Math.random() * 0xffffffff | 0;
  275. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  276. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  277. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  278. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  279. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  280. return uuid.toUpperCase();
  281. },
  282. clamp: function ( value, min, max ) {
  283. return Math.max( min, Math.min( max, value ) );
  284. },
  285. // compute euclidian modulo of m % n
  286. // https://en.wikipedia.org/wiki/Modulo_operation
  287. euclideanModulo: function ( n, m ) {
  288. return ( ( n % m ) + m ) % m;
  289. },
  290. // Linear mapping from range <a1, a2> to range <b1, b2>
  291. mapLinear: function ( x, a1, a2, b1, b2 ) {
  292. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  293. },
  294. // https://en.wikipedia.org/wiki/Linear_interpolation
  295. lerp: function ( x, y, t ) {
  296. return ( 1 - t ) * x + t * y;
  297. },
  298. // http://en.wikipedia.org/wiki/Smoothstep
  299. smoothstep: function ( x, min, max ) {
  300. if ( x <= min ) return 0;
  301. if ( x >= max ) return 1;
  302. x = ( x - min ) / ( max - min );
  303. return x * x * ( 3 - 2 * x );
  304. },
  305. smootherstep: function ( x, min, max ) {
  306. if ( x <= min ) return 0;
  307. if ( x >= max ) return 1;
  308. x = ( x - min ) / ( max - min );
  309. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  310. },
  311. // Random integer from <low, high> interval
  312. randInt: function ( low, high ) {
  313. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  314. },
  315. // Random float from <low, high> interval
  316. randFloat: function ( low, high ) {
  317. return low + Math.random() * ( high - low );
  318. },
  319. // Random float from <-range/2, range/2> interval
  320. randFloatSpread: function ( range ) {
  321. return range * ( 0.5 - Math.random() );
  322. },
  323. degToRad: function ( degrees ) {
  324. return degrees * _Math.DEG2RAD;
  325. },
  326. radToDeg: function ( radians ) {
  327. return radians * _Math.RAD2DEG;
  328. },
  329. isPowerOfTwo: function ( value ) {
  330. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  331. },
  332. ceilPowerOfTwo: function ( value ) {
  333. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  334. },
  335. floorPowerOfTwo: function ( value ) {
  336. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  337. }
  338. };
  339. /**
  340. * @author mrdoob / http://mrdoob.com/
  341. * @author philogb / http://blog.thejit.org/
  342. * @author egraether / http://egraether.com/
  343. * @author zz85 / http://www.lab4games.net/zz85/blog
  344. */
  345. function Vector2( x, y ) {
  346. this.x = x || 0;
  347. this.y = y || 0;
  348. }
  349. Object.defineProperties( Vector2.prototype, {
  350. "width": {
  351. get: function () {
  352. return this.x;
  353. },
  354. set: function ( value ) {
  355. this.x = value;
  356. }
  357. },
  358. "height": {
  359. get: function () {
  360. return this.y;
  361. },
  362. set: function ( value ) {
  363. this.y = value;
  364. }
  365. }
  366. } );
  367. Object.assign( Vector2.prototype, {
  368. isVector2: true,
  369. set: function ( x, y ) {
  370. this.x = x;
  371. this.y = y;
  372. return this;
  373. },
  374. setScalar: function ( scalar ) {
  375. this.x = scalar;
  376. this.y = scalar;
  377. return this;
  378. },
  379. setX: function ( x ) {
  380. this.x = x;
  381. return this;
  382. },
  383. setY: function ( y ) {
  384. this.y = y;
  385. return this;
  386. },
  387. setComponent: function ( index, value ) {
  388. switch ( index ) {
  389. case 0: this.x = value; break;
  390. case 1: this.y = value; break;
  391. default: throw new Error( 'index is out of range: ' + index );
  392. }
  393. return this;
  394. },
  395. getComponent: function ( index ) {
  396. switch ( index ) {
  397. case 0: return this.x;
  398. case 1: return this.y;
  399. default: throw new Error( 'index is out of range: ' + index );
  400. }
  401. },
  402. clone: function () {
  403. return new this.constructor( this.x, this.y );
  404. },
  405. copy: function ( v ) {
  406. this.x = v.x;
  407. this.y = v.y;
  408. return this;
  409. },
  410. add: function ( v, w ) {
  411. if ( w !== undefined ) {
  412. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  413. return this.addVectors( v, w );
  414. }
  415. this.x += v.x;
  416. this.y += v.y;
  417. return this;
  418. },
  419. addScalar: function ( s ) {
  420. this.x += s;
  421. this.y += s;
  422. return this;
  423. },
  424. addVectors: function ( a, b ) {
  425. this.x = a.x + b.x;
  426. this.y = a.y + b.y;
  427. return this;
  428. },
  429. addScaledVector: function ( v, s ) {
  430. this.x += v.x * s;
  431. this.y += v.y * s;
  432. return this;
  433. },
  434. sub: function ( v, w ) {
  435. if ( w !== undefined ) {
  436. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  437. return this.subVectors( v, w );
  438. }
  439. this.x -= v.x;
  440. this.y -= v.y;
  441. return this;
  442. },
  443. subScalar: function ( s ) {
  444. this.x -= s;
  445. this.y -= s;
  446. return this;
  447. },
  448. subVectors: function ( a, b ) {
  449. this.x = a.x - b.x;
  450. this.y = a.y - b.y;
  451. return this;
  452. },
  453. multiply: function ( v ) {
  454. this.x *= v.x;
  455. this.y *= v.y;
  456. return this;
  457. },
  458. multiplyScalar: function ( scalar ) {
  459. this.x *= scalar;
  460. this.y *= scalar;
  461. return this;
  462. },
  463. divide: function ( v ) {
  464. this.x /= v.x;
  465. this.y /= v.y;
  466. return this;
  467. },
  468. divideScalar: function ( scalar ) {
  469. return this.multiplyScalar( 1 / scalar );
  470. },
  471. applyMatrix3: function ( m ) {
  472. var x = this.x, y = this.y;
  473. var e = m.elements;
  474. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  475. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  476. return this;
  477. },
  478. min: function ( v ) {
  479. this.x = Math.min( this.x, v.x );
  480. this.y = Math.min( this.y, v.y );
  481. return this;
  482. },
  483. max: function ( v ) {
  484. this.x = Math.max( this.x, v.x );
  485. this.y = Math.max( this.y, v.y );
  486. return this;
  487. },
  488. clamp: function ( min, max ) {
  489. // assumes min < max, componentwise
  490. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  491. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  492. return this;
  493. },
  494. clampScalar: function ( minVal, maxVal ) {
  495. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  496. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  497. return this;
  498. },
  499. clampLength: function ( min, max ) {
  500. var length = this.length();
  501. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  502. },
  503. floor: function () {
  504. this.x = Math.floor( this.x );
  505. this.y = Math.floor( this.y );
  506. return this;
  507. },
  508. ceil: function () {
  509. this.x = Math.ceil( this.x );
  510. this.y = Math.ceil( this.y );
  511. return this;
  512. },
  513. round: function () {
  514. this.x = Math.round( this.x );
  515. this.y = Math.round( this.y );
  516. return this;
  517. },
  518. roundToZero: function () {
  519. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  520. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  521. return this;
  522. },
  523. negate: function () {
  524. this.x = - this.x;
  525. this.y = - this.y;
  526. return this;
  527. },
  528. dot: function ( v ) {
  529. return this.x * v.x + this.y * v.y;
  530. },
  531. cross: function ( v ) {
  532. return this.x * v.y - this.y * v.x;
  533. },
  534. lengthSq: function () {
  535. return this.x * this.x + this.y * this.y;
  536. },
  537. length: function () {
  538. return Math.sqrt( this.x * this.x + this.y * this.y );
  539. },
  540. manhattanLength: function () {
  541. return Math.abs( this.x ) + Math.abs( this.y );
  542. },
  543. normalize: function () {
  544. return this.divideScalar( this.length() || 1 );
  545. },
  546. angle: function () {
  547. // computes the angle in radians with respect to the positive x-axis
  548. var angle = Math.atan2( this.y, this.x );
  549. if ( angle < 0 ) angle += 2 * Math.PI;
  550. return angle;
  551. },
  552. distanceTo: function ( v ) {
  553. return Math.sqrt( this.distanceToSquared( v ) );
  554. },
  555. distanceToSquared: function ( v ) {
  556. var dx = this.x - v.x, dy = this.y - v.y;
  557. return dx * dx + dy * dy;
  558. },
  559. manhattanDistanceTo: function ( v ) {
  560. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  561. },
  562. setLength: function ( length ) {
  563. return this.normalize().multiplyScalar( length );
  564. },
  565. lerp: function ( v, alpha ) {
  566. this.x += ( v.x - this.x ) * alpha;
  567. this.y += ( v.y - this.y ) * alpha;
  568. return this;
  569. },
  570. lerpVectors: function ( v1, v2, alpha ) {
  571. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  572. },
  573. equals: function ( v ) {
  574. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  575. },
  576. fromArray: function ( array, offset ) {
  577. if ( offset === undefined ) offset = 0;
  578. this.x = array[ offset ];
  579. this.y = array[ offset + 1 ];
  580. return this;
  581. },
  582. toArray: function ( array, offset ) {
  583. if ( array === undefined ) array = [];
  584. if ( offset === undefined ) offset = 0;
  585. array[ offset ] = this.x;
  586. array[ offset + 1 ] = this.y;
  587. return array;
  588. },
  589. fromBufferAttribute: function ( attribute, index, offset ) {
  590. if ( offset !== undefined ) {
  591. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  592. }
  593. this.x = attribute.getX( index );
  594. this.y = attribute.getY( index );
  595. return this;
  596. },
  597. rotateAround: function ( center, angle ) {
  598. var c = Math.cos( angle ), s = Math.sin( angle );
  599. var x = this.x - center.x;
  600. var y = this.y - center.y;
  601. this.x = x * c - y * s + center.x;
  602. this.y = x * s + y * c + center.y;
  603. return this;
  604. }
  605. } );
  606. /**
  607. * @author mikael emtinger / http://gomo.se/
  608. * @author alteredq / http://alteredqualia.com/
  609. * @author WestLangley / http://github.com/WestLangley
  610. * @author bhouston / http://clara.io
  611. */
  612. function Quaternion( x, y, z, w ) {
  613. this._x = x || 0;
  614. this._y = y || 0;
  615. this._z = z || 0;
  616. this._w = ( w !== undefined ) ? w : 1;
  617. }
  618. Object.assign( Quaternion, {
  619. slerp: function ( qa, qb, qm, t ) {
  620. return qm.copy( qa ).slerp( qb, t );
  621. },
  622. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  623. // fuzz-free, array-based Quaternion SLERP operation
  624. var x0 = src0[ srcOffset0 + 0 ],
  625. y0 = src0[ srcOffset0 + 1 ],
  626. z0 = src0[ srcOffset0 + 2 ],
  627. w0 = src0[ srcOffset0 + 3 ],
  628. x1 = src1[ srcOffset1 + 0 ],
  629. y1 = src1[ srcOffset1 + 1 ],
  630. z1 = src1[ srcOffset1 + 2 ],
  631. w1 = src1[ srcOffset1 + 3 ];
  632. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  633. var s = 1 - t,
  634. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  635. dir = ( cos >= 0 ? 1 : - 1 ),
  636. sqrSin = 1 - cos * cos;
  637. // Skip the Slerp for tiny steps to avoid numeric problems:
  638. if ( sqrSin > Number.EPSILON ) {
  639. var sin = Math.sqrt( sqrSin ),
  640. len = Math.atan2( sin, cos * dir );
  641. s = Math.sin( s * len ) / sin;
  642. t = Math.sin( t * len ) / sin;
  643. }
  644. var tDir = t * dir;
  645. x0 = x0 * s + x1 * tDir;
  646. y0 = y0 * s + y1 * tDir;
  647. z0 = z0 * s + z1 * tDir;
  648. w0 = w0 * s + w1 * tDir;
  649. // Normalize in case we just did a lerp:
  650. if ( s === 1 - t ) {
  651. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  652. x0 *= f;
  653. y0 *= f;
  654. z0 *= f;
  655. w0 *= f;
  656. }
  657. }
  658. dst[ dstOffset ] = x0;
  659. dst[ dstOffset + 1 ] = y0;
  660. dst[ dstOffset + 2 ] = z0;
  661. dst[ dstOffset + 3 ] = w0;
  662. }
  663. } );
  664. Object.defineProperties( Quaternion.prototype, {
  665. x: {
  666. get: function () {
  667. return this._x;
  668. },
  669. set: function ( value ) {
  670. this._x = value;
  671. this._onChangeCallback();
  672. }
  673. },
  674. y: {
  675. get: function () {
  676. return this._y;
  677. },
  678. set: function ( value ) {
  679. this._y = value;
  680. this._onChangeCallback();
  681. }
  682. },
  683. z: {
  684. get: function () {
  685. return this._z;
  686. },
  687. set: function ( value ) {
  688. this._z = value;
  689. this._onChangeCallback();
  690. }
  691. },
  692. w: {
  693. get: function () {
  694. return this._w;
  695. },
  696. set: function ( value ) {
  697. this._w = value;
  698. this._onChangeCallback();
  699. }
  700. }
  701. } );
  702. Object.assign( Quaternion.prototype, {
  703. isQuaternion: true,
  704. set: function ( x, y, z, w ) {
  705. this._x = x;
  706. this._y = y;
  707. this._z = z;
  708. this._w = w;
  709. this._onChangeCallback();
  710. return this;
  711. },
  712. clone: function () {
  713. return new this.constructor( this._x, this._y, this._z, this._w );
  714. },
  715. copy: function ( quaternion ) {
  716. this._x = quaternion.x;
  717. this._y = quaternion.y;
  718. this._z = quaternion.z;
  719. this._w = quaternion.w;
  720. this._onChangeCallback();
  721. return this;
  722. },
  723. setFromEuler: function ( euler, update ) {
  724. if ( ! ( euler && euler.isEuler ) ) {
  725. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  726. }
  727. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  728. // http://www.mathworks.com/matlabcentral/fileexchange/
  729. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  730. // content/SpinCalc.m
  731. var cos = Math.cos;
  732. var sin = Math.sin;
  733. var c1 = cos( x / 2 );
  734. var c2 = cos( y / 2 );
  735. var c3 = cos( z / 2 );
  736. var s1 = sin( x / 2 );
  737. var s2 = sin( y / 2 );
  738. var s3 = sin( z / 2 );
  739. if ( order === 'XYZ' ) {
  740. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  741. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  742. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  743. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  744. } else if ( order === 'YXZ' ) {
  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 === 'ZXY' ) {
  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 === 'ZYX' ) {
  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 === 'YZX' ) {
  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 === 'XZY' ) {
  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. }
  770. if ( update !== false ) this._onChangeCallback();
  771. return this;
  772. },
  773. setFromAxisAngle: function ( axis, angle ) {
  774. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  775. // assumes axis is normalized
  776. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  777. this._x = axis.x * s;
  778. this._y = axis.y * s;
  779. this._z = axis.z * s;
  780. this._w = Math.cos( halfAngle );
  781. this._onChangeCallback();
  782. return this;
  783. },
  784. setFromRotationMatrix: function ( m ) {
  785. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  786. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  787. var te = m.elements,
  788. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  789. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  790. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  791. trace = m11 + m22 + m33,
  792. s;
  793. if ( trace > 0 ) {
  794. s = 0.5 / Math.sqrt( trace + 1.0 );
  795. this._w = 0.25 / s;
  796. this._x = ( m32 - m23 ) * s;
  797. this._y = ( m13 - m31 ) * s;
  798. this._z = ( m21 - m12 ) * s;
  799. } else if ( m11 > m22 && m11 > m33 ) {
  800. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  801. this._w = ( m32 - m23 ) / s;
  802. this._x = 0.25 * s;
  803. this._y = ( m12 + m21 ) / s;
  804. this._z = ( m13 + m31 ) / s;
  805. } else if ( m22 > m33 ) {
  806. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  807. this._w = ( m13 - m31 ) / s;
  808. this._x = ( m12 + m21 ) / s;
  809. this._y = 0.25 * s;
  810. this._z = ( m23 + m32 ) / s;
  811. } else {
  812. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  813. this._w = ( m21 - m12 ) / s;
  814. this._x = ( m13 + m31 ) / s;
  815. this._y = ( m23 + m32 ) / s;
  816. this._z = 0.25 * s;
  817. }
  818. this._onChangeCallback();
  819. return this;
  820. },
  821. setFromUnitVectors: function ( vFrom, vTo ) {
  822. // assumes direction vectors vFrom and vTo are normalized
  823. var EPS = 0.000001;
  824. var r = vFrom.dot( vTo ) + 1;
  825. if ( r < EPS ) {
  826. r = 0;
  827. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  828. this._x = - vFrom.y;
  829. this._y = vFrom.x;
  830. this._z = 0;
  831. this._w = r;
  832. } else {
  833. this._x = 0;
  834. this._y = - vFrom.z;
  835. this._z = vFrom.y;
  836. this._w = r;
  837. }
  838. } else {
  839. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  840. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  841. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  842. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  843. this._w = r;
  844. }
  845. return this.normalize();
  846. },
  847. angleTo: function ( q ) {
  848. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  849. },
  850. rotateTowards: function ( q, step ) {
  851. var angle = this.angleTo( q );
  852. if ( angle === 0 ) return this;
  853. var t = Math.min( 1, step / angle );
  854. this.slerp( q, t );
  855. return this;
  856. },
  857. inverse: function () {
  858. // quaternion is assumed to have unit length
  859. return this.conjugate();
  860. },
  861. conjugate: function () {
  862. this._x *= - 1;
  863. this._y *= - 1;
  864. this._z *= - 1;
  865. this._onChangeCallback();
  866. return this;
  867. },
  868. dot: function ( v ) {
  869. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  870. },
  871. lengthSq: function () {
  872. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  873. },
  874. length: function () {
  875. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  876. },
  877. normalize: function () {
  878. var l = this.length();
  879. if ( l === 0 ) {
  880. this._x = 0;
  881. this._y = 0;
  882. this._z = 0;
  883. this._w = 1;
  884. } else {
  885. l = 1 / l;
  886. this._x = this._x * l;
  887. this._y = this._y * l;
  888. this._z = this._z * l;
  889. this._w = this._w * l;
  890. }
  891. this._onChangeCallback();
  892. return this;
  893. },
  894. multiply: function ( q, p ) {
  895. if ( p !== undefined ) {
  896. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  897. return this.multiplyQuaternions( q, p );
  898. }
  899. return this.multiplyQuaternions( this, q );
  900. },
  901. premultiply: function ( q ) {
  902. return this.multiplyQuaternions( q, this );
  903. },
  904. multiplyQuaternions: function ( a, b ) {
  905. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  906. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  907. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  908. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  909. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  910. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  911. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  912. this._onChangeCallback();
  913. return this;
  914. },
  915. slerp: function ( qb, t ) {
  916. if ( t === 0 ) return this;
  917. if ( t === 1 ) return this.copy( qb );
  918. var x = this._x, y = this._y, z = this._z, w = this._w;
  919. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  920. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  921. if ( cosHalfTheta < 0 ) {
  922. this._w = - qb._w;
  923. this._x = - qb._x;
  924. this._y = - qb._y;
  925. this._z = - qb._z;
  926. cosHalfTheta = - cosHalfTheta;
  927. } else {
  928. this.copy( qb );
  929. }
  930. if ( cosHalfTheta >= 1.0 ) {
  931. this._w = w;
  932. this._x = x;
  933. this._y = y;
  934. this._z = z;
  935. return this;
  936. }
  937. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  938. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  939. var s = 1 - t;
  940. this._w = s * w + t * this._w;
  941. this._x = s * x + t * this._x;
  942. this._y = s * y + t * this._y;
  943. this._z = s * z + t * this._z;
  944. this.normalize();
  945. this._onChangeCallback();
  946. return this;
  947. }
  948. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  949. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  950. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  951. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  952. this._w = ( w * ratioA + this._w * ratioB );
  953. this._x = ( x * ratioA + this._x * ratioB );
  954. this._y = ( y * ratioA + this._y * ratioB );
  955. this._z = ( z * ratioA + this._z * ratioB );
  956. this._onChangeCallback();
  957. return this;
  958. },
  959. equals: function ( quaternion ) {
  960. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  961. },
  962. fromArray: function ( array, offset ) {
  963. if ( offset === undefined ) offset = 0;
  964. this._x = array[ offset ];
  965. this._y = array[ offset + 1 ];
  966. this._z = array[ offset + 2 ];
  967. this._w = array[ offset + 3 ];
  968. this._onChangeCallback();
  969. return this;
  970. },
  971. toArray: function ( array, offset ) {
  972. if ( array === undefined ) array = [];
  973. if ( offset === undefined ) offset = 0;
  974. array[ offset ] = this._x;
  975. array[ offset + 1 ] = this._y;
  976. array[ offset + 2 ] = this._z;
  977. array[ offset + 3 ] = this._w;
  978. return array;
  979. },
  980. _onChange: function ( callback ) {
  981. this._onChangeCallback = callback;
  982. return this;
  983. },
  984. _onChangeCallback: function () {}
  985. } );
  986. /**
  987. * @author mrdoob / http://mrdoob.com/
  988. * @author kile / http://kile.stravaganza.org/
  989. * @author philogb / http://blog.thejit.org/
  990. * @author mikael emtinger / http://gomo.se/
  991. * @author egraether / http://egraether.com/
  992. * @author WestLangley / http://github.com/WestLangley
  993. */
  994. var _vector = new Vector3();
  995. var _quaternion = new Quaternion();
  996. function Vector3( x, y, z ) {
  997. this.x = x || 0;
  998. this.y = y || 0;
  999. this.z = z || 0;
  1000. }
  1001. Object.assign( Vector3.prototype, {
  1002. isVector3: true,
  1003. set: function ( x, y, z ) {
  1004. this.x = x;
  1005. this.y = y;
  1006. this.z = z;
  1007. return this;
  1008. },
  1009. setScalar: function ( scalar ) {
  1010. this.x = scalar;
  1011. this.y = scalar;
  1012. this.z = scalar;
  1013. return this;
  1014. },
  1015. setX: function ( x ) {
  1016. this.x = x;
  1017. return this;
  1018. },
  1019. setY: function ( y ) {
  1020. this.y = y;
  1021. return this;
  1022. },
  1023. setZ: function ( z ) {
  1024. this.z = z;
  1025. return this;
  1026. },
  1027. setComponent: function ( index, value ) {
  1028. switch ( index ) {
  1029. case 0: this.x = value; break;
  1030. case 1: this.y = value; break;
  1031. case 2: this.z = value; break;
  1032. default: throw new Error( 'index is out of range: ' + index );
  1033. }
  1034. return this;
  1035. },
  1036. getComponent: function ( index ) {
  1037. switch ( index ) {
  1038. case 0: return this.x;
  1039. case 1: return this.y;
  1040. case 2: return this.z;
  1041. default: throw new Error( 'index is out of range: ' + index );
  1042. }
  1043. },
  1044. clone: function () {
  1045. return new this.constructor( this.x, this.y, this.z );
  1046. },
  1047. copy: function ( v ) {
  1048. this.x = v.x;
  1049. this.y = v.y;
  1050. this.z = v.z;
  1051. return this;
  1052. },
  1053. add: function ( v, w ) {
  1054. if ( w !== undefined ) {
  1055. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1056. return this.addVectors( v, w );
  1057. }
  1058. this.x += v.x;
  1059. this.y += v.y;
  1060. this.z += v.z;
  1061. return this;
  1062. },
  1063. addScalar: function ( s ) {
  1064. this.x += s;
  1065. this.y += s;
  1066. this.z += s;
  1067. return this;
  1068. },
  1069. addVectors: function ( a, b ) {
  1070. this.x = a.x + b.x;
  1071. this.y = a.y + b.y;
  1072. this.z = a.z + b.z;
  1073. return this;
  1074. },
  1075. addScaledVector: function ( v, s ) {
  1076. this.x += v.x * s;
  1077. this.y += v.y * s;
  1078. this.z += v.z * s;
  1079. return this;
  1080. },
  1081. sub: function ( v, w ) {
  1082. if ( w !== undefined ) {
  1083. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1084. return this.subVectors( v, w );
  1085. }
  1086. this.x -= v.x;
  1087. this.y -= v.y;
  1088. this.z -= v.z;
  1089. return this;
  1090. },
  1091. subScalar: function ( s ) {
  1092. this.x -= s;
  1093. this.y -= s;
  1094. this.z -= s;
  1095. return this;
  1096. },
  1097. subVectors: function ( a, b ) {
  1098. this.x = a.x - b.x;
  1099. this.y = a.y - b.y;
  1100. this.z = a.z - b.z;
  1101. return this;
  1102. },
  1103. multiply: function ( v, w ) {
  1104. if ( w !== undefined ) {
  1105. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1106. return this.multiplyVectors( v, w );
  1107. }
  1108. this.x *= v.x;
  1109. this.y *= v.y;
  1110. this.z *= v.z;
  1111. return this;
  1112. },
  1113. multiplyScalar: function ( scalar ) {
  1114. this.x *= scalar;
  1115. this.y *= scalar;
  1116. this.z *= scalar;
  1117. return this;
  1118. },
  1119. multiplyVectors: function ( a, b ) {
  1120. this.x = a.x * b.x;
  1121. this.y = a.y * b.y;
  1122. this.z = a.z * b.z;
  1123. return this;
  1124. },
  1125. applyEuler: function ( euler ) {
  1126. if ( ! ( euler && euler.isEuler ) ) {
  1127. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1128. }
  1129. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1130. },
  1131. applyAxisAngle: function ( axis, angle ) {
  1132. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1133. },
  1134. applyMatrix3: function ( m ) {
  1135. var x = this.x, y = this.y, z = this.z;
  1136. var e = m.elements;
  1137. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1138. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1139. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1140. return this;
  1141. },
  1142. applyMatrix4: function ( m ) {
  1143. var x = this.x, y = this.y, z = this.z;
  1144. var e = m.elements;
  1145. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1146. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1147. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1148. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1149. return this;
  1150. },
  1151. applyQuaternion: function ( q ) {
  1152. var x = this.x, y = this.y, z = this.z;
  1153. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1154. // calculate quat * vector
  1155. var ix = qw * x + qy * z - qz * y;
  1156. var iy = qw * y + qz * x - qx * z;
  1157. var iz = qw * z + qx * y - qy * x;
  1158. var iw = - qx * x - qy * y - qz * z;
  1159. // calculate result * inverse quat
  1160. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1161. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1162. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1163. return this;
  1164. },
  1165. project: function ( camera ) {
  1166. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1167. },
  1168. unproject: function ( camera ) {
  1169. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1170. },
  1171. transformDirection: function ( m ) {
  1172. // input: THREE.Matrix4 affine matrix
  1173. // vector interpreted as a direction
  1174. var x = this.x, y = this.y, z = this.z;
  1175. var e = m.elements;
  1176. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1177. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1178. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1179. return this.normalize();
  1180. },
  1181. divide: function ( v ) {
  1182. this.x /= v.x;
  1183. this.y /= v.y;
  1184. this.z /= v.z;
  1185. return this;
  1186. },
  1187. divideScalar: function ( scalar ) {
  1188. return this.multiplyScalar( 1 / scalar );
  1189. },
  1190. min: function ( v ) {
  1191. this.x = Math.min( this.x, v.x );
  1192. this.y = Math.min( this.y, v.y );
  1193. this.z = Math.min( this.z, v.z );
  1194. return this;
  1195. },
  1196. max: function ( v ) {
  1197. this.x = Math.max( this.x, v.x );
  1198. this.y = Math.max( this.y, v.y );
  1199. this.z = Math.max( this.z, v.z );
  1200. return this;
  1201. },
  1202. clamp: function ( min, max ) {
  1203. // assumes min < max, componentwise
  1204. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1205. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1206. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1207. return this;
  1208. },
  1209. clampScalar: function ( minVal, maxVal ) {
  1210. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1211. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1212. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1213. return this;
  1214. },
  1215. clampLength: function ( min, max ) {
  1216. var length = this.length();
  1217. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1218. },
  1219. floor: function () {
  1220. this.x = Math.floor( this.x );
  1221. this.y = Math.floor( this.y );
  1222. this.z = Math.floor( this.z );
  1223. return this;
  1224. },
  1225. ceil: function () {
  1226. this.x = Math.ceil( this.x );
  1227. this.y = Math.ceil( this.y );
  1228. this.z = Math.ceil( this.z );
  1229. return this;
  1230. },
  1231. round: function () {
  1232. this.x = Math.round( this.x );
  1233. this.y = Math.round( this.y );
  1234. this.z = Math.round( this.z );
  1235. return this;
  1236. },
  1237. roundToZero: function () {
  1238. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1239. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1240. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1241. return this;
  1242. },
  1243. negate: function () {
  1244. this.x = - this.x;
  1245. this.y = - this.y;
  1246. this.z = - this.z;
  1247. return this;
  1248. },
  1249. dot: function ( v ) {
  1250. return this.x * v.x + this.y * v.y + this.z * v.z;
  1251. },
  1252. // TODO lengthSquared?
  1253. lengthSq: function () {
  1254. return this.x * this.x + this.y * this.y + this.z * this.z;
  1255. },
  1256. length: function () {
  1257. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1258. },
  1259. manhattanLength: function () {
  1260. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1261. },
  1262. normalize: function () {
  1263. return this.divideScalar( this.length() || 1 );
  1264. },
  1265. setLength: function ( length ) {
  1266. return this.normalize().multiplyScalar( length );
  1267. },
  1268. lerp: function ( v, alpha ) {
  1269. this.x += ( v.x - this.x ) * alpha;
  1270. this.y += ( v.y - this.y ) * alpha;
  1271. this.z += ( v.z - this.z ) * alpha;
  1272. return this;
  1273. },
  1274. lerpVectors: function ( v1, v2, alpha ) {
  1275. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1276. },
  1277. cross: function ( v, w ) {
  1278. if ( w !== undefined ) {
  1279. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1280. return this.crossVectors( v, w );
  1281. }
  1282. return this.crossVectors( this, v );
  1283. },
  1284. crossVectors: function ( a, b ) {
  1285. var ax = a.x, ay = a.y, az = a.z;
  1286. var bx = b.x, by = b.y, bz = b.z;
  1287. this.x = ay * bz - az * by;
  1288. this.y = az * bx - ax * bz;
  1289. this.z = ax * by - ay * bx;
  1290. return this;
  1291. },
  1292. projectOnVector: function ( vector ) {
  1293. var scalar = vector.dot( this ) / vector.lengthSq();
  1294. return this.copy( vector ).multiplyScalar( scalar );
  1295. },
  1296. projectOnPlane: function ( planeNormal ) {
  1297. _vector.copy( this ).projectOnVector( planeNormal );
  1298. return this.sub( _vector );
  1299. },
  1300. reflect: function ( normal ) {
  1301. // reflect incident vector off plane orthogonal to normal
  1302. // normal is assumed to have unit length
  1303. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1304. },
  1305. angleTo: function ( v ) {
  1306. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1307. // clamp, to handle numerical problems
  1308. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1309. },
  1310. distanceTo: function ( v ) {
  1311. return Math.sqrt( this.distanceToSquared( v ) );
  1312. },
  1313. distanceToSquared: function ( v ) {
  1314. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1315. return dx * dx + dy * dy + dz * dz;
  1316. },
  1317. manhattanDistanceTo: function ( v ) {
  1318. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1319. },
  1320. setFromSpherical: function ( s ) {
  1321. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1322. },
  1323. setFromSphericalCoords: function ( radius, phi, theta ) {
  1324. var sinPhiRadius = Math.sin( phi ) * radius;
  1325. this.x = sinPhiRadius * Math.sin( theta );
  1326. this.y = Math.cos( phi ) * radius;
  1327. this.z = sinPhiRadius * Math.cos( theta );
  1328. return this;
  1329. },
  1330. setFromCylindrical: function ( c ) {
  1331. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1332. },
  1333. setFromCylindricalCoords: function ( radius, theta, y ) {
  1334. this.x = radius * Math.sin( theta );
  1335. this.y = y;
  1336. this.z = radius * Math.cos( theta );
  1337. return this;
  1338. },
  1339. setFromMatrixPosition: function ( m ) {
  1340. var e = m.elements;
  1341. this.x = e[ 12 ];
  1342. this.y = e[ 13 ];
  1343. this.z = e[ 14 ];
  1344. return this;
  1345. },
  1346. setFromMatrixScale: function ( m ) {
  1347. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1348. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1349. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1350. this.x = sx;
  1351. this.y = sy;
  1352. this.z = sz;
  1353. return this;
  1354. },
  1355. setFromMatrixColumn: function ( m, index ) {
  1356. return this.fromArray( m.elements, index * 4 );
  1357. },
  1358. equals: function ( v ) {
  1359. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1360. },
  1361. fromArray: function ( array, offset ) {
  1362. if ( offset === undefined ) offset = 0;
  1363. this.x = array[ offset ];
  1364. this.y = array[ offset + 1 ];
  1365. this.z = array[ offset + 2 ];
  1366. return this;
  1367. },
  1368. toArray: function ( array, offset ) {
  1369. if ( array === undefined ) array = [];
  1370. if ( offset === undefined ) offset = 0;
  1371. array[ offset ] = this.x;
  1372. array[ offset + 1 ] = this.y;
  1373. array[ offset + 2 ] = this.z;
  1374. return array;
  1375. },
  1376. fromBufferAttribute: function ( attribute, index, offset ) {
  1377. if ( offset !== undefined ) {
  1378. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1379. }
  1380. this.x = attribute.getX( index );
  1381. this.y = attribute.getY( index );
  1382. this.z = attribute.getZ( index );
  1383. return this;
  1384. }
  1385. } );
  1386. /**
  1387. * @author alteredq / http://alteredqualia.com/
  1388. * @author WestLangley / http://github.com/WestLangley
  1389. * @author bhouston / http://clara.io
  1390. * @author tschw
  1391. */
  1392. var _vector$1 = new Vector3();
  1393. function Matrix3() {
  1394. this.elements = [
  1395. 1, 0, 0,
  1396. 0, 1, 0,
  1397. 0, 0, 1
  1398. ];
  1399. if ( arguments.length > 0 ) {
  1400. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1401. }
  1402. }
  1403. Object.assign( Matrix3.prototype, {
  1404. isMatrix3: true,
  1405. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1406. var te = this.elements;
  1407. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1408. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1409. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1410. return this;
  1411. },
  1412. identity: function () {
  1413. this.set(
  1414. 1, 0, 0,
  1415. 0, 1, 0,
  1416. 0, 0, 1
  1417. );
  1418. return this;
  1419. },
  1420. clone: function () {
  1421. return new this.constructor().fromArray( this.elements );
  1422. },
  1423. copy: function ( m ) {
  1424. var te = this.elements;
  1425. var me = m.elements;
  1426. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1427. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1428. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1429. return this;
  1430. },
  1431. setFromMatrix4: function ( m ) {
  1432. var me = m.elements;
  1433. this.set(
  1434. me[ 0 ], me[ 4 ], me[ 8 ],
  1435. me[ 1 ], me[ 5 ], me[ 9 ],
  1436. me[ 2 ], me[ 6 ], me[ 10 ]
  1437. );
  1438. return this;
  1439. },
  1440. applyToBufferAttribute: function ( attribute ) {
  1441. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1442. _vector$1.x = attribute.getX( i );
  1443. _vector$1.y = attribute.getY( i );
  1444. _vector$1.z = attribute.getZ( i );
  1445. _vector$1.applyMatrix3( this );
  1446. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1447. }
  1448. return attribute;
  1449. },
  1450. multiply: function ( m ) {
  1451. return this.multiplyMatrices( this, m );
  1452. },
  1453. premultiply: function ( m ) {
  1454. return this.multiplyMatrices( m, this );
  1455. },
  1456. multiplyMatrices: function ( a, b ) {
  1457. var ae = a.elements;
  1458. var be = b.elements;
  1459. var te = this.elements;
  1460. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1461. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1462. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1463. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1464. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1465. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1466. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1467. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1468. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1469. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1470. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1471. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1472. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1473. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1474. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1475. return this;
  1476. },
  1477. multiplyScalar: function ( s ) {
  1478. var te = this.elements;
  1479. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1480. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1481. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1482. return this;
  1483. },
  1484. determinant: function () {
  1485. var te = this.elements;
  1486. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1487. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1488. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1489. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1490. },
  1491. getInverse: function ( matrix, throwOnDegenerate ) {
  1492. if ( matrix && matrix.isMatrix4 ) {
  1493. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1494. }
  1495. var me = matrix.elements,
  1496. te = this.elements,
  1497. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1498. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1499. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1500. t11 = n33 * n22 - n32 * n23,
  1501. t12 = n32 * n13 - n33 * n12,
  1502. t13 = n23 * n12 - n22 * n13,
  1503. det = n11 * t11 + n21 * t12 + n31 * t13;
  1504. if ( det === 0 ) {
  1505. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1506. if ( throwOnDegenerate === true ) {
  1507. throw new Error( msg );
  1508. } else {
  1509. console.warn( msg );
  1510. }
  1511. return this.identity();
  1512. }
  1513. var detInv = 1 / det;
  1514. te[ 0 ] = t11 * detInv;
  1515. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1516. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1517. te[ 3 ] = t12 * detInv;
  1518. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1519. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1520. te[ 6 ] = t13 * detInv;
  1521. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1522. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1523. return this;
  1524. },
  1525. transpose: function () {
  1526. var tmp, m = this.elements;
  1527. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1528. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1529. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1530. return this;
  1531. },
  1532. getNormalMatrix: function ( matrix4 ) {
  1533. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1534. },
  1535. transposeIntoArray: function ( r ) {
  1536. var m = this.elements;
  1537. r[ 0 ] = m[ 0 ];
  1538. r[ 1 ] = m[ 3 ];
  1539. r[ 2 ] = m[ 6 ];
  1540. r[ 3 ] = m[ 1 ];
  1541. r[ 4 ] = m[ 4 ];
  1542. r[ 5 ] = m[ 7 ];
  1543. r[ 6 ] = m[ 2 ];
  1544. r[ 7 ] = m[ 5 ];
  1545. r[ 8 ] = m[ 8 ];
  1546. return this;
  1547. },
  1548. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1549. var c = Math.cos( rotation );
  1550. var s = Math.sin( rotation );
  1551. this.set(
  1552. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1553. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1554. 0, 0, 1
  1555. );
  1556. },
  1557. scale: function ( sx, sy ) {
  1558. var te = this.elements;
  1559. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1560. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1561. return this;
  1562. },
  1563. rotate: function ( theta ) {
  1564. var c = Math.cos( theta );
  1565. var s = Math.sin( theta );
  1566. var te = this.elements;
  1567. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1568. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1569. te[ 0 ] = c * a11 + s * a21;
  1570. te[ 3 ] = c * a12 + s * a22;
  1571. te[ 6 ] = c * a13 + s * a23;
  1572. te[ 1 ] = - s * a11 + c * a21;
  1573. te[ 4 ] = - s * a12 + c * a22;
  1574. te[ 7 ] = - s * a13 + c * a23;
  1575. return this;
  1576. },
  1577. translate: function ( tx, ty ) {
  1578. var te = this.elements;
  1579. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1580. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1581. return this;
  1582. },
  1583. equals: function ( matrix ) {
  1584. var te = this.elements;
  1585. var me = matrix.elements;
  1586. for ( var i = 0; i < 9; i ++ ) {
  1587. if ( te[ i ] !== me[ i ] ) return false;
  1588. }
  1589. return true;
  1590. },
  1591. fromArray: function ( array, offset ) {
  1592. if ( offset === undefined ) offset = 0;
  1593. for ( var i = 0; i < 9; i ++ ) {
  1594. this.elements[ i ] = array[ i + offset ];
  1595. }
  1596. return this;
  1597. },
  1598. toArray: function ( array, offset ) {
  1599. if ( array === undefined ) array = [];
  1600. if ( offset === undefined ) offset = 0;
  1601. var te = this.elements;
  1602. array[ offset ] = te[ 0 ];
  1603. array[ offset + 1 ] = te[ 1 ];
  1604. array[ offset + 2 ] = te[ 2 ];
  1605. array[ offset + 3 ] = te[ 3 ];
  1606. array[ offset + 4 ] = te[ 4 ];
  1607. array[ offset + 5 ] = te[ 5 ];
  1608. array[ offset + 6 ] = te[ 6 ];
  1609. array[ offset + 7 ] = te[ 7 ];
  1610. array[ offset + 8 ] = te[ 8 ];
  1611. return array;
  1612. }
  1613. } );
  1614. /**
  1615. * @author mrdoob / http://mrdoob.com/
  1616. * @author alteredq / http://alteredqualia.com/
  1617. * @author szimek / https://github.com/szimek/
  1618. */
  1619. var _canvas;
  1620. var ImageUtils = {
  1621. getDataURL: function ( image ) {
  1622. var canvas;
  1623. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1624. return image.src;
  1625. } else if ( image instanceof HTMLCanvasElement ) {
  1626. canvas = image;
  1627. } else {
  1628. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  1629. _canvas.width = image.width;
  1630. _canvas.height = image.height;
  1631. var context = _canvas.getContext( '2d' );
  1632. if ( image instanceof ImageData ) {
  1633. context.putImageData( image, 0, 0 );
  1634. } else {
  1635. context.drawImage( image, 0, 0, image.width, image.height );
  1636. }
  1637. canvas = _canvas;
  1638. }
  1639. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1640. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1641. } else {
  1642. return canvas.toDataURL( 'image/png' );
  1643. }
  1644. }
  1645. };
  1646. /**
  1647. * @author mrdoob / http://mrdoob.com/
  1648. * @author alteredq / http://alteredqualia.com/
  1649. * @author szimek / https://github.com/szimek/
  1650. */
  1651. var textureId = 0;
  1652. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1653. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1654. this.uuid = _Math.generateUUID();
  1655. this.name = '';
  1656. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1657. this.mipmaps = [];
  1658. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1659. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1660. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1661. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1662. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1663. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1664. this.format = format !== undefined ? format : RGBAFormat;
  1665. this.type = type !== undefined ? type : UnsignedByteType;
  1666. this.offset = new Vector2( 0, 0 );
  1667. this.repeat = new Vector2( 1, 1 );
  1668. this.center = new Vector2( 0, 0 );
  1669. this.rotation = 0;
  1670. this.matrixAutoUpdate = true;
  1671. this.matrix = new Matrix3();
  1672. this.generateMipmaps = true;
  1673. this.premultiplyAlpha = false;
  1674. this.flipY = true;
  1675. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1676. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1677. //
  1678. // Also changing the encoding after already used by a Material will not automatically make the Material
  1679. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1680. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1681. this.version = 0;
  1682. this.onUpdate = null;
  1683. }
  1684. Texture.DEFAULT_IMAGE = undefined;
  1685. Texture.DEFAULT_MAPPING = UVMapping;
  1686. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1687. constructor: Texture,
  1688. isTexture: true,
  1689. updateMatrix: function () {
  1690. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1691. },
  1692. clone: function () {
  1693. return new this.constructor().copy( this );
  1694. },
  1695. copy: function ( source ) {
  1696. this.name = source.name;
  1697. this.image = source.image;
  1698. this.mipmaps = source.mipmaps.slice( 0 );
  1699. this.mapping = source.mapping;
  1700. this.wrapS = source.wrapS;
  1701. this.wrapT = source.wrapT;
  1702. this.magFilter = source.magFilter;
  1703. this.minFilter = source.minFilter;
  1704. this.anisotropy = source.anisotropy;
  1705. this.format = source.format;
  1706. this.type = source.type;
  1707. this.offset.copy( source.offset );
  1708. this.repeat.copy( source.repeat );
  1709. this.center.copy( source.center );
  1710. this.rotation = source.rotation;
  1711. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1712. this.matrix.copy( source.matrix );
  1713. this.generateMipmaps = source.generateMipmaps;
  1714. this.premultiplyAlpha = source.premultiplyAlpha;
  1715. this.flipY = source.flipY;
  1716. this.unpackAlignment = source.unpackAlignment;
  1717. this.encoding = source.encoding;
  1718. return this;
  1719. },
  1720. toJSON: function ( meta ) {
  1721. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1722. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1723. return meta.textures[ this.uuid ];
  1724. }
  1725. var output = {
  1726. metadata: {
  1727. version: 4.5,
  1728. type: 'Texture',
  1729. generator: 'Texture.toJSON'
  1730. },
  1731. uuid: this.uuid,
  1732. name: this.name,
  1733. mapping: this.mapping,
  1734. repeat: [ this.repeat.x, this.repeat.y ],
  1735. offset: [ this.offset.x, this.offset.y ],
  1736. center: [ this.center.x, this.center.y ],
  1737. rotation: this.rotation,
  1738. wrap: [ this.wrapS, this.wrapT ],
  1739. format: this.format,
  1740. type: this.type,
  1741. encoding: this.encoding,
  1742. minFilter: this.minFilter,
  1743. magFilter: this.magFilter,
  1744. anisotropy: this.anisotropy,
  1745. flipY: this.flipY,
  1746. premultiplyAlpha: this.premultiplyAlpha,
  1747. unpackAlignment: this.unpackAlignment
  1748. };
  1749. if ( this.image !== undefined ) {
  1750. // TODO: Move to THREE.Image
  1751. var image = this.image;
  1752. if ( image.uuid === undefined ) {
  1753. image.uuid = _Math.generateUUID(); // UGH
  1754. }
  1755. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1756. var url;
  1757. if ( Array.isArray( image ) ) {
  1758. // process array of images e.g. CubeTexture
  1759. url = [];
  1760. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1761. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1762. }
  1763. } else {
  1764. // process single image
  1765. url = ImageUtils.getDataURL( image );
  1766. }
  1767. meta.images[ image.uuid ] = {
  1768. uuid: image.uuid,
  1769. url: url
  1770. };
  1771. }
  1772. output.image = image.uuid;
  1773. }
  1774. if ( ! isRootObject ) {
  1775. meta.textures[ this.uuid ] = output;
  1776. }
  1777. return output;
  1778. },
  1779. dispose: function () {
  1780. this.dispatchEvent( { type: 'dispose' } );
  1781. },
  1782. transformUv: function ( uv ) {
  1783. if ( this.mapping !== UVMapping ) return uv;
  1784. uv.applyMatrix3( this.matrix );
  1785. if ( uv.x < 0 || uv.x > 1 ) {
  1786. switch ( this.wrapS ) {
  1787. case RepeatWrapping:
  1788. uv.x = uv.x - Math.floor( uv.x );
  1789. break;
  1790. case ClampToEdgeWrapping:
  1791. uv.x = uv.x < 0 ? 0 : 1;
  1792. break;
  1793. case MirroredRepeatWrapping:
  1794. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1795. uv.x = Math.ceil( uv.x ) - uv.x;
  1796. } else {
  1797. uv.x = uv.x - Math.floor( uv.x );
  1798. }
  1799. break;
  1800. }
  1801. }
  1802. if ( uv.y < 0 || uv.y > 1 ) {
  1803. switch ( this.wrapT ) {
  1804. case RepeatWrapping:
  1805. uv.y = uv.y - Math.floor( uv.y );
  1806. break;
  1807. case ClampToEdgeWrapping:
  1808. uv.y = uv.y < 0 ? 0 : 1;
  1809. break;
  1810. case MirroredRepeatWrapping:
  1811. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1812. uv.y = Math.ceil( uv.y ) - uv.y;
  1813. } else {
  1814. uv.y = uv.y - Math.floor( uv.y );
  1815. }
  1816. break;
  1817. }
  1818. }
  1819. if ( this.flipY ) {
  1820. uv.y = 1 - uv.y;
  1821. }
  1822. return uv;
  1823. }
  1824. } );
  1825. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1826. set: function ( value ) {
  1827. if ( value === true ) this.version ++;
  1828. }
  1829. } );
  1830. /**
  1831. * @author supereggbert / http://www.paulbrunt.co.uk/
  1832. * @author philogb / http://blog.thejit.org/
  1833. * @author mikael emtinger / http://gomo.se/
  1834. * @author egraether / http://egraether.com/
  1835. * @author WestLangley / http://github.com/WestLangley
  1836. */
  1837. function Vector4( x, y, z, w ) {
  1838. this.x = x || 0;
  1839. this.y = y || 0;
  1840. this.z = z || 0;
  1841. this.w = ( w !== undefined ) ? w : 1;
  1842. }
  1843. Object.defineProperties( Vector4.prototype, {
  1844. "width": {
  1845. get: function () {
  1846. return this.z;
  1847. },
  1848. set: function ( value ) {
  1849. this.z = value;
  1850. }
  1851. },
  1852. "height": {
  1853. get: function () {
  1854. return this.w;
  1855. },
  1856. set: function ( value ) {
  1857. this.w = value;
  1858. }
  1859. }
  1860. } );
  1861. Object.assign( Vector4.prototype, {
  1862. isVector4: true,
  1863. set: function ( x, y, z, w ) {
  1864. this.x = x;
  1865. this.y = y;
  1866. this.z = z;
  1867. this.w = w;
  1868. return this;
  1869. },
  1870. setScalar: function ( scalar ) {
  1871. this.x = scalar;
  1872. this.y = scalar;
  1873. this.z = scalar;
  1874. this.w = scalar;
  1875. return this;
  1876. },
  1877. setX: function ( x ) {
  1878. this.x = x;
  1879. return this;
  1880. },
  1881. setY: function ( y ) {
  1882. this.y = y;
  1883. return this;
  1884. },
  1885. setZ: function ( z ) {
  1886. this.z = z;
  1887. return this;
  1888. },
  1889. setW: function ( w ) {
  1890. this.w = w;
  1891. return this;
  1892. },
  1893. setComponent: function ( index, value ) {
  1894. switch ( index ) {
  1895. case 0: this.x = value; break;
  1896. case 1: this.y = value; break;
  1897. case 2: this.z = value; break;
  1898. case 3: this.w = value; break;
  1899. default: throw new Error( 'index is out of range: ' + index );
  1900. }
  1901. return this;
  1902. },
  1903. getComponent: function ( index ) {
  1904. switch ( index ) {
  1905. case 0: return this.x;
  1906. case 1: return this.y;
  1907. case 2: return this.z;
  1908. case 3: return this.w;
  1909. default: throw new Error( 'index is out of range: ' + index );
  1910. }
  1911. },
  1912. clone: function () {
  1913. return new this.constructor( this.x, this.y, this.z, this.w );
  1914. },
  1915. copy: function ( v ) {
  1916. this.x = v.x;
  1917. this.y = v.y;
  1918. this.z = v.z;
  1919. this.w = ( v.w !== undefined ) ? v.w : 1;
  1920. return this;
  1921. },
  1922. add: function ( v, w ) {
  1923. if ( w !== undefined ) {
  1924. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1925. return this.addVectors( v, w );
  1926. }
  1927. this.x += v.x;
  1928. this.y += v.y;
  1929. this.z += v.z;
  1930. this.w += v.w;
  1931. return this;
  1932. },
  1933. addScalar: function ( s ) {
  1934. this.x += s;
  1935. this.y += s;
  1936. this.z += s;
  1937. this.w += s;
  1938. return this;
  1939. },
  1940. addVectors: function ( a, b ) {
  1941. this.x = a.x + b.x;
  1942. this.y = a.y + b.y;
  1943. this.z = a.z + b.z;
  1944. this.w = a.w + b.w;
  1945. return this;
  1946. },
  1947. addScaledVector: function ( v, s ) {
  1948. this.x += v.x * s;
  1949. this.y += v.y * s;
  1950. this.z += v.z * s;
  1951. this.w += v.w * s;
  1952. return this;
  1953. },
  1954. sub: function ( v, w ) {
  1955. if ( w !== undefined ) {
  1956. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1957. return this.subVectors( v, w );
  1958. }
  1959. this.x -= v.x;
  1960. this.y -= v.y;
  1961. this.z -= v.z;
  1962. this.w -= v.w;
  1963. return this;
  1964. },
  1965. subScalar: function ( s ) {
  1966. this.x -= s;
  1967. this.y -= s;
  1968. this.z -= s;
  1969. this.w -= s;
  1970. return this;
  1971. },
  1972. subVectors: function ( a, b ) {
  1973. this.x = a.x - b.x;
  1974. this.y = a.y - b.y;
  1975. this.z = a.z - b.z;
  1976. this.w = a.w - b.w;
  1977. return this;
  1978. },
  1979. multiplyScalar: function ( scalar ) {
  1980. this.x *= scalar;
  1981. this.y *= scalar;
  1982. this.z *= scalar;
  1983. this.w *= scalar;
  1984. return this;
  1985. },
  1986. applyMatrix4: function ( m ) {
  1987. var x = this.x, y = this.y, z = this.z, w = this.w;
  1988. var e = m.elements;
  1989. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1990. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1991. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1992. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1993. return this;
  1994. },
  1995. divideScalar: function ( scalar ) {
  1996. return this.multiplyScalar( 1 / scalar );
  1997. },
  1998. setAxisAngleFromQuaternion: function ( q ) {
  1999. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2000. // q is assumed to be normalized
  2001. this.w = 2 * Math.acos( q.w );
  2002. var s = Math.sqrt( 1 - q.w * q.w );
  2003. if ( s < 0.0001 ) {
  2004. this.x = 1;
  2005. this.y = 0;
  2006. this.z = 0;
  2007. } else {
  2008. this.x = q.x / s;
  2009. this.y = q.y / s;
  2010. this.z = q.z / s;
  2011. }
  2012. return this;
  2013. },
  2014. setAxisAngleFromRotationMatrix: function ( m ) {
  2015. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2016. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2017. var angle, x, y, z, // variables for result
  2018. epsilon = 0.01, // margin to allow for rounding errors
  2019. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2020. te = m.elements,
  2021. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2022. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2023. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2024. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2025. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2026. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2027. // singularity found
  2028. // first check for identity matrix which must have +1 for all terms
  2029. // in leading diagonal and zero in other terms
  2030. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2031. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2032. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2033. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2034. // this singularity is identity matrix so angle = 0
  2035. this.set( 1, 0, 0, 0 );
  2036. return this; // zero angle, arbitrary axis
  2037. }
  2038. // otherwise this singularity is angle = 180
  2039. angle = Math.PI;
  2040. var xx = ( m11 + 1 ) / 2;
  2041. var yy = ( m22 + 1 ) / 2;
  2042. var zz = ( m33 + 1 ) / 2;
  2043. var xy = ( m12 + m21 ) / 4;
  2044. var xz = ( m13 + m31 ) / 4;
  2045. var yz = ( m23 + m32 ) / 4;
  2046. if ( ( xx > yy ) && ( xx > zz ) ) {
  2047. // m11 is the largest diagonal term
  2048. if ( xx < epsilon ) {
  2049. x = 0;
  2050. y = 0.707106781;
  2051. z = 0.707106781;
  2052. } else {
  2053. x = Math.sqrt( xx );
  2054. y = xy / x;
  2055. z = xz / x;
  2056. }
  2057. } else if ( yy > zz ) {
  2058. // m22 is the largest diagonal term
  2059. if ( yy < epsilon ) {
  2060. x = 0.707106781;
  2061. y = 0;
  2062. z = 0.707106781;
  2063. } else {
  2064. y = Math.sqrt( yy );
  2065. x = xy / y;
  2066. z = yz / y;
  2067. }
  2068. } else {
  2069. // m33 is the largest diagonal term so base result on this
  2070. if ( zz < epsilon ) {
  2071. x = 0.707106781;
  2072. y = 0.707106781;
  2073. z = 0;
  2074. } else {
  2075. z = Math.sqrt( zz );
  2076. x = xz / z;
  2077. y = yz / z;
  2078. }
  2079. }
  2080. this.set( x, y, z, angle );
  2081. return this; // return 180 deg rotation
  2082. }
  2083. // as we have reached here there are no singularities so we can handle normally
  2084. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2085. ( m13 - m31 ) * ( m13 - m31 ) +
  2086. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2087. if ( Math.abs( s ) < 0.001 ) s = 1;
  2088. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2089. // caught by singularity test above, but I've left it in just in case
  2090. this.x = ( m32 - m23 ) / s;
  2091. this.y = ( m13 - m31 ) / s;
  2092. this.z = ( m21 - m12 ) / s;
  2093. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2094. return this;
  2095. },
  2096. min: function ( v ) {
  2097. this.x = Math.min( this.x, v.x );
  2098. this.y = Math.min( this.y, v.y );
  2099. this.z = Math.min( this.z, v.z );
  2100. this.w = Math.min( this.w, v.w );
  2101. return this;
  2102. },
  2103. max: function ( v ) {
  2104. this.x = Math.max( this.x, v.x );
  2105. this.y = Math.max( this.y, v.y );
  2106. this.z = Math.max( this.z, v.z );
  2107. this.w = Math.max( this.w, v.w );
  2108. return this;
  2109. },
  2110. clamp: function ( min, max ) {
  2111. // assumes min < max, componentwise
  2112. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2113. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2114. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2115. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2116. return this;
  2117. },
  2118. clampScalar: function ( minVal, maxVal ) {
  2119. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2120. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2121. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2122. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2123. return this;
  2124. },
  2125. clampLength: function ( min, max ) {
  2126. var length = this.length();
  2127. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2128. },
  2129. floor: function () {
  2130. this.x = Math.floor( this.x );
  2131. this.y = Math.floor( this.y );
  2132. this.z = Math.floor( this.z );
  2133. this.w = Math.floor( this.w );
  2134. return this;
  2135. },
  2136. ceil: function () {
  2137. this.x = Math.ceil( this.x );
  2138. this.y = Math.ceil( this.y );
  2139. this.z = Math.ceil( this.z );
  2140. this.w = Math.ceil( this.w );
  2141. return this;
  2142. },
  2143. round: function () {
  2144. this.x = Math.round( this.x );
  2145. this.y = Math.round( this.y );
  2146. this.z = Math.round( this.z );
  2147. this.w = Math.round( this.w );
  2148. return this;
  2149. },
  2150. roundToZero: function () {
  2151. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2152. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2153. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2154. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2155. return this;
  2156. },
  2157. negate: function () {
  2158. this.x = - this.x;
  2159. this.y = - this.y;
  2160. this.z = - this.z;
  2161. this.w = - this.w;
  2162. return this;
  2163. },
  2164. dot: function ( v ) {
  2165. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2166. },
  2167. lengthSq: function () {
  2168. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2169. },
  2170. length: function () {
  2171. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2172. },
  2173. manhattanLength: function () {
  2174. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2175. },
  2176. normalize: function () {
  2177. return this.divideScalar( this.length() || 1 );
  2178. },
  2179. setLength: function ( length ) {
  2180. return this.normalize().multiplyScalar( length );
  2181. },
  2182. lerp: function ( v, alpha ) {
  2183. this.x += ( v.x - this.x ) * alpha;
  2184. this.y += ( v.y - this.y ) * alpha;
  2185. this.z += ( v.z - this.z ) * alpha;
  2186. this.w += ( v.w - this.w ) * alpha;
  2187. return this;
  2188. },
  2189. lerpVectors: function ( v1, v2, alpha ) {
  2190. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2191. },
  2192. equals: function ( v ) {
  2193. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2194. },
  2195. fromArray: function ( array, offset ) {
  2196. if ( offset === undefined ) offset = 0;
  2197. this.x = array[ offset ];
  2198. this.y = array[ offset + 1 ];
  2199. this.z = array[ offset + 2 ];
  2200. this.w = array[ offset + 3 ];
  2201. return this;
  2202. },
  2203. toArray: function ( array, offset ) {
  2204. if ( array === undefined ) array = [];
  2205. if ( offset === undefined ) offset = 0;
  2206. array[ offset ] = this.x;
  2207. array[ offset + 1 ] = this.y;
  2208. array[ offset + 2 ] = this.z;
  2209. array[ offset + 3 ] = this.w;
  2210. return array;
  2211. },
  2212. fromBufferAttribute: function ( attribute, index, offset ) {
  2213. if ( offset !== undefined ) {
  2214. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2215. }
  2216. this.x = attribute.getX( index );
  2217. this.y = attribute.getY( index );
  2218. this.z = attribute.getZ( index );
  2219. this.w = attribute.getW( index );
  2220. return this;
  2221. }
  2222. } );
  2223. /**
  2224. * @author szimek / https://github.com/szimek/
  2225. * @author alteredq / http://alteredqualia.com/
  2226. * @author Marius Kintel / https://github.com/kintel
  2227. */
  2228. /*
  2229. In options, we can specify:
  2230. * Texture parameters for an auto-generated target texture
  2231. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2232. */
  2233. function WebGLRenderTarget( width, height, options ) {
  2234. this.width = width;
  2235. this.height = height;
  2236. this.scissor = new Vector4( 0, 0, width, height );
  2237. this.scissorTest = false;
  2238. this.viewport = new Vector4( 0, 0, width, height );
  2239. options = options || {};
  2240. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2241. this.texture.image = {};
  2242. this.texture.image.width = width;
  2243. this.texture.image.height = height;
  2244. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2245. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2246. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2247. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2248. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2249. }
  2250. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2251. constructor: WebGLRenderTarget,
  2252. isWebGLRenderTarget: true,
  2253. setSize: function ( width, height ) {
  2254. if ( this.width !== width || this.height !== height ) {
  2255. this.width = width;
  2256. this.height = height;
  2257. this.texture.image.width = width;
  2258. this.texture.image.height = height;
  2259. this.dispose();
  2260. }
  2261. this.viewport.set( 0, 0, width, height );
  2262. this.scissor.set( 0, 0, width, height );
  2263. },
  2264. clone: function () {
  2265. return new this.constructor().copy( this );
  2266. },
  2267. copy: function ( source ) {
  2268. this.width = source.width;
  2269. this.height = source.height;
  2270. this.viewport.copy( source.viewport );
  2271. this.texture = source.texture.clone();
  2272. this.depthBuffer = source.depthBuffer;
  2273. this.stencilBuffer = source.stencilBuffer;
  2274. this.depthTexture = source.depthTexture;
  2275. return this;
  2276. },
  2277. dispose: function () {
  2278. this.dispatchEvent( { type: 'dispose' } );
  2279. }
  2280. } );
  2281. /**
  2282. * @author Mugen87 / https://github.com/Mugen87
  2283. * @author Matt DesLauriers / @mattdesl
  2284. */
  2285. function WebGLMultisampleRenderTarget( width, height, options ) {
  2286. WebGLRenderTarget.call( this, width, height, options );
  2287. this.samples = 4;
  2288. }
  2289. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2290. constructor: WebGLMultisampleRenderTarget,
  2291. isWebGLMultisampleRenderTarget: true,
  2292. copy: function ( source ) {
  2293. WebGLRenderTarget.prototype.copy.call( this, source );
  2294. this.samples = source.samples;
  2295. return this;
  2296. }
  2297. } );
  2298. var _v1 = new Vector3();
  2299. var _m1 = new Matrix4();
  2300. var _zero = new Vector3( 0, 0, 0 );
  2301. var _one = new Vector3( 1, 1, 1 );
  2302. var _x = new Vector3();
  2303. var _y = new Vector3();
  2304. var _z = new Vector3();
  2305. /**
  2306. * @author mrdoob / http://mrdoob.com/
  2307. * @author supereggbert / http://www.paulbrunt.co.uk/
  2308. * @author philogb / http://blog.thejit.org/
  2309. * @author jordi_ros / http://plattsoft.com
  2310. * @author D1plo1d / http://github.com/D1plo1d
  2311. * @author alteredq / http://alteredqualia.com/
  2312. * @author mikael emtinger / http://gomo.se/
  2313. * @author timknip / http://www.floorplanner.com/
  2314. * @author bhouston / http://clara.io
  2315. * @author WestLangley / http://github.com/WestLangley
  2316. */
  2317. function Matrix4() {
  2318. this.elements = [
  2319. 1, 0, 0, 0,
  2320. 0, 1, 0, 0,
  2321. 0, 0, 1, 0,
  2322. 0, 0, 0, 1
  2323. ];
  2324. if ( arguments.length > 0 ) {
  2325. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2326. }
  2327. }
  2328. Object.assign( Matrix4.prototype, {
  2329. isMatrix4: true,
  2330. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2331. var te = this.elements;
  2332. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2333. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2334. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2335. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2336. return this;
  2337. },
  2338. identity: function () {
  2339. this.set(
  2340. 1, 0, 0, 0,
  2341. 0, 1, 0, 0,
  2342. 0, 0, 1, 0,
  2343. 0, 0, 0, 1
  2344. );
  2345. return this;
  2346. },
  2347. clone: function () {
  2348. return new Matrix4().fromArray( this.elements );
  2349. },
  2350. copy: function ( m ) {
  2351. var te = this.elements;
  2352. var me = m.elements;
  2353. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2354. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2355. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2356. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2357. return this;
  2358. },
  2359. copyPosition: function ( m ) {
  2360. var te = this.elements, me = m.elements;
  2361. te[ 12 ] = me[ 12 ];
  2362. te[ 13 ] = me[ 13 ];
  2363. te[ 14 ] = me[ 14 ];
  2364. return this;
  2365. },
  2366. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2367. xAxis.setFromMatrixColumn( this, 0 );
  2368. yAxis.setFromMatrixColumn( this, 1 );
  2369. zAxis.setFromMatrixColumn( this, 2 );
  2370. return this;
  2371. },
  2372. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2373. this.set(
  2374. xAxis.x, yAxis.x, zAxis.x, 0,
  2375. xAxis.y, yAxis.y, zAxis.y, 0,
  2376. xAxis.z, yAxis.z, zAxis.z, 0,
  2377. 0, 0, 0, 1
  2378. );
  2379. return this;
  2380. },
  2381. extractRotation: function ( m ) {
  2382. // this method does not support reflection matrices
  2383. var te = this.elements;
  2384. var me = m.elements;
  2385. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2386. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2387. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2388. te[ 0 ] = me[ 0 ] * scaleX;
  2389. te[ 1 ] = me[ 1 ] * scaleX;
  2390. te[ 2 ] = me[ 2 ] * scaleX;
  2391. te[ 3 ] = 0;
  2392. te[ 4 ] = me[ 4 ] * scaleY;
  2393. te[ 5 ] = me[ 5 ] * scaleY;
  2394. te[ 6 ] = me[ 6 ] * scaleY;
  2395. te[ 7 ] = 0;
  2396. te[ 8 ] = me[ 8 ] * scaleZ;
  2397. te[ 9 ] = me[ 9 ] * scaleZ;
  2398. te[ 10 ] = me[ 10 ] * scaleZ;
  2399. te[ 11 ] = 0;
  2400. te[ 12 ] = 0;
  2401. te[ 13 ] = 0;
  2402. te[ 14 ] = 0;
  2403. te[ 15 ] = 1;
  2404. return this;
  2405. },
  2406. makeRotationFromEuler: function ( euler ) {
  2407. if ( ! ( euler && euler.isEuler ) ) {
  2408. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2409. }
  2410. var te = this.elements;
  2411. var x = euler.x, y = euler.y, z = euler.z;
  2412. var a = Math.cos( x ), b = Math.sin( x );
  2413. var c = Math.cos( y ), d = Math.sin( y );
  2414. var e = Math.cos( z ), f = Math.sin( z );
  2415. if ( euler.order === 'XYZ' ) {
  2416. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2417. te[ 0 ] = c * e;
  2418. te[ 4 ] = - c * f;
  2419. te[ 8 ] = d;
  2420. te[ 1 ] = af + be * d;
  2421. te[ 5 ] = ae - bf * d;
  2422. te[ 9 ] = - b * c;
  2423. te[ 2 ] = bf - ae * d;
  2424. te[ 6 ] = be + af * d;
  2425. te[ 10 ] = a * c;
  2426. } else if ( euler.order === 'YXZ' ) {
  2427. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2428. te[ 0 ] = ce + df * b;
  2429. te[ 4 ] = de * b - cf;
  2430. te[ 8 ] = a * d;
  2431. te[ 1 ] = a * f;
  2432. te[ 5 ] = a * e;
  2433. te[ 9 ] = - b;
  2434. te[ 2 ] = cf * b - de;
  2435. te[ 6 ] = df + ce * b;
  2436. te[ 10 ] = a * c;
  2437. } else if ( euler.order === 'ZXY' ) {
  2438. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2439. te[ 0 ] = ce - df * b;
  2440. te[ 4 ] = - a * f;
  2441. te[ 8 ] = de + cf * b;
  2442. te[ 1 ] = cf + de * b;
  2443. te[ 5 ] = a * e;
  2444. te[ 9 ] = df - ce * b;
  2445. te[ 2 ] = - a * d;
  2446. te[ 6 ] = b;
  2447. te[ 10 ] = a * c;
  2448. } else if ( euler.order === 'ZYX' ) {
  2449. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2450. te[ 0 ] = c * e;
  2451. te[ 4 ] = be * d - af;
  2452. te[ 8 ] = ae * d + bf;
  2453. te[ 1 ] = c * f;
  2454. te[ 5 ] = bf * d + ae;
  2455. te[ 9 ] = af * d - be;
  2456. te[ 2 ] = - d;
  2457. te[ 6 ] = b * c;
  2458. te[ 10 ] = a * c;
  2459. } else if ( euler.order === 'YZX' ) {
  2460. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2461. te[ 0 ] = c * e;
  2462. te[ 4 ] = bd - ac * f;
  2463. te[ 8 ] = bc * f + ad;
  2464. te[ 1 ] = f;
  2465. te[ 5 ] = a * e;
  2466. te[ 9 ] = - b * e;
  2467. te[ 2 ] = - d * e;
  2468. te[ 6 ] = ad * f + bc;
  2469. te[ 10 ] = ac - bd * f;
  2470. } else if ( euler.order === 'XZY' ) {
  2471. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2472. te[ 0 ] = c * e;
  2473. te[ 4 ] = - f;
  2474. te[ 8 ] = d * e;
  2475. te[ 1 ] = ac * f + bd;
  2476. te[ 5 ] = a * e;
  2477. te[ 9 ] = ad * f - bc;
  2478. te[ 2 ] = bc * f - ad;
  2479. te[ 6 ] = b * e;
  2480. te[ 10 ] = bd * f + ac;
  2481. }
  2482. // bottom row
  2483. te[ 3 ] = 0;
  2484. te[ 7 ] = 0;
  2485. te[ 11 ] = 0;
  2486. // last column
  2487. te[ 12 ] = 0;
  2488. te[ 13 ] = 0;
  2489. te[ 14 ] = 0;
  2490. te[ 15 ] = 1;
  2491. return this;
  2492. },
  2493. makeRotationFromQuaternion: function ( q ) {
  2494. return this.compose( _zero, q, _one );
  2495. },
  2496. lookAt: function ( eye, target, up ) {
  2497. var te = this.elements;
  2498. _z.subVectors( eye, target );
  2499. if ( _z.lengthSq() === 0 ) {
  2500. // eye and target are in the same position
  2501. _z.z = 1;
  2502. }
  2503. _z.normalize();
  2504. _x.crossVectors( up, _z );
  2505. if ( _x.lengthSq() === 0 ) {
  2506. // up and z are parallel
  2507. if ( Math.abs( up.z ) === 1 ) {
  2508. _z.x += 0.0001;
  2509. } else {
  2510. _z.z += 0.0001;
  2511. }
  2512. _z.normalize();
  2513. _x.crossVectors( up, _z );
  2514. }
  2515. _x.normalize();
  2516. _y.crossVectors( _z, _x );
  2517. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2518. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2519. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2520. return this;
  2521. },
  2522. multiply: function ( m, n ) {
  2523. if ( n !== undefined ) {
  2524. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2525. return this.multiplyMatrices( m, n );
  2526. }
  2527. return this.multiplyMatrices( this, m );
  2528. },
  2529. premultiply: function ( m ) {
  2530. return this.multiplyMatrices( m, this );
  2531. },
  2532. multiplyMatrices: function ( a, b ) {
  2533. var ae = a.elements;
  2534. var be = b.elements;
  2535. var te = this.elements;
  2536. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2537. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2538. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2539. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2540. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2541. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2542. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2543. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2544. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2545. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2546. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2547. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2548. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2549. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2550. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2551. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2552. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2553. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2554. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2555. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2556. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2557. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2558. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2559. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2560. return this;
  2561. },
  2562. multiplyScalar: function ( s ) {
  2563. var te = this.elements;
  2564. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2565. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2566. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2567. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2568. return this;
  2569. },
  2570. applyToBufferAttribute: function ( attribute ) {
  2571. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2572. _v1.x = attribute.getX( i );
  2573. _v1.y = attribute.getY( i );
  2574. _v1.z = attribute.getZ( i );
  2575. _v1.applyMatrix4( this );
  2576. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2577. }
  2578. return attribute;
  2579. },
  2580. determinant: function () {
  2581. var te = this.elements;
  2582. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2583. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2584. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2585. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2586. //TODO: make this more efficient
  2587. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2588. return (
  2589. n41 * (
  2590. + n14 * n23 * n32
  2591. - n13 * n24 * n32
  2592. - n14 * n22 * n33
  2593. + n12 * n24 * n33
  2594. + n13 * n22 * n34
  2595. - n12 * n23 * n34
  2596. ) +
  2597. n42 * (
  2598. + n11 * n23 * n34
  2599. - n11 * n24 * n33
  2600. + n14 * n21 * n33
  2601. - n13 * n21 * n34
  2602. + n13 * n24 * n31
  2603. - n14 * n23 * n31
  2604. ) +
  2605. n43 * (
  2606. + n11 * n24 * n32
  2607. - n11 * n22 * n34
  2608. - n14 * n21 * n32
  2609. + n12 * n21 * n34
  2610. + n14 * n22 * n31
  2611. - n12 * n24 * n31
  2612. ) +
  2613. n44 * (
  2614. - n13 * n22 * n31
  2615. - n11 * n23 * n32
  2616. + n11 * n22 * n33
  2617. + n13 * n21 * n32
  2618. - n12 * n21 * n33
  2619. + n12 * n23 * n31
  2620. )
  2621. );
  2622. },
  2623. transpose: function () {
  2624. var te = this.elements;
  2625. var tmp;
  2626. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2627. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2628. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2629. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2630. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2631. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2632. return this;
  2633. },
  2634. setPosition: function ( x, y, z ) {
  2635. var te = this.elements;
  2636. if ( x.isVector3 ) {
  2637. te[ 12 ] = x.x;
  2638. te[ 13 ] = x.y;
  2639. te[ 14 ] = x.z;
  2640. } else {
  2641. te[ 12 ] = x;
  2642. te[ 13 ] = y;
  2643. te[ 14 ] = z;
  2644. }
  2645. return this;
  2646. },
  2647. getInverse: function ( m, throwOnDegenerate ) {
  2648. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2649. var te = this.elements,
  2650. me = m.elements,
  2651. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2652. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2653. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2654. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2655. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2656. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2657. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2658. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2659. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2660. if ( det === 0 ) {
  2661. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2662. if ( throwOnDegenerate === true ) {
  2663. throw new Error( msg );
  2664. } else {
  2665. console.warn( msg );
  2666. }
  2667. return this.identity();
  2668. }
  2669. var detInv = 1 / det;
  2670. te[ 0 ] = t11 * detInv;
  2671. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2672. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2673. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2674. te[ 4 ] = t12 * detInv;
  2675. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2676. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2677. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2678. te[ 8 ] = t13 * detInv;
  2679. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2680. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2681. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2682. te[ 12 ] = t14 * detInv;
  2683. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2684. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2685. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2686. return this;
  2687. },
  2688. scale: function ( v ) {
  2689. var te = this.elements;
  2690. var x = v.x, y = v.y, z = v.z;
  2691. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2692. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2693. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2694. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2695. return this;
  2696. },
  2697. getMaxScaleOnAxis: function () {
  2698. var te = this.elements;
  2699. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2700. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2701. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2702. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2703. },
  2704. makeTranslation: function ( x, y, z ) {
  2705. this.set(
  2706. 1, 0, 0, x,
  2707. 0, 1, 0, y,
  2708. 0, 0, 1, z,
  2709. 0, 0, 0, 1
  2710. );
  2711. return this;
  2712. },
  2713. makeRotationX: function ( theta ) {
  2714. var c = Math.cos( theta ), s = Math.sin( theta );
  2715. this.set(
  2716. 1, 0, 0, 0,
  2717. 0, c, - s, 0,
  2718. 0, s, c, 0,
  2719. 0, 0, 0, 1
  2720. );
  2721. return this;
  2722. },
  2723. makeRotationY: function ( theta ) {
  2724. var c = Math.cos( theta ), s = Math.sin( theta );
  2725. this.set(
  2726. c, 0, s, 0,
  2727. 0, 1, 0, 0,
  2728. - s, 0, c, 0,
  2729. 0, 0, 0, 1
  2730. );
  2731. return this;
  2732. },
  2733. makeRotationZ: function ( theta ) {
  2734. var c = Math.cos( theta ), s = Math.sin( theta );
  2735. this.set(
  2736. c, - s, 0, 0,
  2737. s, c, 0, 0,
  2738. 0, 0, 1, 0,
  2739. 0, 0, 0, 1
  2740. );
  2741. return this;
  2742. },
  2743. makeRotationAxis: function ( axis, angle ) {
  2744. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2745. var c = Math.cos( angle );
  2746. var s = Math.sin( angle );
  2747. var t = 1 - c;
  2748. var x = axis.x, y = axis.y, z = axis.z;
  2749. var tx = t * x, ty = t * y;
  2750. this.set(
  2751. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2752. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2753. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2754. 0, 0, 0, 1
  2755. );
  2756. return this;
  2757. },
  2758. makeScale: function ( x, y, z ) {
  2759. this.set(
  2760. x, 0, 0, 0,
  2761. 0, y, 0, 0,
  2762. 0, 0, z, 0,
  2763. 0, 0, 0, 1
  2764. );
  2765. return this;
  2766. },
  2767. makeShear: function ( x, y, z ) {
  2768. this.set(
  2769. 1, y, z, 0,
  2770. x, 1, z, 0,
  2771. x, y, 1, 0,
  2772. 0, 0, 0, 1
  2773. );
  2774. return this;
  2775. },
  2776. compose: function ( position, quaternion, scale ) {
  2777. var te = this.elements;
  2778. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2779. var x2 = x + x, y2 = y + y, z2 = z + z;
  2780. var xx = x * x2, xy = x * y2, xz = x * z2;
  2781. var yy = y * y2, yz = y * z2, zz = z * z2;
  2782. var wx = w * x2, wy = w * y2, wz = w * z2;
  2783. var sx = scale.x, sy = scale.y, sz = scale.z;
  2784. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2785. te[ 1 ] = ( xy + wz ) * sx;
  2786. te[ 2 ] = ( xz - wy ) * sx;
  2787. te[ 3 ] = 0;
  2788. te[ 4 ] = ( xy - wz ) * sy;
  2789. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2790. te[ 6 ] = ( yz + wx ) * sy;
  2791. te[ 7 ] = 0;
  2792. te[ 8 ] = ( xz + wy ) * sz;
  2793. te[ 9 ] = ( yz - wx ) * sz;
  2794. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2795. te[ 11 ] = 0;
  2796. te[ 12 ] = position.x;
  2797. te[ 13 ] = position.y;
  2798. te[ 14 ] = position.z;
  2799. te[ 15 ] = 1;
  2800. return this;
  2801. },
  2802. decompose: function ( position, quaternion, scale ) {
  2803. var te = this.elements;
  2804. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2805. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2806. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2807. // if determine is negative, we need to invert one scale
  2808. var det = this.determinant();
  2809. if ( det < 0 ) sx = - sx;
  2810. position.x = te[ 12 ];
  2811. position.y = te[ 13 ];
  2812. position.z = te[ 14 ];
  2813. // scale the rotation part
  2814. _m1.copy( this );
  2815. var invSX = 1 / sx;
  2816. var invSY = 1 / sy;
  2817. var invSZ = 1 / sz;
  2818. _m1.elements[ 0 ] *= invSX;
  2819. _m1.elements[ 1 ] *= invSX;
  2820. _m1.elements[ 2 ] *= invSX;
  2821. _m1.elements[ 4 ] *= invSY;
  2822. _m1.elements[ 5 ] *= invSY;
  2823. _m1.elements[ 6 ] *= invSY;
  2824. _m1.elements[ 8 ] *= invSZ;
  2825. _m1.elements[ 9 ] *= invSZ;
  2826. _m1.elements[ 10 ] *= invSZ;
  2827. quaternion.setFromRotationMatrix( _m1 );
  2828. scale.x = sx;
  2829. scale.y = sy;
  2830. scale.z = sz;
  2831. return this;
  2832. },
  2833. makePerspective: function ( left, right, top, bottom, near, far ) {
  2834. if ( far === undefined ) {
  2835. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2836. }
  2837. var te = this.elements;
  2838. var x = 2 * near / ( right - left );
  2839. var y = 2 * near / ( top - bottom );
  2840. var a = ( right + left ) / ( right - left );
  2841. var b = ( top + bottom ) / ( top - bottom );
  2842. var c = - ( far + near ) / ( far - near );
  2843. var d = - 2 * far * near / ( far - near );
  2844. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2845. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2846. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2847. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2848. return this;
  2849. },
  2850. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2851. var te = this.elements;
  2852. var w = 1.0 / ( right - left );
  2853. var h = 1.0 / ( top - bottom );
  2854. var p = 1.0 / ( far - near );
  2855. var x = ( right + left ) * w;
  2856. var y = ( top + bottom ) * h;
  2857. var z = ( far + near ) * p;
  2858. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2859. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2860. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2861. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2862. return this;
  2863. },
  2864. equals: function ( matrix ) {
  2865. var te = this.elements;
  2866. var me = matrix.elements;
  2867. for ( var i = 0; i < 16; i ++ ) {
  2868. if ( te[ i ] !== me[ i ] ) return false;
  2869. }
  2870. return true;
  2871. },
  2872. fromArray: function ( array, offset ) {
  2873. if ( offset === undefined ) offset = 0;
  2874. for ( var i = 0; i < 16; i ++ ) {
  2875. this.elements[ i ] = array[ i + offset ];
  2876. }
  2877. return this;
  2878. },
  2879. toArray: function ( array, offset ) {
  2880. if ( array === undefined ) array = [];
  2881. if ( offset === undefined ) offset = 0;
  2882. var te = this.elements;
  2883. array[ offset ] = te[ 0 ];
  2884. array[ offset + 1 ] = te[ 1 ];
  2885. array[ offset + 2 ] = te[ 2 ];
  2886. array[ offset + 3 ] = te[ 3 ];
  2887. array[ offset + 4 ] = te[ 4 ];
  2888. array[ offset + 5 ] = te[ 5 ];
  2889. array[ offset + 6 ] = te[ 6 ];
  2890. array[ offset + 7 ] = te[ 7 ];
  2891. array[ offset + 8 ] = te[ 8 ];
  2892. array[ offset + 9 ] = te[ 9 ];
  2893. array[ offset + 10 ] = te[ 10 ];
  2894. array[ offset + 11 ] = te[ 11 ];
  2895. array[ offset + 12 ] = te[ 12 ];
  2896. array[ offset + 13 ] = te[ 13 ];
  2897. array[ offset + 14 ] = te[ 14 ];
  2898. array[ offset + 15 ] = te[ 15 ];
  2899. return array;
  2900. }
  2901. } );
  2902. /**
  2903. * @author mrdoob / http://mrdoob.com/
  2904. * @author WestLangley / http://github.com/WestLangley
  2905. * @author bhouston / http://clara.io
  2906. */
  2907. var _matrix = new Matrix4();
  2908. var _quaternion$1 = new Quaternion();
  2909. function Euler( x, y, z, order ) {
  2910. this._x = x || 0;
  2911. this._y = y || 0;
  2912. this._z = z || 0;
  2913. this._order = order || Euler.DefaultOrder;
  2914. }
  2915. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2916. Euler.DefaultOrder = 'XYZ';
  2917. Object.defineProperties( Euler.prototype, {
  2918. x: {
  2919. get: function () {
  2920. return this._x;
  2921. },
  2922. set: function ( value ) {
  2923. this._x = value;
  2924. this._onChangeCallback();
  2925. }
  2926. },
  2927. y: {
  2928. get: function () {
  2929. return this._y;
  2930. },
  2931. set: function ( value ) {
  2932. this._y = value;
  2933. this._onChangeCallback();
  2934. }
  2935. },
  2936. z: {
  2937. get: function () {
  2938. return this._z;
  2939. },
  2940. set: function ( value ) {
  2941. this._z = value;
  2942. this._onChangeCallback();
  2943. }
  2944. },
  2945. order: {
  2946. get: function () {
  2947. return this._order;
  2948. },
  2949. set: function ( value ) {
  2950. this._order = value;
  2951. this._onChangeCallback();
  2952. }
  2953. }
  2954. } );
  2955. Object.assign( Euler.prototype, {
  2956. isEuler: true,
  2957. set: function ( x, y, z, order ) {
  2958. this._x = x;
  2959. this._y = y;
  2960. this._z = z;
  2961. this._order = order || this._order;
  2962. this._onChangeCallback();
  2963. return this;
  2964. },
  2965. clone: function () {
  2966. return new this.constructor( this._x, this._y, this._z, this._order );
  2967. },
  2968. copy: function ( euler ) {
  2969. this._x = euler._x;
  2970. this._y = euler._y;
  2971. this._z = euler._z;
  2972. this._order = euler._order;
  2973. this._onChangeCallback();
  2974. return this;
  2975. },
  2976. setFromRotationMatrix: function ( m, order, update ) {
  2977. var clamp = _Math.clamp;
  2978. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2979. var te = m.elements;
  2980. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2981. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2982. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2983. order = order || this._order;
  2984. if ( order === 'XYZ' ) {
  2985. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  2986. if ( Math.abs( m13 ) < 0.9999999 ) {
  2987. this._x = Math.atan2( - m23, m33 );
  2988. this._z = Math.atan2( - m12, m11 );
  2989. } else {
  2990. this._x = Math.atan2( m32, m22 );
  2991. this._z = 0;
  2992. }
  2993. } else if ( order === 'YXZ' ) {
  2994. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  2995. if ( Math.abs( m23 ) < 0.9999999 ) {
  2996. this._y = Math.atan2( m13, m33 );
  2997. this._z = Math.atan2( m21, m22 );
  2998. } else {
  2999. this._y = Math.atan2( - m31, m11 );
  3000. this._z = 0;
  3001. }
  3002. } else if ( order === 'ZXY' ) {
  3003. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3004. if ( Math.abs( m32 ) < 0.9999999 ) {
  3005. this._y = Math.atan2( - m31, m33 );
  3006. this._z = Math.atan2( - m12, m22 );
  3007. } else {
  3008. this._y = 0;
  3009. this._z = Math.atan2( m21, m11 );
  3010. }
  3011. } else if ( order === 'ZYX' ) {
  3012. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3013. if ( Math.abs( m31 ) < 0.9999999 ) {
  3014. this._x = Math.atan2( m32, m33 );
  3015. this._z = Math.atan2( m21, m11 );
  3016. } else {
  3017. this._x = 0;
  3018. this._z = Math.atan2( - m12, m22 );
  3019. }
  3020. } else if ( order === 'YZX' ) {
  3021. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3022. if ( Math.abs( m21 ) < 0.9999999 ) {
  3023. this._x = Math.atan2( - m23, m22 );
  3024. this._y = Math.atan2( - m31, m11 );
  3025. } else {
  3026. this._x = 0;
  3027. this._y = Math.atan2( m13, m33 );
  3028. }
  3029. } else if ( order === 'XZY' ) {
  3030. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3031. if ( Math.abs( m12 ) < 0.9999999 ) {
  3032. this._x = Math.atan2( m32, m22 );
  3033. this._y = Math.atan2( m13, m11 );
  3034. } else {
  3035. this._x = Math.atan2( - m23, m33 );
  3036. this._y = 0;
  3037. }
  3038. } else {
  3039. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3040. }
  3041. this._order = order;
  3042. if ( update !== false ) this._onChangeCallback();
  3043. return this;
  3044. },
  3045. setFromQuaternion: function ( q, order, update ) {
  3046. _matrix.makeRotationFromQuaternion( q );
  3047. return this.setFromRotationMatrix( _matrix, order, update );
  3048. },
  3049. setFromVector3: function ( v, order ) {
  3050. return this.set( v.x, v.y, v.z, order || this._order );
  3051. },
  3052. reorder: function ( newOrder ) {
  3053. // WARNING: this discards revolution information -bhouston
  3054. _quaternion$1.setFromEuler( this );
  3055. return this.setFromQuaternion( _quaternion$1, newOrder );
  3056. },
  3057. equals: function ( euler ) {
  3058. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3059. },
  3060. fromArray: function ( array ) {
  3061. this._x = array[ 0 ];
  3062. this._y = array[ 1 ];
  3063. this._z = array[ 2 ];
  3064. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  3065. this._onChangeCallback();
  3066. return this;
  3067. },
  3068. toArray: function ( array, offset ) {
  3069. if ( array === undefined ) array = [];
  3070. if ( offset === undefined ) offset = 0;
  3071. array[ offset ] = this._x;
  3072. array[ offset + 1 ] = this._y;
  3073. array[ offset + 2 ] = this._z;
  3074. array[ offset + 3 ] = this._order;
  3075. return array;
  3076. },
  3077. toVector3: function ( optionalResult ) {
  3078. if ( optionalResult ) {
  3079. return optionalResult.set( this._x, this._y, this._z );
  3080. } else {
  3081. return new Vector3( this._x, this._y, this._z );
  3082. }
  3083. },
  3084. _onChange: function ( callback ) {
  3085. this._onChangeCallback = callback;
  3086. return this;
  3087. },
  3088. _onChangeCallback: function () {}
  3089. } );
  3090. /**
  3091. * @author mrdoob / http://mrdoob.com/
  3092. */
  3093. function Layers() {
  3094. this.mask = 1 | 0;
  3095. }
  3096. Object.assign( Layers.prototype, {
  3097. set: function ( channel ) {
  3098. this.mask = 1 << channel | 0;
  3099. },
  3100. enable: function ( channel ) {
  3101. this.mask |= 1 << channel | 0;
  3102. },
  3103. enableAll: function () {
  3104. this.mask = 0xffffffff | 0;
  3105. },
  3106. toggle: function ( channel ) {
  3107. this.mask ^= 1 << channel | 0;
  3108. },
  3109. disable: function ( channel ) {
  3110. this.mask &= ~ ( 1 << channel | 0 );
  3111. },
  3112. disableAll: function () {
  3113. this.mask = 0;
  3114. },
  3115. test: function ( layers ) {
  3116. return ( this.mask & layers.mask ) !== 0;
  3117. }
  3118. } );
  3119. var _object3DId = 0;
  3120. var _v1$1 = new Vector3();
  3121. var _q1 = new Quaternion();
  3122. var _m1$1 = new Matrix4();
  3123. var _target = new Vector3();
  3124. var _position = new Vector3();
  3125. var _scale = new Vector3();
  3126. var _quaternion$2 = new Quaternion();
  3127. var _xAxis = new Vector3( 1, 0, 0 );
  3128. var _yAxis = new Vector3( 0, 1, 0 );
  3129. var _zAxis = new Vector3( 0, 0, 1 );
  3130. var _addedEvent = { type: 'added' };
  3131. var _removedEvent = { type: 'removed' };
  3132. /**
  3133. * @author mrdoob / http://mrdoob.com/
  3134. * @author mikael emtinger / http://gomo.se/
  3135. * @author alteredq / http://alteredqualia.com/
  3136. * @author WestLangley / http://github.com/WestLangley
  3137. * @author elephantatwork / www.elephantatwork.ch
  3138. */
  3139. function Object3D() {
  3140. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3141. this.uuid = _Math.generateUUID();
  3142. this.name = '';
  3143. this.type = 'Object3D';
  3144. this.parent = null;
  3145. this.children = [];
  3146. this.up = Object3D.DefaultUp.clone();
  3147. var position = new Vector3();
  3148. var rotation = new Euler();
  3149. var quaternion = new Quaternion();
  3150. var scale = new Vector3( 1, 1, 1 );
  3151. function onRotationChange() {
  3152. quaternion.setFromEuler( rotation, false );
  3153. }
  3154. function onQuaternionChange() {
  3155. rotation.setFromQuaternion( quaternion, undefined, false );
  3156. }
  3157. rotation._onChange( onRotationChange );
  3158. quaternion._onChange( onQuaternionChange );
  3159. Object.defineProperties( this, {
  3160. position: {
  3161. configurable: true,
  3162. enumerable: true,
  3163. value: position
  3164. },
  3165. rotation: {
  3166. configurable: true,
  3167. enumerable: true,
  3168. value: rotation
  3169. },
  3170. quaternion: {
  3171. configurable: true,
  3172. enumerable: true,
  3173. value: quaternion
  3174. },
  3175. scale: {
  3176. configurable: true,
  3177. enumerable: true,
  3178. value: scale
  3179. },
  3180. modelViewMatrix: {
  3181. value: new Matrix4()
  3182. },
  3183. normalMatrix: {
  3184. value: new Matrix3()
  3185. }
  3186. } );
  3187. this.matrix = new Matrix4();
  3188. this.matrixWorld = new Matrix4();
  3189. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3190. this.matrixWorldNeedsUpdate = false;
  3191. this.layers = new Layers();
  3192. this.visible = true;
  3193. this.castShadow = false;
  3194. this.receiveShadow = false;
  3195. this.frustumCulled = true;
  3196. this.renderOrder = 0;
  3197. this.userData = {};
  3198. }
  3199. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3200. Object3D.DefaultMatrixAutoUpdate = true;
  3201. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3202. constructor: Object3D,
  3203. isObject3D: true,
  3204. onBeforeRender: function () {},
  3205. onAfterRender: function () {},
  3206. applyMatrix: function ( matrix ) {
  3207. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3208. this.matrix.premultiply( matrix );
  3209. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3210. },
  3211. applyQuaternion: function ( q ) {
  3212. this.quaternion.premultiply( q );
  3213. return this;
  3214. },
  3215. setRotationFromAxisAngle: function ( axis, angle ) {
  3216. // assumes axis is normalized
  3217. this.quaternion.setFromAxisAngle( axis, angle );
  3218. },
  3219. setRotationFromEuler: function ( euler ) {
  3220. this.quaternion.setFromEuler( euler, true );
  3221. },
  3222. setRotationFromMatrix: function ( m ) {
  3223. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3224. this.quaternion.setFromRotationMatrix( m );
  3225. },
  3226. setRotationFromQuaternion: function ( q ) {
  3227. // assumes q is normalized
  3228. this.quaternion.copy( q );
  3229. },
  3230. rotateOnAxis: function ( axis, angle ) {
  3231. // rotate object on axis in object space
  3232. // axis is assumed to be normalized
  3233. _q1.setFromAxisAngle( axis, angle );
  3234. this.quaternion.multiply( _q1 );
  3235. return this;
  3236. },
  3237. rotateOnWorldAxis: function ( axis, angle ) {
  3238. // rotate object on axis in world space
  3239. // axis is assumed to be normalized
  3240. // method assumes no rotated parent
  3241. _q1.setFromAxisAngle( axis, angle );
  3242. this.quaternion.premultiply( _q1 );
  3243. return this;
  3244. },
  3245. rotateX: function ( angle ) {
  3246. return this.rotateOnAxis( _xAxis, angle );
  3247. },
  3248. rotateY: function ( angle ) {
  3249. return this.rotateOnAxis( _yAxis, angle );
  3250. },
  3251. rotateZ: function ( angle ) {
  3252. return this.rotateOnAxis( _zAxis, angle );
  3253. },
  3254. translateOnAxis: function ( axis, distance ) {
  3255. // translate object by distance along axis in object space
  3256. // axis is assumed to be normalized
  3257. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3258. this.position.add( _v1$1.multiplyScalar( distance ) );
  3259. return this;
  3260. },
  3261. translateX: function ( distance ) {
  3262. return this.translateOnAxis( _xAxis, distance );
  3263. },
  3264. translateY: function ( distance ) {
  3265. return this.translateOnAxis( _yAxis, distance );
  3266. },
  3267. translateZ: function ( distance ) {
  3268. return this.translateOnAxis( _zAxis, distance );
  3269. },
  3270. localToWorld: function ( vector ) {
  3271. return vector.applyMatrix4( this.matrixWorld );
  3272. },
  3273. worldToLocal: function ( vector ) {
  3274. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3275. },
  3276. lookAt: function ( x, y, z ) {
  3277. // This method does not support objects having non-uniformly-scaled parent(s)
  3278. if ( x.isVector3 ) {
  3279. _target.copy( x );
  3280. } else {
  3281. _target.set( x, y, z );
  3282. }
  3283. var parent = this.parent;
  3284. this.updateWorldMatrix( true, false );
  3285. _position.setFromMatrixPosition( this.matrixWorld );
  3286. if ( this.isCamera || this.isLight ) {
  3287. _m1$1.lookAt( _position, _target, this.up );
  3288. } else {
  3289. _m1$1.lookAt( _target, _position, this.up );
  3290. }
  3291. this.quaternion.setFromRotationMatrix( _m1$1 );
  3292. if ( parent ) {
  3293. _m1$1.extractRotation( parent.matrixWorld );
  3294. _q1.setFromRotationMatrix( _m1$1 );
  3295. this.quaternion.premultiply( _q1.inverse() );
  3296. }
  3297. },
  3298. add: function ( object ) {
  3299. if ( arguments.length > 1 ) {
  3300. for ( var i = 0; i < arguments.length; i ++ ) {
  3301. this.add( arguments[ i ] );
  3302. }
  3303. return this;
  3304. }
  3305. if ( object === this ) {
  3306. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3307. return this;
  3308. }
  3309. if ( ( object && object.isObject3D ) ) {
  3310. if ( object.parent !== null ) {
  3311. object.parent.remove( object );
  3312. }
  3313. object.parent = this;
  3314. this.children.push( object );
  3315. object.dispatchEvent( _addedEvent );
  3316. } else {
  3317. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3318. }
  3319. return this;
  3320. },
  3321. remove: function ( object ) {
  3322. if ( arguments.length > 1 ) {
  3323. for ( var i = 0; i < arguments.length; i ++ ) {
  3324. this.remove( arguments[ i ] );
  3325. }
  3326. return this;
  3327. }
  3328. var index = this.children.indexOf( object );
  3329. if ( index !== - 1 ) {
  3330. object.parent = null;
  3331. this.children.splice( index, 1 );
  3332. object.dispatchEvent( _removedEvent );
  3333. }
  3334. return this;
  3335. },
  3336. attach: function ( object ) {
  3337. // adds object as a child of this, while maintaining the object's world transform
  3338. this.updateWorldMatrix( true, false );
  3339. _m1$1.getInverse( this.matrixWorld );
  3340. if ( object.parent !== null ) {
  3341. object.parent.updateWorldMatrix( true, false );
  3342. _m1$1.multiply( object.parent.matrixWorld );
  3343. }
  3344. object.applyMatrix( _m1$1 );
  3345. object.updateWorldMatrix( false, false );
  3346. this.add( object );
  3347. return this;
  3348. },
  3349. getObjectById: function ( id ) {
  3350. return this.getObjectByProperty( 'id', id );
  3351. },
  3352. getObjectByName: function ( name ) {
  3353. return this.getObjectByProperty( 'name', name );
  3354. },
  3355. getObjectByProperty: function ( name, value ) {
  3356. if ( this[ name ] === value ) return this;
  3357. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3358. var child = this.children[ i ];
  3359. var object = child.getObjectByProperty( name, value );
  3360. if ( object !== undefined ) {
  3361. return object;
  3362. }
  3363. }
  3364. return undefined;
  3365. },
  3366. getWorldPosition: function ( target ) {
  3367. if ( target === undefined ) {
  3368. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3369. target = new Vector3();
  3370. }
  3371. this.updateMatrixWorld( true );
  3372. return target.setFromMatrixPosition( this.matrixWorld );
  3373. },
  3374. getWorldQuaternion: function ( target ) {
  3375. if ( target === undefined ) {
  3376. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3377. target = new Quaternion();
  3378. }
  3379. this.updateMatrixWorld( true );
  3380. this.matrixWorld.decompose( _position, target, _scale );
  3381. return target;
  3382. },
  3383. getWorldScale: function ( target ) {
  3384. if ( target === undefined ) {
  3385. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3386. target = new Vector3();
  3387. }
  3388. this.updateMatrixWorld( true );
  3389. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3390. return target;
  3391. },
  3392. getWorldDirection: function ( target ) {
  3393. if ( target === undefined ) {
  3394. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3395. target = new Vector3();
  3396. }
  3397. this.updateMatrixWorld( true );
  3398. var e = this.matrixWorld.elements;
  3399. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3400. },
  3401. raycast: function () {},
  3402. traverse: function ( callback ) {
  3403. callback( this );
  3404. var children = this.children;
  3405. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3406. children[ i ].traverse( callback );
  3407. }
  3408. },
  3409. traverseVisible: function ( callback ) {
  3410. if ( this.visible === false ) return;
  3411. callback( this );
  3412. var children = this.children;
  3413. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3414. children[ i ].traverseVisible( callback );
  3415. }
  3416. },
  3417. traverseAncestors: function ( callback ) {
  3418. var parent = this.parent;
  3419. if ( parent !== null ) {
  3420. callback( parent );
  3421. parent.traverseAncestors( callback );
  3422. }
  3423. },
  3424. updateMatrix: function () {
  3425. this.matrix.compose( this.position, this.quaternion, this.scale );
  3426. this.matrixWorldNeedsUpdate = true;
  3427. },
  3428. updateMatrixWorld: function ( force ) {
  3429. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3430. if ( this.matrixWorldNeedsUpdate || force ) {
  3431. if ( this.parent === null ) {
  3432. this.matrixWorld.copy( this.matrix );
  3433. } else {
  3434. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3435. }
  3436. this.matrixWorldNeedsUpdate = false;
  3437. force = true;
  3438. }
  3439. // update children
  3440. var children = this.children;
  3441. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3442. children[ i ].updateMatrixWorld( force );
  3443. }
  3444. },
  3445. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3446. var parent = this.parent;
  3447. if ( updateParents === true && parent !== null ) {
  3448. parent.updateWorldMatrix( true, false );
  3449. }
  3450. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3451. if ( this.parent === null ) {
  3452. this.matrixWorld.copy( this.matrix );
  3453. } else {
  3454. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3455. }
  3456. // update children
  3457. if ( updateChildren === true ) {
  3458. var children = this.children;
  3459. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3460. children[ i ].updateWorldMatrix( false, true );
  3461. }
  3462. }
  3463. },
  3464. toJSON: function ( meta ) {
  3465. // meta is a string when called from JSON.stringify
  3466. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3467. var output = {};
  3468. // meta is a hash used to collect geometries, materials.
  3469. // not providing it implies that this is the root object
  3470. // being serialized.
  3471. if ( isRootObject ) {
  3472. // initialize meta obj
  3473. meta = {
  3474. geometries: {},
  3475. materials: {},
  3476. textures: {},
  3477. images: {},
  3478. shapes: {}
  3479. };
  3480. output.metadata = {
  3481. version: 4.5,
  3482. type: 'Object',
  3483. generator: 'Object3D.toJSON'
  3484. };
  3485. }
  3486. // standard Object3D serialization
  3487. var object = {};
  3488. object.uuid = this.uuid;
  3489. object.type = this.type;
  3490. if ( this.name !== '' ) object.name = this.name;
  3491. if ( this.castShadow === true ) object.castShadow = true;
  3492. if ( this.receiveShadow === true ) object.receiveShadow = true;
  3493. if ( this.visible === false ) object.visible = false;
  3494. if ( this.frustumCulled === false ) object.frustumCulled = false;
  3495. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  3496. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  3497. object.layers = this.layers.mask;
  3498. object.matrix = this.matrix.toArray();
  3499. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  3500. // object specific properties
  3501. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  3502. //
  3503. function serialize( library, element ) {
  3504. if ( library[ element.uuid ] === undefined ) {
  3505. library[ element.uuid ] = element.toJSON( meta );
  3506. }
  3507. return element.uuid;
  3508. }
  3509. if ( this.isMesh || this.isLine || this.isPoints ) {
  3510. object.geometry = serialize( meta.geometries, this.geometry );
  3511. var parameters = this.geometry.parameters;
  3512. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3513. var shapes = parameters.shapes;
  3514. if ( Array.isArray( shapes ) ) {
  3515. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3516. var shape = shapes[ i ];
  3517. serialize( meta.shapes, shape );
  3518. }
  3519. } else {
  3520. serialize( meta.shapes, shapes );
  3521. }
  3522. }
  3523. }
  3524. if ( this.material !== undefined ) {
  3525. if ( Array.isArray( this.material ) ) {
  3526. var uuids = [];
  3527. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3528. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3529. }
  3530. object.material = uuids;
  3531. } else {
  3532. object.material = serialize( meta.materials, this.material );
  3533. }
  3534. }
  3535. //
  3536. if ( this.children.length > 0 ) {
  3537. object.children = [];
  3538. for ( var i = 0; i < this.children.length; i ++ ) {
  3539. object.children.push( this.children[ i ].toJSON( meta ).object );
  3540. }
  3541. }
  3542. if ( isRootObject ) {
  3543. var geometries = extractFromCache( meta.geometries );
  3544. var materials = extractFromCache( meta.materials );
  3545. var textures = extractFromCache( meta.textures );
  3546. var images = extractFromCache( meta.images );
  3547. var shapes = extractFromCache( meta.shapes );
  3548. if ( geometries.length > 0 ) output.geometries = geometries;
  3549. if ( materials.length > 0 ) output.materials = materials;
  3550. if ( textures.length > 0 ) output.textures = textures;
  3551. if ( images.length > 0 ) output.images = images;
  3552. if ( shapes.length > 0 ) output.shapes = shapes;
  3553. }
  3554. output.object = object;
  3555. return output;
  3556. // extract data from the cache hash
  3557. // remove metadata on each item
  3558. // and return as array
  3559. function extractFromCache( cache ) {
  3560. var values = [];
  3561. for ( var key in cache ) {
  3562. var data = cache[ key ];
  3563. delete data.metadata;
  3564. values.push( data );
  3565. }
  3566. return values;
  3567. }
  3568. },
  3569. clone: function ( recursive ) {
  3570. return new this.constructor().copy( this, recursive );
  3571. },
  3572. copy: function ( source, recursive ) {
  3573. if ( recursive === undefined ) recursive = true;
  3574. this.name = source.name;
  3575. this.up.copy( source.up );
  3576. this.position.copy( source.position );
  3577. this.quaternion.copy( source.quaternion );
  3578. this.scale.copy( source.scale );
  3579. this.matrix.copy( source.matrix );
  3580. this.matrixWorld.copy( source.matrixWorld );
  3581. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3582. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3583. this.layers.mask = source.layers.mask;
  3584. this.visible = source.visible;
  3585. this.castShadow = source.castShadow;
  3586. this.receiveShadow = source.receiveShadow;
  3587. this.frustumCulled = source.frustumCulled;
  3588. this.renderOrder = source.renderOrder;
  3589. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3590. if ( recursive === true ) {
  3591. for ( var i = 0; i < source.children.length; i ++ ) {
  3592. var child = source.children[ i ];
  3593. this.add( child.clone() );
  3594. }
  3595. }
  3596. return this;
  3597. }
  3598. } );
  3599. /**
  3600. * @author mrdoob / http://mrdoob.com/
  3601. */
  3602. function Scene() {
  3603. Object3D.call( this );
  3604. this.type = 'Scene';
  3605. this.background = null;
  3606. this.fog = null;
  3607. this.overrideMaterial = null;
  3608. this.autoUpdate = true; // checked by the renderer
  3609. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3610. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3611. }
  3612. }
  3613. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3614. constructor: Scene,
  3615. isScene: true,
  3616. copy: function ( source, recursive ) {
  3617. Object3D.prototype.copy.call( this, source, recursive );
  3618. if ( source.background !== null ) this.background = source.background.clone();
  3619. if ( source.fog !== null ) this.fog = source.fog.clone();
  3620. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  3621. this.autoUpdate = source.autoUpdate;
  3622. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3623. return this;
  3624. },
  3625. toJSON: function ( meta ) {
  3626. var data = Object3D.prototype.toJSON.call( this, meta );
  3627. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  3628. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  3629. return data;
  3630. },
  3631. dispose: function () {
  3632. this.dispatchEvent( { type: 'dispose' } );
  3633. }
  3634. } );
  3635. var _points = [
  3636. new Vector3(),
  3637. new Vector3(),
  3638. new Vector3(),
  3639. new Vector3(),
  3640. new Vector3(),
  3641. new Vector3(),
  3642. new Vector3(),
  3643. new Vector3()
  3644. ];
  3645. var _vector$2 = new Vector3();
  3646. // triangle centered vertices
  3647. var _v0 = new Vector3();
  3648. var _v1$2 = new Vector3();
  3649. var _v2 = new Vector3();
  3650. // triangle edge vectors
  3651. var _f0 = new Vector3();
  3652. var _f1 = new Vector3();
  3653. var _f2 = new Vector3();
  3654. var _center = new Vector3();
  3655. var _extents = new Vector3();
  3656. var _triangleNormal = new Vector3();
  3657. var _testAxis = new Vector3();
  3658. /**
  3659. * @author bhouston / http://clara.io
  3660. * @author WestLangley / http://github.com/WestLangley
  3661. */
  3662. function Box3( min, max ) {
  3663. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3664. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3665. }
  3666. Object.assign( Box3.prototype, {
  3667. isBox3: true,
  3668. set: function ( min, max ) {
  3669. this.min.copy( min );
  3670. this.max.copy( max );
  3671. return this;
  3672. },
  3673. setFromArray: function ( array ) {
  3674. var minX = + Infinity;
  3675. var minY = + Infinity;
  3676. var minZ = + Infinity;
  3677. var maxX = - Infinity;
  3678. var maxY = - Infinity;
  3679. var maxZ = - Infinity;
  3680. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3681. var x = array[ i ];
  3682. var y = array[ i + 1 ];
  3683. var z = array[ i + 2 ];
  3684. if ( x < minX ) minX = x;
  3685. if ( y < minY ) minY = y;
  3686. if ( z < minZ ) minZ = z;
  3687. if ( x > maxX ) maxX = x;
  3688. if ( y > maxY ) maxY = y;
  3689. if ( z > maxZ ) maxZ = z;
  3690. }
  3691. this.min.set( minX, minY, minZ );
  3692. this.max.set( maxX, maxY, maxZ );
  3693. return this;
  3694. },
  3695. setFromBufferAttribute: function ( attribute ) {
  3696. var minX = + Infinity;
  3697. var minY = + Infinity;
  3698. var minZ = + Infinity;
  3699. var maxX = - Infinity;
  3700. var maxY = - Infinity;
  3701. var maxZ = - Infinity;
  3702. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3703. var x = attribute.getX( i );
  3704. var y = attribute.getY( i );
  3705. var z = attribute.getZ( i );
  3706. if ( x < minX ) minX = x;
  3707. if ( y < minY ) minY = y;
  3708. if ( z < minZ ) minZ = z;
  3709. if ( x > maxX ) maxX = x;
  3710. if ( y > maxY ) maxY = y;
  3711. if ( z > maxZ ) maxZ = z;
  3712. }
  3713. this.min.set( minX, minY, minZ );
  3714. this.max.set( maxX, maxY, maxZ );
  3715. return this;
  3716. },
  3717. setFromPoints: function ( points ) {
  3718. this.makeEmpty();
  3719. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3720. this.expandByPoint( points[ i ] );
  3721. }
  3722. return this;
  3723. },
  3724. setFromCenterAndSize: function ( center, size ) {
  3725. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3726. this.min.copy( center ).sub( halfSize );
  3727. this.max.copy( center ).add( halfSize );
  3728. return this;
  3729. },
  3730. setFromObject: function ( object ) {
  3731. this.makeEmpty();
  3732. return this.expandByObject( object );
  3733. },
  3734. clone: function () {
  3735. return new this.constructor().copy( this );
  3736. },
  3737. copy: function ( box ) {
  3738. this.min.copy( box.min );
  3739. this.max.copy( box.max );
  3740. return this;
  3741. },
  3742. makeEmpty: function () {
  3743. this.min.x = this.min.y = this.min.z = + Infinity;
  3744. this.max.x = this.max.y = this.max.z = - Infinity;
  3745. return this;
  3746. },
  3747. isEmpty: function () {
  3748. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3749. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3750. },
  3751. getCenter: function ( target ) {
  3752. if ( target === undefined ) {
  3753. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3754. target = new Vector3();
  3755. }
  3756. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3757. },
  3758. getSize: function ( target ) {
  3759. if ( target === undefined ) {
  3760. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3761. target = new Vector3();
  3762. }
  3763. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3764. },
  3765. expandByPoint: function ( point ) {
  3766. this.min.min( point );
  3767. this.max.max( point );
  3768. return this;
  3769. },
  3770. expandByVector: function ( vector ) {
  3771. this.min.sub( vector );
  3772. this.max.add( vector );
  3773. return this;
  3774. },
  3775. expandByScalar: function ( scalar ) {
  3776. this.min.addScalar( - scalar );
  3777. this.max.addScalar( scalar );
  3778. return this;
  3779. },
  3780. expandByObject: function ( object ) {
  3781. var i, l;
  3782. // Computes the world-axis-aligned bounding box of an object (including its children),
  3783. // accounting for both the object's, and children's, world transforms
  3784. object.updateWorldMatrix( false, false );
  3785. var geometry = object.geometry;
  3786. if ( geometry !== undefined ) {
  3787. if ( geometry.isGeometry ) {
  3788. var vertices = geometry.vertices;
  3789. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3790. _vector$2.copy( vertices[ i ] );
  3791. _vector$2.applyMatrix4( object.matrixWorld );
  3792. this.expandByPoint( _vector$2 );
  3793. }
  3794. } else if ( geometry.isBufferGeometry ) {
  3795. var attribute = geometry.attributes.position;
  3796. if ( attribute !== undefined ) {
  3797. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3798. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3799. this.expandByPoint( _vector$2 );
  3800. }
  3801. }
  3802. }
  3803. }
  3804. //
  3805. var children = object.children;
  3806. for ( i = 0, l = children.length; i < l; i ++ ) {
  3807. this.expandByObject( children[ i ] );
  3808. }
  3809. return this;
  3810. },
  3811. containsPoint: function ( point ) {
  3812. return point.x < this.min.x || point.x > this.max.x ||
  3813. point.y < this.min.y || point.y > this.max.y ||
  3814. point.z < this.min.z || point.z > this.max.z ? false : true;
  3815. },
  3816. containsBox: function ( box ) {
  3817. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3818. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3819. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3820. },
  3821. getParameter: function ( point, target ) {
  3822. // This can potentially have a divide by zero if the box
  3823. // has a size dimension of 0.
  3824. if ( target === undefined ) {
  3825. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3826. target = new Vector3();
  3827. }
  3828. return target.set(
  3829. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3830. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3831. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3832. );
  3833. },
  3834. intersectsBox: function ( box ) {
  3835. // using 6 splitting planes to rule out intersections.
  3836. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3837. box.max.y < this.min.y || box.min.y > this.max.y ||
  3838. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3839. },
  3840. intersectsSphere: function ( sphere ) {
  3841. // Find the point on the AABB closest to the sphere center.
  3842. this.clampPoint( sphere.center, _vector$2 );
  3843. // If that point is inside the sphere, the AABB and sphere intersect.
  3844. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3845. },
  3846. intersectsPlane: function ( plane ) {
  3847. // We compute the minimum and maximum dot product values. If those values
  3848. // are on the same side (back or front) of the plane, then there is no intersection.
  3849. var min, max;
  3850. if ( plane.normal.x > 0 ) {
  3851. min = plane.normal.x * this.min.x;
  3852. max = plane.normal.x * this.max.x;
  3853. } else {
  3854. min = plane.normal.x * this.max.x;
  3855. max = plane.normal.x * this.min.x;
  3856. }
  3857. if ( plane.normal.y > 0 ) {
  3858. min += plane.normal.y * this.min.y;
  3859. max += plane.normal.y * this.max.y;
  3860. } else {
  3861. min += plane.normal.y * this.max.y;
  3862. max += plane.normal.y * this.min.y;
  3863. }
  3864. if ( plane.normal.z > 0 ) {
  3865. min += plane.normal.z * this.min.z;
  3866. max += plane.normal.z * this.max.z;
  3867. } else {
  3868. min += plane.normal.z * this.max.z;
  3869. max += plane.normal.z * this.min.z;
  3870. }
  3871. return ( min <= - plane.constant && max >= - plane.constant );
  3872. },
  3873. intersectsTriangle: function ( triangle ) {
  3874. if ( this.isEmpty() ) {
  3875. return false;
  3876. }
  3877. // compute box center and extents
  3878. this.getCenter( _center );
  3879. _extents.subVectors( this.max, _center );
  3880. // translate triangle to aabb origin
  3881. _v0.subVectors( triangle.a, _center );
  3882. _v1$2.subVectors( triangle.b, _center );
  3883. _v2.subVectors( triangle.c, _center );
  3884. // compute edge vectors for triangle
  3885. _f0.subVectors( _v1$2, _v0 );
  3886. _f1.subVectors( _v2, _v1$2 );
  3887. _f2.subVectors( _v0, _v2 );
  3888. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3889. // 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
  3890. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3891. var axes = [
  3892. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3893. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3894. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3895. ];
  3896. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3897. return false;
  3898. }
  3899. // test 3 face normals from the aabb
  3900. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3901. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3902. return false;
  3903. }
  3904. // finally testing the face normal of the triangle
  3905. // use already existing triangle edge vectors here
  3906. _triangleNormal.crossVectors( _f0, _f1 );
  3907. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3908. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3909. },
  3910. clampPoint: function ( point, target ) {
  3911. if ( target === undefined ) {
  3912. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3913. target = new Vector3();
  3914. }
  3915. return target.copy( point ).clamp( this.min, this.max );
  3916. },
  3917. distanceToPoint: function ( point ) {
  3918. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3919. return clampedPoint.sub( point ).length();
  3920. },
  3921. getBoundingSphere: function ( target ) {
  3922. if ( target === undefined ) {
  3923. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3924. //target = new Sphere(); // removed to avoid cyclic dependency
  3925. }
  3926. this.getCenter( target.center );
  3927. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3928. return target;
  3929. },
  3930. intersect: function ( box ) {
  3931. this.min.max( box.min );
  3932. this.max.min( box.max );
  3933. // 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.
  3934. if ( this.isEmpty() ) this.makeEmpty();
  3935. return this;
  3936. },
  3937. union: function ( box ) {
  3938. this.min.min( box.min );
  3939. this.max.max( box.max );
  3940. return this;
  3941. },
  3942. applyMatrix4: function ( matrix ) {
  3943. // transform of empty box is an empty box.
  3944. if ( this.isEmpty() ) return this;
  3945. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3946. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3947. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3948. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3949. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3950. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3951. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3952. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3953. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3954. this.setFromPoints( _points );
  3955. return this;
  3956. },
  3957. translate: function ( offset ) {
  3958. this.min.add( offset );
  3959. this.max.add( offset );
  3960. return this;
  3961. },
  3962. equals: function ( box ) {
  3963. return box.min.equals( this.min ) && box.max.equals( this.max );
  3964. }
  3965. } );
  3966. function satForAxes( axes, v0, v1, v2, extents ) {
  3967. var i, j;
  3968. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3969. _testAxis.fromArray( axes, i );
  3970. // project the aabb onto the seperating axis
  3971. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3972. // project all 3 vertices of the triangle onto the seperating axis
  3973. var p0 = v0.dot( _testAxis );
  3974. var p1 = v1.dot( _testAxis );
  3975. var p2 = v2.dot( _testAxis );
  3976. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3977. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3978. // points of the projected triangle are outside the projected half-length of the aabb
  3979. // the axis is seperating and we can exit
  3980. return false;
  3981. }
  3982. }
  3983. return true;
  3984. }
  3985. var _box = new Box3();
  3986. /**
  3987. * @author bhouston / http://clara.io
  3988. * @author mrdoob / http://mrdoob.com/
  3989. */
  3990. function Sphere( center, radius ) {
  3991. this.center = ( center !== undefined ) ? center : new Vector3();
  3992. this.radius = ( radius !== undefined ) ? radius : 0;
  3993. }
  3994. Object.assign( Sphere.prototype, {
  3995. set: function ( center, radius ) {
  3996. this.center.copy( center );
  3997. this.radius = radius;
  3998. return this;
  3999. },
  4000. setFromPoints: function ( points, optionalCenter ) {
  4001. var center = this.center;
  4002. if ( optionalCenter !== undefined ) {
  4003. center.copy( optionalCenter );
  4004. } else {
  4005. _box.setFromPoints( points ).getCenter( center );
  4006. }
  4007. var maxRadiusSq = 0;
  4008. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4009. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4010. }
  4011. this.radius = Math.sqrt( maxRadiusSq );
  4012. return this;
  4013. },
  4014. clone: function () {
  4015. return new this.constructor().copy( this );
  4016. },
  4017. copy: function ( sphere ) {
  4018. this.center.copy( sphere.center );
  4019. this.radius = sphere.radius;
  4020. return this;
  4021. },
  4022. empty: function () {
  4023. return ( this.radius <= 0 );
  4024. },
  4025. containsPoint: function ( point ) {
  4026. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4027. },
  4028. distanceToPoint: function ( point ) {
  4029. return ( point.distanceTo( this.center ) - this.radius );
  4030. },
  4031. intersectsSphere: function ( sphere ) {
  4032. var radiusSum = this.radius + sphere.radius;
  4033. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4034. },
  4035. intersectsBox: function ( box ) {
  4036. return box.intersectsSphere( this );
  4037. },
  4038. intersectsPlane: function ( plane ) {
  4039. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4040. },
  4041. clampPoint: function ( point, target ) {
  4042. var deltaLengthSq = this.center.distanceToSquared( point );
  4043. if ( target === undefined ) {
  4044. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4045. target = new Vector3();
  4046. }
  4047. target.copy( point );
  4048. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4049. target.sub( this.center ).normalize();
  4050. target.multiplyScalar( this.radius ).add( this.center );
  4051. }
  4052. return target;
  4053. },
  4054. getBoundingBox: function ( target ) {
  4055. if ( target === undefined ) {
  4056. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4057. target = new Box3();
  4058. }
  4059. target.set( this.center, this.center );
  4060. target.expandByScalar( this.radius );
  4061. return target;
  4062. },
  4063. applyMatrix4: function ( matrix ) {
  4064. this.center.applyMatrix4( matrix );
  4065. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4066. return this;
  4067. },
  4068. translate: function ( offset ) {
  4069. this.center.add( offset );
  4070. return this;
  4071. },
  4072. equals: function ( sphere ) {
  4073. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4074. }
  4075. } );
  4076. var _vector$3 = new Vector3();
  4077. var _segCenter = new Vector3();
  4078. var _segDir = new Vector3();
  4079. var _diff = new Vector3();
  4080. var _edge1 = new Vector3();
  4081. var _edge2 = new Vector3();
  4082. var _normal = new Vector3();
  4083. /**
  4084. * @author bhouston / http://clara.io
  4085. */
  4086. function Ray( origin, direction ) {
  4087. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4088. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4089. }
  4090. Object.assign( Ray.prototype, {
  4091. set: function ( origin, direction ) {
  4092. this.origin.copy( origin );
  4093. this.direction.copy( direction );
  4094. return this;
  4095. },
  4096. clone: function () {
  4097. return new this.constructor().copy( this );
  4098. },
  4099. copy: function ( ray ) {
  4100. this.origin.copy( ray.origin );
  4101. this.direction.copy( ray.direction );
  4102. return this;
  4103. },
  4104. at: function ( t, target ) {
  4105. if ( target === undefined ) {
  4106. console.warn( 'THREE.Ray: .at() target is now required' );
  4107. target = new Vector3();
  4108. }
  4109. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4110. },
  4111. lookAt: function ( v ) {
  4112. this.direction.copy( v ).sub( this.origin ).normalize();
  4113. return this;
  4114. },
  4115. recast: function ( t ) {
  4116. this.origin.copy( this.at( t, _vector$3 ) );
  4117. return this;
  4118. },
  4119. closestPointToPoint: function ( point, target ) {
  4120. if ( target === undefined ) {
  4121. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4122. target = new Vector3();
  4123. }
  4124. target.subVectors( point, this.origin );
  4125. var directionDistance = target.dot( this.direction );
  4126. if ( directionDistance < 0 ) {
  4127. return target.copy( this.origin );
  4128. }
  4129. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4130. },
  4131. distanceToPoint: function ( point ) {
  4132. return Math.sqrt( this.distanceSqToPoint( point ) );
  4133. },
  4134. distanceSqToPoint: function ( point ) {
  4135. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4136. // point behind the ray
  4137. if ( directionDistance < 0 ) {
  4138. return this.origin.distanceToSquared( point );
  4139. }
  4140. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4141. return _vector$3.distanceToSquared( point );
  4142. },
  4143. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4144. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4145. // It returns the min distance between the ray and the segment
  4146. // defined by v0 and v1
  4147. // It can also set two optional targets :
  4148. // - The closest point on the ray
  4149. // - The closest point on the segment
  4150. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4151. _segDir.copy( v1 ).sub( v0 ).normalize();
  4152. _diff.copy( this.origin ).sub( _segCenter );
  4153. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4154. var a01 = - this.direction.dot( _segDir );
  4155. var b0 = _diff.dot( this.direction );
  4156. var b1 = - _diff.dot( _segDir );
  4157. var c = _diff.lengthSq();
  4158. var det = Math.abs( 1 - a01 * a01 );
  4159. var s0, s1, sqrDist, extDet;
  4160. if ( det > 0 ) {
  4161. // The ray and segment are not parallel.
  4162. s0 = a01 * b1 - b0;
  4163. s1 = a01 * b0 - b1;
  4164. extDet = segExtent * det;
  4165. if ( s0 >= 0 ) {
  4166. if ( s1 >= - extDet ) {
  4167. if ( s1 <= extDet ) {
  4168. // region 0
  4169. // Minimum at interior points of ray and segment.
  4170. var invDet = 1 / det;
  4171. s0 *= invDet;
  4172. s1 *= invDet;
  4173. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4174. } else {
  4175. // region 1
  4176. s1 = segExtent;
  4177. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4178. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4179. }
  4180. } else {
  4181. // region 5
  4182. s1 = - segExtent;
  4183. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4184. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4185. }
  4186. } else {
  4187. if ( s1 <= - extDet ) {
  4188. // region 4
  4189. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4190. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4191. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4192. } else if ( s1 <= extDet ) {
  4193. // region 3
  4194. s0 = 0;
  4195. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4196. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4197. } else {
  4198. // region 2
  4199. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4200. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4201. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4202. }
  4203. }
  4204. } else {
  4205. // Ray and segment are parallel.
  4206. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4207. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4208. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4209. }
  4210. if ( optionalPointOnRay ) {
  4211. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4212. }
  4213. if ( optionalPointOnSegment ) {
  4214. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4215. }
  4216. return sqrDist;
  4217. },
  4218. intersectSphere: function ( sphere, target ) {
  4219. _vector$3.subVectors( sphere.center, this.origin );
  4220. var tca = _vector$3.dot( this.direction );
  4221. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4222. var radius2 = sphere.radius * sphere.radius;
  4223. if ( d2 > radius2 ) return null;
  4224. var thc = Math.sqrt( radius2 - d2 );
  4225. // t0 = first intersect point - entrance on front of sphere
  4226. var t0 = tca - thc;
  4227. // t1 = second intersect point - exit point on back of sphere
  4228. var t1 = tca + thc;
  4229. // test to see if both t0 and t1 are behind the ray - if so, return null
  4230. if ( t0 < 0 && t1 < 0 ) return null;
  4231. // test to see if t0 is behind the ray:
  4232. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4233. // in order to always return an intersect point that is in front of the ray.
  4234. if ( t0 < 0 ) return this.at( t1, target );
  4235. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4236. return this.at( t0, target );
  4237. },
  4238. intersectsSphere: function ( sphere ) {
  4239. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4240. },
  4241. distanceToPlane: function ( plane ) {
  4242. var denominator = plane.normal.dot( this.direction );
  4243. if ( denominator === 0 ) {
  4244. // line is coplanar, return origin
  4245. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4246. return 0;
  4247. }
  4248. // Null is preferable to undefined since undefined means.... it is undefined
  4249. return null;
  4250. }
  4251. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4252. // Return if the ray never intersects the plane
  4253. return t >= 0 ? t : null;
  4254. },
  4255. intersectPlane: function ( plane, target ) {
  4256. var t = this.distanceToPlane( plane );
  4257. if ( t === null ) {
  4258. return null;
  4259. }
  4260. return this.at( t, target );
  4261. },
  4262. intersectsPlane: function ( plane ) {
  4263. // check if the ray lies on the plane first
  4264. var distToPoint = plane.distanceToPoint( this.origin );
  4265. if ( distToPoint === 0 ) {
  4266. return true;
  4267. }
  4268. var denominator = plane.normal.dot( this.direction );
  4269. if ( denominator * distToPoint < 0 ) {
  4270. return true;
  4271. }
  4272. // ray origin is behind the plane (and is pointing behind it)
  4273. return false;
  4274. },
  4275. intersectBox: function ( box, target ) {
  4276. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4277. var invdirx = 1 / this.direction.x,
  4278. invdiry = 1 / this.direction.y,
  4279. invdirz = 1 / this.direction.z;
  4280. var origin = this.origin;
  4281. if ( invdirx >= 0 ) {
  4282. tmin = ( box.min.x - origin.x ) * invdirx;
  4283. tmax = ( box.max.x - origin.x ) * invdirx;
  4284. } else {
  4285. tmin = ( box.max.x - origin.x ) * invdirx;
  4286. tmax = ( box.min.x - origin.x ) * invdirx;
  4287. }
  4288. if ( invdiry >= 0 ) {
  4289. tymin = ( box.min.y - origin.y ) * invdiry;
  4290. tymax = ( box.max.y - origin.y ) * invdiry;
  4291. } else {
  4292. tymin = ( box.max.y - origin.y ) * invdiry;
  4293. tymax = ( box.min.y - origin.y ) * invdiry;
  4294. }
  4295. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  4296. // These lines also handle the case where tmin or tmax is NaN
  4297. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4298. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  4299. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  4300. if ( invdirz >= 0 ) {
  4301. tzmin = ( box.min.z - origin.z ) * invdirz;
  4302. tzmax = ( box.max.z - origin.z ) * invdirz;
  4303. } else {
  4304. tzmin = ( box.max.z - origin.z ) * invdirz;
  4305. tzmax = ( box.min.z - origin.z ) * invdirz;
  4306. }
  4307. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  4308. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  4309. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  4310. //return point closest to the ray (positive side)
  4311. if ( tmax < 0 ) return null;
  4312. return this.at( tmin >= 0 ? tmin : tmax, target );
  4313. },
  4314. intersectsBox: function ( box ) {
  4315. return this.intersectBox( box, _vector$3 ) !== null;
  4316. },
  4317. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4318. // Compute the offset origin, edges, and normal.
  4319. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4320. _edge1.subVectors( b, a );
  4321. _edge2.subVectors( c, a );
  4322. _normal.crossVectors( _edge1, _edge2 );
  4323. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4324. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4325. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4326. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4327. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4328. var DdN = this.direction.dot( _normal );
  4329. var sign;
  4330. if ( DdN > 0 ) {
  4331. if ( backfaceCulling ) return null;
  4332. sign = 1;
  4333. } else if ( DdN < 0 ) {
  4334. sign = - 1;
  4335. DdN = - DdN;
  4336. } else {
  4337. return null;
  4338. }
  4339. _diff.subVectors( this.origin, a );
  4340. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4341. // b1 < 0, no intersection
  4342. if ( DdQxE2 < 0 ) {
  4343. return null;
  4344. }
  4345. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4346. // b2 < 0, no intersection
  4347. if ( DdE1xQ < 0 ) {
  4348. return null;
  4349. }
  4350. // b1+b2 > 1, no intersection
  4351. if ( DdQxE2 + DdE1xQ > DdN ) {
  4352. return null;
  4353. }
  4354. // Line intersects triangle, check if ray does.
  4355. var QdN = - sign * _diff.dot( _normal );
  4356. // t < 0, no intersection
  4357. if ( QdN < 0 ) {
  4358. return null;
  4359. }
  4360. // Ray intersects triangle.
  4361. return this.at( QdN / DdN, target );
  4362. },
  4363. applyMatrix4: function ( matrix4 ) {
  4364. this.origin.applyMatrix4( matrix4 );
  4365. this.direction.transformDirection( matrix4 );
  4366. return this;
  4367. },
  4368. equals: function ( ray ) {
  4369. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4370. }
  4371. } );
  4372. /**
  4373. * @author bhouston / http://clara.io
  4374. * @author mrdoob / http://mrdoob.com/
  4375. */
  4376. var _v0$1 = new Vector3();
  4377. var _v1$3 = new Vector3();
  4378. var _v2$1 = new Vector3();
  4379. var _v3 = new Vector3();
  4380. var _vab = new Vector3();
  4381. var _vac = new Vector3();
  4382. var _vbc = new Vector3();
  4383. var _vap = new Vector3();
  4384. var _vbp = new Vector3();
  4385. var _vcp = new Vector3();
  4386. function Triangle( a, b, c ) {
  4387. this.a = ( a !== undefined ) ? a : new Vector3();
  4388. this.b = ( b !== undefined ) ? b : new Vector3();
  4389. this.c = ( c !== undefined ) ? c : new Vector3();
  4390. }
  4391. Object.assign( Triangle, {
  4392. getNormal: function ( a, b, c, target ) {
  4393. if ( target === undefined ) {
  4394. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4395. target = new Vector3();
  4396. }
  4397. target.subVectors( c, b );
  4398. _v0$1.subVectors( a, b );
  4399. target.cross( _v0$1 );
  4400. var targetLengthSq = target.lengthSq();
  4401. if ( targetLengthSq > 0 ) {
  4402. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4403. }
  4404. return target.set( 0, 0, 0 );
  4405. },
  4406. // static/instance method to calculate barycentric coordinates
  4407. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4408. getBarycoord: function ( point, a, b, c, target ) {
  4409. _v0$1.subVectors( c, a );
  4410. _v1$3.subVectors( b, a );
  4411. _v2$1.subVectors( point, a );
  4412. var dot00 = _v0$1.dot( _v0$1 );
  4413. var dot01 = _v0$1.dot( _v1$3 );
  4414. var dot02 = _v0$1.dot( _v2$1 );
  4415. var dot11 = _v1$3.dot( _v1$3 );
  4416. var dot12 = _v1$3.dot( _v2$1 );
  4417. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4418. if ( target === undefined ) {
  4419. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4420. target = new Vector3();
  4421. }
  4422. // collinear or singular triangle
  4423. if ( denom === 0 ) {
  4424. // arbitrary location outside of triangle?
  4425. // not sure if this is the best idea, maybe should be returning undefined
  4426. return target.set( - 2, - 1, - 1 );
  4427. }
  4428. var invDenom = 1 / denom;
  4429. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4430. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4431. // barycentric coordinates must always sum to 1
  4432. return target.set( 1 - u - v, v, u );
  4433. },
  4434. containsPoint: function ( point, a, b, c ) {
  4435. Triangle.getBarycoord( point, a, b, c, _v3 );
  4436. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4437. },
  4438. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4439. this.getBarycoord( point, p1, p2, p3, _v3 );
  4440. target.set( 0, 0 );
  4441. target.addScaledVector( uv1, _v3.x );
  4442. target.addScaledVector( uv2, _v3.y );
  4443. target.addScaledVector( uv3, _v3.z );
  4444. return target;
  4445. },
  4446. isFrontFacing: function ( a, b, c, direction ) {
  4447. _v0$1.subVectors( c, b );
  4448. _v1$3.subVectors( a, b );
  4449. // strictly front facing
  4450. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4451. }
  4452. } );
  4453. Object.assign( Triangle.prototype, {
  4454. set: function ( a, b, c ) {
  4455. this.a.copy( a );
  4456. this.b.copy( b );
  4457. this.c.copy( c );
  4458. return this;
  4459. },
  4460. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4461. this.a.copy( points[ i0 ] );
  4462. this.b.copy( points[ i1 ] );
  4463. this.c.copy( points[ i2 ] );
  4464. return this;
  4465. },
  4466. clone: function () {
  4467. return new this.constructor().copy( this );
  4468. },
  4469. copy: function ( triangle ) {
  4470. this.a.copy( triangle.a );
  4471. this.b.copy( triangle.b );
  4472. this.c.copy( triangle.c );
  4473. return this;
  4474. },
  4475. getArea: function () {
  4476. _v0$1.subVectors( this.c, this.b );
  4477. _v1$3.subVectors( this.a, this.b );
  4478. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4479. },
  4480. getMidpoint: function ( target ) {
  4481. if ( target === undefined ) {
  4482. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4483. target = new Vector3();
  4484. }
  4485. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4486. },
  4487. getNormal: function ( target ) {
  4488. return Triangle.getNormal( this.a, this.b, this.c, target );
  4489. },
  4490. getPlane: function ( target ) {
  4491. if ( target === undefined ) {
  4492. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4493. target = new Vector3();
  4494. }
  4495. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4496. },
  4497. getBarycoord: function ( point, target ) {
  4498. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4499. },
  4500. getUV: function ( point, uv1, uv2, uv3, target ) {
  4501. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4502. },
  4503. containsPoint: function ( point ) {
  4504. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4505. },
  4506. isFrontFacing: function ( direction ) {
  4507. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4508. },
  4509. intersectsBox: function ( box ) {
  4510. return box.intersectsTriangle( this );
  4511. },
  4512. closestPointToPoint: function ( p, target ) {
  4513. if ( target === undefined ) {
  4514. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4515. target = new Vector3();
  4516. }
  4517. var a = this.a, b = this.b, c = this.c;
  4518. var v, w;
  4519. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4520. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4521. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4522. // basically, we're distinguishing which of the voronoi regions of the triangle
  4523. // the point lies in with the minimum amount of redundant computation.
  4524. _vab.subVectors( b, a );
  4525. _vac.subVectors( c, a );
  4526. _vap.subVectors( p, a );
  4527. var d1 = _vab.dot( _vap );
  4528. var d2 = _vac.dot( _vap );
  4529. if ( d1 <= 0 && d2 <= 0 ) {
  4530. // vertex region of A; barycentric coords (1, 0, 0)
  4531. return target.copy( a );
  4532. }
  4533. _vbp.subVectors( p, b );
  4534. var d3 = _vab.dot( _vbp );
  4535. var d4 = _vac.dot( _vbp );
  4536. if ( d3 >= 0 && d4 <= d3 ) {
  4537. // vertex region of B; barycentric coords (0, 1, 0)
  4538. return target.copy( b );
  4539. }
  4540. var vc = d1 * d4 - d3 * d2;
  4541. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4542. v = d1 / ( d1 - d3 );
  4543. // edge region of AB; barycentric coords (1-v, v, 0)
  4544. return target.copy( a ).addScaledVector( _vab, v );
  4545. }
  4546. _vcp.subVectors( p, c );
  4547. var d5 = _vab.dot( _vcp );
  4548. var d6 = _vac.dot( _vcp );
  4549. if ( d6 >= 0 && d5 <= d6 ) {
  4550. // vertex region of C; barycentric coords (0, 0, 1)
  4551. return target.copy( c );
  4552. }
  4553. var vb = d5 * d2 - d1 * d6;
  4554. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4555. w = d2 / ( d2 - d6 );
  4556. // edge region of AC; barycentric coords (1-w, 0, w)
  4557. return target.copy( a ).addScaledVector( _vac, w );
  4558. }
  4559. var va = d3 * d6 - d5 * d4;
  4560. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4561. _vbc.subVectors( c, b );
  4562. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4563. // edge region of BC; barycentric coords (0, 1-w, w)
  4564. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4565. }
  4566. // face region
  4567. var denom = 1 / ( va + vb + vc );
  4568. // u = va * denom
  4569. v = vb * denom;
  4570. w = vc * denom;
  4571. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4572. },
  4573. equals: function ( triangle ) {
  4574. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4575. }
  4576. } );
  4577. /**
  4578. * @author mrdoob / http://mrdoob.com/
  4579. */
  4580. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4581. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4582. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4583. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4584. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4585. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4586. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4587. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4588. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4589. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4590. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4591. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4592. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4593. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4594. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4595. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4596. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4597. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4598. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4599. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4600. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4601. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4602. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4603. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4604. var _hslA = { h: 0, s: 0, l: 0 };
  4605. var _hslB = { h: 0, s: 0, l: 0 };
  4606. function Color( r, g, b ) {
  4607. if ( g === undefined && b === undefined ) {
  4608. // r is THREE.Color, hex or string
  4609. return this.set( r );
  4610. }
  4611. return this.setRGB( r, g, b );
  4612. }
  4613. function hue2rgb( p, q, t ) {
  4614. if ( t < 0 ) t += 1;
  4615. if ( t > 1 ) t -= 1;
  4616. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  4617. if ( t < 1 / 2 ) return q;
  4618. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  4619. return p;
  4620. }
  4621. function SRGBToLinear( c ) {
  4622. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4623. }
  4624. function LinearToSRGB( c ) {
  4625. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4626. }
  4627. Object.assign( Color.prototype, {
  4628. isColor: true,
  4629. r: 1, g: 1, b: 1,
  4630. set: function ( value ) {
  4631. if ( value && value.isColor ) {
  4632. this.copy( value );
  4633. } else if ( typeof value === 'number' ) {
  4634. this.setHex( value );
  4635. } else if ( typeof value === 'string' ) {
  4636. this.setStyle( value );
  4637. }
  4638. return this;
  4639. },
  4640. setScalar: function ( scalar ) {
  4641. this.r = scalar;
  4642. this.g = scalar;
  4643. this.b = scalar;
  4644. return this;
  4645. },
  4646. setHex: function ( hex ) {
  4647. hex = Math.floor( hex );
  4648. this.r = ( hex >> 16 & 255 ) / 255;
  4649. this.g = ( hex >> 8 & 255 ) / 255;
  4650. this.b = ( hex & 255 ) / 255;
  4651. return this;
  4652. },
  4653. setRGB: function ( r, g, b ) {
  4654. this.r = r;
  4655. this.g = g;
  4656. this.b = b;
  4657. return this;
  4658. },
  4659. setHSL: function ( h, s, l ) {
  4660. // h,s,l ranges are in 0.0 - 1.0
  4661. h = _Math.euclideanModulo( h, 1 );
  4662. s = _Math.clamp( s, 0, 1 );
  4663. l = _Math.clamp( l, 0, 1 );
  4664. if ( s === 0 ) {
  4665. this.r = this.g = this.b = l;
  4666. } else {
  4667. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4668. var q = ( 2 * l ) - p;
  4669. this.r = hue2rgb( q, p, h + 1 / 3 );
  4670. this.g = hue2rgb( q, p, h );
  4671. this.b = hue2rgb( q, p, h - 1 / 3 );
  4672. }
  4673. return this;
  4674. },
  4675. setStyle: function ( style ) {
  4676. function handleAlpha( string ) {
  4677. if ( string === undefined ) return;
  4678. if ( parseFloat( string ) < 1 ) {
  4679. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4680. }
  4681. }
  4682. var m;
  4683. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4684. // rgb / hsl
  4685. var color;
  4686. var name = m[ 1 ];
  4687. var components = m[ 2 ];
  4688. switch ( name ) {
  4689. case 'rgb':
  4690. case 'rgba':
  4691. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4692. // rgb(255,0,0) rgba(255,0,0,0.5)
  4693. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4694. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4695. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4696. handleAlpha( color[ 5 ] );
  4697. return this;
  4698. }
  4699. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4700. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4701. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4702. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4703. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4704. handleAlpha( color[ 5 ] );
  4705. return this;
  4706. }
  4707. break;
  4708. case 'hsl':
  4709. case 'hsla':
  4710. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4711. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4712. var h = parseFloat( color[ 1 ] ) / 360;
  4713. var s = parseInt( color[ 2 ], 10 ) / 100;
  4714. var l = parseInt( color[ 3 ], 10 ) / 100;
  4715. handleAlpha( color[ 5 ] );
  4716. return this.setHSL( h, s, l );
  4717. }
  4718. break;
  4719. }
  4720. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4721. // hex color
  4722. var hex = m[ 1 ];
  4723. var size = hex.length;
  4724. if ( size === 3 ) {
  4725. // #ff0
  4726. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4727. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4728. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4729. return this;
  4730. } else if ( size === 6 ) {
  4731. // #ff0000
  4732. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4733. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4734. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4735. return this;
  4736. }
  4737. }
  4738. if ( style && style.length > 0 ) {
  4739. // color keywords
  4740. var hex = _colorKeywords[ style ];
  4741. if ( hex !== undefined ) {
  4742. // red
  4743. this.setHex( hex );
  4744. } else {
  4745. // unknown color
  4746. console.warn( 'THREE.Color: Unknown color ' + style );
  4747. }
  4748. }
  4749. return this;
  4750. },
  4751. clone: function () {
  4752. return new this.constructor( this.r, this.g, this.b );
  4753. },
  4754. copy: function ( color ) {
  4755. this.r = color.r;
  4756. this.g = color.g;
  4757. this.b = color.b;
  4758. return this;
  4759. },
  4760. copyGammaToLinear: function ( color, gammaFactor ) {
  4761. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4762. this.r = Math.pow( color.r, gammaFactor );
  4763. this.g = Math.pow( color.g, gammaFactor );
  4764. this.b = Math.pow( color.b, gammaFactor );
  4765. return this;
  4766. },
  4767. copyLinearToGamma: function ( color, gammaFactor ) {
  4768. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4769. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4770. this.r = Math.pow( color.r, safeInverse );
  4771. this.g = Math.pow( color.g, safeInverse );
  4772. this.b = Math.pow( color.b, safeInverse );
  4773. return this;
  4774. },
  4775. convertGammaToLinear: function ( gammaFactor ) {
  4776. this.copyGammaToLinear( this, gammaFactor );
  4777. return this;
  4778. },
  4779. convertLinearToGamma: function ( gammaFactor ) {
  4780. this.copyLinearToGamma( this, gammaFactor );
  4781. return this;
  4782. },
  4783. copySRGBToLinear: function ( color ) {
  4784. this.r = SRGBToLinear( color.r );
  4785. this.g = SRGBToLinear( color.g );
  4786. this.b = SRGBToLinear( color.b );
  4787. return this;
  4788. },
  4789. copyLinearToSRGB: function ( color ) {
  4790. this.r = LinearToSRGB( color.r );
  4791. this.g = LinearToSRGB( color.g );
  4792. this.b = LinearToSRGB( color.b );
  4793. return this;
  4794. },
  4795. convertSRGBToLinear: function () {
  4796. this.copySRGBToLinear( this );
  4797. return this;
  4798. },
  4799. convertLinearToSRGB: function () {
  4800. this.copyLinearToSRGB( this );
  4801. return this;
  4802. },
  4803. getHex: function () {
  4804. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4805. },
  4806. getHexString: function () {
  4807. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4808. },
  4809. getHSL: function ( target ) {
  4810. // h,s,l ranges are in 0.0 - 1.0
  4811. if ( target === undefined ) {
  4812. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4813. target = { h: 0, s: 0, l: 0 };
  4814. }
  4815. var r = this.r, g = this.g, b = this.b;
  4816. var max = Math.max( r, g, b );
  4817. var min = Math.min( r, g, b );
  4818. var hue, saturation;
  4819. var lightness = ( min + max ) / 2.0;
  4820. if ( min === max ) {
  4821. hue = 0;
  4822. saturation = 0;
  4823. } else {
  4824. var delta = max - min;
  4825. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4826. switch ( max ) {
  4827. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4828. case g: hue = ( b - r ) / delta + 2; break;
  4829. case b: hue = ( r - g ) / delta + 4; break;
  4830. }
  4831. hue /= 6;
  4832. }
  4833. target.h = hue;
  4834. target.s = saturation;
  4835. target.l = lightness;
  4836. return target;
  4837. },
  4838. getStyle: function () {
  4839. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4840. },
  4841. offsetHSL: function ( h, s, l ) {
  4842. this.getHSL( _hslA );
  4843. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4844. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4845. return this;
  4846. },
  4847. add: function ( color ) {
  4848. this.r += color.r;
  4849. this.g += color.g;
  4850. this.b += color.b;
  4851. return this;
  4852. },
  4853. addColors: function ( color1, color2 ) {
  4854. this.r = color1.r + color2.r;
  4855. this.g = color1.g + color2.g;
  4856. this.b = color1.b + color2.b;
  4857. return this;
  4858. },
  4859. addScalar: function ( s ) {
  4860. this.r += s;
  4861. this.g += s;
  4862. this.b += s;
  4863. return this;
  4864. },
  4865. sub: function ( color ) {
  4866. this.r = Math.max( 0, this.r - color.r );
  4867. this.g = Math.max( 0, this.g - color.g );
  4868. this.b = Math.max( 0, this.b - color.b );
  4869. return this;
  4870. },
  4871. multiply: function ( color ) {
  4872. this.r *= color.r;
  4873. this.g *= color.g;
  4874. this.b *= color.b;
  4875. return this;
  4876. },
  4877. multiplyScalar: function ( s ) {
  4878. this.r *= s;
  4879. this.g *= s;
  4880. this.b *= s;
  4881. return this;
  4882. },
  4883. lerp: function ( color, alpha ) {
  4884. this.r += ( color.r - this.r ) * alpha;
  4885. this.g += ( color.g - this.g ) * alpha;
  4886. this.b += ( color.b - this.b ) * alpha;
  4887. return this;
  4888. },
  4889. lerpHSL: function ( color, alpha ) {
  4890. this.getHSL( _hslA );
  4891. color.getHSL( _hslB );
  4892. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4893. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4894. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4895. this.setHSL( h, s, l );
  4896. return this;
  4897. },
  4898. equals: function ( c ) {
  4899. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4900. },
  4901. fromArray: function ( array, offset ) {
  4902. if ( offset === undefined ) offset = 0;
  4903. this.r = array[ offset ];
  4904. this.g = array[ offset + 1 ];
  4905. this.b = array[ offset + 2 ];
  4906. return this;
  4907. },
  4908. toArray: function ( array, offset ) {
  4909. if ( array === undefined ) array = [];
  4910. if ( offset === undefined ) offset = 0;
  4911. array[ offset ] = this.r;
  4912. array[ offset + 1 ] = this.g;
  4913. array[ offset + 2 ] = this.b;
  4914. return array;
  4915. },
  4916. toJSON: function () {
  4917. return this.getHex();
  4918. }
  4919. } );
  4920. /**
  4921. * @author mrdoob / http://mrdoob.com/
  4922. * @author alteredq / http://alteredqualia.com/
  4923. */
  4924. function Face3( a, b, c, normal, color, materialIndex ) {
  4925. this.a = a;
  4926. this.b = b;
  4927. this.c = c;
  4928. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4929. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4930. this.color = ( color && color.isColor ) ? color : new Color();
  4931. this.vertexColors = Array.isArray( color ) ? color : [];
  4932. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4933. }
  4934. Object.assign( Face3.prototype, {
  4935. clone: function () {
  4936. return new this.constructor().copy( this );
  4937. },
  4938. copy: function ( source ) {
  4939. this.a = source.a;
  4940. this.b = source.b;
  4941. this.c = source.c;
  4942. this.normal.copy( source.normal );
  4943. this.color.copy( source.color );
  4944. this.materialIndex = source.materialIndex;
  4945. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4946. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4947. }
  4948. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4949. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4950. }
  4951. return this;
  4952. }
  4953. } );
  4954. /**
  4955. * @author mrdoob / http://mrdoob.com/
  4956. * @author alteredq / http://alteredqualia.com/
  4957. */
  4958. var materialId = 0;
  4959. function Material() {
  4960. Object.defineProperty( this, 'id', { value: materialId ++ } );
  4961. this.uuid = _Math.generateUUID();
  4962. this.name = '';
  4963. this.type = 'Material';
  4964. this.fog = true;
  4965. this.lights = true;
  4966. this.blending = NormalBlending;
  4967. this.side = FrontSide;
  4968. this.flatShading = false;
  4969. this.vertexTangents = false;
  4970. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  4971. this.opacity = 1;
  4972. this.transparent = false;
  4973. this.blendSrc = SrcAlphaFactor;
  4974. this.blendDst = OneMinusSrcAlphaFactor;
  4975. this.blendEquation = AddEquation;
  4976. this.blendSrcAlpha = null;
  4977. this.blendDstAlpha = null;
  4978. this.blendEquationAlpha = null;
  4979. this.depthFunc = LessEqualDepth;
  4980. this.depthTest = true;
  4981. this.depthWrite = true;
  4982. this.stencilFunc = AlwaysStencilFunc;
  4983. this.stencilRef = 0;
  4984. this.stencilMask = 0xff;
  4985. this.stencilFail = KeepStencilOp;
  4986. this.stencilZFail = KeepStencilOp;
  4987. this.stencilZPass = KeepStencilOp;
  4988. this.stencilWrite = false;
  4989. this.clippingPlanes = null;
  4990. this.clipIntersection = false;
  4991. this.clipShadows = false;
  4992. this.shadowSide = null;
  4993. this.colorWrite = true;
  4994. this.precision = null; // override the renderer's default precision for this material
  4995. this.polygonOffset = false;
  4996. this.polygonOffsetFactor = 0;
  4997. this.polygonOffsetUnits = 0;
  4998. this.dithering = false;
  4999. this.alphaTest = 0;
  5000. this.premultipliedAlpha = false;
  5001. this.visible = true;
  5002. this.toneMapped = true;
  5003. this.userData = {};
  5004. this.needsUpdate = true;
  5005. }
  5006. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5007. constructor: Material,
  5008. isMaterial: true,
  5009. onBeforeCompile: function () {},
  5010. setValues: function ( values ) {
  5011. if ( values === undefined ) return;
  5012. for ( var key in values ) {
  5013. var newValue = values[ key ];
  5014. if ( newValue === undefined ) {
  5015. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5016. continue;
  5017. }
  5018. // for backward compatability if shading is set in the constructor
  5019. if ( key === 'shading' ) {
  5020. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5021. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5022. continue;
  5023. }
  5024. var currentValue = this[ key ];
  5025. if ( currentValue === undefined ) {
  5026. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5027. continue;
  5028. }
  5029. if ( currentValue && currentValue.isColor ) {
  5030. currentValue.set( newValue );
  5031. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5032. currentValue.copy( newValue );
  5033. } else {
  5034. this[ key ] = newValue;
  5035. }
  5036. }
  5037. },
  5038. toJSON: function ( meta ) {
  5039. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5040. if ( isRoot ) {
  5041. meta = {
  5042. textures: {},
  5043. images: {}
  5044. };
  5045. }
  5046. var data = {
  5047. metadata: {
  5048. version: 4.5,
  5049. type: 'Material',
  5050. generator: 'Material.toJSON'
  5051. }
  5052. };
  5053. // standard Material serialization
  5054. data.uuid = this.uuid;
  5055. data.type = this.type;
  5056. if ( this.name !== '' ) data.name = this.name;
  5057. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5058. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5059. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5060. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5061. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5062. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5063. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5064. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  5065. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  5066. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5067. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5068. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5069. }
  5070. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5071. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5072. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5073. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5074. if ( this.aoMap && this.aoMap.isTexture ) {
  5075. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5076. data.aoMapIntensity = this.aoMapIntensity;
  5077. }
  5078. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5079. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5080. data.bumpScale = this.bumpScale;
  5081. }
  5082. if ( this.normalMap && this.normalMap.isTexture ) {
  5083. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5084. data.normalMapType = this.normalMapType;
  5085. data.normalScale = this.normalScale.toArray();
  5086. }
  5087. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5088. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5089. data.displacementScale = this.displacementScale;
  5090. data.displacementBias = this.displacementBias;
  5091. }
  5092. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5093. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5094. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5095. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5096. if ( this.envMap && this.envMap.isTexture ) {
  5097. data.envMap = this.envMap.toJSON( meta ).uuid;
  5098. data.reflectivity = this.reflectivity; // Scale behind envMap
  5099. data.refractionRatio = this.refractionRatio;
  5100. if ( this.combine !== undefined ) data.combine = this.combine;
  5101. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5102. }
  5103. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5104. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5105. }
  5106. if ( this.size !== undefined ) data.size = this.size;
  5107. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5108. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5109. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  5110. if ( this.side !== FrontSide ) data.side = this.side;
  5111. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  5112. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5113. if ( this.transparent === true ) data.transparent = this.transparent;
  5114. data.depthFunc = this.depthFunc;
  5115. data.depthTest = this.depthTest;
  5116. data.depthWrite = this.depthWrite;
  5117. data.stencilWrite = this.stencilWrite;
  5118. data.stencilFunc = this.stencilFunc;
  5119. data.stencilRef = this.stencilRef;
  5120. data.stencilMask = this.stencilMask;
  5121. data.stencilFail = this.stencilFail;
  5122. data.stencilZFail = this.stencilZFail;
  5123. data.stencilZPass = this.stencilZPass;
  5124. // rotation (SpriteMaterial)
  5125. if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;
  5126. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5127. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5128. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5129. if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5130. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5131. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5132. if ( this.scale !== undefined ) data.scale = this.scale;
  5133. if ( this.dithering === true ) data.dithering = true;
  5134. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5135. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  5136. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  5137. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5138. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5139. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5140. if ( this.morphTargets === true ) data.morphTargets = true;
  5141. if ( this.morphNormals === true ) data.morphNormals = true;
  5142. if ( this.skinning === true ) data.skinning = true;
  5143. if ( this.visible === false ) data.visible = false;
  5144. if ( this.toneMapped === false ) data.toneMapped = false;
  5145. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  5146. // TODO: Copied from Object3D.toJSON
  5147. function extractFromCache( cache ) {
  5148. var values = [];
  5149. for ( var key in cache ) {
  5150. var data = cache[ key ];
  5151. delete data.metadata;
  5152. values.push( data );
  5153. }
  5154. return values;
  5155. }
  5156. if ( isRoot ) {
  5157. var textures = extractFromCache( meta.textures );
  5158. var images = extractFromCache( meta.images );
  5159. if ( textures.length > 0 ) data.textures = textures;
  5160. if ( images.length > 0 ) data.images = images;
  5161. }
  5162. return data;
  5163. },
  5164. clone: function () {
  5165. return new this.constructor().copy( this );
  5166. },
  5167. copy: function ( source ) {
  5168. this.name = source.name;
  5169. this.fog = source.fog;
  5170. this.lights = source.lights;
  5171. this.blending = source.blending;
  5172. this.side = source.side;
  5173. this.flatShading = source.flatShading;
  5174. this.vertexColors = source.vertexColors;
  5175. this.opacity = source.opacity;
  5176. this.transparent = source.transparent;
  5177. this.blendSrc = source.blendSrc;
  5178. this.blendDst = source.blendDst;
  5179. this.blendEquation = source.blendEquation;
  5180. this.blendSrcAlpha = source.blendSrcAlpha;
  5181. this.blendDstAlpha = source.blendDstAlpha;
  5182. this.blendEquationAlpha = source.blendEquationAlpha;
  5183. this.depthFunc = source.depthFunc;
  5184. this.depthTest = source.depthTest;
  5185. this.depthWrite = source.depthWrite;
  5186. this.stencilWrite = source.stencilWrite;
  5187. this.stencilFunc = source.stencilFunc;
  5188. this.stencilRef = source.stencilRef;
  5189. this.stencilMask = source.stencilMask;
  5190. this.stencilFail = source.stencilFail;
  5191. this.stencilZFail = source.stencilZFail;
  5192. this.stencilZPass = source.stencilZPass;
  5193. this.colorWrite = source.colorWrite;
  5194. this.precision = source.precision;
  5195. this.polygonOffset = source.polygonOffset;
  5196. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5197. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5198. this.dithering = source.dithering;
  5199. this.alphaTest = source.alphaTest;
  5200. this.premultipliedAlpha = source.premultipliedAlpha;
  5201. this.visible = source.visible;
  5202. this.toneMapped = source.toneMapped;
  5203. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5204. this.clipShadows = source.clipShadows;
  5205. this.clipIntersection = source.clipIntersection;
  5206. var srcPlanes = source.clippingPlanes,
  5207. dstPlanes = null;
  5208. if ( srcPlanes !== null ) {
  5209. var n = srcPlanes.length;
  5210. dstPlanes = new Array( n );
  5211. for ( var i = 0; i !== n; ++ i )
  5212. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5213. }
  5214. this.clippingPlanes = dstPlanes;
  5215. this.shadowSide = source.shadowSide;
  5216. return this;
  5217. },
  5218. dispose: function () {
  5219. this.dispatchEvent( { type: 'dispose' } );
  5220. }
  5221. } );
  5222. /**
  5223. * @author mrdoob / http://mrdoob.com/
  5224. * @author alteredq / http://alteredqualia.com/
  5225. *
  5226. * parameters = {
  5227. * color: <hex>,
  5228. * opacity: <float>,
  5229. * map: new THREE.Texture( <Image> ),
  5230. *
  5231. * lightMap: new THREE.Texture( <Image> ),
  5232. * lightMapIntensity: <float>
  5233. *
  5234. * aoMap: new THREE.Texture( <Image> ),
  5235. * aoMapIntensity: <float>
  5236. *
  5237. * specularMap: new THREE.Texture( <Image> ),
  5238. *
  5239. * alphaMap: new THREE.Texture( <Image> ),
  5240. *
  5241. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5242. * combine: THREE.Multiply,
  5243. * reflectivity: <float>,
  5244. * refractionRatio: <float>,
  5245. *
  5246. * depthTest: <bool>,
  5247. * depthWrite: <bool>,
  5248. *
  5249. * wireframe: <boolean>,
  5250. * wireframeLinewidth: <float>,
  5251. *
  5252. * skinning: <bool>,
  5253. * morphTargets: <bool>
  5254. * }
  5255. */
  5256. function MeshBasicMaterial( parameters ) {
  5257. Material.call( this );
  5258. this.type = 'MeshBasicMaterial';
  5259. this.color = new Color( 0xffffff ); // emissive
  5260. this.map = null;
  5261. this.lightMap = null;
  5262. this.lightMapIntensity = 1.0;
  5263. this.aoMap = null;
  5264. this.aoMapIntensity = 1.0;
  5265. this.specularMap = null;
  5266. this.alphaMap = null;
  5267. this.envMap = null;
  5268. this.combine = MultiplyOperation;
  5269. this.reflectivity = 1;
  5270. this.refractionRatio = 0.98;
  5271. this.wireframe = false;
  5272. this.wireframeLinewidth = 1;
  5273. this.wireframeLinecap = 'round';
  5274. this.wireframeLinejoin = 'round';
  5275. this.skinning = false;
  5276. this.morphTargets = false;
  5277. this.lights = false;
  5278. this.setValues( parameters );
  5279. }
  5280. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5281. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5282. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5283. MeshBasicMaterial.prototype.copy = function ( source ) {
  5284. Material.prototype.copy.call( this, source );
  5285. this.color.copy( source.color );
  5286. this.map = source.map;
  5287. this.lightMap = source.lightMap;
  5288. this.lightMapIntensity = source.lightMapIntensity;
  5289. this.aoMap = source.aoMap;
  5290. this.aoMapIntensity = source.aoMapIntensity;
  5291. this.specularMap = source.specularMap;
  5292. this.alphaMap = source.alphaMap;
  5293. this.envMap = source.envMap;
  5294. this.combine = source.combine;
  5295. this.reflectivity = source.reflectivity;
  5296. this.refractionRatio = source.refractionRatio;
  5297. this.wireframe = source.wireframe;
  5298. this.wireframeLinewidth = source.wireframeLinewidth;
  5299. this.wireframeLinecap = source.wireframeLinecap;
  5300. this.wireframeLinejoin = source.wireframeLinejoin;
  5301. this.skinning = source.skinning;
  5302. this.morphTargets = source.morphTargets;
  5303. return this;
  5304. };
  5305. /**
  5306. * @author mrdoob / http://mrdoob.com/
  5307. */
  5308. function BufferAttribute( array, itemSize, normalized ) {
  5309. if ( Array.isArray( array ) ) {
  5310. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5311. }
  5312. this.name = '';
  5313. this.array = array;
  5314. this.itemSize = itemSize;
  5315. this.count = array !== undefined ? array.length / itemSize : 0;
  5316. this.normalized = normalized === true;
  5317. this.dynamic = false;
  5318. this.updateRange = { offset: 0, count: - 1 };
  5319. this.version = 0;
  5320. }
  5321. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5322. set: function ( value ) {
  5323. if ( value === true ) this.version ++;
  5324. }
  5325. } );
  5326. Object.assign( BufferAttribute.prototype, {
  5327. isBufferAttribute: true,
  5328. onUploadCallback: function () {},
  5329. setArray: function ( array ) {
  5330. if ( Array.isArray( array ) ) {
  5331. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5332. }
  5333. this.count = array !== undefined ? array.length / this.itemSize : 0;
  5334. this.array = array;
  5335. return this;
  5336. },
  5337. setDynamic: function ( value ) {
  5338. this.dynamic = value;
  5339. return this;
  5340. },
  5341. copy: function ( source ) {
  5342. this.name = source.name;
  5343. this.array = new source.array.constructor( source.array );
  5344. this.itemSize = source.itemSize;
  5345. this.count = source.count;
  5346. this.normalized = source.normalized;
  5347. this.dynamic = source.dynamic;
  5348. return this;
  5349. },
  5350. copyAt: function ( index1, attribute, index2 ) {
  5351. index1 *= this.itemSize;
  5352. index2 *= attribute.itemSize;
  5353. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5354. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5355. }
  5356. return this;
  5357. },
  5358. copyArray: function ( array ) {
  5359. this.array.set( array );
  5360. return this;
  5361. },
  5362. copyColorsArray: function ( colors ) {
  5363. var array = this.array, offset = 0;
  5364. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5365. var color = colors[ i ];
  5366. if ( color === undefined ) {
  5367. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5368. color = new Color();
  5369. }
  5370. array[ offset ++ ] = color.r;
  5371. array[ offset ++ ] = color.g;
  5372. array[ offset ++ ] = color.b;
  5373. }
  5374. return this;
  5375. },
  5376. copyVector2sArray: function ( vectors ) {
  5377. var array = this.array, offset = 0;
  5378. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5379. var vector = vectors[ i ];
  5380. if ( vector === undefined ) {
  5381. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5382. vector = new Vector2();
  5383. }
  5384. array[ offset ++ ] = vector.x;
  5385. array[ offset ++ ] = vector.y;
  5386. }
  5387. return this;
  5388. },
  5389. copyVector3sArray: function ( vectors ) {
  5390. var array = this.array, offset = 0;
  5391. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5392. var vector = vectors[ i ];
  5393. if ( vector === undefined ) {
  5394. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5395. vector = new Vector3();
  5396. }
  5397. array[ offset ++ ] = vector.x;
  5398. array[ offset ++ ] = vector.y;
  5399. array[ offset ++ ] = vector.z;
  5400. }
  5401. return this;
  5402. },
  5403. copyVector4sArray: function ( vectors ) {
  5404. var array = this.array, offset = 0;
  5405. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5406. var vector = vectors[ i ];
  5407. if ( vector === undefined ) {
  5408. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5409. vector = new Vector4();
  5410. }
  5411. array[ offset ++ ] = vector.x;
  5412. array[ offset ++ ] = vector.y;
  5413. array[ offset ++ ] = vector.z;
  5414. array[ offset ++ ] = vector.w;
  5415. }
  5416. return this;
  5417. },
  5418. set: function ( value, offset ) {
  5419. if ( offset === undefined ) offset = 0;
  5420. this.array.set( value, offset );
  5421. return this;
  5422. },
  5423. getX: function ( index ) {
  5424. return this.array[ index * this.itemSize ];
  5425. },
  5426. setX: function ( index, x ) {
  5427. this.array[ index * this.itemSize ] = x;
  5428. return this;
  5429. },
  5430. getY: function ( index ) {
  5431. return this.array[ index * this.itemSize + 1 ];
  5432. },
  5433. setY: function ( index, y ) {
  5434. this.array[ index * this.itemSize + 1 ] = y;
  5435. return this;
  5436. },
  5437. getZ: function ( index ) {
  5438. return this.array[ index * this.itemSize + 2 ];
  5439. },
  5440. setZ: function ( index, z ) {
  5441. this.array[ index * this.itemSize + 2 ] = z;
  5442. return this;
  5443. },
  5444. getW: function ( index ) {
  5445. return this.array[ index * this.itemSize + 3 ];
  5446. },
  5447. setW: function ( index, w ) {
  5448. this.array[ index * this.itemSize + 3 ] = w;
  5449. return this;
  5450. },
  5451. setXY: function ( index, x, y ) {
  5452. index *= this.itemSize;
  5453. this.array[ index + 0 ] = x;
  5454. this.array[ index + 1 ] = y;
  5455. return this;
  5456. },
  5457. setXYZ: function ( index, x, y, z ) {
  5458. index *= this.itemSize;
  5459. this.array[ index + 0 ] = x;
  5460. this.array[ index + 1 ] = y;
  5461. this.array[ index + 2 ] = z;
  5462. return this;
  5463. },
  5464. setXYZW: function ( index, x, y, z, w ) {
  5465. index *= this.itemSize;
  5466. this.array[ index + 0 ] = x;
  5467. this.array[ index + 1 ] = y;
  5468. this.array[ index + 2 ] = z;
  5469. this.array[ index + 3 ] = w;
  5470. return this;
  5471. },
  5472. onUpload: function ( callback ) {
  5473. this.onUploadCallback = callback;
  5474. return this;
  5475. },
  5476. clone: function () {
  5477. return new this.constructor( this.array, this.itemSize ).copy( this );
  5478. },
  5479. toJSON: function () {
  5480. return {
  5481. itemSize: this.itemSize,
  5482. type: this.array.constructor.name,
  5483. array: Array.prototype.slice.call( this.array ),
  5484. normalized: this.normalized
  5485. };
  5486. }
  5487. } );
  5488. //
  5489. function Int8BufferAttribute( array, itemSize, normalized ) {
  5490. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5491. }
  5492. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5493. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5494. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5495. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5496. }
  5497. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5498. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5499. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5500. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5501. }
  5502. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5503. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5504. function Int16BufferAttribute( array, itemSize, normalized ) {
  5505. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5506. }
  5507. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5508. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5509. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5510. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5511. }
  5512. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5513. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5514. function Int32BufferAttribute( array, itemSize, normalized ) {
  5515. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5516. }
  5517. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5518. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5519. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5520. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5521. }
  5522. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5523. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5524. function Float32BufferAttribute( array, itemSize, normalized ) {
  5525. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5526. }
  5527. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5528. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5529. function Float64BufferAttribute( array, itemSize, normalized ) {
  5530. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5531. }
  5532. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5533. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5534. /**
  5535. * @author mrdoob / http://mrdoob.com/
  5536. */
  5537. function DirectGeometry() {
  5538. this.vertices = [];
  5539. this.normals = [];
  5540. this.colors = [];
  5541. this.uvs = [];
  5542. this.uvs2 = [];
  5543. this.groups = [];
  5544. this.morphTargets = {};
  5545. this.skinWeights = [];
  5546. this.skinIndices = [];
  5547. // this.lineDistances = [];
  5548. this.boundingBox = null;
  5549. this.boundingSphere = null;
  5550. // update flags
  5551. this.verticesNeedUpdate = false;
  5552. this.normalsNeedUpdate = false;
  5553. this.colorsNeedUpdate = false;
  5554. this.uvsNeedUpdate = false;
  5555. this.groupsNeedUpdate = false;
  5556. }
  5557. Object.assign( DirectGeometry.prototype, {
  5558. computeGroups: function ( geometry ) {
  5559. var group;
  5560. var groups = [];
  5561. var materialIndex = undefined;
  5562. var faces = geometry.faces;
  5563. for ( var i = 0; i < faces.length; i ++ ) {
  5564. var face = faces[ i ];
  5565. // materials
  5566. if ( face.materialIndex !== materialIndex ) {
  5567. materialIndex = face.materialIndex;
  5568. if ( group !== undefined ) {
  5569. group.count = ( i * 3 ) - group.start;
  5570. groups.push( group );
  5571. }
  5572. group = {
  5573. start: i * 3,
  5574. materialIndex: materialIndex
  5575. };
  5576. }
  5577. }
  5578. if ( group !== undefined ) {
  5579. group.count = ( i * 3 ) - group.start;
  5580. groups.push( group );
  5581. }
  5582. this.groups = groups;
  5583. },
  5584. fromGeometry: function ( geometry ) {
  5585. var faces = geometry.faces;
  5586. var vertices = geometry.vertices;
  5587. var faceVertexUvs = geometry.faceVertexUvs;
  5588. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5589. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5590. // morphs
  5591. var morphTargets = geometry.morphTargets;
  5592. var morphTargetsLength = morphTargets.length;
  5593. var morphTargetsPosition;
  5594. if ( morphTargetsLength > 0 ) {
  5595. morphTargetsPosition = [];
  5596. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5597. morphTargetsPosition[ i ] = {
  5598. name: morphTargets[ i ].name,
  5599. data: []
  5600. };
  5601. }
  5602. this.morphTargets.position = morphTargetsPosition;
  5603. }
  5604. var morphNormals = geometry.morphNormals;
  5605. var morphNormalsLength = morphNormals.length;
  5606. var morphTargetsNormal;
  5607. if ( morphNormalsLength > 0 ) {
  5608. morphTargetsNormal = [];
  5609. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5610. morphTargetsNormal[ i ] = {
  5611. name: morphNormals[ i ].name,
  5612. data: []
  5613. };
  5614. }
  5615. this.morphTargets.normal = morphTargetsNormal;
  5616. }
  5617. // skins
  5618. var skinIndices = geometry.skinIndices;
  5619. var skinWeights = geometry.skinWeights;
  5620. var hasSkinIndices = skinIndices.length === vertices.length;
  5621. var hasSkinWeights = skinWeights.length === vertices.length;
  5622. //
  5623. if ( vertices.length > 0 && faces.length === 0 ) {
  5624. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5625. }
  5626. for ( var i = 0; i < faces.length; i ++ ) {
  5627. var face = faces[ i ];
  5628. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5629. var vertexNormals = face.vertexNormals;
  5630. if ( vertexNormals.length === 3 ) {
  5631. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5632. } else {
  5633. var normal = face.normal;
  5634. this.normals.push( normal, normal, normal );
  5635. }
  5636. var vertexColors = face.vertexColors;
  5637. if ( vertexColors.length === 3 ) {
  5638. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5639. } else {
  5640. var color = face.color;
  5641. this.colors.push( color, color, color );
  5642. }
  5643. if ( hasFaceVertexUv === true ) {
  5644. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5645. if ( vertexUvs !== undefined ) {
  5646. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5647. } else {
  5648. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5649. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5650. }
  5651. }
  5652. if ( hasFaceVertexUv2 === true ) {
  5653. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5654. if ( vertexUvs !== undefined ) {
  5655. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5656. } else {
  5657. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5658. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5659. }
  5660. }
  5661. // morphs
  5662. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5663. var morphTarget = morphTargets[ j ].vertices;
  5664. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5665. }
  5666. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5667. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5668. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5669. }
  5670. // skins
  5671. if ( hasSkinIndices ) {
  5672. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5673. }
  5674. if ( hasSkinWeights ) {
  5675. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5676. }
  5677. }
  5678. this.computeGroups( geometry );
  5679. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5680. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5681. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5682. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5683. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5684. if ( geometry.boundingSphere !== null ) {
  5685. this.boundingSphere = geometry.boundingSphere.clone();
  5686. }
  5687. if ( geometry.boundingBox !== null ) {
  5688. this.boundingBox = geometry.boundingBox.clone();
  5689. }
  5690. return this;
  5691. }
  5692. } );
  5693. /**
  5694. * @author mrdoob / http://mrdoob.com/
  5695. */
  5696. function arrayMax( array ) {
  5697. if ( array.length === 0 ) return - Infinity;
  5698. var max = array[ 0 ];
  5699. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5700. if ( array[ i ] > max ) max = array[ i ];
  5701. }
  5702. return max;
  5703. }
  5704. /**
  5705. * @author alteredq / http://alteredqualia.com/
  5706. * @author mrdoob / http://mrdoob.com/
  5707. */
  5708. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5709. var _m1$2 = new Matrix4();
  5710. var _obj = new Object3D();
  5711. var _offset = new Vector3();
  5712. var _box$1 = new Box3();
  5713. var _boxMorphTargets = new Box3();
  5714. var _vector$4 = new Vector3();
  5715. function BufferGeometry() {
  5716. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5717. this.uuid = _Math.generateUUID();
  5718. this.name = '';
  5719. this.type = 'BufferGeometry';
  5720. this.index = null;
  5721. this.attributes = {};
  5722. this.morphAttributes = {};
  5723. this.groups = [];
  5724. this.boundingBox = null;
  5725. this.boundingSphere = null;
  5726. this.drawRange = { start: 0, count: Infinity };
  5727. this.userData = {};
  5728. }
  5729. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5730. constructor: BufferGeometry,
  5731. isBufferGeometry: true,
  5732. getIndex: function () {
  5733. return this.index;
  5734. },
  5735. setIndex: function ( index ) {
  5736. if ( Array.isArray( index ) ) {
  5737. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5738. } else {
  5739. this.index = index;
  5740. }
  5741. },
  5742. addAttribute: function ( name, attribute ) {
  5743. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5744. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5745. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5746. }
  5747. if ( name === 'index' ) {
  5748. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5749. this.setIndex( attribute );
  5750. return this;
  5751. }
  5752. this.attributes[ name ] = attribute;
  5753. return this;
  5754. },
  5755. getAttribute: function ( name ) {
  5756. return this.attributes[ name ];
  5757. },
  5758. removeAttribute: function ( name ) {
  5759. delete this.attributes[ name ];
  5760. return this;
  5761. },
  5762. addGroup: function ( start, count, materialIndex ) {
  5763. this.groups.push( {
  5764. start: start,
  5765. count: count,
  5766. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5767. } );
  5768. },
  5769. clearGroups: function () {
  5770. this.groups = [];
  5771. },
  5772. setDrawRange: function ( start, count ) {
  5773. this.drawRange.start = start;
  5774. this.drawRange.count = count;
  5775. },
  5776. applyMatrix: function ( matrix ) {
  5777. var position = this.attributes.position;
  5778. if ( position !== undefined ) {
  5779. matrix.applyToBufferAttribute( position );
  5780. position.needsUpdate = true;
  5781. }
  5782. var normal = this.attributes.normal;
  5783. if ( normal !== undefined ) {
  5784. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5785. normalMatrix.applyToBufferAttribute( normal );
  5786. normal.needsUpdate = true;
  5787. }
  5788. var tangent = this.attributes.tangent;
  5789. if ( tangent !== undefined ) {
  5790. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5791. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5792. normalMatrix.applyToBufferAttribute( tangent );
  5793. tangent.needsUpdate = true;
  5794. }
  5795. if ( this.boundingBox !== null ) {
  5796. this.computeBoundingBox();
  5797. }
  5798. if ( this.boundingSphere !== null ) {
  5799. this.computeBoundingSphere();
  5800. }
  5801. return this;
  5802. },
  5803. rotateX: function ( angle ) {
  5804. // rotate geometry around world x-axis
  5805. _m1$2.makeRotationX( angle );
  5806. this.applyMatrix( _m1$2 );
  5807. return this;
  5808. },
  5809. rotateY: function ( angle ) {
  5810. // rotate geometry around world y-axis
  5811. _m1$2.makeRotationY( angle );
  5812. this.applyMatrix( _m1$2 );
  5813. return this;
  5814. },
  5815. rotateZ: function ( angle ) {
  5816. // rotate geometry around world z-axis
  5817. _m1$2.makeRotationZ( angle );
  5818. this.applyMatrix( _m1$2 );
  5819. return this;
  5820. },
  5821. translate: function ( x, y, z ) {
  5822. // translate geometry
  5823. _m1$2.makeTranslation( x, y, z );
  5824. this.applyMatrix( _m1$2 );
  5825. return this;
  5826. },
  5827. scale: function ( x, y, z ) {
  5828. // scale geometry
  5829. _m1$2.makeScale( x, y, z );
  5830. this.applyMatrix( _m1$2 );
  5831. return this;
  5832. },
  5833. lookAt: function ( vector ) {
  5834. _obj.lookAt( vector );
  5835. _obj.updateMatrix();
  5836. this.applyMatrix( _obj.matrix );
  5837. return this;
  5838. },
  5839. center: function () {
  5840. this.computeBoundingBox();
  5841. this.boundingBox.getCenter( _offset ).negate();
  5842. this.translate( _offset.x, _offset.y, _offset.z );
  5843. return this;
  5844. },
  5845. setFromObject: function ( object ) {
  5846. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5847. var geometry = object.geometry;
  5848. if ( object.isPoints || object.isLine ) {
  5849. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5850. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5851. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5852. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5853. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5854. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5855. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5856. }
  5857. if ( geometry.boundingSphere !== null ) {
  5858. this.boundingSphere = geometry.boundingSphere.clone();
  5859. }
  5860. if ( geometry.boundingBox !== null ) {
  5861. this.boundingBox = geometry.boundingBox.clone();
  5862. }
  5863. } else if ( object.isMesh ) {
  5864. if ( geometry && geometry.isGeometry ) {
  5865. this.fromGeometry( geometry );
  5866. }
  5867. }
  5868. return this;
  5869. },
  5870. setFromPoints: function ( points ) {
  5871. var position = [];
  5872. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5873. var point = points[ i ];
  5874. position.push( point.x, point.y, point.z || 0 );
  5875. }
  5876. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5877. return this;
  5878. },
  5879. updateFromObject: function ( object ) {
  5880. var geometry = object.geometry;
  5881. if ( object.isMesh ) {
  5882. var direct = geometry.__directGeometry;
  5883. if ( geometry.elementsNeedUpdate === true ) {
  5884. direct = undefined;
  5885. geometry.elementsNeedUpdate = false;
  5886. }
  5887. if ( direct === undefined ) {
  5888. return this.fromGeometry( geometry );
  5889. }
  5890. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5891. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5892. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5893. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5894. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5895. geometry.verticesNeedUpdate = false;
  5896. geometry.normalsNeedUpdate = false;
  5897. geometry.colorsNeedUpdate = false;
  5898. geometry.uvsNeedUpdate = false;
  5899. geometry.groupsNeedUpdate = false;
  5900. geometry = direct;
  5901. }
  5902. var attribute;
  5903. if ( geometry.verticesNeedUpdate === true ) {
  5904. attribute = this.attributes.position;
  5905. if ( attribute !== undefined ) {
  5906. attribute.copyVector3sArray( geometry.vertices );
  5907. attribute.needsUpdate = true;
  5908. }
  5909. geometry.verticesNeedUpdate = false;
  5910. }
  5911. if ( geometry.normalsNeedUpdate === true ) {
  5912. attribute = this.attributes.normal;
  5913. if ( attribute !== undefined ) {
  5914. attribute.copyVector3sArray( geometry.normals );
  5915. attribute.needsUpdate = true;
  5916. }
  5917. geometry.normalsNeedUpdate = false;
  5918. }
  5919. if ( geometry.colorsNeedUpdate === true ) {
  5920. attribute = this.attributes.color;
  5921. if ( attribute !== undefined ) {
  5922. attribute.copyColorsArray( geometry.colors );
  5923. attribute.needsUpdate = true;
  5924. }
  5925. geometry.colorsNeedUpdate = false;
  5926. }
  5927. if ( geometry.uvsNeedUpdate ) {
  5928. attribute = this.attributes.uv;
  5929. if ( attribute !== undefined ) {
  5930. attribute.copyVector2sArray( geometry.uvs );
  5931. attribute.needsUpdate = true;
  5932. }
  5933. geometry.uvsNeedUpdate = false;
  5934. }
  5935. if ( geometry.lineDistancesNeedUpdate ) {
  5936. attribute = this.attributes.lineDistance;
  5937. if ( attribute !== undefined ) {
  5938. attribute.copyArray( geometry.lineDistances );
  5939. attribute.needsUpdate = true;
  5940. }
  5941. geometry.lineDistancesNeedUpdate = false;
  5942. }
  5943. if ( geometry.groupsNeedUpdate ) {
  5944. geometry.computeGroups( object.geometry );
  5945. this.groups = geometry.groups;
  5946. geometry.groupsNeedUpdate = false;
  5947. }
  5948. return this;
  5949. },
  5950. fromGeometry: function ( geometry ) {
  5951. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  5952. return this.fromDirectGeometry( geometry.__directGeometry );
  5953. },
  5954. fromDirectGeometry: function ( geometry ) {
  5955. var positions = new Float32Array( geometry.vertices.length * 3 );
  5956. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  5957. if ( geometry.normals.length > 0 ) {
  5958. var normals = new Float32Array( geometry.normals.length * 3 );
  5959. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  5960. }
  5961. if ( geometry.colors.length > 0 ) {
  5962. var colors = new Float32Array( geometry.colors.length * 3 );
  5963. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  5964. }
  5965. if ( geometry.uvs.length > 0 ) {
  5966. var uvs = new Float32Array( geometry.uvs.length * 2 );
  5967. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  5968. }
  5969. if ( geometry.uvs2.length > 0 ) {
  5970. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  5971. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  5972. }
  5973. // groups
  5974. this.groups = geometry.groups;
  5975. // morphs
  5976. for ( var name in geometry.morphTargets ) {
  5977. var array = [];
  5978. var morphTargets = geometry.morphTargets[ name ];
  5979. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  5980. var morphTarget = morphTargets[ i ];
  5981. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  5982. attribute.name = morphTarget.name;
  5983. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  5984. }
  5985. this.morphAttributes[ name ] = array;
  5986. }
  5987. // skinning
  5988. if ( geometry.skinIndices.length > 0 ) {
  5989. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  5990. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  5991. }
  5992. if ( geometry.skinWeights.length > 0 ) {
  5993. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  5994. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  5995. }
  5996. //
  5997. if ( geometry.boundingSphere !== null ) {
  5998. this.boundingSphere = geometry.boundingSphere.clone();
  5999. }
  6000. if ( geometry.boundingBox !== null ) {
  6001. this.boundingBox = geometry.boundingBox.clone();
  6002. }
  6003. return this;
  6004. },
  6005. computeBoundingBox: function () {
  6006. if ( this.boundingBox === null ) {
  6007. this.boundingBox = new Box3();
  6008. }
  6009. var position = this.attributes.position;
  6010. var morphAttributesPosition = this.morphAttributes.position;
  6011. if ( position !== undefined ) {
  6012. this.boundingBox.setFromBufferAttribute( position );
  6013. // process morph attributes if present
  6014. if ( morphAttributesPosition ) {
  6015. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6016. var morphAttribute = morphAttributesPosition[ i ];
  6017. _box$1.setFromBufferAttribute( morphAttribute );
  6018. this.boundingBox.expandByPoint( _box$1.min );
  6019. this.boundingBox.expandByPoint( _box$1.max );
  6020. }
  6021. }
  6022. } else {
  6023. this.boundingBox.makeEmpty();
  6024. }
  6025. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6026. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6027. }
  6028. },
  6029. computeBoundingSphere: function () {
  6030. if ( this.boundingSphere === null ) {
  6031. this.boundingSphere = new Sphere();
  6032. }
  6033. var position = this.attributes.position;
  6034. var morphAttributesPosition = this.morphAttributes.position;
  6035. if ( position ) {
  6036. // first, find the center of the bounding sphere
  6037. var center = this.boundingSphere.center;
  6038. _box$1.setFromBufferAttribute( position );
  6039. // process morph attributes if present
  6040. if ( morphAttributesPosition ) {
  6041. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6042. var morphAttribute = morphAttributesPosition[ i ];
  6043. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6044. _box$1.expandByPoint( _boxMorphTargets.min );
  6045. _box$1.expandByPoint( _boxMorphTargets.max );
  6046. }
  6047. }
  6048. _box$1.getCenter( center );
  6049. // second, try to find a boundingSphere with a radius smaller than the
  6050. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6051. var maxRadiusSq = 0;
  6052. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6053. _vector$4.fromBufferAttribute( position, i );
  6054. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6055. }
  6056. // process morph attributes if present
  6057. if ( morphAttributesPosition ) {
  6058. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6059. var morphAttribute = morphAttributesPosition[ i ];
  6060. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6061. _vector$4.fromBufferAttribute( morphAttribute, j );
  6062. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6063. }
  6064. }
  6065. }
  6066. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6067. if ( isNaN( this.boundingSphere.radius ) ) {
  6068. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6069. }
  6070. }
  6071. },
  6072. computeFaceNormals: function () {
  6073. // backwards compatibility
  6074. },
  6075. computeVertexNormals: function () {
  6076. var index = this.index;
  6077. var attributes = this.attributes;
  6078. if ( attributes.position ) {
  6079. var positions = attributes.position.array;
  6080. if ( attributes.normal === undefined ) {
  6081. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6082. } else {
  6083. // reset existing normals to zero
  6084. var array = attributes.normal.array;
  6085. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6086. array[ i ] = 0;
  6087. }
  6088. }
  6089. var normals = attributes.normal.array;
  6090. var vA, vB, vC;
  6091. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6092. var cb = new Vector3(), ab = new Vector3();
  6093. // indexed elements
  6094. if ( index ) {
  6095. var indices = index.array;
  6096. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6097. vA = indices[ i + 0 ] * 3;
  6098. vB = indices[ i + 1 ] * 3;
  6099. vC = indices[ i + 2 ] * 3;
  6100. pA.fromArray( positions, vA );
  6101. pB.fromArray( positions, vB );
  6102. pC.fromArray( positions, vC );
  6103. cb.subVectors( pC, pB );
  6104. ab.subVectors( pA, pB );
  6105. cb.cross( ab );
  6106. normals[ vA ] += cb.x;
  6107. normals[ vA + 1 ] += cb.y;
  6108. normals[ vA + 2 ] += cb.z;
  6109. normals[ vB ] += cb.x;
  6110. normals[ vB + 1 ] += cb.y;
  6111. normals[ vB + 2 ] += cb.z;
  6112. normals[ vC ] += cb.x;
  6113. normals[ vC + 1 ] += cb.y;
  6114. normals[ vC + 2 ] += cb.z;
  6115. }
  6116. } else {
  6117. // non-indexed elements (unconnected triangle soup)
  6118. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6119. pA.fromArray( positions, i );
  6120. pB.fromArray( positions, i + 3 );
  6121. pC.fromArray( positions, i + 6 );
  6122. cb.subVectors( pC, pB );
  6123. ab.subVectors( pA, pB );
  6124. cb.cross( ab );
  6125. normals[ i ] = cb.x;
  6126. normals[ i + 1 ] = cb.y;
  6127. normals[ i + 2 ] = cb.z;
  6128. normals[ i + 3 ] = cb.x;
  6129. normals[ i + 4 ] = cb.y;
  6130. normals[ i + 5 ] = cb.z;
  6131. normals[ i + 6 ] = cb.x;
  6132. normals[ i + 7 ] = cb.y;
  6133. normals[ i + 8 ] = cb.z;
  6134. }
  6135. }
  6136. this.normalizeNormals();
  6137. attributes.normal.needsUpdate = true;
  6138. }
  6139. },
  6140. merge: function ( geometry, offset ) {
  6141. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6142. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6143. return;
  6144. }
  6145. if ( offset === undefined ) {
  6146. offset = 0;
  6147. console.warn(
  6148. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6149. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6150. );
  6151. }
  6152. var attributes = this.attributes;
  6153. for ( var key in attributes ) {
  6154. if ( geometry.attributes[ key ] === undefined ) continue;
  6155. var attribute1 = attributes[ key ];
  6156. var attributeArray1 = attribute1.array;
  6157. var attribute2 = geometry.attributes[ key ];
  6158. var attributeArray2 = attribute2.array;
  6159. var attributeOffset = attribute2.itemSize * offset;
  6160. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6161. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6162. attributeArray1[ j ] = attributeArray2[ i ];
  6163. }
  6164. }
  6165. return this;
  6166. },
  6167. normalizeNormals: function () {
  6168. var normals = this.attributes.normal;
  6169. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6170. _vector$4.x = normals.getX( i );
  6171. _vector$4.y = normals.getY( i );
  6172. _vector$4.z = normals.getZ( i );
  6173. _vector$4.normalize();
  6174. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6175. }
  6176. },
  6177. toNonIndexed: function () {
  6178. function convertBufferAttribute( attribute, indices ) {
  6179. var array = attribute.array;
  6180. var itemSize = attribute.itemSize;
  6181. var array2 = new array.constructor( indices.length * itemSize );
  6182. var index = 0, index2 = 0;
  6183. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6184. index = indices[ i ] * itemSize;
  6185. for ( var j = 0; j < itemSize; j ++ ) {
  6186. array2[ index2 ++ ] = array[ index ++ ];
  6187. }
  6188. }
  6189. return new BufferAttribute( array2, itemSize );
  6190. }
  6191. //
  6192. if ( this.index === null ) {
  6193. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6194. return this;
  6195. }
  6196. var geometry2 = new BufferGeometry();
  6197. var indices = this.index.array;
  6198. var attributes = this.attributes;
  6199. // attributes
  6200. for ( var name in attributes ) {
  6201. var attribute = attributes[ name ];
  6202. var newAttribute = convertBufferAttribute( attribute, indices );
  6203. geometry2.addAttribute( name, newAttribute );
  6204. }
  6205. // morph attributes
  6206. var morphAttributes = this.morphAttributes;
  6207. for ( name in morphAttributes ) {
  6208. var morphArray = [];
  6209. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6210. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6211. var attribute = morphAttribute[ i ];
  6212. var newAttribute = convertBufferAttribute( attribute, indices );
  6213. morphArray.push( newAttribute );
  6214. }
  6215. geometry2.morphAttributes[ name ] = morphArray;
  6216. }
  6217. // groups
  6218. var groups = this.groups;
  6219. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6220. var group = groups[ i ];
  6221. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6222. }
  6223. return geometry2;
  6224. },
  6225. toJSON: function () {
  6226. var data = {
  6227. metadata: {
  6228. version: 4.5,
  6229. type: 'BufferGeometry',
  6230. generator: 'BufferGeometry.toJSON'
  6231. }
  6232. };
  6233. // standard BufferGeometry serialization
  6234. data.uuid = this.uuid;
  6235. data.type = this.type;
  6236. if ( this.name !== '' ) data.name = this.name;
  6237. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6238. if ( this.parameters !== undefined ) {
  6239. var parameters = this.parameters;
  6240. for ( var key in parameters ) {
  6241. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6242. }
  6243. return data;
  6244. }
  6245. data.data = { attributes: {} };
  6246. var index = this.index;
  6247. if ( index !== null ) {
  6248. data.data.index = {
  6249. type: index.array.constructor.name,
  6250. array: Array.prototype.slice.call( index.array )
  6251. };
  6252. }
  6253. var attributes = this.attributes;
  6254. for ( var key in attributes ) {
  6255. var attribute = attributes[ key ];
  6256. var attributeData = attribute.toJSON();
  6257. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6258. data.data.attributes[ key ] = attributeData;
  6259. }
  6260. var morphAttributes = {};
  6261. var hasMorphAttributes = false;
  6262. for ( var key in this.morphAttributes ) {
  6263. var attributeArray = this.morphAttributes[ key ];
  6264. var array = [];
  6265. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6266. var attribute = attributeArray[ i ];
  6267. var attributeData = attribute.toJSON();
  6268. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6269. array.push( attributeData );
  6270. }
  6271. if ( array.length > 0 ) {
  6272. morphAttributes[ key ] = array;
  6273. hasMorphAttributes = true;
  6274. }
  6275. }
  6276. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  6277. var groups = this.groups;
  6278. if ( groups.length > 0 ) {
  6279. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6280. }
  6281. var boundingSphere = this.boundingSphere;
  6282. if ( boundingSphere !== null ) {
  6283. data.data.boundingSphere = {
  6284. center: boundingSphere.center.toArray(),
  6285. radius: boundingSphere.radius
  6286. };
  6287. }
  6288. return data;
  6289. },
  6290. clone: function () {
  6291. /*
  6292. // Handle primitives
  6293. var parameters = this.parameters;
  6294. if ( parameters !== undefined ) {
  6295. var values = [];
  6296. for ( var key in parameters ) {
  6297. values.push( parameters[ key ] );
  6298. }
  6299. var geometry = Object.create( this.constructor.prototype );
  6300. this.constructor.apply( geometry, values );
  6301. return geometry;
  6302. }
  6303. return new this.constructor().copy( this );
  6304. */
  6305. return new BufferGeometry().copy( this );
  6306. },
  6307. copy: function ( source ) {
  6308. var name, i, l;
  6309. // reset
  6310. this.index = null;
  6311. this.attributes = {};
  6312. this.morphAttributes = {};
  6313. this.groups = [];
  6314. this.boundingBox = null;
  6315. this.boundingSphere = null;
  6316. // name
  6317. this.name = source.name;
  6318. // index
  6319. var index = source.index;
  6320. if ( index !== null ) {
  6321. this.setIndex( index.clone() );
  6322. }
  6323. // attributes
  6324. var attributes = source.attributes;
  6325. for ( name in attributes ) {
  6326. var attribute = attributes[ name ];
  6327. this.addAttribute( name, attribute.clone() );
  6328. }
  6329. // morph attributes
  6330. var morphAttributes = source.morphAttributes;
  6331. for ( name in morphAttributes ) {
  6332. var array = [];
  6333. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6334. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6335. array.push( morphAttribute[ i ].clone() );
  6336. }
  6337. this.morphAttributes[ name ] = array;
  6338. }
  6339. // groups
  6340. var groups = source.groups;
  6341. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6342. var group = groups[ i ];
  6343. this.addGroup( group.start, group.count, group.materialIndex );
  6344. }
  6345. // bounding box
  6346. var boundingBox = source.boundingBox;
  6347. if ( boundingBox !== null ) {
  6348. this.boundingBox = boundingBox.clone();
  6349. }
  6350. // bounding sphere
  6351. var boundingSphere = source.boundingSphere;
  6352. if ( boundingSphere !== null ) {
  6353. this.boundingSphere = boundingSphere.clone();
  6354. }
  6355. // draw range
  6356. this.drawRange.start = source.drawRange.start;
  6357. this.drawRange.count = source.drawRange.count;
  6358. // user data
  6359. this.userData = source.userData;
  6360. return this;
  6361. },
  6362. dispose: function () {
  6363. this.dispatchEvent( { type: 'dispose' } );
  6364. }
  6365. } );
  6366. /**
  6367. * @author mrdoob / http://mrdoob.com/
  6368. * @author alteredq / http://alteredqualia.com/
  6369. * @author mikael emtinger / http://gomo.se/
  6370. * @author jonobr1 / http://jonobr1.com/
  6371. */
  6372. var _inverseMatrix = new Matrix4();
  6373. var _ray = new Ray();
  6374. var _sphere = new Sphere();
  6375. var _vA = new Vector3();
  6376. var _vB = new Vector3();
  6377. var _vC = new Vector3();
  6378. var _tempA = new Vector3();
  6379. var _tempB = new Vector3();
  6380. var _tempC = new Vector3();
  6381. var _morphA = new Vector3();
  6382. var _morphB = new Vector3();
  6383. var _morphC = new Vector3();
  6384. var _uvA = new Vector2();
  6385. var _uvB = new Vector2();
  6386. var _uvC = new Vector2();
  6387. var _intersectionPoint = new Vector3();
  6388. var _intersectionPointWorld = new Vector3();
  6389. function Mesh( geometry, material ) {
  6390. Object3D.call( this );
  6391. this.type = 'Mesh';
  6392. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6393. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6394. this.drawMode = TrianglesDrawMode;
  6395. this.updateMorphTargets();
  6396. }
  6397. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6398. constructor: Mesh,
  6399. isMesh: true,
  6400. setDrawMode: function ( value ) {
  6401. this.drawMode = value;
  6402. },
  6403. copy: function ( source ) {
  6404. Object3D.prototype.copy.call( this, source );
  6405. this.drawMode = source.drawMode;
  6406. if ( source.morphTargetInfluences !== undefined ) {
  6407. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6408. }
  6409. if ( source.morphTargetDictionary !== undefined ) {
  6410. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6411. }
  6412. return this;
  6413. },
  6414. updateMorphTargets: function () {
  6415. var geometry = this.geometry;
  6416. var m, ml, name;
  6417. if ( geometry.isBufferGeometry ) {
  6418. var morphAttributes = geometry.morphAttributes;
  6419. var keys = Object.keys( morphAttributes );
  6420. if ( keys.length > 0 ) {
  6421. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6422. if ( morphAttribute !== undefined ) {
  6423. this.morphTargetInfluences = [];
  6424. this.morphTargetDictionary = {};
  6425. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6426. name = morphAttribute[ m ].name || String( m );
  6427. this.morphTargetInfluences.push( 0 );
  6428. this.morphTargetDictionary[ name ] = m;
  6429. }
  6430. }
  6431. }
  6432. } else {
  6433. var morphTargets = geometry.morphTargets;
  6434. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6435. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6436. }
  6437. }
  6438. },
  6439. raycast: function ( raycaster, intersects ) {
  6440. var geometry = this.geometry;
  6441. var material = this.material;
  6442. var matrixWorld = this.matrixWorld;
  6443. if ( material === undefined ) return;
  6444. // Checking boundingSphere distance to ray
  6445. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6446. _sphere.copy( geometry.boundingSphere );
  6447. _sphere.applyMatrix4( matrixWorld );
  6448. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  6449. //
  6450. _inverseMatrix.getInverse( matrixWorld );
  6451. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6452. // Check boundingBox before continuing
  6453. if ( geometry.boundingBox !== null ) {
  6454. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;
  6455. }
  6456. var intersection;
  6457. if ( geometry.isBufferGeometry ) {
  6458. var a, b, c;
  6459. var index = geometry.index;
  6460. var position = geometry.attributes.position;
  6461. var morphPosition = geometry.morphAttributes.position;
  6462. var uv = geometry.attributes.uv;
  6463. var uv2 = geometry.attributes.uv2;
  6464. var groups = geometry.groups;
  6465. var drawRange = geometry.drawRange;
  6466. var i, j, il, jl;
  6467. var group, groupMaterial;
  6468. var start, end;
  6469. if ( index !== null ) {
  6470. // indexed buffer geometry
  6471. if ( Array.isArray( material ) ) {
  6472. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6473. group = groups[ i ];
  6474. groupMaterial = material[ group.materialIndex ];
  6475. start = Math.max( group.start, drawRange.start );
  6476. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6477. for ( j = start, jl = end; j < jl; j += 3 ) {
  6478. a = index.getX( j );
  6479. b = index.getX( j + 1 );
  6480. c = index.getX( j + 2 );
  6481. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6482. if ( intersection ) {
  6483. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6484. intersection.face.materialIndex = group.materialIndex;
  6485. intersects.push( intersection );
  6486. }
  6487. }
  6488. }
  6489. } else {
  6490. start = Math.max( 0, drawRange.start );
  6491. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6492. for ( i = start, il = end; i < il; i += 3 ) {
  6493. a = index.getX( i );
  6494. b = index.getX( i + 1 );
  6495. c = index.getX( i + 2 );
  6496. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6497. if ( intersection ) {
  6498. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6499. intersects.push( intersection );
  6500. }
  6501. }
  6502. }
  6503. } else if ( position !== undefined ) {
  6504. // non-indexed buffer geometry
  6505. if ( Array.isArray( material ) ) {
  6506. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6507. group = groups[ i ];
  6508. groupMaterial = material[ group.materialIndex ];
  6509. start = Math.max( group.start, drawRange.start );
  6510. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6511. for ( j = start, jl = end; j < jl; j += 3 ) {
  6512. a = j;
  6513. b = j + 1;
  6514. c = j + 2;
  6515. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6516. if ( intersection ) {
  6517. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6518. intersection.face.materialIndex = group.materialIndex;
  6519. intersects.push( intersection );
  6520. }
  6521. }
  6522. }
  6523. } else {
  6524. start = Math.max( 0, drawRange.start );
  6525. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6526. for ( i = start, il = end; i < il; i += 3 ) {
  6527. a = i;
  6528. b = i + 1;
  6529. c = i + 2;
  6530. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6531. if ( intersection ) {
  6532. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6533. intersects.push( intersection );
  6534. }
  6535. }
  6536. }
  6537. }
  6538. } else if ( geometry.isGeometry ) {
  6539. var fvA, fvB, fvC;
  6540. var isMultiMaterial = Array.isArray( material );
  6541. var vertices = geometry.vertices;
  6542. var faces = geometry.faces;
  6543. var uvs;
  6544. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6545. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  6546. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6547. var face = faces[ f ];
  6548. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6549. if ( faceMaterial === undefined ) continue;
  6550. fvA = vertices[ face.a ];
  6551. fvB = vertices[ face.b ];
  6552. fvC = vertices[ face.c ];
  6553. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6554. if ( intersection ) {
  6555. if ( uvs && uvs[ f ] ) {
  6556. var uvs_f = uvs[ f ];
  6557. _uvA.copy( uvs_f[ 0 ] );
  6558. _uvB.copy( uvs_f[ 1 ] );
  6559. _uvC.copy( uvs_f[ 2 ] );
  6560. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6561. }
  6562. intersection.face = face;
  6563. intersection.faceIndex = f;
  6564. intersects.push( intersection );
  6565. }
  6566. }
  6567. }
  6568. },
  6569. clone: function () {
  6570. return new this.constructor( this.geometry, this.material ).copy( this );
  6571. }
  6572. } );
  6573. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6574. var intersect;
  6575. if ( material.side === BackSide ) {
  6576. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6577. } else {
  6578. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6579. }
  6580. if ( intersect === null ) return null;
  6581. _intersectionPointWorld.copy( point );
  6582. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6583. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6584. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  6585. return {
  6586. distance: distance,
  6587. point: _intersectionPointWorld.clone(),
  6588. object: object
  6589. };
  6590. }
  6591. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6592. _vA.fromBufferAttribute( position, a );
  6593. _vB.fromBufferAttribute( position, b );
  6594. _vC.fromBufferAttribute( position, c );
  6595. var morphInfluences = object.morphTargetInfluences;
  6596. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6597. _morphA.set( 0, 0, 0 );
  6598. _morphB.set( 0, 0, 0 );
  6599. _morphC.set( 0, 0, 0 );
  6600. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6601. var influence = morphInfluences[ i ];
  6602. var morphAttribute = morphPosition[ i ];
  6603. if ( influence === 0 ) continue;
  6604. _tempA.fromBufferAttribute( morphAttribute, a );
  6605. _tempB.fromBufferAttribute( morphAttribute, b );
  6606. _tempC.fromBufferAttribute( morphAttribute, c );
  6607. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6608. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6609. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6610. }
  6611. _vA.add( _morphA );
  6612. _vB.add( _morphB );
  6613. _vC.add( _morphC );
  6614. }
  6615. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6616. if ( intersection ) {
  6617. if ( uv ) {
  6618. _uvA.fromBufferAttribute( uv, a );
  6619. _uvB.fromBufferAttribute( uv, b );
  6620. _uvC.fromBufferAttribute( uv, c );
  6621. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6622. }
  6623. if ( uv2 ) {
  6624. _uvA.fromBufferAttribute( uv2, a );
  6625. _uvB.fromBufferAttribute( uv2, b );
  6626. _uvC.fromBufferAttribute( uv2, c );
  6627. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6628. }
  6629. var face = new Face3( a, b, c );
  6630. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6631. intersection.face = face;
  6632. }
  6633. return intersection;
  6634. }
  6635. /**
  6636. * @author mrdoob / http://mrdoob.com/
  6637. * @author kile / http://kile.stravaganza.org/
  6638. * @author alteredq / http://alteredqualia.com/
  6639. * @author mikael emtinger / http://gomo.se/
  6640. * @author zz85 / http://www.lab4games.net/zz85/blog
  6641. * @author bhouston / http://clara.io
  6642. */
  6643. var _geometryId = 0; // Geometry uses even numbers as Id
  6644. var _m1$3 = new Matrix4();
  6645. var _obj$1 = new Object3D();
  6646. var _offset$1 = new Vector3();
  6647. function Geometry() {
  6648. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6649. this.uuid = _Math.generateUUID();
  6650. this.name = '';
  6651. this.type = 'Geometry';
  6652. this.vertices = [];
  6653. this.colors = [];
  6654. this.faces = [];
  6655. this.faceVertexUvs = [[]];
  6656. this.morphTargets = [];
  6657. this.morphNormals = [];
  6658. this.skinWeights = [];
  6659. this.skinIndices = [];
  6660. this.lineDistances = [];
  6661. this.boundingBox = null;
  6662. this.boundingSphere = null;
  6663. // update flags
  6664. this.elementsNeedUpdate = false;
  6665. this.verticesNeedUpdate = false;
  6666. this.uvsNeedUpdate = false;
  6667. this.normalsNeedUpdate = false;
  6668. this.colorsNeedUpdate = false;
  6669. this.lineDistancesNeedUpdate = false;
  6670. this.groupsNeedUpdate = false;
  6671. }
  6672. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6673. constructor: Geometry,
  6674. isGeometry: true,
  6675. applyMatrix: function ( matrix ) {
  6676. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6677. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6678. var vertex = this.vertices[ i ];
  6679. vertex.applyMatrix4( matrix );
  6680. }
  6681. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6682. var face = this.faces[ i ];
  6683. face.normal.applyMatrix3( normalMatrix ).normalize();
  6684. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6685. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6686. }
  6687. }
  6688. if ( this.boundingBox !== null ) {
  6689. this.computeBoundingBox();
  6690. }
  6691. if ( this.boundingSphere !== null ) {
  6692. this.computeBoundingSphere();
  6693. }
  6694. this.verticesNeedUpdate = true;
  6695. this.normalsNeedUpdate = true;
  6696. return this;
  6697. },
  6698. rotateX: function ( angle ) {
  6699. // rotate geometry around world x-axis
  6700. _m1$3.makeRotationX( angle );
  6701. this.applyMatrix( _m1$3 );
  6702. return this;
  6703. },
  6704. rotateY: function ( angle ) {
  6705. // rotate geometry around world y-axis
  6706. _m1$3.makeRotationY( angle );
  6707. this.applyMatrix( _m1$3 );
  6708. return this;
  6709. },
  6710. rotateZ: function ( angle ) {
  6711. // rotate geometry around world z-axis
  6712. _m1$3.makeRotationZ( angle );
  6713. this.applyMatrix( _m1$3 );
  6714. return this;
  6715. },
  6716. translate: function ( x, y, z ) {
  6717. // translate geometry
  6718. _m1$3.makeTranslation( x, y, z );
  6719. this.applyMatrix( _m1$3 );
  6720. return this;
  6721. },
  6722. scale: function ( x, y, z ) {
  6723. // scale geometry
  6724. _m1$3.makeScale( x, y, z );
  6725. this.applyMatrix( _m1$3 );
  6726. return this;
  6727. },
  6728. lookAt: function ( vector ) {
  6729. _obj$1.lookAt( vector );
  6730. _obj$1.updateMatrix();
  6731. this.applyMatrix( _obj$1.matrix );
  6732. return this;
  6733. },
  6734. fromBufferGeometry: function ( geometry ) {
  6735. var scope = this;
  6736. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6737. var attributes = geometry.attributes;
  6738. var positions = attributes.position.array;
  6739. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6740. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6741. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6742. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6743. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  6744. for ( var i = 0; i < positions.length; i += 3 ) {
  6745. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6746. if ( colors !== undefined ) {
  6747. scope.colors.push( new Color().fromArray( colors, i ) );
  6748. }
  6749. }
  6750. function addFace( a, b, c, materialIndex ) {
  6751. var vertexColors = ( colors === undefined ) ? [] : [
  6752. scope.colors[ a ].clone(),
  6753. scope.colors[ b ].clone(),
  6754. scope.colors[ c ].clone() ];
  6755. var vertexNormals = ( normals === undefined ) ? [] : [
  6756. new Vector3().fromArray( normals, a * 3 ),
  6757. new Vector3().fromArray( normals, b * 3 ),
  6758. new Vector3().fromArray( normals, c * 3 )
  6759. ];
  6760. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6761. scope.faces.push( face );
  6762. if ( uvs !== undefined ) {
  6763. scope.faceVertexUvs[ 0 ].push( [
  6764. new Vector2().fromArray( uvs, a * 2 ),
  6765. new Vector2().fromArray( uvs, b * 2 ),
  6766. new Vector2().fromArray( uvs, c * 2 )
  6767. ] );
  6768. }
  6769. if ( uvs2 !== undefined ) {
  6770. scope.faceVertexUvs[ 1 ].push( [
  6771. new Vector2().fromArray( uvs2, a * 2 ),
  6772. new Vector2().fromArray( uvs2, b * 2 ),
  6773. new Vector2().fromArray( uvs2, c * 2 )
  6774. ] );
  6775. }
  6776. }
  6777. var groups = geometry.groups;
  6778. if ( groups.length > 0 ) {
  6779. for ( var i = 0; i < groups.length; i ++ ) {
  6780. var group = groups[ i ];
  6781. var start = group.start;
  6782. var count = group.count;
  6783. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6784. if ( indices !== undefined ) {
  6785. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6786. } else {
  6787. addFace( j, j + 1, j + 2, group.materialIndex );
  6788. }
  6789. }
  6790. }
  6791. } else {
  6792. if ( indices !== undefined ) {
  6793. for ( var i = 0; i < indices.length; i += 3 ) {
  6794. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6795. }
  6796. } else {
  6797. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6798. addFace( i, i + 1, i + 2 );
  6799. }
  6800. }
  6801. }
  6802. this.computeFaceNormals();
  6803. if ( geometry.boundingBox !== null ) {
  6804. this.boundingBox = geometry.boundingBox.clone();
  6805. }
  6806. if ( geometry.boundingSphere !== null ) {
  6807. this.boundingSphere = geometry.boundingSphere.clone();
  6808. }
  6809. return this;
  6810. },
  6811. center: function () {
  6812. this.computeBoundingBox();
  6813. this.boundingBox.getCenter( _offset$1 ).negate();
  6814. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6815. return this;
  6816. },
  6817. normalize: function () {
  6818. this.computeBoundingSphere();
  6819. var center = this.boundingSphere.center;
  6820. var radius = this.boundingSphere.radius;
  6821. var s = radius === 0 ? 1 : 1.0 / radius;
  6822. var matrix = new Matrix4();
  6823. matrix.set(
  6824. s, 0, 0, - s * center.x,
  6825. 0, s, 0, - s * center.y,
  6826. 0, 0, s, - s * center.z,
  6827. 0, 0, 0, 1
  6828. );
  6829. this.applyMatrix( matrix );
  6830. return this;
  6831. },
  6832. computeFaceNormals: function () {
  6833. var cb = new Vector3(), ab = new Vector3();
  6834. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6835. var face = this.faces[ f ];
  6836. var vA = this.vertices[ face.a ];
  6837. var vB = this.vertices[ face.b ];
  6838. var vC = this.vertices[ face.c ];
  6839. cb.subVectors( vC, vB );
  6840. ab.subVectors( vA, vB );
  6841. cb.cross( ab );
  6842. cb.normalize();
  6843. face.normal.copy( cb );
  6844. }
  6845. },
  6846. computeVertexNormals: function ( areaWeighted ) {
  6847. if ( areaWeighted === undefined ) areaWeighted = true;
  6848. var v, vl, f, fl, face, vertices;
  6849. vertices = new Array( this.vertices.length );
  6850. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6851. vertices[ v ] = new Vector3();
  6852. }
  6853. if ( areaWeighted ) {
  6854. // vertex normals weighted by triangle areas
  6855. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6856. var vA, vB, vC;
  6857. var cb = new Vector3(), ab = new Vector3();
  6858. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6859. face = this.faces[ f ];
  6860. vA = this.vertices[ face.a ];
  6861. vB = this.vertices[ face.b ];
  6862. vC = this.vertices[ face.c ];
  6863. cb.subVectors( vC, vB );
  6864. ab.subVectors( vA, vB );
  6865. cb.cross( ab );
  6866. vertices[ face.a ].add( cb );
  6867. vertices[ face.b ].add( cb );
  6868. vertices[ face.c ].add( cb );
  6869. }
  6870. } else {
  6871. this.computeFaceNormals();
  6872. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6873. face = this.faces[ f ];
  6874. vertices[ face.a ].add( face.normal );
  6875. vertices[ face.b ].add( face.normal );
  6876. vertices[ face.c ].add( face.normal );
  6877. }
  6878. }
  6879. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6880. vertices[ v ].normalize();
  6881. }
  6882. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6883. face = this.faces[ f ];
  6884. var vertexNormals = face.vertexNormals;
  6885. if ( vertexNormals.length === 3 ) {
  6886. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  6887. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  6888. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  6889. } else {
  6890. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6891. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6892. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6893. }
  6894. }
  6895. if ( this.faces.length > 0 ) {
  6896. this.normalsNeedUpdate = true;
  6897. }
  6898. },
  6899. computeFlatVertexNormals: function () {
  6900. var f, fl, face;
  6901. this.computeFaceNormals();
  6902. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6903. face = this.faces[ f ];
  6904. var vertexNormals = face.vertexNormals;
  6905. if ( vertexNormals.length === 3 ) {
  6906. vertexNormals[ 0 ].copy( face.normal );
  6907. vertexNormals[ 1 ].copy( face.normal );
  6908. vertexNormals[ 2 ].copy( face.normal );
  6909. } else {
  6910. vertexNormals[ 0 ] = face.normal.clone();
  6911. vertexNormals[ 1 ] = face.normal.clone();
  6912. vertexNormals[ 2 ] = face.normal.clone();
  6913. }
  6914. }
  6915. if ( this.faces.length > 0 ) {
  6916. this.normalsNeedUpdate = true;
  6917. }
  6918. },
  6919. computeMorphNormals: function () {
  6920. var i, il, f, fl, face;
  6921. // save original normals
  6922. // - create temp variables on first access
  6923. // otherwise just copy (for faster repeated calls)
  6924. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6925. face = this.faces[ f ];
  6926. if ( ! face.__originalFaceNormal ) {
  6927. face.__originalFaceNormal = face.normal.clone();
  6928. } else {
  6929. face.__originalFaceNormal.copy( face.normal );
  6930. }
  6931. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  6932. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6933. if ( ! face.__originalVertexNormals[ i ] ) {
  6934. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6935. } else {
  6936. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6937. }
  6938. }
  6939. }
  6940. // use temp geometry to compute face and vertex normals for each morph
  6941. var tmpGeo = new Geometry();
  6942. tmpGeo.faces = this.faces;
  6943. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6944. // create on first access
  6945. if ( ! this.morphNormals[ i ] ) {
  6946. this.morphNormals[ i ] = {};
  6947. this.morphNormals[ i ].faceNormals = [];
  6948. this.morphNormals[ i ].vertexNormals = [];
  6949. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6950. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6951. var faceNormal, vertexNormals;
  6952. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6953. faceNormal = new Vector3();
  6954. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  6955. dstNormalsFace.push( faceNormal );
  6956. dstNormalsVertex.push( vertexNormals );
  6957. }
  6958. }
  6959. var morphNormals = this.morphNormals[ i ];
  6960. // set vertices to morph target
  6961. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6962. // compute morph normals
  6963. tmpGeo.computeFaceNormals();
  6964. tmpGeo.computeVertexNormals();
  6965. // store morph normals
  6966. var faceNormal, vertexNormals;
  6967. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6968. face = this.faces[ f ];
  6969. faceNormal = morphNormals.faceNormals[ f ];
  6970. vertexNormals = morphNormals.vertexNormals[ f ];
  6971. faceNormal.copy( face.normal );
  6972. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6973. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6974. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6975. }
  6976. }
  6977. // restore original normals
  6978. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6979. face = this.faces[ f ];
  6980. face.normal = face.__originalFaceNormal;
  6981. face.vertexNormals = face.__originalVertexNormals;
  6982. }
  6983. },
  6984. computeBoundingBox: function () {
  6985. if ( this.boundingBox === null ) {
  6986. this.boundingBox = new Box3();
  6987. }
  6988. this.boundingBox.setFromPoints( this.vertices );
  6989. },
  6990. computeBoundingSphere: function () {
  6991. if ( this.boundingSphere === null ) {
  6992. this.boundingSphere = new Sphere();
  6993. }
  6994. this.boundingSphere.setFromPoints( this.vertices );
  6995. },
  6996. merge: function ( geometry, matrix, materialIndexOffset ) {
  6997. if ( ! ( geometry && geometry.isGeometry ) ) {
  6998. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  6999. return;
  7000. }
  7001. var normalMatrix,
  7002. vertexOffset = this.vertices.length,
  7003. vertices1 = this.vertices,
  7004. vertices2 = geometry.vertices,
  7005. faces1 = this.faces,
  7006. faces2 = geometry.faces,
  7007. colors1 = this.colors,
  7008. colors2 = geometry.colors;
  7009. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  7010. if ( matrix !== undefined ) {
  7011. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7012. }
  7013. // vertices
  7014. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7015. var vertex = vertices2[ i ];
  7016. var vertexCopy = vertex.clone();
  7017. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  7018. vertices1.push( vertexCopy );
  7019. }
  7020. // colors
  7021. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7022. colors1.push( colors2[ i ].clone() );
  7023. }
  7024. // faces
  7025. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7026. var face = faces2[ i ], faceCopy, normal, color,
  7027. faceVertexNormals = face.vertexNormals,
  7028. faceVertexColors = face.vertexColors;
  7029. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7030. faceCopy.normal.copy( face.normal );
  7031. if ( normalMatrix !== undefined ) {
  7032. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7033. }
  7034. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7035. normal = faceVertexNormals[ j ].clone();
  7036. if ( normalMatrix !== undefined ) {
  7037. normal.applyMatrix3( normalMatrix ).normalize();
  7038. }
  7039. faceCopy.vertexNormals.push( normal );
  7040. }
  7041. faceCopy.color.copy( face.color );
  7042. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7043. color = faceVertexColors[ j ];
  7044. faceCopy.vertexColors.push( color.clone() );
  7045. }
  7046. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7047. faces1.push( faceCopy );
  7048. }
  7049. // uvs
  7050. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7051. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7052. if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];
  7053. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7054. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7055. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7056. uvsCopy.push( uvs2[ k ].clone() );
  7057. }
  7058. this.faceVertexUvs[ i ].push( uvsCopy );
  7059. }
  7060. }
  7061. },
  7062. mergeMesh: function ( mesh ) {
  7063. if ( ! ( mesh && mesh.isMesh ) ) {
  7064. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7065. return;
  7066. }
  7067. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  7068. this.merge( mesh.geometry, mesh.matrix );
  7069. },
  7070. /*
  7071. * Checks for duplicate vertices with hashmap.
  7072. * Duplicated vertices are removed
  7073. * and faces' vertices are updated.
  7074. */
  7075. mergeVertices: function () {
  7076. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7077. var unique = [], changes = [];
  7078. var v, key;
  7079. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7080. var precision = Math.pow( 10, precisionPoints );
  7081. var i, il, face;
  7082. var indices, j, jl;
  7083. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7084. v = this.vertices[ i ];
  7085. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7086. if ( verticesMap[ key ] === undefined ) {
  7087. verticesMap[ key ] = i;
  7088. unique.push( this.vertices[ i ] );
  7089. changes[ i ] = unique.length - 1;
  7090. } else {
  7091. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7092. changes[ i ] = changes[ verticesMap[ key ] ];
  7093. }
  7094. }
  7095. // if faces are completely degenerate after merging vertices, we
  7096. // have to remove them from the geometry.
  7097. var faceIndicesToRemove = [];
  7098. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7099. face = this.faces[ i ];
  7100. face.a = changes[ face.a ];
  7101. face.b = changes[ face.b ];
  7102. face.c = changes[ face.c ];
  7103. indices = [ face.a, face.b, face.c ];
  7104. // if any duplicate vertices are found in a Face3
  7105. // we have to remove the face as nothing can be saved
  7106. for ( var n = 0; n < 3; n ++ ) {
  7107. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7108. faceIndicesToRemove.push( i );
  7109. break;
  7110. }
  7111. }
  7112. }
  7113. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7114. var idx = faceIndicesToRemove[ i ];
  7115. this.faces.splice( idx, 1 );
  7116. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7117. this.faceVertexUvs[ j ].splice( idx, 1 );
  7118. }
  7119. }
  7120. // Use unique set of vertices
  7121. var diff = this.vertices.length - unique.length;
  7122. this.vertices = unique;
  7123. return diff;
  7124. },
  7125. setFromPoints: function ( points ) {
  7126. this.vertices = [];
  7127. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7128. var point = points[ i ];
  7129. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7130. }
  7131. return this;
  7132. },
  7133. sortFacesByMaterialIndex: function () {
  7134. var faces = this.faces;
  7135. var length = faces.length;
  7136. // tag faces
  7137. for ( var i = 0; i < length; i ++ ) {
  7138. faces[ i ]._id = i;
  7139. }
  7140. // sort faces
  7141. function materialIndexSort( a, b ) {
  7142. return a.materialIndex - b.materialIndex;
  7143. }
  7144. faces.sort( materialIndexSort );
  7145. // sort uvs
  7146. var uvs1 = this.faceVertexUvs[ 0 ];
  7147. var uvs2 = this.faceVertexUvs[ 1 ];
  7148. var newUvs1, newUvs2;
  7149. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  7150. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  7151. for ( var i = 0; i < length; i ++ ) {
  7152. var id = faces[ i ]._id;
  7153. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  7154. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  7155. }
  7156. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  7157. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  7158. },
  7159. toJSON: function () {
  7160. var data = {
  7161. metadata: {
  7162. version: 4.5,
  7163. type: 'Geometry',
  7164. generator: 'Geometry.toJSON'
  7165. }
  7166. };
  7167. // standard Geometry serialization
  7168. data.uuid = this.uuid;
  7169. data.type = this.type;
  7170. if ( this.name !== '' ) data.name = this.name;
  7171. if ( this.parameters !== undefined ) {
  7172. var parameters = this.parameters;
  7173. for ( var key in parameters ) {
  7174. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7175. }
  7176. return data;
  7177. }
  7178. var vertices = [];
  7179. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7180. var vertex = this.vertices[ i ];
  7181. vertices.push( vertex.x, vertex.y, vertex.z );
  7182. }
  7183. var faces = [];
  7184. var normals = [];
  7185. var normalsHash = {};
  7186. var colors = [];
  7187. var colorsHash = {};
  7188. var uvs = [];
  7189. var uvsHash = {};
  7190. for ( var i = 0; i < this.faces.length; i ++ ) {
  7191. var face = this.faces[ i ];
  7192. var hasMaterial = true;
  7193. var hasFaceUv = false; // deprecated
  7194. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7195. var hasFaceNormal = face.normal.length() > 0;
  7196. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7197. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7198. var hasFaceVertexColor = face.vertexColors.length > 0;
  7199. var faceType = 0;
  7200. faceType = setBit( faceType, 0, 0 ); // isQuad
  7201. faceType = setBit( faceType, 1, hasMaterial );
  7202. faceType = setBit( faceType, 2, hasFaceUv );
  7203. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7204. faceType = setBit( faceType, 4, hasFaceNormal );
  7205. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7206. faceType = setBit( faceType, 6, hasFaceColor );
  7207. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7208. faces.push( faceType );
  7209. faces.push( face.a, face.b, face.c );
  7210. faces.push( face.materialIndex );
  7211. if ( hasFaceVertexUv ) {
  7212. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7213. faces.push(
  7214. getUvIndex( faceVertexUvs[ 0 ] ),
  7215. getUvIndex( faceVertexUvs[ 1 ] ),
  7216. getUvIndex( faceVertexUvs[ 2 ] )
  7217. );
  7218. }
  7219. if ( hasFaceNormal ) {
  7220. faces.push( getNormalIndex( face.normal ) );
  7221. }
  7222. if ( hasFaceVertexNormal ) {
  7223. var vertexNormals = face.vertexNormals;
  7224. faces.push(
  7225. getNormalIndex( vertexNormals[ 0 ] ),
  7226. getNormalIndex( vertexNormals[ 1 ] ),
  7227. getNormalIndex( vertexNormals[ 2 ] )
  7228. );
  7229. }
  7230. if ( hasFaceColor ) {
  7231. faces.push( getColorIndex( face.color ) );
  7232. }
  7233. if ( hasFaceVertexColor ) {
  7234. var vertexColors = face.vertexColors;
  7235. faces.push(
  7236. getColorIndex( vertexColors[ 0 ] ),
  7237. getColorIndex( vertexColors[ 1 ] ),
  7238. getColorIndex( vertexColors[ 2 ] )
  7239. );
  7240. }
  7241. }
  7242. function setBit( value, position, enabled ) {
  7243. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7244. }
  7245. function getNormalIndex( normal ) {
  7246. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7247. if ( normalsHash[ hash ] !== undefined ) {
  7248. return normalsHash[ hash ];
  7249. }
  7250. normalsHash[ hash ] = normals.length / 3;
  7251. normals.push( normal.x, normal.y, normal.z );
  7252. return normalsHash[ hash ];
  7253. }
  7254. function getColorIndex( color ) {
  7255. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7256. if ( colorsHash[ hash ] !== undefined ) {
  7257. return colorsHash[ hash ];
  7258. }
  7259. colorsHash[ hash ] = colors.length;
  7260. colors.push( color.getHex() );
  7261. return colorsHash[ hash ];
  7262. }
  7263. function getUvIndex( uv ) {
  7264. var hash = uv.x.toString() + uv.y.toString();
  7265. if ( uvsHash[ hash ] !== undefined ) {
  7266. return uvsHash[ hash ];
  7267. }
  7268. uvsHash[ hash ] = uvs.length / 2;
  7269. uvs.push( uv.x, uv.y );
  7270. return uvsHash[ hash ];
  7271. }
  7272. data.data = {};
  7273. data.data.vertices = vertices;
  7274. data.data.normals = normals;
  7275. if ( colors.length > 0 ) data.data.colors = colors;
  7276. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  7277. data.data.faces = faces;
  7278. return data;
  7279. },
  7280. clone: function () {
  7281. /*
  7282. // Handle primitives
  7283. var parameters = this.parameters;
  7284. if ( parameters !== undefined ) {
  7285. var values = [];
  7286. for ( var key in parameters ) {
  7287. values.push( parameters[ key ] );
  7288. }
  7289. var geometry = Object.create( this.constructor.prototype );
  7290. this.constructor.apply( geometry, values );
  7291. return geometry;
  7292. }
  7293. return new this.constructor().copy( this );
  7294. */
  7295. return new Geometry().copy( this );
  7296. },
  7297. copy: function ( source ) {
  7298. var i, il, j, jl, k, kl;
  7299. // reset
  7300. this.vertices = [];
  7301. this.colors = [];
  7302. this.faces = [];
  7303. this.faceVertexUvs = [[]];
  7304. this.morphTargets = [];
  7305. this.morphNormals = [];
  7306. this.skinWeights = [];
  7307. this.skinIndices = [];
  7308. this.lineDistances = [];
  7309. this.boundingBox = null;
  7310. this.boundingSphere = null;
  7311. // name
  7312. this.name = source.name;
  7313. // vertices
  7314. var vertices = source.vertices;
  7315. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7316. this.vertices.push( vertices[ i ].clone() );
  7317. }
  7318. // colors
  7319. var colors = source.colors;
  7320. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7321. this.colors.push( colors[ i ].clone() );
  7322. }
  7323. // faces
  7324. var faces = source.faces;
  7325. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7326. this.faces.push( faces[ i ].clone() );
  7327. }
  7328. // face vertex uvs
  7329. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7330. var faceVertexUvs = source.faceVertexUvs[ i ];
  7331. if ( this.faceVertexUvs[ i ] === undefined ) {
  7332. this.faceVertexUvs[ i ] = [];
  7333. }
  7334. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7335. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7336. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7337. var uv = uvs[ k ];
  7338. uvsCopy.push( uv.clone() );
  7339. }
  7340. this.faceVertexUvs[ i ].push( uvsCopy );
  7341. }
  7342. }
  7343. // morph targets
  7344. var morphTargets = source.morphTargets;
  7345. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7346. var morphTarget = {};
  7347. morphTarget.name = morphTargets[ i ].name;
  7348. // vertices
  7349. if ( morphTargets[ i ].vertices !== undefined ) {
  7350. morphTarget.vertices = [];
  7351. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7352. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7353. }
  7354. }
  7355. // normals
  7356. if ( morphTargets[ i ].normals !== undefined ) {
  7357. morphTarget.normals = [];
  7358. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7359. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7360. }
  7361. }
  7362. this.morphTargets.push( morphTarget );
  7363. }
  7364. // morph normals
  7365. var morphNormals = source.morphNormals;
  7366. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7367. var morphNormal = {};
  7368. // vertex normals
  7369. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7370. morphNormal.vertexNormals = [];
  7371. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7372. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7373. var destVertexNormal = {};
  7374. destVertexNormal.a = srcVertexNormal.a.clone();
  7375. destVertexNormal.b = srcVertexNormal.b.clone();
  7376. destVertexNormal.c = srcVertexNormal.c.clone();
  7377. morphNormal.vertexNormals.push( destVertexNormal );
  7378. }
  7379. }
  7380. // face normals
  7381. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7382. morphNormal.faceNormals = [];
  7383. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7384. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7385. }
  7386. }
  7387. this.morphNormals.push( morphNormal );
  7388. }
  7389. // skin weights
  7390. var skinWeights = source.skinWeights;
  7391. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7392. this.skinWeights.push( skinWeights[ i ].clone() );
  7393. }
  7394. // skin indices
  7395. var skinIndices = source.skinIndices;
  7396. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7397. this.skinIndices.push( skinIndices[ i ].clone() );
  7398. }
  7399. // line distances
  7400. var lineDistances = source.lineDistances;
  7401. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7402. this.lineDistances.push( lineDistances[ i ] );
  7403. }
  7404. // bounding box
  7405. var boundingBox = source.boundingBox;
  7406. if ( boundingBox !== null ) {
  7407. this.boundingBox = boundingBox.clone();
  7408. }
  7409. // bounding sphere
  7410. var boundingSphere = source.boundingSphere;
  7411. if ( boundingSphere !== null ) {
  7412. this.boundingSphere = boundingSphere.clone();
  7413. }
  7414. // update flags
  7415. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7416. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7417. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7418. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7419. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7420. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7421. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7422. return this;
  7423. },
  7424. dispose: function () {
  7425. this.dispatchEvent( { type: 'dispose' } );
  7426. }
  7427. } );
  7428. /**
  7429. * @author mrdoob / http://mrdoob.com/
  7430. * @author Mugen87 / https://github.com/Mugen87
  7431. */
  7432. // BoxGeometry
  7433. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7434. Geometry.call( this );
  7435. this.type = 'BoxGeometry';
  7436. this.parameters = {
  7437. width: width,
  7438. height: height,
  7439. depth: depth,
  7440. widthSegments: widthSegments,
  7441. heightSegments: heightSegments,
  7442. depthSegments: depthSegments
  7443. };
  7444. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7445. this.mergeVertices();
  7446. }
  7447. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7448. BoxGeometry.prototype.constructor = BoxGeometry;
  7449. // BoxBufferGeometry
  7450. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7451. BufferGeometry.call( this );
  7452. this.type = 'BoxBufferGeometry';
  7453. this.parameters = {
  7454. width: width,
  7455. height: height,
  7456. depth: depth,
  7457. widthSegments: widthSegments,
  7458. heightSegments: heightSegments,
  7459. depthSegments: depthSegments
  7460. };
  7461. var scope = this;
  7462. width = width || 1;
  7463. height = height || 1;
  7464. depth = depth || 1;
  7465. // segments
  7466. widthSegments = Math.floor( widthSegments ) || 1;
  7467. heightSegments = Math.floor( heightSegments ) || 1;
  7468. depthSegments = Math.floor( depthSegments ) || 1;
  7469. // buffers
  7470. var indices = [];
  7471. var vertices = [];
  7472. var normals = [];
  7473. var uvs = [];
  7474. // helper variables
  7475. var numberOfVertices = 0;
  7476. var groupStart = 0;
  7477. // build each side of the box geometry
  7478. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7479. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7480. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7481. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7482. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7483. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7484. // build geometry
  7485. this.setIndex( indices );
  7486. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7487. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7488. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7489. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7490. var segmentWidth = width / gridX;
  7491. var segmentHeight = height / gridY;
  7492. var widthHalf = width / 2;
  7493. var heightHalf = height / 2;
  7494. var depthHalf = depth / 2;
  7495. var gridX1 = gridX + 1;
  7496. var gridY1 = gridY + 1;
  7497. var vertexCounter = 0;
  7498. var groupCount = 0;
  7499. var ix, iy;
  7500. var vector = new Vector3();
  7501. // generate vertices, normals and uvs
  7502. for ( iy = 0; iy < gridY1; iy ++ ) {
  7503. var y = iy * segmentHeight - heightHalf;
  7504. for ( ix = 0; ix < gridX1; ix ++ ) {
  7505. var x = ix * segmentWidth - widthHalf;
  7506. // set values to correct vector component
  7507. vector[ u ] = x * udir;
  7508. vector[ v ] = y * vdir;
  7509. vector[ w ] = depthHalf;
  7510. // now apply vector to vertex buffer
  7511. vertices.push( vector.x, vector.y, vector.z );
  7512. // set values to correct vector component
  7513. vector[ u ] = 0;
  7514. vector[ v ] = 0;
  7515. vector[ w ] = depth > 0 ? 1 : - 1;
  7516. // now apply vector to normal buffer
  7517. normals.push( vector.x, vector.y, vector.z );
  7518. // uvs
  7519. uvs.push( ix / gridX );
  7520. uvs.push( 1 - ( iy / gridY ) );
  7521. // counters
  7522. vertexCounter += 1;
  7523. }
  7524. }
  7525. // indices
  7526. // 1. you need three indices to draw a single face
  7527. // 2. a single segment consists of two faces
  7528. // 3. so we need to generate six (2*3) indices per segment
  7529. for ( iy = 0; iy < gridY; iy ++ ) {
  7530. for ( ix = 0; ix < gridX; ix ++ ) {
  7531. var a = numberOfVertices + ix + gridX1 * iy;
  7532. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7533. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7534. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7535. // faces
  7536. indices.push( a, b, d );
  7537. indices.push( b, c, d );
  7538. // increase counter
  7539. groupCount += 6;
  7540. }
  7541. }
  7542. // add a group to the geometry. this will ensure multi material support
  7543. scope.addGroup( groupStart, groupCount, materialIndex );
  7544. // calculate new start value for groups
  7545. groupStart += groupCount;
  7546. // update total number of vertices
  7547. numberOfVertices += vertexCounter;
  7548. }
  7549. }
  7550. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7551. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7552. /**
  7553. * Uniform Utilities
  7554. */
  7555. function cloneUniforms( src ) {
  7556. var dst = {};
  7557. for ( var u in src ) {
  7558. dst[ u ] = {};
  7559. for ( var p in src[ u ] ) {
  7560. var property = src[ u ][ p ];
  7561. if ( property && ( property.isColor ||
  7562. property.isMatrix3 || property.isMatrix4 ||
  7563. property.isVector2 || property.isVector3 || property.isVector4 ||
  7564. property.isTexture ) ) {
  7565. dst[ u ][ p ] = property.clone();
  7566. } else if ( Array.isArray( property ) ) {
  7567. dst[ u ][ p ] = property.slice();
  7568. } else {
  7569. dst[ u ][ p ] = property;
  7570. }
  7571. }
  7572. }
  7573. return dst;
  7574. }
  7575. function mergeUniforms( uniforms ) {
  7576. var merged = {};
  7577. for ( var u = 0; u < uniforms.length; u ++ ) {
  7578. var tmp = cloneUniforms( uniforms[ u ] );
  7579. for ( var p in tmp ) {
  7580. merged[ p ] = tmp[ p ];
  7581. }
  7582. }
  7583. return merged;
  7584. }
  7585. // Legacy
  7586. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7587. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7588. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7589. /**
  7590. * @author alteredq / http://alteredqualia.com/
  7591. *
  7592. * parameters = {
  7593. * defines: { "label" : "value" },
  7594. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7595. *
  7596. * fragmentShader: <string>,
  7597. * vertexShader: <string>,
  7598. *
  7599. * wireframe: <boolean>,
  7600. * wireframeLinewidth: <float>,
  7601. *
  7602. * lights: <bool>,
  7603. *
  7604. * skinning: <bool>,
  7605. * morphTargets: <bool>,
  7606. * morphNormals: <bool>
  7607. * }
  7608. */
  7609. function ShaderMaterial( parameters ) {
  7610. Material.call( this );
  7611. this.type = 'ShaderMaterial';
  7612. this.defines = {};
  7613. this.uniforms = {};
  7614. this.vertexShader = default_vertex;
  7615. this.fragmentShader = default_fragment;
  7616. this.linewidth = 1;
  7617. this.wireframe = false;
  7618. this.wireframeLinewidth = 1;
  7619. this.fog = false; // set to use scene fog
  7620. this.lights = false; // set to use scene lights
  7621. this.clipping = false; // set to use user-defined clipping planes
  7622. this.skinning = false; // set to use skinning attribute streams
  7623. this.morphTargets = false; // set to use morph targets
  7624. this.morphNormals = false; // set to use morph normals
  7625. this.extensions = {
  7626. derivatives: false, // set to use derivatives
  7627. fragDepth: false, // set to use fragment depth values
  7628. drawBuffers: false, // set to use draw buffers
  7629. shaderTextureLOD: false // set to use shader texture LOD
  7630. };
  7631. // When rendered geometry doesn't include these attributes but the material does,
  7632. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7633. this.defaultAttributeValues = {
  7634. 'color': [ 1, 1, 1 ],
  7635. 'uv': [ 0, 0 ],
  7636. 'uv2': [ 0, 0 ]
  7637. };
  7638. this.index0AttributeName = undefined;
  7639. this.uniformsNeedUpdate = false;
  7640. if ( parameters !== undefined ) {
  7641. if ( parameters.attributes !== undefined ) {
  7642. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7643. }
  7644. this.setValues( parameters );
  7645. }
  7646. }
  7647. ShaderMaterial.prototype = Object.create( Material.prototype );
  7648. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7649. ShaderMaterial.prototype.isShaderMaterial = true;
  7650. ShaderMaterial.prototype.copy = function ( source ) {
  7651. Material.prototype.copy.call( this, source );
  7652. this.fragmentShader = source.fragmentShader;
  7653. this.vertexShader = source.vertexShader;
  7654. this.uniforms = cloneUniforms( source.uniforms );
  7655. this.defines = Object.assign( {}, source.defines );
  7656. this.wireframe = source.wireframe;
  7657. this.wireframeLinewidth = source.wireframeLinewidth;
  7658. this.lights = source.lights;
  7659. this.clipping = source.clipping;
  7660. this.skinning = source.skinning;
  7661. this.morphTargets = source.morphTargets;
  7662. this.morphNormals = source.morphNormals;
  7663. this.extensions = source.extensions;
  7664. return this;
  7665. };
  7666. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7667. var data = Material.prototype.toJSON.call( this, meta );
  7668. data.uniforms = {};
  7669. for ( var name in this.uniforms ) {
  7670. var uniform = this.uniforms[ name ];
  7671. var value = uniform.value;
  7672. if ( value && value.isTexture ) {
  7673. data.uniforms[ name ] = {
  7674. type: 't',
  7675. value: value.toJSON( meta ).uuid
  7676. };
  7677. } else if ( value && value.isColor ) {
  7678. data.uniforms[ name ] = {
  7679. type: 'c',
  7680. value: value.getHex()
  7681. };
  7682. } else if ( value && value.isVector2 ) {
  7683. data.uniforms[ name ] = {
  7684. type: 'v2',
  7685. value: value.toArray()
  7686. };
  7687. } else if ( value && value.isVector3 ) {
  7688. data.uniforms[ name ] = {
  7689. type: 'v3',
  7690. value: value.toArray()
  7691. };
  7692. } else if ( value && value.isVector4 ) {
  7693. data.uniforms[ name ] = {
  7694. type: 'v4',
  7695. value: value.toArray()
  7696. };
  7697. } else if ( value && value.isMatrix3 ) {
  7698. data.uniforms[ name ] = {
  7699. type: 'm3',
  7700. value: value.toArray()
  7701. };
  7702. } else if ( value && value.isMatrix4 ) {
  7703. data.uniforms[ name ] = {
  7704. type: 'm4',
  7705. value: value.toArray()
  7706. };
  7707. } else {
  7708. data.uniforms[ name ] = {
  7709. value: value
  7710. };
  7711. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7712. }
  7713. }
  7714. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7715. data.vertexShader = this.vertexShader;
  7716. data.fragmentShader = this.fragmentShader;
  7717. var extensions = {};
  7718. for ( var key in this.extensions ) {
  7719. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7720. }
  7721. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7722. return data;
  7723. };
  7724. /**
  7725. * @author mrdoob / http://mrdoob.com/
  7726. * @author mikael emtinger / http://gomo.se/
  7727. * @author WestLangley / http://github.com/WestLangley
  7728. */
  7729. function Camera() {
  7730. Object3D.call( this );
  7731. this.type = 'Camera';
  7732. this.matrixWorldInverse = new Matrix4();
  7733. this.projectionMatrix = new Matrix4();
  7734. this.projectionMatrixInverse = new Matrix4();
  7735. }
  7736. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7737. constructor: Camera,
  7738. isCamera: true,
  7739. copy: function ( source, recursive ) {
  7740. Object3D.prototype.copy.call( this, source, recursive );
  7741. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7742. this.projectionMatrix.copy( source.projectionMatrix );
  7743. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7744. return this;
  7745. },
  7746. getWorldDirection: function ( target ) {
  7747. if ( target === undefined ) {
  7748. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7749. target = new Vector3();
  7750. }
  7751. this.updateMatrixWorld( true );
  7752. var e = this.matrixWorld.elements;
  7753. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7754. },
  7755. updateMatrixWorld: function ( force ) {
  7756. Object3D.prototype.updateMatrixWorld.call( this, force );
  7757. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7758. },
  7759. clone: function () {
  7760. return new this.constructor().copy( this );
  7761. }
  7762. } );
  7763. /**
  7764. * @author mrdoob / http://mrdoob.com/
  7765. * @author greggman / http://games.greggman.com/
  7766. * @author zz85 / http://www.lab4games.net/zz85/blog
  7767. * @author tschw
  7768. */
  7769. function PerspectiveCamera( fov, aspect, near, far ) {
  7770. Camera.call( this );
  7771. this.type = 'PerspectiveCamera';
  7772. this.fov = fov !== undefined ? fov : 50;
  7773. this.zoom = 1;
  7774. this.near = near !== undefined ? near : 0.1;
  7775. this.far = far !== undefined ? far : 2000;
  7776. this.focus = 10;
  7777. this.aspect = aspect !== undefined ? aspect : 1;
  7778. this.view = null;
  7779. this.filmGauge = 35; // width of the film (default in millimeters)
  7780. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7781. this.updateProjectionMatrix();
  7782. }
  7783. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7784. constructor: PerspectiveCamera,
  7785. isPerspectiveCamera: true,
  7786. copy: function ( source, recursive ) {
  7787. Camera.prototype.copy.call( this, source, recursive );
  7788. this.fov = source.fov;
  7789. this.zoom = source.zoom;
  7790. this.near = source.near;
  7791. this.far = source.far;
  7792. this.focus = source.focus;
  7793. this.aspect = source.aspect;
  7794. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7795. this.filmGauge = source.filmGauge;
  7796. this.filmOffset = source.filmOffset;
  7797. return this;
  7798. },
  7799. /**
  7800. * Sets the FOV by focal length in respect to the current .filmGauge.
  7801. *
  7802. * The default film gauge is 35, so that the focal length can be specified for
  7803. * a 35mm (full frame) camera.
  7804. *
  7805. * Values for focal length and film gauge must have the same unit.
  7806. */
  7807. setFocalLength: function ( focalLength ) {
  7808. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7809. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7810. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7811. this.updateProjectionMatrix();
  7812. },
  7813. /**
  7814. * Calculates the focal length from the current .fov and .filmGauge.
  7815. */
  7816. getFocalLength: function () {
  7817. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7818. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7819. },
  7820. getEffectiveFOV: function () {
  7821. return _Math.RAD2DEG * 2 * Math.atan(
  7822. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7823. },
  7824. getFilmWidth: function () {
  7825. // film not completely covered in portrait format (aspect < 1)
  7826. return this.filmGauge * Math.min( this.aspect, 1 );
  7827. },
  7828. getFilmHeight: function () {
  7829. // film not completely covered in landscape format (aspect > 1)
  7830. return this.filmGauge / Math.max( this.aspect, 1 );
  7831. },
  7832. /**
  7833. * Sets an offset in a larger frustum. This is useful for multi-window or
  7834. * multi-monitor/multi-machine setups.
  7835. *
  7836. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7837. * the monitors are in grid like this
  7838. *
  7839. * +---+---+---+
  7840. * | A | B | C |
  7841. * +---+---+---+
  7842. * | D | E | F |
  7843. * +---+---+---+
  7844. *
  7845. * then for each monitor you would call it like this
  7846. *
  7847. * var w = 1920;
  7848. * var h = 1080;
  7849. * var fullWidth = w * 3;
  7850. * var fullHeight = h * 2;
  7851. *
  7852. * --A--
  7853. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7854. * --B--
  7855. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7856. * --C--
  7857. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7858. * --D--
  7859. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7860. * --E--
  7861. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7862. * --F--
  7863. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7864. *
  7865. * Note there is no reason monitors have to be the same size or in a grid.
  7866. */
  7867. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7868. this.aspect = fullWidth / fullHeight;
  7869. if ( this.view === null ) {
  7870. this.view = {
  7871. enabled: true,
  7872. fullWidth: 1,
  7873. fullHeight: 1,
  7874. offsetX: 0,
  7875. offsetY: 0,
  7876. width: 1,
  7877. height: 1
  7878. };
  7879. }
  7880. this.view.enabled = true;
  7881. this.view.fullWidth = fullWidth;
  7882. this.view.fullHeight = fullHeight;
  7883. this.view.offsetX = x;
  7884. this.view.offsetY = y;
  7885. this.view.width = width;
  7886. this.view.height = height;
  7887. this.updateProjectionMatrix();
  7888. },
  7889. clearViewOffset: function () {
  7890. if ( this.view !== null ) {
  7891. this.view.enabled = false;
  7892. }
  7893. this.updateProjectionMatrix();
  7894. },
  7895. updateProjectionMatrix: function () {
  7896. var near = this.near,
  7897. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  7898. height = 2 * top,
  7899. width = this.aspect * height,
  7900. left = - 0.5 * width,
  7901. view = this.view;
  7902. if ( this.view !== null && this.view.enabled ) {
  7903. var fullWidth = view.fullWidth,
  7904. fullHeight = view.fullHeight;
  7905. left += view.offsetX * width / fullWidth;
  7906. top -= view.offsetY * height / fullHeight;
  7907. width *= view.width / fullWidth;
  7908. height *= view.height / fullHeight;
  7909. }
  7910. var skew = this.filmOffset;
  7911. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  7912. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  7913. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  7914. },
  7915. toJSON: function ( meta ) {
  7916. var data = Object3D.prototype.toJSON.call( this, meta );
  7917. data.object.fov = this.fov;
  7918. data.object.zoom = this.zoom;
  7919. data.object.near = this.near;
  7920. data.object.far = this.far;
  7921. data.object.focus = this.focus;
  7922. data.object.aspect = this.aspect;
  7923. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  7924. data.object.filmGauge = this.filmGauge;
  7925. data.object.filmOffset = this.filmOffset;
  7926. return data;
  7927. }
  7928. } );
  7929. /**
  7930. * Camera for rendering cube maps
  7931. * - renders scene into axis-aligned cube
  7932. *
  7933. * @author alteredq / http://alteredqualia.com/
  7934. */
  7935. var fov = 90, aspect = 1;
  7936. function CubeCamera( near, far, cubeResolution, options ) {
  7937. Object3D.call( this );
  7938. this.type = 'CubeCamera';
  7939. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7940. cameraPX.up.set( 0, - 1, 0 );
  7941. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  7942. this.add( cameraPX );
  7943. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7944. cameraNX.up.set( 0, - 1, 0 );
  7945. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  7946. this.add( cameraNX );
  7947. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7948. cameraPY.up.set( 0, 0, 1 );
  7949. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  7950. this.add( cameraPY );
  7951. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7952. cameraNY.up.set( 0, 0, - 1 );
  7953. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  7954. this.add( cameraNY );
  7955. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7956. cameraPZ.up.set( 0, - 1, 0 );
  7957. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  7958. this.add( cameraPZ );
  7959. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7960. cameraNZ.up.set( 0, - 1, 0 );
  7961. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  7962. this.add( cameraNZ );
  7963. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  7964. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  7965. this.renderTarget.texture.name = "CubeCamera";
  7966. this.update = function ( renderer, scene ) {
  7967. if ( this.parent === null ) this.updateMatrixWorld();
  7968. var currentRenderTarget = renderer.getRenderTarget();
  7969. var renderTarget = this.renderTarget;
  7970. var generateMipmaps = renderTarget.texture.generateMipmaps;
  7971. renderTarget.texture.generateMipmaps = false;
  7972. renderer.setRenderTarget( renderTarget, 0 );
  7973. renderer.render( scene, cameraPX );
  7974. renderer.setRenderTarget( renderTarget, 1 );
  7975. renderer.render( scene, cameraNX );
  7976. renderer.setRenderTarget( renderTarget, 2 );
  7977. renderer.render( scene, cameraPY );
  7978. renderer.setRenderTarget( renderTarget, 3 );
  7979. renderer.render( scene, cameraNY );
  7980. renderer.setRenderTarget( renderTarget, 4 );
  7981. renderer.render( scene, cameraPZ );
  7982. renderTarget.texture.generateMipmaps = generateMipmaps;
  7983. renderer.setRenderTarget( renderTarget, 5 );
  7984. renderer.render( scene, cameraNZ );
  7985. renderer.setRenderTarget( currentRenderTarget );
  7986. };
  7987. this.clear = function ( renderer, color, depth, stencil ) {
  7988. var currentRenderTarget = renderer.getRenderTarget();
  7989. var renderTarget = this.renderTarget;
  7990. for ( var i = 0; i < 6; i ++ ) {
  7991. renderer.setRenderTarget( renderTarget, i );
  7992. renderer.clear( color, depth, stencil );
  7993. }
  7994. renderer.setRenderTarget( currentRenderTarget );
  7995. };
  7996. }
  7997. CubeCamera.prototype = Object.create( Object3D.prototype );
  7998. CubeCamera.prototype.constructor = CubeCamera;
  7999. /**
  8000. * @author alteredq / http://alteredqualia.com
  8001. * @author WestLangley / http://github.com/WestLangley
  8002. */
  8003. function WebGLRenderTargetCube( width, height, options ) {
  8004. WebGLRenderTarget.call( this, width, height, options );
  8005. }
  8006. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8007. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8008. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8009. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8010. this.texture.type = texture.type;
  8011. this.texture.format = texture.format;
  8012. this.texture.encoding = texture.encoding;
  8013. var scene = new Scene();
  8014. var shader = {
  8015. uniforms: {
  8016. tEquirect: { value: null },
  8017. },
  8018. vertexShader: [
  8019. "varying vec3 vWorldDirection;",
  8020. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8021. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8022. "}",
  8023. "void main() {",
  8024. " vWorldDirection = transformDirection( position, modelMatrix );",
  8025. " #include <begin_vertex>",
  8026. " #include <project_vertex>",
  8027. "}"
  8028. ].join( '\n' ),
  8029. fragmentShader: [
  8030. "uniform sampler2D tEquirect;",
  8031. "varying vec3 vWorldDirection;",
  8032. "#define RECIPROCAL_PI 0.31830988618",
  8033. "#define RECIPROCAL_PI2 0.15915494",
  8034. "void main() {",
  8035. " vec3 direction = normalize( vWorldDirection );",
  8036. " vec2 sampleUV;",
  8037. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8038. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8039. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8040. "}"
  8041. ].join( '\n' ),
  8042. };
  8043. var material = new ShaderMaterial( {
  8044. type: 'CubemapFromEquirect',
  8045. uniforms: cloneUniforms( shader.uniforms ),
  8046. vertexShader: shader.vertexShader,
  8047. fragmentShader: shader.fragmentShader,
  8048. side: BackSide,
  8049. blending: NoBlending
  8050. } );
  8051. material.uniforms.tEquirect.value = texture;
  8052. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8053. scene.add( mesh );
  8054. var camera = new CubeCamera( 1, 10, 1 );
  8055. camera.renderTarget = this;
  8056. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8057. camera.update( renderer, scene );
  8058. mesh.geometry.dispose();
  8059. mesh.material.dispose();
  8060. return this;
  8061. };
  8062. /**
  8063. * @author alteredq / http://alteredqualia.com/
  8064. */
  8065. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8066. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8067. this.image = { data: data, width: width, height: height };
  8068. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8069. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8070. this.generateMipmaps = false;
  8071. this.flipY = false;
  8072. this.unpackAlignment = 1;
  8073. }
  8074. DataTexture.prototype = Object.create( Texture.prototype );
  8075. DataTexture.prototype.constructor = DataTexture;
  8076. DataTexture.prototype.isDataTexture = true;
  8077. /**
  8078. * @author bhouston / http://clara.io
  8079. */
  8080. var _vector1 = new Vector3();
  8081. var _vector2 = new Vector3();
  8082. var _normalMatrix = new Matrix3();
  8083. function Plane( normal, constant ) {
  8084. // normal is assumed to be normalized
  8085. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8086. this.constant = ( constant !== undefined ) ? constant : 0;
  8087. }
  8088. Object.assign( Plane.prototype, {
  8089. isPlane: true,
  8090. set: function ( normal, constant ) {
  8091. this.normal.copy( normal );
  8092. this.constant = constant;
  8093. return this;
  8094. },
  8095. setComponents: function ( x, y, z, w ) {
  8096. this.normal.set( x, y, z );
  8097. this.constant = w;
  8098. return this;
  8099. },
  8100. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8101. this.normal.copy( normal );
  8102. this.constant = - point.dot( this.normal );
  8103. return this;
  8104. },
  8105. setFromCoplanarPoints: function ( a, b, c ) {
  8106. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8107. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8108. this.setFromNormalAndCoplanarPoint( normal, a );
  8109. return this;
  8110. },
  8111. clone: function () {
  8112. return new this.constructor().copy( this );
  8113. },
  8114. copy: function ( plane ) {
  8115. this.normal.copy( plane.normal );
  8116. this.constant = plane.constant;
  8117. return this;
  8118. },
  8119. normalize: function () {
  8120. // Note: will lead to a divide by zero if the plane is invalid.
  8121. var inverseNormalLength = 1.0 / this.normal.length();
  8122. this.normal.multiplyScalar( inverseNormalLength );
  8123. this.constant *= inverseNormalLength;
  8124. return this;
  8125. },
  8126. negate: function () {
  8127. this.constant *= - 1;
  8128. this.normal.negate();
  8129. return this;
  8130. },
  8131. distanceToPoint: function ( point ) {
  8132. return this.normal.dot( point ) + this.constant;
  8133. },
  8134. distanceToSphere: function ( sphere ) {
  8135. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8136. },
  8137. projectPoint: function ( point, target ) {
  8138. if ( target === undefined ) {
  8139. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8140. target = new Vector3();
  8141. }
  8142. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8143. },
  8144. intersectLine: function ( line, target ) {
  8145. if ( target === undefined ) {
  8146. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8147. target = new Vector3();
  8148. }
  8149. var direction = line.delta( _vector1 );
  8150. var denominator = this.normal.dot( direction );
  8151. if ( denominator === 0 ) {
  8152. // line is coplanar, return origin
  8153. if ( this.distanceToPoint( line.start ) === 0 ) {
  8154. return target.copy( line.start );
  8155. }
  8156. // Unsure if this is the correct method to handle this case.
  8157. return undefined;
  8158. }
  8159. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8160. if ( t < 0 || t > 1 ) {
  8161. return undefined;
  8162. }
  8163. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8164. },
  8165. intersectsLine: function ( line ) {
  8166. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8167. var startSign = this.distanceToPoint( line.start );
  8168. var endSign = this.distanceToPoint( line.end );
  8169. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8170. },
  8171. intersectsBox: function ( box ) {
  8172. return box.intersectsPlane( this );
  8173. },
  8174. intersectsSphere: function ( sphere ) {
  8175. return sphere.intersectsPlane( this );
  8176. },
  8177. coplanarPoint: function ( target ) {
  8178. if ( target === undefined ) {
  8179. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8180. target = new Vector3();
  8181. }
  8182. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8183. },
  8184. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8185. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8186. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8187. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8188. this.constant = - referencePoint.dot( normal );
  8189. return this;
  8190. },
  8191. translate: function ( offset ) {
  8192. this.constant -= offset.dot( this.normal );
  8193. return this;
  8194. },
  8195. equals: function ( plane ) {
  8196. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8197. }
  8198. } );
  8199. /**
  8200. * @author mrdoob / http://mrdoob.com/
  8201. * @author alteredq / http://alteredqualia.com/
  8202. * @author bhouston / http://clara.io
  8203. */
  8204. var _sphere$1 = new Sphere();
  8205. var _vector$5 = new Vector3();
  8206. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8207. this.planes = [
  8208. ( p0 !== undefined ) ? p0 : new Plane(),
  8209. ( p1 !== undefined ) ? p1 : new Plane(),
  8210. ( p2 !== undefined ) ? p2 : new Plane(),
  8211. ( p3 !== undefined ) ? p3 : new Plane(),
  8212. ( p4 !== undefined ) ? p4 : new Plane(),
  8213. ( p5 !== undefined ) ? p5 : new Plane()
  8214. ];
  8215. }
  8216. Object.assign( Frustum.prototype, {
  8217. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8218. var planes = this.planes;
  8219. planes[ 0 ].copy( p0 );
  8220. planes[ 1 ].copy( p1 );
  8221. planes[ 2 ].copy( p2 );
  8222. planes[ 3 ].copy( p3 );
  8223. planes[ 4 ].copy( p4 );
  8224. planes[ 5 ].copy( p5 );
  8225. return this;
  8226. },
  8227. clone: function () {
  8228. return new this.constructor().copy( this );
  8229. },
  8230. copy: function ( frustum ) {
  8231. var planes = this.planes;
  8232. for ( var i = 0; i < 6; i ++ ) {
  8233. planes[ i ].copy( frustum.planes[ i ] );
  8234. }
  8235. return this;
  8236. },
  8237. setFromMatrix: function ( m ) {
  8238. var planes = this.planes;
  8239. var me = m.elements;
  8240. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8241. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8242. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8243. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8244. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8245. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8246. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8247. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8248. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8249. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8250. return this;
  8251. },
  8252. intersectsObject: function ( object ) {
  8253. var geometry = object.geometry;
  8254. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8255. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8256. return this.intersectsSphere( _sphere$1 );
  8257. },
  8258. intersectsSprite: function ( sprite ) {
  8259. _sphere$1.center.set( 0, 0, 0 );
  8260. _sphere$1.radius = 0.7071067811865476;
  8261. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8262. return this.intersectsSphere( _sphere$1 );
  8263. },
  8264. intersectsSphere: function ( sphere ) {
  8265. var planes = this.planes;
  8266. var center = sphere.center;
  8267. var negRadius = - sphere.radius;
  8268. for ( var i = 0; i < 6; i ++ ) {
  8269. var distance = planes[ i ].distanceToPoint( center );
  8270. if ( distance < negRadius ) {
  8271. return false;
  8272. }
  8273. }
  8274. return true;
  8275. },
  8276. intersectsBox: function ( box ) {
  8277. var planes = this.planes;
  8278. for ( var i = 0; i < 6; i ++ ) {
  8279. var plane = planes[ i ];
  8280. // corner at max distance
  8281. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8282. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8283. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8284. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8285. return false;
  8286. }
  8287. }
  8288. return true;
  8289. },
  8290. containsPoint: function ( point ) {
  8291. var planes = this.planes;
  8292. for ( var i = 0; i < 6; i ++ ) {
  8293. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8294. return false;
  8295. }
  8296. }
  8297. return true;
  8298. }
  8299. } );
  8300. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8301. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8302. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8303. 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";
  8304. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8305. var begin_vertex = "vec3 transformed = vec3( position );";
  8306. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8307. 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";
  8308. 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";
  8309. 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";
  8310. 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";
  8311. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8312. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8313. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8314. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8315. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8316. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8317. 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}";
  8318. 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";
  8319. 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";
  8320. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8321. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  8322. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8323. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8324. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8325. 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}";
  8326. 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";
  8327. 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";
  8328. 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";
  8329. 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";
  8330. 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";
  8331. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8332. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8333. 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";
  8334. 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";
  8335. 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";
  8336. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8337. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8338. 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";
  8339. 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";
  8340. 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";
  8341. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8342. 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)";
  8343. 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";
  8344. 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}";
  8345. 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";
  8346. 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";
  8347. 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";
  8348. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8349. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  8350. 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";
  8351. 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";
  8352. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8353. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8354. 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";
  8355. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8356. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8357. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8358. 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";
  8359. 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";
  8360. 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";
  8361. 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;";
  8362. 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";
  8363. 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";
  8364. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8365. 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";
  8366. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8367. 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}";
  8368. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8369. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  8370. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8371. 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";
  8372. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8373. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8374. 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";
  8375. 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";
  8376. 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";
  8377. 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}";
  8378. 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";
  8379. 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";
  8380. 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";
  8381. 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";
  8382. 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";
  8383. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8384. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8385. 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}";
  8386. var uv_pars_fragment = "#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif";
  8387. var uv_pars_vertex = "#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8388. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8389. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8390. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8391. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8392. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  8393. 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}";
  8394. 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}";
  8395. 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}";
  8396. 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}";
  8397. 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}";
  8398. 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}";
  8399. 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}";
  8400. 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}";
  8401. 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}";
  8402. 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}";
  8403. 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}";
  8404. 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}";
  8405. 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}";
  8406. 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}";
  8407. 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}";
  8408. 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}";
  8409. 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}";
  8410. 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}";
  8411. 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}";
  8412. 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}";
  8413. 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}";
  8414. 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}";
  8415. 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}";
  8416. 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}";
  8417. 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}";
  8418. 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}";
  8419. 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}";
  8420. 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}";
  8421. 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}";
  8422. 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}";
  8423. var ShaderChunk = {
  8424. alphamap_fragment: alphamap_fragment,
  8425. alphamap_pars_fragment: alphamap_pars_fragment,
  8426. alphatest_fragment: alphatest_fragment,
  8427. aomap_fragment: aomap_fragment,
  8428. aomap_pars_fragment: aomap_pars_fragment,
  8429. begin_vertex: begin_vertex,
  8430. beginnormal_vertex: beginnormal_vertex,
  8431. bsdfs: bsdfs,
  8432. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8433. clipping_planes_fragment: clipping_planes_fragment,
  8434. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8435. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8436. clipping_planes_vertex: clipping_planes_vertex,
  8437. color_fragment: color_fragment,
  8438. color_pars_fragment: color_pars_fragment,
  8439. color_pars_vertex: color_pars_vertex,
  8440. color_vertex: color_vertex,
  8441. common: common,
  8442. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8443. defaultnormal_vertex: defaultnormal_vertex,
  8444. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8445. displacementmap_vertex: displacementmap_vertex,
  8446. emissivemap_fragment: emissivemap_fragment,
  8447. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8448. encodings_fragment: encodings_fragment,
  8449. encodings_pars_fragment: encodings_pars_fragment,
  8450. envmap_fragment: envmap_fragment,
  8451. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8452. envmap_pars_fragment: envmap_pars_fragment,
  8453. envmap_pars_vertex: envmap_pars_vertex,
  8454. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8455. envmap_vertex: envmap_vertex,
  8456. fog_vertex: fog_vertex,
  8457. fog_pars_vertex: fog_pars_vertex,
  8458. fog_fragment: fog_fragment,
  8459. fog_pars_fragment: fog_pars_fragment,
  8460. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8461. lightmap_fragment: lightmap_fragment,
  8462. lightmap_pars_fragment: lightmap_pars_fragment,
  8463. lights_lambert_vertex: lights_lambert_vertex,
  8464. lights_pars_begin: lights_pars_begin,
  8465. lights_phong_fragment: lights_phong_fragment,
  8466. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8467. lights_physical_fragment: lights_physical_fragment,
  8468. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8469. lights_fragment_begin: lights_fragment_begin,
  8470. lights_fragment_maps: lights_fragment_maps,
  8471. lights_fragment_end: lights_fragment_end,
  8472. logdepthbuf_fragment: logdepthbuf_fragment,
  8473. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8474. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8475. logdepthbuf_vertex: logdepthbuf_vertex,
  8476. map_fragment: map_fragment,
  8477. map_pars_fragment: map_pars_fragment,
  8478. map_particle_fragment: map_particle_fragment,
  8479. map_particle_pars_fragment: map_particle_pars_fragment,
  8480. metalnessmap_fragment: metalnessmap_fragment,
  8481. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8482. morphnormal_vertex: morphnormal_vertex,
  8483. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8484. morphtarget_vertex: morphtarget_vertex,
  8485. normal_fragment_begin: normal_fragment_begin,
  8486. normal_fragment_maps: normal_fragment_maps,
  8487. normalmap_pars_fragment: normalmap_pars_fragment,
  8488. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8489. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8490. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8491. packing: packing,
  8492. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8493. project_vertex: project_vertex,
  8494. dithering_fragment: dithering_fragment,
  8495. dithering_pars_fragment: dithering_pars_fragment,
  8496. roughnessmap_fragment: roughnessmap_fragment,
  8497. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8498. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8499. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8500. shadowmap_vertex: shadowmap_vertex,
  8501. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8502. skinbase_vertex: skinbase_vertex,
  8503. skinning_pars_vertex: skinning_pars_vertex,
  8504. skinning_vertex: skinning_vertex,
  8505. skinnormal_vertex: skinnormal_vertex,
  8506. specularmap_fragment: specularmap_fragment,
  8507. specularmap_pars_fragment: specularmap_pars_fragment,
  8508. tonemapping_fragment: tonemapping_fragment,
  8509. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8510. uv_pars_fragment: uv_pars_fragment,
  8511. uv_pars_vertex: uv_pars_vertex,
  8512. uv_vertex: uv_vertex,
  8513. uv2_pars_fragment: uv2_pars_fragment,
  8514. uv2_pars_vertex: uv2_pars_vertex,
  8515. uv2_vertex: uv2_vertex,
  8516. worldpos_vertex: worldpos_vertex,
  8517. background_frag: background_frag,
  8518. background_vert: background_vert,
  8519. cube_frag: cube_frag,
  8520. cube_vert: cube_vert,
  8521. depth_frag: depth_frag,
  8522. depth_vert: depth_vert,
  8523. distanceRGBA_frag: distanceRGBA_frag,
  8524. distanceRGBA_vert: distanceRGBA_vert,
  8525. equirect_frag: equirect_frag,
  8526. equirect_vert: equirect_vert,
  8527. linedashed_frag: linedashed_frag,
  8528. linedashed_vert: linedashed_vert,
  8529. meshbasic_frag: meshbasic_frag,
  8530. meshbasic_vert: meshbasic_vert,
  8531. meshlambert_frag: meshlambert_frag,
  8532. meshlambert_vert: meshlambert_vert,
  8533. meshmatcap_frag: meshmatcap_frag,
  8534. meshmatcap_vert: meshmatcap_vert,
  8535. meshphong_frag: meshphong_frag,
  8536. meshphong_vert: meshphong_vert,
  8537. meshphysical_frag: meshphysical_frag,
  8538. meshphysical_vert: meshphysical_vert,
  8539. normal_frag: normal_frag,
  8540. normal_vert: normal_vert,
  8541. points_frag: points_frag,
  8542. points_vert: points_vert,
  8543. shadow_frag: shadow_frag,
  8544. shadow_vert: shadow_vert,
  8545. sprite_frag: sprite_frag,
  8546. sprite_vert: sprite_vert
  8547. };
  8548. /**
  8549. * Uniforms library for shared webgl shaders
  8550. */
  8551. var UniformsLib = {
  8552. common: {
  8553. diffuse: { value: new Color( 0xeeeeee ) },
  8554. opacity: { value: 1.0 },
  8555. map: { value: null },
  8556. uvTransform: { value: new Matrix3() },
  8557. alphaMap: { value: null },
  8558. },
  8559. specularmap: {
  8560. specularMap: { value: null },
  8561. },
  8562. envmap: {
  8563. envMap: { value: null },
  8564. flipEnvMap: { value: - 1 },
  8565. reflectivity: { value: 1.0 },
  8566. refractionRatio: { value: 0.98 },
  8567. maxMipLevel: { value: 0 }
  8568. },
  8569. aomap: {
  8570. aoMap: { value: null },
  8571. aoMapIntensity: { value: 1 }
  8572. },
  8573. lightmap: {
  8574. lightMap: { value: null },
  8575. lightMapIntensity: { value: 1 }
  8576. },
  8577. emissivemap: {
  8578. emissiveMap: { value: null }
  8579. },
  8580. bumpmap: {
  8581. bumpMap: { value: null },
  8582. bumpScale: { value: 1 }
  8583. },
  8584. normalmap: {
  8585. normalMap: { value: null },
  8586. normalScale: { value: new Vector2( 1, 1 ) }
  8587. },
  8588. displacementmap: {
  8589. displacementMap: { value: null },
  8590. displacementScale: { value: 1 },
  8591. displacementBias: { value: 0 }
  8592. },
  8593. roughnessmap: {
  8594. roughnessMap: { value: null }
  8595. },
  8596. metalnessmap: {
  8597. metalnessMap: { value: null }
  8598. },
  8599. gradientmap: {
  8600. gradientMap: { value: null }
  8601. },
  8602. fog: {
  8603. fogDensity: { value: 0.00025 },
  8604. fogNear: { value: 1 },
  8605. fogFar: { value: 2000 },
  8606. fogColor: { value: new Color( 0xffffff ) }
  8607. },
  8608. lights: {
  8609. ambientLightColor: { value: [] },
  8610. lightProbe: { value: [] },
  8611. directionalLights: { value: [], properties: {
  8612. direction: {},
  8613. color: {},
  8614. shadow: {},
  8615. shadowBias: {},
  8616. shadowRadius: {},
  8617. shadowMapSize: {}
  8618. } },
  8619. directionalShadowMap: { value: [] },
  8620. directionalShadowMatrix: { value: [] },
  8621. spotLights: { value: [], properties: {
  8622. color: {},
  8623. position: {},
  8624. direction: {},
  8625. distance: {},
  8626. coneCos: {},
  8627. penumbraCos: {},
  8628. decay: {},
  8629. shadow: {},
  8630. shadowBias: {},
  8631. shadowRadius: {},
  8632. shadowMapSize: {}
  8633. } },
  8634. spotShadowMap: { value: [] },
  8635. spotShadowMatrix: { value: [] },
  8636. pointLights: { value: [], properties: {
  8637. color: {},
  8638. position: {},
  8639. decay: {},
  8640. distance: {},
  8641. shadow: {},
  8642. shadowBias: {},
  8643. shadowRadius: {},
  8644. shadowMapSize: {},
  8645. shadowCameraNear: {},
  8646. shadowCameraFar: {}
  8647. } },
  8648. pointShadowMap: { value: [] },
  8649. pointShadowMatrix: { value: [] },
  8650. hemisphereLights: { value: [], properties: {
  8651. direction: {},
  8652. skyColor: {},
  8653. groundColor: {}
  8654. } },
  8655. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8656. rectAreaLights: { value: [], properties: {
  8657. color: {},
  8658. position: {},
  8659. width: {},
  8660. height: {}
  8661. } }
  8662. },
  8663. points: {
  8664. diffuse: { value: new Color( 0xeeeeee ) },
  8665. opacity: { value: 1.0 },
  8666. size: { value: 1.0 },
  8667. scale: { value: 1.0 },
  8668. map: { value: null },
  8669. uvTransform: { value: new Matrix3() }
  8670. },
  8671. sprite: {
  8672. diffuse: { value: new Color( 0xeeeeee ) },
  8673. opacity: { value: 1.0 },
  8674. center: { value: new Vector2( 0.5, 0.5 ) },
  8675. rotation: { value: 0.0 },
  8676. map: { value: null },
  8677. uvTransform: { value: new Matrix3() }
  8678. }
  8679. };
  8680. /**
  8681. * @author alteredq / http://alteredqualia.com/
  8682. * @author mrdoob / http://mrdoob.com/
  8683. * @author mikael emtinger / http://gomo.se/
  8684. */
  8685. var ShaderLib = {
  8686. basic: {
  8687. uniforms: mergeUniforms( [
  8688. UniformsLib.common,
  8689. UniformsLib.specularmap,
  8690. UniformsLib.envmap,
  8691. UniformsLib.aomap,
  8692. UniformsLib.lightmap,
  8693. UniformsLib.fog
  8694. ] ),
  8695. vertexShader: ShaderChunk.meshbasic_vert,
  8696. fragmentShader: ShaderChunk.meshbasic_frag
  8697. },
  8698. lambert: {
  8699. uniforms: mergeUniforms( [
  8700. UniformsLib.common,
  8701. UniformsLib.specularmap,
  8702. UniformsLib.envmap,
  8703. UniformsLib.aomap,
  8704. UniformsLib.lightmap,
  8705. UniformsLib.emissivemap,
  8706. UniformsLib.fog,
  8707. UniformsLib.lights,
  8708. {
  8709. emissive: { value: new Color( 0x000000 ) }
  8710. }
  8711. ] ),
  8712. vertexShader: ShaderChunk.meshlambert_vert,
  8713. fragmentShader: ShaderChunk.meshlambert_frag
  8714. },
  8715. phong: {
  8716. uniforms: mergeUniforms( [
  8717. UniformsLib.common,
  8718. UniformsLib.specularmap,
  8719. UniformsLib.envmap,
  8720. UniformsLib.aomap,
  8721. UniformsLib.lightmap,
  8722. UniformsLib.emissivemap,
  8723. UniformsLib.bumpmap,
  8724. UniformsLib.normalmap,
  8725. UniformsLib.displacementmap,
  8726. UniformsLib.gradientmap,
  8727. UniformsLib.fog,
  8728. UniformsLib.lights,
  8729. {
  8730. emissive: { value: new Color( 0x000000 ) },
  8731. specular: { value: new Color( 0x111111 ) },
  8732. shininess: { value: 30 }
  8733. }
  8734. ] ),
  8735. vertexShader: ShaderChunk.meshphong_vert,
  8736. fragmentShader: ShaderChunk.meshphong_frag
  8737. },
  8738. standard: {
  8739. uniforms: mergeUniforms( [
  8740. UniformsLib.common,
  8741. UniformsLib.envmap,
  8742. UniformsLib.aomap,
  8743. UniformsLib.lightmap,
  8744. UniformsLib.emissivemap,
  8745. UniformsLib.bumpmap,
  8746. UniformsLib.normalmap,
  8747. UniformsLib.displacementmap,
  8748. UniformsLib.roughnessmap,
  8749. UniformsLib.metalnessmap,
  8750. UniformsLib.fog,
  8751. UniformsLib.lights,
  8752. {
  8753. emissive: { value: new Color( 0x000000 ) },
  8754. roughness: { value: 0.5 },
  8755. metalness: { value: 0.5 },
  8756. envMapIntensity: { value: 1 } // temporary
  8757. }
  8758. ] ),
  8759. vertexShader: ShaderChunk.meshphysical_vert,
  8760. fragmentShader: ShaderChunk.meshphysical_frag
  8761. },
  8762. matcap: {
  8763. uniforms: mergeUniforms( [
  8764. UniformsLib.common,
  8765. UniformsLib.bumpmap,
  8766. UniformsLib.normalmap,
  8767. UniformsLib.displacementmap,
  8768. UniformsLib.fog,
  8769. {
  8770. matcap: { value: null }
  8771. }
  8772. ] ),
  8773. vertexShader: ShaderChunk.meshmatcap_vert,
  8774. fragmentShader: ShaderChunk.meshmatcap_frag
  8775. },
  8776. points: {
  8777. uniforms: mergeUniforms( [
  8778. UniformsLib.points,
  8779. UniformsLib.fog
  8780. ] ),
  8781. vertexShader: ShaderChunk.points_vert,
  8782. fragmentShader: ShaderChunk.points_frag
  8783. },
  8784. dashed: {
  8785. uniforms: mergeUniforms( [
  8786. UniformsLib.common,
  8787. UniformsLib.fog,
  8788. {
  8789. scale: { value: 1 },
  8790. dashSize: { value: 1 },
  8791. totalSize: { value: 2 }
  8792. }
  8793. ] ),
  8794. vertexShader: ShaderChunk.linedashed_vert,
  8795. fragmentShader: ShaderChunk.linedashed_frag
  8796. },
  8797. depth: {
  8798. uniforms: mergeUniforms( [
  8799. UniformsLib.common,
  8800. UniformsLib.displacementmap
  8801. ] ),
  8802. vertexShader: ShaderChunk.depth_vert,
  8803. fragmentShader: ShaderChunk.depth_frag
  8804. },
  8805. normal: {
  8806. uniforms: mergeUniforms( [
  8807. UniformsLib.common,
  8808. UniformsLib.bumpmap,
  8809. UniformsLib.normalmap,
  8810. UniformsLib.displacementmap,
  8811. {
  8812. opacity: { value: 1.0 }
  8813. }
  8814. ] ),
  8815. vertexShader: ShaderChunk.normal_vert,
  8816. fragmentShader: ShaderChunk.normal_frag
  8817. },
  8818. sprite: {
  8819. uniforms: mergeUniforms( [
  8820. UniformsLib.sprite,
  8821. UniformsLib.fog
  8822. ] ),
  8823. vertexShader: ShaderChunk.sprite_vert,
  8824. fragmentShader: ShaderChunk.sprite_frag
  8825. },
  8826. background: {
  8827. uniforms: {
  8828. uvTransform: { value: new Matrix3() },
  8829. t2D: { value: null },
  8830. },
  8831. vertexShader: ShaderChunk.background_vert,
  8832. fragmentShader: ShaderChunk.background_frag
  8833. },
  8834. /* -------------------------------------------------------------------------
  8835. // Cube map shader
  8836. ------------------------------------------------------------------------- */
  8837. cube: {
  8838. uniforms: {
  8839. tCube: { value: null },
  8840. tFlip: { value: - 1 },
  8841. opacity: { value: 1.0 }
  8842. },
  8843. vertexShader: ShaderChunk.cube_vert,
  8844. fragmentShader: ShaderChunk.cube_frag
  8845. },
  8846. equirect: {
  8847. uniforms: {
  8848. tEquirect: { value: null },
  8849. },
  8850. vertexShader: ShaderChunk.equirect_vert,
  8851. fragmentShader: ShaderChunk.equirect_frag
  8852. },
  8853. distanceRGBA: {
  8854. uniforms: mergeUniforms( [
  8855. UniformsLib.common,
  8856. UniformsLib.displacementmap,
  8857. {
  8858. referencePosition: { value: new Vector3() },
  8859. nearDistance: { value: 1 },
  8860. farDistance: { value: 1000 }
  8861. }
  8862. ] ),
  8863. vertexShader: ShaderChunk.distanceRGBA_vert,
  8864. fragmentShader: ShaderChunk.distanceRGBA_frag
  8865. },
  8866. shadow: {
  8867. uniforms: mergeUniforms( [
  8868. UniformsLib.lights,
  8869. UniformsLib.fog,
  8870. {
  8871. color: { value: new Color( 0x00000 ) },
  8872. opacity: { value: 1.0 }
  8873. },
  8874. ] ),
  8875. vertexShader: ShaderChunk.shadow_vert,
  8876. fragmentShader: ShaderChunk.shadow_frag
  8877. }
  8878. };
  8879. ShaderLib.physical = {
  8880. uniforms: mergeUniforms( [
  8881. ShaderLib.standard.uniforms,
  8882. {
  8883. transparency: { value: 0 },
  8884. clearcoat: { value: 0 },
  8885. clearcoatRoughness: { value: 0 },
  8886. sheen: { value: new Color( 0x000000 ) },
  8887. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8888. clearcoatNormalMap: { value: null },
  8889. }
  8890. ] ),
  8891. vertexShader: ShaderChunk.meshphysical_vert,
  8892. fragmentShader: ShaderChunk.meshphysical_frag
  8893. };
  8894. /**
  8895. * @author mrdoob / http://mrdoob.com/
  8896. */
  8897. function WebGLAnimation() {
  8898. var context = null;
  8899. var isAnimating = false;
  8900. var animationLoop = null;
  8901. function onAnimationFrame( time, frame ) {
  8902. if ( isAnimating === false ) return;
  8903. animationLoop( time, frame );
  8904. context.requestAnimationFrame( onAnimationFrame );
  8905. }
  8906. return {
  8907. start: function () {
  8908. if ( isAnimating === true ) return;
  8909. if ( animationLoop === null ) return;
  8910. context.requestAnimationFrame( onAnimationFrame );
  8911. isAnimating = true;
  8912. },
  8913. stop: function () {
  8914. isAnimating = false;
  8915. },
  8916. setAnimationLoop: function ( callback ) {
  8917. animationLoop = callback;
  8918. },
  8919. setContext: function ( value ) {
  8920. context = value;
  8921. }
  8922. };
  8923. }
  8924. /**
  8925. * @author mrdoob / http://mrdoob.com/
  8926. */
  8927. function WebGLAttributes( gl ) {
  8928. var buffers = new WeakMap();
  8929. function createBuffer( attribute, bufferType ) {
  8930. var array = attribute.array;
  8931. var usage = attribute.dynamic ? 35048 : 35044;
  8932. var buffer = gl.createBuffer();
  8933. gl.bindBuffer( bufferType, buffer );
  8934. gl.bufferData( bufferType, array, usage );
  8935. attribute.onUploadCallback();
  8936. var type = 5126;
  8937. if ( array instanceof Float32Array ) {
  8938. type = 5126;
  8939. } else if ( array instanceof Float64Array ) {
  8940. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8941. } else if ( array instanceof Uint16Array ) {
  8942. type = 5123;
  8943. } else if ( array instanceof Int16Array ) {
  8944. type = 5122;
  8945. } else if ( array instanceof Uint32Array ) {
  8946. type = 5125;
  8947. } else if ( array instanceof Int32Array ) {
  8948. type = 5124;
  8949. } else if ( array instanceof Int8Array ) {
  8950. type = 5120;
  8951. } else if ( array instanceof Uint8Array ) {
  8952. type = 5121;
  8953. }
  8954. return {
  8955. buffer: buffer,
  8956. type: type,
  8957. bytesPerElement: array.BYTES_PER_ELEMENT,
  8958. version: attribute.version
  8959. };
  8960. }
  8961. function updateBuffer( buffer, attribute, bufferType ) {
  8962. var array = attribute.array;
  8963. var updateRange = attribute.updateRange;
  8964. gl.bindBuffer( bufferType, buffer );
  8965. if ( attribute.dynamic === false ) {
  8966. gl.bufferData( bufferType, array, 35044 );
  8967. } else if ( updateRange.count === - 1 ) {
  8968. // Not using update ranges
  8969. gl.bufferSubData( bufferType, 0, array );
  8970. } else if ( updateRange.count === 0 ) {
  8971. 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.' );
  8972. } else {
  8973. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8974. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8975. updateRange.count = - 1; // reset range
  8976. }
  8977. }
  8978. //
  8979. function get( attribute ) {
  8980. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8981. return buffers.get( attribute );
  8982. }
  8983. function remove( attribute ) {
  8984. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8985. var data = buffers.get( attribute );
  8986. if ( data ) {
  8987. gl.deleteBuffer( data.buffer );
  8988. buffers.delete( attribute );
  8989. }
  8990. }
  8991. function update( attribute, bufferType ) {
  8992. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8993. var data = buffers.get( attribute );
  8994. if ( data === undefined ) {
  8995. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8996. } else if ( data.version < attribute.version ) {
  8997. updateBuffer( data.buffer, attribute, bufferType );
  8998. data.version = attribute.version;
  8999. }
  9000. }
  9001. return {
  9002. get: get,
  9003. remove: remove,
  9004. update: update
  9005. };
  9006. }
  9007. /**
  9008. * @author mrdoob / http://mrdoob.com/
  9009. * @author Mugen87 / https://github.com/Mugen87
  9010. */
  9011. // PlaneGeometry
  9012. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9013. Geometry.call( this );
  9014. this.type = 'PlaneGeometry';
  9015. this.parameters = {
  9016. width: width,
  9017. height: height,
  9018. widthSegments: widthSegments,
  9019. heightSegments: heightSegments
  9020. };
  9021. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9022. this.mergeVertices();
  9023. }
  9024. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9025. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9026. // PlaneBufferGeometry
  9027. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9028. BufferGeometry.call( this );
  9029. this.type = 'PlaneBufferGeometry';
  9030. this.parameters = {
  9031. width: width,
  9032. height: height,
  9033. widthSegments: widthSegments,
  9034. heightSegments: heightSegments
  9035. };
  9036. width = width || 1;
  9037. height = height || 1;
  9038. var width_half = width / 2;
  9039. var height_half = height / 2;
  9040. var gridX = Math.floor( widthSegments ) || 1;
  9041. var gridY = Math.floor( heightSegments ) || 1;
  9042. var gridX1 = gridX + 1;
  9043. var gridY1 = gridY + 1;
  9044. var segment_width = width / gridX;
  9045. var segment_height = height / gridY;
  9046. var ix, iy;
  9047. // buffers
  9048. var indices = [];
  9049. var vertices = [];
  9050. var normals = [];
  9051. var uvs = [];
  9052. // generate vertices, normals and uvs
  9053. for ( iy = 0; iy < gridY1; iy ++ ) {
  9054. var y = iy * segment_height - height_half;
  9055. for ( ix = 0; ix < gridX1; ix ++ ) {
  9056. var x = ix * segment_width - width_half;
  9057. vertices.push( x, - y, 0 );
  9058. normals.push( 0, 0, 1 );
  9059. uvs.push( ix / gridX );
  9060. uvs.push( 1 - ( iy / gridY ) );
  9061. }
  9062. }
  9063. // indices
  9064. for ( iy = 0; iy < gridY; iy ++ ) {
  9065. for ( ix = 0; ix < gridX; ix ++ ) {
  9066. var a = ix + gridX1 * iy;
  9067. var b = ix + gridX1 * ( iy + 1 );
  9068. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9069. var d = ( ix + 1 ) + gridX1 * iy;
  9070. // faces
  9071. indices.push( a, b, d );
  9072. indices.push( b, c, d );
  9073. }
  9074. }
  9075. // build geometry
  9076. this.setIndex( indices );
  9077. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9078. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9079. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9080. }
  9081. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9082. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9083. /**
  9084. * @author mrdoob / http://mrdoob.com/
  9085. */
  9086. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9087. var clearColor = new Color( 0x000000 );
  9088. var clearAlpha = 0;
  9089. var planeMesh;
  9090. var boxMesh;
  9091. // Store the current background texture and its `version`
  9092. // so we can recompile the material accordingly.
  9093. var currentBackground = null;
  9094. var currentBackgroundVersion = 0;
  9095. function render( renderList, scene, camera, forceClear ) {
  9096. var background = scene.background;
  9097. // Ignore background in AR
  9098. // TODO: Reconsider this.
  9099. var vr = renderer.vr;
  9100. var session = vr.getSession && vr.getSession();
  9101. if ( session && session.environmentBlendMode === 'additive' ) {
  9102. background = null;
  9103. }
  9104. if ( background === null ) {
  9105. setClear( clearColor, clearAlpha );
  9106. currentBackground = null;
  9107. currentBackgroundVersion = 0;
  9108. } else if ( background && background.isColor ) {
  9109. setClear( background, 1 );
  9110. forceClear = true;
  9111. currentBackground = null;
  9112. currentBackgroundVersion = 0;
  9113. }
  9114. if ( renderer.autoClear || forceClear ) {
  9115. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9116. }
  9117. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9118. if ( boxMesh === undefined ) {
  9119. boxMesh = new Mesh(
  9120. new BoxBufferGeometry( 1, 1, 1 ),
  9121. new ShaderMaterial( {
  9122. type: 'BackgroundCubeMaterial',
  9123. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9124. vertexShader: ShaderLib.cube.vertexShader,
  9125. fragmentShader: ShaderLib.cube.fragmentShader,
  9126. side: BackSide,
  9127. depthTest: false,
  9128. depthWrite: false,
  9129. fog: false
  9130. } )
  9131. );
  9132. boxMesh.geometry.removeAttribute( 'normal' );
  9133. boxMesh.geometry.removeAttribute( 'uv' );
  9134. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9135. this.matrixWorld.copyPosition( camera.matrixWorld );
  9136. };
  9137. // enable code injection for non-built-in material
  9138. Object.defineProperty( boxMesh.material, 'map', {
  9139. get: function () {
  9140. return this.uniforms.tCube.value;
  9141. }
  9142. } );
  9143. objects.update( boxMesh );
  9144. }
  9145. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9146. boxMesh.material.uniforms.tCube.value = texture;
  9147. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9148. if ( currentBackground !== background ||
  9149. currentBackgroundVersion !== texture.version ) {
  9150. boxMesh.material.needsUpdate = true;
  9151. currentBackground = background;
  9152. currentBackgroundVersion = texture.version;
  9153. }
  9154. // push to the pre-sorted opaque render list
  9155. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9156. } else if ( background && background.isTexture ) {
  9157. if ( planeMesh === undefined ) {
  9158. planeMesh = new Mesh(
  9159. new PlaneBufferGeometry( 2, 2 ),
  9160. new ShaderMaterial( {
  9161. type: 'BackgroundMaterial',
  9162. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9163. vertexShader: ShaderLib.background.vertexShader,
  9164. fragmentShader: ShaderLib.background.fragmentShader,
  9165. side: FrontSide,
  9166. depthTest: false,
  9167. depthWrite: false,
  9168. fog: false
  9169. } )
  9170. );
  9171. planeMesh.geometry.removeAttribute( 'normal' );
  9172. // enable code injection for non-built-in material
  9173. Object.defineProperty( planeMesh.material, 'map', {
  9174. get: function () {
  9175. return this.uniforms.t2D.value;
  9176. }
  9177. } );
  9178. objects.update( planeMesh );
  9179. }
  9180. planeMesh.material.uniforms.t2D.value = background;
  9181. if ( background.matrixAutoUpdate === true ) {
  9182. background.updateMatrix();
  9183. }
  9184. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9185. if ( currentBackground !== background ||
  9186. currentBackgroundVersion !== background.version ) {
  9187. planeMesh.material.needsUpdate = true;
  9188. currentBackground = background;
  9189. currentBackgroundVersion = background.version;
  9190. }
  9191. // push to the pre-sorted opaque render list
  9192. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9193. }
  9194. }
  9195. function setClear( color, alpha ) {
  9196. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9197. }
  9198. return {
  9199. getClearColor: function () {
  9200. return clearColor;
  9201. },
  9202. setClearColor: function ( color, alpha ) {
  9203. clearColor.set( color );
  9204. clearAlpha = alpha !== undefined ? alpha : 1;
  9205. setClear( clearColor, clearAlpha );
  9206. },
  9207. getClearAlpha: function () {
  9208. return clearAlpha;
  9209. },
  9210. setClearAlpha: function ( alpha ) {
  9211. clearAlpha = alpha;
  9212. setClear( clearColor, clearAlpha );
  9213. },
  9214. render: render
  9215. };
  9216. }
  9217. /**
  9218. * @author mrdoob / http://mrdoob.com/
  9219. */
  9220. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9221. var mode;
  9222. function setMode( value ) {
  9223. mode = value;
  9224. }
  9225. function render( start, count ) {
  9226. gl.drawArrays( mode, start, count );
  9227. info.update( count, mode );
  9228. }
  9229. function renderInstances( geometry, start, count ) {
  9230. var extension, methodName;
  9231. if ( capabilities.isWebGL2 ) {
  9232. extension = gl;
  9233. methodName = 'drawArraysInstanced';
  9234. } else {
  9235. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9236. methodName = 'drawArraysInstancedANGLE';
  9237. if ( extension === null ) {
  9238. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9239. return;
  9240. }
  9241. }
  9242. extension[ methodName ]( mode, start, count, geometry.maxInstancedCount );
  9243. info.update( count, mode, geometry.maxInstancedCount );
  9244. }
  9245. //
  9246. this.setMode = setMode;
  9247. this.render = render;
  9248. this.renderInstances = renderInstances;
  9249. }
  9250. /**
  9251. * @author mrdoob / http://mrdoob.com/
  9252. */
  9253. function WebGLCapabilities( gl, extensions, parameters ) {
  9254. var maxAnisotropy;
  9255. function getMaxAnisotropy() {
  9256. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  9257. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9258. if ( extension !== null ) {
  9259. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9260. } else {
  9261. maxAnisotropy = 0;
  9262. }
  9263. return maxAnisotropy;
  9264. }
  9265. function getMaxPrecision( precision ) {
  9266. if ( precision === 'highp' ) {
  9267. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9268. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9269. return 'highp';
  9270. }
  9271. precision = 'mediump';
  9272. }
  9273. if ( precision === 'mediump' ) {
  9274. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9275. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9276. return 'mediump';
  9277. }
  9278. }
  9279. return 'lowp';
  9280. }
  9281. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9282. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9283. var maxPrecision = getMaxPrecision( precision );
  9284. if ( maxPrecision !== precision ) {
  9285. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9286. precision = maxPrecision;
  9287. }
  9288. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9289. var maxTextures = gl.getParameter( 34930 );
  9290. var maxVertexTextures = gl.getParameter( 35660 );
  9291. var maxTextureSize = gl.getParameter( 3379 );
  9292. var maxCubemapSize = gl.getParameter( 34076 );
  9293. var maxAttributes = gl.getParameter( 34921 );
  9294. var maxVertexUniforms = gl.getParameter( 36347 );
  9295. var maxVaryings = gl.getParameter( 36348 );
  9296. var maxFragmentUniforms = gl.getParameter( 36349 );
  9297. var vertexTextures = maxVertexTextures > 0;
  9298. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9299. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9300. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9301. return {
  9302. isWebGL2: isWebGL2,
  9303. getMaxAnisotropy: getMaxAnisotropy,
  9304. getMaxPrecision: getMaxPrecision,
  9305. precision: precision,
  9306. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9307. maxTextures: maxTextures,
  9308. maxVertexTextures: maxVertexTextures,
  9309. maxTextureSize: maxTextureSize,
  9310. maxCubemapSize: maxCubemapSize,
  9311. maxAttributes: maxAttributes,
  9312. maxVertexUniforms: maxVertexUniforms,
  9313. maxVaryings: maxVaryings,
  9314. maxFragmentUniforms: maxFragmentUniforms,
  9315. vertexTextures: vertexTextures,
  9316. floatFragmentTextures: floatFragmentTextures,
  9317. floatVertexTextures: floatVertexTextures,
  9318. maxSamples: maxSamples
  9319. };
  9320. }
  9321. /**
  9322. * @author tschw
  9323. */
  9324. function WebGLClipping() {
  9325. var scope = this,
  9326. globalState = null,
  9327. numGlobalPlanes = 0,
  9328. localClippingEnabled = false,
  9329. renderingShadows = false,
  9330. plane = new Plane(),
  9331. viewNormalMatrix = new Matrix3(),
  9332. uniform = { value: null, needsUpdate: false };
  9333. this.uniform = uniform;
  9334. this.numPlanes = 0;
  9335. this.numIntersection = 0;
  9336. this.init = function ( planes, enableLocalClipping, camera ) {
  9337. var enabled =
  9338. planes.length !== 0 ||
  9339. enableLocalClipping ||
  9340. // enable state of previous frame - the clipping code has to
  9341. // run another frame in order to reset the state:
  9342. numGlobalPlanes !== 0 ||
  9343. localClippingEnabled;
  9344. localClippingEnabled = enableLocalClipping;
  9345. globalState = projectPlanes( planes, camera, 0 );
  9346. numGlobalPlanes = planes.length;
  9347. return enabled;
  9348. };
  9349. this.beginShadows = function () {
  9350. renderingShadows = true;
  9351. projectPlanes( null );
  9352. };
  9353. this.endShadows = function () {
  9354. renderingShadows = false;
  9355. resetGlobalState();
  9356. };
  9357. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9358. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9359. // there's no local clipping
  9360. if ( renderingShadows ) {
  9361. // there's no global clipping
  9362. projectPlanes( null );
  9363. } else {
  9364. resetGlobalState();
  9365. }
  9366. } else {
  9367. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9368. lGlobal = nGlobal * 4,
  9369. dstArray = cache.clippingState || null;
  9370. uniform.value = dstArray; // ensure unique state
  9371. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9372. for ( var i = 0; i !== lGlobal; ++ i ) {
  9373. dstArray[ i ] = globalState[ i ];
  9374. }
  9375. cache.clippingState = dstArray;
  9376. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9377. this.numPlanes += nGlobal;
  9378. }
  9379. };
  9380. function resetGlobalState() {
  9381. if ( uniform.value !== globalState ) {
  9382. uniform.value = globalState;
  9383. uniform.needsUpdate = numGlobalPlanes > 0;
  9384. }
  9385. scope.numPlanes = numGlobalPlanes;
  9386. scope.numIntersection = 0;
  9387. }
  9388. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9389. var nPlanes = planes !== null ? planes.length : 0,
  9390. dstArray = null;
  9391. if ( nPlanes !== 0 ) {
  9392. dstArray = uniform.value;
  9393. if ( skipTransform !== true || dstArray === null ) {
  9394. var flatSize = dstOffset + nPlanes * 4,
  9395. viewMatrix = camera.matrixWorldInverse;
  9396. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9397. if ( dstArray === null || dstArray.length < flatSize ) {
  9398. dstArray = new Float32Array( flatSize );
  9399. }
  9400. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9401. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9402. plane.normal.toArray( dstArray, i4 );
  9403. dstArray[ i4 + 3 ] = plane.constant;
  9404. }
  9405. }
  9406. uniform.value = dstArray;
  9407. uniform.needsUpdate = true;
  9408. }
  9409. scope.numPlanes = nPlanes;
  9410. return dstArray;
  9411. }
  9412. }
  9413. /**
  9414. * @author mrdoob / http://mrdoob.com/
  9415. */
  9416. function WebGLExtensions( gl ) {
  9417. var extensions = {};
  9418. return {
  9419. get: function ( name ) {
  9420. if ( extensions[ name ] !== undefined ) {
  9421. return extensions[ name ];
  9422. }
  9423. var extension;
  9424. switch ( name ) {
  9425. case 'WEBGL_depth_texture':
  9426. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9427. break;
  9428. case 'EXT_texture_filter_anisotropic':
  9429. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9430. break;
  9431. case 'WEBGL_compressed_texture_s3tc':
  9432. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9433. break;
  9434. case 'WEBGL_compressed_texture_pvrtc':
  9435. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9436. break;
  9437. default:
  9438. extension = gl.getExtension( name );
  9439. }
  9440. if ( extension === null ) {
  9441. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9442. }
  9443. extensions[ name ] = extension;
  9444. return extension;
  9445. }
  9446. };
  9447. }
  9448. /**
  9449. * @author mrdoob / http://mrdoob.com/
  9450. */
  9451. function WebGLGeometries( gl, attributes, info ) {
  9452. var geometries = new WeakMap();
  9453. var wireframeAttributes = new WeakMap();
  9454. function onGeometryDispose( event ) {
  9455. var geometry = event.target;
  9456. var buffergeometry = geometries.get( geometry );
  9457. if ( buffergeometry.index !== null ) {
  9458. attributes.remove( buffergeometry.index );
  9459. }
  9460. for ( var name in buffergeometry.attributes ) {
  9461. attributes.remove( buffergeometry.attributes[ name ] );
  9462. }
  9463. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9464. geometries.delete( geometry );
  9465. var attribute = wireframeAttributes.get( buffergeometry );
  9466. if ( attribute ) {
  9467. attributes.remove( attribute );
  9468. wireframeAttributes.delete( buffergeometry );
  9469. }
  9470. //
  9471. info.memory.geometries --;
  9472. }
  9473. function get( object, geometry ) {
  9474. var buffergeometry = geometries.get( geometry );
  9475. if ( buffergeometry ) return buffergeometry;
  9476. geometry.addEventListener( 'dispose', onGeometryDispose );
  9477. if ( geometry.isBufferGeometry ) {
  9478. buffergeometry = geometry;
  9479. } else if ( geometry.isGeometry ) {
  9480. if ( geometry._bufferGeometry === undefined ) {
  9481. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9482. }
  9483. buffergeometry = geometry._bufferGeometry;
  9484. }
  9485. geometries.set( geometry, buffergeometry );
  9486. info.memory.geometries ++;
  9487. return buffergeometry;
  9488. }
  9489. function update( geometry ) {
  9490. var index = geometry.index;
  9491. var geometryAttributes = geometry.attributes;
  9492. if ( index !== null ) {
  9493. attributes.update( index, 34963 );
  9494. }
  9495. for ( var name in geometryAttributes ) {
  9496. attributes.update( geometryAttributes[ name ], 34962 );
  9497. }
  9498. // morph targets
  9499. var morphAttributes = geometry.morphAttributes;
  9500. for ( var name in morphAttributes ) {
  9501. var array = morphAttributes[ name ];
  9502. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9503. attributes.update( array[ i ], 34962 );
  9504. }
  9505. }
  9506. }
  9507. function updateWireframeAttribute( geometry ) {
  9508. var indices = [];
  9509. var geometryIndex = geometry.index;
  9510. var geometryPosition = geometry.attributes.position;
  9511. var version = 0;
  9512. if ( geometryIndex !== null ) {
  9513. var array = geometryIndex.array;
  9514. version = geometryIndex.version;
  9515. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9516. var a = array[ i + 0 ];
  9517. var b = array[ i + 1 ];
  9518. var c = array[ i + 2 ];
  9519. indices.push( a, b, b, c, c, a );
  9520. }
  9521. } else {
  9522. var array = geometryPosition.array;
  9523. version = geometryPosition.version;
  9524. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9525. var a = i + 0;
  9526. var b = i + 1;
  9527. var c = i + 2;
  9528. indices.push( a, b, b, c, c, a );
  9529. }
  9530. }
  9531. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9532. attribute.version = version;
  9533. attributes.update( attribute, 34963 );
  9534. //
  9535. var previousAttribute = wireframeAttributes.get( geometry );
  9536. if ( previousAttribute ) attributes.remove( previousAttribute );
  9537. //
  9538. wireframeAttributes.set( geometry, attribute );
  9539. }
  9540. function getWireframeAttribute( geometry ) {
  9541. var currentAttribute = wireframeAttributes.get( geometry );
  9542. if ( currentAttribute ) {
  9543. var geometryIndex = geometry.index;
  9544. if ( geometryIndex !== null ) {
  9545. // if the attribute is obsolete, create a new one
  9546. if ( currentAttribute.version < geometryIndex.version ) {
  9547. updateWireframeAttribute( geometry );
  9548. }
  9549. }
  9550. } else {
  9551. updateWireframeAttribute( geometry );
  9552. }
  9553. return wireframeAttributes.get( geometry );
  9554. }
  9555. return {
  9556. get: get,
  9557. update: update,
  9558. getWireframeAttribute: getWireframeAttribute
  9559. };
  9560. }
  9561. /**
  9562. * @author mrdoob / http://mrdoob.com/
  9563. */
  9564. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9565. var mode;
  9566. function setMode( value ) {
  9567. mode = value;
  9568. }
  9569. var type, bytesPerElement;
  9570. function setIndex( value ) {
  9571. type = value.type;
  9572. bytesPerElement = value.bytesPerElement;
  9573. }
  9574. function render( start, count ) {
  9575. gl.drawElements( mode, count, type, start * bytesPerElement );
  9576. info.update( count, mode );
  9577. }
  9578. function renderInstances( geometry, start, count ) {
  9579. var extension, methodName;
  9580. if ( capabilities.isWebGL2 ) {
  9581. extension = gl;
  9582. methodName = 'drawElementsInstanced';
  9583. } else {
  9584. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9585. methodName = 'drawElementsInstancedANGLE';
  9586. if ( extension === null ) {
  9587. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9588. return;
  9589. }
  9590. }
  9591. extension[ methodName ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9592. info.update( count, mode, geometry.maxInstancedCount );
  9593. }
  9594. //
  9595. this.setMode = setMode;
  9596. this.setIndex = setIndex;
  9597. this.render = render;
  9598. this.renderInstances = renderInstances;
  9599. }
  9600. /**
  9601. * @author Mugen87 / https://github.com/Mugen87
  9602. */
  9603. function WebGLInfo( gl ) {
  9604. var memory = {
  9605. geometries: 0,
  9606. textures: 0
  9607. };
  9608. var render = {
  9609. frame: 0,
  9610. calls: 0,
  9611. triangles: 0,
  9612. points: 0,
  9613. lines: 0
  9614. };
  9615. function update( count, mode, instanceCount ) {
  9616. instanceCount = instanceCount || 1;
  9617. render.calls ++;
  9618. switch ( mode ) {
  9619. case 4:
  9620. render.triangles += instanceCount * ( count / 3 );
  9621. break;
  9622. case 5:
  9623. case 6:
  9624. render.triangles += instanceCount * ( count - 2 );
  9625. break;
  9626. case 1:
  9627. render.lines += instanceCount * ( count / 2 );
  9628. break;
  9629. case 3:
  9630. render.lines += instanceCount * ( count - 1 );
  9631. break;
  9632. case 2:
  9633. render.lines += instanceCount * count;
  9634. break;
  9635. case 0:
  9636. render.points += instanceCount * count;
  9637. break;
  9638. default:
  9639. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9640. break;
  9641. }
  9642. }
  9643. function reset() {
  9644. render.frame ++;
  9645. render.calls = 0;
  9646. render.triangles = 0;
  9647. render.points = 0;
  9648. render.lines = 0;
  9649. }
  9650. return {
  9651. memory: memory,
  9652. render: render,
  9653. programs: null,
  9654. autoReset: true,
  9655. reset: reset,
  9656. update: update
  9657. };
  9658. }
  9659. /**
  9660. * @author mrdoob / http://mrdoob.com/
  9661. */
  9662. function absNumericalSort( a, b ) {
  9663. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9664. }
  9665. function WebGLMorphtargets( gl ) {
  9666. var influencesList = {};
  9667. var morphInfluences = new Float32Array( 8 );
  9668. function update( object, geometry, material, program ) {
  9669. var objectInfluences = object.morphTargetInfluences;
  9670. var length = objectInfluences.length;
  9671. var influences = influencesList[ geometry.id ];
  9672. if ( influences === undefined ) {
  9673. // initialise list
  9674. influences = [];
  9675. for ( var i = 0; i < length; i ++ ) {
  9676. influences[ i ] = [ i, 0 ];
  9677. }
  9678. influencesList[ geometry.id ] = influences;
  9679. }
  9680. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9681. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9682. // Remove current morphAttributes
  9683. for ( var i = 0; i < length; i ++ ) {
  9684. var influence = influences[ i ];
  9685. if ( influence[ 1 ] !== 0 ) {
  9686. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9687. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9688. }
  9689. }
  9690. // Collect influences
  9691. for ( var i = 0; i < length; i ++ ) {
  9692. var influence = influences[ i ];
  9693. influence[ 0 ] = i;
  9694. influence[ 1 ] = objectInfluences[ i ];
  9695. }
  9696. influences.sort( absNumericalSort );
  9697. // Add morphAttributes
  9698. for ( var i = 0; i < 8; i ++ ) {
  9699. var influence = influences[ i ];
  9700. if ( influence ) {
  9701. var index = influence[ 0 ];
  9702. var value = influence[ 1 ];
  9703. if ( value ) {
  9704. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9705. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9706. morphInfluences[ i ] = value;
  9707. continue;
  9708. }
  9709. }
  9710. morphInfluences[ i ] = 0;
  9711. }
  9712. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9713. }
  9714. return {
  9715. update: update
  9716. };
  9717. }
  9718. /**
  9719. * @author mrdoob / http://mrdoob.com/
  9720. */
  9721. function WebGLObjects( geometries, info ) {
  9722. var updateList = {};
  9723. function update( object ) {
  9724. var frame = info.render.frame;
  9725. var geometry = object.geometry;
  9726. var buffergeometry = geometries.get( object, geometry );
  9727. // Update once per frame
  9728. if ( updateList[ buffergeometry.id ] !== frame ) {
  9729. if ( geometry.isGeometry ) {
  9730. buffergeometry.updateFromObject( object );
  9731. }
  9732. geometries.update( buffergeometry );
  9733. updateList[ buffergeometry.id ] = frame;
  9734. }
  9735. return buffergeometry;
  9736. }
  9737. function dispose() {
  9738. updateList = {};
  9739. }
  9740. return {
  9741. update: update,
  9742. dispose: dispose
  9743. };
  9744. }
  9745. /**
  9746. * @author mrdoob / http://mrdoob.com/
  9747. */
  9748. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9749. images = images !== undefined ? images : [];
  9750. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9751. format = format !== undefined ? format : RGBFormat;
  9752. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9753. this.flipY = false;
  9754. }
  9755. CubeTexture.prototype = Object.create( Texture.prototype );
  9756. CubeTexture.prototype.constructor = CubeTexture;
  9757. CubeTexture.prototype.isCubeTexture = true;
  9758. Object.defineProperty( CubeTexture.prototype, 'images', {
  9759. get: function () {
  9760. return this.image;
  9761. },
  9762. set: function ( value ) {
  9763. this.image = value;
  9764. }
  9765. } );
  9766. /**
  9767. * @author Takahiro https://github.com/takahirox
  9768. */
  9769. function DataTexture2DArray( data, width, height, depth ) {
  9770. Texture.call( this, null );
  9771. this.image = { data: data, width: width, height: height, depth: depth };
  9772. this.magFilter = NearestFilter;
  9773. this.minFilter = NearestFilter;
  9774. this.wrapR = ClampToEdgeWrapping;
  9775. this.generateMipmaps = false;
  9776. this.flipY = false;
  9777. }
  9778. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9779. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9780. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9781. /**
  9782. * @author Artur Trzesiok
  9783. */
  9784. function DataTexture3D( data, width, height, depth ) {
  9785. // We're going to add .setXXX() methods for setting properties later.
  9786. // Users can still set in DataTexture3D directly.
  9787. //
  9788. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9789. // texture.anisotropy = 16;
  9790. //
  9791. // See #14839
  9792. Texture.call( this, null );
  9793. this.image = { data: data, width: width, height: height, depth: depth };
  9794. this.magFilter = NearestFilter;
  9795. this.minFilter = NearestFilter;
  9796. this.wrapR = ClampToEdgeWrapping;
  9797. this.generateMipmaps = false;
  9798. this.flipY = false;
  9799. }
  9800. DataTexture3D.prototype = Object.create( Texture.prototype );
  9801. DataTexture3D.prototype.constructor = DataTexture3D;
  9802. DataTexture3D.prototype.isDataTexture3D = true;
  9803. /**
  9804. * @author tschw
  9805. * @author Mugen87 / https://github.com/Mugen87
  9806. * @author mrdoob / http://mrdoob.com/
  9807. *
  9808. * Uniforms of a program.
  9809. * Those form a tree structure with a special top-level container for the root,
  9810. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9811. *
  9812. *
  9813. * Properties of inner nodes including the top-level container:
  9814. *
  9815. * .seq - array of nested uniforms
  9816. * .map - nested uniforms by name
  9817. *
  9818. *
  9819. * Methods of all nodes except the top-level container:
  9820. *
  9821. * .setValue( gl, value, [textures] )
  9822. *
  9823. * uploads a uniform value(s)
  9824. * the 'textures' parameter is needed for sampler uniforms
  9825. *
  9826. *
  9827. * Static methods of the top-level container (textures factorizations):
  9828. *
  9829. * .upload( gl, seq, values, textures )
  9830. *
  9831. * sets uniforms in 'seq' to 'values[id].value'
  9832. *
  9833. * .seqWithValue( seq, values ) : filteredSeq
  9834. *
  9835. * filters 'seq' entries with corresponding entry in values
  9836. *
  9837. *
  9838. * Methods of the top-level container (textures factorizations):
  9839. *
  9840. * .setValue( gl, name, value, textures )
  9841. *
  9842. * sets uniform with name 'name' to 'value'
  9843. *
  9844. * .setOptional( gl, obj, prop )
  9845. *
  9846. * like .set for an optional property of the object
  9847. *
  9848. */
  9849. var emptyTexture = new Texture();
  9850. var emptyTexture2dArray = new DataTexture2DArray();
  9851. var emptyTexture3d = new DataTexture3D();
  9852. var emptyCubeTexture = new CubeTexture();
  9853. // --- Utilities ---
  9854. // Array Caches (provide typed arrays for temporary by size)
  9855. var arrayCacheF32 = [];
  9856. var arrayCacheI32 = [];
  9857. // Float32Array caches used for uploading Matrix uniforms
  9858. var mat4array = new Float32Array( 16 );
  9859. var mat3array = new Float32Array( 9 );
  9860. var mat2array = new Float32Array( 4 );
  9861. // Flattening for arrays of vectors and matrices
  9862. function flatten( array, nBlocks, blockSize ) {
  9863. var firstElem = array[ 0 ];
  9864. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9865. // unoptimized: ! isNaN( firstElem )
  9866. // see http://jacksondunstan.com/articles/983
  9867. var n = nBlocks * blockSize,
  9868. r = arrayCacheF32[ n ];
  9869. if ( r === undefined ) {
  9870. r = new Float32Array( n );
  9871. arrayCacheF32[ n ] = r;
  9872. }
  9873. if ( nBlocks !== 0 ) {
  9874. firstElem.toArray( r, 0 );
  9875. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9876. offset += blockSize;
  9877. array[ i ].toArray( r, offset );
  9878. }
  9879. }
  9880. return r;
  9881. }
  9882. function arraysEqual( a, b ) {
  9883. if ( a.length !== b.length ) return false;
  9884. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9885. if ( a[ i ] !== b[ i ] ) return false;
  9886. }
  9887. return true;
  9888. }
  9889. function copyArray( a, b ) {
  9890. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9891. a[ i ] = b[ i ];
  9892. }
  9893. }
  9894. // Texture unit allocation
  9895. function allocTexUnits( textures, n ) {
  9896. var r = arrayCacheI32[ n ];
  9897. if ( r === undefined ) {
  9898. r = new Int32Array( n );
  9899. arrayCacheI32[ n ] = r;
  9900. }
  9901. for ( var i = 0; i !== n; ++ i )
  9902. r[ i ] = textures.allocateTextureUnit();
  9903. return r;
  9904. }
  9905. // --- Setters ---
  9906. // Note: Defining these methods externally, because they come in a bunch
  9907. // and this way their names minify.
  9908. // Single scalar
  9909. function setValueV1f( gl, v ) {
  9910. var cache = this.cache;
  9911. if ( cache[ 0 ] === v ) return;
  9912. gl.uniform1f( this.addr, v );
  9913. cache[ 0 ] = v;
  9914. }
  9915. // Single float vector (from flat array or THREE.VectorN)
  9916. function setValueV2f( gl, v ) {
  9917. var cache = this.cache;
  9918. if ( v.x !== undefined ) {
  9919. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9920. gl.uniform2f( this.addr, v.x, v.y );
  9921. cache[ 0 ] = v.x;
  9922. cache[ 1 ] = v.y;
  9923. }
  9924. } else {
  9925. if ( arraysEqual( cache, v ) ) return;
  9926. gl.uniform2fv( this.addr, v );
  9927. copyArray( cache, v );
  9928. }
  9929. }
  9930. function setValueV3f( gl, v ) {
  9931. var cache = this.cache;
  9932. if ( v.x !== undefined ) {
  9933. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9934. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9935. cache[ 0 ] = v.x;
  9936. cache[ 1 ] = v.y;
  9937. cache[ 2 ] = v.z;
  9938. }
  9939. } else if ( v.r !== undefined ) {
  9940. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9941. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9942. cache[ 0 ] = v.r;
  9943. cache[ 1 ] = v.g;
  9944. cache[ 2 ] = v.b;
  9945. }
  9946. } else {
  9947. if ( arraysEqual( cache, v ) ) return;
  9948. gl.uniform3fv( this.addr, v );
  9949. copyArray( cache, v );
  9950. }
  9951. }
  9952. function setValueV4f( gl, v ) {
  9953. var cache = this.cache;
  9954. if ( v.x !== undefined ) {
  9955. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9956. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9957. cache[ 0 ] = v.x;
  9958. cache[ 1 ] = v.y;
  9959. cache[ 2 ] = v.z;
  9960. cache[ 3 ] = v.w;
  9961. }
  9962. } else {
  9963. if ( arraysEqual( cache, v ) ) return;
  9964. gl.uniform4fv( this.addr, v );
  9965. copyArray( cache, v );
  9966. }
  9967. }
  9968. // Single matrix (from flat array or MatrixN)
  9969. function setValueM2( gl, v ) {
  9970. var cache = this.cache;
  9971. var elements = v.elements;
  9972. if ( elements === undefined ) {
  9973. if ( arraysEqual( cache, v ) ) return;
  9974. gl.uniformMatrix2fv( this.addr, false, v );
  9975. copyArray( cache, v );
  9976. } else {
  9977. if ( arraysEqual( cache, elements ) ) return;
  9978. mat2array.set( elements );
  9979. gl.uniformMatrix2fv( this.addr, false, mat2array );
  9980. copyArray( cache, elements );
  9981. }
  9982. }
  9983. function setValueM3( gl, v ) {
  9984. var cache = this.cache;
  9985. var elements = v.elements;
  9986. if ( elements === undefined ) {
  9987. if ( arraysEqual( cache, v ) ) return;
  9988. gl.uniformMatrix3fv( this.addr, false, v );
  9989. copyArray( cache, v );
  9990. } else {
  9991. if ( arraysEqual( cache, elements ) ) return;
  9992. mat3array.set( elements );
  9993. gl.uniformMatrix3fv( this.addr, false, mat3array );
  9994. copyArray( cache, elements );
  9995. }
  9996. }
  9997. function setValueM4( gl, v ) {
  9998. var cache = this.cache;
  9999. var elements = v.elements;
  10000. if ( elements === undefined ) {
  10001. if ( arraysEqual( cache, v ) ) return;
  10002. gl.uniformMatrix4fv( this.addr, false, v );
  10003. copyArray( cache, v );
  10004. } else {
  10005. if ( arraysEqual( cache, elements ) ) return;
  10006. mat4array.set( elements );
  10007. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10008. copyArray( cache, elements );
  10009. }
  10010. }
  10011. // Single texture (2D / Cube)
  10012. function setValueT1( gl, v, textures ) {
  10013. var cache = this.cache;
  10014. var unit = textures.allocateTextureUnit();
  10015. if ( cache[ 0 ] !== unit ) {
  10016. gl.uniform1i( this.addr, unit );
  10017. cache[ 0 ] = unit;
  10018. }
  10019. textures.safeSetTexture2D( v || emptyTexture, unit );
  10020. }
  10021. function setValueT2DArray1( gl, v, textures ) {
  10022. var cache = this.cache;
  10023. var unit = textures.allocateTextureUnit();
  10024. if ( cache[ 0 ] !== unit ) {
  10025. gl.uniform1i( this.addr, unit );
  10026. cache[ 0 ] = unit;
  10027. }
  10028. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10029. }
  10030. function setValueT3D1( gl, v, textures ) {
  10031. var cache = this.cache;
  10032. var unit = textures.allocateTextureUnit();
  10033. if ( cache[ 0 ] !== unit ) {
  10034. gl.uniform1i( this.addr, unit );
  10035. cache[ 0 ] = unit;
  10036. }
  10037. textures.setTexture3D( v || emptyTexture3d, unit );
  10038. }
  10039. function setValueT6( gl, v, textures ) {
  10040. var cache = this.cache;
  10041. var unit = textures.allocateTextureUnit();
  10042. if ( cache[ 0 ] !== unit ) {
  10043. gl.uniform1i( this.addr, unit );
  10044. cache[ 0 ] = unit;
  10045. }
  10046. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10047. }
  10048. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10049. function setValueV1i( gl, v ) {
  10050. var cache = this.cache;
  10051. if ( cache[ 0 ] === v ) return;
  10052. gl.uniform1i( this.addr, v );
  10053. cache[ 0 ] = v;
  10054. }
  10055. function setValueV2i( gl, v ) {
  10056. var cache = this.cache;
  10057. if ( arraysEqual( cache, v ) ) return;
  10058. gl.uniform2iv( this.addr, v );
  10059. copyArray( cache, v );
  10060. }
  10061. function setValueV3i( gl, v ) {
  10062. var cache = this.cache;
  10063. if ( arraysEqual( cache, v ) ) return;
  10064. gl.uniform3iv( this.addr, v );
  10065. copyArray( cache, v );
  10066. }
  10067. function setValueV4i( gl, v ) {
  10068. var cache = this.cache;
  10069. if ( arraysEqual( cache, v ) ) return;
  10070. gl.uniform4iv( this.addr, v );
  10071. copyArray( cache, v );
  10072. }
  10073. // Helper to pick the right setter for the singular case
  10074. function getSingularSetter( type ) {
  10075. switch ( type ) {
  10076. case 0x1406: return setValueV1f; // FLOAT
  10077. case 0x8b50: return setValueV2f; // _VEC2
  10078. case 0x8b51: return setValueV3f; // _VEC3
  10079. case 0x8b52: return setValueV4f; // _VEC4
  10080. case 0x8b5a: return setValueM2; // _MAT2
  10081. case 0x8b5b: return setValueM3; // _MAT3
  10082. case 0x8b5c: return setValueM4; // _MAT4
  10083. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10084. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10085. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10086. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10087. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10088. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10089. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10090. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10091. }
  10092. }
  10093. // Array of scalars
  10094. function setValueV1fArray( gl, v ) {
  10095. gl.uniform1fv( this.addr, v );
  10096. }
  10097. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10098. function setValueV1iArray( gl, v ) {
  10099. gl.uniform1iv( this.addr, v );
  10100. }
  10101. function setValueV2iArray( gl, v ) {
  10102. gl.uniform2iv( this.addr, v );
  10103. }
  10104. function setValueV3iArray( gl, v ) {
  10105. gl.uniform3iv( this.addr, v );
  10106. }
  10107. function setValueV4iArray( gl, v ) {
  10108. gl.uniform4iv( this.addr, v );
  10109. }
  10110. // Array of vectors (flat or from THREE classes)
  10111. function setValueV2fArray( gl, v ) {
  10112. var data = flatten( v, this.size, 2 );
  10113. gl.uniform2fv( this.addr, data );
  10114. }
  10115. function setValueV3fArray( gl, v ) {
  10116. var data = flatten( v, this.size, 3 );
  10117. gl.uniform3fv( this.addr, data );
  10118. }
  10119. function setValueV4fArray( gl, v ) {
  10120. var data = flatten( v, this.size, 4 );
  10121. gl.uniform4fv( this.addr, data );
  10122. }
  10123. // Array of matrices (flat or from THREE clases)
  10124. function setValueM2Array( gl, v ) {
  10125. var data = flatten( v, this.size, 4 );
  10126. gl.uniformMatrix2fv( this.addr, false, data );
  10127. }
  10128. function setValueM3Array( gl, v ) {
  10129. var data = flatten( v, this.size, 9 );
  10130. gl.uniformMatrix3fv( this.addr, false, data );
  10131. }
  10132. function setValueM4Array( gl, v ) {
  10133. var data = flatten( v, this.size, 16 );
  10134. gl.uniformMatrix4fv( this.addr, false, data );
  10135. }
  10136. // Array of textures (2D / Cube)
  10137. function setValueT1Array( gl, v, textures ) {
  10138. var n = v.length;
  10139. var units = allocTexUnits( textures, n );
  10140. gl.uniform1iv( this.addr, units );
  10141. for ( var i = 0; i !== n; ++ i ) {
  10142. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10143. }
  10144. }
  10145. function setValueT6Array( gl, v, textures ) {
  10146. var n = v.length;
  10147. var units = allocTexUnits( textures, n );
  10148. gl.uniform1iv( this.addr, units );
  10149. for ( var i = 0; i !== n; ++ i ) {
  10150. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10151. }
  10152. }
  10153. // Helper to pick the right setter for a pure (bottom-level) array
  10154. function getPureArraySetter( type ) {
  10155. switch ( type ) {
  10156. case 0x1406: return setValueV1fArray; // FLOAT
  10157. case 0x8b50: return setValueV2fArray; // _VEC2
  10158. case 0x8b51: return setValueV3fArray; // _VEC3
  10159. case 0x8b52: return setValueV4fArray; // _VEC4
  10160. case 0x8b5a: return setValueM2Array; // _MAT2
  10161. case 0x8b5b: return setValueM3Array; // _MAT3
  10162. case 0x8b5c: return setValueM4Array; // _MAT4
  10163. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10164. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10165. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10166. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10167. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10168. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10169. }
  10170. }
  10171. // --- Uniform Classes ---
  10172. function SingleUniform( id, activeInfo, addr ) {
  10173. this.id = id;
  10174. this.addr = addr;
  10175. this.cache = [];
  10176. this.setValue = getSingularSetter( activeInfo.type );
  10177. // this.path = activeInfo.name; // DEBUG
  10178. }
  10179. function PureArrayUniform( id, activeInfo, addr ) {
  10180. this.id = id;
  10181. this.addr = addr;
  10182. this.cache = [];
  10183. this.size = activeInfo.size;
  10184. this.setValue = getPureArraySetter( activeInfo.type );
  10185. // this.path = activeInfo.name; // DEBUG
  10186. }
  10187. PureArrayUniform.prototype.updateCache = function ( data ) {
  10188. var cache = this.cache;
  10189. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10190. this.cache = new Float32Array( data.length );
  10191. }
  10192. copyArray( cache, data );
  10193. };
  10194. function StructuredUniform( id ) {
  10195. this.id = id;
  10196. this.seq = [];
  10197. this.map = {};
  10198. }
  10199. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10200. var seq = this.seq;
  10201. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10202. var u = seq[ i ];
  10203. u.setValue( gl, value[ u.id ], textures );
  10204. }
  10205. };
  10206. // --- Top-level ---
  10207. // Parser - builds up the property tree from the path strings
  10208. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10209. // extracts
  10210. // - the identifier (member name or array index)
  10211. // - followed by an optional right bracket (found when array index)
  10212. // - followed by an optional left bracket or dot (type of subscript)
  10213. //
  10214. // Note: These portions can be read in a non-overlapping fashion and
  10215. // allow straightforward parsing of the hierarchy that WebGL encodes
  10216. // in the uniform names.
  10217. function addUniform( container, uniformObject ) {
  10218. container.seq.push( uniformObject );
  10219. container.map[ uniformObject.id ] = uniformObject;
  10220. }
  10221. function parseUniform( activeInfo, addr, container ) {
  10222. var path = activeInfo.name,
  10223. pathLength = path.length;
  10224. // reset RegExp object, because of the early exit of a previous run
  10225. RePathPart.lastIndex = 0;
  10226. while ( true ) {
  10227. var match = RePathPart.exec( path ),
  10228. matchEnd = RePathPart.lastIndex,
  10229. id = match[ 1 ],
  10230. idIsIndex = match[ 2 ] === ']',
  10231. subscript = match[ 3 ];
  10232. if ( idIsIndex ) id = id | 0; // convert to integer
  10233. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10234. // bare name or "pure" bottom-level array "[0]" suffix
  10235. addUniform( container, subscript === undefined ?
  10236. new SingleUniform( id, activeInfo, addr ) :
  10237. new PureArrayUniform( id, activeInfo, addr ) );
  10238. break;
  10239. } else {
  10240. // step into inner node / create it in case it doesn't exist
  10241. var map = container.map, next = map[ id ];
  10242. if ( next === undefined ) {
  10243. next = new StructuredUniform( id );
  10244. addUniform( container, next );
  10245. }
  10246. container = next;
  10247. }
  10248. }
  10249. }
  10250. // Root Container
  10251. function WebGLUniforms( gl, program ) {
  10252. this.seq = [];
  10253. this.map = {};
  10254. var n = gl.getProgramParameter( program, 35718 );
  10255. for ( var i = 0; i < n; ++ i ) {
  10256. var info = gl.getActiveUniform( program, i ),
  10257. addr = gl.getUniformLocation( program, info.name );
  10258. parseUniform( info, addr, this );
  10259. }
  10260. }
  10261. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10262. var u = this.map[ name ];
  10263. if ( u !== undefined ) u.setValue( gl, value, textures );
  10264. };
  10265. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10266. var v = object[ name ];
  10267. if ( v !== undefined ) this.setValue( gl, name, v );
  10268. };
  10269. // Static interface
  10270. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10271. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10272. var u = seq[ i ],
  10273. v = values[ u.id ];
  10274. if ( v.needsUpdate !== false ) {
  10275. // note: always updating when .needsUpdate is undefined
  10276. u.setValue( gl, v.value, textures );
  10277. }
  10278. }
  10279. };
  10280. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10281. var r = [];
  10282. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10283. var u = seq[ i ];
  10284. if ( u.id in values ) r.push( u );
  10285. }
  10286. return r;
  10287. };
  10288. /**
  10289. * @author mrdoob / http://mrdoob.com/
  10290. */
  10291. function WebGLShader( gl, type, string ) {
  10292. var shader = gl.createShader( type );
  10293. gl.shaderSource( shader, string );
  10294. gl.compileShader( shader );
  10295. return shader;
  10296. }
  10297. /**
  10298. * @author mrdoob / http://mrdoob.com/
  10299. */
  10300. var programIdCount = 0;
  10301. function addLineNumbers( string ) {
  10302. var lines = string.split( '\n' );
  10303. for ( var i = 0; i < lines.length; i ++ ) {
  10304. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10305. }
  10306. return lines.join( '\n' );
  10307. }
  10308. function getEncodingComponents( encoding ) {
  10309. switch ( encoding ) {
  10310. case LinearEncoding:
  10311. return [ 'Linear', '( value )' ];
  10312. case sRGBEncoding:
  10313. return [ 'sRGB', '( value )' ];
  10314. case RGBEEncoding:
  10315. return [ 'RGBE', '( value )' ];
  10316. case RGBM7Encoding:
  10317. return [ 'RGBM', '( value, 7.0 )' ];
  10318. case RGBM16Encoding:
  10319. return [ 'RGBM', '( value, 16.0 )' ];
  10320. case RGBDEncoding:
  10321. return [ 'RGBD', '( value, 256.0 )' ];
  10322. case GammaEncoding:
  10323. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10324. case LogLuvEncoding:
  10325. return [ 'LogLuv', '( value )' ];
  10326. default:
  10327. throw new Error( 'unsupported encoding: ' + encoding );
  10328. }
  10329. }
  10330. function getShaderErrors( gl, shader, type ) {
  10331. var status = gl.getShaderParameter( shader, 35713 );
  10332. var log = gl.getShaderInfoLog( shader ).trim();
  10333. if ( status && log === '' ) return '';
  10334. // --enable-privileged-webgl-extension
  10335. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10336. var source = gl.getShaderSource( shader );
  10337. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10338. }
  10339. function getTexelDecodingFunction( functionName, encoding ) {
  10340. var components = getEncodingComponents( encoding );
  10341. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10342. }
  10343. function getTexelEncodingFunction( functionName, encoding ) {
  10344. var components = getEncodingComponents( encoding );
  10345. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10346. }
  10347. function getToneMappingFunction( functionName, toneMapping ) {
  10348. var toneMappingName;
  10349. switch ( toneMapping ) {
  10350. case LinearToneMapping:
  10351. toneMappingName = 'Linear';
  10352. break;
  10353. case ReinhardToneMapping:
  10354. toneMappingName = 'Reinhard';
  10355. break;
  10356. case Uncharted2ToneMapping:
  10357. toneMappingName = 'Uncharted2';
  10358. break;
  10359. case CineonToneMapping:
  10360. toneMappingName = 'OptimizedCineon';
  10361. break;
  10362. case ACESFilmicToneMapping:
  10363. toneMappingName = 'ACESFilmic';
  10364. break;
  10365. default:
  10366. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10367. }
  10368. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10369. }
  10370. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10371. extensions = extensions || {};
  10372. var chunks = [
  10373. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10374. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10375. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10376. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10377. ];
  10378. return chunks.filter( filterEmptyLine ).join( '\n' );
  10379. }
  10380. function generateDefines( defines ) {
  10381. var chunks = [];
  10382. for ( var name in defines ) {
  10383. var value = defines[ name ];
  10384. if ( value === false ) continue;
  10385. chunks.push( '#define ' + name + ' ' + value );
  10386. }
  10387. return chunks.join( '\n' );
  10388. }
  10389. function fetchAttributeLocations( gl, program ) {
  10390. var attributes = {};
  10391. var n = gl.getProgramParameter( program, 35721 );
  10392. for ( var i = 0; i < n; i ++ ) {
  10393. var info = gl.getActiveAttrib( program, i );
  10394. var name = info.name;
  10395. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10396. attributes[ name ] = gl.getAttribLocation( program, name );
  10397. }
  10398. return attributes;
  10399. }
  10400. function filterEmptyLine( string ) {
  10401. return string !== '';
  10402. }
  10403. function replaceLightNums( string, parameters ) {
  10404. return string
  10405. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10406. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10407. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10408. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10409. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10410. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10411. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10412. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10413. }
  10414. function replaceClippingPlaneNums( string, parameters ) {
  10415. return string
  10416. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10417. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10418. }
  10419. function parseIncludes( string ) {
  10420. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10421. function replace( match, include ) {
  10422. var replace = ShaderChunk[ include ];
  10423. if ( replace === undefined ) {
  10424. throw new Error( 'Can not resolve #include <' + include + '>' );
  10425. }
  10426. return parseIncludes( replace );
  10427. }
  10428. return string.replace( pattern, replace );
  10429. }
  10430. function unrollLoops( string ) {
  10431. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10432. function replace( match, start, end, snippet ) {
  10433. var unroll = '';
  10434. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10435. unroll += snippet
  10436. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10437. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10438. }
  10439. return unroll;
  10440. }
  10441. return string.replace( pattern, replace );
  10442. }
  10443. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10444. var gl = renderer.getContext();
  10445. var defines = material.defines;
  10446. var vertexShader = shader.vertexShader;
  10447. var fragmentShader = shader.fragmentShader;
  10448. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10449. if ( parameters.shadowMapType === PCFShadowMap ) {
  10450. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10451. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10452. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10453. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10454. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10455. }
  10456. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10457. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10458. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10459. if ( parameters.envMap ) {
  10460. switch ( material.envMap.mapping ) {
  10461. case CubeReflectionMapping:
  10462. case CubeRefractionMapping:
  10463. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10464. break;
  10465. case CubeUVReflectionMapping:
  10466. case CubeUVRefractionMapping:
  10467. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10468. break;
  10469. case EquirectangularReflectionMapping:
  10470. case EquirectangularRefractionMapping:
  10471. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10472. break;
  10473. case SphericalReflectionMapping:
  10474. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10475. break;
  10476. }
  10477. switch ( material.envMap.mapping ) {
  10478. case CubeRefractionMapping:
  10479. case EquirectangularRefractionMapping:
  10480. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10481. break;
  10482. }
  10483. switch ( material.combine ) {
  10484. case MultiplyOperation:
  10485. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10486. break;
  10487. case MixOperation:
  10488. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10489. break;
  10490. case AddOperation:
  10491. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10492. break;
  10493. }
  10494. }
  10495. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10496. // console.log( 'building new program ' );
  10497. //
  10498. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10499. var customDefines = generateDefines( defines );
  10500. //
  10501. var program = gl.createProgram();
  10502. var prefixVertex, prefixFragment;
  10503. if ( material.isRawShaderMaterial ) {
  10504. prefixVertex = [
  10505. customDefines
  10506. ].filter( filterEmptyLine ).join( '\n' );
  10507. if ( prefixVertex.length > 0 ) {
  10508. prefixVertex += '\n';
  10509. }
  10510. prefixFragment = [
  10511. customExtensions,
  10512. customDefines
  10513. ].filter( filterEmptyLine ).join( '\n' );
  10514. if ( prefixFragment.length > 0 ) {
  10515. prefixFragment += '\n';
  10516. }
  10517. } else {
  10518. prefixVertex = [
  10519. 'precision ' + parameters.precision + ' float;',
  10520. 'precision ' + parameters.precision + ' int;',
  10521. ( parameters.precision === 'highp' ) ? '#define HIGH_PRECISION' : '',
  10522. '#define SHADER_NAME ' + shader.name,
  10523. customDefines,
  10524. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10525. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10526. '#define MAX_BONES ' + parameters.maxBones,
  10527. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10528. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10529. parameters.map ? '#define USE_MAP' : '',
  10530. parameters.envMap ? '#define USE_ENVMAP' : '',
  10531. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10532. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10533. parameters.aoMap ? '#define USE_AOMAP' : '',
  10534. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10535. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10536. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10537. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10538. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10539. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10540. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10541. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10542. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10543. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10544. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10545. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10546. parameters.vertexColors ? '#define USE_COLOR' : '',
  10547. parameters.vertexUvs ? '#define USE_UV' : '',
  10548. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10549. parameters.skinning ? '#define USE_SKINNING' : '',
  10550. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10551. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10552. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10553. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10554. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10555. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10556. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10557. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10558. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10559. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10560. 'uniform mat4 modelMatrix;',
  10561. 'uniform mat4 modelViewMatrix;',
  10562. 'uniform mat4 projectionMatrix;',
  10563. 'uniform mat4 viewMatrix;',
  10564. 'uniform mat3 normalMatrix;',
  10565. 'uniform vec3 cameraPosition;',
  10566. 'attribute vec3 position;',
  10567. 'attribute vec3 normal;',
  10568. 'attribute vec2 uv;',
  10569. '#ifdef USE_TANGENT',
  10570. ' attribute vec4 tangent;',
  10571. '#endif',
  10572. '#ifdef USE_COLOR',
  10573. ' attribute vec3 color;',
  10574. '#endif',
  10575. '#ifdef USE_MORPHTARGETS',
  10576. ' attribute vec3 morphTarget0;',
  10577. ' attribute vec3 morphTarget1;',
  10578. ' attribute vec3 morphTarget2;',
  10579. ' attribute vec3 morphTarget3;',
  10580. ' #ifdef USE_MORPHNORMALS',
  10581. ' attribute vec3 morphNormal0;',
  10582. ' attribute vec3 morphNormal1;',
  10583. ' attribute vec3 morphNormal2;',
  10584. ' attribute vec3 morphNormal3;',
  10585. ' #else',
  10586. ' attribute vec3 morphTarget4;',
  10587. ' attribute vec3 morphTarget5;',
  10588. ' attribute vec3 morphTarget6;',
  10589. ' attribute vec3 morphTarget7;',
  10590. ' #endif',
  10591. '#endif',
  10592. '#ifdef USE_SKINNING',
  10593. ' attribute vec4 skinIndex;',
  10594. ' attribute vec4 skinWeight;',
  10595. '#endif',
  10596. '\n'
  10597. ].filter( filterEmptyLine ).join( '\n' );
  10598. prefixFragment = [
  10599. customExtensions,
  10600. 'precision ' + parameters.precision + ' float;',
  10601. 'precision ' + parameters.precision + ' int;',
  10602. ( parameters.precision === 'highp' ) ? '#define HIGH_PRECISION' : '',
  10603. '#define SHADER_NAME ' + shader.name,
  10604. customDefines,
  10605. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10606. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10607. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10608. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10609. parameters.map ? '#define USE_MAP' : '',
  10610. parameters.matcap ? '#define USE_MATCAP' : '',
  10611. parameters.envMap ? '#define USE_ENVMAP' : '',
  10612. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10613. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10614. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10615. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10616. parameters.aoMap ? '#define USE_AOMAP' : '',
  10617. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10618. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10619. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10620. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10621. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10622. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10623. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10624. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10625. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10626. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10627. parameters.sheen ? '#define USE_SHEEN' : '',
  10628. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10629. parameters.vertexColors ? '#define USE_COLOR' : '',
  10630. parameters.vertexUvs ? '#define USE_UV' : '',
  10631. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10632. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10633. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10634. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10635. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10636. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10637. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10638. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10639. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10640. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10641. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10642. 'uniform mat4 viewMatrix;',
  10643. 'uniform vec3 cameraPosition;',
  10644. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10645. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10646. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10647. parameters.dithering ? '#define DITHERING' : '',
  10648. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10649. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10650. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10651. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10652. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10653. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10654. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10655. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10656. '\n'
  10657. ].filter( filterEmptyLine ).join( '\n' );
  10658. }
  10659. vertexShader = parseIncludes( vertexShader );
  10660. vertexShader = replaceLightNums( vertexShader, parameters );
  10661. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10662. fragmentShader = parseIncludes( fragmentShader );
  10663. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10664. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10665. vertexShader = unrollLoops( vertexShader );
  10666. fragmentShader = unrollLoops( fragmentShader );
  10667. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10668. var isGLSL3ShaderMaterial = false;
  10669. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10670. if ( material.isShaderMaterial &&
  10671. vertexShader.match( versionRegex ) !== null &&
  10672. fragmentShader.match( versionRegex ) !== null ) {
  10673. isGLSL3ShaderMaterial = true;
  10674. vertexShader = vertexShader.replace( versionRegex, '' );
  10675. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10676. }
  10677. // GLSL 3.0 conversion
  10678. prefixVertex = [
  10679. '#version 300 es\n',
  10680. '#define attribute in',
  10681. '#define varying out',
  10682. '#define texture2D texture'
  10683. ].join( '\n' ) + '\n' + prefixVertex;
  10684. prefixFragment = [
  10685. '#version 300 es\n',
  10686. '#define varying in',
  10687. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10688. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10689. '#define gl_FragDepthEXT gl_FragDepth',
  10690. '#define texture2D texture',
  10691. '#define textureCube texture',
  10692. '#define texture2DProj textureProj',
  10693. '#define texture2DLodEXT textureLod',
  10694. '#define texture2DProjLodEXT textureProjLod',
  10695. '#define textureCubeLodEXT textureLod',
  10696. '#define texture2DGradEXT textureGrad',
  10697. '#define texture2DProjGradEXT textureProjGrad',
  10698. '#define textureCubeGradEXT textureGrad'
  10699. ].join( '\n' ) + '\n' + prefixFragment;
  10700. }
  10701. var vertexGlsl = prefixVertex + vertexShader;
  10702. var fragmentGlsl = prefixFragment + fragmentShader;
  10703. // console.log( '*VERTEX*', vertexGlsl );
  10704. // console.log( '*FRAGMENT*', fragmentGlsl );
  10705. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10706. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10707. gl.attachShader( program, glVertexShader );
  10708. gl.attachShader( program, glFragmentShader );
  10709. // Force a particular attribute to index 0.
  10710. if ( material.index0AttributeName !== undefined ) {
  10711. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10712. } else if ( parameters.morphTargets === true ) {
  10713. // programs with morphTargets displace position out of attribute 0
  10714. gl.bindAttribLocation( program, 0, 'position' );
  10715. }
  10716. gl.linkProgram( program );
  10717. // check for link errors
  10718. if ( renderer.debug.checkShaderErrors ) {
  10719. var programLog = gl.getProgramInfoLog( program ).trim();
  10720. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10721. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10722. var runnable = true;
  10723. var haveDiagnostics = true;
  10724. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10725. runnable = false;
  10726. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10727. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10728. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10729. } else if ( programLog !== '' ) {
  10730. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10731. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10732. haveDiagnostics = false;
  10733. }
  10734. if ( haveDiagnostics ) {
  10735. this.diagnostics = {
  10736. runnable: runnable,
  10737. material: material,
  10738. programLog: programLog,
  10739. vertexShader: {
  10740. log: vertexLog,
  10741. prefix: prefixVertex
  10742. },
  10743. fragmentShader: {
  10744. log: fragmentLog,
  10745. prefix: prefixFragment
  10746. }
  10747. };
  10748. }
  10749. }
  10750. // clean up
  10751. gl.deleteShader( glVertexShader );
  10752. gl.deleteShader( glFragmentShader );
  10753. // set up caching for uniform locations
  10754. var cachedUniforms;
  10755. this.getUniforms = function () {
  10756. if ( cachedUniforms === undefined ) {
  10757. cachedUniforms = new WebGLUniforms( gl, program );
  10758. }
  10759. return cachedUniforms;
  10760. };
  10761. // set up caching for attribute locations
  10762. var cachedAttributes;
  10763. this.getAttributes = function () {
  10764. if ( cachedAttributes === undefined ) {
  10765. cachedAttributes = fetchAttributeLocations( gl, program );
  10766. }
  10767. return cachedAttributes;
  10768. };
  10769. // free resource
  10770. this.destroy = function () {
  10771. gl.deleteProgram( program );
  10772. this.program = undefined;
  10773. };
  10774. //
  10775. this.name = shader.name;
  10776. this.id = programIdCount ++;
  10777. this.code = code;
  10778. this.usedTimes = 1;
  10779. this.program = program;
  10780. this.vertexShader = glVertexShader;
  10781. this.fragmentShader = glFragmentShader;
  10782. return this;
  10783. }
  10784. /**
  10785. * @author mrdoob / http://mrdoob.com/
  10786. */
  10787. function WebGLPrograms( renderer, extensions, capabilities ) {
  10788. var programs = [];
  10789. var shaderIDs = {
  10790. MeshDepthMaterial: 'depth',
  10791. MeshDistanceMaterial: 'distanceRGBA',
  10792. MeshNormalMaterial: 'normal',
  10793. MeshBasicMaterial: 'basic',
  10794. MeshLambertMaterial: 'lambert',
  10795. MeshPhongMaterial: 'phong',
  10796. MeshToonMaterial: 'phong',
  10797. MeshStandardMaterial: 'physical',
  10798. MeshPhysicalMaterial: 'physical',
  10799. MeshMatcapMaterial: 'matcap',
  10800. LineBasicMaterial: 'basic',
  10801. LineDashedMaterial: 'dashed',
  10802. PointsMaterial: 'points',
  10803. ShadowMaterial: 'shadow',
  10804. SpriteMaterial: 'sprite'
  10805. };
  10806. var parameterNames = [
  10807. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10808. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  10809. "roughnessMap", "metalnessMap", "gradientMap",
  10810. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp2",
  10811. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10812. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10813. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10814. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10815. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10816. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  10817. "sheen"
  10818. ];
  10819. function allocateBones( object ) {
  10820. var skeleton = object.skeleton;
  10821. var bones = skeleton.bones;
  10822. if ( capabilities.floatVertexTextures ) {
  10823. return 1024;
  10824. } else {
  10825. // default for when object is not specified
  10826. // ( for example when prebuilding shader to be used with multiple objects )
  10827. //
  10828. // - leave some extra space for other uniforms
  10829. // - limit here is ANGLE's 254 max uniform vectors
  10830. // (up to 54 should be safe)
  10831. var nVertexUniforms = capabilities.maxVertexUniforms;
  10832. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10833. var maxBones = Math.min( nVertexMatrices, bones.length );
  10834. if ( maxBones < bones.length ) {
  10835. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10836. return 0;
  10837. }
  10838. return maxBones;
  10839. }
  10840. }
  10841. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10842. var encoding;
  10843. if ( ! map ) {
  10844. encoding = LinearEncoding;
  10845. } else if ( map.isTexture ) {
  10846. encoding = map.encoding;
  10847. } else if ( map.isWebGLRenderTarget ) {
  10848. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10849. encoding = map.texture.encoding;
  10850. }
  10851. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10852. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10853. encoding = GammaEncoding;
  10854. }
  10855. return encoding;
  10856. }
  10857. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10858. var shaderID = shaderIDs[ material.type ];
  10859. // heuristics to create shader parameters according to lights in the scene
  10860. // (not to blow over maxLights budget)
  10861. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10862. var precision = capabilities.precision;
  10863. if ( material.precision !== null ) {
  10864. precision = capabilities.getMaxPrecision( material.precision );
  10865. if ( precision !== material.precision ) {
  10866. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10867. }
  10868. }
  10869. var currentRenderTarget = renderer.getRenderTarget();
  10870. var parameters = {
  10871. shaderID: shaderID,
  10872. precision: precision,
  10873. supportsVertexTextures: capabilities.vertexTextures,
  10874. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10875. map: !! material.map,
  10876. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10877. matcap: !! material.matcap,
  10878. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10879. envMap: !! material.envMap,
  10880. envMapMode: material.envMap && material.envMap.mapping,
  10881. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10882. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10883. lightMap: !! material.lightMap,
  10884. aoMap: !! material.aoMap,
  10885. emissiveMap: !! material.emissiveMap,
  10886. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10887. bumpMap: !! material.bumpMap,
  10888. normalMap: !! material.normalMap,
  10889. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10890. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  10891. clearcoatNormalMap: !! material.clearcoatNormalMap,
  10892. displacementMap: !! material.displacementMap,
  10893. roughnessMap: !! material.roughnessMap,
  10894. metalnessMap: !! material.metalnessMap,
  10895. specularMap: !! material.specularMap,
  10896. alphaMap: !! material.alphaMap,
  10897. gradientMap: !! material.gradientMap,
  10898. sheen: !! material.sheen,
  10899. combine: material.combine,
  10900. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10901. vertexColors: material.vertexColors,
  10902. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap,
  10903. fog: !! fog,
  10904. useFog: material.fog,
  10905. fogExp2: ( fog && fog.isFogExp2 ),
  10906. flatShading: material.flatShading,
  10907. sizeAttenuation: material.sizeAttenuation,
  10908. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10909. skinning: material.skinning && maxBones > 0,
  10910. maxBones: maxBones,
  10911. useVertexTexture: capabilities.floatVertexTextures,
  10912. morphTargets: material.morphTargets,
  10913. morphNormals: material.morphNormals,
  10914. maxMorphTargets: renderer.maxMorphTargets,
  10915. maxMorphNormals: renderer.maxMorphNormals,
  10916. numDirLights: lights.directional.length,
  10917. numPointLights: lights.point.length,
  10918. numSpotLights: lights.spot.length,
  10919. numRectAreaLights: lights.rectArea.length,
  10920. numHemiLights: lights.hemi.length,
  10921. numDirLightShadows: lights.directionalShadowMap.length,
  10922. numPointLightShadows: lights.pointShadowMap.length,
  10923. numSpotLightShadows: lights.spotShadowMap.length,
  10924. numClippingPlanes: nClipPlanes,
  10925. numClipIntersection: nClipIntersection,
  10926. dithering: material.dithering,
  10927. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  10928. shadowMapType: renderer.shadowMap.type,
  10929. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  10930. physicallyCorrectLights: renderer.physicallyCorrectLights,
  10931. premultipliedAlpha: material.premultipliedAlpha,
  10932. alphaTest: material.alphaTest,
  10933. doubleSided: material.side === DoubleSide,
  10934. flipSided: material.side === BackSide,
  10935. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  10936. };
  10937. return parameters;
  10938. };
  10939. this.getProgramCode = function ( material, parameters ) {
  10940. var array = [];
  10941. if ( parameters.shaderID ) {
  10942. array.push( parameters.shaderID );
  10943. } else {
  10944. array.push( material.fragmentShader );
  10945. array.push( material.vertexShader );
  10946. }
  10947. if ( material.defines !== undefined ) {
  10948. for ( var name in material.defines ) {
  10949. array.push( name );
  10950. array.push( material.defines[ name ] );
  10951. }
  10952. }
  10953. for ( var i = 0; i < parameterNames.length; i ++ ) {
  10954. array.push( parameters[ parameterNames[ i ] ] );
  10955. }
  10956. array.push( material.onBeforeCompile.toString() );
  10957. array.push( renderer.gammaOutput );
  10958. array.push( renderer.gammaFactor );
  10959. return array.join();
  10960. };
  10961. this.acquireProgram = function ( material, shader, parameters, code ) {
  10962. var program;
  10963. // Check if code has been already compiled
  10964. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  10965. var programInfo = programs[ p ];
  10966. if ( programInfo.code === code ) {
  10967. program = programInfo;
  10968. ++ program.usedTimes;
  10969. break;
  10970. }
  10971. }
  10972. if ( program === undefined ) {
  10973. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  10974. programs.push( program );
  10975. }
  10976. return program;
  10977. };
  10978. this.releaseProgram = function ( program ) {
  10979. if ( -- program.usedTimes === 0 ) {
  10980. // Remove from unordered set
  10981. var i = programs.indexOf( program );
  10982. programs[ i ] = programs[ programs.length - 1 ];
  10983. programs.pop();
  10984. // Free WebGL resources
  10985. program.destroy();
  10986. }
  10987. };
  10988. // Exposed for resource monitoring & error feedback via renderer.info:
  10989. this.programs = programs;
  10990. }
  10991. /**
  10992. * @author fordacious / fordacious.github.io
  10993. */
  10994. function WebGLProperties() {
  10995. var properties = new WeakMap();
  10996. function get( object ) {
  10997. var map = properties.get( object );
  10998. if ( map === undefined ) {
  10999. map = {};
  11000. properties.set( object, map );
  11001. }
  11002. return map;
  11003. }
  11004. function remove( object ) {
  11005. properties.delete( object );
  11006. }
  11007. function update( object, key, value ) {
  11008. properties.get( object )[ key ] = value;
  11009. }
  11010. function dispose() {
  11011. properties = new WeakMap();
  11012. }
  11013. return {
  11014. get: get,
  11015. remove: remove,
  11016. update: update,
  11017. dispose: dispose
  11018. };
  11019. }
  11020. /**
  11021. * @author mrdoob / http://mrdoob.com/
  11022. */
  11023. function painterSortStable( a, b ) {
  11024. if ( a.groupOrder !== b.groupOrder ) {
  11025. return a.groupOrder - b.groupOrder;
  11026. } else if ( a.renderOrder !== b.renderOrder ) {
  11027. return a.renderOrder - b.renderOrder;
  11028. } else if ( a.program !== b.program ) {
  11029. return a.program.id - b.program.id;
  11030. } else if ( a.material.id !== b.material.id ) {
  11031. return a.material.id - b.material.id;
  11032. } else if ( a.z !== b.z ) {
  11033. return a.z - b.z;
  11034. } else {
  11035. return a.id - b.id;
  11036. }
  11037. }
  11038. function reversePainterSortStable( a, b ) {
  11039. if ( a.groupOrder !== b.groupOrder ) {
  11040. return a.groupOrder - b.groupOrder;
  11041. } else if ( a.renderOrder !== b.renderOrder ) {
  11042. return a.renderOrder - b.renderOrder;
  11043. } else if ( a.z !== b.z ) {
  11044. return b.z - a.z;
  11045. } else {
  11046. return a.id - b.id;
  11047. }
  11048. }
  11049. function WebGLRenderList() {
  11050. var renderItems = [];
  11051. var renderItemsIndex = 0;
  11052. var opaque = [];
  11053. var transparent = [];
  11054. var defaultProgram = { id: - 1 };
  11055. function init() {
  11056. renderItemsIndex = 0;
  11057. opaque.length = 0;
  11058. transparent.length = 0;
  11059. }
  11060. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11061. var renderItem = renderItems[ renderItemsIndex ];
  11062. if ( renderItem === undefined ) {
  11063. renderItem = {
  11064. id: object.id,
  11065. object: object,
  11066. geometry: geometry,
  11067. material: material,
  11068. program: material.program || defaultProgram,
  11069. groupOrder: groupOrder,
  11070. renderOrder: object.renderOrder,
  11071. z: z,
  11072. group: group
  11073. };
  11074. renderItems[ renderItemsIndex ] = renderItem;
  11075. } else {
  11076. renderItem.id = object.id;
  11077. renderItem.object = object;
  11078. renderItem.geometry = geometry;
  11079. renderItem.material = material;
  11080. renderItem.program = material.program || defaultProgram;
  11081. renderItem.groupOrder = groupOrder;
  11082. renderItem.renderOrder = object.renderOrder;
  11083. renderItem.z = z;
  11084. renderItem.group = group;
  11085. }
  11086. renderItemsIndex ++;
  11087. return renderItem;
  11088. }
  11089. function push( object, geometry, material, groupOrder, z, group ) {
  11090. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11091. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11092. }
  11093. function unshift( object, geometry, material, groupOrder, z, group ) {
  11094. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11095. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11096. }
  11097. function sort() {
  11098. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  11099. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  11100. }
  11101. return {
  11102. opaque: opaque,
  11103. transparent: transparent,
  11104. init: init,
  11105. push: push,
  11106. unshift: unshift,
  11107. sort: sort
  11108. };
  11109. }
  11110. function WebGLRenderLists() {
  11111. var lists = new WeakMap();
  11112. function onSceneDispose( event ) {
  11113. var scene = event.target;
  11114. scene.removeEventListener( 'dispose', onSceneDispose );
  11115. lists.delete( scene );
  11116. }
  11117. function get( scene, camera ) {
  11118. var cameras = lists.get( scene );
  11119. var list;
  11120. if ( cameras === undefined ) {
  11121. list = new WebGLRenderList();
  11122. lists.set( scene, new WeakMap() );
  11123. lists.get( scene ).set( camera, list );
  11124. scene.addEventListener( 'dispose', onSceneDispose );
  11125. } else {
  11126. list = cameras.get( camera );
  11127. if ( list === undefined ) {
  11128. list = new WebGLRenderList();
  11129. cameras.set( camera, list );
  11130. }
  11131. }
  11132. return list;
  11133. }
  11134. function dispose() {
  11135. lists = new WeakMap();
  11136. }
  11137. return {
  11138. get: get,
  11139. dispose: dispose
  11140. };
  11141. }
  11142. /**
  11143. * @author mrdoob / http://mrdoob.com/
  11144. */
  11145. function UniformsCache() {
  11146. var lights = {};
  11147. return {
  11148. get: function ( light ) {
  11149. if ( lights[ light.id ] !== undefined ) {
  11150. return lights[ light.id ];
  11151. }
  11152. var uniforms;
  11153. switch ( light.type ) {
  11154. case 'DirectionalLight':
  11155. uniforms = {
  11156. direction: new Vector3(),
  11157. color: new Color(),
  11158. shadow: false,
  11159. shadowBias: 0,
  11160. shadowRadius: 1,
  11161. shadowMapSize: new Vector2()
  11162. };
  11163. break;
  11164. case 'SpotLight':
  11165. uniforms = {
  11166. position: new Vector3(),
  11167. direction: new Vector3(),
  11168. color: new Color(),
  11169. distance: 0,
  11170. coneCos: 0,
  11171. penumbraCos: 0,
  11172. decay: 0,
  11173. shadow: false,
  11174. shadowBias: 0,
  11175. shadowRadius: 1,
  11176. shadowMapSize: new Vector2()
  11177. };
  11178. break;
  11179. case 'PointLight':
  11180. uniforms = {
  11181. position: new Vector3(),
  11182. color: new Color(),
  11183. distance: 0,
  11184. decay: 0,
  11185. shadow: false,
  11186. shadowBias: 0,
  11187. shadowRadius: 1,
  11188. shadowMapSize: new Vector2(),
  11189. shadowCameraNear: 1,
  11190. shadowCameraFar: 1000
  11191. };
  11192. break;
  11193. case 'HemisphereLight':
  11194. uniforms = {
  11195. direction: new Vector3(),
  11196. skyColor: new Color(),
  11197. groundColor: new Color()
  11198. };
  11199. break;
  11200. case 'RectAreaLight':
  11201. uniforms = {
  11202. color: new Color(),
  11203. position: new Vector3(),
  11204. halfWidth: new Vector3(),
  11205. halfHeight: new Vector3()
  11206. // TODO (abelnation): set RectAreaLight shadow uniforms
  11207. };
  11208. break;
  11209. }
  11210. lights[ light.id ] = uniforms;
  11211. return uniforms;
  11212. }
  11213. };
  11214. }
  11215. var nextVersion = 0;
  11216. function shadowCastingLightsFirst( lightA, lightB ) {
  11217. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11218. }
  11219. function WebGLLights() {
  11220. var cache = new UniformsCache();
  11221. var state = {
  11222. version: 0,
  11223. hash: {
  11224. directionalLength: - 1,
  11225. pointLength: - 1,
  11226. spotLength: - 1,
  11227. rectAreaLength: - 1,
  11228. hemiLength: - 1,
  11229. numDirectionalShadows: - 1,
  11230. numPointShadows: - 1,
  11231. numSpotShadows: - 1,
  11232. },
  11233. ambient: [ 0, 0, 0 ],
  11234. probe: [],
  11235. directional: [],
  11236. directionalShadowMap: [],
  11237. directionalShadowMatrix: [],
  11238. spot: [],
  11239. spotShadowMap: [],
  11240. spotShadowMatrix: [],
  11241. rectArea: [],
  11242. point: [],
  11243. pointShadowMap: [],
  11244. pointShadowMatrix: [],
  11245. hemi: [],
  11246. numDirectionalShadows: - 1,
  11247. numPointShadows: - 1,
  11248. numSpotShadows: - 1
  11249. };
  11250. for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
  11251. var vector3 = new Vector3();
  11252. var matrix4 = new Matrix4();
  11253. var matrix42 = new Matrix4();
  11254. function setup( lights, shadows, camera ) {
  11255. var r = 0, g = 0, b = 0;
  11256. for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
  11257. var directionalLength = 0;
  11258. var pointLength = 0;
  11259. var spotLength = 0;
  11260. var rectAreaLength = 0;
  11261. var hemiLength = 0;
  11262. var numDirectionalShadows = 0;
  11263. var numPointShadows = 0;
  11264. var numSpotShadows = 0;
  11265. var viewMatrix = camera.matrixWorldInverse;
  11266. lights.sort( shadowCastingLightsFirst );
  11267. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11268. var light = lights[ i ];
  11269. var color = light.color;
  11270. var intensity = light.intensity;
  11271. var distance = light.distance;
  11272. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11273. if ( light.isAmbientLight ) {
  11274. r += color.r * intensity;
  11275. g += color.g * intensity;
  11276. b += color.b * intensity;
  11277. } else if ( light.isLightProbe ) {
  11278. for ( var j = 0; j < 9; j ++ ) {
  11279. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11280. }
  11281. } else if ( light.isDirectionalLight ) {
  11282. var uniforms = cache.get( light );
  11283. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11284. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11285. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11286. uniforms.direction.sub( vector3 );
  11287. uniforms.direction.transformDirection( viewMatrix );
  11288. uniforms.shadow = light.castShadow;
  11289. if ( light.castShadow ) {
  11290. var shadow = light.shadow;
  11291. uniforms.shadowBias = shadow.bias;
  11292. uniforms.shadowRadius = shadow.radius;
  11293. uniforms.shadowMapSize = shadow.mapSize;
  11294. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11295. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11296. numDirectionalShadows ++;
  11297. }
  11298. state.directional[ directionalLength ] = uniforms;
  11299. directionalLength ++;
  11300. } else if ( light.isSpotLight ) {
  11301. var uniforms = cache.get( light );
  11302. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11303. uniforms.position.applyMatrix4( viewMatrix );
  11304. uniforms.color.copy( color ).multiplyScalar( intensity );
  11305. uniforms.distance = distance;
  11306. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11307. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11308. uniforms.direction.sub( vector3 );
  11309. uniforms.direction.transformDirection( viewMatrix );
  11310. uniforms.coneCos = Math.cos( light.angle );
  11311. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11312. uniforms.decay = light.decay;
  11313. uniforms.shadow = light.castShadow;
  11314. if ( light.castShadow ) {
  11315. var shadow = light.shadow;
  11316. uniforms.shadowBias = shadow.bias;
  11317. uniforms.shadowRadius = shadow.radius;
  11318. uniforms.shadowMapSize = shadow.mapSize;
  11319. state.spotShadowMap[ spotLength ] = shadowMap;
  11320. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11321. numSpotShadows ++;
  11322. }
  11323. state.spot[ spotLength ] = uniforms;
  11324. spotLength ++;
  11325. } else if ( light.isRectAreaLight ) {
  11326. var uniforms = cache.get( light );
  11327. // (a) intensity is the total visible light emitted
  11328. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11329. // (b) intensity is the brightness of the light
  11330. uniforms.color.copy( color ).multiplyScalar( intensity );
  11331. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11332. uniforms.position.applyMatrix4( viewMatrix );
  11333. // extract local rotation of light to derive width/height half vectors
  11334. matrix42.identity();
  11335. matrix4.copy( light.matrixWorld );
  11336. matrix4.premultiply( viewMatrix );
  11337. matrix42.extractRotation( matrix4 );
  11338. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11339. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11340. uniforms.halfWidth.applyMatrix4( matrix42 );
  11341. uniforms.halfHeight.applyMatrix4( matrix42 );
  11342. // TODO (abelnation): RectAreaLight distance?
  11343. // uniforms.distance = distance;
  11344. state.rectArea[ rectAreaLength ] = uniforms;
  11345. rectAreaLength ++;
  11346. } else if ( light.isPointLight ) {
  11347. var uniforms = cache.get( light );
  11348. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11349. uniforms.position.applyMatrix4( viewMatrix );
  11350. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11351. uniforms.distance = light.distance;
  11352. uniforms.decay = light.decay;
  11353. uniforms.shadow = light.castShadow;
  11354. if ( light.castShadow ) {
  11355. var shadow = light.shadow;
  11356. uniforms.shadowBias = shadow.bias;
  11357. uniforms.shadowRadius = shadow.radius;
  11358. uniforms.shadowMapSize = shadow.mapSize;
  11359. uniforms.shadowCameraNear = shadow.camera.near;
  11360. uniforms.shadowCameraFar = shadow.camera.far;
  11361. state.pointShadowMap[ pointLength ] = shadowMap;
  11362. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11363. numPointShadows ++;
  11364. }
  11365. state.point[ pointLength ] = uniforms;
  11366. pointLength ++;
  11367. } else if ( light.isHemisphereLight ) {
  11368. var uniforms = cache.get( light );
  11369. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11370. uniforms.direction.transformDirection( viewMatrix );
  11371. uniforms.direction.normalize();
  11372. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11373. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11374. state.hemi[ hemiLength ] = uniforms;
  11375. hemiLength ++;
  11376. }
  11377. }
  11378. state.ambient[ 0 ] = r;
  11379. state.ambient[ 1 ] = g;
  11380. state.ambient[ 2 ] = b;
  11381. var hash = state.hash;
  11382. if ( hash.directionalLength !== directionalLength ||
  11383. hash.pointLength !== pointLength ||
  11384. hash.spotLength !== spotLength ||
  11385. hash.rectAreaLength !== rectAreaLength ||
  11386. hash.hemiLength !== hemiLength ||
  11387. hash.numDirectionalShadows !== numDirectionalShadows ||
  11388. hash.numPointShadows !== numPointShadows ||
  11389. hash.numSpotShadows !== numSpotShadows ) {
  11390. state.directional.length = directionalLength;
  11391. state.spot.length = spotLength;
  11392. state.rectArea.length = rectAreaLength;
  11393. state.point.length = pointLength;
  11394. state.hemi.length = hemiLength;
  11395. state.directionalShadowMap.length = numDirectionalShadows;
  11396. state.pointShadowMap.length = numPointShadows;
  11397. state.spotShadowMap.length = numSpotShadows;
  11398. state.directionalShadowMatrix.length = numDirectionalShadows;
  11399. state.pointShadowMatrix.length = numPointShadows;
  11400. state.spotShadowMatrix.length = numSpotShadows;
  11401. hash.directionalLength = directionalLength;
  11402. hash.pointLength = pointLength;
  11403. hash.spotLength = spotLength;
  11404. hash.rectAreaLength = rectAreaLength;
  11405. hash.hemiLength = hemiLength;
  11406. hash.numDirectionalShadows = numDirectionalShadows;
  11407. hash.numPointShadows = numPointShadows;
  11408. hash.numSpotShadows = numSpotShadows;
  11409. state.version = nextVersion ++;
  11410. }
  11411. }
  11412. return {
  11413. setup: setup,
  11414. state: state
  11415. };
  11416. }
  11417. /**
  11418. * @author Mugen87 / https://github.com/Mugen87
  11419. */
  11420. function WebGLRenderState() {
  11421. var lights = new WebGLLights();
  11422. var lightsArray = [];
  11423. var shadowsArray = [];
  11424. function init() {
  11425. lightsArray.length = 0;
  11426. shadowsArray.length = 0;
  11427. }
  11428. function pushLight( light ) {
  11429. lightsArray.push( light );
  11430. }
  11431. function pushShadow( shadowLight ) {
  11432. shadowsArray.push( shadowLight );
  11433. }
  11434. function setupLights( camera ) {
  11435. lights.setup( lightsArray, shadowsArray, camera );
  11436. }
  11437. var state = {
  11438. lightsArray: lightsArray,
  11439. shadowsArray: shadowsArray,
  11440. lights: lights
  11441. };
  11442. return {
  11443. init: init,
  11444. state: state,
  11445. setupLights: setupLights,
  11446. pushLight: pushLight,
  11447. pushShadow: pushShadow
  11448. };
  11449. }
  11450. function WebGLRenderStates() {
  11451. var renderStates = new WeakMap();
  11452. function onSceneDispose( event ) {
  11453. var scene = event.target;
  11454. scene.removeEventListener( 'dispose', onSceneDispose );
  11455. renderStates.delete( scene );
  11456. }
  11457. function get( scene, camera ) {
  11458. var renderState;
  11459. if ( renderStates.has( scene ) === false ) {
  11460. renderState = new WebGLRenderState();
  11461. renderStates.set( scene, new WeakMap() );
  11462. renderStates.get( scene ).set( camera, renderState );
  11463. scene.addEventListener( 'dispose', onSceneDispose );
  11464. } else {
  11465. if ( renderStates.get( scene ).has( camera ) === false ) {
  11466. renderState = new WebGLRenderState();
  11467. renderStates.get( scene ).set( camera, renderState );
  11468. } else {
  11469. renderState = renderStates.get( scene ).get( camera );
  11470. }
  11471. }
  11472. return renderState;
  11473. }
  11474. function dispose() {
  11475. renderStates = new WeakMap();
  11476. }
  11477. return {
  11478. get: get,
  11479. dispose: dispose
  11480. };
  11481. }
  11482. /**
  11483. * @author mrdoob / http://mrdoob.com/
  11484. * @author alteredq / http://alteredqualia.com/
  11485. * @author bhouston / https://clara.io
  11486. * @author WestLangley / http://github.com/WestLangley
  11487. *
  11488. * parameters = {
  11489. *
  11490. * opacity: <float>,
  11491. *
  11492. * map: new THREE.Texture( <Image> ),
  11493. *
  11494. * alphaMap: new THREE.Texture( <Image> ),
  11495. *
  11496. * displacementMap: new THREE.Texture( <Image> ),
  11497. * displacementScale: <float>,
  11498. * displacementBias: <float>,
  11499. *
  11500. * wireframe: <boolean>,
  11501. * wireframeLinewidth: <float>
  11502. * }
  11503. */
  11504. function MeshDepthMaterial( parameters ) {
  11505. Material.call( this );
  11506. this.type = 'MeshDepthMaterial';
  11507. this.depthPacking = BasicDepthPacking;
  11508. this.skinning = false;
  11509. this.morphTargets = false;
  11510. this.map = null;
  11511. this.alphaMap = null;
  11512. this.displacementMap = null;
  11513. this.displacementScale = 1;
  11514. this.displacementBias = 0;
  11515. this.wireframe = false;
  11516. this.wireframeLinewidth = 1;
  11517. this.fog = false;
  11518. this.lights = false;
  11519. this.setValues( parameters );
  11520. }
  11521. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11522. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11523. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11524. MeshDepthMaterial.prototype.copy = function ( source ) {
  11525. Material.prototype.copy.call( this, source );
  11526. this.depthPacking = source.depthPacking;
  11527. this.skinning = source.skinning;
  11528. this.morphTargets = source.morphTargets;
  11529. this.map = source.map;
  11530. this.alphaMap = source.alphaMap;
  11531. this.displacementMap = source.displacementMap;
  11532. this.displacementScale = source.displacementScale;
  11533. this.displacementBias = source.displacementBias;
  11534. this.wireframe = source.wireframe;
  11535. this.wireframeLinewidth = source.wireframeLinewidth;
  11536. return this;
  11537. };
  11538. /**
  11539. * @author WestLangley / http://github.com/WestLangley
  11540. *
  11541. * parameters = {
  11542. *
  11543. * referencePosition: <float>,
  11544. * nearDistance: <float>,
  11545. * farDistance: <float>,
  11546. *
  11547. * skinning: <bool>,
  11548. * morphTargets: <bool>,
  11549. *
  11550. * map: new THREE.Texture( <Image> ),
  11551. *
  11552. * alphaMap: new THREE.Texture( <Image> ),
  11553. *
  11554. * displacementMap: new THREE.Texture( <Image> ),
  11555. * displacementScale: <float>,
  11556. * displacementBias: <float>
  11557. *
  11558. * }
  11559. */
  11560. function MeshDistanceMaterial( parameters ) {
  11561. Material.call( this );
  11562. this.type = 'MeshDistanceMaterial';
  11563. this.referencePosition = new Vector3();
  11564. this.nearDistance = 1;
  11565. this.farDistance = 1000;
  11566. this.skinning = false;
  11567. this.morphTargets = false;
  11568. this.map = null;
  11569. this.alphaMap = null;
  11570. this.displacementMap = null;
  11571. this.displacementScale = 1;
  11572. this.displacementBias = 0;
  11573. this.fog = false;
  11574. this.lights = false;
  11575. this.setValues( parameters );
  11576. }
  11577. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11578. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11579. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11580. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11581. Material.prototype.copy.call( this, source );
  11582. this.referencePosition.copy( source.referencePosition );
  11583. this.nearDistance = source.nearDistance;
  11584. this.farDistance = source.farDistance;
  11585. this.skinning = source.skinning;
  11586. this.morphTargets = source.morphTargets;
  11587. this.map = source.map;
  11588. this.alphaMap = source.alphaMap;
  11589. this.displacementMap = source.displacementMap;
  11590. this.displacementScale = source.displacementScale;
  11591. this.displacementBias = source.displacementBias;
  11592. return this;
  11593. };
  11594. 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}";
  11595. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11596. /**
  11597. * @author alteredq / http://alteredqualia.com/
  11598. * @author mrdoob / http://mrdoob.com/
  11599. */
  11600. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11601. var _frustum = new Frustum(),
  11602. _shadowMapSize = new Vector2(),
  11603. _viewportSize = new Vector2(),
  11604. _viewport = new Vector4(),
  11605. _MorphingFlag = 1,
  11606. _SkinningFlag = 2,
  11607. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11608. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11609. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11610. _materialCache = {};
  11611. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11612. var shadowMaterialVertical = new ShaderMaterial( {
  11613. defines: {
  11614. SAMPLE_RATE: 2.0 / 8.0,
  11615. HALF_SAMPLE_RATE: 1.0 / 8.0
  11616. },
  11617. uniforms: {
  11618. shadow_pass: { value: null },
  11619. resolution: { value: new Vector2() },
  11620. radius: { value: 4.0 }
  11621. },
  11622. vertexShader: vsm_vert,
  11623. fragmentShader: vsm_frag
  11624. } );
  11625. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11626. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11627. var fullScreenTri = new BufferGeometry();
  11628. fullScreenTri.addAttribute(
  11629. "position",
  11630. new BufferAttribute(
  11631. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11632. 3
  11633. )
  11634. );
  11635. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11636. // init
  11637. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11638. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11639. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11640. var depthMaterial = new MeshDepthMaterial( {
  11641. depthPacking: RGBADepthPacking,
  11642. morphTargets: useMorphing,
  11643. skinning: useSkinning
  11644. } );
  11645. _depthMaterials[ i ] = depthMaterial;
  11646. var distanceMaterial = new MeshDistanceMaterial( {
  11647. morphTargets: useMorphing,
  11648. skinning: useSkinning
  11649. } );
  11650. _distanceMaterials[ i ] = distanceMaterial;
  11651. }
  11652. var scope = this;
  11653. this.enabled = false;
  11654. this.autoUpdate = true;
  11655. this.needsUpdate = false;
  11656. this.type = PCFShadowMap;
  11657. this.render = function ( lights, scene, camera ) {
  11658. if ( scope.enabled === false ) return;
  11659. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11660. if ( lights.length === 0 ) return;
  11661. var currentRenderTarget = _renderer.getRenderTarget();
  11662. var activeCubeFace = _renderer.getActiveCubeFace();
  11663. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11664. var _state = _renderer.state;
  11665. // Set GL state for depth map.
  11666. _state.setBlending( NoBlending );
  11667. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11668. _state.buffers.depth.setTest( true );
  11669. _state.setScissorTest( false );
  11670. // render depth map
  11671. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11672. var light = lights[ i ];
  11673. var shadow = light.shadow;
  11674. if ( shadow === undefined ) {
  11675. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11676. continue;
  11677. }
  11678. _shadowMapSize.copy( shadow.mapSize );
  11679. var shadowFrameExtents = shadow.getFrameExtents();
  11680. _shadowMapSize.multiply( shadowFrameExtents );
  11681. _viewportSize.copy( shadow.mapSize );
  11682. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11683. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11684. if ( _shadowMapSize.x > maxTextureSize ) {
  11685. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11686. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11687. shadow.mapSize.x = _viewportSize.x;
  11688. }
  11689. if ( _shadowMapSize.y > maxTextureSize ) {
  11690. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11691. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11692. shadow.mapSize.y = _viewportSize.y;
  11693. }
  11694. }
  11695. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11696. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11697. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11698. shadow.map.texture.name = light.name + ".shadowMap";
  11699. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11700. shadow.camera.updateProjectionMatrix();
  11701. }
  11702. if ( shadow.map === null ) {
  11703. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11704. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11705. shadow.map.texture.name = light.name + ".shadowMap";
  11706. shadow.camera.updateProjectionMatrix();
  11707. }
  11708. _renderer.setRenderTarget( shadow.map );
  11709. _renderer.clear();
  11710. var viewportCount = shadow.getViewportCount();
  11711. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11712. var viewport = shadow.getViewport( vp );
  11713. _viewport.set(
  11714. _viewportSize.x * viewport.x,
  11715. _viewportSize.y * viewport.y,
  11716. _viewportSize.x * viewport.z,
  11717. _viewportSize.y * viewport.w
  11718. );
  11719. _state.viewport( _viewport );
  11720. shadow.updateMatrices( light, camera, vp );
  11721. _frustum = shadow.getFrustum();
  11722. renderObject( scene, camera, shadow.camera, light, this.type );
  11723. }
  11724. // do blur pass for VSM
  11725. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11726. VSMPass( shadow, camera );
  11727. }
  11728. }
  11729. scope.needsUpdate = false;
  11730. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11731. };
  11732. function VSMPass( shadow, camera ) {
  11733. var geometry = _objects.update( fullScreenMesh );
  11734. // vertical pass
  11735. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11736. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11737. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11738. _renderer.setRenderTarget( shadow.mapPass );
  11739. _renderer.clear();
  11740. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11741. // horizonal pass
  11742. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11743. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11744. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11745. _renderer.setRenderTarget( shadow.map );
  11746. _renderer.clear();
  11747. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11748. }
  11749. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11750. var geometry = object.geometry;
  11751. var result = null;
  11752. var materialVariants = _depthMaterials;
  11753. var customMaterial = object.customDepthMaterial;
  11754. if ( light.isPointLight ) {
  11755. materialVariants = _distanceMaterials;
  11756. customMaterial = object.customDistanceMaterial;
  11757. }
  11758. if ( ! customMaterial ) {
  11759. var useMorphing = false;
  11760. if ( material.morphTargets ) {
  11761. if ( geometry && geometry.isBufferGeometry ) {
  11762. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11763. } else if ( geometry && geometry.isGeometry ) {
  11764. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11765. }
  11766. }
  11767. if ( object.isSkinnedMesh && material.skinning === false ) {
  11768. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11769. }
  11770. var useSkinning = object.isSkinnedMesh && material.skinning;
  11771. var variantIndex = 0;
  11772. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11773. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11774. result = materialVariants[ variantIndex ];
  11775. } else {
  11776. result = customMaterial;
  11777. }
  11778. if ( _renderer.localClippingEnabled &&
  11779. material.clipShadows === true &&
  11780. material.clippingPlanes.length !== 0 ) {
  11781. // in this case we need a unique material instance reflecting the
  11782. // appropriate state
  11783. var keyA = result.uuid, keyB = material.uuid;
  11784. var materialsForVariant = _materialCache[ keyA ];
  11785. if ( materialsForVariant === undefined ) {
  11786. materialsForVariant = {};
  11787. _materialCache[ keyA ] = materialsForVariant;
  11788. }
  11789. var cachedMaterial = materialsForVariant[ keyB ];
  11790. if ( cachedMaterial === undefined ) {
  11791. cachedMaterial = result.clone();
  11792. materialsForVariant[ keyB ] = cachedMaterial;
  11793. }
  11794. result = cachedMaterial;
  11795. }
  11796. result.visible = material.visible;
  11797. result.wireframe = material.wireframe;
  11798. if ( type === VSMShadowMap ) {
  11799. result.side = ( material.shadowSide != null ) ? material.shadowSide : material.side;
  11800. } else {
  11801. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11802. }
  11803. result.clipShadows = material.clipShadows;
  11804. result.clippingPlanes = material.clippingPlanes;
  11805. result.clipIntersection = material.clipIntersection;
  11806. result.wireframeLinewidth = material.wireframeLinewidth;
  11807. result.linewidth = material.linewidth;
  11808. if ( light.isPointLight && result.isMeshDistanceMaterial ) {
  11809. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  11810. result.nearDistance = shadowCameraNear;
  11811. result.farDistance = shadowCameraFar;
  11812. }
  11813. return result;
  11814. }
  11815. function renderObject( object, camera, shadowCamera, light, type ) {
  11816. if ( object.visible === false ) return;
  11817. var visible = object.layers.test( camera.layers );
  11818. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11819. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11820. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11821. var geometry = _objects.update( object );
  11822. var material = object.material;
  11823. if ( Array.isArray( material ) ) {
  11824. var groups = geometry.groups;
  11825. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11826. var group = groups[ k ];
  11827. var groupMaterial = material[ group.materialIndex ];
  11828. if ( groupMaterial && groupMaterial.visible ) {
  11829. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  11830. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11831. }
  11832. }
  11833. } else if ( material.visible ) {
  11834. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  11835. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11836. }
  11837. }
  11838. }
  11839. var children = object.children;
  11840. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11841. renderObject( children[ i ], camera, shadowCamera, light, type );
  11842. }
  11843. }
  11844. }
  11845. /**
  11846. * @author mrdoob / http://mrdoob.com/
  11847. */
  11848. function WebGLState( gl, extensions, utils, capabilities ) {
  11849. function ColorBuffer() {
  11850. var locked = false;
  11851. var color = new Vector4();
  11852. var currentColorMask = null;
  11853. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11854. return {
  11855. setMask: function ( colorMask ) {
  11856. if ( currentColorMask !== colorMask && ! locked ) {
  11857. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11858. currentColorMask = colorMask;
  11859. }
  11860. },
  11861. setLocked: function ( lock ) {
  11862. locked = lock;
  11863. },
  11864. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11865. if ( premultipliedAlpha === true ) {
  11866. r *= a; g *= a; b *= a;
  11867. }
  11868. color.set( r, g, b, a );
  11869. if ( currentColorClear.equals( color ) === false ) {
  11870. gl.clearColor( r, g, b, a );
  11871. currentColorClear.copy( color );
  11872. }
  11873. },
  11874. reset: function () {
  11875. locked = false;
  11876. currentColorMask = null;
  11877. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11878. }
  11879. };
  11880. }
  11881. function DepthBuffer() {
  11882. var locked = false;
  11883. var currentDepthMask = null;
  11884. var currentDepthFunc = null;
  11885. var currentDepthClear = null;
  11886. return {
  11887. setTest: function ( depthTest ) {
  11888. if ( depthTest ) {
  11889. enable( 2929 );
  11890. } else {
  11891. disable( 2929 );
  11892. }
  11893. },
  11894. setMask: function ( depthMask ) {
  11895. if ( currentDepthMask !== depthMask && ! locked ) {
  11896. gl.depthMask( depthMask );
  11897. currentDepthMask = depthMask;
  11898. }
  11899. },
  11900. setFunc: function ( depthFunc ) {
  11901. if ( currentDepthFunc !== depthFunc ) {
  11902. if ( depthFunc ) {
  11903. switch ( depthFunc ) {
  11904. case NeverDepth:
  11905. gl.depthFunc( 512 );
  11906. break;
  11907. case AlwaysDepth:
  11908. gl.depthFunc( 519 );
  11909. break;
  11910. case LessDepth:
  11911. gl.depthFunc( 513 );
  11912. break;
  11913. case LessEqualDepth:
  11914. gl.depthFunc( 515 );
  11915. break;
  11916. case EqualDepth:
  11917. gl.depthFunc( 514 );
  11918. break;
  11919. case GreaterEqualDepth:
  11920. gl.depthFunc( 518 );
  11921. break;
  11922. case GreaterDepth:
  11923. gl.depthFunc( 516 );
  11924. break;
  11925. case NotEqualDepth:
  11926. gl.depthFunc( 517 );
  11927. break;
  11928. default:
  11929. gl.depthFunc( 515 );
  11930. }
  11931. } else {
  11932. gl.depthFunc( 515 );
  11933. }
  11934. currentDepthFunc = depthFunc;
  11935. }
  11936. },
  11937. setLocked: function ( lock ) {
  11938. locked = lock;
  11939. },
  11940. setClear: function ( depth ) {
  11941. if ( currentDepthClear !== depth ) {
  11942. gl.clearDepth( depth );
  11943. currentDepthClear = depth;
  11944. }
  11945. },
  11946. reset: function () {
  11947. locked = false;
  11948. currentDepthMask = null;
  11949. currentDepthFunc = null;
  11950. currentDepthClear = null;
  11951. }
  11952. };
  11953. }
  11954. function StencilBuffer() {
  11955. var locked = false;
  11956. var currentStencilMask = null;
  11957. var currentStencilFunc = null;
  11958. var currentStencilRef = null;
  11959. var currentStencilFuncMask = null;
  11960. var currentStencilFail = null;
  11961. var currentStencilZFail = null;
  11962. var currentStencilZPass = null;
  11963. var currentStencilClear = null;
  11964. return {
  11965. setTest: function ( stencilTest ) {
  11966. if ( ! locked ) {
  11967. if ( stencilTest ) {
  11968. enable( 2960 );
  11969. } else {
  11970. disable( 2960 );
  11971. }
  11972. }
  11973. },
  11974. setMask: function ( stencilMask ) {
  11975. if ( currentStencilMask !== stencilMask && ! locked ) {
  11976. gl.stencilMask( stencilMask );
  11977. currentStencilMask = stencilMask;
  11978. }
  11979. },
  11980. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  11981. if ( currentStencilFunc !== stencilFunc ||
  11982. currentStencilRef !== stencilRef ||
  11983. currentStencilFuncMask !== stencilMask ) {
  11984. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  11985. currentStencilFunc = stencilFunc;
  11986. currentStencilRef = stencilRef;
  11987. currentStencilFuncMask = stencilMask;
  11988. }
  11989. },
  11990. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  11991. if ( currentStencilFail !== stencilFail ||
  11992. currentStencilZFail !== stencilZFail ||
  11993. currentStencilZPass !== stencilZPass ) {
  11994. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  11995. currentStencilFail = stencilFail;
  11996. currentStencilZFail = stencilZFail;
  11997. currentStencilZPass = stencilZPass;
  11998. }
  11999. },
  12000. setLocked: function ( lock ) {
  12001. locked = lock;
  12002. },
  12003. setClear: function ( stencil ) {
  12004. if ( currentStencilClear !== stencil ) {
  12005. gl.clearStencil( stencil );
  12006. currentStencilClear = stencil;
  12007. }
  12008. },
  12009. reset: function () {
  12010. locked = false;
  12011. currentStencilMask = null;
  12012. currentStencilFunc = null;
  12013. currentStencilRef = null;
  12014. currentStencilFuncMask = null;
  12015. currentStencilFail = null;
  12016. currentStencilZFail = null;
  12017. currentStencilZPass = null;
  12018. currentStencilClear = null;
  12019. }
  12020. };
  12021. }
  12022. //
  12023. var colorBuffer = new ColorBuffer();
  12024. var depthBuffer = new DepthBuffer();
  12025. var stencilBuffer = new StencilBuffer();
  12026. var maxVertexAttributes = gl.getParameter( 34921 );
  12027. var newAttributes = new Uint8Array( maxVertexAttributes );
  12028. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12029. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12030. var enabledCapabilities = {};
  12031. var compressedTextureFormats = null;
  12032. var currentProgram = null;
  12033. var currentBlendingEnabled = null;
  12034. var currentBlending = null;
  12035. var currentBlendEquation = null;
  12036. var currentBlendSrc = null;
  12037. var currentBlendDst = null;
  12038. var currentBlendEquationAlpha = null;
  12039. var currentBlendSrcAlpha = null;
  12040. var currentBlendDstAlpha = null;
  12041. var currentPremultipledAlpha = false;
  12042. var currentFlipSided = null;
  12043. var currentCullFace = null;
  12044. var currentLineWidth = null;
  12045. var currentPolygonOffsetFactor = null;
  12046. var currentPolygonOffsetUnits = null;
  12047. var maxTextures = gl.getParameter( 35661 );
  12048. var lineWidthAvailable = false;
  12049. var version = 0;
  12050. var glVersion = gl.getParameter( 7938 );
  12051. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12052. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12053. lineWidthAvailable = ( version >= 1.0 );
  12054. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12055. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12056. lineWidthAvailable = ( version >= 2.0 );
  12057. }
  12058. var currentTextureSlot = null;
  12059. var currentBoundTextures = {};
  12060. var currentScissor = new Vector4();
  12061. var currentViewport = new Vector4();
  12062. function createTexture( type, target, count ) {
  12063. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12064. var texture = gl.createTexture();
  12065. gl.bindTexture( type, texture );
  12066. gl.texParameteri( type, 10241, 9728 );
  12067. gl.texParameteri( type, 10240, 9728 );
  12068. for ( var i = 0; i < count; i ++ ) {
  12069. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12070. }
  12071. return texture;
  12072. }
  12073. var emptyTextures = {};
  12074. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12075. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12076. // init
  12077. colorBuffer.setClear( 0, 0, 0, 1 );
  12078. depthBuffer.setClear( 1 );
  12079. stencilBuffer.setClear( 0 );
  12080. enable( 2929 );
  12081. depthBuffer.setFunc( LessEqualDepth );
  12082. setFlipSided( false );
  12083. setCullFace( CullFaceBack );
  12084. enable( 2884 );
  12085. setBlending( NoBlending );
  12086. //
  12087. function initAttributes() {
  12088. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12089. newAttributes[ i ] = 0;
  12090. }
  12091. }
  12092. function enableAttribute( attribute ) {
  12093. enableAttributeAndDivisor( attribute, 0 );
  12094. }
  12095. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12096. newAttributes[ attribute ] = 1;
  12097. if ( enabledAttributes[ attribute ] === 0 ) {
  12098. gl.enableVertexAttribArray( attribute );
  12099. enabledAttributes[ attribute ] = 1;
  12100. }
  12101. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12102. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12103. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12104. attributeDivisors[ attribute ] = meshPerAttribute;
  12105. }
  12106. }
  12107. function disableUnusedAttributes() {
  12108. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12109. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12110. gl.disableVertexAttribArray( i );
  12111. enabledAttributes[ i ] = 0;
  12112. }
  12113. }
  12114. }
  12115. function enable( id ) {
  12116. if ( enabledCapabilities[ id ] !== true ) {
  12117. gl.enable( id );
  12118. enabledCapabilities[ id ] = true;
  12119. }
  12120. }
  12121. function disable( id ) {
  12122. if ( enabledCapabilities[ id ] !== false ) {
  12123. gl.disable( id );
  12124. enabledCapabilities[ id ] = false;
  12125. }
  12126. }
  12127. function getCompressedTextureFormats() {
  12128. if ( compressedTextureFormats === null ) {
  12129. compressedTextureFormats = [];
  12130. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12131. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12132. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12133. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12134. var formats = gl.getParameter( 34467 );
  12135. for ( var i = 0; i < formats.length; i ++ ) {
  12136. compressedTextureFormats.push( formats[ i ] );
  12137. }
  12138. }
  12139. }
  12140. return compressedTextureFormats;
  12141. }
  12142. function useProgram( program ) {
  12143. if ( currentProgram !== program ) {
  12144. gl.useProgram( program );
  12145. currentProgram = program;
  12146. return true;
  12147. }
  12148. return false;
  12149. }
  12150. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12151. if ( blending === NoBlending ) {
  12152. if ( currentBlendingEnabled ) {
  12153. disable( 3042 );
  12154. currentBlendingEnabled = false;
  12155. }
  12156. return;
  12157. }
  12158. if ( ! currentBlendingEnabled ) {
  12159. enable( 3042 );
  12160. currentBlendingEnabled = true;
  12161. }
  12162. if ( blending !== CustomBlending ) {
  12163. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12164. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12165. gl.blendEquation( 32774 );
  12166. currentBlendEquation = AddEquation;
  12167. currentBlendEquationAlpha = AddEquation;
  12168. }
  12169. if ( premultipliedAlpha ) {
  12170. switch ( blending ) {
  12171. case NormalBlending:
  12172. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12173. break;
  12174. case AdditiveBlending:
  12175. gl.blendFunc( 1, 1 );
  12176. break;
  12177. case SubtractiveBlending:
  12178. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12179. break;
  12180. case MultiplyBlending:
  12181. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12182. break;
  12183. default:
  12184. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12185. break;
  12186. }
  12187. } else {
  12188. switch ( blending ) {
  12189. case NormalBlending:
  12190. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12191. break;
  12192. case AdditiveBlending:
  12193. gl.blendFunc( 770, 1 );
  12194. break;
  12195. case SubtractiveBlending:
  12196. gl.blendFunc( 0, 769 );
  12197. break;
  12198. case MultiplyBlending:
  12199. gl.blendFunc( 0, 768 );
  12200. break;
  12201. default:
  12202. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12203. break;
  12204. }
  12205. }
  12206. currentBlendSrc = null;
  12207. currentBlendDst = null;
  12208. currentBlendSrcAlpha = null;
  12209. currentBlendDstAlpha = null;
  12210. currentBlending = blending;
  12211. currentPremultipledAlpha = premultipliedAlpha;
  12212. }
  12213. return;
  12214. }
  12215. // custom blending
  12216. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12217. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12218. blendDstAlpha = blendDstAlpha || blendDst;
  12219. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12220. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12221. currentBlendEquation = blendEquation;
  12222. currentBlendEquationAlpha = blendEquationAlpha;
  12223. }
  12224. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12225. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12226. currentBlendSrc = blendSrc;
  12227. currentBlendDst = blendDst;
  12228. currentBlendSrcAlpha = blendSrcAlpha;
  12229. currentBlendDstAlpha = blendDstAlpha;
  12230. }
  12231. currentBlending = blending;
  12232. currentPremultipledAlpha = null;
  12233. }
  12234. function setMaterial( material, frontFaceCW ) {
  12235. material.side === DoubleSide
  12236. ? disable( 2884 )
  12237. : enable( 2884 );
  12238. var flipSided = ( material.side === BackSide );
  12239. if ( frontFaceCW ) flipSided = ! flipSided;
  12240. setFlipSided( flipSided );
  12241. ( material.blending === NormalBlending && material.transparent === false )
  12242. ? setBlending( NoBlending )
  12243. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12244. depthBuffer.setFunc( material.depthFunc );
  12245. depthBuffer.setTest( material.depthTest );
  12246. depthBuffer.setMask( material.depthWrite );
  12247. colorBuffer.setMask( material.colorWrite );
  12248. var stencilWrite = material.stencilWrite;
  12249. stencilBuffer.setTest( stencilWrite );
  12250. if ( stencilWrite ) {
  12251. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilMask );
  12252. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12253. }
  12254. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12255. }
  12256. //
  12257. function setFlipSided( flipSided ) {
  12258. if ( currentFlipSided !== flipSided ) {
  12259. if ( flipSided ) {
  12260. gl.frontFace( 2304 );
  12261. } else {
  12262. gl.frontFace( 2305 );
  12263. }
  12264. currentFlipSided = flipSided;
  12265. }
  12266. }
  12267. function setCullFace( cullFace ) {
  12268. if ( cullFace !== CullFaceNone ) {
  12269. enable( 2884 );
  12270. if ( cullFace !== currentCullFace ) {
  12271. if ( cullFace === CullFaceBack ) {
  12272. gl.cullFace( 1029 );
  12273. } else if ( cullFace === CullFaceFront ) {
  12274. gl.cullFace( 1028 );
  12275. } else {
  12276. gl.cullFace( 1032 );
  12277. }
  12278. }
  12279. } else {
  12280. disable( 2884 );
  12281. }
  12282. currentCullFace = cullFace;
  12283. }
  12284. function setLineWidth( width ) {
  12285. if ( width !== currentLineWidth ) {
  12286. if ( lineWidthAvailable ) gl.lineWidth( width );
  12287. currentLineWidth = width;
  12288. }
  12289. }
  12290. function setPolygonOffset( polygonOffset, factor, units ) {
  12291. if ( polygonOffset ) {
  12292. enable( 32823 );
  12293. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12294. gl.polygonOffset( factor, units );
  12295. currentPolygonOffsetFactor = factor;
  12296. currentPolygonOffsetUnits = units;
  12297. }
  12298. } else {
  12299. disable( 32823 );
  12300. }
  12301. }
  12302. function setScissorTest( scissorTest ) {
  12303. if ( scissorTest ) {
  12304. enable( 3089 );
  12305. } else {
  12306. disable( 3089 );
  12307. }
  12308. }
  12309. // texture
  12310. function activeTexture( webglSlot ) {
  12311. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  12312. if ( currentTextureSlot !== webglSlot ) {
  12313. gl.activeTexture( webglSlot );
  12314. currentTextureSlot = webglSlot;
  12315. }
  12316. }
  12317. function bindTexture( webglType, webglTexture ) {
  12318. if ( currentTextureSlot === null ) {
  12319. activeTexture();
  12320. }
  12321. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12322. if ( boundTexture === undefined ) {
  12323. boundTexture = { type: undefined, texture: undefined };
  12324. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12325. }
  12326. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12327. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12328. boundTexture.type = webglType;
  12329. boundTexture.texture = webglTexture;
  12330. }
  12331. }
  12332. function compressedTexImage2D() {
  12333. try {
  12334. gl.compressedTexImage2D.apply( gl, arguments );
  12335. } catch ( error ) {
  12336. console.error( 'THREE.WebGLState:', error );
  12337. }
  12338. }
  12339. function texImage2D() {
  12340. try {
  12341. gl.texImage2D.apply( gl, arguments );
  12342. } catch ( error ) {
  12343. console.error( 'THREE.WebGLState:', error );
  12344. }
  12345. }
  12346. function texImage3D() {
  12347. try {
  12348. gl.texImage3D.apply( gl, arguments );
  12349. } catch ( error ) {
  12350. console.error( 'THREE.WebGLState:', error );
  12351. }
  12352. }
  12353. //
  12354. function scissor( scissor ) {
  12355. if ( currentScissor.equals( scissor ) === false ) {
  12356. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12357. currentScissor.copy( scissor );
  12358. }
  12359. }
  12360. function viewport( viewport ) {
  12361. if ( currentViewport.equals( viewport ) === false ) {
  12362. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12363. currentViewport.copy( viewport );
  12364. }
  12365. }
  12366. //
  12367. function reset() {
  12368. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12369. if ( enabledAttributes[ i ] === 1 ) {
  12370. gl.disableVertexAttribArray( i );
  12371. enabledAttributes[ i ] = 0;
  12372. }
  12373. }
  12374. enabledCapabilities = {};
  12375. compressedTextureFormats = null;
  12376. currentTextureSlot = null;
  12377. currentBoundTextures = {};
  12378. currentProgram = null;
  12379. currentBlending = null;
  12380. currentFlipSided = null;
  12381. currentCullFace = null;
  12382. colorBuffer.reset();
  12383. depthBuffer.reset();
  12384. stencilBuffer.reset();
  12385. }
  12386. return {
  12387. buffers: {
  12388. color: colorBuffer,
  12389. depth: depthBuffer,
  12390. stencil: stencilBuffer
  12391. },
  12392. initAttributes: initAttributes,
  12393. enableAttribute: enableAttribute,
  12394. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12395. disableUnusedAttributes: disableUnusedAttributes,
  12396. enable: enable,
  12397. disable: disable,
  12398. getCompressedTextureFormats: getCompressedTextureFormats,
  12399. useProgram: useProgram,
  12400. setBlending: setBlending,
  12401. setMaterial: setMaterial,
  12402. setFlipSided: setFlipSided,
  12403. setCullFace: setCullFace,
  12404. setLineWidth: setLineWidth,
  12405. setPolygonOffset: setPolygonOffset,
  12406. setScissorTest: setScissorTest,
  12407. activeTexture: activeTexture,
  12408. bindTexture: bindTexture,
  12409. compressedTexImage2D: compressedTexImage2D,
  12410. texImage2D: texImage2D,
  12411. texImage3D: texImage3D,
  12412. scissor: scissor,
  12413. viewport: viewport,
  12414. reset: reset
  12415. };
  12416. }
  12417. /**
  12418. * @author mrdoob / http://mrdoob.com/
  12419. */
  12420. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12421. var _videoTextures = new WeakMap();
  12422. var _canvas;
  12423. //
  12424. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12425. function createCanvas( width, height ) {
  12426. // Use OffscreenCanvas when available. Specially needed in web workers
  12427. return useOffscreenCanvas ?
  12428. new OffscreenCanvas( width, height ) :
  12429. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12430. }
  12431. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12432. var scale = 1;
  12433. // handle case if texture exceeds max size
  12434. if ( image.width > maxSize || image.height > maxSize ) {
  12435. scale = maxSize / Math.max( image.width, image.height );
  12436. }
  12437. // only perform resize if necessary
  12438. if ( scale < 1 || needsPowerOfTwo === true ) {
  12439. // only perform resize for certain image types
  12440. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12441. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12442. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12443. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12444. var width = floor( scale * image.width );
  12445. var height = floor( scale * image.height );
  12446. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12447. // cube textures can't reuse the same canvas
  12448. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12449. canvas.width = width;
  12450. canvas.height = height;
  12451. var context = canvas.getContext( '2d' );
  12452. context.drawImage( image, 0, 0, width, height );
  12453. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12454. return canvas;
  12455. } else {
  12456. if ( 'data' in image ) {
  12457. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12458. }
  12459. return image;
  12460. }
  12461. }
  12462. return image;
  12463. }
  12464. function isPowerOfTwo( image ) {
  12465. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12466. }
  12467. function textureNeedsPowerOfTwo( texture ) {
  12468. if ( capabilities.isWebGL2 ) return false;
  12469. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12470. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12471. }
  12472. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12473. return texture.generateMipmaps && supportsMips &&
  12474. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12475. }
  12476. function generateMipmap( target, texture, width, height ) {
  12477. _gl.generateMipmap( target );
  12478. var textureProperties = properties.get( texture );
  12479. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12480. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12481. }
  12482. function getInternalFormat( glFormat, glType ) {
  12483. if ( ! capabilities.isWebGL2 ) return glFormat;
  12484. var internalFormat = glFormat;
  12485. if ( glFormat === 6403 ) {
  12486. if ( glType === 5126 ) internalFormat = 33326;
  12487. if ( glType === 5131 ) internalFormat = 33325;
  12488. if ( glType === 5121 ) internalFormat = 33321;
  12489. }
  12490. if ( glFormat === 6407 ) {
  12491. if ( glType === 5126 ) internalFormat = 34837;
  12492. if ( glType === 5131 ) internalFormat = 34843;
  12493. if ( glType === 5121 ) internalFormat = 32849;
  12494. }
  12495. if ( glFormat === 6408 ) {
  12496. if ( glType === 5126 ) internalFormat = 34836;
  12497. if ( glType === 5131 ) internalFormat = 34842;
  12498. if ( glType === 5121 ) internalFormat = 32856;
  12499. }
  12500. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12501. internalFormat === 34842 || internalFormat === 34836 ) {
  12502. extensions.get( 'EXT_color_buffer_float' );
  12503. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12504. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12505. }
  12506. return internalFormat;
  12507. }
  12508. // Fallback filters for non-power-of-2 textures
  12509. function filterFallback( f ) {
  12510. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12511. return 9728;
  12512. }
  12513. return 9729;
  12514. }
  12515. //
  12516. function onTextureDispose( event ) {
  12517. var texture = event.target;
  12518. texture.removeEventListener( 'dispose', onTextureDispose );
  12519. deallocateTexture( texture );
  12520. if ( texture.isVideoTexture ) {
  12521. _videoTextures.delete( texture );
  12522. }
  12523. info.memory.textures --;
  12524. }
  12525. function onRenderTargetDispose( event ) {
  12526. var renderTarget = event.target;
  12527. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12528. deallocateRenderTarget( renderTarget );
  12529. info.memory.textures --;
  12530. }
  12531. //
  12532. function deallocateTexture( texture ) {
  12533. var textureProperties = properties.get( texture );
  12534. if ( textureProperties.__webglInit === undefined ) return;
  12535. _gl.deleteTexture( textureProperties.__webglTexture );
  12536. properties.remove( texture );
  12537. }
  12538. function deallocateRenderTarget( renderTarget ) {
  12539. var renderTargetProperties = properties.get( renderTarget );
  12540. var textureProperties = properties.get( renderTarget.texture );
  12541. if ( ! renderTarget ) return;
  12542. if ( textureProperties.__webglTexture !== undefined ) {
  12543. _gl.deleteTexture( textureProperties.__webglTexture );
  12544. }
  12545. if ( renderTarget.depthTexture ) {
  12546. renderTarget.depthTexture.dispose();
  12547. }
  12548. if ( renderTarget.isWebGLRenderTargetCube ) {
  12549. for ( var i = 0; i < 6; i ++ ) {
  12550. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12551. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12552. }
  12553. } else {
  12554. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12555. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12556. }
  12557. properties.remove( renderTarget.texture );
  12558. properties.remove( renderTarget );
  12559. }
  12560. //
  12561. var textureUnits = 0;
  12562. function resetTextureUnits() {
  12563. textureUnits = 0;
  12564. }
  12565. function allocateTextureUnit() {
  12566. var textureUnit = textureUnits;
  12567. if ( textureUnit >= capabilities.maxTextures ) {
  12568. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12569. }
  12570. textureUnits += 1;
  12571. return textureUnit;
  12572. }
  12573. //
  12574. function setTexture2D( texture, slot ) {
  12575. var textureProperties = properties.get( texture );
  12576. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12577. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12578. var image = texture.image;
  12579. if ( image === undefined ) {
  12580. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12581. } else if ( image.complete === false ) {
  12582. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12583. } else {
  12584. uploadTexture( textureProperties, texture, slot );
  12585. return;
  12586. }
  12587. }
  12588. state.activeTexture( 33984 + slot );
  12589. state.bindTexture( 3553, textureProperties.__webglTexture );
  12590. }
  12591. function setTexture2DArray( texture, slot ) {
  12592. var textureProperties = properties.get( texture );
  12593. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12594. uploadTexture( textureProperties, texture, slot );
  12595. return;
  12596. }
  12597. state.activeTexture( 33984 + slot );
  12598. state.bindTexture( 35866, textureProperties.__webglTexture );
  12599. }
  12600. function setTexture3D( texture, slot ) {
  12601. var textureProperties = properties.get( texture );
  12602. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12603. uploadTexture( textureProperties, texture, slot );
  12604. return;
  12605. }
  12606. state.activeTexture( 33984 + slot );
  12607. state.bindTexture( 32879, textureProperties.__webglTexture );
  12608. }
  12609. function setTextureCube( texture, slot ) {
  12610. if ( texture.image.length !== 6 ) return;
  12611. var textureProperties = properties.get( texture );
  12612. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12613. initTexture( textureProperties, texture );
  12614. state.activeTexture( 33984 + slot );
  12615. state.bindTexture( 34067, textureProperties.__webglTexture );
  12616. _gl.pixelStorei( 37440, texture.flipY );
  12617. var isCompressed = ( texture && texture.isCompressedTexture );
  12618. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12619. var cubeImage = [];
  12620. for ( var i = 0; i < 6; i ++ ) {
  12621. if ( ! isCompressed && ! isDataTexture ) {
  12622. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12623. } else {
  12624. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12625. }
  12626. }
  12627. var image = cubeImage[ 0 ],
  12628. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12629. glFormat = utils.convert( texture.format ),
  12630. glType = utils.convert( texture.type ),
  12631. glInternalFormat = getInternalFormat( glFormat, glType );
  12632. setTextureParameters( 34067, texture, supportsMips );
  12633. var mipmaps;
  12634. if ( isCompressed ) {
  12635. for ( var i = 0; i < 6; i ++ ) {
  12636. mipmaps = cubeImage[ i ].mipmaps;
  12637. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12638. var mipmap = mipmaps[ j ];
  12639. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12640. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12641. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12642. } else {
  12643. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12644. }
  12645. } else {
  12646. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12647. }
  12648. }
  12649. }
  12650. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12651. } else {
  12652. mipmaps = texture.mipmaps;
  12653. for ( var i = 0; i < 6; i ++ ) {
  12654. if ( isDataTexture ) {
  12655. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12656. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12657. var mipmap = mipmaps[ j ];
  12658. var mipmapImage = mipmap.image[ i ].image;
  12659. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12660. }
  12661. } else {
  12662. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12663. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12664. var mipmap = mipmaps[ j ];
  12665. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12666. }
  12667. }
  12668. }
  12669. textureProperties.__maxMipLevel = mipmaps.length;
  12670. }
  12671. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12672. // We assume images for cube map have the same size.
  12673. generateMipmap( 34067, texture, image.width, image.height );
  12674. }
  12675. textureProperties.__version = texture.version;
  12676. if ( texture.onUpdate ) texture.onUpdate( texture );
  12677. } else {
  12678. state.activeTexture( 33984 + slot );
  12679. state.bindTexture( 34067, textureProperties.__webglTexture );
  12680. }
  12681. }
  12682. function setTextureCubeDynamic( texture, slot ) {
  12683. state.activeTexture( 33984 + slot );
  12684. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12685. }
  12686. function setTextureParameters( textureType, texture, supportsMips ) {
  12687. var extension;
  12688. if ( supportsMips ) {
  12689. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12690. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12691. if ( textureType === 32879 || textureType === 35866 ) {
  12692. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12693. }
  12694. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12695. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12696. } else {
  12697. _gl.texParameteri( textureType, 10242, 33071 );
  12698. _gl.texParameteri( textureType, 10243, 33071 );
  12699. if ( textureType === 32879 || textureType === 35866 ) {
  12700. _gl.texParameteri( textureType, 32882, 33071 );
  12701. }
  12702. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12703. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12704. }
  12705. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12706. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12707. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12708. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12709. }
  12710. }
  12711. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12712. if ( extension ) {
  12713. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12714. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12715. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12716. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12717. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12718. }
  12719. }
  12720. }
  12721. function initTexture( textureProperties, texture ) {
  12722. if ( textureProperties.__webglInit === undefined ) {
  12723. textureProperties.__webglInit = true;
  12724. texture.addEventListener( 'dispose', onTextureDispose );
  12725. textureProperties.__webglTexture = _gl.createTexture();
  12726. info.memory.textures ++;
  12727. }
  12728. }
  12729. function uploadTexture( textureProperties, texture, slot ) {
  12730. var textureType = 3553;
  12731. if ( texture.isDataTexture2DArray ) textureType = 35866;
  12732. if ( texture.isDataTexture3D ) textureType = 32879;
  12733. initTexture( textureProperties, texture );
  12734. state.activeTexture( 33984 + slot );
  12735. state.bindTexture( textureType, textureProperties.__webglTexture );
  12736. _gl.pixelStorei( 37440, texture.flipY );
  12737. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12738. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12739. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12740. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12741. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12742. glFormat = utils.convert( texture.format ),
  12743. glType = utils.convert( texture.type ),
  12744. glInternalFormat = getInternalFormat( glFormat, glType );
  12745. setTextureParameters( textureType, texture, supportsMips );
  12746. var mipmap, mipmaps = texture.mipmaps;
  12747. if ( texture.isDepthTexture ) {
  12748. // populate depth texture with dummy data
  12749. glInternalFormat = 6402;
  12750. if ( texture.type === FloatType ) {
  12751. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12752. glInternalFormat = 36012;
  12753. } else if ( capabilities.isWebGL2 ) {
  12754. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12755. glInternalFormat = 33189;
  12756. }
  12757. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12758. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12759. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12760. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12761. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12762. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12763. texture.type = UnsignedShortType;
  12764. glType = utils.convert( texture.type );
  12765. }
  12766. }
  12767. // Depth stencil textures need the DEPTH_STENCIL internal format
  12768. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12769. if ( texture.format === DepthStencilFormat ) {
  12770. glInternalFormat = 34041;
  12771. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12772. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12773. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12774. if ( texture.type !== UnsignedInt248Type ) {
  12775. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12776. texture.type = UnsignedInt248Type;
  12777. glType = utils.convert( texture.type );
  12778. }
  12779. }
  12780. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12781. } else if ( texture.isDataTexture ) {
  12782. // use manually created mipmaps if available
  12783. // if there are no manual mipmaps
  12784. // set 0 level mipmap and then use GL to generate other mipmap levels
  12785. if ( mipmaps.length > 0 && supportsMips ) {
  12786. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12787. mipmap = mipmaps[ i ];
  12788. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12789. }
  12790. texture.generateMipmaps = false;
  12791. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12792. } else {
  12793. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12794. textureProperties.__maxMipLevel = 0;
  12795. }
  12796. } else if ( texture.isCompressedTexture ) {
  12797. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12798. mipmap = mipmaps[ i ];
  12799. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12800. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12801. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12802. } else {
  12803. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12804. }
  12805. } else {
  12806. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12807. }
  12808. }
  12809. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12810. } else if ( texture.isDataTexture2DArray ) {
  12811. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12812. textureProperties.__maxMipLevel = 0;
  12813. } else if ( texture.isDataTexture3D ) {
  12814. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12815. textureProperties.__maxMipLevel = 0;
  12816. } else {
  12817. // regular Texture (image, video, canvas)
  12818. // use manually created mipmaps if available
  12819. // if there are no manual mipmaps
  12820. // set 0 level mipmap and then use GL to generate other mipmap levels
  12821. if ( mipmaps.length > 0 && supportsMips ) {
  12822. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12823. mipmap = mipmaps[ i ];
  12824. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12825. }
  12826. texture.generateMipmaps = false;
  12827. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12828. } else {
  12829. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12830. textureProperties.__maxMipLevel = 0;
  12831. }
  12832. }
  12833. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12834. generateMipmap( 3553, texture, image.width, image.height );
  12835. }
  12836. textureProperties.__version = texture.version;
  12837. if ( texture.onUpdate ) texture.onUpdate( texture );
  12838. }
  12839. // Render targets
  12840. // Setup storage for target texture and bind it to correct framebuffer
  12841. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12842. var glFormat = utils.convert( renderTarget.texture.format );
  12843. var glType = utils.convert( renderTarget.texture.type );
  12844. var glInternalFormat = getInternalFormat( glFormat, glType );
  12845. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12846. _gl.bindFramebuffer( 36160, framebuffer );
  12847. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12848. _gl.bindFramebuffer( 36160, null );
  12849. }
  12850. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12851. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12852. _gl.bindRenderbuffer( 36161, renderbuffer );
  12853. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12854. if ( isMultisample ) {
  12855. var samples = getRenderTargetSamples( renderTarget );
  12856. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12857. } else {
  12858. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12859. }
  12860. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12861. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12862. if ( isMultisample ) {
  12863. var samples = getRenderTargetSamples( renderTarget );
  12864. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12865. } else {
  12866. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12867. }
  12868. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12869. } else {
  12870. var glFormat = utils.convert( renderTarget.texture.format );
  12871. var glType = utils.convert( renderTarget.texture.type );
  12872. var glInternalFormat = getInternalFormat( glFormat, glType );
  12873. if ( isMultisample ) {
  12874. var samples = getRenderTargetSamples( renderTarget );
  12875. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12876. } else {
  12877. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12878. }
  12879. }
  12880. _gl.bindRenderbuffer( 36161, null );
  12881. }
  12882. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12883. function setupDepthTexture( framebuffer, renderTarget ) {
  12884. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12885. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12886. _gl.bindFramebuffer( 36160, framebuffer );
  12887. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12888. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12889. }
  12890. // upload an empty depth texture with framebuffer size
  12891. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12892. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12893. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12894. renderTarget.depthTexture.image.width = renderTarget.width;
  12895. renderTarget.depthTexture.image.height = renderTarget.height;
  12896. renderTarget.depthTexture.needsUpdate = true;
  12897. }
  12898. setTexture2D( renderTarget.depthTexture, 0 );
  12899. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12900. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12901. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12902. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12903. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12904. } else {
  12905. throw new Error( 'Unknown depthTexture format' );
  12906. }
  12907. }
  12908. // Setup GL resources for a non-texture depth buffer
  12909. function setupDepthRenderbuffer( renderTarget ) {
  12910. var renderTargetProperties = properties.get( renderTarget );
  12911. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12912. if ( renderTarget.depthTexture ) {
  12913. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  12914. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12915. } else {
  12916. if ( isCube ) {
  12917. renderTargetProperties.__webglDepthbuffer = [];
  12918. for ( var i = 0; i < 6; i ++ ) {
  12919. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12920. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12921. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12922. }
  12923. } else {
  12924. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12925. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12926. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12927. }
  12928. }
  12929. _gl.bindFramebuffer( 36160, null );
  12930. }
  12931. // Set up GL resources for the render target
  12932. function setupRenderTarget( renderTarget ) {
  12933. var renderTargetProperties = properties.get( renderTarget );
  12934. var textureProperties = properties.get( renderTarget.texture );
  12935. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12936. textureProperties.__webglTexture = _gl.createTexture();
  12937. info.memory.textures ++;
  12938. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12939. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  12940. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12941. // Setup framebuffer
  12942. if ( isCube ) {
  12943. renderTargetProperties.__webglFramebuffer = [];
  12944. for ( var i = 0; i < 6; i ++ ) {
  12945. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  12946. }
  12947. } else {
  12948. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12949. if ( isMultisample ) {
  12950. if ( capabilities.isWebGL2 ) {
  12951. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  12952. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  12953. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  12954. var glFormat = utils.convert( renderTarget.texture.format );
  12955. var glType = utils.convert( renderTarget.texture.type );
  12956. var glInternalFormat = getInternalFormat( glFormat, glType );
  12957. var samples = getRenderTargetSamples( renderTarget );
  12958. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12959. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  12960. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  12961. _gl.bindRenderbuffer( 36161, null );
  12962. if ( renderTarget.depthBuffer ) {
  12963. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  12964. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  12965. }
  12966. _gl.bindFramebuffer( 36160, null );
  12967. } else {
  12968. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12969. }
  12970. }
  12971. }
  12972. // Setup color buffer
  12973. if ( isCube ) {
  12974. state.bindTexture( 34067, textureProperties.__webglTexture );
  12975. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  12976. for ( var i = 0; i < 6; i ++ ) {
  12977. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  12978. }
  12979. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12980. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  12981. }
  12982. state.bindTexture( 34067, null );
  12983. } else {
  12984. state.bindTexture( 3553, textureProperties.__webglTexture );
  12985. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  12986. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  12987. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12988. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  12989. }
  12990. state.bindTexture( 3553, null );
  12991. }
  12992. // Setup depth and stencil buffers
  12993. if ( renderTarget.depthBuffer ) {
  12994. setupDepthRenderbuffer( renderTarget );
  12995. }
  12996. }
  12997. function updateRenderTargetMipmap( renderTarget ) {
  12998. var texture = renderTarget.texture;
  12999. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13000. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13001. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13002. var webglTexture = properties.get( texture ).__webglTexture;
  13003. state.bindTexture( target, webglTexture );
  13004. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13005. state.bindTexture( target, null );
  13006. }
  13007. }
  13008. function updateMultisampleRenderTarget( renderTarget ) {
  13009. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13010. if ( capabilities.isWebGL2 ) {
  13011. var renderTargetProperties = properties.get( renderTarget );
  13012. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13013. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13014. var width = renderTarget.width;
  13015. var height = renderTarget.height;
  13016. var mask = 16384;
  13017. if ( renderTarget.depthBuffer ) mask |= 256;
  13018. if ( renderTarget.stencilBuffer ) mask |= 1024;
  13019. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13020. } else {
  13021. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13022. }
  13023. }
  13024. }
  13025. function getRenderTargetSamples( renderTarget ) {
  13026. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13027. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  13028. }
  13029. function updateVideoTexture( texture ) {
  13030. var frame = info.render.frame;
  13031. // Check the last frame we updated the VideoTexture
  13032. if ( _videoTextures.get( texture ) !== frame ) {
  13033. _videoTextures.set( texture, frame );
  13034. texture.update();
  13035. }
  13036. }
  13037. // backwards compatibility
  13038. var warnedTexture2D = false;
  13039. var warnedTextureCube = false;
  13040. function safeSetTexture2D( texture, slot ) {
  13041. if ( texture && texture.isWebGLRenderTarget ) {
  13042. if ( warnedTexture2D === false ) {
  13043. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13044. warnedTexture2D = true;
  13045. }
  13046. texture = texture.texture;
  13047. }
  13048. setTexture2D( texture, slot );
  13049. }
  13050. function safeSetTextureCube( texture, slot ) {
  13051. if ( texture && texture.isWebGLRenderTargetCube ) {
  13052. if ( warnedTextureCube === false ) {
  13053. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13054. warnedTextureCube = true;
  13055. }
  13056. texture = texture.texture;
  13057. }
  13058. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13059. // TODO: unify these code paths
  13060. if ( ( texture && texture.isCubeTexture ) ||
  13061. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13062. // CompressedTexture can have Array in image :/
  13063. // this function alone should take care of cube textures
  13064. setTextureCube( texture, slot );
  13065. } else {
  13066. // assumed: texture property of THREE.WebGLRenderTargetCube
  13067. setTextureCubeDynamic( texture, slot );
  13068. }
  13069. }
  13070. //
  13071. this.allocateTextureUnit = allocateTextureUnit;
  13072. this.resetTextureUnits = resetTextureUnits;
  13073. this.setTexture2D = setTexture2D;
  13074. this.setTexture2DArray = setTexture2DArray;
  13075. this.setTexture3D = setTexture3D;
  13076. this.setTextureCube = setTextureCube;
  13077. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13078. this.setupRenderTarget = setupRenderTarget;
  13079. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13080. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13081. this.safeSetTexture2D = safeSetTexture2D;
  13082. this.safeSetTextureCube = safeSetTextureCube;
  13083. }
  13084. /**
  13085. * @author thespite / http://www.twitter.com/thespite
  13086. */
  13087. function WebGLUtils( gl, extensions, capabilities ) {
  13088. function convert( p ) {
  13089. var extension;
  13090. if ( p === RepeatWrapping ) return 10497;
  13091. if ( p === ClampToEdgeWrapping ) return 33071;
  13092. if ( p === MirroredRepeatWrapping ) return 33648;
  13093. if ( p === NearestFilter ) return 9728;
  13094. if ( p === NearestMipmapNearestFilter ) return 9984;
  13095. if ( p === NearestMipmapLinearFilter ) return 9986;
  13096. if ( p === LinearFilter ) return 9729;
  13097. if ( p === LinearMipmapNearestFilter ) return 9985;
  13098. if ( p === LinearMipmapLinearFilter ) return 9987;
  13099. if ( p === UnsignedByteType ) return 5121;
  13100. if ( p === UnsignedShort4444Type ) return 32819;
  13101. if ( p === UnsignedShort5551Type ) return 32820;
  13102. if ( p === UnsignedShort565Type ) return 33635;
  13103. if ( p === ByteType ) return 5120;
  13104. if ( p === ShortType ) return 5122;
  13105. if ( p === UnsignedShortType ) return 5123;
  13106. if ( p === IntType ) return 5124;
  13107. if ( p === UnsignedIntType ) return 5125;
  13108. if ( p === FloatType ) return 5126;
  13109. if ( p === HalfFloatType ) {
  13110. if ( capabilities.isWebGL2 ) return 5131;
  13111. extension = extensions.get( 'OES_texture_half_float' );
  13112. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  13113. }
  13114. if ( p === AlphaFormat ) return 6406;
  13115. if ( p === RGBFormat ) return 6407;
  13116. if ( p === RGBAFormat ) return 6408;
  13117. if ( p === LuminanceFormat ) return 6409;
  13118. if ( p === LuminanceAlphaFormat ) return 6410;
  13119. if ( p === DepthFormat ) return 6402;
  13120. if ( p === DepthStencilFormat ) return 34041;
  13121. if ( p === RedFormat ) return 6403;
  13122. if ( p === AddEquation ) return 32774;
  13123. if ( p === SubtractEquation ) return 32778;
  13124. if ( p === ReverseSubtractEquation ) return 32779;
  13125. if ( p === ZeroFactor ) return 0;
  13126. if ( p === OneFactor ) return 1;
  13127. if ( p === SrcColorFactor ) return 768;
  13128. if ( p === OneMinusSrcColorFactor ) return 769;
  13129. if ( p === SrcAlphaFactor ) return 770;
  13130. if ( p === OneMinusSrcAlphaFactor ) return 771;
  13131. if ( p === DstAlphaFactor ) return 772;
  13132. if ( p === OneMinusDstAlphaFactor ) return 773;
  13133. if ( p === DstColorFactor ) return 774;
  13134. if ( p === OneMinusDstColorFactor ) return 775;
  13135. if ( p === SrcAlphaSaturateFactor ) return 776;
  13136. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13137. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13138. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13139. if ( extension !== null ) {
  13140. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13141. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13142. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13143. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13144. }
  13145. }
  13146. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13147. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13148. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13149. if ( extension !== null ) {
  13150. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13151. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13152. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13153. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13154. }
  13155. }
  13156. if ( p === RGB_ETC1_Format ) {
  13157. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13158. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13159. }
  13160. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13161. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13162. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13163. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13164. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13165. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13166. if ( extension !== null ) {
  13167. return p;
  13168. }
  13169. }
  13170. if ( p === MinEquation || p === MaxEquation ) {
  13171. if ( capabilities.isWebGL2 ) {
  13172. if ( p === MinEquation ) return 32775;
  13173. if ( p === MaxEquation ) return 32776;
  13174. }
  13175. extension = extensions.get( 'EXT_blend_minmax' );
  13176. if ( extension !== null ) {
  13177. if ( p === MinEquation ) return extension.MIN_EXT;
  13178. if ( p === MaxEquation ) return extension.MAX_EXT;
  13179. }
  13180. }
  13181. if ( p === UnsignedInt248Type ) {
  13182. if ( capabilities.isWebGL2 ) return 34042;
  13183. extension = extensions.get( 'WEBGL_depth_texture' );
  13184. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  13185. }
  13186. return 0;
  13187. }
  13188. return { convert: convert };
  13189. }
  13190. /**
  13191. * @author mrdoob / http://mrdoob.com/
  13192. */
  13193. function Group() {
  13194. Object3D.call( this );
  13195. this.type = 'Group';
  13196. }
  13197. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13198. constructor: Group,
  13199. isGroup: true
  13200. } );
  13201. /**
  13202. * @author mrdoob / http://mrdoob.com/
  13203. */
  13204. function ArrayCamera( array ) {
  13205. PerspectiveCamera.call( this );
  13206. this.cameras = array || [];
  13207. }
  13208. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13209. constructor: ArrayCamera,
  13210. isArrayCamera: true
  13211. } );
  13212. /**
  13213. * @author jsantell / https://www.jsantell.com/
  13214. * @author mrdoob / http://mrdoob.com/
  13215. */
  13216. var cameraLPos = new Vector3();
  13217. var cameraRPos = new Vector3();
  13218. /**
  13219. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13220. * the cameras' projection and world matrices have already been set.
  13221. * And that near and far planes are identical for both cameras.
  13222. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13223. */
  13224. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13225. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13226. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13227. var ipd = cameraLPos.distanceTo( cameraRPos );
  13228. var projL = cameraL.projectionMatrix.elements;
  13229. var projR = cameraR.projectionMatrix.elements;
  13230. // VR systems will have identical far and near planes, and
  13231. // most likely identical top and bottom frustum extents.
  13232. // Use the left camera for these values.
  13233. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13234. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13235. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13236. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13237. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13238. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13239. var left = near * leftFov;
  13240. var right = near * rightFov;
  13241. // Calculate the new camera's position offset from the
  13242. // left camera. xOffset should be roughly half `ipd`.
  13243. var zOffset = ipd / ( - leftFov + rightFov );
  13244. var xOffset = zOffset * - leftFov;
  13245. // TODO: Better way to apply this offset?
  13246. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13247. camera.translateX( xOffset );
  13248. camera.translateZ( zOffset );
  13249. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13250. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13251. // Find the union of the frustum values of the cameras and scale
  13252. // the values so that the near plane's position does not change in world space,
  13253. // although must now be relative to the new union camera.
  13254. var near2 = near + zOffset;
  13255. var far2 = far + zOffset;
  13256. var left2 = left - xOffset;
  13257. var right2 = right + ( ipd - xOffset );
  13258. var top2 = topFov * far / far2 * near2;
  13259. var bottom2 = bottomFov * far / far2 * near2;
  13260. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13261. }
  13262. /**
  13263. * @author mrdoob / http://mrdoob.com/
  13264. */
  13265. function WebVRManager( renderer ) {
  13266. var renderWidth, renderHeight;
  13267. var scope = this;
  13268. var device = null;
  13269. var frameData = null;
  13270. var poseTarget = null;
  13271. var controllers = [];
  13272. var standingMatrix = new Matrix4();
  13273. var standingMatrixInverse = new Matrix4();
  13274. var framebufferScaleFactor = 1.0;
  13275. var referenceSpaceType = 'local-floor';
  13276. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13277. frameData = new window.VRFrameData();
  13278. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13279. }
  13280. var matrixWorldInverse = new Matrix4();
  13281. var tempQuaternion = new Quaternion();
  13282. var tempPosition = new Vector3();
  13283. var cameraL = new PerspectiveCamera();
  13284. cameraL.viewport = new Vector4();
  13285. cameraL.layers.enable( 1 );
  13286. var cameraR = new PerspectiveCamera();
  13287. cameraR.viewport = new Vector4();
  13288. cameraR.layers.enable( 2 );
  13289. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13290. cameraVR.layers.enable( 1 );
  13291. cameraVR.layers.enable( 2 );
  13292. //
  13293. function isPresenting() {
  13294. return device !== null && device.isPresenting === true;
  13295. }
  13296. var currentSize = new Vector2(), currentPixelRatio;
  13297. function onVRDisplayPresentChange() {
  13298. if ( isPresenting() ) {
  13299. var eyeParameters = device.getEyeParameters( 'left' );
  13300. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13301. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13302. currentPixelRatio = renderer.getPixelRatio();
  13303. renderer.getSize( currentSize );
  13304. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13305. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13306. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13307. animation.start();
  13308. scope.dispatchEvent( { type: 'sessionstart' } );
  13309. } else {
  13310. if ( scope.enabled ) {
  13311. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13312. }
  13313. animation.stop();
  13314. scope.dispatchEvent( { type: 'sessionend' } );
  13315. }
  13316. }
  13317. //
  13318. var triggers = [];
  13319. function findGamepad( id ) {
  13320. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13321. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13322. var gamepad = gamepads[ i ];
  13323. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13324. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13325. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13326. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13327. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13328. if ( j === id ) return gamepad;
  13329. j ++;
  13330. }
  13331. }
  13332. }
  13333. function updateControllers() {
  13334. for ( var i = 0; i < controllers.length; i ++ ) {
  13335. var controller = controllers[ i ];
  13336. var gamepad = findGamepad( i );
  13337. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13338. if ( gamepad.pose === null ) return;
  13339. // Pose
  13340. var pose = gamepad.pose;
  13341. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13342. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13343. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13344. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13345. controller.matrix.premultiply( standingMatrix );
  13346. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13347. controller.matrixWorldNeedsUpdate = true;
  13348. controller.visible = true;
  13349. // Trigger
  13350. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13351. if ( triggers[ i ] === undefined ) triggers[ i ] = false;
  13352. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13353. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13354. if ( triggers[ i ] === true ) {
  13355. controller.dispatchEvent( { type: 'selectstart' } );
  13356. } else {
  13357. controller.dispatchEvent( { type: 'selectend' } );
  13358. controller.dispatchEvent( { type: 'select' } );
  13359. }
  13360. }
  13361. } else {
  13362. controller.visible = false;
  13363. }
  13364. }
  13365. }
  13366. function updateViewportFromBounds( viewport, bounds ) {
  13367. if ( bounds !== null && bounds.length === 4 ) {
  13368. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13369. }
  13370. }
  13371. //
  13372. this.enabled = false;
  13373. this.getController = function ( id ) {
  13374. var controller = controllers[ id ];
  13375. if ( controller === undefined ) {
  13376. controller = new Group();
  13377. controller.matrixAutoUpdate = false;
  13378. controller.visible = false;
  13379. controllers[ id ] = controller;
  13380. }
  13381. return controller;
  13382. };
  13383. this.getDevice = function () {
  13384. return device;
  13385. };
  13386. this.setDevice = function ( value ) {
  13387. if ( value !== undefined ) device = value;
  13388. animation.setContext( value );
  13389. };
  13390. this.setFramebufferScaleFactor = function ( value ) {
  13391. framebufferScaleFactor = value;
  13392. };
  13393. this.setReferenceSpaceType = function ( value ) {
  13394. referenceSpaceType = value;
  13395. };
  13396. this.setPoseTarget = function ( object ) {
  13397. if ( object !== undefined ) poseTarget = object;
  13398. };
  13399. this.getCamera = function ( camera ) {
  13400. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13401. if ( isPresenting() === false ) {
  13402. camera.position.set( 0, userHeight, 0 );
  13403. camera.rotation.set( 0, 0, 0 );
  13404. return camera;
  13405. }
  13406. device.depthNear = camera.near;
  13407. device.depthFar = camera.far;
  13408. device.getFrameData( frameData );
  13409. //
  13410. if ( referenceSpaceType === 'local-floor' ) {
  13411. var stageParameters = device.stageParameters;
  13412. if ( stageParameters ) {
  13413. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13414. } else {
  13415. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13416. }
  13417. }
  13418. var pose = frameData.pose;
  13419. var poseObject = poseTarget !== null ? poseTarget : camera;
  13420. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13421. poseObject.matrix.copy( standingMatrix );
  13422. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13423. if ( pose.orientation !== null ) {
  13424. tempQuaternion.fromArray( pose.orientation );
  13425. poseObject.quaternion.multiply( tempQuaternion );
  13426. }
  13427. if ( pose.position !== null ) {
  13428. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13429. tempPosition.fromArray( pose.position );
  13430. tempPosition.applyQuaternion( tempQuaternion );
  13431. poseObject.position.add( tempPosition );
  13432. }
  13433. poseObject.updateMatrixWorld();
  13434. //
  13435. cameraL.near = camera.near;
  13436. cameraR.near = camera.near;
  13437. cameraL.far = camera.far;
  13438. cameraR.far = camera.far;
  13439. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13440. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13441. // TODO (mrdoob) Double check this code
  13442. standingMatrixInverse.getInverse( standingMatrix );
  13443. if ( referenceSpaceType === 'local-floor' ) {
  13444. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13445. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13446. }
  13447. var parent = poseObject.parent;
  13448. if ( parent !== null ) {
  13449. matrixWorldInverse.getInverse( parent.matrixWorld );
  13450. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13451. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13452. }
  13453. // envMap and Mirror needs camera.matrixWorld
  13454. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13455. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13456. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13457. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13458. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13459. //
  13460. var layers = device.getLayers();
  13461. if ( layers.length ) {
  13462. var layer = layers[ 0 ];
  13463. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13464. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13465. }
  13466. updateControllers();
  13467. return cameraVR;
  13468. };
  13469. this.getStandingMatrix = function () {
  13470. return standingMatrix;
  13471. };
  13472. this.isPresenting = isPresenting;
  13473. // Animation Loop
  13474. var animation = new WebGLAnimation();
  13475. this.setAnimationLoop = function ( callback ) {
  13476. animation.setAnimationLoop( callback );
  13477. if ( isPresenting() ) animation.start();
  13478. };
  13479. this.submitFrame = function () {
  13480. if ( isPresenting() ) device.submitFrame();
  13481. };
  13482. this.dispose = function () {
  13483. if ( typeof window !== 'undefined' ) {
  13484. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13485. }
  13486. };
  13487. // DEPRECATED
  13488. this.setFrameOfReferenceType = function () {
  13489. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13490. };
  13491. }
  13492. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13493. /**
  13494. * @author mrdoob / http://mrdoob.com/
  13495. */
  13496. function WebXRManager( renderer, gl ) {
  13497. var scope = this;
  13498. var session = null;
  13499. var referenceSpace = null;
  13500. var referenceSpaceType = 'local-floor';
  13501. var pose = null;
  13502. var controllers = [];
  13503. var inputSources = [];
  13504. function isPresenting() {
  13505. return session !== null && referenceSpace !== null;
  13506. }
  13507. //
  13508. var cameraL = new PerspectiveCamera();
  13509. cameraL.layers.enable( 1 );
  13510. cameraL.viewport = new Vector4();
  13511. var cameraR = new PerspectiveCamera();
  13512. cameraR.layers.enable( 2 );
  13513. cameraR.viewport = new Vector4();
  13514. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13515. cameraVR.layers.enable( 1 );
  13516. cameraVR.layers.enable( 2 );
  13517. //
  13518. this.enabled = false;
  13519. this.getController = function ( id ) {
  13520. var controller = controllers[ id ];
  13521. if ( controller === undefined ) {
  13522. controller = new Group();
  13523. controller.matrixAutoUpdate = false;
  13524. controller.visible = false;
  13525. controllers[ id ] = controller;
  13526. }
  13527. return controller;
  13528. };
  13529. //
  13530. function onSessionEvent( event ) {
  13531. for ( var i = 0; i < controllers.length; i ++ ) {
  13532. if ( inputSources[ i ] === event.inputSource ) {
  13533. controllers[ i ].dispatchEvent( { type: event.type } );
  13534. }
  13535. }
  13536. }
  13537. function onSessionEnd() {
  13538. renderer.setFramebuffer( null );
  13539. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13540. animation.stop();
  13541. scope.dispatchEvent( { type: 'sessionend' } );
  13542. }
  13543. function onRequestReferenceSpace( value ) {
  13544. referenceSpace = value;
  13545. animation.setContext( session );
  13546. animation.start();
  13547. scope.dispatchEvent( { type: 'sessionstart' } );
  13548. }
  13549. this.setFramebufferScaleFactor = function ( value ) {
  13550. };
  13551. this.setReferenceSpaceType = function ( value ) {
  13552. referenceSpaceType = value;
  13553. };
  13554. this.getSession = function () {
  13555. return session;
  13556. };
  13557. this.setSession = function ( value ) {
  13558. session = value;
  13559. if ( session !== null ) {
  13560. session.addEventListener( 'select', onSessionEvent );
  13561. session.addEventListener( 'selectstart', onSessionEvent );
  13562. session.addEventListener( 'selectend', onSessionEvent );
  13563. session.addEventListener( 'end', onSessionEnd );
  13564. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13565. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13566. //
  13567. inputSources = session.inputSources;
  13568. session.addEventListener( 'inputsourceschange', function () {
  13569. inputSources = session.inputSources;
  13570. console.log( inputSources );
  13571. for ( var i = 0; i < controllers.length; i ++ ) {
  13572. var controller = controllers[ i ];
  13573. controller.userData.inputSource = inputSources[ i ];
  13574. }
  13575. } );
  13576. }
  13577. };
  13578. function updateCamera( camera, parent ) {
  13579. if ( parent === null ) {
  13580. camera.matrixWorld.copy( camera.matrix );
  13581. } else {
  13582. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13583. }
  13584. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13585. }
  13586. this.getCamera = function ( camera ) {
  13587. if ( isPresenting() ) {
  13588. var parent = camera.parent;
  13589. var cameras = cameraVR.cameras;
  13590. updateCamera( cameraVR, parent );
  13591. for ( var i = 0; i < cameras.length; i ++ ) {
  13592. updateCamera( cameras[ i ], parent );
  13593. }
  13594. // update camera and its children
  13595. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13596. var children = camera.children;
  13597. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13598. children[ i ].updateMatrixWorld( true );
  13599. }
  13600. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13601. return cameraVR;
  13602. }
  13603. return camera;
  13604. };
  13605. this.isPresenting = isPresenting;
  13606. // Animation Loop
  13607. var onAnimationFrameCallback = null;
  13608. function onAnimationFrame( time, frame ) {
  13609. pose = frame.getViewerPose( referenceSpace );
  13610. if ( pose !== null ) {
  13611. var views = pose.views;
  13612. var baseLayer = session.renderState.baseLayer;
  13613. renderer.setFramebuffer( baseLayer.framebuffer );
  13614. for ( var i = 0; i < views.length; i ++ ) {
  13615. var view = views[ i ];
  13616. var viewport = baseLayer.getViewport( view );
  13617. var viewMatrix = view.transform.inverse.matrix;
  13618. var camera = cameraVR.cameras[ i ];
  13619. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13620. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13621. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13622. if ( i === 0 ) {
  13623. cameraVR.matrix.copy( camera.matrix );
  13624. }
  13625. }
  13626. }
  13627. //
  13628. for ( var i = 0; i < controllers.length; i ++ ) {
  13629. var controller = controllers[ i ];
  13630. var inputSource = inputSources[ i ];
  13631. if ( inputSource ) {
  13632. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13633. if ( inputPose !== null ) {
  13634. controller.matrix.fromArray( inputPose.transform.matrix );
  13635. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13636. controller.visible = true;
  13637. continue;
  13638. }
  13639. }
  13640. controller.visible = false;
  13641. }
  13642. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13643. }
  13644. var animation = new WebGLAnimation();
  13645. animation.setAnimationLoop( onAnimationFrame );
  13646. this.setAnimationLoop = function ( callback ) {
  13647. onAnimationFrameCallback = callback;
  13648. };
  13649. this.dispose = function () {};
  13650. // DEPRECATED
  13651. this.getStandingMatrix = function () {
  13652. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13653. return new Matrix4();
  13654. };
  13655. this.getDevice = function () {
  13656. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13657. };
  13658. this.setDevice = function () {
  13659. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13660. };
  13661. this.setFrameOfReferenceType = function () {
  13662. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13663. };
  13664. this.submitFrame = function () {};
  13665. }
  13666. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13667. /**
  13668. * @author supereggbert / http://www.paulbrunt.co.uk/
  13669. * @author mrdoob / http://mrdoob.com/
  13670. * @author alteredq / http://alteredqualia.com/
  13671. * @author szimek / https://github.com/szimek/
  13672. * @author tschw
  13673. */
  13674. function WebGLRenderer( parameters ) {
  13675. parameters = parameters || {};
  13676. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13677. _context = parameters.context !== undefined ? parameters.context : null,
  13678. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13679. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13680. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13681. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13682. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13683. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13684. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13685. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13686. var currentRenderList = null;
  13687. var currentRenderState = null;
  13688. // public properties
  13689. this.domElement = _canvas;
  13690. // Debug configuration container
  13691. this.debug = {
  13692. /**
  13693. * Enables error checking and reporting when shader programs are being compiled
  13694. * @type {boolean}
  13695. */
  13696. checkShaderErrors: true
  13697. };
  13698. // clearing
  13699. this.autoClear = true;
  13700. this.autoClearColor = true;
  13701. this.autoClearDepth = true;
  13702. this.autoClearStencil = true;
  13703. // scene graph
  13704. this.sortObjects = true;
  13705. // user-defined clipping
  13706. this.clippingPlanes = [];
  13707. this.localClippingEnabled = false;
  13708. // physically based shading
  13709. this.gammaFactor = 2.0; // for backwards compatibility
  13710. this.gammaInput = false;
  13711. this.gammaOutput = false;
  13712. // physical lights
  13713. this.physicallyCorrectLights = false;
  13714. // tone mapping
  13715. this.toneMapping = LinearToneMapping;
  13716. this.toneMappingExposure = 1.0;
  13717. this.toneMappingWhitePoint = 1.0;
  13718. // morphs
  13719. this.maxMorphTargets = 8;
  13720. this.maxMorphNormals = 4;
  13721. // internal properties
  13722. var _this = this,
  13723. _isContextLost = false,
  13724. // internal state cache
  13725. _framebuffer = null,
  13726. _currentActiveCubeFace = 0,
  13727. _currentActiveMipmapLevel = 0,
  13728. _currentRenderTarget = null,
  13729. _currentFramebuffer = null,
  13730. _currentMaterialId = - 1,
  13731. // geometry and program caching
  13732. _currentGeometryProgram = {
  13733. geometry: null,
  13734. program: null,
  13735. wireframe: false
  13736. },
  13737. _currentCamera = null,
  13738. _currentArrayCamera = null,
  13739. _currentViewport = new Vector4(),
  13740. _currentScissor = new Vector4(),
  13741. _currentScissorTest = null,
  13742. //
  13743. _width = _canvas.width,
  13744. _height = _canvas.height,
  13745. _pixelRatio = 1,
  13746. _viewport = new Vector4( 0, 0, _width, _height ),
  13747. _scissor = new Vector4( 0, 0, _width, _height ),
  13748. _scissorTest = false,
  13749. // frustum
  13750. _frustum = new Frustum(),
  13751. // clipping
  13752. _clipping = new WebGLClipping(),
  13753. _clippingEnabled = false,
  13754. _localClippingEnabled = false,
  13755. // camera matrices cache
  13756. _projScreenMatrix = new Matrix4(),
  13757. _vector3 = new Vector3();
  13758. function getTargetPixelRatio() {
  13759. return _currentRenderTarget === null ? _pixelRatio : 1;
  13760. }
  13761. // initialize
  13762. var _gl;
  13763. try {
  13764. var contextAttributes = {
  13765. alpha: _alpha,
  13766. depth: _depth,
  13767. stencil: _stencil,
  13768. antialias: _antialias,
  13769. premultipliedAlpha: _premultipliedAlpha,
  13770. preserveDrawingBuffer: _preserveDrawingBuffer,
  13771. powerPreference: _powerPreference,
  13772. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  13773. xrCompatible: true
  13774. };
  13775. // event listeners must be registered before WebGL context is created, see #12753
  13776. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13777. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13778. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13779. if ( _gl === null ) {
  13780. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13781. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13782. } else {
  13783. throw new Error( 'Error creating WebGL context.' );
  13784. }
  13785. }
  13786. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13787. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13788. _gl.getShaderPrecisionFormat = function () {
  13789. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13790. };
  13791. }
  13792. } catch ( error ) {
  13793. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13794. throw error;
  13795. }
  13796. var extensions, capabilities, state, info;
  13797. var properties, textures, attributes, geometries, objects;
  13798. var programCache, renderLists, renderStates;
  13799. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13800. var utils;
  13801. function initGLContext() {
  13802. extensions = new WebGLExtensions( _gl );
  13803. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13804. if ( ! capabilities.isWebGL2 ) {
  13805. extensions.get( 'WEBGL_depth_texture' );
  13806. extensions.get( 'OES_texture_float' );
  13807. extensions.get( 'OES_texture_half_float' );
  13808. extensions.get( 'OES_texture_half_float_linear' );
  13809. extensions.get( 'OES_standard_derivatives' );
  13810. extensions.get( 'OES_element_index_uint' );
  13811. extensions.get( 'ANGLE_instanced_arrays' );
  13812. }
  13813. extensions.get( 'OES_texture_float_linear' );
  13814. utils = new WebGLUtils( _gl, extensions, capabilities );
  13815. state = new WebGLState( _gl, extensions, utils, capabilities );
  13816. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13817. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13818. info = new WebGLInfo( _gl );
  13819. properties = new WebGLProperties();
  13820. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13821. attributes = new WebGLAttributes( _gl );
  13822. geometries = new WebGLGeometries( _gl, attributes, info );
  13823. objects = new WebGLObjects( geometries, info );
  13824. morphtargets = new WebGLMorphtargets( _gl );
  13825. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13826. renderLists = new WebGLRenderLists();
  13827. renderStates = new WebGLRenderStates();
  13828. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13829. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13830. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13831. info.programs = programCache.programs;
  13832. _this.capabilities = capabilities;
  13833. _this.extensions = extensions;
  13834. _this.properties = properties;
  13835. _this.renderLists = renderLists;
  13836. _this.state = state;
  13837. _this.info = info;
  13838. }
  13839. initGLContext();
  13840. // vr
  13841. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  13842. this.vr = vr;
  13843. // shadow map
  13844. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13845. this.shadowMap = shadowMap;
  13846. // API
  13847. this.getContext = function () {
  13848. return _gl;
  13849. };
  13850. this.getContextAttributes = function () {
  13851. return _gl.getContextAttributes();
  13852. };
  13853. this.forceContextLoss = function () {
  13854. var extension = extensions.get( 'WEBGL_lose_context' );
  13855. if ( extension ) extension.loseContext();
  13856. };
  13857. this.forceContextRestore = function () {
  13858. var extension = extensions.get( 'WEBGL_lose_context' );
  13859. if ( extension ) extension.restoreContext();
  13860. };
  13861. this.getPixelRatio = function () {
  13862. return _pixelRatio;
  13863. };
  13864. this.setPixelRatio = function ( value ) {
  13865. if ( value === undefined ) return;
  13866. _pixelRatio = value;
  13867. this.setSize( _width, _height, false );
  13868. };
  13869. this.getSize = function ( target ) {
  13870. if ( target === undefined ) {
  13871. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13872. target = new Vector2();
  13873. }
  13874. return target.set( _width, _height );
  13875. };
  13876. this.setSize = function ( width, height, updateStyle ) {
  13877. if ( vr.isPresenting() ) {
  13878. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13879. return;
  13880. }
  13881. _width = width;
  13882. _height = height;
  13883. _canvas.width = Math.floor( width * _pixelRatio );
  13884. _canvas.height = Math.floor( height * _pixelRatio );
  13885. if ( updateStyle !== false ) {
  13886. _canvas.style.width = width + 'px';
  13887. _canvas.style.height = height + 'px';
  13888. }
  13889. this.setViewport( 0, 0, width, height );
  13890. };
  13891. this.getDrawingBufferSize = function ( target ) {
  13892. if ( target === undefined ) {
  13893. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13894. target = new Vector2();
  13895. }
  13896. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  13897. };
  13898. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13899. _width = width;
  13900. _height = height;
  13901. _pixelRatio = pixelRatio;
  13902. _canvas.width = Math.floor( width * pixelRatio );
  13903. _canvas.height = Math.floor( height * pixelRatio );
  13904. this.setViewport( 0, 0, width, height );
  13905. };
  13906. this.getCurrentViewport = function ( target ) {
  13907. if ( target === undefined ) {
  13908. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  13909. target = new Vector4();
  13910. }
  13911. return target.copy( _currentViewport );
  13912. };
  13913. this.getViewport = function ( target ) {
  13914. return target.copy( _viewport );
  13915. };
  13916. this.setViewport = function ( x, y, width, height ) {
  13917. if ( x.isVector4 ) {
  13918. _viewport.set( x.x, x.y, x.z, x.w );
  13919. } else {
  13920. _viewport.set( x, y, width, height );
  13921. }
  13922. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13923. };
  13924. this.getScissor = function ( target ) {
  13925. return target.copy( _scissor );
  13926. };
  13927. this.setScissor = function ( x, y, width, height ) {
  13928. if ( x.isVector4 ) {
  13929. _scissor.set( x.x, x.y, x.z, x.w );
  13930. } else {
  13931. _scissor.set( x, y, width, height );
  13932. }
  13933. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13934. };
  13935. this.getScissorTest = function () {
  13936. return _scissorTest;
  13937. };
  13938. this.setScissorTest = function ( boolean ) {
  13939. state.setScissorTest( _scissorTest = boolean );
  13940. };
  13941. // Clearing
  13942. this.getClearColor = function () {
  13943. return background.getClearColor();
  13944. };
  13945. this.setClearColor = function () {
  13946. background.setClearColor.apply( background, arguments );
  13947. };
  13948. this.getClearAlpha = function () {
  13949. return background.getClearAlpha();
  13950. };
  13951. this.setClearAlpha = function () {
  13952. background.setClearAlpha.apply( background, arguments );
  13953. };
  13954. this.clear = function ( color, depth, stencil ) {
  13955. var bits = 0;
  13956. if ( color === undefined || color ) bits |= 16384;
  13957. if ( depth === undefined || depth ) bits |= 256;
  13958. if ( stencil === undefined || stencil ) bits |= 1024;
  13959. _gl.clear( bits );
  13960. };
  13961. this.clearColor = function () {
  13962. this.clear( true, false, false );
  13963. };
  13964. this.clearDepth = function () {
  13965. this.clear( false, true, false );
  13966. };
  13967. this.clearStencil = function () {
  13968. this.clear( false, false, true );
  13969. };
  13970. //
  13971. this.dispose = function () {
  13972. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  13973. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  13974. renderLists.dispose();
  13975. renderStates.dispose();
  13976. properties.dispose();
  13977. objects.dispose();
  13978. vr.dispose();
  13979. animation.stop();
  13980. };
  13981. // Events
  13982. function onContextLost( event ) {
  13983. event.preventDefault();
  13984. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  13985. _isContextLost = true;
  13986. }
  13987. function onContextRestore( /* event */ ) {
  13988. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  13989. _isContextLost = false;
  13990. initGLContext();
  13991. }
  13992. function onMaterialDispose( event ) {
  13993. var material = event.target;
  13994. material.removeEventListener( 'dispose', onMaterialDispose );
  13995. deallocateMaterial( material );
  13996. }
  13997. // Buffer deallocation
  13998. function deallocateMaterial( material ) {
  13999. releaseMaterialProgramReference( material );
  14000. properties.remove( material );
  14001. }
  14002. function releaseMaterialProgramReference( material ) {
  14003. var programInfo = properties.get( material ).program;
  14004. material.program = undefined;
  14005. if ( programInfo !== undefined ) {
  14006. programCache.releaseProgram( programInfo );
  14007. }
  14008. }
  14009. // Buffer rendering
  14010. function renderObjectImmediate( object, program ) {
  14011. object.render( function ( object ) {
  14012. _this.renderBufferImmediate( object, program );
  14013. } );
  14014. }
  14015. this.renderBufferImmediate = function ( object, program ) {
  14016. state.initAttributes();
  14017. var buffers = properties.get( object );
  14018. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  14019. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  14020. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  14021. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  14022. var programAttributes = program.getAttributes();
  14023. if ( object.hasPositions ) {
  14024. _gl.bindBuffer( 34962, buffers.position );
  14025. _gl.bufferData( 34962, object.positionArray, 35048 );
  14026. state.enableAttribute( programAttributes.position );
  14027. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14028. }
  14029. if ( object.hasNormals ) {
  14030. _gl.bindBuffer( 34962, buffers.normal );
  14031. _gl.bufferData( 34962, object.normalArray, 35048 );
  14032. state.enableAttribute( programAttributes.normal );
  14033. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14034. }
  14035. if ( object.hasUvs ) {
  14036. _gl.bindBuffer( 34962, buffers.uv );
  14037. _gl.bufferData( 34962, object.uvArray, 35048 );
  14038. state.enableAttribute( programAttributes.uv );
  14039. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14040. }
  14041. if ( object.hasColors ) {
  14042. _gl.bindBuffer( 34962, buffers.color );
  14043. _gl.bufferData( 34962, object.colorArray, 35048 );
  14044. state.enableAttribute( programAttributes.color );
  14045. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14046. }
  14047. state.disableUnusedAttributes();
  14048. _gl.drawArrays( 4, 0, object.count );
  14049. object.count = 0;
  14050. };
  14051. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14052. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14053. state.setMaterial( material, frontFaceCW );
  14054. var program = setProgram( camera, fog, material, object );
  14055. var updateBuffers = false;
  14056. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14057. _currentGeometryProgram.program !== program.id ||
  14058. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14059. _currentGeometryProgram.geometry = geometry.id;
  14060. _currentGeometryProgram.program = program.id;
  14061. _currentGeometryProgram.wireframe = material.wireframe === true;
  14062. updateBuffers = true;
  14063. }
  14064. if ( object.morphTargetInfluences ) {
  14065. morphtargets.update( object, geometry, material, program );
  14066. updateBuffers = true;
  14067. }
  14068. //
  14069. var index = geometry.index;
  14070. var position = geometry.attributes.position;
  14071. var rangeFactor = 1;
  14072. if ( material.wireframe === true ) {
  14073. index = geometries.getWireframeAttribute( geometry );
  14074. rangeFactor = 2;
  14075. }
  14076. var attribute;
  14077. var renderer = bufferRenderer;
  14078. if ( index !== null ) {
  14079. attribute = attributes.get( index );
  14080. renderer = indexedBufferRenderer;
  14081. renderer.setIndex( attribute );
  14082. }
  14083. if ( updateBuffers ) {
  14084. setupVertexAttributes( material, program, geometry );
  14085. if ( index !== null ) {
  14086. _gl.bindBuffer( 34963, attribute.buffer );
  14087. }
  14088. }
  14089. //
  14090. var dataCount = Infinity;
  14091. if ( index !== null ) {
  14092. dataCount = index.count;
  14093. } else if ( position !== undefined ) {
  14094. dataCount = position.count;
  14095. }
  14096. var rangeStart = geometry.drawRange.start * rangeFactor;
  14097. var rangeCount = geometry.drawRange.count * rangeFactor;
  14098. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14099. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14100. var drawStart = Math.max( rangeStart, groupStart );
  14101. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14102. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14103. if ( drawCount === 0 ) return;
  14104. //
  14105. if ( object.isMesh ) {
  14106. if ( material.wireframe === true ) {
  14107. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14108. renderer.setMode( 1 );
  14109. } else {
  14110. switch ( object.drawMode ) {
  14111. case TrianglesDrawMode:
  14112. renderer.setMode( 4 );
  14113. break;
  14114. case TriangleStripDrawMode:
  14115. renderer.setMode( 5 );
  14116. break;
  14117. case TriangleFanDrawMode:
  14118. renderer.setMode( 6 );
  14119. break;
  14120. }
  14121. }
  14122. } else if ( object.isLine ) {
  14123. var lineWidth = material.linewidth;
  14124. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  14125. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14126. if ( object.isLineSegments ) {
  14127. renderer.setMode( 1 );
  14128. } else if ( object.isLineLoop ) {
  14129. renderer.setMode( 2 );
  14130. } else {
  14131. renderer.setMode( 3 );
  14132. }
  14133. } else if ( object.isPoints ) {
  14134. renderer.setMode( 0 );
  14135. } else if ( object.isSprite ) {
  14136. renderer.setMode( 4 );
  14137. }
  14138. if ( geometry && geometry.isInstancedBufferGeometry ) {
  14139. if ( geometry.maxInstancedCount > 0 ) {
  14140. renderer.renderInstances( geometry, drawStart, drawCount );
  14141. }
  14142. } else {
  14143. renderer.render( drawStart, drawCount );
  14144. }
  14145. };
  14146. function setupVertexAttributes( material, program, geometry ) {
  14147. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  14148. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  14149. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  14150. return;
  14151. }
  14152. }
  14153. state.initAttributes();
  14154. var geometryAttributes = geometry.attributes;
  14155. var programAttributes = program.getAttributes();
  14156. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14157. for ( var name in programAttributes ) {
  14158. var programAttribute = programAttributes[ name ];
  14159. if ( programAttribute >= 0 ) {
  14160. var geometryAttribute = geometryAttributes[ name ];
  14161. if ( geometryAttribute !== undefined ) {
  14162. var normalized = geometryAttribute.normalized;
  14163. var size = geometryAttribute.itemSize;
  14164. var attribute = attributes.get( geometryAttribute );
  14165. // TODO Attribute may not be available on context restore
  14166. if ( attribute === undefined ) continue;
  14167. var buffer = attribute.buffer;
  14168. var type = attribute.type;
  14169. var bytesPerElement = attribute.bytesPerElement;
  14170. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14171. var data = geometryAttribute.data;
  14172. var stride = data.stride;
  14173. var offset = geometryAttribute.offset;
  14174. if ( data && data.isInstancedInterleavedBuffer ) {
  14175. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14176. if ( geometry.maxInstancedCount === undefined ) {
  14177. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14178. }
  14179. } else {
  14180. state.enableAttribute( programAttribute );
  14181. }
  14182. _gl.bindBuffer( 34962, buffer );
  14183. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14184. } else {
  14185. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14186. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14187. if ( geometry.maxInstancedCount === undefined ) {
  14188. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14189. }
  14190. } else {
  14191. state.enableAttribute( programAttribute );
  14192. }
  14193. _gl.bindBuffer( 34962, buffer );
  14194. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14195. }
  14196. } else if ( materialDefaultAttributeValues !== undefined ) {
  14197. var value = materialDefaultAttributeValues[ name ];
  14198. if ( value !== undefined ) {
  14199. switch ( value.length ) {
  14200. case 2:
  14201. _gl.vertexAttrib2fv( programAttribute, value );
  14202. break;
  14203. case 3:
  14204. _gl.vertexAttrib3fv( programAttribute, value );
  14205. break;
  14206. case 4:
  14207. _gl.vertexAttrib4fv( programAttribute, value );
  14208. break;
  14209. default:
  14210. _gl.vertexAttrib1fv( programAttribute, value );
  14211. }
  14212. }
  14213. }
  14214. }
  14215. }
  14216. state.disableUnusedAttributes();
  14217. }
  14218. // Compile
  14219. this.compile = function ( scene, camera ) {
  14220. currentRenderState = renderStates.get( scene, camera );
  14221. currentRenderState.init();
  14222. scene.traverse( function ( object ) {
  14223. if ( object.isLight ) {
  14224. currentRenderState.pushLight( object );
  14225. if ( object.castShadow ) {
  14226. currentRenderState.pushShadow( object );
  14227. }
  14228. }
  14229. } );
  14230. currentRenderState.setupLights( camera );
  14231. scene.traverse( function ( object ) {
  14232. if ( object.material ) {
  14233. if ( Array.isArray( object.material ) ) {
  14234. for ( var i = 0; i < object.material.length; i ++ ) {
  14235. initMaterial( object.material[ i ], scene.fog, object );
  14236. }
  14237. } else {
  14238. initMaterial( object.material, scene.fog, object );
  14239. }
  14240. }
  14241. } );
  14242. };
  14243. // Animation Loop
  14244. var onAnimationFrameCallback = null;
  14245. function onAnimationFrame( time ) {
  14246. if ( vr.isPresenting() ) return;
  14247. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  14248. }
  14249. var animation = new WebGLAnimation();
  14250. animation.setAnimationLoop( onAnimationFrame );
  14251. if ( typeof window !== 'undefined' ) animation.setContext( window );
  14252. this.setAnimationLoop = function ( callback ) {
  14253. onAnimationFrameCallback = callback;
  14254. vr.setAnimationLoop( callback );
  14255. animation.start();
  14256. };
  14257. // Rendering
  14258. this.render = function ( scene, camera ) {
  14259. var renderTarget, forceClear;
  14260. if ( arguments[ 2 ] !== undefined ) {
  14261. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14262. renderTarget = arguments[ 2 ];
  14263. }
  14264. if ( arguments[ 3 ] !== undefined ) {
  14265. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14266. forceClear = arguments[ 3 ];
  14267. }
  14268. if ( ! ( camera && camera.isCamera ) ) {
  14269. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14270. return;
  14271. }
  14272. if ( _isContextLost ) return;
  14273. // reset caching for this frame
  14274. _currentGeometryProgram.geometry = null;
  14275. _currentGeometryProgram.program = null;
  14276. _currentGeometryProgram.wireframe = false;
  14277. _currentMaterialId = - 1;
  14278. _currentCamera = null;
  14279. // update scene graph
  14280. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14281. // update camera matrices and frustum
  14282. if ( camera.parent === null ) camera.updateMatrixWorld();
  14283. if ( vr.enabled ) {
  14284. camera = vr.getCamera( camera );
  14285. }
  14286. //
  14287. currentRenderState = renderStates.get( scene, camera );
  14288. currentRenderState.init();
  14289. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14290. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14291. _frustum.setFromMatrix( _projScreenMatrix );
  14292. _localClippingEnabled = this.localClippingEnabled;
  14293. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14294. currentRenderList = renderLists.get( scene, camera );
  14295. currentRenderList.init();
  14296. projectObject( scene, camera, 0, _this.sortObjects );
  14297. if ( _this.sortObjects === true ) {
  14298. currentRenderList.sort();
  14299. }
  14300. //
  14301. if ( _clippingEnabled ) _clipping.beginShadows();
  14302. var shadowsArray = currentRenderState.state.shadowsArray;
  14303. shadowMap.render( shadowsArray, scene, camera );
  14304. currentRenderState.setupLights( camera );
  14305. if ( _clippingEnabled ) _clipping.endShadows();
  14306. //
  14307. if ( this.info.autoReset ) this.info.reset();
  14308. if ( renderTarget !== undefined ) {
  14309. this.setRenderTarget( renderTarget );
  14310. }
  14311. //
  14312. background.render( currentRenderList, scene, camera, forceClear );
  14313. // render scene
  14314. var opaqueObjects = currentRenderList.opaque;
  14315. var transparentObjects = currentRenderList.transparent;
  14316. if ( scene.overrideMaterial ) {
  14317. var overrideMaterial = scene.overrideMaterial;
  14318. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14319. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14320. } else {
  14321. // opaque pass (front-to-back order)
  14322. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14323. // transparent pass (back-to-front order)
  14324. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14325. }
  14326. //
  14327. scene.onAfterRender( _this, scene, camera );
  14328. //
  14329. if ( _currentRenderTarget !== null ) {
  14330. // Generate mipmap if we're using any kind of mipmap filtering
  14331. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14332. // resolve multisample renderbuffers to a single-sample texture if necessary
  14333. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14334. }
  14335. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14336. state.buffers.depth.setTest( true );
  14337. state.buffers.depth.setMask( true );
  14338. state.buffers.color.setMask( true );
  14339. state.setPolygonOffset( false );
  14340. if ( vr.enabled ) {
  14341. vr.submitFrame();
  14342. }
  14343. // _gl.finish();
  14344. currentRenderList = null;
  14345. currentRenderState = null;
  14346. };
  14347. function projectObject( object, camera, groupOrder, sortObjects ) {
  14348. if ( object.visible === false ) return;
  14349. var visible = object.layers.test( camera.layers );
  14350. if ( visible ) {
  14351. if ( object.isGroup ) {
  14352. groupOrder = object.renderOrder;
  14353. } else if ( object.isLOD ) {
  14354. if ( object.autoUpdate === true ) object.update( camera );
  14355. } else if ( object.isLight ) {
  14356. currentRenderState.pushLight( object );
  14357. if ( object.castShadow ) {
  14358. currentRenderState.pushShadow( object );
  14359. }
  14360. } else if ( object.isSprite ) {
  14361. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14362. if ( sortObjects ) {
  14363. _vector3.setFromMatrixPosition( object.matrixWorld )
  14364. .applyMatrix4( _projScreenMatrix );
  14365. }
  14366. var geometry = objects.update( object );
  14367. var material = object.material;
  14368. if ( material.visible ) {
  14369. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14370. }
  14371. }
  14372. } else if ( object.isImmediateRenderObject ) {
  14373. if ( sortObjects ) {
  14374. _vector3.setFromMatrixPosition( object.matrixWorld )
  14375. .applyMatrix4( _projScreenMatrix );
  14376. }
  14377. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14378. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14379. if ( object.isSkinnedMesh ) {
  14380. object.skeleton.update();
  14381. }
  14382. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14383. if ( sortObjects ) {
  14384. _vector3.setFromMatrixPosition( object.matrixWorld )
  14385. .applyMatrix4( _projScreenMatrix );
  14386. }
  14387. var geometry = objects.update( object );
  14388. var material = object.material;
  14389. if ( Array.isArray( material ) ) {
  14390. var groups = geometry.groups;
  14391. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14392. var group = groups[ i ];
  14393. var groupMaterial = material[ group.materialIndex ];
  14394. if ( groupMaterial && groupMaterial.visible ) {
  14395. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14396. }
  14397. }
  14398. } else if ( material.visible ) {
  14399. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14400. }
  14401. }
  14402. }
  14403. }
  14404. var children = object.children;
  14405. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14406. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14407. }
  14408. }
  14409. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14410. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14411. var renderItem = renderList[ i ];
  14412. var object = renderItem.object;
  14413. var geometry = renderItem.geometry;
  14414. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14415. var group = renderItem.group;
  14416. if ( camera.isArrayCamera ) {
  14417. _currentArrayCamera = camera;
  14418. var cameras = camera.cameras;
  14419. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14420. var camera2 = cameras[ j ];
  14421. if ( object.layers.test( camera2.layers ) ) {
  14422. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14423. currentRenderState.setupLights( camera2 );
  14424. renderObject( object, scene, camera2, geometry, material, group );
  14425. }
  14426. }
  14427. } else {
  14428. _currentArrayCamera = null;
  14429. renderObject( object, scene, camera, geometry, material, group );
  14430. }
  14431. }
  14432. }
  14433. function renderObject( object, scene, camera, geometry, material, group ) {
  14434. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14435. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14436. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14437. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14438. if ( object.isImmediateRenderObject ) {
  14439. state.setMaterial( material );
  14440. var program = setProgram( camera, scene.fog, material, object );
  14441. _currentGeometryProgram.geometry = null;
  14442. _currentGeometryProgram.program = null;
  14443. _currentGeometryProgram.wireframe = false;
  14444. renderObjectImmediate( object, program );
  14445. } else {
  14446. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14447. }
  14448. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14449. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14450. }
  14451. function initMaterial( material, fog, object ) {
  14452. var materialProperties = properties.get( material );
  14453. var lights = currentRenderState.state.lights;
  14454. var shadowsArray = currentRenderState.state.shadowsArray;
  14455. var lightsStateVersion = lights.state.version;
  14456. var parameters = programCache.getParameters(
  14457. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14458. var code = programCache.getProgramCode( material, parameters );
  14459. var program = materialProperties.program;
  14460. var programChange = true;
  14461. if ( program === undefined ) {
  14462. // new material
  14463. material.addEventListener( 'dispose', onMaterialDispose );
  14464. } else if ( program.code !== code ) {
  14465. // changed glsl or parameters
  14466. releaseMaterialProgramReference( material );
  14467. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14468. materialProperties.lightsStateVersion = lightsStateVersion;
  14469. programChange = false;
  14470. } else if ( parameters.shaderID !== undefined ) {
  14471. // same glsl and uniform list
  14472. return;
  14473. } else {
  14474. // only rebuild uniform list
  14475. programChange = false;
  14476. }
  14477. if ( programChange ) {
  14478. if ( parameters.shaderID ) {
  14479. var shader = ShaderLib[ parameters.shaderID ];
  14480. materialProperties.shader = {
  14481. name: material.type,
  14482. uniforms: cloneUniforms( shader.uniforms ),
  14483. vertexShader: shader.vertexShader,
  14484. fragmentShader: shader.fragmentShader
  14485. };
  14486. } else {
  14487. materialProperties.shader = {
  14488. name: material.type,
  14489. uniforms: material.uniforms,
  14490. vertexShader: material.vertexShader,
  14491. fragmentShader: material.fragmentShader
  14492. };
  14493. }
  14494. material.onBeforeCompile( materialProperties.shader, _this );
  14495. // Computing code again as onBeforeCompile may have changed the shaders
  14496. code = programCache.getProgramCode( material, parameters );
  14497. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14498. materialProperties.program = program;
  14499. material.program = program;
  14500. }
  14501. var programAttributes = program.getAttributes();
  14502. if ( material.morphTargets ) {
  14503. material.numSupportedMorphTargets = 0;
  14504. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14505. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14506. material.numSupportedMorphTargets ++;
  14507. }
  14508. }
  14509. }
  14510. if ( material.morphNormals ) {
  14511. material.numSupportedMorphNormals = 0;
  14512. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14513. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14514. material.numSupportedMorphNormals ++;
  14515. }
  14516. }
  14517. }
  14518. var uniforms = materialProperties.shader.uniforms;
  14519. if ( ! material.isShaderMaterial &&
  14520. ! material.isRawShaderMaterial ||
  14521. material.clipping === true ) {
  14522. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14523. materialProperties.numIntersection = _clipping.numIntersection;
  14524. uniforms.clippingPlanes = _clipping.uniform;
  14525. }
  14526. materialProperties.fog = fog;
  14527. // store the light setup it was created for
  14528. materialProperties.lightsStateVersion = lightsStateVersion;
  14529. if ( material.lights ) {
  14530. // wire up the material to this renderer's lighting state
  14531. uniforms.ambientLightColor.value = lights.state.ambient;
  14532. uniforms.lightProbe.value = lights.state.probe;
  14533. uniforms.directionalLights.value = lights.state.directional;
  14534. uniforms.spotLights.value = lights.state.spot;
  14535. uniforms.rectAreaLights.value = lights.state.rectArea;
  14536. uniforms.pointLights.value = lights.state.point;
  14537. uniforms.hemisphereLights.value = lights.state.hemi;
  14538. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14539. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14540. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14541. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14542. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14543. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14544. // TODO (abelnation): add area lights shadow info to uniforms
  14545. }
  14546. var progUniforms = materialProperties.program.getUniforms(),
  14547. uniformsList =
  14548. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14549. materialProperties.uniformsList = uniformsList;
  14550. }
  14551. function setProgram( camera, fog, material, object ) {
  14552. textures.resetTextureUnits();
  14553. var materialProperties = properties.get( material );
  14554. var lights = currentRenderState.state.lights;
  14555. if ( _clippingEnabled ) {
  14556. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14557. var useCache =
  14558. camera === _currentCamera &&
  14559. material.id === _currentMaterialId;
  14560. // we might want to call this function with some ClippingGroup
  14561. // object instead of the material, once it becomes feasible
  14562. // (#8465, #8379)
  14563. _clipping.setState(
  14564. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14565. camera, materialProperties, useCache );
  14566. }
  14567. }
  14568. if ( material.needsUpdate === false ) {
  14569. if ( materialProperties.program === undefined ) {
  14570. material.needsUpdate = true;
  14571. } else if ( material.fog && materialProperties.fog !== fog ) {
  14572. material.needsUpdate = true;
  14573. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14574. material.needsUpdate = true;
  14575. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14576. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14577. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14578. material.needsUpdate = true;
  14579. }
  14580. }
  14581. if ( material.needsUpdate ) {
  14582. initMaterial( material, fog, object );
  14583. material.needsUpdate = false;
  14584. }
  14585. var refreshProgram = false;
  14586. var refreshMaterial = false;
  14587. var refreshLights = false;
  14588. var program = materialProperties.program,
  14589. p_uniforms = program.getUniforms(),
  14590. m_uniforms = materialProperties.shader.uniforms;
  14591. if ( state.useProgram( program.program ) ) {
  14592. refreshProgram = true;
  14593. refreshMaterial = true;
  14594. refreshLights = true;
  14595. }
  14596. if ( material.id !== _currentMaterialId ) {
  14597. _currentMaterialId = material.id;
  14598. refreshMaterial = true;
  14599. }
  14600. if ( refreshProgram || _currentCamera !== camera ) {
  14601. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14602. if ( capabilities.logarithmicDepthBuffer ) {
  14603. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14604. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14605. }
  14606. if ( _currentCamera !== camera ) {
  14607. _currentCamera = camera;
  14608. // lighting uniforms depend on the camera so enforce an update
  14609. // now, in case this material supports lights - or later, when
  14610. // the next material that does gets activated:
  14611. refreshMaterial = true; // set to true on material change
  14612. refreshLights = true; // remains set until update done
  14613. }
  14614. // load material specific uniforms
  14615. // (shader material also gets them for the sake of genericity)
  14616. if ( material.isShaderMaterial ||
  14617. material.isMeshPhongMaterial ||
  14618. material.isMeshStandardMaterial ||
  14619. material.envMap ) {
  14620. var uCamPos = p_uniforms.map.cameraPosition;
  14621. if ( uCamPos !== undefined ) {
  14622. uCamPos.setValue( _gl,
  14623. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14624. }
  14625. }
  14626. if ( material.isMeshPhongMaterial ||
  14627. material.isMeshLambertMaterial ||
  14628. material.isMeshBasicMaterial ||
  14629. material.isMeshStandardMaterial ||
  14630. material.isShaderMaterial ||
  14631. material.skinning ) {
  14632. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14633. }
  14634. }
  14635. // skinning uniforms must be set even if material didn't change
  14636. // auto-setting of texture unit for bone texture must go before other textures
  14637. // not sure why, but otherwise weird things happen
  14638. if ( material.skinning ) {
  14639. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14640. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14641. var skeleton = object.skeleton;
  14642. if ( skeleton ) {
  14643. var bones = skeleton.bones;
  14644. if ( capabilities.floatVertexTextures ) {
  14645. if ( skeleton.boneTexture === undefined ) {
  14646. // layout (1 matrix = 4 pixels)
  14647. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14648. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14649. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14650. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14651. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14652. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14653. size = _Math.ceilPowerOfTwo( size );
  14654. size = Math.max( size, 4 );
  14655. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14656. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14657. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14658. boneTexture.needsUpdate = true;
  14659. skeleton.boneMatrices = boneMatrices;
  14660. skeleton.boneTexture = boneTexture;
  14661. skeleton.boneTextureSize = size;
  14662. }
  14663. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14664. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14665. } else {
  14666. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14667. }
  14668. }
  14669. }
  14670. if ( refreshMaterial ) {
  14671. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14672. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14673. if ( material.lights ) {
  14674. // the current material requires lighting info
  14675. // note: all lighting uniforms are always set correctly
  14676. // they simply reference the renderer's state for their
  14677. // values
  14678. //
  14679. // use the current material's .needsUpdate flags to set
  14680. // the GL state when required
  14681. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14682. }
  14683. // refresh uniforms common to several materials
  14684. if ( fog && material.fog ) {
  14685. refreshUniformsFog( m_uniforms, fog );
  14686. }
  14687. if ( material.isMeshBasicMaterial ) {
  14688. refreshUniformsCommon( m_uniforms, material );
  14689. } else if ( material.isMeshLambertMaterial ) {
  14690. refreshUniformsCommon( m_uniforms, material );
  14691. refreshUniformsLambert( m_uniforms, material );
  14692. } else if ( material.isMeshPhongMaterial ) {
  14693. refreshUniformsCommon( m_uniforms, material );
  14694. if ( material.isMeshToonMaterial ) {
  14695. refreshUniformsToon( m_uniforms, material );
  14696. } else {
  14697. refreshUniformsPhong( m_uniforms, material );
  14698. }
  14699. } else if ( material.isMeshStandardMaterial ) {
  14700. refreshUniformsCommon( m_uniforms, material );
  14701. if ( material.isMeshPhysicalMaterial ) {
  14702. refreshUniformsPhysical( m_uniforms, material );
  14703. } else {
  14704. refreshUniformsStandard( m_uniforms, material );
  14705. }
  14706. } else if ( material.isMeshMatcapMaterial ) {
  14707. refreshUniformsCommon( m_uniforms, material );
  14708. refreshUniformsMatcap( m_uniforms, material );
  14709. } else if ( material.isMeshDepthMaterial ) {
  14710. refreshUniformsCommon( m_uniforms, material );
  14711. refreshUniformsDepth( m_uniforms, material );
  14712. } else if ( material.isMeshDistanceMaterial ) {
  14713. refreshUniformsCommon( m_uniforms, material );
  14714. refreshUniformsDistance( m_uniforms, material );
  14715. } else if ( material.isMeshNormalMaterial ) {
  14716. refreshUniformsCommon( m_uniforms, material );
  14717. refreshUniformsNormal( m_uniforms, material );
  14718. } else if ( material.isLineBasicMaterial ) {
  14719. refreshUniformsLine( m_uniforms, material );
  14720. if ( material.isLineDashedMaterial ) {
  14721. refreshUniformsDash( m_uniforms, material );
  14722. }
  14723. } else if ( material.isPointsMaterial ) {
  14724. refreshUniformsPoints( m_uniforms, material );
  14725. } else if ( material.isSpriteMaterial ) {
  14726. refreshUniformsSprites( m_uniforms, material );
  14727. } else if ( material.isShadowMaterial ) {
  14728. m_uniforms.color.value.copy( material.color );
  14729. m_uniforms.opacity.value = material.opacity;
  14730. }
  14731. // RectAreaLight Texture
  14732. // TODO (mrdoob): Find a nicer implementation
  14733. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14734. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14735. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14736. }
  14737. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14738. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14739. material.uniformsNeedUpdate = false;
  14740. }
  14741. if ( material.isSpriteMaterial ) {
  14742. p_uniforms.setValue( _gl, 'center', object.center );
  14743. }
  14744. // common matrices
  14745. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14746. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14747. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14748. return program;
  14749. }
  14750. // Uniforms (refresh uniforms objects)
  14751. function refreshUniformsCommon( uniforms, material ) {
  14752. uniforms.opacity.value = material.opacity;
  14753. if ( material.color ) {
  14754. uniforms.diffuse.value.copy( material.color );
  14755. }
  14756. if ( material.emissive ) {
  14757. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14758. }
  14759. if ( material.map ) {
  14760. uniforms.map.value = material.map;
  14761. }
  14762. if ( material.alphaMap ) {
  14763. uniforms.alphaMap.value = material.alphaMap;
  14764. }
  14765. if ( material.specularMap ) {
  14766. uniforms.specularMap.value = material.specularMap;
  14767. }
  14768. if ( material.envMap ) {
  14769. uniforms.envMap.value = material.envMap;
  14770. // don't flip CubeTexture envMaps, flip everything else:
  14771. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14772. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14773. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14774. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14775. uniforms.reflectivity.value = material.reflectivity;
  14776. uniforms.refractionRatio.value = material.refractionRatio;
  14777. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14778. }
  14779. if ( material.lightMap ) {
  14780. uniforms.lightMap.value = material.lightMap;
  14781. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14782. }
  14783. if ( material.aoMap ) {
  14784. uniforms.aoMap.value = material.aoMap;
  14785. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14786. }
  14787. // uv repeat and offset setting priorities
  14788. // 1. color map
  14789. // 2. specular map
  14790. // 3. normal map
  14791. // 4. bump map
  14792. // 5. alpha map
  14793. // 6. emissive map
  14794. var uvScaleMap;
  14795. if ( material.map ) {
  14796. uvScaleMap = material.map;
  14797. } else if ( material.specularMap ) {
  14798. uvScaleMap = material.specularMap;
  14799. } else if ( material.displacementMap ) {
  14800. uvScaleMap = material.displacementMap;
  14801. } else if ( material.normalMap ) {
  14802. uvScaleMap = material.normalMap;
  14803. } else if ( material.bumpMap ) {
  14804. uvScaleMap = material.bumpMap;
  14805. } else if ( material.roughnessMap ) {
  14806. uvScaleMap = material.roughnessMap;
  14807. } else if ( material.metalnessMap ) {
  14808. uvScaleMap = material.metalnessMap;
  14809. } else if ( material.alphaMap ) {
  14810. uvScaleMap = material.alphaMap;
  14811. } else if ( material.emissiveMap ) {
  14812. uvScaleMap = material.emissiveMap;
  14813. }
  14814. if ( uvScaleMap !== undefined ) {
  14815. // backwards compatibility
  14816. if ( uvScaleMap.isWebGLRenderTarget ) {
  14817. uvScaleMap = uvScaleMap.texture;
  14818. }
  14819. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14820. uvScaleMap.updateMatrix();
  14821. }
  14822. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14823. }
  14824. }
  14825. function refreshUniformsLine( uniforms, material ) {
  14826. uniforms.diffuse.value.copy( material.color );
  14827. uniforms.opacity.value = material.opacity;
  14828. }
  14829. function refreshUniformsDash( uniforms, material ) {
  14830. uniforms.dashSize.value = material.dashSize;
  14831. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14832. uniforms.scale.value = material.scale;
  14833. }
  14834. function refreshUniformsPoints( uniforms, material ) {
  14835. uniforms.diffuse.value.copy( material.color );
  14836. uniforms.opacity.value = material.opacity;
  14837. uniforms.size.value = material.size * _pixelRatio;
  14838. uniforms.scale.value = _height * 0.5;
  14839. uniforms.map.value = material.map;
  14840. if ( material.map !== null ) {
  14841. if ( material.map.matrixAutoUpdate === true ) {
  14842. material.map.updateMatrix();
  14843. }
  14844. uniforms.uvTransform.value.copy( material.map.matrix );
  14845. }
  14846. }
  14847. function refreshUniformsSprites( uniforms, material ) {
  14848. uniforms.diffuse.value.copy( material.color );
  14849. uniforms.opacity.value = material.opacity;
  14850. uniforms.rotation.value = material.rotation;
  14851. uniforms.map.value = material.map;
  14852. if ( material.map !== null ) {
  14853. if ( material.map.matrixAutoUpdate === true ) {
  14854. material.map.updateMatrix();
  14855. }
  14856. uniforms.uvTransform.value.copy( material.map.matrix );
  14857. }
  14858. }
  14859. function refreshUniformsFog( uniforms, fog ) {
  14860. uniforms.fogColor.value.copy( fog.color );
  14861. if ( fog.isFog ) {
  14862. uniforms.fogNear.value = fog.near;
  14863. uniforms.fogFar.value = fog.far;
  14864. } else if ( fog.isFogExp2 ) {
  14865. uniforms.fogDensity.value = fog.density;
  14866. }
  14867. }
  14868. function refreshUniformsLambert( uniforms, material ) {
  14869. if ( material.emissiveMap ) {
  14870. uniforms.emissiveMap.value = material.emissiveMap;
  14871. }
  14872. }
  14873. function refreshUniformsPhong( uniforms, material ) {
  14874. uniforms.specular.value.copy( material.specular );
  14875. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14876. if ( material.emissiveMap ) {
  14877. uniforms.emissiveMap.value = material.emissiveMap;
  14878. }
  14879. if ( material.bumpMap ) {
  14880. uniforms.bumpMap.value = material.bumpMap;
  14881. uniforms.bumpScale.value = material.bumpScale;
  14882. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14883. }
  14884. if ( material.normalMap ) {
  14885. uniforms.normalMap.value = material.normalMap;
  14886. uniforms.normalScale.value.copy( material.normalScale );
  14887. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14888. }
  14889. if ( material.displacementMap ) {
  14890. uniforms.displacementMap.value = material.displacementMap;
  14891. uniforms.displacementScale.value = material.displacementScale;
  14892. uniforms.displacementBias.value = material.displacementBias;
  14893. }
  14894. }
  14895. function refreshUniformsToon( uniforms, material ) {
  14896. refreshUniformsPhong( uniforms, material );
  14897. if ( material.gradientMap ) {
  14898. uniforms.gradientMap.value = material.gradientMap;
  14899. }
  14900. }
  14901. function refreshUniformsStandard( uniforms, material ) {
  14902. uniforms.roughness.value = material.roughness;
  14903. uniforms.metalness.value = material.metalness;
  14904. if ( material.roughnessMap ) {
  14905. uniforms.roughnessMap.value = material.roughnessMap;
  14906. }
  14907. if ( material.metalnessMap ) {
  14908. uniforms.metalnessMap.value = material.metalnessMap;
  14909. }
  14910. if ( material.emissiveMap ) {
  14911. uniforms.emissiveMap.value = material.emissiveMap;
  14912. }
  14913. if ( material.bumpMap ) {
  14914. uniforms.bumpMap.value = material.bumpMap;
  14915. uniforms.bumpScale.value = material.bumpScale;
  14916. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14917. }
  14918. if ( material.normalMap ) {
  14919. uniforms.normalMap.value = material.normalMap;
  14920. uniforms.normalScale.value.copy( material.normalScale );
  14921. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14922. }
  14923. if ( material.displacementMap ) {
  14924. uniforms.displacementMap.value = material.displacementMap;
  14925. uniforms.displacementScale.value = material.displacementScale;
  14926. uniforms.displacementBias.value = material.displacementBias;
  14927. }
  14928. if ( material.envMap ) {
  14929. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14930. uniforms.envMapIntensity.value = material.envMapIntensity;
  14931. }
  14932. }
  14933. function refreshUniformsPhysical( uniforms, material ) {
  14934. refreshUniformsStandard( uniforms, material );
  14935. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14936. uniforms.clearcoat.value = material.clearcoat;
  14937. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14938. if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
  14939. if ( material.clearcoatNormalMap ) {
  14940. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14941. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14942. if ( material.side === BackSide ) {
  14943. uniforms.clearcoatNormalScale.value.negate();
  14944. }
  14945. }
  14946. uniforms.transparency.value = material.transparency;
  14947. }
  14948. function refreshUniformsMatcap( uniforms, material ) {
  14949. if ( material.matcap ) {
  14950. uniforms.matcap.value = material.matcap;
  14951. }
  14952. if ( material.bumpMap ) {
  14953. uniforms.bumpMap.value = material.bumpMap;
  14954. uniforms.bumpScale.value = material.bumpScale;
  14955. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14956. }
  14957. if ( material.normalMap ) {
  14958. uniforms.normalMap.value = material.normalMap;
  14959. uniforms.normalScale.value.copy( material.normalScale );
  14960. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14961. }
  14962. if ( material.displacementMap ) {
  14963. uniforms.displacementMap.value = material.displacementMap;
  14964. uniforms.displacementScale.value = material.displacementScale;
  14965. uniforms.displacementBias.value = material.displacementBias;
  14966. }
  14967. }
  14968. function refreshUniformsDepth( uniforms, material ) {
  14969. if ( material.displacementMap ) {
  14970. uniforms.displacementMap.value = material.displacementMap;
  14971. uniforms.displacementScale.value = material.displacementScale;
  14972. uniforms.displacementBias.value = material.displacementBias;
  14973. }
  14974. }
  14975. function refreshUniformsDistance( uniforms, material ) {
  14976. if ( material.displacementMap ) {
  14977. uniforms.displacementMap.value = material.displacementMap;
  14978. uniforms.displacementScale.value = material.displacementScale;
  14979. uniforms.displacementBias.value = material.displacementBias;
  14980. }
  14981. uniforms.referencePosition.value.copy( material.referencePosition );
  14982. uniforms.nearDistance.value = material.nearDistance;
  14983. uniforms.farDistance.value = material.farDistance;
  14984. }
  14985. function refreshUniformsNormal( uniforms, material ) {
  14986. if ( material.bumpMap ) {
  14987. uniforms.bumpMap.value = material.bumpMap;
  14988. uniforms.bumpScale.value = material.bumpScale;
  14989. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14990. }
  14991. if ( material.normalMap ) {
  14992. uniforms.normalMap.value = material.normalMap;
  14993. uniforms.normalScale.value.copy( material.normalScale );
  14994. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14995. }
  14996. if ( material.displacementMap ) {
  14997. uniforms.displacementMap.value = material.displacementMap;
  14998. uniforms.displacementScale.value = material.displacementScale;
  14999. uniforms.displacementBias.value = material.displacementBias;
  15000. }
  15001. }
  15002. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15003. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15004. uniforms.ambientLightColor.needsUpdate = value;
  15005. uniforms.lightProbe.needsUpdate = value;
  15006. uniforms.directionalLights.needsUpdate = value;
  15007. uniforms.pointLights.needsUpdate = value;
  15008. uniforms.spotLights.needsUpdate = value;
  15009. uniforms.rectAreaLights.needsUpdate = value;
  15010. uniforms.hemisphereLights.needsUpdate = value;
  15011. }
  15012. //
  15013. this.setFramebuffer = function ( value ) {
  15014. if ( _framebuffer !== value ) _gl.bindFramebuffer( 36160, value );
  15015. _framebuffer = value;
  15016. };
  15017. this.getActiveCubeFace = function () {
  15018. return _currentActiveCubeFace;
  15019. };
  15020. this.getActiveMipmapLevel = function () {
  15021. return _currentActiveMipmapLevel;
  15022. };
  15023. this.getRenderTarget = function () {
  15024. return _currentRenderTarget;
  15025. };
  15026. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15027. _currentRenderTarget = renderTarget;
  15028. _currentActiveCubeFace = activeCubeFace;
  15029. _currentActiveMipmapLevel = activeMipmapLevel;
  15030. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15031. textures.setupRenderTarget( renderTarget );
  15032. }
  15033. var framebuffer = _framebuffer;
  15034. var isCube = false;
  15035. if ( renderTarget ) {
  15036. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15037. if ( renderTarget.isWebGLRenderTargetCube ) {
  15038. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15039. isCube = true;
  15040. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15041. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15042. } else {
  15043. framebuffer = __webglFramebuffer;
  15044. }
  15045. _currentViewport.copy( renderTarget.viewport );
  15046. _currentScissor.copy( renderTarget.scissor );
  15047. _currentScissorTest = renderTarget.scissorTest;
  15048. } else {
  15049. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15050. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15051. _currentScissorTest = _scissorTest;
  15052. }
  15053. if ( _currentFramebuffer !== framebuffer ) {
  15054. _gl.bindFramebuffer( 36160, framebuffer );
  15055. _currentFramebuffer = framebuffer;
  15056. }
  15057. state.viewport( _currentViewport );
  15058. state.scissor( _currentScissor );
  15059. state.setScissorTest( _currentScissorTest );
  15060. if ( isCube ) {
  15061. var textureProperties = properties.get( renderTarget.texture );
  15062. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15063. }
  15064. };
  15065. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15066. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15067. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15068. return;
  15069. }
  15070. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15071. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15072. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15073. }
  15074. if ( framebuffer ) {
  15075. var restore = false;
  15076. if ( framebuffer !== _currentFramebuffer ) {
  15077. _gl.bindFramebuffer( 36160, framebuffer );
  15078. restore = true;
  15079. }
  15080. try {
  15081. var texture = renderTarget.texture;
  15082. var textureFormat = texture.format;
  15083. var textureType = texture.type;
  15084. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15085. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15086. return;
  15087. }
  15088. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15089. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15090. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15091. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15092. return;
  15093. }
  15094. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15095. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15096. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15097. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15098. }
  15099. } else {
  15100. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15101. }
  15102. } finally {
  15103. if ( restore ) {
  15104. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15105. }
  15106. }
  15107. }
  15108. };
  15109. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15110. var width = texture.image.width;
  15111. var height = texture.image.height;
  15112. var glFormat = utils.convert( texture.format );
  15113. textures.setTexture2D( texture, 0 );
  15114. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15115. };
  15116. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15117. var width = srcTexture.image.width;
  15118. var height = srcTexture.image.height;
  15119. var glFormat = utils.convert( dstTexture.format );
  15120. var glType = utils.convert( dstTexture.type );
  15121. textures.setTexture2D( dstTexture, 0 );
  15122. if ( srcTexture.isDataTexture ) {
  15123. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15124. } else {
  15125. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15126. }
  15127. };
  15128. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15129. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15130. }
  15131. }
  15132. /**
  15133. * @author mrdoob / http://mrdoob.com/
  15134. * @author alteredq / http://alteredqualia.com/
  15135. */
  15136. function FogExp2( color, density ) {
  15137. this.name = '';
  15138. this.color = new Color( color );
  15139. this.density = ( density !== undefined ) ? density : 0.00025;
  15140. }
  15141. Object.assign( FogExp2.prototype, {
  15142. isFogExp2: true,
  15143. clone: function () {
  15144. return new FogExp2( this.color, this.density );
  15145. },
  15146. toJSON: function ( /* meta */ ) {
  15147. return {
  15148. type: 'FogExp2',
  15149. color: this.color.getHex(),
  15150. density: this.density
  15151. };
  15152. }
  15153. } );
  15154. /**
  15155. * @author mrdoob / http://mrdoob.com/
  15156. * @author alteredq / http://alteredqualia.com/
  15157. */
  15158. function Fog( color, near, far ) {
  15159. this.name = '';
  15160. this.color = new Color( color );
  15161. this.near = ( near !== undefined ) ? near : 1;
  15162. this.far = ( far !== undefined ) ? far : 1000;
  15163. }
  15164. Object.assign( Fog.prototype, {
  15165. isFog: true,
  15166. clone: function () {
  15167. return new Fog( this.color, this.near, this.far );
  15168. },
  15169. toJSON: function ( /* meta */ ) {
  15170. return {
  15171. type: 'Fog',
  15172. color: this.color.getHex(),
  15173. near: this.near,
  15174. far: this.far
  15175. };
  15176. }
  15177. } );
  15178. /**
  15179. * @author benaadams / https://twitter.com/ben_a_adams
  15180. */
  15181. function InterleavedBuffer( array, stride ) {
  15182. this.array = array;
  15183. this.stride = stride;
  15184. this.count = array !== undefined ? array.length / stride : 0;
  15185. this.dynamic = false;
  15186. this.updateRange = { offset: 0, count: - 1 };
  15187. this.version = 0;
  15188. }
  15189. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15190. set: function ( value ) {
  15191. if ( value === true ) this.version ++;
  15192. }
  15193. } );
  15194. Object.assign( InterleavedBuffer.prototype, {
  15195. isInterleavedBuffer: true,
  15196. onUploadCallback: function () {},
  15197. setArray: function ( array ) {
  15198. if ( Array.isArray( array ) ) {
  15199. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  15200. }
  15201. this.count = array !== undefined ? array.length / this.stride : 0;
  15202. this.array = array;
  15203. return this;
  15204. },
  15205. setDynamic: function ( value ) {
  15206. this.dynamic = value;
  15207. return this;
  15208. },
  15209. copy: function ( source ) {
  15210. this.array = new source.array.constructor( source.array );
  15211. this.count = source.count;
  15212. this.stride = source.stride;
  15213. this.dynamic = source.dynamic;
  15214. return this;
  15215. },
  15216. copyAt: function ( index1, attribute, index2 ) {
  15217. index1 *= this.stride;
  15218. index2 *= attribute.stride;
  15219. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15220. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15221. }
  15222. return this;
  15223. },
  15224. set: function ( value, offset ) {
  15225. if ( offset === undefined ) offset = 0;
  15226. this.array.set( value, offset );
  15227. return this;
  15228. },
  15229. clone: function () {
  15230. return new this.constructor().copy( this );
  15231. },
  15232. onUpload: function ( callback ) {
  15233. this.onUploadCallback = callback;
  15234. return this;
  15235. }
  15236. } );
  15237. /**
  15238. * @author benaadams / https://twitter.com/ben_a_adams
  15239. */
  15240. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15241. this.data = interleavedBuffer;
  15242. this.itemSize = itemSize;
  15243. this.offset = offset;
  15244. this.normalized = normalized === true;
  15245. }
  15246. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15247. count: {
  15248. get: function () {
  15249. return this.data.count;
  15250. }
  15251. },
  15252. array: {
  15253. get: function () {
  15254. return this.data.array;
  15255. }
  15256. }
  15257. } );
  15258. Object.assign( InterleavedBufferAttribute.prototype, {
  15259. isInterleavedBufferAttribute: true,
  15260. setX: function ( index, x ) {
  15261. this.data.array[ index * this.data.stride + this.offset ] = x;
  15262. return this;
  15263. },
  15264. setY: function ( index, y ) {
  15265. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15266. return this;
  15267. },
  15268. setZ: function ( index, z ) {
  15269. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15270. return this;
  15271. },
  15272. setW: function ( index, w ) {
  15273. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15274. return this;
  15275. },
  15276. getX: function ( index ) {
  15277. return this.data.array[ index * this.data.stride + this.offset ];
  15278. },
  15279. getY: function ( index ) {
  15280. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15281. },
  15282. getZ: function ( index ) {
  15283. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15284. },
  15285. getW: function ( index ) {
  15286. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15287. },
  15288. setXY: function ( index, x, y ) {
  15289. index = index * this.data.stride + this.offset;
  15290. this.data.array[ index + 0 ] = x;
  15291. this.data.array[ index + 1 ] = y;
  15292. return this;
  15293. },
  15294. setXYZ: function ( index, x, y, z ) {
  15295. index = index * this.data.stride + this.offset;
  15296. this.data.array[ index + 0 ] = x;
  15297. this.data.array[ index + 1 ] = y;
  15298. this.data.array[ index + 2 ] = z;
  15299. return this;
  15300. },
  15301. setXYZW: function ( index, x, y, z, w ) {
  15302. index = index * this.data.stride + this.offset;
  15303. this.data.array[ index + 0 ] = x;
  15304. this.data.array[ index + 1 ] = y;
  15305. this.data.array[ index + 2 ] = z;
  15306. this.data.array[ index + 3 ] = w;
  15307. return this;
  15308. }
  15309. } );
  15310. /**
  15311. * @author alteredq / http://alteredqualia.com/
  15312. *
  15313. * parameters = {
  15314. * color: <hex>,
  15315. * map: new THREE.Texture( <Image> ),
  15316. * rotation: <float>,
  15317. * sizeAttenuation: <bool>
  15318. * }
  15319. */
  15320. function SpriteMaterial( parameters ) {
  15321. Material.call( this );
  15322. this.type = 'SpriteMaterial';
  15323. this.color = new Color( 0xffffff );
  15324. this.map = null;
  15325. this.rotation = 0;
  15326. this.sizeAttenuation = true;
  15327. this.lights = false;
  15328. this.transparent = true;
  15329. this.setValues( parameters );
  15330. }
  15331. SpriteMaterial.prototype = Object.create( Material.prototype );
  15332. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15333. SpriteMaterial.prototype.isSpriteMaterial = true;
  15334. SpriteMaterial.prototype.copy = function ( source ) {
  15335. Material.prototype.copy.call( this, source );
  15336. this.color.copy( source.color );
  15337. this.map = source.map;
  15338. this.rotation = source.rotation;
  15339. this.sizeAttenuation = source.sizeAttenuation;
  15340. return this;
  15341. };
  15342. /**
  15343. * @author mikael emtinger / http://gomo.se/
  15344. * @author alteredq / http://alteredqualia.com/
  15345. */
  15346. var _geometry;
  15347. var _intersectPoint = new Vector3();
  15348. var _worldScale = new Vector3();
  15349. var _mvPosition = new Vector3();
  15350. var _alignedPosition = new Vector2();
  15351. var _rotatedPosition = new Vector2();
  15352. var _viewWorldMatrix = new Matrix4();
  15353. var _vA$1 = new Vector3();
  15354. var _vB$1 = new Vector3();
  15355. var _vC$1 = new Vector3();
  15356. var _uvA$1 = new Vector2();
  15357. var _uvB$1 = new Vector2();
  15358. var _uvC$1 = new Vector2();
  15359. function Sprite( material ) {
  15360. Object3D.call( this );
  15361. this.type = 'Sprite';
  15362. if ( _geometry === undefined ) {
  15363. _geometry = new BufferGeometry();
  15364. var float32Array = new Float32Array( [
  15365. - 0.5, - 0.5, 0, 0, 0,
  15366. 0.5, - 0.5, 0, 1, 0,
  15367. 0.5, 0.5, 0, 1, 1,
  15368. - 0.5, 0.5, 0, 0, 1
  15369. ] );
  15370. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15371. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15372. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15373. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15374. }
  15375. this.geometry = _geometry;
  15376. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15377. this.center = new Vector2( 0.5, 0.5 );
  15378. }
  15379. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15380. constructor: Sprite,
  15381. isSprite: true,
  15382. raycast: function ( raycaster, intersects ) {
  15383. if ( raycaster.camera === null ) {
  15384. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15385. }
  15386. _worldScale.setFromMatrixScale( this.matrixWorld );
  15387. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15388. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15389. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15390. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15391. _worldScale.multiplyScalar( - _mvPosition.z );
  15392. }
  15393. var rotation = this.material.rotation;
  15394. var sin, cos;
  15395. if ( rotation !== 0 ) {
  15396. cos = Math.cos( rotation );
  15397. sin = Math.sin( rotation );
  15398. }
  15399. var center = this.center;
  15400. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15401. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15402. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15403. _uvA$1.set( 0, 0 );
  15404. _uvB$1.set( 1, 0 );
  15405. _uvC$1.set( 1, 1 );
  15406. // check first triangle
  15407. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15408. if ( intersect === null ) {
  15409. // check second triangle
  15410. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15411. _uvB$1.set( 0, 1 );
  15412. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15413. if ( intersect === null ) {
  15414. return;
  15415. }
  15416. }
  15417. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15418. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15419. intersects.push( {
  15420. distance: distance,
  15421. point: _intersectPoint.clone(),
  15422. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15423. face: null,
  15424. object: this
  15425. } );
  15426. },
  15427. clone: function () {
  15428. return new this.constructor( this.material ).copy( this );
  15429. },
  15430. copy: function ( source ) {
  15431. Object3D.prototype.copy.call( this, source );
  15432. if ( source.center !== undefined ) this.center.copy( source.center );
  15433. return this;
  15434. }
  15435. } );
  15436. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15437. // compute position in camera space
  15438. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15439. // to check if rotation is not zero
  15440. if ( sin !== undefined ) {
  15441. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15442. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15443. } else {
  15444. _rotatedPosition.copy( _alignedPosition );
  15445. }
  15446. vertexPosition.copy( mvPosition );
  15447. vertexPosition.x += _rotatedPosition.x;
  15448. vertexPosition.y += _rotatedPosition.y;
  15449. // transform to world space
  15450. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15451. }
  15452. /**
  15453. * @author mikael emtinger / http://gomo.se/
  15454. * @author alteredq / http://alteredqualia.com/
  15455. * @author mrdoob / http://mrdoob.com/
  15456. */
  15457. var _v1$4 = new Vector3();
  15458. var _v2$2 = new Vector3();
  15459. function LOD() {
  15460. Object3D.call( this );
  15461. this.type = 'LOD';
  15462. Object.defineProperties( this, {
  15463. levels: {
  15464. enumerable: true,
  15465. value: []
  15466. }
  15467. } );
  15468. this.autoUpdate = true;
  15469. }
  15470. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15471. constructor: LOD,
  15472. isLOD: true,
  15473. copy: function ( source ) {
  15474. Object3D.prototype.copy.call( this, source, false );
  15475. var levels = source.levels;
  15476. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15477. var level = levels[ i ];
  15478. this.addLevel( level.object.clone(), level.distance );
  15479. }
  15480. return this;
  15481. },
  15482. addLevel: function ( object, distance ) {
  15483. if ( distance === undefined ) distance = 0;
  15484. distance = Math.abs( distance );
  15485. var levels = this.levels;
  15486. for ( var l = 0; l < levels.length; l ++ ) {
  15487. if ( distance < levels[ l ].distance ) {
  15488. break;
  15489. }
  15490. }
  15491. levels.splice( l, 0, { distance: distance, object: object } );
  15492. this.add( object );
  15493. return this;
  15494. },
  15495. getObjectForDistance: function ( distance ) {
  15496. var levels = this.levels;
  15497. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15498. if ( distance < levels[ i ].distance ) {
  15499. break;
  15500. }
  15501. }
  15502. return levels[ i - 1 ].object;
  15503. },
  15504. raycast: function ( raycaster, intersects ) {
  15505. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15506. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15507. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15508. },
  15509. update: function ( camera ) {
  15510. var levels = this.levels;
  15511. if ( levels.length > 1 ) {
  15512. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15513. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15514. var distance = _v1$4.distanceTo( _v2$2 );
  15515. levels[ 0 ].object.visible = true;
  15516. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15517. if ( distance >= levels[ i ].distance ) {
  15518. levels[ i - 1 ].object.visible = false;
  15519. levels[ i ].object.visible = true;
  15520. } else {
  15521. break;
  15522. }
  15523. }
  15524. for ( ; i < l; i ++ ) {
  15525. levels[ i ].object.visible = false;
  15526. }
  15527. }
  15528. },
  15529. toJSON: function ( meta ) {
  15530. var data = Object3D.prototype.toJSON.call( this, meta );
  15531. data.object.levels = [];
  15532. var levels = this.levels;
  15533. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15534. var level = levels[ i ];
  15535. data.object.levels.push( {
  15536. object: level.object.uuid,
  15537. distance: level.distance
  15538. } );
  15539. }
  15540. return data;
  15541. }
  15542. } );
  15543. /**
  15544. * @author mikael emtinger / http://gomo.se/
  15545. * @author alteredq / http://alteredqualia.com/
  15546. * @author ikerr / http://verold.com
  15547. */
  15548. function SkinnedMesh( geometry, material ) {
  15549. if ( geometry && geometry.isGeometry ) {
  15550. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15551. }
  15552. Mesh.call( this, geometry, material );
  15553. this.type = 'SkinnedMesh';
  15554. this.bindMode = 'attached';
  15555. this.bindMatrix = new Matrix4();
  15556. this.bindMatrixInverse = new Matrix4();
  15557. }
  15558. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15559. constructor: SkinnedMesh,
  15560. isSkinnedMesh: true,
  15561. bind: function ( skeleton, bindMatrix ) {
  15562. this.skeleton = skeleton;
  15563. if ( bindMatrix === undefined ) {
  15564. this.updateMatrixWorld( true );
  15565. this.skeleton.calculateInverses();
  15566. bindMatrix = this.matrixWorld;
  15567. }
  15568. this.bindMatrix.copy( bindMatrix );
  15569. this.bindMatrixInverse.getInverse( bindMatrix );
  15570. },
  15571. pose: function () {
  15572. this.skeleton.pose();
  15573. },
  15574. normalizeSkinWeights: function () {
  15575. var vector = new Vector4();
  15576. var skinWeight = this.geometry.attributes.skinWeight;
  15577. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15578. vector.x = skinWeight.getX( i );
  15579. vector.y = skinWeight.getY( i );
  15580. vector.z = skinWeight.getZ( i );
  15581. vector.w = skinWeight.getW( i );
  15582. var scale = 1.0 / vector.manhattanLength();
  15583. if ( scale !== Infinity ) {
  15584. vector.multiplyScalar( scale );
  15585. } else {
  15586. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15587. }
  15588. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15589. }
  15590. },
  15591. updateMatrixWorld: function ( force ) {
  15592. Mesh.prototype.updateMatrixWorld.call( this, force );
  15593. if ( this.bindMode === 'attached' ) {
  15594. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15595. } else if ( this.bindMode === 'detached' ) {
  15596. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15597. } else {
  15598. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15599. }
  15600. },
  15601. clone: function () {
  15602. return new this.constructor( this.geometry, this.material ).copy( this );
  15603. }
  15604. } );
  15605. /**
  15606. * @author mikael emtinger / http://gomo.se/
  15607. * @author alteredq / http://alteredqualia.com/
  15608. * @author michael guerrero / http://realitymeltdown.com
  15609. * @author ikerr / http://verold.com
  15610. */
  15611. var _offsetMatrix = new Matrix4();
  15612. var _identityMatrix = new Matrix4();
  15613. function Skeleton( bones, boneInverses ) {
  15614. // copy the bone array
  15615. bones = bones || [];
  15616. this.bones = bones.slice( 0 );
  15617. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15618. // use the supplied bone inverses or calculate the inverses
  15619. if ( boneInverses === undefined ) {
  15620. this.calculateInverses();
  15621. } else {
  15622. if ( this.bones.length === boneInverses.length ) {
  15623. this.boneInverses = boneInverses.slice( 0 );
  15624. } else {
  15625. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15626. this.boneInverses = [];
  15627. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15628. this.boneInverses.push( new Matrix4() );
  15629. }
  15630. }
  15631. }
  15632. }
  15633. Object.assign( Skeleton.prototype, {
  15634. calculateInverses: function () {
  15635. this.boneInverses = [];
  15636. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15637. var inverse = new Matrix4();
  15638. if ( this.bones[ i ] ) {
  15639. inverse.getInverse( this.bones[ i ].matrixWorld );
  15640. }
  15641. this.boneInverses.push( inverse );
  15642. }
  15643. },
  15644. pose: function () {
  15645. var bone, i, il;
  15646. // recover the bind-time world matrices
  15647. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15648. bone = this.bones[ i ];
  15649. if ( bone ) {
  15650. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15651. }
  15652. }
  15653. // compute the local matrices, positions, rotations and scales
  15654. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15655. bone = this.bones[ i ];
  15656. if ( bone ) {
  15657. if ( bone.parent && bone.parent.isBone ) {
  15658. bone.matrix.getInverse( bone.parent.matrixWorld );
  15659. bone.matrix.multiply( bone.matrixWorld );
  15660. } else {
  15661. bone.matrix.copy( bone.matrixWorld );
  15662. }
  15663. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15664. }
  15665. }
  15666. },
  15667. update: function () {
  15668. var bones = this.bones;
  15669. var boneInverses = this.boneInverses;
  15670. var boneMatrices = this.boneMatrices;
  15671. var boneTexture = this.boneTexture;
  15672. // flatten bone matrices to array
  15673. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15674. // compute the offset between the current and the original transform
  15675. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  15676. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15677. _offsetMatrix.toArray( boneMatrices, i * 16 );
  15678. }
  15679. if ( boneTexture !== undefined ) {
  15680. boneTexture.needsUpdate = true;
  15681. }
  15682. },
  15683. clone: function () {
  15684. return new Skeleton( this.bones, this.boneInverses );
  15685. },
  15686. getBoneByName: function ( name ) {
  15687. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15688. var bone = this.bones[ i ];
  15689. if ( bone.name === name ) {
  15690. return bone;
  15691. }
  15692. }
  15693. return undefined;
  15694. }
  15695. } );
  15696. /**
  15697. * @author mikael emtinger / http://gomo.se/
  15698. * @author alteredq / http://alteredqualia.com/
  15699. * @author ikerr / http://verold.com
  15700. */
  15701. function Bone() {
  15702. Object3D.call( this );
  15703. this.type = 'Bone';
  15704. }
  15705. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15706. constructor: Bone,
  15707. isBone: true
  15708. } );
  15709. /**
  15710. * @author mrdoob / http://mrdoob.com/
  15711. * @author alteredq / http://alteredqualia.com/
  15712. *
  15713. * parameters = {
  15714. * color: <hex>,
  15715. * opacity: <float>,
  15716. *
  15717. * linewidth: <float>,
  15718. * linecap: "round",
  15719. * linejoin: "round"
  15720. * }
  15721. */
  15722. function LineBasicMaterial( parameters ) {
  15723. Material.call( this );
  15724. this.type = 'LineBasicMaterial';
  15725. this.color = new Color( 0xffffff );
  15726. this.linewidth = 1;
  15727. this.linecap = 'round';
  15728. this.linejoin = 'round';
  15729. this.lights = false;
  15730. this.setValues( parameters );
  15731. }
  15732. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15733. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15734. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15735. LineBasicMaterial.prototype.copy = function ( source ) {
  15736. Material.prototype.copy.call( this, source );
  15737. this.color.copy( source.color );
  15738. this.linewidth = source.linewidth;
  15739. this.linecap = source.linecap;
  15740. this.linejoin = source.linejoin;
  15741. return this;
  15742. };
  15743. /**
  15744. * @author mrdoob / http://mrdoob.com/
  15745. */
  15746. var _start = new Vector3();
  15747. var _end = new Vector3();
  15748. var _inverseMatrix$1 = new Matrix4();
  15749. var _ray$1 = new Ray();
  15750. var _sphere$2 = new Sphere();
  15751. function Line( geometry, material, mode ) {
  15752. if ( mode === 1 ) {
  15753. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15754. }
  15755. Object3D.call( this );
  15756. this.type = 'Line';
  15757. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15758. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15759. }
  15760. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15761. constructor: Line,
  15762. isLine: true,
  15763. computeLineDistances: function () {
  15764. var geometry = this.geometry;
  15765. if ( geometry.isBufferGeometry ) {
  15766. // we assume non-indexed geometry
  15767. if ( geometry.index === null ) {
  15768. var positionAttribute = geometry.attributes.position;
  15769. var lineDistances = [ 0 ];
  15770. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15771. _start.fromBufferAttribute( positionAttribute, i - 1 );
  15772. _end.fromBufferAttribute( positionAttribute, i );
  15773. lineDistances[ i ] = lineDistances[ i - 1 ];
  15774. lineDistances[ i ] += _start.distanceTo( _end );
  15775. }
  15776. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15777. } else {
  15778. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15779. }
  15780. } else if ( geometry.isGeometry ) {
  15781. var vertices = geometry.vertices;
  15782. var lineDistances = geometry.lineDistances;
  15783. lineDistances[ 0 ] = 0;
  15784. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15785. lineDistances[ i ] = lineDistances[ i - 1 ];
  15786. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15787. }
  15788. }
  15789. return this;
  15790. },
  15791. raycast: function ( raycaster, intersects ) {
  15792. var precision = raycaster.linePrecision;
  15793. var geometry = this.geometry;
  15794. var matrixWorld = this.matrixWorld;
  15795. // Checking boundingSphere distance to ray
  15796. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15797. _sphere$2.copy( geometry.boundingSphere );
  15798. _sphere$2.applyMatrix4( matrixWorld );
  15799. _sphere$2.radius += precision;
  15800. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;
  15801. //
  15802. _inverseMatrix$1.getInverse( matrixWorld );
  15803. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  15804. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15805. var localPrecisionSq = localPrecision * localPrecision;
  15806. var vStart = new Vector3();
  15807. var vEnd = new Vector3();
  15808. var interSegment = new Vector3();
  15809. var interRay = new Vector3();
  15810. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15811. if ( geometry.isBufferGeometry ) {
  15812. var index = geometry.index;
  15813. var attributes = geometry.attributes;
  15814. var positions = attributes.position.array;
  15815. if ( index !== null ) {
  15816. var indices = index.array;
  15817. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15818. var a = indices[ i ];
  15819. var b = indices[ i + 1 ];
  15820. vStart.fromArray( positions, a * 3 );
  15821. vEnd.fromArray( positions, b * 3 );
  15822. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15823. if ( distSq > localPrecisionSq ) continue;
  15824. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15825. var distance = raycaster.ray.origin.distanceTo( interRay );
  15826. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15827. intersects.push( {
  15828. distance: distance,
  15829. // What do we want? intersection point on the ray or on the segment??
  15830. // point: raycaster.ray.at( distance ),
  15831. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15832. index: i,
  15833. face: null,
  15834. faceIndex: null,
  15835. object: this
  15836. } );
  15837. }
  15838. } else {
  15839. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15840. vStart.fromArray( positions, 3 * i );
  15841. vEnd.fromArray( positions, 3 * i + 3 );
  15842. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15843. if ( distSq > localPrecisionSq ) continue;
  15844. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15845. var distance = raycaster.ray.origin.distanceTo( interRay );
  15846. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15847. intersects.push( {
  15848. distance: distance,
  15849. // What do we want? intersection point on the ray or on the segment??
  15850. // point: raycaster.ray.at( distance ),
  15851. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15852. index: i,
  15853. face: null,
  15854. faceIndex: null,
  15855. object: this
  15856. } );
  15857. }
  15858. }
  15859. } else if ( geometry.isGeometry ) {
  15860. var vertices = geometry.vertices;
  15861. var nbVertices = vertices.length;
  15862. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15863. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15864. if ( distSq > localPrecisionSq ) continue;
  15865. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15866. var distance = raycaster.ray.origin.distanceTo( interRay );
  15867. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15868. intersects.push( {
  15869. distance: distance,
  15870. // What do we want? intersection point on the ray or on the segment??
  15871. // point: raycaster.ray.at( distance ),
  15872. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15873. index: i,
  15874. face: null,
  15875. faceIndex: null,
  15876. object: this
  15877. } );
  15878. }
  15879. }
  15880. },
  15881. clone: function () {
  15882. return new this.constructor( this.geometry, this.material ).copy( this );
  15883. }
  15884. } );
  15885. /**
  15886. * @author mrdoob / http://mrdoob.com/
  15887. */
  15888. var _start$1 = new Vector3();
  15889. var _end$1 = new Vector3();
  15890. function LineSegments( geometry, material ) {
  15891. Line.call( this, geometry, material );
  15892. this.type = 'LineSegments';
  15893. }
  15894. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15895. constructor: LineSegments,
  15896. isLineSegments: true,
  15897. computeLineDistances: function () {
  15898. var geometry = this.geometry;
  15899. if ( geometry.isBufferGeometry ) {
  15900. // we assume non-indexed geometry
  15901. if ( geometry.index === null ) {
  15902. var positionAttribute = geometry.attributes.position;
  15903. var lineDistances = [];
  15904. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  15905. _start$1.fromBufferAttribute( positionAttribute, i );
  15906. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  15907. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15908. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  15909. }
  15910. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15911. } else {
  15912. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15913. }
  15914. } else if ( geometry.isGeometry ) {
  15915. var vertices = geometry.vertices;
  15916. var lineDistances = geometry.lineDistances;
  15917. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  15918. _start$1.copy( vertices[ i ] );
  15919. _end$1.copy( vertices[ i + 1 ] );
  15920. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15921. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  15922. }
  15923. }
  15924. return this;
  15925. }
  15926. } );
  15927. /**
  15928. * @author mgreter / http://github.com/mgreter
  15929. */
  15930. function LineLoop( geometry, material ) {
  15931. Line.call( this, geometry, material );
  15932. this.type = 'LineLoop';
  15933. }
  15934. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  15935. constructor: LineLoop,
  15936. isLineLoop: true,
  15937. } );
  15938. /**
  15939. * @author mrdoob / http://mrdoob.com/
  15940. * @author alteredq / http://alteredqualia.com/
  15941. *
  15942. * parameters = {
  15943. * color: <hex>,
  15944. * opacity: <float>,
  15945. * map: new THREE.Texture( <Image> ),
  15946. *
  15947. * size: <float>,
  15948. * sizeAttenuation: <bool>
  15949. *
  15950. * morphTargets: <bool>
  15951. * }
  15952. */
  15953. function PointsMaterial( parameters ) {
  15954. Material.call( this );
  15955. this.type = 'PointsMaterial';
  15956. this.color = new Color( 0xffffff );
  15957. this.map = null;
  15958. this.size = 1;
  15959. this.sizeAttenuation = true;
  15960. this.morphTargets = false;
  15961. this.lights = false;
  15962. this.setValues( parameters );
  15963. }
  15964. PointsMaterial.prototype = Object.create( Material.prototype );
  15965. PointsMaterial.prototype.constructor = PointsMaterial;
  15966. PointsMaterial.prototype.isPointsMaterial = true;
  15967. PointsMaterial.prototype.copy = function ( source ) {
  15968. Material.prototype.copy.call( this, source );
  15969. this.color.copy( source.color );
  15970. this.map = source.map;
  15971. this.size = source.size;
  15972. this.sizeAttenuation = source.sizeAttenuation;
  15973. this.morphTargets = source.morphTargets;
  15974. return this;
  15975. };
  15976. /**
  15977. * @author alteredq / http://alteredqualia.com/
  15978. */
  15979. var _inverseMatrix$2 = new Matrix4();
  15980. var _ray$2 = new Ray();
  15981. var _sphere$3 = new Sphere();
  15982. var _position$1 = new Vector3();
  15983. function Points( geometry, material ) {
  15984. Object3D.call( this );
  15985. this.type = 'Points';
  15986. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15987. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  15988. this.updateMorphTargets();
  15989. }
  15990. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15991. constructor: Points,
  15992. isPoints: true,
  15993. raycast: function ( raycaster, intersects ) {
  15994. var geometry = this.geometry;
  15995. var matrixWorld = this.matrixWorld;
  15996. var threshold = raycaster.params.Points.threshold;
  15997. // Checking boundingSphere distance to ray
  15998. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15999. _sphere$3.copy( geometry.boundingSphere );
  16000. _sphere$3.applyMatrix4( matrixWorld );
  16001. _sphere$3.radius += threshold;
  16002. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;
  16003. //
  16004. _inverseMatrix$2.getInverse( matrixWorld );
  16005. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16006. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16007. var localThresholdSq = localThreshold * localThreshold;
  16008. if ( geometry.isBufferGeometry ) {
  16009. var index = geometry.index;
  16010. var attributes = geometry.attributes;
  16011. var positions = attributes.position.array;
  16012. if ( index !== null ) {
  16013. var indices = index.array;
  16014. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16015. var a = indices[ i ];
  16016. _position$1.fromArray( positions, a * 3 );
  16017. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16018. }
  16019. } else {
  16020. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16021. _position$1.fromArray( positions, i * 3 );
  16022. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16023. }
  16024. }
  16025. } else {
  16026. var vertices = geometry.vertices;
  16027. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16028. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16029. }
  16030. }
  16031. },
  16032. updateMorphTargets: function () {
  16033. var geometry = this.geometry;
  16034. var m, ml, name;
  16035. if ( geometry.isBufferGeometry ) {
  16036. var morphAttributes = geometry.morphAttributes;
  16037. var keys = Object.keys( morphAttributes );
  16038. if ( keys.length > 0 ) {
  16039. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16040. if ( morphAttribute !== undefined ) {
  16041. this.morphTargetInfluences = [];
  16042. this.morphTargetDictionary = {};
  16043. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16044. name = morphAttribute[ m ].name || String( m );
  16045. this.morphTargetInfluences.push( 0 );
  16046. this.morphTargetDictionary[ name ] = m;
  16047. }
  16048. }
  16049. }
  16050. } else {
  16051. var morphTargets = geometry.morphTargets;
  16052. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16053. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16054. }
  16055. }
  16056. },
  16057. clone: function () {
  16058. return new this.constructor( this.geometry, this.material ).copy( this );
  16059. }
  16060. } );
  16061. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16062. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16063. if ( rayPointDistanceSq < localThresholdSq ) {
  16064. var intersectPoint = new Vector3();
  16065. _ray$2.closestPointToPoint( point, intersectPoint );
  16066. intersectPoint.applyMatrix4( matrixWorld );
  16067. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16068. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16069. intersects.push( {
  16070. distance: distance,
  16071. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16072. point: intersectPoint,
  16073. index: index,
  16074. face: null,
  16075. object: object
  16076. } );
  16077. }
  16078. }
  16079. /**
  16080. * @author mrdoob / http://mrdoob.com/
  16081. */
  16082. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16083. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16084. this.format = format !== undefined ? format : RGBFormat;
  16085. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16086. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16087. this.generateMipmaps = false;
  16088. }
  16089. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16090. constructor: VideoTexture,
  16091. isVideoTexture: true,
  16092. update: function () {
  16093. var video = this.image;
  16094. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16095. this.needsUpdate = true;
  16096. }
  16097. }
  16098. } );
  16099. /**
  16100. * @author alteredq / http://alteredqualia.com/
  16101. */
  16102. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16103. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16104. this.image = { width: width, height: height };
  16105. this.mipmaps = mipmaps;
  16106. // no flipping for cube textures
  16107. // (also flipping doesn't work for compressed textures )
  16108. this.flipY = false;
  16109. // can't generate mipmaps for compressed textures
  16110. // mips must be embedded in DDS files
  16111. this.generateMipmaps = false;
  16112. }
  16113. CompressedTexture.prototype = Object.create( Texture.prototype );
  16114. CompressedTexture.prototype.constructor = CompressedTexture;
  16115. CompressedTexture.prototype.isCompressedTexture = true;
  16116. /**
  16117. * @author mrdoob / http://mrdoob.com/
  16118. */
  16119. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16120. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16121. this.needsUpdate = true;
  16122. }
  16123. CanvasTexture.prototype = Object.create( Texture.prototype );
  16124. CanvasTexture.prototype.constructor = CanvasTexture;
  16125. CanvasTexture.prototype.isCanvasTexture = true;
  16126. /**
  16127. * @author Matt DesLauriers / @mattdesl
  16128. * @author atix / arthursilber.de
  16129. */
  16130. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16131. format = format !== undefined ? format : DepthFormat;
  16132. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16133. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16134. }
  16135. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  16136. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  16137. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16138. this.image = { width: width, height: height };
  16139. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16140. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16141. this.flipY = false;
  16142. this.generateMipmaps = false;
  16143. }
  16144. DepthTexture.prototype = Object.create( Texture.prototype );
  16145. DepthTexture.prototype.constructor = DepthTexture;
  16146. DepthTexture.prototype.isDepthTexture = true;
  16147. /**
  16148. * @author mrdoob / http://mrdoob.com/
  16149. * @author Mugen87 / https://github.com/Mugen87
  16150. */
  16151. function WireframeGeometry( geometry ) {
  16152. BufferGeometry.call( this );
  16153. this.type = 'WireframeGeometry';
  16154. // buffer
  16155. var vertices = [];
  16156. // helper variables
  16157. var i, j, l, o, ol;
  16158. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16159. var key, keys = [ 'a', 'b', 'c' ];
  16160. var vertex;
  16161. // different logic for Geometry and BufferGeometry
  16162. if ( geometry && geometry.isGeometry ) {
  16163. // create a data structure that contains all edges without duplicates
  16164. var faces = geometry.faces;
  16165. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16166. var face = faces[ i ];
  16167. for ( j = 0; j < 3; j ++ ) {
  16168. edge1 = face[ keys[ j ] ];
  16169. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16170. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16171. edge[ 1 ] = Math.max( edge1, edge2 );
  16172. key = edge[ 0 ] + ',' + edge[ 1 ];
  16173. if ( edges[ key ] === undefined ) {
  16174. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16175. }
  16176. }
  16177. }
  16178. // generate vertices
  16179. for ( key in edges ) {
  16180. e = edges[ key ];
  16181. vertex = geometry.vertices[ e.index1 ];
  16182. vertices.push( vertex.x, vertex.y, vertex.z );
  16183. vertex = geometry.vertices[ e.index2 ];
  16184. vertices.push( vertex.x, vertex.y, vertex.z );
  16185. }
  16186. } else if ( geometry && geometry.isBufferGeometry ) {
  16187. var position, indices, groups;
  16188. var group, start, count;
  16189. var index1, index2;
  16190. vertex = new Vector3();
  16191. if ( geometry.index !== null ) {
  16192. // indexed BufferGeometry
  16193. position = geometry.attributes.position;
  16194. indices = geometry.index;
  16195. groups = geometry.groups;
  16196. if ( groups.length === 0 ) {
  16197. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16198. }
  16199. // create a data structure that contains all eges without duplicates
  16200. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16201. group = groups[ o ];
  16202. start = group.start;
  16203. count = group.count;
  16204. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16205. for ( j = 0; j < 3; j ++ ) {
  16206. edge1 = indices.getX( i + j );
  16207. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16208. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16209. edge[ 1 ] = Math.max( edge1, edge2 );
  16210. key = edge[ 0 ] + ',' + edge[ 1 ];
  16211. if ( edges[ key ] === undefined ) {
  16212. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16213. }
  16214. }
  16215. }
  16216. }
  16217. // generate vertices
  16218. for ( key in edges ) {
  16219. e = edges[ key ];
  16220. vertex.fromBufferAttribute( position, e.index1 );
  16221. vertices.push( vertex.x, vertex.y, vertex.z );
  16222. vertex.fromBufferAttribute( position, e.index2 );
  16223. vertices.push( vertex.x, vertex.y, vertex.z );
  16224. }
  16225. } else {
  16226. // non-indexed BufferGeometry
  16227. position = geometry.attributes.position;
  16228. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16229. for ( j = 0; j < 3; j ++ ) {
  16230. // three edges per triangle, an edge is represented as (index1, index2)
  16231. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16232. index1 = 3 * i + j;
  16233. vertex.fromBufferAttribute( position, index1 );
  16234. vertices.push( vertex.x, vertex.y, vertex.z );
  16235. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16236. vertex.fromBufferAttribute( position, index2 );
  16237. vertices.push( vertex.x, vertex.y, vertex.z );
  16238. }
  16239. }
  16240. }
  16241. }
  16242. // build geometry
  16243. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16244. }
  16245. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16246. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16247. /**
  16248. * @author zz85 / https://github.com/zz85
  16249. * @author Mugen87 / https://github.com/Mugen87
  16250. *
  16251. * Parametric Surfaces Geometry
  16252. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16253. */
  16254. // ParametricGeometry
  16255. function ParametricGeometry( func, slices, stacks ) {
  16256. Geometry.call( this );
  16257. this.type = 'ParametricGeometry';
  16258. this.parameters = {
  16259. func: func,
  16260. slices: slices,
  16261. stacks: stacks
  16262. };
  16263. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16264. this.mergeVertices();
  16265. }
  16266. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16267. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16268. // ParametricBufferGeometry
  16269. function ParametricBufferGeometry( func, slices, stacks ) {
  16270. BufferGeometry.call( this );
  16271. this.type = 'ParametricBufferGeometry';
  16272. this.parameters = {
  16273. func: func,
  16274. slices: slices,
  16275. stacks: stacks
  16276. };
  16277. // buffers
  16278. var indices = [];
  16279. var vertices = [];
  16280. var normals = [];
  16281. var uvs = [];
  16282. var EPS = 0.00001;
  16283. var normal = new Vector3();
  16284. var p0 = new Vector3(), p1 = new Vector3();
  16285. var pu = new Vector3(), pv = new Vector3();
  16286. var i, j;
  16287. if ( func.length < 3 ) {
  16288. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16289. }
  16290. // generate vertices, normals and uvs
  16291. var sliceCount = slices + 1;
  16292. for ( i = 0; i <= stacks; i ++ ) {
  16293. var v = i / stacks;
  16294. for ( j = 0; j <= slices; j ++ ) {
  16295. var u = j / slices;
  16296. // vertex
  16297. func( u, v, p0 );
  16298. vertices.push( p0.x, p0.y, p0.z );
  16299. // normal
  16300. // approximate tangent vectors via finite differences
  16301. if ( u - EPS >= 0 ) {
  16302. func( u - EPS, v, p1 );
  16303. pu.subVectors( p0, p1 );
  16304. } else {
  16305. func( u + EPS, v, p1 );
  16306. pu.subVectors( p1, p0 );
  16307. }
  16308. if ( v - EPS >= 0 ) {
  16309. func( u, v - EPS, p1 );
  16310. pv.subVectors( p0, p1 );
  16311. } else {
  16312. func( u, v + EPS, p1 );
  16313. pv.subVectors( p1, p0 );
  16314. }
  16315. // cross product of tangent vectors returns surface normal
  16316. normal.crossVectors( pu, pv ).normalize();
  16317. normals.push( normal.x, normal.y, normal.z );
  16318. // uv
  16319. uvs.push( u, v );
  16320. }
  16321. }
  16322. // generate indices
  16323. for ( i = 0; i < stacks; i ++ ) {
  16324. for ( j = 0; j < slices; j ++ ) {
  16325. var a = i * sliceCount + j;
  16326. var b = i * sliceCount + j + 1;
  16327. var c = ( i + 1 ) * sliceCount + j + 1;
  16328. var d = ( i + 1 ) * sliceCount + j;
  16329. // faces one and two
  16330. indices.push( a, b, d );
  16331. indices.push( b, c, d );
  16332. }
  16333. }
  16334. // build geometry
  16335. this.setIndex( indices );
  16336. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16337. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16338. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16339. }
  16340. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16341. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16342. /**
  16343. * @author clockworkgeek / https://github.com/clockworkgeek
  16344. * @author timothypratley / https://github.com/timothypratley
  16345. * @author WestLangley / http://github.com/WestLangley
  16346. * @author Mugen87 / https://github.com/Mugen87
  16347. */
  16348. // PolyhedronGeometry
  16349. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16350. Geometry.call( this );
  16351. this.type = 'PolyhedronGeometry';
  16352. this.parameters = {
  16353. vertices: vertices,
  16354. indices: indices,
  16355. radius: radius,
  16356. detail: detail
  16357. };
  16358. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16359. this.mergeVertices();
  16360. }
  16361. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16362. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16363. // PolyhedronBufferGeometry
  16364. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16365. BufferGeometry.call( this );
  16366. this.type = 'PolyhedronBufferGeometry';
  16367. this.parameters = {
  16368. vertices: vertices,
  16369. indices: indices,
  16370. radius: radius,
  16371. detail: detail
  16372. };
  16373. radius = radius || 1;
  16374. detail = detail || 0;
  16375. // default buffer data
  16376. var vertexBuffer = [];
  16377. var uvBuffer = [];
  16378. // the subdivision creates the vertex buffer data
  16379. subdivide( detail );
  16380. // all vertices should lie on a conceptual sphere with a given radius
  16381. applyRadius( radius );
  16382. // finally, create the uv data
  16383. generateUVs();
  16384. // build non-indexed geometry
  16385. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16386. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16387. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16388. if ( detail === 0 ) {
  16389. this.computeVertexNormals(); // flat normals
  16390. } else {
  16391. this.normalizeNormals(); // smooth normals
  16392. }
  16393. // helper functions
  16394. function subdivide( detail ) {
  16395. var a = new Vector3();
  16396. var b = new Vector3();
  16397. var c = new Vector3();
  16398. // iterate over all faces and apply a subdivison with the given detail value
  16399. for ( var i = 0; i < indices.length; i += 3 ) {
  16400. // get the vertices of the face
  16401. getVertexByIndex( indices[ i + 0 ], a );
  16402. getVertexByIndex( indices[ i + 1 ], b );
  16403. getVertexByIndex( indices[ i + 2 ], c );
  16404. // perform subdivision
  16405. subdivideFace( a, b, c, detail );
  16406. }
  16407. }
  16408. function subdivideFace( a, b, c, detail ) {
  16409. var cols = Math.pow( 2, detail );
  16410. // we use this multidimensional array as a data structure for creating the subdivision
  16411. var v = [];
  16412. var i, j;
  16413. // construct all of the vertices for this subdivision
  16414. for ( i = 0; i <= cols; i ++ ) {
  16415. v[ i ] = [];
  16416. var aj = a.clone().lerp( c, i / cols );
  16417. var bj = b.clone().lerp( c, i / cols );
  16418. var rows = cols - i;
  16419. for ( j = 0; j <= rows; j ++ ) {
  16420. if ( j === 0 && i === cols ) {
  16421. v[ i ][ j ] = aj;
  16422. } else {
  16423. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16424. }
  16425. }
  16426. }
  16427. // construct all of the faces
  16428. for ( i = 0; i < cols; i ++ ) {
  16429. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16430. var k = Math.floor( j / 2 );
  16431. if ( j % 2 === 0 ) {
  16432. pushVertex( v[ i ][ k + 1 ] );
  16433. pushVertex( v[ i + 1 ][ k ] );
  16434. pushVertex( v[ i ][ k ] );
  16435. } else {
  16436. pushVertex( v[ i ][ k + 1 ] );
  16437. pushVertex( v[ i + 1 ][ k + 1 ] );
  16438. pushVertex( v[ i + 1 ][ k ] );
  16439. }
  16440. }
  16441. }
  16442. }
  16443. function applyRadius( radius ) {
  16444. var vertex = new Vector3();
  16445. // iterate over the entire buffer and apply the radius to each vertex
  16446. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16447. vertex.x = vertexBuffer[ i + 0 ];
  16448. vertex.y = vertexBuffer[ i + 1 ];
  16449. vertex.z = vertexBuffer[ i + 2 ];
  16450. vertex.normalize().multiplyScalar( radius );
  16451. vertexBuffer[ i + 0 ] = vertex.x;
  16452. vertexBuffer[ i + 1 ] = vertex.y;
  16453. vertexBuffer[ i + 2 ] = vertex.z;
  16454. }
  16455. }
  16456. function generateUVs() {
  16457. var vertex = new Vector3();
  16458. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16459. vertex.x = vertexBuffer[ i + 0 ];
  16460. vertex.y = vertexBuffer[ i + 1 ];
  16461. vertex.z = vertexBuffer[ i + 2 ];
  16462. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16463. var v = inclination( vertex ) / Math.PI + 0.5;
  16464. uvBuffer.push( u, 1 - v );
  16465. }
  16466. correctUVs();
  16467. correctSeam();
  16468. }
  16469. function correctSeam() {
  16470. // handle case when face straddles the seam, see #3269
  16471. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16472. // uv data of a single face
  16473. var x0 = uvBuffer[ i + 0 ];
  16474. var x1 = uvBuffer[ i + 2 ];
  16475. var x2 = uvBuffer[ i + 4 ];
  16476. var max = Math.max( x0, x1, x2 );
  16477. var min = Math.min( x0, x1, x2 );
  16478. // 0.9 is somewhat arbitrary
  16479. if ( max > 0.9 && min < 0.1 ) {
  16480. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16481. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16482. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16483. }
  16484. }
  16485. }
  16486. function pushVertex( vertex ) {
  16487. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16488. }
  16489. function getVertexByIndex( index, vertex ) {
  16490. var stride = index * 3;
  16491. vertex.x = vertices[ stride + 0 ];
  16492. vertex.y = vertices[ stride + 1 ];
  16493. vertex.z = vertices[ stride + 2 ];
  16494. }
  16495. function correctUVs() {
  16496. var a = new Vector3();
  16497. var b = new Vector3();
  16498. var c = new Vector3();
  16499. var centroid = new Vector3();
  16500. var uvA = new Vector2();
  16501. var uvB = new Vector2();
  16502. var uvC = new Vector2();
  16503. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16504. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16505. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16506. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16507. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16508. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16509. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16510. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16511. var azi = azimuth( centroid );
  16512. correctUV( uvA, j + 0, a, azi );
  16513. correctUV( uvB, j + 2, b, azi );
  16514. correctUV( uvC, j + 4, c, azi );
  16515. }
  16516. }
  16517. function correctUV( uv, stride, vector, azimuth ) {
  16518. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16519. uvBuffer[ stride ] = uv.x - 1;
  16520. }
  16521. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16522. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16523. }
  16524. }
  16525. // Angle around the Y axis, counter-clockwise when looking from above.
  16526. function azimuth( vector ) {
  16527. return Math.atan2( vector.z, - vector.x );
  16528. }
  16529. // Angle above the XZ plane.
  16530. function inclination( vector ) {
  16531. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16532. }
  16533. }
  16534. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16535. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16536. /**
  16537. * @author timothypratley / https://github.com/timothypratley
  16538. * @author Mugen87 / https://github.com/Mugen87
  16539. */
  16540. // TetrahedronGeometry
  16541. function TetrahedronGeometry( radius, detail ) {
  16542. Geometry.call( this );
  16543. this.type = 'TetrahedronGeometry';
  16544. this.parameters = {
  16545. radius: radius,
  16546. detail: detail
  16547. };
  16548. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16549. this.mergeVertices();
  16550. }
  16551. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16552. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16553. // TetrahedronBufferGeometry
  16554. function TetrahedronBufferGeometry( radius, detail ) {
  16555. var vertices = [
  16556. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16557. ];
  16558. var indices = [
  16559. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16560. ];
  16561. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16562. this.type = 'TetrahedronBufferGeometry';
  16563. this.parameters = {
  16564. radius: radius,
  16565. detail: detail
  16566. };
  16567. }
  16568. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16569. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16570. /**
  16571. * @author timothypratley / https://github.com/timothypratley
  16572. * @author Mugen87 / https://github.com/Mugen87
  16573. */
  16574. // OctahedronGeometry
  16575. function OctahedronGeometry( radius, detail ) {
  16576. Geometry.call( this );
  16577. this.type = 'OctahedronGeometry';
  16578. this.parameters = {
  16579. radius: radius,
  16580. detail: detail
  16581. };
  16582. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16583. this.mergeVertices();
  16584. }
  16585. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16586. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16587. // OctahedronBufferGeometry
  16588. function OctahedronBufferGeometry( radius, detail ) {
  16589. var vertices = [
  16590. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16591. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16592. ];
  16593. var indices = [
  16594. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16595. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16596. 1, 3, 4, 1, 4, 2
  16597. ];
  16598. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16599. this.type = 'OctahedronBufferGeometry';
  16600. this.parameters = {
  16601. radius: radius,
  16602. detail: detail
  16603. };
  16604. }
  16605. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16606. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16607. /**
  16608. * @author timothypratley / https://github.com/timothypratley
  16609. * @author Mugen87 / https://github.com/Mugen87
  16610. */
  16611. // IcosahedronGeometry
  16612. function IcosahedronGeometry( radius, detail ) {
  16613. Geometry.call( this );
  16614. this.type = 'IcosahedronGeometry';
  16615. this.parameters = {
  16616. radius: radius,
  16617. detail: detail
  16618. };
  16619. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16620. this.mergeVertices();
  16621. }
  16622. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16623. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16624. // IcosahedronBufferGeometry
  16625. function IcosahedronBufferGeometry( radius, detail ) {
  16626. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16627. var vertices = [
  16628. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16629. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16630. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16631. ];
  16632. var indices = [
  16633. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16634. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16635. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16636. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16637. ];
  16638. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16639. this.type = 'IcosahedronBufferGeometry';
  16640. this.parameters = {
  16641. radius: radius,
  16642. detail: detail
  16643. };
  16644. }
  16645. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16646. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16647. /**
  16648. * @author Abe Pazos / https://hamoid.com
  16649. * @author Mugen87 / https://github.com/Mugen87
  16650. */
  16651. // DodecahedronGeometry
  16652. function DodecahedronGeometry( radius, detail ) {
  16653. Geometry.call( this );
  16654. this.type = 'DodecahedronGeometry';
  16655. this.parameters = {
  16656. radius: radius,
  16657. detail: detail
  16658. };
  16659. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16660. this.mergeVertices();
  16661. }
  16662. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16663. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16664. // DodecahedronBufferGeometry
  16665. function DodecahedronBufferGeometry( radius, detail ) {
  16666. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16667. var r = 1 / t;
  16668. var vertices = [
  16669. // (±1, ±1, ±1)
  16670. - 1, - 1, - 1, - 1, - 1, 1,
  16671. - 1, 1, - 1, - 1, 1, 1,
  16672. 1, - 1, - 1, 1, - 1, 1,
  16673. 1, 1, - 1, 1, 1, 1,
  16674. // (0, ±1/φ, ±φ)
  16675. 0, - r, - t, 0, - r, t,
  16676. 0, r, - t, 0, r, t,
  16677. // (±1/φ, ±φ, 0)
  16678. - r, - t, 0, - r, t, 0,
  16679. r, - t, 0, r, t, 0,
  16680. // (±φ, 0, ±1/φ)
  16681. - t, 0, - r, t, 0, - r,
  16682. - t, 0, r, t, 0, r
  16683. ];
  16684. var indices = [
  16685. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16686. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16687. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16688. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16689. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16690. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16691. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16692. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16693. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16694. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16695. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16696. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16697. ];
  16698. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16699. this.type = 'DodecahedronBufferGeometry';
  16700. this.parameters = {
  16701. radius: radius,
  16702. detail: detail
  16703. };
  16704. }
  16705. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16706. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16707. /**
  16708. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16709. * @author WestLangley / https://github.com/WestLangley
  16710. * @author zz85 / https://github.com/zz85
  16711. * @author miningold / https://github.com/miningold
  16712. * @author jonobr1 / https://github.com/jonobr1
  16713. * @author Mugen87 / https://github.com/Mugen87
  16714. *
  16715. */
  16716. // TubeGeometry
  16717. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16718. Geometry.call( this );
  16719. this.type = 'TubeGeometry';
  16720. this.parameters = {
  16721. path: path,
  16722. tubularSegments: tubularSegments,
  16723. radius: radius,
  16724. radialSegments: radialSegments,
  16725. closed: closed
  16726. };
  16727. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16728. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16729. // expose internals
  16730. this.tangents = bufferGeometry.tangents;
  16731. this.normals = bufferGeometry.normals;
  16732. this.binormals = bufferGeometry.binormals;
  16733. // create geometry
  16734. this.fromBufferGeometry( bufferGeometry );
  16735. this.mergeVertices();
  16736. }
  16737. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16738. TubeGeometry.prototype.constructor = TubeGeometry;
  16739. // TubeBufferGeometry
  16740. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16741. BufferGeometry.call( this );
  16742. this.type = 'TubeBufferGeometry';
  16743. this.parameters = {
  16744. path: path,
  16745. tubularSegments: tubularSegments,
  16746. radius: radius,
  16747. radialSegments: radialSegments,
  16748. closed: closed
  16749. };
  16750. tubularSegments = tubularSegments || 64;
  16751. radius = radius || 1;
  16752. radialSegments = radialSegments || 8;
  16753. closed = closed || false;
  16754. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16755. // expose internals
  16756. this.tangents = frames.tangents;
  16757. this.normals = frames.normals;
  16758. this.binormals = frames.binormals;
  16759. // helper variables
  16760. var vertex = new Vector3();
  16761. var normal = new Vector3();
  16762. var uv = new Vector2();
  16763. var P = new Vector3();
  16764. var i, j;
  16765. // buffer
  16766. var vertices = [];
  16767. var normals = [];
  16768. var uvs = [];
  16769. var indices = [];
  16770. // create buffer data
  16771. generateBufferData();
  16772. // build geometry
  16773. this.setIndex( indices );
  16774. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16775. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16776. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16777. // functions
  16778. function generateBufferData() {
  16779. for ( i = 0; i < tubularSegments; i ++ ) {
  16780. generateSegment( i );
  16781. }
  16782. // if the geometry is not closed, generate the last row of vertices and normals
  16783. // at the regular position on the given path
  16784. //
  16785. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16786. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16787. // uvs are generated in a separate function.
  16788. // this makes it easy compute correct values for closed geometries
  16789. generateUVs();
  16790. // finally create faces
  16791. generateIndices();
  16792. }
  16793. function generateSegment( i ) {
  16794. // we use getPointAt to sample evenly distributed points from the given path
  16795. P = path.getPointAt( i / tubularSegments, P );
  16796. // retrieve corresponding normal and binormal
  16797. var N = frames.normals[ i ];
  16798. var B = frames.binormals[ i ];
  16799. // generate normals and vertices for the current segment
  16800. for ( j = 0; j <= radialSegments; j ++ ) {
  16801. var v = j / radialSegments * Math.PI * 2;
  16802. var sin = Math.sin( v );
  16803. var cos = - Math.cos( v );
  16804. // normal
  16805. normal.x = ( cos * N.x + sin * B.x );
  16806. normal.y = ( cos * N.y + sin * B.y );
  16807. normal.z = ( cos * N.z + sin * B.z );
  16808. normal.normalize();
  16809. normals.push( normal.x, normal.y, normal.z );
  16810. // vertex
  16811. vertex.x = P.x + radius * normal.x;
  16812. vertex.y = P.y + radius * normal.y;
  16813. vertex.z = P.z + radius * normal.z;
  16814. vertices.push( vertex.x, vertex.y, vertex.z );
  16815. }
  16816. }
  16817. function generateIndices() {
  16818. for ( j = 1; j <= tubularSegments; j ++ ) {
  16819. for ( i = 1; i <= radialSegments; i ++ ) {
  16820. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16821. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16822. var c = ( radialSegments + 1 ) * j + i;
  16823. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16824. // faces
  16825. indices.push( a, b, d );
  16826. indices.push( b, c, d );
  16827. }
  16828. }
  16829. }
  16830. function generateUVs() {
  16831. for ( i = 0; i <= tubularSegments; i ++ ) {
  16832. for ( j = 0; j <= radialSegments; j ++ ) {
  16833. uv.x = i / tubularSegments;
  16834. uv.y = j / radialSegments;
  16835. uvs.push( uv.x, uv.y );
  16836. }
  16837. }
  16838. }
  16839. }
  16840. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16841. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16842. TubeBufferGeometry.prototype.toJSON = function () {
  16843. var data = BufferGeometry.prototype.toJSON.call( this );
  16844. data.path = this.parameters.path.toJSON();
  16845. return data;
  16846. };
  16847. /**
  16848. * @author oosmoxiecode
  16849. * @author Mugen87 / https://github.com/Mugen87
  16850. *
  16851. * based on http://www.blackpawn.com/texts/pqtorus/
  16852. */
  16853. // TorusKnotGeometry
  16854. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16855. Geometry.call( this );
  16856. this.type = 'TorusKnotGeometry';
  16857. this.parameters = {
  16858. radius: radius,
  16859. tube: tube,
  16860. tubularSegments: tubularSegments,
  16861. radialSegments: radialSegments,
  16862. p: p,
  16863. q: q
  16864. };
  16865. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16866. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16867. this.mergeVertices();
  16868. }
  16869. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16870. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16871. // TorusKnotBufferGeometry
  16872. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16873. BufferGeometry.call( this );
  16874. this.type = 'TorusKnotBufferGeometry';
  16875. this.parameters = {
  16876. radius: radius,
  16877. tube: tube,
  16878. tubularSegments: tubularSegments,
  16879. radialSegments: radialSegments,
  16880. p: p,
  16881. q: q
  16882. };
  16883. radius = radius || 1;
  16884. tube = tube || 0.4;
  16885. tubularSegments = Math.floor( tubularSegments ) || 64;
  16886. radialSegments = Math.floor( radialSegments ) || 8;
  16887. p = p || 2;
  16888. q = q || 3;
  16889. // buffers
  16890. var indices = [];
  16891. var vertices = [];
  16892. var normals = [];
  16893. var uvs = [];
  16894. // helper variables
  16895. var i, j;
  16896. var vertex = new Vector3();
  16897. var normal = new Vector3();
  16898. var P1 = new Vector3();
  16899. var P2 = new Vector3();
  16900. var B = new Vector3();
  16901. var T = new Vector3();
  16902. var N = new Vector3();
  16903. // generate vertices, normals and uvs
  16904. for ( i = 0; i <= tubularSegments; ++ i ) {
  16905. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  16906. var u = i / tubularSegments * p * Math.PI * 2;
  16907. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  16908. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  16909. calculatePositionOnCurve( u, p, q, radius, P1 );
  16910. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  16911. // calculate orthonormal basis
  16912. T.subVectors( P2, P1 );
  16913. N.addVectors( P2, P1 );
  16914. B.crossVectors( T, N );
  16915. N.crossVectors( B, T );
  16916. // normalize B, N. T can be ignored, we don't use it
  16917. B.normalize();
  16918. N.normalize();
  16919. for ( j = 0; j <= radialSegments; ++ j ) {
  16920. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  16921. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  16922. var v = j / radialSegments * Math.PI * 2;
  16923. var cx = - tube * Math.cos( v );
  16924. var cy = tube * Math.sin( v );
  16925. // now calculate the final vertex position.
  16926. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  16927. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  16928. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  16929. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  16930. vertices.push( vertex.x, vertex.y, vertex.z );
  16931. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  16932. normal.subVectors( vertex, P1 ).normalize();
  16933. normals.push( normal.x, normal.y, normal.z );
  16934. // uv
  16935. uvs.push( i / tubularSegments );
  16936. uvs.push( j / radialSegments );
  16937. }
  16938. }
  16939. // generate indices
  16940. for ( j = 1; j <= tubularSegments; j ++ ) {
  16941. for ( i = 1; i <= radialSegments; i ++ ) {
  16942. // indices
  16943. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16944. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16945. var c = ( radialSegments + 1 ) * j + i;
  16946. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16947. // faces
  16948. indices.push( a, b, d );
  16949. indices.push( b, c, d );
  16950. }
  16951. }
  16952. // build geometry
  16953. this.setIndex( indices );
  16954. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16955. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16956. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16957. // this function calculates the current position on the torus curve
  16958. function calculatePositionOnCurve( u, p, q, radius, position ) {
  16959. var cu = Math.cos( u );
  16960. var su = Math.sin( u );
  16961. var quOverP = q / p * u;
  16962. var cs = Math.cos( quOverP );
  16963. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  16964. position.y = radius * ( 2 + cs ) * su * 0.5;
  16965. position.z = radius * Math.sin( quOverP ) * 0.5;
  16966. }
  16967. }
  16968. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16969. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  16970. /**
  16971. * @author oosmoxiecode
  16972. * @author mrdoob / http://mrdoob.com/
  16973. * @author Mugen87 / https://github.com/Mugen87
  16974. */
  16975. // TorusGeometry
  16976. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16977. Geometry.call( this );
  16978. this.type = 'TorusGeometry';
  16979. this.parameters = {
  16980. radius: radius,
  16981. tube: tube,
  16982. radialSegments: radialSegments,
  16983. tubularSegments: tubularSegments,
  16984. arc: arc
  16985. };
  16986. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  16987. this.mergeVertices();
  16988. }
  16989. TorusGeometry.prototype = Object.create( Geometry.prototype );
  16990. TorusGeometry.prototype.constructor = TorusGeometry;
  16991. // TorusBufferGeometry
  16992. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16993. BufferGeometry.call( this );
  16994. this.type = 'TorusBufferGeometry';
  16995. this.parameters = {
  16996. radius: radius,
  16997. tube: tube,
  16998. radialSegments: radialSegments,
  16999. tubularSegments: tubularSegments,
  17000. arc: arc
  17001. };
  17002. radius = radius || 1;
  17003. tube = tube || 0.4;
  17004. radialSegments = Math.floor( radialSegments ) || 8;
  17005. tubularSegments = Math.floor( tubularSegments ) || 6;
  17006. arc = arc || Math.PI * 2;
  17007. // buffers
  17008. var indices = [];
  17009. var vertices = [];
  17010. var normals = [];
  17011. var uvs = [];
  17012. // helper variables
  17013. var center = new Vector3();
  17014. var vertex = new Vector3();
  17015. var normal = new Vector3();
  17016. var j, i;
  17017. // generate vertices, normals and uvs
  17018. for ( j = 0; j <= radialSegments; j ++ ) {
  17019. for ( i = 0; i <= tubularSegments; i ++ ) {
  17020. var u = i / tubularSegments * arc;
  17021. var v = j / radialSegments * Math.PI * 2;
  17022. // vertex
  17023. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17024. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17025. vertex.z = tube * Math.sin( v );
  17026. vertices.push( vertex.x, vertex.y, vertex.z );
  17027. // normal
  17028. center.x = radius * Math.cos( u );
  17029. center.y = radius * Math.sin( u );
  17030. normal.subVectors( vertex, center ).normalize();
  17031. normals.push( normal.x, normal.y, normal.z );
  17032. // uv
  17033. uvs.push( i / tubularSegments );
  17034. uvs.push( j / radialSegments );
  17035. }
  17036. }
  17037. // generate indices
  17038. for ( j = 1; j <= radialSegments; j ++ ) {
  17039. for ( i = 1; i <= tubularSegments; i ++ ) {
  17040. // indices
  17041. var a = ( tubularSegments + 1 ) * j + i - 1;
  17042. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17043. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17044. var d = ( tubularSegments + 1 ) * j + i;
  17045. // faces
  17046. indices.push( a, b, d );
  17047. indices.push( b, c, d );
  17048. }
  17049. }
  17050. // build geometry
  17051. this.setIndex( indices );
  17052. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17053. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17054. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17055. }
  17056. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17057. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17058. /**
  17059. * @author Mugen87 / https://github.com/Mugen87
  17060. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17061. */
  17062. var Earcut = {
  17063. triangulate: function ( data, holeIndices, dim ) {
  17064. dim = dim || 2;
  17065. var hasHoles = holeIndices && holeIndices.length,
  17066. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17067. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17068. triangles = [];
  17069. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  17070. var minX, minY, maxX, maxY, x, y, invSize;
  17071. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  17072. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17073. if ( data.length > 80 * dim ) {
  17074. minX = maxX = data[ 0 ];
  17075. minY = maxY = data[ 1 ];
  17076. for ( var i = dim; i < outerLen; i += dim ) {
  17077. x = data[ i ];
  17078. y = data[ i + 1 ];
  17079. if ( x < minX ) minX = x;
  17080. if ( y < minY ) minY = y;
  17081. if ( x > maxX ) maxX = x;
  17082. if ( y > maxY ) maxY = y;
  17083. }
  17084. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17085. invSize = Math.max( maxX - minX, maxY - minY );
  17086. invSize = invSize !== 0 ? 1 / invSize : 0;
  17087. }
  17088. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17089. return triangles;
  17090. }
  17091. };
  17092. // create a circular doubly linked list from polygon points in the specified winding order
  17093. function linkedList( data, start, end, dim, clockwise ) {
  17094. var i, last;
  17095. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17096. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17097. } else {
  17098. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17099. }
  17100. if ( last && equals( last, last.next ) ) {
  17101. removeNode( last );
  17102. last = last.next;
  17103. }
  17104. return last;
  17105. }
  17106. // eliminate colinear or duplicate points
  17107. function filterPoints( start, end ) {
  17108. if ( ! start ) return start;
  17109. if ( ! end ) end = start;
  17110. var p = start,
  17111. again;
  17112. do {
  17113. again = false;
  17114. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17115. removeNode( p );
  17116. p = end = p.prev;
  17117. if ( p === p.next ) break;
  17118. again = true;
  17119. } else {
  17120. p = p.next;
  17121. }
  17122. } while ( again || p !== end );
  17123. return end;
  17124. }
  17125. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17126. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17127. if ( ! ear ) return;
  17128. // interlink polygon nodes in z-order
  17129. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  17130. var stop = ear,
  17131. prev, next;
  17132. // iterate through ears, slicing them one by one
  17133. while ( ear.prev !== ear.next ) {
  17134. prev = ear.prev;
  17135. next = ear.next;
  17136. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17137. // cut off the triangle
  17138. triangles.push( prev.i / dim );
  17139. triangles.push( ear.i / dim );
  17140. triangles.push( next.i / dim );
  17141. removeNode( ear );
  17142. // skipping the next vertex leads to less sliver triangles
  17143. ear = next.next;
  17144. stop = next.next;
  17145. continue;
  17146. }
  17147. ear = next;
  17148. // if we looped through the whole remaining polygon and can't find any more ears
  17149. if ( ear === stop ) {
  17150. // try filtering points and slicing again
  17151. if ( ! pass ) {
  17152. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17153. // if this didn't work, try curing all small self-intersections locally
  17154. } else if ( pass === 1 ) {
  17155. ear = cureLocalIntersections( ear, triangles, dim );
  17156. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17157. // as a last resort, try splitting the remaining polygon into two
  17158. } else if ( pass === 2 ) {
  17159. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17160. }
  17161. break;
  17162. }
  17163. }
  17164. }
  17165. // check whether a polygon node forms a valid ear with adjacent nodes
  17166. function isEar( ear ) {
  17167. var a = ear.prev,
  17168. b = ear,
  17169. c = ear.next;
  17170. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17171. // now make sure we don't have other points inside the potential ear
  17172. var p = ear.next.next;
  17173. while ( p !== ear.prev ) {
  17174. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17175. area( p.prev, p, p.next ) >= 0 ) return false;
  17176. p = p.next;
  17177. }
  17178. return true;
  17179. }
  17180. function isEarHashed( ear, minX, minY, invSize ) {
  17181. var a = ear.prev,
  17182. b = ear,
  17183. c = ear.next;
  17184. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17185. // triangle bbox; min & max are calculated like this for speed
  17186. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17187. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17188. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17189. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17190. // z-order range for the current triangle bbox;
  17191. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17192. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17193. var p = ear.prevZ,
  17194. n = ear.nextZ;
  17195. // look for points inside the triangle in both directions
  17196. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17197. if ( p !== ear.prev && p !== ear.next &&
  17198. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17199. area( p.prev, p, p.next ) >= 0 ) return false;
  17200. p = p.prevZ;
  17201. if ( n !== ear.prev && n !== ear.next &&
  17202. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17203. area( n.prev, n, n.next ) >= 0 ) return false;
  17204. n = n.nextZ;
  17205. }
  17206. // look for remaining points in decreasing z-order
  17207. while ( p && p.z >= minZ ) {
  17208. if ( p !== ear.prev && p !== ear.next &&
  17209. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17210. area( p.prev, p, p.next ) >= 0 ) return false;
  17211. p = p.prevZ;
  17212. }
  17213. // look for remaining points in increasing z-order
  17214. while ( n && n.z <= maxZ ) {
  17215. if ( n !== ear.prev && n !== ear.next &&
  17216. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17217. area( n.prev, n, n.next ) >= 0 ) return false;
  17218. n = n.nextZ;
  17219. }
  17220. return true;
  17221. }
  17222. // go through all polygon nodes and cure small local self-intersections
  17223. function cureLocalIntersections( start, triangles, dim ) {
  17224. var p = start;
  17225. do {
  17226. var a = p.prev,
  17227. b = p.next.next;
  17228. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17229. triangles.push( a.i / dim );
  17230. triangles.push( p.i / dim );
  17231. triangles.push( b.i / dim );
  17232. // remove two nodes involved
  17233. removeNode( p );
  17234. removeNode( p.next );
  17235. p = start = b;
  17236. }
  17237. p = p.next;
  17238. } while ( p !== start );
  17239. return p;
  17240. }
  17241. // try splitting polygon into two and triangulate them independently
  17242. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17243. // look for a valid diagonal that divides the polygon into two
  17244. var a = start;
  17245. do {
  17246. var b = a.next.next;
  17247. while ( b !== a.prev ) {
  17248. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17249. // split the polygon in two by the diagonal
  17250. var c = splitPolygon( a, b );
  17251. // filter colinear points around the cuts
  17252. a = filterPoints( a, a.next );
  17253. c = filterPoints( c, c.next );
  17254. // run earcut on each half
  17255. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17256. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17257. return;
  17258. }
  17259. b = b.next;
  17260. }
  17261. a = a.next;
  17262. } while ( a !== start );
  17263. }
  17264. // link every hole into the outer loop, producing a single-ring polygon without holes
  17265. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17266. var queue = [],
  17267. i, len, start, end, list;
  17268. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17269. start = holeIndices[ i ] * dim;
  17270. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17271. list = linkedList( data, start, end, dim, false );
  17272. if ( list === list.next ) list.steiner = true;
  17273. queue.push( getLeftmost( list ) );
  17274. }
  17275. queue.sort( compareX );
  17276. // process holes from left to right
  17277. for ( i = 0; i < queue.length; i ++ ) {
  17278. eliminateHole( queue[ i ], outerNode );
  17279. outerNode = filterPoints( outerNode, outerNode.next );
  17280. }
  17281. return outerNode;
  17282. }
  17283. function compareX( a, b ) {
  17284. return a.x - b.x;
  17285. }
  17286. // find a bridge between vertices that connects hole with an outer ring and and link it
  17287. function eliminateHole( hole, outerNode ) {
  17288. outerNode = findHoleBridge( hole, outerNode );
  17289. if ( outerNode ) {
  17290. var b = splitPolygon( outerNode, hole );
  17291. filterPoints( b, b.next );
  17292. }
  17293. }
  17294. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17295. function findHoleBridge( hole, outerNode ) {
  17296. var p = outerNode,
  17297. hx = hole.x,
  17298. hy = hole.y,
  17299. qx = - Infinity,
  17300. m;
  17301. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17302. // segment's endpoint with lesser x will be potential connection point
  17303. do {
  17304. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17305. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17306. if ( x <= hx && x > qx ) {
  17307. qx = x;
  17308. if ( x === hx ) {
  17309. if ( hy === p.y ) return p;
  17310. if ( hy === p.next.y ) return p.next;
  17311. }
  17312. m = p.x < p.next.x ? p : p.next;
  17313. }
  17314. }
  17315. p = p.next;
  17316. } while ( p !== outerNode );
  17317. if ( ! m ) return null;
  17318. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17319. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17320. // if there are no points found, we have a valid connection;
  17321. // otherwise choose the point of the minimum angle with the ray as connection point
  17322. var stop = m,
  17323. mx = m.x,
  17324. my = m.y,
  17325. tanMin = Infinity,
  17326. tan;
  17327. p = m.next;
  17328. while ( p !== stop ) {
  17329. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17330. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17331. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17332. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17333. m = p;
  17334. tanMin = tan;
  17335. }
  17336. }
  17337. p = p.next;
  17338. }
  17339. return m;
  17340. }
  17341. // interlink polygon nodes in z-order
  17342. function indexCurve( start, minX, minY, invSize ) {
  17343. var p = start;
  17344. do {
  17345. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17346. p.prevZ = p.prev;
  17347. p.nextZ = p.next;
  17348. p = p.next;
  17349. } while ( p !== start );
  17350. p.prevZ.nextZ = null;
  17351. p.prevZ = null;
  17352. sortLinked( p );
  17353. }
  17354. // Simon Tatham's linked list merge sort algorithm
  17355. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17356. function sortLinked( list ) {
  17357. var i, p, q, e, tail, numMerges, pSize, qSize,
  17358. inSize = 1;
  17359. do {
  17360. p = list;
  17361. list = null;
  17362. tail = null;
  17363. numMerges = 0;
  17364. while ( p ) {
  17365. numMerges ++;
  17366. q = p;
  17367. pSize = 0;
  17368. for ( i = 0; i < inSize; i ++ ) {
  17369. pSize ++;
  17370. q = q.nextZ;
  17371. if ( ! q ) break;
  17372. }
  17373. qSize = inSize;
  17374. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17375. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17376. e = p;
  17377. p = p.nextZ;
  17378. pSize --;
  17379. } else {
  17380. e = q;
  17381. q = q.nextZ;
  17382. qSize --;
  17383. }
  17384. if ( tail ) tail.nextZ = e;
  17385. else list = e;
  17386. e.prevZ = tail;
  17387. tail = e;
  17388. }
  17389. p = q;
  17390. }
  17391. tail.nextZ = null;
  17392. inSize *= 2;
  17393. } while ( numMerges > 1 );
  17394. return list;
  17395. }
  17396. // z-order of a point given coords and inverse of the longer side of data bbox
  17397. function zOrder( x, y, minX, minY, invSize ) {
  17398. // coords are transformed into non-negative 15-bit integer range
  17399. x = 32767 * ( x - minX ) * invSize;
  17400. y = 32767 * ( y - minY ) * invSize;
  17401. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17402. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17403. x = ( x | ( x << 2 ) ) & 0x33333333;
  17404. x = ( x | ( x << 1 ) ) & 0x55555555;
  17405. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17406. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17407. y = ( y | ( y << 2 ) ) & 0x33333333;
  17408. y = ( y | ( y << 1 ) ) & 0x55555555;
  17409. return x | ( y << 1 );
  17410. }
  17411. // find the leftmost node of a polygon ring
  17412. function getLeftmost( start ) {
  17413. var p = start,
  17414. leftmost = start;
  17415. do {
  17416. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  17417. p = p.next;
  17418. } while ( p !== start );
  17419. return leftmost;
  17420. }
  17421. // check if a point lies within a convex triangle
  17422. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17423. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17424. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17425. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17426. }
  17427. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17428. function isValidDiagonal( a, b ) {
  17429. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17430. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17431. }
  17432. // signed area of a triangle
  17433. function area( p, q, r ) {
  17434. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17435. }
  17436. // check if two points are equal
  17437. function equals( p1, p2 ) {
  17438. return p1.x === p2.x && p1.y === p2.y;
  17439. }
  17440. // check if two segments intersect
  17441. function intersects( p1, q1, p2, q2 ) {
  17442. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17443. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17444. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17445. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17446. }
  17447. // check if a polygon diagonal intersects any polygon segments
  17448. function intersectsPolygon( a, b ) {
  17449. var p = a;
  17450. do {
  17451. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17452. intersects( p, p.next, a, b ) ) return true;
  17453. p = p.next;
  17454. } while ( p !== a );
  17455. return false;
  17456. }
  17457. // check if a polygon diagonal is locally inside the polygon
  17458. function locallyInside( a, b ) {
  17459. return area( a.prev, a, a.next ) < 0 ?
  17460. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17461. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17462. }
  17463. // check if the middle point of a polygon diagonal is inside the polygon
  17464. function middleInside( a, b ) {
  17465. var p = a,
  17466. inside = false,
  17467. px = ( a.x + b.x ) / 2,
  17468. py = ( a.y + b.y ) / 2;
  17469. do {
  17470. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17471. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17472. inside = ! inside;
  17473. p = p.next;
  17474. } while ( p !== a );
  17475. return inside;
  17476. }
  17477. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17478. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17479. function splitPolygon( a, b ) {
  17480. var a2 = new Node( a.i, a.x, a.y ),
  17481. b2 = new Node( b.i, b.x, b.y ),
  17482. an = a.next,
  17483. bp = b.prev;
  17484. a.next = b;
  17485. b.prev = a;
  17486. a2.next = an;
  17487. an.prev = a2;
  17488. b2.next = a2;
  17489. a2.prev = b2;
  17490. bp.next = b2;
  17491. b2.prev = bp;
  17492. return b2;
  17493. }
  17494. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17495. function insertNode( i, x, y, last ) {
  17496. var p = new Node( i, x, y );
  17497. if ( ! last ) {
  17498. p.prev = p;
  17499. p.next = p;
  17500. } else {
  17501. p.next = last.next;
  17502. p.prev = last;
  17503. last.next.prev = p;
  17504. last.next = p;
  17505. }
  17506. return p;
  17507. }
  17508. function removeNode( p ) {
  17509. p.next.prev = p.prev;
  17510. p.prev.next = p.next;
  17511. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17512. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17513. }
  17514. function Node( i, x, y ) {
  17515. // vertex index in coordinates array
  17516. this.i = i;
  17517. // vertex coordinates
  17518. this.x = x;
  17519. this.y = y;
  17520. // previous and next vertex nodes in a polygon ring
  17521. this.prev = null;
  17522. this.next = null;
  17523. // z-order curve value
  17524. this.z = null;
  17525. // previous and next nodes in z-order
  17526. this.prevZ = null;
  17527. this.nextZ = null;
  17528. // indicates whether this is a steiner point
  17529. this.steiner = false;
  17530. }
  17531. function signedArea( data, start, end, dim ) {
  17532. var sum = 0;
  17533. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17534. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17535. j = i;
  17536. }
  17537. return sum;
  17538. }
  17539. /**
  17540. * @author zz85 / http://www.lab4games.net/zz85/blog
  17541. */
  17542. var ShapeUtils = {
  17543. // calculate area of the contour polygon
  17544. area: function ( contour ) {
  17545. var n = contour.length;
  17546. var a = 0.0;
  17547. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17548. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17549. }
  17550. return a * 0.5;
  17551. },
  17552. isClockWise: function ( pts ) {
  17553. return ShapeUtils.area( pts ) < 0;
  17554. },
  17555. triangulateShape: function ( contour, holes ) {
  17556. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17557. var holeIndices = []; // array of hole indices
  17558. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17559. removeDupEndPts( contour );
  17560. addContour( vertices, contour );
  17561. //
  17562. var holeIndex = contour.length;
  17563. holes.forEach( removeDupEndPts );
  17564. for ( var i = 0; i < holes.length; i ++ ) {
  17565. holeIndices.push( holeIndex );
  17566. holeIndex += holes[ i ].length;
  17567. addContour( vertices, holes[ i ] );
  17568. }
  17569. //
  17570. var triangles = Earcut.triangulate( vertices, holeIndices );
  17571. //
  17572. for ( var i = 0; i < triangles.length; i += 3 ) {
  17573. faces.push( triangles.slice( i, i + 3 ) );
  17574. }
  17575. return faces;
  17576. }
  17577. };
  17578. function removeDupEndPts( points ) {
  17579. var l = points.length;
  17580. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17581. points.pop();
  17582. }
  17583. }
  17584. function addContour( vertices, contour ) {
  17585. for ( var i = 0; i < contour.length; i ++ ) {
  17586. vertices.push( contour[ i ].x );
  17587. vertices.push( contour[ i ].y );
  17588. }
  17589. }
  17590. /**
  17591. * @author zz85 / http://www.lab4games.net/zz85/blog
  17592. *
  17593. * Creates extruded geometry from a path shape.
  17594. *
  17595. * parameters = {
  17596. *
  17597. * curveSegments: <int>, // number of points on the curves
  17598. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17599. * depth: <float>, // Depth to extrude the shape
  17600. *
  17601. * bevelEnabled: <bool>, // turn on bevel
  17602. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17603. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17604. * bevelOffset: <float>, // how far from shape outline does bevel start
  17605. * bevelSegments: <int>, // number of bevel layers
  17606. *
  17607. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17608. *
  17609. * UVGenerator: <Object> // object that provides UV generator functions
  17610. *
  17611. * }
  17612. */
  17613. // ExtrudeGeometry
  17614. function ExtrudeGeometry( shapes, options ) {
  17615. Geometry.call( this );
  17616. this.type = 'ExtrudeGeometry';
  17617. this.parameters = {
  17618. shapes: shapes,
  17619. options: options
  17620. };
  17621. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17622. this.mergeVertices();
  17623. }
  17624. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17625. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17626. ExtrudeGeometry.prototype.toJSON = function () {
  17627. var data = Geometry.prototype.toJSON.call( this );
  17628. var shapes = this.parameters.shapes;
  17629. var options = this.parameters.options;
  17630. return toJSON( shapes, options, data );
  17631. };
  17632. // ExtrudeBufferGeometry
  17633. function ExtrudeBufferGeometry( shapes, options ) {
  17634. BufferGeometry.call( this );
  17635. this.type = 'ExtrudeBufferGeometry';
  17636. this.parameters = {
  17637. shapes: shapes,
  17638. options: options
  17639. };
  17640. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17641. var scope = this;
  17642. var verticesArray = [];
  17643. var uvArray = [];
  17644. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17645. var shape = shapes[ i ];
  17646. addShape( shape );
  17647. }
  17648. // build geometry
  17649. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17650. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17651. this.computeVertexNormals();
  17652. // functions
  17653. function addShape( shape ) {
  17654. var placeholder = [];
  17655. // options
  17656. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17657. var steps = options.steps !== undefined ? options.steps : 1;
  17658. var depth = options.depth !== undefined ? options.depth : 100;
  17659. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17660. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17661. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17662. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17663. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17664. var extrudePath = options.extrudePath;
  17665. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17666. // deprecated options
  17667. if ( options.amount !== undefined ) {
  17668. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17669. depth = options.amount;
  17670. }
  17671. //
  17672. var extrudePts, extrudeByPath = false;
  17673. var splineTube, binormal, normal, position2;
  17674. if ( extrudePath ) {
  17675. extrudePts = extrudePath.getSpacedPoints( steps );
  17676. extrudeByPath = true;
  17677. bevelEnabled = false; // bevels not supported for path extrusion
  17678. // SETUP TNB variables
  17679. // TODO1 - have a .isClosed in spline?
  17680. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17681. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17682. binormal = new Vector3();
  17683. normal = new Vector3();
  17684. position2 = new Vector3();
  17685. }
  17686. // Safeguards if bevels are not enabled
  17687. if ( ! bevelEnabled ) {
  17688. bevelSegments = 0;
  17689. bevelThickness = 0;
  17690. bevelSize = 0;
  17691. bevelOffset = 0;
  17692. }
  17693. // Variables initialization
  17694. var ahole, h, hl; // looping of holes
  17695. var shapePoints = shape.extractPoints( curveSegments );
  17696. var vertices = shapePoints.shape;
  17697. var holes = shapePoints.holes;
  17698. var reverse = ! ShapeUtils.isClockWise( vertices );
  17699. if ( reverse ) {
  17700. vertices = vertices.reverse();
  17701. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17702. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17703. ahole = holes[ h ];
  17704. if ( ShapeUtils.isClockWise( ahole ) ) {
  17705. holes[ h ] = ahole.reverse();
  17706. }
  17707. }
  17708. }
  17709. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17710. /* Vertices */
  17711. var contour = vertices; // vertices has all points but contour has only points of circumference
  17712. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17713. ahole = holes[ h ];
  17714. vertices = vertices.concat( ahole );
  17715. }
  17716. function scalePt2( pt, vec, size ) {
  17717. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17718. return vec.clone().multiplyScalar( size ).add( pt );
  17719. }
  17720. var b, bs, t, z,
  17721. vert, vlen = vertices.length,
  17722. face, flen = faces.length;
  17723. // Find directions for point movement
  17724. function getBevelVec( inPt, inPrev, inNext ) {
  17725. // computes for inPt the corresponding point inPt' on a new contour
  17726. // shifted by 1 unit (length of normalized vector) to the left
  17727. // if we walk along contour clockwise, this new contour is outside the old one
  17728. //
  17729. // inPt' is the intersection of the two lines parallel to the two
  17730. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17731. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17732. // good reading for geometry algorithms (here: line-line intersection)
  17733. // http://geomalgorithms.com/a05-_intersect-1.html
  17734. var v_prev_x = inPt.x - inPrev.x,
  17735. v_prev_y = inPt.y - inPrev.y;
  17736. var v_next_x = inNext.x - inPt.x,
  17737. v_next_y = inNext.y - inPt.y;
  17738. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17739. // check for collinear edges
  17740. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17741. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17742. // not collinear
  17743. // length of vectors for normalizing
  17744. var v_prev_len = Math.sqrt( v_prev_lensq );
  17745. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17746. // shift adjacent points by unit vectors to the left
  17747. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17748. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17749. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17750. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17751. // scaling factor for v_prev to intersection point
  17752. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17753. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17754. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17755. // vector from inPt to intersection point
  17756. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17757. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17758. // Don't normalize!, otherwise sharp corners become ugly
  17759. // but prevent crazy spikes
  17760. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17761. if ( v_trans_lensq <= 2 ) {
  17762. return new Vector2( v_trans_x, v_trans_y );
  17763. } else {
  17764. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17765. }
  17766. } else {
  17767. // handle special case of collinear edges
  17768. var direction_eq = false; // assumes: opposite
  17769. if ( v_prev_x > Number.EPSILON ) {
  17770. if ( v_next_x > Number.EPSILON ) {
  17771. direction_eq = true;
  17772. }
  17773. } else {
  17774. if ( v_prev_x < - Number.EPSILON ) {
  17775. if ( v_next_x < - Number.EPSILON ) {
  17776. direction_eq = true;
  17777. }
  17778. } else {
  17779. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17780. direction_eq = true;
  17781. }
  17782. }
  17783. }
  17784. if ( direction_eq ) {
  17785. // console.log("Warning: lines are a straight sequence");
  17786. v_trans_x = - v_prev_y;
  17787. v_trans_y = v_prev_x;
  17788. shrink_by = Math.sqrt( v_prev_lensq );
  17789. } else {
  17790. // console.log("Warning: lines are a straight spike");
  17791. v_trans_x = v_prev_x;
  17792. v_trans_y = v_prev_y;
  17793. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17794. }
  17795. }
  17796. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17797. }
  17798. var contourMovements = [];
  17799. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17800. if ( j === il ) j = 0;
  17801. if ( k === il ) k = 0;
  17802. // (j)---(i)---(k)
  17803. // console.log('i,j,k', i, j , k)
  17804. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17805. }
  17806. var holesMovements = [],
  17807. oneHoleMovements, verticesMovements = contourMovements.concat();
  17808. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17809. ahole = holes[ h ];
  17810. oneHoleMovements = [];
  17811. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17812. if ( j === il ) j = 0;
  17813. if ( k === il ) k = 0;
  17814. // (j)---(i)---(k)
  17815. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17816. }
  17817. holesMovements.push( oneHoleMovements );
  17818. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17819. }
  17820. // Loop bevelSegments, 1 for the front, 1 for the back
  17821. for ( b = 0; b < bevelSegments; b ++ ) {
  17822. //for ( b = bevelSegments; b > 0; b -- ) {
  17823. t = b / bevelSegments;
  17824. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17825. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17826. // contract shape
  17827. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17828. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17829. v( vert.x, vert.y, - z );
  17830. }
  17831. // expand holes
  17832. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17833. ahole = holes[ h ];
  17834. oneHoleMovements = holesMovements[ h ];
  17835. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17836. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17837. v( vert.x, vert.y, - z );
  17838. }
  17839. }
  17840. }
  17841. bs = bevelSize + bevelOffset;
  17842. // Back facing vertices
  17843. for ( i = 0; i < vlen; i ++ ) {
  17844. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17845. if ( ! extrudeByPath ) {
  17846. v( vert.x, vert.y, 0 );
  17847. } else {
  17848. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17849. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17850. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17851. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17852. v( position2.x, position2.y, position2.z );
  17853. }
  17854. }
  17855. // Add stepped vertices...
  17856. // Including front facing vertices
  17857. var s;
  17858. for ( s = 1; s <= steps; s ++ ) {
  17859. for ( i = 0; i < vlen; i ++ ) {
  17860. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17861. if ( ! extrudeByPath ) {
  17862. v( vert.x, vert.y, depth / steps * s );
  17863. } else {
  17864. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17865. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17866. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17867. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17868. v( position2.x, position2.y, position2.z );
  17869. }
  17870. }
  17871. }
  17872. // Add bevel segments planes
  17873. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17874. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17875. t = b / bevelSegments;
  17876. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17877. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17878. // contract shape
  17879. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17880. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17881. v( vert.x, vert.y, depth + z );
  17882. }
  17883. // expand holes
  17884. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17885. ahole = holes[ h ];
  17886. oneHoleMovements = holesMovements[ h ];
  17887. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17888. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17889. if ( ! extrudeByPath ) {
  17890. v( vert.x, vert.y, depth + z );
  17891. } else {
  17892. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17893. }
  17894. }
  17895. }
  17896. }
  17897. /* Faces */
  17898. // Top and bottom faces
  17899. buildLidFaces();
  17900. // Sides faces
  17901. buildSideFaces();
  17902. ///// Internal functions
  17903. function buildLidFaces() {
  17904. var start = verticesArray.length / 3;
  17905. if ( bevelEnabled ) {
  17906. var layer = 0; // steps + 1
  17907. var offset = vlen * layer;
  17908. // Bottom faces
  17909. for ( i = 0; i < flen; i ++ ) {
  17910. face = faces[ i ];
  17911. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  17912. }
  17913. layer = steps + bevelSegments * 2;
  17914. offset = vlen * layer;
  17915. // Top faces
  17916. for ( i = 0; i < flen; i ++ ) {
  17917. face = faces[ i ];
  17918. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  17919. }
  17920. } else {
  17921. // Bottom faces
  17922. for ( i = 0; i < flen; i ++ ) {
  17923. face = faces[ i ];
  17924. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  17925. }
  17926. // Top faces
  17927. for ( i = 0; i < flen; i ++ ) {
  17928. face = faces[ i ];
  17929. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  17930. }
  17931. }
  17932. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  17933. }
  17934. // Create faces for the z-sides of the shape
  17935. function buildSideFaces() {
  17936. var start = verticesArray.length / 3;
  17937. var layeroffset = 0;
  17938. sidewalls( contour, layeroffset );
  17939. layeroffset += contour.length;
  17940. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17941. ahole = holes[ h ];
  17942. sidewalls( ahole, layeroffset );
  17943. //, true
  17944. layeroffset += ahole.length;
  17945. }
  17946. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  17947. }
  17948. function sidewalls( contour, layeroffset ) {
  17949. var j, k;
  17950. i = contour.length;
  17951. while ( -- i >= 0 ) {
  17952. j = i;
  17953. k = i - 1;
  17954. if ( k < 0 ) k = contour.length - 1;
  17955. //console.log('b', i,j, i-1, k,vertices.length);
  17956. var s = 0,
  17957. sl = steps + bevelSegments * 2;
  17958. for ( s = 0; s < sl; s ++ ) {
  17959. var slen1 = vlen * s;
  17960. var slen2 = vlen * ( s + 1 );
  17961. var a = layeroffset + j + slen1,
  17962. b = layeroffset + k + slen1,
  17963. c = layeroffset + k + slen2,
  17964. d = layeroffset + j + slen2;
  17965. f4( a, b, c, d );
  17966. }
  17967. }
  17968. }
  17969. function v( x, y, z ) {
  17970. placeholder.push( x );
  17971. placeholder.push( y );
  17972. placeholder.push( z );
  17973. }
  17974. function f3( a, b, c ) {
  17975. addVertex( a );
  17976. addVertex( b );
  17977. addVertex( c );
  17978. var nextIndex = verticesArray.length / 3;
  17979. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17980. addUV( uvs[ 0 ] );
  17981. addUV( uvs[ 1 ] );
  17982. addUV( uvs[ 2 ] );
  17983. }
  17984. function f4( a, b, c, d ) {
  17985. addVertex( a );
  17986. addVertex( b );
  17987. addVertex( d );
  17988. addVertex( b );
  17989. addVertex( c );
  17990. addVertex( d );
  17991. var nextIndex = verticesArray.length / 3;
  17992. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17993. addUV( uvs[ 0 ] );
  17994. addUV( uvs[ 1 ] );
  17995. addUV( uvs[ 3 ] );
  17996. addUV( uvs[ 1 ] );
  17997. addUV( uvs[ 2 ] );
  17998. addUV( uvs[ 3 ] );
  17999. }
  18000. function addVertex( index ) {
  18001. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18002. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18003. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18004. }
  18005. function addUV( vector2 ) {
  18006. uvArray.push( vector2.x );
  18007. uvArray.push( vector2.y );
  18008. }
  18009. }
  18010. }
  18011. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18012. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18013. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18014. var data = BufferGeometry.prototype.toJSON.call( this );
  18015. var shapes = this.parameters.shapes;
  18016. var options = this.parameters.options;
  18017. return toJSON( shapes, options, data );
  18018. };
  18019. //
  18020. var WorldUVGenerator = {
  18021. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18022. var a_x = vertices[ indexA * 3 ];
  18023. var a_y = vertices[ indexA * 3 + 1 ];
  18024. var b_x = vertices[ indexB * 3 ];
  18025. var b_y = vertices[ indexB * 3 + 1 ];
  18026. var c_x = vertices[ indexC * 3 ];
  18027. var c_y = vertices[ indexC * 3 + 1 ];
  18028. return [
  18029. new Vector2( a_x, a_y ),
  18030. new Vector2( b_x, b_y ),
  18031. new Vector2( c_x, c_y )
  18032. ];
  18033. },
  18034. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18035. var a_x = vertices[ indexA * 3 ];
  18036. var a_y = vertices[ indexA * 3 + 1 ];
  18037. var a_z = vertices[ indexA * 3 + 2 ];
  18038. var b_x = vertices[ indexB * 3 ];
  18039. var b_y = vertices[ indexB * 3 + 1 ];
  18040. var b_z = vertices[ indexB * 3 + 2 ];
  18041. var c_x = vertices[ indexC * 3 ];
  18042. var c_y = vertices[ indexC * 3 + 1 ];
  18043. var c_z = vertices[ indexC * 3 + 2 ];
  18044. var d_x = vertices[ indexD * 3 ];
  18045. var d_y = vertices[ indexD * 3 + 1 ];
  18046. var d_z = vertices[ indexD * 3 + 2 ];
  18047. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18048. return [
  18049. new Vector2( a_x, 1 - a_z ),
  18050. new Vector2( b_x, 1 - b_z ),
  18051. new Vector2( c_x, 1 - c_z ),
  18052. new Vector2( d_x, 1 - d_z )
  18053. ];
  18054. } else {
  18055. return [
  18056. new Vector2( a_y, 1 - a_z ),
  18057. new Vector2( b_y, 1 - b_z ),
  18058. new Vector2( c_y, 1 - c_z ),
  18059. new Vector2( d_y, 1 - d_z )
  18060. ];
  18061. }
  18062. }
  18063. };
  18064. function toJSON( shapes, options, data ) {
  18065. //
  18066. data.shapes = [];
  18067. if ( Array.isArray( shapes ) ) {
  18068. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18069. var shape = shapes[ i ];
  18070. data.shapes.push( shape.uuid );
  18071. }
  18072. } else {
  18073. data.shapes.push( shapes.uuid );
  18074. }
  18075. //
  18076. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  18077. return data;
  18078. }
  18079. /**
  18080. * @author zz85 / http://www.lab4games.net/zz85/blog
  18081. * @author alteredq / http://alteredqualia.com/
  18082. *
  18083. * Text = 3D Text
  18084. *
  18085. * parameters = {
  18086. * font: <THREE.Font>, // font
  18087. *
  18088. * size: <float>, // size of the text
  18089. * height: <float>, // thickness to extrude text
  18090. * curveSegments: <int>, // number of points on the curves
  18091. *
  18092. * bevelEnabled: <bool>, // turn on bevel
  18093. * bevelThickness: <float>, // how deep into text bevel goes
  18094. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18095. * bevelOffset: <float> // how far from text outline does bevel start
  18096. * }
  18097. */
  18098. // TextGeometry
  18099. function TextGeometry( text, parameters ) {
  18100. Geometry.call( this );
  18101. this.type = 'TextGeometry';
  18102. this.parameters = {
  18103. text: text,
  18104. parameters: parameters
  18105. };
  18106. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18107. this.mergeVertices();
  18108. }
  18109. TextGeometry.prototype = Object.create( Geometry.prototype );
  18110. TextGeometry.prototype.constructor = TextGeometry;
  18111. // TextBufferGeometry
  18112. function TextBufferGeometry( text, parameters ) {
  18113. parameters = parameters || {};
  18114. var font = parameters.font;
  18115. if ( ! ( font && font.isFont ) ) {
  18116. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18117. return new Geometry();
  18118. }
  18119. var shapes = font.generateShapes( text, parameters.size );
  18120. // translate parameters to ExtrudeGeometry API
  18121. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18122. // defaults
  18123. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18124. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18125. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18126. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18127. this.type = 'TextBufferGeometry';
  18128. }
  18129. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18130. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18131. /**
  18132. * @author mrdoob / http://mrdoob.com/
  18133. * @author benaadams / https://twitter.com/ben_a_adams
  18134. * @author Mugen87 / https://github.com/Mugen87
  18135. */
  18136. // SphereGeometry
  18137. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18138. Geometry.call( this );
  18139. this.type = 'SphereGeometry';
  18140. this.parameters = {
  18141. radius: radius,
  18142. widthSegments: widthSegments,
  18143. heightSegments: heightSegments,
  18144. phiStart: phiStart,
  18145. phiLength: phiLength,
  18146. thetaStart: thetaStart,
  18147. thetaLength: thetaLength
  18148. };
  18149. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18150. this.mergeVertices();
  18151. }
  18152. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18153. SphereGeometry.prototype.constructor = SphereGeometry;
  18154. // SphereBufferGeometry
  18155. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18156. BufferGeometry.call( this );
  18157. this.type = 'SphereBufferGeometry';
  18158. this.parameters = {
  18159. radius: radius,
  18160. widthSegments: widthSegments,
  18161. heightSegments: heightSegments,
  18162. phiStart: phiStart,
  18163. phiLength: phiLength,
  18164. thetaStart: thetaStart,
  18165. thetaLength: thetaLength
  18166. };
  18167. radius = radius || 1;
  18168. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18169. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18170. phiStart = phiStart !== undefined ? phiStart : 0;
  18171. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18172. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18173. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18174. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18175. var ix, iy;
  18176. var index = 0;
  18177. var grid = [];
  18178. var vertex = new Vector3();
  18179. var normal = new Vector3();
  18180. // buffers
  18181. var indices = [];
  18182. var vertices = [];
  18183. var normals = [];
  18184. var uvs = [];
  18185. // generate vertices, normals and uvs
  18186. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18187. var verticesRow = [];
  18188. var v = iy / heightSegments;
  18189. // special case for the poles
  18190. var uOffset = 0;
  18191. if ( iy == 0 && thetaStart == 0 ) {
  18192. uOffset = 0.5 / widthSegments;
  18193. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18194. uOffset = - 0.5 / widthSegments;
  18195. }
  18196. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18197. var u = ix / widthSegments;
  18198. // vertex
  18199. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18200. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18201. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18202. vertices.push( vertex.x, vertex.y, vertex.z );
  18203. // normal
  18204. normal.copy( vertex ).normalize();
  18205. normals.push( normal.x, normal.y, normal.z );
  18206. // uv
  18207. uvs.push( u + uOffset, 1 - v );
  18208. verticesRow.push( index ++ );
  18209. }
  18210. grid.push( verticesRow );
  18211. }
  18212. // indices
  18213. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18214. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18215. var a = grid[ iy ][ ix + 1 ];
  18216. var b = grid[ iy ][ ix ];
  18217. var c = grid[ iy + 1 ][ ix ];
  18218. var d = grid[ iy + 1 ][ ix + 1 ];
  18219. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  18220. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  18221. }
  18222. }
  18223. // build geometry
  18224. this.setIndex( indices );
  18225. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18226. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18227. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18228. }
  18229. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18230. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18231. /**
  18232. * @author Kaleb Murphy
  18233. * @author Mugen87 / https://github.com/Mugen87
  18234. */
  18235. // RingGeometry
  18236. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18237. Geometry.call( this );
  18238. this.type = 'RingGeometry';
  18239. this.parameters = {
  18240. innerRadius: innerRadius,
  18241. outerRadius: outerRadius,
  18242. thetaSegments: thetaSegments,
  18243. phiSegments: phiSegments,
  18244. thetaStart: thetaStart,
  18245. thetaLength: thetaLength
  18246. };
  18247. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18248. this.mergeVertices();
  18249. }
  18250. RingGeometry.prototype = Object.create( Geometry.prototype );
  18251. RingGeometry.prototype.constructor = RingGeometry;
  18252. // RingBufferGeometry
  18253. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18254. BufferGeometry.call( this );
  18255. this.type = 'RingBufferGeometry';
  18256. this.parameters = {
  18257. innerRadius: innerRadius,
  18258. outerRadius: outerRadius,
  18259. thetaSegments: thetaSegments,
  18260. phiSegments: phiSegments,
  18261. thetaStart: thetaStart,
  18262. thetaLength: thetaLength
  18263. };
  18264. innerRadius = innerRadius || 0.5;
  18265. outerRadius = outerRadius || 1;
  18266. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18267. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18268. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18269. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18270. // buffers
  18271. var indices = [];
  18272. var vertices = [];
  18273. var normals = [];
  18274. var uvs = [];
  18275. // some helper variables
  18276. var segment;
  18277. var radius = innerRadius;
  18278. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18279. var vertex = new Vector3();
  18280. var uv = new Vector2();
  18281. var j, i;
  18282. // generate vertices, normals and uvs
  18283. for ( j = 0; j <= phiSegments; j ++ ) {
  18284. for ( i = 0; i <= thetaSegments; i ++ ) {
  18285. // values are generate from the inside of the ring to the outside
  18286. segment = thetaStart + i / thetaSegments * thetaLength;
  18287. // vertex
  18288. vertex.x = radius * Math.cos( segment );
  18289. vertex.y = radius * Math.sin( segment );
  18290. vertices.push( vertex.x, vertex.y, vertex.z );
  18291. // normal
  18292. normals.push( 0, 0, 1 );
  18293. // uv
  18294. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18295. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18296. uvs.push( uv.x, uv.y );
  18297. }
  18298. // increase the radius for next row of vertices
  18299. radius += radiusStep;
  18300. }
  18301. // indices
  18302. for ( j = 0; j < phiSegments; j ++ ) {
  18303. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18304. for ( i = 0; i < thetaSegments; i ++ ) {
  18305. segment = i + thetaSegmentLevel;
  18306. var a = segment;
  18307. var b = segment + thetaSegments + 1;
  18308. var c = segment + thetaSegments + 2;
  18309. var d = segment + 1;
  18310. // faces
  18311. indices.push( a, b, d );
  18312. indices.push( b, c, d );
  18313. }
  18314. }
  18315. // build geometry
  18316. this.setIndex( indices );
  18317. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18318. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18319. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18320. }
  18321. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18322. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18323. /**
  18324. * @author zz85 / https://github.com/zz85
  18325. * @author bhouston / http://clara.io
  18326. * @author Mugen87 / https://github.com/Mugen87
  18327. */
  18328. // LatheGeometry
  18329. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18330. Geometry.call( this );
  18331. this.type = 'LatheGeometry';
  18332. this.parameters = {
  18333. points: points,
  18334. segments: segments,
  18335. phiStart: phiStart,
  18336. phiLength: phiLength
  18337. };
  18338. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18339. this.mergeVertices();
  18340. }
  18341. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18342. LatheGeometry.prototype.constructor = LatheGeometry;
  18343. // LatheBufferGeometry
  18344. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18345. BufferGeometry.call( this );
  18346. this.type = 'LatheBufferGeometry';
  18347. this.parameters = {
  18348. points: points,
  18349. segments: segments,
  18350. phiStart: phiStart,
  18351. phiLength: phiLength
  18352. };
  18353. segments = Math.floor( segments ) || 12;
  18354. phiStart = phiStart || 0;
  18355. phiLength = phiLength || Math.PI * 2;
  18356. // clamp phiLength so it's in range of [ 0, 2PI ]
  18357. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18358. // buffers
  18359. var indices = [];
  18360. var vertices = [];
  18361. var uvs = [];
  18362. // helper variables
  18363. var base;
  18364. var inverseSegments = 1.0 / segments;
  18365. var vertex = new Vector3();
  18366. var uv = new Vector2();
  18367. var i, j;
  18368. // generate vertices and uvs
  18369. for ( i = 0; i <= segments; i ++ ) {
  18370. var phi = phiStart + i * inverseSegments * phiLength;
  18371. var sin = Math.sin( phi );
  18372. var cos = Math.cos( phi );
  18373. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18374. // vertex
  18375. vertex.x = points[ j ].x * sin;
  18376. vertex.y = points[ j ].y;
  18377. vertex.z = points[ j ].x * cos;
  18378. vertices.push( vertex.x, vertex.y, vertex.z );
  18379. // uv
  18380. uv.x = i / segments;
  18381. uv.y = j / ( points.length - 1 );
  18382. uvs.push( uv.x, uv.y );
  18383. }
  18384. }
  18385. // indices
  18386. for ( i = 0; i < segments; i ++ ) {
  18387. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18388. base = j + i * points.length;
  18389. var a = base;
  18390. var b = base + points.length;
  18391. var c = base + points.length + 1;
  18392. var d = base + 1;
  18393. // faces
  18394. indices.push( a, b, d );
  18395. indices.push( b, c, d );
  18396. }
  18397. }
  18398. // build geometry
  18399. this.setIndex( indices );
  18400. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18401. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18402. // generate normals
  18403. this.computeVertexNormals();
  18404. // if the geometry is closed, we need to average the normals along the seam.
  18405. // because the corresponding vertices are identical (but still have different UVs).
  18406. if ( phiLength === Math.PI * 2 ) {
  18407. var normals = this.attributes.normal.array;
  18408. var n1 = new Vector3();
  18409. var n2 = new Vector3();
  18410. var n = new Vector3();
  18411. // this is the buffer offset for the last line of vertices
  18412. base = segments * points.length * 3;
  18413. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18414. // select the normal of the vertex in the first line
  18415. n1.x = normals[ j + 0 ];
  18416. n1.y = normals[ j + 1 ];
  18417. n1.z = normals[ j + 2 ];
  18418. // select the normal of the vertex in the last line
  18419. n2.x = normals[ base + j + 0 ];
  18420. n2.y = normals[ base + j + 1 ];
  18421. n2.z = normals[ base + j + 2 ];
  18422. // average normals
  18423. n.addVectors( n1, n2 ).normalize();
  18424. // assign the new values to both normals
  18425. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18426. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18427. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18428. }
  18429. }
  18430. }
  18431. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18432. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18433. /**
  18434. * @author jonobr1 / http://jonobr1.com
  18435. * @author Mugen87 / https://github.com/Mugen87
  18436. */
  18437. // ShapeGeometry
  18438. function ShapeGeometry( shapes, curveSegments ) {
  18439. Geometry.call( this );
  18440. this.type = 'ShapeGeometry';
  18441. if ( typeof curveSegments === 'object' ) {
  18442. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18443. curveSegments = curveSegments.curveSegments;
  18444. }
  18445. this.parameters = {
  18446. shapes: shapes,
  18447. curveSegments: curveSegments
  18448. };
  18449. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18450. this.mergeVertices();
  18451. }
  18452. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18453. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18454. ShapeGeometry.prototype.toJSON = function () {
  18455. var data = Geometry.prototype.toJSON.call( this );
  18456. var shapes = this.parameters.shapes;
  18457. return toJSON$1( shapes, data );
  18458. };
  18459. // ShapeBufferGeometry
  18460. function ShapeBufferGeometry( shapes, curveSegments ) {
  18461. BufferGeometry.call( this );
  18462. this.type = 'ShapeBufferGeometry';
  18463. this.parameters = {
  18464. shapes: shapes,
  18465. curveSegments: curveSegments
  18466. };
  18467. curveSegments = curveSegments || 12;
  18468. // buffers
  18469. var indices = [];
  18470. var vertices = [];
  18471. var normals = [];
  18472. var uvs = [];
  18473. // helper variables
  18474. var groupStart = 0;
  18475. var groupCount = 0;
  18476. // allow single and array values for "shapes" parameter
  18477. if ( Array.isArray( shapes ) === false ) {
  18478. addShape( shapes );
  18479. } else {
  18480. for ( var i = 0; i < shapes.length; i ++ ) {
  18481. addShape( shapes[ i ] );
  18482. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18483. groupStart += groupCount;
  18484. groupCount = 0;
  18485. }
  18486. }
  18487. // build geometry
  18488. this.setIndex( indices );
  18489. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18490. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18491. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18492. // helper functions
  18493. function addShape( shape ) {
  18494. var i, l, shapeHole;
  18495. var indexOffset = vertices.length / 3;
  18496. var points = shape.extractPoints( curveSegments );
  18497. var shapeVertices = points.shape;
  18498. var shapeHoles = points.holes;
  18499. // check direction of vertices
  18500. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18501. shapeVertices = shapeVertices.reverse();
  18502. }
  18503. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18504. shapeHole = shapeHoles[ i ];
  18505. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18506. shapeHoles[ i ] = shapeHole.reverse();
  18507. }
  18508. }
  18509. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18510. // join vertices of inner and outer paths to a single array
  18511. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18512. shapeHole = shapeHoles[ i ];
  18513. shapeVertices = shapeVertices.concat( shapeHole );
  18514. }
  18515. // vertices, normals, uvs
  18516. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18517. var vertex = shapeVertices[ i ];
  18518. vertices.push( vertex.x, vertex.y, 0 );
  18519. normals.push( 0, 0, 1 );
  18520. uvs.push( vertex.x, vertex.y ); // world uvs
  18521. }
  18522. // incides
  18523. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18524. var face = faces[ i ];
  18525. var a = face[ 0 ] + indexOffset;
  18526. var b = face[ 1 ] + indexOffset;
  18527. var c = face[ 2 ] + indexOffset;
  18528. indices.push( a, b, c );
  18529. groupCount += 3;
  18530. }
  18531. }
  18532. }
  18533. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18534. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18535. ShapeBufferGeometry.prototype.toJSON = function () {
  18536. var data = BufferGeometry.prototype.toJSON.call( this );
  18537. var shapes = this.parameters.shapes;
  18538. return toJSON$1( shapes, data );
  18539. };
  18540. //
  18541. function toJSON$1( shapes, data ) {
  18542. data.shapes = [];
  18543. if ( Array.isArray( shapes ) ) {
  18544. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18545. var shape = shapes[ i ];
  18546. data.shapes.push( shape.uuid );
  18547. }
  18548. } else {
  18549. data.shapes.push( shapes.uuid );
  18550. }
  18551. return data;
  18552. }
  18553. /**
  18554. * @author WestLangley / http://github.com/WestLangley
  18555. * @author Mugen87 / https://github.com/Mugen87
  18556. */
  18557. function EdgesGeometry( geometry, thresholdAngle ) {
  18558. BufferGeometry.call( this );
  18559. this.type = 'EdgesGeometry';
  18560. this.parameters = {
  18561. thresholdAngle: thresholdAngle
  18562. };
  18563. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18564. // buffer
  18565. var vertices = [];
  18566. // helper variables
  18567. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18568. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18569. var key, keys = [ 'a', 'b', 'c' ];
  18570. // prepare source geometry
  18571. var geometry2;
  18572. if ( geometry.isBufferGeometry ) {
  18573. geometry2 = new Geometry();
  18574. geometry2.fromBufferGeometry( geometry );
  18575. } else {
  18576. geometry2 = geometry.clone();
  18577. }
  18578. geometry2.mergeVertices();
  18579. geometry2.computeFaceNormals();
  18580. var sourceVertices = geometry2.vertices;
  18581. var faces = geometry2.faces;
  18582. // now create a data structure where each entry represents an edge with its adjoining faces
  18583. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18584. var face = faces[ i ];
  18585. for ( var j = 0; j < 3; j ++ ) {
  18586. edge1 = face[ keys[ j ] ];
  18587. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18588. edge[ 0 ] = Math.min( edge1, edge2 );
  18589. edge[ 1 ] = Math.max( edge1, edge2 );
  18590. key = edge[ 0 ] + ',' + edge[ 1 ];
  18591. if ( edges[ key ] === undefined ) {
  18592. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18593. } else {
  18594. edges[ key ].face2 = i;
  18595. }
  18596. }
  18597. }
  18598. // generate vertices
  18599. for ( key in edges ) {
  18600. var e = edges[ key ];
  18601. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18602. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18603. var vertex = sourceVertices[ e.index1 ];
  18604. vertices.push( vertex.x, vertex.y, vertex.z );
  18605. vertex = sourceVertices[ e.index2 ];
  18606. vertices.push( vertex.x, vertex.y, vertex.z );
  18607. }
  18608. }
  18609. // build geometry
  18610. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18611. }
  18612. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18613. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18614. /**
  18615. * @author mrdoob / http://mrdoob.com/
  18616. * @author Mugen87 / https://github.com/Mugen87
  18617. */
  18618. // CylinderGeometry
  18619. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18620. Geometry.call( this );
  18621. this.type = 'CylinderGeometry';
  18622. this.parameters = {
  18623. radiusTop: radiusTop,
  18624. radiusBottom: radiusBottom,
  18625. height: height,
  18626. radialSegments: radialSegments,
  18627. heightSegments: heightSegments,
  18628. openEnded: openEnded,
  18629. thetaStart: thetaStart,
  18630. thetaLength: thetaLength
  18631. };
  18632. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18633. this.mergeVertices();
  18634. }
  18635. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18636. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18637. // CylinderBufferGeometry
  18638. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18639. BufferGeometry.call( this );
  18640. this.type = 'CylinderBufferGeometry';
  18641. this.parameters = {
  18642. radiusTop: radiusTop,
  18643. radiusBottom: radiusBottom,
  18644. height: height,
  18645. radialSegments: radialSegments,
  18646. heightSegments: heightSegments,
  18647. openEnded: openEnded,
  18648. thetaStart: thetaStart,
  18649. thetaLength: thetaLength
  18650. };
  18651. var scope = this;
  18652. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18653. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18654. height = height || 1;
  18655. radialSegments = Math.floor( radialSegments ) || 8;
  18656. heightSegments = Math.floor( heightSegments ) || 1;
  18657. openEnded = openEnded !== undefined ? openEnded : false;
  18658. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18659. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18660. // buffers
  18661. var indices = [];
  18662. var vertices = [];
  18663. var normals = [];
  18664. var uvs = [];
  18665. // helper variables
  18666. var index = 0;
  18667. var indexArray = [];
  18668. var halfHeight = height / 2;
  18669. var groupStart = 0;
  18670. // generate geometry
  18671. generateTorso();
  18672. if ( openEnded === false ) {
  18673. if ( radiusTop > 0 ) generateCap( true );
  18674. if ( radiusBottom > 0 ) generateCap( false );
  18675. }
  18676. // build geometry
  18677. this.setIndex( indices );
  18678. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18679. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18680. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18681. function generateTorso() {
  18682. var x, y;
  18683. var normal = new Vector3();
  18684. var vertex = new Vector3();
  18685. var groupCount = 0;
  18686. // this will be used to calculate the normal
  18687. var slope = ( radiusBottom - radiusTop ) / height;
  18688. // generate vertices, normals and uvs
  18689. for ( y = 0; y <= heightSegments; y ++ ) {
  18690. var indexRow = [];
  18691. var v = y / heightSegments;
  18692. // calculate the radius of the current row
  18693. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18694. for ( x = 0; x <= radialSegments; x ++ ) {
  18695. var u = x / radialSegments;
  18696. var theta = u * thetaLength + thetaStart;
  18697. var sinTheta = Math.sin( theta );
  18698. var cosTheta = Math.cos( theta );
  18699. // vertex
  18700. vertex.x = radius * sinTheta;
  18701. vertex.y = - v * height + halfHeight;
  18702. vertex.z = radius * cosTheta;
  18703. vertices.push( vertex.x, vertex.y, vertex.z );
  18704. // normal
  18705. normal.set( sinTheta, slope, cosTheta ).normalize();
  18706. normals.push( normal.x, normal.y, normal.z );
  18707. // uv
  18708. uvs.push( u, 1 - v );
  18709. // save index of vertex in respective row
  18710. indexRow.push( index ++ );
  18711. }
  18712. // now save vertices of the row in our index array
  18713. indexArray.push( indexRow );
  18714. }
  18715. // generate indices
  18716. for ( x = 0; x < radialSegments; x ++ ) {
  18717. for ( y = 0; y < heightSegments; y ++ ) {
  18718. // we use the index array to access the correct indices
  18719. var a = indexArray[ y ][ x ];
  18720. var b = indexArray[ y + 1 ][ x ];
  18721. var c = indexArray[ y + 1 ][ x + 1 ];
  18722. var d = indexArray[ y ][ x + 1 ];
  18723. // faces
  18724. indices.push( a, b, d );
  18725. indices.push( b, c, d );
  18726. // update group counter
  18727. groupCount += 6;
  18728. }
  18729. }
  18730. // add a group to the geometry. this will ensure multi material support
  18731. scope.addGroup( groupStart, groupCount, 0 );
  18732. // calculate new start value for groups
  18733. groupStart += groupCount;
  18734. }
  18735. function generateCap( top ) {
  18736. var x, centerIndexStart, centerIndexEnd;
  18737. var uv = new Vector2();
  18738. var vertex = new Vector3();
  18739. var groupCount = 0;
  18740. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18741. var sign = ( top === true ) ? 1 : - 1;
  18742. // save the index of the first center vertex
  18743. centerIndexStart = index;
  18744. // first we generate the center vertex data of the cap.
  18745. // because the geometry needs one set of uvs per face,
  18746. // we must generate a center vertex per face/segment
  18747. for ( x = 1; x <= radialSegments; x ++ ) {
  18748. // vertex
  18749. vertices.push( 0, halfHeight * sign, 0 );
  18750. // normal
  18751. normals.push( 0, sign, 0 );
  18752. // uv
  18753. uvs.push( 0.5, 0.5 );
  18754. // increase index
  18755. index ++;
  18756. }
  18757. // save the index of the last center vertex
  18758. centerIndexEnd = index;
  18759. // now we generate the surrounding vertices, normals and uvs
  18760. for ( x = 0; x <= radialSegments; x ++ ) {
  18761. var u = x / radialSegments;
  18762. var theta = u * thetaLength + thetaStart;
  18763. var cosTheta = Math.cos( theta );
  18764. var sinTheta = Math.sin( theta );
  18765. // vertex
  18766. vertex.x = radius * sinTheta;
  18767. vertex.y = halfHeight * sign;
  18768. vertex.z = radius * cosTheta;
  18769. vertices.push( vertex.x, vertex.y, vertex.z );
  18770. // normal
  18771. normals.push( 0, sign, 0 );
  18772. // uv
  18773. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18774. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18775. uvs.push( uv.x, uv.y );
  18776. // increase index
  18777. index ++;
  18778. }
  18779. // generate indices
  18780. for ( x = 0; x < radialSegments; x ++ ) {
  18781. var c = centerIndexStart + x;
  18782. var i = centerIndexEnd + x;
  18783. if ( top === true ) {
  18784. // face top
  18785. indices.push( i, i + 1, c );
  18786. } else {
  18787. // face bottom
  18788. indices.push( i + 1, i, c );
  18789. }
  18790. groupCount += 3;
  18791. }
  18792. // add a group to the geometry. this will ensure multi material support
  18793. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18794. // calculate new start value for groups
  18795. groupStart += groupCount;
  18796. }
  18797. }
  18798. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18799. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18800. /**
  18801. * @author abelnation / http://github.com/abelnation
  18802. */
  18803. // ConeGeometry
  18804. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18805. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18806. this.type = 'ConeGeometry';
  18807. this.parameters = {
  18808. radius: radius,
  18809. height: height,
  18810. radialSegments: radialSegments,
  18811. heightSegments: heightSegments,
  18812. openEnded: openEnded,
  18813. thetaStart: thetaStart,
  18814. thetaLength: thetaLength
  18815. };
  18816. }
  18817. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18818. ConeGeometry.prototype.constructor = ConeGeometry;
  18819. // ConeBufferGeometry
  18820. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18821. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18822. this.type = 'ConeBufferGeometry';
  18823. this.parameters = {
  18824. radius: radius,
  18825. height: height,
  18826. radialSegments: radialSegments,
  18827. heightSegments: heightSegments,
  18828. openEnded: openEnded,
  18829. thetaStart: thetaStart,
  18830. thetaLength: thetaLength
  18831. };
  18832. }
  18833. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18834. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18835. /**
  18836. * @author benaadams / https://twitter.com/ben_a_adams
  18837. * @author Mugen87 / https://github.com/Mugen87
  18838. * @author hughes
  18839. */
  18840. // CircleGeometry
  18841. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18842. Geometry.call( this );
  18843. this.type = 'CircleGeometry';
  18844. this.parameters = {
  18845. radius: radius,
  18846. segments: segments,
  18847. thetaStart: thetaStart,
  18848. thetaLength: thetaLength
  18849. };
  18850. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18851. this.mergeVertices();
  18852. }
  18853. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18854. CircleGeometry.prototype.constructor = CircleGeometry;
  18855. // CircleBufferGeometry
  18856. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18857. BufferGeometry.call( this );
  18858. this.type = 'CircleBufferGeometry';
  18859. this.parameters = {
  18860. radius: radius,
  18861. segments: segments,
  18862. thetaStart: thetaStart,
  18863. thetaLength: thetaLength
  18864. };
  18865. radius = radius || 1;
  18866. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18867. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18868. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18869. // buffers
  18870. var indices = [];
  18871. var vertices = [];
  18872. var normals = [];
  18873. var uvs = [];
  18874. // helper variables
  18875. var i, s;
  18876. var vertex = new Vector3();
  18877. var uv = new Vector2();
  18878. // center point
  18879. vertices.push( 0, 0, 0 );
  18880. normals.push( 0, 0, 1 );
  18881. uvs.push( 0.5, 0.5 );
  18882. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18883. var segment = thetaStart + s / segments * thetaLength;
  18884. // vertex
  18885. vertex.x = radius * Math.cos( segment );
  18886. vertex.y = radius * Math.sin( segment );
  18887. vertices.push( vertex.x, vertex.y, vertex.z );
  18888. // normal
  18889. normals.push( 0, 0, 1 );
  18890. // uvs
  18891. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  18892. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  18893. uvs.push( uv.x, uv.y );
  18894. }
  18895. // indices
  18896. for ( i = 1; i <= segments; i ++ ) {
  18897. indices.push( i, i + 1, 0 );
  18898. }
  18899. // build geometry
  18900. this.setIndex( indices );
  18901. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18902. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18903. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18904. }
  18905. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18906. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  18907. var Geometries = /*#__PURE__*/Object.freeze({
  18908. WireframeGeometry: WireframeGeometry,
  18909. ParametricGeometry: ParametricGeometry,
  18910. ParametricBufferGeometry: ParametricBufferGeometry,
  18911. TetrahedronGeometry: TetrahedronGeometry,
  18912. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  18913. OctahedronGeometry: OctahedronGeometry,
  18914. OctahedronBufferGeometry: OctahedronBufferGeometry,
  18915. IcosahedronGeometry: IcosahedronGeometry,
  18916. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  18917. DodecahedronGeometry: DodecahedronGeometry,
  18918. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  18919. PolyhedronGeometry: PolyhedronGeometry,
  18920. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  18921. TubeGeometry: TubeGeometry,
  18922. TubeBufferGeometry: TubeBufferGeometry,
  18923. TorusKnotGeometry: TorusKnotGeometry,
  18924. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  18925. TorusGeometry: TorusGeometry,
  18926. TorusBufferGeometry: TorusBufferGeometry,
  18927. TextGeometry: TextGeometry,
  18928. TextBufferGeometry: TextBufferGeometry,
  18929. SphereGeometry: SphereGeometry,
  18930. SphereBufferGeometry: SphereBufferGeometry,
  18931. RingGeometry: RingGeometry,
  18932. RingBufferGeometry: RingBufferGeometry,
  18933. PlaneGeometry: PlaneGeometry,
  18934. PlaneBufferGeometry: PlaneBufferGeometry,
  18935. LatheGeometry: LatheGeometry,
  18936. LatheBufferGeometry: LatheBufferGeometry,
  18937. ShapeGeometry: ShapeGeometry,
  18938. ShapeBufferGeometry: ShapeBufferGeometry,
  18939. ExtrudeGeometry: ExtrudeGeometry,
  18940. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  18941. EdgesGeometry: EdgesGeometry,
  18942. ConeGeometry: ConeGeometry,
  18943. ConeBufferGeometry: ConeBufferGeometry,
  18944. CylinderGeometry: CylinderGeometry,
  18945. CylinderBufferGeometry: CylinderBufferGeometry,
  18946. CircleGeometry: CircleGeometry,
  18947. CircleBufferGeometry: CircleBufferGeometry,
  18948. BoxGeometry: BoxGeometry,
  18949. BoxBufferGeometry: BoxBufferGeometry
  18950. });
  18951. /**
  18952. * @author mrdoob / http://mrdoob.com/
  18953. *
  18954. * parameters = {
  18955. * color: <THREE.Color>
  18956. * }
  18957. */
  18958. function ShadowMaterial( parameters ) {
  18959. Material.call( this );
  18960. this.type = 'ShadowMaterial';
  18961. this.color = new Color( 0x000000 );
  18962. this.transparent = true;
  18963. this.setValues( parameters );
  18964. }
  18965. ShadowMaterial.prototype = Object.create( Material.prototype );
  18966. ShadowMaterial.prototype.constructor = ShadowMaterial;
  18967. ShadowMaterial.prototype.isShadowMaterial = true;
  18968. ShadowMaterial.prototype.copy = function ( source ) {
  18969. Material.prototype.copy.call( this, source );
  18970. this.color.copy( source.color );
  18971. return this;
  18972. };
  18973. /**
  18974. * @author mrdoob / http://mrdoob.com/
  18975. */
  18976. function RawShaderMaterial( parameters ) {
  18977. ShaderMaterial.call( this, parameters );
  18978. this.type = 'RawShaderMaterial';
  18979. }
  18980. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  18981. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  18982. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18983. /**
  18984. * @author WestLangley / http://github.com/WestLangley
  18985. *
  18986. * parameters = {
  18987. * color: <hex>,
  18988. * roughness: <float>,
  18989. * metalness: <float>,
  18990. * opacity: <float>,
  18991. *
  18992. * map: new THREE.Texture( <Image> ),
  18993. *
  18994. * lightMap: new THREE.Texture( <Image> ),
  18995. * lightMapIntensity: <float>
  18996. *
  18997. * aoMap: new THREE.Texture( <Image> ),
  18998. * aoMapIntensity: <float>
  18999. *
  19000. * emissive: <hex>,
  19001. * emissiveIntensity: <float>
  19002. * emissiveMap: new THREE.Texture( <Image> ),
  19003. *
  19004. * bumpMap: new THREE.Texture( <Image> ),
  19005. * bumpScale: <float>,
  19006. *
  19007. * normalMap: new THREE.Texture( <Image> ),
  19008. * normalMapType: THREE.TangentSpaceNormalMap,
  19009. * normalScale: <Vector2>,
  19010. *
  19011. * displacementMap: new THREE.Texture( <Image> ),
  19012. * displacementScale: <float>,
  19013. * displacementBias: <float>,
  19014. *
  19015. * roughnessMap: new THREE.Texture( <Image> ),
  19016. *
  19017. * metalnessMap: new THREE.Texture( <Image> ),
  19018. *
  19019. * alphaMap: new THREE.Texture( <Image> ),
  19020. *
  19021. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19022. * envMapIntensity: <float>
  19023. *
  19024. * refractionRatio: <float>,
  19025. *
  19026. * wireframe: <boolean>,
  19027. * wireframeLinewidth: <float>,
  19028. *
  19029. * skinning: <bool>,
  19030. * morphTargets: <bool>,
  19031. * morphNormals: <bool>
  19032. * }
  19033. */
  19034. function MeshStandardMaterial( parameters ) {
  19035. Material.call( this );
  19036. this.defines = { 'STANDARD': '' };
  19037. this.type = 'MeshStandardMaterial';
  19038. this.color = new Color( 0xffffff ); // diffuse
  19039. this.roughness = 0.5;
  19040. this.metalness = 0.5;
  19041. this.map = null;
  19042. this.lightMap = null;
  19043. this.lightMapIntensity = 1.0;
  19044. this.aoMap = null;
  19045. this.aoMapIntensity = 1.0;
  19046. this.emissive = new Color( 0x000000 );
  19047. this.emissiveIntensity = 1.0;
  19048. this.emissiveMap = null;
  19049. this.bumpMap = null;
  19050. this.bumpScale = 1;
  19051. this.normalMap = null;
  19052. this.normalMapType = TangentSpaceNormalMap;
  19053. this.normalScale = new Vector2( 1, 1 );
  19054. this.displacementMap = null;
  19055. this.displacementScale = 1;
  19056. this.displacementBias = 0;
  19057. this.roughnessMap = null;
  19058. this.metalnessMap = null;
  19059. this.alphaMap = null;
  19060. this.envMap = null;
  19061. this.envMapIntensity = 1.0;
  19062. this.refractionRatio = 0.98;
  19063. this.wireframe = false;
  19064. this.wireframeLinewidth = 1;
  19065. this.wireframeLinecap = 'round';
  19066. this.wireframeLinejoin = 'round';
  19067. this.skinning = false;
  19068. this.morphTargets = false;
  19069. this.morphNormals = false;
  19070. this.setValues( parameters );
  19071. }
  19072. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19073. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19074. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19075. MeshStandardMaterial.prototype.copy = function ( source ) {
  19076. Material.prototype.copy.call( this, source );
  19077. this.defines = { 'STANDARD': '' };
  19078. this.color.copy( source.color );
  19079. this.roughness = source.roughness;
  19080. this.metalness = source.metalness;
  19081. this.map = source.map;
  19082. this.lightMap = source.lightMap;
  19083. this.lightMapIntensity = source.lightMapIntensity;
  19084. this.aoMap = source.aoMap;
  19085. this.aoMapIntensity = source.aoMapIntensity;
  19086. this.emissive.copy( source.emissive );
  19087. this.emissiveMap = source.emissiveMap;
  19088. this.emissiveIntensity = source.emissiveIntensity;
  19089. this.bumpMap = source.bumpMap;
  19090. this.bumpScale = source.bumpScale;
  19091. this.normalMap = source.normalMap;
  19092. this.normalMapType = source.normalMapType;
  19093. this.normalScale.copy( source.normalScale );
  19094. this.displacementMap = source.displacementMap;
  19095. this.displacementScale = source.displacementScale;
  19096. this.displacementBias = source.displacementBias;
  19097. this.roughnessMap = source.roughnessMap;
  19098. this.metalnessMap = source.metalnessMap;
  19099. this.alphaMap = source.alphaMap;
  19100. this.envMap = source.envMap;
  19101. this.envMapIntensity = source.envMapIntensity;
  19102. this.refractionRatio = source.refractionRatio;
  19103. this.wireframe = source.wireframe;
  19104. this.wireframeLinewidth = source.wireframeLinewidth;
  19105. this.wireframeLinecap = source.wireframeLinecap;
  19106. this.wireframeLinejoin = source.wireframeLinejoin;
  19107. this.skinning = source.skinning;
  19108. this.morphTargets = source.morphTargets;
  19109. this.morphNormals = source.morphNormals;
  19110. return this;
  19111. };
  19112. /**
  19113. * @author WestLangley / http://github.com/WestLangley
  19114. *
  19115. * parameters = {
  19116. * reflectivity: <float>
  19117. * clearcoat: <float>
  19118. * clearcoatRoughness: <float>
  19119. *
  19120. * sheen: <Color>
  19121. *
  19122. * clearcoatNormalScale: <Vector2>,
  19123. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19124. * }
  19125. */
  19126. function MeshPhysicalMaterial( parameters ) {
  19127. MeshStandardMaterial.call( this );
  19128. this.defines = {
  19129. 'STANDARD': '',
  19130. 'PHYSICAL': ''
  19131. };
  19132. this.type = 'MeshPhysicalMaterial';
  19133. this.reflectivity = 0.5; // maps to F0 = 0.04
  19134. this.clearcoat = 0.0;
  19135. this.clearcoatRoughness = 0.0;
  19136. this.sheen = null; // null will disable sheen bsdf
  19137. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19138. this.clearcoatNormalMap = null;
  19139. this.transparency = 0.0;
  19140. this.setValues( parameters );
  19141. }
  19142. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19143. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19144. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19145. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19146. MeshStandardMaterial.prototype.copy.call( this, source );
  19147. this.defines = {
  19148. 'STANDARD': '',
  19149. 'PHYSICAL': ''
  19150. };
  19151. this.reflectivity = source.reflectivity;
  19152. this.clearcoat = source.clearcoat;
  19153. this.clearcoatRoughness = source.clearcoatRoughness;
  19154. if ( source.sheen ) this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19155. else this.sheen = null;
  19156. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19157. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19158. this.transparency = source.transparency;
  19159. return this;
  19160. };
  19161. /**
  19162. * @author mrdoob / http://mrdoob.com/
  19163. * @author alteredq / http://alteredqualia.com/
  19164. *
  19165. * parameters = {
  19166. * color: <hex>,
  19167. * specular: <hex>,
  19168. * shininess: <float>,
  19169. * opacity: <float>,
  19170. *
  19171. * map: new THREE.Texture( <Image> ),
  19172. *
  19173. * lightMap: new THREE.Texture( <Image> ),
  19174. * lightMapIntensity: <float>
  19175. *
  19176. * aoMap: new THREE.Texture( <Image> ),
  19177. * aoMapIntensity: <float>
  19178. *
  19179. * emissive: <hex>,
  19180. * emissiveIntensity: <float>
  19181. * emissiveMap: new THREE.Texture( <Image> ),
  19182. *
  19183. * bumpMap: new THREE.Texture( <Image> ),
  19184. * bumpScale: <float>,
  19185. *
  19186. * normalMap: new THREE.Texture( <Image> ),
  19187. * normalMapType: THREE.TangentSpaceNormalMap,
  19188. * normalScale: <Vector2>,
  19189. *
  19190. * displacementMap: new THREE.Texture( <Image> ),
  19191. * displacementScale: <float>,
  19192. * displacementBias: <float>,
  19193. *
  19194. * specularMap: new THREE.Texture( <Image> ),
  19195. *
  19196. * alphaMap: new THREE.Texture( <Image> ),
  19197. *
  19198. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19199. * combine: THREE.Multiply,
  19200. * reflectivity: <float>,
  19201. * refractionRatio: <float>,
  19202. *
  19203. * wireframe: <boolean>,
  19204. * wireframeLinewidth: <float>,
  19205. *
  19206. * skinning: <bool>,
  19207. * morphTargets: <bool>,
  19208. * morphNormals: <bool>
  19209. * }
  19210. */
  19211. function MeshPhongMaterial( parameters ) {
  19212. Material.call( this );
  19213. this.type = 'MeshPhongMaterial';
  19214. this.color = new Color( 0xffffff ); // diffuse
  19215. this.specular = new Color( 0x111111 );
  19216. this.shininess = 30;
  19217. this.map = null;
  19218. this.lightMap = null;
  19219. this.lightMapIntensity = 1.0;
  19220. this.aoMap = null;
  19221. this.aoMapIntensity = 1.0;
  19222. this.emissive = new Color( 0x000000 );
  19223. this.emissiveIntensity = 1.0;
  19224. this.emissiveMap = null;
  19225. this.bumpMap = null;
  19226. this.bumpScale = 1;
  19227. this.normalMap = null;
  19228. this.normalMapType = TangentSpaceNormalMap;
  19229. this.normalScale = new Vector2( 1, 1 );
  19230. this.displacementMap = null;
  19231. this.displacementScale = 1;
  19232. this.displacementBias = 0;
  19233. this.specularMap = null;
  19234. this.alphaMap = null;
  19235. this.envMap = null;
  19236. this.combine = MultiplyOperation;
  19237. this.reflectivity = 1;
  19238. this.refractionRatio = 0.98;
  19239. this.wireframe = false;
  19240. this.wireframeLinewidth = 1;
  19241. this.wireframeLinecap = 'round';
  19242. this.wireframeLinejoin = 'round';
  19243. this.skinning = false;
  19244. this.morphTargets = false;
  19245. this.morphNormals = false;
  19246. this.setValues( parameters );
  19247. }
  19248. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19249. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19250. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19251. MeshPhongMaterial.prototype.copy = function ( source ) {
  19252. Material.prototype.copy.call( this, source );
  19253. this.color.copy( source.color );
  19254. this.specular.copy( source.specular );
  19255. this.shininess = source.shininess;
  19256. this.map = source.map;
  19257. this.lightMap = source.lightMap;
  19258. this.lightMapIntensity = source.lightMapIntensity;
  19259. this.aoMap = source.aoMap;
  19260. this.aoMapIntensity = source.aoMapIntensity;
  19261. this.emissive.copy( source.emissive );
  19262. this.emissiveMap = source.emissiveMap;
  19263. this.emissiveIntensity = source.emissiveIntensity;
  19264. this.bumpMap = source.bumpMap;
  19265. this.bumpScale = source.bumpScale;
  19266. this.normalMap = source.normalMap;
  19267. this.normalMapType = source.normalMapType;
  19268. this.normalScale.copy( source.normalScale );
  19269. this.displacementMap = source.displacementMap;
  19270. this.displacementScale = source.displacementScale;
  19271. this.displacementBias = source.displacementBias;
  19272. this.specularMap = source.specularMap;
  19273. this.alphaMap = source.alphaMap;
  19274. this.envMap = source.envMap;
  19275. this.combine = source.combine;
  19276. this.reflectivity = source.reflectivity;
  19277. this.refractionRatio = source.refractionRatio;
  19278. this.wireframe = source.wireframe;
  19279. this.wireframeLinewidth = source.wireframeLinewidth;
  19280. this.wireframeLinecap = source.wireframeLinecap;
  19281. this.wireframeLinejoin = source.wireframeLinejoin;
  19282. this.skinning = source.skinning;
  19283. this.morphTargets = source.morphTargets;
  19284. this.morphNormals = source.morphNormals;
  19285. return this;
  19286. };
  19287. /**
  19288. * @author takahirox / http://github.com/takahirox
  19289. *
  19290. * parameters = {
  19291. * gradientMap: new THREE.Texture( <Image> )
  19292. * }
  19293. */
  19294. function MeshToonMaterial( parameters ) {
  19295. MeshPhongMaterial.call( this );
  19296. this.defines = { 'TOON': '' };
  19297. this.type = 'MeshToonMaterial';
  19298. this.gradientMap = null;
  19299. this.setValues( parameters );
  19300. }
  19301. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19302. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19303. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19304. MeshToonMaterial.prototype.copy = function ( source ) {
  19305. MeshPhongMaterial.prototype.copy.call( this, source );
  19306. this.gradientMap = source.gradientMap;
  19307. return this;
  19308. };
  19309. /**
  19310. * @author mrdoob / http://mrdoob.com/
  19311. * @author WestLangley / http://github.com/WestLangley
  19312. *
  19313. * parameters = {
  19314. * opacity: <float>,
  19315. *
  19316. * bumpMap: new THREE.Texture( <Image> ),
  19317. * bumpScale: <float>,
  19318. *
  19319. * normalMap: new THREE.Texture( <Image> ),
  19320. * normalMapType: THREE.TangentSpaceNormalMap,
  19321. * normalScale: <Vector2>,
  19322. *
  19323. * displacementMap: new THREE.Texture( <Image> ),
  19324. * displacementScale: <float>,
  19325. * displacementBias: <float>,
  19326. *
  19327. * wireframe: <boolean>,
  19328. * wireframeLinewidth: <float>
  19329. *
  19330. * skinning: <bool>,
  19331. * morphTargets: <bool>,
  19332. * morphNormals: <bool>
  19333. * }
  19334. */
  19335. function MeshNormalMaterial( parameters ) {
  19336. Material.call( this );
  19337. this.type = 'MeshNormalMaterial';
  19338. this.bumpMap = null;
  19339. this.bumpScale = 1;
  19340. this.normalMap = null;
  19341. this.normalMapType = TangentSpaceNormalMap;
  19342. this.normalScale = new Vector2( 1, 1 );
  19343. this.displacementMap = null;
  19344. this.displacementScale = 1;
  19345. this.displacementBias = 0;
  19346. this.wireframe = false;
  19347. this.wireframeLinewidth = 1;
  19348. this.fog = false;
  19349. this.lights = false;
  19350. this.skinning = false;
  19351. this.morphTargets = false;
  19352. this.morphNormals = false;
  19353. this.setValues( parameters );
  19354. }
  19355. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19356. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19357. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19358. MeshNormalMaterial.prototype.copy = function ( source ) {
  19359. Material.prototype.copy.call( this, source );
  19360. this.bumpMap = source.bumpMap;
  19361. this.bumpScale = source.bumpScale;
  19362. this.normalMap = source.normalMap;
  19363. this.normalMapType = source.normalMapType;
  19364. this.normalScale.copy( source.normalScale );
  19365. this.displacementMap = source.displacementMap;
  19366. this.displacementScale = source.displacementScale;
  19367. this.displacementBias = source.displacementBias;
  19368. this.wireframe = source.wireframe;
  19369. this.wireframeLinewidth = source.wireframeLinewidth;
  19370. this.skinning = source.skinning;
  19371. this.morphTargets = source.morphTargets;
  19372. this.morphNormals = source.morphNormals;
  19373. return this;
  19374. };
  19375. /**
  19376. * @author mrdoob / http://mrdoob.com/
  19377. * @author alteredq / http://alteredqualia.com/
  19378. *
  19379. * parameters = {
  19380. * color: <hex>,
  19381. * opacity: <float>,
  19382. *
  19383. * map: new THREE.Texture( <Image> ),
  19384. *
  19385. * lightMap: new THREE.Texture( <Image> ),
  19386. * lightMapIntensity: <float>
  19387. *
  19388. * aoMap: new THREE.Texture( <Image> ),
  19389. * aoMapIntensity: <float>
  19390. *
  19391. * emissive: <hex>,
  19392. * emissiveIntensity: <float>
  19393. * emissiveMap: new THREE.Texture( <Image> ),
  19394. *
  19395. * specularMap: new THREE.Texture( <Image> ),
  19396. *
  19397. * alphaMap: new THREE.Texture( <Image> ),
  19398. *
  19399. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19400. * combine: THREE.Multiply,
  19401. * reflectivity: <float>,
  19402. * refractionRatio: <float>,
  19403. *
  19404. * wireframe: <boolean>,
  19405. * wireframeLinewidth: <float>,
  19406. *
  19407. * skinning: <bool>,
  19408. * morphTargets: <bool>,
  19409. * morphNormals: <bool>
  19410. * }
  19411. */
  19412. function MeshLambertMaterial( parameters ) {
  19413. Material.call( this );
  19414. this.type = 'MeshLambertMaterial';
  19415. this.color = new Color( 0xffffff ); // diffuse
  19416. this.map = null;
  19417. this.lightMap = null;
  19418. this.lightMapIntensity = 1.0;
  19419. this.aoMap = null;
  19420. this.aoMapIntensity = 1.0;
  19421. this.emissive = new Color( 0x000000 );
  19422. this.emissiveIntensity = 1.0;
  19423. this.emissiveMap = null;
  19424. this.specularMap = null;
  19425. this.alphaMap = null;
  19426. this.envMap = null;
  19427. this.combine = MultiplyOperation;
  19428. this.reflectivity = 1;
  19429. this.refractionRatio = 0.98;
  19430. this.wireframe = false;
  19431. this.wireframeLinewidth = 1;
  19432. this.wireframeLinecap = 'round';
  19433. this.wireframeLinejoin = 'round';
  19434. this.skinning = false;
  19435. this.morphTargets = false;
  19436. this.morphNormals = false;
  19437. this.setValues( parameters );
  19438. }
  19439. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19440. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19441. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19442. MeshLambertMaterial.prototype.copy = function ( source ) {
  19443. Material.prototype.copy.call( this, source );
  19444. this.color.copy( source.color );
  19445. this.map = source.map;
  19446. this.lightMap = source.lightMap;
  19447. this.lightMapIntensity = source.lightMapIntensity;
  19448. this.aoMap = source.aoMap;
  19449. this.aoMapIntensity = source.aoMapIntensity;
  19450. this.emissive.copy( source.emissive );
  19451. this.emissiveMap = source.emissiveMap;
  19452. this.emissiveIntensity = source.emissiveIntensity;
  19453. this.specularMap = source.specularMap;
  19454. this.alphaMap = source.alphaMap;
  19455. this.envMap = source.envMap;
  19456. this.combine = source.combine;
  19457. this.reflectivity = source.reflectivity;
  19458. this.refractionRatio = source.refractionRatio;
  19459. this.wireframe = source.wireframe;
  19460. this.wireframeLinewidth = source.wireframeLinewidth;
  19461. this.wireframeLinecap = source.wireframeLinecap;
  19462. this.wireframeLinejoin = source.wireframeLinejoin;
  19463. this.skinning = source.skinning;
  19464. this.morphTargets = source.morphTargets;
  19465. this.morphNormals = source.morphNormals;
  19466. return this;
  19467. };
  19468. /**
  19469. * @author WestLangley / http://github.com/WestLangley
  19470. *
  19471. * parameters = {
  19472. * color: <hex>,
  19473. * opacity: <float>,
  19474. *
  19475. * matcap: new THREE.Texture( <Image> ),
  19476. *
  19477. * map: new THREE.Texture( <Image> ),
  19478. *
  19479. * bumpMap: new THREE.Texture( <Image> ),
  19480. * bumpScale: <float>,
  19481. *
  19482. * normalMap: new THREE.Texture( <Image> ),
  19483. * normalMapType: THREE.TangentSpaceNormalMap,
  19484. * normalScale: <Vector2>,
  19485. *
  19486. * displacementMap: new THREE.Texture( <Image> ),
  19487. * displacementScale: <float>,
  19488. * displacementBias: <float>,
  19489. *
  19490. * alphaMap: new THREE.Texture( <Image> ),
  19491. *
  19492. * skinning: <bool>,
  19493. * morphTargets: <bool>,
  19494. * morphNormals: <bool>
  19495. * }
  19496. */
  19497. function MeshMatcapMaterial( parameters ) {
  19498. Material.call( this );
  19499. this.defines = { 'MATCAP': '' };
  19500. this.type = 'MeshMatcapMaterial';
  19501. this.color = new Color( 0xffffff ); // diffuse
  19502. this.matcap = null;
  19503. this.map = null;
  19504. this.bumpMap = null;
  19505. this.bumpScale = 1;
  19506. this.normalMap = null;
  19507. this.normalMapType = TangentSpaceNormalMap;
  19508. this.normalScale = new Vector2( 1, 1 );
  19509. this.displacementMap = null;
  19510. this.displacementScale = 1;
  19511. this.displacementBias = 0;
  19512. this.alphaMap = null;
  19513. this.skinning = false;
  19514. this.morphTargets = false;
  19515. this.morphNormals = false;
  19516. this.lights = false;
  19517. this.setValues( parameters );
  19518. }
  19519. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19520. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19521. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19522. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19523. Material.prototype.copy.call( this, source );
  19524. this.defines = { 'MATCAP': '' };
  19525. this.color.copy( source.color );
  19526. this.matcap = source.matcap;
  19527. this.map = source.map;
  19528. this.bumpMap = source.bumpMap;
  19529. this.bumpScale = source.bumpScale;
  19530. this.normalMap = source.normalMap;
  19531. this.normalMapType = source.normalMapType;
  19532. this.normalScale.copy( source.normalScale );
  19533. this.displacementMap = source.displacementMap;
  19534. this.displacementScale = source.displacementScale;
  19535. this.displacementBias = source.displacementBias;
  19536. this.alphaMap = source.alphaMap;
  19537. this.skinning = source.skinning;
  19538. this.morphTargets = source.morphTargets;
  19539. this.morphNormals = source.morphNormals;
  19540. return this;
  19541. };
  19542. /**
  19543. * @author alteredq / http://alteredqualia.com/
  19544. *
  19545. * parameters = {
  19546. * color: <hex>,
  19547. * opacity: <float>,
  19548. *
  19549. * linewidth: <float>,
  19550. *
  19551. * scale: <float>,
  19552. * dashSize: <float>,
  19553. * gapSize: <float>
  19554. * }
  19555. */
  19556. function LineDashedMaterial( parameters ) {
  19557. LineBasicMaterial.call( this );
  19558. this.type = 'LineDashedMaterial';
  19559. this.scale = 1;
  19560. this.dashSize = 3;
  19561. this.gapSize = 1;
  19562. this.setValues( parameters );
  19563. }
  19564. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19565. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19566. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19567. LineDashedMaterial.prototype.copy = function ( source ) {
  19568. LineBasicMaterial.prototype.copy.call( this, source );
  19569. this.scale = source.scale;
  19570. this.dashSize = source.dashSize;
  19571. this.gapSize = source.gapSize;
  19572. return this;
  19573. };
  19574. var Materials = /*#__PURE__*/Object.freeze({
  19575. ShadowMaterial: ShadowMaterial,
  19576. SpriteMaterial: SpriteMaterial,
  19577. RawShaderMaterial: RawShaderMaterial,
  19578. ShaderMaterial: ShaderMaterial,
  19579. PointsMaterial: PointsMaterial,
  19580. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19581. MeshStandardMaterial: MeshStandardMaterial,
  19582. MeshPhongMaterial: MeshPhongMaterial,
  19583. MeshToonMaterial: MeshToonMaterial,
  19584. MeshNormalMaterial: MeshNormalMaterial,
  19585. MeshLambertMaterial: MeshLambertMaterial,
  19586. MeshDepthMaterial: MeshDepthMaterial,
  19587. MeshDistanceMaterial: MeshDistanceMaterial,
  19588. MeshBasicMaterial: MeshBasicMaterial,
  19589. MeshMatcapMaterial: MeshMatcapMaterial,
  19590. LineDashedMaterial: LineDashedMaterial,
  19591. LineBasicMaterial: LineBasicMaterial,
  19592. Material: Material
  19593. });
  19594. /**
  19595. * @author tschw
  19596. * @author Ben Houston / http://clara.io/
  19597. * @author David Sarno / http://lighthaus.us/
  19598. */
  19599. var AnimationUtils = {
  19600. // same as Array.prototype.slice, but also works on typed arrays
  19601. arraySlice: function ( array, from, to ) {
  19602. if ( AnimationUtils.isTypedArray( array ) ) {
  19603. // in ios9 array.subarray(from, undefined) will return empty array
  19604. // but array.subarray(from) or array.subarray(from, len) is correct
  19605. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19606. }
  19607. return array.slice( from, to );
  19608. },
  19609. // converts an array to a specific type
  19610. convertArray: function ( array, type, forceClone ) {
  19611. if ( ! array || // let 'undefined' and 'null' pass
  19612. ! forceClone && array.constructor === type ) return array;
  19613. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19614. return new type( array ); // create typed array
  19615. }
  19616. return Array.prototype.slice.call( array ); // create Array
  19617. },
  19618. isTypedArray: function ( object ) {
  19619. return ArrayBuffer.isView( object ) &&
  19620. ! ( object instanceof DataView );
  19621. },
  19622. // returns an array by which times and values can be sorted
  19623. getKeyframeOrder: function ( times ) {
  19624. function compareTime( i, j ) {
  19625. return times[ i ] - times[ j ];
  19626. }
  19627. var n = times.length;
  19628. var result = new Array( n );
  19629. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19630. result.sort( compareTime );
  19631. return result;
  19632. },
  19633. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19634. sortedArray: function ( values, stride, order ) {
  19635. var nValues = values.length;
  19636. var result = new values.constructor( nValues );
  19637. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19638. var srcOffset = order[ i ] * stride;
  19639. for ( var j = 0; j !== stride; ++ j ) {
  19640. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19641. }
  19642. }
  19643. return result;
  19644. },
  19645. // function for parsing AOS keyframe formats
  19646. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19647. var i = 1, key = jsonKeys[ 0 ];
  19648. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19649. key = jsonKeys[ i ++ ];
  19650. }
  19651. if ( key === undefined ) return; // no data
  19652. var value = key[ valuePropertyName ];
  19653. if ( value === undefined ) return; // no data
  19654. if ( Array.isArray( value ) ) {
  19655. do {
  19656. value = key[ valuePropertyName ];
  19657. if ( value !== undefined ) {
  19658. times.push( key.time );
  19659. values.push.apply( values, value ); // push all elements
  19660. }
  19661. key = jsonKeys[ i ++ ];
  19662. } while ( key !== undefined );
  19663. } else if ( value.toArray !== undefined ) {
  19664. // ...assume THREE.Math-ish
  19665. do {
  19666. value = key[ valuePropertyName ];
  19667. if ( value !== undefined ) {
  19668. times.push( key.time );
  19669. value.toArray( values, values.length );
  19670. }
  19671. key = jsonKeys[ i ++ ];
  19672. } while ( key !== undefined );
  19673. } else {
  19674. // otherwise push as-is
  19675. do {
  19676. value = key[ valuePropertyName ];
  19677. if ( value !== undefined ) {
  19678. times.push( key.time );
  19679. values.push( value );
  19680. }
  19681. key = jsonKeys[ i ++ ];
  19682. } while ( key !== undefined );
  19683. }
  19684. }
  19685. };
  19686. /**
  19687. * Abstract base class of interpolants over parametric samples.
  19688. *
  19689. * The parameter domain is one dimensional, typically the time or a path
  19690. * along a curve defined by the data.
  19691. *
  19692. * The sample values can have any dimensionality and derived classes may
  19693. * apply special interpretations to the data.
  19694. *
  19695. * This class provides the interval seek in a Template Method, deferring
  19696. * the actual interpolation to derived classes.
  19697. *
  19698. * Time complexity is O(1) for linear access crossing at most two points
  19699. * and O(log N) for random access, where N is the number of positions.
  19700. *
  19701. * References:
  19702. *
  19703. * http://www.oodesign.com/template-method-pattern.html
  19704. *
  19705. * @author tschw
  19706. */
  19707. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19708. this.parameterPositions = parameterPositions;
  19709. this._cachedIndex = 0;
  19710. this.resultBuffer = resultBuffer !== undefined ?
  19711. resultBuffer : new sampleValues.constructor( sampleSize );
  19712. this.sampleValues = sampleValues;
  19713. this.valueSize = sampleSize;
  19714. }
  19715. Object.assign( Interpolant.prototype, {
  19716. evaluate: function ( t ) {
  19717. var pp = this.parameterPositions,
  19718. i1 = this._cachedIndex,
  19719. t1 = pp[ i1 ],
  19720. t0 = pp[ i1 - 1 ];
  19721. validate_interval: {
  19722. seek: {
  19723. var right;
  19724. linear_scan: {
  19725. //- See http://jsperf.com/comparison-to-undefined/3
  19726. //- slower code:
  19727. //-
  19728. //- if ( t >= t1 || t1 === undefined ) {
  19729. forward_scan: if ( ! ( t < t1 ) ) {
  19730. for ( var giveUpAt = i1 + 2; ; ) {
  19731. if ( t1 === undefined ) {
  19732. if ( t < t0 ) break forward_scan;
  19733. // after end
  19734. i1 = pp.length;
  19735. this._cachedIndex = i1;
  19736. return this.afterEnd_( i1 - 1, t, t0 );
  19737. }
  19738. if ( i1 === giveUpAt ) break; // this loop
  19739. t0 = t1;
  19740. t1 = pp[ ++ i1 ];
  19741. if ( t < t1 ) {
  19742. // we have arrived at the sought interval
  19743. break seek;
  19744. }
  19745. }
  19746. // prepare binary search on the right side of the index
  19747. right = pp.length;
  19748. break linear_scan;
  19749. }
  19750. //- slower code:
  19751. //- if ( t < t0 || t0 === undefined ) {
  19752. if ( ! ( t >= t0 ) ) {
  19753. // looping?
  19754. var t1global = pp[ 1 ];
  19755. if ( t < t1global ) {
  19756. i1 = 2; // + 1, using the scan for the details
  19757. t0 = t1global;
  19758. }
  19759. // linear reverse scan
  19760. for ( var giveUpAt = i1 - 2; ; ) {
  19761. if ( t0 === undefined ) {
  19762. // before start
  19763. this._cachedIndex = 0;
  19764. return this.beforeStart_( 0, t, t1 );
  19765. }
  19766. if ( i1 === giveUpAt ) break; // this loop
  19767. t1 = t0;
  19768. t0 = pp[ -- i1 - 1 ];
  19769. if ( t >= t0 ) {
  19770. // we have arrived at the sought interval
  19771. break seek;
  19772. }
  19773. }
  19774. // prepare binary search on the left side of the index
  19775. right = i1;
  19776. i1 = 0;
  19777. break linear_scan;
  19778. }
  19779. // the interval is valid
  19780. break validate_interval;
  19781. } // linear scan
  19782. // binary search
  19783. while ( i1 < right ) {
  19784. var mid = ( i1 + right ) >>> 1;
  19785. if ( t < pp[ mid ] ) {
  19786. right = mid;
  19787. } else {
  19788. i1 = mid + 1;
  19789. }
  19790. }
  19791. t1 = pp[ i1 ];
  19792. t0 = pp[ i1 - 1 ];
  19793. // check boundary cases, again
  19794. if ( t0 === undefined ) {
  19795. this._cachedIndex = 0;
  19796. return this.beforeStart_( 0, t, t1 );
  19797. }
  19798. if ( t1 === undefined ) {
  19799. i1 = pp.length;
  19800. this._cachedIndex = i1;
  19801. return this.afterEnd_( i1 - 1, t0, t );
  19802. }
  19803. } // seek
  19804. this._cachedIndex = i1;
  19805. this.intervalChanged_( i1, t0, t1 );
  19806. } // validate_interval
  19807. return this.interpolate_( i1, t0, t, t1 );
  19808. },
  19809. settings: null, // optional, subclass-specific settings structure
  19810. // Note: The indirection allows central control of many interpolants.
  19811. // --- Protected interface
  19812. DefaultSettings_: {},
  19813. getSettings_: function () {
  19814. return this.settings || this.DefaultSettings_;
  19815. },
  19816. copySampleValue_: function ( index ) {
  19817. // copies a sample value to the result buffer
  19818. var result = this.resultBuffer,
  19819. values = this.sampleValues,
  19820. stride = this.valueSize,
  19821. offset = index * stride;
  19822. for ( var i = 0; i !== stride; ++ i ) {
  19823. result[ i ] = values[ offset + i ];
  19824. }
  19825. return result;
  19826. },
  19827. // Template methods for derived classes:
  19828. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19829. throw new Error( 'call to abstract method' );
  19830. // implementations shall return this.resultBuffer
  19831. },
  19832. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19833. // empty
  19834. }
  19835. } );
  19836. //!\ DECLARE ALIAS AFTER assign prototype !
  19837. Object.assign( Interpolant.prototype, {
  19838. //( 0, t, t0 ), returns this.resultBuffer
  19839. beforeStart_: Interpolant.prototype.copySampleValue_,
  19840. //( N-1, tN-1, t ), returns this.resultBuffer
  19841. afterEnd_: Interpolant.prototype.copySampleValue_,
  19842. } );
  19843. /**
  19844. * Fast and simple cubic spline interpolant.
  19845. *
  19846. * It was derived from a Hermitian construction setting the first derivative
  19847. * at each sample position to the linear slope between neighboring positions
  19848. * over their parameter interval.
  19849. *
  19850. * @author tschw
  19851. */
  19852. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19853. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19854. this._weightPrev = - 0;
  19855. this._offsetPrev = - 0;
  19856. this._weightNext = - 0;
  19857. this._offsetNext = - 0;
  19858. }
  19859. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19860. constructor: CubicInterpolant,
  19861. DefaultSettings_: {
  19862. endingStart: ZeroCurvatureEnding,
  19863. endingEnd: ZeroCurvatureEnding
  19864. },
  19865. intervalChanged_: function ( i1, t0, t1 ) {
  19866. var pp = this.parameterPositions,
  19867. iPrev = i1 - 2,
  19868. iNext = i1 + 1,
  19869. tPrev = pp[ iPrev ],
  19870. tNext = pp[ iNext ];
  19871. if ( tPrev === undefined ) {
  19872. switch ( this.getSettings_().endingStart ) {
  19873. case ZeroSlopeEnding:
  19874. // f'(t0) = 0
  19875. iPrev = i1;
  19876. tPrev = 2 * t0 - t1;
  19877. break;
  19878. case WrapAroundEnding:
  19879. // use the other end of the curve
  19880. iPrev = pp.length - 2;
  19881. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19882. break;
  19883. default: // ZeroCurvatureEnding
  19884. // f''(t0) = 0 a.k.a. Natural Spline
  19885. iPrev = i1;
  19886. tPrev = t1;
  19887. }
  19888. }
  19889. if ( tNext === undefined ) {
  19890. switch ( this.getSettings_().endingEnd ) {
  19891. case ZeroSlopeEnding:
  19892. // f'(tN) = 0
  19893. iNext = i1;
  19894. tNext = 2 * t1 - t0;
  19895. break;
  19896. case WrapAroundEnding:
  19897. // use the other end of the curve
  19898. iNext = 1;
  19899. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19900. break;
  19901. default: // ZeroCurvatureEnding
  19902. // f''(tN) = 0, a.k.a. Natural Spline
  19903. iNext = i1 - 1;
  19904. tNext = t0;
  19905. }
  19906. }
  19907. var halfDt = ( t1 - t0 ) * 0.5,
  19908. stride = this.valueSize;
  19909. this._weightPrev = halfDt / ( t0 - tPrev );
  19910. this._weightNext = halfDt / ( tNext - t1 );
  19911. this._offsetPrev = iPrev * stride;
  19912. this._offsetNext = iNext * stride;
  19913. },
  19914. interpolate_: function ( i1, t0, t, t1 ) {
  19915. var result = this.resultBuffer,
  19916. values = this.sampleValues,
  19917. stride = this.valueSize,
  19918. o1 = i1 * stride, o0 = o1 - stride,
  19919. oP = this._offsetPrev, oN = this._offsetNext,
  19920. wP = this._weightPrev, wN = this._weightNext,
  19921. p = ( t - t0 ) / ( t1 - t0 ),
  19922. pp = p * p,
  19923. ppp = pp * p;
  19924. // evaluate polynomials
  19925. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  19926. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  19927. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  19928. var sN = wN * ppp - wN * pp;
  19929. // combine data linearly
  19930. for ( var i = 0; i !== stride; ++ i ) {
  19931. result[ i ] =
  19932. sP * values[ oP + i ] +
  19933. s0 * values[ o0 + i ] +
  19934. s1 * values[ o1 + i ] +
  19935. sN * values[ oN + i ];
  19936. }
  19937. return result;
  19938. }
  19939. } );
  19940. /**
  19941. * @author tschw
  19942. */
  19943. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19944. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19945. }
  19946. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19947. constructor: LinearInterpolant,
  19948. interpolate_: function ( i1, t0, t, t1 ) {
  19949. var result = this.resultBuffer,
  19950. values = this.sampleValues,
  19951. stride = this.valueSize,
  19952. offset1 = i1 * stride,
  19953. offset0 = offset1 - stride,
  19954. weight1 = ( t - t0 ) / ( t1 - t0 ),
  19955. weight0 = 1 - weight1;
  19956. for ( var i = 0; i !== stride; ++ i ) {
  19957. result[ i ] =
  19958. values[ offset0 + i ] * weight0 +
  19959. values[ offset1 + i ] * weight1;
  19960. }
  19961. return result;
  19962. }
  19963. } );
  19964. /**
  19965. *
  19966. * Interpolant that evaluates to the sample value at the position preceeding
  19967. * the parameter.
  19968. *
  19969. * @author tschw
  19970. */
  19971. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19972. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19973. }
  19974. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19975. constructor: DiscreteInterpolant,
  19976. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  19977. return this.copySampleValue_( i1 - 1 );
  19978. }
  19979. } );
  19980. /**
  19981. *
  19982. * A timed sequence of keyframes for a specific property.
  19983. *
  19984. *
  19985. * @author Ben Houston / http://clara.io/
  19986. * @author David Sarno / http://lighthaus.us/
  19987. * @author tschw
  19988. */
  19989. function KeyframeTrack( name, times, values, interpolation ) {
  19990. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  19991. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  19992. this.name = name;
  19993. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  19994. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  19995. this.setInterpolation( interpolation || this.DefaultInterpolation );
  19996. }
  19997. // Static methods
  19998. Object.assign( KeyframeTrack, {
  19999. // Serialization (in static context, because of constructor invocation
  20000. // and automatic invocation of .toJSON):
  20001. toJSON: function ( track ) {
  20002. var trackType = track.constructor;
  20003. var json;
  20004. // derived classes can define a static toJSON method
  20005. if ( trackType.toJSON !== undefined ) {
  20006. json = trackType.toJSON( track );
  20007. } else {
  20008. // by default, we assume the data can be serialized as-is
  20009. json = {
  20010. 'name': track.name,
  20011. 'times': AnimationUtils.convertArray( track.times, Array ),
  20012. 'values': AnimationUtils.convertArray( track.values, Array )
  20013. };
  20014. var interpolation = track.getInterpolation();
  20015. if ( interpolation !== track.DefaultInterpolation ) {
  20016. json.interpolation = interpolation;
  20017. }
  20018. }
  20019. json.type = track.ValueTypeName; // mandatory
  20020. return json;
  20021. }
  20022. } );
  20023. Object.assign( KeyframeTrack.prototype, {
  20024. constructor: KeyframeTrack,
  20025. TimeBufferType: Float32Array,
  20026. ValueBufferType: Float32Array,
  20027. DefaultInterpolation: InterpolateLinear,
  20028. InterpolantFactoryMethodDiscrete: function ( result ) {
  20029. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20030. },
  20031. InterpolantFactoryMethodLinear: function ( result ) {
  20032. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20033. },
  20034. InterpolantFactoryMethodSmooth: function ( result ) {
  20035. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20036. },
  20037. setInterpolation: function ( interpolation ) {
  20038. var factoryMethod;
  20039. switch ( interpolation ) {
  20040. case InterpolateDiscrete:
  20041. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20042. break;
  20043. case InterpolateLinear:
  20044. factoryMethod = this.InterpolantFactoryMethodLinear;
  20045. break;
  20046. case InterpolateSmooth:
  20047. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20048. break;
  20049. }
  20050. if ( factoryMethod === undefined ) {
  20051. var message = "unsupported interpolation for " +
  20052. this.ValueTypeName + " keyframe track named " + this.name;
  20053. if ( this.createInterpolant === undefined ) {
  20054. // fall back to default, unless the default itself is messed up
  20055. if ( interpolation !== this.DefaultInterpolation ) {
  20056. this.setInterpolation( this.DefaultInterpolation );
  20057. } else {
  20058. throw new Error( message ); // fatal, in this case
  20059. }
  20060. }
  20061. console.warn( 'THREE.KeyframeTrack:', message );
  20062. return this;
  20063. }
  20064. this.createInterpolant = factoryMethod;
  20065. return this;
  20066. },
  20067. getInterpolation: function () {
  20068. switch ( this.createInterpolant ) {
  20069. case this.InterpolantFactoryMethodDiscrete:
  20070. return InterpolateDiscrete;
  20071. case this.InterpolantFactoryMethodLinear:
  20072. return InterpolateLinear;
  20073. case this.InterpolantFactoryMethodSmooth:
  20074. return InterpolateSmooth;
  20075. }
  20076. },
  20077. getValueSize: function () {
  20078. return this.values.length / this.times.length;
  20079. },
  20080. // move all keyframes either forwards or backwards in time
  20081. shift: function ( timeOffset ) {
  20082. if ( timeOffset !== 0.0 ) {
  20083. var times = this.times;
  20084. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20085. times[ i ] += timeOffset;
  20086. }
  20087. }
  20088. return this;
  20089. },
  20090. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20091. scale: function ( timeScale ) {
  20092. if ( timeScale !== 1.0 ) {
  20093. var times = this.times;
  20094. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20095. times[ i ] *= timeScale;
  20096. }
  20097. }
  20098. return this;
  20099. },
  20100. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20101. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20102. trim: function ( startTime, endTime ) {
  20103. var times = this.times,
  20104. nKeys = times.length,
  20105. from = 0,
  20106. to = nKeys - 1;
  20107. while ( from !== nKeys && times[ from ] < startTime ) {
  20108. ++ from;
  20109. }
  20110. while ( to !== - 1 && times[ to ] > endTime ) {
  20111. -- to;
  20112. }
  20113. ++ to; // inclusive -> exclusive bound
  20114. if ( from !== 0 || to !== nKeys ) {
  20115. // empty tracks are forbidden, so keep at least one keyframe
  20116. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  20117. var stride = this.getValueSize();
  20118. this.times = AnimationUtils.arraySlice( times, from, to );
  20119. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20120. }
  20121. return this;
  20122. },
  20123. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20124. validate: function () {
  20125. var valid = true;
  20126. var valueSize = this.getValueSize();
  20127. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20128. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20129. valid = false;
  20130. }
  20131. var times = this.times,
  20132. values = this.values,
  20133. nKeys = times.length;
  20134. if ( nKeys === 0 ) {
  20135. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20136. valid = false;
  20137. }
  20138. var prevTime = null;
  20139. for ( var i = 0; i !== nKeys; i ++ ) {
  20140. var currTime = times[ i ];
  20141. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20142. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20143. valid = false;
  20144. break;
  20145. }
  20146. if ( prevTime !== null && prevTime > currTime ) {
  20147. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20148. valid = false;
  20149. break;
  20150. }
  20151. prevTime = currTime;
  20152. }
  20153. if ( values !== undefined ) {
  20154. if ( AnimationUtils.isTypedArray( values ) ) {
  20155. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20156. var value = values[ i ];
  20157. if ( isNaN( value ) ) {
  20158. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20159. valid = false;
  20160. break;
  20161. }
  20162. }
  20163. }
  20164. }
  20165. return valid;
  20166. },
  20167. // removes equivalent sequential keys as common in morph target sequences
  20168. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20169. optimize: function () {
  20170. var times = this.times,
  20171. values = this.values,
  20172. stride = this.getValueSize(),
  20173. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20174. writeIndex = 1,
  20175. lastIndex = times.length - 1;
  20176. for ( var i = 1; i < lastIndex; ++ i ) {
  20177. var keep = false;
  20178. var time = times[ i ];
  20179. var timeNext = times[ i + 1 ];
  20180. // remove adjacent keyframes scheduled at the same time
  20181. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20182. if ( ! smoothInterpolation ) {
  20183. // remove unnecessary keyframes same as their neighbors
  20184. var offset = i * stride,
  20185. offsetP = offset - stride,
  20186. offsetN = offset + stride;
  20187. for ( var j = 0; j !== stride; ++ j ) {
  20188. var value = values[ offset + j ];
  20189. if ( value !== values[ offsetP + j ] ||
  20190. value !== values[ offsetN + j ] ) {
  20191. keep = true;
  20192. break;
  20193. }
  20194. }
  20195. } else {
  20196. keep = true;
  20197. }
  20198. }
  20199. // in-place compaction
  20200. if ( keep ) {
  20201. if ( i !== writeIndex ) {
  20202. times[ writeIndex ] = times[ i ];
  20203. var readOffset = i * stride,
  20204. writeOffset = writeIndex * stride;
  20205. for ( var j = 0; j !== stride; ++ j ) {
  20206. values[ writeOffset + j ] = values[ readOffset + j ];
  20207. }
  20208. }
  20209. ++ writeIndex;
  20210. }
  20211. }
  20212. // flush last keyframe (compaction looks ahead)
  20213. if ( lastIndex > 0 ) {
  20214. times[ writeIndex ] = times[ lastIndex ];
  20215. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20216. values[ writeOffset + j ] = values[ readOffset + j ];
  20217. }
  20218. ++ writeIndex;
  20219. }
  20220. if ( writeIndex !== times.length ) {
  20221. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20222. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20223. }
  20224. return this;
  20225. },
  20226. clone: function () {
  20227. var times = AnimationUtils.arraySlice( this.times, 0 );
  20228. var values = AnimationUtils.arraySlice( this.values, 0 );
  20229. var TypedKeyframeTrack = this.constructor;
  20230. var track = new TypedKeyframeTrack( this.name, times, values );
  20231. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20232. track.createInterpolant = this.createInterpolant;
  20233. return track;
  20234. }
  20235. } );
  20236. /**
  20237. *
  20238. * A Track of Boolean keyframe values.
  20239. *
  20240. *
  20241. * @author Ben Houston / http://clara.io/
  20242. * @author David Sarno / http://lighthaus.us/
  20243. * @author tschw
  20244. */
  20245. function BooleanKeyframeTrack( name, times, values ) {
  20246. KeyframeTrack.call( this, name, times, values );
  20247. }
  20248. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20249. constructor: BooleanKeyframeTrack,
  20250. ValueTypeName: 'bool',
  20251. ValueBufferType: Array,
  20252. DefaultInterpolation: InterpolateDiscrete,
  20253. InterpolantFactoryMethodLinear: undefined,
  20254. InterpolantFactoryMethodSmooth: undefined
  20255. // Note: Actually this track could have a optimized / compressed
  20256. // representation of a single value and a custom interpolant that
  20257. // computes "firstValue ^ isOdd( index )".
  20258. } );
  20259. /**
  20260. *
  20261. * A Track of keyframe values that represent color.
  20262. *
  20263. *
  20264. * @author Ben Houston / http://clara.io/
  20265. * @author David Sarno / http://lighthaus.us/
  20266. * @author tschw
  20267. */
  20268. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20269. KeyframeTrack.call( this, name, times, values, interpolation );
  20270. }
  20271. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20272. constructor: ColorKeyframeTrack,
  20273. ValueTypeName: 'color'
  20274. // ValueBufferType is inherited
  20275. // DefaultInterpolation is inherited
  20276. // Note: Very basic implementation and nothing special yet.
  20277. // However, this is the place for color space parameterization.
  20278. } );
  20279. /**
  20280. *
  20281. * A Track of numeric keyframe values.
  20282. *
  20283. * @author Ben Houston / http://clara.io/
  20284. * @author David Sarno / http://lighthaus.us/
  20285. * @author tschw
  20286. */
  20287. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20288. KeyframeTrack.call( this, name, times, values, interpolation );
  20289. }
  20290. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20291. constructor: NumberKeyframeTrack,
  20292. ValueTypeName: 'number'
  20293. // ValueBufferType is inherited
  20294. // DefaultInterpolation is inherited
  20295. } );
  20296. /**
  20297. * Spherical linear unit quaternion interpolant.
  20298. *
  20299. * @author tschw
  20300. */
  20301. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20302. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20303. }
  20304. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20305. constructor: QuaternionLinearInterpolant,
  20306. interpolate_: function ( i1, t0, t, t1 ) {
  20307. var result = this.resultBuffer,
  20308. values = this.sampleValues,
  20309. stride = this.valueSize,
  20310. offset = i1 * stride,
  20311. alpha = ( t - t0 ) / ( t1 - t0 );
  20312. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20313. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20314. }
  20315. return result;
  20316. }
  20317. } );
  20318. /**
  20319. *
  20320. * A Track of quaternion keyframe values.
  20321. *
  20322. * @author Ben Houston / http://clara.io/
  20323. * @author David Sarno / http://lighthaus.us/
  20324. * @author tschw
  20325. */
  20326. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20327. KeyframeTrack.call( this, name, times, values, interpolation );
  20328. }
  20329. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20330. constructor: QuaternionKeyframeTrack,
  20331. ValueTypeName: 'quaternion',
  20332. // ValueBufferType is inherited
  20333. DefaultInterpolation: InterpolateLinear,
  20334. InterpolantFactoryMethodLinear: function ( result ) {
  20335. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20336. },
  20337. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20338. } );
  20339. /**
  20340. *
  20341. * A Track that interpolates Strings
  20342. *
  20343. *
  20344. * @author Ben Houston / http://clara.io/
  20345. * @author David Sarno / http://lighthaus.us/
  20346. * @author tschw
  20347. */
  20348. function StringKeyframeTrack( name, times, values, interpolation ) {
  20349. KeyframeTrack.call( this, name, times, values, interpolation );
  20350. }
  20351. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20352. constructor: StringKeyframeTrack,
  20353. ValueTypeName: 'string',
  20354. ValueBufferType: Array,
  20355. DefaultInterpolation: InterpolateDiscrete,
  20356. InterpolantFactoryMethodLinear: undefined,
  20357. InterpolantFactoryMethodSmooth: undefined
  20358. } );
  20359. /**
  20360. *
  20361. * A Track of vectored keyframe values.
  20362. *
  20363. *
  20364. * @author Ben Houston / http://clara.io/
  20365. * @author David Sarno / http://lighthaus.us/
  20366. * @author tschw
  20367. */
  20368. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20369. KeyframeTrack.call( this, name, times, values, interpolation );
  20370. }
  20371. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20372. constructor: VectorKeyframeTrack,
  20373. ValueTypeName: 'vector'
  20374. // ValueBufferType is inherited
  20375. // DefaultInterpolation is inherited
  20376. } );
  20377. /**
  20378. *
  20379. * Reusable set of Tracks that represent an animation.
  20380. *
  20381. * @author Ben Houston / http://clara.io/
  20382. * @author David Sarno / http://lighthaus.us/
  20383. */
  20384. function AnimationClip( name, duration, tracks ) {
  20385. this.name = name;
  20386. this.tracks = tracks;
  20387. this.duration = ( duration !== undefined ) ? duration : - 1;
  20388. this.uuid = _Math.generateUUID();
  20389. // this means it should figure out its duration by scanning the tracks
  20390. if ( this.duration < 0 ) {
  20391. this.resetDuration();
  20392. }
  20393. }
  20394. function getTrackTypeForValueTypeName( typeName ) {
  20395. switch ( typeName.toLowerCase() ) {
  20396. case 'scalar':
  20397. case 'double':
  20398. case 'float':
  20399. case 'number':
  20400. case 'integer':
  20401. return NumberKeyframeTrack;
  20402. case 'vector':
  20403. case 'vector2':
  20404. case 'vector3':
  20405. case 'vector4':
  20406. return VectorKeyframeTrack;
  20407. case 'color':
  20408. return ColorKeyframeTrack;
  20409. case 'quaternion':
  20410. return QuaternionKeyframeTrack;
  20411. case 'bool':
  20412. case 'boolean':
  20413. return BooleanKeyframeTrack;
  20414. case 'string':
  20415. return StringKeyframeTrack;
  20416. }
  20417. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20418. }
  20419. function parseKeyframeTrack( json ) {
  20420. if ( json.type === undefined ) {
  20421. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20422. }
  20423. var trackType = getTrackTypeForValueTypeName( json.type );
  20424. if ( json.times === undefined ) {
  20425. var times = [], values = [];
  20426. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20427. json.times = times;
  20428. json.values = values;
  20429. }
  20430. // derived classes can define a static parse method
  20431. if ( trackType.parse !== undefined ) {
  20432. return trackType.parse( json );
  20433. } else {
  20434. // by default, we assume a constructor compatible with the base
  20435. return new trackType( json.name, json.times, json.values, json.interpolation );
  20436. }
  20437. }
  20438. Object.assign( AnimationClip, {
  20439. parse: function ( json ) {
  20440. var tracks = [],
  20441. jsonTracks = json.tracks,
  20442. frameTime = 1.0 / ( json.fps || 1.0 );
  20443. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20444. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20445. }
  20446. return new AnimationClip( json.name, json.duration, tracks );
  20447. },
  20448. toJSON: function ( clip ) {
  20449. var tracks = [],
  20450. clipTracks = clip.tracks;
  20451. var json = {
  20452. 'name': clip.name,
  20453. 'duration': clip.duration,
  20454. 'tracks': tracks,
  20455. 'uuid': clip.uuid
  20456. };
  20457. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20458. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20459. }
  20460. return json;
  20461. },
  20462. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20463. var numMorphTargets = morphTargetSequence.length;
  20464. var tracks = [];
  20465. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20466. var times = [];
  20467. var values = [];
  20468. times.push(
  20469. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20470. i,
  20471. ( i + 1 ) % numMorphTargets );
  20472. values.push( 0, 1, 0 );
  20473. var order = AnimationUtils.getKeyframeOrder( times );
  20474. times = AnimationUtils.sortedArray( times, 1, order );
  20475. values = AnimationUtils.sortedArray( values, 1, order );
  20476. // if there is a key at the first frame, duplicate it as the
  20477. // last frame as well for perfect loop.
  20478. if ( ! noLoop && times[ 0 ] === 0 ) {
  20479. times.push( numMorphTargets );
  20480. values.push( values[ 0 ] );
  20481. }
  20482. tracks.push(
  20483. new NumberKeyframeTrack(
  20484. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20485. times, values
  20486. ).scale( 1.0 / fps ) );
  20487. }
  20488. return new AnimationClip( name, - 1, tracks );
  20489. },
  20490. findByName: function ( objectOrClipArray, name ) {
  20491. var clipArray = objectOrClipArray;
  20492. if ( ! Array.isArray( objectOrClipArray ) ) {
  20493. var o = objectOrClipArray;
  20494. clipArray = o.geometry && o.geometry.animations || o.animations;
  20495. }
  20496. for ( var i = 0; i < clipArray.length; i ++ ) {
  20497. if ( clipArray[ i ].name === name ) {
  20498. return clipArray[ i ];
  20499. }
  20500. }
  20501. return null;
  20502. },
  20503. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20504. var animationToMorphTargets = {};
  20505. // tested with https://regex101.com/ on trick sequences
  20506. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20507. var pattern = /^([\w-]*?)([\d]+)$/;
  20508. // sort morph target names into animation groups based
  20509. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20510. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20511. var morphTarget = morphTargets[ i ];
  20512. var parts = morphTarget.name.match( pattern );
  20513. if ( parts && parts.length > 1 ) {
  20514. var name = parts[ 1 ];
  20515. var animationMorphTargets = animationToMorphTargets[ name ];
  20516. if ( ! animationMorphTargets ) {
  20517. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20518. }
  20519. animationMorphTargets.push( morphTarget );
  20520. }
  20521. }
  20522. var clips = [];
  20523. for ( var name in animationToMorphTargets ) {
  20524. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20525. }
  20526. return clips;
  20527. },
  20528. // parse the animation.hierarchy format
  20529. parseAnimation: function ( animation, bones ) {
  20530. if ( ! animation ) {
  20531. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20532. return null;
  20533. }
  20534. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20535. // only return track if there are actually keys.
  20536. if ( animationKeys.length !== 0 ) {
  20537. var times = [];
  20538. var values = [];
  20539. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20540. // empty keys are filtered out, so check again
  20541. if ( times.length !== 0 ) {
  20542. destTracks.push( new trackType( trackName, times, values ) );
  20543. }
  20544. }
  20545. };
  20546. var tracks = [];
  20547. var clipName = animation.name || 'default';
  20548. // automatic length determination in AnimationClip.
  20549. var duration = animation.length || - 1;
  20550. var fps = animation.fps || 30;
  20551. var hierarchyTracks = animation.hierarchy || [];
  20552. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20553. var animationKeys = hierarchyTracks[ h ].keys;
  20554. // skip empty tracks
  20555. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20556. // process morph targets
  20557. if ( animationKeys[ 0 ].morphTargets ) {
  20558. // figure out all morph targets used in this track
  20559. var morphTargetNames = {};
  20560. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20561. if ( animationKeys[ k ].morphTargets ) {
  20562. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20563. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20564. }
  20565. }
  20566. }
  20567. // create a track for each morph target with all zero
  20568. // morphTargetInfluences except for the keys in which
  20569. // the morphTarget is named.
  20570. for ( var morphTargetName in morphTargetNames ) {
  20571. var times = [];
  20572. var values = [];
  20573. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20574. var animationKey = animationKeys[ k ];
  20575. times.push( animationKey.time );
  20576. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20577. }
  20578. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20579. }
  20580. duration = morphTargetNames.length * ( fps || 1.0 );
  20581. } else {
  20582. // ...assume skeletal animation
  20583. var boneName = '.bones[' + bones[ h ].name + ']';
  20584. addNonemptyTrack(
  20585. VectorKeyframeTrack, boneName + '.position',
  20586. animationKeys, 'pos', tracks );
  20587. addNonemptyTrack(
  20588. QuaternionKeyframeTrack, boneName + '.quaternion',
  20589. animationKeys, 'rot', tracks );
  20590. addNonemptyTrack(
  20591. VectorKeyframeTrack, boneName + '.scale',
  20592. animationKeys, 'scl', tracks );
  20593. }
  20594. }
  20595. if ( tracks.length === 0 ) {
  20596. return null;
  20597. }
  20598. var clip = new AnimationClip( clipName, duration, tracks );
  20599. return clip;
  20600. }
  20601. } );
  20602. Object.assign( AnimationClip.prototype, {
  20603. resetDuration: function () {
  20604. var tracks = this.tracks, duration = 0;
  20605. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20606. var track = this.tracks[ i ];
  20607. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20608. }
  20609. this.duration = duration;
  20610. return this;
  20611. },
  20612. trim: function () {
  20613. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20614. this.tracks[ i ].trim( 0, this.duration );
  20615. }
  20616. return this;
  20617. },
  20618. validate: function () {
  20619. var valid = true;
  20620. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20621. valid = valid && this.tracks[ i ].validate();
  20622. }
  20623. return valid;
  20624. },
  20625. optimize: function () {
  20626. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20627. this.tracks[ i ].optimize();
  20628. }
  20629. return this;
  20630. },
  20631. clone: function () {
  20632. var tracks = [];
  20633. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20634. tracks.push( this.tracks[ i ].clone() );
  20635. }
  20636. return new AnimationClip( this.name, this.duration, tracks );
  20637. }
  20638. } );
  20639. /**
  20640. * @author mrdoob / http://mrdoob.com/
  20641. */
  20642. var Cache = {
  20643. enabled: false,
  20644. files: {},
  20645. add: function ( key, file ) {
  20646. if ( this.enabled === false ) return;
  20647. // console.log( 'THREE.Cache', 'Adding key:', key );
  20648. this.files[ key ] = file;
  20649. },
  20650. get: function ( key ) {
  20651. if ( this.enabled === false ) return;
  20652. // console.log( 'THREE.Cache', 'Checking key:', key );
  20653. return this.files[ key ];
  20654. },
  20655. remove: function ( key ) {
  20656. delete this.files[ key ];
  20657. },
  20658. clear: function () {
  20659. this.files = {};
  20660. }
  20661. };
  20662. /**
  20663. * @author mrdoob / http://mrdoob.com/
  20664. */
  20665. function LoadingManager( onLoad, onProgress, onError ) {
  20666. var scope = this;
  20667. var isLoading = false;
  20668. var itemsLoaded = 0;
  20669. var itemsTotal = 0;
  20670. var urlModifier = undefined;
  20671. // Refer to #5689 for the reason why we don't set .onStart
  20672. // in the constructor
  20673. this.onStart = undefined;
  20674. this.onLoad = onLoad;
  20675. this.onProgress = onProgress;
  20676. this.onError = onError;
  20677. this.itemStart = function ( url ) {
  20678. itemsTotal ++;
  20679. if ( isLoading === false ) {
  20680. if ( scope.onStart !== undefined ) {
  20681. scope.onStart( url, itemsLoaded, itemsTotal );
  20682. }
  20683. }
  20684. isLoading = true;
  20685. };
  20686. this.itemEnd = function ( url ) {
  20687. itemsLoaded ++;
  20688. if ( scope.onProgress !== undefined ) {
  20689. scope.onProgress( url, itemsLoaded, itemsTotal );
  20690. }
  20691. if ( itemsLoaded === itemsTotal ) {
  20692. isLoading = false;
  20693. if ( scope.onLoad !== undefined ) {
  20694. scope.onLoad();
  20695. }
  20696. }
  20697. };
  20698. this.itemError = function ( url ) {
  20699. if ( scope.onError !== undefined ) {
  20700. scope.onError( url );
  20701. }
  20702. };
  20703. this.resolveURL = function ( url ) {
  20704. if ( urlModifier ) {
  20705. return urlModifier( url );
  20706. }
  20707. return url;
  20708. };
  20709. this.setURLModifier = function ( transform ) {
  20710. urlModifier = transform;
  20711. return this;
  20712. };
  20713. }
  20714. var DefaultLoadingManager = new LoadingManager();
  20715. /**
  20716. * @author alteredq / http://alteredqualia.com/
  20717. */
  20718. function Loader( manager ) {
  20719. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20720. this.crossOrigin = 'anonymous';
  20721. this.path = '';
  20722. this.resourcePath = '';
  20723. }
  20724. Object.assign( Loader.prototype, {
  20725. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  20726. parse: function ( /* data */ ) {},
  20727. setCrossOrigin: function ( crossOrigin ) {
  20728. this.crossOrigin = crossOrigin;
  20729. return this;
  20730. },
  20731. setPath: function ( path ) {
  20732. this.path = path;
  20733. return this;
  20734. },
  20735. setResourcePath: function ( resourcePath ) {
  20736. this.resourcePath = resourcePath;
  20737. return this;
  20738. }
  20739. } );
  20740. //
  20741. Loader.Handlers = {
  20742. handlers: [],
  20743. add: function ( regex, loader ) {
  20744. this.handlers.push( regex, loader );
  20745. },
  20746. get: function ( file ) {
  20747. var handlers = this.handlers;
  20748. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  20749. var regex = handlers[ i ];
  20750. var loader = handlers[ i + 1 ];
  20751. if ( regex.test( file ) ) {
  20752. return loader;
  20753. }
  20754. }
  20755. return null;
  20756. }
  20757. };
  20758. /**
  20759. * @author mrdoob / http://mrdoob.com/
  20760. */
  20761. var loading = {};
  20762. function FileLoader( manager ) {
  20763. Loader.call( this, manager );
  20764. }
  20765. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  20766. constructor: FileLoader,
  20767. load: function ( url, onLoad, onProgress, onError ) {
  20768. if ( url === undefined ) url = '';
  20769. if ( this.path !== undefined ) url = this.path + url;
  20770. url = this.manager.resolveURL( url );
  20771. var scope = this;
  20772. var cached = Cache.get( url );
  20773. if ( cached !== undefined ) {
  20774. scope.manager.itemStart( url );
  20775. setTimeout( function () {
  20776. if ( onLoad ) onLoad( cached );
  20777. scope.manager.itemEnd( url );
  20778. }, 0 );
  20779. return cached;
  20780. }
  20781. // Check if request is duplicate
  20782. if ( loading[ url ] !== undefined ) {
  20783. loading[ url ].push( {
  20784. onLoad: onLoad,
  20785. onProgress: onProgress,
  20786. onError: onError
  20787. } );
  20788. return;
  20789. }
  20790. // Check for data: URI
  20791. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20792. var dataUriRegexResult = url.match( dataUriRegex );
  20793. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20794. if ( dataUriRegexResult ) {
  20795. var mimeType = dataUriRegexResult[ 1 ];
  20796. var isBase64 = !! dataUriRegexResult[ 2 ];
  20797. var data = dataUriRegexResult[ 3 ];
  20798. data = decodeURIComponent( data );
  20799. if ( isBase64 ) data = atob( data );
  20800. try {
  20801. var response;
  20802. var responseType = ( this.responseType || '' ).toLowerCase();
  20803. switch ( responseType ) {
  20804. case 'arraybuffer':
  20805. case 'blob':
  20806. var view = new Uint8Array( data.length );
  20807. for ( var i = 0; i < data.length; i ++ ) {
  20808. view[ i ] = data.charCodeAt( i );
  20809. }
  20810. if ( responseType === 'blob' ) {
  20811. response = new Blob( [ view.buffer ], { type: mimeType } );
  20812. } else {
  20813. response = view.buffer;
  20814. }
  20815. break;
  20816. case 'document':
  20817. var parser = new DOMParser();
  20818. response = parser.parseFromString( data, mimeType );
  20819. break;
  20820. case 'json':
  20821. response = JSON.parse( data );
  20822. break;
  20823. default: // 'text' or other
  20824. response = data;
  20825. break;
  20826. }
  20827. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20828. setTimeout( function () {
  20829. if ( onLoad ) onLoad( response );
  20830. scope.manager.itemEnd( url );
  20831. }, 0 );
  20832. } catch ( error ) {
  20833. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20834. setTimeout( function () {
  20835. if ( onError ) onError( error );
  20836. scope.manager.itemError( url );
  20837. scope.manager.itemEnd( url );
  20838. }, 0 );
  20839. }
  20840. } else {
  20841. // Initialise array for duplicate requests
  20842. loading[ url ] = [];
  20843. loading[ url ].push( {
  20844. onLoad: onLoad,
  20845. onProgress: onProgress,
  20846. onError: onError
  20847. } );
  20848. var request = new XMLHttpRequest();
  20849. request.open( 'GET', url, true );
  20850. request.addEventListener( 'load', function ( event ) {
  20851. var response = this.response;
  20852. Cache.add( url, response );
  20853. var callbacks = loading[ url ];
  20854. delete loading[ url ];
  20855. if ( this.status === 200 || this.status === 0 ) {
  20856. // Some browsers return HTTP Status 0 when using non-http protocol
  20857. // e.g. 'file://' or 'data://'. Handle as success.
  20858. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20859. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20860. var callback = callbacks[ i ];
  20861. if ( callback.onLoad ) callback.onLoad( response );
  20862. }
  20863. scope.manager.itemEnd( url );
  20864. } else {
  20865. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20866. var callback = callbacks[ i ];
  20867. if ( callback.onError ) callback.onError( event );
  20868. }
  20869. scope.manager.itemError( url );
  20870. scope.manager.itemEnd( url );
  20871. }
  20872. }, false );
  20873. request.addEventListener( 'progress', function ( event ) {
  20874. var callbacks = loading[ url ];
  20875. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20876. var callback = callbacks[ i ];
  20877. if ( callback.onProgress ) callback.onProgress( event );
  20878. }
  20879. }, false );
  20880. request.addEventListener( 'error', function ( event ) {
  20881. var callbacks = loading[ url ];
  20882. delete loading[ url ];
  20883. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20884. var callback = callbacks[ i ];
  20885. if ( callback.onError ) callback.onError( event );
  20886. }
  20887. scope.manager.itemError( url );
  20888. scope.manager.itemEnd( url );
  20889. }, false );
  20890. request.addEventListener( 'abort', function ( event ) {
  20891. var callbacks = loading[ url ];
  20892. delete loading[ url ];
  20893. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20894. var callback = callbacks[ i ];
  20895. if ( callback.onError ) callback.onError( event );
  20896. }
  20897. scope.manager.itemError( url );
  20898. scope.manager.itemEnd( url );
  20899. }, false );
  20900. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20901. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20902. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20903. for ( var header in this.requestHeader ) {
  20904. request.setRequestHeader( header, this.requestHeader[ header ] );
  20905. }
  20906. request.send( null );
  20907. }
  20908. scope.manager.itemStart( url );
  20909. return request;
  20910. },
  20911. setResponseType: function ( value ) {
  20912. this.responseType = value;
  20913. return this;
  20914. },
  20915. setWithCredentials: function ( value ) {
  20916. this.withCredentials = value;
  20917. return this;
  20918. },
  20919. setMimeType: function ( value ) {
  20920. this.mimeType = value;
  20921. return this;
  20922. },
  20923. setRequestHeader: function ( value ) {
  20924. this.requestHeader = value;
  20925. return this;
  20926. }
  20927. } );
  20928. /**
  20929. * @author bhouston / http://clara.io/
  20930. */
  20931. function AnimationLoader( manager ) {
  20932. Loader.call( this, manager );
  20933. }
  20934. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  20935. constructor: AnimationLoader,
  20936. load: function ( url, onLoad, onProgress, onError ) {
  20937. var scope = this;
  20938. var loader = new FileLoader( scope.manager );
  20939. loader.setPath( scope.path );
  20940. loader.load( url, function ( text ) {
  20941. onLoad( scope.parse( JSON.parse( text ) ) );
  20942. }, onProgress, onError );
  20943. },
  20944. parse: function ( json ) {
  20945. var animations = [];
  20946. for ( var i = 0; i < json.length; i ++ ) {
  20947. var clip = AnimationClip.parse( json[ i ] );
  20948. animations.push( clip );
  20949. }
  20950. return animations;
  20951. }
  20952. } );
  20953. /**
  20954. * @author mrdoob / http://mrdoob.com/
  20955. *
  20956. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20957. */
  20958. function CompressedTextureLoader( manager ) {
  20959. Loader.call( this, manager );
  20960. // override in sub classes
  20961. this._parser = null;
  20962. }
  20963. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  20964. constructor: CompressedTextureLoader,
  20965. load: function ( url, onLoad, onProgress, onError ) {
  20966. var scope = this;
  20967. var images = [];
  20968. var texture = new CompressedTexture();
  20969. texture.image = images;
  20970. var loader = new FileLoader( this.manager );
  20971. loader.setPath( this.path );
  20972. loader.setResponseType( 'arraybuffer' );
  20973. function loadTexture( i ) {
  20974. loader.load( url[ i ], function ( buffer ) {
  20975. var texDatas = scope._parser( buffer, true );
  20976. images[ i ] = {
  20977. width: texDatas.width,
  20978. height: texDatas.height,
  20979. format: texDatas.format,
  20980. mipmaps: texDatas.mipmaps
  20981. };
  20982. loaded += 1;
  20983. if ( loaded === 6 ) {
  20984. if ( texDatas.mipmapCount === 1 )
  20985. texture.minFilter = LinearFilter;
  20986. texture.format = texDatas.format;
  20987. texture.needsUpdate = true;
  20988. if ( onLoad ) onLoad( texture );
  20989. }
  20990. }, onProgress, onError );
  20991. }
  20992. if ( Array.isArray( url ) ) {
  20993. var loaded = 0;
  20994. for ( var i = 0, il = url.length; i < il; ++ i ) {
  20995. loadTexture( i );
  20996. }
  20997. } else {
  20998. // compressed cubemap texture stored in a single DDS file
  20999. loader.load( url, function ( buffer ) {
  21000. var texDatas = scope._parser( buffer, true );
  21001. if ( texDatas.isCubemap ) {
  21002. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21003. for ( var f = 0; f < faces; f ++ ) {
  21004. images[ f ] = { mipmaps: [] };
  21005. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21006. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21007. images[ f ].format = texDatas.format;
  21008. images[ f ].width = texDatas.width;
  21009. images[ f ].height = texDatas.height;
  21010. }
  21011. }
  21012. } else {
  21013. texture.image.width = texDatas.width;
  21014. texture.image.height = texDatas.height;
  21015. texture.mipmaps = texDatas.mipmaps;
  21016. }
  21017. if ( texDatas.mipmapCount === 1 ) {
  21018. texture.minFilter = LinearFilter;
  21019. }
  21020. texture.format = texDatas.format;
  21021. texture.needsUpdate = true;
  21022. if ( onLoad ) onLoad( texture );
  21023. }, onProgress, onError );
  21024. }
  21025. return texture;
  21026. }
  21027. } );
  21028. /**
  21029. * @author Nikos M. / https://github.com/foo123/
  21030. *
  21031. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21032. */
  21033. function DataTextureLoader( manager ) {
  21034. Loader.call( this, manager );
  21035. // override in sub classes
  21036. this._parser = null;
  21037. }
  21038. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21039. constructor: DataTextureLoader,
  21040. load: function ( url, onLoad, onProgress, onError ) {
  21041. var scope = this;
  21042. var texture = new DataTexture();
  21043. var loader = new FileLoader( this.manager );
  21044. loader.setResponseType( 'arraybuffer' );
  21045. loader.setPath( this.path );
  21046. loader.load( url, function ( buffer ) {
  21047. var texData = scope._parser( buffer );
  21048. if ( ! texData ) return;
  21049. if ( texData.image !== undefined ) {
  21050. texture.image = texData.image;
  21051. } else if ( texData.data !== undefined ) {
  21052. texture.image.width = texData.width;
  21053. texture.image.height = texData.height;
  21054. texture.image.data = texData.data;
  21055. }
  21056. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21057. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21058. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21059. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21060. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21061. if ( texData.format !== undefined ) {
  21062. texture.format = texData.format;
  21063. }
  21064. if ( texData.type !== undefined ) {
  21065. texture.type = texData.type;
  21066. }
  21067. if ( texData.mipmaps !== undefined ) {
  21068. texture.mipmaps = texData.mipmaps;
  21069. }
  21070. if ( texData.mipmapCount === 1 ) {
  21071. texture.minFilter = LinearFilter;
  21072. }
  21073. texture.needsUpdate = true;
  21074. if ( onLoad ) onLoad( texture, texData );
  21075. }, onProgress, onError );
  21076. return texture;
  21077. }
  21078. } );
  21079. /**
  21080. * @author mrdoob / http://mrdoob.com/
  21081. */
  21082. function ImageLoader( manager ) {
  21083. Loader.call( this, manager );
  21084. }
  21085. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21086. constructor: ImageLoader,
  21087. load: function ( url, onLoad, onProgress, onError ) {
  21088. if ( this.path !== undefined ) url = this.path + url;
  21089. url = this.manager.resolveURL( url );
  21090. var scope = this;
  21091. var cached = Cache.get( url );
  21092. if ( cached !== undefined ) {
  21093. scope.manager.itemStart( url );
  21094. setTimeout( function () {
  21095. if ( onLoad ) onLoad( cached );
  21096. scope.manager.itemEnd( url );
  21097. }, 0 );
  21098. return cached;
  21099. }
  21100. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21101. function onImageLoad() {
  21102. image.removeEventListener( 'load', onImageLoad, false );
  21103. image.removeEventListener( 'error', onImageError, false );
  21104. Cache.add( url, this );
  21105. if ( onLoad ) onLoad( this );
  21106. scope.manager.itemEnd( url );
  21107. }
  21108. function onImageError( event ) {
  21109. image.removeEventListener( 'load', onImageLoad, false );
  21110. image.removeEventListener( 'error', onImageError, false );
  21111. if ( onError ) onError( event );
  21112. scope.manager.itemError( url );
  21113. scope.manager.itemEnd( url );
  21114. }
  21115. image.addEventListener( 'load', onImageLoad, false );
  21116. image.addEventListener( 'error', onImageError, false );
  21117. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21118. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  21119. }
  21120. scope.manager.itemStart( url );
  21121. image.src = url;
  21122. return image;
  21123. }
  21124. } );
  21125. /**
  21126. * @author mrdoob / http://mrdoob.com/
  21127. */
  21128. function CubeTextureLoader( manager ) {
  21129. Loader.call( this, manager );
  21130. }
  21131. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21132. constructor: CubeTextureLoader,
  21133. load: function ( urls, onLoad, onProgress, onError ) {
  21134. var texture = new CubeTexture();
  21135. var loader = new ImageLoader( this.manager );
  21136. loader.setCrossOrigin( this.crossOrigin );
  21137. loader.setPath( this.path );
  21138. var loaded = 0;
  21139. function loadTexture( i ) {
  21140. loader.load( urls[ i ], function ( image ) {
  21141. texture.images[ i ] = image;
  21142. loaded ++;
  21143. if ( loaded === 6 ) {
  21144. texture.needsUpdate = true;
  21145. if ( onLoad ) onLoad( texture );
  21146. }
  21147. }, undefined, onError );
  21148. }
  21149. for ( var i = 0; i < urls.length; ++ i ) {
  21150. loadTexture( i );
  21151. }
  21152. return texture;
  21153. }
  21154. } );
  21155. /**
  21156. * @author mrdoob / http://mrdoob.com/
  21157. */
  21158. function TextureLoader( manager ) {
  21159. Loader.call( this, manager );
  21160. }
  21161. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21162. constructor: TextureLoader,
  21163. load: function ( url, onLoad, onProgress, onError ) {
  21164. var texture = new Texture();
  21165. var loader = new ImageLoader( this.manager );
  21166. loader.setCrossOrigin( this.crossOrigin );
  21167. loader.setPath( this.path );
  21168. loader.load( url, function ( image ) {
  21169. texture.image = image;
  21170. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21171. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21172. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21173. texture.needsUpdate = true;
  21174. if ( onLoad !== undefined ) {
  21175. onLoad( texture );
  21176. }
  21177. }, onProgress, onError );
  21178. return texture;
  21179. }
  21180. } );
  21181. /**
  21182. * @author zz85 / http://www.lab4games.net/zz85/blog
  21183. * Extensible curve object
  21184. *
  21185. * Some common of curve methods:
  21186. * .getPoint( t, optionalTarget ), .getTangent( t )
  21187. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21188. * .getPoints(), .getSpacedPoints()
  21189. * .getLength()
  21190. * .updateArcLengths()
  21191. *
  21192. * This following curves inherit from THREE.Curve:
  21193. *
  21194. * -- 2D curves --
  21195. * THREE.ArcCurve
  21196. * THREE.CubicBezierCurve
  21197. * THREE.EllipseCurve
  21198. * THREE.LineCurve
  21199. * THREE.QuadraticBezierCurve
  21200. * THREE.SplineCurve
  21201. *
  21202. * -- 3D curves --
  21203. * THREE.CatmullRomCurve3
  21204. * THREE.CubicBezierCurve3
  21205. * THREE.LineCurve3
  21206. * THREE.QuadraticBezierCurve3
  21207. *
  21208. * A series of curves can be represented as a THREE.CurvePath.
  21209. *
  21210. **/
  21211. /**************************************************************
  21212. * Abstract Curve base class
  21213. **************************************************************/
  21214. function Curve() {
  21215. this.type = 'Curve';
  21216. this.arcLengthDivisions = 200;
  21217. }
  21218. Object.assign( Curve.prototype, {
  21219. // Virtual base class method to overwrite and implement in subclasses
  21220. // - t [0 .. 1]
  21221. getPoint: function ( /* t, optionalTarget */ ) {
  21222. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21223. return null;
  21224. },
  21225. // Get point at relative position in curve according to arc length
  21226. // - u [0 .. 1]
  21227. getPointAt: function ( u, optionalTarget ) {
  21228. var t = this.getUtoTmapping( u );
  21229. return this.getPoint( t, optionalTarget );
  21230. },
  21231. // Get sequence of points using getPoint( t )
  21232. getPoints: function ( divisions ) {
  21233. if ( divisions === undefined ) divisions = 5;
  21234. var points = [];
  21235. for ( var d = 0; d <= divisions; d ++ ) {
  21236. points.push( this.getPoint( d / divisions ) );
  21237. }
  21238. return points;
  21239. },
  21240. // Get sequence of points using getPointAt( u )
  21241. getSpacedPoints: function ( divisions ) {
  21242. if ( divisions === undefined ) divisions = 5;
  21243. var points = [];
  21244. for ( var d = 0; d <= divisions; d ++ ) {
  21245. points.push( this.getPointAt( d / divisions ) );
  21246. }
  21247. return points;
  21248. },
  21249. // Get total curve arc length
  21250. getLength: function () {
  21251. var lengths = this.getLengths();
  21252. return lengths[ lengths.length - 1 ];
  21253. },
  21254. // Get list of cumulative segment lengths
  21255. getLengths: function ( divisions ) {
  21256. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  21257. if ( this.cacheArcLengths &&
  21258. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21259. ! this.needsUpdate ) {
  21260. return this.cacheArcLengths;
  21261. }
  21262. this.needsUpdate = false;
  21263. var cache = [];
  21264. var current, last = this.getPoint( 0 );
  21265. var p, sum = 0;
  21266. cache.push( 0 );
  21267. for ( p = 1; p <= divisions; p ++ ) {
  21268. current = this.getPoint( p / divisions );
  21269. sum += current.distanceTo( last );
  21270. cache.push( sum );
  21271. last = current;
  21272. }
  21273. this.cacheArcLengths = cache;
  21274. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21275. },
  21276. updateArcLengths: function () {
  21277. this.needsUpdate = true;
  21278. this.getLengths();
  21279. },
  21280. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21281. getUtoTmapping: function ( u, distance ) {
  21282. var arcLengths = this.getLengths();
  21283. var i = 0, il = arcLengths.length;
  21284. var targetArcLength; // The targeted u distance value to get
  21285. if ( distance ) {
  21286. targetArcLength = distance;
  21287. } else {
  21288. targetArcLength = u * arcLengths[ il - 1 ];
  21289. }
  21290. // binary search for the index with largest value smaller than target u distance
  21291. var low = 0, high = il - 1, comparison;
  21292. while ( low <= high ) {
  21293. 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
  21294. comparison = arcLengths[ i ] - targetArcLength;
  21295. if ( comparison < 0 ) {
  21296. low = i + 1;
  21297. } else if ( comparison > 0 ) {
  21298. high = i - 1;
  21299. } else {
  21300. high = i;
  21301. break;
  21302. // DONE
  21303. }
  21304. }
  21305. i = high;
  21306. if ( arcLengths[ i ] === targetArcLength ) {
  21307. return i / ( il - 1 );
  21308. }
  21309. // we could get finer grain at lengths, or use simple interpolation between two points
  21310. var lengthBefore = arcLengths[ i ];
  21311. var lengthAfter = arcLengths[ i + 1 ];
  21312. var segmentLength = lengthAfter - lengthBefore;
  21313. // determine where we are between the 'before' and 'after' points
  21314. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21315. // add that fractional amount to t
  21316. var t = ( i + segmentFraction ) / ( il - 1 );
  21317. return t;
  21318. },
  21319. // Returns a unit vector tangent at t
  21320. // In case any sub curve does not implement its tangent derivation,
  21321. // 2 points a small delta apart will be used to find its gradient
  21322. // which seems to give a reasonable approximation
  21323. getTangent: function ( t ) {
  21324. var delta = 0.0001;
  21325. var t1 = t - delta;
  21326. var t2 = t + delta;
  21327. // Capping in case of danger
  21328. if ( t1 < 0 ) t1 = 0;
  21329. if ( t2 > 1 ) t2 = 1;
  21330. var pt1 = this.getPoint( t1 );
  21331. var pt2 = this.getPoint( t2 );
  21332. var vec = pt2.clone().sub( pt1 );
  21333. return vec.normalize();
  21334. },
  21335. getTangentAt: function ( u ) {
  21336. var t = this.getUtoTmapping( u );
  21337. return this.getTangent( t );
  21338. },
  21339. computeFrenetFrames: function ( segments, closed ) {
  21340. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21341. var normal = new Vector3();
  21342. var tangents = [];
  21343. var normals = [];
  21344. var binormals = [];
  21345. var vec = new Vector3();
  21346. var mat = new Matrix4();
  21347. var i, u, theta;
  21348. // compute the tangent vectors for each segment on the curve
  21349. for ( i = 0; i <= segments; i ++ ) {
  21350. u = i / segments;
  21351. tangents[ i ] = this.getTangentAt( u );
  21352. tangents[ i ].normalize();
  21353. }
  21354. // select an initial normal vector perpendicular to the first tangent vector,
  21355. // and in the direction of the minimum tangent xyz component
  21356. normals[ 0 ] = new Vector3();
  21357. binormals[ 0 ] = new Vector3();
  21358. var min = Number.MAX_VALUE;
  21359. var tx = Math.abs( tangents[ 0 ].x );
  21360. var ty = Math.abs( tangents[ 0 ].y );
  21361. var tz = Math.abs( tangents[ 0 ].z );
  21362. if ( tx <= min ) {
  21363. min = tx;
  21364. normal.set( 1, 0, 0 );
  21365. }
  21366. if ( ty <= min ) {
  21367. min = ty;
  21368. normal.set( 0, 1, 0 );
  21369. }
  21370. if ( tz <= min ) {
  21371. normal.set( 0, 0, 1 );
  21372. }
  21373. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21374. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21375. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21376. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21377. for ( i = 1; i <= segments; i ++ ) {
  21378. normals[ i ] = normals[ i - 1 ].clone();
  21379. binormals[ i ] = binormals[ i - 1 ].clone();
  21380. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21381. if ( vec.length() > Number.EPSILON ) {
  21382. vec.normalize();
  21383. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21384. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21385. }
  21386. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21387. }
  21388. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21389. if ( closed === true ) {
  21390. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21391. theta /= segments;
  21392. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21393. theta = - theta;
  21394. }
  21395. for ( i = 1; i <= segments; i ++ ) {
  21396. // twist a little...
  21397. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21398. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21399. }
  21400. }
  21401. return {
  21402. tangents: tangents,
  21403. normals: normals,
  21404. binormals: binormals
  21405. };
  21406. },
  21407. clone: function () {
  21408. return new this.constructor().copy( this );
  21409. },
  21410. copy: function ( source ) {
  21411. this.arcLengthDivisions = source.arcLengthDivisions;
  21412. return this;
  21413. },
  21414. toJSON: function () {
  21415. var data = {
  21416. metadata: {
  21417. version: 4.5,
  21418. type: 'Curve',
  21419. generator: 'Curve.toJSON'
  21420. }
  21421. };
  21422. data.arcLengthDivisions = this.arcLengthDivisions;
  21423. data.type = this.type;
  21424. return data;
  21425. },
  21426. fromJSON: function ( json ) {
  21427. this.arcLengthDivisions = json.arcLengthDivisions;
  21428. return this;
  21429. }
  21430. } );
  21431. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21432. Curve.call( this );
  21433. this.type = 'EllipseCurve';
  21434. this.aX = aX || 0;
  21435. this.aY = aY || 0;
  21436. this.xRadius = xRadius || 1;
  21437. this.yRadius = yRadius || 1;
  21438. this.aStartAngle = aStartAngle || 0;
  21439. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21440. this.aClockwise = aClockwise || false;
  21441. this.aRotation = aRotation || 0;
  21442. }
  21443. EllipseCurve.prototype = Object.create( Curve.prototype );
  21444. EllipseCurve.prototype.constructor = EllipseCurve;
  21445. EllipseCurve.prototype.isEllipseCurve = true;
  21446. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21447. var point = optionalTarget || new Vector2();
  21448. var twoPi = Math.PI * 2;
  21449. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21450. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21451. // ensures that deltaAngle is 0 .. 2 PI
  21452. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21453. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21454. if ( deltaAngle < Number.EPSILON ) {
  21455. if ( samePoints ) {
  21456. deltaAngle = 0;
  21457. } else {
  21458. deltaAngle = twoPi;
  21459. }
  21460. }
  21461. if ( this.aClockwise === true && ! samePoints ) {
  21462. if ( deltaAngle === twoPi ) {
  21463. deltaAngle = - twoPi;
  21464. } else {
  21465. deltaAngle = deltaAngle - twoPi;
  21466. }
  21467. }
  21468. var angle = this.aStartAngle + t * deltaAngle;
  21469. var x = this.aX + this.xRadius * Math.cos( angle );
  21470. var y = this.aY + this.yRadius * Math.sin( angle );
  21471. if ( this.aRotation !== 0 ) {
  21472. var cos = Math.cos( this.aRotation );
  21473. var sin = Math.sin( this.aRotation );
  21474. var tx = x - this.aX;
  21475. var ty = y - this.aY;
  21476. // Rotate the point about the center of the ellipse.
  21477. x = tx * cos - ty * sin + this.aX;
  21478. y = tx * sin + ty * cos + this.aY;
  21479. }
  21480. return point.set( x, y );
  21481. };
  21482. EllipseCurve.prototype.copy = function ( source ) {
  21483. Curve.prototype.copy.call( this, source );
  21484. this.aX = source.aX;
  21485. this.aY = source.aY;
  21486. this.xRadius = source.xRadius;
  21487. this.yRadius = source.yRadius;
  21488. this.aStartAngle = source.aStartAngle;
  21489. this.aEndAngle = source.aEndAngle;
  21490. this.aClockwise = source.aClockwise;
  21491. this.aRotation = source.aRotation;
  21492. return this;
  21493. };
  21494. EllipseCurve.prototype.toJSON = function () {
  21495. var data = Curve.prototype.toJSON.call( this );
  21496. data.aX = this.aX;
  21497. data.aY = this.aY;
  21498. data.xRadius = this.xRadius;
  21499. data.yRadius = this.yRadius;
  21500. data.aStartAngle = this.aStartAngle;
  21501. data.aEndAngle = this.aEndAngle;
  21502. data.aClockwise = this.aClockwise;
  21503. data.aRotation = this.aRotation;
  21504. return data;
  21505. };
  21506. EllipseCurve.prototype.fromJSON = function ( json ) {
  21507. Curve.prototype.fromJSON.call( this, json );
  21508. this.aX = json.aX;
  21509. this.aY = json.aY;
  21510. this.xRadius = json.xRadius;
  21511. this.yRadius = json.yRadius;
  21512. this.aStartAngle = json.aStartAngle;
  21513. this.aEndAngle = json.aEndAngle;
  21514. this.aClockwise = json.aClockwise;
  21515. this.aRotation = json.aRotation;
  21516. return this;
  21517. };
  21518. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21519. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21520. this.type = 'ArcCurve';
  21521. }
  21522. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21523. ArcCurve.prototype.constructor = ArcCurve;
  21524. ArcCurve.prototype.isArcCurve = true;
  21525. /**
  21526. * @author zz85 https://github.com/zz85
  21527. *
  21528. * Centripetal CatmullRom Curve - which is useful for avoiding
  21529. * cusps and self-intersections in non-uniform catmull rom curves.
  21530. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21531. *
  21532. * curve.type accepts centripetal(default), chordal and catmullrom
  21533. * curve.tension is used for catmullrom which defaults to 0.5
  21534. */
  21535. /*
  21536. Based on an optimized c++ solution in
  21537. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21538. - http://ideone.com/NoEbVM
  21539. This CubicPoly class could be used for reusing some variables and calculations,
  21540. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21541. which can be placed in CurveUtils.
  21542. */
  21543. function CubicPoly() {
  21544. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21545. /*
  21546. * Compute coefficients for a cubic polynomial
  21547. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21548. * such that
  21549. * p(0) = x0, p(1) = x1
  21550. * and
  21551. * p'(0) = t0, p'(1) = t1.
  21552. */
  21553. function init( x0, x1, t0, t1 ) {
  21554. c0 = x0;
  21555. c1 = t0;
  21556. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21557. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21558. }
  21559. return {
  21560. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21561. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21562. },
  21563. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21564. // compute tangents when parameterized in [t1,t2]
  21565. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21566. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21567. // rescale tangents for parametrization in [0,1]
  21568. t1 *= dt1;
  21569. t2 *= dt1;
  21570. init( x1, x2, t1, t2 );
  21571. },
  21572. calc: function ( t ) {
  21573. var t2 = t * t;
  21574. var t3 = t2 * t;
  21575. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21576. }
  21577. };
  21578. }
  21579. //
  21580. var tmp = new Vector3();
  21581. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21582. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21583. Curve.call( this );
  21584. this.type = 'CatmullRomCurve3';
  21585. this.points = points || [];
  21586. this.closed = closed || false;
  21587. this.curveType = curveType || 'centripetal';
  21588. this.tension = tension || 0.5;
  21589. }
  21590. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21591. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21592. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21593. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21594. var point = optionalTarget || new Vector3();
  21595. var points = this.points;
  21596. var l = points.length;
  21597. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21598. var intPoint = Math.floor( p );
  21599. var weight = p - intPoint;
  21600. if ( this.closed ) {
  21601. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21602. } else if ( weight === 0 && intPoint === l - 1 ) {
  21603. intPoint = l - 2;
  21604. weight = 1;
  21605. }
  21606. var p0, p1, p2, p3; // 4 points
  21607. if ( this.closed || intPoint > 0 ) {
  21608. p0 = points[ ( intPoint - 1 ) % l ];
  21609. } else {
  21610. // extrapolate first point
  21611. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21612. p0 = tmp;
  21613. }
  21614. p1 = points[ intPoint % l ];
  21615. p2 = points[ ( intPoint + 1 ) % l ];
  21616. if ( this.closed || intPoint + 2 < l ) {
  21617. p3 = points[ ( intPoint + 2 ) % l ];
  21618. } else {
  21619. // extrapolate last point
  21620. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21621. p3 = tmp;
  21622. }
  21623. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21624. // init Centripetal / Chordal Catmull-Rom
  21625. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21626. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21627. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21628. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21629. // safety check for repeated points
  21630. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21631. if ( dt0 < 1e-4 ) dt0 = dt1;
  21632. if ( dt2 < 1e-4 ) dt2 = dt1;
  21633. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21634. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21635. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21636. } else if ( this.curveType === 'catmullrom' ) {
  21637. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21638. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21639. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21640. }
  21641. point.set(
  21642. px.calc( weight ),
  21643. py.calc( weight ),
  21644. pz.calc( weight )
  21645. );
  21646. return point;
  21647. };
  21648. CatmullRomCurve3.prototype.copy = function ( source ) {
  21649. Curve.prototype.copy.call( this, source );
  21650. this.points = [];
  21651. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21652. var point = source.points[ i ];
  21653. this.points.push( point.clone() );
  21654. }
  21655. this.closed = source.closed;
  21656. this.curveType = source.curveType;
  21657. this.tension = source.tension;
  21658. return this;
  21659. };
  21660. CatmullRomCurve3.prototype.toJSON = function () {
  21661. var data = Curve.prototype.toJSON.call( this );
  21662. data.points = [];
  21663. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21664. var point = this.points[ i ];
  21665. data.points.push( point.toArray() );
  21666. }
  21667. data.closed = this.closed;
  21668. data.curveType = this.curveType;
  21669. data.tension = this.tension;
  21670. return data;
  21671. };
  21672. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21673. Curve.prototype.fromJSON.call( this, json );
  21674. this.points = [];
  21675. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21676. var point = json.points[ i ];
  21677. this.points.push( new Vector3().fromArray( point ) );
  21678. }
  21679. this.closed = json.closed;
  21680. this.curveType = json.curveType;
  21681. this.tension = json.tension;
  21682. return this;
  21683. };
  21684. /**
  21685. * @author zz85 / http://www.lab4games.net/zz85/blog
  21686. *
  21687. * Bezier Curves formulas obtained from
  21688. * http://en.wikipedia.org/wiki/Bézier_curve
  21689. */
  21690. function CatmullRom( t, p0, p1, p2, p3 ) {
  21691. var v0 = ( p2 - p0 ) * 0.5;
  21692. var v1 = ( p3 - p1 ) * 0.5;
  21693. var t2 = t * t;
  21694. var t3 = t * t2;
  21695. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21696. }
  21697. //
  21698. function QuadraticBezierP0( t, p ) {
  21699. var k = 1 - t;
  21700. return k * k * p;
  21701. }
  21702. function QuadraticBezierP1( t, p ) {
  21703. return 2 * ( 1 - t ) * t * p;
  21704. }
  21705. function QuadraticBezierP2( t, p ) {
  21706. return t * t * p;
  21707. }
  21708. function QuadraticBezier( t, p0, p1, p2 ) {
  21709. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21710. QuadraticBezierP2( t, p2 );
  21711. }
  21712. //
  21713. function CubicBezierP0( t, p ) {
  21714. var k = 1 - t;
  21715. return k * k * k * p;
  21716. }
  21717. function CubicBezierP1( t, p ) {
  21718. var k = 1 - t;
  21719. return 3 * k * k * t * p;
  21720. }
  21721. function CubicBezierP2( t, p ) {
  21722. return 3 * ( 1 - t ) * t * t * p;
  21723. }
  21724. function CubicBezierP3( t, p ) {
  21725. return t * t * t * p;
  21726. }
  21727. function CubicBezier( t, p0, p1, p2, p3 ) {
  21728. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21729. CubicBezierP3( t, p3 );
  21730. }
  21731. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21732. Curve.call( this );
  21733. this.type = 'CubicBezierCurve';
  21734. this.v0 = v0 || new Vector2();
  21735. this.v1 = v1 || new Vector2();
  21736. this.v2 = v2 || new Vector2();
  21737. this.v3 = v3 || new Vector2();
  21738. }
  21739. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21740. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21741. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21742. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21743. var point = optionalTarget || new Vector2();
  21744. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21745. point.set(
  21746. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21747. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21748. );
  21749. return point;
  21750. };
  21751. CubicBezierCurve.prototype.copy = function ( source ) {
  21752. Curve.prototype.copy.call( this, source );
  21753. this.v0.copy( source.v0 );
  21754. this.v1.copy( source.v1 );
  21755. this.v2.copy( source.v2 );
  21756. this.v3.copy( source.v3 );
  21757. return this;
  21758. };
  21759. CubicBezierCurve.prototype.toJSON = function () {
  21760. var data = Curve.prototype.toJSON.call( this );
  21761. data.v0 = this.v0.toArray();
  21762. data.v1 = this.v1.toArray();
  21763. data.v2 = this.v2.toArray();
  21764. data.v3 = this.v3.toArray();
  21765. return data;
  21766. };
  21767. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21768. Curve.prototype.fromJSON.call( this, json );
  21769. this.v0.fromArray( json.v0 );
  21770. this.v1.fromArray( json.v1 );
  21771. this.v2.fromArray( json.v2 );
  21772. this.v3.fromArray( json.v3 );
  21773. return this;
  21774. };
  21775. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21776. Curve.call( this );
  21777. this.type = 'CubicBezierCurve3';
  21778. this.v0 = v0 || new Vector3();
  21779. this.v1 = v1 || new Vector3();
  21780. this.v2 = v2 || new Vector3();
  21781. this.v3 = v3 || new Vector3();
  21782. }
  21783. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21784. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21785. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21786. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21787. var point = optionalTarget || new Vector3();
  21788. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21789. point.set(
  21790. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21791. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21792. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21793. );
  21794. return point;
  21795. };
  21796. CubicBezierCurve3.prototype.copy = function ( source ) {
  21797. Curve.prototype.copy.call( this, source );
  21798. this.v0.copy( source.v0 );
  21799. this.v1.copy( source.v1 );
  21800. this.v2.copy( source.v2 );
  21801. this.v3.copy( source.v3 );
  21802. return this;
  21803. };
  21804. CubicBezierCurve3.prototype.toJSON = function () {
  21805. var data = Curve.prototype.toJSON.call( this );
  21806. data.v0 = this.v0.toArray();
  21807. data.v1 = this.v1.toArray();
  21808. data.v2 = this.v2.toArray();
  21809. data.v3 = this.v3.toArray();
  21810. return data;
  21811. };
  21812. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21813. Curve.prototype.fromJSON.call( this, json );
  21814. this.v0.fromArray( json.v0 );
  21815. this.v1.fromArray( json.v1 );
  21816. this.v2.fromArray( json.v2 );
  21817. this.v3.fromArray( json.v3 );
  21818. return this;
  21819. };
  21820. function LineCurve( v1, v2 ) {
  21821. Curve.call( this );
  21822. this.type = 'LineCurve';
  21823. this.v1 = v1 || new Vector2();
  21824. this.v2 = v2 || new Vector2();
  21825. }
  21826. LineCurve.prototype = Object.create( Curve.prototype );
  21827. LineCurve.prototype.constructor = LineCurve;
  21828. LineCurve.prototype.isLineCurve = true;
  21829. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21830. var point = optionalTarget || new Vector2();
  21831. if ( t === 1 ) {
  21832. point.copy( this.v2 );
  21833. } else {
  21834. point.copy( this.v2 ).sub( this.v1 );
  21835. point.multiplyScalar( t ).add( this.v1 );
  21836. }
  21837. return point;
  21838. };
  21839. // Line curve is linear, so we can overwrite default getPointAt
  21840. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21841. return this.getPoint( u, optionalTarget );
  21842. };
  21843. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21844. var tangent = this.v2.clone().sub( this.v1 );
  21845. return tangent.normalize();
  21846. };
  21847. LineCurve.prototype.copy = function ( source ) {
  21848. Curve.prototype.copy.call( this, source );
  21849. this.v1.copy( source.v1 );
  21850. this.v2.copy( source.v2 );
  21851. return this;
  21852. };
  21853. LineCurve.prototype.toJSON = function () {
  21854. var data = Curve.prototype.toJSON.call( this );
  21855. data.v1 = this.v1.toArray();
  21856. data.v2 = this.v2.toArray();
  21857. return data;
  21858. };
  21859. LineCurve.prototype.fromJSON = function ( json ) {
  21860. Curve.prototype.fromJSON.call( this, json );
  21861. this.v1.fromArray( json.v1 );
  21862. this.v2.fromArray( json.v2 );
  21863. return this;
  21864. };
  21865. function LineCurve3( v1, v2 ) {
  21866. Curve.call( this );
  21867. this.type = 'LineCurve3';
  21868. this.v1 = v1 || new Vector3();
  21869. this.v2 = v2 || new Vector3();
  21870. }
  21871. LineCurve3.prototype = Object.create( Curve.prototype );
  21872. LineCurve3.prototype.constructor = LineCurve3;
  21873. LineCurve3.prototype.isLineCurve3 = true;
  21874. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21875. var point = optionalTarget || new Vector3();
  21876. if ( t === 1 ) {
  21877. point.copy( this.v2 );
  21878. } else {
  21879. point.copy( this.v2 ).sub( this.v1 );
  21880. point.multiplyScalar( t ).add( this.v1 );
  21881. }
  21882. return point;
  21883. };
  21884. // Line curve is linear, so we can overwrite default getPointAt
  21885. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21886. return this.getPoint( u, optionalTarget );
  21887. };
  21888. LineCurve3.prototype.copy = function ( source ) {
  21889. Curve.prototype.copy.call( this, source );
  21890. this.v1.copy( source.v1 );
  21891. this.v2.copy( source.v2 );
  21892. return this;
  21893. };
  21894. LineCurve3.prototype.toJSON = function () {
  21895. var data = Curve.prototype.toJSON.call( this );
  21896. data.v1 = this.v1.toArray();
  21897. data.v2 = this.v2.toArray();
  21898. return data;
  21899. };
  21900. LineCurve3.prototype.fromJSON = function ( json ) {
  21901. Curve.prototype.fromJSON.call( this, json );
  21902. this.v1.fromArray( json.v1 );
  21903. this.v2.fromArray( json.v2 );
  21904. return this;
  21905. };
  21906. function QuadraticBezierCurve( v0, v1, v2 ) {
  21907. Curve.call( this );
  21908. this.type = 'QuadraticBezierCurve';
  21909. this.v0 = v0 || new Vector2();
  21910. this.v1 = v1 || new Vector2();
  21911. this.v2 = v2 || new Vector2();
  21912. }
  21913. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21914. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21915. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21916. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21917. var point = optionalTarget || new Vector2();
  21918. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21919. point.set(
  21920. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21921. QuadraticBezier( t, v0.y, v1.y, v2.y )
  21922. );
  21923. return point;
  21924. };
  21925. QuadraticBezierCurve.prototype.copy = function ( source ) {
  21926. Curve.prototype.copy.call( this, source );
  21927. this.v0.copy( source.v0 );
  21928. this.v1.copy( source.v1 );
  21929. this.v2.copy( source.v2 );
  21930. return this;
  21931. };
  21932. QuadraticBezierCurve.prototype.toJSON = function () {
  21933. var data = Curve.prototype.toJSON.call( this );
  21934. data.v0 = this.v0.toArray();
  21935. data.v1 = this.v1.toArray();
  21936. data.v2 = this.v2.toArray();
  21937. return data;
  21938. };
  21939. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  21940. Curve.prototype.fromJSON.call( this, json );
  21941. this.v0.fromArray( json.v0 );
  21942. this.v1.fromArray( json.v1 );
  21943. this.v2.fromArray( json.v2 );
  21944. return this;
  21945. };
  21946. function QuadraticBezierCurve3( v0, v1, v2 ) {
  21947. Curve.call( this );
  21948. this.type = 'QuadraticBezierCurve3';
  21949. this.v0 = v0 || new Vector3();
  21950. this.v1 = v1 || new Vector3();
  21951. this.v2 = v2 || new Vector3();
  21952. }
  21953. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  21954. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  21955. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21956. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21957. var point = optionalTarget || new Vector3();
  21958. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21959. point.set(
  21960. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21961. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  21962. QuadraticBezier( t, v0.z, v1.z, v2.z )
  21963. );
  21964. return point;
  21965. };
  21966. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  21967. Curve.prototype.copy.call( this, source );
  21968. this.v0.copy( source.v0 );
  21969. this.v1.copy( source.v1 );
  21970. this.v2.copy( source.v2 );
  21971. return this;
  21972. };
  21973. QuadraticBezierCurve3.prototype.toJSON = function () {
  21974. var data = Curve.prototype.toJSON.call( this );
  21975. data.v0 = this.v0.toArray();
  21976. data.v1 = this.v1.toArray();
  21977. data.v2 = this.v2.toArray();
  21978. return data;
  21979. };
  21980. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  21981. Curve.prototype.fromJSON.call( this, json );
  21982. this.v0.fromArray( json.v0 );
  21983. this.v1.fromArray( json.v1 );
  21984. this.v2.fromArray( json.v2 );
  21985. return this;
  21986. };
  21987. function SplineCurve( points /* array of Vector2 */ ) {
  21988. Curve.call( this );
  21989. this.type = 'SplineCurve';
  21990. this.points = points || [];
  21991. }
  21992. SplineCurve.prototype = Object.create( Curve.prototype );
  21993. SplineCurve.prototype.constructor = SplineCurve;
  21994. SplineCurve.prototype.isSplineCurve = true;
  21995. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21996. var point = optionalTarget || new Vector2();
  21997. var points = this.points;
  21998. var p = ( points.length - 1 ) * t;
  21999. var intPoint = Math.floor( p );
  22000. var weight = p - intPoint;
  22001. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22002. var p1 = points[ intPoint ];
  22003. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22004. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22005. point.set(
  22006. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22007. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22008. );
  22009. return point;
  22010. };
  22011. SplineCurve.prototype.copy = function ( source ) {
  22012. Curve.prototype.copy.call( this, source );
  22013. this.points = [];
  22014. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22015. var point = source.points[ i ];
  22016. this.points.push( point.clone() );
  22017. }
  22018. return this;
  22019. };
  22020. SplineCurve.prototype.toJSON = function () {
  22021. var data = Curve.prototype.toJSON.call( this );
  22022. data.points = [];
  22023. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22024. var point = this.points[ i ];
  22025. data.points.push( point.toArray() );
  22026. }
  22027. return data;
  22028. };
  22029. SplineCurve.prototype.fromJSON = function ( json ) {
  22030. Curve.prototype.fromJSON.call( this, json );
  22031. this.points = [];
  22032. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22033. var point = json.points[ i ];
  22034. this.points.push( new Vector2().fromArray( point ) );
  22035. }
  22036. return this;
  22037. };
  22038. var Curves = /*#__PURE__*/Object.freeze({
  22039. ArcCurve: ArcCurve,
  22040. CatmullRomCurve3: CatmullRomCurve3,
  22041. CubicBezierCurve: CubicBezierCurve,
  22042. CubicBezierCurve3: CubicBezierCurve3,
  22043. EllipseCurve: EllipseCurve,
  22044. LineCurve: LineCurve,
  22045. LineCurve3: LineCurve3,
  22046. QuadraticBezierCurve: QuadraticBezierCurve,
  22047. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22048. SplineCurve: SplineCurve
  22049. });
  22050. /**
  22051. * @author zz85 / http://www.lab4games.net/zz85/blog
  22052. *
  22053. **/
  22054. /**************************************************************
  22055. * Curved Path - a curve path is simply a array of connected
  22056. * curves, but retains the api of a curve
  22057. **************************************************************/
  22058. function CurvePath() {
  22059. Curve.call( this );
  22060. this.type = 'CurvePath';
  22061. this.curves = [];
  22062. this.autoClose = false; // Automatically closes the path
  22063. }
  22064. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22065. constructor: CurvePath,
  22066. add: function ( curve ) {
  22067. this.curves.push( curve );
  22068. },
  22069. closePath: function () {
  22070. // Add a line curve if start and end of lines are not connected
  22071. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22072. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22073. if ( ! startPoint.equals( endPoint ) ) {
  22074. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22075. }
  22076. },
  22077. // To get accurate point with reference to
  22078. // entire path distance at time t,
  22079. // following has to be done:
  22080. // 1. Length of each sub path have to be known
  22081. // 2. Locate and identify type of curve
  22082. // 3. Get t for the curve
  22083. // 4. Return curve.getPointAt(t')
  22084. getPoint: function ( t ) {
  22085. var d = t * this.getLength();
  22086. var curveLengths = this.getCurveLengths();
  22087. var i = 0;
  22088. // To think about boundaries points.
  22089. while ( i < curveLengths.length ) {
  22090. if ( curveLengths[ i ] >= d ) {
  22091. var diff = curveLengths[ i ] - d;
  22092. var curve = this.curves[ i ];
  22093. var segmentLength = curve.getLength();
  22094. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22095. return curve.getPointAt( u );
  22096. }
  22097. i ++;
  22098. }
  22099. return null;
  22100. // loop where sum != 0, sum > d , sum+1 <d
  22101. },
  22102. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22103. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22104. // getPoint() depends on getLength
  22105. getLength: function () {
  22106. var lens = this.getCurveLengths();
  22107. return lens[ lens.length - 1 ];
  22108. },
  22109. // cacheLengths must be recalculated.
  22110. updateArcLengths: function () {
  22111. this.needsUpdate = true;
  22112. this.cacheLengths = null;
  22113. this.getCurveLengths();
  22114. },
  22115. // Compute lengths and cache them
  22116. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22117. getCurveLengths: function () {
  22118. // We use cache values if curves and cache array are same length
  22119. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22120. return this.cacheLengths;
  22121. }
  22122. // Get length of sub-curve
  22123. // Push sums into cached array
  22124. var lengths = [], sums = 0;
  22125. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22126. sums += this.curves[ i ].getLength();
  22127. lengths.push( sums );
  22128. }
  22129. this.cacheLengths = lengths;
  22130. return lengths;
  22131. },
  22132. getSpacedPoints: function ( divisions ) {
  22133. if ( divisions === undefined ) divisions = 40;
  22134. var points = [];
  22135. for ( var i = 0; i <= divisions; i ++ ) {
  22136. points.push( this.getPoint( i / divisions ) );
  22137. }
  22138. if ( this.autoClose ) {
  22139. points.push( points[ 0 ] );
  22140. }
  22141. return points;
  22142. },
  22143. getPoints: function ( divisions ) {
  22144. divisions = divisions || 12;
  22145. var points = [], last;
  22146. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22147. var curve = curves[ i ];
  22148. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22149. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22150. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22151. : divisions;
  22152. var pts = curve.getPoints( resolution );
  22153. for ( var j = 0; j < pts.length; j ++ ) {
  22154. var point = pts[ j ];
  22155. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  22156. points.push( point );
  22157. last = point;
  22158. }
  22159. }
  22160. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22161. points.push( points[ 0 ] );
  22162. }
  22163. return points;
  22164. },
  22165. copy: function ( source ) {
  22166. Curve.prototype.copy.call( this, source );
  22167. this.curves = [];
  22168. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22169. var curve = source.curves[ i ];
  22170. this.curves.push( curve.clone() );
  22171. }
  22172. this.autoClose = source.autoClose;
  22173. return this;
  22174. },
  22175. toJSON: function () {
  22176. var data = Curve.prototype.toJSON.call( this );
  22177. data.autoClose = this.autoClose;
  22178. data.curves = [];
  22179. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22180. var curve = this.curves[ i ];
  22181. data.curves.push( curve.toJSON() );
  22182. }
  22183. return data;
  22184. },
  22185. fromJSON: function ( json ) {
  22186. Curve.prototype.fromJSON.call( this, json );
  22187. this.autoClose = json.autoClose;
  22188. this.curves = [];
  22189. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22190. var curve = json.curves[ i ];
  22191. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22192. }
  22193. return this;
  22194. }
  22195. } );
  22196. /**
  22197. * @author zz85 / http://www.lab4games.net/zz85/blog
  22198. * Creates free form 2d path using series of points, lines or curves.
  22199. **/
  22200. function Path( points ) {
  22201. CurvePath.call( this );
  22202. this.type = 'Path';
  22203. this.currentPoint = new Vector2();
  22204. if ( points ) {
  22205. this.setFromPoints( points );
  22206. }
  22207. }
  22208. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22209. constructor: Path,
  22210. setFromPoints: function ( points ) {
  22211. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22212. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22213. this.lineTo( points[ i ].x, points[ i ].y );
  22214. }
  22215. },
  22216. moveTo: function ( x, y ) {
  22217. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22218. },
  22219. lineTo: function ( x, y ) {
  22220. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22221. this.curves.push( curve );
  22222. this.currentPoint.set( x, y );
  22223. },
  22224. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22225. var curve = new QuadraticBezierCurve(
  22226. this.currentPoint.clone(),
  22227. new Vector2( aCPx, aCPy ),
  22228. new Vector2( aX, aY )
  22229. );
  22230. this.curves.push( curve );
  22231. this.currentPoint.set( aX, aY );
  22232. },
  22233. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22234. var curve = new CubicBezierCurve(
  22235. this.currentPoint.clone(),
  22236. new Vector2( aCP1x, aCP1y ),
  22237. new Vector2( aCP2x, aCP2y ),
  22238. new Vector2( aX, aY )
  22239. );
  22240. this.curves.push( curve );
  22241. this.currentPoint.set( aX, aY );
  22242. },
  22243. splineThru: function ( pts /*Array of Vector*/ ) {
  22244. var npts = [ this.currentPoint.clone() ].concat( pts );
  22245. var curve = new SplineCurve( npts );
  22246. this.curves.push( curve );
  22247. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22248. },
  22249. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22250. var x0 = this.currentPoint.x;
  22251. var y0 = this.currentPoint.y;
  22252. this.absarc( aX + x0, aY + y0, aRadius,
  22253. aStartAngle, aEndAngle, aClockwise );
  22254. },
  22255. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22256. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22257. },
  22258. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22259. var x0 = this.currentPoint.x;
  22260. var y0 = this.currentPoint.y;
  22261. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22262. },
  22263. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22264. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22265. if ( this.curves.length > 0 ) {
  22266. // if a previous curve is present, attempt to join
  22267. var firstPoint = curve.getPoint( 0 );
  22268. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22269. this.lineTo( firstPoint.x, firstPoint.y );
  22270. }
  22271. }
  22272. this.curves.push( curve );
  22273. var lastPoint = curve.getPoint( 1 );
  22274. this.currentPoint.copy( lastPoint );
  22275. },
  22276. copy: function ( source ) {
  22277. CurvePath.prototype.copy.call( this, source );
  22278. this.currentPoint.copy( source.currentPoint );
  22279. return this;
  22280. },
  22281. toJSON: function () {
  22282. var data = CurvePath.prototype.toJSON.call( this );
  22283. data.currentPoint = this.currentPoint.toArray();
  22284. return data;
  22285. },
  22286. fromJSON: function ( json ) {
  22287. CurvePath.prototype.fromJSON.call( this, json );
  22288. this.currentPoint.fromArray( json.currentPoint );
  22289. return this;
  22290. }
  22291. } );
  22292. /**
  22293. * @author zz85 / http://www.lab4games.net/zz85/blog
  22294. * Defines a 2d shape plane using paths.
  22295. **/
  22296. // STEP 1 Create a path.
  22297. // STEP 2 Turn path into shape.
  22298. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22299. // STEP 3a - Extract points from each shape, turn to vertices
  22300. // STEP 3b - Triangulate each shape, add faces.
  22301. function Shape( points ) {
  22302. Path.call( this, points );
  22303. this.uuid = _Math.generateUUID();
  22304. this.type = 'Shape';
  22305. this.holes = [];
  22306. }
  22307. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22308. constructor: Shape,
  22309. getPointsHoles: function ( divisions ) {
  22310. var holesPts = [];
  22311. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22312. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22313. }
  22314. return holesPts;
  22315. },
  22316. // get points of shape and holes (keypoints based on segments parameter)
  22317. extractPoints: function ( divisions ) {
  22318. return {
  22319. shape: this.getPoints( divisions ),
  22320. holes: this.getPointsHoles( divisions )
  22321. };
  22322. },
  22323. copy: function ( source ) {
  22324. Path.prototype.copy.call( this, source );
  22325. this.holes = [];
  22326. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22327. var hole = source.holes[ i ];
  22328. this.holes.push( hole.clone() );
  22329. }
  22330. return this;
  22331. },
  22332. toJSON: function () {
  22333. var data = Path.prototype.toJSON.call( this );
  22334. data.uuid = this.uuid;
  22335. data.holes = [];
  22336. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22337. var hole = this.holes[ i ];
  22338. data.holes.push( hole.toJSON() );
  22339. }
  22340. return data;
  22341. },
  22342. fromJSON: function ( json ) {
  22343. Path.prototype.fromJSON.call( this, json );
  22344. this.uuid = json.uuid;
  22345. this.holes = [];
  22346. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22347. var hole = json.holes[ i ];
  22348. this.holes.push( new Path().fromJSON( hole ) );
  22349. }
  22350. return this;
  22351. }
  22352. } );
  22353. /**
  22354. * @author mrdoob / http://mrdoob.com/
  22355. * @author alteredq / http://alteredqualia.com/
  22356. */
  22357. function Light( color, intensity ) {
  22358. Object3D.call( this );
  22359. this.type = 'Light';
  22360. this.color = new Color( color );
  22361. this.intensity = intensity !== undefined ? intensity : 1;
  22362. this.receiveShadow = undefined;
  22363. }
  22364. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22365. constructor: Light,
  22366. isLight: true,
  22367. copy: function ( source ) {
  22368. Object3D.prototype.copy.call( this, source );
  22369. this.color.copy( source.color );
  22370. this.intensity = source.intensity;
  22371. return this;
  22372. },
  22373. toJSON: function ( meta ) {
  22374. var data = Object3D.prototype.toJSON.call( this, meta );
  22375. data.object.color = this.color.getHex();
  22376. data.object.intensity = this.intensity;
  22377. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22378. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22379. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22380. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22381. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22382. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22383. return data;
  22384. }
  22385. } );
  22386. /**
  22387. * @author alteredq / http://alteredqualia.com/
  22388. */
  22389. function HemisphereLight( skyColor, groundColor, intensity ) {
  22390. Light.call( this, skyColor, intensity );
  22391. this.type = 'HemisphereLight';
  22392. this.castShadow = undefined;
  22393. this.position.copy( Object3D.DefaultUp );
  22394. this.updateMatrix();
  22395. this.groundColor = new Color( groundColor );
  22396. }
  22397. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22398. constructor: HemisphereLight,
  22399. isHemisphereLight: true,
  22400. copy: function ( source ) {
  22401. Light.prototype.copy.call( this, source );
  22402. this.groundColor.copy( source.groundColor );
  22403. return this;
  22404. }
  22405. } );
  22406. /**
  22407. * @author mrdoob / http://mrdoob.com/
  22408. */
  22409. function LightShadow( camera ) {
  22410. this.camera = camera;
  22411. this.bias = 0;
  22412. this.radius = 1;
  22413. this.mapSize = new Vector2( 512, 512 );
  22414. this.map = null;
  22415. this.mapPass = null;
  22416. this.matrix = new Matrix4();
  22417. this._frustum = new Frustum();
  22418. this._frameExtents = new Vector2( 1, 1 );
  22419. this._viewportCount = 1;
  22420. this._viewports = [
  22421. new Vector4( 0, 0, 1, 1 )
  22422. ];
  22423. }
  22424. Object.assign( LightShadow.prototype, {
  22425. _projScreenMatrix: new Matrix4(),
  22426. _lightPositionWorld: new Vector3(),
  22427. _lookTarget: new Vector3(),
  22428. getViewportCount: function () {
  22429. return this._viewportCount;
  22430. },
  22431. getFrustum: function () {
  22432. return this._frustum;
  22433. },
  22434. updateMatrices: function ( light ) {
  22435. var shadowCamera = this.camera,
  22436. shadowMatrix = this.matrix,
  22437. projScreenMatrix = this._projScreenMatrix,
  22438. lookTarget = this._lookTarget,
  22439. lightPositionWorld = this._lightPositionWorld;
  22440. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22441. shadowCamera.position.copy( lightPositionWorld );
  22442. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  22443. shadowCamera.lookAt( lookTarget );
  22444. shadowCamera.updateMatrixWorld();
  22445. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  22446. this._frustum.setFromMatrix( projScreenMatrix );
  22447. shadowMatrix.set(
  22448. 0.5, 0.0, 0.0, 0.5,
  22449. 0.0, 0.5, 0.0, 0.5,
  22450. 0.0, 0.0, 0.5, 0.5,
  22451. 0.0, 0.0, 0.0, 1.0
  22452. );
  22453. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  22454. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  22455. },
  22456. getViewport: function ( viewportIndex ) {
  22457. return this._viewports[ viewportIndex ];
  22458. },
  22459. getFrameExtents: function () {
  22460. return this._frameExtents;
  22461. },
  22462. copy: function ( source ) {
  22463. this.camera = source.camera.clone();
  22464. this.bias = source.bias;
  22465. this.radius = source.radius;
  22466. this.mapSize.copy( source.mapSize );
  22467. return this;
  22468. },
  22469. clone: function () {
  22470. return new this.constructor().copy( this );
  22471. },
  22472. toJSON: function () {
  22473. var object = {};
  22474. if ( this.bias !== 0 ) object.bias = this.bias;
  22475. if ( this.radius !== 1 ) object.radius = this.radius;
  22476. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22477. object.camera = this.camera.toJSON( false ).object;
  22478. delete object.camera.matrix;
  22479. return object;
  22480. }
  22481. } );
  22482. /**
  22483. * @author mrdoob / http://mrdoob.com/
  22484. */
  22485. function SpotLightShadow() {
  22486. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22487. }
  22488. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22489. constructor: SpotLightShadow,
  22490. isSpotLightShadow: true,
  22491. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22492. var camera = this.camera;
  22493. var fov = _Math.RAD2DEG * 2 * light.angle;
  22494. var aspect = this.mapSize.width / this.mapSize.height;
  22495. var far = light.distance || camera.far;
  22496. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22497. camera.fov = fov;
  22498. camera.aspect = aspect;
  22499. camera.far = far;
  22500. camera.updateProjectionMatrix();
  22501. }
  22502. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22503. }
  22504. } );
  22505. /**
  22506. * @author alteredq / http://alteredqualia.com/
  22507. */
  22508. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22509. Light.call( this, color, intensity );
  22510. this.type = 'SpotLight';
  22511. this.position.copy( Object3D.DefaultUp );
  22512. this.updateMatrix();
  22513. this.target = new Object3D();
  22514. Object.defineProperty( this, 'power', {
  22515. get: function () {
  22516. // intensity = power per solid angle.
  22517. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22518. return this.intensity * Math.PI;
  22519. },
  22520. set: function ( power ) {
  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. this.intensity = power / Math.PI;
  22524. }
  22525. } );
  22526. this.distance = ( distance !== undefined ) ? distance : 0;
  22527. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22528. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22529. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22530. this.shadow = new SpotLightShadow();
  22531. }
  22532. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22533. constructor: SpotLight,
  22534. isSpotLight: true,
  22535. copy: function ( source ) {
  22536. Light.prototype.copy.call( this, source );
  22537. this.distance = source.distance;
  22538. this.angle = source.angle;
  22539. this.penumbra = source.penumbra;
  22540. this.decay = source.decay;
  22541. this.target = source.target.clone();
  22542. this.shadow = source.shadow.clone();
  22543. return this;
  22544. }
  22545. } );
  22546. function PointLightShadow() {
  22547. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22548. this._frameExtents = new Vector2( 4, 2 );
  22549. this._viewportCount = 6;
  22550. this._viewports = [
  22551. // These viewports map a cube-map onto a 2D texture with the
  22552. // following orientation:
  22553. //
  22554. // xzXZ
  22555. // y Y
  22556. //
  22557. // X - Positive x direction
  22558. // x - Negative x direction
  22559. // Y - Positive y direction
  22560. // y - Negative y direction
  22561. // Z - Positive z direction
  22562. // z - Negative z direction
  22563. // positive X
  22564. new Vector4( 2, 1, 1, 1 ),
  22565. // negative X
  22566. new Vector4( 0, 1, 1, 1 ),
  22567. // positive Z
  22568. new Vector4( 3, 1, 1, 1 ),
  22569. // negative Z
  22570. new Vector4( 1, 1, 1, 1 ),
  22571. // positive Y
  22572. new Vector4( 3, 0, 1, 1 ),
  22573. // negative Y
  22574. new Vector4( 1, 0, 1, 1 )
  22575. ];
  22576. this._cubeDirections = [
  22577. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  22578. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  22579. ];
  22580. this._cubeUps = [
  22581. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  22582. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  22583. ];
  22584. }
  22585. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22586. constructor: PointLightShadow,
  22587. isPointLightShadow: true,
  22588. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22589. var camera = this.camera,
  22590. shadowMatrix = this.matrix,
  22591. lightPositionWorld = this._lightPositionWorld,
  22592. lookTarget = this._lookTarget,
  22593. projScreenMatrix = this._projScreenMatrix;
  22594. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22595. camera.position.copy( lightPositionWorld );
  22596. lookTarget.copy( camera.position );
  22597. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  22598. camera.up.copy( this._cubeUps[ viewportIndex ] );
  22599. camera.lookAt( lookTarget );
  22600. camera.updateMatrixWorld();
  22601. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  22602. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  22603. this._frustum.setFromMatrix( projScreenMatrix );
  22604. }
  22605. } );
  22606. /**
  22607. * @author mrdoob / http://mrdoob.com/
  22608. */
  22609. function PointLight( color, intensity, distance, decay ) {
  22610. Light.call( this, color, intensity );
  22611. this.type = 'PointLight';
  22612. Object.defineProperty( this, 'power', {
  22613. get: function () {
  22614. // intensity = power per solid angle.
  22615. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22616. return this.intensity * 4 * Math.PI;
  22617. },
  22618. set: function ( power ) {
  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. this.intensity = power / ( 4 * Math.PI );
  22622. }
  22623. } );
  22624. this.distance = ( distance !== undefined ) ? distance : 0;
  22625. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22626. this.shadow = new PointLightShadow();
  22627. }
  22628. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22629. constructor: PointLight,
  22630. isPointLight: true,
  22631. copy: function ( source ) {
  22632. Light.prototype.copy.call( this, source );
  22633. this.distance = source.distance;
  22634. this.decay = source.decay;
  22635. this.shadow = source.shadow.clone();
  22636. return this;
  22637. }
  22638. } );
  22639. /**
  22640. * @author alteredq / http://alteredqualia.com/
  22641. * @author arose / http://github.com/arose
  22642. */
  22643. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22644. Camera.call( this );
  22645. this.type = 'OrthographicCamera';
  22646. this.zoom = 1;
  22647. this.view = null;
  22648. this.left = ( left !== undefined ) ? left : - 1;
  22649. this.right = ( right !== undefined ) ? right : 1;
  22650. this.top = ( top !== undefined ) ? top : 1;
  22651. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22652. this.near = ( near !== undefined ) ? near : 0.1;
  22653. this.far = ( far !== undefined ) ? far : 2000;
  22654. this.updateProjectionMatrix();
  22655. }
  22656. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22657. constructor: OrthographicCamera,
  22658. isOrthographicCamera: true,
  22659. copy: function ( source, recursive ) {
  22660. Camera.prototype.copy.call( this, source, recursive );
  22661. this.left = source.left;
  22662. this.right = source.right;
  22663. this.top = source.top;
  22664. this.bottom = source.bottom;
  22665. this.near = source.near;
  22666. this.far = source.far;
  22667. this.zoom = source.zoom;
  22668. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22669. return this;
  22670. },
  22671. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22672. if ( this.view === null ) {
  22673. this.view = {
  22674. enabled: true,
  22675. fullWidth: 1,
  22676. fullHeight: 1,
  22677. offsetX: 0,
  22678. offsetY: 0,
  22679. width: 1,
  22680. height: 1
  22681. };
  22682. }
  22683. this.view.enabled = true;
  22684. this.view.fullWidth = fullWidth;
  22685. this.view.fullHeight = fullHeight;
  22686. this.view.offsetX = x;
  22687. this.view.offsetY = y;
  22688. this.view.width = width;
  22689. this.view.height = height;
  22690. this.updateProjectionMatrix();
  22691. },
  22692. clearViewOffset: function () {
  22693. if ( this.view !== null ) {
  22694. this.view.enabled = false;
  22695. }
  22696. this.updateProjectionMatrix();
  22697. },
  22698. updateProjectionMatrix: function () {
  22699. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22700. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22701. var cx = ( this.right + this.left ) / 2;
  22702. var cy = ( this.top + this.bottom ) / 2;
  22703. var left = cx - dx;
  22704. var right = cx + dx;
  22705. var top = cy + dy;
  22706. var bottom = cy - dy;
  22707. if ( this.view !== null && this.view.enabled ) {
  22708. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22709. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22710. var scaleW = ( this.right - this.left ) / this.view.width;
  22711. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22712. left += scaleW * ( this.view.offsetX / zoomW );
  22713. right = left + scaleW * ( this.view.width / zoomW );
  22714. top -= scaleH * ( this.view.offsetY / zoomH );
  22715. bottom = top - scaleH * ( this.view.height / zoomH );
  22716. }
  22717. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22718. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22719. },
  22720. toJSON: function ( meta ) {
  22721. var data = Object3D.prototype.toJSON.call( this, meta );
  22722. data.object.zoom = this.zoom;
  22723. data.object.left = this.left;
  22724. data.object.right = this.right;
  22725. data.object.top = this.top;
  22726. data.object.bottom = this.bottom;
  22727. data.object.near = this.near;
  22728. data.object.far = this.far;
  22729. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22730. return data;
  22731. }
  22732. } );
  22733. /**
  22734. * @author mrdoob / http://mrdoob.com/
  22735. */
  22736. function DirectionalLightShadow() {
  22737. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22738. }
  22739. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22740. constructor: DirectionalLightShadow,
  22741. isDirectionalLightShadow: true,
  22742. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22743. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22744. }
  22745. } );
  22746. /**
  22747. * @author mrdoob / http://mrdoob.com/
  22748. * @author alteredq / http://alteredqualia.com/
  22749. */
  22750. function DirectionalLight( color, intensity ) {
  22751. Light.call( this, color, intensity );
  22752. this.type = 'DirectionalLight';
  22753. this.position.copy( Object3D.DefaultUp );
  22754. this.updateMatrix();
  22755. this.target = new Object3D();
  22756. this.shadow = new DirectionalLightShadow();
  22757. }
  22758. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22759. constructor: DirectionalLight,
  22760. isDirectionalLight: true,
  22761. copy: function ( source ) {
  22762. Light.prototype.copy.call( this, source );
  22763. this.target = source.target.clone();
  22764. this.shadow = source.shadow.clone();
  22765. return this;
  22766. }
  22767. } );
  22768. /**
  22769. * @author mrdoob / http://mrdoob.com/
  22770. */
  22771. function AmbientLight( color, intensity ) {
  22772. Light.call( this, color, intensity );
  22773. this.type = 'AmbientLight';
  22774. this.castShadow = undefined;
  22775. }
  22776. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22777. constructor: AmbientLight,
  22778. isAmbientLight: true
  22779. } );
  22780. /**
  22781. * @author abelnation / http://github.com/abelnation
  22782. */
  22783. function RectAreaLight( color, intensity, width, height ) {
  22784. Light.call( this, color, intensity );
  22785. this.type = 'RectAreaLight';
  22786. this.width = ( width !== undefined ) ? width : 10;
  22787. this.height = ( height !== undefined ) ? height : 10;
  22788. }
  22789. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22790. constructor: RectAreaLight,
  22791. isRectAreaLight: true,
  22792. copy: function ( source ) {
  22793. Light.prototype.copy.call( this, source );
  22794. this.width = source.width;
  22795. this.height = source.height;
  22796. return this;
  22797. },
  22798. toJSON: function ( meta ) {
  22799. var data = Light.prototype.toJSON.call( this, meta );
  22800. data.object.width = this.width;
  22801. data.object.height = this.height;
  22802. return data;
  22803. }
  22804. } );
  22805. /**
  22806. * @author mrdoob / http://mrdoob.com/
  22807. */
  22808. function MaterialLoader( manager ) {
  22809. Loader.call( this, manager );
  22810. this.textures = {};
  22811. }
  22812. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22813. constructor: MaterialLoader,
  22814. load: function ( url, onLoad, onProgress, onError ) {
  22815. var scope = this;
  22816. var loader = new FileLoader( scope.manager );
  22817. loader.setPath( scope.path );
  22818. loader.load( url, function ( text ) {
  22819. onLoad( scope.parse( JSON.parse( text ) ) );
  22820. }, onProgress, onError );
  22821. },
  22822. parse: function ( json ) {
  22823. var textures = this.textures;
  22824. function getTexture( name ) {
  22825. if ( textures[ name ] === undefined ) {
  22826. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22827. }
  22828. return textures[ name ];
  22829. }
  22830. var material = new Materials[ json.type ]();
  22831. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22832. if ( json.name !== undefined ) material.name = json.name;
  22833. if ( json.color !== undefined ) material.color.setHex( json.color );
  22834. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22835. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22836. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22837. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22838. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22839. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  22840. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  22841. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22842. if ( json.fog !== undefined ) material.fog = json.fog;
  22843. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22844. if ( json.blending !== undefined ) material.blending = json.blending;
  22845. if ( json.combine !== undefined ) material.combine = json.combine;
  22846. if ( json.side !== undefined ) material.side = json.side;
  22847. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22848. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22849. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22850. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22851. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22852. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22853. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22854. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22855. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22856. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22857. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22858. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22859. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22860. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22861. if ( json.scale !== undefined ) material.scale = json.scale;
  22862. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22863. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22864. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22865. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22866. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22867. if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;
  22868. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22869. if ( json.visible !== undefined ) material.visible = json.visible;
  22870. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  22871. if ( json.userData !== undefined ) material.userData = json.userData;
  22872. // Shader Material
  22873. if ( json.uniforms !== undefined ) {
  22874. for ( var name in json.uniforms ) {
  22875. var uniform = json.uniforms[ name ];
  22876. material.uniforms[ name ] = {};
  22877. switch ( uniform.type ) {
  22878. case 't':
  22879. material.uniforms[ name ].value = getTexture( uniform.value );
  22880. break;
  22881. case 'c':
  22882. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22883. break;
  22884. case 'v2':
  22885. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22886. break;
  22887. case 'v3':
  22888. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22889. break;
  22890. case 'v4':
  22891. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22892. break;
  22893. case 'm3':
  22894. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22895. case 'm4':
  22896. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22897. break;
  22898. default:
  22899. material.uniforms[ name ].value = uniform.value;
  22900. }
  22901. }
  22902. }
  22903. if ( json.defines !== undefined ) material.defines = json.defines;
  22904. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22905. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22906. if ( json.extensions !== undefined ) {
  22907. for ( var key in json.extensions ) {
  22908. material.extensions[ key ] = json.extensions[ key ];
  22909. }
  22910. }
  22911. // Deprecated
  22912. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22913. // for PointsMaterial
  22914. if ( json.size !== undefined ) material.size = json.size;
  22915. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22916. // maps
  22917. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22918. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  22919. if ( json.alphaMap !== undefined ) {
  22920. material.alphaMap = getTexture( json.alphaMap );
  22921. material.transparent = true;
  22922. }
  22923. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22924. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22925. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22926. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22927. if ( json.normalScale !== undefined ) {
  22928. var normalScale = json.normalScale;
  22929. if ( Array.isArray( normalScale ) === false ) {
  22930. // Blender exporter used to export a scalar. See #7459
  22931. normalScale = [ normalScale, normalScale ];
  22932. }
  22933. material.normalScale = new Vector2().fromArray( normalScale );
  22934. }
  22935. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22936. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22937. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22938. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22939. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22940. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22941. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22942. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22943. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22944. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22945. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22946. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  22947. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22948. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22949. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22950. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22951. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22952. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  22953. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  22954. return material;
  22955. },
  22956. setTextures: function ( value ) {
  22957. this.textures = value;
  22958. return this;
  22959. }
  22960. } );
  22961. /**
  22962. * @author Don McCurdy / https://www.donmccurdy.com
  22963. */
  22964. var LoaderUtils = {
  22965. decodeText: function ( array ) {
  22966. if ( typeof TextDecoder !== 'undefined' ) {
  22967. return new TextDecoder().decode( array );
  22968. }
  22969. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22970. // throws a "maximum call stack size exceeded" error for large arrays.
  22971. var s = '';
  22972. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22973. // Implicitly assumes little-endian.
  22974. s += String.fromCharCode( array[ i ] );
  22975. }
  22976. try {
  22977. // merges multi-byte utf-8 characters.
  22978. return decodeURIComponent( escape( s ) );
  22979. } catch ( e ) { // see #16358
  22980. return s;
  22981. }
  22982. },
  22983. extractUrlBase: function ( url ) {
  22984. var index = url.lastIndexOf( '/' );
  22985. if ( index === - 1 ) return './';
  22986. return url.substr( 0, index + 1 );
  22987. }
  22988. };
  22989. /**
  22990. * @author benaadams / https://twitter.com/ben_a_adams
  22991. */
  22992. function InstancedBufferGeometry() {
  22993. BufferGeometry.call( this );
  22994. this.type = 'InstancedBufferGeometry';
  22995. this.maxInstancedCount = undefined;
  22996. }
  22997. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  22998. constructor: InstancedBufferGeometry,
  22999. isInstancedBufferGeometry: true,
  23000. copy: function ( source ) {
  23001. BufferGeometry.prototype.copy.call( this, source );
  23002. this.maxInstancedCount = source.maxInstancedCount;
  23003. return this;
  23004. },
  23005. clone: function () {
  23006. return new this.constructor().copy( this );
  23007. },
  23008. toJSON: function () {
  23009. var data = BufferGeometry.prototype.toJSON.call( this );
  23010. data.maxInstancedCount = this.maxInstancedCount;
  23011. data.isInstancedBufferGeometry = true;
  23012. return data;
  23013. }
  23014. } );
  23015. /**
  23016. * @author benaadams / https://twitter.com/ben_a_adams
  23017. */
  23018. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23019. if ( typeof ( normalized ) === 'number' ) {
  23020. meshPerAttribute = normalized;
  23021. normalized = false;
  23022. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23023. }
  23024. BufferAttribute.call( this, array, itemSize, normalized );
  23025. this.meshPerAttribute = meshPerAttribute || 1;
  23026. }
  23027. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23028. constructor: InstancedBufferAttribute,
  23029. isInstancedBufferAttribute: true,
  23030. copy: function ( source ) {
  23031. BufferAttribute.prototype.copy.call( this, source );
  23032. this.meshPerAttribute = source.meshPerAttribute;
  23033. return this;
  23034. },
  23035. toJSON: function () {
  23036. var data = BufferAttribute.prototype.toJSON.call( this );
  23037. data.meshPerAttribute = this.meshPerAttribute;
  23038. data.isInstancedBufferAttribute = true;
  23039. return data;
  23040. }
  23041. } );
  23042. /**
  23043. * @author mrdoob / http://mrdoob.com/
  23044. */
  23045. function BufferGeometryLoader( manager ) {
  23046. Loader.call( this, manager );
  23047. }
  23048. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23049. constructor: BufferGeometryLoader,
  23050. load: function ( url, onLoad, onProgress, onError ) {
  23051. var scope = this;
  23052. var loader = new FileLoader( scope.manager );
  23053. loader.setPath( scope.path );
  23054. loader.load( url, function ( text ) {
  23055. onLoad( scope.parse( JSON.parse( text ) ) );
  23056. }, onProgress, onError );
  23057. },
  23058. parse: function ( json ) {
  23059. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23060. var index = json.data.index;
  23061. if ( index !== undefined ) {
  23062. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23063. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23064. }
  23065. var attributes = json.data.attributes;
  23066. for ( var key in attributes ) {
  23067. var attribute = attributes[ key ];
  23068. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23069. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23070. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23071. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  23072. geometry.addAttribute( key, bufferAttribute );
  23073. }
  23074. var morphAttributes = json.data.morphAttributes;
  23075. if ( morphAttributes ) {
  23076. for ( var key in morphAttributes ) {
  23077. var attributeArray = morphAttributes[ key ];
  23078. var array = [];
  23079. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23080. var attribute = attributeArray[ i ];
  23081. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23082. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23083. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  23084. array.push( bufferAttribute );
  23085. }
  23086. geometry.morphAttributes[ key ] = array;
  23087. }
  23088. }
  23089. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23090. if ( groups !== undefined ) {
  23091. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23092. var group = groups[ i ];
  23093. geometry.addGroup( group.start, group.count, group.materialIndex );
  23094. }
  23095. }
  23096. var boundingSphere = json.data.boundingSphere;
  23097. if ( boundingSphere !== undefined ) {
  23098. var center = new Vector3();
  23099. if ( boundingSphere.center !== undefined ) {
  23100. center.fromArray( boundingSphere.center );
  23101. }
  23102. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23103. }
  23104. if ( json.name ) geometry.name = json.name;
  23105. if ( json.userData ) geometry.userData = json.userData;
  23106. return geometry;
  23107. }
  23108. } );
  23109. var TYPED_ARRAYS = {
  23110. Int8Array: Int8Array,
  23111. Uint8Array: Uint8Array,
  23112. // Workaround for IE11 pre KB2929437. See #11440
  23113. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23114. Int16Array: Int16Array,
  23115. Uint16Array: Uint16Array,
  23116. Int32Array: Int32Array,
  23117. Uint32Array: Uint32Array,
  23118. Float32Array: Float32Array,
  23119. Float64Array: Float64Array
  23120. };
  23121. /**
  23122. * @author mrdoob / http://mrdoob.com/
  23123. */
  23124. function ObjectLoader( manager ) {
  23125. Loader.call( this, manager );
  23126. }
  23127. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23128. constructor: ObjectLoader,
  23129. load: function ( url, onLoad, onProgress, onError ) {
  23130. var scope = this;
  23131. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23132. this.resourcePath = this.resourcePath || path;
  23133. var loader = new FileLoader( scope.manager );
  23134. loader.setPath( this.path );
  23135. loader.load( url, function ( text ) {
  23136. var json = null;
  23137. try {
  23138. json = JSON.parse( text );
  23139. } catch ( error ) {
  23140. if ( onError !== undefined ) onError( error );
  23141. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23142. return;
  23143. }
  23144. var metadata = json.metadata;
  23145. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23146. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23147. return;
  23148. }
  23149. scope.parse( json, onLoad );
  23150. }, onProgress, onError );
  23151. },
  23152. parse: function ( json, onLoad ) {
  23153. var shapes = this.parseShape( json.shapes );
  23154. var geometries = this.parseGeometries( json.geometries, shapes );
  23155. var images = this.parseImages( json.images, function () {
  23156. if ( onLoad !== undefined ) onLoad( object );
  23157. } );
  23158. var textures = this.parseTextures( json.textures, images );
  23159. var materials = this.parseMaterials( json.materials, textures );
  23160. var object = this.parseObject( json.object, geometries, materials );
  23161. if ( json.animations ) {
  23162. object.animations = this.parseAnimations( json.animations );
  23163. }
  23164. if ( json.images === undefined || json.images.length === 0 ) {
  23165. if ( onLoad !== undefined ) onLoad( object );
  23166. }
  23167. return object;
  23168. },
  23169. parseShape: function ( json ) {
  23170. var shapes = {};
  23171. if ( json !== undefined ) {
  23172. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23173. var shape = new Shape().fromJSON( json[ i ] );
  23174. shapes[ shape.uuid ] = shape;
  23175. }
  23176. }
  23177. return shapes;
  23178. },
  23179. parseGeometries: function ( json, shapes ) {
  23180. var geometries = {};
  23181. if ( json !== undefined ) {
  23182. var bufferGeometryLoader = new BufferGeometryLoader();
  23183. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23184. var geometry;
  23185. var data = json[ i ];
  23186. switch ( data.type ) {
  23187. case 'PlaneGeometry':
  23188. case 'PlaneBufferGeometry':
  23189. geometry = new Geometries[ data.type ](
  23190. data.width,
  23191. data.height,
  23192. data.widthSegments,
  23193. data.heightSegments
  23194. );
  23195. break;
  23196. case 'BoxGeometry':
  23197. case 'BoxBufferGeometry':
  23198. case 'CubeGeometry': // backwards compatible
  23199. geometry = new Geometries[ data.type ](
  23200. data.width,
  23201. data.height,
  23202. data.depth,
  23203. data.widthSegments,
  23204. data.heightSegments,
  23205. data.depthSegments
  23206. );
  23207. break;
  23208. case 'CircleGeometry':
  23209. case 'CircleBufferGeometry':
  23210. geometry = new Geometries[ data.type ](
  23211. data.radius,
  23212. data.segments,
  23213. data.thetaStart,
  23214. data.thetaLength
  23215. );
  23216. break;
  23217. case 'CylinderGeometry':
  23218. case 'CylinderBufferGeometry':
  23219. geometry = new Geometries[ data.type ](
  23220. data.radiusTop,
  23221. data.radiusBottom,
  23222. data.height,
  23223. data.radialSegments,
  23224. data.heightSegments,
  23225. data.openEnded,
  23226. data.thetaStart,
  23227. data.thetaLength
  23228. );
  23229. break;
  23230. case 'ConeGeometry':
  23231. case 'ConeBufferGeometry':
  23232. geometry = new Geometries[ data.type ](
  23233. data.radius,
  23234. data.height,
  23235. data.radialSegments,
  23236. data.heightSegments,
  23237. data.openEnded,
  23238. data.thetaStart,
  23239. data.thetaLength
  23240. );
  23241. break;
  23242. case 'SphereGeometry':
  23243. case 'SphereBufferGeometry':
  23244. geometry = new Geometries[ data.type ](
  23245. data.radius,
  23246. data.widthSegments,
  23247. data.heightSegments,
  23248. data.phiStart,
  23249. data.phiLength,
  23250. data.thetaStart,
  23251. data.thetaLength
  23252. );
  23253. break;
  23254. case 'DodecahedronGeometry':
  23255. case 'DodecahedronBufferGeometry':
  23256. case 'IcosahedronGeometry':
  23257. case 'IcosahedronBufferGeometry':
  23258. case 'OctahedronGeometry':
  23259. case 'OctahedronBufferGeometry':
  23260. case 'TetrahedronGeometry':
  23261. case 'TetrahedronBufferGeometry':
  23262. geometry = new Geometries[ data.type ](
  23263. data.radius,
  23264. data.detail
  23265. );
  23266. break;
  23267. case 'RingGeometry':
  23268. case 'RingBufferGeometry':
  23269. geometry = new Geometries[ data.type ](
  23270. data.innerRadius,
  23271. data.outerRadius,
  23272. data.thetaSegments,
  23273. data.phiSegments,
  23274. data.thetaStart,
  23275. data.thetaLength
  23276. );
  23277. break;
  23278. case 'TorusGeometry':
  23279. case 'TorusBufferGeometry':
  23280. geometry = new Geometries[ data.type ](
  23281. data.radius,
  23282. data.tube,
  23283. data.radialSegments,
  23284. data.tubularSegments,
  23285. data.arc
  23286. );
  23287. break;
  23288. case 'TorusKnotGeometry':
  23289. case 'TorusKnotBufferGeometry':
  23290. geometry = new Geometries[ data.type ](
  23291. data.radius,
  23292. data.tube,
  23293. data.tubularSegments,
  23294. data.radialSegments,
  23295. data.p,
  23296. data.q
  23297. );
  23298. break;
  23299. case 'TubeGeometry':
  23300. case 'TubeBufferGeometry':
  23301. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23302. // User defined curves or instances of CurvePath will not be deserialized.
  23303. geometry = new Geometries[ data.type ](
  23304. new Curves[ data.path.type ]().fromJSON( data.path ),
  23305. data.tubularSegments,
  23306. data.radius,
  23307. data.radialSegments,
  23308. data.closed
  23309. );
  23310. break;
  23311. case 'LatheGeometry':
  23312. case 'LatheBufferGeometry':
  23313. geometry = new Geometries[ data.type ](
  23314. data.points,
  23315. data.segments,
  23316. data.phiStart,
  23317. data.phiLength
  23318. );
  23319. break;
  23320. case 'PolyhedronGeometry':
  23321. case 'PolyhedronBufferGeometry':
  23322. geometry = new Geometries[ data.type ](
  23323. data.vertices,
  23324. data.indices,
  23325. data.radius,
  23326. data.details
  23327. );
  23328. break;
  23329. case 'ShapeGeometry':
  23330. case 'ShapeBufferGeometry':
  23331. var geometryShapes = [];
  23332. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23333. var shape = shapes[ data.shapes[ j ] ];
  23334. geometryShapes.push( shape );
  23335. }
  23336. geometry = new Geometries[ data.type ](
  23337. geometryShapes,
  23338. data.curveSegments
  23339. );
  23340. break;
  23341. case 'ExtrudeGeometry':
  23342. case 'ExtrudeBufferGeometry':
  23343. var geometryShapes = [];
  23344. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23345. var shape = shapes[ data.shapes[ j ] ];
  23346. geometryShapes.push( shape );
  23347. }
  23348. var extrudePath = data.options.extrudePath;
  23349. if ( extrudePath !== undefined ) {
  23350. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23351. }
  23352. geometry = new Geometries[ data.type ](
  23353. geometryShapes,
  23354. data.options
  23355. );
  23356. break;
  23357. case 'BufferGeometry':
  23358. case 'InstancedBufferGeometry':
  23359. geometry = bufferGeometryLoader.parse( data );
  23360. break;
  23361. case 'Geometry':
  23362. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23363. var geometryLoader = new THREE.LegacyJSONLoader();
  23364. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23365. } else {
  23366. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23367. }
  23368. break;
  23369. default:
  23370. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23371. continue;
  23372. }
  23373. geometry.uuid = data.uuid;
  23374. if ( data.name !== undefined ) geometry.name = data.name;
  23375. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  23376. geometries[ data.uuid ] = geometry;
  23377. }
  23378. }
  23379. return geometries;
  23380. },
  23381. parseMaterials: function ( json, textures ) {
  23382. var cache = {}; // MultiMaterial
  23383. var materials = {};
  23384. if ( json !== undefined ) {
  23385. var loader = new MaterialLoader();
  23386. loader.setTextures( textures );
  23387. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23388. var data = json[ i ];
  23389. if ( data.type === 'MultiMaterial' ) {
  23390. // Deprecated
  23391. var array = [];
  23392. for ( var j = 0; j < data.materials.length; j ++ ) {
  23393. var material = data.materials[ j ];
  23394. if ( cache[ material.uuid ] === undefined ) {
  23395. cache[ material.uuid ] = loader.parse( material );
  23396. }
  23397. array.push( cache[ material.uuid ] );
  23398. }
  23399. materials[ data.uuid ] = array;
  23400. } else {
  23401. if ( cache[ data.uuid ] === undefined ) {
  23402. cache[ data.uuid ] = loader.parse( data );
  23403. }
  23404. materials[ data.uuid ] = cache[ data.uuid ];
  23405. }
  23406. }
  23407. }
  23408. return materials;
  23409. },
  23410. parseAnimations: function ( json ) {
  23411. var animations = [];
  23412. for ( var i = 0; i < json.length; i ++ ) {
  23413. var data = json[ i ];
  23414. var clip = AnimationClip.parse( data );
  23415. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  23416. animations.push( clip );
  23417. }
  23418. return animations;
  23419. },
  23420. parseImages: function ( json, onLoad ) {
  23421. var scope = this;
  23422. var images = {};
  23423. function loadImage( url ) {
  23424. scope.manager.itemStart( url );
  23425. return loader.load( url, function () {
  23426. scope.manager.itemEnd( url );
  23427. }, undefined, function () {
  23428. scope.manager.itemError( url );
  23429. scope.manager.itemEnd( url );
  23430. } );
  23431. }
  23432. if ( json !== undefined && json.length > 0 ) {
  23433. var manager = new LoadingManager( onLoad );
  23434. var loader = new ImageLoader( manager );
  23435. loader.setCrossOrigin( this.crossOrigin );
  23436. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23437. var image = json[ i ];
  23438. var url = image.url;
  23439. if ( Array.isArray( url ) ) {
  23440. // load array of images e.g CubeTexture
  23441. images[ image.uuid ] = [];
  23442. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23443. var currentUrl = url[ j ];
  23444. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23445. images[ image.uuid ].push( loadImage( path ) );
  23446. }
  23447. } else {
  23448. // load single image
  23449. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23450. images[ image.uuid ] = loadImage( path );
  23451. }
  23452. }
  23453. }
  23454. return images;
  23455. },
  23456. parseTextures: function ( json, images ) {
  23457. function parseConstant( value, type ) {
  23458. if ( typeof value === 'number' ) return value;
  23459. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23460. return type[ value ];
  23461. }
  23462. var textures = {};
  23463. if ( json !== undefined ) {
  23464. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23465. var data = json[ i ];
  23466. if ( data.image === undefined ) {
  23467. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23468. }
  23469. if ( images[ data.image ] === undefined ) {
  23470. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23471. }
  23472. var texture;
  23473. if ( Array.isArray( images[ data.image ] ) ) {
  23474. texture = new CubeTexture( images[ data.image ] );
  23475. } else {
  23476. texture = new Texture( images[ data.image ] );
  23477. }
  23478. texture.needsUpdate = true;
  23479. texture.uuid = data.uuid;
  23480. if ( data.name !== undefined ) texture.name = data.name;
  23481. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23482. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23483. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23484. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23485. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23486. if ( data.wrap !== undefined ) {
  23487. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23488. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23489. }
  23490. if ( data.format !== undefined ) texture.format = data.format;
  23491. if ( data.type !== undefined ) texture.type = data.type;
  23492. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23493. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23494. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23495. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23496. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23497. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23498. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23499. textures[ data.uuid ] = texture;
  23500. }
  23501. }
  23502. return textures;
  23503. },
  23504. parseObject: function ( data, geometries, materials ) {
  23505. var object;
  23506. function getGeometry( name ) {
  23507. if ( geometries[ name ] === undefined ) {
  23508. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23509. }
  23510. return geometries[ name ];
  23511. }
  23512. function getMaterial( name ) {
  23513. if ( name === undefined ) return undefined;
  23514. if ( Array.isArray( name ) ) {
  23515. var array = [];
  23516. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23517. var uuid = name[ i ];
  23518. if ( materials[ uuid ] === undefined ) {
  23519. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23520. }
  23521. array.push( materials[ uuid ] );
  23522. }
  23523. return array;
  23524. }
  23525. if ( materials[ name ] === undefined ) {
  23526. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23527. }
  23528. return materials[ name ];
  23529. }
  23530. switch ( data.type ) {
  23531. case 'Scene':
  23532. object = new Scene();
  23533. if ( data.background !== undefined ) {
  23534. if ( Number.isInteger( data.background ) ) {
  23535. object.background = new Color( data.background );
  23536. }
  23537. }
  23538. if ( data.fog !== undefined ) {
  23539. if ( data.fog.type === 'Fog' ) {
  23540. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23541. } else if ( data.fog.type === 'FogExp2' ) {
  23542. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23543. }
  23544. }
  23545. break;
  23546. case 'PerspectiveCamera':
  23547. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23548. if ( data.focus !== undefined ) object.focus = data.focus;
  23549. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23550. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23551. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23552. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23553. break;
  23554. case 'OrthographicCamera':
  23555. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23556. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23557. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23558. break;
  23559. case 'AmbientLight':
  23560. object = new AmbientLight( data.color, data.intensity );
  23561. break;
  23562. case 'DirectionalLight':
  23563. object = new DirectionalLight( data.color, data.intensity );
  23564. break;
  23565. case 'PointLight':
  23566. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23567. break;
  23568. case 'RectAreaLight':
  23569. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23570. break;
  23571. case 'SpotLight':
  23572. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23573. break;
  23574. case 'HemisphereLight':
  23575. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23576. break;
  23577. case 'SkinnedMesh':
  23578. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23579. case 'Mesh':
  23580. var geometry = getGeometry( data.geometry );
  23581. var material = getMaterial( data.material );
  23582. if ( geometry.bones && geometry.bones.length > 0 ) {
  23583. object = new SkinnedMesh( geometry, material );
  23584. } else {
  23585. object = new Mesh( geometry, material );
  23586. }
  23587. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23588. break;
  23589. case 'LOD':
  23590. object = new LOD();
  23591. break;
  23592. case 'Line':
  23593. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23594. break;
  23595. case 'LineLoop':
  23596. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23597. break;
  23598. case 'LineSegments':
  23599. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23600. break;
  23601. case 'PointCloud':
  23602. case 'Points':
  23603. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23604. break;
  23605. case 'Sprite':
  23606. object = new Sprite( getMaterial( data.material ) );
  23607. break;
  23608. case 'Group':
  23609. object = new Group();
  23610. break;
  23611. default:
  23612. object = new Object3D();
  23613. }
  23614. object.uuid = data.uuid;
  23615. if ( data.name !== undefined ) object.name = data.name;
  23616. if ( data.matrix !== undefined ) {
  23617. object.matrix.fromArray( data.matrix );
  23618. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23619. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23620. } else {
  23621. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23622. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23623. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23624. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23625. }
  23626. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23627. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23628. if ( data.shadow ) {
  23629. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23630. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23631. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23632. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23633. }
  23634. if ( data.visible !== undefined ) object.visible = data.visible;
  23635. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23636. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23637. if ( data.userData !== undefined ) object.userData = data.userData;
  23638. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23639. if ( data.children !== undefined ) {
  23640. var children = data.children;
  23641. for ( var i = 0; i < children.length; i ++ ) {
  23642. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23643. }
  23644. }
  23645. if ( data.type === 'LOD' ) {
  23646. var levels = data.levels;
  23647. for ( var l = 0; l < levels.length; l ++ ) {
  23648. var level = levels[ l ];
  23649. var child = object.getObjectByProperty( 'uuid', level.object );
  23650. if ( child !== undefined ) {
  23651. object.addLevel( child, level.distance );
  23652. }
  23653. }
  23654. }
  23655. return object;
  23656. }
  23657. } );
  23658. var TEXTURE_MAPPING = {
  23659. UVMapping: UVMapping,
  23660. CubeReflectionMapping: CubeReflectionMapping,
  23661. CubeRefractionMapping: CubeRefractionMapping,
  23662. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23663. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23664. SphericalReflectionMapping: SphericalReflectionMapping,
  23665. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23666. CubeUVRefractionMapping: CubeUVRefractionMapping
  23667. };
  23668. var TEXTURE_WRAPPING = {
  23669. RepeatWrapping: RepeatWrapping,
  23670. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23671. MirroredRepeatWrapping: MirroredRepeatWrapping
  23672. };
  23673. var TEXTURE_FILTER = {
  23674. NearestFilter: NearestFilter,
  23675. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  23676. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  23677. LinearFilter: LinearFilter,
  23678. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  23679. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  23680. };
  23681. /**
  23682. * @author thespite / http://clicktorelease.com/
  23683. */
  23684. function ImageBitmapLoader( manager ) {
  23685. if ( typeof createImageBitmap === 'undefined' ) {
  23686. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23687. }
  23688. if ( typeof fetch === 'undefined' ) {
  23689. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23690. }
  23691. Loader.call( this, manager );
  23692. this.options = undefined;
  23693. }
  23694. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23695. constructor: ImageBitmapLoader,
  23696. setOptions: function setOptions( options ) {
  23697. this.options = options;
  23698. return this;
  23699. },
  23700. load: function ( url, onLoad, onProgress, onError ) {
  23701. if ( url === undefined ) url = '';
  23702. if ( this.path !== undefined ) url = this.path + url;
  23703. url = this.manager.resolveURL( url );
  23704. var scope = this;
  23705. var cached = Cache.get( url );
  23706. if ( cached !== undefined ) {
  23707. scope.manager.itemStart( url );
  23708. setTimeout( function () {
  23709. if ( onLoad ) onLoad( cached );
  23710. scope.manager.itemEnd( url );
  23711. }, 0 );
  23712. return cached;
  23713. }
  23714. fetch( url ).then( function ( res ) {
  23715. return res.blob();
  23716. } ).then( function ( blob ) {
  23717. if ( scope.options === undefined ) {
  23718. // Workaround for FireFox. It causes an error if you pass options.
  23719. return createImageBitmap( blob );
  23720. } else {
  23721. return createImageBitmap( blob, scope.options );
  23722. }
  23723. } ).then( function ( imageBitmap ) {
  23724. Cache.add( url, imageBitmap );
  23725. if ( onLoad ) onLoad( imageBitmap );
  23726. scope.manager.itemEnd( url );
  23727. } ).catch( function ( e ) {
  23728. if ( onError ) onError( e );
  23729. scope.manager.itemError( url );
  23730. scope.manager.itemEnd( url );
  23731. } );
  23732. scope.manager.itemStart( url );
  23733. }
  23734. } );
  23735. /**
  23736. * @author zz85 / http://www.lab4games.net/zz85/blog
  23737. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23738. **/
  23739. function ShapePath() {
  23740. this.type = 'ShapePath';
  23741. this.color = new Color();
  23742. this.subPaths = [];
  23743. this.currentPath = null;
  23744. }
  23745. Object.assign( ShapePath.prototype, {
  23746. moveTo: function ( x, y ) {
  23747. this.currentPath = new Path();
  23748. this.subPaths.push( this.currentPath );
  23749. this.currentPath.moveTo( x, y );
  23750. },
  23751. lineTo: function ( x, y ) {
  23752. this.currentPath.lineTo( x, y );
  23753. },
  23754. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23755. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23756. },
  23757. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23758. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23759. },
  23760. splineThru: function ( pts ) {
  23761. this.currentPath.splineThru( pts );
  23762. },
  23763. toShapes: function ( isCCW, noHoles ) {
  23764. function toShapesNoHoles( inSubpaths ) {
  23765. var shapes = [];
  23766. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23767. var tmpPath = inSubpaths[ i ];
  23768. var tmpShape = new Shape();
  23769. tmpShape.curves = tmpPath.curves;
  23770. shapes.push( tmpShape );
  23771. }
  23772. return shapes;
  23773. }
  23774. function isPointInsidePolygon( inPt, inPolygon ) {
  23775. var polyLen = inPolygon.length;
  23776. // inPt on polygon contour => immediate success or
  23777. // toggling of inside/outside at every single! intersection point of an edge
  23778. // with the horizontal line through inPt, left of inPt
  23779. // not counting lowerY endpoints of edges and whole edges on that line
  23780. var inside = false;
  23781. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23782. var edgeLowPt = inPolygon[ p ];
  23783. var edgeHighPt = inPolygon[ q ];
  23784. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23785. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23786. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23787. // not parallel
  23788. if ( edgeDy < 0 ) {
  23789. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23790. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23791. }
  23792. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23793. if ( inPt.y === edgeLowPt.y ) {
  23794. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23795. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23796. } else {
  23797. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23798. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23799. if ( perpEdge < 0 ) continue;
  23800. inside = ! inside; // true intersection left of inPt
  23801. }
  23802. } else {
  23803. // parallel or collinear
  23804. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23805. // edge lies on the same horizontal line as inPt
  23806. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23807. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23808. // continue;
  23809. }
  23810. }
  23811. return inside;
  23812. }
  23813. var isClockWise = ShapeUtils.isClockWise;
  23814. var subPaths = this.subPaths;
  23815. if ( subPaths.length === 0 ) return [];
  23816. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23817. var solid, tmpPath, tmpShape, shapes = [];
  23818. if ( subPaths.length === 1 ) {
  23819. tmpPath = subPaths[ 0 ];
  23820. tmpShape = new Shape();
  23821. tmpShape.curves = tmpPath.curves;
  23822. shapes.push( tmpShape );
  23823. return shapes;
  23824. }
  23825. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23826. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23827. // console.log("Holes first", holesFirst);
  23828. var betterShapeHoles = [];
  23829. var newShapes = [];
  23830. var newShapeHoles = [];
  23831. var mainIdx = 0;
  23832. var tmpPoints;
  23833. newShapes[ mainIdx ] = undefined;
  23834. newShapeHoles[ mainIdx ] = [];
  23835. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23836. tmpPath = subPaths[ i ];
  23837. tmpPoints = tmpPath.getPoints();
  23838. solid = isClockWise( tmpPoints );
  23839. solid = isCCW ? ! solid : solid;
  23840. if ( solid ) {
  23841. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23842. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23843. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23844. if ( holesFirst ) mainIdx ++;
  23845. newShapeHoles[ mainIdx ] = [];
  23846. //console.log('cw', i);
  23847. } else {
  23848. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23849. //console.log('ccw', i);
  23850. }
  23851. }
  23852. // only Holes? -> probably all Shapes with wrong orientation
  23853. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23854. if ( newShapes.length > 1 ) {
  23855. var ambiguous = false;
  23856. var toChange = [];
  23857. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23858. betterShapeHoles[ sIdx ] = [];
  23859. }
  23860. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23861. var sho = newShapeHoles[ sIdx ];
  23862. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23863. var ho = sho[ hIdx ];
  23864. var hole_unassigned = true;
  23865. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23866. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23867. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23868. if ( hole_unassigned ) {
  23869. hole_unassigned = false;
  23870. betterShapeHoles[ s2Idx ].push( ho );
  23871. } else {
  23872. ambiguous = true;
  23873. }
  23874. }
  23875. }
  23876. if ( hole_unassigned ) {
  23877. betterShapeHoles[ sIdx ].push( ho );
  23878. }
  23879. }
  23880. }
  23881. // console.log("ambiguous: ", ambiguous);
  23882. if ( toChange.length > 0 ) {
  23883. // console.log("to change: ", toChange);
  23884. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23885. }
  23886. }
  23887. var tmpHoles;
  23888. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23889. tmpShape = newShapes[ i ].s;
  23890. shapes.push( tmpShape );
  23891. tmpHoles = newShapeHoles[ i ];
  23892. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23893. tmpShape.holes.push( tmpHoles[ j ].h );
  23894. }
  23895. }
  23896. //console.log("shape", shapes);
  23897. return shapes;
  23898. }
  23899. } );
  23900. /**
  23901. * @author zz85 / http://www.lab4games.net/zz85/blog
  23902. * @author mrdoob / http://mrdoob.com/
  23903. */
  23904. function Font( data ) {
  23905. this.type = 'Font';
  23906. this.data = data;
  23907. }
  23908. Object.assign( Font.prototype, {
  23909. isFont: true,
  23910. generateShapes: function ( text, size ) {
  23911. if ( size === undefined ) size = 100;
  23912. var shapes = [];
  23913. var paths = createPaths( text, size, this.data );
  23914. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23915. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23916. }
  23917. return shapes;
  23918. }
  23919. } );
  23920. function createPaths( text, size, data ) {
  23921. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23922. var scale = size / data.resolution;
  23923. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23924. var paths = [];
  23925. var offsetX = 0, offsetY = 0;
  23926. for ( var i = 0; i < chars.length; i ++ ) {
  23927. var char = chars[ i ];
  23928. if ( char === '\n' ) {
  23929. offsetX = 0;
  23930. offsetY -= line_height;
  23931. } else {
  23932. var ret = createPath( char, scale, offsetX, offsetY, data );
  23933. offsetX += ret.offsetX;
  23934. paths.push( ret.path );
  23935. }
  23936. }
  23937. return paths;
  23938. }
  23939. function createPath( char, scale, offsetX, offsetY, data ) {
  23940. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23941. if ( ! glyph ) {
  23942. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  23943. return;
  23944. }
  23945. var path = new ShapePath();
  23946. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23947. if ( glyph.o ) {
  23948. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23949. for ( var i = 0, l = outline.length; i < l; ) {
  23950. var action = outline[ i ++ ];
  23951. switch ( action ) {
  23952. case 'm': // moveTo
  23953. x = outline[ i ++ ] * scale + offsetX;
  23954. y = outline[ i ++ ] * scale + offsetY;
  23955. path.moveTo( x, y );
  23956. break;
  23957. case 'l': // lineTo
  23958. x = outline[ i ++ ] * scale + offsetX;
  23959. y = outline[ i ++ ] * scale + offsetY;
  23960. path.lineTo( x, y );
  23961. break;
  23962. case 'q': // quadraticCurveTo
  23963. cpx = outline[ i ++ ] * scale + offsetX;
  23964. cpy = outline[ i ++ ] * scale + offsetY;
  23965. cpx1 = outline[ i ++ ] * scale + offsetX;
  23966. cpy1 = outline[ i ++ ] * scale + offsetY;
  23967. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23968. break;
  23969. case 'b': // bezierCurveTo
  23970. cpx = outline[ i ++ ] * scale + offsetX;
  23971. cpy = outline[ i ++ ] * scale + offsetY;
  23972. cpx1 = outline[ i ++ ] * scale + offsetX;
  23973. cpy1 = outline[ i ++ ] * scale + offsetY;
  23974. cpx2 = outline[ i ++ ] * scale + offsetX;
  23975. cpy2 = outline[ i ++ ] * scale + offsetY;
  23976. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23977. break;
  23978. }
  23979. }
  23980. }
  23981. return { offsetX: glyph.ha * scale, path: path };
  23982. }
  23983. /**
  23984. * @author mrdoob / http://mrdoob.com/
  23985. */
  23986. function FontLoader( manager ) {
  23987. Loader.call( this, manager );
  23988. }
  23989. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23990. constructor: FontLoader,
  23991. load: function ( url, onLoad, onProgress, onError ) {
  23992. var scope = this;
  23993. var loader = new FileLoader( this.manager );
  23994. loader.setPath( this.path );
  23995. loader.load( url, function ( text ) {
  23996. var json;
  23997. try {
  23998. json = JSON.parse( text );
  23999. } catch ( e ) {
  24000. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24001. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24002. }
  24003. var font = scope.parse( json );
  24004. if ( onLoad ) onLoad( font );
  24005. }, onProgress, onError );
  24006. },
  24007. parse: function ( json ) {
  24008. return new Font( json );
  24009. }
  24010. } );
  24011. /**
  24012. * @author mrdoob / http://mrdoob.com/
  24013. */
  24014. var _context;
  24015. var AudioContext = {
  24016. getContext: function () {
  24017. if ( _context === undefined ) {
  24018. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24019. }
  24020. return _context;
  24021. },
  24022. setContext: function ( value ) {
  24023. _context = value;
  24024. }
  24025. };
  24026. /**
  24027. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24028. */
  24029. function AudioLoader( manager ) {
  24030. Loader.call( this, manager );
  24031. }
  24032. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24033. constructor: AudioLoader,
  24034. load: function ( url, onLoad, onProgress, onError ) {
  24035. var loader = new FileLoader( this.manager );
  24036. loader.setResponseType( 'arraybuffer' );
  24037. loader.setPath( this.path );
  24038. loader.load( url, function ( buffer ) {
  24039. // Create a copy of the buffer. The `decodeAudioData` method
  24040. // detaches the buffer when complete, preventing reuse.
  24041. var bufferCopy = buffer.slice( 0 );
  24042. var context = AudioContext.getContext();
  24043. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24044. onLoad( audioBuffer );
  24045. } );
  24046. }, onProgress, onError );
  24047. }
  24048. } );
  24049. /**
  24050. * @author bhouston / http://clara.io
  24051. * @author WestLangley / http://github.com/WestLangley
  24052. *
  24053. * Primary reference:
  24054. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24055. *
  24056. * Secondary reference:
  24057. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24058. */
  24059. // 3-band SH defined by 9 coefficients
  24060. function SphericalHarmonics3() {
  24061. this.coefficients = [];
  24062. for ( var i = 0; i < 9; i ++ ) {
  24063. this.coefficients.push( new Vector3() );
  24064. }
  24065. }
  24066. Object.assign( SphericalHarmonics3.prototype, {
  24067. isSphericalHarmonics3: true,
  24068. set: function ( coefficients ) {
  24069. for ( var i = 0; i < 9; i ++ ) {
  24070. this.coefficients[ i ].copy( coefficients[ i ] );
  24071. }
  24072. return this;
  24073. },
  24074. zero: function () {
  24075. for ( var i = 0; i < 9; i ++ ) {
  24076. this.coefficients[ i ].set( 0, 0, 0 );
  24077. }
  24078. return this;
  24079. },
  24080. // get the radiance in the direction of the normal
  24081. // target is a Vector3
  24082. getAt: function ( normal, target ) {
  24083. // normal is assumed to be unit length
  24084. var x = normal.x, y = normal.y, z = normal.z;
  24085. var coeff = this.coefficients;
  24086. // band 0
  24087. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24088. // band 1
  24089. target.addScale( coeff[ 1 ], 0.488603 * y );
  24090. target.addScale( coeff[ 2 ], 0.488603 * z );
  24091. target.addScale( coeff[ 3 ], 0.488603 * x );
  24092. // band 2
  24093. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24094. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24095. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24096. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24097. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24098. return target;
  24099. },
  24100. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24101. // target is a Vector3
  24102. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24103. getIrradianceAt: function ( normal, target ) {
  24104. // normal is assumed to be unit length
  24105. var x = normal.x, y = normal.y, z = normal.z;
  24106. var coeff = this.coefficients;
  24107. // band 0
  24108. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24109. // band 1
  24110. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24111. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24112. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24113. // band 2
  24114. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24115. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24116. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24117. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24118. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24119. return target;
  24120. },
  24121. add: function ( sh ) {
  24122. for ( var i = 0; i < 9; i ++ ) {
  24123. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24124. }
  24125. return this;
  24126. },
  24127. scale: function ( s ) {
  24128. for ( var i = 0; i < 9; i ++ ) {
  24129. this.coefficients[ i ].multiplyScalar( s );
  24130. }
  24131. return this;
  24132. },
  24133. lerp: function ( sh, alpha ) {
  24134. for ( var i = 0; i < 9; i ++ ) {
  24135. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24136. }
  24137. return this;
  24138. },
  24139. equals: function ( sh ) {
  24140. for ( var i = 0; i < 9; i ++ ) {
  24141. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24142. return false;
  24143. }
  24144. }
  24145. return true;
  24146. },
  24147. copy: function ( sh ) {
  24148. return this.set( sh.coefficients );
  24149. },
  24150. clone: function () {
  24151. return new this.constructor().copy( this );
  24152. },
  24153. fromArray: function ( array, offset ) {
  24154. if ( offset === undefined ) offset = 0;
  24155. var coefficients = this.coefficients;
  24156. for ( var i = 0; i < 9; i ++ ) {
  24157. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24158. }
  24159. return this;
  24160. },
  24161. toArray: function ( array, offset ) {
  24162. if ( array === undefined ) array = [];
  24163. if ( offset === undefined ) offset = 0;
  24164. var coefficients = this.coefficients;
  24165. for ( var i = 0; i < 9; i ++ ) {
  24166. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24167. }
  24168. return array;
  24169. }
  24170. } );
  24171. Object.assign( SphericalHarmonics3, {
  24172. // evaluate the basis functions
  24173. // shBasis is an Array[ 9 ]
  24174. getBasisAt: function ( normal, shBasis ) {
  24175. // normal is assumed to be unit length
  24176. var x = normal.x, y = normal.y, z = normal.z;
  24177. // band 0
  24178. shBasis[ 0 ] = 0.282095;
  24179. // band 1
  24180. shBasis[ 1 ] = 0.488603 * y;
  24181. shBasis[ 2 ] = 0.488603 * z;
  24182. shBasis[ 3 ] = 0.488603 * x;
  24183. // band 2
  24184. shBasis[ 4 ] = 1.092548 * x * y;
  24185. shBasis[ 5 ] = 1.092548 * y * z;
  24186. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24187. shBasis[ 7 ] = 1.092548 * x * z;
  24188. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24189. }
  24190. } );
  24191. /**
  24192. * @author WestLangley / http://github.com/WestLangley
  24193. *
  24194. * A LightProbe is a source of indirect-diffuse light
  24195. */
  24196. function LightProbe( sh, intensity ) {
  24197. Light.call( this, undefined, intensity );
  24198. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24199. }
  24200. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24201. constructor: LightProbe,
  24202. isLightProbe: true,
  24203. copy: function ( source ) {
  24204. Light.prototype.copy.call( this, source );
  24205. this.sh.copy( source.sh );
  24206. this.intensity = source.intensity;
  24207. return this;
  24208. },
  24209. toJSON: function ( meta ) {
  24210. var data = Light.prototype.toJSON.call( this, meta );
  24211. // data.sh = this.sh.toArray(); // todo
  24212. return data;
  24213. }
  24214. } );
  24215. /**
  24216. * @author WestLangley / http://github.com/WestLangley
  24217. */
  24218. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24219. LightProbe.call( this, undefined, intensity );
  24220. var color1 = new Color().set( skyColor );
  24221. var color2 = new Color().set( groundColor );
  24222. var sky = new Vector3( color1.r, color1.g, color1.b );
  24223. var ground = new Vector3( color2.r, color2.g, color2.b );
  24224. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24225. var c0 = Math.sqrt( Math.PI );
  24226. var c1 = c0 * Math.sqrt( 0.75 );
  24227. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24228. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24229. }
  24230. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24231. constructor: HemisphereLightProbe,
  24232. isHemisphereLightProbe: true,
  24233. copy: function ( source ) { // modifying colors not currently supported
  24234. LightProbe.prototype.copy.call( this, source );
  24235. return this;
  24236. },
  24237. toJSON: function ( meta ) {
  24238. var data = LightProbe.prototype.toJSON.call( this, meta );
  24239. // data.sh = this.sh.toArray(); // todo
  24240. return data;
  24241. }
  24242. } );
  24243. /**
  24244. * @author WestLangley / http://github.com/WestLangley
  24245. */
  24246. function AmbientLightProbe( color, intensity ) {
  24247. LightProbe.call( this, undefined, intensity );
  24248. var color1 = new Color().set( color );
  24249. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24250. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24251. }
  24252. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24253. constructor: AmbientLightProbe,
  24254. isAmbientLightProbe: true,
  24255. copy: function ( source ) { // modifying color not currently supported
  24256. LightProbe.prototype.copy.call( this, source );
  24257. return this;
  24258. },
  24259. toJSON: function ( meta ) {
  24260. var data = LightProbe.prototype.toJSON.call( this, meta );
  24261. // data.sh = this.sh.toArray(); // todo
  24262. return data;
  24263. }
  24264. } );
  24265. var _eyeRight = new Matrix4();
  24266. var _eyeLeft = new Matrix4();
  24267. /**
  24268. * @author mrdoob / http://mrdoob.com/
  24269. */
  24270. function StereoCamera() {
  24271. this.type = 'StereoCamera';
  24272. this.aspect = 1;
  24273. this.eyeSep = 0.064;
  24274. this.cameraL = new PerspectiveCamera();
  24275. this.cameraL.layers.enable( 1 );
  24276. this.cameraL.matrixAutoUpdate = false;
  24277. this.cameraR = new PerspectiveCamera();
  24278. this.cameraR.layers.enable( 2 );
  24279. this.cameraR.matrixAutoUpdate = false;
  24280. this._cache = {
  24281. focus: null,
  24282. fov: null,
  24283. aspect: null,
  24284. near: null,
  24285. far: null,
  24286. zoom: null,
  24287. eyeSep: null
  24288. };
  24289. }
  24290. Object.assign( StereoCamera.prototype, {
  24291. update: function ( camera ) {
  24292. var cache = this._cache;
  24293. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24294. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24295. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24296. if ( needsUpdate ) {
  24297. cache.focus = camera.focus;
  24298. cache.fov = camera.fov;
  24299. cache.aspect = camera.aspect * this.aspect;
  24300. cache.near = camera.near;
  24301. cache.far = camera.far;
  24302. cache.zoom = camera.zoom;
  24303. cache.eyeSep = this.eyeSep;
  24304. // Off-axis stereoscopic effect based on
  24305. // http://paulbourke.net/stereographics/stereorender/
  24306. var projectionMatrix = camera.projectionMatrix.clone();
  24307. var eyeSepHalf = cache.eyeSep / 2;
  24308. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24309. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24310. var xmin, xmax;
  24311. // translate xOffset
  24312. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24313. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24314. // for left eye
  24315. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24316. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24317. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24318. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24319. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24320. // for right eye
  24321. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24322. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24323. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24324. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24325. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24326. }
  24327. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24328. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24329. }
  24330. } );
  24331. /**
  24332. * @author alteredq / http://alteredqualia.com/
  24333. */
  24334. function Clock( autoStart ) {
  24335. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24336. this.startTime = 0;
  24337. this.oldTime = 0;
  24338. this.elapsedTime = 0;
  24339. this.running = false;
  24340. }
  24341. Object.assign( Clock.prototype, {
  24342. start: function () {
  24343. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24344. this.oldTime = this.startTime;
  24345. this.elapsedTime = 0;
  24346. this.running = true;
  24347. },
  24348. stop: function () {
  24349. this.getElapsedTime();
  24350. this.running = false;
  24351. this.autoStart = false;
  24352. },
  24353. getElapsedTime: function () {
  24354. this.getDelta();
  24355. return this.elapsedTime;
  24356. },
  24357. getDelta: function () {
  24358. var diff = 0;
  24359. if ( this.autoStart && ! this.running ) {
  24360. this.start();
  24361. return 0;
  24362. }
  24363. if ( this.running ) {
  24364. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24365. diff = ( newTime - this.oldTime ) / 1000;
  24366. this.oldTime = newTime;
  24367. this.elapsedTime += diff;
  24368. }
  24369. return diff;
  24370. }
  24371. } );
  24372. /**
  24373. * @author mrdoob / http://mrdoob.com/
  24374. */
  24375. var _position$2 = new Vector3();
  24376. var _quaternion$3 = new Quaternion();
  24377. var _scale$1 = new Vector3();
  24378. var _orientation = new Vector3();
  24379. function AudioListener() {
  24380. Object3D.call( this );
  24381. this.type = 'AudioListener';
  24382. this.context = AudioContext.getContext();
  24383. this.gain = this.context.createGain();
  24384. this.gain.connect( this.context.destination );
  24385. this.filter = null;
  24386. this.timeDelta = 0;
  24387. // private
  24388. this._clock = new Clock();
  24389. }
  24390. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24391. constructor: AudioListener,
  24392. getInput: function () {
  24393. return this.gain;
  24394. },
  24395. removeFilter: function ( ) {
  24396. if ( this.filter !== null ) {
  24397. this.gain.disconnect( this.filter );
  24398. this.filter.disconnect( this.context.destination );
  24399. this.gain.connect( this.context.destination );
  24400. this.filter = null;
  24401. }
  24402. return this;
  24403. },
  24404. getFilter: function () {
  24405. return this.filter;
  24406. },
  24407. setFilter: function ( value ) {
  24408. if ( this.filter !== null ) {
  24409. this.gain.disconnect( this.filter );
  24410. this.filter.disconnect( this.context.destination );
  24411. } else {
  24412. this.gain.disconnect( this.context.destination );
  24413. }
  24414. this.filter = value;
  24415. this.gain.connect( this.filter );
  24416. this.filter.connect( this.context.destination );
  24417. return this;
  24418. },
  24419. getMasterVolume: function () {
  24420. return this.gain.gain.value;
  24421. },
  24422. setMasterVolume: function ( value ) {
  24423. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24424. return this;
  24425. },
  24426. updateMatrixWorld: function ( force ) {
  24427. Object3D.prototype.updateMatrixWorld.call( this, force );
  24428. var listener = this.context.listener;
  24429. var up = this.up;
  24430. this.timeDelta = this._clock.getDelta();
  24431. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  24432. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  24433. if ( listener.positionX ) {
  24434. // code path for Chrome (see #14393)
  24435. var endTime = this.context.currentTime + this.timeDelta;
  24436. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  24437. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  24438. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  24439. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24440. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24441. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24442. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24443. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24444. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24445. } else {
  24446. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  24447. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24448. }
  24449. }
  24450. } );
  24451. /**
  24452. * @author mrdoob / http://mrdoob.com/
  24453. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24454. */
  24455. function Audio( listener ) {
  24456. Object3D.call( this );
  24457. this.type = 'Audio';
  24458. this.listener = listener;
  24459. this.context = listener.context;
  24460. this.gain = this.context.createGain();
  24461. this.gain.connect( listener.getInput() );
  24462. this.autoplay = false;
  24463. this.buffer = null;
  24464. this.detune = 0;
  24465. this.loop = false;
  24466. this.startTime = 0;
  24467. this.offset = 0;
  24468. this.duration = undefined;
  24469. this.playbackRate = 1;
  24470. this.isPlaying = false;
  24471. this.hasPlaybackControl = true;
  24472. this.sourceType = 'empty';
  24473. this.filters = [];
  24474. }
  24475. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24476. constructor: Audio,
  24477. getOutput: function () {
  24478. return this.gain;
  24479. },
  24480. setNodeSource: function ( audioNode ) {
  24481. this.hasPlaybackControl = false;
  24482. this.sourceType = 'audioNode';
  24483. this.source = audioNode;
  24484. this.connect();
  24485. return this;
  24486. },
  24487. setMediaElementSource: function ( mediaElement ) {
  24488. this.hasPlaybackControl = false;
  24489. this.sourceType = 'mediaNode';
  24490. this.source = this.context.createMediaElementSource( mediaElement );
  24491. this.connect();
  24492. return this;
  24493. },
  24494. setBuffer: function ( audioBuffer ) {
  24495. this.buffer = audioBuffer;
  24496. this.sourceType = 'buffer';
  24497. if ( this.autoplay ) this.play();
  24498. return this;
  24499. },
  24500. play: function () {
  24501. if ( this.isPlaying === true ) {
  24502. console.warn( 'THREE.Audio: Audio is already playing.' );
  24503. return;
  24504. }
  24505. if ( this.hasPlaybackControl === false ) {
  24506. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24507. return;
  24508. }
  24509. var source = this.context.createBufferSource();
  24510. source.buffer = this.buffer;
  24511. source.loop = this.loop;
  24512. source.onended = this.onEnded.bind( this );
  24513. this.startTime = this.context.currentTime;
  24514. source.start( this.startTime, this.offset, this.duration );
  24515. this.isPlaying = true;
  24516. this.source = source;
  24517. this.setDetune( this.detune );
  24518. this.setPlaybackRate( this.playbackRate );
  24519. return this.connect();
  24520. },
  24521. pause: function () {
  24522. if ( this.hasPlaybackControl === false ) {
  24523. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24524. return;
  24525. }
  24526. if ( this.isPlaying === true ) {
  24527. this.source.stop();
  24528. this.source.onended = null;
  24529. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24530. this.isPlaying = false;
  24531. }
  24532. return this;
  24533. },
  24534. stop: function () {
  24535. if ( this.hasPlaybackControl === false ) {
  24536. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24537. return;
  24538. }
  24539. this.source.stop();
  24540. this.source.onended = null;
  24541. this.offset = 0;
  24542. this.isPlaying = false;
  24543. return this;
  24544. },
  24545. connect: function () {
  24546. if ( this.filters.length > 0 ) {
  24547. this.source.connect( this.filters[ 0 ] );
  24548. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24549. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24550. }
  24551. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24552. } else {
  24553. this.source.connect( this.getOutput() );
  24554. }
  24555. return this;
  24556. },
  24557. disconnect: function () {
  24558. if ( this.filters.length > 0 ) {
  24559. this.source.disconnect( this.filters[ 0 ] );
  24560. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24561. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24562. }
  24563. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24564. } else {
  24565. this.source.disconnect( this.getOutput() );
  24566. }
  24567. return this;
  24568. },
  24569. getFilters: function () {
  24570. return this.filters;
  24571. },
  24572. setFilters: function ( value ) {
  24573. if ( ! value ) value = [];
  24574. if ( this.isPlaying === true ) {
  24575. this.disconnect();
  24576. this.filters = value;
  24577. this.connect();
  24578. } else {
  24579. this.filters = value;
  24580. }
  24581. return this;
  24582. },
  24583. setDetune: function ( value ) {
  24584. this.detune = value;
  24585. if ( this.source.detune === undefined ) return; // only set detune when available
  24586. if ( this.isPlaying === true ) {
  24587. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24588. }
  24589. return this;
  24590. },
  24591. getDetune: function () {
  24592. return this.detune;
  24593. },
  24594. getFilter: function () {
  24595. return this.getFilters()[ 0 ];
  24596. },
  24597. setFilter: function ( filter ) {
  24598. return this.setFilters( filter ? [ filter ] : [] );
  24599. },
  24600. setPlaybackRate: function ( value ) {
  24601. if ( this.hasPlaybackControl === false ) {
  24602. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24603. return;
  24604. }
  24605. this.playbackRate = value;
  24606. if ( this.isPlaying === true ) {
  24607. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24608. }
  24609. return this;
  24610. },
  24611. getPlaybackRate: function () {
  24612. return this.playbackRate;
  24613. },
  24614. onEnded: function () {
  24615. this.isPlaying = false;
  24616. },
  24617. getLoop: function () {
  24618. if ( this.hasPlaybackControl === false ) {
  24619. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24620. return false;
  24621. }
  24622. return this.loop;
  24623. },
  24624. setLoop: function ( value ) {
  24625. if ( this.hasPlaybackControl === false ) {
  24626. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24627. return;
  24628. }
  24629. this.loop = value;
  24630. if ( this.isPlaying === true ) {
  24631. this.source.loop = this.loop;
  24632. }
  24633. return this;
  24634. },
  24635. getVolume: function () {
  24636. return this.gain.gain.value;
  24637. },
  24638. setVolume: function ( value ) {
  24639. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24640. return this;
  24641. }
  24642. } );
  24643. /**
  24644. * @author mrdoob / http://mrdoob.com/
  24645. */
  24646. var _position$3 = new Vector3();
  24647. var _quaternion$4 = new Quaternion();
  24648. var _scale$2 = new Vector3();
  24649. var _orientation$1 = new Vector3();
  24650. function PositionalAudio( listener ) {
  24651. Audio.call( this, listener );
  24652. this.panner = this.context.createPanner();
  24653. this.panner.panningModel = 'HRTF';
  24654. this.panner.connect( this.gain );
  24655. }
  24656. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24657. constructor: PositionalAudio,
  24658. getOutput: function () {
  24659. return this.panner;
  24660. },
  24661. getRefDistance: function () {
  24662. return this.panner.refDistance;
  24663. },
  24664. setRefDistance: function ( value ) {
  24665. this.panner.refDistance = value;
  24666. return this;
  24667. },
  24668. getRolloffFactor: function () {
  24669. return this.panner.rolloffFactor;
  24670. },
  24671. setRolloffFactor: function ( value ) {
  24672. this.panner.rolloffFactor = value;
  24673. return this;
  24674. },
  24675. getDistanceModel: function () {
  24676. return this.panner.distanceModel;
  24677. },
  24678. setDistanceModel: function ( value ) {
  24679. this.panner.distanceModel = value;
  24680. return this;
  24681. },
  24682. getMaxDistance: function () {
  24683. return this.panner.maxDistance;
  24684. },
  24685. setMaxDistance: function ( value ) {
  24686. this.panner.maxDistance = value;
  24687. return this;
  24688. },
  24689. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24690. this.panner.coneInnerAngle = coneInnerAngle;
  24691. this.panner.coneOuterAngle = coneOuterAngle;
  24692. this.panner.coneOuterGain = coneOuterGain;
  24693. return this;
  24694. },
  24695. updateMatrixWorld: function ( force ) {
  24696. Object3D.prototype.updateMatrixWorld.call( this, force );
  24697. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24698. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  24699. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  24700. var panner = this.panner;
  24701. if ( panner.positionX ) {
  24702. // code path for Chrome and Firefox (see #14393)
  24703. var endTime = this.context.currentTime + this.listener.timeDelta;
  24704. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  24705. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  24706. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  24707. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  24708. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  24709. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  24710. } else {
  24711. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  24712. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  24713. }
  24714. }
  24715. } );
  24716. /**
  24717. * @author mrdoob / http://mrdoob.com/
  24718. */
  24719. function AudioAnalyser( audio, fftSize ) {
  24720. this.analyser = audio.context.createAnalyser();
  24721. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24722. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24723. audio.getOutput().connect( this.analyser );
  24724. }
  24725. Object.assign( AudioAnalyser.prototype, {
  24726. getFrequencyData: function () {
  24727. this.analyser.getByteFrequencyData( this.data );
  24728. return this.data;
  24729. },
  24730. getAverageFrequency: function () {
  24731. var value = 0, data = this.getFrequencyData();
  24732. for ( var i = 0; i < data.length; i ++ ) {
  24733. value += data[ i ];
  24734. }
  24735. return value / data.length;
  24736. }
  24737. } );
  24738. /**
  24739. *
  24740. * Buffered scene graph property that allows weighted accumulation.
  24741. *
  24742. *
  24743. * @author Ben Houston / http://clara.io/
  24744. * @author David Sarno / http://lighthaus.us/
  24745. * @author tschw
  24746. */
  24747. function PropertyMixer( binding, typeName, valueSize ) {
  24748. this.binding = binding;
  24749. this.valueSize = valueSize;
  24750. var bufferType = Float64Array,
  24751. mixFunction;
  24752. switch ( typeName ) {
  24753. case 'quaternion':
  24754. mixFunction = this._slerp;
  24755. break;
  24756. case 'string':
  24757. case 'bool':
  24758. bufferType = Array;
  24759. mixFunction = this._select;
  24760. break;
  24761. default:
  24762. mixFunction = this._lerp;
  24763. }
  24764. this.buffer = new bufferType( valueSize * 4 );
  24765. // layout: [ incoming | accu0 | accu1 | orig ]
  24766. //
  24767. // interpolators can use .buffer as their .result
  24768. // the data then goes to 'incoming'
  24769. //
  24770. // 'accu0' and 'accu1' are used frame-interleaved for
  24771. // the cumulative result and are compared to detect
  24772. // changes
  24773. //
  24774. // 'orig' stores the original state of the property
  24775. this._mixBufferRegion = mixFunction;
  24776. this.cumulativeWeight = 0;
  24777. this.useCount = 0;
  24778. this.referenceCount = 0;
  24779. }
  24780. Object.assign( PropertyMixer.prototype, {
  24781. // accumulate data in the 'incoming' region into 'accu<i>'
  24782. accumulate: function ( accuIndex, weight ) {
  24783. // note: happily accumulating nothing when weight = 0, the caller knows
  24784. // the weight and shouldn't have made the call in the first place
  24785. var buffer = this.buffer,
  24786. stride = this.valueSize,
  24787. offset = accuIndex * stride + stride,
  24788. currentWeight = this.cumulativeWeight;
  24789. if ( currentWeight === 0 ) {
  24790. // accuN := incoming * weight
  24791. for ( var i = 0; i !== stride; ++ i ) {
  24792. buffer[ offset + i ] = buffer[ i ];
  24793. }
  24794. currentWeight = weight;
  24795. } else {
  24796. // accuN := accuN + incoming * weight
  24797. currentWeight += weight;
  24798. var mix = weight / currentWeight;
  24799. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  24800. }
  24801. this.cumulativeWeight = currentWeight;
  24802. },
  24803. // apply the state of 'accu<i>' to the binding when accus differ
  24804. apply: function ( accuIndex ) {
  24805. var stride = this.valueSize,
  24806. buffer = this.buffer,
  24807. offset = accuIndex * stride + stride,
  24808. weight = this.cumulativeWeight,
  24809. binding = this.binding;
  24810. this.cumulativeWeight = 0;
  24811. if ( weight < 1 ) {
  24812. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24813. var originalValueOffset = stride * 3;
  24814. this._mixBufferRegion(
  24815. buffer, offset, originalValueOffset, 1 - weight, stride );
  24816. }
  24817. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  24818. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  24819. // value has changed -> update scene graph
  24820. binding.setValue( buffer, offset );
  24821. break;
  24822. }
  24823. }
  24824. },
  24825. // remember the state of the bound property and copy it to both accus
  24826. saveOriginalState: function () {
  24827. var binding = this.binding;
  24828. var buffer = this.buffer,
  24829. stride = this.valueSize,
  24830. originalValueOffset = stride * 3;
  24831. binding.getValue( buffer, originalValueOffset );
  24832. // accu[0..1] := orig -- initially detect changes against the original
  24833. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  24834. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  24835. }
  24836. this.cumulativeWeight = 0;
  24837. },
  24838. // apply the state previously taken via 'saveOriginalState' to the binding
  24839. restoreOriginalState: function () {
  24840. var originalValueOffset = this.valueSize * 3;
  24841. this.binding.setValue( this.buffer, originalValueOffset );
  24842. },
  24843. // mix functions
  24844. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24845. if ( t >= 0.5 ) {
  24846. for ( var i = 0; i !== stride; ++ i ) {
  24847. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  24848. }
  24849. }
  24850. },
  24851. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  24852. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  24853. },
  24854. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24855. var s = 1 - t;
  24856. for ( var i = 0; i !== stride; ++ i ) {
  24857. var j = dstOffset + i;
  24858. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  24859. }
  24860. }
  24861. } );
  24862. /**
  24863. *
  24864. * A reference to a real property in the scene graph.
  24865. *
  24866. *
  24867. * @author Ben Houston / http://clara.io/
  24868. * @author David Sarno / http://lighthaus.us/
  24869. * @author tschw
  24870. */
  24871. // Characters [].:/ are reserved for track binding syntax.
  24872. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  24873. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  24874. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  24875. // only latin characters, and the unicode \p{L} is not yet supported. So
  24876. // instead, we exclude reserved characters and match everything else.
  24877. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  24878. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  24879. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  24880. // be matched to parse the rest of the track name.
  24881. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  24882. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  24883. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  24884. // Object on target node, and accessor. May not contain reserved
  24885. // characters. Accessor may contain any character except closing bracket.
  24886. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  24887. // Property and accessor. May not contain reserved characters. Accessor may
  24888. // contain any non-bracket characters.
  24889. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  24890. var _trackRe = new RegExp( ''
  24891. + '^'
  24892. + _directoryRe
  24893. + _nodeRe
  24894. + _objectRe
  24895. + _propertyRe
  24896. + '$'
  24897. );
  24898. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  24899. function Composite( targetGroup, path, optionalParsedPath ) {
  24900. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  24901. this._targetGroup = targetGroup;
  24902. this._bindings = targetGroup.subscribe_( path, parsedPath );
  24903. }
  24904. Object.assign( Composite.prototype, {
  24905. getValue: function ( array, offset ) {
  24906. this.bind(); // bind all binding
  24907. var firstValidIndex = this._targetGroup.nCachedObjects_,
  24908. binding = this._bindings[ firstValidIndex ];
  24909. // and only call .getValue on the first
  24910. if ( binding !== undefined ) binding.getValue( array, offset );
  24911. },
  24912. setValue: function ( array, offset ) {
  24913. var bindings = this._bindings;
  24914. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24915. bindings[ i ].setValue( array, offset );
  24916. }
  24917. },
  24918. bind: function () {
  24919. var bindings = this._bindings;
  24920. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24921. bindings[ i ].bind();
  24922. }
  24923. },
  24924. unbind: function () {
  24925. var bindings = this._bindings;
  24926. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24927. bindings[ i ].unbind();
  24928. }
  24929. }
  24930. } );
  24931. function PropertyBinding( rootNode, path, parsedPath ) {
  24932. this.path = path;
  24933. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  24934. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  24935. this.rootNode = rootNode;
  24936. }
  24937. Object.assign( PropertyBinding, {
  24938. Composite: Composite,
  24939. create: function ( root, path, parsedPath ) {
  24940. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  24941. return new PropertyBinding( root, path, parsedPath );
  24942. } else {
  24943. return new PropertyBinding.Composite( root, path, parsedPath );
  24944. }
  24945. },
  24946. /**
  24947. * Replaces spaces with underscores and removes unsupported characters from
  24948. * node names, to ensure compatibility with parseTrackName().
  24949. *
  24950. * @param {string} name Node name to be sanitized.
  24951. * @return {string}
  24952. */
  24953. sanitizeNodeName: function ( name ) {
  24954. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  24955. },
  24956. parseTrackName: function ( trackName ) {
  24957. var matches = _trackRe.exec( trackName );
  24958. if ( ! matches ) {
  24959. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  24960. }
  24961. var results = {
  24962. // directoryName: matches[ 1 ], // (tschw) currently unused
  24963. nodeName: matches[ 2 ],
  24964. objectName: matches[ 3 ],
  24965. objectIndex: matches[ 4 ],
  24966. propertyName: matches[ 5 ], // required
  24967. propertyIndex: matches[ 6 ]
  24968. };
  24969. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  24970. if ( lastDot !== undefined && lastDot !== - 1 ) {
  24971. var objectName = results.nodeName.substring( lastDot + 1 );
  24972. // Object names must be checked against a whitelist. Otherwise, there
  24973. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  24974. // 'bar' could be the objectName, or part of a nodeName (which can
  24975. // include '.' characters).
  24976. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  24977. results.nodeName = results.nodeName.substring( 0, lastDot );
  24978. results.objectName = objectName;
  24979. }
  24980. }
  24981. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  24982. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  24983. }
  24984. return results;
  24985. },
  24986. findNode: function ( root, nodeName ) {
  24987. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  24988. return root;
  24989. }
  24990. // search into skeleton bones.
  24991. if ( root.skeleton ) {
  24992. var bone = root.skeleton.getBoneByName( nodeName );
  24993. if ( bone !== undefined ) {
  24994. return bone;
  24995. }
  24996. }
  24997. // search into node subtree.
  24998. if ( root.children ) {
  24999. var searchNodeSubtree = function ( children ) {
  25000. for ( var i = 0; i < children.length; i ++ ) {
  25001. var childNode = children[ i ];
  25002. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25003. return childNode;
  25004. }
  25005. var result = searchNodeSubtree( childNode.children );
  25006. if ( result ) return result;
  25007. }
  25008. return null;
  25009. };
  25010. var subTreeNode = searchNodeSubtree( root.children );
  25011. if ( subTreeNode ) {
  25012. return subTreeNode;
  25013. }
  25014. }
  25015. return null;
  25016. }
  25017. } );
  25018. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25019. // these are used to "bind" a nonexistent property
  25020. _getValue_unavailable: function () {},
  25021. _setValue_unavailable: function () {},
  25022. BindingType: {
  25023. Direct: 0,
  25024. EntireArray: 1,
  25025. ArrayElement: 2,
  25026. HasFromToArray: 3
  25027. },
  25028. Versioning: {
  25029. None: 0,
  25030. NeedsUpdate: 1,
  25031. MatrixWorldNeedsUpdate: 2
  25032. },
  25033. GetterByBindingType: [
  25034. function getValue_direct( buffer, offset ) {
  25035. buffer[ offset ] = this.node[ this.propertyName ];
  25036. },
  25037. function getValue_array( buffer, offset ) {
  25038. var source = this.resolvedProperty;
  25039. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25040. buffer[ offset ++ ] = source[ i ];
  25041. }
  25042. },
  25043. function getValue_arrayElement( buffer, offset ) {
  25044. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25045. },
  25046. function getValue_toArray( buffer, offset ) {
  25047. this.resolvedProperty.toArray( buffer, offset );
  25048. }
  25049. ],
  25050. SetterByBindingTypeAndVersioning: [
  25051. [
  25052. // Direct
  25053. function setValue_direct( buffer, offset ) {
  25054. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25055. },
  25056. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25057. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25058. this.targetObject.needsUpdate = true;
  25059. },
  25060. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25061. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25062. this.targetObject.matrixWorldNeedsUpdate = true;
  25063. }
  25064. ], [
  25065. // EntireArray
  25066. function setValue_array( buffer, offset ) {
  25067. var dest = this.resolvedProperty;
  25068. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25069. dest[ i ] = buffer[ offset ++ ];
  25070. }
  25071. },
  25072. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25073. var dest = this.resolvedProperty;
  25074. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25075. dest[ i ] = buffer[ offset ++ ];
  25076. }
  25077. this.targetObject.needsUpdate = true;
  25078. },
  25079. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25080. var dest = this.resolvedProperty;
  25081. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25082. dest[ i ] = buffer[ offset ++ ];
  25083. }
  25084. this.targetObject.matrixWorldNeedsUpdate = true;
  25085. }
  25086. ], [
  25087. // ArrayElement
  25088. function setValue_arrayElement( buffer, offset ) {
  25089. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25090. },
  25091. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25092. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25093. this.targetObject.needsUpdate = true;
  25094. },
  25095. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25096. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25097. this.targetObject.matrixWorldNeedsUpdate = true;
  25098. }
  25099. ], [
  25100. // HasToFromArray
  25101. function setValue_fromArray( buffer, offset ) {
  25102. this.resolvedProperty.fromArray( buffer, offset );
  25103. },
  25104. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25105. this.resolvedProperty.fromArray( buffer, offset );
  25106. this.targetObject.needsUpdate = true;
  25107. },
  25108. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25109. this.resolvedProperty.fromArray( buffer, offset );
  25110. this.targetObject.matrixWorldNeedsUpdate = true;
  25111. }
  25112. ]
  25113. ],
  25114. getValue: function getValue_unbound( targetArray, offset ) {
  25115. this.bind();
  25116. this.getValue( targetArray, offset );
  25117. // Note: This class uses a State pattern on a per-method basis:
  25118. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25119. // prototype version of these methods with one that represents
  25120. // the bound state. When the property is not found, the methods
  25121. // become no-ops.
  25122. },
  25123. setValue: function getValue_unbound( sourceArray, offset ) {
  25124. this.bind();
  25125. this.setValue( sourceArray, offset );
  25126. },
  25127. // create getter / setter pair for a property in the scene graph
  25128. bind: function () {
  25129. var targetObject = this.node,
  25130. parsedPath = this.parsedPath,
  25131. objectName = parsedPath.objectName,
  25132. propertyName = parsedPath.propertyName,
  25133. propertyIndex = parsedPath.propertyIndex;
  25134. if ( ! targetObject ) {
  25135. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25136. this.node = targetObject;
  25137. }
  25138. // set fail state so we can just 'return' on error
  25139. this.getValue = this._getValue_unavailable;
  25140. this.setValue = this._setValue_unavailable;
  25141. // ensure there is a value node
  25142. if ( ! targetObject ) {
  25143. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25144. return;
  25145. }
  25146. if ( objectName ) {
  25147. var objectIndex = parsedPath.objectIndex;
  25148. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25149. switch ( objectName ) {
  25150. case 'materials':
  25151. if ( ! targetObject.material ) {
  25152. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25153. return;
  25154. }
  25155. if ( ! targetObject.material.materials ) {
  25156. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25157. return;
  25158. }
  25159. targetObject = targetObject.material.materials;
  25160. break;
  25161. case 'bones':
  25162. if ( ! targetObject.skeleton ) {
  25163. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25164. return;
  25165. }
  25166. // potential future optimization: skip this if propertyIndex is already an integer
  25167. // and convert the integer string to a true integer.
  25168. targetObject = targetObject.skeleton.bones;
  25169. // support resolving morphTarget names into indices.
  25170. for ( var i = 0; i < targetObject.length; i ++ ) {
  25171. if ( targetObject[ i ].name === objectIndex ) {
  25172. objectIndex = i;
  25173. break;
  25174. }
  25175. }
  25176. break;
  25177. default:
  25178. if ( targetObject[ objectName ] === undefined ) {
  25179. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25180. return;
  25181. }
  25182. targetObject = targetObject[ objectName ];
  25183. }
  25184. if ( objectIndex !== undefined ) {
  25185. if ( targetObject[ objectIndex ] === undefined ) {
  25186. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25187. return;
  25188. }
  25189. targetObject = targetObject[ objectIndex ];
  25190. }
  25191. }
  25192. // resolve property
  25193. var nodeProperty = targetObject[ propertyName ];
  25194. if ( nodeProperty === undefined ) {
  25195. var nodeName = parsedPath.nodeName;
  25196. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25197. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25198. return;
  25199. }
  25200. // determine versioning scheme
  25201. var versioning = this.Versioning.None;
  25202. this.targetObject = targetObject;
  25203. if ( targetObject.needsUpdate !== undefined ) { // material
  25204. versioning = this.Versioning.NeedsUpdate;
  25205. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25206. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25207. }
  25208. // determine how the property gets bound
  25209. var bindingType = this.BindingType.Direct;
  25210. if ( propertyIndex !== undefined ) {
  25211. // access a sub element of the property array (only primitives are supported right now)
  25212. if ( propertyName === "morphTargetInfluences" ) {
  25213. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25214. // support resolving morphTarget names into indices.
  25215. if ( ! targetObject.geometry ) {
  25216. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25217. return;
  25218. }
  25219. if ( targetObject.geometry.isBufferGeometry ) {
  25220. if ( ! targetObject.geometry.morphAttributes ) {
  25221. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25222. return;
  25223. }
  25224. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25225. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25226. propertyIndex = i;
  25227. break;
  25228. }
  25229. }
  25230. } else {
  25231. if ( ! targetObject.geometry.morphTargets ) {
  25232. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25233. return;
  25234. }
  25235. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25236. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25237. propertyIndex = i;
  25238. break;
  25239. }
  25240. }
  25241. }
  25242. }
  25243. bindingType = this.BindingType.ArrayElement;
  25244. this.resolvedProperty = nodeProperty;
  25245. this.propertyIndex = propertyIndex;
  25246. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25247. // must use copy for Object3D.Euler/Quaternion
  25248. bindingType = this.BindingType.HasFromToArray;
  25249. this.resolvedProperty = nodeProperty;
  25250. } else if ( Array.isArray( nodeProperty ) ) {
  25251. bindingType = this.BindingType.EntireArray;
  25252. this.resolvedProperty = nodeProperty;
  25253. } else {
  25254. this.propertyName = propertyName;
  25255. }
  25256. // select getter / setter
  25257. this.getValue = this.GetterByBindingType[ bindingType ];
  25258. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25259. },
  25260. unbind: function () {
  25261. this.node = null;
  25262. // back to the prototype version of getValue / setValue
  25263. // note: avoiding to mutate the shape of 'this' via 'delete'
  25264. this.getValue = this._getValue_unbound;
  25265. this.setValue = this._setValue_unbound;
  25266. }
  25267. } );
  25268. //!\ DECLARE ALIAS AFTER assign prototype !
  25269. Object.assign( PropertyBinding.prototype, {
  25270. // initial state of these methods that calls 'bind'
  25271. _getValue_unbound: PropertyBinding.prototype.getValue,
  25272. _setValue_unbound: PropertyBinding.prototype.setValue,
  25273. } );
  25274. /**
  25275. *
  25276. * A group of objects that receives a shared animation state.
  25277. *
  25278. * Usage:
  25279. *
  25280. * - Add objects you would otherwise pass as 'root' to the
  25281. * constructor or the .clipAction method of AnimationMixer.
  25282. *
  25283. * - Instead pass this object as 'root'.
  25284. *
  25285. * - You can also add and remove objects later when the mixer
  25286. * is running.
  25287. *
  25288. * Note:
  25289. *
  25290. * Objects of this class appear as one object to the mixer,
  25291. * so cache control of the individual objects must be done
  25292. * on the group.
  25293. *
  25294. * Limitation:
  25295. *
  25296. * - The animated properties must be compatible among the
  25297. * all objects in the group.
  25298. *
  25299. * - A single property can either be controlled through a
  25300. * target group or directly, but not both.
  25301. *
  25302. * @author tschw
  25303. */
  25304. function AnimationObjectGroup() {
  25305. this.uuid = _Math.generateUUID();
  25306. // cached objects followed by the active ones
  25307. this._objects = Array.prototype.slice.call( arguments );
  25308. this.nCachedObjects_ = 0; // threshold
  25309. // note: read by PropertyBinding.Composite
  25310. var indices = {};
  25311. this._indicesByUUID = indices; // for bookkeeping
  25312. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25313. indices[ arguments[ i ].uuid ] = i;
  25314. }
  25315. this._paths = []; // inside: string
  25316. this._parsedPaths = []; // inside: { we don't care, here }
  25317. this._bindings = []; // inside: Array< PropertyBinding >
  25318. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25319. var scope = this;
  25320. this.stats = {
  25321. objects: {
  25322. get total() {
  25323. return scope._objects.length;
  25324. },
  25325. get inUse() {
  25326. return this.total - scope.nCachedObjects_;
  25327. }
  25328. },
  25329. get bindingsPerObject() {
  25330. return scope._bindings.length;
  25331. }
  25332. };
  25333. }
  25334. Object.assign( AnimationObjectGroup.prototype, {
  25335. isAnimationObjectGroup: true,
  25336. add: function () {
  25337. var objects = this._objects,
  25338. nObjects = objects.length,
  25339. nCachedObjects = this.nCachedObjects_,
  25340. indicesByUUID = this._indicesByUUID,
  25341. paths = this._paths,
  25342. parsedPaths = this._parsedPaths,
  25343. bindings = this._bindings,
  25344. nBindings = bindings.length,
  25345. knownObject = undefined;
  25346. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25347. var object = arguments[ i ],
  25348. uuid = object.uuid,
  25349. index = indicesByUUID[ uuid ];
  25350. if ( index === undefined ) {
  25351. // unknown object -> add it to the ACTIVE region
  25352. index = nObjects ++;
  25353. indicesByUUID[ uuid ] = index;
  25354. objects.push( object );
  25355. // accounting is done, now do the same for all bindings
  25356. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25357. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25358. }
  25359. } else if ( index < nCachedObjects ) {
  25360. knownObject = objects[ index ];
  25361. // move existing object to the ACTIVE region
  25362. var firstActiveIndex = -- nCachedObjects,
  25363. lastCachedObject = objects[ firstActiveIndex ];
  25364. indicesByUUID[ lastCachedObject.uuid ] = index;
  25365. objects[ index ] = lastCachedObject;
  25366. indicesByUUID[ uuid ] = firstActiveIndex;
  25367. objects[ firstActiveIndex ] = object;
  25368. // accounting is done, now do the same for all bindings
  25369. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25370. var bindingsForPath = bindings[ j ],
  25371. lastCached = bindingsForPath[ firstActiveIndex ],
  25372. binding = bindingsForPath[ index ];
  25373. bindingsForPath[ index ] = lastCached;
  25374. if ( binding === undefined ) {
  25375. // since we do not bother to create new bindings
  25376. // for objects that are cached, the binding may
  25377. // or may not exist
  25378. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25379. }
  25380. bindingsForPath[ firstActiveIndex ] = binding;
  25381. }
  25382. } else if ( objects[ index ] !== knownObject ) {
  25383. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25384. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25385. } // else the object is already where we want it to be
  25386. } // for arguments
  25387. this.nCachedObjects_ = nCachedObjects;
  25388. },
  25389. remove: function () {
  25390. var objects = this._objects,
  25391. nCachedObjects = this.nCachedObjects_,
  25392. indicesByUUID = this._indicesByUUID,
  25393. bindings = this._bindings,
  25394. nBindings = bindings.length;
  25395. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25396. var object = arguments[ i ],
  25397. uuid = object.uuid,
  25398. index = indicesByUUID[ uuid ];
  25399. if ( index !== undefined && index >= nCachedObjects ) {
  25400. // move existing object into the CACHED region
  25401. var lastCachedIndex = nCachedObjects ++,
  25402. firstActiveObject = objects[ lastCachedIndex ];
  25403. indicesByUUID[ firstActiveObject.uuid ] = index;
  25404. objects[ index ] = firstActiveObject;
  25405. indicesByUUID[ uuid ] = lastCachedIndex;
  25406. objects[ lastCachedIndex ] = object;
  25407. // accounting is done, now do the same for all bindings
  25408. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25409. var bindingsForPath = bindings[ j ],
  25410. firstActive = bindingsForPath[ lastCachedIndex ],
  25411. binding = bindingsForPath[ index ];
  25412. bindingsForPath[ index ] = firstActive;
  25413. bindingsForPath[ lastCachedIndex ] = binding;
  25414. }
  25415. }
  25416. } // for arguments
  25417. this.nCachedObjects_ = nCachedObjects;
  25418. },
  25419. // remove & forget
  25420. uncache: function () {
  25421. var objects = this._objects,
  25422. nObjects = objects.length,
  25423. nCachedObjects = this.nCachedObjects_,
  25424. indicesByUUID = this._indicesByUUID,
  25425. bindings = this._bindings,
  25426. nBindings = bindings.length;
  25427. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25428. var object = arguments[ i ],
  25429. uuid = object.uuid,
  25430. index = indicesByUUID[ uuid ];
  25431. if ( index !== undefined ) {
  25432. delete indicesByUUID[ uuid ];
  25433. if ( index < nCachedObjects ) {
  25434. // object is cached, shrink the CACHED region
  25435. var firstActiveIndex = -- nCachedObjects,
  25436. lastCachedObject = objects[ firstActiveIndex ],
  25437. lastIndex = -- nObjects,
  25438. lastObject = objects[ lastIndex ];
  25439. // last cached object takes this object's place
  25440. indicesByUUID[ lastCachedObject.uuid ] = index;
  25441. objects[ index ] = lastCachedObject;
  25442. // last object goes to the activated slot and pop
  25443. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25444. objects[ firstActiveIndex ] = lastObject;
  25445. objects.pop();
  25446. // accounting is done, now do the same for all bindings
  25447. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25448. var bindingsForPath = bindings[ j ],
  25449. lastCached = bindingsForPath[ firstActiveIndex ],
  25450. last = bindingsForPath[ lastIndex ];
  25451. bindingsForPath[ index ] = lastCached;
  25452. bindingsForPath[ firstActiveIndex ] = last;
  25453. bindingsForPath.pop();
  25454. }
  25455. } else {
  25456. // object is active, just swap with the last and pop
  25457. var lastIndex = -- nObjects,
  25458. lastObject = objects[ lastIndex ];
  25459. indicesByUUID[ lastObject.uuid ] = index;
  25460. objects[ index ] = lastObject;
  25461. objects.pop();
  25462. // accounting is done, now do the same for all bindings
  25463. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25464. var bindingsForPath = bindings[ j ];
  25465. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25466. bindingsForPath.pop();
  25467. }
  25468. } // cached or active
  25469. } // if object is known
  25470. } // for arguments
  25471. this.nCachedObjects_ = nCachedObjects;
  25472. },
  25473. // Internal interface used by befriended PropertyBinding.Composite:
  25474. subscribe_: function ( path, parsedPath ) {
  25475. // returns an array of bindings for the given path that is changed
  25476. // according to the contained objects in the group
  25477. var indicesByPath = this._bindingsIndicesByPath,
  25478. index = indicesByPath[ path ],
  25479. bindings = this._bindings;
  25480. if ( index !== undefined ) return bindings[ index ];
  25481. var paths = this._paths,
  25482. parsedPaths = this._parsedPaths,
  25483. objects = this._objects,
  25484. nObjects = objects.length,
  25485. nCachedObjects = this.nCachedObjects_,
  25486. bindingsForPath = new Array( nObjects );
  25487. index = bindings.length;
  25488. indicesByPath[ path ] = index;
  25489. paths.push( path );
  25490. parsedPaths.push( parsedPath );
  25491. bindings.push( bindingsForPath );
  25492. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25493. var object = objects[ i ];
  25494. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25495. }
  25496. return bindingsForPath;
  25497. },
  25498. unsubscribe_: function ( path ) {
  25499. // tells the group to forget about a property path and no longer
  25500. // update the array previously obtained with 'subscribe_'
  25501. var indicesByPath = this._bindingsIndicesByPath,
  25502. index = indicesByPath[ path ];
  25503. if ( index !== undefined ) {
  25504. var paths = this._paths,
  25505. parsedPaths = this._parsedPaths,
  25506. bindings = this._bindings,
  25507. lastBindingsIndex = bindings.length - 1,
  25508. lastBindings = bindings[ lastBindingsIndex ],
  25509. lastBindingsPath = path[ lastBindingsIndex ];
  25510. indicesByPath[ lastBindingsPath ] = index;
  25511. bindings[ index ] = lastBindings;
  25512. bindings.pop();
  25513. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25514. parsedPaths.pop();
  25515. paths[ index ] = paths[ lastBindingsIndex ];
  25516. paths.pop();
  25517. }
  25518. }
  25519. } );
  25520. /**
  25521. *
  25522. * Action provided by AnimationMixer for scheduling clip playback on specific
  25523. * objects.
  25524. *
  25525. * @author Ben Houston / http://clara.io/
  25526. * @author David Sarno / http://lighthaus.us/
  25527. * @author tschw
  25528. *
  25529. */
  25530. function AnimationAction( mixer, clip, localRoot ) {
  25531. this._mixer = mixer;
  25532. this._clip = clip;
  25533. this._localRoot = localRoot || null;
  25534. var tracks = clip.tracks,
  25535. nTracks = tracks.length,
  25536. interpolants = new Array( nTracks );
  25537. var interpolantSettings = {
  25538. endingStart: ZeroCurvatureEnding,
  25539. endingEnd: ZeroCurvatureEnding
  25540. };
  25541. for ( var i = 0; i !== nTracks; ++ i ) {
  25542. var interpolant = tracks[ i ].createInterpolant( null );
  25543. interpolants[ i ] = interpolant;
  25544. interpolant.settings = interpolantSettings;
  25545. }
  25546. this._interpolantSettings = interpolantSettings;
  25547. this._interpolants = interpolants; // bound by the mixer
  25548. // inside: PropertyMixer (managed by the mixer)
  25549. this._propertyBindings = new Array( nTracks );
  25550. this._cacheIndex = null; // for the memory manager
  25551. this._byClipCacheIndex = null; // for the memory manager
  25552. this._timeScaleInterpolant = null;
  25553. this._weightInterpolant = null;
  25554. this.loop = LoopRepeat;
  25555. this._loopCount = - 1;
  25556. // global mixer time when the action is to be started
  25557. // it's set back to 'null' upon start of the action
  25558. this._startTime = null;
  25559. // scaled local time of the action
  25560. // gets clamped or wrapped to 0..clip.duration according to loop
  25561. this.time = 0;
  25562. this.timeScale = 1;
  25563. this._effectiveTimeScale = 1;
  25564. this.weight = 1;
  25565. this._effectiveWeight = 1;
  25566. this.repetitions = Infinity; // no. of repetitions when looping
  25567. this.paused = false; // true -> zero effective time scale
  25568. this.enabled = true; // false -> zero effective weight
  25569. this.clampWhenFinished = false;// keep feeding the last frame?
  25570. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25571. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25572. }
  25573. Object.assign( AnimationAction.prototype, {
  25574. // State & Scheduling
  25575. play: function () {
  25576. this._mixer._activateAction( this );
  25577. return this;
  25578. },
  25579. stop: function () {
  25580. this._mixer._deactivateAction( this );
  25581. return this.reset();
  25582. },
  25583. reset: function () {
  25584. this.paused = false;
  25585. this.enabled = true;
  25586. this.time = 0; // restart clip
  25587. this._loopCount = - 1;// forget previous loops
  25588. this._startTime = null;// forget scheduling
  25589. return this.stopFading().stopWarping();
  25590. },
  25591. isRunning: function () {
  25592. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25593. this._startTime === null && this._mixer._isActiveAction( this );
  25594. },
  25595. // return true when play has been called
  25596. isScheduled: function () {
  25597. return this._mixer._isActiveAction( this );
  25598. },
  25599. startAt: function ( time ) {
  25600. this._startTime = time;
  25601. return this;
  25602. },
  25603. setLoop: function ( mode, repetitions ) {
  25604. this.loop = mode;
  25605. this.repetitions = repetitions;
  25606. return this;
  25607. },
  25608. // Weight
  25609. // set the weight stopping any scheduled fading
  25610. // although .enabled = false yields an effective weight of zero, this
  25611. // method does *not* change .enabled, because it would be confusing
  25612. setEffectiveWeight: function ( weight ) {
  25613. this.weight = weight;
  25614. // note: same logic as when updated at runtime
  25615. this._effectiveWeight = this.enabled ? weight : 0;
  25616. return this.stopFading();
  25617. },
  25618. // return the weight considering fading and .enabled
  25619. getEffectiveWeight: function () {
  25620. return this._effectiveWeight;
  25621. },
  25622. fadeIn: function ( duration ) {
  25623. return this._scheduleFading( duration, 0, 1 );
  25624. },
  25625. fadeOut: function ( duration ) {
  25626. return this._scheduleFading( duration, 1, 0 );
  25627. },
  25628. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25629. fadeOutAction.fadeOut( duration );
  25630. this.fadeIn( duration );
  25631. if ( warp ) {
  25632. var fadeInDuration = this._clip.duration,
  25633. fadeOutDuration = fadeOutAction._clip.duration,
  25634. startEndRatio = fadeOutDuration / fadeInDuration,
  25635. endStartRatio = fadeInDuration / fadeOutDuration;
  25636. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25637. this.warp( endStartRatio, 1.0, duration );
  25638. }
  25639. return this;
  25640. },
  25641. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25642. return fadeInAction.crossFadeFrom( this, duration, warp );
  25643. },
  25644. stopFading: function () {
  25645. var weightInterpolant = this._weightInterpolant;
  25646. if ( weightInterpolant !== null ) {
  25647. this._weightInterpolant = null;
  25648. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25649. }
  25650. return this;
  25651. },
  25652. // Time Scale Control
  25653. // set the time scale stopping any scheduled warping
  25654. // although .paused = true yields an effective time scale of zero, this
  25655. // method does *not* change .paused, because it would be confusing
  25656. setEffectiveTimeScale: function ( timeScale ) {
  25657. this.timeScale = timeScale;
  25658. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25659. return this.stopWarping();
  25660. },
  25661. // return the time scale considering warping and .paused
  25662. getEffectiveTimeScale: function () {
  25663. return this._effectiveTimeScale;
  25664. },
  25665. setDuration: function ( duration ) {
  25666. this.timeScale = this._clip.duration / duration;
  25667. return this.stopWarping();
  25668. },
  25669. syncWith: function ( action ) {
  25670. this.time = action.time;
  25671. this.timeScale = action.timeScale;
  25672. return this.stopWarping();
  25673. },
  25674. halt: function ( duration ) {
  25675. return this.warp( this._effectiveTimeScale, 0, duration );
  25676. },
  25677. warp: function ( startTimeScale, endTimeScale, duration ) {
  25678. var mixer = this._mixer, now = mixer.time,
  25679. interpolant = this._timeScaleInterpolant,
  25680. timeScale = this.timeScale;
  25681. if ( interpolant === null ) {
  25682. interpolant = mixer._lendControlInterpolant();
  25683. this._timeScaleInterpolant = interpolant;
  25684. }
  25685. var times = interpolant.parameterPositions,
  25686. values = interpolant.sampleValues;
  25687. times[ 0 ] = now;
  25688. times[ 1 ] = now + duration;
  25689. values[ 0 ] = startTimeScale / timeScale;
  25690. values[ 1 ] = endTimeScale / timeScale;
  25691. return this;
  25692. },
  25693. stopWarping: function () {
  25694. var timeScaleInterpolant = this._timeScaleInterpolant;
  25695. if ( timeScaleInterpolant !== null ) {
  25696. this._timeScaleInterpolant = null;
  25697. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25698. }
  25699. return this;
  25700. },
  25701. // Object Accessors
  25702. getMixer: function () {
  25703. return this._mixer;
  25704. },
  25705. getClip: function () {
  25706. return this._clip;
  25707. },
  25708. getRoot: function () {
  25709. return this._localRoot || this._mixer._root;
  25710. },
  25711. // Interna
  25712. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25713. // called by the mixer
  25714. if ( ! this.enabled ) {
  25715. // call ._updateWeight() to update ._effectiveWeight
  25716. this._updateWeight( time );
  25717. return;
  25718. }
  25719. var startTime = this._startTime;
  25720. if ( startTime !== null ) {
  25721. // check for scheduled start of action
  25722. var timeRunning = ( time - startTime ) * timeDirection;
  25723. if ( timeRunning < 0 || timeDirection === 0 ) {
  25724. return; // yet to come / don't decide when delta = 0
  25725. }
  25726. // start
  25727. this._startTime = null; // unschedule
  25728. deltaTime = timeDirection * timeRunning;
  25729. }
  25730. // apply time scale and advance time
  25731. deltaTime *= this._updateTimeScale( time );
  25732. var clipTime = this._updateTime( deltaTime );
  25733. // note: _updateTime may disable the action resulting in
  25734. // an effective weight of 0
  25735. var weight = this._updateWeight( time );
  25736. if ( weight > 0 ) {
  25737. var interpolants = this._interpolants;
  25738. var propertyMixers = this._propertyBindings;
  25739. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25740. interpolants[ j ].evaluate( clipTime );
  25741. propertyMixers[ j ].accumulate( accuIndex, weight );
  25742. }
  25743. }
  25744. },
  25745. _updateWeight: function ( time ) {
  25746. var weight = 0;
  25747. if ( this.enabled ) {
  25748. weight = this.weight;
  25749. var interpolant = this._weightInterpolant;
  25750. if ( interpolant !== null ) {
  25751. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25752. weight *= interpolantValue;
  25753. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25754. this.stopFading();
  25755. if ( interpolantValue === 0 ) {
  25756. // faded out, disable
  25757. this.enabled = false;
  25758. }
  25759. }
  25760. }
  25761. }
  25762. this._effectiveWeight = weight;
  25763. return weight;
  25764. },
  25765. _updateTimeScale: function ( time ) {
  25766. var timeScale = 0;
  25767. if ( ! this.paused ) {
  25768. timeScale = this.timeScale;
  25769. var interpolant = this._timeScaleInterpolant;
  25770. if ( interpolant !== null ) {
  25771. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25772. timeScale *= interpolantValue;
  25773. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25774. this.stopWarping();
  25775. if ( timeScale === 0 ) {
  25776. // motion has halted, pause
  25777. this.paused = true;
  25778. } else {
  25779. // warp done - apply final time scale
  25780. this.timeScale = timeScale;
  25781. }
  25782. }
  25783. }
  25784. }
  25785. this._effectiveTimeScale = timeScale;
  25786. return timeScale;
  25787. },
  25788. _updateTime: function ( deltaTime ) {
  25789. var time = this.time + deltaTime;
  25790. var duration = this._clip.duration;
  25791. var loop = this.loop;
  25792. var loopCount = this._loopCount;
  25793. var pingPong = ( loop === LoopPingPong );
  25794. if ( deltaTime === 0 ) {
  25795. if ( loopCount === - 1 ) return time;
  25796. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  25797. }
  25798. if ( loop === LoopOnce ) {
  25799. if ( loopCount === - 1 ) {
  25800. // just started
  25801. this._loopCount = 0;
  25802. this._setEndings( true, true, false );
  25803. }
  25804. handle_stop: {
  25805. if ( time >= duration ) {
  25806. time = duration;
  25807. } else if ( time < 0 ) {
  25808. time = 0;
  25809. } else {
  25810. this.time = time;
  25811. break handle_stop;
  25812. }
  25813. if ( this.clampWhenFinished ) this.paused = true;
  25814. else this.enabled = false;
  25815. this.time = time;
  25816. this._mixer.dispatchEvent( {
  25817. type: 'finished', action: this,
  25818. direction: deltaTime < 0 ? - 1 : 1
  25819. } );
  25820. }
  25821. } else { // repetitive Repeat or PingPong
  25822. if ( loopCount === - 1 ) {
  25823. // just started
  25824. if ( deltaTime >= 0 ) {
  25825. loopCount = 0;
  25826. this._setEndings( true, this.repetitions === 0, pingPong );
  25827. } else {
  25828. // when looping in reverse direction, the initial
  25829. // transition through zero counts as a repetition,
  25830. // so leave loopCount at -1
  25831. this._setEndings( this.repetitions === 0, true, pingPong );
  25832. }
  25833. }
  25834. if ( time >= duration || time < 0 ) {
  25835. // wrap around
  25836. var loopDelta = Math.floor( time / duration ); // signed
  25837. time -= duration * loopDelta;
  25838. loopCount += Math.abs( loopDelta );
  25839. var pending = this.repetitions - loopCount;
  25840. if ( pending <= 0 ) {
  25841. // have to stop (switch state, clamp time, fire event)
  25842. if ( this.clampWhenFinished ) this.paused = true;
  25843. else this.enabled = false;
  25844. time = deltaTime > 0 ? duration : 0;
  25845. this.time = time;
  25846. this._mixer.dispatchEvent( {
  25847. type: 'finished', action: this,
  25848. direction: deltaTime > 0 ? 1 : - 1
  25849. } );
  25850. } else {
  25851. // keep running
  25852. if ( pending === 1 ) {
  25853. // entering the last round
  25854. var atStart = deltaTime < 0;
  25855. this._setEndings( atStart, ! atStart, pingPong );
  25856. } else {
  25857. this._setEndings( false, false, pingPong );
  25858. }
  25859. this._loopCount = loopCount;
  25860. this.time = time;
  25861. this._mixer.dispatchEvent( {
  25862. type: 'loop', action: this, loopDelta: loopDelta
  25863. } );
  25864. }
  25865. } else {
  25866. this.time = time;
  25867. }
  25868. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  25869. // invert time for the "pong round"
  25870. return duration - time;
  25871. }
  25872. }
  25873. return time;
  25874. },
  25875. _setEndings: function ( atStart, atEnd, pingPong ) {
  25876. var settings = this._interpolantSettings;
  25877. if ( pingPong ) {
  25878. settings.endingStart = ZeroSlopeEnding;
  25879. settings.endingEnd = ZeroSlopeEnding;
  25880. } else {
  25881. // assuming for LoopOnce atStart == atEnd == true
  25882. if ( atStart ) {
  25883. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25884. } else {
  25885. settings.endingStart = WrapAroundEnding;
  25886. }
  25887. if ( atEnd ) {
  25888. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25889. } else {
  25890. settings.endingEnd = WrapAroundEnding;
  25891. }
  25892. }
  25893. },
  25894. _scheduleFading: function ( duration, weightNow, weightThen ) {
  25895. var mixer = this._mixer, now = mixer.time,
  25896. interpolant = this._weightInterpolant;
  25897. if ( interpolant === null ) {
  25898. interpolant = mixer._lendControlInterpolant();
  25899. this._weightInterpolant = interpolant;
  25900. }
  25901. var times = interpolant.parameterPositions,
  25902. values = interpolant.sampleValues;
  25903. times[ 0 ] = now;
  25904. values[ 0 ] = weightNow;
  25905. times[ 1 ] = now + duration;
  25906. values[ 1 ] = weightThen;
  25907. return this;
  25908. }
  25909. } );
  25910. /**
  25911. *
  25912. * Player for AnimationClips.
  25913. *
  25914. *
  25915. * @author Ben Houston / http://clara.io/
  25916. * @author David Sarno / http://lighthaus.us/
  25917. * @author tschw
  25918. */
  25919. function AnimationMixer( root ) {
  25920. this._root = root;
  25921. this._initMemoryManager();
  25922. this._accuIndex = 0;
  25923. this.time = 0;
  25924. this.timeScale = 1.0;
  25925. }
  25926. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  25927. constructor: AnimationMixer,
  25928. _bindAction: function ( action, prototypeAction ) {
  25929. var root = action._localRoot || this._root,
  25930. tracks = action._clip.tracks,
  25931. nTracks = tracks.length,
  25932. bindings = action._propertyBindings,
  25933. interpolants = action._interpolants,
  25934. rootUuid = root.uuid,
  25935. bindingsByRoot = this._bindingsByRootAndName,
  25936. bindingsByName = bindingsByRoot[ rootUuid ];
  25937. if ( bindingsByName === undefined ) {
  25938. bindingsByName = {};
  25939. bindingsByRoot[ rootUuid ] = bindingsByName;
  25940. }
  25941. for ( var i = 0; i !== nTracks; ++ i ) {
  25942. var track = tracks[ i ],
  25943. trackName = track.name,
  25944. binding = bindingsByName[ trackName ];
  25945. if ( binding !== undefined ) {
  25946. bindings[ i ] = binding;
  25947. } else {
  25948. binding = bindings[ i ];
  25949. if ( binding !== undefined ) {
  25950. // existing binding, make sure the cache knows
  25951. if ( binding._cacheIndex === null ) {
  25952. ++ binding.referenceCount;
  25953. this._addInactiveBinding( binding, rootUuid, trackName );
  25954. }
  25955. continue;
  25956. }
  25957. var path = prototypeAction && prototypeAction.
  25958. _propertyBindings[ i ].binding.parsedPath;
  25959. binding = new PropertyMixer(
  25960. PropertyBinding.create( root, trackName, path ),
  25961. track.ValueTypeName, track.getValueSize() );
  25962. ++ binding.referenceCount;
  25963. this._addInactiveBinding( binding, rootUuid, trackName );
  25964. bindings[ i ] = binding;
  25965. }
  25966. interpolants[ i ].resultBuffer = binding.buffer;
  25967. }
  25968. },
  25969. _activateAction: function ( action ) {
  25970. if ( ! this._isActiveAction( action ) ) {
  25971. if ( action._cacheIndex === null ) {
  25972. // this action has been forgotten by the cache, but the user
  25973. // appears to be still using it -> rebind
  25974. var rootUuid = ( action._localRoot || this._root ).uuid,
  25975. clipUuid = action._clip.uuid,
  25976. actionsForClip = this._actionsByClip[ clipUuid ];
  25977. this._bindAction( action,
  25978. actionsForClip && actionsForClip.knownActions[ 0 ] );
  25979. this._addInactiveAction( action, clipUuid, rootUuid );
  25980. }
  25981. var bindings = action._propertyBindings;
  25982. // increment reference counts / sort out state
  25983. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25984. var binding = bindings[ i ];
  25985. if ( binding.useCount ++ === 0 ) {
  25986. this._lendBinding( binding );
  25987. binding.saveOriginalState();
  25988. }
  25989. }
  25990. this._lendAction( action );
  25991. }
  25992. },
  25993. _deactivateAction: function ( action ) {
  25994. if ( this._isActiveAction( action ) ) {
  25995. var bindings = action._propertyBindings;
  25996. // decrement reference counts / sort out state
  25997. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25998. var binding = bindings[ i ];
  25999. if ( -- binding.useCount === 0 ) {
  26000. binding.restoreOriginalState();
  26001. this._takeBackBinding( binding );
  26002. }
  26003. }
  26004. this._takeBackAction( action );
  26005. }
  26006. },
  26007. // Memory manager
  26008. _initMemoryManager: function () {
  26009. this._actions = []; // 'nActiveActions' followed by inactive ones
  26010. this._nActiveActions = 0;
  26011. this._actionsByClip = {};
  26012. // inside:
  26013. // {
  26014. // knownActions: Array< AnimationAction > - used as prototypes
  26015. // actionByRoot: AnimationAction - lookup
  26016. // }
  26017. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26018. this._nActiveBindings = 0;
  26019. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26020. this._controlInterpolants = []; // same game as above
  26021. this._nActiveControlInterpolants = 0;
  26022. var scope = this;
  26023. this.stats = {
  26024. actions: {
  26025. get total() {
  26026. return scope._actions.length;
  26027. },
  26028. get inUse() {
  26029. return scope._nActiveActions;
  26030. }
  26031. },
  26032. bindings: {
  26033. get total() {
  26034. return scope._bindings.length;
  26035. },
  26036. get inUse() {
  26037. return scope._nActiveBindings;
  26038. }
  26039. },
  26040. controlInterpolants: {
  26041. get total() {
  26042. return scope._controlInterpolants.length;
  26043. },
  26044. get inUse() {
  26045. return scope._nActiveControlInterpolants;
  26046. }
  26047. }
  26048. };
  26049. },
  26050. // Memory management for AnimationAction objects
  26051. _isActiveAction: function ( action ) {
  26052. var index = action._cacheIndex;
  26053. return index !== null && index < this._nActiveActions;
  26054. },
  26055. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26056. var actions = this._actions,
  26057. actionsByClip = this._actionsByClip,
  26058. actionsForClip = actionsByClip[ clipUuid ];
  26059. if ( actionsForClip === undefined ) {
  26060. actionsForClip = {
  26061. knownActions: [ action ],
  26062. actionByRoot: {}
  26063. };
  26064. action._byClipCacheIndex = 0;
  26065. actionsByClip[ clipUuid ] = actionsForClip;
  26066. } else {
  26067. var knownActions = actionsForClip.knownActions;
  26068. action._byClipCacheIndex = knownActions.length;
  26069. knownActions.push( action );
  26070. }
  26071. action._cacheIndex = actions.length;
  26072. actions.push( action );
  26073. actionsForClip.actionByRoot[ rootUuid ] = action;
  26074. },
  26075. _removeInactiveAction: function ( action ) {
  26076. var actions = this._actions,
  26077. lastInactiveAction = actions[ actions.length - 1 ],
  26078. cacheIndex = action._cacheIndex;
  26079. lastInactiveAction._cacheIndex = cacheIndex;
  26080. actions[ cacheIndex ] = lastInactiveAction;
  26081. actions.pop();
  26082. action._cacheIndex = null;
  26083. var clipUuid = action._clip.uuid,
  26084. actionsByClip = this._actionsByClip,
  26085. actionsForClip = actionsByClip[ clipUuid ],
  26086. knownActionsForClip = actionsForClip.knownActions,
  26087. lastKnownAction =
  26088. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26089. byClipCacheIndex = action._byClipCacheIndex;
  26090. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26091. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26092. knownActionsForClip.pop();
  26093. action._byClipCacheIndex = null;
  26094. var actionByRoot = actionsForClip.actionByRoot,
  26095. rootUuid = ( action._localRoot || this._root ).uuid;
  26096. delete actionByRoot[ rootUuid ];
  26097. if ( knownActionsForClip.length === 0 ) {
  26098. delete actionsByClip[ clipUuid ];
  26099. }
  26100. this._removeInactiveBindingsForAction( action );
  26101. },
  26102. _removeInactiveBindingsForAction: function ( action ) {
  26103. var bindings = action._propertyBindings;
  26104. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26105. var binding = bindings[ i ];
  26106. if ( -- binding.referenceCount === 0 ) {
  26107. this._removeInactiveBinding( binding );
  26108. }
  26109. }
  26110. },
  26111. _lendAction: function ( action ) {
  26112. // [ active actions | inactive actions ]
  26113. // [ active actions >| inactive actions ]
  26114. // s a
  26115. // <-swap->
  26116. // a s
  26117. var actions = this._actions,
  26118. prevIndex = action._cacheIndex,
  26119. lastActiveIndex = this._nActiveActions ++,
  26120. firstInactiveAction = actions[ lastActiveIndex ];
  26121. action._cacheIndex = lastActiveIndex;
  26122. actions[ lastActiveIndex ] = action;
  26123. firstInactiveAction._cacheIndex = prevIndex;
  26124. actions[ prevIndex ] = firstInactiveAction;
  26125. },
  26126. _takeBackAction: function ( action ) {
  26127. // [ active actions | inactive actions ]
  26128. // [ active actions |< inactive actions ]
  26129. // a s
  26130. // <-swap->
  26131. // s a
  26132. var actions = this._actions,
  26133. prevIndex = action._cacheIndex,
  26134. firstInactiveIndex = -- this._nActiveActions,
  26135. lastActiveAction = actions[ firstInactiveIndex ];
  26136. action._cacheIndex = firstInactiveIndex;
  26137. actions[ firstInactiveIndex ] = action;
  26138. lastActiveAction._cacheIndex = prevIndex;
  26139. actions[ prevIndex ] = lastActiveAction;
  26140. },
  26141. // Memory management for PropertyMixer objects
  26142. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26143. var bindingsByRoot = this._bindingsByRootAndName,
  26144. bindingByName = bindingsByRoot[ rootUuid ],
  26145. bindings = this._bindings;
  26146. if ( bindingByName === undefined ) {
  26147. bindingByName = {};
  26148. bindingsByRoot[ rootUuid ] = bindingByName;
  26149. }
  26150. bindingByName[ trackName ] = binding;
  26151. binding._cacheIndex = bindings.length;
  26152. bindings.push( binding );
  26153. },
  26154. _removeInactiveBinding: function ( binding ) {
  26155. var bindings = this._bindings,
  26156. propBinding = binding.binding,
  26157. rootUuid = propBinding.rootNode.uuid,
  26158. trackName = propBinding.path,
  26159. bindingsByRoot = this._bindingsByRootAndName,
  26160. bindingByName = bindingsByRoot[ rootUuid ],
  26161. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26162. cacheIndex = binding._cacheIndex;
  26163. lastInactiveBinding._cacheIndex = cacheIndex;
  26164. bindings[ cacheIndex ] = lastInactiveBinding;
  26165. bindings.pop();
  26166. delete bindingByName[ trackName ];
  26167. if ( Object.keys( bindingByName ).length === 0 ) {
  26168. delete bindingsByRoot[ rootUuid ];
  26169. }
  26170. },
  26171. _lendBinding: function ( binding ) {
  26172. var bindings = this._bindings,
  26173. prevIndex = binding._cacheIndex,
  26174. lastActiveIndex = this._nActiveBindings ++,
  26175. firstInactiveBinding = bindings[ lastActiveIndex ];
  26176. binding._cacheIndex = lastActiveIndex;
  26177. bindings[ lastActiveIndex ] = binding;
  26178. firstInactiveBinding._cacheIndex = prevIndex;
  26179. bindings[ prevIndex ] = firstInactiveBinding;
  26180. },
  26181. _takeBackBinding: function ( binding ) {
  26182. var bindings = this._bindings,
  26183. prevIndex = binding._cacheIndex,
  26184. firstInactiveIndex = -- this._nActiveBindings,
  26185. lastActiveBinding = bindings[ firstInactiveIndex ];
  26186. binding._cacheIndex = firstInactiveIndex;
  26187. bindings[ firstInactiveIndex ] = binding;
  26188. lastActiveBinding._cacheIndex = prevIndex;
  26189. bindings[ prevIndex ] = lastActiveBinding;
  26190. },
  26191. // Memory management of Interpolants for weight and time scale
  26192. _lendControlInterpolant: function () {
  26193. var interpolants = this._controlInterpolants,
  26194. lastActiveIndex = this._nActiveControlInterpolants ++,
  26195. interpolant = interpolants[ lastActiveIndex ];
  26196. if ( interpolant === undefined ) {
  26197. interpolant = new LinearInterpolant(
  26198. new Float32Array( 2 ), new Float32Array( 2 ),
  26199. 1, this._controlInterpolantsResultBuffer );
  26200. interpolant.__cacheIndex = lastActiveIndex;
  26201. interpolants[ lastActiveIndex ] = interpolant;
  26202. }
  26203. return interpolant;
  26204. },
  26205. _takeBackControlInterpolant: function ( interpolant ) {
  26206. var interpolants = this._controlInterpolants,
  26207. prevIndex = interpolant.__cacheIndex,
  26208. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26209. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26210. interpolant.__cacheIndex = firstInactiveIndex;
  26211. interpolants[ firstInactiveIndex ] = interpolant;
  26212. lastActiveInterpolant.__cacheIndex = prevIndex;
  26213. interpolants[ prevIndex ] = lastActiveInterpolant;
  26214. },
  26215. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26216. // return an action for a clip optionally using a custom root target
  26217. // object (this method allocates a lot of dynamic memory in case a
  26218. // previously unknown clip/root combination is specified)
  26219. clipAction: function ( clip, optionalRoot ) {
  26220. var root = optionalRoot || this._root,
  26221. rootUuid = root.uuid,
  26222. clipObject = typeof clip === 'string' ?
  26223. AnimationClip.findByName( root, clip ) : clip,
  26224. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26225. actionsForClip = this._actionsByClip[ clipUuid ],
  26226. prototypeAction = null;
  26227. if ( actionsForClip !== undefined ) {
  26228. var existingAction =
  26229. actionsForClip.actionByRoot[ rootUuid ];
  26230. if ( existingAction !== undefined ) {
  26231. return existingAction;
  26232. }
  26233. // we know the clip, so we don't have to parse all
  26234. // the bindings again but can just copy
  26235. prototypeAction = actionsForClip.knownActions[ 0 ];
  26236. // also, take the clip from the prototype action
  26237. if ( clipObject === null )
  26238. clipObject = prototypeAction._clip;
  26239. }
  26240. // clip must be known when specified via string
  26241. if ( clipObject === null ) return null;
  26242. // allocate all resources required to run it
  26243. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26244. this._bindAction( newAction, prototypeAction );
  26245. // and make the action known to the memory manager
  26246. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26247. return newAction;
  26248. },
  26249. // get an existing action
  26250. existingAction: function ( clip, optionalRoot ) {
  26251. var root = optionalRoot || this._root,
  26252. rootUuid = root.uuid,
  26253. clipObject = typeof clip === 'string' ?
  26254. AnimationClip.findByName( root, clip ) : clip,
  26255. clipUuid = clipObject ? clipObject.uuid : clip,
  26256. actionsForClip = this._actionsByClip[ clipUuid ];
  26257. if ( actionsForClip !== undefined ) {
  26258. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26259. }
  26260. return null;
  26261. },
  26262. // deactivates all previously scheduled actions
  26263. stopAllAction: function () {
  26264. var actions = this._actions,
  26265. nActions = this._nActiveActions,
  26266. bindings = this._bindings,
  26267. nBindings = this._nActiveBindings;
  26268. this._nActiveActions = 0;
  26269. this._nActiveBindings = 0;
  26270. for ( var i = 0; i !== nActions; ++ i ) {
  26271. actions[ i ].reset();
  26272. }
  26273. for ( var i = 0; i !== nBindings; ++ i ) {
  26274. bindings[ i ].useCount = 0;
  26275. }
  26276. return this;
  26277. },
  26278. // advance the time and update apply the animation
  26279. update: function ( deltaTime ) {
  26280. deltaTime *= this.timeScale;
  26281. var actions = this._actions,
  26282. nActions = this._nActiveActions,
  26283. time = this.time += deltaTime,
  26284. timeDirection = Math.sign( deltaTime ),
  26285. accuIndex = this._accuIndex ^= 1;
  26286. // run active actions
  26287. for ( var i = 0; i !== nActions; ++ i ) {
  26288. var action = actions[ i ];
  26289. action._update( time, deltaTime, timeDirection, accuIndex );
  26290. }
  26291. // update scene graph
  26292. var bindings = this._bindings,
  26293. nBindings = this._nActiveBindings;
  26294. for ( var i = 0; i !== nBindings; ++ i ) {
  26295. bindings[ i ].apply( accuIndex );
  26296. }
  26297. return this;
  26298. },
  26299. // return this mixer's root target object
  26300. getRoot: function () {
  26301. return this._root;
  26302. },
  26303. // free all resources specific to a particular clip
  26304. uncacheClip: function ( clip ) {
  26305. var actions = this._actions,
  26306. clipUuid = clip.uuid,
  26307. actionsByClip = this._actionsByClip,
  26308. actionsForClip = actionsByClip[ clipUuid ];
  26309. if ( actionsForClip !== undefined ) {
  26310. // note: just calling _removeInactiveAction would mess up the
  26311. // iteration state and also require updating the state we can
  26312. // just throw away
  26313. var actionsToRemove = actionsForClip.knownActions;
  26314. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26315. var action = actionsToRemove[ i ];
  26316. this._deactivateAction( action );
  26317. var cacheIndex = action._cacheIndex,
  26318. lastInactiveAction = actions[ actions.length - 1 ];
  26319. action._cacheIndex = null;
  26320. action._byClipCacheIndex = null;
  26321. lastInactiveAction._cacheIndex = cacheIndex;
  26322. actions[ cacheIndex ] = lastInactiveAction;
  26323. actions.pop();
  26324. this._removeInactiveBindingsForAction( action );
  26325. }
  26326. delete actionsByClip[ clipUuid ];
  26327. }
  26328. },
  26329. // free all resources specific to a particular root target object
  26330. uncacheRoot: function ( root ) {
  26331. var rootUuid = root.uuid,
  26332. actionsByClip = this._actionsByClip;
  26333. for ( var clipUuid in actionsByClip ) {
  26334. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26335. action = actionByRoot[ rootUuid ];
  26336. if ( action !== undefined ) {
  26337. this._deactivateAction( action );
  26338. this._removeInactiveAction( action );
  26339. }
  26340. }
  26341. var bindingsByRoot = this._bindingsByRootAndName,
  26342. bindingByName = bindingsByRoot[ rootUuid ];
  26343. if ( bindingByName !== undefined ) {
  26344. for ( var trackName in bindingByName ) {
  26345. var binding = bindingByName[ trackName ];
  26346. binding.restoreOriginalState();
  26347. this._removeInactiveBinding( binding );
  26348. }
  26349. }
  26350. },
  26351. // remove a targeted clip from the cache
  26352. uncacheAction: function ( clip, optionalRoot ) {
  26353. var action = this.existingAction( clip, optionalRoot );
  26354. if ( action !== null ) {
  26355. this._deactivateAction( action );
  26356. this._removeInactiveAction( action );
  26357. }
  26358. }
  26359. } );
  26360. /**
  26361. * @author mrdoob / http://mrdoob.com/
  26362. */
  26363. function Uniform( value ) {
  26364. if ( typeof value === 'string' ) {
  26365. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26366. value = arguments[ 1 ];
  26367. }
  26368. this.value = value;
  26369. }
  26370. Uniform.prototype.clone = function () {
  26371. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26372. };
  26373. /**
  26374. * @author benaadams / https://twitter.com/ben_a_adams
  26375. */
  26376. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26377. InterleavedBuffer.call( this, array, stride );
  26378. this.meshPerAttribute = meshPerAttribute || 1;
  26379. }
  26380. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26381. constructor: InstancedInterleavedBuffer,
  26382. isInstancedInterleavedBuffer: true,
  26383. copy: function ( source ) {
  26384. InterleavedBuffer.prototype.copy.call( this, source );
  26385. this.meshPerAttribute = source.meshPerAttribute;
  26386. return this;
  26387. }
  26388. } );
  26389. /**
  26390. * @author mrdoob / http://mrdoob.com/
  26391. * @author bhouston / http://clara.io/
  26392. * @author stephomi / http://stephaneginier.com/
  26393. */
  26394. function Raycaster( origin, direction, near, far ) {
  26395. this.ray = new Ray( origin, direction );
  26396. // direction is assumed to be normalized (for accurate distance calculations)
  26397. this.near = near || 0;
  26398. this.far = far || Infinity;
  26399. this.camera = null;
  26400. this.params = {
  26401. Mesh: {},
  26402. Line: {},
  26403. LOD: {},
  26404. Points: { threshold: 1 },
  26405. Sprite: {}
  26406. };
  26407. Object.defineProperties( this.params, {
  26408. PointCloud: {
  26409. get: function () {
  26410. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26411. return this.Points;
  26412. }
  26413. }
  26414. } );
  26415. }
  26416. function ascSort( a, b ) {
  26417. return a.distance - b.distance;
  26418. }
  26419. function intersectObject( object, raycaster, intersects, recursive ) {
  26420. if ( object.visible === false ) return;
  26421. object.raycast( raycaster, intersects );
  26422. if ( recursive === true ) {
  26423. var children = object.children;
  26424. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26425. intersectObject( children[ i ], raycaster, intersects, true );
  26426. }
  26427. }
  26428. }
  26429. Object.assign( Raycaster.prototype, {
  26430. linePrecision: 1,
  26431. set: function ( origin, direction ) {
  26432. // direction is assumed to be normalized (for accurate distance calculations)
  26433. this.ray.set( origin, direction );
  26434. },
  26435. setFromCamera: function ( coords, camera ) {
  26436. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26437. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26438. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26439. this.camera = camera;
  26440. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26441. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26442. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26443. this.camera = camera;
  26444. } else {
  26445. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26446. }
  26447. },
  26448. intersectObject: function ( object, recursive, optionalTarget ) {
  26449. var intersects = optionalTarget || [];
  26450. intersectObject( object, this, intersects, recursive );
  26451. intersects.sort( ascSort );
  26452. return intersects;
  26453. },
  26454. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26455. var intersects = optionalTarget || [];
  26456. if ( Array.isArray( objects ) === false ) {
  26457. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26458. return intersects;
  26459. }
  26460. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26461. intersectObject( objects[ i ], this, intersects, recursive );
  26462. }
  26463. intersects.sort( ascSort );
  26464. return intersects;
  26465. }
  26466. } );
  26467. /**
  26468. * @author bhouston / http://clara.io
  26469. * @author WestLangley / http://github.com/WestLangley
  26470. *
  26471. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26472. *
  26473. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26474. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26475. */
  26476. function Spherical( radius, phi, theta ) {
  26477. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26478. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26479. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26480. return this;
  26481. }
  26482. Object.assign( Spherical.prototype, {
  26483. set: function ( radius, phi, theta ) {
  26484. this.radius = radius;
  26485. this.phi = phi;
  26486. this.theta = theta;
  26487. return this;
  26488. },
  26489. clone: function () {
  26490. return new this.constructor().copy( this );
  26491. },
  26492. copy: function ( other ) {
  26493. this.radius = other.radius;
  26494. this.phi = other.phi;
  26495. this.theta = other.theta;
  26496. return this;
  26497. },
  26498. // restrict phi to be betwee EPS and PI-EPS
  26499. makeSafe: function () {
  26500. var EPS = 0.000001;
  26501. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26502. return this;
  26503. },
  26504. setFromVector3: function ( v ) {
  26505. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26506. },
  26507. setFromCartesianCoords: function ( x, y, z ) {
  26508. this.radius = Math.sqrt( x * x + y * y + z * z );
  26509. if ( this.radius === 0 ) {
  26510. this.theta = 0;
  26511. this.phi = 0;
  26512. } else {
  26513. this.theta = Math.atan2( x, z );
  26514. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26515. }
  26516. return this;
  26517. }
  26518. } );
  26519. /**
  26520. * @author Mugen87 / https://github.com/Mugen87
  26521. *
  26522. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26523. *
  26524. */
  26525. function Cylindrical( radius, theta, y ) {
  26526. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26527. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26528. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26529. return this;
  26530. }
  26531. Object.assign( Cylindrical.prototype, {
  26532. set: function ( radius, theta, y ) {
  26533. this.radius = radius;
  26534. this.theta = theta;
  26535. this.y = y;
  26536. return this;
  26537. },
  26538. clone: function () {
  26539. return new this.constructor().copy( this );
  26540. },
  26541. copy: function ( other ) {
  26542. this.radius = other.radius;
  26543. this.theta = other.theta;
  26544. this.y = other.y;
  26545. return this;
  26546. },
  26547. setFromVector3: function ( v ) {
  26548. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26549. },
  26550. setFromCartesianCoords: function ( x, y, z ) {
  26551. this.radius = Math.sqrt( x * x + z * z );
  26552. this.theta = Math.atan2( x, z );
  26553. this.y = y;
  26554. return this;
  26555. }
  26556. } );
  26557. /**
  26558. * @author bhouston / http://clara.io
  26559. */
  26560. var _vector$6 = new Vector2();
  26561. function Box2( min, max ) {
  26562. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26563. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26564. }
  26565. Object.assign( Box2.prototype, {
  26566. set: function ( min, max ) {
  26567. this.min.copy( min );
  26568. this.max.copy( max );
  26569. return this;
  26570. },
  26571. setFromPoints: function ( points ) {
  26572. this.makeEmpty();
  26573. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26574. this.expandByPoint( points[ i ] );
  26575. }
  26576. return this;
  26577. },
  26578. setFromCenterAndSize: function ( center, size ) {
  26579. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  26580. this.min.copy( center ).sub( halfSize );
  26581. this.max.copy( center ).add( halfSize );
  26582. return this;
  26583. },
  26584. clone: function () {
  26585. return new this.constructor().copy( this );
  26586. },
  26587. copy: function ( box ) {
  26588. this.min.copy( box.min );
  26589. this.max.copy( box.max );
  26590. return this;
  26591. },
  26592. makeEmpty: function () {
  26593. this.min.x = this.min.y = + Infinity;
  26594. this.max.x = this.max.y = - Infinity;
  26595. return this;
  26596. },
  26597. isEmpty: function () {
  26598. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26599. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26600. },
  26601. getCenter: function ( target ) {
  26602. if ( target === undefined ) {
  26603. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26604. target = new Vector2();
  26605. }
  26606. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26607. },
  26608. getSize: function ( target ) {
  26609. if ( target === undefined ) {
  26610. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26611. target = new Vector2();
  26612. }
  26613. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26614. },
  26615. expandByPoint: function ( point ) {
  26616. this.min.min( point );
  26617. this.max.max( point );
  26618. return this;
  26619. },
  26620. expandByVector: function ( vector ) {
  26621. this.min.sub( vector );
  26622. this.max.add( vector );
  26623. return this;
  26624. },
  26625. expandByScalar: function ( scalar ) {
  26626. this.min.addScalar( - scalar );
  26627. this.max.addScalar( scalar );
  26628. return this;
  26629. },
  26630. containsPoint: function ( point ) {
  26631. return point.x < this.min.x || point.x > this.max.x ||
  26632. point.y < this.min.y || point.y > this.max.y ? false : true;
  26633. },
  26634. containsBox: function ( box ) {
  26635. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26636. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26637. },
  26638. getParameter: function ( point, target ) {
  26639. // This can potentially have a divide by zero if the box
  26640. // has a size dimension of 0.
  26641. if ( target === undefined ) {
  26642. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26643. target = new Vector2();
  26644. }
  26645. return target.set(
  26646. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26647. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26648. );
  26649. },
  26650. intersectsBox: function ( box ) {
  26651. // using 4 splitting planes to rule out intersections
  26652. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26653. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26654. },
  26655. clampPoint: function ( point, target ) {
  26656. if ( target === undefined ) {
  26657. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26658. target = new Vector2();
  26659. }
  26660. return target.copy( point ).clamp( this.min, this.max );
  26661. },
  26662. distanceToPoint: function ( point ) {
  26663. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  26664. return clampedPoint.sub( point ).length();
  26665. },
  26666. intersect: function ( box ) {
  26667. this.min.max( box.min );
  26668. this.max.min( box.max );
  26669. return this;
  26670. },
  26671. union: function ( box ) {
  26672. this.min.min( box.min );
  26673. this.max.max( box.max );
  26674. return this;
  26675. },
  26676. translate: function ( offset ) {
  26677. this.min.add( offset );
  26678. this.max.add( offset );
  26679. return this;
  26680. },
  26681. equals: function ( box ) {
  26682. return box.min.equals( this.min ) && box.max.equals( this.max );
  26683. }
  26684. } );
  26685. /**
  26686. * @author bhouston / http://clara.io
  26687. */
  26688. var _startP = new Vector3();
  26689. var _startEnd = new Vector3();
  26690. function Line3( start, end ) {
  26691. this.start = ( start !== undefined ) ? start : new Vector3();
  26692. this.end = ( end !== undefined ) ? end : new Vector3();
  26693. }
  26694. Object.assign( Line3.prototype, {
  26695. set: function ( start, end ) {
  26696. this.start.copy( start );
  26697. this.end.copy( end );
  26698. return this;
  26699. },
  26700. clone: function () {
  26701. return new this.constructor().copy( this );
  26702. },
  26703. copy: function ( line ) {
  26704. this.start.copy( line.start );
  26705. this.end.copy( line.end );
  26706. return this;
  26707. },
  26708. getCenter: function ( target ) {
  26709. if ( target === undefined ) {
  26710. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26711. target = new Vector3();
  26712. }
  26713. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26714. },
  26715. delta: function ( target ) {
  26716. if ( target === undefined ) {
  26717. console.warn( 'THREE.Line3: .delta() target is now required' );
  26718. target = new Vector3();
  26719. }
  26720. return target.subVectors( this.end, this.start );
  26721. },
  26722. distanceSq: function () {
  26723. return this.start.distanceToSquared( this.end );
  26724. },
  26725. distance: function () {
  26726. return this.start.distanceTo( this.end );
  26727. },
  26728. at: function ( t, target ) {
  26729. if ( target === undefined ) {
  26730. console.warn( 'THREE.Line3: .at() target is now required' );
  26731. target = new Vector3();
  26732. }
  26733. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26734. },
  26735. closestPointToPointParameter: function ( point, clampToLine ) {
  26736. _startP.subVectors( point, this.start );
  26737. _startEnd.subVectors( this.end, this.start );
  26738. var startEnd2 = _startEnd.dot( _startEnd );
  26739. var startEnd_startP = _startEnd.dot( _startP );
  26740. var t = startEnd_startP / startEnd2;
  26741. if ( clampToLine ) {
  26742. t = _Math.clamp( t, 0, 1 );
  26743. }
  26744. return t;
  26745. },
  26746. closestPointToPoint: function ( point, clampToLine, target ) {
  26747. var t = this.closestPointToPointParameter( point, clampToLine );
  26748. if ( target === undefined ) {
  26749. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  26750. target = new Vector3();
  26751. }
  26752. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26753. },
  26754. applyMatrix4: function ( matrix ) {
  26755. this.start.applyMatrix4( matrix );
  26756. this.end.applyMatrix4( matrix );
  26757. return this;
  26758. },
  26759. equals: function ( line ) {
  26760. return line.start.equals( this.start ) && line.end.equals( this.end );
  26761. }
  26762. } );
  26763. /**
  26764. * @author alteredq / http://alteredqualia.com/
  26765. */
  26766. function ImmediateRenderObject( material ) {
  26767. Object3D.call( this );
  26768. this.material = material;
  26769. this.render = function ( /* renderCallback */ ) {};
  26770. }
  26771. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  26772. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26773. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26774. /**
  26775. * @author mrdoob / http://mrdoob.com/
  26776. * @author WestLangley / http://github.com/WestLangley
  26777. */
  26778. var _v1$5 = new Vector3();
  26779. var _v2$3 = new Vector3();
  26780. var _normalMatrix$1 = new Matrix3();
  26781. var _keys = [ 'a', 'b', 'c' ];
  26782. function VertexNormalsHelper( object, size, hex, linewidth ) {
  26783. this.object = object;
  26784. this.size = ( size !== undefined ) ? size : 1;
  26785. var color = ( hex !== undefined ) ? hex : 0xff0000;
  26786. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26787. //
  26788. var nNormals = 0;
  26789. var objGeometry = this.object.geometry;
  26790. if ( objGeometry && objGeometry.isGeometry ) {
  26791. nNormals = objGeometry.faces.length * 3;
  26792. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26793. nNormals = objGeometry.attributes.normal.count;
  26794. }
  26795. //
  26796. var geometry = new BufferGeometry();
  26797. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26798. geometry.addAttribute( 'position', positions );
  26799. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26800. //
  26801. this.matrixAutoUpdate = false;
  26802. this.update();
  26803. }
  26804. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26805. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  26806. VertexNormalsHelper.prototype.update = function () {
  26807. this.object.updateMatrixWorld( true );
  26808. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  26809. var matrixWorld = this.object.matrixWorld;
  26810. var position = this.geometry.attributes.position;
  26811. //
  26812. var objGeometry = this.object.geometry;
  26813. if ( objGeometry && objGeometry.isGeometry ) {
  26814. var vertices = objGeometry.vertices;
  26815. var faces = objGeometry.faces;
  26816. var idx = 0;
  26817. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26818. var face = faces[ i ];
  26819. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  26820. var vertex = vertices[ face[ _keys[ j ] ] ];
  26821. var normal = face.vertexNormals[ j ];
  26822. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  26823. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  26824. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  26825. idx = idx + 1;
  26826. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  26827. idx = idx + 1;
  26828. }
  26829. }
  26830. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26831. var objPos = objGeometry.attributes.position;
  26832. var objNorm = objGeometry.attributes.normal;
  26833. var idx = 0;
  26834. // for simplicity, ignore index and drawcalls, and render every normal
  26835. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  26836. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  26837. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  26838. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  26839. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  26840. idx = idx + 1;
  26841. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  26842. idx = idx + 1;
  26843. }
  26844. }
  26845. position.needsUpdate = true;
  26846. };
  26847. /**
  26848. * @author alteredq / http://alteredqualia.com/
  26849. * @author mrdoob / http://mrdoob.com/
  26850. * @author WestLangley / http://github.com/WestLangley
  26851. */
  26852. var _vector$7 = new Vector3();
  26853. function SpotLightHelper( light, color ) {
  26854. Object3D.call( this );
  26855. this.light = light;
  26856. this.light.updateMatrixWorld();
  26857. this.matrix = light.matrixWorld;
  26858. this.matrixAutoUpdate = false;
  26859. this.color = color;
  26860. var geometry = new BufferGeometry();
  26861. var positions = [
  26862. 0, 0, 0, 0, 0, 1,
  26863. 0, 0, 0, 1, 0, 1,
  26864. 0, 0, 0, - 1, 0, 1,
  26865. 0, 0, 0, 0, 1, 1,
  26866. 0, 0, 0, 0, - 1, 1
  26867. ];
  26868. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  26869. var p1 = ( i / l ) * Math.PI * 2;
  26870. var p2 = ( j / l ) * Math.PI * 2;
  26871. positions.push(
  26872. Math.cos( p1 ), Math.sin( p1 ), 1,
  26873. Math.cos( p2 ), Math.sin( p2 ), 1
  26874. );
  26875. }
  26876. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26877. var material = new LineBasicMaterial( { fog: false } );
  26878. this.cone = new LineSegments( geometry, material );
  26879. this.add( this.cone );
  26880. this.update();
  26881. }
  26882. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  26883. SpotLightHelper.prototype.constructor = SpotLightHelper;
  26884. SpotLightHelper.prototype.dispose = function () {
  26885. this.cone.geometry.dispose();
  26886. this.cone.material.dispose();
  26887. };
  26888. SpotLightHelper.prototype.update = function () {
  26889. this.light.updateMatrixWorld();
  26890. var coneLength = this.light.distance ? this.light.distance : 1000;
  26891. var coneWidth = coneLength * Math.tan( this.light.angle );
  26892. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  26893. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  26894. this.cone.lookAt( _vector$7 );
  26895. if ( this.color !== undefined ) {
  26896. this.cone.material.color.set( this.color );
  26897. } else {
  26898. this.cone.material.color.copy( this.light.color );
  26899. }
  26900. };
  26901. /**
  26902. * @author Sean Griffin / http://twitter.com/sgrif
  26903. * @author Michael Guerrero / http://realitymeltdown.com
  26904. * @author mrdoob / http://mrdoob.com/
  26905. * @author ikerr / http://verold.com
  26906. * @author Mugen87 / https://github.com/Mugen87
  26907. */
  26908. var _vector$8 = new Vector3();
  26909. var _boneMatrix = new Matrix4();
  26910. var _matrixWorldInv = new Matrix4();
  26911. function getBoneList( object ) {
  26912. var boneList = [];
  26913. if ( object && object.isBone ) {
  26914. boneList.push( object );
  26915. }
  26916. for ( var i = 0; i < object.children.length; i ++ ) {
  26917. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  26918. }
  26919. return boneList;
  26920. }
  26921. function SkeletonHelper( object ) {
  26922. var bones = getBoneList( object );
  26923. var geometry = new BufferGeometry();
  26924. var vertices = [];
  26925. var colors = [];
  26926. var color1 = new Color( 0, 0, 1 );
  26927. var color2 = new Color( 0, 1, 0 );
  26928. for ( var i = 0; i < bones.length; i ++ ) {
  26929. var bone = bones[ i ];
  26930. if ( bone.parent && bone.parent.isBone ) {
  26931. vertices.push( 0, 0, 0 );
  26932. vertices.push( 0, 0, 0 );
  26933. colors.push( color1.r, color1.g, color1.b );
  26934. colors.push( color2.r, color2.g, color2.b );
  26935. }
  26936. }
  26937. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26938. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26939. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  26940. LineSegments.call( this, geometry, material );
  26941. this.root = object;
  26942. this.bones = bones;
  26943. this.matrix = object.matrixWorld;
  26944. this.matrixAutoUpdate = false;
  26945. }
  26946. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  26947. SkeletonHelper.prototype.constructor = SkeletonHelper;
  26948. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  26949. var bones = this.bones;
  26950. var geometry = this.geometry;
  26951. var position = geometry.getAttribute( 'position' );
  26952. _matrixWorldInv.getInverse( this.root.matrixWorld );
  26953. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  26954. var bone = bones[ i ];
  26955. if ( bone.parent && bone.parent.isBone ) {
  26956. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  26957. _vector$8.setFromMatrixPosition( _boneMatrix );
  26958. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  26959. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  26960. _vector$8.setFromMatrixPosition( _boneMatrix );
  26961. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  26962. j += 2;
  26963. }
  26964. }
  26965. geometry.getAttribute( 'position' ).needsUpdate = true;
  26966. Object3D.prototype.updateMatrixWorld.call( this, force );
  26967. };
  26968. /**
  26969. * @author alteredq / http://alteredqualia.com/
  26970. * @author mrdoob / http://mrdoob.com/
  26971. */
  26972. function PointLightHelper( light, sphereSize, color ) {
  26973. this.light = light;
  26974. this.light.updateMatrixWorld();
  26975. this.color = color;
  26976. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  26977. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26978. Mesh.call( this, geometry, material );
  26979. this.matrix = this.light.matrixWorld;
  26980. this.matrixAutoUpdate = false;
  26981. this.update();
  26982. /*
  26983. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  26984. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  26985. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  26986. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  26987. var d = light.distance;
  26988. if ( d === 0.0 ) {
  26989. this.lightDistance.visible = false;
  26990. } else {
  26991. this.lightDistance.scale.set( d, d, d );
  26992. }
  26993. this.add( this.lightDistance );
  26994. */
  26995. }
  26996. PointLightHelper.prototype = Object.create( Mesh.prototype );
  26997. PointLightHelper.prototype.constructor = PointLightHelper;
  26998. PointLightHelper.prototype.dispose = function () {
  26999. this.geometry.dispose();
  27000. this.material.dispose();
  27001. };
  27002. PointLightHelper.prototype.update = function () {
  27003. if ( this.color !== undefined ) {
  27004. this.material.color.set( this.color );
  27005. } else {
  27006. this.material.color.copy( this.light.color );
  27007. }
  27008. /*
  27009. var d = this.light.distance;
  27010. if ( d === 0.0 ) {
  27011. this.lightDistance.visible = false;
  27012. } else {
  27013. this.lightDistance.visible = true;
  27014. this.lightDistance.scale.set( d, d, d );
  27015. }
  27016. */
  27017. };
  27018. /**
  27019. * @author abelnation / http://github.com/abelnation
  27020. * @author Mugen87 / http://github.com/Mugen87
  27021. * @author WestLangley / http://github.com/WestLangley
  27022. *
  27023. * This helper must be added as a child of the light
  27024. */
  27025. function RectAreaLightHelper( light, color ) {
  27026. this.type = 'RectAreaLightHelper';
  27027. this.light = light;
  27028. this.color = color; // optional hardwired color for the helper
  27029. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27030. var geometry = new BufferGeometry();
  27031. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27032. geometry.computeBoundingSphere();
  27033. var material = new LineBasicMaterial( { fog: false } );
  27034. Line.call( this, geometry, material );
  27035. //
  27036. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27037. var geometry2 = new BufferGeometry();
  27038. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27039. geometry2.computeBoundingSphere();
  27040. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27041. this.update();
  27042. }
  27043. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27044. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27045. RectAreaLightHelper.prototype.update = function () {
  27046. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27047. if ( this.color !== undefined ) {
  27048. this.material.color.set( this.color );
  27049. this.children[ 0 ].material.color.set( this.color );
  27050. } else {
  27051. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27052. // prevent hue shift
  27053. var c = this.material.color;
  27054. var max = Math.max( c.r, c.g, c.b );
  27055. if ( max > 1 ) c.multiplyScalar( 1 / max );
  27056. this.children[ 0 ].material.color.copy( this.material.color );
  27057. }
  27058. };
  27059. RectAreaLightHelper.prototype.dispose = function () {
  27060. this.geometry.dispose();
  27061. this.material.dispose();
  27062. this.children[ 0 ].geometry.dispose();
  27063. this.children[ 0 ].material.dispose();
  27064. };
  27065. /**
  27066. * @author alteredq / http://alteredqualia.com/
  27067. * @author mrdoob / http://mrdoob.com/
  27068. * @author Mugen87 / https://github.com/Mugen87
  27069. */
  27070. var _vector$9 = new Vector3();
  27071. var _color1 = new Color();
  27072. var _color2 = new Color();
  27073. function HemisphereLightHelper( light, size, color ) {
  27074. Object3D.call( this );
  27075. this.light = light;
  27076. this.light.updateMatrixWorld();
  27077. this.matrix = light.matrixWorld;
  27078. this.matrixAutoUpdate = false;
  27079. this.color = color;
  27080. var geometry = new OctahedronBufferGeometry( size );
  27081. geometry.rotateY( Math.PI * 0.5 );
  27082. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27083. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  27084. var position = geometry.getAttribute( 'position' );
  27085. var colors = new Float32Array( position.count * 3 );
  27086. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27087. this.add( new Mesh( geometry, this.material ) );
  27088. this.update();
  27089. }
  27090. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27091. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27092. HemisphereLightHelper.prototype.dispose = function () {
  27093. this.children[ 0 ].geometry.dispose();
  27094. this.children[ 0 ].material.dispose();
  27095. };
  27096. HemisphereLightHelper.prototype.update = function () {
  27097. var mesh = this.children[ 0 ];
  27098. if ( this.color !== undefined ) {
  27099. this.material.color.set( this.color );
  27100. } else {
  27101. var colors = mesh.geometry.getAttribute( 'color' );
  27102. _color1.copy( this.light.color );
  27103. _color2.copy( this.light.groundColor );
  27104. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27105. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27106. colors.setXYZ( i, color.r, color.g, color.b );
  27107. }
  27108. colors.needsUpdate = true;
  27109. }
  27110. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27111. };
  27112. /**
  27113. * @author WestLangley / http://github.com/WestLangley
  27114. */
  27115. function LightProbeHelper( lightProbe, size ) {
  27116. this.lightProbe = lightProbe;
  27117. this.size = size;
  27118. var defines = {};
  27119. defines[ 'GAMMA_OUTPUT' ] = "";
  27120. // material
  27121. var material = new ShaderMaterial( {
  27122. defines: defines,
  27123. uniforms: {
  27124. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27125. intensity: { value: this.lightProbe.intensity }
  27126. },
  27127. vertexShader: [
  27128. 'varying vec3 vNormal;',
  27129. 'void main() {',
  27130. ' vNormal = normalize( normalMatrix * normal );',
  27131. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27132. '}',
  27133. ].join( '\n' ),
  27134. fragmentShader: [
  27135. '#define RECIPROCAL_PI 0.318309886',
  27136. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27137. ' // matrix is assumed to be orthogonal',
  27138. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27139. '}',
  27140. 'vec3 linearToOutput( in vec3 a ) {',
  27141. ' #ifdef GAMMA_OUTPUT',
  27142. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27143. ' #else',
  27144. ' return a;',
  27145. ' #endif',
  27146. '}',
  27147. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27148. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27149. ' // normal is assumed to have unit length',
  27150. ' float x = normal.x, y = normal.y, z = normal.z;',
  27151. ' // band 0',
  27152. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27153. ' // band 1',
  27154. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27155. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27156. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27157. ' // band 2',
  27158. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27159. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27160. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27161. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27162. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27163. ' return result;',
  27164. '}',
  27165. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27166. 'uniform float intensity; // light probe intensity',
  27167. 'varying vec3 vNormal;',
  27168. 'void main() {',
  27169. ' vec3 normal = normalize( vNormal );',
  27170. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27171. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27172. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27173. ' outgoingLight = linearToOutput( outgoingLight );',
  27174. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27175. '}'
  27176. ].join( '\n' )
  27177. } );
  27178. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27179. Mesh.call( this, geometry, material );
  27180. this.onBeforeRender();
  27181. }
  27182. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27183. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27184. LightProbeHelper.prototype.dispose = function () {
  27185. this.geometry.dispose();
  27186. this.material.dispose();
  27187. };
  27188. LightProbeHelper.prototype.onBeforeRender = function () {
  27189. this.position.copy( this.lightProbe.position );
  27190. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27191. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27192. };
  27193. /**
  27194. * @author mrdoob / http://mrdoob.com/
  27195. */
  27196. function GridHelper( size, divisions, color1, color2 ) {
  27197. size = size || 10;
  27198. divisions = divisions || 10;
  27199. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27200. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27201. var center = divisions / 2;
  27202. var step = size / divisions;
  27203. var halfSize = size / 2;
  27204. var vertices = [], colors = [];
  27205. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27206. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27207. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27208. var color = i === center ? color1 : color2;
  27209. color.toArray( colors, j ); j += 3;
  27210. color.toArray( colors, j ); j += 3;
  27211. color.toArray( colors, j ); j += 3;
  27212. color.toArray( colors, j ); j += 3;
  27213. }
  27214. var geometry = new BufferGeometry();
  27215. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27216. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27217. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27218. LineSegments.call( this, geometry, material );
  27219. }
  27220. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27221. constructor: GridHelper,
  27222. copy: function ( source ) {
  27223. LineSegments.prototype.copy.call( this, source );
  27224. this.geometry.copy( source.geometry );
  27225. this.material.copy( source.material );
  27226. return this;
  27227. },
  27228. clone: function () {
  27229. return new this.constructor().copy( this );
  27230. }
  27231. } );
  27232. /**
  27233. * @author mrdoob / http://mrdoob.com/
  27234. * @author Mugen87 / http://github.com/Mugen87
  27235. * @author Hectate / http://www.github.com/Hectate
  27236. */
  27237. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27238. radius = radius || 10;
  27239. radials = radials || 16;
  27240. circles = circles || 8;
  27241. divisions = divisions || 64;
  27242. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27243. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27244. var vertices = [];
  27245. var colors = [];
  27246. var x, z;
  27247. var v, i, j, r, color;
  27248. // create the radials
  27249. for ( i = 0; i <= radials; i ++ ) {
  27250. v = ( i / radials ) * ( Math.PI * 2 );
  27251. x = Math.sin( v ) * radius;
  27252. z = Math.cos( v ) * radius;
  27253. vertices.push( 0, 0, 0 );
  27254. vertices.push( x, 0, z );
  27255. color = ( i & 1 ) ? color1 : color2;
  27256. colors.push( color.r, color.g, color.b );
  27257. colors.push( color.r, color.g, color.b );
  27258. }
  27259. // create the circles
  27260. for ( i = 0; i <= circles; i ++ ) {
  27261. color = ( i & 1 ) ? color1 : color2;
  27262. r = radius - ( radius / circles * i );
  27263. for ( j = 0; j < divisions; j ++ ) {
  27264. // first vertex
  27265. v = ( j / divisions ) * ( Math.PI * 2 );
  27266. x = Math.sin( v ) * r;
  27267. z = Math.cos( v ) * r;
  27268. vertices.push( x, 0, z );
  27269. colors.push( color.r, color.g, color.b );
  27270. // second vertex
  27271. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27272. x = Math.sin( v ) * r;
  27273. z = Math.cos( v ) * r;
  27274. vertices.push( x, 0, z );
  27275. colors.push( color.r, color.g, color.b );
  27276. }
  27277. }
  27278. var geometry = new BufferGeometry();
  27279. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27280. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27281. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27282. LineSegments.call( this, geometry, material );
  27283. }
  27284. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27285. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27286. /**
  27287. * @author Mugen87 / http://github.com/Mugen87
  27288. */
  27289. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27290. this.audio = audio;
  27291. this.range = range || 1;
  27292. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27293. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27294. var geometry = new BufferGeometry();
  27295. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27296. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27297. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27298. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27299. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27300. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27301. this.update();
  27302. }
  27303. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27304. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27305. PositionalAudioHelper.prototype.update = function () {
  27306. var audio = this.audio;
  27307. var range = this.range;
  27308. var divisionsInnerAngle = this.divisionsInnerAngle;
  27309. var divisionsOuterAngle = this.divisionsOuterAngle;
  27310. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27311. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27312. var halfConeInnerAngle = coneInnerAngle / 2;
  27313. var halfConeOuterAngle = coneOuterAngle / 2;
  27314. var start = 0;
  27315. var count = 0;
  27316. var i, stride;
  27317. var geometry = this.geometry;
  27318. var positionAttribute = geometry.attributes.position;
  27319. geometry.clearGroups();
  27320. //
  27321. function generateSegment( from, to, divisions, materialIndex ) {
  27322. var step = ( to - from ) / divisions;
  27323. positionAttribute.setXYZ( start, 0, 0, 0 );
  27324. count ++;
  27325. for ( i = from; i < to; i += step ) {
  27326. stride = start + count;
  27327. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27328. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27329. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27330. count += 3;
  27331. }
  27332. geometry.addGroup( start, count, materialIndex );
  27333. start += count;
  27334. count = 0;
  27335. }
  27336. //
  27337. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27338. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27339. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27340. //
  27341. positionAttribute.needsUpdate = true;
  27342. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  27343. };
  27344. PositionalAudioHelper.prototype.dispose = function () {
  27345. this.geometry.dispose();
  27346. this.material[ 0 ].dispose();
  27347. this.material[ 1 ].dispose();
  27348. };
  27349. /**
  27350. * @author mrdoob / http://mrdoob.com/
  27351. * @author WestLangley / http://github.com/WestLangley
  27352. */
  27353. var _v1$6 = new Vector3();
  27354. var _v2$4 = new Vector3();
  27355. var _normalMatrix$2 = new Matrix3();
  27356. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27357. // FaceNormalsHelper only supports THREE.Geometry
  27358. this.object = object;
  27359. this.size = ( size !== undefined ) ? size : 1;
  27360. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27361. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27362. //
  27363. var nNormals = 0;
  27364. var objGeometry = this.object.geometry;
  27365. if ( objGeometry && objGeometry.isGeometry ) {
  27366. nNormals = objGeometry.faces.length;
  27367. } else {
  27368. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27369. }
  27370. //
  27371. var geometry = new BufferGeometry();
  27372. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27373. geometry.addAttribute( 'position', positions );
  27374. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27375. //
  27376. this.matrixAutoUpdate = false;
  27377. this.update();
  27378. }
  27379. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27380. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27381. FaceNormalsHelper.prototype.update = function () {
  27382. this.object.updateMatrixWorld( true );
  27383. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27384. var matrixWorld = this.object.matrixWorld;
  27385. var position = this.geometry.attributes.position;
  27386. //
  27387. var objGeometry = this.object.geometry;
  27388. var vertices = objGeometry.vertices;
  27389. var faces = objGeometry.faces;
  27390. var idx = 0;
  27391. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27392. var face = faces[ i ];
  27393. var normal = face.normal;
  27394. _v1$6.copy( vertices[ face.a ] )
  27395. .add( vertices[ face.b ] )
  27396. .add( vertices[ face.c ] )
  27397. .divideScalar( 3 )
  27398. .applyMatrix4( matrixWorld );
  27399. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  27400. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27401. idx = idx + 1;
  27402. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27403. idx = idx + 1;
  27404. }
  27405. position.needsUpdate = true;
  27406. };
  27407. /**
  27408. * @author alteredq / http://alteredqualia.com/
  27409. * @author mrdoob / http://mrdoob.com/
  27410. * @author WestLangley / http://github.com/WestLangley
  27411. */
  27412. var _v1$7 = new Vector3();
  27413. var _v2$5 = new Vector3();
  27414. var _v3$1 = new Vector3();
  27415. function DirectionalLightHelper( light, size, color ) {
  27416. Object3D.call( this );
  27417. this.light = light;
  27418. this.light.updateMatrixWorld();
  27419. this.matrix = light.matrixWorld;
  27420. this.matrixAutoUpdate = false;
  27421. this.color = color;
  27422. if ( size === undefined ) size = 1;
  27423. var geometry = new BufferGeometry();
  27424. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27425. - size, size, 0,
  27426. size, size, 0,
  27427. size, - size, 0,
  27428. - size, - size, 0,
  27429. - size, size, 0
  27430. ], 3 ) );
  27431. var material = new LineBasicMaterial( { fog: false } );
  27432. this.lightPlane = new Line( geometry, material );
  27433. this.add( this.lightPlane );
  27434. geometry = new BufferGeometry();
  27435. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27436. this.targetLine = new Line( geometry, material );
  27437. this.add( this.targetLine );
  27438. this.update();
  27439. }
  27440. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27441. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27442. DirectionalLightHelper.prototype.dispose = function () {
  27443. this.lightPlane.geometry.dispose();
  27444. this.lightPlane.material.dispose();
  27445. this.targetLine.geometry.dispose();
  27446. this.targetLine.material.dispose();
  27447. };
  27448. DirectionalLightHelper.prototype.update = function () {
  27449. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  27450. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27451. _v3$1.subVectors( _v2$5, _v1$7 );
  27452. this.lightPlane.lookAt( _v2$5 );
  27453. if ( this.color !== undefined ) {
  27454. this.lightPlane.material.color.set( this.color );
  27455. this.targetLine.material.color.set( this.color );
  27456. } else {
  27457. this.lightPlane.material.color.copy( this.light.color );
  27458. this.targetLine.material.color.copy( this.light.color );
  27459. }
  27460. this.targetLine.lookAt( _v2$5 );
  27461. this.targetLine.scale.z = _v3$1.length();
  27462. };
  27463. /**
  27464. * @author alteredq / http://alteredqualia.com/
  27465. * @author Mugen87 / https://github.com/Mugen87
  27466. *
  27467. * - shows frustum, line of sight and up of the camera
  27468. * - suitable for fast updates
  27469. * - based on frustum visualization in lightgl.js shadowmap example
  27470. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27471. */
  27472. var _vector$a = new Vector3();
  27473. var _camera = new Camera();
  27474. function CameraHelper( camera ) {
  27475. var geometry = new BufferGeometry();
  27476. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27477. var vertices = [];
  27478. var colors = [];
  27479. var pointMap = {};
  27480. // colors
  27481. var colorFrustum = new Color( 0xffaa00 );
  27482. var colorCone = new Color( 0xff0000 );
  27483. var colorUp = new Color( 0x00aaff );
  27484. var colorTarget = new Color( 0xffffff );
  27485. var colorCross = new Color( 0x333333 );
  27486. // near
  27487. addLine( 'n1', 'n2', colorFrustum );
  27488. addLine( 'n2', 'n4', colorFrustum );
  27489. addLine( 'n4', 'n3', colorFrustum );
  27490. addLine( 'n3', 'n1', colorFrustum );
  27491. // far
  27492. addLine( 'f1', 'f2', colorFrustum );
  27493. addLine( 'f2', 'f4', colorFrustum );
  27494. addLine( 'f4', 'f3', colorFrustum );
  27495. addLine( 'f3', 'f1', colorFrustum );
  27496. // sides
  27497. addLine( 'n1', 'f1', colorFrustum );
  27498. addLine( 'n2', 'f2', colorFrustum );
  27499. addLine( 'n3', 'f3', colorFrustum );
  27500. addLine( 'n4', 'f4', colorFrustum );
  27501. // cone
  27502. addLine( 'p', 'n1', colorCone );
  27503. addLine( 'p', 'n2', colorCone );
  27504. addLine( 'p', 'n3', colorCone );
  27505. addLine( 'p', 'n4', colorCone );
  27506. // up
  27507. addLine( 'u1', 'u2', colorUp );
  27508. addLine( 'u2', 'u3', colorUp );
  27509. addLine( 'u3', 'u1', colorUp );
  27510. // target
  27511. addLine( 'c', 't', colorTarget );
  27512. addLine( 'p', 'c', colorCross );
  27513. // cross
  27514. addLine( 'cn1', 'cn2', colorCross );
  27515. addLine( 'cn3', 'cn4', colorCross );
  27516. addLine( 'cf1', 'cf2', colorCross );
  27517. addLine( 'cf3', 'cf4', colorCross );
  27518. function addLine( a, b, color ) {
  27519. addPoint( a, color );
  27520. addPoint( b, color );
  27521. }
  27522. function addPoint( id, color ) {
  27523. vertices.push( 0, 0, 0 );
  27524. colors.push( color.r, color.g, color.b );
  27525. if ( pointMap[ id ] === undefined ) {
  27526. pointMap[ id ] = [];
  27527. }
  27528. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27529. }
  27530. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27531. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27532. LineSegments.call( this, geometry, material );
  27533. this.camera = camera;
  27534. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27535. this.matrix = camera.matrixWorld;
  27536. this.matrixAutoUpdate = false;
  27537. this.pointMap = pointMap;
  27538. this.update();
  27539. }
  27540. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27541. CameraHelper.prototype.constructor = CameraHelper;
  27542. CameraHelper.prototype.update = function () {
  27543. var geometry = this.geometry;
  27544. var pointMap = this.pointMap;
  27545. var w = 1, h = 1;
  27546. // we need just camera projection matrix inverse
  27547. // world matrix must be identity
  27548. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27549. // center / target
  27550. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27551. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27552. // near
  27553. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27554. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27555. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27556. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27557. // far
  27558. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27559. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27560. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27561. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27562. // up
  27563. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27564. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27565. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27566. // cross
  27567. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27568. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27569. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27570. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27571. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27572. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27573. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27574. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27575. geometry.getAttribute( 'position' ).needsUpdate = true;
  27576. };
  27577. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27578. _vector$a.set( x, y, z ).unproject( camera );
  27579. var points = pointMap[ point ];
  27580. if ( points !== undefined ) {
  27581. var position = geometry.getAttribute( 'position' );
  27582. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27583. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  27584. }
  27585. }
  27586. }
  27587. /**
  27588. * @author mrdoob / http://mrdoob.com/
  27589. * @author Mugen87 / http://github.com/Mugen87
  27590. */
  27591. var _box$2 = new Box3();
  27592. function BoxHelper( object, color ) {
  27593. this.object = object;
  27594. if ( color === undefined ) color = 0xffff00;
  27595. 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 ] );
  27596. var positions = new Float32Array( 8 * 3 );
  27597. var geometry = new BufferGeometry();
  27598. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27599. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27600. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27601. this.matrixAutoUpdate = false;
  27602. this.update();
  27603. }
  27604. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27605. BoxHelper.prototype.constructor = BoxHelper;
  27606. BoxHelper.prototype.update = function ( object ) {
  27607. if ( object !== undefined ) {
  27608. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27609. }
  27610. if ( this.object !== undefined ) {
  27611. _box$2.setFromObject( this.object );
  27612. }
  27613. if ( _box$2.isEmpty() ) return;
  27614. var min = _box$2.min;
  27615. var max = _box$2.max;
  27616. /*
  27617. 5____4
  27618. 1/___0/|
  27619. | 6__|_7
  27620. 2/___3/
  27621. 0: max.x, max.y, max.z
  27622. 1: min.x, max.y, max.z
  27623. 2: min.x, min.y, max.z
  27624. 3: max.x, min.y, max.z
  27625. 4: max.x, max.y, min.z
  27626. 5: min.x, max.y, min.z
  27627. 6: min.x, min.y, min.z
  27628. 7: max.x, min.y, min.z
  27629. */
  27630. var position = this.geometry.attributes.position;
  27631. var array = position.array;
  27632. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27633. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27634. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27635. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27636. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27637. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27638. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27639. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27640. position.needsUpdate = true;
  27641. this.geometry.computeBoundingSphere();
  27642. };
  27643. BoxHelper.prototype.setFromObject = function ( object ) {
  27644. this.object = object;
  27645. this.update();
  27646. return this;
  27647. };
  27648. BoxHelper.prototype.copy = function ( source ) {
  27649. LineSegments.prototype.copy.call( this, source );
  27650. this.object = source.object;
  27651. return this;
  27652. };
  27653. BoxHelper.prototype.clone = function () {
  27654. return new this.constructor().copy( this );
  27655. };
  27656. /**
  27657. * @author WestLangley / http://github.com/WestLangley
  27658. */
  27659. function Box3Helper( box, color ) {
  27660. this.type = 'Box3Helper';
  27661. this.box = box;
  27662. color = color || 0xffff00;
  27663. 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 ] );
  27664. 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 ];
  27665. var geometry = new BufferGeometry();
  27666. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27667. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27668. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27669. this.geometry.computeBoundingSphere();
  27670. }
  27671. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27672. Box3Helper.prototype.constructor = Box3Helper;
  27673. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27674. var box = this.box;
  27675. if ( box.isEmpty() ) return;
  27676. box.getCenter( this.position );
  27677. box.getSize( this.scale );
  27678. this.scale.multiplyScalar( 0.5 );
  27679. Object3D.prototype.updateMatrixWorld.call( this, force );
  27680. };
  27681. /**
  27682. * @author WestLangley / http://github.com/WestLangley
  27683. */
  27684. function PlaneHelper( plane, size, hex ) {
  27685. this.type = 'PlaneHelper';
  27686. this.plane = plane;
  27687. this.size = ( size === undefined ) ? 1 : size;
  27688. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27689. 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 ];
  27690. var geometry = new BufferGeometry();
  27691. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27692. geometry.computeBoundingSphere();
  27693. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27694. //
  27695. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27696. var geometry2 = new BufferGeometry();
  27697. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27698. geometry2.computeBoundingSphere();
  27699. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27700. }
  27701. PlaneHelper.prototype = Object.create( Line.prototype );
  27702. PlaneHelper.prototype.constructor = PlaneHelper;
  27703. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27704. var scale = - this.plane.constant;
  27705. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27706. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27707. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27708. this.lookAt( this.plane.normal );
  27709. Object3D.prototype.updateMatrixWorld.call( this, force );
  27710. };
  27711. /**
  27712. * @author WestLangley / http://github.com/WestLangley
  27713. * @author zz85 / http://github.com/zz85
  27714. * @author bhouston / http://clara.io
  27715. *
  27716. * Creates an arrow for visualizing directions
  27717. *
  27718. * Parameters:
  27719. * dir - Vector3
  27720. * origin - Vector3
  27721. * length - Number
  27722. * color - color in hex value
  27723. * headLength - Number
  27724. * headWidth - Number
  27725. */
  27726. var _axis = new Vector3();
  27727. var _lineGeometry, _coneGeometry;
  27728. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27729. // dir is assumed to be normalized
  27730. Object3D.call( this );
  27731. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  27732. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  27733. if ( length === undefined ) length = 1;
  27734. if ( color === undefined ) color = 0xffff00;
  27735. if ( headLength === undefined ) headLength = 0.2 * length;
  27736. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27737. if ( _lineGeometry === undefined ) {
  27738. _lineGeometry = new BufferGeometry();
  27739. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  27740. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  27741. _coneGeometry.translate( 0, - 0.5, 0 );
  27742. }
  27743. this.position.copy( origin );
  27744. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  27745. this.line.matrixAutoUpdate = false;
  27746. this.add( this.line );
  27747. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  27748. this.cone.matrixAutoUpdate = false;
  27749. this.add( this.cone );
  27750. this.setDirection( dir );
  27751. this.setLength( length, headLength, headWidth );
  27752. }
  27753. ArrowHelper.prototype = Object.create( Object3D.prototype );
  27754. ArrowHelper.prototype.constructor = ArrowHelper;
  27755. ArrowHelper.prototype.setDirection = function ( dir ) {
  27756. // dir is assumed to be normalized
  27757. if ( dir.y > 0.99999 ) {
  27758. this.quaternion.set( 0, 0, 0, 1 );
  27759. } else if ( dir.y < - 0.99999 ) {
  27760. this.quaternion.set( 1, 0, 0, 0 );
  27761. } else {
  27762. _axis.set( dir.z, 0, - dir.x ).normalize();
  27763. var radians = Math.acos( dir.y );
  27764. this.quaternion.setFromAxisAngle( _axis, radians );
  27765. }
  27766. };
  27767. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  27768. if ( headLength === undefined ) headLength = 0.2 * length;
  27769. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27770. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  27771. this.line.updateMatrix();
  27772. this.cone.scale.set( headWidth, headLength, headWidth );
  27773. this.cone.position.y = length;
  27774. this.cone.updateMatrix();
  27775. };
  27776. ArrowHelper.prototype.setColor = function ( color ) {
  27777. this.line.material.color.set( color );
  27778. this.cone.material.color.set( color );
  27779. };
  27780. ArrowHelper.prototype.copy = function ( source ) {
  27781. Object3D.prototype.copy.call( this, source, false );
  27782. this.line.copy( source.line );
  27783. this.cone.copy( source.cone );
  27784. return this;
  27785. };
  27786. ArrowHelper.prototype.clone = function () {
  27787. return new this.constructor().copy( this );
  27788. };
  27789. /**
  27790. * @author sroucheray / http://sroucheray.org/
  27791. * @author mrdoob / http://mrdoob.com/
  27792. */
  27793. function AxesHelper( size ) {
  27794. size = size || 1;
  27795. var vertices = [
  27796. 0, 0, 0, size, 0, 0,
  27797. 0, 0, 0, 0, size, 0,
  27798. 0, 0, 0, 0, 0, size
  27799. ];
  27800. var colors = [
  27801. 1, 0, 0, 1, 0.6, 0,
  27802. 0, 1, 0, 0.6, 1, 0,
  27803. 0, 0, 1, 0, 0.6, 1
  27804. ];
  27805. var geometry = new BufferGeometry();
  27806. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27807. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27808. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27809. LineSegments.call( this, geometry, material );
  27810. }
  27811. AxesHelper.prototype = Object.create( LineSegments.prototype );
  27812. AxesHelper.prototype.constructor = AxesHelper;
  27813. /**
  27814. * @author mrdoob / http://mrdoob.com/
  27815. */
  27816. function Face4( a, b, c, d, normal, color, materialIndex ) {
  27817. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  27818. return new Face3( a, b, c, normal, color, materialIndex );
  27819. }
  27820. var LineStrip = 0;
  27821. var LinePieces = 1;
  27822. function MeshFaceMaterial( materials ) {
  27823. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  27824. return materials;
  27825. }
  27826. function MultiMaterial( materials ) {
  27827. if ( materials === undefined ) materials = [];
  27828. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  27829. materials.isMultiMaterial = true;
  27830. materials.materials = materials;
  27831. materials.clone = function () {
  27832. return materials.slice();
  27833. };
  27834. return materials;
  27835. }
  27836. function PointCloud( geometry, material ) {
  27837. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  27838. return new Points( geometry, material );
  27839. }
  27840. function Particle( material ) {
  27841. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  27842. return new Sprite( material );
  27843. }
  27844. function ParticleSystem( geometry, material ) {
  27845. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  27846. return new Points( geometry, material );
  27847. }
  27848. function PointCloudMaterial( parameters ) {
  27849. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  27850. return new PointsMaterial( parameters );
  27851. }
  27852. function ParticleBasicMaterial( parameters ) {
  27853. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  27854. return new PointsMaterial( parameters );
  27855. }
  27856. function ParticleSystemMaterial( parameters ) {
  27857. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  27858. return new PointsMaterial( parameters );
  27859. }
  27860. function Vertex( x, y, z ) {
  27861. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  27862. return new Vector3( x, y, z );
  27863. }
  27864. //
  27865. function DynamicBufferAttribute( array, itemSize ) {
  27866. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  27867. return new BufferAttribute( array, itemSize ).setDynamic( true );
  27868. }
  27869. function Int8Attribute( array, itemSize ) {
  27870. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  27871. return new Int8BufferAttribute( array, itemSize );
  27872. }
  27873. function Uint8Attribute( array, itemSize ) {
  27874. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  27875. return new Uint8BufferAttribute( array, itemSize );
  27876. }
  27877. function Uint8ClampedAttribute( array, itemSize ) {
  27878. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  27879. return new Uint8ClampedBufferAttribute( array, itemSize );
  27880. }
  27881. function Int16Attribute( array, itemSize ) {
  27882. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  27883. return new Int16BufferAttribute( array, itemSize );
  27884. }
  27885. function Uint16Attribute( array, itemSize ) {
  27886. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  27887. return new Uint16BufferAttribute( array, itemSize );
  27888. }
  27889. function Int32Attribute( array, itemSize ) {
  27890. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  27891. return new Int32BufferAttribute( array, itemSize );
  27892. }
  27893. function Uint32Attribute( array, itemSize ) {
  27894. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  27895. return new Uint32BufferAttribute( array, itemSize );
  27896. }
  27897. function Float32Attribute( array, itemSize ) {
  27898. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  27899. return new Float32BufferAttribute( array, itemSize );
  27900. }
  27901. function Float64Attribute( array, itemSize ) {
  27902. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  27903. return new Float64BufferAttribute( array, itemSize );
  27904. }
  27905. //
  27906. Curve.create = function ( construct, getPoint ) {
  27907. console.log( 'THREE.Curve.create() has been deprecated' );
  27908. construct.prototype = Object.create( Curve.prototype );
  27909. construct.prototype.constructor = construct;
  27910. construct.prototype.getPoint = getPoint;
  27911. return construct;
  27912. };
  27913. //
  27914. Object.assign( CurvePath.prototype, {
  27915. createPointsGeometry: function ( divisions ) {
  27916. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27917. // generate geometry from path points (for Line or Points objects)
  27918. var pts = this.getPoints( divisions );
  27919. return this.createGeometry( pts );
  27920. },
  27921. createSpacedPointsGeometry: function ( divisions ) {
  27922. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27923. // generate geometry from equidistant sampling along the path
  27924. var pts = this.getSpacedPoints( divisions );
  27925. return this.createGeometry( pts );
  27926. },
  27927. createGeometry: function ( points ) {
  27928. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27929. var geometry = new Geometry();
  27930. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27931. var point = points[ i ];
  27932. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  27933. }
  27934. return geometry;
  27935. }
  27936. } );
  27937. //
  27938. Object.assign( Path.prototype, {
  27939. fromPoints: function ( points ) {
  27940. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  27941. this.setFromPoints( points );
  27942. }
  27943. } );
  27944. //
  27945. function ClosedSplineCurve3( points ) {
  27946. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27947. CatmullRomCurve3.call( this, points );
  27948. this.type = 'catmullrom';
  27949. this.closed = true;
  27950. }
  27951. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27952. //
  27953. function SplineCurve3( points ) {
  27954. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27955. CatmullRomCurve3.call( this, points );
  27956. this.type = 'catmullrom';
  27957. }
  27958. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27959. //
  27960. function Spline( points ) {
  27961. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  27962. CatmullRomCurve3.call( this, points );
  27963. this.type = 'catmullrom';
  27964. }
  27965. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  27966. Object.assign( Spline.prototype, {
  27967. initFromArray: function ( /* a */ ) {
  27968. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  27969. },
  27970. getControlPointsArray: function ( /* optionalTarget */ ) {
  27971. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  27972. },
  27973. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  27974. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  27975. }
  27976. } );
  27977. //
  27978. function AxisHelper( size ) {
  27979. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  27980. return new AxesHelper( size );
  27981. }
  27982. function BoundingBoxHelper( object, color ) {
  27983. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  27984. return new BoxHelper( object, color );
  27985. }
  27986. function EdgesHelper( object, hex ) {
  27987. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  27988. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27989. }
  27990. GridHelper.prototype.setColors = function () {
  27991. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  27992. };
  27993. SkeletonHelper.prototype.update = function () {
  27994. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  27995. };
  27996. function WireframeHelper( object, hex ) {
  27997. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  27998. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27999. }
  28000. //
  28001. Object.assign( Loader.prototype, {
  28002. extractUrlBase: function ( url ) {
  28003. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28004. return LoaderUtils.extractUrlBase( url );
  28005. }
  28006. } );
  28007. function XHRLoader( manager ) {
  28008. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28009. return new FileLoader( manager );
  28010. }
  28011. function BinaryTextureLoader( manager ) {
  28012. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28013. return new DataTextureLoader( manager );
  28014. }
  28015. Object.assign( ObjectLoader.prototype, {
  28016. setTexturePath: function ( value ) {
  28017. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28018. return this.setResourcePath( value );
  28019. }
  28020. } );
  28021. //
  28022. Object.assign( Box2.prototype, {
  28023. center: function ( optionalTarget ) {
  28024. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28025. return this.getCenter( optionalTarget );
  28026. },
  28027. empty: function () {
  28028. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28029. return this.isEmpty();
  28030. },
  28031. isIntersectionBox: function ( box ) {
  28032. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28033. return this.intersectsBox( box );
  28034. },
  28035. size: function ( optionalTarget ) {
  28036. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28037. return this.getSize( optionalTarget );
  28038. }
  28039. } );
  28040. Object.assign( Box3.prototype, {
  28041. center: function ( optionalTarget ) {
  28042. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28043. return this.getCenter( optionalTarget );
  28044. },
  28045. empty: function () {
  28046. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28047. return this.isEmpty();
  28048. },
  28049. isIntersectionBox: function ( box ) {
  28050. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28051. return this.intersectsBox( box );
  28052. },
  28053. isIntersectionSphere: function ( sphere ) {
  28054. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28055. return this.intersectsSphere( sphere );
  28056. },
  28057. size: function ( optionalTarget ) {
  28058. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28059. return this.getSize( optionalTarget );
  28060. }
  28061. } );
  28062. Line3.prototype.center = function ( optionalTarget ) {
  28063. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28064. return this.getCenter( optionalTarget );
  28065. };
  28066. Object.assign( _Math, {
  28067. random16: function () {
  28068. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28069. return Math.random();
  28070. },
  28071. nearestPowerOfTwo: function ( value ) {
  28072. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28073. return _Math.floorPowerOfTwo( value );
  28074. },
  28075. nextPowerOfTwo: function ( value ) {
  28076. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28077. return _Math.ceilPowerOfTwo( value );
  28078. }
  28079. } );
  28080. Object.assign( Matrix3.prototype, {
  28081. flattenToArrayOffset: function ( array, offset ) {
  28082. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28083. return this.toArray( array, offset );
  28084. },
  28085. multiplyVector3: function ( vector ) {
  28086. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28087. return vector.applyMatrix3( this );
  28088. },
  28089. multiplyVector3Array: function ( /* a */ ) {
  28090. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28091. },
  28092. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28093. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28094. return this.applyToBufferAttribute( buffer );
  28095. },
  28096. applyToVector3Array: function ( /* array, offset, length */ ) {
  28097. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28098. }
  28099. } );
  28100. Object.assign( Matrix4.prototype, {
  28101. extractPosition: function ( m ) {
  28102. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28103. return this.copyPosition( m );
  28104. },
  28105. flattenToArrayOffset: function ( array, offset ) {
  28106. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28107. return this.toArray( array, offset );
  28108. },
  28109. getPosition: function () {
  28110. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28111. return new Vector3().setFromMatrixColumn( this, 3 );
  28112. },
  28113. setRotationFromQuaternion: function ( q ) {
  28114. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28115. return this.makeRotationFromQuaternion( q );
  28116. },
  28117. multiplyToArray: function () {
  28118. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28119. },
  28120. multiplyVector3: function ( vector ) {
  28121. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28122. return vector.applyMatrix4( this );
  28123. },
  28124. multiplyVector4: function ( vector ) {
  28125. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28126. return vector.applyMatrix4( this );
  28127. },
  28128. multiplyVector3Array: function ( /* a */ ) {
  28129. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28130. },
  28131. rotateAxis: function ( v ) {
  28132. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28133. v.transformDirection( this );
  28134. },
  28135. crossVector: function ( vector ) {
  28136. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28137. return vector.applyMatrix4( this );
  28138. },
  28139. translate: function () {
  28140. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28141. },
  28142. rotateX: function () {
  28143. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28144. },
  28145. rotateY: function () {
  28146. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28147. },
  28148. rotateZ: function () {
  28149. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28150. },
  28151. rotateByAxis: function () {
  28152. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28153. },
  28154. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28155. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28156. return this.applyToBufferAttribute( buffer );
  28157. },
  28158. applyToVector3Array: function ( /* array, offset, length */ ) {
  28159. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28160. },
  28161. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28162. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28163. return this.makePerspective( left, right, top, bottom, near, far );
  28164. }
  28165. } );
  28166. Plane.prototype.isIntersectionLine = function ( line ) {
  28167. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28168. return this.intersectsLine( line );
  28169. };
  28170. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28171. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28172. return vector.applyQuaternion( this );
  28173. };
  28174. Object.assign( Ray.prototype, {
  28175. isIntersectionBox: function ( box ) {
  28176. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28177. return this.intersectsBox( box );
  28178. },
  28179. isIntersectionPlane: function ( plane ) {
  28180. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28181. return this.intersectsPlane( plane );
  28182. },
  28183. isIntersectionSphere: function ( sphere ) {
  28184. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28185. return this.intersectsSphere( sphere );
  28186. }
  28187. } );
  28188. Object.assign( Triangle.prototype, {
  28189. area: function () {
  28190. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28191. return this.getArea();
  28192. },
  28193. barycoordFromPoint: function ( point, target ) {
  28194. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28195. return this.getBarycoord( point, target );
  28196. },
  28197. midpoint: function ( target ) {
  28198. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28199. return this.getMidpoint( target );
  28200. },
  28201. normal: function ( target ) {
  28202. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28203. return this.getNormal( target );
  28204. },
  28205. plane: function ( target ) {
  28206. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28207. return this.getPlane( target );
  28208. }
  28209. } );
  28210. Object.assign( Triangle, {
  28211. barycoordFromPoint: function ( point, a, b, c, target ) {
  28212. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28213. return Triangle.getBarycoord( point, a, b, c, target );
  28214. },
  28215. normal: function ( a, b, c, target ) {
  28216. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28217. return Triangle.getNormal( a, b, c, target );
  28218. }
  28219. } );
  28220. Object.assign( Shape.prototype, {
  28221. extractAllPoints: function ( divisions ) {
  28222. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28223. return this.extractPoints( divisions );
  28224. },
  28225. extrude: function ( options ) {
  28226. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28227. return new ExtrudeGeometry( this, options );
  28228. },
  28229. makeGeometry: function ( options ) {
  28230. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28231. return new ShapeGeometry( this, options );
  28232. }
  28233. } );
  28234. Object.assign( Vector2.prototype, {
  28235. fromAttribute: function ( attribute, index, offset ) {
  28236. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28237. return this.fromBufferAttribute( attribute, index, offset );
  28238. },
  28239. distanceToManhattan: function ( v ) {
  28240. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28241. return this.manhattanDistanceTo( v );
  28242. },
  28243. lengthManhattan: function () {
  28244. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28245. return this.manhattanLength();
  28246. }
  28247. } );
  28248. Object.assign( Vector3.prototype, {
  28249. setEulerFromRotationMatrix: function () {
  28250. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28251. },
  28252. setEulerFromQuaternion: function () {
  28253. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28254. },
  28255. getPositionFromMatrix: function ( m ) {
  28256. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28257. return this.setFromMatrixPosition( m );
  28258. },
  28259. getScaleFromMatrix: function ( m ) {
  28260. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28261. return this.setFromMatrixScale( m );
  28262. },
  28263. getColumnFromMatrix: function ( index, matrix ) {
  28264. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28265. return this.setFromMatrixColumn( matrix, index );
  28266. },
  28267. applyProjection: function ( m ) {
  28268. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28269. return this.applyMatrix4( m );
  28270. },
  28271. fromAttribute: function ( attribute, index, offset ) {
  28272. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28273. return this.fromBufferAttribute( attribute, index, offset );
  28274. },
  28275. distanceToManhattan: function ( v ) {
  28276. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28277. return this.manhattanDistanceTo( v );
  28278. },
  28279. lengthManhattan: function () {
  28280. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28281. return this.manhattanLength();
  28282. }
  28283. } );
  28284. Object.assign( Vector4.prototype, {
  28285. fromAttribute: function ( attribute, index, offset ) {
  28286. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28287. return this.fromBufferAttribute( attribute, index, offset );
  28288. },
  28289. lengthManhattan: function () {
  28290. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28291. return this.manhattanLength();
  28292. }
  28293. } );
  28294. //
  28295. Object.assign( Geometry.prototype, {
  28296. computeTangents: function () {
  28297. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28298. },
  28299. computeLineDistances: function () {
  28300. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28301. }
  28302. } );
  28303. Object.assign( Object3D.prototype, {
  28304. getChildByName: function ( name ) {
  28305. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28306. return this.getObjectByName( name );
  28307. },
  28308. renderDepth: function () {
  28309. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28310. },
  28311. translate: function ( distance, axis ) {
  28312. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28313. return this.translateOnAxis( axis, distance );
  28314. },
  28315. getWorldRotation: function () {
  28316. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28317. }
  28318. } );
  28319. Object.defineProperties( Object3D.prototype, {
  28320. eulerOrder: {
  28321. get: function () {
  28322. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28323. return this.rotation.order;
  28324. },
  28325. set: function ( value ) {
  28326. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28327. this.rotation.order = value;
  28328. }
  28329. },
  28330. useQuaternion: {
  28331. get: function () {
  28332. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28333. },
  28334. set: function () {
  28335. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28336. }
  28337. }
  28338. } );
  28339. Object.defineProperties( LOD.prototype, {
  28340. objects: {
  28341. get: function () {
  28342. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28343. return this.levels;
  28344. }
  28345. }
  28346. } );
  28347. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28348. get: function () {
  28349. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28350. },
  28351. set: function () {
  28352. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28353. }
  28354. } );
  28355. SkinnedMesh.prototype.initBones = function () {
  28356. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28357. };
  28358. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28359. get: function () {
  28360. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28361. return this.arcLengthDivisions;
  28362. },
  28363. set: function ( value ) {
  28364. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28365. this.arcLengthDivisions = value;
  28366. }
  28367. } );
  28368. //
  28369. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28370. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28371. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28372. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28373. this.setFocalLength( focalLength );
  28374. };
  28375. //
  28376. Object.defineProperties( Light.prototype, {
  28377. onlyShadow: {
  28378. set: function () {
  28379. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28380. }
  28381. },
  28382. shadowCameraFov: {
  28383. set: function ( value ) {
  28384. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28385. this.shadow.camera.fov = value;
  28386. }
  28387. },
  28388. shadowCameraLeft: {
  28389. set: function ( value ) {
  28390. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28391. this.shadow.camera.left = value;
  28392. }
  28393. },
  28394. shadowCameraRight: {
  28395. set: function ( value ) {
  28396. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28397. this.shadow.camera.right = value;
  28398. }
  28399. },
  28400. shadowCameraTop: {
  28401. set: function ( value ) {
  28402. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28403. this.shadow.camera.top = value;
  28404. }
  28405. },
  28406. shadowCameraBottom: {
  28407. set: function ( value ) {
  28408. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28409. this.shadow.camera.bottom = value;
  28410. }
  28411. },
  28412. shadowCameraNear: {
  28413. set: function ( value ) {
  28414. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28415. this.shadow.camera.near = value;
  28416. }
  28417. },
  28418. shadowCameraFar: {
  28419. set: function ( value ) {
  28420. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28421. this.shadow.camera.far = value;
  28422. }
  28423. },
  28424. shadowCameraVisible: {
  28425. set: function () {
  28426. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28427. }
  28428. },
  28429. shadowBias: {
  28430. set: function ( value ) {
  28431. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28432. this.shadow.bias = value;
  28433. }
  28434. },
  28435. shadowDarkness: {
  28436. set: function () {
  28437. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28438. }
  28439. },
  28440. shadowMapWidth: {
  28441. set: function ( value ) {
  28442. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28443. this.shadow.mapSize.width = value;
  28444. }
  28445. },
  28446. shadowMapHeight: {
  28447. set: function ( value ) {
  28448. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28449. this.shadow.mapSize.height = value;
  28450. }
  28451. }
  28452. } );
  28453. //
  28454. Object.defineProperties( BufferAttribute.prototype, {
  28455. length: {
  28456. get: function () {
  28457. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28458. return this.array.length;
  28459. }
  28460. },
  28461. copyIndicesArray: function ( /* indices */ ) {
  28462. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28463. }
  28464. } );
  28465. Object.assign( BufferGeometry.prototype, {
  28466. addIndex: function ( index ) {
  28467. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28468. this.setIndex( index );
  28469. },
  28470. addDrawCall: function ( start, count, indexOffset ) {
  28471. if ( indexOffset !== undefined ) {
  28472. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28473. }
  28474. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28475. this.addGroup( start, count );
  28476. },
  28477. clearDrawCalls: function () {
  28478. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28479. this.clearGroups();
  28480. },
  28481. computeTangents: function () {
  28482. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28483. },
  28484. computeOffsets: function () {
  28485. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28486. }
  28487. } );
  28488. Object.defineProperties( BufferGeometry.prototype, {
  28489. drawcalls: {
  28490. get: function () {
  28491. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28492. return this.groups;
  28493. }
  28494. },
  28495. offsets: {
  28496. get: function () {
  28497. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28498. return this.groups;
  28499. }
  28500. }
  28501. } );
  28502. //
  28503. Object.assign( ExtrudeBufferGeometry.prototype, {
  28504. getArrays: function () {
  28505. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28506. },
  28507. addShapeList: function () {
  28508. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28509. },
  28510. addShape: function () {
  28511. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28512. }
  28513. } );
  28514. //
  28515. Object.defineProperties( Uniform.prototype, {
  28516. dynamic: {
  28517. set: function () {
  28518. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28519. }
  28520. },
  28521. onUpdate: {
  28522. value: function () {
  28523. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28524. return this;
  28525. }
  28526. }
  28527. } );
  28528. //
  28529. Object.defineProperties( Material.prototype, {
  28530. wrapAround: {
  28531. get: function () {
  28532. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28533. },
  28534. set: function () {
  28535. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28536. }
  28537. },
  28538. overdraw: {
  28539. get: function () {
  28540. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28541. },
  28542. set: function () {
  28543. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28544. }
  28545. },
  28546. wrapRGB: {
  28547. get: function () {
  28548. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28549. return new Color();
  28550. }
  28551. },
  28552. shading: {
  28553. get: function () {
  28554. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28555. },
  28556. set: function ( value ) {
  28557. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28558. this.flatShading = ( value === FlatShading );
  28559. }
  28560. }
  28561. } );
  28562. Object.defineProperties( MeshPhongMaterial.prototype, {
  28563. metal: {
  28564. get: function () {
  28565. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28566. return false;
  28567. },
  28568. set: function () {
  28569. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28570. }
  28571. }
  28572. } );
  28573. Object.defineProperties( ShaderMaterial.prototype, {
  28574. derivatives: {
  28575. get: function () {
  28576. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28577. return this.extensions.derivatives;
  28578. },
  28579. set: function ( value ) {
  28580. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28581. this.extensions.derivatives = value;
  28582. }
  28583. }
  28584. } );
  28585. //
  28586. Object.assign( WebGLRenderer.prototype, {
  28587. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28588. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28589. this.setRenderTarget( renderTarget );
  28590. this.clear( color, depth, stencil );
  28591. },
  28592. animate: function ( callback ) {
  28593. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28594. this.setAnimationLoop( callback );
  28595. },
  28596. getCurrentRenderTarget: function () {
  28597. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28598. return this.getRenderTarget();
  28599. },
  28600. getMaxAnisotropy: function () {
  28601. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28602. return this.capabilities.getMaxAnisotropy();
  28603. },
  28604. getPrecision: function () {
  28605. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28606. return this.capabilities.precision;
  28607. },
  28608. resetGLState: function () {
  28609. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28610. return this.state.reset();
  28611. },
  28612. supportsFloatTextures: function () {
  28613. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28614. return this.extensions.get( 'OES_texture_float' );
  28615. },
  28616. supportsHalfFloatTextures: function () {
  28617. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28618. return this.extensions.get( 'OES_texture_half_float' );
  28619. },
  28620. supportsStandardDerivatives: function () {
  28621. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28622. return this.extensions.get( 'OES_standard_derivatives' );
  28623. },
  28624. supportsCompressedTextureS3TC: function () {
  28625. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28626. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28627. },
  28628. supportsCompressedTexturePVRTC: function () {
  28629. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28630. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28631. },
  28632. supportsBlendMinMax: function () {
  28633. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28634. return this.extensions.get( 'EXT_blend_minmax' );
  28635. },
  28636. supportsVertexTextures: function () {
  28637. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28638. return this.capabilities.vertexTextures;
  28639. },
  28640. supportsInstancedArrays: function () {
  28641. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28642. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28643. },
  28644. enableScissorTest: function ( boolean ) {
  28645. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28646. this.setScissorTest( boolean );
  28647. },
  28648. initMaterial: function () {
  28649. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28650. },
  28651. addPrePlugin: function () {
  28652. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28653. },
  28654. addPostPlugin: function () {
  28655. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28656. },
  28657. updateShadowMap: function () {
  28658. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28659. },
  28660. setFaceCulling: function () {
  28661. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28662. },
  28663. allocTextureUnit: function () {
  28664. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  28665. },
  28666. setTexture: function () {
  28667. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  28668. },
  28669. setTexture2D: function () {
  28670. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  28671. },
  28672. setTextureCube: function () {
  28673. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  28674. },
  28675. getActiveMipMapLevel: function () {
  28676. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  28677. return this.getActiveMipmapLevel();
  28678. }
  28679. } );
  28680. Object.defineProperties( WebGLRenderer.prototype, {
  28681. shadowMapEnabled: {
  28682. get: function () {
  28683. return this.shadowMap.enabled;
  28684. },
  28685. set: function ( value ) {
  28686. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28687. this.shadowMap.enabled = value;
  28688. }
  28689. },
  28690. shadowMapType: {
  28691. get: function () {
  28692. return this.shadowMap.type;
  28693. },
  28694. set: function ( value ) {
  28695. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28696. this.shadowMap.type = value;
  28697. }
  28698. },
  28699. shadowMapCullFace: {
  28700. get: function () {
  28701. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28702. return undefined;
  28703. },
  28704. set: function ( /* value */ ) {
  28705. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28706. }
  28707. },
  28708. context: {
  28709. get: function () {
  28710. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  28711. return this.getContext();
  28712. }
  28713. }
  28714. } );
  28715. Object.defineProperties( WebGLShadowMap.prototype, {
  28716. cullFace: {
  28717. get: function () {
  28718. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28719. return undefined;
  28720. },
  28721. set: function ( /* cullFace */ ) {
  28722. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28723. }
  28724. },
  28725. renderReverseSided: {
  28726. get: function () {
  28727. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28728. return undefined;
  28729. },
  28730. set: function () {
  28731. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28732. }
  28733. },
  28734. renderSingleSided: {
  28735. get: function () {
  28736. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28737. return undefined;
  28738. },
  28739. set: function () {
  28740. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28741. }
  28742. }
  28743. } );
  28744. //
  28745. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  28746. activeCubeFace: {
  28747. set: function ( /* value */ ) {
  28748. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  28749. }
  28750. },
  28751. activeMipMapLevel: {
  28752. set: function ( /* value */ ) {
  28753. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  28754. }
  28755. }
  28756. } );
  28757. //
  28758. Object.defineProperties( WebGLRenderTarget.prototype, {
  28759. wrapS: {
  28760. get: function () {
  28761. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28762. return this.texture.wrapS;
  28763. },
  28764. set: function ( value ) {
  28765. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28766. this.texture.wrapS = value;
  28767. }
  28768. },
  28769. wrapT: {
  28770. get: function () {
  28771. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28772. return this.texture.wrapT;
  28773. },
  28774. set: function ( value ) {
  28775. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28776. this.texture.wrapT = value;
  28777. }
  28778. },
  28779. magFilter: {
  28780. get: function () {
  28781. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28782. return this.texture.magFilter;
  28783. },
  28784. set: function ( value ) {
  28785. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28786. this.texture.magFilter = value;
  28787. }
  28788. },
  28789. minFilter: {
  28790. get: function () {
  28791. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28792. return this.texture.minFilter;
  28793. },
  28794. set: function ( value ) {
  28795. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28796. this.texture.minFilter = value;
  28797. }
  28798. },
  28799. anisotropy: {
  28800. get: function () {
  28801. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28802. return this.texture.anisotropy;
  28803. },
  28804. set: function ( value ) {
  28805. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28806. this.texture.anisotropy = value;
  28807. }
  28808. },
  28809. offset: {
  28810. get: function () {
  28811. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28812. return this.texture.offset;
  28813. },
  28814. set: function ( value ) {
  28815. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28816. this.texture.offset = value;
  28817. }
  28818. },
  28819. repeat: {
  28820. get: function () {
  28821. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28822. return this.texture.repeat;
  28823. },
  28824. set: function ( value ) {
  28825. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28826. this.texture.repeat = value;
  28827. }
  28828. },
  28829. format: {
  28830. get: function () {
  28831. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28832. return this.texture.format;
  28833. },
  28834. set: function ( value ) {
  28835. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28836. this.texture.format = value;
  28837. }
  28838. },
  28839. type: {
  28840. get: function () {
  28841. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28842. return this.texture.type;
  28843. },
  28844. set: function ( value ) {
  28845. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28846. this.texture.type = value;
  28847. }
  28848. },
  28849. generateMipmaps: {
  28850. get: function () {
  28851. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28852. return this.texture.generateMipmaps;
  28853. },
  28854. set: function ( value ) {
  28855. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28856. this.texture.generateMipmaps = value;
  28857. }
  28858. }
  28859. } );
  28860. //
  28861. Object.defineProperties( WebVRManager.prototype, {
  28862. standing: {
  28863. set: function ( /* value */ ) {
  28864. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  28865. }
  28866. },
  28867. userHeight: {
  28868. set: function ( /* value */ ) {
  28869. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  28870. }
  28871. }
  28872. } );
  28873. //
  28874. Audio.prototype.load = function ( file ) {
  28875. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  28876. var scope = this;
  28877. var audioLoader = new AudioLoader();
  28878. audioLoader.load( file, function ( buffer ) {
  28879. scope.setBuffer( buffer );
  28880. } );
  28881. return this;
  28882. };
  28883. AudioAnalyser.prototype.getData = function () {
  28884. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  28885. return this.getFrequencyData();
  28886. };
  28887. //
  28888. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  28889. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  28890. return this.update( renderer, scene );
  28891. };
  28892. //
  28893. var GeometryUtils = {
  28894. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  28895. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  28896. var matrix;
  28897. if ( geometry2.isMesh ) {
  28898. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  28899. matrix = geometry2.matrix;
  28900. geometry2 = geometry2.geometry;
  28901. }
  28902. geometry1.merge( geometry2, matrix, materialIndexOffset );
  28903. },
  28904. center: function ( geometry ) {
  28905. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  28906. return geometry.center();
  28907. }
  28908. };
  28909. ImageUtils.crossOrigin = undefined;
  28910. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  28911. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  28912. var loader = new TextureLoader();
  28913. loader.setCrossOrigin( this.crossOrigin );
  28914. var texture = loader.load( url, onLoad, undefined, onError );
  28915. if ( mapping ) texture.mapping = mapping;
  28916. return texture;
  28917. };
  28918. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  28919. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  28920. var loader = new CubeTextureLoader();
  28921. loader.setCrossOrigin( this.crossOrigin );
  28922. var texture = loader.load( urls, onLoad, undefined, onError );
  28923. if ( mapping ) texture.mapping = mapping;
  28924. return texture;
  28925. };
  28926. ImageUtils.loadCompressedTexture = function () {
  28927. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  28928. };
  28929. ImageUtils.loadCompressedTextureCube = function () {
  28930. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  28931. };
  28932. //
  28933. function CanvasRenderer() {
  28934. console.error( 'THREE.CanvasRenderer has been removed' );
  28935. }
  28936. //
  28937. function JSONLoader() {
  28938. console.error( 'THREE.JSONLoader has been removed.' );
  28939. }
  28940. //
  28941. var SceneUtils = {
  28942. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  28943. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28944. },
  28945. detach: function ( /* child, parent, scene */ ) {
  28946. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28947. },
  28948. attach: function ( /* child, scene, parent */ ) {
  28949. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28950. }
  28951. };
  28952. //
  28953. function LensFlare() {
  28954. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  28955. }
  28956. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, ClosedSplineCurve3, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, BoxGeometry as CubeGeometry, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DirectionalLightShadow, DiscreteInterpolant, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, Face3, Face4, FaceColors, FaceNormalsHelper, FileLoader, FlatShading, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontFaceDirectionCCW, FrontFaceDirectionCW, FrontSide, Frustum, GammaEncoding, Geometry, GeometryUtils, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightProbeHelper, LightShadow, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, _Math as Math, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PositionalAudioHelper, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RectAreaLightHelper, RedFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SphericalReflectionMapping, Spline, SplineCurve, SplineCurve3, SpotLight, SpotLightHelper, SpotLightShadow, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StereoCamera, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uncharted2ToneMapping, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VertexNormalsHelper, VideoTexture, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };