three.js 1.2 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, (function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '117';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var Uncharted2ToneMapping = 3;
  109. var CineonToneMapping = 4;
  110. var ACESFilmicToneMapping = 5;
  111. var UVMapping = 300;
  112. var CubeReflectionMapping = 301;
  113. var CubeRefractionMapping = 302;
  114. var EquirectangularReflectionMapping = 303;
  115. var EquirectangularRefractionMapping = 304;
  116. var SphericalReflectionMapping = 305;
  117. var CubeUVReflectionMapping = 306;
  118. var CubeUVRefractionMapping = 307;
  119. var RepeatWrapping = 1000;
  120. var ClampToEdgeWrapping = 1001;
  121. var MirroredRepeatWrapping = 1002;
  122. var NearestFilter = 1003;
  123. var NearestMipmapNearestFilter = 1004;
  124. var NearestMipMapNearestFilter = 1004;
  125. var NearestMipmapLinearFilter = 1005;
  126. var NearestMipMapLinearFilter = 1005;
  127. var LinearFilter = 1006;
  128. var LinearMipmapNearestFilter = 1007;
  129. var LinearMipMapNearestFilter = 1007;
  130. var LinearMipmapLinearFilter = 1008;
  131. var LinearMipMapLinearFilter = 1008;
  132. var UnsignedByteType = 1009;
  133. var ByteType = 1010;
  134. var ShortType = 1011;
  135. var UnsignedShortType = 1012;
  136. var IntType = 1013;
  137. var UnsignedIntType = 1014;
  138. var FloatType = 1015;
  139. var HalfFloatType = 1016;
  140. var UnsignedShort4444Type = 1017;
  141. var UnsignedShort5551Type = 1018;
  142. var UnsignedShort565Type = 1019;
  143. var UnsignedInt248Type = 1020;
  144. var AlphaFormat = 1021;
  145. var RGBFormat = 1022;
  146. var RGBAFormat = 1023;
  147. var LuminanceFormat = 1024;
  148. var LuminanceAlphaFormat = 1025;
  149. var RGBEFormat = RGBAFormat;
  150. var DepthFormat = 1026;
  151. var DepthStencilFormat = 1027;
  152. var RedFormat = 1028;
  153. var RedIntegerFormat = 1029;
  154. var RGFormat = 1030;
  155. var RGIntegerFormat = 1031;
  156. var RGBIntegerFormat = 1032;
  157. var RGBAIntegerFormat = 1033;
  158. var RGB_S3TC_DXT1_Format = 33776;
  159. var RGBA_S3TC_DXT1_Format = 33777;
  160. var RGBA_S3TC_DXT3_Format = 33778;
  161. var RGBA_S3TC_DXT5_Format = 33779;
  162. var RGB_PVRTC_4BPPV1_Format = 35840;
  163. var RGB_PVRTC_2BPPV1_Format = 35841;
  164. var RGBA_PVRTC_4BPPV1_Format = 35842;
  165. var RGBA_PVRTC_2BPPV1_Format = 35843;
  166. var RGB_ETC1_Format = 36196;
  167. var RGB_ETC2_Format = 37492;
  168. var RGBA_ETC2_EAC_Format = 37496;
  169. var RGBA_ASTC_4x4_Format = 37808;
  170. var RGBA_ASTC_5x4_Format = 37809;
  171. var RGBA_ASTC_5x5_Format = 37810;
  172. var RGBA_ASTC_6x5_Format = 37811;
  173. var RGBA_ASTC_6x6_Format = 37812;
  174. var RGBA_ASTC_8x5_Format = 37813;
  175. var RGBA_ASTC_8x6_Format = 37814;
  176. var RGBA_ASTC_8x8_Format = 37815;
  177. var RGBA_ASTC_10x5_Format = 37816;
  178. var RGBA_ASTC_10x6_Format = 37817;
  179. var RGBA_ASTC_10x8_Format = 37818;
  180. var RGBA_ASTC_10x10_Format = 37819;
  181. var RGBA_ASTC_12x10_Format = 37820;
  182. var RGBA_ASTC_12x12_Format = 37821;
  183. var RGBA_BPTC_Format = 36492;
  184. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  185. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  186. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  187. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  188. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  189. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  190. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  191. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  192. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  193. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  194. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  195. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  196. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  197. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  198. var LoopOnce = 2200;
  199. var LoopRepeat = 2201;
  200. var LoopPingPong = 2202;
  201. var InterpolateDiscrete = 2300;
  202. var InterpolateLinear = 2301;
  203. var InterpolateSmooth = 2302;
  204. var ZeroCurvatureEnding = 2400;
  205. var ZeroSlopeEnding = 2401;
  206. var WrapAroundEnding = 2402;
  207. var NormalAnimationBlendMode = 2500;
  208. var AdditiveAnimationBlendMode = 2501;
  209. var TrianglesDrawMode = 0;
  210. var TriangleStripDrawMode = 1;
  211. var TriangleFanDrawMode = 2;
  212. var LinearEncoding = 3000;
  213. var sRGBEncoding = 3001;
  214. var GammaEncoding = 3007;
  215. var RGBEEncoding = 3002;
  216. var LogLuvEncoding = 3003;
  217. var RGBM7Encoding = 3004;
  218. var RGBM16Encoding = 3005;
  219. var RGBDEncoding = 3006;
  220. var BasicDepthPacking = 3200;
  221. var RGBADepthPacking = 3201;
  222. var TangentSpaceNormalMap = 0;
  223. var ObjectSpaceNormalMap = 1;
  224. var ZeroStencilOp = 0;
  225. var KeepStencilOp = 7680;
  226. var ReplaceStencilOp = 7681;
  227. var IncrementStencilOp = 7682;
  228. var DecrementStencilOp = 7683;
  229. var IncrementWrapStencilOp = 34055;
  230. var DecrementWrapStencilOp = 34056;
  231. var InvertStencilOp = 5386;
  232. var NeverStencilFunc = 512;
  233. var LessStencilFunc = 513;
  234. var EqualStencilFunc = 514;
  235. var LessEqualStencilFunc = 515;
  236. var GreaterStencilFunc = 516;
  237. var NotEqualStencilFunc = 517;
  238. var GreaterEqualStencilFunc = 518;
  239. var AlwaysStencilFunc = 519;
  240. var StaticDrawUsage = 35044;
  241. var DynamicDrawUsage = 35048;
  242. var StreamDrawUsage = 35040;
  243. var StaticReadUsage = 35045;
  244. var DynamicReadUsage = 35049;
  245. var StreamReadUsage = 35041;
  246. var StaticCopyUsage = 35046;
  247. var DynamicCopyUsage = 35050;
  248. var StreamCopyUsage = 35042;
  249. /**
  250. * https://github.com/mrdoob/eventdispatcher.js/
  251. */
  252. function EventDispatcher() {}
  253. Object.assign( EventDispatcher.prototype, {
  254. addEventListener: function ( type, listener ) {
  255. if ( this._listeners === undefined ) { this._listeners = {}; }
  256. var listeners = this._listeners;
  257. if ( listeners[ type ] === undefined ) {
  258. listeners[ type ] = [];
  259. }
  260. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  261. listeners[ type ].push( listener );
  262. }
  263. },
  264. hasEventListener: function ( type, listener ) {
  265. if ( this._listeners === undefined ) { return false; }
  266. var listeners = this._listeners;
  267. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  268. },
  269. removeEventListener: function ( type, listener ) {
  270. if ( this._listeners === undefined ) { return; }
  271. var listeners = this._listeners;
  272. var listenerArray = listeners[ type ];
  273. if ( listenerArray !== undefined ) {
  274. var index = listenerArray.indexOf( listener );
  275. if ( index !== - 1 ) {
  276. listenerArray.splice( index, 1 );
  277. }
  278. }
  279. },
  280. dispatchEvent: function ( event ) {
  281. if ( this._listeners === undefined ) { return; }
  282. var listeners = this._listeners;
  283. var listenerArray = listeners[ event.type ];
  284. if ( listenerArray !== undefined ) {
  285. event.target = this;
  286. // Make a copy, in case listeners are removed while iterating.
  287. var array = listenerArray.slice( 0 );
  288. for ( var i = 0, l = array.length; i < l; i ++ ) {
  289. array[ i ].call( this, event );
  290. }
  291. }
  292. }
  293. } );
  294. /**
  295. * @author alteredq / http://alteredqualia.com/
  296. * @author mrdoob / http://mrdoob.com/
  297. * @author WestLangley / http://github.com/WestLangley
  298. * @author thezwap
  299. */
  300. var _lut = [];
  301. for ( var i = 0; i < 256; i ++ ) {
  302. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  303. }
  304. var MathUtils = {
  305. DEG2RAD: Math.PI / 180,
  306. RAD2DEG: 180 / Math.PI,
  307. generateUUID: function () {
  308. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  309. var d0 = Math.random() * 0xffffffff | 0;
  310. var d1 = Math.random() * 0xffffffff | 0;
  311. var d2 = Math.random() * 0xffffffff | 0;
  312. var d3 = Math.random() * 0xffffffff | 0;
  313. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  314. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  315. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  316. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  317. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  318. return uuid.toUpperCase();
  319. },
  320. clamp: function ( value, min, max ) {
  321. return Math.max( min, Math.min( max, value ) );
  322. },
  323. // compute euclidian modulo of m % n
  324. // https://en.wikipedia.org/wiki/Modulo_operation
  325. euclideanModulo: function ( n, m ) {
  326. return ( ( n % m ) + m ) % m;
  327. },
  328. // Linear mapping from range <a1, a2> to range <b1, b2>
  329. mapLinear: function ( x, a1, a2, b1, b2 ) {
  330. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  331. },
  332. // https://en.wikipedia.org/wiki/Linear_interpolation
  333. lerp: function ( x, y, t ) {
  334. return ( 1 - t ) * x + t * y;
  335. },
  336. // http://en.wikipedia.org/wiki/Smoothstep
  337. smoothstep: function ( x, min, max ) {
  338. if ( x <= min ) { return 0; }
  339. if ( x >= max ) { return 1; }
  340. x = ( x - min ) / ( max - min );
  341. return x * x * ( 3 - 2 * x );
  342. },
  343. smootherstep: function ( x, min, max ) {
  344. if ( x <= min ) { return 0; }
  345. if ( x >= max ) { return 1; }
  346. x = ( x - min ) / ( max - min );
  347. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  348. },
  349. // Random integer from <low, high> interval
  350. randInt: function ( low, high ) {
  351. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  352. },
  353. // Random float from <low, high> interval
  354. randFloat: function ( low, high ) {
  355. return low + Math.random() * ( high - low );
  356. },
  357. // Random float from <-range/2, range/2> interval
  358. randFloatSpread: function ( range ) {
  359. return range * ( 0.5 - Math.random() );
  360. },
  361. degToRad: function ( degrees ) {
  362. return degrees * MathUtils.DEG2RAD;
  363. },
  364. radToDeg: function ( radians ) {
  365. return radians * MathUtils.RAD2DEG;
  366. },
  367. isPowerOfTwo: function ( value ) {
  368. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  369. },
  370. ceilPowerOfTwo: function ( value ) {
  371. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  372. },
  373. floorPowerOfTwo: function ( value ) {
  374. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  375. },
  376. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  377. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  378. // rotations are applied to the axes in the order specified by 'order'
  379. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  380. // angles are in radians
  381. var cos = Math.cos;
  382. var sin = Math.sin;
  383. var c2 = cos( b / 2 );
  384. var s2 = sin( b / 2 );
  385. var c13 = cos( ( a + c ) / 2 );
  386. var s13 = sin( ( a + c ) / 2 );
  387. var c1_3 = cos( ( a - c ) / 2 );
  388. var s1_3 = sin( ( a - c ) / 2 );
  389. var c3_1 = cos( ( c - a ) / 2 );
  390. var s3_1 = sin( ( c - a ) / 2 );
  391. switch ( order ) {
  392. case 'XYX':
  393. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  394. break;
  395. case 'YZY':
  396. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  397. break;
  398. case 'ZXZ':
  399. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  400. break;
  401. case 'XZX':
  402. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  403. break;
  404. case 'YXY':
  405. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  406. break;
  407. case 'ZYZ':
  408. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  409. break;
  410. default:
  411. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  412. }
  413. }
  414. };
  415. /**
  416. * @author mrdoob / http://mrdoob.com/
  417. * @author philogb / http://blog.thejit.org/
  418. * @author egraether / http://egraether.com/
  419. * @author zz85 / http://www.lab4games.net/zz85/blog
  420. */
  421. function Vector2( x, y ) {
  422. this.x = x || 0;
  423. this.y = y || 0;
  424. }
  425. Object.defineProperties( Vector2.prototype, {
  426. "width": {
  427. get: function () {
  428. return this.x;
  429. },
  430. set: function ( value ) {
  431. this.x = value;
  432. }
  433. },
  434. "height": {
  435. get: function () {
  436. return this.y;
  437. },
  438. set: function ( value ) {
  439. this.y = value;
  440. }
  441. }
  442. } );
  443. Object.assign( Vector2.prototype, {
  444. isVector2: true,
  445. set: function ( x, y ) {
  446. this.x = x;
  447. this.y = y;
  448. return this;
  449. },
  450. setScalar: function ( scalar ) {
  451. this.x = scalar;
  452. this.y = scalar;
  453. return this;
  454. },
  455. setX: function ( x ) {
  456. this.x = x;
  457. return this;
  458. },
  459. setY: function ( y ) {
  460. this.y = y;
  461. return this;
  462. },
  463. setComponent: function ( index, value ) {
  464. switch ( index ) {
  465. case 0: this.x = value; break;
  466. case 1: this.y = value; break;
  467. default: throw new Error( 'index is out of range: ' + index );
  468. }
  469. return this;
  470. },
  471. getComponent: function ( index ) {
  472. switch ( index ) {
  473. case 0: return this.x;
  474. case 1: return this.y;
  475. default: throw new Error( 'index is out of range: ' + index );
  476. }
  477. },
  478. clone: function () {
  479. return new this.constructor( this.x, this.y );
  480. },
  481. copy: function ( v ) {
  482. this.x = v.x;
  483. this.y = v.y;
  484. return this;
  485. },
  486. add: function ( v, w ) {
  487. if ( w !== undefined ) {
  488. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  489. return this.addVectors( v, w );
  490. }
  491. this.x += v.x;
  492. this.y += v.y;
  493. return this;
  494. },
  495. addScalar: function ( s ) {
  496. this.x += s;
  497. this.y += s;
  498. return this;
  499. },
  500. addVectors: function ( a, b ) {
  501. this.x = a.x + b.x;
  502. this.y = a.y + b.y;
  503. return this;
  504. },
  505. addScaledVector: function ( v, s ) {
  506. this.x += v.x * s;
  507. this.y += v.y * s;
  508. return this;
  509. },
  510. sub: function ( v, w ) {
  511. if ( w !== undefined ) {
  512. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  513. return this.subVectors( v, w );
  514. }
  515. this.x -= v.x;
  516. this.y -= v.y;
  517. return this;
  518. },
  519. subScalar: function ( s ) {
  520. this.x -= s;
  521. this.y -= s;
  522. return this;
  523. },
  524. subVectors: function ( a, b ) {
  525. this.x = a.x - b.x;
  526. this.y = a.y - b.y;
  527. return this;
  528. },
  529. multiply: function ( v ) {
  530. this.x *= v.x;
  531. this.y *= v.y;
  532. return this;
  533. },
  534. multiplyScalar: function ( scalar ) {
  535. this.x *= scalar;
  536. this.y *= scalar;
  537. return this;
  538. },
  539. divide: function ( v ) {
  540. this.x /= v.x;
  541. this.y /= v.y;
  542. return this;
  543. },
  544. divideScalar: function ( scalar ) {
  545. return this.multiplyScalar( 1 / scalar );
  546. },
  547. applyMatrix3: function ( m ) {
  548. var x = this.x, y = this.y;
  549. var e = m.elements;
  550. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  551. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  552. return this;
  553. },
  554. min: function ( v ) {
  555. this.x = Math.min( this.x, v.x );
  556. this.y = Math.min( this.y, v.y );
  557. return this;
  558. },
  559. max: function ( v ) {
  560. this.x = Math.max( this.x, v.x );
  561. this.y = Math.max( this.y, v.y );
  562. return this;
  563. },
  564. clamp: function ( min, max ) {
  565. // assumes min < max, componentwise
  566. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  567. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  568. return this;
  569. },
  570. clampScalar: function ( minVal, maxVal ) {
  571. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  572. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  573. return this;
  574. },
  575. clampLength: function ( min, max ) {
  576. var length = this.length();
  577. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  578. },
  579. floor: function () {
  580. this.x = Math.floor( this.x );
  581. this.y = Math.floor( this.y );
  582. return this;
  583. },
  584. ceil: function () {
  585. this.x = Math.ceil( this.x );
  586. this.y = Math.ceil( this.y );
  587. return this;
  588. },
  589. round: function () {
  590. this.x = Math.round( this.x );
  591. this.y = Math.round( this.y );
  592. return this;
  593. },
  594. roundToZero: function () {
  595. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  596. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  597. return this;
  598. },
  599. negate: function () {
  600. this.x = - this.x;
  601. this.y = - this.y;
  602. return this;
  603. },
  604. dot: function ( v ) {
  605. return this.x * v.x + this.y * v.y;
  606. },
  607. cross: function ( v ) {
  608. return this.x * v.y - this.y * v.x;
  609. },
  610. lengthSq: function () {
  611. return this.x * this.x + this.y * this.y;
  612. },
  613. length: function () {
  614. return Math.sqrt( this.x * this.x + this.y * this.y );
  615. },
  616. manhattanLength: function () {
  617. return Math.abs( this.x ) + Math.abs( this.y );
  618. },
  619. normalize: function () {
  620. return this.divideScalar( this.length() || 1 );
  621. },
  622. angle: function () {
  623. // computes the angle in radians with respect to the positive x-axis
  624. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  625. return angle;
  626. },
  627. distanceTo: function ( v ) {
  628. return Math.sqrt( this.distanceToSquared( v ) );
  629. },
  630. distanceToSquared: function ( v ) {
  631. var dx = this.x - v.x, dy = this.y - v.y;
  632. return dx * dx + dy * dy;
  633. },
  634. manhattanDistanceTo: function ( v ) {
  635. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  636. },
  637. setLength: function ( length ) {
  638. return this.normalize().multiplyScalar( length );
  639. },
  640. lerp: function ( v, alpha ) {
  641. this.x += ( v.x - this.x ) * alpha;
  642. this.y += ( v.y - this.y ) * alpha;
  643. return this;
  644. },
  645. lerpVectors: function ( v1, v2, alpha ) {
  646. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  647. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  648. return this;
  649. },
  650. equals: function ( v ) {
  651. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  652. },
  653. fromArray: function ( array, offset ) {
  654. if ( offset === undefined ) { offset = 0; }
  655. this.x = array[ offset ];
  656. this.y = array[ offset + 1 ];
  657. return this;
  658. },
  659. toArray: function ( array, offset ) {
  660. if ( array === undefined ) { array = []; }
  661. if ( offset === undefined ) { offset = 0; }
  662. array[ offset ] = this.x;
  663. array[ offset + 1 ] = this.y;
  664. return array;
  665. },
  666. fromBufferAttribute: function ( attribute, index, offset ) {
  667. if ( offset !== undefined ) {
  668. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  669. }
  670. this.x = attribute.getX( index );
  671. this.y = attribute.getY( index );
  672. return this;
  673. },
  674. rotateAround: function ( center, angle ) {
  675. var c = Math.cos( angle ), s = Math.sin( angle );
  676. var x = this.x - center.x;
  677. var y = this.y - center.y;
  678. this.x = x * c - y * s + center.x;
  679. this.y = x * s + y * c + center.y;
  680. return this;
  681. },
  682. random: function () {
  683. this.x = Math.random();
  684. this.y = Math.random();
  685. return this;
  686. }
  687. } );
  688. /**
  689. * @author alteredq / http://alteredqualia.com/
  690. * @author WestLangley / http://github.com/WestLangley
  691. * @author bhouston / http://clara.io
  692. * @author tschw
  693. */
  694. function Matrix3() {
  695. this.elements = [
  696. 1, 0, 0,
  697. 0, 1, 0,
  698. 0, 0, 1
  699. ];
  700. if ( arguments.length > 0 ) {
  701. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  702. }
  703. }
  704. Object.assign( Matrix3.prototype, {
  705. isMatrix3: true,
  706. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  707. var te = this.elements;
  708. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  709. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  710. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  711. return this;
  712. },
  713. identity: function () {
  714. this.set(
  715. 1, 0, 0,
  716. 0, 1, 0,
  717. 0, 0, 1
  718. );
  719. return this;
  720. },
  721. clone: function () {
  722. return new this.constructor().fromArray( this.elements );
  723. },
  724. copy: function ( m ) {
  725. var te = this.elements;
  726. var me = m.elements;
  727. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  728. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  729. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  730. return this;
  731. },
  732. extractBasis: function ( xAxis, yAxis, zAxis ) {
  733. xAxis.setFromMatrix3Column( this, 0 );
  734. yAxis.setFromMatrix3Column( this, 1 );
  735. zAxis.setFromMatrix3Column( this, 2 );
  736. return this;
  737. },
  738. setFromMatrix4: function ( m ) {
  739. var me = m.elements;
  740. this.set(
  741. me[ 0 ], me[ 4 ], me[ 8 ],
  742. me[ 1 ], me[ 5 ], me[ 9 ],
  743. me[ 2 ], me[ 6 ], me[ 10 ]
  744. );
  745. return this;
  746. },
  747. multiply: function ( m ) {
  748. return this.multiplyMatrices( this, m );
  749. },
  750. premultiply: function ( m ) {
  751. return this.multiplyMatrices( m, this );
  752. },
  753. multiplyMatrices: function ( a, b ) {
  754. var ae = a.elements;
  755. var be = b.elements;
  756. var te = this.elements;
  757. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  758. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  759. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  760. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  761. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  762. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  763. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  764. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  765. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  766. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  767. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  768. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  769. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  770. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  771. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  772. return this;
  773. },
  774. multiplyScalar: function ( s ) {
  775. var te = this.elements;
  776. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  777. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  778. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  779. return this;
  780. },
  781. determinant: function () {
  782. var te = this.elements;
  783. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  784. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  785. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  786. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  787. },
  788. getInverse: function ( matrix, throwOnDegenerate ) {
  789. if ( throwOnDegenerate !== undefined ) {
  790. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  791. }
  792. var me = matrix.elements,
  793. te = this.elements,
  794. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  795. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  796. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  797. t11 = n33 * n22 - n32 * n23,
  798. t12 = n32 * n13 - n33 * n12,
  799. t13 = n23 * n12 - n22 * n13,
  800. det = n11 * t11 + n21 * t12 + n31 * t13;
  801. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  802. var detInv = 1 / det;
  803. te[ 0 ] = t11 * detInv;
  804. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  805. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  806. te[ 3 ] = t12 * detInv;
  807. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  808. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  809. te[ 6 ] = t13 * detInv;
  810. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  811. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  812. return this;
  813. },
  814. transpose: function () {
  815. var tmp, m = this.elements;
  816. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  817. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  818. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  819. return this;
  820. },
  821. getNormalMatrix: function ( matrix4 ) {
  822. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  823. },
  824. transposeIntoArray: function ( r ) {
  825. var m = this.elements;
  826. r[ 0 ] = m[ 0 ];
  827. r[ 1 ] = m[ 3 ];
  828. r[ 2 ] = m[ 6 ];
  829. r[ 3 ] = m[ 1 ];
  830. r[ 4 ] = m[ 4 ];
  831. r[ 5 ] = m[ 7 ];
  832. r[ 6 ] = m[ 2 ];
  833. r[ 7 ] = m[ 5 ];
  834. r[ 8 ] = m[ 8 ];
  835. return this;
  836. },
  837. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  838. var c = Math.cos( rotation );
  839. var s = Math.sin( rotation );
  840. this.set(
  841. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  842. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  843. 0, 0, 1
  844. );
  845. },
  846. scale: function ( sx, sy ) {
  847. var te = this.elements;
  848. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  849. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  850. return this;
  851. },
  852. rotate: function ( theta ) {
  853. var c = Math.cos( theta );
  854. var s = Math.sin( theta );
  855. var te = this.elements;
  856. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  857. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  858. te[ 0 ] = c * a11 + s * a21;
  859. te[ 3 ] = c * a12 + s * a22;
  860. te[ 6 ] = c * a13 + s * a23;
  861. te[ 1 ] = - s * a11 + c * a21;
  862. te[ 4 ] = - s * a12 + c * a22;
  863. te[ 7 ] = - s * a13 + c * a23;
  864. return this;
  865. },
  866. translate: function ( tx, ty ) {
  867. var te = this.elements;
  868. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  869. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  870. return this;
  871. },
  872. equals: function ( matrix ) {
  873. var te = this.elements;
  874. var me = matrix.elements;
  875. for ( var i = 0; i < 9; i ++ ) {
  876. if ( te[ i ] !== me[ i ] ) { return false; }
  877. }
  878. return true;
  879. },
  880. fromArray: function ( array, offset ) {
  881. if ( offset === undefined ) { offset = 0; }
  882. for ( var i = 0; i < 9; i ++ ) {
  883. this.elements[ i ] = array[ i + offset ];
  884. }
  885. return this;
  886. },
  887. toArray: function ( array, offset ) {
  888. if ( array === undefined ) { array = []; }
  889. if ( offset === undefined ) { offset = 0; }
  890. var te = this.elements;
  891. array[ offset ] = te[ 0 ];
  892. array[ offset + 1 ] = te[ 1 ];
  893. array[ offset + 2 ] = te[ 2 ];
  894. array[ offset + 3 ] = te[ 3 ];
  895. array[ offset + 4 ] = te[ 4 ];
  896. array[ offset + 5 ] = te[ 5 ];
  897. array[ offset + 6 ] = te[ 6 ];
  898. array[ offset + 7 ] = te[ 7 ];
  899. array[ offset + 8 ] = te[ 8 ];
  900. return array;
  901. }
  902. } );
  903. /**
  904. * @author mrdoob / http://mrdoob.com/
  905. * @author alteredq / http://alteredqualia.com/
  906. * @author szimek / https://github.com/szimek/
  907. */
  908. var _canvas;
  909. var ImageUtils = {
  910. getDataURL: function ( image ) {
  911. var canvas;
  912. if ( typeof HTMLCanvasElement == 'undefined' ) {
  913. return image.src;
  914. } else if ( image instanceof HTMLCanvasElement ) {
  915. canvas = image;
  916. } else {
  917. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  918. _canvas.width = image.width;
  919. _canvas.height = image.height;
  920. var context = _canvas.getContext( '2d' );
  921. if ( image instanceof ImageData ) {
  922. context.putImageData( image, 0, 0 );
  923. } else {
  924. context.drawImage( image, 0, 0, image.width, image.height );
  925. }
  926. canvas = _canvas;
  927. }
  928. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  929. return canvas.toDataURL( 'image/jpeg', 0.6 );
  930. } else {
  931. return canvas.toDataURL( 'image/png' );
  932. }
  933. }
  934. };
  935. /**
  936. * @author mrdoob / http://mrdoob.com/
  937. * @author alteredq / http://alteredqualia.com/
  938. * @author szimek / https://github.com/szimek/
  939. */
  940. var textureId = 0;
  941. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  942. Object.defineProperty( this, 'id', { value: textureId ++ } );
  943. this.uuid = MathUtils.generateUUID();
  944. this.name = '';
  945. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  946. this.mipmaps = [];
  947. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  948. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  949. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  950. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  951. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  952. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  953. this.format = format !== undefined ? format : RGBAFormat;
  954. this.internalFormat = null;
  955. this.type = type !== undefined ? type : UnsignedByteType;
  956. this.offset = new Vector2( 0, 0 );
  957. this.repeat = new Vector2( 1, 1 );
  958. this.center = new Vector2( 0, 0 );
  959. this.rotation = 0;
  960. this.matrixAutoUpdate = true;
  961. this.matrix = new Matrix3();
  962. this.generateMipmaps = true;
  963. this.premultiplyAlpha = false;
  964. this.flipY = true;
  965. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  966. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  967. //
  968. // Also changing the encoding after already used by a Material will not automatically make the Material
  969. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  970. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  971. this.version = 0;
  972. this.onUpdate = null;
  973. }
  974. Texture.DEFAULT_IMAGE = undefined;
  975. Texture.DEFAULT_MAPPING = UVMapping;
  976. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  977. constructor: Texture,
  978. isTexture: true,
  979. updateMatrix: function () {
  980. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  981. },
  982. clone: function () {
  983. return new this.constructor().copy( this );
  984. },
  985. copy: function ( source ) {
  986. this.name = source.name;
  987. this.image = source.image;
  988. this.mipmaps = source.mipmaps.slice( 0 );
  989. this.mapping = source.mapping;
  990. this.wrapS = source.wrapS;
  991. this.wrapT = source.wrapT;
  992. this.magFilter = source.magFilter;
  993. this.minFilter = source.minFilter;
  994. this.anisotropy = source.anisotropy;
  995. this.format = source.format;
  996. this.internalFormat = source.internalFormat;
  997. this.type = source.type;
  998. this.offset.copy( source.offset );
  999. this.repeat.copy( source.repeat );
  1000. this.center.copy( source.center );
  1001. this.rotation = source.rotation;
  1002. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1003. this.matrix.copy( source.matrix );
  1004. this.generateMipmaps = source.generateMipmaps;
  1005. this.premultiplyAlpha = source.premultiplyAlpha;
  1006. this.flipY = source.flipY;
  1007. this.unpackAlignment = source.unpackAlignment;
  1008. this.encoding = source.encoding;
  1009. return this;
  1010. },
  1011. toJSON: function ( meta ) {
  1012. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1013. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1014. return meta.textures[ this.uuid ];
  1015. }
  1016. var output = {
  1017. metadata: {
  1018. version: 4.5,
  1019. type: 'Texture',
  1020. generator: 'Texture.toJSON'
  1021. },
  1022. uuid: this.uuid,
  1023. name: this.name,
  1024. mapping: this.mapping,
  1025. repeat: [ this.repeat.x, this.repeat.y ],
  1026. offset: [ this.offset.x, this.offset.y ],
  1027. center: [ this.center.x, this.center.y ],
  1028. rotation: this.rotation,
  1029. wrap: [ this.wrapS, this.wrapT ],
  1030. format: this.format,
  1031. type: this.type,
  1032. encoding: this.encoding,
  1033. minFilter: this.minFilter,
  1034. magFilter: this.magFilter,
  1035. anisotropy: this.anisotropy,
  1036. flipY: this.flipY,
  1037. premultiplyAlpha: this.premultiplyAlpha,
  1038. unpackAlignment: this.unpackAlignment
  1039. };
  1040. if ( this.image !== undefined ) {
  1041. // TODO: Move to THREE.Image
  1042. var image = this.image;
  1043. if ( image.uuid === undefined ) {
  1044. image.uuid = MathUtils.generateUUID(); // UGH
  1045. }
  1046. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1047. var url;
  1048. if ( Array.isArray( image ) ) {
  1049. // process array of images e.g. CubeTexture
  1050. url = [];
  1051. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1052. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1053. }
  1054. } else {
  1055. // process single image
  1056. url = ImageUtils.getDataURL( image );
  1057. }
  1058. meta.images[ image.uuid ] = {
  1059. uuid: image.uuid,
  1060. url: url
  1061. };
  1062. }
  1063. output.image = image.uuid;
  1064. }
  1065. if ( ! isRootObject ) {
  1066. meta.textures[ this.uuid ] = output;
  1067. }
  1068. return output;
  1069. },
  1070. dispose: function () {
  1071. this.dispatchEvent( { type: 'dispose' } );
  1072. },
  1073. transformUv: function ( uv ) {
  1074. if ( this.mapping !== UVMapping ) { return uv; }
  1075. uv.applyMatrix3( this.matrix );
  1076. if ( uv.x < 0 || uv.x > 1 ) {
  1077. switch ( this.wrapS ) {
  1078. case RepeatWrapping:
  1079. uv.x = uv.x - Math.floor( uv.x );
  1080. break;
  1081. case ClampToEdgeWrapping:
  1082. uv.x = uv.x < 0 ? 0 : 1;
  1083. break;
  1084. case MirroredRepeatWrapping:
  1085. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1086. uv.x = Math.ceil( uv.x ) - uv.x;
  1087. } else {
  1088. uv.x = uv.x - Math.floor( uv.x );
  1089. }
  1090. break;
  1091. }
  1092. }
  1093. if ( uv.y < 0 || uv.y > 1 ) {
  1094. switch ( this.wrapT ) {
  1095. case RepeatWrapping:
  1096. uv.y = uv.y - Math.floor( uv.y );
  1097. break;
  1098. case ClampToEdgeWrapping:
  1099. uv.y = uv.y < 0 ? 0 : 1;
  1100. break;
  1101. case MirroredRepeatWrapping:
  1102. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1103. uv.y = Math.ceil( uv.y ) - uv.y;
  1104. } else {
  1105. uv.y = uv.y - Math.floor( uv.y );
  1106. }
  1107. break;
  1108. }
  1109. }
  1110. if ( this.flipY ) {
  1111. uv.y = 1 - uv.y;
  1112. }
  1113. return uv;
  1114. }
  1115. } );
  1116. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1117. set: function ( value ) {
  1118. if ( value === true ) { this.version ++; }
  1119. }
  1120. } );
  1121. /**
  1122. * @author supereggbert / http://www.paulbrunt.co.uk/
  1123. * @author philogb / http://blog.thejit.org/
  1124. * @author mikael emtinger / http://gomo.se/
  1125. * @author egraether / http://egraether.com/
  1126. * @author WestLangley / http://github.com/WestLangley
  1127. */
  1128. function Vector4( x, y, z, w ) {
  1129. this.x = x || 0;
  1130. this.y = y || 0;
  1131. this.z = z || 0;
  1132. this.w = ( w !== undefined ) ? w : 1;
  1133. }
  1134. Object.defineProperties( Vector4.prototype, {
  1135. "width": {
  1136. get: function () {
  1137. return this.z;
  1138. },
  1139. set: function ( value ) {
  1140. this.z = value;
  1141. }
  1142. },
  1143. "height": {
  1144. get: function () {
  1145. return this.w;
  1146. },
  1147. set: function ( value ) {
  1148. this.w = value;
  1149. }
  1150. }
  1151. } );
  1152. Object.assign( Vector4.prototype, {
  1153. isVector4: true,
  1154. set: function ( x, y, z, w ) {
  1155. this.x = x;
  1156. this.y = y;
  1157. this.z = z;
  1158. this.w = w;
  1159. return this;
  1160. },
  1161. setScalar: function ( scalar ) {
  1162. this.x = scalar;
  1163. this.y = scalar;
  1164. this.z = scalar;
  1165. this.w = scalar;
  1166. return this;
  1167. },
  1168. setX: function ( x ) {
  1169. this.x = x;
  1170. return this;
  1171. },
  1172. setY: function ( y ) {
  1173. this.y = y;
  1174. return this;
  1175. },
  1176. setZ: function ( z ) {
  1177. this.z = z;
  1178. return this;
  1179. },
  1180. setW: function ( w ) {
  1181. this.w = w;
  1182. return this;
  1183. },
  1184. setComponent: function ( index, value ) {
  1185. switch ( index ) {
  1186. case 0: this.x = value; break;
  1187. case 1: this.y = value; break;
  1188. case 2: this.z = value; break;
  1189. case 3: this.w = value; break;
  1190. default: throw new Error( 'index is out of range: ' + index );
  1191. }
  1192. return this;
  1193. },
  1194. getComponent: function ( index ) {
  1195. switch ( index ) {
  1196. case 0: return this.x;
  1197. case 1: return this.y;
  1198. case 2: return this.z;
  1199. case 3: return this.w;
  1200. default: throw new Error( 'index is out of range: ' + index );
  1201. }
  1202. },
  1203. clone: function () {
  1204. return new this.constructor( this.x, this.y, this.z, this.w );
  1205. },
  1206. copy: function ( v ) {
  1207. this.x = v.x;
  1208. this.y = v.y;
  1209. this.z = v.z;
  1210. this.w = ( v.w !== undefined ) ? v.w : 1;
  1211. return this;
  1212. },
  1213. add: function ( v, w ) {
  1214. if ( w !== undefined ) {
  1215. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1216. return this.addVectors( v, w );
  1217. }
  1218. this.x += v.x;
  1219. this.y += v.y;
  1220. this.z += v.z;
  1221. this.w += v.w;
  1222. return this;
  1223. },
  1224. addScalar: function ( s ) {
  1225. this.x += s;
  1226. this.y += s;
  1227. this.z += s;
  1228. this.w += s;
  1229. return this;
  1230. },
  1231. addVectors: function ( a, b ) {
  1232. this.x = a.x + b.x;
  1233. this.y = a.y + b.y;
  1234. this.z = a.z + b.z;
  1235. this.w = a.w + b.w;
  1236. return this;
  1237. },
  1238. addScaledVector: function ( v, s ) {
  1239. this.x += v.x * s;
  1240. this.y += v.y * s;
  1241. this.z += v.z * s;
  1242. this.w += v.w * s;
  1243. return this;
  1244. },
  1245. sub: function ( v, w ) {
  1246. if ( w !== undefined ) {
  1247. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1248. return this.subVectors( v, w );
  1249. }
  1250. this.x -= v.x;
  1251. this.y -= v.y;
  1252. this.z -= v.z;
  1253. this.w -= v.w;
  1254. return this;
  1255. },
  1256. subScalar: function ( s ) {
  1257. this.x -= s;
  1258. this.y -= s;
  1259. this.z -= s;
  1260. this.w -= s;
  1261. return this;
  1262. },
  1263. subVectors: function ( a, b ) {
  1264. this.x = a.x - b.x;
  1265. this.y = a.y - b.y;
  1266. this.z = a.z - b.z;
  1267. this.w = a.w - b.w;
  1268. return this;
  1269. },
  1270. multiplyScalar: function ( scalar ) {
  1271. this.x *= scalar;
  1272. this.y *= scalar;
  1273. this.z *= scalar;
  1274. this.w *= scalar;
  1275. return this;
  1276. },
  1277. applyMatrix4: function ( m ) {
  1278. var x = this.x, y = this.y, z = this.z, w = this.w;
  1279. var e = m.elements;
  1280. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1281. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1282. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1283. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1284. return this;
  1285. },
  1286. divideScalar: function ( scalar ) {
  1287. return this.multiplyScalar( 1 / scalar );
  1288. },
  1289. setAxisAngleFromQuaternion: function ( q ) {
  1290. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1291. // q is assumed to be normalized
  1292. this.w = 2 * Math.acos( q.w );
  1293. var s = Math.sqrt( 1 - q.w * q.w );
  1294. if ( s < 0.0001 ) {
  1295. this.x = 1;
  1296. this.y = 0;
  1297. this.z = 0;
  1298. } else {
  1299. this.x = q.x / s;
  1300. this.y = q.y / s;
  1301. this.z = q.z / s;
  1302. }
  1303. return this;
  1304. },
  1305. setAxisAngleFromRotationMatrix: function ( m ) {
  1306. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1307. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1308. var angle, x, y, z, // variables for result
  1309. epsilon = 0.01, // margin to allow for rounding errors
  1310. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1311. te = m.elements,
  1312. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1313. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1314. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1315. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1316. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1317. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1318. // singularity found
  1319. // first check for identity matrix which must have +1 for all terms
  1320. // in leading diagonal and zero in other terms
  1321. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1322. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1323. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1324. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1325. // this singularity is identity matrix so angle = 0
  1326. this.set( 1, 0, 0, 0 );
  1327. return this; // zero angle, arbitrary axis
  1328. }
  1329. // otherwise this singularity is angle = 180
  1330. angle = Math.PI;
  1331. var xx = ( m11 + 1 ) / 2;
  1332. var yy = ( m22 + 1 ) / 2;
  1333. var zz = ( m33 + 1 ) / 2;
  1334. var xy = ( m12 + m21 ) / 4;
  1335. var xz = ( m13 + m31 ) / 4;
  1336. var yz = ( m23 + m32 ) / 4;
  1337. if ( ( xx > yy ) && ( xx > zz ) ) {
  1338. // m11 is the largest diagonal term
  1339. if ( xx < epsilon ) {
  1340. x = 0;
  1341. y = 0.707106781;
  1342. z = 0.707106781;
  1343. } else {
  1344. x = Math.sqrt( xx );
  1345. y = xy / x;
  1346. z = xz / x;
  1347. }
  1348. } else if ( yy > zz ) {
  1349. // m22 is the largest diagonal term
  1350. if ( yy < epsilon ) {
  1351. x = 0.707106781;
  1352. y = 0;
  1353. z = 0.707106781;
  1354. } else {
  1355. y = Math.sqrt( yy );
  1356. x = xy / y;
  1357. z = yz / y;
  1358. }
  1359. } else {
  1360. // m33 is the largest diagonal term so base result on this
  1361. if ( zz < epsilon ) {
  1362. x = 0.707106781;
  1363. y = 0.707106781;
  1364. z = 0;
  1365. } else {
  1366. z = Math.sqrt( zz );
  1367. x = xz / z;
  1368. y = yz / z;
  1369. }
  1370. }
  1371. this.set( x, y, z, angle );
  1372. return this; // return 180 deg rotation
  1373. }
  1374. // as we have reached here there are no singularities so we can handle normally
  1375. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1376. ( m13 - m31 ) * ( m13 - m31 ) +
  1377. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1378. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1379. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1380. // caught by singularity test above, but I've left it in just in case
  1381. this.x = ( m32 - m23 ) / s;
  1382. this.y = ( m13 - m31 ) / s;
  1383. this.z = ( m21 - m12 ) / s;
  1384. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1385. return this;
  1386. },
  1387. min: function ( v ) {
  1388. this.x = Math.min( this.x, v.x );
  1389. this.y = Math.min( this.y, v.y );
  1390. this.z = Math.min( this.z, v.z );
  1391. this.w = Math.min( this.w, v.w );
  1392. return this;
  1393. },
  1394. max: function ( v ) {
  1395. this.x = Math.max( this.x, v.x );
  1396. this.y = Math.max( this.y, v.y );
  1397. this.z = Math.max( this.z, v.z );
  1398. this.w = Math.max( this.w, v.w );
  1399. return this;
  1400. },
  1401. clamp: function ( min, max ) {
  1402. // assumes min < max, componentwise
  1403. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1404. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1405. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1406. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1407. return this;
  1408. },
  1409. clampScalar: function ( minVal, maxVal ) {
  1410. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1411. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1412. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1413. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1414. return this;
  1415. },
  1416. clampLength: function ( min, max ) {
  1417. var length = this.length();
  1418. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1419. },
  1420. floor: function () {
  1421. this.x = Math.floor( this.x );
  1422. this.y = Math.floor( this.y );
  1423. this.z = Math.floor( this.z );
  1424. this.w = Math.floor( this.w );
  1425. return this;
  1426. },
  1427. ceil: function () {
  1428. this.x = Math.ceil( this.x );
  1429. this.y = Math.ceil( this.y );
  1430. this.z = Math.ceil( this.z );
  1431. this.w = Math.ceil( this.w );
  1432. return this;
  1433. },
  1434. round: function () {
  1435. this.x = Math.round( this.x );
  1436. this.y = Math.round( this.y );
  1437. this.z = Math.round( this.z );
  1438. this.w = Math.round( this.w );
  1439. return this;
  1440. },
  1441. roundToZero: function () {
  1442. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1443. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1444. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1445. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1446. return this;
  1447. },
  1448. negate: function () {
  1449. this.x = - this.x;
  1450. this.y = - this.y;
  1451. this.z = - this.z;
  1452. this.w = - this.w;
  1453. return this;
  1454. },
  1455. dot: function ( v ) {
  1456. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1457. },
  1458. lengthSq: function () {
  1459. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1460. },
  1461. length: function () {
  1462. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1463. },
  1464. manhattanLength: function () {
  1465. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1466. },
  1467. normalize: function () {
  1468. return this.divideScalar( this.length() || 1 );
  1469. },
  1470. setLength: function ( length ) {
  1471. return this.normalize().multiplyScalar( length );
  1472. },
  1473. lerp: function ( v, alpha ) {
  1474. this.x += ( v.x - this.x ) * alpha;
  1475. this.y += ( v.y - this.y ) * alpha;
  1476. this.z += ( v.z - this.z ) * alpha;
  1477. this.w += ( v.w - this.w ) * alpha;
  1478. return this;
  1479. },
  1480. lerpVectors: function ( v1, v2, alpha ) {
  1481. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1482. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1483. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1484. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1485. return this;
  1486. },
  1487. equals: function ( v ) {
  1488. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1489. },
  1490. fromArray: function ( array, offset ) {
  1491. if ( offset === undefined ) { offset = 0; }
  1492. this.x = array[ offset ];
  1493. this.y = array[ offset + 1 ];
  1494. this.z = array[ offset + 2 ];
  1495. this.w = array[ offset + 3 ];
  1496. return this;
  1497. },
  1498. toArray: function ( array, offset ) {
  1499. if ( array === undefined ) { array = []; }
  1500. if ( offset === undefined ) { offset = 0; }
  1501. array[ offset ] = this.x;
  1502. array[ offset + 1 ] = this.y;
  1503. array[ offset + 2 ] = this.z;
  1504. array[ offset + 3 ] = this.w;
  1505. return array;
  1506. },
  1507. fromBufferAttribute: function ( attribute, index, offset ) {
  1508. if ( offset !== undefined ) {
  1509. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1510. }
  1511. this.x = attribute.getX( index );
  1512. this.y = attribute.getY( index );
  1513. this.z = attribute.getZ( index );
  1514. this.w = attribute.getW( index );
  1515. return this;
  1516. },
  1517. random: function () {
  1518. this.x = Math.random();
  1519. this.y = Math.random();
  1520. this.z = Math.random();
  1521. this.w = Math.random();
  1522. return this;
  1523. }
  1524. } );
  1525. /**
  1526. * @author szimek / https://github.com/szimek/
  1527. * @author alteredq / http://alteredqualia.com/
  1528. * @author Marius Kintel / https://github.com/kintel
  1529. */
  1530. /*
  1531. In options, we can specify:
  1532. * Texture parameters for an auto-generated target texture
  1533. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1534. */
  1535. function WebGLRenderTarget( width, height, options ) {
  1536. this.width = width;
  1537. this.height = height;
  1538. this.scissor = new Vector4( 0, 0, width, height );
  1539. this.scissorTest = false;
  1540. this.viewport = new Vector4( 0, 0, width, height );
  1541. options = options || {};
  1542. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1543. this.texture.image = {};
  1544. this.texture.image.width = width;
  1545. this.texture.image.height = height;
  1546. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1547. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1548. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1549. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1550. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1551. }
  1552. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1553. constructor: WebGLRenderTarget,
  1554. isWebGLRenderTarget: true,
  1555. setSize: function ( width, height ) {
  1556. if ( this.width !== width || this.height !== height ) {
  1557. this.width = width;
  1558. this.height = height;
  1559. this.texture.image.width = width;
  1560. this.texture.image.height = height;
  1561. this.dispose();
  1562. }
  1563. this.viewport.set( 0, 0, width, height );
  1564. this.scissor.set( 0, 0, width, height );
  1565. },
  1566. clone: function () {
  1567. return new this.constructor().copy( this );
  1568. },
  1569. copy: function ( source ) {
  1570. this.width = source.width;
  1571. this.height = source.height;
  1572. this.viewport.copy( source.viewport );
  1573. this.texture = source.texture.clone();
  1574. this.depthBuffer = source.depthBuffer;
  1575. this.stencilBuffer = source.stencilBuffer;
  1576. this.depthTexture = source.depthTexture;
  1577. return this;
  1578. },
  1579. dispose: function () {
  1580. this.dispatchEvent( { type: 'dispose' } );
  1581. }
  1582. } );
  1583. /**
  1584. * @author Mugen87 / https://github.com/Mugen87
  1585. * @author Matt DesLauriers / @mattdesl
  1586. */
  1587. function WebGLMultisampleRenderTarget( width, height, options ) {
  1588. WebGLRenderTarget.call( this, width, height, options );
  1589. this.samples = 4;
  1590. }
  1591. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1592. constructor: WebGLMultisampleRenderTarget,
  1593. isWebGLMultisampleRenderTarget: true,
  1594. copy: function ( source ) {
  1595. WebGLRenderTarget.prototype.copy.call( this, source );
  1596. this.samples = source.samples;
  1597. return this;
  1598. }
  1599. } );
  1600. /**
  1601. * @author mikael emtinger / http://gomo.se/
  1602. * @author alteredq / http://alteredqualia.com/
  1603. * @author WestLangley / http://github.com/WestLangley
  1604. * @author bhouston / http://clara.io
  1605. */
  1606. function Quaternion( x, y, z, w ) {
  1607. this._x = x || 0;
  1608. this._y = y || 0;
  1609. this._z = z || 0;
  1610. this._w = ( w !== undefined ) ? w : 1;
  1611. }
  1612. Object.assign( Quaternion, {
  1613. slerp: function ( qa, qb, qm, t ) {
  1614. return qm.copy( qa ).slerp( qb, t );
  1615. },
  1616. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1617. // fuzz-free, array-based Quaternion SLERP operation
  1618. var x0 = src0[ srcOffset0 + 0 ],
  1619. y0 = src0[ srcOffset0 + 1 ],
  1620. z0 = src0[ srcOffset0 + 2 ],
  1621. w0 = src0[ srcOffset0 + 3 ],
  1622. x1 = src1[ srcOffset1 + 0 ],
  1623. y1 = src1[ srcOffset1 + 1 ],
  1624. z1 = src1[ srcOffset1 + 2 ],
  1625. w1 = src1[ srcOffset1 + 3 ];
  1626. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1627. var s = 1 - t,
  1628. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1629. dir = ( cos >= 0 ? 1 : - 1 ),
  1630. sqrSin = 1 - cos * cos;
  1631. // Skip the Slerp for tiny steps to avoid numeric problems:
  1632. if ( sqrSin > Number.EPSILON ) {
  1633. var sin = Math.sqrt( sqrSin ),
  1634. len = Math.atan2( sin, cos * dir );
  1635. s = Math.sin( s * len ) / sin;
  1636. t = Math.sin( t * len ) / sin;
  1637. }
  1638. var tDir = t * dir;
  1639. x0 = x0 * s + x1 * tDir;
  1640. y0 = y0 * s + y1 * tDir;
  1641. z0 = z0 * s + z1 * tDir;
  1642. w0 = w0 * s + w1 * tDir;
  1643. // Normalize in case we just did a lerp:
  1644. if ( s === 1 - t ) {
  1645. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1646. x0 *= f;
  1647. y0 *= f;
  1648. z0 *= f;
  1649. w0 *= f;
  1650. }
  1651. }
  1652. dst[ dstOffset ] = x0;
  1653. dst[ dstOffset + 1 ] = y0;
  1654. dst[ dstOffset + 2 ] = z0;
  1655. dst[ dstOffset + 3 ] = w0;
  1656. },
  1657. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1658. var x0 = src0[ srcOffset0 ];
  1659. var y0 = src0[ srcOffset0 + 1 ];
  1660. var z0 = src0[ srcOffset0 + 2 ];
  1661. var w0 = src0[ srcOffset0 + 3 ];
  1662. var x1 = src1[ srcOffset1 ];
  1663. var y1 = src1[ srcOffset1 + 1 ];
  1664. var z1 = src1[ srcOffset1 + 2 ];
  1665. var w1 = src1[ srcOffset1 + 3 ];
  1666. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1667. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1668. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1669. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1670. return dst;
  1671. }
  1672. } );
  1673. Object.defineProperties( Quaternion.prototype, {
  1674. x: {
  1675. get: function () {
  1676. return this._x;
  1677. },
  1678. set: function ( value ) {
  1679. this._x = value;
  1680. this._onChangeCallback();
  1681. }
  1682. },
  1683. y: {
  1684. get: function () {
  1685. return this._y;
  1686. },
  1687. set: function ( value ) {
  1688. this._y = value;
  1689. this._onChangeCallback();
  1690. }
  1691. },
  1692. z: {
  1693. get: function () {
  1694. return this._z;
  1695. },
  1696. set: function ( value ) {
  1697. this._z = value;
  1698. this._onChangeCallback();
  1699. }
  1700. },
  1701. w: {
  1702. get: function () {
  1703. return this._w;
  1704. },
  1705. set: function ( value ) {
  1706. this._w = value;
  1707. this._onChangeCallback();
  1708. }
  1709. }
  1710. } );
  1711. Object.assign( Quaternion.prototype, {
  1712. isQuaternion: true,
  1713. set: function ( x, y, z, w ) {
  1714. this._x = x;
  1715. this._y = y;
  1716. this._z = z;
  1717. this._w = w;
  1718. this._onChangeCallback();
  1719. return this;
  1720. },
  1721. clone: function () {
  1722. return new this.constructor( this._x, this._y, this._z, this._w );
  1723. },
  1724. copy: function ( quaternion ) {
  1725. this._x = quaternion.x;
  1726. this._y = quaternion.y;
  1727. this._z = quaternion.z;
  1728. this._w = quaternion.w;
  1729. this._onChangeCallback();
  1730. return this;
  1731. },
  1732. setFromEuler: function ( euler, update ) {
  1733. if ( ! ( euler && euler.isEuler ) ) {
  1734. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1735. }
  1736. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1737. // http://www.mathworks.com/matlabcentral/fileexchange/
  1738. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1739. // content/SpinCalc.m
  1740. var cos = Math.cos;
  1741. var sin = Math.sin;
  1742. var c1 = cos( x / 2 );
  1743. var c2 = cos( y / 2 );
  1744. var c3 = cos( z / 2 );
  1745. var s1 = sin( x / 2 );
  1746. var s2 = sin( y / 2 );
  1747. var s3 = sin( z / 2 );
  1748. switch ( order ) {
  1749. case 'XYZ':
  1750. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1751. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1752. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1753. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1754. break;
  1755. case 'YXZ':
  1756. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1757. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1758. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1759. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1760. break;
  1761. case 'ZXY':
  1762. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1763. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1764. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1765. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1766. break;
  1767. case 'ZYX':
  1768. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1769. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1770. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1771. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1772. break;
  1773. case 'YZX':
  1774. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1775. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1776. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1777. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1778. break;
  1779. case 'XZY':
  1780. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1781. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1782. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1783. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1784. break;
  1785. default:
  1786. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1787. }
  1788. if ( update !== false ) { this._onChangeCallback(); }
  1789. return this;
  1790. },
  1791. setFromAxisAngle: function ( axis, angle ) {
  1792. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1793. // assumes axis is normalized
  1794. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1795. this._x = axis.x * s;
  1796. this._y = axis.y * s;
  1797. this._z = axis.z * s;
  1798. this._w = Math.cos( halfAngle );
  1799. this._onChangeCallback();
  1800. return this;
  1801. },
  1802. setFromRotationMatrix: function ( m ) {
  1803. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1804. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1805. var te = m.elements,
  1806. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1807. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1808. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1809. trace = m11 + m22 + m33,
  1810. s;
  1811. if ( trace > 0 ) {
  1812. s = 0.5 / Math.sqrt( trace + 1.0 );
  1813. this._w = 0.25 / s;
  1814. this._x = ( m32 - m23 ) * s;
  1815. this._y = ( m13 - m31 ) * s;
  1816. this._z = ( m21 - m12 ) * s;
  1817. } else if ( m11 > m22 && m11 > m33 ) {
  1818. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1819. this._w = ( m32 - m23 ) / s;
  1820. this._x = 0.25 * s;
  1821. this._y = ( m12 + m21 ) / s;
  1822. this._z = ( m13 + m31 ) / s;
  1823. } else if ( m22 > m33 ) {
  1824. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1825. this._w = ( m13 - m31 ) / s;
  1826. this._x = ( m12 + m21 ) / s;
  1827. this._y = 0.25 * s;
  1828. this._z = ( m23 + m32 ) / s;
  1829. } else {
  1830. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1831. this._w = ( m21 - m12 ) / s;
  1832. this._x = ( m13 + m31 ) / s;
  1833. this._y = ( m23 + m32 ) / s;
  1834. this._z = 0.25 * s;
  1835. }
  1836. this._onChangeCallback();
  1837. return this;
  1838. },
  1839. setFromUnitVectors: function ( vFrom, vTo ) {
  1840. // assumes direction vectors vFrom and vTo are normalized
  1841. var EPS = 0.000001;
  1842. var r = vFrom.dot( vTo ) + 1;
  1843. if ( r < EPS ) {
  1844. r = 0;
  1845. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1846. this._x = - vFrom.y;
  1847. this._y = vFrom.x;
  1848. this._z = 0;
  1849. this._w = r;
  1850. } else {
  1851. this._x = 0;
  1852. this._y = - vFrom.z;
  1853. this._z = vFrom.y;
  1854. this._w = r;
  1855. }
  1856. } else {
  1857. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1858. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1859. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1860. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1861. this._w = r;
  1862. }
  1863. return this.normalize();
  1864. },
  1865. angleTo: function ( q ) {
  1866. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1867. },
  1868. rotateTowards: function ( q, step ) {
  1869. var angle = this.angleTo( q );
  1870. if ( angle === 0 ) { return this; }
  1871. var t = Math.min( 1, step / angle );
  1872. this.slerp( q, t );
  1873. return this;
  1874. },
  1875. inverse: function () {
  1876. // quaternion is assumed to have unit length
  1877. return this.conjugate();
  1878. },
  1879. conjugate: function () {
  1880. this._x *= - 1;
  1881. this._y *= - 1;
  1882. this._z *= - 1;
  1883. this._onChangeCallback();
  1884. return this;
  1885. },
  1886. dot: function ( v ) {
  1887. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1888. },
  1889. lengthSq: function () {
  1890. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1891. },
  1892. length: function () {
  1893. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1894. },
  1895. normalize: function () {
  1896. var l = this.length();
  1897. if ( l === 0 ) {
  1898. this._x = 0;
  1899. this._y = 0;
  1900. this._z = 0;
  1901. this._w = 1;
  1902. } else {
  1903. l = 1 / l;
  1904. this._x = this._x * l;
  1905. this._y = this._y * l;
  1906. this._z = this._z * l;
  1907. this._w = this._w * l;
  1908. }
  1909. this._onChangeCallback();
  1910. return this;
  1911. },
  1912. multiply: function ( q, p ) {
  1913. if ( p !== undefined ) {
  1914. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1915. return this.multiplyQuaternions( q, p );
  1916. }
  1917. return this.multiplyQuaternions( this, q );
  1918. },
  1919. premultiply: function ( q ) {
  1920. return this.multiplyQuaternions( q, this );
  1921. },
  1922. multiplyQuaternions: function ( a, b ) {
  1923. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1924. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1925. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1926. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1927. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1928. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1929. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1930. this._onChangeCallback();
  1931. return this;
  1932. },
  1933. slerp: function ( qb, t ) {
  1934. if ( t === 0 ) { return this; }
  1935. if ( t === 1 ) { return this.copy( qb ); }
  1936. var x = this._x, y = this._y, z = this._z, w = this._w;
  1937. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1938. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1939. if ( cosHalfTheta < 0 ) {
  1940. this._w = - qb._w;
  1941. this._x = - qb._x;
  1942. this._y = - qb._y;
  1943. this._z = - qb._z;
  1944. cosHalfTheta = - cosHalfTheta;
  1945. } else {
  1946. this.copy( qb );
  1947. }
  1948. if ( cosHalfTheta >= 1.0 ) {
  1949. this._w = w;
  1950. this._x = x;
  1951. this._y = y;
  1952. this._z = z;
  1953. return this;
  1954. }
  1955. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1956. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1957. var s = 1 - t;
  1958. this._w = s * w + t * this._w;
  1959. this._x = s * x + t * this._x;
  1960. this._y = s * y + t * this._y;
  1961. this._z = s * z + t * this._z;
  1962. this.normalize();
  1963. this._onChangeCallback();
  1964. return this;
  1965. }
  1966. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1967. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1968. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1969. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1970. this._w = ( w * ratioA + this._w * ratioB );
  1971. this._x = ( x * ratioA + this._x * ratioB );
  1972. this._y = ( y * ratioA + this._y * ratioB );
  1973. this._z = ( z * ratioA + this._z * ratioB );
  1974. this._onChangeCallback();
  1975. return this;
  1976. },
  1977. equals: function ( quaternion ) {
  1978. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1979. },
  1980. fromArray: function ( array, offset ) {
  1981. if ( offset === undefined ) { offset = 0; }
  1982. this._x = array[ offset ];
  1983. this._y = array[ offset + 1 ];
  1984. this._z = array[ offset + 2 ];
  1985. this._w = array[ offset + 3 ];
  1986. this._onChangeCallback();
  1987. return this;
  1988. },
  1989. toArray: function ( array, offset ) {
  1990. if ( array === undefined ) { array = []; }
  1991. if ( offset === undefined ) { offset = 0; }
  1992. array[ offset ] = this._x;
  1993. array[ offset + 1 ] = this._y;
  1994. array[ offset + 2 ] = this._z;
  1995. array[ offset + 3 ] = this._w;
  1996. return array;
  1997. },
  1998. fromBufferAttribute: function ( attribute, index ) {
  1999. this._x = attribute.getX( index );
  2000. this._y = attribute.getY( index );
  2001. this._z = attribute.getZ( index );
  2002. this._w = attribute.getW( index );
  2003. return this;
  2004. },
  2005. _onChange: function ( callback ) {
  2006. this._onChangeCallback = callback;
  2007. return this;
  2008. },
  2009. _onChangeCallback: function () {}
  2010. } );
  2011. /**
  2012. * @author mrdoob / http://mrdoob.com/
  2013. * @author kile / http://kile.stravaganza.org/
  2014. * @author philogb / http://blog.thejit.org/
  2015. * @author mikael emtinger / http://gomo.se/
  2016. * @author egraether / http://egraether.com/
  2017. * @author WestLangley / http://github.com/WestLangley
  2018. */
  2019. var _vector = new Vector3();
  2020. var _quaternion = new Quaternion();
  2021. function Vector3( x, y, z ) {
  2022. this.x = x || 0;
  2023. this.y = y || 0;
  2024. this.z = z || 0;
  2025. }
  2026. Object.assign( Vector3.prototype, {
  2027. isVector3: true,
  2028. set: function ( x, y, z ) {
  2029. this.x = x;
  2030. this.y = y;
  2031. this.z = z;
  2032. return this;
  2033. },
  2034. setScalar: function ( scalar ) {
  2035. this.x = scalar;
  2036. this.y = scalar;
  2037. this.z = scalar;
  2038. return this;
  2039. },
  2040. setX: function ( x ) {
  2041. this.x = x;
  2042. return this;
  2043. },
  2044. setY: function ( y ) {
  2045. this.y = y;
  2046. return this;
  2047. },
  2048. setZ: function ( z ) {
  2049. this.z = z;
  2050. return this;
  2051. },
  2052. setComponent: function ( index, value ) {
  2053. switch ( index ) {
  2054. case 0: this.x = value; break;
  2055. case 1: this.y = value; break;
  2056. case 2: this.z = value; break;
  2057. default: throw new Error( 'index is out of range: ' + index );
  2058. }
  2059. return this;
  2060. },
  2061. getComponent: function ( index ) {
  2062. switch ( index ) {
  2063. case 0: return this.x;
  2064. case 1: return this.y;
  2065. case 2: return this.z;
  2066. default: throw new Error( 'index is out of range: ' + index );
  2067. }
  2068. },
  2069. clone: function () {
  2070. return new this.constructor( this.x, this.y, this.z );
  2071. },
  2072. copy: function ( v ) {
  2073. this.x = v.x;
  2074. this.y = v.y;
  2075. this.z = v.z;
  2076. return this;
  2077. },
  2078. add: function ( v, w ) {
  2079. if ( w !== undefined ) {
  2080. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2081. return this.addVectors( v, w );
  2082. }
  2083. this.x += v.x;
  2084. this.y += v.y;
  2085. this.z += v.z;
  2086. return this;
  2087. },
  2088. addScalar: function ( s ) {
  2089. this.x += s;
  2090. this.y += s;
  2091. this.z += s;
  2092. return this;
  2093. },
  2094. addVectors: function ( a, b ) {
  2095. this.x = a.x + b.x;
  2096. this.y = a.y + b.y;
  2097. this.z = a.z + b.z;
  2098. return this;
  2099. },
  2100. addScaledVector: function ( v, s ) {
  2101. this.x += v.x * s;
  2102. this.y += v.y * s;
  2103. this.z += v.z * s;
  2104. return this;
  2105. },
  2106. sub: function ( v, w ) {
  2107. if ( w !== undefined ) {
  2108. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2109. return this.subVectors( v, w );
  2110. }
  2111. this.x -= v.x;
  2112. this.y -= v.y;
  2113. this.z -= v.z;
  2114. return this;
  2115. },
  2116. subScalar: function ( s ) {
  2117. this.x -= s;
  2118. this.y -= s;
  2119. this.z -= s;
  2120. return this;
  2121. },
  2122. subVectors: function ( a, b ) {
  2123. this.x = a.x - b.x;
  2124. this.y = a.y - b.y;
  2125. this.z = a.z - b.z;
  2126. return this;
  2127. },
  2128. multiply: function ( v, w ) {
  2129. if ( w !== undefined ) {
  2130. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2131. return this.multiplyVectors( v, w );
  2132. }
  2133. this.x *= v.x;
  2134. this.y *= v.y;
  2135. this.z *= v.z;
  2136. return this;
  2137. },
  2138. multiplyScalar: function ( scalar ) {
  2139. this.x *= scalar;
  2140. this.y *= scalar;
  2141. this.z *= scalar;
  2142. return this;
  2143. },
  2144. multiplyVectors: function ( a, b ) {
  2145. this.x = a.x * b.x;
  2146. this.y = a.y * b.y;
  2147. this.z = a.z * b.z;
  2148. return this;
  2149. },
  2150. applyEuler: function ( euler ) {
  2151. if ( ! ( euler && euler.isEuler ) ) {
  2152. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2153. }
  2154. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2155. },
  2156. applyAxisAngle: function ( axis, angle ) {
  2157. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2158. },
  2159. applyMatrix3: function ( m ) {
  2160. var x = this.x, y = this.y, z = this.z;
  2161. var e = m.elements;
  2162. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2163. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2164. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2165. return this;
  2166. },
  2167. applyNormalMatrix: function ( m ) {
  2168. return this.applyMatrix3( m ).normalize();
  2169. },
  2170. applyMatrix4: function ( m ) {
  2171. var x = this.x, y = this.y, z = this.z;
  2172. var e = m.elements;
  2173. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2174. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2175. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2176. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2177. return this;
  2178. },
  2179. applyQuaternion: function ( q ) {
  2180. var x = this.x, y = this.y, z = this.z;
  2181. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2182. // calculate quat * vector
  2183. var ix = qw * x + qy * z - qz * y;
  2184. var iy = qw * y + qz * x - qx * z;
  2185. var iz = qw * z + qx * y - qy * x;
  2186. var iw = - qx * x - qy * y - qz * z;
  2187. // calculate result * inverse quat
  2188. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2189. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2190. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2191. return this;
  2192. },
  2193. project: function ( camera ) {
  2194. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2195. },
  2196. unproject: function ( camera ) {
  2197. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2198. },
  2199. transformDirection: function ( m ) {
  2200. // input: THREE.Matrix4 affine matrix
  2201. // vector interpreted as a direction
  2202. var x = this.x, y = this.y, z = this.z;
  2203. var e = m.elements;
  2204. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2205. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2206. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2207. return this.normalize();
  2208. },
  2209. divide: function ( v ) {
  2210. this.x /= v.x;
  2211. this.y /= v.y;
  2212. this.z /= v.z;
  2213. return this;
  2214. },
  2215. divideScalar: function ( scalar ) {
  2216. return this.multiplyScalar( 1 / scalar );
  2217. },
  2218. min: function ( v ) {
  2219. this.x = Math.min( this.x, v.x );
  2220. this.y = Math.min( this.y, v.y );
  2221. this.z = Math.min( this.z, v.z );
  2222. return this;
  2223. },
  2224. max: function ( v ) {
  2225. this.x = Math.max( this.x, v.x );
  2226. this.y = Math.max( this.y, v.y );
  2227. this.z = Math.max( this.z, v.z );
  2228. return this;
  2229. },
  2230. clamp: function ( min, max ) {
  2231. // assumes min < max, componentwise
  2232. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2233. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2234. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2235. return this;
  2236. },
  2237. clampScalar: function ( minVal, maxVal ) {
  2238. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2239. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2240. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2241. return this;
  2242. },
  2243. clampLength: function ( min, max ) {
  2244. var length = this.length();
  2245. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2246. },
  2247. floor: function () {
  2248. this.x = Math.floor( this.x );
  2249. this.y = Math.floor( this.y );
  2250. this.z = Math.floor( this.z );
  2251. return this;
  2252. },
  2253. ceil: function () {
  2254. this.x = Math.ceil( this.x );
  2255. this.y = Math.ceil( this.y );
  2256. this.z = Math.ceil( this.z );
  2257. return this;
  2258. },
  2259. round: function () {
  2260. this.x = Math.round( this.x );
  2261. this.y = Math.round( this.y );
  2262. this.z = Math.round( this.z );
  2263. return this;
  2264. },
  2265. roundToZero: function () {
  2266. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2267. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2268. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2269. return this;
  2270. },
  2271. negate: function () {
  2272. this.x = - this.x;
  2273. this.y = - this.y;
  2274. this.z = - this.z;
  2275. return this;
  2276. },
  2277. dot: function ( v ) {
  2278. return this.x * v.x + this.y * v.y + this.z * v.z;
  2279. },
  2280. // TODO lengthSquared?
  2281. lengthSq: function () {
  2282. return this.x * this.x + this.y * this.y + this.z * this.z;
  2283. },
  2284. length: function () {
  2285. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2286. },
  2287. manhattanLength: function () {
  2288. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2289. },
  2290. normalize: function () {
  2291. return this.divideScalar( this.length() || 1 );
  2292. },
  2293. setLength: function ( length ) {
  2294. return this.normalize().multiplyScalar( length );
  2295. },
  2296. lerp: function ( v, alpha ) {
  2297. this.x += ( v.x - this.x ) * alpha;
  2298. this.y += ( v.y - this.y ) * alpha;
  2299. this.z += ( v.z - this.z ) * alpha;
  2300. return this;
  2301. },
  2302. lerpVectors: function ( v1, v2, alpha ) {
  2303. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2304. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2305. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2306. return this;
  2307. },
  2308. cross: function ( v, w ) {
  2309. if ( w !== undefined ) {
  2310. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2311. return this.crossVectors( v, w );
  2312. }
  2313. return this.crossVectors( this, v );
  2314. },
  2315. crossVectors: function ( a, b ) {
  2316. var ax = a.x, ay = a.y, az = a.z;
  2317. var bx = b.x, by = b.y, bz = b.z;
  2318. this.x = ay * bz - az * by;
  2319. this.y = az * bx - ax * bz;
  2320. this.z = ax * by - ay * bx;
  2321. return this;
  2322. },
  2323. projectOnVector: function ( v ) {
  2324. var denominator = v.lengthSq();
  2325. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2326. var scalar = v.dot( this ) / denominator;
  2327. return this.copy( v ).multiplyScalar( scalar );
  2328. },
  2329. projectOnPlane: function ( planeNormal ) {
  2330. _vector.copy( this ).projectOnVector( planeNormal );
  2331. return this.sub( _vector );
  2332. },
  2333. reflect: function ( normal ) {
  2334. // reflect incident vector off plane orthogonal to normal
  2335. // normal is assumed to have unit length
  2336. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2337. },
  2338. angleTo: function ( v ) {
  2339. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2340. if ( denominator === 0 ) { return Math.PI / 2; }
  2341. var theta = this.dot( v ) / denominator;
  2342. // clamp, to handle numerical problems
  2343. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2344. },
  2345. distanceTo: function ( v ) {
  2346. return Math.sqrt( this.distanceToSquared( v ) );
  2347. },
  2348. distanceToSquared: function ( v ) {
  2349. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2350. return dx * dx + dy * dy + dz * dz;
  2351. },
  2352. manhattanDistanceTo: function ( v ) {
  2353. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2354. },
  2355. setFromSpherical: function ( s ) {
  2356. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2357. },
  2358. setFromSphericalCoords: function ( radius, phi, theta ) {
  2359. var sinPhiRadius = Math.sin( phi ) * radius;
  2360. this.x = sinPhiRadius * Math.sin( theta );
  2361. this.y = Math.cos( phi ) * radius;
  2362. this.z = sinPhiRadius * Math.cos( theta );
  2363. return this;
  2364. },
  2365. setFromCylindrical: function ( c ) {
  2366. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2367. },
  2368. setFromCylindricalCoords: function ( radius, theta, y ) {
  2369. this.x = radius * Math.sin( theta );
  2370. this.y = y;
  2371. this.z = radius * Math.cos( theta );
  2372. return this;
  2373. },
  2374. setFromMatrixPosition: function ( m ) {
  2375. var e = m.elements;
  2376. this.x = e[ 12 ];
  2377. this.y = e[ 13 ];
  2378. this.z = e[ 14 ];
  2379. return this;
  2380. },
  2381. setFromMatrixScale: function ( m ) {
  2382. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2383. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2384. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2385. this.x = sx;
  2386. this.y = sy;
  2387. this.z = sz;
  2388. return this;
  2389. },
  2390. setFromMatrixColumn: function ( m, index ) {
  2391. return this.fromArray( m.elements, index * 4 );
  2392. },
  2393. setFromMatrix3Column: function ( m, index ) {
  2394. return this.fromArray( m.elements, index * 3 );
  2395. },
  2396. equals: function ( v ) {
  2397. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2398. },
  2399. fromArray: function ( array, offset ) {
  2400. if ( offset === undefined ) { offset = 0; }
  2401. this.x = array[ offset ];
  2402. this.y = array[ offset + 1 ];
  2403. this.z = array[ offset + 2 ];
  2404. return this;
  2405. },
  2406. toArray: function ( array, offset ) {
  2407. if ( array === undefined ) { array = []; }
  2408. if ( offset === undefined ) { offset = 0; }
  2409. array[ offset ] = this.x;
  2410. array[ offset + 1 ] = this.y;
  2411. array[ offset + 2 ] = this.z;
  2412. return array;
  2413. },
  2414. fromBufferAttribute: function ( attribute, index, offset ) {
  2415. if ( offset !== undefined ) {
  2416. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2417. }
  2418. this.x = attribute.getX( index );
  2419. this.y = attribute.getY( index );
  2420. this.z = attribute.getZ( index );
  2421. return this;
  2422. },
  2423. random: function () {
  2424. this.x = Math.random();
  2425. this.y = Math.random();
  2426. this.z = Math.random();
  2427. return this;
  2428. }
  2429. } );
  2430. var _v1 = new Vector3();
  2431. var _m1 = new Matrix4();
  2432. var _zero = new Vector3( 0, 0, 0 );
  2433. var _one = new Vector3( 1, 1, 1 );
  2434. var _x = new Vector3();
  2435. var _y = new Vector3();
  2436. var _z = new Vector3();
  2437. /**
  2438. * @author mrdoob / http://mrdoob.com/
  2439. * @author supereggbert / http://www.paulbrunt.co.uk/
  2440. * @author philogb / http://blog.thejit.org/
  2441. * @author jordi_ros / http://plattsoft.com
  2442. * @author D1plo1d / http://github.com/D1plo1d
  2443. * @author alteredq / http://alteredqualia.com/
  2444. * @author mikael emtinger / http://gomo.se/
  2445. * @author timknip / http://www.floorplanner.com/
  2446. * @author bhouston / http://clara.io
  2447. * @author WestLangley / http://github.com/WestLangley
  2448. */
  2449. function Matrix4() {
  2450. this.elements = [
  2451. 1, 0, 0, 0,
  2452. 0, 1, 0, 0,
  2453. 0, 0, 1, 0,
  2454. 0, 0, 0, 1
  2455. ];
  2456. if ( arguments.length > 0 ) {
  2457. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2458. }
  2459. }
  2460. Object.assign( Matrix4.prototype, {
  2461. isMatrix4: true,
  2462. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2463. var te = this.elements;
  2464. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2465. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2466. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2467. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2468. return this;
  2469. },
  2470. identity: function () {
  2471. this.set(
  2472. 1, 0, 0, 0,
  2473. 0, 1, 0, 0,
  2474. 0, 0, 1, 0,
  2475. 0, 0, 0, 1
  2476. );
  2477. return this;
  2478. },
  2479. clone: function () {
  2480. return new Matrix4().fromArray( this.elements );
  2481. },
  2482. copy: function ( m ) {
  2483. var te = this.elements;
  2484. var me = m.elements;
  2485. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2486. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2487. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2488. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2489. return this;
  2490. },
  2491. copyPosition: function ( m ) {
  2492. var te = this.elements, me = m.elements;
  2493. te[ 12 ] = me[ 12 ];
  2494. te[ 13 ] = me[ 13 ];
  2495. te[ 14 ] = me[ 14 ];
  2496. return this;
  2497. },
  2498. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2499. xAxis.setFromMatrixColumn( this, 0 );
  2500. yAxis.setFromMatrixColumn( this, 1 );
  2501. zAxis.setFromMatrixColumn( this, 2 );
  2502. return this;
  2503. },
  2504. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2505. this.set(
  2506. xAxis.x, yAxis.x, zAxis.x, 0,
  2507. xAxis.y, yAxis.y, zAxis.y, 0,
  2508. xAxis.z, yAxis.z, zAxis.z, 0,
  2509. 0, 0, 0, 1
  2510. );
  2511. return this;
  2512. },
  2513. extractRotation: function ( m ) {
  2514. // this method does not support reflection matrices
  2515. var te = this.elements;
  2516. var me = m.elements;
  2517. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2518. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2519. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2520. te[ 0 ] = me[ 0 ] * scaleX;
  2521. te[ 1 ] = me[ 1 ] * scaleX;
  2522. te[ 2 ] = me[ 2 ] * scaleX;
  2523. te[ 3 ] = 0;
  2524. te[ 4 ] = me[ 4 ] * scaleY;
  2525. te[ 5 ] = me[ 5 ] * scaleY;
  2526. te[ 6 ] = me[ 6 ] * scaleY;
  2527. te[ 7 ] = 0;
  2528. te[ 8 ] = me[ 8 ] * scaleZ;
  2529. te[ 9 ] = me[ 9 ] * scaleZ;
  2530. te[ 10 ] = me[ 10 ] * scaleZ;
  2531. te[ 11 ] = 0;
  2532. te[ 12 ] = 0;
  2533. te[ 13 ] = 0;
  2534. te[ 14 ] = 0;
  2535. te[ 15 ] = 1;
  2536. return this;
  2537. },
  2538. makeRotationFromEuler: function ( euler ) {
  2539. if ( ! ( euler && euler.isEuler ) ) {
  2540. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2541. }
  2542. var te = this.elements;
  2543. var x = euler.x, y = euler.y, z = euler.z;
  2544. var a = Math.cos( x ), b = Math.sin( x );
  2545. var c = Math.cos( y ), d = Math.sin( y );
  2546. var e = Math.cos( z ), f = Math.sin( z );
  2547. if ( euler.order === 'XYZ' ) {
  2548. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2549. te[ 0 ] = c * e;
  2550. te[ 4 ] = - c * f;
  2551. te[ 8 ] = d;
  2552. te[ 1 ] = af + be * d;
  2553. te[ 5 ] = ae - bf * d;
  2554. te[ 9 ] = - b * c;
  2555. te[ 2 ] = bf - ae * d;
  2556. te[ 6 ] = be + af * d;
  2557. te[ 10 ] = a * c;
  2558. } else if ( euler.order === 'YXZ' ) {
  2559. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2560. te[ 0 ] = ce + df * b;
  2561. te[ 4 ] = de * b - cf;
  2562. te[ 8 ] = a * d;
  2563. te[ 1 ] = a * f;
  2564. te[ 5 ] = a * e;
  2565. te[ 9 ] = - b;
  2566. te[ 2 ] = cf * b - de;
  2567. te[ 6 ] = df + ce * b;
  2568. te[ 10 ] = a * c;
  2569. } else if ( euler.order === 'ZXY' ) {
  2570. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2571. te[ 0 ] = ce - df * b;
  2572. te[ 4 ] = - a * f;
  2573. te[ 8 ] = de + cf * b;
  2574. te[ 1 ] = cf + de * b;
  2575. te[ 5 ] = a * e;
  2576. te[ 9 ] = df - ce * b;
  2577. te[ 2 ] = - a * d;
  2578. te[ 6 ] = b;
  2579. te[ 10 ] = a * c;
  2580. } else if ( euler.order === 'ZYX' ) {
  2581. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2582. te[ 0 ] = c * e;
  2583. te[ 4 ] = be * d - af;
  2584. te[ 8 ] = ae * d + bf;
  2585. te[ 1 ] = c * f;
  2586. te[ 5 ] = bf * d + ae;
  2587. te[ 9 ] = af * d - be;
  2588. te[ 2 ] = - d;
  2589. te[ 6 ] = b * c;
  2590. te[ 10 ] = a * c;
  2591. } else if ( euler.order === 'YZX' ) {
  2592. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2593. te[ 0 ] = c * e;
  2594. te[ 4 ] = bd - ac * f;
  2595. te[ 8 ] = bc * f + ad;
  2596. te[ 1 ] = f;
  2597. te[ 5 ] = a * e;
  2598. te[ 9 ] = - b * e;
  2599. te[ 2 ] = - d * e;
  2600. te[ 6 ] = ad * f + bc;
  2601. te[ 10 ] = ac - bd * f;
  2602. } else if ( euler.order === 'XZY' ) {
  2603. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2604. te[ 0 ] = c * e;
  2605. te[ 4 ] = - f;
  2606. te[ 8 ] = d * e;
  2607. te[ 1 ] = ac * f + bd;
  2608. te[ 5 ] = a * e;
  2609. te[ 9 ] = ad * f - bc;
  2610. te[ 2 ] = bc * f - ad;
  2611. te[ 6 ] = b * e;
  2612. te[ 10 ] = bd * f + ac;
  2613. }
  2614. // bottom row
  2615. te[ 3 ] = 0;
  2616. te[ 7 ] = 0;
  2617. te[ 11 ] = 0;
  2618. // last column
  2619. te[ 12 ] = 0;
  2620. te[ 13 ] = 0;
  2621. te[ 14 ] = 0;
  2622. te[ 15 ] = 1;
  2623. return this;
  2624. },
  2625. makeRotationFromQuaternion: function ( q ) {
  2626. return this.compose( _zero, q, _one );
  2627. },
  2628. lookAt: function ( eye, target, up ) {
  2629. var te = this.elements;
  2630. _z.subVectors( eye, target );
  2631. if ( _z.lengthSq() === 0 ) {
  2632. // eye and target are in the same position
  2633. _z.z = 1;
  2634. }
  2635. _z.normalize();
  2636. _x.crossVectors( up, _z );
  2637. if ( _x.lengthSq() === 0 ) {
  2638. // up and z are parallel
  2639. if ( Math.abs( up.z ) === 1 ) {
  2640. _z.x += 0.0001;
  2641. } else {
  2642. _z.z += 0.0001;
  2643. }
  2644. _z.normalize();
  2645. _x.crossVectors( up, _z );
  2646. }
  2647. _x.normalize();
  2648. _y.crossVectors( _z, _x );
  2649. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2650. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2651. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2652. return this;
  2653. },
  2654. multiply: function ( m, n ) {
  2655. if ( n !== undefined ) {
  2656. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2657. return this.multiplyMatrices( m, n );
  2658. }
  2659. return this.multiplyMatrices( this, m );
  2660. },
  2661. premultiply: function ( m ) {
  2662. return this.multiplyMatrices( m, this );
  2663. },
  2664. multiplyMatrices: function ( a, b ) {
  2665. var ae = a.elements;
  2666. var be = b.elements;
  2667. var te = this.elements;
  2668. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2669. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2670. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2671. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2672. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2673. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2674. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2675. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2676. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2677. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2678. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2679. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2680. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2681. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2682. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2683. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2684. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2685. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2686. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2687. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2688. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2689. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2690. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2691. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2692. return this;
  2693. },
  2694. multiplyScalar: function ( s ) {
  2695. var te = this.elements;
  2696. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2697. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2698. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2699. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2700. return this;
  2701. },
  2702. determinant: function () {
  2703. var te = this.elements;
  2704. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2705. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2706. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2707. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2708. //TODO: make this more efficient
  2709. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2710. return (
  2711. n41 * (
  2712. + n14 * n23 * n32
  2713. - n13 * n24 * n32
  2714. - n14 * n22 * n33
  2715. + n12 * n24 * n33
  2716. + n13 * n22 * n34
  2717. - n12 * n23 * n34
  2718. ) +
  2719. n42 * (
  2720. + n11 * n23 * n34
  2721. - n11 * n24 * n33
  2722. + n14 * n21 * n33
  2723. - n13 * n21 * n34
  2724. + n13 * n24 * n31
  2725. - n14 * n23 * n31
  2726. ) +
  2727. n43 * (
  2728. + n11 * n24 * n32
  2729. - n11 * n22 * n34
  2730. - n14 * n21 * n32
  2731. + n12 * n21 * n34
  2732. + n14 * n22 * n31
  2733. - n12 * n24 * n31
  2734. ) +
  2735. n44 * (
  2736. - n13 * n22 * n31
  2737. - n11 * n23 * n32
  2738. + n11 * n22 * n33
  2739. + n13 * n21 * n32
  2740. - n12 * n21 * n33
  2741. + n12 * n23 * n31
  2742. )
  2743. );
  2744. },
  2745. transpose: function () {
  2746. var te = this.elements;
  2747. var tmp;
  2748. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2749. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2750. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2751. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2752. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2753. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2754. return this;
  2755. },
  2756. setPosition: function ( x, y, z ) {
  2757. var te = this.elements;
  2758. if ( x.isVector3 ) {
  2759. te[ 12 ] = x.x;
  2760. te[ 13 ] = x.y;
  2761. te[ 14 ] = x.z;
  2762. } else {
  2763. te[ 12 ] = x;
  2764. te[ 13 ] = y;
  2765. te[ 14 ] = z;
  2766. }
  2767. return this;
  2768. },
  2769. getInverse: function ( m, throwOnDegenerate ) {
  2770. if ( throwOnDegenerate !== undefined ) {
  2771. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2772. }
  2773. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2774. var te = this.elements,
  2775. me = m.elements,
  2776. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2777. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2778. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2779. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2780. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2781. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2782. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2783. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2784. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2785. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2786. var detInv = 1 / det;
  2787. te[ 0 ] = t11 * detInv;
  2788. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2789. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2790. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2791. te[ 4 ] = t12 * detInv;
  2792. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2793. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2794. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2795. te[ 8 ] = t13 * detInv;
  2796. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2797. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2798. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2799. te[ 12 ] = t14 * detInv;
  2800. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2801. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2802. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2803. return this;
  2804. },
  2805. scale: function ( v ) {
  2806. var te = this.elements;
  2807. var x = v.x, y = v.y, z = v.z;
  2808. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2809. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2810. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2811. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2812. return this;
  2813. },
  2814. getMaxScaleOnAxis: function () {
  2815. var te = this.elements;
  2816. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2817. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2818. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2819. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2820. },
  2821. makeTranslation: function ( x, y, z ) {
  2822. this.set(
  2823. 1, 0, 0, x,
  2824. 0, 1, 0, y,
  2825. 0, 0, 1, z,
  2826. 0, 0, 0, 1
  2827. );
  2828. return this;
  2829. },
  2830. makeRotationX: function ( theta ) {
  2831. var c = Math.cos( theta ), s = Math.sin( theta );
  2832. this.set(
  2833. 1, 0, 0, 0,
  2834. 0, c, - s, 0,
  2835. 0, s, c, 0,
  2836. 0, 0, 0, 1
  2837. );
  2838. return this;
  2839. },
  2840. makeRotationY: function ( theta ) {
  2841. var c = Math.cos( theta ), s = Math.sin( theta );
  2842. this.set(
  2843. c, 0, s, 0,
  2844. 0, 1, 0, 0,
  2845. - s, 0, c, 0,
  2846. 0, 0, 0, 1
  2847. );
  2848. return this;
  2849. },
  2850. makeRotationZ: function ( theta ) {
  2851. var c = Math.cos( theta ), s = Math.sin( theta );
  2852. this.set(
  2853. c, - s, 0, 0,
  2854. s, c, 0, 0,
  2855. 0, 0, 1, 0,
  2856. 0, 0, 0, 1
  2857. );
  2858. return this;
  2859. },
  2860. makeRotationAxis: function ( axis, angle ) {
  2861. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2862. var c = Math.cos( angle );
  2863. var s = Math.sin( angle );
  2864. var t = 1 - c;
  2865. var x = axis.x, y = axis.y, z = axis.z;
  2866. var tx = t * x, ty = t * y;
  2867. this.set(
  2868. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2869. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2870. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2871. 0, 0, 0, 1
  2872. );
  2873. return this;
  2874. },
  2875. makeScale: function ( x, y, z ) {
  2876. this.set(
  2877. x, 0, 0, 0,
  2878. 0, y, 0, 0,
  2879. 0, 0, z, 0,
  2880. 0, 0, 0, 1
  2881. );
  2882. return this;
  2883. },
  2884. makeShear: function ( x, y, z ) {
  2885. this.set(
  2886. 1, y, z, 0,
  2887. x, 1, z, 0,
  2888. x, y, 1, 0,
  2889. 0, 0, 0, 1
  2890. );
  2891. return this;
  2892. },
  2893. compose: function ( position, quaternion, scale ) {
  2894. var te = this.elements;
  2895. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2896. var x2 = x + x, y2 = y + y, z2 = z + z;
  2897. var xx = x * x2, xy = x * y2, xz = x * z2;
  2898. var yy = y * y2, yz = y * z2, zz = z * z2;
  2899. var wx = w * x2, wy = w * y2, wz = w * z2;
  2900. var sx = scale.x, sy = scale.y, sz = scale.z;
  2901. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2902. te[ 1 ] = ( xy + wz ) * sx;
  2903. te[ 2 ] = ( xz - wy ) * sx;
  2904. te[ 3 ] = 0;
  2905. te[ 4 ] = ( xy - wz ) * sy;
  2906. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2907. te[ 6 ] = ( yz + wx ) * sy;
  2908. te[ 7 ] = 0;
  2909. te[ 8 ] = ( xz + wy ) * sz;
  2910. te[ 9 ] = ( yz - wx ) * sz;
  2911. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2912. te[ 11 ] = 0;
  2913. te[ 12 ] = position.x;
  2914. te[ 13 ] = position.y;
  2915. te[ 14 ] = position.z;
  2916. te[ 15 ] = 1;
  2917. return this;
  2918. },
  2919. decompose: function ( position, quaternion, scale ) {
  2920. var te = this.elements;
  2921. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2922. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2923. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2924. // if determine is negative, we need to invert one scale
  2925. var det = this.determinant();
  2926. if ( det < 0 ) { sx = - sx; }
  2927. position.x = te[ 12 ];
  2928. position.y = te[ 13 ];
  2929. position.z = te[ 14 ];
  2930. // scale the rotation part
  2931. _m1.copy( this );
  2932. var invSX = 1 / sx;
  2933. var invSY = 1 / sy;
  2934. var invSZ = 1 / sz;
  2935. _m1.elements[ 0 ] *= invSX;
  2936. _m1.elements[ 1 ] *= invSX;
  2937. _m1.elements[ 2 ] *= invSX;
  2938. _m1.elements[ 4 ] *= invSY;
  2939. _m1.elements[ 5 ] *= invSY;
  2940. _m1.elements[ 6 ] *= invSY;
  2941. _m1.elements[ 8 ] *= invSZ;
  2942. _m1.elements[ 9 ] *= invSZ;
  2943. _m1.elements[ 10 ] *= invSZ;
  2944. quaternion.setFromRotationMatrix( _m1 );
  2945. scale.x = sx;
  2946. scale.y = sy;
  2947. scale.z = sz;
  2948. return this;
  2949. },
  2950. makePerspective: function ( left, right, top, bottom, near, far ) {
  2951. if ( far === undefined ) {
  2952. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2953. }
  2954. var te = this.elements;
  2955. var x = 2 * near / ( right - left );
  2956. var y = 2 * near / ( top - bottom );
  2957. var a = ( right + left ) / ( right - left );
  2958. var b = ( top + bottom ) / ( top - bottom );
  2959. var c = - ( far + near ) / ( far - near );
  2960. var d = - 2 * far * near / ( far - near );
  2961. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2962. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2963. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2964. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2965. return this;
  2966. },
  2967. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2968. var te = this.elements;
  2969. var w = 1.0 / ( right - left );
  2970. var h = 1.0 / ( top - bottom );
  2971. var p = 1.0 / ( far - near );
  2972. var x = ( right + left ) * w;
  2973. var y = ( top + bottom ) * h;
  2974. var z = ( far + near ) * p;
  2975. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2976. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2977. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2978. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2979. return this;
  2980. },
  2981. equals: function ( matrix ) {
  2982. var te = this.elements;
  2983. var me = matrix.elements;
  2984. for ( var i = 0; i < 16; i ++ ) {
  2985. if ( te[ i ] !== me[ i ] ) { return false; }
  2986. }
  2987. return true;
  2988. },
  2989. fromArray: function ( array, offset ) {
  2990. if ( offset === undefined ) { offset = 0; }
  2991. for ( var i = 0; i < 16; i ++ ) {
  2992. this.elements[ i ] = array[ i + offset ];
  2993. }
  2994. return this;
  2995. },
  2996. toArray: function ( array, offset ) {
  2997. if ( array === undefined ) { array = []; }
  2998. if ( offset === undefined ) { offset = 0; }
  2999. var te = this.elements;
  3000. array[ offset ] = te[ 0 ];
  3001. array[ offset + 1 ] = te[ 1 ];
  3002. array[ offset + 2 ] = te[ 2 ];
  3003. array[ offset + 3 ] = te[ 3 ];
  3004. array[ offset + 4 ] = te[ 4 ];
  3005. array[ offset + 5 ] = te[ 5 ];
  3006. array[ offset + 6 ] = te[ 6 ];
  3007. array[ offset + 7 ] = te[ 7 ];
  3008. array[ offset + 8 ] = te[ 8 ];
  3009. array[ offset + 9 ] = te[ 9 ];
  3010. array[ offset + 10 ] = te[ 10 ];
  3011. array[ offset + 11 ] = te[ 11 ];
  3012. array[ offset + 12 ] = te[ 12 ];
  3013. array[ offset + 13 ] = te[ 13 ];
  3014. array[ offset + 14 ] = te[ 14 ];
  3015. array[ offset + 15 ] = te[ 15 ];
  3016. return array;
  3017. }
  3018. } );
  3019. /**
  3020. * @author mrdoob / http://mrdoob.com/
  3021. * @author WestLangley / http://github.com/WestLangley
  3022. * @author bhouston / http://clara.io
  3023. */
  3024. var _matrix = new Matrix4();
  3025. var _quaternion$1 = new Quaternion();
  3026. function Euler( x, y, z, order ) {
  3027. this._x = x || 0;
  3028. this._y = y || 0;
  3029. this._z = z || 0;
  3030. this._order = order || Euler.DefaultOrder;
  3031. }
  3032. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3033. Euler.DefaultOrder = 'XYZ';
  3034. Object.defineProperties( Euler.prototype, {
  3035. x: {
  3036. get: function () {
  3037. return this._x;
  3038. },
  3039. set: function ( value ) {
  3040. this._x = value;
  3041. this._onChangeCallback();
  3042. }
  3043. },
  3044. y: {
  3045. get: function () {
  3046. return this._y;
  3047. },
  3048. set: function ( value ) {
  3049. this._y = value;
  3050. this._onChangeCallback();
  3051. }
  3052. },
  3053. z: {
  3054. get: function () {
  3055. return this._z;
  3056. },
  3057. set: function ( value ) {
  3058. this._z = value;
  3059. this._onChangeCallback();
  3060. }
  3061. },
  3062. order: {
  3063. get: function () {
  3064. return this._order;
  3065. },
  3066. set: function ( value ) {
  3067. this._order = value;
  3068. this._onChangeCallback();
  3069. }
  3070. }
  3071. } );
  3072. Object.assign( Euler.prototype, {
  3073. isEuler: true,
  3074. set: function ( x, y, z, order ) {
  3075. this._x = x;
  3076. this._y = y;
  3077. this._z = z;
  3078. this._order = order || this._order;
  3079. this._onChangeCallback();
  3080. return this;
  3081. },
  3082. clone: function () {
  3083. return new this.constructor( this._x, this._y, this._z, this._order );
  3084. },
  3085. copy: function ( euler ) {
  3086. this._x = euler._x;
  3087. this._y = euler._y;
  3088. this._z = euler._z;
  3089. this._order = euler._order;
  3090. this._onChangeCallback();
  3091. return this;
  3092. },
  3093. setFromRotationMatrix: function ( m, order, update ) {
  3094. var clamp = MathUtils.clamp;
  3095. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3096. var te = m.elements;
  3097. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3098. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3099. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3100. order = order || this._order;
  3101. switch ( order ) {
  3102. case 'XYZ':
  3103. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3104. if ( Math.abs( m13 ) < 0.9999999 ) {
  3105. this._x = Math.atan2( - m23, m33 );
  3106. this._z = Math.atan2( - m12, m11 );
  3107. } else {
  3108. this._x = Math.atan2( m32, m22 );
  3109. this._z = 0;
  3110. }
  3111. break;
  3112. case 'YXZ':
  3113. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3114. if ( Math.abs( m23 ) < 0.9999999 ) {
  3115. this._y = Math.atan2( m13, m33 );
  3116. this._z = Math.atan2( m21, m22 );
  3117. } else {
  3118. this._y = Math.atan2( - m31, m11 );
  3119. this._z = 0;
  3120. }
  3121. break;
  3122. case 'ZXY':
  3123. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3124. if ( Math.abs( m32 ) < 0.9999999 ) {
  3125. this._y = Math.atan2( - m31, m33 );
  3126. this._z = Math.atan2( - m12, m22 );
  3127. } else {
  3128. this._y = 0;
  3129. this._z = Math.atan2( m21, m11 );
  3130. }
  3131. break;
  3132. case 'ZYX':
  3133. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3134. if ( Math.abs( m31 ) < 0.9999999 ) {
  3135. this._x = Math.atan2( m32, m33 );
  3136. this._z = Math.atan2( m21, m11 );
  3137. } else {
  3138. this._x = 0;
  3139. this._z = Math.atan2( - m12, m22 );
  3140. }
  3141. break;
  3142. case 'YZX':
  3143. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3144. if ( Math.abs( m21 ) < 0.9999999 ) {
  3145. this._x = Math.atan2( - m23, m22 );
  3146. this._y = Math.atan2( - m31, m11 );
  3147. } else {
  3148. this._x = 0;
  3149. this._y = Math.atan2( m13, m33 );
  3150. }
  3151. break;
  3152. case 'XZY':
  3153. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3154. if ( Math.abs( m12 ) < 0.9999999 ) {
  3155. this._x = Math.atan2( m32, m22 );
  3156. this._y = Math.atan2( m13, m11 );
  3157. } else {
  3158. this._x = Math.atan2( - m23, m33 );
  3159. this._y = 0;
  3160. }
  3161. break;
  3162. default:
  3163. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3164. }
  3165. this._order = order;
  3166. if ( update !== false ) { this._onChangeCallback(); }
  3167. return this;
  3168. },
  3169. setFromQuaternion: function ( q, order, update ) {
  3170. _matrix.makeRotationFromQuaternion( q );
  3171. return this.setFromRotationMatrix( _matrix, order, update );
  3172. },
  3173. setFromVector3: function ( v, order ) {
  3174. return this.set( v.x, v.y, v.z, order || this._order );
  3175. },
  3176. reorder: function ( newOrder ) {
  3177. // WARNING: this discards revolution information -bhouston
  3178. _quaternion$1.setFromEuler( this );
  3179. return this.setFromQuaternion( _quaternion$1, newOrder );
  3180. },
  3181. equals: function ( euler ) {
  3182. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3183. },
  3184. fromArray: function ( array ) {
  3185. this._x = array[ 0 ];
  3186. this._y = array[ 1 ];
  3187. this._z = array[ 2 ];
  3188. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3189. this._onChangeCallback();
  3190. return this;
  3191. },
  3192. toArray: function ( array, offset ) {
  3193. if ( array === undefined ) { array = []; }
  3194. if ( offset === undefined ) { offset = 0; }
  3195. array[ offset ] = this._x;
  3196. array[ offset + 1 ] = this._y;
  3197. array[ offset + 2 ] = this._z;
  3198. array[ offset + 3 ] = this._order;
  3199. return array;
  3200. },
  3201. toVector3: function ( optionalResult ) {
  3202. if ( optionalResult ) {
  3203. return optionalResult.set( this._x, this._y, this._z );
  3204. } else {
  3205. return new Vector3( this._x, this._y, this._z );
  3206. }
  3207. },
  3208. _onChange: function ( callback ) {
  3209. this._onChangeCallback = callback;
  3210. return this;
  3211. },
  3212. _onChangeCallback: function () {}
  3213. } );
  3214. /**
  3215. * @author mrdoob / http://mrdoob.com/
  3216. */
  3217. function Layers() {
  3218. this.mask = 1 | 0;
  3219. }
  3220. Object.assign( Layers.prototype, {
  3221. set: function ( channel ) {
  3222. this.mask = 1 << channel | 0;
  3223. },
  3224. enable: function ( channel ) {
  3225. this.mask |= 1 << channel | 0;
  3226. },
  3227. enableAll: function () {
  3228. this.mask = 0xffffffff | 0;
  3229. },
  3230. toggle: function ( channel ) {
  3231. this.mask ^= 1 << channel | 0;
  3232. },
  3233. disable: function ( channel ) {
  3234. this.mask &= ~ ( 1 << channel | 0 );
  3235. },
  3236. disableAll: function () {
  3237. this.mask = 0;
  3238. },
  3239. test: function ( layers ) {
  3240. return ( this.mask & layers.mask ) !== 0;
  3241. }
  3242. } );
  3243. var _object3DId = 0;
  3244. var _v1$1 = new Vector3();
  3245. var _q1 = new Quaternion();
  3246. var _m1$1 = new Matrix4();
  3247. var _target = new Vector3();
  3248. var _position = new Vector3();
  3249. var _scale = new Vector3();
  3250. var _quaternion$2 = new Quaternion();
  3251. var _xAxis = new Vector3( 1, 0, 0 );
  3252. var _yAxis = new Vector3( 0, 1, 0 );
  3253. var _zAxis = new Vector3( 0, 0, 1 );
  3254. var _addedEvent = { type: 'added' };
  3255. var _removedEvent = { type: 'removed' };
  3256. /**
  3257. * @author mrdoob / http://mrdoob.com/
  3258. * @author mikael emtinger / http://gomo.se/
  3259. * @author alteredq / http://alteredqualia.com/
  3260. * @author WestLangley / http://github.com/WestLangley
  3261. * @author elephantatwork / www.elephantatwork.ch
  3262. */
  3263. function Object3D() {
  3264. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3265. this.uuid = MathUtils.generateUUID();
  3266. this.name = '';
  3267. this.type = 'Object3D';
  3268. this.parent = null;
  3269. this.children = [];
  3270. this.up = Object3D.DefaultUp.clone();
  3271. var position = new Vector3();
  3272. var rotation = new Euler();
  3273. var quaternion = new Quaternion();
  3274. var scale = new Vector3( 1, 1, 1 );
  3275. function onRotationChange() {
  3276. quaternion.setFromEuler( rotation, false );
  3277. }
  3278. function onQuaternionChange() {
  3279. rotation.setFromQuaternion( quaternion, undefined, false );
  3280. }
  3281. rotation._onChange( onRotationChange );
  3282. quaternion._onChange( onQuaternionChange );
  3283. Object.defineProperties( this, {
  3284. position: {
  3285. configurable: true,
  3286. enumerable: true,
  3287. value: position
  3288. },
  3289. rotation: {
  3290. configurable: true,
  3291. enumerable: true,
  3292. value: rotation
  3293. },
  3294. quaternion: {
  3295. configurable: true,
  3296. enumerable: true,
  3297. value: quaternion
  3298. },
  3299. scale: {
  3300. configurable: true,
  3301. enumerable: true,
  3302. value: scale
  3303. },
  3304. modelViewMatrix: {
  3305. value: new Matrix4()
  3306. },
  3307. normalMatrix: {
  3308. value: new Matrix3()
  3309. }
  3310. } );
  3311. this.matrix = new Matrix4();
  3312. this.matrixWorld = new Matrix4();
  3313. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3314. this.matrixWorldNeedsUpdate = false;
  3315. this.layers = new Layers();
  3316. this.visible = true;
  3317. this.castShadow = false;
  3318. this.receiveShadow = false;
  3319. this.frustumCulled = true;
  3320. this.renderOrder = 0;
  3321. this.userData = {};
  3322. }
  3323. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3324. Object3D.DefaultMatrixAutoUpdate = true;
  3325. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3326. constructor: Object3D,
  3327. isObject3D: true,
  3328. onBeforeRender: function () {},
  3329. onAfterRender: function () {},
  3330. applyMatrix4: function ( matrix ) {
  3331. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3332. this.matrix.premultiply( matrix );
  3333. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3334. },
  3335. applyQuaternion: function ( q ) {
  3336. this.quaternion.premultiply( q );
  3337. return this;
  3338. },
  3339. setRotationFromAxisAngle: function ( axis, angle ) {
  3340. // assumes axis is normalized
  3341. this.quaternion.setFromAxisAngle( axis, angle );
  3342. },
  3343. setRotationFromEuler: function ( euler ) {
  3344. this.quaternion.setFromEuler( euler, true );
  3345. },
  3346. setRotationFromMatrix: function ( m ) {
  3347. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3348. this.quaternion.setFromRotationMatrix( m );
  3349. },
  3350. setRotationFromQuaternion: function ( q ) {
  3351. // assumes q is normalized
  3352. this.quaternion.copy( q );
  3353. },
  3354. rotateOnAxis: function ( axis, angle ) {
  3355. // rotate object on axis in object space
  3356. // axis is assumed to be normalized
  3357. _q1.setFromAxisAngle( axis, angle );
  3358. this.quaternion.multiply( _q1 );
  3359. return this;
  3360. },
  3361. rotateOnWorldAxis: function ( axis, angle ) {
  3362. // rotate object on axis in world space
  3363. // axis is assumed to be normalized
  3364. // method assumes no rotated parent
  3365. _q1.setFromAxisAngle( axis, angle );
  3366. this.quaternion.premultiply( _q1 );
  3367. return this;
  3368. },
  3369. rotateX: function ( angle ) {
  3370. return this.rotateOnAxis( _xAxis, angle );
  3371. },
  3372. rotateY: function ( angle ) {
  3373. return this.rotateOnAxis( _yAxis, angle );
  3374. },
  3375. rotateZ: function ( angle ) {
  3376. return this.rotateOnAxis( _zAxis, angle );
  3377. },
  3378. translateOnAxis: function ( axis, distance ) {
  3379. // translate object by distance along axis in object space
  3380. // axis is assumed to be normalized
  3381. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3382. this.position.add( _v1$1.multiplyScalar( distance ) );
  3383. return this;
  3384. },
  3385. translateX: function ( distance ) {
  3386. return this.translateOnAxis( _xAxis, distance );
  3387. },
  3388. translateY: function ( distance ) {
  3389. return this.translateOnAxis( _yAxis, distance );
  3390. },
  3391. translateZ: function ( distance ) {
  3392. return this.translateOnAxis( _zAxis, distance );
  3393. },
  3394. localToWorld: function ( vector ) {
  3395. return vector.applyMatrix4( this.matrixWorld );
  3396. },
  3397. worldToLocal: function ( vector ) {
  3398. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3399. },
  3400. lookAt: function ( x, y, z ) {
  3401. // This method does not support objects having non-uniformly-scaled parent(s)
  3402. if ( x.isVector3 ) {
  3403. _target.copy( x );
  3404. } else {
  3405. _target.set( x, y, z );
  3406. }
  3407. var parent = this.parent;
  3408. this.updateWorldMatrix( true, false );
  3409. _position.setFromMatrixPosition( this.matrixWorld );
  3410. if ( this.isCamera || this.isLight ) {
  3411. _m1$1.lookAt( _position, _target, this.up );
  3412. } else {
  3413. _m1$1.lookAt( _target, _position, this.up );
  3414. }
  3415. this.quaternion.setFromRotationMatrix( _m1$1 );
  3416. if ( parent ) {
  3417. _m1$1.extractRotation( parent.matrixWorld );
  3418. _q1.setFromRotationMatrix( _m1$1 );
  3419. this.quaternion.premultiply( _q1.inverse() );
  3420. }
  3421. },
  3422. add: function ( object ) {
  3423. if ( arguments.length > 1 ) {
  3424. for ( var i = 0; i < arguments.length; i ++ ) {
  3425. this.add( arguments[ i ] );
  3426. }
  3427. return this;
  3428. }
  3429. if ( object === this ) {
  3430. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3431. return this;
  3432. }
  3433. if ( ( object && object.isObject3D ) ) {
  3434. if ( object.parent !== null ) {
  3435. object.parent.remove( object );
  3436. }
  3437. object.parent = this;
  3438. this.children.push( object );
  3439. object.dispatchEvent( _addedEvent );
  3440. } else {
  3441. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3442. }
  3443. return this;
  3444. },
  3445. remove: function ( object ) {
  3446. if ( arguments.length > 1 ) {
  3447. for ( var i = 0; i < arguments.length; i ++ ) {
  3448. this.remove( arguments[ i ] );
  3449. }
  3450. return this;
  3451. }
  3452. var index = this.children.indexOf( object );
  3453. if ( index !== - 1 ) {
  3454. object.parent = null;
  3455. this.children.splice( index, 1 );
  3456. object.dispatchEvent( _removedEvent );
  3457. }
  3458. return this;
  3459. },
  3460. attach: function ( object ) {
  3461. // adds object as a child of this, while maintaining the object's world transform
  3462. this.updateWorldMatrix( true, false );
  3463. _m1$1.getInverse( this.matrixWorld );
  3464. if ( object.parent !== null ) {
  3465. object.parent.updateWorldMatrix( true, false );
  3466. _m1$1.multiply( object.parent.matrixWorld );
  3467. }
  3468. object.applyMatrix4( _m1$1 );
  3469. object.updateWorldMatrix( false, false );
  3470. this.add( object );
  3471. return this;
  3472. },
  3473. getObjectById: function ( id ) {
  3474. return this.getObjectByProperty( 'id', id );
  3475. },
  3476. getObjectByName: function ( name ) {
  3477. return this.getObjectByProperty( 'name', name );
  3478. },
  3479. getObjectByProperty: function ( name, value ) {
  3480. if ( this[ name ] === value ) { return this; }
  3481. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3482. var child = this.children[ i ];
  3483. var object = child.getObjectByProperty( name, value );
  3484. if ( object !== undefined ) {
  3485. return object;
  3486. }
  3487. }
  3488. return undefined;
  3489. },
  3490. getWorldPosition: function ( target ) {
  3491. if ( target === undefined ) {
  3492. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3493. target = new Vector3();
  3494. }
  3495. this.updateMatrixWorld( true );
  3496. return target.setFromMatrixPosition( this.matrixWorld );
  3497. },
  3498. getWorldQuaternion: function ( target ) {
  3499. if ( target === undefined ) {
  3500. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3501. target = new Quaternion();
  3502. }
  3503. this.updateMatrixWorld( true );
  3504. this.matrixWorld.decompose( _position, target, _scale );
  3505. return target;
  3506. },
  3507. getWorldScale: function ( target ) {
  3508. if ( target === undefined ) {
  3509. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3510. target = new Vector3();
  3511. }
  3512. this.updateMatrixWorld( true );
  3513. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3514. return target;
  3515. },
  3516. getWorldDirection: function ( target ) {
  3517. if ( target === undefined ) {
  3518. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3519. target = new Vector3();
  3520. }
  3521. this.updateMatrixWorld( true );
  3522. var e = this.matrixWorld.elements;
  3523. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3524. },
  3525. raycast: function () {},
  3526. traverse: function ( callback ) {
  3527. callback( this );
  3528. var children = this.children;
  3529. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3530. children[ i ].traverse( callback );
  3531. }
  3532. },
  3533. traverseVisible: function ( callback ) {
  3534. if ( this.visible === false ) { return; }
  3535. callback( this );
  3536. var children = this.children;
  3537. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3538. children[ i ].traverseVisible( callback );
  3539. }
  3540. },
  3541. traverseAncestors: function ( callback ) {
  3542. var parent = this.parent;
  3543. if ( parent !== null ) {
  3544. callback( parent );
  3545. parent.traverseAncestors( callback );
  3546. }
  3547. },
  3548. updateMatrix: function () {
  3549. this.matrix.compose( this.position, this.quaternion, this.scale );
  3550. this.matrixWorldNeedsUpdate = true;
  3551. },
  3552. updateMatrixWorld: function ( force ) {
  3553. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3554. if ( this.matrixWorldNeedsUpdate || force ) {
  3555. if ( this.parent === null ) {
  3556. this.matrixWorld.copy( this.matrix );
  3557. } else {
  3558. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3559. }
  3560. this.matrixWorldNeedsUpdate = false;
  3561. force = true;
  3562. }
  3563. // update children
  3564. var children = this.children;
  3565. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3566. children[ i ].updateMatrixWorld( force );
  3567. }
  3568. },
  3569. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3570. var parent = this.parent;
  3571. if ( updateParents === true && parent !== null ) {
  3572. parent.updateWorldMatrix( true, false );
  3573. }
  3574. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3575. if ( this.parent === null ) {
  3576. this.matrixWorld.copy( this.matrix );
  3577. } else {
  3578. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3579. }
  3580. // update children
  3581. if ( updateChildren === true ) {
  3582. var children = this.children;
  3583. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3584. children[ i ].updateWorldMatrix( false, true );
  3585. }
  3586. }
  3587. },
  3588. toJSON: function ( meta ) {
  3589. // meta is a string when called from JSON.stringify
  3590. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3591. var output = {};
  3592. // meta is a hash used to collect geometries, materials.
  3593. // not providing it implies that this is the root object
  3594. // being serialized.
  3595. if ( isRootObject ) {
  3596. // initialize meta obj
  3597. meta = {
  3598. geometries: {},
  3599. materials: {},
  3600. textures: {},
  3601. images: {},
  3602. shapes: {}
  3603. };
  3604. output.metadata = {
  3605. version: 4.5,
  3606. type: 'Object',
  3607. generator: 'Object3D.toJSON'
  3608. };
  3609. }
  3610. // standard Object3D serialization
  3611. var object = {};
  3612. object.uuid = this.uuid;
  3613. object.type = this.type;
  3614. if ( this.name !== '' ) { object.name = this.name; }
  3615. if ( this.castShadow === true ) { object.castShadow = true; }
  3616. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3617. if ( this.visible === false ) { object.visible = false; }
  3618. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3619. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3620. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3621. object.layers = this.layers.mask;
  3622. object.matrix = this.matrix.toArray();
  3623. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3624. // object specific properties
  3625. if ( this.isInstancedMesh ) {
  3626. object.type = 'InstancedMesh';
  3627. object.count = this.count;
  3628. object.instanceMatrix = this.instanceMatrix.toJSON();
  3629. }
  3630. //
  3631. function serialize( library, element ) {
  3632. if ( library[ element.uuid ] === undefined ) {
  3633. library[ element.uuid ] = element.toJSON( meta );
  3634. }
  3635. return element.uuid;
  3636. }
  3637. if ( this.isMesh || this.isLine || this.isPoints ) {
  3638. object.geometry = serialize( meta.geometries, this.geometry );
  3639. var parameters = this.geometry.parameters;
  3640. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3641. var shapes = parameters.shapes;
  3642. if ( Array.isArray( shapes ) ) {
  3643. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3644. var shape = shapes[ i ];
  3645. serialize( meta.shapes, shape );
  3646. }
  3647. } else {
  3648. serialize( meta.shapes, shapes );
  3649. }
  3650. }
  3651. }
  3652. if ( this.material !== undefined ) {
  3653. if ( Array.isArray( this.material ) ) {
  3654. var uuids = [];
  3655. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3656. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3657. }
  3658. object.material = uuids;
  3659. } else {
  3660. object.material = serialize( meta.materials, this.material );
  3661. }
  3662. }
  3663. //
  3664. if ( this.children.length > 0 ) {
  3665. object.children = [];
  3666. for ( var i = 0; i < this.children.length; i ++ ) {
  3667. object.children.push( this.children[ i ].toJSON( meta ).object );
  3668. }
  3669. }
  3670. if ( isRootObject ) {
  3671. var geometries = extractFromCache( meta.geometries );
  3672. var materials = extractFromCache( meta.materials );
  3673. var textures = extractFromCache( meta.textures );
  3674. var images = extractFromCache( meta.images );
  3675. var shapes = extractFromCache( meta.shapes );
  3676. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3677. if ( materials.length > 0 ) { output.materials = materials; }
  3678. if ( textures.length > 0 ) { output.textures = textures; }
  3679. if ( images.length > 0 ) { output.images = images; }
  3680. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3681. }
  3682. output.object = object;
  3683. return output;
  3684. // extract data from the cache hash
  3685. // remove metadata on each item
  3686. // and return as array
  3687. function extractFromCache( cache ) {
  3688. var values = [];
  3689. for ( var key in cache ) {
  3690. var data = cache[ key ];
  3691. delete data.metadata;
  3692. values.push( data );
  3693. }
  3694. return values;
  3695. }
  3696. },
  3697. clone: function ( recursive ) {
  3698. return new this.constructor().copy( this, recursive );
  3699. },
  3700. copy: function ( source, recursive ) {
  3701. if ( recursive === undefined ) { recursive = true; }
  3702. this.name = source.name;
  3703. this.up.copy( source.up );
  3704. this.position.copy( source.position );
  3705. this.quaternion.copy( source.quaternion );
  3706. this.scale.copy( source.scale );
  3707. this.matrix.copy( source.matrix );
  3708. this.matrixWorld.copy( source.matrixWorld );
  3709. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3710. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3711. this.layers.mask = source.layers.mask;
  3712. this.visible = source.visible;
  3713. this.castShadow = source.castShadow;
  3714. this.receiveShadow = source.receiveShadow;
  3715. this.frustumCulled = source.frustumCulled;
  3716. this.renderOrder = source.renderOrder;
  3717. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3718. if ( recursive === true ) {
  3719. for ( var i = 0; i < source.children.length; i ++ ) {
  3720. var child = source.children[ i ];
  3721. this.add( child.clone() );
  3722. }
  3723. }
  3724. return this;
  3725. }
  3726. } );
  3727. /**
  3728. * @author mrdoob / http://mrdoob.com/
  3729. */
  3730. function Scene() {
  3731. Object3D.call( this );
  3732. this.type = 'Scene';
  3733. this.background = null;
  3734. this.environment = null;
  3735. this.fog = null;
  3736. this.overrideMaterial = null;
  3737. this.autoUpdate = true; // checked by the renderer
  3738. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3739. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3740. }
  3741. }
  3742. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3743. constructor: Scene,
  3744. isScene: true,
  3745. copy: function ( source, recursive ) {
  3746. Object3D.prototype.copy.call( this, source, recursive );
  3747. if ( source.background !== null ) { this.background = source.background.clone(); }
  3748. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3749. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3750. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3751. this.autoUpdate = source.autoUpdate;
  3752. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3753. return this;
  3754. },
  3755. toJSON: function ( meta ) {
  3756. var data = Object3D.prototype.toJSON.call( this, meta );
  3757. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3758. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3759. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3760. return data;
  3761. },
  3762. dispose: function () {
  3763. this.dispatchEvent( { type: 'dispose' } );
  3764. }
  3765. } );
  3766. var _points = [
  3767. new Vector3(),
  3768. new Vector3(),
  3769. new Vector3(),
  3770. new Vector3(),
  3771. new Vector3(),
  3772. new Vector3(),
  3773. new Vector3(),
  3774. new Vector3()
  3775. ];
  3776. var _vector$1 = new Vector3();
  3777. var _box = new Box3();
  3778. // triangle centered vertices
  3779. var _v0 = new Vector3();
  3780. var _v1$2 = new Vector3();
  3781. var _v2 = new Vector3();
  3782. // triangle edge vectors
  3783. var _f0 = new Vector3();
  3784. var _f1 = new Vector3();
  3785. var _f2 = new Vector3();
  3786. var _center = new Vector3();
  3787. var _extents = new Vector3();
  3788. var _triangleNormal = new Vector3();
  3789. var _testAxis = new Vector3();
  3790. /**
  3791. * @author bhouston / http://clara.io
  3792. * @author WestLangley / http://github.com/WestLangley
  3793. */
  3794. function Box3( min, max ) {
  3795. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3796. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3797. }
  3798. Object.assign( Box3.prototype, {
  3799. isBox3: true,
  3800. set: function ( min, max ) {
  3801. this.min.copy( min );
  3802. this.max.copy( max );
  3803. return this;
  3804. },
  3805. setFromArray: function ( array ) {
  3806. var minX = + Infinity;
  3807. var minY = + Infinity;
  3808. var minZ = + Infinity;
  3809. var maxX = - Infinity;
  3810. var maxY = - Infinity;
  3811. var maxZ = - Infinity;
  3812. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3813. var x = array[ i ];
  3814. var y = array[ i + 1 ];
  3815. var z = array[ i + 2 ];
  3816. if ( x < minX ) { minX = x; }
  3817. if ( y < minY ) { minY = y; }
  3818. if ( z < minZ ) { minZ = z; }
  3819. if ( x > maxX ) { maxX = x; }
  3820. if ( y > maxY ) { maxY = y; }
  3821. if ( z > maxZ ) { maxZ = z; }
  3822. }
  3823. this.min.set( minX, minY, minZ );
  3824. this.max.set( maxX, maxY, maxZ );
  3825. return this;
  3826. },
  3827. setFromBufferAttribute: function ( attribute ) {
  3828. var minX = + Infinity;
  3829. var minY = + Infinity;
  3830. var minZ = + Infinity;
  3831. var maxX = - Infinity;
  3832. var maxY = - Infinity;
  3833. var maxZ = - Infinity;
  3834. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3835. var x = attribute.getX( i );
  3836. var y = attribute.getY( i );
  3837. var z = attribute.getZ( i );
  3838. if ( x < minX ) { minX = x; }
  3839. if ( y < minY ) { minY = y; }
  3840. if ( z < minZ ) { minZ = z; }
  3841. if ( x > maxX ) { maxX = x; }
  3842. if ( y > maxY ) { maxY = y; }
  3843. if ( z > maxZ ) { maxZ = z; }
  3844. }
  3845. this.min.set( minX, minY, minZ );
  3846. this.max.set( maxX, maxY, maxZ );
  3847. return this;
  3848. },
  3849. setFromPoints: function ( points ) {
  3850. this.makeEmpty();
  3851. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3852. this.expandByPoint( points[ i ] );
  3853. }
  3854. return this;
  3855. },
  3856. setFromCenterAndSize: function ( center, size ) {
  3857. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3858. this.min.copy( center ).sub( halfSize );
  3859. this.max.copy( center ).add( halfSize );
  3860. return this;
  3861. },
  3862. setFromObject: function ( object ) {
  3863. this.makeEmpty();
  3864. return this.expandByObject( object );
  3865. },
  3866. clone: function () {
  3867. return new this.constructor().copy( this );
  3868. },
  3869. copy: function ( box ) {
  3870. this.min.copy( box.min );
  3871. this.max.copy( box.max );
  3872. return this;
  3873. },
  3874. makeEmpty: function () {
  3875. this.min.x = this.min.y = this.min.z = + Infinity;
  3876. this.max.x = this.max.y = this.max.z = - Infinity;
  3877. return this;
  3878. },
  3879. isEmpty: function () {
  3880. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3881. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3882. },
  3883. getCenter: function ( target ) {
  3884. if ( target === undefined ) {
  3885. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3886. target = new Vector3();
  3887. }
  3888. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3889. },
  3890. getSize: function ( target ) {
  3891. if ( target === undefined ) {
  3892. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3893. target = new Vector3();
  3894. }
  3895. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3896. },
  3897. expandByPoint: function ( point ) {
  3898. this.min.min( point );
  3899. this.max.max( point );
  3900. return this;
  3901. },
  3902. expandByVector: function ( vector ) {
  3903. this.min.sub( vector );
  3904. this.max.add( vector );
  3905. return this;
  3906. },
  3907. expandByScalar: function ( scalar ) {
  3908. this.min.addScalar( - scalar );
  3909. this.max.addScalar( scalar );
  3910. return this;
  3911. },
  3912. expandByObject: function ( object ) {
  3913. // Computes the world-axis-aligned bounding box of an object (including its children),
  3914. // accounting for both the object's, and children's, world transforms
  3915. object.updateWorldMatrix( false, false );
  3916. var geometry = object.geometry;
  3917. if ( geometry !== undefined ) {
  3918. if ( geometry.boundingBox === null ) {
  3919. geometry.computeBoundingBox();
  3920. }
  3921. _box.copy( geometry.boundingBox );
  3922. _box.applyMatrix4( object.matrixWorld );
  3923. this.union( _box );
  3924. }
  3925. var children = object.children;
  3926. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3927. this.expandByObject( children[ i ] );
  3928. }
  3929. return this;
  3930. },
  3931. containsPoint: function ( point ) {
  3932. return point.x < this.min.x || point.x > this.max.x ||
  3933. point.y < this.min.y || point.y > this.max.y ||
  3934. point.z < this.min.z || point.z > this.max.z ? false : true;
  3935. },
  3936. containsBox: function ( box ) {
  3937. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3938. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3939. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3940. },
  3941. getParameter: function ( point, target ) {
  3942. // This can potentially have a divide by zero if the box
  3943. // has a size dimension of 0.
  3944. if ( target === undefined ) {
  3945. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3946. target = new Vector3();
  3947. }
  3948. return target.set(
  3949. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3950. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3951. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3952. );
  3953. },
  3954. intersectsBox: function ( box ) {
  3955. // using 6 splitting planes to rule out intersections.
  3956. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3957. box.max.y < this.min.y || box.min.y > this.max.y ||
  3958. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3959. },
  3960. intersectsSphere: function ( sphere ) {
  3961. // Find the point on the AABB closest to the sphere center.
  3962. this.clampPoint( sphere.center, _vector$1 );
  3963. // If that point is inside the sphere, the AABB and sphere intersect.
  3964. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3965. },
  3966. intersectsPlane: function ( plane ) {
  3967. // We compute the minimum and maximum dot product values. If those values
  3968. // are on the same side (back or front) of the plane, then there is no intersection.
  3969. var min, max;
  3970. if ( plane.normal.x > 0 ) {
  3971. min = plane.normal.x * this.min.x;
  3972. max = plane.normal.x * this.max.x;
  3973. } else {
  3974. min = plane.normal.x * this.max.x;
  3975. max = plane.normal.x * this.min.x;
  3976. }
  3977. if ( plane.normal.y > 0 ) {
  3978. min += plane.normal.y * this.min.y;
  3979. max += plane.normal.y * this.max.y;
  3980. } else {
  3981. min += plane.normal.y * this.max.y;
  3982. max += plane.normal.y * this.min.y;
  3983. }
  3984. if ( plane.normal.z > 0 ) {
  3985. min += plane.normal.z * this.min.z;
  3986. max += plane.normal.z * this.max.z;
  3987. } else {
  3988. min += plane.normal.z * this.max.z;
  3989. max += plane.normal.z * this.min.z;
  3990. }
  3991. return ( min <= - plane.constant && max >= - plane.constant );
  3992. },
  3993. intersectsTriangle: function ( triangle ) {
  3994. if ( this.isEmpty() ) {
  3995. return false;
  3996. }
  3997. // compute box center and extents
  3998. this.getCenter( _center );
  3999. _extents.subVectors( this.max, _center );
  4000. // translate triangle to aabb origin
  4001. _v0.subVectors( triangle.a, _center );
  4002. _v1$2.subVectors( triangle.b, _center );
  4003. _v2.subVectors( triangle.c, _center );
  4004. // compute edge vectors for triangle
  4005. _f0.subVectors( _v1$2, _v0 );
  4006. _f1.subVectors( _v2, _v1$2 );
  4007. _f2.subVectors( _v0, _v2 );
  4008. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4009. // 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
  4010. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4011. var axes = [
  4012. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4013. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4014. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4015. ];
  4016. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4017. return false;
  4018. }
  4019. // test 3 face normals from the aabb
  4020. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4021. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4022. return false;
  4023. }
  4024. // finally testing the face normal of the triangle
  4025. // use already existing triangle edge vectors here
  4026. _triangleNormal.crossVectors( _f0, _f1 );
  4027. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4028. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4029. },
  4030. clampPoint: function ( point, target ) {
  4031. if ( target === undefined ) {
  4032. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4033. target = new Vector3();
  4034. }
  4035. return target.copy( point ).clamp( this.min, this.max );
  4036. },
  4037. distanceToPoint: function ( point ) {
  4038. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4039. return clampedPoint.sub( point ).length();
  4040. },
  4041. getBoundingSphere: function ( target ) {
  4042. if ( target === undefined ) {
  4043. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4044. //target = new Sphere(); // removed to avoid cyclic dependency
  4045. }
  4046. this.getCenter( target.center );
  4047. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4048. return target;
  4049. },
  4050. intersect: function ( box ) {
  4051. this.min.max( box.min );
  4052. this.max.min( box.max );
  4053. // 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.
  4054. if ( this.isEmpty() ) { this.makeEmpty(); }
  4055. return this;
  4056. },
  4057. union: function ( box ) {
  4058. this.min.min( box.min );
  4059. this.max.max( box.max );
  4060. return this;
  4061. },
  4062. applyMatrix4: function ( matrix ) {
  4063. // transform of empty box is an empty box.
  4064. if ( this.isEmpty() ) { return this; }
  4065. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4066. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4067. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4068. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4069. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4070. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4071. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4072. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4073. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4074. this.setFromPoints( _points );
  4075. return this;
  4076. },
  4077. translate: function ( offset ) {
  4078. this.min.add( offset );
  4079. this.max.add( offset );
  4080. return this;
  4081. },
  4082. equals: function ( box ) {
  4083. return box.min.equals( this.min ) && box.max.equals( this.max );
  4084. }
  4085. } );
  4086. function satForAxes( axes, v0, v1, v2, extents ) {
  4087. var i, j;
  4088. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4089. _testAxis.fromArray( axes, i );
  4090. // project the aabb onto the seperating axis
  4091. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4092. // project all 3 vertices of the triangle onto the seperating axis
  4093. var p0 = v0.dot( _testAxis );
  4094. var p1 = v1.dot( _testAxis );
  4095. var p2 = v2.dot( _testAxis );
  4096. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4097. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4098. // points of the projected triangle are outside the projected half-length of the aabb
  4099. // the axis is seperating and we can exit
  4100. return false;
  4101. }
  4102. }
  4103. return true;
  4104. }
  4105. var _box$1 = new Box3();
  4106. /**
  4107. * @author bhouston / http://clara.io
  4108. * @author mrdoob / http://mrdoob.com/
  4109. */
  4110. function Sphere( center, radius ) {
  4111. this.center = ( center !== undefined ) ? center : new Vector3();
  4112. this.radius = ( radius !== undefined ) ? radius : - 1;
  4113. }
  4114. Object.assign( Sphere.prototype, {
  4115. set: function ( center, radius ) {
  4116. this.center.copy( center );
  4117. this.radius = radius;
  4118. return this;
  4119. },
  4120. setFromPoints: function ( points, optionalCenter ) {
  4121. var center = this.center;
  4122. if ( optionalCenter !== undefined ) {
  4123. center.copy( optionalCenter );
  4124. } else {
  4125. _box$1.setFromPoints( points ).getCenter( center );
  4126. }
  4127. var maxRadiusSq = 0;
  4128. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4129. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4130. }
  4131. this.radius = Math.sqrt( maxRadiusSq );
  4132. return this;
  4133. },
  4134. clone: function () {
  4135. return new this.constructor().copy( this );
  4136. },
  4137. copy: function ( sphere ) {
  4138. this.center.copy( sphere.center );
  4139. this.radius = sphere.radius;
  4140. return this;
  4141. },
  4142. isEmpty: function () {
  4143. return ( this.radius < 0 );
  4144. },
  4145. makeEmpty: function () {
  4146. this.center.set( 0, 0, 0 );
  4147. this.radius = - 1;
  4148. return this;
  4149. },
  4150. containsPoint: function ( point ) {
  4151. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4152. },
  4153. distanceToPoint: function ( point ) {
  4154. return ( point.distanceTo( this.center ) - this.radius );
  4155. },
  4156. intersectsSphere: function ( sphere ) {
  4157. var radiusSum = this.radius + sphere.radius;
  4158. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4159. },
  4160. intersectsBox: function ( box ) {
  4161. return box.intersectsSphere( this );
  4162. },
  4163. intersectsPlane: function ( plane ) {
  4164. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4165. },
  4166. clampPoint: function ( point, target ) {
  4167. var deltaLengthSq = this.center.distanceToSquared( point );
  4168. if ( target === undefined ) {
  4169. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4170. target = new Vector3();
  4171. }
  4172. target.copy( point );
  4173. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4174. target.sub( this.center ).normalize();
  4175. target.multiplyScalar( this.radius ).add( this.center );
  4176. }
  4177. return target;
  4178. },
  4179. getBoundingBox: function ( target ) {
  4180. if ( target === undefined ) {
  4181. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4182. target = new Box3();
  4183. }
  4184. if ( this.isEmpty() ) {
  4185. // Empty sphere produces empty bounding box
  4186. target.makeEmpty();
  4187. return target;
  4188. }
  4189. target.set( this.center, this.center );
  4190. target.expandByScalar( this.radius );
  4191. return target;
  4192. },
  4193. applyMatrix4: function ( matrix ) {
  4194. this.center.applyMatrix4( matrix );
  4195. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4196. return this;
  4197. },
  4198. translate: function ( offset ) {
  4199. this.center.add( offset );
  4200. return this;
  4201. },
  4202. equals: function ( sphere ) {
  4203. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4204. }
  4205. } );
  4206. var _vector$2 = new Vector3();
  4207. var _segCenter = new Vector3();
  4208. var _segDir = new Vector3();
  4209. var _diff = new Vector3();
  4210. var _edge1 = new Vector3();
  4211. var _edge2 = new Vector3();
  4212. var _normal = new Vector3();
  4213. /**
  4214. * @author bhouston / http://clara.io
  4215. */
  4216. function Ray( origin, direction ) {
  4217. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4218. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4219. }
  4220. Object.assign( Ray.prototype, {
  4221. set: function ( origin, direction ) {
  4222. this.origin.copy( origin );
  4223. this.direction.copy( direction );
  4224. return this;
  4225. },
  4226. clone: function () {
  4227. return new this.constructor().copy( this );
  4228. },
  4229. copy: function ( ray ) {
  4230. this.origin.copy( ray.origin );
  4231. this.direction.copy( ray.direction );
  4232. return this;
  4233. },
  4234. at: function ( t, target ) {
  4235. if ( target === undefined ) {
  4236. console.warn( 'THREE.Ray: .at() target is now required' );
  4237. target = new Vector3();
  4238. }
  4239. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4240. },
  4241. lookAt: function ( v ) {
  4242. this.direction.copy( v ).sub( this.origin ).normalize();
  4243. return this;
  4244. },
  4245. recast: function ( t ) {
  4246. this.origin.copy( this.at( t, _vector$2 ) );
  4247. return this;
  4248. },
  4249. closestPointToPoint: function ( point, target ) {
  4250. if ( target === undefined ) {
  4251. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4252. target = new Vector3();
  4253. }
  4254. target.subVectors( point, this.origin );
  4255. var directionDistance = target.dot( this.direction );
  4256. if ( directionDistance < 0 ) {
  4257. return target.copy( this.origin );
  4258. }
  4259. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4260. },
  4261. distanceToPoint: function ( point ) {
  4262. return Math.sqrt( this.distanceSqToPoint( point ) );
  4263. },
  4264. distanceSqToPoint: function ( point ) {
  4265. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4266. // point behind the ray
  4267. if ( directionDistance < 0 ) {
  4268. return this.origin.distanceToSquared( point );
  4269. }
  4270. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4271. return _vector$2.distanceToSquared( point );
  4272. },
  4273. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4274. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4275. // It returns the min distance between the ray and the segment
  4276. // defined by v0 and v1
  4277. // It can also set two optional targets :
  4278. // - The closest point on the ray
  4279. // - The closest point on the segment
  4280. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4281. _segDir.copy( v1 ).sub( v0 ).normalize();
  4282. _diff.copy( this.origin ).sub( _segCenter );
  4283. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4284. var a01 = - this.direction.dot( _segDir );
  4285. var b0 = _diff.dot( this.direction );
  4286. var b1 = - _diff.dot( _segDir );
  4287. var c = _diff.lengthSq();
  4288. var det = Math.abs( 1 - a01 * a01 );
  4289. var s0, s1, sqrDist, extDet;
  4290. if ( det > 0 ) {
  4291. // The ray and segment are not parallel.
  4292. s0 = a01 * b1 - b0;
  4293. s1 = a01 * b0 - b1;
  4294. extDet = segExtent * det;
  4295. if ( s0 >= 0 ) {
  4296. if ( s1 >= - extDet ) {
  4297. if ( s1 <= extDet ) {
  4298. // region 0
  4299. // Minimum at interior points of ray and segment.
  4300. var invDet = 1 / det;
  4301. s0 *= invDet;
  4302. s1 *= invDet;
  4303. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4304. } else {
  4305. // region 1
  4306. s1 = segExtent;
  4307. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4308. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4309. }
  4310. } else {
  4311. // region 5
  4312. s1 = - segExtent;
  4313. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4314. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4315. }
  4316. } else {
  4317. if ( s1 <= - extDet ) {
  4318. // region 4
  4319. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4320. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4321. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4322. } else if ( s1 <= extDet ) {
  4323. // region 3
  4324. s0 = 0;
  4325. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4326. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4327. } else {
  4328. // region 2
  4329. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4330. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4331. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4332. }
  4333. }
  4334. } else {
  4335. // Ray and segment are parallel.
  4336. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4337. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4338. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4339. }
  4340. if ( optionalPointOnRay ) {
  4341. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4342. }
  4343. if ( optionalPointOnSegment ) {
  4344. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4345. }
  4346. return sqrDist;
  4347. },
  4348. intersectSphere: function ( sphere, target ) {
  4349. _vector$2.subVectors( sphere.center, this.origin );
  4350. var tca = _vector$2.dot( this.direction );
  4351. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4352. var radius2 = sphere.radius * sphere.radius;
  4353. if ( d2 > radius2 ) { return null; }
  4354. var thc = Math.sqrt( radius2 - d2 );
  4355. // t0 = first intersect point - entrance on front of sphere
  4356. var t0 = tca - thc;
  4357. // t1 = second intersect point - exit point on back of sphere
  4358. var t1 = tca + thc;
  4359. // test to see if both t0 and t1 are behind the ray - if so, return null
  4360. if ( t0 < 0 && t1 < 0 ) { return null; }
  4361. // test to see if t0 is behind the ray:
  4362. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4363. // in order to always return an intersect point that is in front of the ray.
  4364. if ( t0 < 0 ) { return this.at( t1, target ); }
  4365. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4366. return this.at( t0, target );
  4367. },
  4368. intersectsSphere: function ( sphere ) {
  4369. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4370. },
  4371. distanceToPlane: function ( plane ) {
  4372. var denominator = plane.normal.dot( this.direction );
  4373. if ( denominator === 0 ) {
  4374. // line is coplanar, return origin
  4375. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4376. return 0;
  4377. }
  4378. // Null is preferable to undefined since undefined means.... it is undefined
  4379. return null;
  4380. }
  4381. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4382. // Return if the ray never intersects the plane
  4383. return t >= 0 ? t : null;
  4384. },
  4385. intersectPlane: function ( plane, target ) {
  4386. var t = this.distanceToPlane( plane );
  4387. if ( t === null ) {
  4388. return null;
  4389. }
  4390. return this.at( t, target );
  4391. },
  4392. intersectsPlane: function ( plane ) {
  4393. // check if the ray lies on the plane first
  4394. var distToPoint = plane.distanceToPoint( this.origin );
  4395. if ( distToPoint === 0 ) {
  4396. return true;
  4397. }
  4398. var denominator = plane.normal.dot( this.direction );
  4399. if ( denominator * distToPoint < 0 ) {
  4400. return true;
  4401. }
  4402. // ray origin is behind the plane (and is pointing behind it)
  4403. return false;
  4404. },
  4405. intersectBox: function ( box, target ) {
  4406. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4407. var invdirx = 1 / this.direction.x,
  4408. invdiry = 1 / this.direction.y,
  4409. invdirz = 1 / this.direction.z;
  4410. var origin = this.origin;
  4411. if ( invdirx >= 0 ) {
  4412. tmin = ( box.min.x - origin.x ) * invdirx;
  4413. tmax = ( box.max.x - origin.x ) * invdirx;
  4414. } else {
  4415. tmin = ( box.max.x - origin.x ) * invdirx;
  4416. tmax = ( box.min.x - origin.x ) * invdirx;
  4417. }
  4418. if ( invdiry >= 0 ) {
  4419. tymin = ( box.min.y - origin.y ) * invdiry;
  4420. tymax = ( box.max.y - origin.y ) * invdiry;
  4421. } else {
  4422. tymin = ( box.max.y - origin.y ) * invdiry;
  4423. tymax = ( box.min.y - origin.y ) * invdiry;
  4424. }
  4425. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4426. // These lines also handle the case where tmin or tmax is NaN
  4427. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4428. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4429. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4430. if ( invdirz >= 0 ) {
  4431. tzmin = ( box.min.z - origin.z ) * invdirz;
  4432. tzmax = ( box.max.z - origin.z ) * invdirz;
  4433. } else {
  4434. tzmin = ( box.max.z - origin.z ) * invdirz;
  4435. tzmax = ( box.min.z - origin.z ) * invdirz;
  4436. }
  4437. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4438. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4439. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4440. //return point closest to the ray (positive side)
  4441. if ( tmax < 0 ) { return null; }
  4442. return this.at( tmin >= 0 ? tmin : tmax, target );
  4443. },
  4444. intersectsBox: function ( box ) {
  4445. return this.intersectBox( box, _vector$2 ) !== null;
  4446. },
  4447. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4448. // Compute the offset origin, edges, and normal.
  4449. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4450. _edge1.subVectors( b, a );
  4451. _edge2.subVectors( c, a );
  4452. _normal.crossVectors( _edge1, _edge2 );
  4453. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4454. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4455. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4456. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4457. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4458. var DdN = this.direction.dot( _normal );
  4459. var sign;
  4460. if ( DdN > 0 ) {
  4461. if ( backfaceCulling ) { return null; }
  4462. sign = 1;
  4463. } else if ( DdN < 0 ) {
  4464. sign = - 1;
  4465. DdN = - DdN;
  4466. } else {
  4467. return null;
  4468. }
  4469. _diff.subVectors( this.origin, a );
  4470. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4471. // b1 < 0, no intersection
  4472. if ( DdQxE2 < 0 ) {
  4473. return null;
  4474. }
  4475. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4476. // b2 < 0, no intersection
  4477. if ( DdE1xQ < 0 ) {
  4478. return null;
  4479. }
  4480. // b1+b2 > 1, no intersection
  4481. if ( DdQxE2 + DdE1xQ > DdN ) {
  4482. return null;
  4483. }
  4484. // Line intersects triangle, check if ray does.
  4485. var QdN = - sign * _diff.dot( _normal );
  4486. // t < 0, no intersection
  4487. if ( QdN < 0 ) {
  4488. return null;
  4489. }
  4490. // Ray intersects triangle.
  4491. return this.at( QdN / DdN, target );
  4492. },
  4493. applyMatrix4: function ( matrix4 ) {
  4494. this.origin.applyMatrix4( matrix4 );
  4495. this.direction.transformDirection( matrix4 );
  4496. return this;
  4497. },
  4498. equals: function ( ray ) {
  4499. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4500. }
  4501. } );
  4502. /**
  4503. * @author bhouston / http://clara.io
  4504. */
  4505. var _vector1 = new Vector3();
  4506. var _vector2 = new Vector3();
  4507. var _normalMatrix = new Matrix3();
  4508. function Plane( normal, constant ) {
  4509. // normal is assumed to be normalized
  4510. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4511. this.constant = ( constant !== undefined ) ? constant : 0;
  4512. }
  4513. Object.assign( Plane.prototype, {
  4514. isPlane: true,
  4515. set: function ( normal, constant ) {
  4516. this.normal.copy( normal );
  4517. this.constant = constant;
  4518. return this;
  4519. },
  4520. setComponents: function ( x, y, z, w ) {
  4521. this.normal.set( x, y, z );
  4522. this.constant = w;
  4523. return this;
  4524. },
  4525. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4526. this.normal.copy( normal );
  4527. this.constant = - point.dot( this.normal );
  4528. return this;
  4529. },
  4530. setFromCoplanarPoints: function ( a, b, c ) {
  4531. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4532. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4533. this.setFromNormalAndCoplanarPoint( normal, a );
  4534. return this;
  4535. },
  4536. clone: function () {
  4537. return new this.constructor().copy( this );
  4538. },
  4539. copy: function ( plane ) {
  4540. this.normal.copy( plane.normal );
  4541. this.constant = plane.constant;
  4542. return this;
  4543. },
  4544. normalize: function () {
  4545. // Note: will lead to a divide by zero if the plane is invalid.
  4546. var inverseNormalLength = 1.0 / this.normal.length();
  4547. this.normal.multiplyScalar( inverseNormalLength );
  4548. this.constant *= inverseNormalLength;
  4549. return this;
  4550. },
  4551. negate: function () {
  4552. this.constant *= - 1;
  4553. this.normal.negate();
  4554. return this;
  4555. },
  4556. distanceToPoint: function ( point ) {
  4557. return this.normal.dot( point ) + this.constant;
  4558. },
  4559. distanceToSphere: function ( sphere ) {
  4560. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4561. },
  4562. projectPoint: function ( point, target ) {
  4563. if ( target === undefined ) {
  4564. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4565. target = new Vector3();
  4566. }
  4567. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4568. },
  4569. intersectLine: function ( line, target ) {
  4570. if ( target === undefined ) {
  4571. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4572. target = new Vector3();
  4573. }
  4574. var direction = line.delta( _vector1 );
  4575. var denominator = this.normal.dot( direction );
  4576. if ( denominator === 0 ) {
  4577. // line is coplanar, return origin
  4578. if ( this.distanceToPoint( line.start ) === 0 ) {
  4579. return target.copy( line.start );
  4580. }
  4581. // Unsure if this is the correct method to handle this case.
  4582. return undefined;
  4583. }
  4584. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4585. if ( t < 0 || t > 1 ) {
  4586. return undefined;
  4587. }
  4588. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4589. },
  4590. intersectsLine: function ( line ) {
  4591. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4592. var startSign = this.distanceToPoint( line.start );
  4593. var endSign = this.distanceToPoint( line.end );
  4594. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4595. },
  4596. intersectsBox: function ( box ) {
  4597. return box.intersectsPlane( this );
  4598. },
  4599. intersectsSphere: function ( sphere ) {
  4600. return sphere.intersectsPlane( this );
  4601. },
  4602. coplanarPoint: function ( target ) {
  4603. if ( target === undefined ) {
  4604. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4605. target = new Vector3();
  4606. }
  4607. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4608. },
  4609. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4610. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4611. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4612. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4613. this.constant = - referencePoint.dot( normal );
  4614. return this;
  4615. },
  4616. translate: function ( offset ) {
  4617. this.constant -= offset.dot( this.normal );
  4618. return this;
  4619. },
  4620. equals: function ( plane ) {
  4621. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4622. }
  4623. } );
  4624. /**
  4625. * @author bhouston / http://clara.io
  4626. * @author mrdoob / http://mrdoob.com/
  4627. */
  4628. var _v0$1 = new Vector3();
  4629. var _v1$3 = new Vector3();
  4630. var _v2$1 = new Vector3();
  4631. var _v3 = new Vector3();
  4632. var _vab = new Vector3();
  4633. var _vac = new Vector3();
  4634. var _vbc = new Vector3();
  4635. var _vap = new Vector3();
  4636. var _vbp = new Vector3();
  4637. var _vcp = new Vector3();
  4638. function Triangle( a, b, c ) {
  4639. this.a = ( a !== undefined ) ? a : new Vector3();
  4640. this.b = ( b !== undefined ) ? b : new Vector3();
  4641. this.c = ( c !== undefined ) ? c : new Vector3();
  4642. }
  4643. Object.assign( Triangle, {
  4644. getNormal: function ( a, b, c, target ) {
  4645. if ( target === undefined ) {
  4646. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4647. target = new Vector3();
  4648. }
  4649. target.subVectors( c, b );
  4650. _v0$1.subVectors( a, b );
  4651. target.cross( _v0$1 );
  4652. var targetLengthSq = target.lengthSq();
  4653. if ( targetLengthSq > 0 ) {
  4654. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4655. }
  4656. return target.set( 0, 0, 0 );
  4657. },
  4658. // static/instance method to calculate barycentric coordinates
  4659. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4660. getBarycoord: function ( point, a, b, c, target ) {
  4661. _v0$1.subVectors( c, a );
  4662. _v1$3.subVectors( b, a );
  4663. _v2$1.subVectors( point, a );
  4664. var dot00 = _v0$1.dot( _v0$1 );
  4665. var dot01 = _v0$1.dot( _v1$3 );
  4666. var dot02 = _v0$1.dot( _v2$1 );
  4667. var dot11 = _v1$3.dot( _v1$3 );
  4668. var dot12 = _v1$3.dot( _v2$1 );
  4669. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4670. if ( target === undefined ) {
  4671. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4672. target = new Vector3();
  4673. }
  4674. // collinear or singular triangle
  4675. if ( denom === 0 ) {
  4676. // arbitrary location outside of triangle?
  4677. // not sure if this is the best idea, maybe should be returning undefined
  4678. return target.set( - 2, - 1, - 1 );
  4679. }
  4680. var invDenom = 1 / denom;
  4681. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4682. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4683. // barycentric coordinates must always sum to 1
  4684. return target.set( 1 - u - v, v, u );
  4685. },
  4686. containsPoint: function ( point, a, b, c ) {
  4687. Triangle.getBarycoord( point, a, b, c, _v3 );
  4688. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4689. },
  4690. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4691. this.getBarycoord( point, p1, p2, p3, _v3 );
  4692. target.set( 0, 0 );
  4693. target.addScaledVector( uv1, _v3.x );
  4694. target.addScaledVector( uv2, _v3.y );
  4695. target.addScaledVector( uv3, _v3.z );
  4696. return target;
  4697. },
  4698. isFrontFacing: function ( a, b, c, direction ) {
  4699. _v0$1.subVectors( c, b );
  4700. _v1$3.subVectors( a, b );
  4701. // strictly front facing
  4702. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4703. }
  4704. } );
  4705. Object.assign( Triangle.prototype, {
  4706. set: function ( a, b, c ) {
  4707. this.a.copy( a );
  4708. this.b.copy( b );
  4709. this.c.copy( c );
  4710. return this;
  4711. },
  4712. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4713. this.a.copy( points[ i0 ] );
  4714. this.b.copy( points[ i1 ] );
  4715. this.c.copy( points[ i2 ] );
  4716. return this;
  4717. },
  4718. clone: function () {
  4719. return new this.constructor().copy( this );
  4720. },
  4721. copy: function ( triangle ) {
  4722. this.a.copy( triangle.a );
  4723. this.b.copy( triangle.b );
  4724. this.c.copy( triangle.c );
  4725. return this;
  4726. },
  4727. getArea: function () {
  4728. _v0$1.subVectors( this.c, this.b );
  4729. _v1$3.subVectors( this.a, this.b );
  4730. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4731. },
  4732. getMidpoint: function ( target ) {
  4733. if ( target === undefined ) {
  4734. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4735. target = new Vector3();
  4736. }
  4737. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4738. },
  4739. getNormal: function ( target ) {
  4740. return Triangle.getNormal( this.a, this.b, this.c, target );
  4741. },
  4742. getPlane: function ( target ) {
  4743. if ( target === undefined ) {
  4744. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4745. target = new Plane();
  4746. }
  4747. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4748. },
  4749. getBarycoord: function ( point, target ) {
  4750. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4751. },
  4752. getUV: function ( point, uv1, uv2, uv3, target ) {
  4753. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4754. },
  4755. containsPoint: function ( point ) {
  4756. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4757. },
  4758. isFrontFacing: function ( direction ) {
  4759. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4760. },
  4761. intersectsBox: function ( box ) {
  4762. return box.intersectsTriangle( this );
  4763. },
  4764. closestPointToPoint: function ( p, target ) {
  4765. if ( target === undefined ) {
  4766. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4767. target = new Vector3();
  4768. }
  4769. var a = this.a, b = this.b, c = this.c;
  4770. var v, w;
  4771. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4772. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4773. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4774. // basically, we're distinguishing which of the voronoi regions of the triangle
  4775. // the point lies in with the minimum amount of redundant computation.
  4776. _vab.subVectors( b, a );
  4777. _vac.subVectors( c, a );
  4778. _vap.subVectors( p, a );
  4779. var d1 = _vab.dot( _vap );
  4780. var d2 = _vac.dot( _vap );
  4781. if ( d1 <= 0 && d2 <= 0 ) {
  4782. // vertex region of A; barycentric coords (1, 0, 0)
  4783. return target.copy( a );
  4784. }
  4785. _vbp.subVectors( p, b );
  4786. var d3 = _vab.dot( _vbp );
  4787. var d4 = _vac.dot( _vbp );
  4788. if ( d3 >= 0 && d4 <= d3 ) {
  4789. // vertex region of B; barycentric coords (0, 1, 0)
  4790. return target.copy( b );
  4791. }
  4792. var vc = d1 * d4 - d3 * d2;
  4793. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4794. v = d1 / ( d1 - d3 );
  4795. // edge region of AB; barycentric coords (1-v, v, 0)
  4796. return target.copy( a ).addScaledVector( _vab, v );
  4797. }
  4798. _vcp.subVectors( p, c );
  4799. var d5 = _vab.dot( _vcp );
  4800. var d6 = _vac.dot( _vcp );
  4801. if ( d6 >= 0 && d5 <= d6 ) {
  4802. // vertex region of C; barycentric coords (0, 0, 1)
  4803. return target.copy( c );
  4804. }
  4805. var vb = d5 * d2 - d1 * d6;
  4806. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4807. w = d2 / ( d2 - d6 );
  4808. // edge region of AC; barycentric coords (1-w, 0, w)
  4809. return target.copy( a ).addScaledVector( _vac, w );
  4810. }
  4811. var va = d3 * d6 - d5 * d4;
  4812. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4813. _vbc.subVectors( c, b );
  4814. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4815. // edge region of BC; barycentric coords (0, 1-w, w)
  4816. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4817. }
  4818. // face region
  4819. var denom = 1 / ( va + vb + vc );
  4820. // u = va * denom
  4821. v = vb * denom;
  4822. w = vc * denom;
  4823. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4824. },
  4825. equals: function ( triangle ) {
  4826. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4827. }
  4828. } );
  4829. /**
  4830. * @author mrdoob / http://mrdoob.com/
  4831. */
  4832. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4833. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4834. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4835. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4836. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4837. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4838. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4839. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4840. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4841. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4842. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4843. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4844. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4845. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4846. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4847. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4848. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4849. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4850. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4851. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4852. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4853. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4854. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4855. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4856. var _hslA = { h: 0, s: 0, l: 0 };
  4857. var _hslB = { h: 0, s: 0, l: 0 };
  4858. function Color( r, g, b ) {
  4859. if ( g === undefined && b === undefined ) {
  4860. // r is THREE.Color, hex or string
  4861. return this.set( r );
  4862. }
  4863. return this.setRGB( r, g, b );
  4864. }
  4865. function hue2rgb( p, q, t ) {
  4866. if ( t < 0 ) { t += 1; }
  4867. if ( t > 1 ) { t -= 1; }
  4868. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4869. if ( t < 1 / 2 ) { return q; }
  4870. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4871. return p;
  4872. }
  4873. function SRGBToLinear( c ) {
  4874. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4875. }
  4876. function LinearToSRGB( c ) {
  4877. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4878. }
  4879. Object.assign( Color.prototype, {
  4880. isColor: true,
  4881. r: 1, g: 1, b: 1,
  4882. set: function ( value ) {
  4883. if ( value && value.isColor ) {
  4884. this.copy( value );
  4885. } else if ( typeof value === 'number' ) {
  4886. this.setHex( value );
  4887. } else if ( typeof value === 'string' ) {
  4888. this.setStyle( value );
  4889. }
  4890. return this;
  4891. },
  4892. setScalar: function ( scalar ) {
  4893. this.r = scalar;
  4894. this.g = scalar;
  4895. this.b = scalar;
  4896. return this;
  4897. },
  4898. setHex: function ( hex ) {
  4899. hex = Math.floor( hex );
  4900. this.r = ( hex >> 16 & 255 ) / 255;
  4901. this.g = ( hex >> 8 & 255 ) / 255;
  4902. this.b = ( hex & 255 ) / 255;
  4903. return this;
  4904. },
  4905. setRGB: function ( r, g, b ) {
  4906. this.r = r;
  4907. this.g = g;
  4908. this.b = b;
  4909. return this;
  4910. },
  4911. setHSL: function ( h, s, l ) {
  4912. // h,s,l ranges are in 0.0 - 1.0
  4913. h = MathUtils.euclideanModulo( h, 1 );
  4914. s = MathUtils.clamp( s, 0, 1 );
  4915. l = MathUtils.clamp( l, 0, 1 );
  4916. if ( s === 0 ) {
  4917. this.r = this.g = this.b = l;
  4918. } else {
  4919. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4920. var q = ( 2 * l ) - p;
  4921. this.r = hue2rgb( q, p, h + 1 / 3 );
  4922. this.g = hue2rgb( q, p, h );
  4923. this.b = hue2rgb( q, p, h - 1 / 3 );
  4924. }
  4925. return this;
  4926. },
  4927. setStyle: function ( style ) {
  4928. function handleAlpha( string ) {
  4929. if ( string === undefined ) { return; }
  4930. if ( parseFloat( string ) < 1 ) {
  4931. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4932. }
  4933. }
  4934. var m;
  4935. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4936. // rgb / hsl
  4937. var color;
  4938. var name = m[ 1 ];
  4939. var components = m[ 2 ];
  4940. switch ( name ) {
  4941. case 'rgb':
  4942. case 'rgba':
  4943. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4944. // rgb(255,0,0) rgba(255,0,0,0.5)
  4945. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4946. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4947. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4948. handleAlpha( color[ 5 ] );
  4949. return this;
  4950. }
  4951. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4952. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4953. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4954. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4955. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4956. handleAlpha( color[ 5 ] );
  4957. return this;
  4958. }
  4959. break;
  4960. case 'hsl':
  4961. case 'hsla':
  4962. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4963. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4964. var h = parseFloat( color[ 1 ] ) / 360;
  4965. var s = parseInt( color[ 2 ], 10 ) / 100;
  4966. var l = parseInt( color[ 3 ], 10 ) / 100;
  4967. handleAlpha( color[ 5 ] );
  4968. return this.setHSL( h, s, l );
  4969. }
  4970. break;
  4971. }
  4972. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4973. // hex color
  4974. var hex = m[ 1 ];
  4975. var size = hex.length;
  4976. if ( size === 3 ) {
  4977. // #ff0
  4978. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4979. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4980. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4981. return this;
  4982. } else if ( size === 6 ) {
  4983. // #ff0000
  4984. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4985. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4986. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4987. return this;
  4988. }
  4989. }
  4990. if ( style && style.length > 0 ) {
  4991. return this.setColorName( style );
  4992. }
  4993. return this;
  4994. },
  4995. setColorName: function ( style ) {
  4996. // color keywords
  4997. var hex = _colorKeywords[ style ];
  4998. if ( hex !== undefined ) {
  4999. // red
  5000. this.setHex( hex );
  5001. } else {
  5002. // unknown color
  5003. console.warn( 'THREE.Color: Unknown color ' + style );
  5004. }
  5005. return this;
  5006. },
  5007. clone: function () {
  5008. return new this.constructor( this.r, this.g, this.b );
  5009. },
  5010. copy: function ( color ) {
  5011. this.r = color.r;
  5012. this.g = color.g;
  5013. this.b = color.b;
  5014. return this;
  5015. },
  5016. copyGammaToLinear: function ( color, gammaFactor ) {
  5017. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5018. this.r = Math.pow( color.r, gammaFactor );
  5019. this.g = Math.pow( color.g, gammaFactor );
  5020. this.b = Math.pow( color.b, gammaFactor );
  5021. return this;
  5022. },
  5023. copyLinearToGamma: function ( color, gammaFactor ) {
  5024. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5025. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5026. this.r = Math.pow( color.r, safeInverse );
  5027. this.g = Math.pow( color.g, safeInverse );
  5028. this.b = Math.pow( color.b, safeInverse );
  5029. return this;
  5030. },
  5031. convertGammaToLinear: function ( gammaFactor ) {
  5032. this.copyGammaToLinear( this, gammaFactor );
  5033. return this;
  5034. },
  5035. convertLinearToGamma: function ( gammaFactor ) {
  5036. this.copyLinearToGamma( this, gammaFactor );
  5037. return this;
  5038. },
  5039. copySRGBToLinear: function ( color ) {
  5040. this.r = SRGBToLinear( color.r );
  5041. this.g = SRGBToLinear( color.g );
  5042. this.b = SRGBToLinear( color.b );
  5043. return this;
  5044. },
  5045. copyLinearToSRGB: function ( color ) {
  5046. this.r = LinearToSRGB( color.r );
  5047. this.g = LinearToSRGB( color.g );
  5048. this.b = LinearToSRGB( color.b );
  5049. return this;
  5050. },
  5051. convertSRGBToLinear: function () {
  5052. this.copySRGBToLinear( this );
  5053. return this;
  5054. },
  5055. convertLinearToSRGB: function () {
  5056. this.copyLinearToSRGB( this );
  5057. return this;
  5058. },
  5059. getHex: function () {
  5060. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5061. },
  5062. getHexString: function () {
  5063. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5064. },
  5065. getHSL: function ( target ) {
  5066. // h,s,l ranges are in 0.0 - 1.0
  5067. if ( target === undefined ) {
  5068. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5069. target = { h: 0, s: 0, l: 0 };
  5070. }
  5071. var r = this.r, g = this.g, b = this.b;
  5072. var max = Math.max( r, g, b );
  5073. var min = Math.min( r, g, b );
  5074. var hue, saturation;
  5075. var lightness = ( min + max ) / 2.0;
  5076. if ( min === max ) {
  5077. hue = 0;
  5078. saturation = 0;
  5079. } else {
  5080. var delta = max - min;
  5081. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5082. switch ( max ) {
  5083. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5084. case g: hue = ( b - r ) / delta + 2; break;
  5085. case b: hue = ( r - g ) / delta + 4; break;
  5086. }
  5087. hue /= 6;
  5088. }
  5089. target.h = hue;
  5090. target.s = saturation;
  5091. target.l = lightness;
  5092. return target;
  5093. },
  5094. getStyle: function () {
  5095. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5096. },
  5097. offsetHSL: function ( h, s, l ) {
  5098. this.getHSL( _hslA );
  5099. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5100. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5101. return this;
  5102. },
  5103. add: function ( color ) {
  5104. this.r += color.r;
  5105. this.g += color.g;
  5106. this.b += color.b;
  5107. return this;
  5108. },
  5109. addColors: function ( color1, color2 ) {
  5110. this.r = color1.r + color2.r;
  5111. this.g = color1.g + color2.g;
  5112. this.b = color1.b + color2.b;
  5113. return this;
  5114. },
  5115. addScalar: function ( s ) {
  5116. this.r += s;
  5117. this.g += s;
  5118. this.b += s;
  5119. return this;
  5120. },
  5121. sub: function ( color ) {
  5122. this.r = Math.max( 0, this.r - color.r );
  5123. this.g = Math.max( 0, this.g - color.g );
  5124. this.b = Math.max( 0, this.b - color.b );
  5125. return this;
  5126. },
  5127. multiply: function ( color ) {
  5128. this.r *= color.r;
  5129. this.g *= color.g;
  5130. this.b *= color.b;
  5131. return this;
  5132. },
  5133. multiplyScalar: function ( s ) {
  5134. this.r *= s;
  5135. this.g *= s;
  5136. this.b *= s;
  5137. return this;
  5138. },
  5139. lerp: function ( color, alpha ) {
  5140. this.r += ( color.r - this.r ) * alpha;
  5141. this.g += ( color.g - this.g ) * alpha;
  5142. this.b += ( color.b - this.b ) * alpha;
  5143. return this;
  5144. },
  5145. lerpHSL: function ( color, alpha ) {
  5146. this.getHSL( _hslA );
  5147. color.getHSL( _hslB );
  5148. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5149. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5150. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5151. this.setHSL( h, s, l );
  5152. return this;
  5153. },
  5154. equals: function ( c ) {
  5155. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5156. },
  5157. fromArray: function ( array, offset ) {
  5158. if ( offset === undefined ) { offset = 0; }
  5159. this.r = array[ offset ];
  5160. this.g = array[ offset + 1 ];
  5161. this.b = array[ offset + 2 ];
  5162. return this;
  5163. },
  5164. toArray: function ( array, offset ) {
  5165. if ( array === undefined ) { array = []; }
  5166. if ( offset === undefined ) { offset = 0; }
  5167. array[ offset ] = this.r;
  5168. array[ offset + 1 ] = this.g;
  5169. array[ offset + 2 ] = this.b;
  5170. return array;
  5171. },
  5172. toJSON: function () {
  5173. return this.getHex();
  5174. }
  5175. } );
  5176. Color.NAMES = _colorKeywords;
  5177. /**
  5178. * @author mrdoob / http://mrdoob.com/
  5179. * @author alteredq / http://alteredqualia.com/
  5180. */
  5181. function Face3( a, b, c, normal, color, materialIndex ) {
  5182. this.a = a;
  5183. this.b = b;
  5184. this.c = c;
  5185. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5186. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5187. this.color = ( color && color.isColor ) ? color : new Color();
  5188. this.vertexColors = Array.isArray( color ) ? color : [];
  5189. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5190. }
  5191. Object.assign( Face3.prototype, {
  5192. clone: function () {
  5193. return new this.constructor().copy( this );
  5194. },
  5195. copy: function ( source ) {
  5196. this.a = source.a;
  5197. this.b = source.b;
  5198. this.c = source.c;
  5199. this.normal.copy( source.normal );
  5200. this.color.copy( source.color );
  5201. this.materialIndex = source.materialIndex;
  5202. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5203. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5204. }
  5205. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5206. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5207. }
  5208. return this;
  5209. }
  5210. } );
  5211. /**
  5212. * @author mrdoob / http://mrdoob.com/
  5213. * @author alteredq / http://alteredqualia.com/
  5214. */
  5215. var materialId = 0;
  5216. function Material() {
  5217. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5218. this.uuid = MathUtils.generateUUID();
  5219. this.name = '';
  5220. this.type = 'Material';
  5221. this.fog = true;
  5222. this.blending = NormalBlending;
  5223. this.side = FrontSide;
  5224. this.flatShading = false;
  5225. this.vertexColors = false;
  5226. this.opacity = 1;
  5227. this.transparent = false;
  5228. this.blendSrc = SrcAlphaFactor;
  5229. this.blendDst = OneMinusSrcAlphaFactor;
  5230. this.blendEquation = AddEquation;
  5231. this.blendSrcAlpha = null;
  5232. this.blendDstAlpha = null;
  5233. this.blendEquationAlpha = null;
  5234. this.depthFunc = LessEqualDepth;
  5235. this.depthTest = true;
  5236. this.depthWrite = true;
  5237. this.stencilWriteMask = 0xff;
  5238. this.stencilFunc = AlwaysStencilFunc;
  5239. this.stencilRef = 0;
  5240. this.stencilFuncMask = 0xff;
  5241. this.stencilFail = KeepStencilOp;
  5242. this.stencilZFail = KeepStencilOp;
  5243. this.stencilZPass = KeepStencilOp;
  5244. this.stencilWrite = false;
  5245. this.clippingPlanes = null;
  5246. this.clipIntersection = false;
  5247. this.clipShadows = false;
  5248. this.shadowSide = null;
  5249. this.colorWrite = true;
  5250. this.precision = null; // override the renderer's default precision for this material
  5251. this.polygonOffset = false;
  5252. this.polygonOffsetFactor = 0;
  5253. this.polygonOffsetUnits = 0;
  5254. this.dithering = false;
  5255. this.alphaTest = 0;
  5256. this.premultipliedAlpha = false;
  5257. this.visible = true;
  5258. this.toneMapped = true;
  5259. this.userData = {};
  5260. this.version = 0;
  5261. }
  5262. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5263. constructor: Material,
  5264. isMaterial: true,
  5265. onBeforeCompile: function () {},
  5266. setValues: function ( values ) {
  5267. if ( values === undefined ) { return; }
  5268. for ( var key in values ) {
  5269. var newValue = values[ key ];
  5270. if ( newValue === undefined ) {
  5271. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5272. continue;
  5273. }
  5274. // for backward compatability if shading is set in the constructor
  5275. if ( key === 'shading' ) {
  5276. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5277. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5278. continue;
  5279. }
  5280. var currentValue = this[ key ];
  5281. if ( currentValue === undefined ) {
  5282. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5283. continue;
  5284. }
  5285. if ( currentValue && currentValue.isColor ) {
  5286. currentValue.set( newValue );
  5287. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5288. currentValue.copy( newValue );
  5289. } else {
  5290. this[ key ] = newValue;
  5291. }
  5292. }
  5293. },
  5294. toJSON: function ( meta ) {
  5295. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5296. if ( isRoot ) {
  5297. meta = {
  5298. textures: {},
  5299. images: {}
  5300. };
  5301. }
  5302. var data = {
  5303. metadata: {
  5304. version: 4.5,
  5305. type: 'Material',
  5306. generator: 'Material.toJSON'
  5307. }
  5308. };
  5309. // standard Material serialization
  5310. data.uuid = this.uuid;
  5311. data.type = this.type;
  5312. if ( this.name !== '' ) { data.name = this.name; }
  5313. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5314. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5315. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5316. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5317. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5318. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5319. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5320. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5321. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5322. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5323. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5324. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5325. }
  5326. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5327. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5328. }
  5329. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5330. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5331. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5332. }
  5333. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5334. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5335. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5336. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5337. if ( this.aoMap && this.aoMap.isTexture ) {
  5338. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5339. data.aoMapIntensity = this.aoMapIntensity;
  5340. }
  5341. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5342. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5343. data.bumpScale = this.bumpScale;
  5344. }
  5345. if ( this.normalMap && this.normalMap.isTexture ) {
  5346. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5347. data.normalMapType = this.normalMapType;
  5348. data.normalScale = this.normalScale.toArray();
  5349. }
  5350. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5351. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5352. data.displacementScale = this.displacementScale;
  5353. data.displacementBias = this.displacementBias;
  5354. }
  5355. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5356. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5357. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5358. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5359. if ( this.envMap && this.envMap.isTexture ) {
  5360. data.envMap = this.envMap.toJSON( meta ).uuid;
  5361. data.reflectivity = this.reflectivity; // Scale behind envMap
  5362. data.refractionRatio = this.refractionRatio;
  5363. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5364. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5365. }
  5366. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5367. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5368. }
  5369. if ( this.size !== undefined ) { data.size = this.size; }
  5370. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5371. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5372. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5373. if ( this.side !== FrontSide ) { data.side = this.side; }
  5374. if ( this.vertexColors ) { data.vertexColors = true; }
  5375. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5376. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5377. data.depthFunc = this.depthFunc;
  5378. data.depthTest = this.depthTest;
  5379. data.depthWrite = this.depthWrite;
  5380. data.stencilWrite = this.stencilWrite;
  5381. data.stencilWriteMask = this.stencilWriteMask;
  5382. data.stencilFunc = this.stencilFunc;
  5383. data.stencilRef = this.stencilRef;
  5384. data.stencilFuncMask = this.stencilFuncMask;
  5385. data.stencilFail = this.stencilFail;
  5386. data.stencilZFail = this.stencilZFail;
  5387. data.stencilZPass = this.stencilZPass;
  5388. // rotation (SpriteMaterial)
  5389. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5390. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5391. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5392. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5393. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5394. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5395. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5396. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5397. if ( this.dithering === true ) { data.dithering = true; }
  5398. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5399. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5400. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5401. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5402. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5403. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5404. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5405. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5406. if ( this.skinning === true ) { data.skinning = true; }
  5407. if ( this.visible === false ) { data.visible = false; }
  5408. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5409. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5410. // TODO: Copied from Object3D.toJSON
  5411. function extractFromCache( cache ) {
  5412. var values = [];
  5413. for ( var key in cache ) {
  5414. var data = cache[ key ];
  5415. delete data.metadata;
  5416. values.push( data );
  5417. }
  5418. return values;
  5419. }
  5420. if ( isRoot ) {
  5421. var textures = extractFromCache( meta.textures );
  5422. var images = extractFromCache( meta.images );
  5423. if ( textures.length > 0 ) { data.textures = textures; }
  5424. if ( images.length > 0 ) { data.images = images; }
  5425. }
  5426. return data;
  5427. },
  5428. clone: function () {
  5429. return new this.constructor().copy( this );
  5430. },
  5431. copy: function ( source ) {
  5432. this.name = source.name;
  5433. this.fog = source.fog;
  5434. this.blending = source.blending;
  5435. this.side = source.side;
  5436. this.flatShading = source.flatShading;
  5437. this.vertexColors = source.vertexColors;
  5438. this.opacity = source.opacity;
  5439. this.transparent = source.transparent;
  5440. this.blendSrc = source.blendSrc;
  5441. this.blendDst = source.blendDst;
  5442. this.blendEquation = source.blendEquation;
  5443. this.blendSrcAlpha = source.blendSrcAlpha;
  5444. this.blendDstAlpha = source.blendDstAlpha;
  5445. this.blendEquationAlpha = source.blendEquationAlpha;
  5446. this.depthFunc = source.depthFunc;
  5447. this.depthTest = source.depthTest;
  5448. this.depthWrite = source.depthWrite;
  5449. this.stencilWriteMask = source.stencilWriteMask;
  5450. this.stencilFunc = source.stencilFunc;
  5451. this.stencilRef = source.stencilRef;
  5452. this.stencilFuncMask = source.stencilFuncMask;
  5453. this.stencilFail = source.stencilFail;
  5454. this.stencilZFail = source.stencilZFail;
  5455. this.stencilZPass = source.stencilZPass;
  5456. this.stencilWrite = source.stencilWrite;
  5457. var srcPlanes = source.clippingPlanes,
  5458. dstPlanes = null;
  5459. if ( srcPlanes !== null ) {
  5460. var n = srcPlanes.length;
  5461. dstPlanes = new Array( n );
  5462. for ( var i = 0; i !== n; ++ i )
  5463. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5464. }
  5465. this.clippingPlanes = dstPlanes;
  5466. this.clipIntersection = source.clipIntersection;
  5467. this.clipShadows = source.clipShadows;
  5468. this.shadowSide = source.shadowSide;
  5469. this.colorWrite = source.colorWrite;
  5470. this.precision = source.precision;
  5471. this.polygonOffset = source.polygonOffset;
  5472. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5473. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5474. this.dithering = source.dithering;
  5475. this.alphaTest = source.alphaTest;
  5476. this.premultipliedAlpha = source.premultipliedAlpha;
  5477. this.visible = source.visible;
  5478. this.toneMapped = source.toneMapped;
  5479. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5480. return this;
  5481. },
  5482. dispose: function () {
  5483. this.dispatchEvent( { type: 'dispose' } );
  5484. }
  5485. } );
  5486. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5487. set: function ( value ) {
  5488. if ( value === true ) { this.version ++; }
  5489. }
  5490. } );
  5491. /**
  5492. * @author mrdoob / http://mrdoob.com/
  5493. * @author alteredq / http://alteredqualia.com/
  5494. *
  5495. * parameters = {
  5496. * color: <hex>,
  5497. * opacity: <float>,
  5498. * map: new THREE.Texture( <Image> ),
  5499. *
  5500. * lightMap: new THREE.Texture( <Image> ),
  5501. * lightMapIntensity: <float>
  5502. *
  5503. * aoMap: new THREE.Texture( <Image> ),
  5504. * aoMapIntensity: <float>
  5505. *
  5506. * specularMap: new THREE.Texture( <Image> ),
  5507. *
  5508. * alphaMap: new THREE.Texture( <Image> ),
  5509. *
  5510. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5511. * combine: THREE.Multiply,
  5512. * reflectivity: <float>,
  5513. * refractionRatio: <float>,
  5514. *
  5515. * depthTest: <bool>,
  5516. * depthWrite: <bool>,
  5517. *
  5518. * wireframe: <boolean>,
  5519. * wireframeLinewidth: <float>,
  5520. *
  5521. * skinning: <bool>,
  5522. * morphTargets: <bool>
  5523. * }
  5524. */
  5525. function MeshBasicMaterial( parameters ) {
  5526. Material.call( this );
  5527. this.type = 'MeshBasicMaterial';
  5528. this.color = new Color( 0xffffff ); // emissive
  5529. this.map = null;
  5530. this.lightMap = null;
  5531. this.lightMapIntensity = 1.0;
  5532. this.aoMap = null;
  5533. this.aoMapIntensity = 1.0;
  5534. this.specularMap = null;
  5535. this.alphaMap = null;
  5536. this.envMap = null;
  5537. this.combine = MultiplyOperation;
  5538. this.reflectivity = 1;
  5539. this.refractionRatio = 0.98;
  5540. this.wireframe = false;
  5541. this.wireframeLinewidth = 1;
  5542. this.wireframeLinecap = 'round';
  5543. this.wireframeLinejoin = 'round';
  5544. this.skinning = false;
  5545. this.morphTargets = false;
  5546. this.setValues( parameters );
  5547. }
  5548. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5549. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5550. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5551. MeshBasicMaterial.prototype.copy = function ( source ) {
  5552. Material.prototype.copy.call( this, source );
  5553. this.color.copy( source.color );
  5554. this.map = source.map;
  5555. this.lightMap = source.lightMap;
  5556. this.lightMapIntensity = source.lightMapIntensity;
  5557. this.aoMap = source.aoMap;
  5558. this.aoMapIntensity = source.aoMapIntensity;
  5559. this.specularMap = source.specularMap;
  5560. this.alphaMap = source.alphaMap;
  5561. this.envMap = source.envMap;
  5562. this.combine = source.combine;
  5563. this.reflectivity = source.reflectivity;
  5564. this.refractionRatio = source.refractionRatio;
  5565. this.wireframe = source.wireframe;
  5566. this.wireframeLinewidth = source.wireframeLinewidth;
  5567. this.wireframeLinecap = source.wireframeLinecap;
  5568. this.wireframeLinejoin = source.wireframeLinejoin;
  5569. this.skinning = source.skinning;
  5570. this.morphTargets = source.morphTargets;
  5571. return this;
  5572. };
  5573. /**
  5574. * @author mrdoob / http://mrdoob.com/
  5575. */
  5576. var _vector$3 = new Vector3();
  5577. function BufferAttribute( array, itemSize, normalized ) {
  5578. if ( Array.isArray( array ) ) {
  5579. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5580. }
  5581. this.name = '';
  5582. this.array = array;
  5583. this.itemSize = itemSize;
  5584. this.count = array !== undefined ? array.length / itemSize : 0;
  5585. this.normalized = normalized === true;
  5586. this.usage = StaticDrawUsage;
  5587. this.updateRange = { offset: 0, count: - 1 };
  5588. this.version = 0;
  5589. }
  5590. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5591. set: function ( value ) {
  5592. if ( value === true ) { this.version ++; }
  5593. }
  5594. } );
  5595. Object.assign( BufferAttribute.prototype, {
  5596. isBufferAttribute: true,
  5597. onUploadCallback: function () {},
  5598. setUsage: function ( value ) {
  5599. this.usage = value;
  5600. return this;
  5601. },
  5602. copy: function ( source ) {
  5603. this.name = source.name;
  5604. this.array = new source.array.constructor( source.array );
  5605. this.itemSize = source.itemSize;
  5606. this.count = source.count;
  5607. this.normalized = source.normalized;
  5608. this.usage = source.usage;
  5609. return this;
  5610. },
  5611. copyAt: function ( index1, attribute, index2 ) {
  5612. index1 *= this.itemSize;
  5613. index2 *= attribute.itemSize;
  5614. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5615. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5616. }
  5617. return this;
  5618. },
  5619. copyArray: function ( array ) {
  5620. this.array.set( array );
  5621. return this;
  5622. },
  5623. copyColorsArray: function ( colors ) {
  5624. var array = this.array, offset = 0;
  5625. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5626. var color = colors[ i ];
  5627. if ( color === undefined ) {
  5628. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5629. color = new Color();
  5630. }
  5631. array[ offset ++ ] = color.r;
  5632. array[ offset ++ ] = color.g;
  5633. array[ offset ++ ] = color.b;
  5634. }
  5635. return this;
  5636. },
  5637. copyVector2sArray: function ( vectors ) {
  5638. var array = this.array, offset = 0;
  5639. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5640. var vector = vectors[ i ];
  5641. if ( vector === undefined ) {
  5642. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5643. vector = new Vector2();
  5644. }
  5645. array[ offset ++ ] = vector.x;
  5646. array[ offset ++ ] = vector.y;
  5647. }
  5648. return this;
  5649. },
  5650. copyVector3sArray: function ( vectors ) {
  5651. var array = this.array, offset = 0;
  5652. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5653. var vector = vectors[ i ];
  5654. if ( vector === undefined ) {
  5655. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5656. vector = new Vector3();
  5657. }
  5658. array[ offset ++ ] = vector.x;
  5659. array[ offset ++ ] = vector.y;
  5660. array[ offset ++ ] = vector.z;
  5661. }
  5662. return this;
  5663. },
  5664. copyVector4sArray: function ( vectors ) {
  5665. var array = this.array, offset = 0;
  5666. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5667. var vector = vectors[ i ];
  5668. if ( vector === undefined ) {
  5669. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5670. vector = new Vector4();
  5671. }
  5672. array[ offset ++ ] = vector.x;
  5673. array[ offset ++ ] = vector.y;
  5674. array[ offset ++ ] = vector.z;
  5675. array[ offset ++ ] = vector.w;
  5676. }
  5677. return this;
  5678. },
  5679. applyMatrix3: function ( m ) {
  5680. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5681. _vector$3.x = this.getX( i );
  5682. _vector$3.y = this.getY( i );
  5683. _vector$3.z = this.getZ( i );
  5684. _vector$3.applyMatrix3( m );
  5685. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5686. }
  5687. return this;
  5688. },
  5689. applyMatrix4: function ( m ) {
  5690. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5691. _vector$3.x = this.getX( i );
  5692. _vector$3.y = this.getY( i );
  5693. _vector$3.z = this.getZ( i );
  5694. _vector$3.applyMatrix4( m );
  5695. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5696. }
  5697. return this;
  5698. },
  5699. applyNormalMatrix: function ( m ) {
  5700. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5701. _vector$3.x = this.getX( i );
  5702. _vector$3.y = this.getY( i );
  5703. _vector$3.z = this.getZ( i );
  5704. _vector$3.applyNormalMatrix( m );
  5705. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5706. }
  5707. return this;
  5708. },
  5709. transformDirection: function ( m ) {
  5710. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5711. _vector$3.x = this.getX( i );
  5712. _vector$3.y = this.getY( i );
  5713. _vector$3.z = this.getZ( i );
  5714. _vector$3.transformDirection( m );
  5715. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5716. }
  5717. return this;
  5718. },
  5719. set: function ( value, offset ) {
  5720. if ( offset === undefined ) { offset = 0; }
  5721. this.array.set( value, offset );
  5722. return this;
  5723. },
  5724. getX: function ( index ) {
  5725. return this.array[ index * this.itemSize ];
  5726. },
  5727. setX: function ( index, x ) {
  5728. this.array[ index * this.itemSize ] = x;
  5729. return this;
  5730. },
  5731. getY: function ( index ) {
  5732. return this.array[ index * this.itemSize + 1 ];
  5733. },
  5734. setY: function ( index, y ) {
  5735. this.array[ index * this.itemSize + 1 ] = y;
  5736. return this;
  5737. },
  5738. getZ: function ( index ) {
  5739. return this.array[ index * this.itemSize + 2 ];
  5740. },
  5741. setZ: function ( index, z ) {
  5742. this.array[ index * this.itemSize + 2 ] = z;
  5743. return this;
  5744. },
  5745. getW: function ( index ) {
  5746. return this.array[ index * this.itemSize + 3 ];
  5747. },
  5748. setW: function ( index, w ) {
  5749. this.array[ index * this.itemSize + 3 ] = w;
  5750. return this;
  5751. },
  5752. setXY: function ( index, x, y ) {
  5753. index *= this.itemSize;
  5754. this.array[ index + 0 ] = x;
  5755. this.array[ index + 1 ] = y;
  5756. return this;
  5757. },
  5758. setXYZ: function ( index, x, y, z ) {
  5759. index *= this.itemSize;
  5760. this.array[ index + 0 ] = x;
  5761. this.array[ index + 1 ] = y;
  5762. this.array[ index + 2 ] = z;
  5763. return this;
  5764. },
  5765. setXYZW: function ( index, x, y, z, w ) {
  5766. index *= this.itemSize;
  5767. this.array[ index + 0 ] = x;
  5768. this.array[ index + 1 ] = y;
  5769. this.array[ index + 2 ] = z;
  5770. this.array[ index + 3 ] = w;
  5771. return this;
  5772. },
  5773. onUpload: function ( callback ) {
  5774. this.onUploadCallback = callback;
  5775. return this;
  5776. },
  5777. clone: function () {
  5778. return new this.constructor( this.array, this.itemSize ).copy( this );
  5779. },
  5780. toJSON: function () {
  5781. return {
  5782. itemSize: this.itemSize,
  5783. type: this.array.constructor.name,
  5784. array: Array.prototype.slice.call( this.array ),
  5785. normalized: this.normalized
  5786. };
  5787. }
  5788. } );
  5789. //
  5790. function Int8BufferAttribute( array, itemSize, normalized ) {
  5791. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5792. }
  5793. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5794. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5795. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5796. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5797. }
  5798. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5799. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5800. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5801. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5802. }
  5803. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5804. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5805. function Int16BufferAttribute( array, itemSize, normalized ) {
  5806. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5807. }
  5808. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5809. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5810. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5811. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5812. }
  5813. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5814. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5815. function Int32BufferAttribute( array, itemSize, normalized ) {
  5816. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5817. }
  5818. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5819. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5820. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5821. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5822. }
  5823. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5824. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5825. function Float32BufferAttribute( array, itemSize, normalized ) {
  5826. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5827. }
  5828. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5829. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5830. function Float64BufferAttribute( array, itemSize, normalized ) {
  5831. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5832. }
  5833. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5834. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5835. /**
  5836. * @author mrdoob / http://mrdoob.com/
  5837. */
  5838. function DirectGeometry() {
  5839. this.vertices = [];
  5840. this.normals = [];
  5841. this.colors = [];
  5842. this.uvs = [];
  5843. this.uvs2 = [];
  5844. this.groups = [];
  5845. this.morphTargets = {};
  5846. this.skinWeights = [];
  5847. this.skinIndices = [];
  5848. // this.lineDistances = [];
  5849. this.boundingBox = null;
  5850. this.boundingSphere = null;
  5851. // update flags
  5852. this.verticesNeedUpdate = false;
  5853. this.normalsNeedUpdate = false;
  5854. this.colorsNeedUpdate = false;
  5855. this.uvsNeedUpdate = false;
  5856. this.groupsNeedUpdate = false;
  5857. }
  5858. Object.assign( DirectGeometry.prototype, {
  5859. computeGroups: function ( geometry ) {
  5860. var group;
  5861. var groups = [];
  5862. var materialIndex = undefined;
  5863. var faces = geometry.faces;
  5864. for ( var i = 0; i < faces.length; i ++ ) {
  5865. var face = faces[ i ];
  5866. // materials
  5867. if ( face.materialIndex !== materialIndex ) {
  5868. materialIndex = face.materialIndex;
  5869. if ( group !== undefined ) {
  5870. group.count = ( i * 3 ) - group.start;
  5871. groups.push( group );
  5872. }
  5873. group = {
  5874. start: i * 3,
  5875. materialIndex: materialIndex
  5876. };
  5877. }
  5878. }
  5879. if ( group !== undefined ) {
  5880. group.count = ( i * 3 ) - group.start;
  5881. groups.push( group );
  5882. }
  5883. this.groups = groups;
  5884. },
  5885. fromGeometry: function ( geometry ) {
  5886. var faces = geometry.faces;
  5887. var vertices = geometry.vertices;
  5888. var faceVertexUvs = geometry.faceVertexUvs;
  5889. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5890. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5891. // morphs
  5892. var morphTargets = geometry.morphTargets;
  5893. var morphTargetsLength = morphTargets.length;
  5894. var morphTargetsPosition;
  5895. if ( morphTargetsLength > 0 ) {
  5896. morphTargetsPosition = [];
  5897. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5898. morphTargetsPosition[ i ] = {
  5899. name: morphTargets[ i ].name,
  5900. data: []
  5901. };
  5902. }
  5903. this.morphTargets.position = morphTargetsPosition;
  5904. }
  5905. var morphNormals = geometry.morphNormals;
  5906. var morphNormalsLength = morphNormals.length;
  5907. var morphTargetsNormal;
  5908. if ( morphNormalsLength > 0 ) {
  5909. morphTargetsNormal = [];
  5910. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5911. morphTargetsNormal[ i ] = {
  5912. name: morphNormals[ i ].name,
  5913. data: []
  5914. };
  5915. }
  5916. this.morphTargets.normal = morphTargetsNormal;
  5917. }
  5918. // skins
  5919. var skinIndices = geometry.skinIndices;
  5920. var skinWeights = geometry.skinWeights;
  5921. var hasSkinIndices = skinIndices.length === vertices.length;
  5922. var hasSkinWeights = skinWeights.length === vertices.length;
  5923. //
  5924. if ( vertices.length > 0 && faces.length === 0 ) {
  5925. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5926. }
  5927. for ( var i = 0; i < faces.length; i ++ ) {
  5928. var face = faces[ i ];
  5929. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5930. var vertexNormals = face.vertexNormals;
  5931. if ( vertexNormals.length === 3 ) {
  5932. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5933. } else {
  5934. var normal = face.normal;
  5935. this.normals.push( normal, normal, normal );
  5936. }
  5937. var vertexColors = face.vertexColors;
  5938. if ( vertexColors.length === 3 ) {
  5939. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5940. } else {
  5941. var color = face.color;
  5942. this.colors.push( color, color, color );
  5943. }
  5944. if ( hasFaceVertexUv === true ) {
  5945. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5946. if ( vertexUvs !== undefined ) {
  5947. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5948. } else {
  5949. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5950. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5951. }
  5952. }
  5953. if ( hasFaceVertexUv2 === true ) {
  5954. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5955. if ( vertexUvs !== undefined ) {
  5956. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5957. } else {
  5958. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5959. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5960. }
  5961. }
  5962. // morphs
  5963. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5964. var morphTarget = morphTargets[ j ].vertices;
  5965. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5966. }
  5967. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5968. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5969. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5970. }
  5971. // skins
  5972. if ( hasSkinIndices ) {
  5973. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5974. }
  5975. if ( hasSkinWeights ) {
  5976. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5977. }
  5978. }
  5979. this.computeGroups( geometry );
  5980. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5981. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5982. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5983. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5984. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5985. if ( geometry.boundingSphere !== null ) {
  5986. this.boundingSphere = geometry.boundingSphere.clone();
  5987. }
  5988. if ( geometry.boundingBox !== null ) {
  5989. this.boundingBox = geometry.boundingBox.clone();
  5990. }
  5991. return this;
  5992. }
  5993. } );
  5994. /**
  5995. * @author mrdoob / http://mrdoob.com/
  5996. */
  5997. function arrayMax( array ) {
  5998. if ( array.length === 0 ) { return - Infinity; }
  5999. var max = array[ 0 ];
  6000. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6001. if ( array[ i ] > max ) { max = array[ i ]; }
  6002. }
  6003. return max;
  6004. }
  6005. /**
  6006. * @author alteredq / http://alteredqualia.com/
  6007. * @author mrdoob / http://mrdoob.com/
  6008. */
  6009. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6010. var _m1$2 = new Matrix4();
  6011. var _obj = new Object3D();
  6012. var _offset = new Vector3();
  6013. var _box$2 = new Box3();
  6014. var _boxMorphTargets = new Box3();
  6015. var _vector$4 = new Vector3();
  6016. function BufferGeometry() {
  6017. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6018. this.uuid = MathUtils.generateUUID();
  6019. this.name = '';
  6020. this.type = 'BufferGeometry';
  6021. this.index = null;
  6022. this.attributes = {};
  6023. this.morphAttributes = {};
  6024. this.morphTargetsRelative = false;
  6025. this.groups = [];
  6026. this.boundingBox = null;
  6027. this.boundingSphere = null;
  6028. this.drawRange = { start: 0, count: Infinity };
  6029. this.userData = {};
  6030. }
  6031. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6032. constructor: BufferGeometry,
  6033. isBufferGeometry: true,
  6034. getIndex: function () {
  6035. return this.index;
  6036. },
  6037. setIndex: function ( index ) {
  6038. if ( Array.isArray( index ) ) {
  6039. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6040. } else {
  6041. this.index = index;
  6042. }
  6043. },
  6044. getAttribute: function ( name ) {
  6045. return this.attributes[ name ];
  6046. },
  6047. setAttribute: function ( name, attribute ) {
  6048. this.attributes[ name ] = attribute;
  6049. return this;
  6050. },
  6051. deleteAttribute: function ( name ) {
  6052. delete this.attributes[ name ];
  6053. return this;
  6054. },
  6055. addGroup: function ( start, count, materialIndex ) {
  6056. this.groups.push( {
  6057. start: start,
  6058. count: count,
  6059. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6060. } );
  6061. },
  6062. clearGroups: function () {
  6063. this.groups = [];
  6064. },
  6065. setDrawRange: function ( start, count ) {
  6066. this.drawRange.start = start;
  6067. this.drawRange.count = count;
  6068. },
  6069. applyMatrix4: function ( matrix ) {
  6070. var position = this.attributes.position;
  6071. if ( position !== undefined ) {
  6072. position.applyMatrix4( matrix );
  6073. position.needsUpdate = true;
  6074. }
  6075. var normal = this.attributes.normal;
  6076. if ( normal !== undefined ) {
  6077. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6078. normal.applyNormalMatrix( normalMatrix );
  6079. normal.needsUpdate = true;
  6080. }
  6081. var tangent = this.attributes.tangent;
  6082. if ( tangent !== undefined ) {
  6083. tangent.transformDirection( matrix );
  6084. tangent.needsUpdate = true;
  6085. }
  6086. if ( this.boundingBox !== null ) {
  6087. this.computeBoundingBox();
  6088. }
  6089. if ( this.boundingSphere !== null ) {
  6090. this.computeBoundingSphere();
  6091. }
  6092. return this;
  6093. },
  6094. rotateX: function ( angle ) {
  6095. // rotate geometry around world x-axis
  6096. _m1$2.makeRotationX( angle );
  6097. this.applyMatrix4( _m1$2 );
  6098. return this;
  6099. },
  6100. rotateY: function ( angle ) {
  6101. // rotate geometry around world y-axis
  6102. _m1$2.makeRotationY( angle );
  6103. this.applyMatrix4( _m1$2 );
  6104. return this;
  6105. },
  6106. rotateZ: function ( angle ) {
  6107. // rotate geometry around world z-axis
  6108. _m1$2.makeRotationZ( angle );
  6109. this.applyMatrix4( _m1$2 );
  6110. return this;
  6111. },
  6112. translate: function ( x, y, z ) {
  6113. // translate geometry
  6114. _m1$2.makeTranslation( x, y, z );
  6115. this.applyMatrix4( _m1$2 );
  6116. return this;
  6117. },
  6118. scale: function ( x, y, z ) {
  6119. // scale geometry
  6120. _m1$2.makeScale( x, y, z );
  6121. this.applyMatrix4( _m1$2 );
  6122. return this;
  6123. },
  6124. lookAt: function ( vector ) {
  6125. _obj.lookAt( vector );
  6126. _obj.updateMatrix();
  6127. this.applyMatrix4( _obj.matrix );
  6128. return this;
  6129. },
  6130. center: function () {
  6131. this.computeBoundingBox();
  6132. this.boundingBox.getCenter( _offset ).negate();
  6133. this.translate( _offset.x, _offset.y, _offset.z );
  6134. return this;
  6135. },
  6136. setFromObject: function ( object ) {
  6137. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6138. var geometry = object.geometry;
  6139. if ( object.isPoints || object.isLine ) {
  6140. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6141. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6142. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6143. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6144. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6145. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6146. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6147. }
  6148. if ( geometry.boundingSphere !== null ) {
  6149. this.boundingSphere = geometry.boundingSphere.clone();
  6150. }
  6151. if ( geometry.boundingBox !== null ) {
  6152. this.boundingBox = geometry.boundingBox.clone();
  6153. }
  6154. } else if ( object.isMesh ) {
  6155. if ( geometry && geometry.isGeometry ) {
  6156. this.fromGeometry( geometry );
  6157. }
  6158. }
  6159. return this;
  6160. },
  6161. setFromPoints: function ( points ) {
  6162. var position = [];
  6163. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6164. var point = points[ i ];
  6165. position.push( point.x, point.y, point.z || 0 );
  6166. }
  6167. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6168. return this;
  6169. },
  6170. updateFromObject: function ( object ) {
  6171. var geometry = object.geometry;
  6172. if ( object.isMesh ) {
  6173. var direct = geometry.__directGeometry;
  6174. if ( geometry.elementsNeedUpdate === true ) {
  6175. direct = undefined;
  6176. geometry.elementsNeedUpdate = false;
  6177. }
  6178. if ( direct === undefined ) {
  6179. return this.fromGeometry( geometry );
  6180. }
  6181. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6182. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6183. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6184. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6185. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6186. geometry.verticesNeedUpdate = false;
  6187. geometry.normalsNeedUpdate = false;
  6188. geometry.colorsNeedUpdate = false;
  6189. geometry.uvsNeedUpdate = false;
  6190. geometry.groupsNeedUpdate = false;
  6191. geometry = direct;
  6192. }
  6193. var attribute;
  6194. if ( geometry.verticesNeedUpdate === true ) {
  6195. attribute = this.attributes.position;
  6196. if ( attribute !== undefined ) {
  6197. attribute.copyVector3sArray( geometry.vertices );
  6198. attribute.needsUpdate = true;
  6199. }
  6200. geometry.verticesNeedUpdate = false;
  6201. }
  6202. if ( geometry.normalsNeedUpdate === true ) {
  6203. attribute = this.attributes.normal;
  6204. if ( attribute !== undefined ) {
  6205. attribute.copyVector3sArray( geometry.normals );
  6206. attribute.needsUpdate = true;
  6207. }
  6208. geometry.normalsNeedUpdate = false;
  6209. }
  6210. if ( geometry.colorsNeedUpdate === true ) {
  6211. attribute = this.attributes.color;
  6212. if ( attribute !== undefined ) {
  6213. attribute.copyColorsArray( geometry.colors );
  6214. attribute.needsUpdate = true;
  6215. }
  6216. geometry.colorsNeedUpdate = false;
  6217. }
  6218. if ( geometry.uvsNeedUpdate ) {
  6219. attribute = this.attributes.uv;
  6220. if ( attribute !== undefined ) {
  6221. attribute.copyVector2sArray( geometry.uvs );
  6222. attribute.needsUpdate = true;
  6223. }
  6224. geometry.uvsNeedUpdate = false;
  6225. }
  6226. if ( geometry.lineDistancesNeedUpdate ) {
  6227. attribute = this.attributes.lineDistance;
  6228. if ( attribute !== undefined ) {
  6229. attribute.copyArray( geometry.lineDistances );
  6230. attribute.needsUpdate = true;
  6231. }
  6232. geometry.lineDistancesNeedUpdate = false;
  6233. }
  6234. if ( geometry.groupsNeedUpdate ) {
  6235. geometry.computeGroups( object.geometry );
  6236. this.groups = geometry.groups;
  6237. geometry.groupsNeedUpdate = false;
  6238. }
  6239. return this;
  6240. },
  6241. fromGeometry: function ( geometry ) {
  6242. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6243. return this.fromDirectGeometry( geometry.__directGeometry );
  6244. },
  6245. fromDirectGeometry: function ( geometry ) {
  6246. var positions = new Float32Array( geometry.vertices.length * 3 );
  6247. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6248. if ( geometry.normals.length > 0 ) {
  6249. var normals = new Float32Array( geometry.normals.length * 3 );
  6250. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6251. }
  6252. if ( geometry.colors.length > 0 ) {
  6253. var colors = new Float32Array( geometry.colors.length * 3 );
  6254. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6255. }
  6256. if ( geometry.uvs.length > 0 ) {
  6257. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6258. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6259. }
  6260. if ( geometry.uvs2.length > 0 ) {
  6261. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6262. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6263. }
  6264. // groups
  6265. this.groups = geometry.groups;
  6266. // morphs
  6267. for ( var name in geometry.morphTargets ) {
  6268. var array = [];
  6269. var morphTargets = geometry.morphTargets[ name ];
  6270. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6271. var morphTarget = morphTargets[ i ];
  6272. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6273. attribute.name = morphTarget.name;
  6274. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6275. }
  6276. this.morphAttributes[ name ] = array;
  6277. }
  6278. // skinning
  6279. if ( geometry.skinIndices.length > 0 ) {
  6280. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6281. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6282. }
  6283. if ( geometry.skinWeights.length > 0 ) {
  6284. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6285. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6286. }
  6287. //
  6288. if ( geometry.boundingSphere !== null ) {
  6289. this.boundingSphere = geometry.boundingSphere.clone();
  6290. }
  6291. if ( geometry.boundingBox !== null ) {
  6292. this.boundingBox = geometry.boundingBox.clone();
  6293. }
  6294. return this;
  6295. },
  6296. computeBoundingBox: function () {
  6297. if ( this.boundingBox === null ) {
  6298. this.boundingBox = new Box3();
  6299. }
  6300. var position = this.attributes.position;
  6301. var morphAttributesPosition = this.morphAttributes.position;
  6302. if ( position !== undefined ) {
  6303. this.boundingBox.setFromBufferAttribute( position );
  6304. // process morph attributes if present
  6305. if ( morphAttributesPosition ) {
  6306. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6307. var morphAttribute = morphAttributesPosition[ i ];
  6308. _box$2.setFromBufferAttribute( morphAttribute );
  6309. if ( this.morphTargetsRelative ) {
  6310. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6311. this.boundingBox.expandByPoint( _vector$4 );
  6312. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6313. this.boundingBox.expandByPoint( _vector$4 );
  6314. } else {
  6315. this.boundingBox.expandByPoint( _box$2.min );
  6316. this.boundingBox.expandByPoint( _box$2.max );
  6317. }
  6318. }
  6319. }
  6320. } else {
  6321. this.boundingBox.makeEmpty();
  6322. }
  6323. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6324. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6325. }
  6326. },
  6327. computeBoundingSphere: function () {
  6328. if ( this.boundingSphere === null ) {
  6329. this.boundingSphere = new Sphere();
  6330. }
  6331. var position = this.attributes.position;
  6332. var morphAttributesPosition = this.morphAttributes.position;
  6333. if ( position ) {
  6334. // first, find the center of the bounding sphere
  6335. var center = this.boundingSphere.center;
  6336. _box$2.setFromBufferAttribute( position );
  6337. // process morph attributes if present
  6338. if ( morphAttributesPosition ) {
  6339. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6340. var morphAttribute = morphAttributesPosition[ i ];
  6341. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6342. if ( this.morphTargetsRelative ) {
  6343. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6344. _box$2.expandByPoint( _vector$4 );
  6345. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6346. _box$2.expandByPoint( _vector$4 );
  6347. } else {
  6348. _box$2.expandByPoint( _boxMorphTargets.min );
  6349. _box$2.expandByPoint( _boxMorphTargets.max );
  6350. }
  6351. }
  6352. }
  6353. _box$2.getCenter( center );
  6354. // second, try to find a boundingSphere with a radius smaller than the
  6355. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6356. var maxRadiusSq = 0;
  6357. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6358. _vector$4.fromBufferAttribute( position, i );
  6359. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6360. }
  6361. // process morph attributes if present
  6362. if ( morphAttributesPosition ) {
  6363. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6364. var morphAttribute = morphAttributesPosition[ i ];
  6365. var morphTargetsRelative = this.morphTargetsRelative;
  6366. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6367. _vector$4.fromBufferAttribute( morphAttribute, j );
  6368. if ( morphTargetsRelative ) {
  6369. _offset.fromBufferAttribute( position, j );
  6370. _vector$4.add( _offset );
  6371. }
  6372. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6373. }
  6374. }
  6375. }
  6376. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6377. if ( isNaN( this.boundingSphere.radius ) ) {
  6378. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6379. }
  6380. }
  6381. },
  6382. computeFaceNormals: function () {
  6383. // backwards compatibility
  6384. },
  6385. computeVertexNormals: function () {
  6386. var index = this.index;
  6387. var attributes = this.attributes;
  6388. if ( attributes.position ) {
  6389. var positions = attributes.position.array;
  6390. if ( attributes.normal === undefined ) {
  6391. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6392. } else {
  6393. // reset existing normals to zero
  6394. var array = attributes.normal.array;
  6395. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6396. array[ i ] = 0;
  6397. }
  6398. }
  6399. var normals = attributes.normal.array;
  6400. var vA, vB, vC;
  6401. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6402. var cb = new Vector3(), ab = new Vector3();
  6403. // indexed elements
  6404. if ( index ) {
  6405. var indices = index.array;
  6406. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6407. vA = indices[ i + 0 ] * 3;
  6408. vB = indices[ i + 1 ] * 3;
  6409. vC = indices[ i + 2 ] * 3;
  6410. pA.fromArray( positions, vA );
  6411. pB.fromArray( positions, vB );
  6412. pC.fromArray( positions, vC );
  6413. cb.subVectors( pC, pB );
  6414. ab.subVectors( pA, pB );
  6415. cb.cross( ab );
  6416. normals[ vA ] += cb.x;
  6417. normals[ vA + 1 ] += cb.y;
  6418. normals[ vA + 2 ] += cb.z;
  6419. normals[ vB ] += cb.x;
  6420. normals[ vB + 1 ] += cb.y;
  6421. normals[ vB + 2 ] += cb.z;
  6422. normals[ vC ] += cb.x;
  6423. normals[ vC + 1 ] += cb.y;
  6424. normals[ vC + 2 ] += cb.z;
  6425. }
  6426. } else {
  6427. // non-indexed elements (unconnected triangle soup)
  6428. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6429. pA.fromArray( positions, i );
  6430. pB.fromArray( positions, i + 3 );
  6431. pC.fromArray( positions, i + 6 );
  6432. cb.subVectors( pC, pB );
  6433. ab.subVectors( pA, pB );
  6434. cb.cross( ab );
  6435. normals[ i ] = cb.x;
  6436. normals[ i + 1 ] = cb.y;
  6437. normals[ i + 2 ] = cb.z;
  6438. normals[ i + 3 ] = cb.x;
  6439. normals[ i + 4 ] = cb.y;
  6440. normals[ i + 5 ] = cb.z;
  6441. normals[ i + 6 ] = cb.x;
  6442. normals[ i + 7 ] = cb.y;
  6443. normals[ i + 8 ] = cb.z;
  6444. }
  6445. }
  6446. this.normalizeNormals();
  6447. attributes.normal.needsUpdate = true;
  6448. }
  6449. },
  6450. merge: function ( geometry, offset ) {
  6451. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6452. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6453. return;
  6454. }
  6455. if ( offset === undefined ) {
  6456. offset = 0;
  6457. console.warn(
  6458. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6459. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6460. );
  6461. }
  6462. var attributes = this.attributes;
  6463. for ( var key in attributes ) {
  6464. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6465. var attribute1 = attributes[ key ];
  6466. var attributeArray1 = attribute1.array;
  6467. var attribute2 = geometry.attributes[ key ];
  6468. var attributeArray2 = attribute2.array;
  6469. var attributeOffset = attribute2.itemSize * offset;
  6470. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6471. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6472. attributeArray1[ j ] = attributeArray2[ i ];
  6473. }
  6474. }
  6475. return this;
  6476. },
  6477. normalizeNormals: function () {
  6478. var normals = this.attributes.normal;
  6479. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6480. _vector$4.x = normals.getX( i );
  6481. _vector$4.y = normals.getY( i );
  6482. _vector$4.z = normals.getZ( i );
  6483. _vector$4.normalize();
  6484. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6485. }
  6486. },
  6487. toNonIndexed: function () {
  6488. function convertBufferAttribute( attribute, indices ) {
  6489. var array = attribute.array;
  6490. var itemSize = attribute.itemSize;
  6491. var normalized = attribute.normalized;
  6492. var array2 = new array.constructor( indices.length * itemSize );
  6493. var index = 0, index2 = 0;
  6494. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6495. index = indices[ i ] * itemSize;
  6496. for ( var j = 0; j < itemSize; j ++ ) {
  6497. array2[ index2 ++ ] = array[ index ++ ];
  6498. }
  6499. }
  6500. return new BufferAttribute( array2, itemSize, normalized );
  6501. }
  6502. //
  6503. if ( this.index === null ) {
  6504. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6505. return this;
  6506. }
  6507. var geometry2 = new BufferGeometry();
  6508. var indices = this.index.array;
  6509. var attributes = this.attributes;
  6510. // attributes
  6511. for ( var name in attributes ) {
  6512. var attribute = attributes[ name ];
  6513. var newAttribute = convertBufferAttribute( attribute, indices );
  6514. geometry2.setAttribute( name, newAttribute );
  6515. }
  6516. // morph attributes
  6517. var morphAttributes = this.morphAttributes;
  6518. for ( name in morphAttributes ) {
  6519. var morphArray = [];
  6520. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6521. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6522. var attribute = morphAttribute[ i ];
  6523. var newAttribute = convertBufferAttribute( attribute, indices );
  6524. morphArray.push( newAttribute );
  6525. }
  6526. geometry2.morphAttributes[ name ] = morphArray;
  6527. }
  6528. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6529. // groups
  6530. var groups = this.groups;
  6531. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6532. var group = groups[ i ];
  6533. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6534. }
  6535. return geometry2;
  6536. },
  6537. toJSON: function () {
  6538. var data = {
  6539. metadata: {
  6540. version: 4.5,
  6541. type: 'BufferGeometry',
  6542. generator: 'BufferGeometry.toJSON'
  6543. }
  6544. };
  6545. // standard BufferGeometry serialization
  6546. data.uuid = this.uuid;
  6547. data.type = this.type;
  6548. if ( this.name !== '' ) { data.name = this.name; }
  6549. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6550. if ( this.parameters !== undefined ) {
  6551. var parameters = this.parameters;
  6552. for ( var key in parameters ) {
  6553. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6554. }
  6555. return data;
  6556. }
  6557. data.data = { attributes: {} };
  6558. var index = this.index;
  6559. if ( index !== null ) {
  6560. data.data.index = {
  6561. type: index.array.constructor.name,
  6562. array: Array.prototype.slice.call( index.array )
  6563. };
  6564. }
  6565. var attributes = this.attributes;
  6566. for ( var key in attributes ) {
  6567. var attribute = attributes[ key ];
  6568. var attributeData = attribute.toJSON();
  6569. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6570. data.data.attributes[ key ] = attributeData;
  6571. }
  6572. var morphAttributes = {};
  6573. var hasMorphAttributes = false;
  6574. for ( var key in this.morphAttributes ) {
  6575. var attributeArray = this.morphAttributes[ key ];
  6576. var array = [];
  6577. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6578. var attribute = attributeArray[ i ];
  6579. var attributeData = attribute.toJSON();
  6580. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6581. array.push( attributeData );
  6582. }
  6583. if ( array.length > 0 ) {
  6584. morphAttributes[ key ] = array;
  6585. hasMorphAttributes = true;
  6586. }
  6587. }
  6588. if ( hasMorphAttributes ) {
  6589. data.data.morphAttributes = morphAttributes;
  6590. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6591. }
  6592. var groups = this.groups;
  6593. if ( groups.length > 0 ) {
  6594. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6595. }
  6596. var boundingSphere = this.boundingSphere;
  6597. if ( boundingSphere !== null ) {
  6598. data.data.boundingSphere = {
  6599. center: boundingSphere.center.toArray(),
  6600. radius: boundingSphere.radius
  6601. };
  6602. }
  6603. return data;
  6604. },
  6605. clone: function () {
  6606. /*
  6607. // Handle primitives
  6608. var parameters = this.parameters;
  6609. if ( parameters !== undefined ) {
  6610. var values = [];
  6611. for ( var key in parameters ) {
  6612. values.push( parameters[ key ] );
  6613. }
  6614. var geometry = Object.create( this.constructor.prototype );
  6615. this.constructor.apply( geometry, values );
  6616. return geometry;
  6617. }
  6618. return new this.constructor().copy( this );
  6619. */
  6620. return new BufferGeometry().copy( this );
  6621. },
  6622. copy: function ( source ) {
  6623. var name, i, l;
  6624. // reset
  6625. this.index = null;
  6626. this.attributes = {};
  6627. this.morphAttributes = {};
  6628. this.groups = [];
  6629. this.boundingBox = null;
  6630. this.boundingSphere = null;
  6631. // name
  6632. this.name = source.name;
  6633. // index
  6634. var index = source.index;
  6635. if ( index !== null ) {
  6636. this.setIndex( index.clone() );
  6637. }
  6638. // attributes
  6639. var attributes = source.attributes;
  6640. for ( name in attributes ) {
  6641. var attribute = attributes[ name ];
  6642. this.setAttribute( name, attribute.clone() );
  6643. }
  6644. // morph attributes
  6645. var morphAttributes = source.morphAttributes;
  6646. for ( name in morphAttributes ) {
  6647. var array = [];
  6648. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6649. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6650. array.push( morphAttribute[ i ].clone() );
  6651. }
  6652. this.morphAttributes[ name ] = array;
  6653. }
  6654. this.morphTargetsRelative = source.morphTargetsRelative;
  6655. // groups
  6656. var groups = source.groups;
  6657. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6658. var group = groups[ i ];
  6659. this.addGroup( group.start, group.count, group.materialIndex );
  6660. }
  6661. // bounding box
  6662. var boundingBox = source.boundingBox;
  6663. if ( boundingBox !== null ) {
  6664. this.boundingBox = boundingBox.clone();
  6665. }
  6666. // bounding sphere
  6667. var boundingSphere = source.boundingSphere;
  6668. if ( boundingSphere !== null ) {
  6669. this.boundingSphere = boundingSphere.clone();
  6670. }
  6671. // draw range
  6672. this.drawRange.start = source.drawRange.start;
  6673. this.drawRange.count = source.drawRange.count;
  6674. // user data
  6675. this.userData = source.userData;
  6676. return this;
  6677. },
  6678. dispose: function () {
  6679. this.dispatchEvent( { type: 'dispose' } );
  6680. }
  6681. } );
  6682. /**
  6683. * @author mrdoob / http://mrdoob.com/
  6684. * @author alteredq / http://alteredqualia.com/
  6685. * @author mikael emtinger / http://gomo.se/
  6686. * @author jonobr1 / http://jonobr1.com/
  6687. */
  6688. var _inverseMatrix = new Matrix4();
  6689. var _ray = new Ray();
  6690. var _sphere = new Sphere();
  6691. var _vA = new Vector3();
  6692. var _vB = new Vector3();
  6693. var _vC = new Vector3();
  6694. var _tempA = new Vector3();
  6695. var _tempB = new Vector3();
  6696. var _tempC = new Vector3();
  6697. var _morphA = new Vector3();
  6698. var _morphB = new Vector3();
  6699. var _morphC = new Vector3();
  6700. var _uvA = new Vector2();
  6701. var _uvB = new Vector2();
  6702. var _uvC = new Vector2();
  6703. var _intersectionPoint = new Vector3();
  6704. var _intersectionPointWorld = new Vector3();
  6705. function Mesh( geometry, material ) {
  6706. Object3D.call( this );
  6707. this.type = 'Mesh';
  6708. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6709. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6710. this.updateMorphTargets();
  6711. }
  6712. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6713. constructor: Mesh,
  6714. isMesh: true,
  6715. copy: function ( source ) {
  6716. Object3D.prototype.copy.call( this, source );
  6717. if ( source.morphTargetInfluences !== undefined ) {
  6718. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6719. }
  6720. if ( source.morphTargetDictionary !== undefined ) {
  6721. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6722. }
  6723. return this;
  6724. },
  6725. updateMorphTargets: function () {
  6726. var geometry = this.geometry;
  6727. var m, ml, name;
  6728. if ( geometry.isBufferGeometry ) {
  6729. var morphAttributes = geometry.morphAttributes;
  6730. var keys = Object.keys( morphAttributes );
  6731. if ( keys.length > 0 ) {
  6732. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6733. if ( morphAttribute !== undefined ) {
  6734. this.morphTargetInfluences = [];
  6735. this.morphTargetDictionary = {};
  6736. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6737. name = morphAttribute[ m ].name || String( m );
  6738. this.morphTargetInfluences.push( 0 );
  6739. this.morphTargetDictionary[ name ] = m;
  6740. }
  6741. }
  6742. }
  6743. } else {
  6744. var morphTargets = geometry.morphTargets;
  6745. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6746. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6747. }
  6748. }
  6749. },
  6750. raycast: function ( raycaster, intersects ) {
  6751. var geometry = this.geometry;
  6752. var material = this.material;
  6753. var matrixWorld = this.matrixWorld;
  6754. if ( material === undefined ) { return; }
  6755. // Checking boundingSphere distance to ray
  6756. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6757. _sphere.copy( geometry.boundingSphere );
  6758. _sphere.applyMatrix4( matrixWorld );
  6759. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6760. //
  6761. _inverseMatrix.getInverse( matrixWorld );
  6762. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6763. // Check boundingBox before continuing
  6764. if ( geometry.boundingBox !== null ) {
  6765. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6766. }
  6767. var intersection;
  6768. if ( geometry.isBufferGeometry ) {
  6769. var a, b, c;
  6770. var index = geometry.index;
  6771. var position = geometry.attributes.position;
  6772. var morphPosition = geometry.morphAttributes.position;
  6773. var morphTargetsRelative = geometry.morphTargetsRelative;
  6774. var uv = geometry.attributes.uv;
  6775. var uv2 = geometry.attributes.uv2;
  6776. var groups = geometry.groups;
  6777. var drawRange = geometry.drawRange;
  6778. var i, j, il, jl;
  6779. var group, groupMaterial;
  6780. var start, end;
  6781. if ( index !== null ) {
  6782. // indexed buffer geometry
  6783. if ( Array.isArray( material ) ) {
  6784. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6785. group = groups[ i ];
  6786. groupMaterial = material[ group.materialIndex ];
  6787. start = Math.max( group.start, drawRange.start );
  6788. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6789. for ( j = start, jl = end; j < jl; j += 3 ) {
  6790. a = index.getX( j );
  6791. b = index.getX( j + 1 );
  6792. c = index.getX( j + 2 );
  6793. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6794. if ( intersection ) {
  6795. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6796. intersection.face.materialIndex = group.materialIndex;
  6797. intersects.push( intersection );
  6798. }
  6799. }
  6800. }
  6801. } else {
  6802. start = Math.max( 0, drawRange.start );
  6803. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6804. for ( i = start, il = end; i < il; i += 3 ) {
  6805. a = index.getX( i );
  6806. b = index.getX( i + 1 );
  6807. c = index.getX( i + 2 );
  6808. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6809. if ( intersection ) {
  6810. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6811. intersects.push( intersection );
  6812. }
  6813. }
  6814. }
  6815. } else if ( position !== undefined ) {
  6816. // non-indexed buffer geometry
  6817. if ( Array.isArray( material ) ) {
  6818. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6819. group = groups[ i ];
  6820. groupMaterial = material[ group.materialIndex ];
  6821. start = Math.max( group.start, drawRange.start );
  6822. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6823. for ( j = start, jl = end; j < jl; j += 3 ) {
  6824. a = j;
  6825. b = j + 1;
  6826. c = j + 2;
  6827. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6828. if ( intersection ) {
  6829. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6830. intersection.face.materialIndex = group.materialIndex;
  6831. intersects.push( intersection );
  6832. }
  6833. }
  6834. }
  6835. } else {
  6836. start = Math.max( 0, drawRange.start );
  6837. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6838. for ( i = start, il = end; i < il; i += 3 ) {
  6839. a = i;
  6840. b = i + 1;
  6841. c = i + 2;
  6842. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6843. if ( intersection ) {
  6844. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6845. intersects.push( intersection );
  6846. }
  6847. }
  6848. }
  6849. }
  6850. } else if ( geometry.isGeometry ) {
  6851. var fvA, fvB, fvC;
  6852. var isMultiMaterial = Array.isArray( material );
  6853. var vertices = geometry.vertices;
  6854. var faces = geometry.faces;
  6855. var uvs;
  6856. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6857. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6858. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6859. var face = faces[ f ];
  6860. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6861. if ( faceMaterial === undefined ) { continue; }
  6862. fvA = vertices[ face.a ];
  6863. fvB = vertices[ face.b ];
  6864. fvC = vertices[ face.c ];
  6865. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6866. if ( intersection ) {
  6867. if ( uvs && uvs[ f ] ) {
  6868. var uvs_f = uvs[ f ];
  6869. _uvA.copy( uvs_f[ 0 ] );
  6870. _uvB.copy( uvs_f[ 1 ] );
  6871. _uvC.copy( uvs_f[ 2 ] );
  6872. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6873. }
  6874. intersection.face = face;
  6875. intersection.faceIndex = f;
  6876. intersects.push( intersection );
  6877. }
  6878. }
  6879. }
  6880. },
  6881. clone: function () {
  6882. return new this.constructor( this.geometry, this.material ).copy( this );
  6883. }
  6884. } );
  6885. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6886. var intersect;
  6887. if ( material.side === BackSide ) {
  6888. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6889. } else {
  6890. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6891. }
  6892. if ( intersect === null ) { return null; }
  6893. _intersectionPointWorld.copy( point );
  6894. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6895. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6896. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6897. return {
  6898. distance: distance,
  6899. point: _intersectionPointWorld.clone(),
  6900. object: object
  6901. };
  6902. }
  6903. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6904. _vA.fromBufferAttribute( position, a );
  6905. _vB.fromBufferAttribute( position, b );
  6906. _vC.fromBufferAttribute( position, c );
  6907. var morphInfluences = object.morphTargetInfluences;
  6908. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6909. _morphA.set( 0, 0, 0 );
  6910. _morphB.set( 0, 0, 0 );
  6911. _morphC.set( 0, 0, 0 );
  6912. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6913. var influence = morphInfluences[ i ];
  6914. var morphAttribute = morphPosition[ i ];
  6915. if ( influence === 0 ) { continue; }
  6916. _tempA.fromBufferAttribute( morphAttribute, a );
  6917. _tempB.fromBufferAttribute( morphAttribute, b );
  6918. _tempC.fromBufferAttribute( morphAttribute, c );
  6919. if ( morphTargetsRelative ) {
  6920. _morphA.addScaledVector( _tempA, influence );
  6921. _morphB.addScaledVector( _tempB, influence );
  6922. _morphC.addScaledVector( _tempC, influence );
  6923. } else {
  6924. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6925. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6926. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6927. }
  6928. }
  6929. _vA.add( _morphA );
  6930. _vB.add( _morphB );
  6931. _vC.add( _morphC );
  6932. }
  6933. if ( object.isSkinnedMesh ) {
  6934. object.boneTransform( a, _vA );
  6935. object.boneTransform( b, _vB );
  6936. object.boneTransform( c, _vC );
  6937. }
  6938. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6939. if ( intersection ) {
  6940. if ( uv ) {
  6941. _uvA.fromBufferAttribute( uv, a );
  6942. _uvB.fromBufferAttribute( uv, b );
  6943. _uvC.fromBufferAttribute( uv, c );
  6944. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6945. }
  6946. if ( uv2 ) {
  6947. _uvA.fromBufferAttribute( uv2, a );
  6948. _uvB.fromBufferAttribute( uv2, b );
  6949. _uvC.fromBufferAttribute( uv2, c );
  6950. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6951. }
  6952. var face = new Face3( a, b, c );
  6953. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6954. intersection.face = face;
  6955. }
  6956. return intersection;
  6957. }
  6958. /**
  6959. * @author mrdoob / http://mrdoob.com/
  6960. * @author kile / http://kile.stravaganza.org/
  6961. * @author alteredq / http://alteredqualia.com/
  6962. * @author mikael emtinger / http://gomo.se/
  6963. * @author zz85 / http://www.lab4games.net/zz85/blog
  6964. * @author bhouston / http://clara.io
  6965. */
  6966. var _geometryId = 0; // Geometry uses even numbers as Id
  6967. var _m1$3 = new Matrix4();
  6968. var _obj$1 = new Object3D();
  6969. var _offset$1 = new Vector3();
  6970. function Geometry() {
  6971. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6972. this.uuid = MathUtils.generateUUID();
  6973. this.name = '';
  6974. this.type = 'Geometry';
  6975. this.vertices = [];
  6976. this.colors = [];
  6977. this.faces = [];
  6978. this.faceVertexUvs = [[]];
  6979. this.morphTargets = [];
  6980. this.morphNormals = [];
  6981. this.skinWeights = [];
  6982. this.skinIndices = [];
  6983. this.lineDistances = [];
  6984. this.boundingBox = null;
  6985. this.boundingSphere = null;
  6986. // update flags
  6987. this.elementsNeedUpdate = false;
  6988. this.verticesNeedUpdate = false;
  6989. this.uvsNeedUpdate = false;
  6990. this.normalsNeedUpdate = false;
  6991. this.colorsNeedUpdate = false;
  6992. this.lineDistancesNeedUpdate = false;
  6993. this.groupsNeedUpdate = false;
  6994. }
  6995. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6996. constructor: Geometry,
  6997. isGeometry: true,
  6998. applyMatrix4: function ( matrix ) {
  6999. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7000. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7001. var vertex = this.vertices[ i ];
  7002. vertex.applyMatrix4( matrix );
  7003. }
  7004. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  7005. var face = this.faces[ i ];
  7006. face.normal.applyMatrix3( normalMatrix ).normalize();
  7007. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7008. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7009. }
  7010. }
  7011. if ( this.boundingBox !== null ) {
  7012. this.computeBoundingBox();
  7013. }
  7014. if ( this.boundingSphere !== null ) {
  7015. this.computeBoundingSphere();
  7016. }
  7017. this.verticesNeedUpdate = true;
  7018. this.normalsNeedUpdate = true;
  7019. return this;
  7020. },
  7021. rotateX: function ( angle ) {
  7022. // rotate geometry around world x-axis
  7023. _m1$3.makeRotationX( angle );
  7024. this.applyMatrix4( _m1$3 );
  7025. return this;
  7026. },
  7027. rotateY: function ( angle ) {
  7028. // rotate geometry around world y-axis
  7029. _m1$3.makeRotationY( angle );
  7030. this.applyMatrix4( _m1$3 );
  7031. return this;
  7032. },
  7033. rotateZ: function ( angle ) {
  7034. // rotate geometry around world z-axis
  7035. _m1$3.makeRotationZ( angle );
  7036. this.applyMatrix4( _m1$3 );
  7037. return this;
  7038. },
  7039. translate: function ( x, y, z ) {
  7040. // translate geometry
  7041. _m1$3.makeTranslation( x, y, z );
  7042. this.applyMatrix4( _m1$3 );
  7043. return this;
  7044. },
  7045. scale: function ( x, y, z ) {
  7046. // scale geometry
  7047. _m1$3.makeScale( x, y, z );
  7048. this.applyMatrix4( _m1$3 );
  7049. return this;
  7050. },
  7051. lookAt: function ( vector ) {
  7052. _obj$1.lookAt( vector );
  7053. _obj$1.updateMatrix();
  7054. this.applyMatrix4( _obj$1.matrix );
  7055. return this;
  7056. },
  7057. fromBufferGeometry: function ( geometry ) {
  7058. var scope = this;
  7059. var indices = geometry.index !== null ? geometry.index.array : undefined;
  7060. var attributes = geometry.attributes;
  7061. if ( attributes.position === undefined ) {
  7062. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7063. return this;
  7064. }
  7065. var positions = attributes.position.array;
  7066. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  7067. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  7068. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  7069. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  7070. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7071. for ( var i = 0; i < positions.length; i += 3 ) {
  7072. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  7073. if ( colors !== undefined ) {
  7074. scope.colors.push( new Color().fromArray( colors, i ) );
  7075. }
  7076. }
  7077. function addFace( a, b, c, materialIndex ) {
  7078. var vertexColors = ( colors === undefined ) ? [] : [
  7079. scope.colors[ a ].clone(),
  7080. scope.colors[ b ].clone(),
  7081. scope.colors[ c ].clone() ];
  7082. var vertexNormals = ( normals === undefined ) ? [] : [
  7083. new Vector3().fromArray( normals, a * 3 ),
  7084. new Vector3().fromArray( normals, b * 3 ),
  7085. new Vector3().fromArray( normals, c * 3 )
  7086. ];
  7087. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7088. scope.faces.push( face );
  7089. if ( uvs !== undefined ) {
  7090. scope.faceVertexUvs[ 0 ].push( [
  7091. new Vector2().fromArray( uvs, a * 2 ),
  7092. new Vector2().fromArray( uvs, b * 2 ),
  7093. new Vector2().fromArray( uvs, c * 2 )
  7094. ] );
  7095. }
  7096. if ( uvs2 !== undefined ) {
  7097. scope.faceVertexUvs[ 1 ].push( [
  7098. new Vector2().fromArray( uvs2, a * 2 ),
  7099. new Vector2().fromArray( uvs2, b * 2 ),
  7100. new Vector2().fromArray( uvs2, c * 2 )
  7101. ] );
  7102. }
  7103. }
  7104. var groups = geometry.groups;
  7105. if ( groups.length > 0 ) {
  7106. for ( var i = 0; i < groups.length; i ++ ) {
  7107. var group = groups[ i ];
  7108. var start = group.start;
  7109. var count = group.count;
  7110. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7111. if ( indices !== undefined ) {
  7112. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  7113. } else {
  7114. addFace( j, j + 1, j + 2, group.materialIndex );
  7115. }
  7116. }
  7117. }
  7118. } else {
  7119. if ( indices !== undefined ) {
  7120. for ( var i = 0; i < indices.length; i += 3 ) {
  7121. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  7122. }
  7123. } else {
  7124. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  7125. addFace( i, i + 1, i + 2 );
  7126. }
  7127. }
  7128. }
  7129. this.computeFaceNormals();
  7130. if ( geometry.boundingBox !== null ) {
  7131. this.boundingBox = geometry.boundingBox.clone();
  7132. }
  7133. if ( geometry.boundingSphere !== null ) {
  7134. this.boundingSphere = geometry.boundingSphere.clone();
  7135. }
  7136. return this;
  7137. },
  7138. center: function () {
  7139. this.computeBoundingBox();
  7140. this.boundingBox.getCenter( _offset$1 ).negate();
  7141. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7142. return this;
  7143. },
  7144. normalize: function () {
  7145. this.computeBoundingSphere();
  7146. var center = this.boundingSphere.center;
  7147. var radius = this.boundingSphere.radius;
  7148. var s = radius === 0 ? 1 : 1.0 / radius;
  7149. var matrix = new Matrix4();
  7150. matrix.set(
  7151. s, 0, 0, - s * center.x,
  7152. 0, s, 0, - s * center.y,
  7153. 0, 0, s, - s * center.z,
  7154. 0, 0, 0, 1
  7155. );
  7156. this.applyMatrix4( matrix );
  7157. return this;
  7158. },
  7159. computeFaceNormals: function () {
  7160. var cb = new Vector3(), ab = new Vector3();
  7161. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7162. var face = this.faces[ f ];
  7163. var vA = this.vertices[ face.a ];
  7164. var vB = this.vertices[ face.b ];
  7165. var vC = this.vertices[ face.c ];
  7166. cb.subVectors( vC, vB );
  7167. ab.subVectors( vA, vB );
  7168. cb.cross( ab );
  7169. cb.normalize();
  7170. face.normal.copy( cb );
  7171. }
  7172. },
  7173. computeVertexNormals: function ( areaWeighted ) {
  7174. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7175. var v, vl, f, fl, face, vertices;
  7176. vertices = new Array( this.vertices.length );
  7177. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7178. vertices[ v ] = new Vector3();
  7179. }
  7180. if ( areaWeighted ) {
  7181. // vertex normals weighted by triangle areas
  7182. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7183. var vA, vB, vC;
  7184. var cb = new Vector3(), ab = new Vector3();
  7185. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7186. face = this.faces[ f ];
  7187. vA = this.vertices[ face.a ];
  7188. vB = this.vertices[ face.b ];
  7189. vC = this.vertices[ face.c ];
  7190. cb.subVectors( vC, vB );
  7191. ab.subVectors( vA, vB );
  7192. cb.cross( ab );
  7193. vertices[ face.a ].add( cb );
  7194. vertices[ face.b ].add( cb );
  7195. vertices[ face.c ].add( cb );
  7196. }
  7197. } else {
  7198. this.computeFaceNormals();
  7199. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7200. face = this.faces[ f ];
  7201. vertices[ face.a ].add( face.normal );
  7202. vertices[ face.b ].add( face.normal );
  7203. vertices[ face.c ].add( face.normal );
  7204. }
  7205. }
  7206. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7207. vertices[ v ].normalize();
  7208. }
  7209. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7210. face = this.faces[ f ];
  7211. var vertexNormals = face.vertexNormals;
  7212. if ( vertexNormals.length === 3 ) {
  7213. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7214. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7215. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7216. } else {
  7217. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7218. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7219. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7220. }
  7221. }
  7222. if ( this.faces.length > 0 ) {
  7223. this.normalsNeedUpdate = true;
  7224. }
  7225. },
  7226. computeFlatVertexNormals: function () {
  7227. var f, fl, face;
  7228. this.computeFaceNormals();
  7229. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7230. face = this.faces[ f ];
  7231. var vertexNormals = face.vertexNormals;
  7232. if ( vertexNormals.length === 3 ) {
  7233. vertexNormals[ 0 ].copy( face.normal );
  7234. vertexNormals[ 1 ].copy( face.normal );
  7235. vertexNormals[ 2 ].copy( face.normal );
  7236. } else {
  7237. vertexNormals[ 0 ] = face.normal.clone();
  7238. vertexNormals[ 1 ] = face.normal.clone();
  7239. vertexNormals[ 2 ] = face.normal.clone();
  7240. }
  7241. }
  7242. if ( this.faces.length > 0 ) {
  7243. this.normalsNeedUpdate = true;
  7244. }
  7245. },
  7246. computeMorphNormals: function () {
  7247. var i, il, f, fl, face;
  7248. // save original normals
  7249. // - create temp variables on first access
  7250. // otherwise just copy (for faster repeated calls)
  7251. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7252. face = this.faces[ f ];
  7253. if ( ! face.__originalFaceNormal ) {
  7254. face.__originalFaceNormal = face.normal.clone();
  7255. } else {
  7256. face.__originalFaceNormal.copy( face.normal );
  7257. }
  7258. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7259. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7260. if ( ! face.__originalVertexNormals[ i ] ) {
  7261. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7262. } else {
  7263. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7264. }
  7265. }
  7266. }
  7267. // use temp geometry to compute face and vertex normals for each morph
  7268. var tmpGeo = new Geometry();
  7269. tmpGeo.faces = this.faces;
  7270. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7271. // create on first access
  7272. if ( ! this.morphNormals[ i ] ) {
  7273. this.morphNormals[ i ] = {};
  7274. this.morphNormals[ i ].faceNormals = [];
  7275. this.morphNormals[ i ].vertexNormals = [];
  7276. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7277. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7278. var faceNormal, vertexNormals;
  7279. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7280. faceNormal = new Vector3();
  7281. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7282. dstNormalsFace.push( faceNormal );
  7283. dstNormalsVertex.push( vertexNormals );
  7284. }
  7285. }
  7286. var morphNormals = this.morphNormals[ i ];
  7287. // set vertices to morph target
  7288. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7289. // compute morph normals
  7290. tmpGeo.computeFaceNormals();
  7291. tmpGeo.computeVertexNormals();
  7292. // store morph normals
  7293. var faceNormal, vertexNormals;
  7294. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7295. face = this.faces[ f ];
  7296. faceNormal = morphNormals.faceNormals[ f ];
  7297. vertexNormals = morphNormals.vertexNormals[ f ];
  7298. faceNormal.copy( face.normal );
  7299. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7300. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7301. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7302. }
  7303. }
  7304. // restore original normals
  7305. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7306. face = this.faces[ f ];
  7307. face.normal = face.__originalFaceNormal;
  7308. face.vertexNormals = face.__originalVertexNormals;
  7309. }
  7310. },
  7311. computeBoundingBox: function () {
  7312. if ( this.boundingBox === null ) {
  7313. this.boundingBox = new Box3();
  7314. }
  7315. this.boundingBox.setFromPoints( this.vertices );
  7316. },
  7317. computeBoundingSphere: function () {
  7318. if ( this.boundingSphere === null ) {
  7319. this.boundingSphere = new Sphere();
  7320. }
  7321. this.boundingSphere.setFromPoints( this.vertices );
  7322. },
  7323. merge: function ( geometry, matrix, materialIndexOffset ) {
  7324. if ( ! ( geometry && geometry.isGeometry ) ) {
  7325. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7326. return;
  7327. }
  7328. var normalMatrix,
  7329. vertexOffset = this.vertices.length,
  7330. vertices1 = this.vertices,
  7331. vertices2 = geometry.vertices,
  7332. faces1 = this.faces,
  7333. faces2 = geometry.faces,
  7334. colors1 = this.colors,
  7335. colors2 = geometry.colors;
  7336. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7337. if ( matrix !== undefined ) {
  7338. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7339. }
  7340. // vertices
  7341. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7342. var vertex = vertices2[ i ];
  7343. var vertexCopy = vertex.clone();
  7344. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7345. vertices1.push( vertexCopy );
  7346. }
  7347. // colors
  7348. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7349. colors1.push( colors2[ i ].clone() );
  7350. }
  7351. // faces
  7352. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7353. var face = faces2[ i ], faceCopy, normal, color,
  7354. faceVertexNormals = face.vertexNormals,
  7355. faceVertexColors = face.vertexColors;
  7356. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7357. faceCopy.normal.copy( face.normal );
  7358. if ( normalMatrix !== undefined ) {
  7359. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7360. }
  7361. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7362. normal = faceVertexNormals[ j ].clone();
  7363. if ( normalMatrix !== undefined ) {
  7364. normal.applyMatrix3( normalMatrix ).normalize();
  7365. }
  7366. faceCopy.vertexNormals.push( normal );
  7367. }
  7368. faceCopy.color.copy( face.color );
  7369. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7370. color = faceVertexColors[ j ];
  7371. faceCopy.vertexColors.push( color.clone() );
  7372. }
  7373. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7374. faces1.push( faceCopy );
  7375. }
  7376. // uvs
  7377. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7378. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7379. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7380. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7381. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7382. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7383. uvsCopy.push( uvs2[ k ].clone() );
  7384. }
  7385. this.faceVertexUvs[ i ].push( uvsCopy );
  7386. }
  7387. }
  7388. },
  7389. mergeMesh: function ( mesh ) {
  7390. if ( ! ( mesh && mesh.isMesh ) ) {
  7391. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7392. return;
  7393. }
  7394. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7395. this.merge( mesh.geometry, mesh.matrix );
  7396. },
  7397. /*
  7398. * Checks for duplicate vertices with hashmap.
  7399. * Duplicated vertices are removed
  7400. * and faces' vertices are updated.
  7401. */
  7402. mergeVertices: function () {
  7403. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7404. var unique = [], changes = [];
  7405. var v, key;
  7406. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7407. var precision = Math.pow( 10, precisionPoints );
  7408. var i, il, face;
  7409. var indices, j, jl;
  7410. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7411. v = this.vertices[ i ];
  7412. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7413. if ( verticesMap[ key ] === undefined ) {
  7414. verticesMap[ key ] = i;
  7415. unique.push( this.vertices[ i ] );
  7416. changes[ i ] = unique.length - 1;
  7417. } else {
  7418. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7419. changes[ i ] = changes[ verticesMap[ key ] ];
  7420. }
  7421. }
  7422. // if faces are completely degenerate after merging vertices, we
  7423. // have to remove them from the geometry.
  7424. var faceIndicesToRemove = [];
  7425. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7426. face = this.faces[ i ];
  7427. face.a = changes[ face.a ];
  7428. face.b = changes[ face.b ];
  7429. face.c = changes[ face.c ];
  7430. indices = [ face.a, face.b, face.c ];
  7431. // if any duplicate vertices are found in a Face3
  7432. // we have to remove the face as nothing can be saved
  7433. for ( var n = 0; n < 3; n ++ ) {
  7434. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7435. faceIndicesToRemove.push( i );
  7436. break;
  7437. }
  7438. }
  7439. }
  7440. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7441. var idx = faceIndicesToRemove[ i ];
  7442. this.faces.splice( idx, 1 );
  7443. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7444. this.faceVertexUvs[ j ].splice( idx, 1 );
  7445. }
  7446. }
  7447. // Use unique set of vertices
  7448. var diff = this.vertices.length - unique.length;
  7449. this.vertices = unique;
  7450. return diff;
  7451. },
  7452. setFromPoints: function ( points ) {
  7453. this.vertices = [];
  7454. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7455. var point = points[ i ];
  7456. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7457. }
  7458. return this;
  7459. },
  7460. sortFacesByMaterialIndex: function () {
  7461. var faces = this.faces;
  7462. var length = faces.length;
  7463. // tag faces
  7464. for ( var i = 0; i < length; i ++ ) {
  7465. faces[ i ]._id = i;
  7466. }
  7467. // sort faces
  7468. function materialIndexSort( a, b ) {
  7469. return a.materialIndex - b.materialIndex;
  7470. }
  7471. faces.sort( materialIndexSort );
  7472. // sort uvs
  7473. var uvs1 = this.faceVertexUvs[ 0 ];
  7474. var uvs2 = this.faceVertexUvs[ 1 ];
  7475. var newUvs1, newUvs2;
  7476. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7477. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7478. for ( var i = 0; i < length; i ++ ) {
  7479. var id = faces[ i ]._id;
  7480. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7481. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7482. }
  7483. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7484. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7485. },
  7486. toJSON: function () {
  7487. var data = {
  7488. metadata: {
  7489. version: 4.5,
  7490. type: 'Geometry',
  7491. generator: 'Geometry.toJSON'
  7492. }
  7493. };
  7494. // standard Geometry serialization
  7495. data.uuid = this.uuid;
  7496. data.type = this.type;
  7497. if ( this.name !== '' ) { data.name = this.name; }
  7498. if ( this.parameters !== undefined ) {
  7499. var parameters = this.parameters;
  7500. for ( var key in parameters ) {
  7501. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7502. }
  7503. return data;
  7504. }
  7505. var vertices = [];
  7506. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7507. var vertex = this.vertices[ i ];
  7508. vertices.push( vertex.x, vertex.y, vertex.z );
  7509. }
  7510. var faces = [];
  7511. var normals = [];
  7512. var normalsHash = {};
  7513. var colors = [];
  7514. var colorsHash = {};
  7515. var uvs = [];
  7516. var uvsHash = {};
  7517. for ( var i = 0; i < this.faces.length; i ++ ) {
  7518. var face = this.faces[ i ];
  7519. var hasMaterial = true;
  7520. var hasFaceUv = false; // deprecated
  7521. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7522. var hasFaceNormal = face.normal.length() > 0;
  7523. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7524. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7525. var hasFaceVertexColor = face.vertexColors.length > 0;
  7526. var faceType = 0;
  7527. faceType = setBit( faceType, 0, 0 ); // isQuad
  7528. faceType = setBit( faceType, 1, hasMaterial );
  7529. faceType = setBit( faceType, 2, hasFaceUv );
  7530. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7531. faceType = setBit( faceType, 4, hasFaceNormal );
  7532. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7533. faceType = setBit( faceType, 6, hasFaceColor );
  7534. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7535. faces.push( faceType );
  7536. faces.push( face.a, face.b, face.c );
  7537. faces.push( face.materialIndex );
  7538. if ( hasFaceVertexUv ) {
  7539. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7540. faces.push(
  7541. getUvIndex( faceVertexUvs[ 0 ] ),
  7542. getUvIndex( faceVertexUvs[ 1 ] ),
  7543. getUvIndex( faceVertexUvs[ 2 ] )
  7544. );
  7545. }
  7546. if ( hasFaceNormal ) {
  7547. faces.push( getNormalIndex( face.normal ) );
  7548. }
  7549. if ( hasFaceVertexNormal ) {
  7550. var vertexNormals = face.vertexNormals;
  7551. faces.push(
  7552. getNormalIndex( vertexNormals[ 0 ] ),
  7553. getNormalIndex( vertexNormals[ 1 ] ),
  7554. getNormalIndex( vertexNormals[ 2 ] )
  7555. );
  7556. }
  7557. if ( hasFaceColor ) {
  7558. faces.push( getColorIndex( face.color ) );
  7559. }
  7560. if ( hasFaceVertexColor ) {
  7561. var vertexColors = face.vertexColors;
  7562. faces.push(
  7563. getColorIndex( vertexColors[ 0 ] ),
  7564. getColorIndex( vertexColors[ 1 ] ),
  7565. getColorIndex( vertexColors[ 2 ] )
  7566. );
  7567. }
  7568. }
  7569. function setBit( value, position, enabled ) {
  7570. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7571. }
  7572. function getNormalIndex( normal ) {
  7573. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7574. if ( normalsHash[ hash ] !== undefined ) {
  7575. return normalsHash[ hash ];
  7576. }
  7577. normalsHash[ hash ] = normals.length / 3;
  7578. normals.push( normal.x, normal.y, normal.z );
  7579. return normalsHash[ hash ];
  7580. }
  7581. function getColorIndex( color ) {
  7582. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7583. if ( colorsHash[ hash ] !== undefined ) {
  7584. return colorsHash[ hash ];
  7585. }
  7586. colorsHash[ hash ] = colors.length;
  7587. colors.push( color.getHex() );
  7588. return colorsHash[ hash ];
  7589. }
  7590. function getUvIndex( uv ) {
  7591. var hash = uv.x.toString() + uv.y.toString();
  7592. if ( uvsHash[ hash ] !== undefined ) {
  7593. return uvsHash[ hash ];
  7594. }
  7595. uvsHash[ hash ] = uvs.length / 2;
  7596. uvs.push( uv.x, uv.y );
  7597. return uvsHash[ hash ];
  7598. }
  7599. data.data = {};
  7600. data.data.vertices = vertices;
  7601. data.data.normals = normals;
  7602. if ( colors.length > 0 ) { data.data.colors = colors; }
  7603. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7604. data.data.faces = faces;
  7605. return data;
  7606. },
  7607. clone: function () {
  7608. /*
  7609. // Handle primitives
  7610. var parameters = this.parameters;
  7611. if ( parameters !== undefined ) {
  7612. var values = [];
  7613. for ( var key in parameters ) {
  7614. values.push( parameters[ key ] );
  7615. }
  7616. var geometry = Object.create( this.constructor.prototype );
  7617. this.constructor.apply( geometry, values );
  7618. return geometry;
  7619. }
  7620. return new this.constructor().copy( this );
  7621. */
  7622. return new Geometry().copy( this );
  7623. },
  7624. copy: function ( source ) {
  7625. var i, il, j, jl, k, kl;
  7626. // reset
  7627. this.vertices = [];
  7628. this.colors = [];
  7629. this.faces = [];
  7630. this.faceVertexUvs = [[]];
  7631. this.morphTargets = [];
  7632. this.morphNormals = [];
  7633. this.skinWeights = [];
  7634. this.skinIndices = [];
  7635. this.lineDistances = [];
  7636. this.boundingBox = null;
  7637. this.boundingSphere = null;
  7638. // name
  7639. this.name = source.name;
  7640. // vertices
  7641. var vertices = source.vertices;
  7642. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7643. this.vertices.push( vertices[ i ].clone() );
  7644. }
  7645. // colors
  7646. var colors = source.colors;
  7647. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7648. this.colors.push( colors[ i ].clone() );
  7649. }
  7650. // faces
  7651. var faces = source.faces;
  7652. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7653. this.faces.push( faces[ i ].clone() );
  7654. }
  7655. // face vertex uvs
  7656. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7657. var faceVertexUvs = source.faceVertexUvs[ i ];
  7658. if ( this.faceVertexUvs[ i ] === undefined ) {
  7659. this.faceVertexUvs[ i ] = [];
  7660. }
  7661. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7662. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7663. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7664. var uv = uvs[ k ];
  7665. uvsCopy.push( uv.clone() );
  7666. }
  7667. this.faceVertexUvs[ i ].push( uvsCopy );
  7668. }
  7669. }
  7670. // morph targets
  7671. var morphTargets = source.morphTargets;
  7672. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7673. var morphTarget = {};
  7674. morphTarget.name = morphTargets[ i ].name;
  7675. // vertices
  7676. if ( morphTargets[ i ].vertices !== undefined ) {
  7677. morphTarget.vertices = [];
  7678. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7679. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7680. }
  7681. }
  7682. // normals
  7683. if ( morphTargets[ i ].normals !== undefined ) {
  7684. morphTarget.normals = [];
  7685. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7686. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7687. }
  7688. }
  7689. this.morphTargets.push( morphTarget );
  7690. }
  7691. // morph normals
  7692. var morphNormals = source.morphNormals;
  7693. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7694. var morphNormal = {};
  7695. // vertex normals
  7696. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7697. morphNormal.vertexNormals = [];
  7698. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7699. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7700. var destVertexNormal = {};
  7701. destVertexNormal.a = srcVertexNormal.a.clone();
  7702. destVertexNormal.b = srcVertexNormal.b.clone();
  7703. destVertexNormal.c = srcVertexNormal.c.clone();
  7704. morphNormal.vertexNormals.push( destVertexNormal );
  7705. }
  7706. }
  7707. // face normals
  7708. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7709. morphNormal.faceNormals = [];
  7710. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7711. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7712. }
  7713. }
  7714. this.morphNormals.push( morphNormal );
  7715. }
  7716. // skin weights
  7717. var skinWeights = source.skinWeights;
  7718. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7719. this.skinWeights.push( skinWeights[ i ].clone() );
  7720. }
  7721. // skin indices
  7722. var skinIndices = source.skinIndices;
  7723. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7724. this.skinIndices.push( skinIndices[ i ].clone() );
  7725. }
  7726. // line distances
  7727. var lineDistances = source.lineDistances;
  7728. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7729. this.lineDistances.push( lineDistances[ i ] );
  7730. }
  7731. // bounding box
  7732. var boundingBox = source.boundingBox;
  7733. if ( boundingBox !== null ) {
  7734. this.boundingBox = boundingBox.clone();
  7735. }
  7736. // bounding sphere
  7737. var boundingSphere = source.boundingSphere;
  7738. if ( boundingSphere !== null ) {
  7739. this.boundingSphere = boundingSphere.clone();
  7740. }
  7741. // update flags
  7742. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7743. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7744. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7745. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7746. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7747. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7748. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7749. return this;
  7750. },
  7751. dispose: function () {
  7752. this.dispatchEvent( { type: 'dispose' } );
  7753. }
  7754. } );
  7755. /**
  7756. * @author mrdoob / http://mrdoob.com/
  7757. * @author Mugen87 / https://github.com/Mugen87
  7758. */
  7759. // BoxGeometry
  7760. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7761. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7762. Geometry.call(this);
  7763. this.type = 'BoxGeometry';
  7764. this.parameters = {
  7765. width: width,
  7766. height: height,
  7767. depth: depth,
  7768. widthSegments: widthSegments,
  7769. heightSegments: heightSegments,
  7770. depthSegments: depthSegments
  7771. };
  7772. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7773. this.mergeVertices();
  7774. }
  7775. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7776. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7777. BoxGeometry.prototype.constructor = BoxGeometry;
  7778. return BoxGeometry;
  7779. }(Geometry));
  7780. // BoxBufferGeometry
  7781. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7782. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7783. BufferGeometry.call(this);
  7784. this.type = 'BoxBufferGeometry';
  7785. this.parameters = {
  7786. width: width,
  7787. height: height,
  7788. depth: depth,
  7789. widthSegments: widthSegments,
  7790. heightSegments: heightSegments,
  7791. depthSegments: depthSegments
  7792. };
  7793. var scope = this;
  7794. width = width || 1;
  7795. height = height || 1;
  7796. depth = depth || 1;
  7797. // segments
  7798. widthSegments = Math.floor( widthSegments ) || 1;
  7799. heightSegments = Math.floor( heightSegments ) || 1;
  7800. depthSegments = Math.floor( depthSegments ) || 1;
  7801. // buffers
  7802. var indices = [];
  7803. var vertices = [];
  7804. var normals = [];
  7805. var uvs = [];
  7806. // helper variables
  7807. var numberOfVertices = 0;
  7808. var groupStart = 0;
  7809. // build each side of the box geometry
  7810. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7811. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7812. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7813. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7814. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7815. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7816. // build geometry
  7817. this.setIndex( indices );
  7818. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7819. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7820. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7821. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7822. var segmentWidth = width / gridX;
  7823. var segmentHeight = height / gridY;
  7824. var widthHalf = width / 2;
  7825. var heightHalf = height / 2;
  7826. var depthHalf = depth / 2;
  7827. var gridX1 = gridX + 1;
  7828. var gridY1 = gridY + 1;
  7829. var vertexCounter = 0;
  7830. var groupCount = 0;
  7831. var vector = new Vector3();
  7832. // generate vertices, normals and uvs
  7833. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7834. var y = iy * segmentHeight - heightHalf;
  7835. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7836. var x = ix * segmentWidth - widthHalf;
  7837. // set values to correct vector component
  7838. vector[ u ] = x * udir;
  7839. vector[ v ] = y * vdir;
  7840. vector[ w ] = depthHalf;
  7841. // now apply vector to vertex buffer
  7842. vertices.push( vector.x, vector.y, vector.z );
  7843. // set values to correct vector component
  7844. vector[ u ] = 0;
  7845. vector[ v ] = 0;
  7846. vector[ w ] = depth > 0 ? 1 : - 1;
  7847. // now apply vector to normal buffer
  7848. normals.push( vector.x, vector.y, vector.z );
  7849. // uvs
  7850. uvs.push( ix / gridX );
  7851. uvs.push( 1 - ( iy / gridY ) );
  7852. // counters
  7853. vertexCounter += 1;
  7854. }
  7855. }
  7856. // indices
  7857. // 1. you need three indices to draw a single face
  7858. // 2. a single segment consists of two faces
  7859. // 3. so we need to generate six (2*3) indices per segment
  7860. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7861. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7862. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7863. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7864. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7865. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7866. // faces
  7867. indices.push( a, b, d );
  7868. indices.push( b, c, d );
  7869. // increase counter
  7870. groupCount += 6;
  7871. }
  7872. }
  7873. // add a group to the geometry. this will ensure multi material support
  7874. scope.addGroup( groupStart, groupCount, materialIndex );
  7875. // calculate new start value for groups
  7876. groupStart += groupCount;
  7877. // update total number of vertices
  7878. numberOfVertices += vertexCounter;
  7879. }
  7880. }
  7881. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7882. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7883. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7884. return BoxBufferGeometry;
  7885. }(BufferGeometry));
  7886. /**
  7887. * Uniform Utilities
  7888. */
  7889. function cloneUniforms( src ) {
  7890. var dst = {};
  7891. for ( var u in src ) {
  7892. dst[ u ] = {};
  7893. for ( var p in src[ u ] ) {
  7894. var property = src[ u ][ p ];
  7895. if ( property && ( property.isColor ||
  7896. property.isMatrix3 || property.isMatrix4 ||
  7897. property.isVector2 || property.isVector3 || property.isVector4 ||
  7898. property.isTexture ) ) {
  7899. dst[ u ][ p ] = property.clone();
  7900. } else if ( Array.isArray( property ) ) {
  7901. dst[ u ][ p ] = property.slice();
  7902. } else {
  7903. dst[ u ][ p ] = property;
  7904. }
  7905. }
  7906. }
  7907. return dst;
  7908. }
  7909. function mergeUniforms( uniforms ) {
  7910. var merged = {};
  7911. for ( var u = 0; u < uniforms.length; u ++ ) {
  7912. var tmp = cloneUniforms( uniforms[ u ] );
  7913. for ( var p in tmp ) {
  7914. merged[ p ] = tmp[ p ];
  7915. }
  7916. }
  7917. return merged;
  7918. }
  7919. // Legacy
  7920. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7921. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7922. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7923. /**
  7924. * @author alteredq / http://alteredqualia.com/
  7925. *
  7926. * parameters = {
  7927. * defines: { "label" : "value" },
  7928. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7929. *
  7930. * fragmentShader: <string>,
  7931. * vertexShader: <string>,
  7932. *
  7933. * wireframe: <boolean>,
  7934. * wireframeLinewidth: <float>,
  7935. *
  7936. * lights: <bool>,
  7937. *
  7938. * skinning: <bool>,
  7939. * morphTargets: <bool>,
  7940. * morphNormals: <bool>
  7941. * }
  7942. */
  7943. function ShaderMaterial( parameters ) {
  7944. Material.call( this );
  7945. this.type = 'ShaderMaterial';
  7946. this.defines = {};
  7947. this.uniforms = {};
  7948. this.vertexShader = default_vertex;
  7949. this.fragmentShader = default_fragment;
  7950. this.linewidth = 1;
  7951. this.wireframe = false;
  7952. this.wireframeLinewidth = 1;
  7953. this.fog = false; // set to use scene fog
  7954. this.lights = false; // set to use scene lights
  7955. this.clipping = false; // set to use user-defined clipping planes
  7956. this.skinning = false; // set to use skinning attribute streams
  7957. this.morphTargets = false; // set to use morph targets
  7958. this.morphNormals = false; // set to use morph normals
  7959. this.extensions = {
  7960. derivatives: false, // set to use derivatives
  7961. fragDepth: false, // set to use fragment depth values
  7962. drawBuffers: false, // set to use draw buffers
  7963. shaderTextureLOD: false // set to use shader texture LOD
  7964. };
  7965. // When rendered geometry doesn't include these attributes but the material does,
  7966. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7967. this.defaultAttributeValues = {
  7968. 'color': [ 1, 1, 1 ],
  7969. 'uv': [ 0, 0 ],
  7970. 'uv2': [ 0, 0 ]
  7971. };
  7972. this.index0AttributeName = undefined;
  7973. this.uniformsNeedUpdate = false;
  7974. if ( parameters !== undefined ) {
  7975. if ( parameters.attributes !== undefined ) {
  7976. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7977. }
  7978. this.setValues( parameters );
  7979. }
  7980. }
  7981. ShaderMaterial.prototype = Object.create( Material.prototype );
  7982. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7983. ShaderMaterial.prototype.isShaderMaterial = true;
  7984. ShaderMaterial.prototype.copy = function ( source ) {
  7985. Material.prototype.copy.call( this, source );
  7986. this.fragmentShader = source.fragmentShader;
  7987. this.vertexShader = source.vertexShader;
  7988. this.uniforms = cloneUniforms( source.uniforms );
  7989. this.defines = Object.assign( {}, source.defines );
  7990. this.wireframe = source.wireframe;
  7991. this.wireframeLinewidth = source.wireframeLinewidth;
  7992. this.lights = source.lights;
  7993. this.clipping = source.clipping;
  7994. this.skinning = source.skinning;
  7995. this.morphTargets = source.morphTargets;
  7996. this.morphNormals = source.morphNormals;
  7997. this.extensions = Object.assign( {}, source.extensions );
  7998. return this;
  7999. };
  8000. ShaderMaterial.prototype.toJSON = function ( meta ) {
  8001. var data = Material.prototype.toJSON.call( this, meta );
  8002. data.uniforms = {};
  8003. for ( var name in this.uniforms ) {
  8004. var uniform = this.uniforms[ name ];
  8005. var value = uniform.value;
  8006. if ( value && value.isTexture ) {
  8007. data.uniforms[ name ] = {
  8008. type: 't',
  8009. value: value.toJSON( meta ).uuid
  8010. };
  8011. } else if ( value && value.isColor ) {
  8012. data.uniforms[ name ] = {
  8013. type: 'c',
  8014. value: value.getHex()
  8015. };
  8016. } else if ( value && value.isVector2 ) {
  8017. data.uniforms[ name ] = {
  8018. type: 'v2',
  8019. value: value.toArray()
  8020. };
  8021. } else if ( value && value.isVector3 ) {
  8022. data.uniforms[ name ] = {
  8023. type: 'v3',
  8024. value: value.toArray()
  8025. };
  8026. } else if ( value && value.isVector4 ) {
  8027. data.uniforms[ name ] = {
  8028. type: 'v4',
  8029. value: value.toArray()
  8030. };
  8031. } else if ( value && value.isMatrix3 ) {
  8032. data.uniforms[ name ] = {
  8033. type: 'm3',
  8034. value: value.toArray()
  8035. };
  8036. } else if ( value && value.isMatrix4 ) {
  8037. data.uniforms[ name ] = {
  8038. type: 'm4',
  8039. value: value.toArray()
  8040. };
  8041. } else {
  8042. data.uniforms[ name ] = {
  8043. value: value
  8044. };
  8045. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8046. }
  8047. }
  8048. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  8049. data.vertexShader = this.vertexShader;
  8050. data.fragmentShader = this.fragmentShader;
  8051. var extensions = {};
  8052. for ( var key in this.extensions ) {
  8053. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8054. }
  8055. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8056. return data;
  8057. };
  8058. /**
  8059. * @author mrdoob / http://mrdoob.com/
  8060. * @author mikael emtinger / http://gomo.se/
  8061. * @author WestLangley / http://github.com/WestLangley
  8062. */
  8063. function Camera() {
  8064. Object3D.call( this );
  8065. this.type = 'Camera';
  8066. this.matrixWorldInverse = new Matrix4();
  8067. this.projectionMatrix = new Matrix4();
  8068. this.projectionMatrixInverse = new Matrix4();
  8069. }
  8070. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8071. constructor: Camera,
  8072. isCamera: true,
  8073. copy: function ( source, recursive ) {
  8074. Object3D.prototype.copy.call( this, source, recursive );
  8075. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8076. this.projectionMatrix.copy( source.projectionMatrix );
  8077. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8078. return this;
  8079. },
  8080. getWorldDirection: function ( target ) {
  8081. if ( target === undefined ) {
  8082. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8083. target = new Vector3();
  8084. }
  8085. this.updateMatrixWorld( true );
  8086. var e = this.matrixWorld.elements;
  8087. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8088. },
  8089. updateMatrixWorld: function ( force ) {
  8090. Object3D.prototype.updateMatrixWorld.call( this, force );
  8091. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8092. },
  8093. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8094. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8095. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8096. },
  8097. clone: function () {
  8098. return new this.constructor().copy( this );
  8099. }
  8100. } );
  8101. /**
  8102. * @author mrdoob / http://mrdoob.com/
  8103. * @author greggman / http://games.greggman.com/
  8104. * @author zz85 / http://www.lab4games.net/zz85/blog
  8105. * @author tschw
  8106. */
  8107. function PerspectiveCamera( fov, aspect, near, far ) {
  8108. Camera.call( this );
  8109. this.type = 'PerspectiveCamera';
  8110. this.fov = fov !== undefined ? fov : 50;
  8111. this.zoom = 1;
  8112. this.near = near !== undefined ? near : 0.1;
  8113. this.far = far !== undefined ? far : 2000;
  8114. this.focus = 10;
  8115. this.aspect = aspect !== undefined ? aspect : 1;
  8116. this.view = null;
  8117. this.filmGauge = 35; // width of the film (default in millimeters)
  8118. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8119. this.updateProjectionMatrix();
  8120. }
  8121. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8122. constructor: PerspectiveCamera,
  8123. isPerspectiveCamera: true,
  8124. copy: function ( source, recursive ) {
  8125. Camera.prototype.copy.call( this, source, recursive );
  8126. this.fov = source.fov;
  8127. this.zoom = source.zoom;
  8128. this.near = source.near;
  8129. this.far = source.far;
  8130. this.focus = source.focus;
  8131. this.aspect = source.aspect;
  8132. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8133. this.filmGauge = source.filmGauge;
  8134. this.filmOffset = source.filmOffset;
  8135. return this;
  8136. },
  8137. /**
  8138. * Sets the FOV by focal length in respect to the current .filmGauge.
  8139. *
  8140. * The default film gauge is 35, so that the focal length can be specified for
  8141. * a 35mm (full frame) camera.
  8142. *
  8143. * Values for focal length and film gauge must have the same unit.
  8144. */
  8145. setFocalLength: function ( focalLength ) {
  8146. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8147. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8148. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8149. this.updateProjectionMatrix();
  8150. },
  8151. /**
  8152. * Calculates the focal length from the current .fov and .filmGauge.
  8153. */
  8154. getFocalLength: function () {
  8155. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8156. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8157. },
  8158. getEffectiveFOV: function () {
  8159. return MathUtils.RAD2DEG * 2 * Math.atan(
  8160. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8161. },
  8162. getFilmWidth: function () {
  8163. // film not completely covered in portrait format (aspect < 1)
  8164. return this.filmGauge * Math.min( this.aspect, 1 );
  8165. },
  8166. getFilmHeight: function () {
  8167. // film not completely covered in landscape format (aspect > 1)
  8168. return this.filmGauge / Math.max( this.aspect, 1 );
  8169. },
  8170. /**
  8171. * Sets an offset in a larger frustum. This is useful for multi-window or
  8172. * multi-monitor/multi-machine setups.
  8173. *
  8174. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8175. * the monitors are in grid like this
  8176. *
  8177. * +---+---+---+
  8178. * | A | B | C |
  8179. * +---+---+---+
  8180. * | D | E | F |
  8181. * +---+---+---+
  8182. *
  8183. * then for each monitor you would call it like this
  8184. *
  8185. * var w = 1920;
  8186. * var h = 1080;
  8187. * var fullWidth = w * 3;
  8188. * var fullHeight = h * 2;
  8189. *
  8190. * --A--
  8191. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8192. * --B--
  8193. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8194. * --C--
  8195. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8196. * --D--
  8197. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8198. * --E--
  8199. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8200. * --F--
  8201. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8202. *
  8203. * Note there is no reason monitors have to be the same size or in a grid.
  8204. */
  8205. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8206. this.aspect = fullWidth / fullHeight;
  8207. if ( this.view === null ) {
  8208. this.view = {
  8209. enabled: true,
  8210. fullWidth: 1,
  8211. fullHeight: 1,
  8212. offsetX: 0,
  8213. offsetY: 0,
  8214. width: 1,
  8215. height: 1
  8216. };
  8217. }
  8218. this.view.enabled = true;
  8219. this.view.fullWidth = fullWidth;
  8220. this.view.fullHeight = fullHeight;
  8221. this.view.offsetX = x;
  8222. this.view.offsetY = y;
  8223. this.view.width = width;
  8224. this.view.height = height;
  8225. this.updateProjectionMatrix();
  8226. },
  8227. clearViewOffset: function () {
  8228. if ( this.view !== null ) {
  8229. this.view.enabled = false;
  8230. }
  8231. this.updateProjectionMatrix();
  8232. },
  8233. updateProjectionMatrix: function () {
  8234. var near = this.near,
  8235. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8236. height = 2 * top,
  8237. width = this.aspect * height,
  8238. left = - 0.5 * width,
  8239. view = this.view;
  8240. if ( this.view !== null && this.view.enabled ) {
  8241. var fullWidth = view.fullWidth,
  8242. fullHeight = view.fullHeight;
  8243. left += view.offsetX * width / fullWidth;
  8244. top -= view.offsetY * height / fullHeight;
  8245. width *= view.width / fullWidth;
  8246. height *= view.height / fullHeight;
  8247. }
  8248. var skew = this.filmOffset;
  8249. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8250. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8251. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8252. },
  8253. toJSON: function ( meta ) {
  8254. var data = Object3D.prototype.toJSON.call( this, meta );
  8255. data.object.fov = this.fov;
  8256. data.object.zoom = this.zoom;
  8257. data.object.near = this.near;
  8258. data.object.far = this.far;
  8259. data.object.focus = this.focus;
  8260. data.object.aspect = this.aspect;
  8261. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8262. data.object.filmGauge = this.filmGauge;
  8263. data.object.filmOffset = this.filmOffset;
  8264. return data;
  8265. }
  8266. } );
  8267. /**
  8268. * Camera for rendering cube maps
  8269. * - renders scene into axis-aligned cube
  8270. *
  8271. * @author alteredq / http://alteredqualia.com/
  8272. */
  8273. var fov = 90, aspect = 1;
  8274. function CubeCamera( near, far, renderTarget ) {
  8275. Object3D.call( this );
  8276. this.type = 'CubeCamera';
  8277. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8278. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8279. return;
  8280. }
  8281. this.renderTarget = renderTarget;
  8282. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8283. cameraPX.layers = this.layers;
  8284. cameraPX.up.set( 0, - 1, 0 );
  8285. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8286. this.add( cameraPX );
  8287. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8288. cameraNX.layers = this.layers;
  8289. cameraNX.up.set( 0, - 1, 0 );
  8290. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8291. this.add( cameraNX );
  8292. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8293. cameraPY.layers = this.layers;
  8294. cameraPY.up.set( 0, 0, 1 );
  8295. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8296. this.add( cameraPY );
  8297. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8298. cameraNY.layers = this.layers;
  8299. cameraNY.up.set( 0, 0, - 1 );
  8300. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8301. this.add( cameraNY );
  8302. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8303. cameraPZ.layers = this.layers;
  8304. cameraPZ.up.set( 0, - 1, 0 );
  8305. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8306. this.add( cameraPZ );
  8307. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8308. cameraNZ.layers = this.layers;
  8309. cameraNZ.up.set( 0, - 1, 0 );
  8310. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8311. this.add( cameraNZ );
  8312. this.update = function ( renderer, scene ) {
  8313. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8314. var currentXrEnabled = renderer.xr.enabled;
  8315. var currentRenderTarget = renderer.getRenderTarget();
  8316. renderer.xr.enabled = false;
  8317. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8318. renderTarget.texture.generateMipmaps = false;
  8319. renderer.setRenderTarget( renderTarget, 0 );
  8320. renderer.render( scene, cameraPX );
  8321. renderer.setRenderTarget( renderTarget, 1 );
  8322. renderer.render( scene, cameraNX );
  8323. renderer.setRenderTarget( renderTarget, 2 );
  8324. renderer.render( scene, cameraPY );
  8325. renderer.setRenderTarget( renderTarget, 3 );
  8326. renderer.render( scene, cameraNY );
  8327. renderer.setRenderTarget( renderTarget, 4 );
  8328. renderer.render( scene, cameraPZ );
  8329. renderTarget.texture.generateMipmaps = generateMipmaps;
  8330. renderer.setRenderTarget( renderTarget, 5 );
  8331. renderer.render( scene, cameraNZ );
  8332. renderer.setRenderTarget( currentRenderTarget );
  8333. renderer.xr.enabled = currentXrEnabled;
  8334. };
  8335. this.clear = function ( renderer, color, depth, stencil ) {
  8336. var currentRenderTarget = renderer.getRenderTarget();
  8337. for ( var i = 0; i < 6; i ++ ) {
  8338. renderer.setRenderTarget( renderTarget, i );
  8339. renderer.clear( color, depth, stencil );
  8340. }
  8341. renderer.setRenderTarget( currentRenderTarget );
  8342. };
  8343. }
  8344. CubeCamera.prototype = Object.create( Object3D.prototype );
  8345. CubeCamera.prototype.constructor = CubeCamera;
  8346. /**
  8347. * @author alteredq / http://alteredqualia.com
  8348. * @author WestLangley / http://github.com/WestLangley
  8349. */
  8350. function WebGLCubeRenderTarget( size, options, dummy ) {
  8351. if ( Number.isInteger( options ) ) {
  8352. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8353. options = dummy;
  8354. }
  8355. WebGLRenderTarget.call( this, size, size, options );
  8356. }
  8357. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8358. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8359. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8360. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8361. this.texture.type = texture.type;
  8362. this.texture.format = texture.format;
  8363. this.texture.encoding = texture.encoding;
  8364. var scene = new Scene();
  8365. var shader = {
  8366. uniforms: {
  8367. tEquirect: { value: null },
  8368. },
  8369. vertexShader: [
  8370. "varying vec3 vWorldDirection;",
  8371. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8372. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8373. "}",
  8374. "void main() {",
  8375. " vWorldDirection = transformDirection( position, modelMatrix );",
  8376. " #include <begin_vertex>",
  8377. " #include <project_vertex>",
  8378. "}"
  8379. ].join( '\n' ),
  8380. fragmentShader: [
  8381. "uniform sampler2D tEquirect;",
  8382. "varying vec3 vWorldDirection;",
  8383. "#include <common>",
  8384. "void main() {",
  8385. " vec3 direction = normalize( vWorldDirection );",
  8386. " vec2 sampleUV = equirectUv( direction );",
  8387. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8388. "}"
  8389. ].join( '\n' ),
  8390. };
  8391. var material = new ShaderMaterial( {
  8392. type: 'CubemapFromEquirect',
  8393. uniforms: cloneUniforms( shader.uniforms ),
  8394. vertexShader: shader.vertexShader,
  8395. fragmentShader: shader.fragmentShader,
  8396. side: BackSide,
  8397. blending: NoBlending
  8398. } );
  8399. material.uniforms.tEquirect.value = texture;
  8400. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8401. scene.add( mesh );
  8402. var camera = new CubeCamera( 1, 10, this );
  8403. camera.update( renderer, scene );
  8404. mesh.geometry.dispose();
  8405. mesh.material.dispose();
  8406. return this;
  8407. };
  8408. /**
  8409. * @author alteredq / http://alteredqualia.com/
  8410. */
  8411. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8412. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8413. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8414. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8415. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8416. this.generateMipmaps = false;
  8417. this.flipY = false;
  8418. this.unpackAlignment = 1;
  8419. this.needsUpdate = true;
  8420. }
  8421. DataTexture.prototype = Object.create( Texture.prototype );
  8422. DataTexture.prototype.constructor = DataTexture;
  8423. DataTexture.prototype.isDataTexture = true;
  8424. /**
  8425. * @author mrdoob / http://mrdoob.com/
  8426. * @author alteredq / http://alteredqualia.com/
  8427. * @author bhouston / http://clara.io
  8428. */
  8429. var _sphere$1 = new Sphere();
  8430. var _vector$5 = new Vector3();
  8431. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8432. this.planes = [
  8433. ( p0 !== undefined ) ? p0 : new Plane(),
  8434. ( p1 !== undefined ) ? p1 : new Plane(),
  8435. ( p2 !== undefined ) ? p2 : new Plane(),
  8436. ( p3 !== undefined ) ? p3 : new Plane(),
  8437. ( p4 !== undefined ) ? p4 : new Plane(),
  8438. ( p5 !== undefined ) ? p5 : new Plane()
  8439. ];
  8440. }
  8441. Object.assign( Frustum.prototype, {
  8442. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8443. var planes = this.planes;
  8444. planes[ 0 ].copy( p0 );
  8445. planes[ 1 ].copy( p1 );
  8446. planes[ 2 ].copy( p2 );
  8447. planes[ 3 ].copy( p3 );
  8448. planes[ 4 ].copy( p4 );
  8449. planes[ 5 ].copy( p5 );
  8450. return this;
  8451. },
  8452. clone: function () {
  8453. return new this.constructor().copy( this );
  8454. },
  8455. copy: function ( frustum ) {
  8456. var planes = this.planes;
  8457. for ( var i = 0; i < 6; i ++ ) {
  8458. planes[ i ].copy( frustum.planes[ i ] );
  8459. }
  8460. return this;
  8461. },
  8462. setFromProjectionMatrix: function ( m ) {
  8463. var planes = this.planes;
  8464. var me = m.elements;
  8465. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8466. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8467. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8468. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8469. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8470. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8471. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8472. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8473. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8474. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8475. return this;
  8476. },
  8477. intersectsObject: function ( object ) {
  8478. var geometry = object.geometry;
  8479. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8480. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8481. return this.intersectsSphere( _sphere$1 );
  8482. },
  8483. intersectsSprite: function ( sprite ) {
  8484. _sphere$1.center.set( 0, 0, 0 );
  8485. _sphere$1.radius = 0.7071067811865476;
  8486. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8487. return this.intersectsSphere( _sphere$1 );
  8488. },
  8489. intersectsSphere: function ( sphere ) {
  8490. var planes = this.planes;
  8491. var center = sphere.center;
  8492. var negRadius = - sphere.radius;
  8493. for ( var i = 0; i < 6; i ++ ) {
  8494. var distance = planes[ i ].distanceToPoint( center );
  8495. if ( distance < negRadius ) {
  8496. return false;
  8497. }
  8498. }
  8499. return true;
  8500. },
  8501. intersectsBox: function ( box ) {
  8502. var planes = this.planes;
  8503. for ( var i = 0; i < 6; i ++ ) {
  8504. var plane = planes[ i ];
  8505. // corner at max distance
  8506. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8507. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8508. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8509. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8510. return false;
  8511. }
  8512. }
  8513. return true;
  8514. },
  8515. containsPoint: function ( point ) {
  8516. var planes = this.planes;
  8517. for ( var i = 0; i < 6; i ++ ) {
  8518. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8519. return false;
  8520. }
  8521. }
  8522. return true;
  8523. }
  8524. } );
  8525. /**
  8526. * Uniforms library for shared webgl shaders
  8527. */
  8528. var UniformsLib = {
  8529. common: {
  8530. diffuse: { value: new Color( 0xeeeeee ) },
  8531. opacity: { value: 1.0 },
  8532. map: { value: null },
  8533. uvTransform: { value: new Matrix3() },
  8534. uv2Transform: { value: new Matrix3() },
  8535. alphaMap: { value: null },
  8536. },
  8537. specularmap: {
  8538. specularMap: { value: null },
  8539. },
  8540. envmap: {
  8541. envMap: { value: null },
  8542. flipEnvMap: { value: - 1 },
  8543. reflectivity: { value: 1.0 },
  8544. refractionRatio: { value: 0.98 },
  8545. maxMipLevel: { value: 0 }
  8546. },
  8547. aomap: {
  8548. aoMap: { value: null },
  8549. aoMapIntensity: { value: 1 }
  8550. },
  8551. lightmap: {
  8552. lightMap: { value: null },
  8553. lightMapIntensity: { value: 1 }
  8554. },
  8555. emissivemap: {
  8556. emissiveMap: { value: null }
  8557. },
  8558. bumpmap: {
  8559. bumpMap: { value: null },
  8560. bumpScale: { value: 1 }
  8561. },
  8562. normalmap: {
  8563. normalMap: { value: null },
  8564. normalScale: { value: new Vector2( 1, 1 ) }
  8565. },
  8566. displacementmap: {
  8567. displacementMap: { value: null },
  8568. displacementScale: { value: 1 },
  8569. displacementBias: { value: 0 }
  8570. },
  8571. roughnessmap: {
  8572. roughnessMap: { value: null }
  8573. },
  8574. metalnessmap: {
  8575. metalnessMap: { value: null }
  8576. },
  8577. gradientmap: {
  8578. gradientMap: { value: null }
  8579. },
  8580. fog: {
  8581. fogDensity: { value: 0.00025 },
  8582. fogNear: { value: 1 },
  8583. fogFar: { value: 2000 },
  8584. fogColor: { value: new Color( 0xffffff ) }
  8585. },
  8586. lights: {
  8587. ambientLightColor: { value: [] },
  8588. lightProbe: { value: [] },
  8589. directionalLights: { value: [], properties: {
  8590. direction: {},
  8591. color: {}
  8592. } },
  8593. directionalLightShadows: { value: [], properties: {
  8594. shadowBias: {},
  8595. shadowRadius: {},
  8596. shadowMapSize: {}
  8597. } },
  8598. directionalShadowMap: { value: [] },
  8599. directionalShadowMatrix: { value: [] },
  8600. spotLights: { value: [], properties: {
  8601. color: {},
  8602. position: {},
  8603. direction: {},
  8604. distance: {},
  8605. coneCos: {},
  8606. penumbraCos: {},
  8607. decay: {}
  8608. } },
  8609. spotLightShadows: { value: [], properties: {
  8610. shadowBias: {},
  8611. shadowRadius: {},
  8612. shadowMapSize: {}
  8613. } },
  8614. spotShadowMap: { value: [] },
  8615. spotShadowMatrix: { value: [] },
  8616. pointLights: { value: [], properties: {
  8617. color: {},
  8618. position: {},
  8619. decay: {},
  8620. distance: {}
  8621. } },
  8622. pointLightShadows: { value: [], properties: {
  8623. shadowBias: {},
  8624. shadowRadius: {},
  8625. shadowMapSize: {},
  8626. shadowCameraNear: {},
  8627. shadowCameraFar: {}
  8628. } },
  8629. pointShadowMap: { value: [] },
  8630. pointShadowMatrix: { value: [] },
  8631. hemisphereLights: { value: [], properties: {
  8632. direction: {},
  8633. skyColor: {},
  8634. groundColor: {}
  8635. } },
  8636. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8637. rectAreaLights: { value: [], properties: {
  8638. color: {},
  8639. position: {},
  8640. width: {},
  8641. height: {}
  8642. } }
  8643. },
  8644. points: {
  8645. diffuse: { value: new Color( 0xeeeeee ) },
  8646. opacity: { value: 1.0 },
  8647. size: { value: 1.0 },
  8648. scale: { value: 1.0 },
  8649. map: { value: null },
  8650. alphaMap: { value: null },
  8651. uvTransform: { value: new Matrix3() }
  8652. },
  8653. sprite: {
  8654. diffuse: { value: new Color( 0xeeeeee ) },
  8655. opacity: { value: 1.0 },
  8656. center: { value: new Vector2( 0.5, 0.5 ) },
  8657. rotation: { value: 0.0 },
  8658. map: { value: null },
  8659. alphaMap: { value: null },
  8660. uvTransform: { value: new Matrix3() }
  8661. }
  8662. };
  8663. /**
  8664. * @author mrdoob / http://mrdoob.com/
  8665. */
  8666. function WebGLAnimation() {
  8667. var context = null;
  8668. var isAnimating = false;
  8669. var animationLoop = null;
  8670. function onAnimationFrame( time, frame ) {
  8671. if ( isAnimating === false ) { return; }
  8672. animationLoop( time, frame );
  8673. context.requestAnimationFrame( onAnimationFrame );
  8674. }
  8675. return {
  8676. start: function () {
  8677. if ( isAnimating === true ) { return; }
  8678. if ( animationLoop === null ) { return; }
  8679. context.requestAnimationFrame( onAnimationFrame );
  8680. isAnimating = true;
  8681. },
  8682. stop: function () {
  8683. isAnimating = false;
  8684. },
  8685. setAnimationLoop: function ( callback ) {
  8686. animationLoop = callback;
  8687. },
  8688. setContext: function ( value ) {
  8689. context = value;
  8690. }
  8691. };
  8692. }
  8693. /**
  8694. * @author mrdoob / http://mrdoob.com/
  8695. */
  8696. function WebGLAttributes( gl, capabilities ) {
  8697. var isWebGL2 = capabilities.isWebGL2;
  8698. var buffers = new WeakMap();
  8699. function createBuffer( attribute, bufferType ) {
  8700. var array = attribute.array;
  8701. var usage = attribute.usage;
  8702. var buffer = gl.createBuffer();
  8703. gl.bindBuffer( bufferType, buffer );
  8704. gl.bufferData( bufferType, array, usage );
  8705. attribute.onUploadCallback();
  8706. var type = 5126;
  8707. if ( array instanceof Float32Array ) {
  8708. type = 5126;
  8709. } else if ( array instanceof Float64Array ) {
  8710. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8711. } else if ( array instanceof Uint16Array ) {
  8712. type = 5123;
  8713. } else if ( array instanceof Int16Array ) {
  8714. type = 5122;
  8715. } else if ( array instanceof Uint32Array ) {
  8716. type = 5125;
  8717. } else if ( array instanceof Int32Array ) {
  8718. type = 5124;
  8719. } else if ( array instanceof Int8Array ) {
  8720. type = 5120;
  8721. } else if ( array instanceof Uint8Array ) {
  8722. type = 5121;
  8723. }
  8724. return {
  8725. buffer: buffer,
  8726. type: type,
  8727. bytesPerElement: array.BYTES_PER_ELEMENT,
  8728. version: attribute.version
  8729. };
  8730. }
  8731. function updateBuffer( buffer, attribute, bufferType ) {
  8732. var array = attribute.array;
  8733. var updateRange = attribute.updateRange;
  8734. gl.bindBuffer( bufferType, buffer );
  8735. if ( updateRange.count === - 1 ) {
  8736. // Not using update ranges
  8737. gl.bufferSubData( bufferType, 0, array );
  8738. } else {
  8739. if ( isWebGL2 ) {
  8740. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8741. array, updateRange.offset, updateRange.count );
  8742. } else {
  8743. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8744. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8745. }
  8746. updateRange.count = - 1; // reset range
  8747. }
  8748. }
  8749. //
  8750. function get( attribute ) {
  8751. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8752. return buffers.get( attribute );
  8753. }
  8754. function remove( attribute ) {
  8755. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8756. var data = buffers.get( attribute );
  8757. if ( data ) {
  8758. gl.deleteBuffer( data.buffer );
  8759. buffers.delete( attribute );
  8760. }
  8761. }
  8762. function update( attribute, bufferType ) {
  8763. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8764. var data = buffers.get( attribute );
  8765. if ( data === undefined ) {
  8766. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8767. } else if ( data.version < attribute.version ) {
  8768. updateBuffer( data.buffer, attribute, bufferType );
  8769. data.version = attribute.version;
  8770. }
  8771. }
  8772. return {
  8773. get: get,
  8774. remove: remove,
  8775. update: update
  8776. };
  8777. }
  8778. /**
  8779. * @author mrdoob / http://mrdoob.com/
  8780. * @author Mugen87 / https://github.com/Mugen87
  8781. */
  8782. // PlaneGeometry
  8783. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8784. Geometry.call( this );
  8785. this.type = 'PlaneGeometry';
  8786. this.parameters = {
  8787. width: width,
  8788. height: height,
  8789. widthSegments: widthSegments,
  8790. heightSegments: heightSegments
  8791. };
  8792. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8793. this.mergeVertices();
  8794. }
  8795. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8796. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8797. // PlaneBufferGeometry
  8798. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8799. BufferGeometry.call( this );
  8800. this.type = 'PlaneBufferGeometry';
  8801. this.parameters = {
  8802. width: width,
  8803. height: height,
  8804. widthSegments: widthSegments,
  8805. heightSegments: heightSegments
  8806. };
  8807. width = width || 1;
  8808. height = height || 1;
  8809. var width_half = width / 2;
  8810. var height_half = height / 2;
  8811. var gridX = Math.floor( widthSegments ) || 1;
  8812. var gridY = Math.floor( heightSegments ) || 1;
  8813. var gridX1 = gridX + 1;
  8814. var gridY1 = gridY + 1;
  8815. var segment_width = width / gridX;
  8816. var segment_height = height / gridY;
  8817. var ix, iy;
  8818. // buffers
  8819. var indices = [];
  8820. var vertices = [];
  8821. var normals = [];
  8822. var uvs = [];
  8823. // generate vertices, normals and uvs
  8824. for ( iy = 0; iy < gridY1; iy ++ ) {
  8825. var y = iy * segment_height - height_half;
  8826. for ( ix = 0; ix < gridX1; ix ++ ) {
  8827. var x = ix * segment_width - width_half;
  8828. vertices.push( x, - y, 0 );
  8829. normals.push( 0, 0, 1 );
  8830. uvs.push( ix / gridX );
  8831. uvs.push( 1 - ( iy / gridY ) );
  8832. }
  8833. }
  8834. // indices
  8835. for ( iy = 0; iy < gridY; iy ++ ) {
  8836. for ( ix = 0; ix < gridX; ix ++ ) {
  8837. var a = ix + gridX1 * iy;
  8838. var b = ix + gridX1 * ( iy + 1 );
  8839. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  8840. var d = ( ix + 1 ) + gridX1 * iy;
  8841. // faces
  8842. indices.push( a, b, d );
  8843. indices.push( b, c, d );
  8844. }
  8845. }
  8846. // build geometry
  8847. this.setIndex( indices );
  8848. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8849. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8850. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8851. }
  8852. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8853. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8854. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8855. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8856. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8857. 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";
  8858. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8859. var begin_vertex = "vec3 transformed = vec3( position );";
  8860. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8861. 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";
  8862. 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";
  8863. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8864. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8865. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8866. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8867. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8868. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8869. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8870. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8871. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
  8872. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x); } else if (face == 1.0) {\n uv = vec2(-direction.x, -direction.z) / abs(direction.y); } else if (face == 2.0) {\n uv = vec2(-direction.x, direction.y) / abs(direction.z); } else if (face == 3.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x); } else if (face == 4.0) {\n uv = vec2(-direction.x, direction.z) / abs(direction.y); } else {\n uv = vec2(direction.x, direction.y) / abs(direction.z); }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8873. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8874. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8875. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8876. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8877. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8878. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8879. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8880. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8881. 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";
  8882. 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";
  8883. 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";
  8884. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8885. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8886. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8887. 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";
  8888. 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";
  8889. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8890. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8891. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8892. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
  8893. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8894. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV = equirectUv( reflectVec );\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";
  8895. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8896. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8897. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8898. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8899. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8900. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8901. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8902. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8903. 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";
  8904. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8905. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8906. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8907. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8908. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8909. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8910. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8911. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8912. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8913. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8914. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8915. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8916. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8917. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8918. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8919. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8920. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8921. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8922. var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8923. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8924. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8925. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8926. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8927. 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";
  8928. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8929. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8930. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8931. 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";
  8932. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8933. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8934. 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";
  8935. 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";
  8936. 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";
  8937. 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";
  8938. 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";
  8939. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8940. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8941. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8942. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8943. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8944. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8945. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8946. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8947. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8948. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8949. 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}";
  8950. 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}";
  8951. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8952. 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}";
  8953. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  8954. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
  8955. 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}";
  8956. 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}";
  8957. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8958. 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}";
  8959. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8960. 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 <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8961. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8962. 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}";
  8963. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8964. 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}";
  8965. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8966. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8967. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8968. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8969. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8970. 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}";
  8971. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8972. 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}";
  8973. 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}";
  8974. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8975. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8976. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8977. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8978. 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}";
  8979. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8980. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8981. var ShaderChunk = {
  8982. alphamap_fragment: alphamap_fragment,
  8983. alphamap_pars_fragment: alphamap_pars_fragment,
  8984. alphatest_fragment: alphatest_fragment,
  8985. aomap_fragment: aomap_fragment,
  8986. aomap_pars_fragment: aomap_pars_fragment,
  8987. begin_vertex: begin_vertex,
  8988. beginnormal_vertex: beginnormal_vertex,
  8989. bsdfs: bsdfs,
  8990. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8991. clipping_planes_fragment: clipping_planes_fragment,
  8992. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8993. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8994. clipping_planes_vertex: clipping_planes_vertex,
  8995. color_fragment: color_fragment,
  8996. color_pars_fragment: color_pars_fragment,
  8997. color_pars_vertex: color_pars_vertex,
  8998. color_vertex: color_vertex,
  8999. common: common,
  9000. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  9001. defaultnormal_vertex: defaultnormal_vertex,
  9002. displacementmap_pars_vertex: displacementmap_pars_vertex,
  9003. displacementmap_vertex: displacementmap_vertex,
  9004. emissivemap_fragment: emissivemap_fragment,
  9005. emissivemap_pars_fragment: emissivemap_pars_fragment,
  9006. encodings_fragment: encodings_fragment,
  9007. encodings_pars_fragment: encodings_pars_fragment,
  9008. envmap_fragment: envmap_fragment,
  9009. envmap_common_pars_fragment: envmap_common_pars_fragment,
  9010. envmap_pars_fragment: envmap_pars_fragment,
  9011. envmap_pars_vertex: envmap_pars_vertex,
  9012. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  9013. envmap_vertex: envmap_vertex,
  9014. fog_vertex: fog_vertex,
  9015. fog_pars_vertex: fog_pars_vertex,
  9016. fog_fragment: fog_fragment,
  9017. fog_pars_fragment: fog_pars_fragment,
  9018. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9019. lightmap_fragment: lightmap_fragment,
  9020. lightmap_pars_fragment: lightmap_pars_fragment,
  9021. lights_lambert_vertex: lights_lambert_vertex,
  9022. lights_pars_begin: lights_pars_begin,
  9023. lights_toon_fragment: lights_toon_fragment,
  9024. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9025. lights_phong_fragment: lights_phong_fragment,
  9026. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9027. lights_physical_fragment: lights_physical_fragment,
  9028. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9029. lights_fragment_begin: lights_fragment_begin,
  9030. lights_fragment_maps: lights_fragment_maps,
  9031. lights_fragment_end: lights_fragment_end,
  9032. logdepthbuf_fragment: logdepthbuf_fragment,
  9033. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9034. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9035. logdepthbuf_vertex: logdepthbuf_vertex,
  9036. map_fragment: map_fragment,
  9037. map_pars_fragment: map_pars_fragment,
  9038. map_particle_fragment: map_particle_fragment,
  9039. map_particle_pars_fragment: map_particle_pars_fragment,
  9040. metalnessmap_fragment: metalnessmap_fragment,
  9041. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9042. morphnormal_vertex: morphnormal_vertex,
  9043. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9044. morphtarget_vertex: morphtarget_vertex,
  9045. normal_fragment_begin: normal_fragment_begin,
  9046. normal_fragment_maps: normal_fragment_maps,
  9047. normalmap_pars_fragment: normalmap_pars_fragment,
  9048. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9049. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9050. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9051. packing: packing,
  9052. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9053. project_vertex: project_vertex,
  9054. dithering_fragment: dithering_fragment,
  9055. dithering_pars_fragment: dithering_pars_fragment,
  9056. roughnessmap_fragment: roughnessmap_fragment,
  9057. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9058. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9059. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9060. shadowmap_vertex: shadowmap_vertex,
  9061. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9062. skinbase_vertex: skinbase_vertex,
  9063. skinning_pars_vertex: skinning_pars_vertex,
  9064. skinning_vertex: skinning_vertex,
  9065. skinnormal_vertex: skinnormal_vertex,
  9066. specularmap_fragment: specularmap_fragment,
  9067. specularmap_pars_fragment: specularmap_pars_fragment,
  9068. tonemapping_fragment: tonemapping_fragment,
  9069. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9070. uv_pars_fragment: uv_pars_fragment,
  9071. uv_pars_vertex: uv_pars_vertex,
  9072. uv_vertex: uv_vertex,
  9073. uv2_pars_fragment: uv2_pars_fragment,
  9074. uv2_pars_vertex: uv2_pars_vertex,
  9075. uv2_vertex: uv2_vertex,
  9076. worldpos_vertex: worldpos_vertex,
  9077. background_frag: background_frag,
  9078. background_vert: background_vert,
  9079. cube_frag: cube_frag,
  9080. cube_vert: cube_vert,
  9081. depth_frag: depth_frag,
  9082. depth_vert: depth_vert,
  9083. distanceRGBA_frag: distanceRGBA_frag,
  9084. distanceRGBA_vert: distanceRGBA_vert,
  9085. equirect_frag: equirect_frag,
  9086. equirect_vert: equirect_vert,
  9087. linedashed_frag: linedashed_frag,
  9088. linedashed_vert: linedashed_vert,
  9089. meshbasic_frag: meshbasic_frag,
  9090. meshbasic_vert: meshbasic_vert,
  9091. meshlambert_frag: meshlambert_frag,
  9092. meshlambert_vert: meshlambert_vert,
  9093. meshmatcap_frag: meshmatcap_frag,
  9094. meshmatcap_vert: meshmatcap_vert,
  9095. meshtoon_frag: meshtoon_frag,
  9096. meshtoon_vert: meshtoon_vert,
  9097. meshphong_frag: meshphong_frag,
  9098. meshphong_vert: meshphong_vert,
  9099. meshphysical_frag: meshphysical_frag,
  9100. meshphysical_vert: meshphysical_vert,
  9101. normal_frag: normal_frag,
  9102. normal_vert: normal_vert,
  9103. points_frag: points_frag,
  9104. points_vert: points_vert,
  9105. shadow_frag: shadow_frag,
  9106. shadow_vert: shadow_vert,
  9107. sprite_frag: sprite_frag,
  9108. sprite_vert: sprite_vert
  9109. };
  9110. /**
  9111. * @author alteredq / http://alteredqualia.com/
  9112. * @author mrdoob / http://mrdoob.com/
  9113. * @author mikael emtinger / http://gomo.se/
  9114. */
  9115. var ShaderLib = {
  9116. basic: {
  9117. uniforms: mergeUniforms( [
  9118. UniformsLib.common,
  9119. UniformsLib.specularmap,
  9120. UniformsLib.envmap,
  9121. UniformsLib.aomap,
  9122. UniformsLib.lightmap,
  9123. UniformsLib.fog
  9124. ] ),
  9125. vertexShader: ShaderChunk.meshbasic_vert,
  9126. fragmentShader: ShaderChunk.meshbasic_frag
  9127. },
  9128. lambert: {
  9129. uniforms: mergeUniforms( [
  9130. UniformsLib.common,
  9131. UniformsLib.specularmap,
  9132. UniformsLib.envmap,
  9133. UniformsLib.aomap,
  9134. UniformsLib.lightmap,
  9135. UniformsLib.emissivemap,
  9136. UniformsLib.fog,
  9137. UniformsLib.lights,
  9138. {
  9139. emissive: { value: new Color( 0x000000 ) }
  9140. }
  9141. ] ),
  9142. vertexShader: ShaderChunk.meshlambert_vert,
  9143. fragmentShader: ShaderChunk.meshlambert_frag
  9144. },
  9145. phong: {
  9146. uniforms: mergeUniforms( [
  9147. UniformsLib.common,
  9148. UniformsLib.specularmap,
  9149. UniformsLib.envmap,
  9150. UniformsLib.aomap,
  9151. UniformsLib.lightmap,
  9152. UniformsLib.emissivemap,
  9153. UniformsLib.bumpmap,
  9154. UniformsLib.normalmap,
  9155. UniformsLib.displacementmap,
  9156. UniformsLib.fog,
  9157. UniformsLib.lights,
  9158. {
  9159. emissive: { value: new Color( 0x000000 ) },
  9160. specular: { value: new Color( 0x111111 ) },
  9161. shininess: { value: 30 }
  9162. }
  9163. ] ),
  9164. vertexShader: ShaderChunk.meshphong_vert,
  9165. fragmentShader: ShaderChunk.meshphong_frag
  9166. },
  9167. standard: {
  9168. uniforms: mergeUniforms( [
  9169. UniformsLib.common,
  9170. UniformsLib.envmap,
  9171. UniformsLib.aomap,
  9172. UniformsLib.lightmap,
  9173. UniformsLib.emissivemap,
  9174. UniformsLib.bumpmap,
  9175. UniformsLib.normalmap,
  9176. UniformsLib.displacementmap,
  9177. UniformsLib.roughnessmap,
  9178. UniformsLib.metalnessmap,
  9179. UniformsLib.fog,
  9180. UniformsLib.lights,
  9181. {
  9182. emissive: { value: new Color( 0x000000 ) },
  9183. roughness: { value: 1.0 },
  9184. metalness: { value: 0.0 },
  9185. envMapIntensity: { value: 1 } // temporary
  9186. }
  9187. ] ),
  9188. vertexShader: ShaderChunk.meshphysical_vert,
  9189. fragmentShader: ShaderChunk.meshphysical_frag
  9190. },
  9191. toon: {
  9192. uniforms: mergeUniforms( [
  9193. UniformsLib.common,
  9194. UniformsLib.specularmap,
  9195. UniformsLib.aomap,
  9196. UniformsLib.lightmap,
  9197. UniformsLib.emissivemap,
  9198. UniformsLib.bumpmap,
  9199. UniformsLib.normalmap,
  9200. UniformsLib.displacementmap,
  9201. UniformsLib.gradientmap,
  9202. UniformsLib.fog,
  9203. UniformsLib.lights,
  9204. {
  9205. emissive: { value: new Color( 0x000000 ) },
  9206. specular: { value: new Color( 0x111111 ) },
  9207. shininess: { value: 30 }
  9208. }
  9209. ] ),
  9210. vertexShader: ShaderChunk.meshtoon_vert,
  9211. fragmentShader: ShaderChunk.meshtoon_frag
  9212. },
  9213. matcap: {
  9214. uniforms: mergeUniforms( [
  9215. UniformsLib.common,
  9216. UniformsLib.bumpmap,
  9217. UniformsLib.normalmap,
  9218. UniformsLib.displacementmap,
  9219. UniformsLib.fog,
  9220. {
  9221. matcap: { value: null }
  9222. }
  9223. ] ),
  9224. vertexShader: ShaderChunk.meshmatcap_vert,
  9225. fragmentShader: ShaderChunk.meshmatcap_frag
  9226. },
  9227. points: {
  9228. uniforms: mergeUniforms( [
  9229. UniformsLib.points,
  9230. UniformsLib.fog
  9231. ] ),
  9232. vertexShader: ShaderChunk.points_vert,
  9233. fragmentShader: ShaderChunk.points_frag
  9234. },
  9235. dashed: {
  9236. uniforms: mergeUniforms( [
  9237. UniformsLib.common,
  9238. UniformsLib.fog,
  9239. {
  9240. scale: { value: 1 },
  9241. dashSize: { value: 1 },
  9242. totalSize: { value: 2 }
  9243. }
  9244. ] ),
  9245. vertexShader: ShaderChunk.linedashed_vert,
  9246. fragmentShader: ShaderChunk.linedashed_frag
  9247. },
  9248. depth: {
  9249. uniforms: mergeUniforms( [
  9250. UniformsLib.common,
  9251. UniformsLib.displacementmap
  9252. ] ),
  9253. vertexShader: ShaderChunk.depth_vert,
  9254. fragmentShader: ShaderChunk.depth_frag
  9255. },
  9256. normal: {
  9257. uniforms: mergeUniforms( [
  9258. UniformsLib.common,
  9259. UniformsLib.bumpmap,
  9260. UniformsLib.normalmap,
  9261. UniformsLib.displacementmap,
  9262. {
  9263. opacity: { value: 1.0 }
  9264. }
  9265. ] ),
  9266. vertexShader: ShaderChunk.normal_vert,
  9267. fragmentShader: ShaderChunk.normal_frag
  9268. },
  9269. sprite: {
  9270. uniforms: mergeUniforms( [
  9271. UniformsLib.sprite,
  9272. UniformsLib.fog
  9273. ] ),
  9274. vertexShader: ShaderChunk.sprite_vert,
  9275. fragmentShader: ShaderChunk.sprite_frag
  9276. },
  9277. background: {
  9278. uniforms: {
  9279. uvTransform: { value: new Matrix3() },
  9280. t2D: { value: null },
  9281. },
  9282. vertexShader: ShaderChunk.background_vert,
  9283. fragmentShader: ShaderChunk.background_frag
  9284. },
  9285. /* -------------------------------------------------------------------------
  9286. // Cube map shader
  9287. ------------------------------------------------------------------------- */
  9288. cube: {
  9289. uniforms: mergeUniforms( [
  9290. UniformsLib.envmap,
  9291. {
  9292. opacity: { value: 1.0 }
  9293. }
  9294. ] ),
  9295. vertexShader: ShaderChunk.cube_vert,
  9296. fragmentShader: ShaderChunk.cube_frag
  9297. },
  9298. equirect: {
  9299. uniforms: {
  9300. tEquirect: { value: null },
  9301. },
  9302. vertexShader: ShaderChunk.equirect_vert,
  9303. fragmentShader: ShaderChunk.equirect_frag
  9304. },
  9305. distanceRGBA: {
  9306. uniforms: mergeUniforms( [
  9307. UniformsLib.common,
  9308. UniformsLib.displacementmap,
  9309. {
  9310. referencePosition: { value: new Vector3() },
  9311. nearDistance: { value: 1 },
  9312. farDistance: { value: 1000 }
  9313. }
  9314. ] ),
  9315. vertexShader: ShaderChunk.distanceRGBA_vert,
  9316. fragmentShader: ShaderChunk.distanceRGBA_frag
  9317. },
  9318. shadow: {
  9319. uniforms: mergeUniforms( [
  9320. UniformsLib.lights,
  9321. UniformsLib.fog,
  9322. {
  9323. color: { value: new Color( 0x00000 ) },
  9324. opacity: { value: 1.0 }
  9325. } ] ),
  9326. vertexShader: ShaderChunk.shadow_vert,
  9327. fragmentShader: ShaderChunk.shadow_frag
  9328. }
  9329. };
  9330. ShaderLib.physical = {
  9331. uniforms: mergeUniforms( [
  9332. ShaderLib.standard.uniforms,
  9333. {
  9334. clearcoat: { value: 0 },
  9335. clearcoatMap: { value: null },
  9336. clearcoatRoughness: { value: 0 },
  9337. clearcoatRoughnessMap: { value: null },
  9338. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9339. clearcoatNormalMap: { value: null },
  9340. sheen: { value: new Color( 0x000000 ) },
  9341. transparency: { value: 0 },
  9342. }
  9343. ] ),
  9344. vertexShader: ShaderChunk.meshphysical_vert,
  9345. fragmentShader: ShaderChunk.meshphysical_frag
  9346. };
  9347. /**
  9348. * @author mrdoob / http://mrdoob.com/
  9349. */
  9350. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9351. var clearColor = new Color( 0x000000 );
  9352. var clearAlpha = 0;
  9353. var planeMesh;
  9354. var boxMesh;
  9355. var currentBackground = null;
  9356. var currentBackgroundVersion = 0;
  9357. var currentTonemapping = null;
  9358. function render( renderList, scene, camera, forceClear ) {
  9359. var background = scene.background;
  9360. // Ignore background in AR
  9361. // TODO: Reconsider this.
  9362. var xr = renderer.xr;
  9363. var session = xr.getSession && xr.getSession();
  9364. if ( session && session.environmentBlendMode === 'additive' ) {
  9365. background = null;
  9366. }
  9367. if ( background === null ) {
  9368. setClear( clearColor, clearAlpha );
  9369. } else if ( background && background.isColor ) {
  9370. setClear( background, 1 );
  9371. forceClear = true;
  9372. }
  9373. if ( renderer.autoClear || forceClear ) {
  9374. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9375. }
  9376. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9377. if ( boxMesh === undefined ) {
  9378. boxMesh = new Mesh(
  9379. new BoxBufferGeometry( 1, 1, 1 ),
  9380. new ShaderMaterial( {
  9381. type: 'BackgroundCubeMaterial',
  9382. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9383. vertexShader: ShaderLib.cube.vertexShader,
  9384. fragmentShader: ShaderLib.cube.fragmentShader,
  9385. side: BackSide,
  9386. depthTest: false,
  9387. depthWrite: false,
  9388. fog: false
  9389. } )
  9390. );
  9391. boxMesh.geometry.deleteAttribute( 'normal' );
  9392. boxMesh.geometry.deleteAttribute( 'uv' );
  9393. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9394. this.matrixWorld.copyPosition( camera.matrixWorld );
  9395. };
  9396. // enable code injection for non-built-in material
  9397. Object.defineProperty( boxMesh.material, 'envMap', {
  9398. get: function () {
  9399. return this.uniforms.envMap.value;
  9400. }
  9401. } );
  9402. objects.update( boxMesh );
  9403. }
  9404. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9405. boxMesh.material.uniforms.envMap.value = texture;
  9406. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9407. if ( currentBackground !== background ||
  9408. currentBackgroundVersion !== texture.version ||
  9409. currentTonemapping !== renderer.toneMapping ) {
  9410. boxMesh.material.needsUpdate = true;
  9411. currentBackground = background;
  9412. currentBackgroundVersion = texture.version;
  9413. currentTonemapping = renderer.toneMapping;
  9414. }
  9415. // push to the pre-sorted opaque render list
  9416. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9417. } else if ( background && background.isTexture ) {
  9418. if ( planeMesh === undefined ) {
  9419. planeMesh = new Mesh(
  9420. new PlaneBufferGeometry( 2, 2 ),
  9421. new ShaderMaterial( {
  9422. type: 'BackgroundMaterial',
  9423. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9424. vertexShader: ShaderLib.background.vertexShader,
  9425. fragmentShader: ShaderLib.background.fragmentShader,
  9426. side: FrontSide,
  9427. depthTest: false,
  9428. depthWrite: false,
  9429. fog: false
  9430. } )
  9431. );
  9432. planeMesh.geometry.deleteAttribute( 'normal' );
  9433. // enable code injection for non-built-in material
  9434. Object.defineProperty( planeMesh.material, 'map', {
  9435. get: function () {
  9436. return this.uniforms.t2D.value;
  9437. }
  9438. } );
  9439. objects.update( planeMesh );
  9440. }
  9441. planeMesh.material.uniforms.t2D.value = background;
  9442. if ( background.matrixAutoUpdate === true ) {
  9443. background.updateMatrix();
  9444. }
  9445. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9446. if ( currentBackground !== background ||
  9447. currentBackgroundVersion !== background.version ||
  9448. currentTonemapping !== renderer.toneMapping ) {
  9449. planeMesh.material.needsUpdate = true;
  9450. currentBackground = background;
  9451. currentBackgroundVersion = background.version;
  9452. currentTonemapping = renderer.toneMapping;
  9453. }
  9454. // push to the pre-sorted opaque render list
  9455. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9456. }
  9457. }
  9458. function setClear( color, alpha ) {
  9459. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9460. }
  9461. return {
  9462. getClearColor: function () {
  9463. return clearColor;
  9464. },
  9465. setClearColor: function ( color, alpha ) {
  9466. clearColor.set( color );
  9467. clearAlpha = alpha !== undefined ? alpha : 1;
  9468. setClear( clearColor, clearAlpha );
  9469. },
  9470. getClearAlpha: function () {
  9471. return clearAlpha;
  9472. },
  9473. setClearAlpha: function ( alpha ) {
  9474. clearAlpha = alpha;
  9475. setClear( clearColor, clearAlpha );
  9476. },
  9477. render: render
  9478. };
  9479. }
  9480. /**
  9481. * @author mrdoob / http://mrdoob.com/
  9482. */
  9483. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9484. var isWebGL2 = capabilities.isWebGL2;
  9485. var mode;
  9486. function setMode( value ) {
  9487. mode = value;
  9488. }
  9489. function render( start, count ) {
  9490. gl.drawArrays( mode, start, count );
  9491. info.update( count, mode );
  9492. }
  9493. function renderInstances( geometry, start, count, primcount ) {
  9494. if ( primcount === 0 ) { return; }
  9495. var extension, methodName;
  9496. if ( isWebGL2 ) {
  9497. extension = gl;
  9498. methodName = 'drawArraysInstanced';
  9499. } else {
  9500. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9501. methodName = 'drawArraysInstancedANGLE';
  9502. if ( extension === null ) {
  9503. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9504. return;
  9505. }
  9506. }
  9507. extension[ methodName ]( mode, start, count, primcount );
  9508. info.update( count, mode, primcount );
  9509. }
  9510. //
  9511. this.setMode = setMode;
  9512. this.render = render;
  9513. this.renderInstances = renderInstances;
  9514. }
  9515. /**
  9516. * @author mrdoob / http://mrdoob.com/
  9517. */
  9518. function WebGLCapabilities( gl, extensions, parameters ) {
  9519. var maxAnisotropy;
  9520. function getMaxAnisotropy() {
  9521. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9522. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9523. if ( extension !== null ) {
  9524. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9525. } else {
  9526. maxAnisotropy = 0;
  9527. }
  9528. return maxAnisotropy;
  9529. }
  9530. function getMaxPrecision( precision ) {
  9531. if ( precision === 'highp' ) {
  9532. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9533. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9534. return 'highp';
  9535. }
  9536. precision = 'mediump';
  9537. }
  9538. if ( precision === 'mediump' ) {
  9539. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9540. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9541. return 'mediump';
  9542. }
  9543. }
  9544. return 'lowp';
  9545. }
  9546. /* eslint-disable no-undef */
  9547. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9548. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9549. /* eslint-enable no-undef */
  9550. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9551. var maxPrecision = getMaxPrecision( precision );
  9552. if ( maxPrecision !== precision ) {
  9553. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9554. precision = maxPrecision;
  9555. }
  9556. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9557. var maxTextures = gl.getParameter( 34930 );
  9558. var maxVertexTextures = gl.getParameter( 35660 );
  9559. var maxTextureSize = gl.getParameter( 3379 );
  9560. var maxCubemapSize = gl.getParameter( 34076 );
  9561. var maxAttributes = gl.getParameter( 34921 );
  9562. var maxVertexUniforms = gl.getParameter( 36347 );
  9563. var maxVaryings = gl.getParameter( 36348 );
  9564. var maxFragmentUniforms = gl.getParameter( 36349 );
  9565. var vertexTextures = maxVertexTextures > 0;
  9566. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9567. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9568. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9569. return {
  9570. isWebGL2: isWebGL2,
  9571. getMaxAnisotropy: getMaxAnisotropy,
  9572. getMaxPrecision: getMaxPrecision,
  9573. precision: precision,
  9574. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9575. maxTextures: maxTextures,
  9576. maxVertexTextures: maxVertexTextures,
  9577. maxTextureSize: maxTextureSize,
  9578. maxCubemapSize: maxCubemapSize,
  9579. maxAttributes: maxAttributes,
  9580. maxVertexUniforms: maxVertexUniforms,
  9581. maxVaryings: maxVaryings,
  9582. maxFragmentUniforms: maxFragmentUniforms,
  9583. vertexTextures: vertexTextures,
  9584. floatFragmentTextures: floatFragmentTextures,
  9585. floatVertexTextures: floatVertexTextures,
  9586. maxSamples: maxSamples
  9587. };
  9588. }
  9589. /**
  9590. * @author tschw
  9591. */
  9592. function WebGLClipping() {
  9593. var scope = this,
  9594. globalState = null,
  9595. numGlobalPlanes = 0,
  9596. localClippingEnabled = false,
  9597. renderingShadows = false,
  9598. plane = new Plane(),
  9599. viewNormalMatrix = new Matrix3(),
  9600. uniform = { value: null, needsUpdate: false };
  9601. this.uniform = uniform;
  9602. this.numPlanes = 0;
  9603. this.numIntersection = 0;
  9604. this.init = function ( planes, enableLocalClipping, camera ) {
  9605. var enabled =
  9606. planes.length !== 0 ||
  9607. enableLocalClipping ||
  9608. // enable state of previous frame - the clipping code has to
  9609. // run another frame in order to reset the state:
  9610. numGlobalPlanes !== 0 ||
  9611. localClippingEnabled;
  9612. localClippingEnabled = enableLocalClipping;
  9613. globalState = projectPlanes( planes, camera, 0 );
  9614. numGlobalPlanes = planes.length;
  9615. return enabled;
  9616. };
  9617. this.beginShadows = function () {
  9618. renderingShadows = true;
  9619. projectPlanes( null );
  9620. };
  9621. this.endShadows = function () {
  9622. renderingShadows = false;
  9623. resetGlobalState();
  9624. };
  9625. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9626. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9627. // there's no local clipping
  9628. if ( renderingShadows ) {
  9629. // there's no global clipping
  9630. projectPlanes( null );
  9631. } else {
  9632. resetGlobalState();
  9633. }
  9634. } else {
  9635. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9636. lGlobal = nGlobal * 4,
  9637. dstArray = cache.clippingState || null;
  9638. uniform.value = dstArray; // ensure unique state
  9639. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9640. for ( var i = 0; i !== lGlobal; ++ i ) {
  9641. dstArray[ i ] = globalState[ i ];
  9642. }
  9643. cache.clippingState = dstArray;
  9644. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9645. this.numPlanes += nGlobal;
  9646. }
  9647. };
  9648. function resetGlobalState() {
  9649. if ( uniform.value !== globalState ) {
  9650. uniform.value = globalState;
  9651. uniform.needsUpdate = numGlobalPlanes > 0;
  9652. }
  9653. scope.numPlanes = numGlobalPlanes;
  9654. scope.numIntersection = 0;
  9655. }
  9656. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9657. var nPlanes = planes !== null ? planes.length : 0,
  9658. dstArray = null;
  9659. if ( nPlanes !== 0 ) {
  9660. dstArray = uniform.value;
  9661. if ( skipTransform !== true || dstArray === null ) {
  9662. var flatSize = dstOffset + nPlanes * 4,
  9663. viewMatrix = camera.matrixWorldInverse;
  9664. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9665. if ( dstArray === null || dstArray.length < flatSize ) {
  9666. dstArray = new Float32Array( flatSize );
  9667. }
  9668. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9669. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9670. plane.normal.toArray( dstArray, i4 );
  9671. dstArray[ i4 + 3 ] = plane.constant;
  9672. }
  9673. }
  9674. uniform.value = dstArray;
  9675. uniform.needsUpdate = true;
  9676. }
  9677. scope.numPlanes = nPlanes;
  9678. scope.numIntersection = 0;
  9679. return dstArray;
  9680. }
  9681. }
  9682. /**
  9683. * @author mrdoob / http://mrdoob.com/
  9684. */
  9685. function WebGLExtensions( gl ) {
  9686. var extensions = {};
  9687. return {
  9688. get: function ( name ) {
  9689. if ( extensions[ name ] !== undefined ) {
  9690. return extensions[ name ];
  9691. }
  9692. var extension;
  9693. switch ( name ) {
  9694. case 'WEBGL_depth_texture':
  9695. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9696. break;
  9697. case 'EXT_texture_filter_anisotropic':
  9698. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9699. break;
  9700. case 'WEBGL_compressed_texture_s3tc':
  9701. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9702. break;
  9703. case 'WEBGL_compressed_texture_pvrtc':
  9704. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9705. break;
  9706. default:
  9707. extension = gl.getExtension( name );
  9708. }
  9709. if ( extension === null ) {
  9710. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9711. }
  9712. extensions[ name ] = extension;
  9713. return extension;
  9714. }
  9715. };
  9716. }
  9717. /**
  9718. * @author mrdoob / http://mrdoob.com/
  9719. */
  9720. function WebGLGeometries( gl, attributes, info ) {
  9721. var geometries = new WeakMap();
  9722. var wireframeAttributes = new WeakMap();
  9723. function onGeometryDispose( event ) {
  9724. var geometry = event.target;
  9725. var buffergeometry = geometries.get( geometry );
  9726. if ( buffergeometry.index !== null ) {
  9727. attributes.remove( buffergeometry.index );
  9728. }
  9729. for ( var name in buffergeometry.attributes ) {
  9730. attributes.remove( buffergeometry.attributes[ name ] );
  9731. }
  9732. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9733. geometries.delete( geometry );
  9734. var attribute = wireframeAttributes.get( buffergeometry );
  9735. if ( attribute ) {
  9736. attributes.remove( attribute );
  9737. wireframeAttributes.delete( buffergeometry );
  9738. }
  9739. //
  9740. info.memory.geometries --;
  9741. }
  9742. function get( object, geometry ) {
  9743. var buffergeometry = geometries.get( geometry );
  9744. if ( buffergeometry ) { return buffergeometry; }
  9745. geometry.addEventListener( 'dispose', onGeometryDispose );
  9746. if ( geometry.isBufferGeometry ) {
  9747. buffergeometry = geometry;
  9748. } else if ( geometry.isGeometry ) {
  9749. if ( geometry._bufferGeometry === undefined ) {
  9750. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9751. }
  9752. buffergeometry = geometry._bufferGeometry;
  9753. }
  9754. geometries.set( geometry, buffergeometry );
  9755. info.memory.geometries ++;
  9756. return buffergeometry;
  9757. }
  9758. function update( geometry ) {
  9759. var index = geometry.index;
  9760. var geometryAttributes = geometry.attributes;
  9761. if ( index !== null ) {
  9762. attributes.update( index, 34963 );
  9763. }
  9764. for ( var name in geometryAttributes ) {
  9765. attributes.update( geometryAttributes[ name ], 34962 );
  9766. }
  9767. // morph targets
  9768. var morphAttributes = geometry.morphAttributes;
  9769. for ( var name in morphAttributes ) {
  9770. var array = morphAttributes[ name ];
  9771. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9772. attributes.update( array[ i ], 34962 );
  9773. }
  9774. }
  9775. }
  9776. function updateWireframeAttribute( geometry ) {
  9777. var indices = [];
  9778. var geometryIndex = geometry.index;
  9779. var geometryPosition = geometry.attributes.position;
  9780. var version = 0;
  9781. if ( geometryIndex !== null ) {
  9782. var array = geometryIndex.array;
  9783. version = geometryIndex.version;
  9784. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9785. var a = array[ i + 0 ];
  9786. var b = array[ i + 1 ];
  9787. var c = array[ i + 2 ];
  9788. indices.push( a, b, b, c, c, a );
  9789. }
  9790. } else {
  9791. var array = geometryPosition.array;
  9792. version = geometryPosition.version;
  9793. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9794. var a = i + 0;
  9795. var b = i + 1;
  9796. var c = i + 2;
  9797. indices.push( a, b, b, c, c, a );
  9798. }
  9799. }
  9800. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9801. attribute.version = version;
  9802. attributes.update( attribute, 34963 );
  9803. //
  9804. var previousAttribute = wireframeAttributes.get( geometry );
  9805. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9806. //
  9807. wireframeAttributes.set( geometry, attribute );
  9808. }
  9809. function getWireframeAttribute( geometry ) {
  9810. var currentAttribute = wireframeAttributes.get( geometry );
  9811. if ( currentAttribute ) {
  9812. var geometryIndex = geometry.index;
  9813. if ( geometryIndex !== null ) {
  9814. // if the attribute is obsolete, create a new one
  9815. if ( currentAttribute.version < geometryIndex.version ) {
  9816. updateWireframeAttribute( geometry );
  9817. }
  9818. }
  9819. } else {
  9820. updateWireframeAttribute( geometry );
  9821. }
  9822. return wireframeAttributes.get( geometry );
  9823. }
  9824. return {
  9825. get: get,
  9826. update: update,
  9827. getWireframeAttribute: getWireframeAttribute
  9828. };
  9829. }
  9830. /**
  9831. * @author mrdoob / http://mrdoob.com/
  9832. */
  9833. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9834. var isWebGL2 = capabilities.isWebGL2;
  9835. var mode;
  9836. function setMode( value ) {
  9837. mode = value;
  9838. }
  9839. var type, bytesPerElement;
  9840. function setIndex( value ) {
  9841. type = value.type;
  9842. bytesPerElement = value.bytesPerElement;
  9843. }
  9844. function render( start, count ) {
  9845. gl.drawElements( mode, count, type, start * bytesPerElement );
  9846. info.update( count, mode );
  9847. }
  9848. function renderInstances( geometry, start, count, primcount ) {
  9849. if ( primcount === 0 ) { return; }
  9850. var extension, methodName;
  9851. if ( isWebGL2 ) {
  9852. extension = gl;
  9853. methodName = 'drawElementsInstanced';
  9854. } else {
  9855. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9856. methodName = 'drawElementsInstancedANGLE';
  9857. if ( extension === null ) {
  9858. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9859. return;
  9860. }
  9861. }
  9862. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9863. info.update( count, mode, primcount );
  9864. }
  9865. //
  9866. this.setMode = setMode;
  9867. this.setIndex = setIndex;
  9868. this.render = render;
  9869. this.renderInstances = renderInstances;
  9870. }
  9871. /**
  9872. * @author Mugen87 / https://github.com/Mugen87
  9873. */
  9874. function WebGLInfo( gl ) {
  9875. var memory = {
  9876. geometries: 0,
  9877. textures: 0
  9878. };
  9879. var render = {
  9880. frame: 0,
  9881. calls: 0,
  9882. triangles: 0,
  9883. points: 0,
  9884. lines: 0
  9885. };
  9886. function update( count, mode, instanceCount ) {
  9887. instanceCount = instanceCount || 1;
  9888. render.calls ++;
  9889. switch ( mode ) {
  9890. case 4:
  9891. render.triangles += instanceCount * ( count / 3 );
  9892. break;
  9893. case 1:
  9894. render.lines += instanceCount * ( count / 2 );
  9895. break;
  9896. case 3:
  9897. render.lines += instanceCount * ( count - 1 );
  9898. break;
  9899. case 2:
  9900. render.lines += instanceCount * count;
  9901. break;
  9902. case 0:
  9903. render.points += instanceCount * count;
  9904. break;
  9905. default:
  9906. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9907. break;
  9908. }
  9909. }
  9910. function reset() {
  9911. render.frame ++;
  9912. render.calls = 0;
  9913. render.triangles = 0;
  9914. render.points = 0;
  9915. render.lines = 0;
  9916. }
  9917. return {
  9918. memory: memory,
  9919. render: render,
  9920. programs: null,
  9921. autoReset: true,
  9922. reset: reset,
  9923. update: update
  9924. };
  9925. }
  9926. /**
  9927. * @author mrdoob / http://mrdoob.com/
  9928. */
  9929. function absNumericalSort( a, b ) {
  9930. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9931. }
  9932. function WebGLMorphtargets( gl ) {
  9933. var influencesList = {};
  9934. var morphInfluences = new Float32Array( 8 );
  9935. function update( object, geometry, material, program ) {
  9936. var objectInfluences = object.morphTargetInfluences;
  9937. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9938. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9939. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9940. var influences = influencesList[ geometry.id ];
  9941. if ( influences === undefined ) {
  9942. // initialise list
  9943. influences = [];
  9944. for ( var i = 0; i < length; i ++ ) {
  9945. influences[ i ] = [ i, 0 ];
  9946. }
  9947. influencesList[ geometry.id ] = influences;
  9948. }
  9949. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9950. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9951. // Remove current morphAttributes
  9952. for ( var i = 0; i < length; i ++ ) {
  9953. var influence = influences[ i ];
  9954. if ( influence[ 1 ] !== 0 ) {
  9955. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9956. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9957. }
  9958. }
  9959. // Collect influences
  9960. for ( var i = 0; i < length; i ++ ) {
  9961. var influence = influences[ i ];
  9962. influence[ 0 ] = i;
  9963. influence[ 1 ] = objectInfluences[ i ];
  9964. }
  9965. influences.sort( absNumericalSort );
  9966. // Add morphAttributes
  9967. var morphInfluencesSum = 0;
  9968. for ( var i = 0; i < 8; i ++ ) {
  9969. var influence = influences[ i ];
  9970. if ( influence ) {
  9971. var index = influence[ 0 ];
  9972. var value = influence[ 1 ];
  9973. if ( value ) {
  9974. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9975. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9976. morphInfluences[ i ] = value;
  9977. morphInfluencesSum += value;
  9978. continue;
  9979. }
  9980. }
  9981. morphInfluences[ i ] = 0;
  9982. }
  9983. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9984. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9985. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9986. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9987. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9988. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9989. }
  9990. return {
  9991. update: update
  9992. };
  9993. }
  9994. /**
  9995. * @author mrdoob / http://mrdoob.com/
  9996. */
  9997. function WebGLObjects( gl, geometries, attributes, info ) {
  9998. var updateMap = new WeakMap();
  9999. function update( object ) {
  10000. var frame = info.render.frame;
  10001. var geometry = object.geometry;
  10002. var buffergeometry = geometries.get( object, geometry );
  10003. // Update once per frame
  10004. if ( updateMap.get( buffergeometry ) !== frame ) {
  10005. if ( geometry.isGeometry ) {
  10006. buffergeometry.updateFromObject( object );
  10007. }
  10008. geometries.update( buffergeometry );
  10009. updateMap.set( buffergeometry, frame );
  10010. }
  10011. if ( object.isInstancedMesh ) {
  10012. attributes.update( object.instanceMatrix, 34962 );
  10013. }
  10014. return buffergeometry;
  10015. }
  10016. function dispose() {
  10017. updateMap = new WeakMap();
  10018. }
  10019. return {
  10020. update: update,
  10021. dispose: dispose
  10022. };
  10023. }
  10024. /**
  10025. * @author mrdoob / http://mrdoob.com/
  10026. */
  10027. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10028. images = images !== undefined ? images : [];
  10029. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10030. format = format !== undefined ? format : RGBFormat;
  10031. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10032. this.flipY = false;
  10033. }
  10034. CubeTexture.prototype = Object.create( Texture.prototype );
  10035. CubeTexture.prototype.constructor = CubeTexture;
  10036. CubeTexture.prototype.isCubeTexture = true;
  10037. Object.defineProperty( CubeTexture.prototype, 'images', {
  10038. get: function () {
  10039. return this.image;
  10040. },
  10041. set: function ( value ) {
  10042. this.image = value;
  10043. }
  10044. } );
  10045. /**
  10046. * @author Takahiro https://github.com/takahirox
  10047. */
  10048. function DataTexture2DArray( data, width, height, depth ) {
  10049. Texture.call( this, null );
  10050. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10051. this.magFilter = NearestFilter;
  10052. this.minFilter = NearestFilter;
  10053. this.wrapR = ClampToEdgeWrapping;
  10054. this.generateMipmaps = false;
  10055. this.flipY = false;
  10056. this.needsUpdate = true;
  10057. }
  10058. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10059. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10060. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10061. /**
  10062. * @author Artur Trzesiok
  10063. */
  10064. function DataTexture3D( data, width, height, depth ) {
  10065. // We're going to add .setXXX() methods for setting properties later.
  10066. // Users can still set in DataTexture3D directly.
  10067. //
  10068. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  10069. // texture.anisotropy = 16;
  10070. //
  10071. // See #14839
  10072. Texture.call( this, null );
  10073. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10074. this.magFilter = NearestFilter;
  10075. this.minFilter = NearestFilter;
  10076. this.wrapR = ClampToEdgeWrapping;
  10077. this.generateMipmaps = false;
  10078. this.flipY = false;
  10079. this.needsUpdate = true;
  10080. }
  10081. DataTexture3D.prototype = Object.create( Texture.prototype );
  10082. DataTexture3D.prototype.constructor = DataTexture3D;
  10083. DataTexture3D.prototype.isDataTexture3D = true;
  10084. /**
  10085. * @author tschw
  10086. * @author Mugen87 / https://github.com/Mugen87
  10087. * @author mrdoob / http://mrdoob.com/
  10088. *
  10089. * Uniforms of a program.
  10090. * Those form a tree structure with a special top-level container for the root,
  10091. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10092. *
  10093. *
  10094. * Properties of inner nodes including the top-level container:
  10095. *
  10096. * .seq - array of nested uniforms
  10097. * .map - nested uniforms by name
  10098. *
  10099. *
  10100. * Methods of all nodes except the top-level container:
  10101. *
  10102. * .setValue( gl, value, [textures] )
  10103. *
  10104. * uploads a uniform value(s)
  10105. * the 'textures' parameter is needed for sampler uniforms
  10106. *
  10107. *
  10108. * Static methods of the top-level container (textures factorizations):
  10109. *
  10110. * .upload( gl, seq, values, textures )
  10111. *
  10112. * sets uniforms in 'seq' to 'values[id].value'
  10113. *
  10114. * .seqWithValue( seq, values ) : filteredSeq
  10115. *
  10116. * filters 'seq' entries with corresponding entry in values
  10117. *
  10118. *
  10119. * Methods of the top-level container (textures factorizations):
  10120. *
  10121. * .setValue( gl, name, value, textures )
  10122. *
  10123. * sets uniform with name 'name' to 'value'
  10124. *
  10125. * .setOptional( gl, obj, prop )
  10126. *
  10127. * like .set for an optional property of the object
  10128. *
  10129. */
  10130. var emptyTexture = new Texture();
  10131. var emptyTexture2dArray = new DataTexture2DArray();
  10132. var emptyTexture3d = new DataTexture3D();
  10133. var emptyCubeTexture = new CubeTexture();
  10134. // --- Utilities ---
  10135. // Array Caches (provide typed arrays for temporary by size)
  10136. var arrayCacheF32 = [];
  10137. var arrayCacheI32 = [];
  10138. // Float32Array caches used for uploading Matrix uniforms
  10139. var mat4array = new Float32Array( 16 );
  10140. var mat3array = new Float32Array( 9 );
  10141. var mat2array = new Float32Array( 4 );
  10142. // Flattening for arrays of vectors and matrices
  10143. function flatten( array, nBlocks, blockSize ) {
  10144. var firstElem = array[ 0 ];
  10145. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10146. // unoptimized: ! isNaN( firstElem )
  10147. // see http://jacksondunstan.com/articles/983
  10148. var n = nBlocks * blockSize,
  10149. r = arrayCacheF32[ n ];
  10150. if ( r === undefined ) {
  10151. r = new Float32Array( n );
  10152. arrayCacheF32[ n ] = r;
  10153. }
  10154. if ( nBlocks !== 0 ) {
  10155. firstElem.toArray( r, 0 );
  10156. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10157. offset += blockSize;
  10158. array[ i ].toArray( r, offset );
  10159. }
  10160. }
  10161. return r;
  10162. }
  10163. function arraysEqual( a, b ) {
  10164. if ( a.length !== b.length ) { return false; }
  10165. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10166. if ( a[ i ] !== b[ i ] ) { return false; }
  10167. }
  10168. return true;
  10169. }
  10170. function copyArray( a, b ) {
  10171. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10172. a[ i ] = b[ i ];
  10173. }
  10174. }
  10175. // Texture unit allocation
  10176. function allocTexUnits( textures, n ) {
  10177. var r = arrayCacheI32[ n ];
  10178. if ( r === undefined ) {
  10179. r = new Int32Array( n );
  10180. arrayCacheI32[ n ] = r;
  10181. }
  10182. for ( var i = 0; i !== n; ++ i )
  10183. { r[ i ] = textures.allocateTextureUnit(); }
  10184. return r;
  10185. }
  10186. // --- Setters ---
  10187. // Note: Defining these methods externally, because they come in a bunch
  10188. // and this way their names minify.
  10189. // Single scalar
  10190. function setValueV1f( gl, v ) {
  10191. var cache = this.cache;
  10192. if ( cache[ 0 ] === v ) { return; }
  10193. gl.uniform1f( this.addr, v );
  10194. cache[ 0 ] = v;
  10195. }
  10196. // Single float vector (from flat array or THREE.VectorN)
  10197. function setValueV2f( gl, v ) {
  10198. var cache = this.cache;
  10199. if ( v.x !== undefined ) {
  10200. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10201. gl.uniform2f( this.addr, v.x, v.y );
  10202. cache[ 0 ] = v.x;
  10203. cache[ 1 ] = v.y;
  10204. }
  10205. } else {
  10206. if ( arraysEqual( cache, v ) ) { return; }
  10207. gl.uniform2fv( this.addr, v );
  10208. copyArray( cache, v );
  10209. }
  10210. }
  10211. function setValueV3f( gl, v ) {
  10212. var cache = this.cache;
  10213. if ( v.x !== undefined ) {
  10214. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10215. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10216. cache[ 0 ] = v.x;
  10217. cache[ 1 ] = v.y;
  10218. cache[ 2 ] = v.z;
  10219. }
  10220. } else if ( v.r !== undefined ) {
  10221. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10222. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10223. cache[ 0 ] = v.r;
  10224. cache[ 1 ] = v.g;
  10225. cache[ 2 ] = v.b;
  10226. }
  10227. } else {
  10228. if ( arraysEqual( cache, v ) ) { return; }
  10229. gl.uniform3fv( this.addr, v );
  10230. copyArray( cache, v );
  10231. }
  10232. }
  10233. function setValueV4f( gl, v ) {
  10234. var cache = this.cache;
  10235. if ( v.x !== undefined ) {
  10236. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10237. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10238. cache[ 0 ] = v.x;
  10239. cache[ 1 ] = v.y;
  10240. cache[ 2 ] = v.z;
  10241. cache[ 3 ] = v.w;
  10242. }
  10243. } else {
  10244. if ( arraysEqual( cache, v ) ) { return; }
  10245. gl.uniform4fv( this.addr, v );
  10246. copyArray( cache, v );
  10247. }
  10248. }
  10249. // Single matrix (from flat array or MatrixN)
  10250. function setValueM2( gl, v ) {
  10251. var cache = this.cache;
  10252. var elements = v.elements;
  10253. if ( elements === undefined ) {
  10254. if ( arraysEqual( cache, v ) ) { return; }
  10255. gl.uniformMatrix2fv( this.addr, false, v );
  10256. copyArray( cache, v );
  10257. } else {
  10258. if ( arraysEqual( cache, elements ) ) { return; }
  10259. mat2array.set( elements );
  10260. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10261. copyArray( cache, elements );
  10262. }
  10263. }
  10264. function setValueM3( gl, v ) {
  10265. var cache = this.cache;
  10266. var elements = v.elements;
  10267. if ( elements === undefined ) {
  10268. if ( arraysEqual( cache, v ) ) { return; }
  10269. gl.uniformMatrix3fv( this.addr, false, v );
  10270. copyArray( cache, v );
  10271. } else {
  10272. if ( arraysEqual( cache, elements ) ) { return; }
  10273. mat3array.set( elements );
  10274. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10275. copyArray( cache, elements );
  10276. }
  10277. }
  10278. function setValueM4( gl, v ) {
  10279. var cache = this.cache;
  10280. var elements = v.elements;
  10281. if ( elements === undefined ) {
  10282. if ( arraysEqual( cache, v ) ) { return; }
  10283. gl.uniformMatrix4fv( this.addr, false, v );
  10284. copyArray( cache, v );
  10285. } else {
  10286. if ( arraysEqual( cache, elements ) ) { return; }
  10287. mat4array.set( elements );
  10288. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10289. copyArray( cache, elements );
  10290. }
  10291. }
  10292. // Single texture (2D / Cube)
  10293. function setValueT1( gl, v, textures ) {
  10294. var cache = this.cache;
  10295. var unit = textures.allocateTextureUnit();
  10296. if ( cache[ 0 ] !== unit ) {
  10297. gl.uniform1i( this.addr, unit );
  10298. cache[ 0 ] = unit;
  10299. }
  10300. textures.safeSetTexture2D( v || emptyTexture, unit );
  10301. }
  10302. function setValueT2DArray1( gl, v, textures ) {
  10303. var cache = this.cache;
  10304. var unit = textures.allocateTextureUnit();
  10305. if ( cache[ 0 ] !== unit ) {
  10306. gl.uniform1i( this.addr, unit );
  10307. cache[ 0 ] = unit;
  10308. }
  10309. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10310. }
  10311. function setValueT3D1( gl, v, textures ) {
  10312. var cache = this.cache;
  10313. var unit = textures.allocateTextureUnit();
  10314. if ( cache[ 0 ] !== unit ) {
  10315. gl.uniform1i( this.addr, unit );
  10316. cache[ 0 ] = unit;
  10317. }
  10318. textures.setTexture3D( v || emptyTexture3d, unit );
  10319. }
  10320. function setValueT6( gl, v, textures ) {
  10321. var cache = this.cache;
  10322. var unit = textures.allocateTextureUnit();
  10323. if ( cache[ 0 ] !== unit ) {
  10324. gl.uniform1i( this.addr, unit );
  10325. cache[ 0 ] = unit;
  10326. }
  10327. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10328. }
  10329. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10330. function setValueV1i( gl, v ) {
  10331. var cache = this.cache;
  10332. if ( cache[ 0 ] === v ) { return; }
  10333. gl.uniform1i( this.addr, v );
  10334. cache[ 0 ] = v;
  10335. }
  10336. function setValueV2i( gl, v ) {
  10337. var cache = this.cache;
  10338. if ( arraysEqual( cache, v ) ) { return; }
  10339. gl.uniform2iv( this.addr, v );
  10340. copyArray( cache, v );
  10341. }
  10342. function setValueV3i( gl, v ) {
  10343. var cache = this.cache;
  10344. if ( arraysEqual( cache, v ) ) { return; }
  10345. gl.uniform3iv( this.addr, v );
  10346. copyArray( cache, v );
  10347. }
  10348. function setValueV4i( gl, v ) {
  10349. var cache = this.cache;
  10350. if ( arraysEqual( cache, v ) ) { return; }
  10351. gl.uniform4iv( this.addr, v );
  10352. copyArray( cache, v );
  10353. }
  10354. // uint
  10355. function setValueV1ui( gl, v ) {
  10356. var cache = this.cache;
  10357. if ( cache[ 0 ] === v ) { return; }
  10358. gl.uniform1ui( this.addr, v );
  10359. cache[ 0 ] = v;
  10360. }
  10361. // Helper to pick the right setter for the singular case
  10362. function getSingularSetter( type ) {
  10363. switch ( type ) {
  10364. case 0x1406: return setValueV1f; // FLOAT
  10365. case 0x8b50: return setValueV2f; // _VEC2
  10366. case 0x8b51: return setValueV3f; // _VEC3
  10367. case 0x8b52: return setValueV4f; // _VEC4
  10368. case 0x8b5a: return setValueM2; // _MAT2
  10369. case 0x8b5b: return setValueM3; // _MAT3
  10370. case 0x8b5c: return setValueM4; // _MAT4
  10371. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10372. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10373. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10374. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10375. case 0x1405: return setValueV1ui; // UINT
  10376. case 0x8b5e: // SAMPLER_2D
  10377. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10378. case 0x8dca: // INT_SAMPLER_2D
  10379. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10380. case 0x8b62: // SAMPLER_2D_SHADOW
  10381. return setValueT1;
  10382. case 0x8b5f: // SAMPLER_3D
  10383. case 0x8dcb: // INT_SAMPLER_3D
  10384. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10385. return setValueT3D1;
  10386. case 0x8b60: // SAMPLER_CUBE
  10387. case 0x8dcc: // INT_SAMPLER_CUBE
  10388. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10389. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10390. return setValueT6;
  10391. case 0x8dc1: // SAMPLER_2D_ARRAY
  10392. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10393. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10394. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10395. return setValueT2DArray1;
  10396. }
  10397. }
  10398. // Array of scalars
  10399. function setValueV1fArray( gl, v ) {
  10400. gl.uniform1fv( this.addr, v );
  10401. }
  10402. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10403. function setValueV1iArray( gl, v ) {
  10404. gl.uniform1iv( this.addr, v );
  10405. }
  10406. function setValueV2iArray( gl, v ) {
  10407. gl.uniform2iv( this.addr, v );
  10408. }
  10409. function setValueV3iArray( gl, v ) {
  10410. gl.uniform3iv( this.addr, v );
  10411. }
  10412. function setValueV4iArray( gl, v ) {
  10413. gl.uniform4iv( this.addr, v );
  10414. }
  10415. // Array of vectors (flat or from THREE classes)
  10416. function setValueV2fArray( gl, v ) {
  10417. var data = flatten( v, this.size, 2 );
  10418. gl.uniform2fv( this.addr, data );
  10419. }
  10420. function setValueV3fArray( gl, v ) {
  10421. var data = flatten( v, this.size, 3 );
  10422. gl.uniform3fv( this.addr, data );
  10423. }
  10424. function setValueV4fArray( gl, v ) {
  10425. var data = flatten( v, this.size, 4 );
  10426. gl.uniform4fv( this.addr, data );
  10427. }
  10428. // Array of matrices (flat or from THREE clases)
  10429. function setValueM2Array( gl, v ) {
  10430. var data = flatten( v, this.size, 4 );
  10431. gl.uniformMatrix2fv( this.addr, false, data );
  10432. }
  10433. function setValueM3Array( gl, v ) {
  10434. var data = flatten( v, this.size, 9 );
  10435. gl.uniformMatrix3fv( this.addr, false, data );
  10436. }
  10437. function setValueM4Array( gl, v ) {
  10438. var data = flatten( v, this.size, 16 );
  10439. gl.uniformMatrix4fv( this.addr, false, data );
  10440. }
  10441. // Array of textures (2D / Cube)
  10442. function setValueT1Array( gl, v, textures ) {
  10443. var n = v.length;
  10444. var units = allocTexUnits( textures, n );
  10445. gl.uniform1iv( this.addr, units );
  10446. for ( var i = 0; i !== n; ++ i ) {
  10447. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10448. }
  10449. }
  10450. function setValueT6Array( gl, v, textures ) {
  10451. var n = v.length;
  10452. var units = allocTexUnits( textures, n );
  10453. gl.uniform1iv( this.addr, units );
  10454. for ( var i = 0; i !== n; ++ i ) {
  10455. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10456. }
  10457. }
  10458. // Helper to pick the right setter for a pure (bottom-level) array
  10459. function getPureArraySetter( type ) {
  10460. switch ( type ) {
  10461. case 0x1406: return setValueV1fArray; // FLOAT
  10462. case 0x8b50: return setValueV2fArray; // _VEC2
  10463. case 0x8b51: return setValueV3fArray; // _VEC3
  10464. case 0x8b52: return setValueV4fArray; // _VEC4
  10465. case 0x8b5a: return setValueM2Array; // _MAT2
  10466. case 0x8b5b: return setValueM3Array; // _MAT3
  10467. case 0x8b5c: return setValueM4Array; // _MAT4
  10468. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10469. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10470. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10471. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10472. case 0x8b5e: // SAMPLER_2D
  10473. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10474. case 0x8dca: // INT_SAMPLER_2D
  10475. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10476. case 0x8b62: // SAMPLER_2D_SHADOW
  10477. return setValueT1Array;
  10478. case 0x8b60: // SAMPLER_CUBE
  10479. case 0x8dcc: // INT_SAMPLER_CUBE
  10480. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10481. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10482. return setValueT6Array;
  10483. }
  10484. }
  10485. // --- Uniform Classes ---
  10486. function SingleUniform( id, activeInfo, addr ) {
  10487. this.id = id;
  10488. this.addr = addr;
  10489. this.cache = [];
  10490. this.setValue = getSingularSetter( activeInfo.type );
  10491. // this.path = activeInfo.name; // DEBUG
  10492. }
  10493. function PureArrayUniform( id, activeInfo, addr ) {
  10494. this.id = id;
  10495. this.addr = addr;
  10496. this.cache = [];
  10497. this.size = activeInfo.size;
  10498. this.setValue = getPureArraySetter( activeInfo.type );
  10499. // this.path = activeInfo.name; // DEBUG
  10500. }
  10501. PureArrayUniform.prototype.updateCache = function ( data ) {
  10502. var cache = this.cache;
  10503. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10504. this.cache = new Float32Array( data.length );
  10505. }
  10506. copyArray( cache, data );
  10507. };
  10508. function StructuredUniform( id ) {
  10509. this.id = id;
  10510. this.seq = [];
  10511. this.map = {};
  10512. }
  10513. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10514. var seq = this.seq;
  10515. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10516. var u = seq[ i ];
  10517. u.setValue( gl, value[ u.id ], textures );
  10518. }
  10519. };
  10520. // --- Top-level ---
  10521. // Parser - builds up the property tree from the path strings
  10522. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10523. // extracts
  10524. // - the identifier (member name or array index)
  10525. // - followed by an optional right bracket (found when array index)
  10526. // - followed by an optional left bracket or dot (type of subscript)
  10527. //
  10528. // Note: These portions can be read in a non-overlapping fashion and
  10529. // allow straightforward parsing of the hierarchy that WebGL encodes
  10530. // in the uniform names.
  10531. function addUniform( container, uniformObject ) {
  10532. container.seq.push( uniformObject );
  10533. container.map[ uniformObject.id ] = uniformObject;
  10534. }
  10535. function parseUniform( activeInfo, addr, container ) {
  10536. var path = activeInfo.name,
  10537. pathLength = path.length;
  10538. // reset RegExp object, because of the early exit of a previous run
  10539. RePathPart.lastIndex = 0;
  10540. while ( true ) {
  10541. var match = RePathPart.exec( path ),
  10542. matchEnd = RePathPart.lastIndex,
  10543. id = match[ 1 ],
  10544. idIsIndex = match[ 2 ] === ']',
  10545. subscript = match[ 3 ];
  10546. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10547. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10548. // bare name or "pure" bottom-level array "[0]" suffix
  10549. addUniform( container, subscript === undefined ?
  10550. new SingleUniform( id, activeInfo, addr ) :
  10551. new PureArrayUniform( id, activeInfo, addr ) );
  10552. break;
  10553. } else {
  10554. // step into inner node / create it in case it doesn't exist
  10555. var map = container.map, next = map[ id ];
  10556. if ( next === undefined ) {
  10557. next = new StructuredUniform( id );
  10558. addUniform( container, next );
  10559. }
  10560. container = next;
  10561. }
  10562. }
  10563. }
  10564. // Root Container
  10565. function WebGLUniforms( gl, program ) {
  10566. this.seq = [];
  10567. this.map = {};
  10568. var n = gl.getProgramParameter( program, 35718 );
  10569. for ( var i = 0; i < n; ++ i ) {
  10570. var info = gl.getActiveUniform( program, i ),
  10571. addr = gl.getUniformLocation( program, info.name );
  10572. parseUniform( info, addr, this );
  10573. }
  10574. }
  10575. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10576. var u = this.map[ name ];
  10577. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10578. };
  10579. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10580. var v = object[ name ];
  10581. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10582. };
  10583. // Static interface
  10584. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10585. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10586. var u = seq[ i ],
  10587. v = values[ u.id ];
  10588. if ( v.needsUpdate !== false ) {
  10589. // note: always updating when .needsUpdate is undefined
  10590. u.setValue( gl, v.value, textures );
  10591. }
  10592. }
  10593. };
  10594. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10595. var r = [];
  10596. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10597. var u = seq[ i ];
  10598. if ( u.id in values ) { r.push( u ); }
  10599. }
  10600. return r;
  10601. };
  10602. /**
  10603. * @author mrdoob / http://mrdoob.com/
  10604. */
  10605. function WebGLShader( gl, type, string ) {
  10606. var shader = gl.createShader( type );
  10607. gl.shaderSource( shader, string );
  10608. gl.compileShader( shader );
  10609. return shader;
  10610. }
  10611. /**
  10612. * @author mrdoob / http://mrdoob.com/
  10613. */
  10614. var programIdCount = 0;
  10615. function addLineNumbers( string ) {
  10616. var lines = string.split( '\n' );
  10617. for ( var i = 0; i < lines.length; i ++ ) {
  10618. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10619. }
  10620. return lines.join( '\n' );
  10621. }
  10622. function getEncodingComponents( encoding ) {
  10623. switch ( encoding ) {
  10624. case LinearEncoding:
  10625. return [ 'Linear', '( value )' ];
  10626. case sRGBEncoding:
  10627. return [ 'sRGB', '( value )' ];
  10628. case RGBEEncoding:
  10629. return [ 'RGBE', '( value )' ];
  10630. case RGBM7Encoding:
  10631. return [ 'RGBM', '( value, 7.0 )' ];
  10632. case RGBM16Encoding:
  10633. return [ 'RGBM', '( value, 16.0 )' ];
  10634. case RGBDEncoding:
  10635. return [ 'RGBD', '( value, 256.0 )' ];
  10636. case GammaEncoding:
  10637. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10638. case LogLuvEncoding:
  10639. return [ 'LogLuv', '( value )' ];
  10640. default:
  10641. throw new Error( 'unsupported encoding: ' + encoding );
  10642. }
  10643. }
  10644. function getShaderErrors( gl, shader, type ) {
  10645. var status = gl.getShaderParameter( shader, 35713 );
  10646. var log = gl.getShaderInfoLog( shader ).trim();
  10647. if ( status && log === '' ) { return ''; }
  10648. // --enable-privileged-webgl-extension
  10649. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10650. var source = gl.getShaderSource( shader );
  10651. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10652. }
  10653. function getTexelDecodingFunction( functionName, encoding ) {
  10654. var components = getEncodingComponents( encoding );
  10655. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10656. }
  10657. function getTexelEncodingFunction( functionName, encoding ) {
  10658. var components = getEncodingComponents( encoding );
  10659. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10660. }
  10661. function getToneMappingFunction( functionName, toneMapping ) {
  10662. var toneMappingName;
  10663. switch ( toneMapping ) {
  10664. case LinearToneMapping:
  10665. toneMappingName = 'Linear';
  10666. break;
  10667. case ReinhardToneMapping:
  10668. toneMappingName = 'Reinhard';
  10669. break;
  10670. case Uncharted2ToneMapping:
  10671. toneMappingName = 'Uncharted2';
  10672. break;
  10673. case CineonToneMapping:
  10674. toneMappingName = 'OptimizedCineon';
  10675. break;
  10676. case ACESFilmicToneMapping:
  10677. toneMappingName = 'ACESFilmic';
  10678. break;
  10679. default:
  10680. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10681. }
  10682. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10683. }
  10684. function generateExtensions( parameters ) {
  10685. var chunks = [
  10686. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10687. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10688. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10689. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10690. ];
  10691. return chunks.filter( filterEmptyLine ).join( '\n' );
  10692. }
  10693. function generateDefines( defines ) {
  10694. var chunks = [];
  10695. for ( var name in defines ) {
  10696. var value = defines[ name ];
  10697. if ( value === false ) { continue; }
  10698. chunks.push( '#define ' + name + ' ' + value );
  10699. }
  10700. return chunks.join( '\n' );
  10701. }
  10702. function fetchAttributeLocations( gl, program ) {
  10703. var attributes = {};
  10704. var n = gl.getProgramParameter( program, 35721 );
  10705. for ( var i = 0; i < n; i ++ ) {
  10706. var info = gl.getActiveAttrib( program, i );
  10707. var name = info.name;
  10708. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10709. attributes[ name ] = gl.getAttribLocation( program, name );
  10710. }
  10711. return attributes;
  10712. }
  10713. function filterEmptyLine( string ) {
  10714. return string !== '';
  10715. }
  10716. function replaceLightNums( string, parameters ) {
  10717. return string
  10718. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10719. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10720. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10721. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10722. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10723. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10724. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10725. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10726. }
  10727. function replaceClippingPlaneNums( string, parameters ) {
  10728. return string
  10729. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10730. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10731. }
  10732. // Resolve Includes
  10733. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10734. function resolveIncludes( string ) {
  10735. return string.replace( includePattern, includeReplacer );
  10736. }
  10737. function includeReplacer( match, include ) {
  10738. var string = ShaderChunk[ include ];
  10739. if ( string === undefined ) {
  10740. throw new Error( 'Can not resolve #include <' + include + '>' );
  10741. }
  10742. return resolveIncludes( string );
  10743. }
  10744. // Unroll Loops
  10745. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10746. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10747. function unrollLoops( string ) {
  10748. return string
  10749. .replace( unrollLoopPattern, loopReplacer )
  10750. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10751. }
  10752. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10753. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10754. return loopReplacer( match, start, end, snippet );
  10755. }
  10756. function loopReplacer( match, start, end, snippet ) {
  10757. var string = '';
  10758. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10759. string += snippet
  10760. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10761. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10762. }
  10763. return string;
  10764. }
  10765. //
  10766. function generatePrecision( parameters ) {
  10767. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10768. if ( parameters.precision === "highp" ) {
  10769. precisionstring += "\n#define HIGH_PRECISION";
  10770. } else if ( parameters.precision === "mediump" ) {
  10771. precisionstring += "\n#define MEDIUM_PRECISION";
  10772. } else if ( parameters.precision === "lowp" ) {
  10773. precisionstring += "\n#define LOW_PRECISION";
  10774. }
  10775. return precisionstring;
  10776. }
  10777. function generateShadowMapTypeDefine( parameters ) {
  10778. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10779. if ( parameters.shadowMapType === PCFShadowMap ) {
  10780. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10781. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10782. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10783. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10784. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10785. }
  10786. return shadowMapTypeDefine;
  10787. }
  10788. function generateEnvMapTypeDefine( parameters ) {
  10789. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10790. if ( parameters.envMap ) {
  10791. switch ( parameters.envMapMode ) {
  10792. case CubeReflectionMapping:
  10793. case CubeRefractionMapping:
  10794. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10795. break;
  10796. case CubeUVReflectionMapping:
  10797. case CubeUVRefractionMapping:
  10798. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10799. break;
  10800. case EquirectangularReflectionMapping:
  10801. case EquirectangularRefractionMapping:
  10802. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10803. break;
  10804. case SphericalReflectionMapping:
  10805. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10806. break;
  10807. }
  10808. }
  10809. return envMapTypeDefine;
  10810. }
  10811. function generateEnvMapModeDefine( parameters ) {
  10812. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10813. if ( parameters.envMap ) {
  10814. switch ( parameters.envMapMode ) {
  10815. case CubeRefractionMapping:
  10816. case EquirectangularRefractionMapping:
  10817. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10818. break;
  10819. }
  10820. }
  10821. return envMapModeDefine;
  10822. }
  10823. function generateEnvMapBlendingDefine( parameters ) {
  10824. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10825. if ( parameters.envMap ) {
  10826. switch ( parameters.combine ) {
  10827. case MultiplyOperation:
  10828. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10829. break;
  10830. case MixOperation:
  10831. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10832. break;
  10833. case AddOperation:
  10834. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10835. break;
  10836. }
  10837. }
  10838. return envMapBlendingDefine;
  10839. }
  10840. function WebGLProgram( renderer, cacheKey, parameters ) {
  10841. var gl = renderer.getContext();
  10842. var defines = parameters.defines;
  10843. var vertexShader = parameters.vertexShader;
  10844. var fragmentShader = parameters.fragmentShader;
  10845. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10846. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10847. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10848. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10849. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10850. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10851. var customDefines = generateDefines( defines );
  10852. var program = gl.createProgram();
  10853. var prefixVertex, prefixFragment;
  10854. if ( parameters.isRawShaderMaterial ) {
  10855. prefixVertex = [
  10856. customDefines
  10857. ].filter( filterEmptyLine ).join( '\n' );
  10858. if ( prefixVertex.length > 0 ) {
  10859. prefixVertex += '\n';
  10860. }
  10861. prefixFragment = [
  10862. customExtensions,
  10863. customDefines
  10864. ].filter( filterEmptyLine ).join( '\n' );
  10865. if ( prefixFragment.length > 0 ) {
  10866. prefixFragment += '\n';
  10867. }
  10868. } else {
  10869. prefixVertex = [
  10870. generatePrecision( parameters ),
  10871. '#define SHADER_NAME ' + parameters.shaderName,
  10872. customDefines,
  10873. parameters.instancing ? '#define USE_INSTANCING' : '',
  10874. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10875. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10876. '#define MAX_BONES ' + parameters.maxBones,
  10877. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10878. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10879. parameters.map ? '#define USE_MAP' : '',
  10880. parameters.envMap ? '#define USE_ENVMAP' : '',
  10881. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10882. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10883. parameters.aoMap ? '#define USE_AOMAP' : '',
  10884. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10885. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10886. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10887. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10888. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10889. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10890. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10891. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10892. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10893. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10894. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10895. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10896. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10897. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10898. parameters.vertexColors ? '#define USE_COLOR' : '',
  10899. parameters.vertexUvs ? '#define USE_UV' : '',
  10900. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10901. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10902. parameters.skinning ? '#define USE_SKINNING' : '',
  10903. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10904. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10905. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10906. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10907. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10908. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10909. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10910. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10911. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10912. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10913. 'uniform mat4 modelMatrix;',
  10914. 'uniform mat4 modelViewMatrix;',
  10915. 'uniform mat4 projectionMatrix;',
  10916. 'uniform mat4 viewMatrix;',
  10917. 'uniform mat3 normalMatrix;',
  10918. 'uniform vec3 cameraPosition;',
  10919. 'uniform bool isOrthographic;',
  10920. '#ifdef USE_INSTANCING',
  10921. ' attribute mat4 instanceMatrix;',
  10922. '#endif',
  10923. 'attribute vec3 position;',
  10924. 'attribute vec3 normal;',
  10925. 'attribute vec2 uv;',
  10926. '#ifdef USE_TANGENT',
  10927. ' attribute vec4 tangent;',
  10928. '#endif',
  10929. '#ifdef USE_COLOR',
  10930. ' attribute vec3 color;',
  10931. '#endif',
  10932. '#ifdef USE_MORPHTARGETS',
  10933. ' attribute vec3 morphTarget0;',
  10934. ' attribute vec3 morphTarget1;',
  10935. ' attribute vec3 morphTarget2;',
  10936. ' attribute vec3 morphTarget3;',
  10937. ' #ifdef USE_MORPHNORMALS',
  10938. ' attribute vec3 morphNormal0;',
  10939. ' attribute vec3 morphNormal1;',
  10940. ' attribute vec3 morphNormal2;',
  10941. ' attribute vec3 morphNormal3;',
  10942. ' #else',
  10943. ' attribute vec3 morphTarget4;',
  10944. ' attribute vec3 morphTarget5;',
  10945. ' attribute vec3 morphTarget6;',
  10946. ' attribute vec3 morphTarget7;',
  10947. ' #endif',
  10948. '#endif',
  10949. '#ifdef USE_SKINNING',
  10950. ' attribute vec4 skinIndex;',
  10951. ' attribute vec4 skinWeight;',
  10952. '#endif',
  10953. '\n'
  10954. ].filter( filterEmptyLine ).join( '\n' );
  10955. prefixFragment = [
  10956. customExtensions,
  10957. generatePrecision( parameters ),
  10958. '#define SHADER_NAME ' + parameters.shaderName,
  10959. customDefines,
  10960. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10961. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10962. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10963. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10964. parameters.map ? '#define USE_MAP' : '',
  10965. parameters.matcap ? '#define USE_MATCAP' : '',
  10966. parameters.envMap ? '#define USE_ENVMAP' : '',
  10967. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10968. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10969. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10970. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10971. parameters.aoMap ? '#define USE_AOMAP' : '',
  10972. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10973. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10974. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10975. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10976. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10977. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10978. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10979. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10980. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10981. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10982. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10983. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10984. parameters.sheen ? '#define USE_SHEEN' : '',
  10985. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10986. parameters.vertexColors ? '#define USE_COLOR' : '',
  10987. parameters.vertexUvs ? '#define USE_UV' : '',
  10988. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10989. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10990. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10991. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10992. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10993. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10994. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10995. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10996. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10997. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10998. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10999. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  11000. 'uniform mat4 viewMatrix;',
  11001. 'uniform vec3 cameraPosition;',
  11002. 'uniform bool isOrthographic;',
  11003. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11004. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11005. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11006. parameters.dithering ? '#define DITHERING' : '',
  11007. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  11008. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  11009. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11010. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11011. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11012. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11013. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11014. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  11015. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11016. '\n'
  11017. ].filter( filterEmptyLine ).join( '\n' );
  11018. }
  11019. vertexShader = resolveIncludes( vertexShader );
  11020. vertexShader = replaceLightNums( vertexShader, parameters );
  11021. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11022. fragmentShader = resolveIncludes( fragmentShader );
  11023. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11024. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11025. vertexShader = unrollLoops( vertexShader );
  11026. fragmentShader = unrollLoops( fragmentShader );
  11027. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11028. var isGLSL3ShaderMaterial = false;
  11029. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  11030. if ( parameters.isShaderMaterial &&
  11031. vertexShader.match( versionRegex ) !== null &&
  11032. fragmentShader.match( versionRegex ) !== null ) {
  11033. isGLSL3ShaderMaterial = true;
  11034. vertexShader = vertexShader.replace( versionRegex, '' );
  11035. fragmentShader = fragmentShader.replace( versionRegex, '' );
  11036. }
  11037. // GLSL 3.0 conversion
  11038. prefixVertex = [
  11039. '#version 300 es\n',
  11040. '#define attribute in',
  11041. '#define varying out',
  11042. '#define texture2D texture'
  11043. ].join( '\n' ) + '\n' + prefixVertex;
  11044. prefixFragment = [
  11045. '#version 300 es\n',
  11046. '#define varying in',
  11047. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  11048. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  11049. '#define gl_FragDepthEXT gl_FragDepth',
  11050. '#define texture2D texture',
  11051. '#define textureCube texture',
  11052. '#define texture2DProj textureProj',
  11053. '#define texture2DLodEXT textureLod',
  11054. '#define texture2DProjLodEXT textureProjLod',
  11055. '#define textureCubeLodEXT textureLod',
  11056. '#define texture2DGradEXT textureGrad',
  11057. '#define texture2DProjGradEXT textureProjGrad',
  11058. '#define textureCubeGradEXT textureGrad'
  11059. ].join( '\n' ) + '\n' + prefixFragment;
  11060. }
  11061. var vertexGlsl = prefixVertex + vertexShader;
  11062. var fragmentGlsl = prefixFragment + fragmentShader;
  11063. // console.log( '*VERTEX*', vertexGlsl );
  11064. // console.log( '*FRAGMENT*', fragmentGlsl );
  11065. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11066. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11067. gl.attachShader( program, glVertexShader );
  11068. gl.attachShader( program, glFragmentShader );
  11069. // Force a particular attribute to index 0.
  11070. if ( parameters.index0AttributeName !== undefined ) {
  11071. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11072. } else if ( parameters.morphTargets === true ) {
  11073. // programs with morphTargets displace position out of attribute 0
  11074. gl.bindAttribLocation( program, 0, 'position' );
  11075. }
  11076. gl.linkProgram( program );
  11077. // check for link errors
  11078. if ( renderer.debug.checkShaderErrors ) {
  11079. var programLog = gl.getProgramInfoLog( program ).trim();
  11080. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11081. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11082. var runnable = true;
  11083. var haveDiagnostics = true;
  11084. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11085. runnable = false;
  11086. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11087. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11088. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11089. } else if ( programLog !== '' ) {
  11090. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11091. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11092. haveDiagnostics = false;
  11093. }
  11094. if ( haveDiagnostics ) {
  11095. this.diagnostics = {
  11096. runnable: runnable,
  11097. programLog: programLog,
  11098. vertexShader: {
  11099. log: vertexLog,
  11100. prefix: prefixVertex
  11101. },
  11102. fragmentShader: {
  11103. log: fragmentLog,
  11104. prefix: prefixFragment
  11105. }
  11106. };
  11107. }
  11108. }
  11109. // Clean up
  11110. // Crashes in iOS9 and iOS10. #18402
  11111. // gl.detachShader( program, glVertexShader );
  11112. // gl.detachShader( program, glFragmentShader );
  11113. gl.deleteShader( glVertexShader );
  11114. gl.deleteShader( glFragmentShader );
  11115. // set up caching for uniform locations
  11116. var cachedUniforms;
  11117. this.getUniforms = function () {
  11118. if ( cachedUniforms === undefined ) {
  11119. cachedUniforms = new WebGLUniforms( gl, program );
  11120. }
  11121. return cachedUniforms;
  11122. };
  11123. // set up caching for attribute locations
  11124. var cachedAttributes;
  11125. this.getAttributes = function () {
  11126. if ( cachedAttributes === undefined ) {
  11127. cachedAttributes = fetchAttributeLocations( gl, program );
  11128. }
  11129. return cachedAttributes;
  11130. };
  11131. // free resource
  11132. this.destroy = function () {
  11133. gl.deleteProgram( program );
  11134. this.program = undefined;
  11135. };
  11136. //
  11137. this.name = parameters.shaderName;
  11138. this.id = programIdCount ++;
  11139. this.cacheKey = cacheKey;
  11140. this.usedTimes = 1;
  11141. this.program = program;
  11142. this.vertexShader = glVertexShader;
  11143. this.fragmentShader = glFragmentShader;
  11144. return this;
  11145. }
  11146. /**
  11147. * @author mrdoob / http://mrdoob.com/
  11148. */
  11149. function WebGLPrograms( renderer, extensions, capabilities ) {
  11150. var programs = [];
  11151. var isWebGL2 = capabilities.isWebGL2;
  11152. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11153. var floatVertexTextures = capabilities.floatVertexTextures;
  11154. var precision = capabilities.precision;
  11155. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11156. var vertexTextures = capabilities.vertexTextures;
  11157. var shaderIDs = {
  11158. MeshDepthMaterial: 'depth',
  11159. MeshDistanceMaterial: 'distanceRGBA',
  11160. MeshNormalMaterial: 'normal',
  11161. MeshBasicMaterial: 'basic',
  11162. MeshLambertMaterial: 'lambert',
  11163. MeshPhongMaterial: 'phong',
  11164. MeshToonMaterial: 'toon',
  11165. MeshStandardMaterial: 'physical',
  11166. MeshPhysicalMaterial: 'physical',
  11167. MeshMatcapMaterial: 'matcap',
  11168. LineBasicMaterial: 'basic',
  11169. LineDashedMaterial: 'dashed',
  11170. PointsMaterial: 'points',
  11171. ShadowMaterial: 'shadow',
  11172. SpriteMaterial: 'sprite'
  11173. };
  11174. var parameterNames = [
  11175. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11176. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11177. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11178. "roughnessMap", "metalnessMap", "gradientMap",
  11179. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11180. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11181. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11182. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11183. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11184. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11185. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11186. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11187. "sheen"
  11188. ];
  11189. function getShaderObject( material, shaderID ) {
  11190. var shaderobject;
  11191. if ( shaderID ) {
  11192. var shader = ShaderLib[ shaderID ];
  11193. shaderobject = {
  11194. name: material.type,
  11195. uniforms: UniformsUtils.clone( shader.uniforms ),
  11196. vertexShader: shader.vertexShader,
  11197. fragmentShader: shader.fragmentShader
  11198. };
  11199. } else {
  11200. shaderobject = {
  11201. name: material.type,
  11202. uniforms: material.uniforms,
  11203. vertexShader: material.vertexShader,
  11204. fragmentShader: material.fragmentShader
  11205. };
  11206. }
  11207. return shaderobject;
  11208. }
  11209. function allocateBones( object ) {
  11210. var skeleton = object.skeleton;
  11211. var bones = skeleton.bones;
  11212. if ( floatVertexTextures ) {
  11213. return 1024;
  11214. } else {
  11215. // default for when object is not specified
  11216. // ( for example when prebuilding shader to be used with multiple objects )
  11217. //
  11218. // - leave some extra space for other uniforms
  11219. // - limit here is ANGLE's 254 max uniform vectors
  11220. // (up to 54 should be safe)
  11221. var nVertexUniforms = maxVertexUniforms;
  11222. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11223. var maxBones = Math.min( nVertexMatrices, bones.length );
  11224. if ( maxBones < bones.length ) {
  11225. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11226. return 0;
  11227. }
  11228. return maxBones;
  11229. }
  11230. }
  11231. function getTextureEncodingFromMap( map ) {
  11232. var encoding;
  11233. if ( ! map ) {
  11234. encoding = LinearEncoding;
  11235. } else if ( map.isTexture ) {
  11236. encoding = map.encoding;
  11237. } else if ( map.isWebGLRenderTarget ) {
  11238. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11239. encoding = map.texture.encoding;
  11240. }
  11241. return encoding;
  11242. }
  11243. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11244. var fog = scene.fog;
  11245. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11246. var envMap = material.envMap || environment;
  11247. var shaderID = shaderIDs[ material.type ];
  11248. // heuristics to create shader parameters according to lights in the scene
  11249. // (not to blow over maxLights budget)
  11250. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11251. if ( material.precision !== null ) {
  11252. precision = capabilities.getMaxPrecision( material.precision );
  11253. if ( precision !== material.precision ) {
  11254. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11255. }
  11256. }
  11257. var shaderobject = getShaderObject( material, shaderID );
  11258. material.onBeforeCompile( shaderobject, renderer );
  11259. var currentRenderTarget = renderer.getRenderTarget();
  11260. var parameters = {
  11261. isWebGL2: isWebGL2,
  11262. shaderID: shaderID,
  11263. shaderName: shaderobject.name,
  11264. uniforms: shaderobject.uniforms,
  11265. vertexShader: shaderobject.vertexShader,
  11266. fragmentShader: shaderobject.fragmentShader,
  11267. defines: material.defines,
  11268. isRawShaderMaterial: material.isRawShaderMaterial,
  11269. isShaderMaterial: material.isShaderMaterial,
  11270. precision: precision,
  11271. instancing: object.isInstancedMesh === true,
  11272. supportsVertexTextures: vertexTextures,
  11273. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11274. map: !! material.map,
  11275. mapEncoding: getTextureEncodingFromMap( material.map ),
  11276. matcap: !! material.matcap,
  11277. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11278. envMap: !! envMap,
  11279. envMapMode: envMap && envMap.mapping,
  11280. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11281. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11282. lightMap: !! material.lightMap,
  11283. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11284. aoMap: !! material.aoMap,
  11285. emissiveMap: !! material.emissiveMap,
  11286. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11287. bumpMap: !! material.bumpMap,
  11288. normalMap: !! material.normalMap,
  11289. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11290. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11291. clearcoatMap: !! material.clearcoatMap,
  11292. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11293. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11294. displacementMap: !! material.displacementMap,
  11295. roughnessMap: !! material.roughnessMap,
  11296. metalnessMap: !! material.metalnessMap,
  11297. specularMap: !! material.specularMap,
  11298. alphaMap: !! material.alphaMap,
  11299. gradientMap: !! material.gradientMap,
  11300. sheen: !! material.sheen,
  11301. combine: material.combine,
  11302. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11303. vertexColors: material.vertexColors,
  11304. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11305. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11306. fog: !! fog,
  11307. useFog: material.fog,
  11308. fogExp2: ( fog && fog.isFogExp2 ),
  11309. flatShading: material.flatShading,
  11310. sizeAttenuation: material.sizeAttenuation,
  11311. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11312. skinning: material.skinning && maxBones > 0,
  11313. maxBones: maxBones,
  11314. useVertexTexture: floatVertexTextures,
  11315. morphTargets: material.morphTargets,
  11316. morphNormals: material.morphNormals,
  11317. maxMorphTargets: renderer.maxMorphTargets,
  11318. maxMorphNormals: renderer.maxMorphNormals,
  11319. numDirLights: lights.directional.length,
  11320. numPointLights: lights.point.length,
  11321. numSpotLights: lights.spot.length,
  11322. numRectAreaLights: lights.rectArea.length,
  11323. numHemiLights: lights.hemi.length,
  11324. numDirLightShadows: lights.directionalShadowMap.length,
  11325. numPointLightShadows: lights.pointShadowMap.length,
  11326. numSpotLightShadows: lights.spotShadowMap.length,
  11327. numClippingPlanes: nClipPlanes,
  11328. numClipIntersection: nClipIntersection,
  11329. dithering: material.dithering,
  11330. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11331. shadowMapType: renderer.shadowMap.type,
  11332. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11333. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11334. premultipliedAlpha: material.premultipliedAlpha,
  11335. alphaTest: material.alphaTest,
  11336. doubleSided: material.side === DoubleSide,
  11337. flipSided: material.side === BackSide,
  11338. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11339. index0AttributeName: material.index0AttributeName,
  11340. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11341. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11342. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11343. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11344. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11345. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11346. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11347. onBeforeCompile: material.onBeforeCompile
  11348. };
  11349. return parameters;
  11350. };
  11351. this.getProgramCacheKey = function ( parameters ) {
  11352. var array = [];
  11353. if ( parameters.shaderID ) {
  11354. array.push( parameters.shaderID );
  11355. } else {
  11356. array.push( parameters.fragmentShader );
  11357. array.push( parameters.vertexShader );
  11358. }
  11359. if ( parameters.defines !== undefined ) {
  11360. for ( var name in parameters.defines ) {
  11361. array.push( name );
  11362. array.push( parameters.defines[ name ] );
  11363. }
  11364. }
  11365. if ( parameters.isRawShaderMaterial === undefined ) {
  11366. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11367. array.push( parameters[ parameterNames[ i ] ] );
  11368. }
  11369. array.push( renderer.outputEncoding );
  11370. array.push( renderer.gammaFactor );
  11371. }
  11372. array.push( parameters.onBeforeCompile.toString() );
  11373. return array.join();
  11374. };
  11375. this.acquireProgram = function ( parameters, cacheKey ) {
  11376. var program;
  11377. // Check if code has been already compiled
  11378. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11379. var preexistingProgram = programs[ p ];
  11380. if ( preexistingProgram.cacheKey === cacheKey ) {
  11381. program = preexistingProgram;
  11382. ++ program.usedTimes;
  11383. break;
  11384. }
  11385. }
  11386. if ( program === undefined ) {
  11387. program = new WebGLProgram( renderer, cacheKey, parameters );
  11388. programs.push( program );
  11389. }
  11390. return program;
  11391. };
  11392. this.releaseProgram = function ( program ) {
  11393. if ( -- program.usedTimes === 0 ) {
  11394. // Remove from unordered set
  11395. var i = programs.indexOf( program );
  11396. programs[ i ] = programs[ programs.length - 1 ];
  11397. programs.pop();
  11398. // Free WebGL resources
  11399. program.destroy();
  11400. }
  11401. };
  11402. // Exposed for resource monitoring & error feedback via renderer.info:
  11403. this.programs = programs;
  11404. }
  11405. /**
  11406. * @author fordacious / fordacious.github.io
  11407. */
  11408. function WebGLProperties() {
  11409. var properties = new WeakMap();
  11410. function get( object ) {
  11411. var map = properties.get( object );
  11412. if ( map === undefined ) {
  11413. map = {};
  11414. properties.set( object, map );
  11415. }
  11416. return map;
  11417. }
  11418. function remove( object ) {
  11419. properties.delete( object );
  11420. }
  11421. function update( object, key, value ) {
  11422. properties.get( object )[ key ] = value;
  11423. }
  11424. function dispose() {
  11425. properties = new WeakMap();
  11426. }
  11427. return {
  11428. get: get,
  11429. remove: remove,
  11430. update: update,
  11431. dispose: dispose
  11432. };
  11433. }
  11434. /**
  11435. * @author mrdoob / http://mrdoob.com/
  11436. */
  11437. function painterSortStable( a, b ) {
  11438. if ( a.groupOrder !== b.groupOrder ) {
  11439. return a.groupOrder - b.groupOrder;
  11440. } else if ( a.renderOrder !== b.renderOrder ) {
  11441. return a.renderOrder - b.renderOrder;
  11442. } else if ( a.program !== b.program ) {
  11443. return a.program.id - b.program.id;
  11444. } else if ( a.material.id !== b.material.id ) {
  11445. return a.material.id - b.material.id;
  11446. } else if ( a.z !== b.z ) {
  11447. return a.z - b.z;
  11448. } else {
  11449. return a.id - b.id;
  11450. }
  11451. }
  11452. function reversePainterSortStable( a, b ) {
  11453. if ( a.groupOrder !== b.groupOrder ) {
  11454. return a.groupOrder - b.groupOrder;
  11455. } else if ( a.renderOrder !== b.renderOrder ) {
  11456. return a.renderOrder - b.renderOrder;
  11457. } else if ( a.z !== b.z ) {
  11458. return b.z - a.z;
  11459. } else {
  11460. return a.id - b.id;
  11461. }
  11462. }
  11463. function WebGLRenderList() {
  11464. var renderItems = [];
  11465. var renderItemsIndex = 0;
  11466. var opaque = [];
  11467. var transparent = [];
  11468. var defaultProgram = { id: - 1 };
  11469. function init() {
  11470. renderItemsIndex = 0;
  11471. opaque.length = 0;
  11472. transparent.length = 0;
  11473. }
  11474. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11475. var renderItem = renderItems[ renderItemsIndex ];
  11476. if ( renderItem === undefined ) {
  11477. renderItem = {
  11478. id: object.id,
  11479. object: object,
  11480. geometry: geometry,
  11481. material: material,
  11482. program: material.program || defaultProgram,
  11483. groupOrder: groupOrder,
  11484. renderOrder: object.renderOrder,
  11485. z: z,
  11486. group: group
  11487. };
  11488. renderItems[ renderItemsIndex ] = renderItem;
  11489. } else {
  11490. renderItem.id = object.id;
  11491. renderItem.object = object;
  11492. renderItem.geometry = geometry;
  11493. renderItem.material = material;
  11494. renderItem.program = material.program || defaultProgram;
  11495. renderItem.groupOrder = groupOrder;
  11496. renderItem.renderOrder = object.renderOrder;
  11497. renderItem.z = z;
  11498. renderItem.group = group;
  11499. }
  11500. renderItemsIndex ++;
  11501. return renderItem;
  11502. }
  11503. function push( object, geometry, material, groupOrder, z, group ) {
  11504. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11505. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11506. }
  11507. function unshift( object, geometry, material, groupOrder, z, group ) {
  11508. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11509. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11510. }
  11511. function sort( customOpaqueSort, customTransparentSort ) {
  11512. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11513. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11514. }
  11515. function finish() {
  11516. // Clear references from inactive renderItems in the list
  11517. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11518. var renderItem = renderItems[ i ];
  11519. if ( renderItem.id === null ) { break; }
  11520. renderItem.id = null;
  11521. renderItem.object = null;
  11522. renderItem.geometry = null;
  11523. renderItem.material = null;
  11524. renderItem.program = null;
  11525. renderItem.group = null;
  11526. }
  11527. }
  11528. return {
  11529. opaque: opaque,
  11530. transparent: transparent,
  11531. init: init,
  11532. push: push,
  11533. unshift: unshift,
  11534. finish: finish,
  11535. sort: sort
  11536. };
  11537. }
  11538. function WebGLRenderLists() {
  11539. var lists = new WeakMap();
  11540. function onSceneDispose( event ) {
  11541. var scene = event.target;
  11542. scene.removeEventListener( 'dispose', onSceneDispose );
  11543. lists.delete( scene );
  11544. }
  11545. function get( scene, camera ) {
  11546. var cameras = lists.get( scene );
  11547. var list;
  11548. if ( cameras === undefined ) {
  11549. list = new WebGLRenderList();
  11550. lists.set( scene, new WeakMap() );
  11551. lists.get( scene ).set( camera, list );
  11552. scene.addEventListener( 'dispose', onSceneDispose );
  11553. } else {
  11554. list = cameras.get( camera );
  11555. if ( list === undefined ) {
  11556. list = new WebGLRenderList();
  11557. cameras.set( camera, list );
  11558. }
  11559. }
  11560. return list;
  11561. }
  11562. function dispose() {
  11563. lists = new WeakMap();
  11564. }
  11565. return {
  11566. get: get,
  11567. dispose: dispose
  11568. };
  11569. }
  11570. /**
  11571. * @author mrdoob / http://mrdoob.com/
  11572. */
  11573. function UniformsCache() {
  11574. var lights = {};
  11575. return {
  11576. get: function ( light ) {
  11577. if ( lights[ light.id ] !== undefined ) {
  11578. return lights[ light.id ];
  11579. }
  11580. var uniforms;
  11581. switch ( light.type ) {
  11582. case 'DirectionalLight':
  11583. uniforms = {
  11584. direction: new Vector3(),
  11585. color: new Color()
  11586. };
  11587. break;
  11588. case 'SpotLight':
  11589. uniforms = {
  11590. position: new Vector3(),
  11591. direction: new Vector3(),
  11592. color: new Color(),
  11593. distance: 0,
  11594. coneCos: 0,
  11595. penumbraCos: 0,
  11596. decay: 0
  11597. };
  11598. break;
  11599. case 'PointLight':
  11600. uniforms = {
  11601. position: new Vector3(),
  11602. color: new Color(),
  11603. distance: 0,
  11604. decay: 0
  11605. };
  11606. break;
  11607. case 'HemisphereLight':
  11608. uniforms = {
  11609. direction: new Vector3(),
  11610. skyColor: new Color(),
  11611. groundColor: new Color()
  11612. };
  11613. break;
  11614. case 'RectAreaLight':
  11615. uniforms = {
  11616. color: new Color(),
  11617. position: new Vector3(),
  11618. halfWidth: new Vector3(),
  11619. halfHeight: new Vector3()
  11620. };
  11621. break;
  11622. }
  11623. lights[ light.id ] = uniforms;
  11624. return uniforms;
  11625. }
  11626. };
  11627. }
  11628. function ShadowUniformsCache() {
  11629. var lights = {};
  11630. return {
  11631. get: function ( light ) {
  11632. if ( lights[ light.id ] !== undefined ) {
  11633. return lights[ light.id ];
  11634. }
  11635. var uniforms;
  11636. switch ( light.type ) {
  11637. case 'DirectionalLight':
  11638. uniforms = {
  11639. shadowBias: 0,
  11640. shadowRadius: 1,
  11641. shadowMapSize: new Vector2()
  11642. };
  11643. break;
  11644. case 'SpotLight':
  11645. uniforms = {
  11646. shadowBias: 0,
  11647. shadowRadius: 1,
  11648. shadowMapSize: new Vector2()
  11649. };
  11650. break;
  11651. case 'PointLight':
  11652. uniforms = {
  11653. shadowBias: 0,
  11654. shadowRadius: 1,
  11655. shadowMapSize: new Vector2(),
  11656. shadowCameraNear: 1,
  11657. shadowCameraFar: 1000
  11658. };
  11659. break;
  11660. // TODO (abelnation): set RectAreaLight shadow uniforms
  11661. }
  11662. lights[ light.id ] = uniforms;
  11663. return uniforms;
  11664. }
  11665. };
  11666. }
  11667. var nextVersion = 0;
  11668. function shadowCastingLightsFirst( lightA, lightB ) {
  11669. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11670. }
  11671. function WebGLLights() {
  11672. var cache = new UniformsCache();
  11673. var shadowCache = ShadowUniformsCache();
  11674. var state = {
  11675. version: 0,
  11676. hash: {
  11677. directionalLength: - 1,
  11678. pointLength: - 1,
  11679. spotLength: - 1,
  11680. rectAreaLength: - 1,
  11681. hemiLength: - 1,
  11682. numDirectionalShadows: - 1,
  11683. numPointShadows: - 1,
  11684. numSpotShadows: - 1
  11685. },
  11686. ambient: [ 0, 0, 0 ],
  11687. probe: [],
  11688. directional: [],
  11689. directionalShadow: [],
  11690. directionalShadowMap: [],
  11691. directionalShadowMatrix: [],
  11692. spot: [],
  11693. spotShadow: [],
  11694. spotShadowMap: [],
  11695. spotShadowMatrix: [],
  11696. rectArea: [],
  11697. point: [],
  11698. pointShadow: [],
  11699. pointShadowMap: [],
  11700. pointShadowMatrix: [],
  11701. hemi: []
  11702. };
  11703. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11704. var vector3 = new Vector3();
  11705. var matrix4 = new Matrix4();
  11706. var matrix42 = new Matrix4();
  11707. function setup( lights, shadows, camera ) {
  11708. var r = 0, g = 0, b = 0;
  11709. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11710. var directionalLength = 0;
  11711. var pointLength = 0;
  11712. var spotLength = 0;
  11713. var rectAreaLength = 0;
  11714. var hemiLength = 0;
  11715. var numDirectionalShadows = 0;
  11716. var numPointShadows = 0;
  11717. var numSpotShadows = 0;
  11718. var viewMatrix = camera.matrixWorldInverse;
  11719. lights.sort( shadowCastingLightsFirst );
  11720. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11721. var light = lights[ i ];
  11722. var color = light.color;
  11723. var intensity = light.intensity;
  11724. var distance = light.distance;
  11725. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11726. if ( light.isAmbientLight ) {
  11727. r += color.r * intensity;
  11728. g += color.g * intensity;
  11729. b += color.b * intensity;
  11730. } else if ( light.isLightProbe ) {
  11731. for ( var j = 0; j < 9; j ++ ) {
  11732. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11733. }
  11734. } else if ( light.isDirectionalLight ) {
  11735. var uniforms = cache.get( light );
  11736. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11737. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11738. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11739. uniforms.direction.sub( vector3 );
  11740. uniforms.direction.transformDirection( viewMatrix );
  11741. if ( light.castShadow ) {
  11742. var shadow = light.shadow;
  11743. var shadowUniforms = shadowCache.get( light );
  11744. shadowUniforms.shadowBias = shadow.bias;
  11745. shadowUniforms.shadowRadius = shadow.radius;
  11746. shadowUniforms.shadowMapSize = shadow.mapSize;
  11747. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11748. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11749. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11750. numDirectionalShadows ++;
  11751. }
  11752. state.directional[ directionalLength ] = uniforms;
  11753. directionalLength ++;
  11754. } else if ( light.isSpotLight ) {
  11755. var uniforms = cache.get( light );
  11756. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11757. uniforms.position.applyMatrix4( viewMatrix );
  11758. uniforms.color.copy( color ).multiplyScalar( intensity );
  11759. uniforms.distance = distance;
  11760. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11761. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11762. uniforms.direction.sub( vector3 );
  11763. uniforms.direction.transformDirection( viewMatrix );
  11764. uniforms.coneCos = Math.cos( light.angle );
  11765. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11766. uniforms.decay = light.decay;
  11767. if ( light.castShadow ) {
  11768. var shadow = light.shadow;
  11769. var shadowUniforms = shadowCache.get( light );
  11770. shadowUniforms.shadowBias = shadow.bias;
  11771. shadowUniforms.shadowRadius = shadow.radius;
  11772. shadowUniforms.shadowMapSize = shadow.mapSize;
  11773. state.spotShadow[ spotLength ] = shadowUniforms;
  11774. state.spotShadowMap[ spotLength ] = shadowMap;
  11775. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11776. numSpotShadows ++;
  11777. }
  11778. state.spot[ spotLength ] = uniforms;
  11779. spotLength ++;
  11780. } else if ( light.isRectAreaLight ) {
  11781. var uniforms = cache.get( light );
  11782. // (a) intensity is the total visible light emitted
  11783. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11784. // (b) intensity is the brightness of the light
  11785. uniforms.color.copy( color ).multiplyScalar( intensity );
  11786. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11787. uniforms.position.applyMatrix4( viewMatrix );
  11788. // extract local rotation of light to derive width/height half vectors
  11789. matrix42.identity();
  11790. matrix4.copy( light.matrixWorld );
  11791. matrix4.premultiply( viewMatrix );
  11792. matrix42.extractRotation( matrix4 );
  11793. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11794. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11795. uniforms.halfWidth.applyMatrix4( matrix42 );
  11796. uniforms.halfHeight.applyMatrix4( matrix42 );
  11797. // TODO (abelnation): RectAreaLight distance?
  11798. // uniforms.distance = distance;
  11799. state.rectArea[ rectAreaLength ] = uniforms;
  11800. rectAreaLength ++;
  11801. } else if ( light.isPointLight ) {
  11802. var uniforms = cache.get( light );
  11803. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11804. uniforms.position.applyMatrix4( viewMatrix );
  11805. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11806. uniforms.distance = light.distance;
  11807. uniforms.decay = light.decay;
  11808. if ( light.castShadow ) {
  11809. var shadow = light.shadow;
  11810. var shadowUniforms = shadowCache.get( light );
  11811. shadowUniforms.shadowBias = shadow.bias;
  11812. shadowUniforms.shadowRadius = shadow.radius;
  11813. shadowUniforms.shadowMapSize = shadow.mapSize;
  11814. shadowUniforms.shadowCameraNear = shadow.camera.near;
  11815. shadowUniforms.shadowCameraFar = shadow.camera.far;
  11816. state.pointShadow[ pointLength ] = shadowUniforms;
  11817. state.pointShadowMap[ pointLength ] = shadowMap;
  11818. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11819. numPointShadows ++;
  11820. }
  11821. state.point[ pointLength ] = uniforms;
  11822. pointLength ++;
  11823. } else if ( light.isHemisphereLight ) {
  11824. var uniforms = cache.get( light );
  11825. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11826. uniforms.direction.transformDirection( viewMatrix );
  11827. uniforms.direction.normalize();
  11828. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11829. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11830. state.hemi[ hemiLength ] = uniforms;
  11831. hemiLength ++;
  11832. }
  11833. }
  11834. state.ambient[ 0 ] = r;
  11835. state.ambient[ 1 ] = g;
  11836. state.ambient[ 2 ] = b;
  11837. var hash = state.hash;
  11838. if ( hash.directionalLength !== directionalLength ||
  11839. hash.pointLength !== pointLength ||
  11840. hash.spotLength !== spotLength ||
  11841. hash.rectAreaLength !== rectAreaLength ||
  11842. hash.hemiLength !== hemiLength ||
  11843. hash.numDirectionalShadows !== numDirectionalShadows ||
  11844. hash.numPointShadows !== numPointShadows ||
  11845. hash.numSpotShadows !== numSpotShadows ) {
  11846. state.directional.length = directionalLength;
  11847. state.spot.length = spotLength;
  11848. state.rectArea.length = rectAreaLength;
  11849. state.point.length = pointLength;
  11850. state.hemi.length = hemiLength;
  11851. state.directionalShadow.length = numDirectionalShadows;
  11852. state.directionalShadowMap.length = numDirectionalShadows;
  11853. state.pointShadow.length = numPointShadows;
  11854. state.pointShadowMap.length = numPointShadows;
  11855. state.spotShadow.length = numSpotShadows;
  11856. state.spotShadowMap.length = numSpotShadows;
  11857. state.directionalShadowMatrix.length = numDirectionalShadows;
  11858. state.pointShadowMatrix.length = numPointShadows;
  11859. state.spotShadowMatrix.length = numSpotShadows;
  11860. hash.directionalLength = directionalLength;
  11861. hash.pointLength = pointLength;
  11862. hash.spotLength = spotLength;
  11863. hash.rectAreaLength = rectAreaLength;
  11864. hash.hemiLength = hemiLength;
  11865. hash.numDirectionalShadows = numDirectionalShadows;
  11866. hash.numPointShadows = numPointShadows;
  11867. hash.numSpotShadows = numSpotShadows;
  11868. state.version = nextVersion ++;
  11869. }
  11870. }
  11871. return {
  11872. setup: setup,
  11873. state: state
  11874. };
  11875. }
  11876. /**
  11877. * @author Mugen87 / https://github.com/Mugen87
  11878. */
  11879. function WebGLRenderState() {
  11880. var lights = new WebGLLights();
  11881. var lightsArray = [];
  11882. var shadowsArray = [];
  11883. function init() {
  11884. lightsArray.length = 0;
  11885. shadowsArray.length = 0;
  11886. }
  11887. function pushLight( light ) {
  11888. lightsArray.push( light );
  11889. }
  11890. function pushShadow( shadowLight ) {
  11891. shadowsArray.push( shadowLight );
  11892. }
  11893. function setupLights( camera ) {
  11894. lights.setup( lightsArray, shadowsArray, camera );
  11895. }
  11896. var state = {
  11897. lightsArray: lightsArray,
  11898. shadowsArray: shadowsArray,
  11899. lights: lights
  11900. };
  11901. return {
  11902. init: init,
  11903. state: state,
  11904. setupLights: setupLights,
  11905. pushLight: pushLight,
  11906. pushShadow: pushShadow
  11907. };
  11908. }
  11909. function WebGLRenderStates() {
  11910. var renderStates = new WeakMap();
  11911. function onSceneDispose( event ) {
  11912. var scene = event.target;
  11913. scene.removeEventListener( 'dispose', onSceneDispose );
  11914. renderStates.delete( scene );
  11915. }
  11916. function get( scene, camera ) {
  11917. var renderState;
  11918. if ( renderStates.has( scene ) === false ) {
  11919. renderState = new WebGLRenderState();
  11920. renderStates.set( scene, new WeakMap() );
  11921. renderStates.get( scene ).set( camera, renderState );
  11922. scene.addEventListener( 'dispose', onSceneDispose );
  11923. } else {
  11924. if ( renderStates.get( scene ).has( camera ) === false ) {
  11925. renderState = new WebGLRenderState();
  11926. renderStates.get( scene ).set( camera, renderState );
  11927. } else {
  11928. renderState = renderStates.get( scene ).get( camera );
  11929. }
  11930. }
  11931. return renderState;
  11932. }
  11933. function dispose() {
  11934. renderStates = new WeakMap();
  11935. }
  11936. return {
  11937. get: get,
  11938. dispose: dispose
  11939. };
  11940. }
  11941. /**
  11942. * @author mrdoob / http://mrdoob.com/
  11943. * @author alteredq / http://alteredqualia.com/
  11944. * @author bhouston / https://clara.io
  11945. * @author WestLangley / http://github.com/WestLangley
  11946. *
  11947. * parameters = {
  11948. *
  11949. * opacity: <float>,
  11950. *
  11951. * map: new THREE.Texture( <Image> ),
  11952. *
  11953. * alphaMap: new THREE.Texture( <Image> ),
  11954. *
  11955. * displacementMap: new THREE.Texture( <Image> ),
  11956. * displacementScale: <float>,
  11957. * displacementBias: <float>,
  11958. *
  11959. * wireframe: <boolean>,
  11960. * wireframeLinewidth: <float>
  11961. * }
  11962. */
  11963. function MeshDepthMaterial( parameters ) {
  11964. Material.call( this );
  11965. this.type = 'MeshDepthMaterial';
  11966. this.depthPacking = BasicDepthPacking;
  11967. this.skinning = false;
  11968. this.morphTargets = false;
  11969. this.map = null;
  11970. this.alphaMap = null;
  11971. this.displacementMap = null;
  11972. this.displacementScale = 1;
  11973. this.displacementBias = 0;
  11974. this.wireframe = false;
  11975. this.wireframeLinewidth = 1;
  11976. this.fog = false;
  11977. this.setValues( parameters );
  11978. }
  11979. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11980. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11981. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11982. MeshDepthMaterial.prototype.copy = function ( source ) {
  11983. Material.prototype.copy.call( this, source );
  11984. this.depthPacking = source.depthPacking;
  11985. this.skinning = source.skinning;
  11986. this.morphTargets = source.morphTargets;
  11987. this.map = source.map;
  11988. this.alphaMap = source.alphaMap;
  11989. this.displacementMap = source.displacementMap;
  11990. this.displacementScale = source.displacementScale;
  11991. this.displacementBias = source.displacementBias;
  11992. this.wireframe = source.wireframe;
  11993. this.wireframeLinewidth = source.wireframeLinewidth;
  11994. return this;
  11995. };
  11996. /**
  11997. * @author WestLangley / http://github.com/WestLangley
  11998. *
  11999. * parameters = {
  12000. *
  12001. * referencePosition: <float>,
  12002. * nearDistance: <float>,
  12003. * farDistance: <float>,
  12004. *
  12005. * skinning: <bool>,
  12006. * morphTargets: <bool>,
  12007. *
  12008. * map: new THREE.Texture( <Image> ),
  12009. *
  12010. * alphaMap: new THREE.Texture( <Image> ),
  12011. *
  12012. * displacementMap: new THREE.Texture( <Image> ),
  12013. * displacementScale: <float>,
  12014. * displacementBias: <float>
  12015. *
  12016. * }
  12017. */
  12018. function MeshDistanceMaterial( parameters ) {
  12019. Material.call( this );
  12020. this.type = 'MeshDistanceMaterial';
  12021. this.referencePosition = new Vector3();
  12022. this.nearDistance = 1;
  12023. this.farDistance = 1000;
  12024. this.skinning = false;
  12025. this.morphTargets = false;
  12026. this.map = null;
  12027. this.alphaMap = null;
  12028. this.displacementMap = null;
  12029. this.displacementScale = 1;
  12030. this.displacementBias = 0;
  12031. this.fog = false;
  12032. this.setValues( parameters );
  12033. }
  12034. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12035. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12036. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12037. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12038. Material.prototype.copy.call( this, source );
  12039. this.referencePosition.copy( source.referencePosition );
  12040. this.nearDistance = source.nearDistance;
  12041. this.farDistance = source.farDistance;
  12042. this.skinning = source.skinning;
  12043. this.morphTargets = source.morphTargets;
  12044. this.map = source.map;
  12045. this.alphaMap = source.alphaMap;
  12046. this.displacementMap = source.displacementMap;
  12047. this.displacementScale = source.displacementScale;
  12048. this.displacementBias = source.displacementBias;
  12049. return this;
  12050. };
  12051. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  12052. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12053. /**
  12054. * @author alteredq / http://alteredqualia.com/
  12055. * @author mrdoob / http://mrdoob.com/
  12056. */
  12057. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12058. var _frustum = new Frustum(),
  12059. _shadowMapSize = new Vector2(),
  12060. _viewportSize = new Vector2(),
  12061. _viewport = new Vector4(),
  12062. _depthMaterials = [],
  12063. _distanceMaterials = [],
  12064. _materialCache = {};
  12065. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12066. var shadowMaterialVertical = new ShaderMaterial( {
  12067. defines: {
  12068. SAMPLE_RATE: 2.0 / 8.0,
  12069. HALF_SAMPLE_RATE: 1.0 / 8.0
  12070. },
  12071. uniforms: {
  12072. shadow_pass: { value: null },
  12073. resolution: { value: new Vector2() },
  12074. radius: { value: 4.0 }
  12075. },
  12076. vertexShader: vsm_vert,
  12077. fragmentShader: vsm_frag
  12078. } );
  12079. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12080. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12081. var fullScreenTri = new BufferGeometry();
  12082. fullScreenTri.setAttribute(
  12083. "position",
  12084. new BufferAttribute(
  12085. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12086. 3
  12087. )
  12088. );
  12089. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12090. var scope = this;
  12091. this.enabled = false;
  12092. this.autoUpdate = true;
  12093. this.needsUpdate = false;
  12094. this.type = PCFShadowMap;
  12095. this.render = function ( lights, scene, camera ) {
  12096. if ( scope.enabled === false ) { return; }
  12097. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12098. if ( lights.length === 0 ) { return; }
  12099. var currentRenderTarget = _renderer.getRenderTarget();
  12100. var activeCubeFace = _renderer.getActiveCubeFace();
  12101. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12102. var _state = _renderer.state;
  12103. // Set GL state for depth map.
  12104. _state.setBlending( NoBlending );
  12105. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12106. _state.buffers.depth.setTest( true );
  12107. _state.setScissorTest( false );
  12108. // render depth map
  12109. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12110. var light = lights[ i ];
  12111. var shadow = light.shadow;
  12112. if ( shadow === undefined ) {
  12113. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12114. continue;
  12115. }
  12116. _shadowMapSize.copy( shadow.mapSize );
  12117. var shadowFrameExtents = shadow.getFrameExtents();
  12118. _shadowMapSize.multiply( shadowFrameExtents );
  12119. _viewportSize.copy( shadow.mapSize );
  12120. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12121. if ( _shadowMapSize.x > maxTextureSize ) {
  12122. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12123. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12124. shadow.mapSize.x = _viewportSize.x;
  12125. }
  12126. if ( _shadowMapSize.y > maxTextureSize ) {
  12127. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12128. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12129. shadow.mapSize.y = _viewportSize.y;
  12130. }
  12131. }
  12132. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12133. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12134. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12135. shadow.map.texture.name = light.name + ".shadowMap";
  12136. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12137. shadow.camera.updateProjectionMatrix();
  12138. }
  12139. if ( shadow.map === null ) {
  12140. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12141. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12142. shadow.map.texture.name = light.name + ".shadowMap";
  12143. shadow.camera.updateProjectionMatrix();
  12144. }
  12145. _renderer.setRenderTarget( shadow.map );
  12146. _renderer.clear();
  12147. var viewportCount = shadow.getViewportCount();
  12148. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12149. var viewport = shadow.getViewport( vp );
  12150. _viewport.set(
  12151. _viewportSize.x * viewport.x,
  12152. _viewportSize.y * viewport.y,
  12153. _viewportSize.x * viewport.z,
  12154. _viewportSize.y * viewport.w
  12155. );
  12156. _state.viewport( _viewport );
  12157. shadow.updateMatrices( light, vp );
  12158. _frustum = shadow.getFrustum();
  12159. renderObject( scene, camera, shadow.camera, light, this.type );
  12160. }
  12161. // do blur pass for VSM
  12162. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12163. VSMPass( shadow, camera );
  12164. }
  12165. }
  12166. scope.needsUpdate = false;
  12167. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12168. };
  12169. function VSMPass( shadow, camera ) {
  12170. var geometry = _objects.update( fullScreenMesh );
  12171. // vertical pass
  12172. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12173. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12174. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12175. _renderer.setRenderTarget( shadow.mapPass );
  12176. _renderer.clear();
  12177. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12178. // horizonal pass
  12179. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12180. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12181. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12182. _renderer.setRenderTarget( shadow.map );
  12183. _renderer.clear();
  12184. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12185. }
  12186. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12187. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12188. var material = _depthMaterials[ index ];
  12189. if ( material === undefined ) {
  12190. material = new MeshDepthMaterial( {
  12191. depthPacking: RGBADepthPacking,
  12192. morphTargets: useMorphing,
  12193. skinning: useSkinning
  12194. } );
  12195. _depthMaterials[ index ] = material;
  12196. }
  12197. return material;
  12198. }
  12199. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12200. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12201. var material = _distanceMaterials[ index ];
  12202. if ( material === undefined ) {
  12203. material = new MeshDistanceMaterial( {
  12204. morphTargets: useMorphing,
  12205. skinning: useSkinning
  12206. } );
  12207. _distanceMaterials[ index ] = material;
  12208. }
  12209. return material;
  12210. }
  12211. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12212. var result = null;
  12213. var getMaterialVariant = getDepthMaterialVariant;
  12214. var customMaterial = object.customDepthMaterial;
  12215. if ( light.isPointLight === true ) {
  12216. getMaterialVariant = getDistanceMaterialVariant;
  12217. customMaterial = object.customDistanceMaterial;
  12218. }
  12219. if ( customMaterial === undefined ) {
  12220. var useMorphing = false;
  12221. if ( material.morphTargets === true ) {
  12222. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12223. }
  12224. var useSkinning = false;
  12225. if ( object.isSkinnedMesh === true ) {
  12226. if ( material.skinning === true ) {
  12227. useSkinning = true;
  12228. } else {
  12229. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12230. }
  12231. }
  12232. var useInstancing = object.isInstancedMesh === true;
  12233. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12234. } else {
  12235. result = customMaterial;
  12236. }
  12237. if ( _renderer.localClippingEnabled &&
  12238. material.clipShadows === true &&
  12239. material.clippingPlanes.length !== 0 ) {
  12240. // in this case we need a unique material instance reflecting the
  12241. // appropriate state
  12242. var keyA = result.uuid, keyB = material.uuid;
  12243. var materialsForVariant = _materialCache[ keyA ];
  12244. if ( materialsForVariant === undefined ) {
  12245. materialsForVariant = {};
  12246. _materialCache[ keyA ] = materialsForVariant;
  12247. }
  12248. var cachedMaterial = materialsForVariant[ keyB ];
  12249. if ( cachedMaterial === undefined ) {
  12250. cachedMaterial = result.clone();
  12251. materialsForVariant[ keyB ] = cachedMaterial;
  12252. }
  12253. result = cachedMaterial;
  12254. }
  12255. result.visible = material.visible;
  12256. result.wireframe = material.wireframe;
  12257. if ( type === VSMShadowMap ) {
  12258. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12259. } else {
  12260. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12261. }
  12262. result.clipShadows = material.clipShadows;
  12263. result.clippingPlanes = material.clippingPlanes;
  12264. result.clipIntersection = material.clipIntersection;
  12265. result.wireframeLinewidth = material.wireframeLinewidth;
  12266. result.linewidth = material.linewidth;
  12267. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12268. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12269. result.nearDistance = shadowCameraNear;
  12270. result.farDistance = shadowCameraFar;
  12271. }
  12272. return result;
  12273. }
  12274. function renderObject( object, camera, shadowCamera, light, type ) {
  12275. if ( object.visible === false ) { return; }
  12276. var visible = object.layers.test( camera.layers );
  12277. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12278. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12279. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12280. var geometry = _objects.update( object );
  12281. var material = object.material;
  12282. if ( Array.isArray( material ) ) {
  12283. var groups = geometry.groups;
  12284. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12285. var group = groups[ k ];
  12286. var groupMaterial = material[ group.materialIndex ];
  12287. if ( groupMaterial && groupMaterial.visible ) {
  12288. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12289. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12290. }
  12291. }
  12292. } else if ( material.visible ) {
  12293. var depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12294. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12295. }
  12296. }
  12297. }
  12298. var children = object.children;
  12299. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12300. renderObject( children[ i ], camera, shadowCamera, light, type );
  12301. }
  12302. }
  12303. }
  12304. /**
  12305. * @author mrdoob / http://mrdoob.com/
  12306. */
  12307. function WebGLState( gl, extensions, capabilities ) {
  12308. var isWebGL2 = capabilities.isWebGL2;
  12309. function ColorBuffer() {
  12310. var locked = false;
  12311. var color = new Vector4();
  12312. var currentColorMask = null;
  12313. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12314. return {
  12315. setMask: function ( colorMask ) {
  12316. if ( currentColorMask !== colorMask && ! locked ) {
  12317. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12318. currentColorMask = colorMask;
  12319. }
  12320. },
  12321. setLocked: function ( lock ) {
  12322. locked = lock;
  12323. },
  12324. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12325. if ( premultipliedAlpha === true ) {
  12326. r *= a; g *= a; b *= a;
  12327. }
  12328. color.set( r, g, b, a );
  12329. if ( currentColorClear.equals( color ) === false ) {
  12330. gl.clearColor( r, g, b, a );
  12331. currentColorClear.copy( color );
  12332. }
  12333. },
  12334. reset: function () {
  12335. locked = false;
  12336. currentColorMask = null;
  12337. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12338. }
  12339. };
  12340. }
  12341. function DepthBuffer() {
  12342. var locked = false;
  12343. var currentDepthMask = null;
  12344. var currentDepthFunc = null;
  12345. var currentDepthClear = null;
  12346. return {
  12347. setTest: function ( depthTest ) {
  12348. if ( depthTest ) {
  12349. enable( 2929 );
  12350. } else {
  12351. disable( 2929 );
  12352. }
  12353. },
  12354. setMask: function ( depthMask ) {
  12355. if ( currentDepthMask !== depthMask && ! locked ) {
  12356. gl.depthMask( depthMask );
  12357. currentDepthMask = depthMask;
  12358. }
  12359. },
  12360. setFunc: function ( depthFunc ) {
  12361. if ( currentDepthFunc !== depthFunc ) {
  12362. if ( depthFunc ) {
  12363. switch ( depthFunc ) {
  12364. case NeverDepth:
  12365. gl.depthFunc( 512 );
  12366. break;
  12367. case AlwaysDepth:
  12368. gl.depthFunc( 519 );
  12369. break;
  12370. case LessDepth:
  12371. gl.depthFunc( 513 );
  12372. break;
  12373. case LessEqualDepth:
  12374. gl.depthFunc( 515 );
  12375. break;
  12376. case EqualDepth:
  12377. gl.depthFunc( 514 );
  12378. break;
  12379. case GreaterEqualDepth:
  12380. gl.depthFunc( 518 );
  12381. break;
  12382. case GreaterDepth:
  12383. gl.depthFunc( 516 );
  12384. break;
  12385. case NotEqualDepth:
  12386. gl.depthFunc( 517 );
  12387. break;
  12388. default:
  12389. gl.depthFunc( 515 );
  12390. }
  12391. } else {
  12392. gl.depthFunc( 515 );
  12393. }
  12394. currentDepthFunc = depthFunc;
  12395. }
  12396. },
  12397. setLocked: function ( lock ) {
  12398. locked = lock;
  12399. },
  12400. setClear: function ( depth ) {
  12401. if ( currentDepthClear !== depth ) {
  12402. gl.clearDepth( depth );
  12403. currentDepthClear = depth;
  12404. }
  12405. },
  12406. reset: function () {
  12407. locked = false;
  12408. currentDepthMask = null;
  12409. currentDepthFunc = null;
  12410. currentDepthClear = null;
  12411. }
  12412. };
  12413. }
  12414. function StencilBuffer() {
  12415. var locked = false;
  12416. var currentStencilMask = null;
  12417. var currentStencilFunc = null;
  12418. var currentStencilRef = null;
  12419. var currentStencilFuncMask = null;
  12420. var currentStencilFail = null;
  12421. var currentStencilZFail = null;
  12422. var currentStencilZPass = null;
  12423. var currentStencilClear = null;
  12424. return {
  12425. setTest: function ( stencilTest ) {
  12426. if ( ! locked ) {
  12427. if ( stencilTest ) {
  12428. enable( 2960 );
  12429. } else {
  12430. disable( 2960 );
  12431. }
  12432. }
  12433. },
  12434. setMask: function ( stencilMask ) {
  12435. if ( currentStencilMask !== stencilMask && ! locked ) {
  12436. gl.stencilMask( stencilMask );
  12437. currentStencilMask = stencilMask;
  12438. }
  12439. },
  12440. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12441. if ( currentStencilFunc !== stencilFunc ||
  12442. currentStencilRef !== stencilRef ||
  12443. currentStencilFuncMask !== stencilMask ) {
  12444. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12445. currentStencilFunc = stencilFunc;
  12446. currentStencilRef = stencilRef;
  12447. currentStencilFuncMask = stencilMask;
  12448. }
  12449. },
  12450. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12451. if ( currentStencilFail !== stencilFail ||
  12452. currentStencilZFail !== stencilZFail ||
  12453. currentStencilZPass !== stencilZPass ) {
  12454. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12455. currentStencilFail = stencilFail;
  12456. currentStencilZFail = stencilZFail;
  12457. currentStencilZPass = stencilZPass;
  12458. }
  12459. },
  12460. setLocked: function ( lock ) {
  12461. locked = lock;
  12462. },
  12463. setClear: function ( stencil ) {
  12464. if ( currentStencilClear !== stencil ) {
  12465. gl.clearStencil( stencil );
  12466. currentStencilClear = stencil;
  12467. }
  12468. },
  12469. reset: function () {
  12470. locked = false;
  12471. currentStencilMask = null;
  12472. currentStencilFunc = null;
  12473. currentStencilRef = null;
  12474. currentStencilFuncMask = null;
  12475. currentStencilFail = null;
  12476. currentStencilZFail = null;
  12477. currentStencilZPass = null;
  12478. currentStencilClear = null;
  12479. }
  12480. };
  12481. }
  12482. //
  12483. var colorBuffer = new ColorBuffer();
  12484. var depthBuffer = new DepthBuffer();
  12485. var stencilBuffer = new StencilBuffer();
  12486. var maxVertexAttributes = gl.getParameter( 34921 );
  12487. var newAttributes = new Uint8Array( maxVertexAttributes );
  12488. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12489. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12490. var enabledCapabilities = {};
  12491. var currentProgram = null;
  12492. var currentBlendingEnabled = null;
  12493. var currentBlending = null;
  12494. var currentBlendEquation = null;
  12495. var currentBlendSrc = null;
  12496. var currentBlendDst = null;
  12497. var currentBlendEquationAlpha = null;
  12498. var currentBlendSrcAlpha = null;
  12499. var currentBlendDstAlpha = null;
  12500. var currentPremultipledAlpha = false;
  12501. var currentFlipSided = null;
  12502. var currentCullFace = null;
  12503. var currentLineWidth = null;
  12504. var currentPolygonOffsetFactor = null;
  12505. var currentPolygonOffsetUnits = null;
  12506. var maxTextures = gl.getParameter( 35661 );
  12507. var lineWidthAvailable = false;
  12508. var version = 0;
  12509. var glVersion = gl.getParameter( 7938 );
  12510. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12511. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12512. lineWidthAvailable = ( version >= 1.0 );
  12513. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12514. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12515. lineWidthAvailable = ( version >= 2.0 );
  12516. }
  12517. var currentTextureSlot = null;
  12518. var currentBoundTextures = {};
  12519. var currentScissor = new Vector4();
  12520. var currentViewport = new Vector4();
  12521. function createTexture( type, target, count ) {
  12522. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12523. var texture = gl.createTexture();
  12524. gl.bindTexture( type, texture );
  12525. gl.texParameteri( type, 10241, 9728 );
  12526. gl.texParameteri( type, 10240, 9728 );
  12527. for ( var i = 0; i < count; i ++ ) {
  12528. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12529. }
  12530. return texture;
  12531. }
  12532. var emptyTextures = {};
  12533. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12534. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12535. // init
  12536. colorBuffer.setClear( 0, 0, 0, 1 );
  12537. depthBuffer.setClear( 1 );
  12538. stencilBuffer.setClear( 0 );
  12539. enable( 2929 );
  12540. depthBuffer.setFunc( LessEqualDepth );
  12541. setFlipSided( false );
  12542. setCullFace( CullFaceBack );
  12543. enable( 2884 );
  12544. setBlending( NoBlending );
  12545. //
  12546. function initAttributes() {
  12547. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12548. newAttributes[ i ] = 0;
  12549. }
  12550. }
  12551. function enableAttribute( attribute ) {
  12552. enableAttributeAndDivisor( attribute, 0 );
  12553. }
  12554. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12555. newAttributes[ attribute ] = 1;
  12556. if ( enabledAttributes[ attribute ] === 0 ) {
  12557. gl.enableVertexAttribArray( attribute );
  12558. enabledAttributes[ attribute ] = 1;
  12559. }
  12560. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12561. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12562. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12563. attributeDivisors[ attribute ] = meshPerAttribute;
  12564. }
  12565. }
  12566. function disableUnusedAttributes() {
  12567. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12568. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12569. gl.disableVertexAttribArray( i );
  12570. enabledAttributes[ i ] = 0;
  12571. }
  12572. }
  12573. }
  12574. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  12575. if ( isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  12576. gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );
  12577. } else {
  12578. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  12579. }
  12580. }
  12581. function enable( id ) {
  12582. if ( enabledCapabilities[ id ] !== true ) {
  12583. gl.enable( id );
  12584. enabledCapabilities[ id ] = true;
  12585. }
  12586. }
  12587. function disable( id ) {
  12588. if ( enabledCapabilities[ id ] !== false ) {
  12589. gl.disable( id );
  12590. enabledCapabilities[ id ] = false;
  12591. }
  12592. }
  12593. function useProgram( program ) {
  12594. if ( currentProgram !== program ) {
  12595. gl.useProgram( program );
  12596. currentProgram = program;
  12597. return true;
  12598. }
  12599. return false;
  12600. }
  12601. var equationToGL = {};
  12602. equationToGL[ AddEquation ] = 32774;
  12603. equationToGL[ SubtractEquation ] = 32778;
  12604. equationToGL[ ReverseSubtractEquation ] = 32779;
  12605. if ( isWebGL2 ) {
  12606. equationToGL[ MinEquation ] = 32775;
  12607. equationToGL[ MaxEquation ] = 32776;
  12608. } else {
  12609. var extension = extensions.get( 'EXT_blend_minmax' );
  12610. if ( extension !== null ) {
  12611. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12612. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12613. }
  12614. }
  12615. var factorToGL = {};
  12616. factorToGL[ ZeroFactor ] = 0;
  12617. factorToGL[ OneFactor ] = 1;
  12618. factorToGL[ SrcColorFactor ] = 768;
  12619. factorToGL[ SrcAlphaFactor ] = 770;
  12620. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12621. factorToGL[ DstColorFactor ] = 774;
  12622. factorToGL[ DstAlphaFactor ] = 772;
  12623. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12624. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12625. factorToGL[ OneMinusDstColorFactor ] = 775;
  12626. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12627. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12628. if ( blending === NoBlending ) {
  12629. if ( currentBlendingEnabled ) {
  12630. disable( 3042 );
  12631. currentBlendingEnabled = false;
  12632. }
  12633. return;
  12634. }
  12635. if ( ! currentBlendingEnabled ) {
  12636. enable( 3042 );
  12637. currentBlendingEnabled = true;
  12638. }
  12639. if ( blending !== CustomBlending ) {
  12640. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12641. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12642. gl.blendEquation( 32774 );
  12643. currentBlendEquation = AddEquation;
  12644. currentBlendEquationAlpha = AddEquation;
  12645. }
  12646. if ( premultipliedAlpha ) {
  12647. switch ( blending ) {
  12648. case NormalBlending:
  12649. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12650. break;
  12651. case AdditiveBlending:
  12652. gl.blendFunc( 1, 1 );
  12653. break;
  12654. case SubtractiveBlending:
  12655. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12656. break;
  12657. case MultiplyBlending:
  12658. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12659. break;
  12660. default:
  12661. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12662. break;
  12663. }
  12664. } else {
  12665. switch ( blending ) {
  12666. case NormalBlending:
  12667. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12668. break;
  12669. case AdditiveBlending:
  12670. gl.blendFunc( 770, 1 );
  12671. break;
  12672. case SubtractiveBlending:
  12673. gl.blendFunc( 0, 769 );
  12674. break;
  12675. case MultiplyBlending:
  12676. gl.blendFunc( 0, 768 );
  12677. break;
  12678. default:
  12679. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12680. break;
  12681. }
  12682. }
  12683. currentBlendSrc = null;
  12684. currentBlendDst = null;
  12685. currentBlendSrcAlpha = null;
  12686. currentBlendDstAlpha = null;
  12687. currentBlending = blending;
  12688. currentPremultipledAlpha = premultipliedAlpha;
  12689. }
  12690. return;
  12691. }
  12692. // custom blending
  12693. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12694. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12695. blendDstAlpha = blendDstAlpha || blendDst;
  12696. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12697. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12698. currentBlendEquation = blendEquation;
  12699. currentBlendEquationAlpha = blendEquationAlpha;
  12700. }
  12701. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12702. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12703. currentBlendSrc = blendSrc;
  12704. currentBlendDst = blendDst;
  12705. currentBlendSrcAlpha = blendSrcAlpha;
  12706. currentBlendDstAlpha = blendDstAlpha;
  12707. }
  12708. currentBlending = blending;
  12709. currentPremultipledAlpha = null;
  12710. }
  12711. function setMaterial( material, frontFaceCW ) {
  12712. material.side === DoubleSide
  12713. ? disable( 2884 )
  12714. : enable( 2884 );
  12715. var flipSided = ( material.side === BackSide );
  12716. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12717. setFlipSided( flipSided );
  12718. ( material.blending === NormalBlending && material.transparent === false )
  12719. ? setBlending( NoBlending )
  12720. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12721. depthBuffer.setFunc( material.depthFunc );
  12722. depthBuffer.setTest( material.depthTest );
  12723. depthBuffer.setMask( material.depthWrite );
  12724. colorBuffer.setMask( material.colorWrite );
  12725. var stencilWrite = material.stencilWrite;
  12726. stencilBuffer.setTest( stencilWrite );
  12727. if ( stencilWrite ) {
  12728. stencilBuffer.setMask( material.stencilWriteMask );
  12729. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12730. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12731. }
  12732. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12733. }
  12734. //
  12735. function setFlipSided( flipSided ) {
  12736. if ( currentFlipSided !== flipSided ) {
  12737. if ( flipSided ) {
  12738. gl.frontFace( 2304 );
  12739. } else {
  12740. gl.frontFace( 2305 );
  12741. }
  12742. currentFlipSided = flipSided;
  12743. }
  12744. }
  12745. function setCullFace( cullFace ) {
  12746. if ( cullFace !== CullFaceNone ) {
  12747. enable( 2884 );
  12748. if ( cullFace !== currentCullFace ) {
  12749. if ( cullFace === CullFaceBack ) {
  12750. gl.cullFace( 1029 );
  12751. } else if ( cullFace === CullFaceFront ) {
  12752. gl.cullFace( 1028 );
  12753. } else {
  12754. gl.cullFace( 1032 );
  12755. }
  12756. }
  12757. } else {
  12758. disable( 2884 );
  12759. }
  12760. currentCullFace = cullFace;
  12761. }
  12762. function setLineWidth( width ) {
  12763. if ( width !== currentLineWidth ) {
  12764. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12765. currentLineWidth = width;
  12766. }
  12767. }
  12768. function setPolygonOffset( polygonOffset, factor, units ) {
  12769. if ( polygonOffset ) {
  12770. enable( 32823 );
  12771. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12772. gl.polygonOffset( factor, units );
  12773. currentPolygonOffsetFactor = factor;
  12774. currentPolygonOffsetUnits = units;
  12775. }
  12776. } else {
  12777. disable( 32823 );
  12778. }
  12779. }
  12780. function setScissorTest( scissorTest ) {
  12781. if ( scissorTest ) {
  12782. enable( 3089 );
  12783. } else {
  12784. disable( 3089 );
  12785. }
  12786. }
  12787. // texture
  12788. function activeTexture( webglSlot ) {
  12789. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12790. if ( currentTextureSlot !== webglSlot ) {
  12791. gl.activeTexture( webglSlot );
  12792. currentTextureSlot = webglSlot;
  12793. }
  12794. }
  12795. function bindTexture( webglType, webglTexture ) {
  12796. if ( currentTextureSlot === null ) {
  12797. activeTexture();
  12798. }
  12799. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12800. if ( boundTexture === undefined ) {
  12801. boundTexture = { type: undefined, texture: undefined };
  12802. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12803. }
  12804. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12805. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12806. boundTexture.type = webglType;
  12807. boundTexture.texture = webglTexture;
  12808. }
  12809. }
  12810. function unbindTexture() {
  12811. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12812. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12813. gl.bindTexture( boundTexture.type, null );
  12814. boundTexture.type = undefined;
  12815. boundTexture.texture = undefined;
  12816. }
  12817. }
  12818. function compressedTexImage2D() {
  12819. try {
  12820. gl.compressedTexImage2D.apply( gl, arguments );
  12821. } catch ( error ) {
  12822. console.error( 'THREE.WebGLState:', error );
  12823. }
  12824. }
  12825. function texImage2D() {
  12826. try {
  12827. gl.texImage2D.apply( gl, arguments );
  12828. } catch ( error ) {
  12829. console.error( 'THREE.WebGLState:', error );
  12830. }
  12831. }
  12832. function texImage3D() {
  12833. try {
  12834. gl.texImage3D.apply( gl, arguments );
  12835. } catch ( error ) {
  12836. console.error( 'THREE.WebGLState:', error );
  12837. }
  12838. }
  12839. //
  12840. function scissor( scissor ) {
  12841. if ( currentScissor.equals( scissor ) === false ) {
  12842. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12843. currentScissor.copy( scissor );
  12844. }
  12845. }
  12846. function viewport( viewport ) {
  12847. if ( currentViewport.equals( viewport ) === false ) {
  12848. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12849. currentViewport.copy( viewport );
  12850. }
  12851. }
  12852. //
  12853. function reset() {
  12854. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12855. if ( enabledAttributes[ i ] === 1 ) {
  12856. gl.disableVertexAttribArray( i );
  12857. enabledAttributes[ i ] = 0;
  12858. }
  12859. }
  12860. enabledCapabilities = {};
  12861. currentTextureSlot = null;
  12862. currentBoundTextures = {};
  12863. currentProgram = null;
  12864. currentBlending = null;
  12865. currentFlipSided = null;
  12866. currentCullFace = null;
  12867. colorBuffer.reset();
  12868. depthBuffer.reset();
  12869. stencilBuffer.reset();
  12870. }
  12871. return {
  12872. buffers: {
  12873. color: colorBuffer,
  12874. depth: depthBuffer,
  12875. stencil: stencilBuffer
  12876. },
  12877. initAttributes: initAttributes,
  12878. enableAttribute: enableAttribute,
  12879. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12880. disableUnusedAttributes: disableUnusedAttributes,
  12881. vertexAttribPointer: vertexAttribPointer,
  12882. enable: enable,
  12883. disable: disable,
  12884. useProgram: useProgram,
  12885. setBlending: setBlending,
  12886. setMaterial: setMaterial,
  12887. setFlipSided: setFlipSided,
  12888. setCullFace: setCullFace,
  12889. setLineWidth: setLineWidth,
  12890. setPolygonOffset: setPolygonOffset,
  12891. setScissorTest: setScissorTest,
  12892. activeTexture: activeTexture,
  12893. bindTexture: bindTexture,
  12894. unbindTexture: unbindTexture,
  12895. compressedTexImage2D: compressedTexImage2D,
  12896. texImage2D: texImage2D,
  12897. texImage3D: texImage3D,
  12898. scissor: scissor,
  12899. viewport: viewport,
  12900. reset: reset
  12901. };
  12902. }
  12903. /**
  12904. * @author mrdoob / http://mrdoob.com/
  12905. */
  12906. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12907. var isWebGL2 = capabilities.isWebGL2;
  12908. var maxTextures = capabilities.maxTextures;
  12909. var maxCubemapSize = capabilities.maxCubemapSize;
  12910. var maxTextureSize = capabilities.maxTextureSize;
  12911. var maxSamples = capabilities.maxSamples;
  12912. var _videoTextures = new WeakMap();
  12913. var _canvas;
  12914. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12915. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12916. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12917. var useOffscreenCanvas = false;
  12918. try {
  12919. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12920. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12921. } catch ( err ) {
  12922. // Ignore any errors
  12923. }
  12924. function createCanvas( width, height ) {
  12925. // Use OffscreenCanvas when available. Specially needed in web workers
  12926. return useOffscreenCanvas ?
  12927. new OffscreenCanvas( width, height ) :
  12928. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12929. }
  12930. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12931. var scale = 1;
  12932. // handle case if texture exceeds max size
  12933. if ( image.width > maxSize || image.height > maxSize ) {
  12934. scale = maxSize / Math.max( image.width, image.height );
  12935. }
  12936. // only perform resize if necessary
  12937. if ( scale < 1 || needsPowerOfTwo === true ) {
  12938. // only perform resize for certain image types
  12939. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12940. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12941. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12942. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12943. var width = floor( scale * image.width );
  12944. var height = floor( scale * image.height );
  12945. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12946. // cube textures can't reuse the same canvas
  12947. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12948. canvas.width = width;
  12949. canvas.height = height;
  12950. var context = canvas.getContext( '2d' );
  12951. context.drawImage( image, 0, 0, width, height );
  12952. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12953. return canvas;
  12954. } else {
  12955. if ( 'data' in image ) {
  12956. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12957. }
  12958. return image;
  12959. }
  12960. }
  12961. return image;
  12962. }
  12963. function isPowerOfTwo( image ) {
  12964. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12965. }
  12966. function textureNeedsPowerOfTwo( texture ) {
  12967. if ( isWebGL2 ) { return false; }
  12968. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12969. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12970. }
  12971. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12972. return texture.generateMipmaps && supportsMips &&
  12973. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12974. }
  12975. function generateMipmap( target, texture, width, height ) {
  12976. _gl.generateMipmap( target );
  12977. var textureProperties = properties.get( texture );
  12978. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12979. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12980. }
  12981. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12982. if ( isWebGL2 === false ) { return glFormat; }
  12983. if ( internalFormatName !== null ) {
  12984. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12985. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12986. }
  12987. var internalFormat = glFormat;
  12988. if ( glFormat === 6403 ) {
  12989. if ( glType === 5126 ) { internalFormat = 33326; }
  12990. if ( glType === 5131 ) { internalFormat = 33325; }
  12991. if ( glType === 5121 ) { internalFormat = 33321; }
  12992. }
  12993. if ( glFormat === 6407 ) {
  12994. if ( glType === 5126 ) { internalFormat = 34837; }
  12995. if ( glType === 5131 ) { internalFormat = 34843; }
  12996. if ( glType === 5121 ) { internalFormat = 32849; }
  12997. }
  12998. if ( glFormat === 6408 ) {
  12999. if ( glType === 5126 ) { internalFormat = 34836; }
  13000. if ( glType === 5131 ) { internalFormat = 34842; }
  13001. if ( glType === 5121 ) { internalFormat = 32856; }
  13002. }
  13003. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13004. internalFormat === 34842 || internalFormat === 34836 ) {
  13005. extensions.get( 'EXT_color_buffer_float' );
  13006. }
  13007. return internalFormat;
  13008. }
  13009. // Fallback filters for non-power-of-2 textures
  13010. function filterFallback( f ) {
  13011. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13012. return 9728;
  13013. }
  13014. return 9729;
  13015. }
  13016. //
  13017. function onTextureDispose( event ) {
  13018. var texture = event.target;
  13019. texture.removeEventListener( 'dispose', onTextureDispose );
  13020. deallocateTexture( texture );
  13021. if ( texture.isVideoTexture ) {
  13022. _videoTextures.delete( texture );
  13023. }
  13024. info.memory.textures --;
  13025. }
  13026. function onRenderTargetDispose( event ) {
  13027. var renderTarget = event.target;
  13028. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13029. deallocateRenderTarget( renderTarget );
  13030. info.memory.textures --;
  13031. }
  13032. //
  13033. function deallocateTexture( texture ) {
  13034. var textureProperties = properties.get( texture );
  13035. if ( textureProperties.__webglInit === undefined ) { return; }
  13036. _gl.deleteTexture( textureProperties.__webglTexture );
  13037. properties.remove( texture );
  13038. }
  13039. function deallocateRenderTarget( renderTarget ) {
  13040. var renderTargetProperties = properties.get( renderTarget );
  13041. var textureProperties = properties.get( renderTarget.texture );
  13042. if ( ! renderTarget ) { return; }
  13043. if ( textureProperties.__webglTexture !== undefined ) {
  13044. _gl.deleteTexture( textureProperties.__webglTexture );
  13045. }
  13046. if ( renderTarget.depthTexture ) {
  13047. renderTarget.depthTexture.dispose();
  13048. }
  13049. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13050. for ( var i = 0; i < 6; i ++ ) {
  13051. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13052. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13053. }
  13054. } else {
  13055. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13056. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13057. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13058. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13059. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13060. }
  13061. properties.remove( renderTarget.texture );
  13062. properties.remove( renderTarget );
  13063. }
  13064. //
  13065. var textureUnits = 0;
  13066. function resetTextureUnits() {
  13067. textureUnits = 0;
  13068. }
  13069. function allocateTextureUnit() {
  13070. var textureUnit = textureUnits;
  13071. if ( textureUnit >= maxTextures ) {
  13072. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13073. }
  13074. textureUnits += 1;
  13075. return textureUnit;
  13076. }
  13077. //
  13078. function setTexture2D( texture, slot ) {
  13079. var textureProperties = properties.get( texture );
  13080. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13081. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13082. var image = texture.image;
  13083. if ( image === undefined ) {
  13084. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13085. } else if ( image.complete === false ) {
  13086. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13087. } else {
  13088. uploadTexture( textureProperties, texture, slot );
  13089. return;
  13090. }
  13091. }
  13092. state.activeTexture( 33984 + slot );
  13093. state.bindTexture( 3553, textureProperties.__webglTexture );
  13094. }
  13095. function setTexture2DArray( texture, slot ) {
  13096. var textureProperties = properties.get( texture );
  13097. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13098. uploadTexture( textureProperties, texture, slot );
  13099. return;
  13100. }
  13101. state.activeTexture( 33984 + slot );
  13102. state.bindTexture( 35866, textureProperties.__webglTexture );
  13103. }
  13104. function setTexture3D( texture, slot ) {
  13105. var textureProperties = properties.get( texture );
  13106. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13107. uploadTexture( textureProperties, texture, slot );
  13108. return;
  13109. }
  13110. state.activeTexture( 33984 + slot );
  13111. state.bindTexture( 32879, textureProperties.__webglTexture );
  13112. }
  13113. function setTextureCube( texture, slot ) {
  13114. if ( texture.image.length !== 6 ) { return; }
  13115. var textureProperties = properties.get( texture );
  13116. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13117. initTexture( textureProperties, texture );
  13118. state.activeTexture( 33984 + slot );
  13119. state.bindTexture( 34067, textureProperties.__webglTexture );
  13120. _gl.pixelStorei( 37440, texture.flipY );
  13121. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13122. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13123. var cubeImage = [];
  13124. for ( var i = 0; i < 6; i ++ ) {
  13125. if ( ! isCompressed && ! isDataTexture ) {
  13126. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13127. } else {
  13128. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13129. }
  13130. }
  13131. var image = cubeImage[ 0 ],
  13132. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13133. glFormat = utils.convert( texture.format ),
  13134. glType = utils.convert( texture.type ),
  13135. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13136. setTextureParameters( 34067, texture, supportsMips );
  13137. var mipmaps;
  13138. if ( isCompressed ) {
  13139. for ( var i = 0; i < 6; i ++ ) {
  13140. mipmaps = cubeImage[ i ].mipmaps;
  13141. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13142. var mipmap = mipmaps[ j ];
  13143. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13144. if ( glFormat !== null ) {
  13145. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13146. } else {
  13147. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13148. }
  13149. } else {
  13150. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13151. }
  13152. }
  13153. }
  13154. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13155. } else {
  13156. mipmaps = texture.mipmaps;
  13157. for ( var i = 0; i < 6; i ++ ) {
  13158. if ( isDataTexture ) {
  13159. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  13160. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13161. var mipmap = mipmaps[ j ];
  13162. var mipmapImage = mipmap.image[ i ].image;
  13163. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13164. }
  13165. } else {
  13166. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  13167. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13168. var mipmap = mipmaps[ j ];
  13169. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  13170. }
  13171. }
  13172. }
  13173. textureProperties.__maxMipLevel = mipmaps.length;
  13174. }
  13175. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13176. // We assume images for cube map have the same size.
  13177. generateMipmap( 34067, texture, image.width, image.height );
  13178. }
  13179. textureProperties.__version = texture.version;
  13180. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13181. } else {
  13182. state.activeTexture( 33984 + slot );
  13183. state.bindTexture( 34067, textureProperties.__webglTexture );
  13184. }
  13185. }
  13186. function setTextureCubeDynamic( texture, slot ) {
  13187. state.activeTexture( 33984 + slot );
  13188. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13189. }
  13190. var wrappingToGL = {};
  13191. wrappingToGL[ RepeatWrapping ] = 10497;
  13192. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13193. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13194. var filterToGL = {};
  13195. filterToGL[ NearestFilter ] = 9728;
  13196. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13197. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13198. filterToGL[ LinearFilter ] = 9729;
  13199. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13200. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13201. function setTextureParameters( textureType, texture, supportsMips ) {
  13202. if ( supportsMips ) {
  13203. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13204. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13205. if ( textureType === 32879 || textureType === 35866 ) {
  13206. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13207. }
  13208. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13209. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13210. } else {
  13211. _gl.texParameteri( textureType, 10242, 33071 );
  13212. _gl.texParameteri( textureType, 10243, 33071 );
  13213. if ( textureType === 32879 || textureType === 35866 ) {
  13214. _gl.texParameteri( textureType, 32882, 33071 );
  13215. }
  13216. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13217. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13218. }
  13219. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13220. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13221. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13222. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13223. }
  13224. }
  13225. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13226. if ( extension ) {
  13227. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13228. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13229. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13230. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13231. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13232. }
  13233. }
  13234. }
  13235. function initTexture( textureProperties, texture ) {
  13236. if ( textureProperties.__webglInit === undefined ) {
  13237. textureProperties.__webglInit = true;
  13238. texture.addEventListener( 'dispose', onTextureDispose );
  13239. textureProperties.__webglTexture = _gl.createTexture();
  13240. info.memory.textures ++;
  13241. }
  13242. }
  13243. function uploadTexture( textureProperties, texture, slot ) {
  13244. var textureType = 3553;
  13245. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13246. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13247. initTexture( textureProperties, texture );
  13248. state.activeTexture( 33984 + slot );
  13249. state.bindTexture( textureType, textureProperties.__webglTexture );
  13250. _gl.pixelStorei( 37440, texture.flipY );
  13251. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13252. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13253. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13254. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13255. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13256. glFormat = utils.convert( texture.format ),
  13257. glType = utils.convert( texture.type ),
  13258. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13259. setTextureParameters( textureType, texture, supportsMips );
  13260. var mipmap, mipmaps = texture.mipmaps;
  13261. if ( texture.isDepthTexture ) {
  13262. // populate depth texture with dummy data
  13263. glInternalFormat = 6402;
  13264. if ( isWebGL2 ) {
  13265. if ( texture.type === FloatType ) {
  13266. glInternalFormat = 36012;
  13267. } else if ( texture.type === UnsignedIntType ) {
  13268. glInternalFormat = 33190;
  13269. } else if ( texture.type === UnsignedInt248Type ) {
  13270. glInternalFormat = 35056;
  13271. } else {
  13272. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13273. }
  13274. } else {
  13275. if ( texture.type === FloatType ) {
  13276. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13277. }
  13278. }
  13279. // validation checks for WebGL 1
  13280. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13281. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13282. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13283. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13284. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13285. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13286. texture.type = UnsignedShortType;
  13287. glType = utils.convert( texture.type );
  13288. }
  13289. }
  13290. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13291. // Depth stencil textures need the DEPTH_STENCIL internal format
  13292. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13293. glInternalFormat = 34041;
  13294. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13295. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13296. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13297. if ( texture.type !== UnsignedInt248Type ) {
  13298. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13299. texture.type = UnsignedInt248Type;
  13300. glType = utils.convert( texture.type );
  13301. }
  13302. }
  13303. //
  13304. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13305. } else if ( texture.isDataTexture ) {
  13306. // use manually created mipmaps if available
  13307. // if there are no manual mipmaps
  13308. // set 0 level mipmap and then use GL to generate other mipmap levels
  13309. if ( mipmaps.length > 0 && supportsMips ) {
  13310. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13311. mipmap = mipmaps[ i ];
  13312. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13313. }
  13314. texture.generateMipmaps = false;
  13315. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13316. } else {
  13317. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13318. textureProperties.__maxMipLevel = 0;
  13319. }
  13320. } else if ( texture.isCompressedTexture ) {
  13321. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13322. mipmap = mipmaps[ i ];
  13323. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13324. if ( glFormat !== null ) {
  13325. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13326. } else {
  13327. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13328. }
  13329. } else {
  13330. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13331. }
  13332. }
  13333. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13334. } else if ( texture.isDataTexture2DArray ) {
  13335. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13336. textureProperties.__maxMipLevel = 0;
  13337. } else if ( texture.isDataTexture3D ) {
  13338. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13339. textureProperties.__maxMipLevel = 0;
  13340. } else {
  13341. // regular Texture (image, video, canvas)
  13342. // use manually created mipmaps if available
  13343. // if there are no manual mipmaps
  13344. // set 0 level mipmap and then use GL to generate other mipmap levels
  13345. if ( mipmaps.length > 0 && supportsMips ) {
  13346. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13347. mipmap = mipmaps[ i ];
  13348. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13349. }
  13350. texture.generateMipmaps = false;
  13351. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13352. } else {
  13353. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13354. textureProperties.__maxMipLevel = 0;
  13355. }
  13356. }
  13357. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13358. generateMipmap( textureType, texture, image.width, image.height );
  13359. }
  13360. textureProperties.__version = texture.version;
  13361. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13362. }
  13363. // Render targets
  13364. // Setup storage for target texture and bind it to correct framebuffer
  13365. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13366. var glFormat = utils.convert( renderTarget.texture.format );
  13367. var glType = utils.convert( renderTarget.texture.type );
  13368. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13369. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13370. _gl.bindFramebuffer( 36160, framebuffer );
  13371. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13372. _gl.bindFramebuffer( 36160, null );
  13373. }
  13374. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13375. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13376. _gl.bindRenderbuffer( 36161, renderbuffer );
  13377. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13378. var glInternalFormat = 33189;
  13379. if ( isMultisample ) {
  13380. var depthTexture = renderTarget.depthTexture;
  13381. if ( depthTexture && depthTexture.isDepthTexture ) {
  13382. if ( depthTexture.type === FloatType ) {
  13383. glInternalFormat = 36012;
  13384. } else if ( depthTexture.type === UnsignedIntType ) {
  13385. glInternalFormat = 33190;
  13386. }
  13387. }
  13388. var samples = getRenderTargetSamples( renderTarget );
  13389. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13390. } else {
  13391. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13392. }
  13393. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13394. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13395. if ( isMultisample ) {
  13396. var samples = getRenderTargetSamples( renderTarget );
  13397. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13398. } else {
  13399. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13400. }
  13401. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13402. } else {
  13403. var glFormat = utils.convert( renderTarget.texture.format );
  13404. var glType = utils.convert( renderTarget.texture.type );
  13405. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13406. if ( isMultisample ) {
  13407. var samples = getRenderTargetSamples( renderTarget );
  13408. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13409. } else {
  13410. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13411. }
  13412. }
  13413. _gl.bindRenderbuffer( 36161, null );
  13414. }
  13415. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13416. function setupDepthTexture( framebuffer, renderTarget ) {
  13417. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13418. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13419. _gl.bindFramebuffer( 36160, framebuffer );
  13420. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13421. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13422. }
  13423. // upload an empty depth texture with framebuffer size
  13424. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13425. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13426. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13427. renderTarget.depthTexture.image.width = renderTarget.width;
  13428. renderTarget.depthTexture.image.height = renderTarget.height;
  13429. renderTarget.depthTexture.needsUpdate = true;
  13430. }
  13431. setTexture2D( renderTarget.depthTexture, 0 );
  13432. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13433. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13434. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13435. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13436. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13437. } else {
  13438. throw new Error( 'Unknown depthTexture format' );
  13439. }
  13440. }
  13441. // Setup GL resources for a non-texture depth buffer
  13442. function setupDepthRenderbuffer( renderTarget ) {
  13443. var renderTargetProperties = properties.get( renderTarget );
  13444. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13445. if ( renderTarget.depthTexture ) {
  13446. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13447. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13448. } else {
  13449. if ( isCube ) {
  13450. renderTargetProperties.__webglDepthbuffer = [];
  13451. for ( var i = 0; i < 6; i ++ ) {
  13452. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13453. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13454. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13455. }
  13456. } else {
  13457. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13458. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13459. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13460. }
  13461. }
  13462. _gl.bindFramebuffer( 36160, null );
  13463. }
  13464. // Set up GL resources for the render target
  13465. function setupRenderTarget( renderTarget ) {
  13466. var renderTargetProperties = properties.get( renderTarget );
  13467. var textureProperties = properties.get( renderTarget.texture );
  13468. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13469. textureProperties.__webglTexture = _gl.createTexture();
  13470. info.memory.textures ++;
  13471. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13472. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13473. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13474. // Handles WebGL2 RGBFormat fallback - #18858
  13475. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13476. renderTarget.texture.format = RGBAFormat;
  13477. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13478. }
  13479. // Setup framebuffer
  13480. if ( isCube ) {
  13481. renderTargetProperties.__webglFramebuffer = [];
  13482. for ( var i = 0; i < 6; i ++ ) {
  13483. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13484. }
  13485. } else {
  13486. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13487. if ( isMultisample ) {
  13488. if ( isWebGL2 ) {
  13489. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13490. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13491. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13492. var glFormat = utils.convert( renderTarget.texture.format );
  13493. var glType = utils.convert( renderTarget.texture.type );
  13494. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13495. var samples = getRenderTargetSamples( renderTarget );
  13496. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13497. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13498. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13499. _gl.bindRenderbuffer( 36161, null );
  13500. if ( renderTarget.depthBuffer ) {
  13501. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13502. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13503. }
  13504. _gl.bindFramebuffer( 36160, null );
  13505. } else {
  13506. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13507. }
  13508. }
  13509. }
  13510. // Setup color buffer
  13511. if ( isCube ) {
  13512. state.bindTexture( 34067, textureProperties.__webglTexture );
  13513. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13514. for ( var i = 0; i < 6; i ++ ) {
  13515. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13516. }
  13517. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13518. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13519. }
  13520. state.bindTexture( 34067, null );
  13521. } else {
  13522. state.bindTexture( 3553, textureProperties.__webglTexture );
  13523. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13524. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13525. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13526. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13527. }
  13528. state.bindTexture( 3553, null );
  13529. }
  13530. // Setup depth and stencil buffers
  13531. if ( renderTarget.depthBuffer ) {
  13532. setupDepthRenderbuffer( renderTarget );
  13533. }
  13534. }
  13535. function updateRenderTargetMipmap( renderTarget ) {
  13536. var texture = renderTarget.texture;
  13537. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13538. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13539. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13540. var webglTexture = properties.get( texture ).__webglTexture;
  13541. state.bindTexture( target, webglTexture );
  13542. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13543. state.bindTexture( target, null );
  13544. }
  13545. }
  13546. function updateMultisampleRenderTarget( renderTarget ) {
  13547. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13548. if ( isWebGL2 ) {
  13549. var renderTargetProperties = properties.get( renderTarget );
  13550. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13551. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13552. var width = renderTarget.width;
  13553. var height = renderTarget.height;
  13554. var mask = 16384;
  13555. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13556. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13557. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13558. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13559. } else {
  13560. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13561. }
  13562. }
  13563. }
  13564. function getRenderTargetSamples( renderTarget ) {
  13565. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13566. Math.min( maxSamples, renderTarget.samples ) : 0;
  13567. }
  13568. function updateVideoTexture( texture ) {
  13569. var frame = info.render.frame;
  13570. // Check the last frame we updated the VideoTexture
  13571. if ( _videoTextures.get( texture ) !== frame ) {
  13572. _videoTextures.set( texture, frame );
  13573. texture.update();
  13574. }
  13575. }
  13576. // backwards compatibility
  13577. var warnedTexture2D = false;
  13578. var warnedTextureCube = false;
  13579. function safeSetTexture2D( texture, slot ) {
  13580. if ( texture && texture.isWebGLRenderTarget ) {
  13581. if ( warnedTexture2D === false ) {
  13582. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13583. warnedTexture2D = true;
  13584. }
  13585. texture = texture.texture;
  13586. }
  13587. setTexture2D( texture, slot );
  13588. }
  13589. function safeSetTextureCube( texture, slot ) {
  13590. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13591. if ( warnedTextureCube === false ) {
  13592. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13593. warnedTextureCube = true;
  13594. }
  13595. texture = texture.texture;
  13596. }
  13597. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13598. // TODO: unify these code paths
  13599. if ( ( texture && texture.isCubeTexture ) ||
  13600. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13601. // CompressedTexture can have Array in image :/
  13602. // this function alone should take care of cube textures
  13603. setTextureCube( texture, slot );
  13604. } else {
  13605. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13606. setTextureCubeDynamic( texture, slot );
  13607. }
  13608. }
  13609. //
  13610. this.allocateTextureUnit = allocateTextureUnit;
  13611. this.resetTextureUnits = resetTextureUnits;
  13612. this.setTexture2D = setTexture2D;
  13613. this.setTexture2DArray = setTexture2DArray;
  13614. this.setTexture3D = setTexture3D;
  13615. this.setTextureCube = setTextureCube;
  13616. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13617. this.setupRenderTarget = setupRenderTarget;
  13618. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13619. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13620. this.safeSetTexture2D = safeSetTexture2D;
  13621. this.safeSetTextureCube = safeSetTextureCube;
  13622. }
  13623. /**
  13624. * @author thespite / http://www.twitter.com/thespite
  13625. */
  13626. function WebGLUtils( gl, extensions, capabilities ) {
  13627. var isWebGL2 = capabilities.isWebGL2;
  13628. function convert( p ) {
  13629. var extension;
  13630. if ( p === UnsignedByteType ) { return 5121; }
  13631. if ( p === UnsignedShort4444Type ) { return 32819; }
  13632. if ( p === UnsignedShort5551Type ) { return 32820; }
  13633. if ( p === UnsignedShort565Type ) { return 33635; }
  13634. if ( p === ByteType ) { return 5120; }
  13635. if ( p === ShortType ) { return 5122; }
  13636. if ( p === UnsignedShortType ) { return 5123; }
  13637. if ( p === IntType ) { return 5124; }
  13638. if ( p === UnsignedIntType ) { return 5125; }
  13639. if ( p === FloatType ) { return 5126; }
  13640. if ( p === HalfFloatType ) {
  13641. if ( isWebGL2 ) { return 5131; }
  13642. extension = extensions.get( 'OES_texture_half_float' );
  13643. if ( extension !== null ) {
  13644. return extension.HALF_FLOAT_OES;
  13645. } else {
  13646. return null;
  13647. }
  13648. }
  13649. if ( p === AlphaFormat ) { return 6406; }
  13650. if ( p === RGBFormat ) { return 6407; }
  13651. if ( p === RGBAFormat ) { return 6408; }
  13652. if ( p === LuminanceFormat ) { return 6409; }
  13653. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13654. if ( p === DepthFormat ) { return 6402; }
  13655. if ( p === DepthStencilFormat ) { return 34041; }
  13656. if ( p === RedFormat ) { return 6403; }
  13657. // WebGL2 formats.
  13658. if ( p === RedIntegerFormat ) { return 36244; }
  13659. if ( p === RGFormat ) { return 33319; }
  13660. if ( p === RGIntegerFormat ) { return 33320; }
  13661. if ( p === RGBIntegerFormat ) { return 36248; }
  13662. if ( p === RGBAIntegerFormat ) { return 36249; }
  13663. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13664. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13665. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13666. if ( extension !== null ) {
  13667. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13668. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13669. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13670. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13671. } else {
  13672. return null;
  13673. }
  13674. }
  13675. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13676. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13677. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13678. if ( extension !== null ) {
  13679. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13680. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13681. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13682. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13683. } else {
  13684. return null;
  13685. }
  13686. }
  13687. if ( p === RGB_ETC1_Format ) {
  13688. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13689. if ( extension !== null ) {
  13690. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13691. } else {
  13692. return null;
  13693. }
  13694. }
  13695. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13696. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13697. if ( extension !== null ) {
  13698. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13699. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13700. }
  13701. }
  13702. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13703. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13704. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13705. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13706. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13707. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13708. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13709. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13710. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13711. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13712. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13713. if ( extension !== null ) {
  13714. // TODO Complete?
  13715. return p;
  13716. } else {
  13717. return null;
  13718. }
  13719. }
  13720. if ( p === RGBA_BPTC_Format ) {
  13721. extension = extensions.get( 'EXT_texture_compression_bptc' );
  13722. if ( extension !== null ) {
  13723. // TODO Complete?
  13724. return p;
  13725. } else {
  13726. return null;
  13727. }
  13728. }
  13729. if ( p === UnsignedInt248Type ) {
  13730. if ( isWebGL2 ) { return 34042; }
  13731. extension = extensions.get( 'WEBGL_depth_texture' );
  13732. if ( extension !== null ) {
  13733. return extension.UNSIGNED_INT_24_8_WEBGL;
  13734. } else {
  13735. return null;
  13736. }
  13737. }
  13738. }
  13739. return { convert: convert };
  13740. }
  13741. /**
  13742. * @author mrdoob / http://mrdoob.com/
  13743. */
  13744. function ArrayCamera( array ) {
  13745. PerspectiveCamera.call( this );
  13746. this.cameras = array || [];
  13747. }
  13748. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13749. constructor: ArrayCamera,
  13750. isArrayCamera: true
  13751. } );
  13752. /**
  13753. * @author mrdoob / http://mrdoob.com/
  13754. */
  13755. function Group() {
  13756. Object3D.call( this );
  13757. this.type = 'Group';
  13758. }
  13759. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13760. constructor: Group,
  13761. isGroup: true
  13762. } );
  13763. /**
  13764. * @author Mugen87 / https://github.com/Mugen87
  13765. */
  13766. function WebXRController() {
  13767. this._targetRay = null;
  13768. this._grip = null;
  13769. }
  13770. Object.assign( WebXRController.prototype, {
  13771. constructor: WebXRController,
  13772. getTargetRaySpace: function () {
  13773. if ( this._targetRay === null ) {
  13774. this._targetRay = new Group();
  13775. this._targetRay.matrixAutoUpdate = false;
  13776. this._targetRay.visible = false;
  13777. }
  13778. return this._targetRay;
  13779. },
  13780. getGripSpace: function () {
  13781. if ( this._grip === null ) {
  13782. this._grip = new Group();
  13783. this._grip.matrixAutoUpdate = false;
  13784. this._grip.visible = false;
  13785. }
  13786. return this._grip;
  13787. },
  13788. dispatchEvent: function ( event ) {
  13789. if ( this._targetRay !== null ) {
  13790. this._targetRay.dispatchEvent( event );
  13791. }
  13792. if ( this._grip !== null ) {
  13793. this._grip.dispatchEvent( event );
  13794. }
  13795. return this;
  13796. },
  13797. disconnect: function ( inputSource ) {
  13798. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13799. if ( this._targetRay !== null ) {
  13800. this._targetRay.visible = false;
  13801. }
  13802. if ( this._grip !== null ) {
  13803. this._grip.visible = false;
  13804. }
  13805. return this;
  13806. },
  13807. update: function ( inputSource, frame, referenceSpace ) {
  13808. var inputPose = null;
  13809. var gripPose = null;
  13810. var targetRay = this._targetRay;
  13811. var grip = this._grip;
  13812. if ( inputSource ) {
  13813. if ( targetRay !== null ) {
  13814. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13815. if ( inputPose !== null ) {
  13816. targetRay.matrix.fromArray( inputPose.transform.matrix );
  13817. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  13818. }
  13819. }
  13820. if ( grip !== null && inputSource.gripSpace ) {
  13821. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13822. if ( gripPose !== null ) {
  13823. grip.matrix.fromArray( gripPose.transform.matrix );
  13824. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  13825. }
  13826. }
  13827. }
  13828. if ( targetRay !== null ) {
  13829. targetRay.visible = ( inputPose !== null );
  13830. }
  13831. if ( grip !== null ) {
  13832. grip.visible = ( gripPose !== null );
  13833. }
  13834. return this;
  13835. }
  13836. } );
  13837. /**
  13838. * @author mrdoob / http://mrdoob.com/
  13839. */
  13840. function WebXRManager( renderer, gl ) {
  13841. var scope = this;
  13842. var session = null;
  13843. var framebufferScaleFactor = 1.0;
  13844. var referenceSpace = null;
  13845. var referenceSpaceType = 'local-floor';
  13846. var pose = null;
  13847. var controllers = [];
  13848. var inputSourcesMap = new Map();
  13849. //
  13850. var cameraL = new PerspectiveCamera();
  13851. cameraL.layers.enable( 1 );
  13852. cameraL.viewport = new Vector4();
  13853. var cameraR = new PerspectiveCamera();
  13854. cameraR.layers.enable( 2 );
  13855. cameraR.viewport = new Vector4();
  13856. var cameras = [ cameraL, cameraR ];
  13857. var cameraVR = new ArrayCamera();
  13858. cameraVR.layers.enable( 1 );
  13859. cameraVR.layers.enable( 2 );
  13860. var _currentDepthNear = null;
  13861. var _currentDepthFar = null;
  13862. //
  13863. this.enabled = false;
  13864. this.isPresenting = false;
  13865. this.getController = function ( index ) {
  13866. var controller = controllers[ index ];
  13867. if ( controller === undefined ) {
  13868. controller = new WebXRController();
  13869. controllers[ index ] = controller;
  13870. }
  13871. return controller.getTargetRaySpace();
  13872. };
  13873. this.getControllerGrip = function ( index ) {
  13874. var controller = controllers[ index ];
  13875. if ( controller === undefined ) {
  13876. controller = new WebXRController();
  13877. controllers[ index ] = controller;
  13878. }
  13879. return controller.getGripSpace();
  13880. };
  13881. //
  13882. function onSessionEvent( event ) {
  13883. var controller = inputSourcesMap.get( event.inputSource );
  13884. if ( controller ) {
  13885. controller.dispatchEvent( { type: event.type } );
  13886. }
  13887. }
  13888. function onSessionEnd() {
  13889. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13890. controller.disconnect( inputSource );
  13891. } );
  13892. inputSourcesMap.clear();
  13893. //
  13894. renderer.setFramebuffer( null );
  13895. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13896. animation.stop();
  13897. scope.isPresenting = false;
  13898. scope.dispatchEvent( { type: 'sessionend' } );
  13899. }
  13900. function onRequestReferenceSpace( value ) {
  13901. referenceSpace = value;
  13902. animation.setContext( session );
  13903. animation.start();
  13904. scope.isPresenting = true;
  13905. scope.dispatchEvent( { type: 'sessionstart' } );
  13906. }
  13907. this.setFramebufferScaleFactor = function ( value ) {
  13908. framebufferScaleFactor = value;
  13909. if ( scope.isPresenting === true ) {
  13910. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  13911. }
  13912. };
  13913. this.setReferenceSpaceType = function ( value ) {
  13914. referenceSpaceType = value;
  13915. if ( scope.isPresenting === true ) {
  13916. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  13917. }
  13918. };
  13919. this.getReferenceSpace = function () {
  13920. return referenceSpace;
  13921. };
  13922. this.getSession = function () {
  13923. return session;
  13924. };
  13925. this.setSession = function ( value ) {
  13926. session = value;
  13927. if ( session !== null ) {
  13928. session.addEventListener( 'select', onSessionEvent );
  13929. session.addEventListener( 'selectstart', onSessionEvent );
  13930. session.addEventListener( 'selectend', onSessionEvent );
  13931. session.addEventListener( 'squeeze', onSessionEvent );
  13932. session.addEventListener( 'squeezestart', onSessionEvent );
  13933. session.addEventListener( 'squeezeend', onSessionEvent );
  13934. session.addEventListener( 'end', onSessionEnd );
  13935. var attributes = gl.getContextAttributes();
  13936. if ( attributes.xrCompatible !== true ) {
  13937. gl.makeXRCompatible();
  13938. }
  13939. var layerInit = {
  13940. antialias: attributes.antialias,
  13941. alpha: attributes.alpha,
  13942. depth: attributes.depth,
  13943. stencil: attributes.stencil,
  13944. framebufferScaleFactor: framebufferScaleFactor
  13945. };
  13946. // eslint-disable-next-line no-undef
  13947. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13948. session.updateRenderState( { baseLayer: baseLayer } );
  13949. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13950. //
  13951. session.addEventListener( 'inputsourceschange', updateInputSources );
  13952. }
  13953. };
  13954. function updateInputSources( event ) {
  13955. var inputSources = session.inputSources;
  13956. // Assign inputSources to available controllers
  13957. for ( var i = 0; i < controllers.length; i ++ ) {
  13958. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13959. }
  13960. // Notify disconnected
  13961. for ( var i = 0; i < event.removed.length; i ++ ) {
  13962. var inputSource = event.removed[ i ];
  13963. var controller = inputSourcesMap.get( inputSource );
  13964. if ( controller ) {
  13965. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13966. inputSourcesMap.delete( inputSource );
  13967. }
  13968. }
  13969. // Notify connected
  13970. for ( var i = 0; i < event.added.length; i ++ ) {
  13971. var inputSource = event.added[ i ];
  13972. var controller = inputSourcesMap.get( inputSource );
  13973. if ( controller ) {
  13974. controller.dispatchEvent( { type: 'connected', data: inputSource } );
  13975. }
  13976. }
  13977. }
  13978. //
  13979. var cameraLPos = new Vector3();
  13980. var cameraRPos = new Vector3();
  13981. /**
  13982. * @author jsantell / https://www.jsantell.com/
  13983. *
  13984. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13985. * the cameras' projection and world matrices have already been set.
  13986. * And that near and far planes are identical for both cameras.
  13987. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13988. */
  13989. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13990. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13991. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13992. var ipd = cameraLPos.distanceTo( cameraRPos );
  13993. var projL = cameraL.projectionMatrix.elements;
  13994. var projR = cameraR.projectionMatrix.elements;
  13995. // VR systems will have identical far and near planes, and
  13996. // most likely identical top and bottom frustum extents.
  13997. // Use the left camera for these values.
  13998. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13999. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14000. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14001. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14002. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14003. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14004. var left = near * leftFov;
  14005. var right = near * rightFov;
  14006. // Calculate the new camera's position offset from the
  14007. // left camera. xOffset should be roughly half `ipd`.
  14008. var zOffset = ipd / ( - leftFov + rightFov );
  14009. var xOffset = zOffset * - leftFov;
  14010. // TODO: Better way to apply this offset?
  14011. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14012. camera.translateX( xOffset );
  14013. camera.translateZ( zOffset );
  14014. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14015. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14016. // Find the union of the frustum values of the cameras and scale
  14017. // the values so that the near plane's position does not change in world space,
  14018. // although must now be relative to the new union camera.
  14019. var near2 = near + zOffset;
  14020. var far2 = far + zOffset;
  14021. var left2 = left - xOffset;
  14022. var right2 = right + ( ipd - xOffset );
  14023. var top2 = topFov * far / far2 * near2;
  14024. var bottom2 = bottomFov * far / far2 * near2;
  14025. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14026. }
  14027. function updateCamera( camera, parent ) {
  14028. if ( parent === null ) {
  14029. camera.matrixWorld.copy( camera.matrix );
  14030. } else {
  14031. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14032. }
  14033. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14034. }
  14035. this.getCamera = function ( camera ) {
  14036. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14037. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14038. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14039. // Note that the new renderState won't apply until the next frame. See #18320
  14040. session.updateRenderState( {
  14041. depthNear: cameraVR.near,
  14042. depthFar: cameraVR.far
  14043. } );
  14044. _currentDepthNear = cameraVR.near;
  14045. _currentDepthFar = cameraVR.far;
  14046. }
  14047. var parent = camera.parent;
  14048. var cameras = cameraVR.cameras;
  14049. updateCamera( cameraVR, parent );
  14050. for ( var i = 0; i < cameras.length; i ++ ) {
  14051. updateCamera( cameras[ i ], parent );
  14052. }
  14053. // update camera and its children
  14054. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14055. var children = camera.children;
  14056. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14057. children[ i ].updateMatrixWorld( true );
  14058. }
  14059. // update projection matrix for proper view frustum culling
  14060. if ( cameras.length === 2 ) {
  14061. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14062. } else {
  14063. // assume single camera setup (AR)
  14064. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14065. }
  14066. return cameraVR;
  14067. };
  14068. // Animation Loop
  14069. var onAnimationFrameCallback = null;
  14070. function onAnimationFrame( time, frame ) {
  14071. pose = frame.getViewerPose( referenceSpace );
  14072. if ( pose !== null ) {
  14073. var views = pose.views;
  14074. var baseLayer = session.renderState.baseLayer;
  14075. renderer.setFramebuffer( baseLayer.framebuffer );
  14076. var cameraVRNeedsUpdate = false;
  14077. // check if it's necessary to rebuild cameraVR's camera list
  14078. if ( views.length !== cameraVR.cameras.length ) {
  14079. cameraVR.cameras.length = 0;
  14080. cameraVRNeedsUpdate = true;
  14081. }
  14082. for ( var i = 0; i < views.length; i ++ ) {
  14083. var view = views[ i ];
  14084. var viewport = baseLayer.getViewport( view );
  14085. var camera = cameras[ i ];
  14086. camera.matrix.fromArray( view.transform.matrix );
  14087. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14088. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14089. if ( i === 0 ) {
  14090. cameraVR.matrix.copy( camera.matrix );
  14091. }
  14092. if ( cameraVRNeedsUpdate === true ) {
  14093. cameraVR.cameras.push( camera );
  14094. }
  14095. }
  14096. }
  14097. //
  14098. var inputSources = session.inputSources;
  14099. for ( var i = 0; i < controllers.length; i ++ ) {
  14100. var controller = controllers[ i ];
  14101. var inputSource = inputSources[ i ];
  14102. controller.update( inputSource, frame, referenceSpace );
  14103. }
  14104. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14105. }
  14106. var animation = new WebGLAnimation();
  14107. animation.setAnimationLoop( onAnimationFrame );
  14108. this.setAnimationLoop = function ( callback ) {
  14109. onAnimationFrameCallback = callback;
  14110. };
  14111. this.dispose = function () {};
  14112. }
  14113. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14114. /**
  14115. * @author mrdoob / http://mrdoob.com/
  14116. */
  14117. function WebGLMaterials( properties ) {
  14118. function refreshFogUniforms( uniforms, fog ) {
  14119. uniforms.fogColor.value.copy( fog.color );
  14120. if ( fog.isFog ) {
  14121. uniforms.fogNear.value = fog.near;
  14122. uniforms.fogFar.value = fog.far;
  14123. } else if ( fog.isFogExp2 ) {
  14124. uniforms.fogDensity.value = fog.density;
  14125. }
  14126. }
  14127. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14128. if ( material.isMeshBasicMaterial ) {
  14129. refreshUniformsCommon( uniforms, material );
  14130. } else if ( material.isMeshLambertMaterial ) {
  14131. refreshUniformsCommon( uniforms, material );
  14132. refreshUniformsLambert( uniforms, material );
  14133. } else if ( material.isMeshToonMaterial ) {
  14134. refreshUniformsCommon( uniforms, material );
  14135. refreshUniformsToon( uniforms, material );
  14136. } else if ( material.isMeshPhongMaterial ) {
  14137. refreshUniformsCommon( uniforms, material );
  14138. refreshUniformsPhong( uniforms, material );
  14139. } else if ( material.isMeshStandardMaterial ) {
  14140. refreshUniformsCommon( uniforms, material, environment );
  14141. if ( material.isMeshPhysicalMaterial ) {
  14142. refreshUniformsPhysical( uniforms, material, environment );
  14143. } else {
  14144. refreshUniformsStandard( uniforms, material, environment );
  14145. }
  14146. } else if ( material.isMeshMatcapMaterial ) {
  14147. refreshUniformsCommon( uniforms, material );
  14148. refreshUniformsMatcap( uniforms, material );
  14149. } else if ( material.isMeshDepthMaterial ) {
  14150. refreshUniformsCommon( uniforms, material );
  14151. refreshUniformsDepth( uniforms, material );
  14152. } else if ( material.isMeshDistanceMaterial ) {
  14153. refreshUniformsCommon( uniforms, material );
  14154. refreshUniformsDistance( uniforms, material );
  14155. } else if ( material.isMeshNormalMaterial ) {
  14156. refreshUniformsCommon( uniforms, material );
  14157. refreshUniformsNormal( uniforms, material );
  14158. } else if ( material.isLineBasicMaterial ) {
  14159. refreshUniformsLine( uniforms, material );
  14160. if ( material.isLineDashedMaterial ) {
  14161. refreshUniformsDash( uniforms, material );
  14162. }
  14163. } else if ( material.isPointsMaterial ) {
  14164. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14165. } else if ( material.isSpriteMaterial ) {
  14166. refreshUniformsSprites( uniforms, material );
  14167. } else if ( material.isShadowMaterial ) {
  14168. uniforms.color.value.copy( material.color );
  14169. uniforms.opacity.value = material.opacity;
  14170. } else if ( material.isShaderMaterial ) {
  14171. material.uniformsNeedUpdate = false; // #15581
  14172. }
  14173. }
  14174. function refreshUniformsCommon( uniforms, material, environment ) {
  14175. uniforms.opacity.value = material.opacity;
  14176. if ( material.color ) {
  14177. uniforms.diffuse.value.copy( material.color );
  14178. }
  14179. if ( material.emissive ) {
  14180. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14181. }
  14182. if ( material.map ) {
  14183. uniforms.map.value = material.map;
  14184. }
  14185. if ( material.alphaMap ) {
  14186. uniforms.alphaMap.value = material.alphaMap;
  14187. }
  14188. if ( material.specularMap ) {
  14189. uniforms.specularMap.value = material.specularMap;
  14190. }
  14191. var envMap = material.envMap || environment;
  14192. if ( envMap ) {
  14193. uniforms.envMap.value = envMap;
  14194. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14195. uniforms.reflectivity.value = material.reflectivity;
  14196. uniforms.refractionRatio.value = material.refractionRatio;
  14197. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  14198. }
  14199. if ( material.lightMap ) {
  14200. uniforms.lightMap.value = material.lightMap;
  14201. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14202. }
  14203. if ( material.aoMap ) {
  14204. uniforms.aoMap.value = material.aoMap;
  14205. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14206. }
  14207. // uv repeat and offset setting priorities
  14208. // 1. color map
  14209. // 2. specular map
  14210. // 3. normal map
  14211. // 4. bump map
  14212. // 5. alpha map
  14213. // 6. emissive map
  14214. var uvScaleMap;
  14215. if ( material.map ) {
  14216. uvScaleMap = material.map;
  14217. } else if ( material.specularMap ) {
  14218. uvScaleMap = material.specularMap;
  14219. } else if ( material.displacementMap ) {
  14220. uvScaleMap = material.displacementMap;
  14221. } else if ( material.normalMap ) {
  14222. uvScaleMap = material.normalMap;
  14223. } else if ( material.bumpMap ) {
  14224. uvScaleMap = material.bumpMap;
  14225. } else if ( material.roughnessMap ) {
  14226. uvScaleMap = material.roughnessMap;
  14227. } else if ( material.metalnessMap ) {
  14228. uvScaleMap = material.metalnessMap;
  14229. } else if ( material.alphaMap ) {
  14230. uvScaleMap = material.alphaMap;
  14231. } else if ( material.emissiveMap ) {
  14232. uvScaleMap = material.emissiveMap;
  14233. }
  14234. if ( uvScaleMap !== undefined ) {
  14235. // backwards compatibility
  14236. if ( uvScaleMap.isWebGLRenderTarget ) {
  14237. uvScaleMap = uvScaleMap.texture;
  14238. }
  14239. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14240. uvScaleMap.updateMatrix();
  14241. }
  14242. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14243. }
  14244. // uv repeat and offset setting priorities for uv2
  14245. // 1. ao map
  14246. // 2. light map
  14247. var uv2ScaleMap;
  14248. if ( material.aoMap ) {
  14249. uv2ScaleMap = material.aoMap;
  14250. } else if ( material.lightMap ) {
  14251. uv2ScaleMap = material.lightMap;
  14252. }
  14253. if ( uv2ScaleMap !== undefined ) {
  14254. // backwards compatibility
  14255. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14256. uv2ScaleMap = uv2ScaleMap.texture;
  14257. }
  14258. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14259. uv2ScaleMap.updateMatrix();
  14260. }
  14261. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14262. }
  14263. }
  14264. function refreshUniformsLine( uniforms, material ) {
  14265. uniforms.diffuse.value.copy( material.color );
  14266. uniforms.opacity.value = material.opacity;
  14267. }
  14268. function refreshUniformsDash( uniforms, material ) {
  14269. uniforms.dashSize.value = material.dashSize;
  14270. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14271. uniforms.scale.value = material.scale;
  14272. }
  14273. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14274. uniforms.diffuse.value.copy( material.color );
  14275. uniforms.opacity.value = material.opacity;
  14276. uniforms.size.value = material.size * pixelRatio;
  14277. uniforms.scale.value = height * 0.5;
  14278. if ( material.map ) {
  14279. uniforms.map.value = material.map;
  14280. }
  14281. if ( material.alphaMap ) {
  14282. uniforms.alphaMap.value = material.alphaMap;
  14283. }
  14284. // uv repeat and offset setting priorities
  14285. // 1. color map
  14286. // 2. alpha map
  14287. var uvScaleMap;
  14288. if ( material.map ) {
  14289. uvScaleMap = material.map;
  14290. } else if ( material.alphaMap ) {
  14291. uvScaleMap = material.alphaMap;
  14292. }
  14293. if ( uvScaleMap !== undefined ) {
  14294. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14295. uvScaleMap.updateMatrix();
  14296. }
  14297. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14298. }
  14299. }
  14300. function refreshUniformsSprites( uniforms, material ) {
  14301. uniforms.diffuse.value.copy( material.color );
  14302. uniforms.opacity.value = material.opacity;
  14303. uniforms.rotation.value = material.rotation;
  14304. if ( material.map ) {
  14305. uniforms.map.value = material.map;
  14306. }
  14307. if ( material.alphaMap ) {
  14308. uniforms.alphaMap.value = material.alphaMap;
  14309. }
  14310. // uv repeat and offset setting priorities
  14311. // 1. color map
  14312. // 2. alpha map
  14313. var uvScaleMap;
  14314. if ( material.map ) {
  14315. uvScaleMap = material.map;
  14316. } else if ( material.alphaMap ) {
  14317. uvScaleMap = material.alphaMap;
  14318. }
  14319. if ( uvScaleMap !== undefined ) {
  14320. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14321. uvScaleMap.updateMatrix();
  14322. }
  14323. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14324. }
  14325. }
  14326. function refreshUniformsLambert( uniforms, material ) {
  14327. if ( material.emissiveMap ) {
  14328. uniforms.emissiveMap.value = material.emissiveMap;
  14329. }
  14330. }
  14331. function refreshUniformsPhong( uniforms, material ) {
  14332. uniforms.specular.value.copy( material.specular );
  14333. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14334. if ( material.emissiveMap ) {
  14335. uniforms.emissiveMap.value = material.emissiveMap;
  14336. }
  14337. if ( material.bumpMap ) {
  14338. uniforms.bumpMap.value = material.bumpMap;
  14339. uniforms.bumpScale.value = material.bumpScale;
  14340. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14341. }
  14342. if ( material.normalMap ) {
  14343. uniforms.normalMap.value = material.normalMap;
  14344. uniforms.normalScale.value.copy( material.normalScale );
  14345. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14346. }
  14347. if ( material.displacementMap ) {
  14348. uniforms.displacementMap.value = material.displacementMap;
  14349. uniforms.displacementScale.value = material.displacementScale;
  14350. uniforms.displacementBias.value = material.displacementBias;
  14351. }
  14352. }
  14353. function refreshUniformsToon( uniforms, material ) {
  14354. uniforms.specular.value.copy( material.specular );
  14355. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14356. if ( material.gradientMap ) {
  14357. uniforms.gradientMap.value = material.gradientMap;
  14358. }
  14359. if ( material.emissiveMap ) {
  14360. uniforms.emissiveMap.value = material.emissiveMap;
  14361. }
  14362. if ( material.bumpMap ) {
  14363. uniforms.bumpMap.value = material.bumpMap;
  14364. uniforms.bumpScale.value = material.bumpScale;
  14365. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14366. }
  14367. if ( material.normalMap ) {
  14368. uniforms.normalMap.value = material.normalMap;
  14369. uniforms.normalScale.value.copy( material.normalScale );
  14370. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14371. }
  14372. if ( material.displacementMap ) {
  14373. uniforms.displacementMap.value = material.displacementMap;
  14374. uniforms.displacementScale.value = material.displacementScale;
  14375. uniforms.displacementBias.value = material.displacementBias;
  14376. }
  14377. }
  14378. function refreshUniformsStandard( uniforms, material, environment ) {
  14379. uniforms.roughness.value = material.roughness;
  14380. uniforms.metalness.value = material.metalness;
  14381. if ( material.roughnessMap ) {
  14382. uniforms.roughnessMap.value = material.roughnessMap;
  14383. }
  14384. if ( material.metalnessMap ) {
  14385. uniforms.metalnessMap.value = material.metalnessMap;
  14386. }
  14387. if ( material.emissiveMap ) {
  14388. uniforms.emissiveMap.value = material.emissiveMap;
  14389. }
  14390. if ( material.bumpMap ) {
  14391. uniforms.bumpMap.value = material.bumpMap;
  14392. uniforms.bumpScale.value = material.bumpScale;
  14393. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14394. }
  14395. if ( material.normalMap ) {
  14396. uniforms.normalMap.value = material.normalMap;
  14397. uniforms.normalScale.value.copy( material.normalScale );
  14398. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14399. }
  14400. if ( material.displacementMap ) {
  14401. uniforms.displacementMap.value = material.displacementMap;
  14402. uniforms.displacementScale.value = material.displacementScale;
  14403. uniforms.displacementBias.value = material.displacementBias;
  14404. }
  14405. if ( material.envMap || environment ) {
  14406. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14407. uniforms.envMapIntensity.value = material.envMapIntensity;
  14408. }
  14409. }
  14410. function refreshUniformsPhysical( uniforms, material, environment ) {
  14411. refreshUniformsStandard( uniforms, material, environment );
  14412. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14413. uniforms.clearcoat.value = material.clearcoat;
  14414. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14415. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14416. if ( material.clearcoatMap ) {
  14417. uniforms.clearcoatMap.value = material.clearcoatMap;
  14418. }
  14419. if ( material.clearcoatRoughnessMap ) {
  14420. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14421. }
  14422. if ( material.clearcoatNormalMap ) {
  14423. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14424. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14425. if ( material.side === BackSide ) {
  14426. uniforms.clearcoatNormalScale.value.negate();
  14427. }
  14428. }
  14429. uniforms.transparency.value = material.transparency;
  14430. }
  14431. function refreshUniformsMatcap( uniforms, material ) {
  14432. if ( material.matcap ) {
  14433. uniforms.matcap.value = material.matcap;
  14434. }
  14435. if ( material.bumpMap ) {
  14436. uniforms.bumpMap.value = material.bumpMap;
  14437. uniforms.bumpScale.value = material.bumpScale;
  14438. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14439. }
  14440. if ( material.normalMap ) {
  14441. uniforms.normalMap.value = material.normalMap;
  14442. uniforms.normalScale.value.copy( material.normalScale );
  14443. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14444. }
  14445. if ( material.displacementMap ) {
  14446. uniforms.displacementMap.value = material.displacementMap;
  14447. uniforms.displacementScale.value = material.displacementScale;
  14448. uniforms.displacementBias.value = material.displacementBias;
  14449. }
  14450. }
  14451. function refreshUniformsDepth( uniforms, material ) {
  14452. if ( material.displacementMap ) {
  14453. uniforms.displacementMap.value = material.displacementMap;
  14454. uniforms.displacementScale.value = material.displacementScale;
  14455. uniforms.displacementBias.value = material.displacementBias;
  14456. }
  14457. }
  14458. function refreshUniformsDistance( uniforms, material ) {
  14459. if ( material.displacementMap ) {
  14460. uniforms.displacementMap.value = material.displacementMap;
  14461. uniforms.displacementScale.value = material.displacementScale;
  14462. uniforms.displacementBias.value = material.displacementBias;
  14463. }
  14464. uniforms.referencePosition.value.copy( material.referencePosition );
  14465. uniforms.nearDistance.value = material.nearDistance;
  14466. uniforms.farDistance.value = material.farDistance;
  14467. }
  14468. function refreshUniformsNormal( uniforms, material ) {
  14469. if ( material.bumpMap ) {
  14470. uniforms.bumpMap.value = material.bumpMap;
  14471. uniforms.bumpScale.value = material.bumpScale;
  14472. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14473. }
  14474. if ( material.normalMap ) {
  14475. uniforms.normalMap.value = material.normalMap;
  14476. uniforms.normalScale.value.copy( material.normalScale );
  14477. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14478. }
  14479. if ( material.displacementMap ) {
  14480. uniforms.displacementMap.value = material.displacementMap;
  14481. uniforms.displacementScale.value = material.displacementScale;
  14482. uniforms.displacementBias.value = material.displacementBias;
  14483. }
  14484. }
  14485. return {
  14486. refreshFogUniforms: refreshFogUniforms,
  14487. refreshMaterialUniforms: refreshMaterialUniforms
  14488. };
  14489. }
  14490. /**
  14491. * @author supereggbert / http://www.paulbrunt.co.uk/
  14492. * @author mrdoob / http://mrdoob.com/
  14493. * @author alteredq / http://alteredqualia.com/
  14494. * @author szimek / https://github.com/szimek/
  14495. * @author tschw
  14496. */
  14497. function WebGLRenderer( parameters ) {
  14498. parameters = parameters || {};
  14499. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14500. _context = parameters.context !== undefined ? parameters.context : null,
  14501. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14502. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14503. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14504. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14505. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14506. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14507. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14508. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14509. var currentRenderList = null;
  14510. var currentRenderState = null;
  14511. // public properties
  14512. this.domElement = _canvas;
  14513. // Debug configuration container
  14514. this.debug = {
  14515. /**
  14516. * Enables error checking and reporting when shader programs are being compiled
  14517. * @type {boolean}
  14518. */
  14519. checkShaderErrors: true
  14520. };
  14521. // clearing
  14522. this.autoClear = true;
  14523. this.autoClearColor = true;
  14524. this.autoClearDepth = true;
  14525. this.autoClearStencil = true;
  14526. // scene graph
  14527. this.sortObjects = true;
  14528. // user-defined clipping
  14529. this.clippingPlanes = [];
  14530. this.localClippingEnabled = false;
  14531. // physically based shading
  14532. this.gammaFactor = 2.0; // for backwards compatibility
  14533. this.outputEncoding = LinearEncoding;
  14534. // physical lights
  14535. this.physicallyCorrectLights = false;
  14536. // tone mapping
  14537. this.toneMapping = NoToneMapping;
  14538. this.toneMappingExposure = 1.0;
  14539. this.toneMappingWhitePoint = 1.0;
  14540. // morphs
  14541. this.maxMorphTargets = 8;
  14542. this.maxMorphNormals = 4;
  14543. // internal properties
  14544. var _this = this,
  14545. _isContextLost = false,
  14546. // internal state cache
  14547. _framebuffer = null,
  14548. _currentActiveCubeFace = 0,
  14549. _currentActiveMipmapLevel = 0,
  14550. _currentRenderTarget = null,
  14551. _currentFramebuffer = null,
  14552. _currentMaterialId = - 1,
  14553. // geometry and program caching
  14554. _currentGeometryProgram = {
  14555. geometry: null,
  14556. program: null,
  14557. wireframe: false
  14558. },
  14559. _currentCamera = null,
  14560. _currentArrayCamera = null,
  14561. _currentViewport = new Vector4(),
  14562. _currentScissor = new Vector4(),
  14563. _currentScissorTest = null,
  14564. //
  14565. _width = _canvas.width,
  14566. _height = _canvas.height,
  14567. _pixelRatio = 1,
  14568. _opaqueSort = null,
  14569. _transparentSort = null,
  14570. _viewport = new Vector4( 0, 0, _width, _height ),
  14571. _scissor = new Vector4( 0, 0, _width, _height ),
  14572. _scissorTest = false,
  14573. // frustum
  14574. _frustum = new Frustum(),
  14575. // clipping
  14576. _clipping = new WebGLClipping(),
  14577. _clippingEnabled = false,
  14578. _localClippingEnabled = false,
  14579. // camera matrices cache
  14580. _projScreenMatrix = new Matrix4(),
  14581. _vector3 = new Vector3();
  14582. function getTargetPixelRatio() {
  14583. return _currentRenderTarget === null ? _pixelRatio : 1;
  14584. }
  14585. // initialize
  14586. var _gl;
  14587. try {
  14588. var contextAttributes = {
  14589. alpha: _alpha,
  14590. depth: _depth,
  14591. stencil: _stencil,
  14592. antialias: _antialias,
  14593. premultipliedAlpha: _premultipliedAlpha,
  14594. preserveDrawingBuffer: _preserveDrawingBuffer,
  14595. powerPreference: _powerPreference,
  14596. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14597. };
  14598. // event listeners must be registered before WebGL context is created, see #12753
  14599. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14600. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14601. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14602. if ( _gl === null ) {
  14603. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14604. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14605. } else {
  14606. throw new Error( 'Error creating WebGL context.' );
  14607. }
  14608. }
  14609. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14610. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14611. _gl.getShaderPrecisionFormat = function () {
  14612. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14613. };
  14614. }
  14615. } catch ( error ) {
  14616. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14617. throw error;
  14618. }
  14619. var extensions, capabilities, state, info;
  14620. var properties, textures, attributes, geometries, objects;
  14621. var programCache, materials, renderLists, renderStates;
  14622. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14623. var utils;
  14624. function initGLContext() {
  14625. extensions = new WebGLExtensions( _gl );
  14626. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14627. if ( capabilities.isWebGL2 === false ) {
  14628. extensions.get( 'WEBGL_depth_texture' );
  14629. extensions.get( 'OES_texture_float' );
  14630. extensions.get( 'OES_texture_half_float' );
  14631. extensions.get( 'OES_texture_half_float_linear' );
  14632. extensions.get( 'OES_standard_derivatives' );
  14633. extensions.get( 'OES_element_index_uint' );
  14634. extensions.get( 'ANGLE_instanced_arrays' );
  14635. }
  14636. extensions.get( 'OES_texture_float_linear' );
  14637. utils = new WebGLUtils( _gl, extensions, capabilities );
  14638. state = new WebGLState( _gl, extensions, capabilities );
  14639. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14640. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14641. info = new WebGLInfo( _gl );
  14642. properties = new WebGLProperties();
  14643. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14644. attributes = new WebGLAttributes( _gl, capabilities );
  14645. geometries = new WebGLGeometries( _gl, attributes, info );
  14646. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14647. morphtargets = new WebGLMorphtargets( _gl );
  14648. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14649. materials = new WebGLMaterials( properties );
  14650. renderLists = new WebGLRenderLists();
  14651. renderStates = new WebGLRenderStates();
  14652. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14653. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14654. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14655. info.programs = programCache.programs;
  14656. _this.capabilities = capabilities;
  14657. _this.extensions = extensions;
  14658. _this.properties = properties;
  14659. _this.renderLists = renderLists;
  14660. _this.state = state;
  14661. _this.info = info;
  14662. }
  14663. initGLContext();
  14664. // xr
  14665. var xr = new WebXRManager( _this, _gl );
  14666. this.xr = xr;
  14667. // shadow map
  14668. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14669. this.shadowMap = shadowMap;
  14670. // API
  14671. this.getContext = function () {
  14672. return _gl;
  14673. };
  14674. this.getContextAttributes = function () {
  14675. return _gl.getContextAttributes();
  14676. };
  14677. this.forceContextLoss = function () {
  14678. var extension = extensions.get( 'WEBGL_lose_context' );
  14679. if ( extension ) { extension.loseContext(); }
  14680. };
  14681. this.forceContextRestore = function () {
  14682. var extension = extensions.get( 'WEBGL_lose_context' );
  14683. if ( extension ) { extension.restoreContext(); }
  14684. };
  14685. this.getPixelRatio = function () {
  14686. return _pixelRatio;
  14687. };
  14688. this.setPixelRatio = function ( value ) {
  14689. if ( value === undefined ) { return; }
  14690. _pixelRatio = value;
  14691. this.setSize( _width, _height, false );
  14692. };
  14693. this.getSize = function ( target ) {
  14694. if ( target === undefined ) {
  14695. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14696. target = new Vector2();
  14697. }
  14698. return target.set( _width, _height );
  14699. };
  14700. this.setSize = function ( width, height, updateStyle ) {
  14701. if ( xr.isPresenting ) {
  14702. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14703. return;
  14704. }
  14705. _width = width;
  14706. _height = height;
  14707. _canvas.width = Math.floor( width * _pixelRatio );
  14708. _canvas.height = Math.floor( height * _pixelRatio );
  14709. if ( updateStyle !== false ) {
  14710. _canvas.style.width = width + 'px';
  14711. _canvas.style.height = height + 'px';
  14712. }
  14713. this.setViewport( 0, 0, width, height );
  14714. };
  14715. this.getDrawingBufferSize = function ( target ) {
  14716. if ( target === undefined ) {
  14717. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14718. target = new Vector2();
  14719. }
  14720. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14721. };
  14722. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14723. _width = width;
  14724. _height = height;
  14725. _pixelRatio = pixelRatio;
  14726. _canvas.width = Math.floor( width * pixelRatio );
  14727. _canvas.height = Math.floor( height * pixelRatio );
  14728. this.setViewport( 0, 0, width, height );
  14729. };
  14730. this.getCurrentViewport = function ( target ) {
  14731. if ( target === undefined ) {
  14732. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14733. target = new Vector4();
  14734. }
  14735. return target.copy( _currentViewport );
  14736. };
  14737. this.getViewport = function ( target ) {
  14738. return target.copy( _viewport );
  14739. };
  14740. this.setViewport = function ( x, y, width, height ) {
  14741. if ( x.isVector4 ) {
  14742. _viewport.set( x.x, x.y, x.z, x.w );
  14743. } else {
  14744. _viewport.set( x, y, width, height );
  14745. }
  14746. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14747. };
  14748. this.getScissor = function ( target ) {
  14749. return target.copy( _scissor );
  14750. };
  14751. this.setScissor = function ( x, y, width, height ) {
  14752. if ( x.isVector4 ) {
  14753. _scissor.set( x.x, x.y, x.z, x.w );
  14754. } else {
  14755. _scissor.set( x, y, width, height );
  14756. }
  14757. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14758. };
  14759. this.getScissorTest = function () {
  14760. return _scissorTest;
  14761. };
  14762. this.setScissorTest = function ( boolean ) {
  14763. state.setScissorTest( _scissorTest = boolean );
  14764. };
  14765. this.setOpaqueSort = function ( method ) {
  14766. _opaqueSort = method;
  14767. };
  14768. this.setTransparentSort = function ( method ) {
  14769. _transparentSort = method;
  14770. };
  14771. // Clearing
  14772. this.getClearColor = function () {
  14773. return background.getClearColor();
  14774. };
  14775. this.setClearColor = function () {
  14776. background.setClearColor.apply( background, arguments );
  14777. };
  14778. this.getClearAlpha = function () {
  14779. return background.getClearAlpha();
  14780. };
  14781. this.setClearAlpha = function () {
  14782. background.setClearAlpha.apply( background, arguments );
  14783. };
  14784. this.clear = function ( color, depth, stencil ) {
  14785. var bits = 0;
  14786. if ( color === undefined || color ) { bits |= 16384; }
  14787. if ( depth === undefined || depth ) { bits |= 256; }
  14788. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14789. _gl.clear( bits );
  14790. };
  14791. this.clearColor = function () {
  14792. this.clear( true, false, false );
  14793. };
  14794. this.clearDepth = function () {
  14795. this.clear( false, true, false );
  14796. };
  14797. this.clearStencil = function () {
  14798. this.clear( false, false, true );
  14799. };
  14800. //
  14801. this.dispose = function () {
  14802. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14803. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14804. renderLists.dispose();
  14805. renderStates.dispose();
  14806. properties.dispose();
  14807. objects.dispose();
  14808. xr.dispose();
  14809. animation.stop();
  14810. };
  14811. // Events
  14812. function onContextLost( event ) {
  14813. event.preventDefault();
  14814. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14815. _isContextLost = true;
  14816. }
  14817. function onContextRestore( /* event */ ) {
  14818. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14819. _isContextLost = false;
  14820. initGLContext();
  14821. }
  14822. function onMaterialDispose( event ) {
  14823. var material = event.target;
  14824. material.removeEventListener( 'dispose', onMaterialDispose );
  14825. deallocateMaterial( material );
  14826. }
  14827. // Buffer deallocation
  14828. function deallocateMaterial( material ) {
  14829. releaseMaterialProgramReference( material );
  14830. properties.remove( material );
  14831. }
  14832. function releaseMaterialProgramReference( material ) {
  14833. var programInfo = properties.get( material ).program;
  14834. material.program = undefined;
  14835. if ( programInfo !== undefined ) {
  14836. programCache.releaseProgram( programInfo );
  14837. }
  14838. }
  14839. // Buffer rendering
  14840. function renderObjectImmediate( object, program ) {
  14841. object.render( function ( object ) {
  14842. _this.renderBufferImmediate( object, program );
  14843. } );
  14844. }
  14845. this.renderBufferImmediate = function ( object, program ) {
  14846. state.initAttributes();
  14847. var buffers = properties.get( object );
  14848. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14849. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14850. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14851. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14852. var programAttributes = program.getAttributes();
  14853. if ( object.hasPositions ) {
  14854. _gl.bindBuffer( 34962, buffers.position );
  14855. _gl.bufferData( 34962, object.positionArray, 35048 );
  14856. state.enableAttribute( programAttributes.position );
  14857. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14858. }
  14859. if ( object.hasNormals ) {
  14860. _gl.bindBuffer( 34962, buffers.normal );
  14861. _gl.bufferData( 34962, object.normalArray, 35048 );
  14862. state.enableAttribute( programAttributes.normal );
  14863. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14864. }
  14865. if ( object.hasUvs ) {
  14866. _gl.bindBuffer( 34962, buffers.uv );
  14867. _gl.bufferData( 34962, object.uvArray, 35048 );
  14868. state.enableAttribute( programAttributes.uv );
  14869. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14870. }
  14871. if ( object.hasColors ) {
  14872. _gl.bindBuffer( 34962, buffers.color );
  14873. _gl.bufferData( 34962, object.colorArray, 35048 );
  14874. state.enableAttribute( programAttributes.color );
  14875. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14876. }
  14877. state.disableUnusedAttributes();
  14878. _gl.drawArrays( 4, 0, object.count );
  14879. object.count = 0;
  14880. };
  14881. var tempScene = new Scene();
  14882. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14883. if ( scene === null ) { scene = tempScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14884. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14885. var program = setProgram( camera, scene, material, object );
  14886. state.setMaterial( material, frontFaceCW );
  14887. var updateBuffers = false;
  14888. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14889. _currentGeometryProgram.program !== program.id ||
  14890. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14891. _currentGeometryProgram.geometry = geometry.id;
  14892. _currentGeometryProgram.program = program.id;
  14893. _currentGeometryProgram.wireframe = material.wireframe === true;
  14894. updateBuffers = true;
  14895. }
  14896. if ( material.morphTargets || material.morphNormals ) {
  14897. morphtargets.update( object, geometry, material, program );
  14898. updateBuffers = true;
  14899. }
  14900. if ( object.isInstancedMesh === true ) {
  14901. updateBuffers = true;
  14902. }
  14903. //
  14904. var index = geometry.index;
  14905. var position = geometry.attributes.position;
  14906. //
  14907. if ( index === null ) {
  14908. if ( position === undefined || position.count === 0 ) { return; }
  14909. } else if ( index.count === 0 ) {
  14910. return;
  14911. }
  14912. //
  14913. var rangeFactor = 1;
  14914. if ( material.wireframe === true ) {
  14915. index = geometries.getWireframeAttribute( geometry );
  14916. rangeFactor = 2;
  14917. }
  14918. var attribute;
  14919. var renderer = bufferRenderer;
  14920. if ( index !== null ) {
  14921. attribute = attributes.get( index );
  14922. renderer = indexedBufferRenderer;
  14923. renderer.setIndex( attribute );
  14924. }
  14925. if ( updateBuffers ) {
  14926. setupVertexAttributes( object, geometry, material, program );
  14927. if ( index !== null ) {
  14928. _gl.bindBuffer( 34963, attribute.buffer );
  14929. }
  14930. }
  14931. //
  14932. var dataCount = ( index !== null ) ? index.count : position.count;
  14933. var rangeStart = geometry.drawRange.start * rangeFactor;
  14934. var rangeCount = geometry.drawRange.count * rangeFactor;
  14935. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14936. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14937. var drawStart = Math.max( rangeStart, groupStart );
  14938. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14939. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14940. if ( drawCount === 0 ) { return; }
  14941. //
  14942. if ( object.isMesh ) {
  14943. if ( material.wireframe === true ) {
  14944. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14945. renderer.setMode( 1 );
  14946. } else {
  14947. renderer.setMode( 4 );
  14948. }
  14949. } else if ( object.isLine ) {
  14950. var lineWidth = material.linewidth;
  14951. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14952. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14953. if ( object.isLineSegments ) {
  14954. renderer.setMode( 1 );
  14955. } else if ( object.isLineLoop ) {
  14956. renderer.setMode( 2 );
  14957. } else {
  14958. renderer.setMode( 3 );
  14959. }
  14960. } else if ( object.isPoints ) {
  14961. renderer.setMode( 0 );
  14962. } else if ( object.isSprite ) {
  14963. renderer.setMode( 4 );
  14964. }
  14965. if ( object.isInstancedMesh ) {
  14966. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14967. } else if ( geometry.isInstancedBufferGeometry ) {
  14968. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  14969. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  14970. } else {
  14971. renderer.render( drawStart, drawCount );
  14972. }
  14973. };
  14974. function setupVertexAttributes( object, geometry, material, program ) {
  14975. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14976. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14977. }
  14978. state.initAttributes();
  14979. var geometryAttributes = geometry.attributes;
  14980. var programAttributes = program.getAttributes();
  14981. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14982. for ( var name in programAttributes ) {
  14983. var programAttribute = programAttributes[ name ];
  14984. if ( programAttribute >= 0 ) {
  14985. var geometryAttribute = geometryAttributes[ name ];
  14986. if ( geometryAttribute !== undefined ) {
  14987. var normalized = geometryAttribute.normalized;
  14988. var size = geometryAttribute.itemSize;
  14989. var attribute = attributes.get( geometryAttribute );
  14990. // TODO Attribute may not be available on context restore
  14991. if ( attribute === undefined ) { continue; }
  14992. var buffer = attribute.buffer;
  14993. var type = attribute.type;
  14994. var bytesPerElement = attribute.bytesPerElement;
  14995. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14996. var data = geometryAttribute.data;
  14997. var stride = data.stride;
  14998. var offset = geometryAttribute.offset;
  14999. if ( data && data.isInstancedInterleavedBuffer ) {
  15000. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  15001. if ( geometry._maxInstanceCount === undefined ) {
  15002. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  15003. }
  15004. } else {
  15005. state.enableAttribute( programAttribute );
  15006. }
  15007. _gl.bindBuffer( 34962, buffer );
  15008. state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  15009. } else {
  15010. if ( geometryAttribute.isInstancedBufferAttribute ) {
  15011. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  15012. if ( geometry._maxInstanceCount === undefined ) {
  15013. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  15014. }
  15015. } else {
  15016. state.enableAttribute( programAttribute );
  15017. }
  15018. _gl.bindBuffer( 34962, buffer );
  15019. state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  15020. }
  15021. } else if ( name === 'instanceMatrix' ) {
  15022. var attribute = attributes.get( object.instanceMatrix );
  15023. // TODO Attribute may not be available on context restore
  15024. if ( attribute === undefined ) { continue; }
  15025. var buffer = attribute.buffer;
  15026. var type = attribute.type;
  15027. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  15028. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  15029. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  15030. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  15031. _gl.bindBuffer( 34962, buffer );
  15032. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  15033. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  15034. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  15035. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  15036. } else if ( materialDefaultAttributeValues !== undefined ) {
  15037. var value = materialDefaultAttributeValues[ name ];
  15038. if ( value !== undefined ) {
  15039. switch ( value.length ) {
  15040. case 2:
  15041. _gl.vertexAttrib2fv( programAttribute, value );
  15042. break;
  15043. case 3:
  15044. _gl.vertexAttrib3fv( programAttribute, value );
  15045. break;
  15046. case 4:
  15047. _gl.vertexAttrib4fv( programAttribute, value );
  15048. break;
  15049. default:
  15050. _gl.vertexAttrib1fv( programAttribute, value );
  15051. }
  15052. }
  15053. }
  15054. }
  15055. }
  15056. state.disableUnusedAttributes();
  15057. }
  15058. // Compile
  15059. this.compile = function ( scene, camera ) {
  15060. currentRenderState = renderStates.get( scene, camera );
  15061. currentRenderState.init();
  15062. scene.traverse( function ( object ) {
  15063. if ( object.isLight ) {
  15064. currentRenderState.pushLight( object );
  15065. if ( object.castShadow ) {
  15066. currentRenderState.pushShadow( object );
  15067. }
  15068. }
  15069. } );
  15070. currentRenderState.setupLights( camera );
  15071. var compiled = {};
  15072. scene.traverse( function ( object ) {
  15073. var material = object.material;
  15074. if ( material ) {
  15075. if ( Array.isArray( material ) ) {
  15076. for ( var i = 0; i < material.length; i ++ ) {
  15077. var material2 = material[ i ];
  15078. if ( material2.uuid in compiled === false ) {
  15079. initMaterial( material2, scene, object );
  15080. compiled[ material2.uuid ] = true;
  15081. }
  15082. }
  15083. } else if ( material.uuid in compiled === false ) {
  15084. initMaterial( material, scene, object );
  15085. compiled[ material.uuid ] = true;
  15086. }
  15087. }
  15088. } );
  15089. };
  15090. // Animation Loop
  15091. var onAnimationFrameCallback = null;
  15092. function onAnimationFrame( time ) {
  15093. if ( xr.isPresenting ) { return; }
  15094. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15095. }
  15096. var animation = new WebGLAnimation();
  15097. animation.setAnimationLoop( onAnimationFrame );
  15098. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15099. this.setAnimationLoop = function ( callback ) {
  15100. onAnimationFrameCallback = callback;
  15101. xr.setAnimationLoop( callback );
  15102. animation.start();
  15103. };
  15104. // Rendering
  15105. this.render = function ( scene, camera ) {
  15106. var renderTarget, forceClear;
  15107. if ( arguments[ 2 ] !== undefined ) {
  15108. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15109. renderTarget = arguments[ 2 ];
  15110. }
  15111. if ( arguments[ 3 ] !== undefined ) {
  15112. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15113. forceClear = arguments[ 3 ];
  15114. }
  15115. if ( ! ( camera && camera.isCamera ) ) {
  15116. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15117. return;
  15118. }
  15119. if ( _isContextLost ) { return; }
  15120. // reset caching for this frame
  15121. _currentGeometryProgram.geometry = null;
  15122. _currentGeometryProgram.program = null;
  15123. _currentGeometryProgram.wireframe = false;
  15124. _currentMaterialId = - 1;
  15125. _currentCamera = null;
  15126. // update scene graph
  15127. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15128. // update camera matrices and frustum
  15129. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15130. if ( xr.enabled && xr.isPresenting ) {
  15131. camera = xr.getCamera( camera );
  15132. }
  15133. //
  15134. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  15135. currentRenderState = renderStates.get( scene, camera );
  15136. currentRenderState.init();
  15137. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15138. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15139. _localClippingEnabled = this.localClippingEnabled;
  15140. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15141. currentRenderList = renderLists.get( scene, camera );
  15142. currentRenderList.init();
  15143. projectObject( scene, camera, 0, _this.sortObjects );
  15144. currentRenderList.finish();
  15145. if ( _this.sortObjects === true ) {
  15146. currentRenderList.sort( _opaqueSort, _transparentSort );
  15147. }
  15148. //
  15149. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  15150. var shadowsArray = currentRenderState.state.shadowsArray;
  15151. shadowMap.render( shadowsArray, scene, camera );
  15152. currentRenderState.setupLights( camera );
  15153. if ( _clippingEnabled ) { _clipping.endShadows(); }
  15154. //
  15155. if ( this.info.autoReset ) { this.info.reset(); }
  15156. if ( renderTarget !== undefined ) {
  15157. this.setRenderTarget( renderTarget );
  15158. }
  15159. //
  15160. background.render( currentRenderList, scene, camera, forceClear );
  15161. // render scene
  15162. var opaqueObjects = currentRenderList.opaque;
  15163. var transparentObjects = currentRenderList.transparent;
  15164. if ( scene.overrideMaterial ) {
  15165. var overrideMaterial = scene.overrideMaterial;
  15166. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  15167. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  15168. } else {
  15169. // opaque pass (front-to-back order)
  15170. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  15171. // transparent pass (back-to-front order)
  15172. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  15173. }
  15174. //
  15175. scene.onAfterRender( _this, scene, camera );
  15176. //
  15177. if ( _currentRenderTarget !== null ) {
  15178. // Generate mipmap if we're using any kind of mipmap filtering
  15179. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15180. // resolve multisample renderbuffers to a single-sample texture if necessary
  15181. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15182. }
  15183. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15184. state.buffers.depth.setTest( true );
  15185. state.buffers.depth.setMask( true );
  15186. state.buffers.color.setMask( true );
  15187. state.setPolygonOffset( false );
  15188. // _gl.finish();
  15189. currentRenderList = null;
  15190. currentRenderState = null;
  15191. };
  15192. function projectObject( object, camera, groupOrder, sortObjects ) {
  15193. if ( object.visible === false ) { return; }
  15194. var visible = object.layers.test( camera.layers );
  15195. if ( visible ) {
  15196. if ( object.isGroup ) {
  15197. groupOrder = object.renderOrder;
  15198. } else if ( object.isLOD ) {
  15199. if ( object.autoUpdate === true ) { object.update( camera ); }
  15200. } else if ( object.isLight ) {
  15201. currentRenderState.pushLight( object );
  15202. if ( object.castShadow ) {
  15203. currentRenderState.pushShadow( object );
  15204. }
  15205. } else if ( object.isSprite ) {
  15206. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15207. if ( sortObjects ) {
  15208. _vector3.setFromMatrixPosition( object.matrixWorld )
  15209. .applyMatrix4( _projScreenMatrix );
  15210. }
  15211. var geometry = objects.update( object );
  15212. var material = object.material;
  15213. if ( material.visible ) {
  15214. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15215. }
  15216. }
  15217. } else if ( object.isImmediateRenderObject ) {
  15218. if ( sortObjects ) {
  15219. _vector3.setFromMatrixPosition( object.matrixWorld )
  15220. .applyMatrix4( _projScreenMatrix );
  15221. }
  15222. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15223. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15224. if ( object.isSkinnedMesh ) {
  15225. // update skeleton only once in a frame
  15226. if ( object.skeleton.frame !== info.render.frame ) {
  15227. object.skeleton.update();
  15228. object.skeleton.frame = info.render.frame;
  15229. }
  15230. }
  15231. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15232. if ( sortObjects ) {
  15233. _vector3.setFromMatrixPosition( object.matrixWorld )
  15234. .applyMatrix4( _projScreenMatrix );
  15235. }
  15236. var geometry = objects.update( object );
  15237. var material = object.material;
  15238. if ( Array.isArray( material ) ) {
  15239. var groups = geometry.groups;
  15240. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15241. var group = groups[ i ];
  15242. var groupMaterial = material[ group.materialIndex ];
  15243. if ( groupMaterial && groupMaterial.visible ) {
  15244. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  15245. }
  15246. }
  15247. } else if ( material.visible ) {
  15248. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15249. }
  15250. }
  15251. }
  15252. }
  15253. var children = object.children;
  15254. for ( var i = 0, l = children.length; i < l; i ++ ) {
  15255. projectObject( children[ i ], camera, groupOrder, sortObjects );
  15256. }
  15257. }
  15258. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  15259. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15260. var renderItem = renderList[ i ];
  15261. var object = renderItem.object;
  15262. var geometry = renderItem.geometry;
  15263. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  15264. var group = renderItem.group;
  15265. if ( camera.isArrayCamera ) {
  15266. _currentArrayCamera = camera;
  15267. var cameras = camera.cameras;
  15268. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15269. var camera2 = cameras[ j ];
  15270. if ( object.layers.test( camera2.layers ) ) {
  15271. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15272. currentRenderState.setupLights( camera2 );
  15273. renderObject( object, scene, camera2, geometry, material, group );
  15274. }
  15275. }
  15276. } else {
  15277. _currentArrayCamera = null;
  15278. renderObject( object, scene, camera, geometry, material, group );
  15279. }
  15280. }
  15281. }
  15282. function renderObject( object, scene, camera, geometry, material, group ) {
  15283. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15284. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15285. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15286. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15287. if ( object.isImmediateRenderObject ) {
  15288. var program = setProgram( camera, scene, material, object );
  15289. state.setMaterial( material );
  15290. _currentGeometryProgram.geometry = null;
  15291. _currentGeometryProgram.program = null;
  15292. _currentGeometryProgram.wireframe = false;
  15293. renderObjectImmediate( object, program );
  15294. } else {
  15295. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15296. }
  15297. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15298. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15299. }
  15300. function initMaterial( material, scene, object ) {
  15301. var materialProperties = properties.get( material );
  15302. var lights = currentRenderState.state.lights;
  15303. var shadowsArray = currentRenderState.state.shadowsArray;
  15304. var lightsStateVersion = lights.state.version;
  15305. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15306. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15307. var program = materialProperties.program;
  15308. var programChange = true;
  15309. if ( program === undefined ) {
  15310. // new material
  15311. material.addEventListener( 'dispose', onMaterialDispose );
  15312. } else if ( program.cacheKey !== programCacheKey ) {
  15313. // changed glsl or parameters
  15314. releaseMaterialProgramReference( material );
  15315. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15316. materialProperties.lightsStateVersion = lightsStateVersion;
  15317. programChange = false;
  15318. } else if ( parameters.shaderID !== undefined ) {
  15319. // same glsl and uniform list
  15320. return;
  15321. } else {
  15322. // only rebuild uniform list
  15323. programChange = false;
  15324. }
  15325. if ( programChange ) {
  15326. program = programCache.acquireProgram( parameters, programCacheKey );
  15327. materialProperties.program = program;
  15328. materialProperties.uniforms = parameters.uniforms;
  15329. materialProperties.outputEncoding = parameters.outputEncoding;
  15330. material.program = program;
  15331. }
  15332. var programAttributes = program.getAttributes();
  15333. if ( material.morphTargets ) {
  15334. material.numSupportedMorphTargets = 0;
  15335. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15336. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15337. material.numSupportedMorphTargets ++;
  15338. }
  15339. }
  15340. }
  15341. if ( material.morphNormals ) {
  15342. material.numSupportedMorphNormals = 0;
  15343. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  15344. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  15345. material.numSupportedMorphNormals ++;
  15346. }
  15347. }
  15348. }
  15349. var uniforms = materialProperties.uniforms;
  15350. if ( ! material.isShaderMaterial &&
  15351. ! material.isRawShaderMaterial ||
  15352. material.clipping === true ) {
  15353. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15354. materialProperties.numIntersection = _clipping.numIntersection;
  15355. uniforms.clippingPlanes = _clipping.uniform;
  15356. }
  15357. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15358. materialProperties.fog = scene.fog;
  15359. // store the light setup it was created for
  15360. materialProperties.needsLights = materialNeedsLights( material );
  15361. materialProperties.lightsStateVersion = lightsStateVersion;
  15362. if ( materialProperties.needsLights ) {
  15363. // wire up the material to this renderer's lighting state
  15364. uniforms.ambientLightColor.value = lights.state.ambient;
  15365. uniforms.lightProbe.value = lights.state.probe;
  15366. uniforms.directionalLights.value = lights.state.directional;
  15367. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15368. uniforms.spotLights.value = lights.state.spot;
  15369. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15370. uniforms.rectAreaLights.value = lights.state.rectArea;
  15371. uniforms.pointLights.value = lights.state.point;
  15372. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15373. uniforms.hemisphereLights.value = lights.state.hemi;
  15374. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15375. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15376. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15377. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15378. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15379. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15380. // TODO (abelnation): add area lights shadow info to uniforms
  15381. }
  15382. var progUniforms = materialProperties.program.getUniforms(),
  15383. uniformsList =
  15384. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15385. materialProperties.uniformsList = uniformsList;
  15386. }
  15387. function setProgram( camera, scene, material, object ) {
  15388. textures.resetTextureUnits();
  15389. var fog = scene.fog;
  15390. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15391. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15392. var materialProperties = properties.get( material );
  15393. var lights = currentRenderState.state.lights;
  15394. if ( _clippingEnabled ) {
  15395. if ( _localClippingEnabled || camera !== _currentCamera ) {
  15396. var useCache =
  15397. camera === _currentCamera &&
  15398. material.id === _currentMaterialId;
  15399. // we might want to call this function with some ClippingGroup
  15400. // object instead of the material, once it becomes feasible
  15401. // (#8465, #8379)
  15402. _clipping.setState(
  15403. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15404. camera, materialProperties, useCache );
  15405. }
  15406. }
  15407. if ( material.version === materialProperties.__version ) {
  15408. if ( materialProperties.program === undefined ) {
  15409. initMaterial( material, scene, object );
  15410. } else if ( material.fog && materialProperties.fog !== fog ) {
  15411. initMaterial( material, scene, object );
  15412. } else if ( materialProperties.environment !== environment ) {
  15413. initMaterial( material, scene, object );
  15414. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15415. initMaterial( material, scene, object );
  15416. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15417. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15418. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15419. initMaterial( material, scene, object );
  15420. } else if ( materialProperties.outputEncoding !== encoding ) {
  15421. initMaterial( material, scene, object );
  15422. }
  15423. } else {
  15424. initMaterial( material, scene, object );
  15425. materialProperties.__version = material.version;
  15426. }
  15427. var refreshProgram = false;
  15428. var refreshMaterial = false;
  15429. var refreshLights = false;
  15430. var program = materialProperties.program,
  15431. p_uniforms = program.getUniforms(),
  15432. m_uniforms = materialProperties.uniforms;
  15433. if ( state.useProgram( program.program ) ) {
  15434. refreshProgram = true;
  15435. refreshMaterial = true;
  15436. refreshLights = true;
  15437. }
  15438. if ( material.id !== _currentMaterialId ) {
  15439. _currentMaterialId = material.id;
  15440. refreshMaterial = true;
  15441. }
  15442. if ( refreshProgram || _currentCamera !== camera ) {
  15443. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15444. if ( capabilities.logarithmicDepthBuffer ) {
  15445. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15446. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15447. }
  15448. if ( _currentCamera !== camera ) {
  15449. _currentCamera = camera;
  15450. // lighting uniforms depend on the camera so enforce an update
  15451. // now, in case this material supports lights - or later, when
  15452. // the next material that does gets activated:
  15453. refreshMaterial = true; // set to true on material change
  15454. refreshLights = true; // remains set until update done
  15455. }
  15456. // load material specific uniforms
  15457. // (shader material also gets them for the sake of genericity)
  15458. if ( material.isShaderMaterial ||
  15459. material.isMeshPhongMaterial ||
  15460. material.isMeshToonMaterial ||
  15461. material.isMeshStandardMaterial ||
  15462. material.envMap ) {
  15463. var uCamPos = p_uniforms.map.cameraPosition;
  15464. if ( uCamPos !== undefined ) {
  15465. uCamPos.setValue( _gl,
  15466. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15467. }
  15468. }
  15469. if ( material.isMeshPhongMaterial ||
  15470. material.isMeshToonMaterial ||
  15471. material.isMeshLambertMaterial ||
  15472. material.isMeshBasicMaterial ||
  15473. material.isMeshStandardMaterial ||
  15474. material.isShaderMaterial ) {
  15475. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15476. }
  15477. if ( material.isMeshPhongMaterial ||
  15478. material.isMeshToonMaterial ||
  15479. material.isMeshLambertMaterial ||
  15480. material.isMeshBasicMaterial ||
  15481. material.isMeshStandardMaterial ||
  15482. material.isShaderMaterial ||
  15483. material.skinning ) {
  15484. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15485. }
  15486. }
  15487. // skinning uniforms must be set even if material didn't change
  15488. // auto-setting of texture unit for bone texture must go before other textures
  15489. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15490. if ( material.skinning ) {
  15491. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15492. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15493. var skeleton = object.skeleton;
  15494. if ( skeleton ) {
  15495. var bones = skeleton.bones;
  15496. if ( capabilities.floatVertexTextures ) {
  15497. if ( skeleton.boneTexture === undefined ) {
  15498. // layout (1 matrix = 4 pixels)
  15499. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15500. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15501. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15502. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15503. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15504. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15505. size = MathUtils.ceilPowerOfTwo( size );
  15506. size = Math.max( size, 4 );
  15507. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15508. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15509. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15510. skeleton.boneMatrices = boneMatrices;
  15511. skeleton.boneTexture = boneTexture;
  15512. skeleton.boneTextureSize = size;
  15513. }
  15514. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15515. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15516. } else {
  15517. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15518. }
  15519. }
  15520. }
  15521. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15522. materialProperties.receiveShadow = object.receiveShadow;
  15523. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15524. }
  15525. if ( refreshMaterial ) {
  15526. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15527. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15528. if ( materialProperties.needsLights ) {
  15529. // the current material requires lighting info
  15530. // note: all lighting uniforms are always set correctly
  15531. // they simply reference the renderer's state for their
  15532. // values
  15533. //
  15534. // use the current material's .needsUpdate flags to set
  15535. // the GL state when required
  15536. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15537. }
  15538. // refresh uniforms common to several materials
  15539. if ( fog && material.fog ) {
  15540. materials.refreshFogUniforms( m_uniforms, fog );
  15541. }
  15542. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15543. // RectAreaLight Texture
  15544. // TODO (mrdoob): Find a nicer implementation
  15545. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15546. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15547. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15548. }
  15549. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15550. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15551. material.uniformsNeedUpdate = false;
  15552. }
  15553. if ( material.isSpriteMaterial ) {
  15554. p_uniforms.setValue( _gl, 'center', object.center );
  15555. }
  15556. // common matrices
  15557. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15558. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15559. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15560. return program;
  15561. }
  15562. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15563. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15564. uniforms.ambientLightColor.needsUpdate = value;
  15565. uniforms.lightProbe.needsUpdate = value;
  15566. uniforms.directionalLights.needsUpdate = value;
  15567. uniforms.directionalLightShadows.needsUpdate = value;
  15568. uniforms.pointLights.needsUpdate = value;
  15569. uniforms.pointLightShadows.needsUpdate = value;
  15570. uniforms.spotLights.needsUpdate = value;
  15571. uniforms.spotLightShadows.needsUpdate = value;
  15572. uniforms.rectAreaLights.needsUpdate = value;
  15573. uniforms.hemisphereLights.needsUpdate = value;
  15574. }
  15575. function materialNeedsLights( material ) {
  15576. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15577. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15578. ( material.isShaderMaterial && material.lights === true );
  15579. }
  15580. //
  15581. this.setFramebuffer = function ( value ) {
  15582. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15583. _framebuffer = value;
  15584. };
  15585. this.getActiveCubeFace = function () {
  15586. return _currentActiveCubeFace;
  15587. };
  15588. this.getActiveMipmapLevel = function () {
  15589. return _currentActiveMipmapLevel;
  15590. };
  15591. this.getRenderTarget = function () {
  15592. return _currentRenderTarget;
  15593. };
  15594. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15595. _currentRenderTarget = renderTarget;
  15596. _currentActiveCubeFace = activeCubeFace;
  15597. _currentActiveMipmapLevel = activeMipmapLevel;
  15598. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15599. textures.setupRenderTarget( renderTarget );
  15600. }
  15601. var framebuffer = _framebuffer;
  15602. var isCube = false;
  15603. if ( renderTarget ) {
  15604. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15605. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15606. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15607. isCube = true;
  15608. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15609. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15610. } else {
  15611. framebuffer = __webglFramebuffer;
  15612. }
  15613. _currentViewport.copy( renderTarget.viewport );
  15614. _currentScissor.copy( renderTarget.scissor );
  15615. _currentScissorTest = renderTarget.scissorTest;
  15616. } else {
  15617. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15618. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15619. _currentScissorTest = _scissorTest;
  15620. }
  15621. if ( _currentFramebuffer !== framebuffer ) {
  15622. _gl.bindFramebuffer( 36160, framebuffer );
  15623. _currentFramebuffer = framebuffer;
  15624. }
  15625. state.viewport( _currentViewport );
  15626. state.scissor( _currentScissor );
  15627. state.setScissorTest( _currentScissorTest );
  15628. if ( isCube ) {
  15629. var textureProperties = properties.get( renderTarget.texture );
  15630. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15631. }
  15632. };
  15633. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15634. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15635. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15636. return;
  15637. }
  15638. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15639. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15640. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15641. }
  15642. if ( framebuffer ) {
  15643. var restore = false;
  15644. if ( framebuffer !== _currentFramebuffer ) {
  15645. _gl.bindFramebuffer( 36160, framebuffer );
  15646. restore = true;
  15647. }
  15648. try {
  15649. var texture = renderTarget.texture;
  15650. var textureFormat = texture.format;
  15651. var textureType = texture.type;
  15652. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15653. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15654. return;
  15655. }
  15656. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15657. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15658. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15659. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15660. return;
  15661. }
  15662. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15663. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15664. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15665. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15666. }
  15667. } else {
  15668. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15669. }
  15670. } finally {
  15671. if ( restore ) {
  15672. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15673. }
  15674. }
  15675. }
  15676. };
  15677. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15678. if ( level === undefined ) { level = 0; }
  15679. var levelScale = Math.pow( 2, - level );
  15680. var width = Math.floor( texture.image.width * levelScale );
  15681. var height = Math.floor( texture.image.height * levelScale );
  15682. var glFormat = utils.convert( texture.format );
  15683. textures.setTexture2D( texture, 0 );
  15684. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15685. state.unbindTexture();
  15686. };
  15687. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15688. if ( level === undefined ) { level = 0; }
  15689. var width = srcTexture.image.width;
  15690. var height = srcTexture.image.height;
  15691. var glFormat = utils.convert( dstTexture.format );
  15692. var glType = utils.convert( dstTexture.type );
  15693. textures.setTexture2D( dstTexture, 0 );
  15694. if ( srcTexture.isDataTexture ) {
  15695. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15696. } else {
  15697. if ( srcTexture.isCompressedTexture ) {
  15698. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15699. } else {
  15700. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15701. }
  15702. }
  15703. // Generate mipmaps only when copying level 0
  15704. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15705. state.unbindTexture();
  15706. };
  15707. this.initTexture = function ( texture ) {
  15708. textures.setTexture2D( texture, 0 );
  15709. state.unbindTexture();
  15710. };
  15711. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15712. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15713. }
  15714. }
  15715. /**
  15716. * @author mrdoob / http://mrdoob.com/
  15717. * @author alteredq / http://alteredqualia.com/
  15718. */
  15719. function FogExp2( color, density ) {
  15720. this.name = '';
  15721. this.color = new Color( color );
  15722. this.density = ( density !== undefined ) ? density : 0.00025;
  15723. }
  15724. Object.assign( FogExp2.prototype, {
  15725. isFogExp2: true,
  15726. clone: function () {
  15727. return new FogExp2( this.color, this.density );
  15728. },
  15729. toJSON: function ( /* meta */ ) {
  15730. return {
  15731. type: 'FogExp2',
  15732. color: this.color.getHex(),
  15733. density: this.density
  15734. };
  15735. }
  15736. } );
  15737. /**
  15738. * @author mrdoob / http://mrdoob.com/
  15739. * @author alteredq / http://alteredqualia.com/
  15740. */
  15741. function Fog( color, near, far ) {
  15742. this.name = '';
  15743. this.color = new Color( color );
  15744. this.near = ( near !== undefined ) ? near : 1;
  15745. this.far = ( far !== undefined ) ? far : 1000;
  15746. }
  15747. Object.assign( Fog.prototype, {
  15748. isFog: true,
  15749. clone: function () {
  15750. return new Fog( this.color, this.near, this.far );
  15751. },
  15752. toJSON: function ( /* meta */ ) {
  15753. return {
  15754. type: 'Fog',
  15755. color: this.color.getHex(),
  15756. near: this.near,
  15757. far: this.far
  15758. };
  15759. }
  15760. } );
  15761. /**
  15762. * @author benaadams / https://twitter.com/ben_a_adams
  15763. */
  15764. function InterleavedBuffer( array, stride ) {
  15765. this.array = array;
  15766. this.stride = stride;
  15767. this.count = array !== undefined ? array.length / stride : 0;
  15768. this.usage = StaticDrawUsage;
  15769. this.updateRange = { offset: 0, count: - 1 };
  15770. this.version = 0;
  15771. }
  15772. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15773. set: function ( value ) {
  15774. if ( value === true ) { this.version ++; }
  15775. }
  15776. } );
  15777. Object.assign( InterleavedBuffer.prototype, {
  15778. isInterleavedBuffer: true,
  15779. onUploadCallback: function () {},
  15780. setUsage: function ( value ) {
  15781. this.usage = value;
  15782. return this;
  15783. },
  15784. copy: function ( source ) {
  15785. this.array = new source.array.constructor( source.array );
  15786. this.count = source.count;
  15787. this.stride = source.stride;
  15788. this.usage = source.usage;
  15789. return this;
  15790. },
  15791. copyAt: function ( index1, attribute, index2 ) {
  15792. index1 *= this.stride;
  15793. index2 *= attribute.stride;
  15794. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15795. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15796. }
  15797. return this;
  15798. },
  15799. set: function ( value, offset ) {
  15800. if ( offset === undefined ) { offset = 0; }
  15801. this.array.set( value, offset );
  15802. return this;
  15803. },
  15804. clone: function () {
  15805. return new this.constructor().copy( this );
  15806. },
  15807. onUpload: function ( callback ) {
  15808. this.onUploadCallback = callback;
  15809. return this;
  15810. }
  15811. } );
  15812. /**
  15813. * @author benaadams / https://twitter.com/ben_a_adams
  15814. */
  15815. var _vector$6 = new Vector3();
  15816. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15817. this.name = '';
  15818. this.data = interleavedBuffer;
  15819. this.itemSize = itemSize;
  15820. this.offset = offset;
  15821. this.normalized = normalized === true;
  15822. }
  15823. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15824. count: {
  15825. get: function () {
  15826. return this.data.count;
  15827. }
  15828. },
  15829. array: {
  15830. get: function () {
  15831. return this.data.array;
  15832. }
  15833. }
  15834. } );
  15835. Object.assign( InterleavedBufferAttribute.prototype, {
  15836. isInterleavedBufferAttribute: true,
  15837. applyMatrix4: function ( m ) {
  15838. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15839. _vector$6.x = this.getX( i );
  15840. _vector$6.y = this.getY( i );
  15841. _vector$6.z = this.getZ( i );
  15842. _vector$6.applyMatrix4( m );
  15843. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15844. }
  15845. return this;
  15846. },
  15847. setX: function ( index, x ) {
  15848. this.data.array[ index * this.data.stride + this.offset ] = x;
  15849. return this;
  15850. },
  15851. setY: function ( index, y ) {
  15852. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15853. return this;
  15854. },
  15855. setZ: function ( index, z ) {
  15856. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15857. return this;
  15858. },
  15859. setW: function ( index, w ) {
  15860. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15861. return this;
  15862. },
  15863. getX: function ( index ) {
  15864. return this.data.array[ index * this.data.stride + this.offset ];
  15865. },
  15866. getY: function ( index ) {
  15867. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15868. },
  15869. getZ: function ( index ) {
  15870. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15871. },
  15872. getW: function ( index ) {
  15873. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15874. },
  15875. setXY: function ( index, x, y ) {
  15876. index = index * this.data.stride + this.offset;
  15877. this.data.array[ index + 0 ] = x;
  15878. this.data.array[ index + 1 ] = y;
  15879. return this;
  15880. },
  15881. setXYZ: function ( index, x, y, z ) {
  15882. index = index * this.data.stride + this.offset;
  15883. this.data.array[ index + 0 ] = x;
  15884. this.data.array[ index + 1 ] = y;
  15885. this.data.array[ index + 2 ] = z;
  15886. return this;
  15887. },
  15888. setXYZW: function ( index, x, y, z, w ) {
  15889. index = index * this.data.stride + this.offset;
  15890. this.data.array[ index + 0 ] = x;
  15891. this.data.array[ index + 1 ] = y;
  15892. this.data.array[ index + 2 ] = z;
  15893. this.data.array[ index + 3 ] = w;
  15894. return this;
  15895. },
  15896. clone: function () {
  15897. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  15898. var array = [];
  15899. for ( var i = 0; i < this.count; i ++ ) {
  15900. var index = i * this.data.stride + this.offset;
  15901. for ( var j = 0; j < this.itemSize; j ++ ) {
  15902. array.push( this.data.array[ index + j ] );
  15903. }
  15904. }
  15905. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15906. },
  15907. toJSON: function () {
  15908. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  15909. var array = [];
  15910. for ( var i = 0; i < this.count; i ++ ) {
  15911. var index = i * this.data.stride + this.offset;
  15912. for ( var j = 0; j < this.itemSize; j ++ ) {
  15913. array.push( this.data.array[ index + j ] );
  15914. }
  15915. }
  15916. // deinterleave data and save it as an ordinary buffer attribute for now
  15917. return {
  15918. itemSize: this.itemSize,
  15919. type: this.array.constructor.name,
  15920. array: array,
  15921. normalized: this.normalized
  15922. };
  15923. }
  15924. } );
  15925. /**
  15926. * @author alteredq / http://alteredqualia.com/
  15927. *
  15928. * parameters = {
  15929. * color: <hex>,
  15930. * map: new THREE.Texture( <Image> ),
  15931. * alphaMap: new THREE.Texture( <Image> ),
  15932. * rotation: <float>,
  15933. * sizeAttenuation: <bool>
  15934. * }
  15935. */
  15936. function SpriteMaterial( parameters ) {
  15937. Material.call( this );
  15938. this.type = 'SpriteMaterial';
  15939. this.color = new Color( 0xffffff );
  15940. this.map = null;
  15941. this.alphaMap = null;
  15942. this.rotation = 0;
  15943. this.sizeAttenuation = true;
  15944. this.transparent = true;
  15945. this.setValues( parameters );
  15946. }
  15947. SpriteMaterial.prototype = Object.create( Material.prototype );
  15948. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15949. SpriteMaterial.prototype.isSpriteMaterial = true;
  15950. SpriteMaterial.prototype.copy = function ( source ) {
  15951. Material.prototype.copy.call( this, source );
  15952. this.color.copy( source.color );
  15953. this.map = source.map;
  15954. this.alphaMap = source.alphaMap;
  15955. this.rotation = source.rotation;
  15956. this.sizeAttenuation = source.sizeAttenuation;
  15957. return this;
  15958. };
  15959. /**
  15960. * @author mikael emtinger / http://gomo.se/
  15961. * @author alteredq / http://alteredqualia.com/
  15962. */
  15963. var _geometry;
  15964. var _intersectPoint = new Vector3();
  15965. var _worldScale = new Vector3();
  15966. var _mvPosition = new Vector3();
  15967. var _alignedPosition = new Vector2();
  15968. var _rotatedPosition = new Vector2();
  15969. var _viewWorldMatrix = new Matrix4();
  15970. var _vA$1 = new Vector3();
  15971. var _vB$1 = new Vector3();
  15972. var _vC$1 = new Vector3();
  15973. var _uvA$1 = new Vector2();
  15974. var _uvB$1 = new Vector2();
  15975. var _uvC$1 = new Vector2();
  15976. function Sprite( material ) {
  15977. Object3D.call( this );
  15978. this.type = 'Sprite';
  15979. if ( _geometry === undefined ) {
  15980. _geometry = new BufferGeometry();
  15981. var float32Array = new Float32Array( [
  15982. - 0.5, - 0.5, 0, 0, 0,
  15983. 0.5, - 0.5, 0, 1, 0,
  15984. 0.5, 0.5, 0, 1, 1,
  15985. - 0.5, 0.5, 0, 0, 1
  15986. ] );
  15987. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15988. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15989. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15990. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15991. }
  15992. this.geometry = _geometry;
  15993. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15994. this.center = new Vector2( 0.5, 0.5 );
  15995. }
  15996. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15997. constructor: Sprite,
  15998. isSprite: true,
  15999. raycast: function ( raycaster, intersects ) {
  16000. if ( raycaster.camera === null ) {
  16001. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16002. }
  16003. _worldScale.setFromMatrixScale( this.matrixWorld );
  16004. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16005. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16006. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16007. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16008. _worldScale.multiplyScalar( - _mvPosition.z );
  16009. }
  16010. var rotation = this.material.rotation;
  16011. var sin, cos;
  16012. if ( rotation !== 0 ) {
  16013. cos = Math.cos( rotation );
  16014. sin = Math.sin( rotation );
  16015. }
  16016. var center = this.center;
  16017. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16018. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16019. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16020. _uvA$1.set( 0, 0 );
  16021. _uvB$1.set( 1, 0 );
  16022. _uvC$1.set( 1, 1 );
  16023. // check first triangle
  16024. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16025. if ( intersect === null ) {
  16026. // check second triangle
  16027. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16028. _uvB$1.set( 0, 1 );
  16029. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16030. if ( intersect === null ) {
  16031. return;
  16032. }
  16033. }
  16034. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16035. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16036. intersects.push( {
  16037. distance: distance,
  16038. point: _intersectPoint.clone(),
  16039. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16040. face: null,
  16041. object: this
  16042. } );
  16043. },
  16044. clone: function () {
  16045. return new this.constructor( this.material ).copy( this );
  16046. },
  16047. copy: function ( source ) {
  16048. Object3D.prototype.copy.call( this, source );
  16049. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16050. return this;
  16051. }
  16052. } );
  16053. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16054. // compute position in camera space
  16055. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16056. // to check if rotation is not zero
  16057. if ( sin !== undefined ) {
  16058. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16059. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16060. } else {
  16061. _rotatedPosition.copy( _alignedPosition );
  16062. }
  16063. vertexPosition.copy( mvPosition );
  16064. vertexPosition.x += _rotatedPosition.x;
  16065. vertexPosition.y += _rotatedPosition.y;
  16066. // transform to world space
  16067. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16068. }
  16069. /**
  16070. * @author mikael emtinger / http://gomo.se/
  16071. * @author alteredq / http://alteredqualia.com/
  16072. * @author mrdoob / http://mrdoob.com/
  16073. */
  16074. var _v1$4 = new Vector3();
  16075. var _v2$2 = new Vector3();
  16076. function LOD() {
  16077. Object3D.call( this );
  16078. this._currentLevel = 0;
  16079. this.type = 'LOD';
  16080. Object.defineProperties( this, {
  16081. levels: {
  16082. enumerable: true,
  16083. value: []
  16084. }
  16085. } );
  16086. this.autoUpdate = true;
  16087. }
  16088. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16089. constructor: LOD,
  16090. isLOD: true,
  16091. copy: function ( source ) {
  16092. Object3D.prototype.copy.call( this, source, false );
  16093. var levels = source.levels;
  16094. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16095. var level = levels[ i ];
  16096. this.addLevel( level.object.clone(), level.distance );
  16097. }
  16098. this.autoUpdate = source.autoUpdate;
  16099. return this;
  16100. },
  16101. addLevel: function ( object, distance ) {
  16102. if ( distance === undefined ) { distance = 0; }
  16103. distance = Math.abs( distance );
  16104. var levels = this.levels;
  16105. for ( var l = 0; l < levels.length; l ++ ) {
  16106. if ( distance < levels[ l ].distance ) {
  16107. break;
  16108. }
  16109. }
  16110. levels.splice( l, 0, { distance: distance, object: object } );
  16111. this.add( object );
  16112. return this;
  16113. },
  16114. getCurrentLevel: function () {
  16115. return this._currentLevel;
  16116. },
  16117. getObjectForDistance: function ( distance ) {
  16118. var levels = this.levels;
  16119. if ( levels.length > 0 ) {
  16120. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16121. if ( distance < levels[ i ].distance ) {
  16122. break;
  16123. }
  16124. }
  16125. return levels[ i - 1 ].object;
  16126. }
  16127. return null;
  16128. },
  16129. raycast: function ( raycaster, intersects ) {
  16130. var levels = this.levels;
  16131. if ( levels.length > 0 ) {
  16132. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16133. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16134. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16135. }
  16136. },
  16137. update: function ( camera ) {
  16138. var levels = this.levels;
  16139. if ( levels.length > 1 ) {
  16140. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16141. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16142. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16143. levels[ 0 ].object.visible = true;
  16144. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16145. if ( distance >= levels[ i ].distance ) {
  16146. levels[ i - 1 ].object.visible = false;
  16147. levels[ i ].object.visible = true;
  16148. } else {
  16149. break;
  16150. }
  16151. }
  16152. this._currentLevel = i - 1;
  16153. for ( ; i < l; i ++ ) {
  16154. levels[ i ].object.visible = false;
  16155. }
  16156. }
  16157. },
  16158. toJSON: function ( meta ) {
  16159. var data = Object3D.prototype.toJSON.call( this, meta );
  16160. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16161. data.object.levels = [];
  16162. var levels = this.levels;
  16163. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16164. var level = levels[ i ];
  16165. data.object.levels.push( {
  16166. object: level.object.uuid,
  16167. distance: level.distance
  16168. } );
  16169. }
  16170. return data;
  16171. }
  16172. } );
  16173. /**
  16174. * @author mikael emtinger / http://gomo.se/
  16175. * @author alteredq / http://alteredqualia.com/
  16176. * @author ikerr / http://verold.com
  16177. */
  16178. function SkinnedMesh( geometry, material ) {
  16179. if ( geometry && geometry.isGeometry ) {
  16180. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16181. }
  16182. Mesh.call( this, geometry, material );
  16183. this.type = 'SkinnedMesh';
  16184. this.bindMode = 'attached';
  16185. this.bindMatrix = new Matrix4();
  16186. this.bindMatrixInverse = new Matrix4();
  16187. }
  16188. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16189. constructor: SkinnedMesh,
  16190. isSkinnedMesh: true,
  16191. bind: function ( skeleton, bindMatrix ) {
  16192. this.skeleton = skeleton;
  16193. if ( bindMatrix === undefined ) {
  16194. this.updateMatrixWorld( true );
  16195. this.skeleton.calculateInverses();
  16196. bindMatrix = this.matrixWorld;
  16197. }
  16198. this.bindMatrix.copy( bindMatrix );
  16199. this.bindMatrixInverse.getInverse( bindMatrix );
  16200. },
  16201. pose: function () {
  16202. this.skeleton.pose();
  16203. },
  16204. normalizeSkinWeights: function () {
  16205. var vector = new Vector4();
  16206. var skinWeight = this.geometry.attributes.skinWeight;
  16207. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16208. vector.x = skinWeight.getX( i );
  16209. vector.y = skinWeight.getY( i );
  16210. vector.z = skinWeight.getZ( i );
  16211. vector.w = skinWeight.getW( i );
  16212. var scale = 1.0 / vector.manhattanLength();
  16213. if ( scale !== Infinity ) {
  16214. vector.multiplyScalar( scale );
  16215. } else {
  16216. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16217. }
  16218. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16219. }
  16220. },
  16221. updateMatrixWorld: function ( force ) {
  16222. Mesh.prototype.updateMatrixWorld.call( this, force );
  16223. if ( this.bindMode === 'attached' ) {
  16224. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16225. } else if ( this.bindMode === 'detached' ) {
  16226. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16227. } else {
  16228. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16229. }
  16230. },
  16231. clone: function () {
  16232. return new this.constructor( this.geometry, this.material ).copy( this );
  16233. },
  16234. boneTransform: ( function () {
  16235. var basePosition = new Vector3();
  16236. var skinIndex = new Vector4();
  16237. var skinWeight = new Vector4();
  16238. var vector = new Vector3();
  16239. var matrix = new Matrix4();
  16240. return function ( index, target ) {
  16241. var skeleton = this.skeleton;
  16242. var geometry = this.geometry;
  16243. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16244. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16245. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16246. target.set( 0, 0, 0 );
  16247. for ( var i = 0; i < 4; i ++ ) {
  16248. var weight = skinWeight.getComponent( i );
  16249. if ( weight !== 0 ) {
  16250. var boneIndex = skinIndex.getComponent( i );
  16251. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16252. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16253. }
  16254. }
  16255. return target.applyMatrix4( this.bindMatrixInverse );
  16256. };
  16257. }() )
  16258. } );
  16259. /**
  16260. * @author mikael emtinger / http://gomo.se/
  16261. * @author alteredq / http://alteredqualia.com/
  16262. * @author michael guerrero / http://realitymeltdown.com
  16263. * @author ikerr / http://verold.com
  16264. */
  16265. var _offsetMatrix = new Matrix4();
  16266. var _identityMatrix = new Matrix4();
  16267. function Skeleton( bones, boneInverses ) {
  16268. // copy the bone array
  16269. bones = bones || [];
  16270. this.bones = bones.slice( 0 );
  16271. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16272. this.frame = - 1;
  16273. // use the supplied bone inverses or calculate the inverses
  16274. if ( boneInverses === undefined ) {
  16275. this.calculateInverses();
  16276. } else {
  16277. if ( this.bones.length === boneInverses.length ) {
  16278. this.boneInverses = boneInverses.slice( 0 );
  16279. } else {
  16280. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16281. this.boneInverses = [];
  16282. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16283. this.boneInverses.push( new Matrix4() );
  16284. }
  16285. }
  16286. }
  16287. }
  16288. Object.assign( Skeleton.prototype, {
  16289. calculateInverses: function () {
  16290. this.boneInverses = [];
  16291. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16292. var inverse = new Matrix4();
  16293. if ( this.bones[ i ] ) {
  16294. inverse.getInverse( this.bones[ i ].matrixWorld );
  16295. }
  16296. this.boneInverses.push( inverse );
  16297. }
  16298. },
  16299. pose: function () {
  16300. var bone, i, il;
  16301. // recover the bind-time world matrices
  16302. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16303. bone = this.bones[ i ];
  16304. if ( bone ) {
  16305. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16306. }
  16307. }
  16308. // compute the local matrices, positions, rotations and scales
  16309. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16310. bone = this.bones[ i ];
  16311. if ( bone ) {
  16312. if ( bone.parent && bone.parent.isBone ) {
  16313. bone.matrix.getInverse( bone.parent.matrixWorld );
  16314. bone.matrix.multiply( bone.matrixWorld );
  16315. } else {
  16316. bone.matrix.copy( bone.matrixWorld );
  16317. }
  16318. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16319. }
  16320. }
  16321. },
  16322. update: function () {
  16323. var bones = this.bones;
  16324. var boneInverses = this.boneInverses;
  16325. var boneMatrices = this.boneMatrices;
  16326. var boneTexture = this.boneTexture;
  16327. // flatten bone matrices to array
  16328. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16329. // compute the offset between the current and the original transform
  16330. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16331. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16332. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16333. }
  16334. if ( boneTexture !== undefined ) {
  16335. boneTexture.needsUpdate = true;
  16336. }
  16337. },
  16338. clone: function () {
  16339. return new Skeleton( this.bones, this.boneInverses );
  16340. },
  16341. getBoneByName: function ( name ) {
  16342. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16343. var bone = this.bones[ i ];
  16344. if ( bone.name === name ) {
  16345. return bone;
  16346. }
  16347. }
  16348. return undefined;
  16349. },
  16350. dispose: function ( ) {
  16351. if ( this.boneTexture ) {
  16352. this.boneTexture.dispose();
  16353. this.boneTexture = undefined;
  16354. }
  16355. }
  16356. } );
  16357. /**
  16358. * @author mikael emtinger / http://gomo.se/
  16359. * @author alteredq / http://alteredqualia.com/
  16360. * @author ikerr / http://verold.com
  16361. */
  16362. function Bone() {
  16363. Object3D.call( this );
  16364. this.type = 'Bone';
  16365. }
  16366. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16367. constructor: Bone,
  16368. isBone: true
  16369. } );
  16370. /**
  16371. * @author mrdoob / http://mrdoob.com/
  16372. */
  16373. var _instanceLocalMatrix = new Matrix4();
  16374. var _instanceWorldMatrix = new Matrix4();
  16375. var _instanceIntersects = [];
  16376. var _mesh = new Mesh();
  16377. function InstancedMesh( geometry, material, count ) {
  16378. Mesh.call( this, geometry, material );
  16379. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16380. this.count = count;
  16381. this.frustumCulled = false;
  16382. }
  16383. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16384. constructor: InstancedMesh,
  16385. isInstancedMesh: true,
  16386. getMatrixAt: function ( index, matrix ) {
  16387. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16388. },
  16389. raycast: function ( raycaster, intersects ) {
  16390. var matrixWorld = this.matrixWorld;
  16391. var raycastTimes = this.count;
  16392. _mesh.geometry = this.geometry;
  16393. _mesh.material = this.material;
  16394. if ( _mesh.material === undefined ) { return; }
  16395. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16396. // calculate the world matrix for each instance
  16397. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16398. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16399. // the mesh represents this single instance
  16400. _mesh.matrixWorld = _instanceWorldMatrix;
  16401. _mesh.raycast( raycaster, _instanceIntersects );
  16402. // process the result of raycast
  16403. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16404. var intersect = _instanceIntersects[ i ];
  16405. intersect.instanceId = instanceId;
  16406. intersect.object = this;
  16407. intersects.push( intersect );
  16408. }
  16409. _instanceIntersects.length = 0;
  16410. }
  16411. },
  16412. setMatrixAt: function ( index, matrix ) {
  16413. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16414. },
  16415. updateMorphTargets: function () {
  16416. }
  16417. } );
  16418. /**
  16419. * @author mrdoob / http://mrdoob.com/
  16420. * @author alteredq / http://alteredqualia.com/
  16421. *
  16422. * parameters = {
  16423. * color: <hex>,
  16424. * opacity: <float>,
  16425. *
  16426. * linewidth: <float>,
  16427. * linecap: "round",
  16428. * linejoin: "round"
  16429. * }
  16430. */
  16431. function LineBasicMaterial( parameters ) {
  16432. Material.call( this );
  16433. this.type = 'LineBasicMaterial';
  16434. this.color = new Color( 0xffffff );
  16435. this.linewidth = 1;
  16436. this.linecap = 'round';
  16437. this.linejoin = 'round';
  16438. this.morphTargets = false;
  16439. this.setValues( parameters );
  16440. }
  16441. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16442. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16443. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16444. LineBasicMaterial.prototype.copy = function ( source ) {
  16445. Material.prototype.copy.call( this, source );
  16446. this.color.copy( source.color );
  16447. this.linewidth = source.linewidth;
  16448. this.linecap = source.linecap;
  16449. this.linejoin = source.linejoin;
  16450. this.morphTargets = source.morphTargets;
  16451. return this;
  16452. };
  16453. /**
  16454. * @author mrdoob / http://mrdoob.com/
  16455. */
  16456. var _start = new Vector3();
  16457. var _end = new Vector3();
  16458. var _inverseMatrix$1 = new Matrix4();
  16459. var _ray$1 = new Ray();
  16460. var _sphere$2 = new Sphere();
  16461. function Line( geometry, material, mode ) {
  16462. if ( mode === 1 ) {
  16463. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16464. }
  16465. Object3D.call( this );
  16466. this.type = 'Line';
  16467. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16468. this.material = material !== undefined ? material : new LineBasicMaterial();
  16469. this.updateMorphTargets();
  16470. }
  16471. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16472. constructor: Line,
  16473. isLine: true,
  16474. computeLineDistances: function () {
  16475. var geometry = this.geometry;
  16476. if ( geometry.isBufferGeometry ) {
  16477. // we assume non-indexed geometry
  16478. if ( geometry.index === null ) {
  16479. var positionAttribute = geometry.attributes.position;
  16480. var lineDistances = [ 0 ];
  16481. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16482. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16483. _end.fromBufferAttribute( positionAttribute, i );
  16484. lineDistances[ i ] = lineDistances[ i - 1 ];
  16485. lineDistances[ i ] += _start.distanceTo( _end );
  16486. }
  16487. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16488. } else {
  16489. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16490. }
  16491. } else if ( geometry.isGeometry ) {
  16492. var vertices = geometry.vertices;
  16493. var lineDistances = geometry.lineDistances;
  16494. lineDistances[ 0 ] = 0;
  16495. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16496. lineDistances[ i ] = lineDistances[ i - 1 ];
  16497. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16498. }
  16499. }
  16500. return this;
  16501. },
  16502. raycast: function ( raycaster, intersects ) {
  16503. var geometry = this.geometry;
  16504. var matrixWorld = this.matrixWorld;
  16505. var threshold = raycaster.params.Line.threshold;
  16506. // Checking boundingSphere distance to ray
  16507. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16508. _sphere$2.copy( geometry.boundingSphere );
  16509. _sphere$2.applyMatrix4( matrixWorld );
  16510. _sphere$2.radius += threshold;
  16511. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16512. //
  16513. _inverseMatrix$1.getInverse( matrixWorld );
  16514. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16515. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16516. var localThresholdSq = localThreshold * localThreshold;
  16517. var vStart = new Vector3();
  16518. var vEnd = new Vector3();
  16519. var interSegment = new Vector3();
  16520. var interRay = new Vector3();
  16521. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16522. if ( geometry.isBufferGeometry ) {
  16523. var index = geometry.index;
  16524. var attributes = geometry.attributes;
  16525. var positions = attributes.position.array;
  16526. if ( index !== null ) {
  16527. var indices = index.array;
  16528. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16529. var a = indices[ i ];
  16530. var b = indices[ i + 1 ];
  16531. vStart.fromArray( positions, a * 3 );
  16532. vEnd.fromArray( positions, b * 3 );
  16533. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16534. if ( distSq > localThresholdSq ) { continue; }
  16535. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16536. var distance = raycaster.ray.origin.distanceTo( interRay );
  16537. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16538. intersects.push( {
  16539. distance: distance,
  16540. // What do we want? intersection point on the ray or on the segment??
  16541. // point: raycaster.ray.at( distance ),
  16542. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16543. index: i,
  16544. face: null,
  16545. faceIndex: null,
  16546. object: this
  16547. } );
  16548. }
  16549. } else {
  16550. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16551. vStart.fromArray( positions, 3 * i );
  16552. vEnd.fromArray( positions, 3 * i + 3 );
  16553. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16554. if ( distSq > localThresholdSq ) { continue; }
  16555. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16556. var distance = raycaster.ray.origin.distanceTo( interRay );
  16557. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16558. intersects.push( {
  16559. distance: distance,
  16560. // What do we want? intersection point on the ray or on the segment??
  16561. // point: raycaster.ray.at( distance ),
  16562. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16563. index: i,
  16564. face: null,
  16565. faceIndex: null,
  16566. object: this
  16567. } );
  16568. }
  16569. }
  16570. } else if ( geometry.isGeometry ) {
  16571. var vertices = geometry.vertices;
  16572. var nbVertices = vertices.length;
  16573. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16574. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16575. if ( distSq > localThresholdSq ) { continue; }
  16576. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16577. var distance = raycaster.ray.origin.distanceTo( interRay );
  16578. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16579. intersects.push( {
  16580. distance: distance,
  16581. // What do we want? intersection point on the ray or on the segment??
  16582. // point: raycaster.ray.at( distance ),
  16583. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16584. index: i,
  16585. face: null,
  16586. faceIndex: null,
  16587. object: this
  16588. } );
  16589. }
  16590. }
  16591. },
  16592. updateMorphTargets: function () {
  16593. var geometry = this.geometry;
  16594. var m, ml, name;
  16595. if ( geometry.isBufferGeometry ) {
  16596. var morphAttributes = geometry.morphAttributes;
  16597. var keys = Object.keys( morphAttributes );
  16598. if ( keys.length > 0 ) {
  16599. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16600. if ( morphAttribute !== undefined ) {
  16601. this.morphTargetInfluences = [];
  16602. this.morphTargetDictionary = {};
  16603. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16604. name = morphAttribute[ m ].name || String( m );
  16605. this.morphTargetInfluences.push( 0 );
  16606. this.morphTargetDictionary[ name ] = m;
  16607. }
  16608. }
  16609. }
  16610. } else {
  16611. var morphTargets = geometry.morphTargets;
  16612. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16613. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16614. }
  16615. }
  16616. },
  16617. clone: function () {
  16618. return new this.constructor( this.geometry, this.material ).copy( this );
  16619. }
  16620. } );
  16621. /**
  16622. * @author mrdoob / http://mrdoob.com/
  16623. */
  16624. var _start$1 = new Vector3();
  16625. var _end$1 = new Vector3();
  16626. function LineSegments( geometry, material ) {
  16627. Line.call( this, geometry, material );
  16628. this.type = 'LineSegments';
  16629. }
  16630. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16631. constructor: LineSegments,
  16632. isLineSegments: true,
  16633. computeLineDistances: function () {
  16634. var geometry = this.geometry;
  16635. if ( geometry.isBufferGeometry ) {
  16636. // we assume non-indexed geometry
  16637. if ( geometry.index === null ) {
  16638. var positionAttribute = geometry.attributes.position;
  16639. var lineDistances = [];
  16640. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16641. _start$1.fromBufferAttribute( positionAttribute, i );
  16642. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16643. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16644. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16645. }
  16646. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16647. } else {
  16648. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16649. }
  16650. } else if ( geometry.isGeometry ) {
  16651. var vertices = geometry.vertices;
  16652. var lineDistances = geometry.lineDistances;
  16653. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16654. _start$1.copy( vertices[ i ] );
  16655. _end$1.copy( vertices[ i + 1 ] );
  16656. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16657. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16658. }
  16659. }
  16660. return this;
  16661. }
  16662. } );
  16663. /**
  16664. * @author mgreter / http://github.com/mgreter
  16665. */
  16666. function LineLoop( geometry, material ) {
  16667. Line.call( this, geometry, material );
  16668. this.type = 'LineLoop';
  16669. }
  16670. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16671. constructor: LineLoop,
  16672. isLineLoop: true,
  16673. } );
  16674. /**
  16675. * @author mrdoob / http://mrdoob.com/
  16676. * @author alteredq / http://alteredqualia.com/
  16677. *
  16678. * parameters = {
  16679. * color: <hex>,
  16680. * opacity: <float>,
  16681. * map: new THREE.Texture( <Image> ),
  16682. * alphaMap: new THREE.Texture( <Image> ),
  16683. *
  16684. * size: <float>,
  16685. * sizeAttenuation: <bool>
  16686. *
  16687. * morphTargets: <bool>
  16688. * }
  16689. */
  16690. function PointsMaterial( parameters ) {
  16691. Material.call( this );
  16692. this.type = 'PointsMaterial';
  16693. this.color = new Color( 0xffffff );
  16694. this.map = null;
  16695. this.alphaMap = null;
  16696. this.size = 1;
  16697. this.sizeAttenuation = true;
  16698. this.morphTargets = false;
  16699. this.setValues( parameters );
  16700. }
  16701. PointsMaterial.prototype = Object.create( Material.prototype );
  16702. PointsMaterial.prototype.constructor = PointsMaterial;
  16703. PointsMaterial.prototype.isPointsMaterial = true;
  16704. PointsMaterial.prototype.copy = function ( source ) {
  16705. Material.prototype.copy.call( this, source );
  16706. this.color.copy( source.color );
  16707. this.map = source.map;
  16708. this.alphaMap = source.alphaMap;
  16709. this.size = source.size;
  16710. this.sizeAttenuation = source.sizeAttenuation;
  16711. this.morphTargets = source.morphTargets;
  16712. return this;
  16713. };
  16714. /**
  16715. * @author alteredq / http://alteredqualia.com/
  16716. */
  16717. var _inverseMatrix$2 = new Matrix4();
  16718. var _ray$2 = new Ray();
  16719. var _sphere$3 = new Sphere();
  16720. var _position$1 = new Vector3();
  16721. function Points( geometry, material ) {
  16722. Object3D.call( this );
  16723. this.type = 'Points';
  16724. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16725. this.material = material !== undefined ? material : new PointsMaterial();
  16726. this.updateMorphTargets();
  16727. }
  16728. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16729. constructor: Points,
  16730. isPoints: true,
  16731. raycast: function ( raycaster, intersects ) {
  16732. var geometry = this.geometry;
  16733. var matrixWorld = this.matrixWorld;
  16734. var threshold = raycaster.params.Points.threshold;
  16735. // Checking boundingSphere distance to ray
  16736. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16737. _sphere$3.copy( geometry.boundingSphere );
  16738. _sphere$3.applyMatrix4( matrixWorld );
  16739. _sphere$3.radius += threshold;
  16740. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16741. //
  16742. _inverseMatrix$2.getInverse( matrixWorld );
  16743. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16744. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16745. var localThresholdSq = localThreshold * localThreshold;
  16746. if ( geometry.isBufferGeometry ) {
  16747. var index = geometry.index;
  16748. var attributes = geometry.attributes;
  16749. var positions = attributes.position.array;
  16750. if ( index !== null ) {
  16751. var indices = index.array;
  16752. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16753. var a = indices[ i ];
  16754. _position$1.fromArray( positions, a * 3 );
  16755. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16756. }
  16757. } else {
  16758. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16759. _position$1.fromArray( positions, i * 3 );
  16760. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16761. }
  16762. }
  16763. } else {
  16764. var vertices = geometry.vertices;
  16765. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16766. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16767. }
  16768. }
  16769. },
  16770. updateMorphTargets: function () {
  16771. var geometry = this.geometry;
  16772. var m, ml, name;
  16773. if ( geometry.isBufferGeometry ) {
  16774. var morphAttributes = geometry.morphAttributes;
  16775. var keys = Object.keys( morphAttributes );
  16776. if ( keys.length > 0 ) {
  16777. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16778. if ( morphAttribute !== undefined ) {
  16779. this.morphTargetInfluences = [];
  16780. this.morphTargetDictionary = {};
  16781. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16782. name = morphAttribute[ m ].name || String( m );
  16783. this.morphTargetInfluences.push( 0 );
  16784. this.morphTargetDictionary[ name ] = m;
  16785. }
  16786. }
  16787. }
  16788. } else {
  16789. var morphTargets = geometry.morphTargets;
  16790. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16791. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16792. }
  16793. }
  16794. },
  16795. clone: function () {
  16796. return new this.constructor( this.geometry, this.material ).copy( this );
  16797. }
  16798. } );
  16799. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16800. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16801. if ( rayPointDistanceSq < localThresholdSq ) {
  16802. var intersectPoint = new Vector3();
  16803. _ray$2.closestPointToPoint( point, intersectPoint );
  16804. intersectPoint.applyMatrix4( matrixWorld );
  16805. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16806. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16807. intersects.push( {
  16808. distance: distance,
  16809. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16810. point: intersectPoint,
  16811. index: index,
  16812. face: null,
  16813. object: object
  16814. } );
  16815. }
  16816. }
  16817. /**
  16818. * @author mrdoob / http://mrdoob.com/
  16819. */
  16820. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16821. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16822. this.format = format !== undefined ? format : RGBFormat;
  16823. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16824. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16825. this.generateMipmaps = false;
  16826. }
  16827. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16828. constructor: VideoTexture,
  16829. isVideoTexture: true,
  16830. update: function () {
  16831. var video = this.image;
  16832. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16833. this.needsUpdate = true;
  16834. }
  16835. }
  16836. } );
  16837. /**
  16838. * @author alteredq / http://alteredqualia.com/
  16839. */
  16840. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16841. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16842. this.image = { width: width, height: height };
  16843. this.mipmaps = mipmaps;
  16844. // no flipping for cube textures
  16845. // (also flipping doesn't work for compressed textures )
  16846. this.flipY = false;
  16847. // can't generate mipmaps for compressed textures
  16848. // mips must be embedded in DDS files
  16849. this.generateMipmaps = false;
  16850. }
  16851. CompressedTexture.prototype = Object.create( Texture.prototype );
  16852. CompressedTexture.prototype.constructor = CompressedTexture;
  16853. CompressedTexture.prototype.isCompressedTexture = true;
  16854. /**
  16855. * @author mrdoob / http://mrdoob.com/
  16856. */
  16857. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16858. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16859. this.needsUpdate = true;
  16860. }
  16861. CanvasTexture.prototype = Object.create( Texture.prototype );
  16862. CanvasTexture.prototype.constructor = CanvasTexture;
  16863. CanvasTexture.prototype.isCanvasTexture = true;
  16864. /**
  16865. * @author Matt DesLauriers / @mattdesl
  16866. * @author atix / arthursilber.de
  16867. */
  16868. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16869. format = format !== undefined ? format : DepthFormat;
  16870. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16871. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16872. }
  16873. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16874. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16875. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16876. this.image = { width: width, height: height };
  16877. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16878. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16879. this.flipY = false;
  16880. this.generateMipmaps = false;
  16881. }
  16882. DepthTexture.prototype = Object.create( Texture.prototype );
  16883. DepthTexture.prototype.constructor = DepthTexture;
  16884. DepthTexture.prototype.isDepthTexture = true;
  16885. /**
  16886. * @author mrdoob / http://mrdoob.com/
  16887. * @author Mugen87 / https://github.com/Mugen87
  16888. */
  16889. function WireframeGeometry( geometry ) {
  16890. BufferGeometry.call( this );
  16891. this.type = 'WireframeGeometry';
  16892. // buffer
  16893. var vertices = [];
  16894. // helper variables
  16895. var i, j, l, o, ol;
  16896. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16897. var key, keys = [ 'a', 'b', 'c' ];
  16898. var vertex;
  16899. // different logic for Geometry and BufferGeometry
  16900. if ( geometry && geometry.isGeometry ) {
  16901. // create a data structure that contains all edges without duplicates
  16902. var faces = geometry.faces;
  16903. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16904. var face = faces[ i ];
  16905. for ( j = 0; j < 3; j ++ ) {
  16906. edge1 = face[ keys[ j ] ];
  16907. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16908. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16909. edge[ 1 ] = Math.max( edge1, edge2 );
  16910. key = edge[ 0 ] + ',' + edge[ 1 ];
  16911. if ( edges[ key ] === undefined ) {
  16912. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16913. }
  16914. }
  16915. }
  16916. // generate vertices
  16917. for ( key in edges ) {
  16918. e = edges[ key ];
  16919. vertex = geometry.vertices[ e.index1 ];
  16920. vertices.push( vertex.x, vertex.y, vertex.z );
  16921. vertex = geometry.vertices[ e.index2 ];
  16922. vertices.push( vertex.x, vertex.y, vertex.z );
  16923. }
  16924. } else if ( geometry && geometry.isBufferGeometry ) {
  16925. var position, indices, groups;
  16926. var group, start, count;
  16927. var index1, index2;
  16928. vertex = new Vector3();
  16929. if ( geometry.index !== null ) {
  16930. // indexed BufferGeometry
  16931. position = geometry.attributes.position;
  16932. indices = geometry.index;
  16933. groups = geometry.groups;
  16934. if ( groups.length === 0 ) {
  16935. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16936. }
  16937. // create a data structure that contains all eges without duplicates
  16938. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16939. group = groups[ o ];
  16940. start = group.start;
  16941. count = group.count;
  16942. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16943. for ( j = 0; j < 3; j ++ ) {
  16944. edge1 = indices.getX( i + j );
  16945. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16946. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16947. edge[ 1 ] = Math.max( edge1, edge2 );
  16948. key = edge[ 0 ] + ',' + edge[ 1 ];
  16949. if ( edges[ key ] === undefined ) {
  16950. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16951. }
  16952. }
  16953. }
  16954. }
  16955. // generate vertices
  16956. for ( key in edges ) {
  16957. e = edges[ key ];
  16958. vertex.fromBufferAttribute( position, e.index1 );
  16959. vertices.push( vertex.x, vertex.y, vertex.z );
  16960. vertex.fromBufferAttribute( position, e.index2 );
  16961. vertices.push( vertex.x, vertex.y, vertex.z );
  16962. }
  16963. } else {
  16964. // non-indexed BufferGeometry
  16965. position = geometry.attributes.position;
  16966. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16967. for ( j = 0; j < 3; j ++ ) {
  16968. // three edges per triangle, an edge is represented as (index1, index2)
  16969. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16970. index1 = 3 * i + j;
  16971. vertex.fromBufferAttribute( position, index1 );
  16972. vertices.push( vertex.x, vertex.y, vertex.z );
  16973. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16974. vertex.fromBufferAttribute( position, index2 );
  16975. vertices.push( vertex.x, vertex.y, vertex.z );
  16976. }
  16977. }
  16978. }
  16979. }
  16980. // build geometry
  16981. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16982. }
  16983. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16984. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16985. /**
  16986. * @author zz85 / https://github.com/zz85
  16987. * @author Mugen87 / https://github.com/Mugen87
  16988. *
  16989. * Parametric Surfaces Geometry
  16990. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16991. */
  16992. // ParametricGeometry
  16993. function ParametricGeometry( func, slices, stacks ) {
  16994. Geometry.call( this );
  16995. this.type = 'ParametricGeometry';
  16996. this.parameters = {
  16997. func: func,
  16998. slices: slices,
  16999. stacks: stacks
  17000. };
  17001. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17002. this.mergeVertices();
  17003. }
  17004. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17005. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17006. // ParametricBufferGeometry
  17007. function ParametricBufferGeometry( func, slices, stacks ) {
  17008. BufferGeometry.call( this );
  17009. this.type = 'ParametricBufferGeometry';
  17010. this.parameters = {
  17011. func: func,
  17012. slices: slices,
  17013. stacks: stacks
  17014. };
  17015. // buffers
  17016. var indices = [];
  17017. var vertices = [];
  17018. var normals = [];
  17019. var uvs = [];
  17020. var EPS = 0.00001;
  17021. var normal = new Vector3();
  17022. var p0 = new Vector3(), p1 = new Vector3();
  17023. var pu = new Vector3(), pv = new Vector3();
  17024. var i, j;
  17025. if ( func.length < 3 ) {
  17026. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17027. }
  17028. // generate vertices, normals and uvs
  17029. var sliceCount = slices + 1;
  17030. for ( i = 0; i <= stacks; i ++ ) {
  17031. var v = i / stacks;
  17032. for ( j = 0; j <= slices; j ++ ) {
  17033. var u = j / slices;
  17034. // vertex
  17035. func( u, v, p0 );
  17036. vertices.push( p0.x, p0.y, p0.z );
  17037. // normal
  17038. // approximate tangent vectors via finite differences
  17039. if ( u - EPS >= 0 ) {
  17040. func( u - EPS, v, p1 );
  17041. pu.subVectors( p0, p1 );
  17042. } else {
  17043. func( u + EPS, v, p1 );
  17044. pu.subVectors( p1, p0 );
  17045. }
  17046. if ( v - EPS >= 0 ) {
  17047. func( u, v - EPS, p1 );
  17048. pv.subVectors( p0, p1 );
  17049. } else {
  17050. func( u, v + EPS, p1 );
  17051. pv.subVectors( p1, p0 );
  17052. }
  17053. // cross product of tangent vectors returns surface normal
  17054. normal.crossVectors( pu, pv ).normalize();
  17055. normals.push( normal.x, normal.y, normal.z );
  17056. // uv
  17057. uvs.push( u, v );
  17058. }
  17059. }
  17060. // generate indices
  17061. for ( i = 0; i < stacks; i ++ ) {
  17062. for ( j = 0; j < slices; j ++ ) {
  17063. var a = i * sliceCount + j;
  17064. var b = i * sliceCount + j + 1;
  17065. var c = ( i + 1 ) * sliceCount + j + 1;
  17066. var d = ( i + 1 ) * sliceCount + j;
  17067. // faces one and two
  17068. indices.push( a, b, d );
  17069. indices.push( b, c, d );
  17070. }
  17071. }
  17072. // build geometry
  17073. this.setIndex( indices );
  17074. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17075. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17076. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17077. }
  17078. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17079. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17080. /**
  17081. * @author clockworkgeek / https://github.com/clockworkgeek
  17082. * @author timothypratley / https://github.com/timothypratley
  17083. * @author WestLangley / http://github.com/WestLangley
  17084. * @author Mugen87 / https://github.com/Mugen87
  17085. */
  17086. // PolyhedronGeometry
  17087. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17088. Geometry.call( this );
  17089. this.type = 'PolyhedronGeometry';
  17090. this.parameters = {
  17091. vertices: vertices,
  17092. indices: indices,
  17093. radius: radius,
  17094. detail: detail
  17095. };
  17096. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17097. this.mergeVertices();
  17098. }
  17099. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17100. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17101. // PolyhedronBufferGeometry
  17102. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17103. BufferGeometry.call( this );
  17104. this.type = 'PolyhedronBufferGeometry';
  17105. this.parameters = {
  17106. vertices: vertices,
  17107. indices: indices,
  17108. radius: radius,
  17109. detail: detail
  17110. };
  17111. radius = radius || 1;
  17112. detail = detail || 0;
  17113. // default buffer data
  17114. var vertexBuffer = [];
  17115. var uvBuffer = [];
  17116. // the subdivision creates the vertex buffer data
  17117. subdivide( detail );
  17118. // all vertices should lie on a conceptual sphere with a given radius
  17119. applyRadius( radius );
  17120. // finally, create the uv data
  17121. generateUVs();
  17122. // build non-indexed geometry
  17123. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17124. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17125. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17126. if ( detail === 0 ) {
  17127. this.computeVertexNormals(); // flat normals
  17128. } else {
  17129. this.normalizeNormals(); // smooth normals
  17130. }
  17131. // helper functions
  17132. function subdivide( detail ) {
  17133. var a = new Vector3();
  17134. var b = new Vector3();
  17135. var c = new Vector3();
  17136. // iterate over all faces and apply a subdivison with the given detail value
  17137. for ( var i = 0; i < indices.length; i += 3 ) {
  17138. // get the vertices of the face
  17139. getVertexByIndex( indices[ i + 0 ], a );
  17140. getVertexByIndex( indices[ i + 1 ], b );
  17141. getVertexByIndex( indices[ i + 2 ], c );
  17142. // perform subdivision
  17143. subdivideFace( a, b, c, detail );
  17144. }
  17145. }
  17146. function subdivideFace( a, b, c, detail ) {
  17147. var cols = Math.pow( 2, detail );
  17148. // we use this multidimensional array as a data structure for creating the subdivision
  17149. var v = [];
  17150. var i, j;
  17151. // construct all of the vertices for this subdivision
  17152. for ( i = 0; i <= cols; i ++ ) {
  17153. v[ i ] = [];
  17154. var aj = a.clone().lerp( c, i / cols );
  17155. var bj = b.clone().lerp( c, i / cols );
  17156. var rows = cols - i;
  17157. for ( j = 0; j <= rows; j ++ ) {
  17158. if ( j === 0 && i === cols ) {
  17159. v[ i ][ j ] = aj;
  17160. } else {
  17161. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17162. }
  17163. }
  17164. }
  17165. // construct all of the faces
  17166. for ( i = 0; i < cols; i ++ ) {
  17167. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  17168. var k = Math.floor( j / 2 );
  17169. if ( j % 2 === 0 ) {
  17170. pushVertex( v[ i ][ k + 1 ] );
  17171. pushVertex( v[ i + 1 ][ k ] );
  17172. pushVertex( v[ i ][ k ] );
  17173. } else {
  17174. pushVertex( v[ i ][ k + 1 ] );
  17175. pushVertex( v[ i + 1 ][ k + 1 ] );
  17176. pushVertex( v[ i + 1 ][ k ] );
  17177. }
  17178. }
  17179. }
  17180. }
  17181. function applyRadius( radius ) {
  17182. var vertex = new Vector3();
  17183. // iterate over the entire buffer and apply the radius to each vertex
  17184. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17185. vertex.x = vertexBuffer[ i + 0 ];
  17186. vertex.y = vertexBuffer[ i + 1 ];
  17187. vertex.z = vertexBuffer[ i + 2 ];
  17188. vertex.normalize().multiplyScalar( radius );
  17189. vertexBuffer[ i + 0 ] = vertex.x;
  17190. vertexBuffer[ i + 1 ] = vertex.y;
  17191. vertexBuffer[ i + 2 ] = vertex.z;
  17192. }
  17193. }
  17194. function generateUVs() {
  17195. var vertex = new Vector3();
  17196. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17197. vertex.x = vertexBuffer[ i + 0 ];
  17198. vertex.y = vertexBuffer[ i + 1 ];
  17199. vertex.z = vertexBuffer[ i + 2 ];
  17200. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17201. var v = inclination( vertex ) / Math.PI + 0.5;
  17202. uvBuffer.push( u, 1 - v );
  17203. }
  17204. correctUVs();
  17205. correctSeam();
  17206. }
  17207. function correctSeam() {
  17208. // handle case when face straddles the seam, see #3269
  17209. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17210. // uv data of a single face
  17211. var x0 = uvBuffer[ i + 0 ];
  17212. var x1 = uvBuffer[ i + 2 ];
  17213. var x2 = uvBuffer[ i + 4 ];
  17214. var max = Math.max( x0, x1, x2 );
  17215. var min = Math.min( x0, x1, x2 );
  17216. // 0.9 is somewhat arbitrary
  17217. if ( max > 0.9 && min < 0.1 ) {
  17218. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17219. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17220. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17221. }
  17222. }
  17223. }
  17224. function pushVertex( vertex ) {
  17225. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17226. }
  17227. function getVertexByIndex( index, vertex ) {
  17228. var stride = index * 3;
  17229. vertex.x = vertices[ stride + 0 ];
  17230. vertex.y = vertices[ stride + 1 ];
  17231. vertex.z = vertices[ stride + 2 ];
  17232. }
  17233. function correctUVs() {
  17234. var a = new Vector3();
  17235. var b = new Vector3();
  17236. var c = new Vector3();
  17237. var centroid = new Vector3();
  17238. var uvA = new Vector2();
  17239. var uvB = new Vector2();
  17240. var uvC = new Vector2();
  17241. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17242. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17243. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17244. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17245. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17246. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17247. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17248. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17249. var azi = azimuth( centroid );
  17250. correctUV( uvA, j + 0, a, azi );
  17251. correctUV( uvB, j + 2, b, azi );
  17252. correctUV( uvC, j + 4, c, azi );
  17253. }
  17254. }
  17255. function correctUV( uv, stride, vector, azimuth ) {
  17256. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17257. uvBuffer[ stride ] = uv.x - 1;
  17258. }
  17259. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17260. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17261. }
  17262. }
  17263. // Angle around the Y axis, counter-clockwise when looking from above.
  17264. function azimuth( vector ) {
  17265. return Math.atan2( vector.z, - vector.x );
  17266. }
  17267. // Angle above the XZ plane.
  17268. function inclination( vector ) {
  17269. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17270. }
  17271. }
  17272. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17273. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17274. /**
  17275. * @author timothypratley / https://github.com/timothypratley
  17276. * @author Mugen87 / https://github.com/Mugen87
  17277. */
  17278. // TetrahedronGeometry
  17279. function TetrahedronGeometry( radius, detail ) {
  17280. Geometry.call( this );
  17281. this.type = 'TetrahedronGeometry';
  17282. this.parameters = {
  17283. radius: radius,
  17284. detail: detail
  17285. };
  17286. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17287. this.mergeVertices();
  17288. }
  17289. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17290. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17291. // TetrahedronBufferGeometry
  17292. function TetrahedronBufferGeometry( radius, detail ) {
  17293. var vertices = [
  17294. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17295. ];
  17296. var indices = [
  17297. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17298. ];
  17299. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17300. this.type = 'TetrahedronBufferGeometry';
  17301. this.parameters = {
  17302. radius: radius,
  17303. detail: detail
  17304. };
  17305. }
  17306. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17307. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17308. /**
  17309. * @author timothypratley / https://github.com/timothypratley
  17310. * @author Mugen87 / https://github.com/Mugen87
  17311. */
  17312. // OctahedronGeometry
  17313. function OctahedronGeometry( radius, detail ) {
  17314. Geometry.call( this );
  17315. this.type = 'OctahedronGeometry';
  17316. this.parameters = {
  17317. radius: radius,
  17318. detail: detail
  17319. };
  17320. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17321. this.mergeVertices();
  17322. }
  17323. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17324. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17325. // OctahedronBufferGeometry
  17326. function OctahedronBufferGeometry( radius, detail ) {
  17327. var vertices = [
  17328. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17329. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17330. ];
  17331. var indices = [
  17332. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17333. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17334. 1, 3, 4, 1, 4, 2
  17335. ];
  17336. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17337. this.type = 'OctahedronBufferGeometry';
  17338. this.parameters = {
  17339. radius: radius,
  17340. detail: detail
  17341. };
  17342. }
  17343. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17344. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17345. /**
  17346. * @author timothypratley / https://github.com/timothypratley
  17347. * @author Mugen87 / https://github.com/Mugen87
  17348. */
  17349. // IcosahedronGeometry
  17350. function IcosahedronGeometry( radius, detail ) {
  17351. Geometry.call( this );
  17352. this.type = 'IcosahedronGeometry';
  17353. this.parameters = {
  17354. radius: radius,
  17355. detail: detail
  17356. };
  17357. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17358. this.mergeVertices();
  17359. }
  17360. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17361. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17362. // IcosahedronBufferGeometry
  17363. function IcosahedronBufferGeometry( radius, detail ) {
  17364. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17365. var vertices = [
  17366. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17367. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17368. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17369. ];
  17370. var indices = [
  17371. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17372. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17373. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17374. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17375. ];
  17376. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17377. this.type = 'IcosahedronBufferGeometry';
  17378. this.parameters = {
  17379. radius: radius,
  17380. detail: detail
  17381. };
  17382. }
  17383. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17384. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17385. /**
  17386. * @author Abe Pazos / https://hamoid.com
  17387. * @author Mugen87 / https://github.com/Mugen87
  17388. */
  17389. // DodecahedronGeometry
  17390. function DodecahedronGeometry( radius, detail ) {
  17391. Geometry.call( this );
  17392. this.type = 'DodecahedronGeometry';
  17393. this.parameters = {
  17394. radius: radius,
  17395. detail: detail
  17396. };
  17397. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17398. this.mergeVertices();
  17399. }
  17400. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17401. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17402. // DodecahedronBufferGeometry
  17403. function DodecahedronBufferGeometry( radius, detail ) {
  17404. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17405. var r = 1 / t;
  17406. var vertices = [
  17407. // (±1, ±1, ±1)
  17408. - 1, - 1, - 1, - 1, - 1, 1,
  17409. - 1, 1, - 1, - 1, 1, 1,
  17410. 1, - 1, - 1, 1, - 1, 1,
  17411. 1, 1, - 1, 1, 1, 1,
  17412. // (0, ±1/φ, ±φ)
  17413. 0, - r, - t, 0, - r, t,
  17414. 0, r, - t, 0, r, t,
  17415. // (±1/φ, ±φ, 0)
  17416. - r, - t, 0, - r, t, 0,
  17417. r, - t, 0, r, t, 0,
  17418. // (±φ, 0, ±1/φ)
  17419. - t, 0, - r, t, 0, - r,
  17420. - t, 0, r, t, 0, r
  17421. ];
  17422. var indices = [
  17423. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17424. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17425. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17426. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17427. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17428. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17429. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17430. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17431. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17432. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17433. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17434. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17435. ];
  17436. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17437. this.type = 'DodecahedronBufferGeometry';
  17438. this.parameters = {
  17439. radius: radius,
  17440. detail: detail
  17441. };
  17442. }
  17443. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17444. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17445. /**
  17446. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17447. * @author WestLangley / https://github.com/WestLangley
  17448. * @author zz85 / https://github.com/zz85
  17449. * @author miningold / https://github.com/miningold
  17450. * @author jonobr1 / https://github.com/jonobr1
  17451. * @author Mugen87 / https://github.com/Mugen87
  17452. *
  17453. */
  17454. // TubeGeometry
  17455. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17456. Geometry.call( this );
  17457. this.type = 'TubeGeometry';
  17458. this.parameters = {
  17459. path: path,
  17460. tubularSegments: tubularSegments,
  17461. radius: radius,
  17462. radialSegments: radialSegments,
  17463. closed: closed
  17464. };
  17465. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17466. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17467. // expose internals
  17468. this.tangents = bufferGeometry.tangents;
  17469. this.normals = bufferGeometry.normals;
  17470. this.binormals = bufferGeometry.binormals;
  17471. // create geometry
  17472. this.fromBufferGeometry( bufferGeometry );
  17473. this.mergeVertices();
  17474. }
  17475. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17476. TubeGeometry.prototype.constructor = TubeGeometry;
  17477. // TubeBufferGeometry
  17478. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17479. BufferGeometry.call( this );
  17480. this.type = 'TubeBufferGeometry';
  17481. this.parameters = {
  17482. path: path,
  17483. tubularSegments: tubularSegments,
  17484. radius: radius,
  17485. radialSegments: radialSegments,
  17486. closed: closed
  17487. };
  17488. tubularSegments = tubularSegments || 64;
  17489. radius = radius || 1;
  17490. radialSegments = radialSegments || 8;
  17491. closed = closed || false;
  17492. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17493. // expose internals
  17494. this.tangents = frames.tangents;
  17495. this.normals = frames.normals;
  17496. this.binormals = frames.binormals;
  17497. // helper variables
  17498. var vertex = new Vector3();
  17499. var normal = new Vector3();
  17500. var uv = new Vector2();
  17501. var P = new Vector3();
  17502. var i, j;
  17503. // buffer
  17504. var vertices = [];
  17505. var normals = [];
  17506. var uvs = [];
  17507. var indices = [];
  17508. // create buffer data
  17509. generateBufferData();
  17510. // build geometry
  17511. this.setIndex( indices );
  17512. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17513. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17514. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17515. // functions
  17516. function generateBufferData() {
  17517. for ( i = 0; i < tubularSegments; i ++ ) {
  17518. generateSegment( i );
  17519. }
  17520. // if the geometry is not closed, generate the last row of vertices and normals
  17521. // at the regular position on the given path
  17522. //
  17523. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17524. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17525. // uvs are generated in a separate function.
  17526. // this makes it easy compute correct values for closed geometries
  17527. generateUVs();
  17528. // finally create faces
  17529. generateIndices();
  17530. }
  17531. function generateSegment( i ) {
  17532. // we use getPointAt to sample evenly distributed points from the given path
  17533. P = path.getPointAt( i / tubularSegments, P );
  17534. // retrieve corresponding normal and binormal
  17535. var N = frames.normals[ i ];
  17536. var B = frames.binormals[ i ];
  17537. // generate normals and vertices for the current segment
  17538. for ( j = 0; j <= radialSegments; j ++ ) {
  17539. var v = j / radialSegments * Math.PI * 2;
  17540. var sin = Math.sin( v );
  17541. var cos = - Math.cos( v );
  17542. // normal
  17543. normal.x = ( cos * N.x + sin * B.x );
  17544. normal.y = ( cos * N.y + sin * B.y );
  17545. normal.z = ( cos * N.z + sin * B.z );
  17546. normal.normalize();
  17547. normals.push( normal.x, normal.y, normal.z );
  17548. // vertex
  17549. vertex.x = P.x + radius * normal.x;
  17550. vertex.y = P.y + radius * normal.y;
  17551. vertex.z = P.z + radius * normal.z;
  17552. vertices.push( vertex.x, vertex.y, vertex.z );
  17553. }
  17554. }
  17555. function generateIndices() {
  17556. for ( j = 1; j <= tubularSegments; j ++ ) {
  17557. for ( i = 1; i <= radialSegments; i ++ ) {
  17558. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17559. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17560. var c = ( radialSegments + 1 ) * j + i;
  17561. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17562. // faces
  17563. indices.push( a, b, d );
  17564. indices.push( b, c, d );
  17565. }
  17566. }
  17567. }
  17568. function generateUVs() {
  17569. for ( i = 0; i <= tubularSegments; i ++ ) {
  17570. for ( j = 0; j <= radialSegments; j ++ ) {
  17571. uv.x = i / tubularSegments;
  17572. uv.y = j / radialSegments;
  17573. uvs.push( uv.x, uv.y );
  17574. }
  17575. }
  17576. }
  17577. }
  17578. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17579. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17580. TubeBufferGeometry.prototype.toJSON = function () {
  17581. var data = BufferGeometry.prototype.toJSON.call( this );
  17582. data.path = this.parameters.path.toJSON();
  17583. return data;
  17584. };
  17585. /**
  17586. * @author oosmoxiecode
  17587. * @author Mugen87 / https://github.com/Mugen87
  17588. *
  17589. * based on http://www.blackpawn.com/texts/pqtorus/
  17590. */
  17591. // TorusKnotGeometry
  17592. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17593. Geometry.call( this );
  17594. this.type = 'TorusKnotGeometry';
  17595. this.parameters = {
  17596. radius: radius,
  17597. tube: tube,
  17598. tubularSegments: tubularSegments,
  17599. radialSegments: radialSegments,
  17600. p: p,
  17601. q: q
  17602. };
  17603. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17604. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17605. this.mergeVertices();
  17606. }
  17607. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17608. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17609. // TorusKnotBufferGeometry
  17610. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17611. BufferGeometry.call( this );
  17612. this.type = 'TorusKnotBufferGeometry';
  17613. this.parameters = {
  17614. radius: radius,
  17615. tube: tube,
  17616. tubularSegments: tubularSegments,
  17617. radialSegments: radialSegments,
  17618. p: p,
  17619. q: q
  17620. };
  17621. radius = radius || 1;
  17622. tube = tube || 0.4;
  17623. tubularSegments = Math.floor( tubularSegments ) || 64;
  17624. radialSegments = Math.floor( radialSegments ) || 8;
  17625. p = p || 2;
  17626. q = q || 3;
  17627. // buffers
  17628. var indices = [];
  17629. var vertices = [];
  17630. var normals = [];
  17631. var uvs = [];
  17632. // helper variables
  17633. var i, j;
  17634. var vertex = new Vector3();
  17635. var normal = new Vector3();
  17636. var P1 = new Vector3();
  17637. var P2 = new Vector3();
  17638. var B = new Vector3();
  17639. var T = new Vector3();
  17640. var N = new Vector3();
  17641. // generate vertices, normals and uvs
  17642. for ( i = 0; i <= tubularSegments; ++ i ) {
  17643. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17644. var u = i / tubularSegments * p * Math.PI * 2;
  17645. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17646. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17647. calculatePositionOnCurve( u, p, q, radius, P1 );
  17648. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17649. // calculate orthonormal basis
  17650. T.subVectors( P2, P1 );
  17651. N.addVectors( P2, P1 );
  17652. B.crossVectors( T, N );
  17653. N.crossVectors( B, T );
  17654. // normalize B, N. T can be ignored, we don't use it
  17655. B.normalize();
  17656. N.normalize();
  17657. for ( j = 0; j <= radialSegments; ++ j ) {
  17658. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17659. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17660. var v = j / radialSegments * Math.PI * 2;
  17661. var cx = - tube * Math.cos( v );
  17662. var cy = tube * Math.sin( v );
  17663. // now calculate the final vertex position.
  17664. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17665. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17666. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17667. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17668. vertices.push( vertex.x, vertex.y, vertex.z );
  17669. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17670. normal.subVectors( vertex, P1 ).normalize();
  17671. normals.push( normal.x, normal.y, normal.z );
  17672. // uv
  17673. uvs.push( i / tubularSegments );
  17674. uvs.push( j / radialSegments );
  17675. }
  17676. }
  17677. // generate indices
  17678. for ( j = 1; j <= tubularSegments; j ++ ) {
  17679. for ( i = 1; i <= radialSegments; i ++ ) {
  17680. // indices
  17681. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17682. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17683. var c = ( radialSegments + 1 ) * j + i;
  17684. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17685. // faces
  17686. indices.push( a, b, d );
  17687. indices.push( b, c, d );
  17688. }
  17689. }
  17690. // build geometry
  17691. this.setIndex( indices );
  17692. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17693. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17694. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17695. // this function calculates the current position on the torus curve
  17696. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17697. var cu = Math.cos( u );
  17698. var su = Math.sin( u );
  17699. var quOverP = q / p * u;
  17700. var cs = Math.cos( quOverP );
  17701. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17702. position.y = radius * ( 2 + cs ) * su * 0.5;
  17703. position.z = radius * Math.sin( quOverP ) * 0.5;
  17704. }
  17705. }
  17706. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17707. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17708. /**
  17709. * @author oosmoxiecode
  17710. * @author mrdoob / http://mrdoob.com/
  17711. * @author Mugen87 / https://github.com/Mugen87
  17712. */
  17713. // TorusGeometry
  17714. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17715. Geometry.call( this );
  17716. this.type = 'TorusGeometry';
  17717. this.parameters = {
  17718. radius: radius,
  17719. tube: tube,
  17720. radialSegments: radialSegments,
  17721. tubularSegments: tubularSegments,
  17722. arc: arc
  17723. };
  17724. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17725. this.mergeVertices();
  17726. }
  17727. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17728. TorusGeometry.prototype.constructor = TorusGeometry;
  17729. // TorusBufferGeometry
  17730. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17731. BufferGeometry.call( this );
  17732. this.type = 'TorusBufferGeometry';
  17733. this.parameters = {
  17734. radius: radius,
  17735. tube: tube,
  17736. radialSegments: radialSegments,
  17737. tubularSegments: tubularSegments,
  17738. arc: arc
  17739. };
  17740. radius = radius || 1;
  17741. tube = tube || 0.4;
  17742. radialSegments = Math.floor( radialSegments ) || 8;
  17743. tubularSegments = Math.floor( tubularSegments ) || 6;
  17744. arc = arc || Math.PI * 2;
  17745. // buffers
  17746. var indices = [];
  17747. var vertices = [];
  17748. var normals = [];
  17749. var uvs = [];
  17750. // helper variables
  17751. var center = new Vector3();
  17752. var vertex = new Vector3();
  17753. var normal = new Vector3();
  17754. var j, i;
  17755. // generate vertices, normals and uvs
  17756. for ( j = 0; j <= radialSegments; j ++ ) {
  17757. for ( i = 0; i <= tubularSegments; i ++ ) {
  17758. var u = i / tubularSegments * arc;
  17759. var v = j / radialSegments * Math.PI * 2;
  17760. // vertex
  17761. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17762. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17763. vertex.z = tube * Math.sin( v );
  17764. vertices.push( vertex.x, vertex.y, vertex.z );
  17765. // normal
  17766. center.x = radius * Math.cos( u );
  17767. center.y = radius * Math.sin( u );
  17768. normal.subVectors( vertex, center ).normalize();
  17769. normals.push( normal.x, normal.y, normal.z );
  17770. // uv
  17771. uvs.push( i / tubularSegments );
  17772. uvs.push( j / radialSegments );
  17773. }
  17774. }
  17775. // generate indices
  17776. for ( j = 1; j <= radialSegments; j ++ ) {
  17777. for ( i = 1; i <= tubularSegments; i ++ ) {
  17778. // indices
  17779. var a = ( tubularSegments + 1 ) * j + i - 1;
  17780. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17781. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17782. var d = ( tubularSegments + 1 ) * j + i;
  17783. // faces
  17784. indices.push( a, b, d );
  17785. indices.push( b, c, d );
  17786. }
  17787. }
  17788. // build geometry
  17789. this.setIndex( indices );
  17790. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17791. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17792. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17793. }
  17794. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17795. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17796. /**
  17797. * @author Mugen87 / https://github.com/Mugen87
  17798. * Port from https://github.com/mapbox/earcut (v2.2.2)
  17799. */
  17800. var Earcut = {
  17801. triangulate: function ( data, holeIndices, dim ) {
  17802. dim = dim || 2;
  17803. var hasHoles = holeIndices && holeIndices.length,
  17804. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17805. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17806. triangles = [];
  17807. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17808. var minX, minY, maxX, maxY, x, y, invSize;
  17809. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17810. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17811. if ( data.length > 80 * dim ) {
  17812. minX = maxX = data[ 0 ];
  17813. minY = maxY = data[ 1 ];
  17814. for ( var i = dim; i < outerLen; i += dim ) {
  17815. x = data[ i ];
  17816. y = data[ i + 1 ];
  17817. if ( x < minX ) { minX = x; }
  17818. if ( y < minY ) { minY = y; }
  17819. if ( x > maxX ) { maxX = x; }
  17820. if ( y > maxY ) { maxY = y; }
  17821. }
  17822. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17823. invSize = Math.max( maxX - minX, maxY - minY );
  17824. invSize = invSize !== 0 ? 1 / invSize : 0;
  17825. }
  17826. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17827. return triangles;
  17828. }
  17829. };
  17830. // create a circular doubly linked list from polygon points in the specified winding order
  17831. function linkedList( data, start, end, dim, clockwise ) {
  17832. var i, last;
  17833. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17834. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17835. } else {
  17836. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17837. }
  17838. if ( last && equals( last, last.next ) ) {
  17839. removeNode( last );
  17840. last = last.next;
  17841. }
  17842. return last;
  17843. }
  17844. // eliminate colinear or duplicate points
  17845. function filterPoints( start, end ) {
  17846. if ( ! start ) { return start; }
  17847. if ( ! end ) { end = start; }
  17848. var p = start,
  17849. again;
  17850. do {
  17851. again = false;
  17852. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17853. removeNode( p );
  17854. p = end = p.prev;
  17855. if ( p === p.next ) { break; }
  17856. again = true;
  17857. } else {
  17858. p = p.next;
  17859. }
  17860. } while ( again || p !== end );
  17861. return end;
  17862. }
  17863. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17864. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17865. if ( ! ear ) { return; }
  17866. // interlink polygon nodes in z-order
  17867. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17868. var stop = ear,
  17869. prev, next;
  17870. // iterate through ears, slicing them one by one
  17871. while ( ear.prev !== ear.next ) {
  17872. prev = ear.prev;
  17873. next = ear.next;
  17874. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17875. // cut off the triangle
  17876. triangles.push( prev.i / dim );
  17877. triangles.push( ear.i / dim );
  17878. triangles.push( next.i / dim );
  17879. removeNode( ear );
  17880. // skipping the next vertex leads to less sliver triangles
  17881. ear = next.next;
  17882. stop = next.next;
  17883. continue;
  17884. }
  17885. ear = next;
  17886. // if we looped through the whole remaining polygon and can't find any more ears
  17887. if ( ear === stop ) {
  17888. // try filtering points and slicing again
  17889. if ( ! pass ) {
  17890. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17891. // if this didn't work, try curing all small self-intersections locally
  17892. } else if ( pass === 1 ) {
  17893. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  17894. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17895. // as a last resort, try splitting the remaining polygon into two
  17896. } else if ( pass === 2 ) {
  17897. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17898. }
  17899. break;
  17900. }
  17901. }
  17902. }
  17903. // check whether a polygon node forms a valid ear with adjacent nodes
  17904. function isEar( ear ) {
  17905. var a = ear.prev,
  17906. b = ear,
  17907. c = ear.next;
  17908. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17909. // now make sure we don't have other points inside the potential ear
  17910. var p = ear.next.next;
  17911. while ( p !== ear.prev ) {
  17912. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17913. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17914. p = p.next;
  17915. }
  17916. return true;
  17917. }
  17918. function isEarHashed( ear, minX, minY, invSize ) {
  17919. var a = ear.prev,
  17920. b = ear,
  17921. c = ear.next;
  17922. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17923. // triangle bbox; min & max are calculated like this for speed
  17924. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17925. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17926. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17927. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17928. // z-order range for the current triangle bbox;
  17929. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17930. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17931. var p = ear.prevZ,
  17932. n = ear.nextZ;
  17933. // look for points inside the triangle in both directions
  17934. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17935. if ( p !== ear.prev && p !== ear.next &&
  17936. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17937. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17938. p = p.prevZ;
  17939. if ( n !== ear.prev && n !== ear.next &&
  17940. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17941. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17942. n = n.nextZ;
  17943. }
  17944. // look for remaining points in decreasing z-order
  17945. while ( p && p.z >= minZ ) {
  17946. if ( p !== ear.prev && p !== ear.next &&
  17947. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17948. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17949. p = p.prevZ;
  17950. }
  17951. // look for remaining points in increasing z-order
  17952. while ( n && n.z <= maxZ ) {
  17953. if ( n !== ear.prev && n !== ear.next &&
  17954. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17955. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17956. n = n.nextZ;
  17957. }
  17958. return true;
  17959. }
  17960. // go through all polygon nodes and cure small local self-intersections
  17961. function cureLocalIntersections( start, triangles, dim ) {
  17962. var p = start;
  17963. do {
  17964. var a = p.prev,
  17965. b = p.next.next;
  17966. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17967. triangles.push( a.i / dim );
  17968. triangles.push( p.i / dim );
  17969. triangles.push( b.i / dim );
  17970. // remove two nodes involved
  17971. removeNode( p );
  17972. removeNode( p.next );
  17973. p = start = b;
  17974. }
  17975. p = p.next;
  17976. } while ( p !== start );
  17977. return filterPoints( p );
  17978. }
  17979. // try splitting polygon into two and triangulate them independently
  17980. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17981. // look for a valid diagonal that divides the polygon into two
  17982. var a = start;
  17983. do {
  17984. var b = a.next.next;
  17985. while ( b !== a.prev ) {
  17986. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17987. // split the polygon in two by the diagonal
  17988. var c = splitPolygon( a, b );
  17989. // filter colinear points around the cuts
  17990. a = filterPoints( a, a.next );
  17991. c = filterPoints( c, c.next );
  17992. // run earcut on each half
  17993. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17994. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17995. return;
  17996. }
  17997. b = b.next;
  17998. }
  17999. a = a.next;
  18000. } while ( a !== start );
  18001. }
  18002. // link every hole into the outer loop, producing a single-ring polygon without holes
  18003. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18004. var queue = [],
  18005. i, len, start, end, list;
  18006. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18007. start = holeIndices[ i ] * dim;
  18008. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18009. list = linkedList( data, start, end, dim, false );
  18010. if ( list === list.next ) { list.steiner = true; }
  18011. queue.push( getLeftmost( list ) );
  18012. }
  18013. queue.sort( compareX );
  18014. // process holes from left to right
  18015. for ( i = 0; i < queue.length; i ++ ) {
  18016. eliminateHole( queue[ i ], outerNode );
  18017. outerNode = filterPoints( outerNode, outerNode.next );
  18018. }
  18019. return outerNode;
  18020. }
  18021. function compareX( a, b ) {
  18022. return a.x - b.x;
  18023. }
  18024. // find a bridge between vertices that connects hole with an outer ring and and link it
  18025. function eliminateHole( hole, outerNode ) {
  18026. outerNode = findHoleBridge( hole, outerNode );
  18027. if ( outerNode ) {
  18028. var b = splitPolygon( outerNode, hole );
  18029. // filter collinear points around the cuts
  18030. filterPoints( outerNode, outerNode.next );
  18031. filterPoints( b, b.next );
  18032. }
  18033. }
  18034. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18035. function findHoleBridge( hole, outerNode ) {
  18036. var p = outerNode,
  18037. hx = hole.x,
  18038. hy = hole.y,
  18039. qx = - Infinity,
  18040. m;
  18041. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18042. // segment's endpoint with lesser x will be potential connection point
  18043. do {
  18044. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18045. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18046. if ( x <= hx && x > qx ) {
  18047. qx = x;
  18048. if ( x === hx ) {
  18049. if ( hy === p.y ) { return p; }
  18050. if ( hy === p.next.y ) { return p.next; }
  18051. }
  18052. m = p.x < p.next.x ? p : p.next;
  18053. }
  18054. }
  18055. p = p.next;
  18056. } while ( p !== outerNode );
  18057. if ( ! m ) { return null; }
  18058. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18059. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18060. // if there are no points found, we have a valid connection;
  18061. // otherwise choose the point of the minimum angle with the ray as connection point
  18062. var stop = m,
  18063. mx = m.x,
  18064. my = m.y,
  18065. tanMin = Infinity,
  18066. tan;
  18067. p = m;
  18068. do {
  18069. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18070. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18071. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18072. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18073. m = p;
  18074. tanMin = tan;
  18075. }
  18076. }
  18077. p = p.next;
  18078. } while ( p !== stop );
  18079. return m;
  18080. }
  18081. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18082. function sectorContainsSector( m, p ) {
  18083. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18084. }
  18085. // interlink polygon nodes in z-order
  18086. function indexCurve( start, minX, minY, invSize ) {
  18087. var p = start;
  18088. do {
  18089. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18090. p.prevZ = p.prev;
  18091. p.nextZ = p.next;
  18092. p = p.next;
  18093. } while ( p !== start );
  18094. p.prevZ.nextZ = null;
  18095. p.prevZ = null;
  18096. sortLinked( p );
  18097. }
  18098. // Simon Tatham's linked list merge sort algorithm
  18099. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18100. function sortLinked( list ) {
  18101. var i, p, q, e, tail, numMerges, pSize, qSize,
  18102. inSize = 1;
  18103. do {
  18104. p = list;
  18105. list = null;
  18106. tail = null;
  18107. numMerges = 0;
  18108. while ( p ) {
  18109. numMerges ++;
  18110. q = p;
  18111. pSize = 0;
  18112. for ( i = 0; i < inSize; i ++ ) {
  18113. pSize ++;
  18114. q = q.nextZ;
  18115. if ( ! q ) { break; }
  18116. }
  18117. qSize = inSize;
  18118. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18119. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18120. e = p;
  18121. p = p.nextZ;
  18122. pSize --;
  18123. } else {
  18124. e = q;
  18125. q = q.nextZ;
  18126. qSize --;
  18127. }
  18128. if ( tail ) { tail.nextZ = e; }
  18129. else { list = e; }
  18130. e.prevZ = tail;
  18131. tail = e;
  18132. }
  18133. p = q;
  18134. }
  18135. tail.nextZ = null;
  18136. inSize *= 2;
  18137. } while ( numMerges > 1 );
  18138. return list;
  18139. }
  18140. // z-order of a point given coords and inverse of the longer side of data bbox
  18141. function zOrder( x, y, minX, minY, invSize ) {
  18142. // coords are transformed into non-negative 15-bit integer range
  18143. x = 32767 * ( x - minX ) * invSize;
  18144. y = 32767 * ( y - minY ) * invSize;
  18145. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18146. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18147. x = ( x | ( x << 2 ) ) & 0x33333333;
  18148. x = ( x | ( x << 1 ) ) & 0x55555555;
  18149. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18150. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18151. y = ( y | ( y << 2 ) ) & 0x33333333;
  18152. y = ( y | ( y << 1 ) ) & 0x55555555;
  18153. return x | ( y << 1 );
  18154. }
  18155. // find the leftmost node of a polygon ring
  18156. function getLeftmost( start ) {
  18157. var p = start,
  18158. leftmost = start;
  18159. do {
  18160. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18161. p = p.next;
  18162. } while ( p !== start );
  18163. return leftmost;
  18164. }
  18165. // check if a point lies within a convex triangle
  18166. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18167. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18168. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18169. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18170. }
  18171. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18172. function isValidDiagonal( a, b ) {
  18173. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18174. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18175. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18176. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18177. }
  18178. // signed area of a triangle
  18179. function area( p, q, r ) {
  18180. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18181. }
  18182. // check if two points are equal
  18183. function equals( p1, p2 ) {
  18184. return p1.x === p2.x && p1.y === p2.y;
  18185. }
  18186. // check if two segments intersect
  18187. function intersects( p1, q1, p2, q2 ) {
  18188. var o1 = sign( area( p1, q1, p2 ) );
  18189. var o2 = sign( area( p1, q1, q2 ) );
  18190. var o3 = sign( area( p2, q2, p1 ) );
  18191. var o4 = sign( area( p2, q2, q1 ) );
  18192. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18193. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18194. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18195. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18196. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18197. return false;
  18198. }
  18199. // for collinear points p, q, r, check if point q lies on segment pr
  18200. function onSegment( p, q, r ) {
  18201. return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
  18202. }
  18203. function sign( num ) {
  18204. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18205. }
  18206. // check if a polygon diagonal intersects any polygon segments
  18207. function intersectsPolygon( a, b ) {
  18208. var p = a;
  18209. do {
  18210. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18211. intersects( p, p.next, a, b ) ) { return true; }
  18212. p = p.next;
  18213. } while ( p !== a );
  18214. return false;
  18215. }
  18216. // check if a polygon diagonal is locally inside the polygon
  18217. function locallyInside( a, b ) {
  18218. return area( a.prev, a, a.next ) < 0 ?
  18219. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18220. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18221. }
  18222. // check if the middle point of a polygon diagonal is inside the polygon
  18223. function middleInside( a, b ) {
  18224. var p = a,
  18225. inside = false,
  18226. px = ( a.x + b.x ) / 2,
  18227. py = ( a.y + b.y ) / 2;
  18228. do {
  18229. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18230. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18231. { inside = ! inside; }
  18232. p = p.next;
  18233. } while ( p !== a );
  18234. return inside;
  18235. }
  18236. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18237. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18238. function splitPolygon( a, b ) {
  18239. var a2 = new Node( a.i, a.x, a.y ),
  18240. b2 = new Node( b.i, b.x, b.y ),
  18241. an = a.next,
  18242. bp = b.prev;
  18243. a.next = b;
  18244. b.prev = a;
  18245. a2.next = an;
  18246. an.prev = a2;
  18247. b2.next = a2;
  18248. a2.prev = b2;
  18249. bp.next = b2;
  18250. b2.prev = bp;
  18251. return b2;
  18252. }
  18253. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18254. function insertNode( i, x, y, last ) {
  18255. var p = new Node( i, x, y );
  18256. if ( ! last ) {
  18257. p.prev = p;
  18258. p.next = p;
  18259. } else {
  18260. p.next = last.next;
  18261. p.prev = last;
  18262. last.next.prev = p;
  18263. last.next = p;
  18264. }
  18265. return p;
  18266. }
  18267. function removeNode( p ) {
  18268. p.next.prev = p.prev;
  18269. p.prev.next = p.next;
  18270. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18271. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18272. }
  18273. function Node( i, x, y ) {
  18274. // vertex index in coordinates array
  18275. this.i = i;
  18276. // vertex coordinates
  18277. this.x = x;
  18278. this.y = y;
  18279. // previous and next vertex nodes in a polygon ring
  18280. this.prev = null;
  18281. this.next = null;
  18282. // z-order curve value
  18283. this.z = null;
  18284. // previous and next nodes in z-order
  18285. this.prevZ = null;
  18286. this.nextZ = null;
  18287. // indicates whether this is a steiner point
  18288. this.steiner = false;
  18289. }
  18290. function signedArea( data, start, end, dim ) {
  18291. var sum = 0;
  18292. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18293. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18294. j = i;
  18295. }
  18296. return sum;
  18297. }
  18298. /**
  18299. * @author zz85 / http://www.lab4games.net/zz85/blog
  18300. */
  18301. var ShapeUtils = {
  18302. // calculate area of the contour polygon
  18303. area: function ( contour ) {
  18304. var n = contour.length;
  18305. var a = 0.0;
  18306. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18307. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18308. }
  18309. return a * 0.5;
  18310. },
  18311. isClockWise: function ( pts ) {
  18312. return ShapeUtils.area( pts ) < 0;
  18313. },
  18314. triangulateShape: function ( contour, holes ) {
  18315. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18316. var holeIndices = []; // array of hole indices
  18317. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18318. removeDupEndPts( contour );
  18319. addContour( vertices, contour );
  18320. //
  18321. var holeIndex = contour.length;
  18322. holes.forEach( removeDupEndPts );
  18323. for ( var i = 0; i < holes.length; i ++ ) {
  18324. holeIndices.push( holeIndex );
  18325. holeIndex += holes[ i ].length;
  18326. addContour( vertices, holes[ i ] );
  18327. }
  18328. //
  18329. var triangles = Earcut.triangulate( vertices, holeIndices );
  18330. //
  18331. for ( var i = 0; i < triangles.length; i += 3 ) {
  18332. faces.push( triangles.slice( i, i + 3 ) );
  18333. }
  18334. return faces;
  18335. }
  18336. };
  18337. function removeDupEndPts( points ) {
  18338. var l = points.length;
  18339. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18340. points.pop();
  18341. }
  18342. }
  18343. function addContour( vertices, contour ) {
  18344. for ( var i = 0; i < contour.length; i ++ ) {
  18345. vertices.push( contour[ i ].x );
  18346. vertices.push( contour[ i ].y );
  18347. }
  18348. }
  18349. /**
  18350. * @author zz85 / http://www.lab4games.net/zz85/blog
  18351. *
  18352. * Creates extruded geometry from a path shape.
  18353. *
  18354. * parameters = {
  18355. *
  18356. * curveSegments: <int>, // number of points on the curves
  18357. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18358. * depth: <float>, // Depth to extrude the shape
  18359. *
  18360. * bevelEnabled: <bool>, // turn on bevel
  18361. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18362. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18363. * bevelOffset: <float>, // how far from shape outline does bevel start
  18364. * bevelSegments: <int>, // number of bevel layers
  18365. *
  18366. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18367. *
  18368. * UVGenerator: <Object> // object that provides UV generator functions
  18369. *
  18370. * }
  18371. */
  18372. // ExtrudeGeometry
  18373. function ExtrudeGeometry( shapes, options ) {
  18374. Geometry.call( this );
  18375. this.type = 'ExtrudeGeometry';
  18376. this.parameters = {
  18377. shapes: shapes,
  18378. options: options
  18379. };
  18380. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18381. this.mergeVertices();
  18382. }
  18383. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18384. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18385. ExtrudeGeometry.prototype.toJSON = function () {
  18386. var data = Geometry.prototype.toJSON.call( this );
  18387. var shapes = this.parameters.shapes;
  18388. var options = this.parameters.options;
  18389. return toJSON( shapes, options, data );
  18390. };
  18391. // ExtrudeBufferGeometry
  18392. function ExtrudeBufferGeometry( shapes, options ) {
  18393. BufferGeometry.call( this );
  18394. this.type = 'ExtrudeBufferGeometry';
  18395. this.parameters = {
  18396. shapes: shapes,
  18397. options: options
  18398. };
  18399. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18400. var scope = this;
  18401. var verticesArray = [];
  18402. var uvArray = [];
  18403. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18404. var shape = shapes[ i ];
  18405. addShape( shape );
  18406. }
  18407. // build geometry
  18408. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18409. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18410. this.computeVertexNormals();
  18411. // functions
  18412. function addShape( shape ) {
  18413. var placeholder = [];
  18414. // options
  18415. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18416. var steps = options.steps !== undefined ? options.steps : 1;
  18417. var depth = options.depth !== undefined ? options.depth : 100;
  18418. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18419. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18420. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18421. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18422. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18423. var extrudePath = options.extrudePath;
  18424. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18425. // deprecated options
  18426. if ( options.amount !== undefined ) {
  18427. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18428. depth = options.amount;
  18429. }
  18430. //
  18431. var extrudePts, extrudeByPath = false;
  18432. var splineTube, binormal, normal, position2;
  18433. if ( extrudePath ) {
  18434. extrudePts = extrudePath.getSpacedPoints( steps );
  18435. extrudeByPath = true;
  18436. bevelEnabled = false; // bevels not supported for path extrusion
  18437. // SETUP TNB variables
  18438. // TODO1 - have a .isClosed in spline?
  18439. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18440. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18441. binormal = new Vector3();
  18442. normal = new Vector3();
  18443. position2 = new Vector3();
  18444. }
  18445. // Safeguards if bevels are not enabled
  18446. if ( ! bevelEnabled ) {
  18447. bevelSegments = 0;
  18448. bevelThickness = 0;
  18449. bevelSize = 0;
  18450. bevelOffset = 0;
  18451. }
  18452. // Variables initialization
  18453. var ahole, h, hl; // looping of holes
  18454. var shapePoints = shape.extractPoints( curveSegments );
  18455. var vertices = shapePoints.shape;
  18456. var holes = shapePoints.holes;
  18457. var reverse = ! ShapeUtils.isClockWise( vertices );
  18458. if ( reverse ) {
  18459. vertices = vertices.reverse();
  18460. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18461. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18462. ahole = holes[ h ];
  18463. if ( ShapeUtils.isClockWise( ahole ) ) {
  18464. holes[ h ] = ahole.reverse();
  18465. }
  18466. }
  18467. }
  18468. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18469. /* Vertices */
  18470. var contour = vertices; // vertices has all points but contour has only points of circumference
  18471. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18472. ahole = holes[ h ];
  18473. vertices = vertices.concat( ahole );
  18474. }
  18475. function scalePt2( pt, vec, size ) {
  18476. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18477. return vec.clone().multiplyScalar( size ).add( pt );
  18478. }
  18479. var b, bs, t, z,
  18480. vert, vlen = vertices.length,
  18481. face, flen = faces.length;
  18482. // Find directions for point movement
  18483. function getBevelVec( inPt, inPrev, inNext ) {
  18484. // computes for inPt the corresponding point inPt' on a new contour
  18485. // shifted by 1 unit (length of normalized vector) to the left
  18486. // if we walk along contour clockwise, this new contour is outside the old one
  18487. //
  18488. // inPt' is the intersection of the two lines parallel to the two
  18489. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18490. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18491. // good reading for geometry algorithms (here: line-line intersection)
  18492. // http://geomalgorithms.com/a05-_intersect-1.html
  18493. var v_prev_x = inPt.x - inPrev.x,
  18494. v_prev_y = inPt.y - inPrev.y;
  18495. var v_next_x = inNext.x - inPt.x,
  18496. v_next_y = inNext.y - inPt.y;
  18497. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18498. // check for collinear edges
  18499. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18500. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18501. // not collinear
  18502. // length of vectors for normalizing
  18503. var v_prev_len = Math.sqrt( v_prev_lensq );
  18504. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18505. // shift adjacent points by unit vectors to the left
  18506. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18507. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18508. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18509. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18510. // scaling factor for v_prev to intersection point
  18511. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18512. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18513. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18514. // vector from inPt to intersection point
  18515. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18516. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18517. // Don't normalize!, otherwise sharp corners become ugly
  18518. // but prevent crazy spikes
  18519. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18520. if ( v_trans_lensq <= 2 ) {
  18521. return new Vector2( v_trans_x, v_trans_y );
  18522. } else {
  18523. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18524. }
  18525. } else {
  18526. // handle special case of collinear edges
  18527. var direction_eq = false; // assumes: opposite
  18528. if ( v_prev_x > Number.EPSILON ) {
  18529. if ( v_next_x > Number.EPSILON ) {
  18530. direction_eq = true;
  18531. }
  18532. } else {
  18533. if ( v_prev_x < - Number.EPSILON ) {
  18534. if ( v_next_x < - Number.EPSILON ) {
  18535. direction_eq = true;
  18536. }
  18537. } else {
  18538. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18539. direction_eq = true;
  18540. }
  18541. }
  18542. }
  18543. if ( direction_eq ) {
  18544. // console.log("Warning: lines are a straight sequence");
  18545. v_trans_x = - v_prev_y;
  18546. v_trans_y = v_prev_x;
  18547. shrink_by = Math.sqrt( v_prev_lensq );
  18548. } else {
  18549. // console.log("Warning: lines are a straight spike");
  18550. v_trans_x = v_prev_x;
  18551. v_trans_y = v_prev_y;
  18552. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18553. }
  18554. }
  18555. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18556. }
  18557. var contourMovements = [];
  18558. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18559. if ( j === il ) { j = 0; }
  18560. if ( k === il ) { k = 0; }
  18561. // (j)---(i)---(k)
  18562. // console.log('i,j,k', i, j , k)
  18563. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18564. }
  18565. var holesMovements = [],
  18566. oneHoleMovements, verticesMovements = contourMovements.concat();
  18567. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18568. ahole = holes[ h ];
  18569. oneHoleMovements = [];
  18570. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18571. if ( j === il ) { j = 0; }
  18572. if ( k === il ) { k = 0; }
  18573. // (j)---(i)---(k)
  18574. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18575. }
  18576. holesMovements.push( oneHoleMovements );
  18577. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18578. }
  18579. // Loop bevelSegments, 1 for the front, 1 for the back
  18580. for ( b = 0; b < bevelSegments; b ++ ) {
  18581. //for ( b = bevelSegments; b > 0; b -- ) {
  18582. t = b / bevelSegments;
  18583. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18584. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18585. // contract shape
  18586. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18587. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18588. v( vert.x, vert.y, - z );
  18589. }
  18590. // expand holes
  18591. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18592. ahole = holes[ h ];
  18593. oneHoleMovements = holesMovements[ h ];
  18594. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18595. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18596. v( vert.x, vert.y, - z );
  18597. }
  18598. }
  18599. }
  18600. bs = bevelSize + bevelOffset;
  18601. // Back facing vertices
  18602. for ( i = 0; i < vlen; i ++ ) {
  18603. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18604. if ( ! extrudeByPath ) {
  18605. v( vert.x, vert.y, 0 );
  18606. } else {
  18607. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18608. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18609. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18610. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18611. v( position2.x, position2.y, position2.z );
  18612. }
  18613. }
  18614. // Add stepped vertices...
  18615. // Including front facing vertices
  18616. var s;
  18617. for ( s = 1; s <= steps; s ++ ) {
  18618. for ( i = 0; i < vlen; i ++ ) {
  18619. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18620. if ( ! extrudeByPath ) {
  18621. v( vert.x, vert.y, depth / steps * s );
  18622. } else {
  18623. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18624. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18625. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18626. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18627. v( position2.x, position2.y, position2.z );
  18628. }
  18629. }
  18630. }
  18631. // Add bevel segments planes
  18632. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18633. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18634. t = b / bevelSegments;
  18635. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18636. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18637. // contract shape
  18638. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18639. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18640. v( vert.x, vert.y, depth + z );
  18641. }
  18642. // expand holes
  18643. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18644. ahole = holes[ h ];
  18645. oneHoleMovements = holesMovements[ h ];
  18646. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18647. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18648. if ( ! extrudeByPath ) {
  18649. v( vert.x, vert.y, depth + z );
  18650. } else {
  18651. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18652. }
  18653. }
  18654. }
  18655. }
  18656. /* Faces */
  18657. // Top and bottom faces
  18658. buildLidFaces();
  18659. // Sides faces
  18660. buildSideFaces();
  18661. ///// Internal functions
  18662. function buildLidFaces() {
  18663. var start = verticesArray.length / 3;
  18664. if ( bevelEnabled ) {
  18665. var layer = 0; // steps + 1
  18666. var offset = vlen * layer;
  18667. // Bottom faces
  18668. for ( i = 0; i < flen; i ++ ) {
  18669. face = faces[ i ];
  18670. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18671. }
  18672. layer = steps + bevelSegments * 2;
  18673. offset = vlen * layer;
  18674. // Top faces
  18675. for ( i = 0; i < flen; i ++ ) {
  18676. face = faces[ i ];
  18677. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18678. }
  18679. } else {
  18680. // Bottom faces
  18681. for ( i = 0; i < flen; i ++ ) {
  18682. face = faces[ i ];
  18683. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18684. }
  18685. // Top faces
  18686. for ( i = 0; i < flen; i ++ ) {
  18687. face = faces[ i ];
  18688. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18689. }
  18690. }
  18691. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18692. }
  18693. // Create faces for the z-sides of the shape
  18694. function buildSideFaces() {
  18695. var start = verticesArray.length / 3;
  18696. var layeroffset = 0;
  18697. sidewalls( contour, layeroffset );
  18698. layeroffset += contour.length;
  18699. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18700. ahole = holes[ h ];
  18701. sidewalls( ahole, layeroffset );
  18702. //, true
  18703. layeroffset += ahole.length;
  18704. }
  18705. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18706. }
  18707. function sidewalls( contour, layeroffset ) {
  18708. var j, k;
  18709. i = contour.length;
  18710. while ( -- i >= 0 ) {
  18711. j = i;
  18712. k = i - 1;
  18713. if ( k < 0 ) { k = contour.length - 1; }
  18714. //console.log('b', i,j, i-1, k,vertices.length);
  18715. var s = 0,
  18716. sl = steps + bevelSegments * 2;
  18717. for ( s = 0; s < sl; s ++ ) {
  18718. var slen1 = vlen * s;
  18719. var slen2 = vlen * ( s + 1 );
  18720. var a = layeroffset + j + slen1,
  18721. b = layeroffset + k + slen1,
  18722. c = layeroffset + k + slen2,
  18723. d = layeroffset + j + slen2;
  18724. f4( a, b, c, d );
  18725. }
  18726. }
  18727. }
  18728. function v( x, y, z ) {
  18729. placeholder.push( x );
  18730. placeholder.push( y );
  18731. placeholder.push( z );
  18732. }
  18733. function f3( a, b, c ) {
  18734. addVertex( a );
  18735. addVertex( b );
  18736. addVertex( c );
  18737. var nextIndex = verticesArray.length / 3;
  18738. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18739. addUV( uvs[ 0 ] );
  18740. addUV( uvs[ 1 ] );
  18741. addUV( uvs[ 2 ] );
  18742. }
  18743. function f4( a, b, c, d ) {
  18744. addVertex( a );
  18745. addVertex( b );
  18746. addVertex( d );
  18747. addVertex( b );
  18748. addVertex( c );
  18749. addVertex( d );
  18750. var nextIndex = verticesArray.length / 3;
  18751. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18752. addUV( uvs[ 0 ] );
  18753. addUV( uvs[ 1 ] );
  18754. addUV( uvs[ 3 ] );
  18755. addUV( uvs[ 1 ] );
  18756. addUV( uvs[ 2 ] );
  18757. addUV( uvs[ 3 ] );
  18758. }
  18759. function addVertex( index ) {
  18760. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18761. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18762. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18763. }
  18764. function addUV( vector2 ) {
  18765. uvArray.push( vector2.x );
  18766. uvArray.push( vector2.y );
  18767. }
  18768. }
  18769. }
  18770. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18771. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18772. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18773. var data = BufferGeometry.prototype.toJSON.call( this );
  18774. var shapes = this.parameters.shapes;
  18775. var options = this.parameters.options;
  18776. return toJSON( shapes, options, data );
  18777. };
  18778. //
  18779. var WorldUVGenerator = {
  18780. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18781. var a_x = vertices[ indexA * 3 ];
  18782. var a_y = vertices[ indexA * 3 + 1 ];
  18783. var b_x = vertices[ indexB * 3 ];
  18784. var b_y = vertices[ indexB * 3 + 1 ];
  18785. var c_x = vertices[ indexC * 3 ];
  18786. var c_y = vertices[ indexC * 3 + 1 ];
  18787. return [
  18788. new Vector2( a_x, a_y ),
  18789. new Vector2( b_x, b_y ),
  18790. new Vector2( c_x, c_y )
  18791. ];
  18792. },
  18793. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18794. var a_x = vertices[ indexA * 3 ];
  18795. var a_y = vertices[ indexA * 3 + 1 ];
  18796. var a_z = vertices[ indexA * 3 + 2 ];
  18797. var b_x = vertices[ indexB * 3 ];
  18798. var b_y = vertices[ indexB * 3 + 1 ];
  18799. var b_z = vertices[ indexB * 3 + 2 ];
  18800. var c_x = vertices[ indexC * 3 ];
  18801. var c_y = vertices[ indexC * 3 + 1 ];
  18802. var c_z = vertices[ indexC * 3 + 2 ];
  18803. var d_x = vertices[ indexD * 3 ];
  18804. var d_y = vertices[ indexD * 3 + 1 ];
  18805. var d_z = vertices[ indexD * 3 + 2 ];
  18806. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18807. return [
  18808. new Vector2( a_x, 1 - a_z ),
  18809. new Vector2( b_x, 1 - b_z ),
  18810. new Vector2( c_x, 1 - c_z ),
  18811. new Vector2( d_x, 1 - d_z )
  18812. ];
  18813. } else {
  18814. return [
  18815. new Vector2( a_y, 1 - a_z ),
  18816. new Vector2( b_y, 1 - b_z ),
  18817. new Vector2( c_y, 1 - c_z ),
  18818. new Vector2( d_y, 1 - d_z )
  18819. ];
  18820. }
  18821. }
  18822. };
  18823. function toJSON( shapes, options, data ) {
  18824. //
  18825. data.shapes = [];
  18826. if ( Array.isArray( shapes ) ) {
  18827. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18828. var shape = shapes[ i ];
  18829. data.shapes.push( shape.uuid );
  18830. }
  18831. } else {
  18832. data.shapes.push( shapes.uuid );
  18833. }
  18834. //
  18835. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18836. return data;
  18837. }
  18838. /**
  18839. * @author zz85 / http://www.lab4games.net/zz85/blog
  18840. * @author alteredq / http://alteredqualia.com/
  18841. *
  18842. * Text = 3D Text
  18843. *
  18844. * parameters = {
  18845. * font: <THREE.Font>, // font
  18846. *
  18847. * size: <float>, // size of the text
  18848. * height: <float>, // thickness to extrude text
  18849. * curveSegments: <int>, // number of points on the curves
  18850. *
  18851. * bevelEnabled: <bool>, // turn on bevel
  18852. * bevelThickness: <float>, // how deep into text bevel goes
  18853. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18854. * bevelOffset: <float> // how far from text outline does bevel start
  18855. * }
  18856. */
  18857. // TextGeometry
  18858. function TextGeometry( text, parameters ) {
  18859. Geometry.call( this );
  18860. this.type = 'TextGeometry';
  18861. this.parameters = {
  18862. text: text,
  18863. parameters: parameters
  18864. };
  18865. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18866. this.mergeVertices();
  18867. }
  18868. TextGeometry.prototype = Object.create( Geometry.prototype );
  18869. TextGeometry.prototype.constructor = TextGeometry;
  18870. // TextBufferGeometry
  18871. function TextBufferGeometry( text, parameters ) {
  18872. parameters = parameters || {};
  18873. var font = parameters.font;
  18874. if ( ! ( font && font.isFont ) ) {
  18875. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18876. return new Geometry();
  18877. }
  18878. var shapes = font.generateShapes( text, parameters.size );
  18879. // translate parameters to ExtrudeGeometry API
  18880. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18881. // defaults
  18882. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18883. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18884. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18885. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18886. this.type = 'TextBufferGeometry';
  18887. }
  18888. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18889. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18890. /**
  18891. * @author mrdoob / http://mrdoob.com/
  18892. * @author benaadams / https://twitter.com/ben_a_adams
  18893. * @author Mugen87 / https://github.com/Mugen87
  18894. */
  18895. // SphereGeometry
  18896. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18897. Geometry.call( this );
  18898. this.type = 'SphereGeometry';
  18899. this.parameters = {
  18900. radius: radius,
  18901. widthSegments: widthSegments,
  18902. heightSegments: heightSegments,
  18903. phiStart: phiStart,
  18904. phiLength: phiLength,
  18905. thetaStart: thetaStart,
  18906. thetaLength: thetaLength
  18907. };
  18908. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18909. this.mergeVertices();
  18910. }
  18911. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18912. SphereGeometry.prototype.constructor = SphereGeometry;
  18913. // SphereBufferGeometry
  18914. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18915. BufferGeometry.call( this );
  18916. this.type = 'SphereBufferGeometry';
  18917. this.parameters = {
  18918. radius: radius,
  18919. widthSegments: widthSegments,
  18920. heightSegments: heightSegments,
  18921. phiStart: phiStart,
  18922. phiLength: phiLength,
  18923. thetaStart: thetaStart,
  18924. thetaLength: thetaLength
  18925. };
  18926. radius = radius || 1;
  18927. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18928. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18929. phiStart = phiStart !== undefined ? phiStart : 0;
  18930. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18931. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18932. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18933. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18934. var ix, iy;
  18935. var index = 0;
  18936. var grid = [];
  18937. var vertex = new Vector3();
  18938. var normal = new Vector3();
  18939. // buffers
  18940. var indices = [];
  18941. var vertices = [];
  18942. var normals = [];
  18943. var uvs = [];
  18944. // generate vertices, normals and uvs
  18945. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18946. var verticesRow = [];
  18947. var v = iy / heightSegments;
  18948. // special case for the poles
  18949. var uOffset = 0;
  18950. if ( iy == 0 && thetaStart == 0 ) {
  18951. uOffset = 0.5 / widthSegments;
  18952. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18953. uOffset = - 0.5 / widthSegments;
  18954. }
  18955. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18956. var u = ix / widthSegments;
  18957. // vertex
  18958. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18959. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18960. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18961. vertices.push( vertex.x, vertex.y, vertex.z );
  18962. // normal
  18963. normal.copy( vertex ).normalize();
  18964. normals.push( normal.x, normal.y, normal.z );
  18965. // uv
  18966. uvs.push( u + uOffset, 1 - v );
  18967. verticesRow.push( index ++ );
  18968. }
  18969. grid.push( verticesRow );
  18970. }
  18971. // indices
  18972. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18973. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18974. var a = grid[ iy ][ ix + 1 ];
  18975. var b = grid[ iy ][ ix ];
  18976. var c = grid[ iy + 1 ][ ix ];
  18977. var d = grid[ iy + 1 ][ ix + 1 ];
  18978. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18979. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18980. }
  18981. }
  18982. // build geometry
  18983. this.setIndex( indices );
  18984. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18985. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18986. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18987. }
  18988. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18989. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18990. /**
  18991. * @author Kaleb Murphy
  18992. * @author Mugen87 / https://github.com/Mugen87
  18993. */
  18994. // RingGeometry
  18995. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18996. Geometry.call( this );
  18997. this.type = 'RingGeometry';
  18998. this.parameters = {
  18999. innerRadius: innerRadius,
  19000. outerRadius: outerRadius,
  19001. thetaSegments: thetaSegments,
  19002. phiSegments: phiSegments,
  19003. thetaStart: thetaStart,
  19004. thetaLength: thetaLength
  19005. };
  19006. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  19007. this.mergeVertices();
  19008. }
  19009. RingGeometry.prototype = Object.create( Geometry.prototype );
  19010. RingGeometry.prototype.constructor = RingGeometry;
  19011. // RingBufferGeometry
  19012. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19013. BufferGeometry.call( this );
  19014. this.type = 'RingBufferGeometry';
  19015. this.parameters = {
  19016. innerRadius: innerRadius,
  19017. outerRadius: outerRadius,
  19018. thetaSegments: thetaSegments,
  19019. phiSegments: phiSegments,
  19020. thetaStart: thetaStart,
  19021. thetaLength: thetaLength
  19022. };
  19023. innerRadius = innerRadius || 0.5;
  19024. outerRadius = outerRadius || 1;
  19025. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19026. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19027. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19028. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19029. // buffers
  19030. var indices = [];
  19031. var vertices = [];
  19032. var normals = [];
  19033. var uvs = [];
  19034. // some helper variables
  19035. var segment;
  19036. var radius = innerRadius;
  19037. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19038. var vertex = new Vector3();
  19039. var uv = new Vector2();
  19040. var j, i;
  19041. // generate vertices, normals and uvs
  19042. for ( j = 0; j <= phiSegments; j ++ ) {
  19043. for ( i = 0; i <= thetaSegments; i ++ ) {
  19044. // values are generate from the inside of the ring to the outside
  19045. segment = thetaStart + i / thetaSegments * thetaLength;
  19046. // vertex
  19047. vertex.x = radius * Math.cos( segment );
  19048. vertex.y = radius * Math.sin( segment );
  19049. vertices.push( vertex.x, vertex.y, vertex.z );
  19050. // normal
  19051. normals.push( 0, 0, 1 );
  19052. // uv
  19053. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19054. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19055. uvs.push( uv.x, uv.y );
  19056. }
  19057. // increase the radius for next row of vertices
  19058. radius += radiusStep;
  19059. }
  19060. // indices
  19061. for ( j = 0; j < phiSegments; j ++ ) {
  19062. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  19063. for ( i = 0; i < thetaSegments; i ++ ) {
  19064. segment = i + thetaSegmentLevel;
  19065. var a = segment;
  19066. var b = segment + thetaSegments + 1;
  19067. var c = segment + thetaSegments + 2;
  19068. var d = segment + 1;
  19069. // faces
  19070. indices.push( a, b, d );
  19071. indices.push( b, c, d );
  19072. }
  19073. }
  19074. // build geometry
  19075. this.setIndex( indices );
  19076. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19077. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19078. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19079. }
  19080. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19081. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19082. /**
  19083. * @author zz85 / https://github.com/zz85
  19084. * @author bhouston / http://clara.io
  19085. * @author Mugen87 / https://github.com/Mugen87
  19086. */
  19087. // LatheGeometry
  19088. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19089. Geometry.call( this );
  19090. this.type = 'LatheGeometry';
  19091. this.parameters = {
  19092. points: points,
  19093. segments: segments,
  19094. phiStart: phiStart,
  19095. phiLength: phiLength
  19096. };
  19097. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19098. this.mergeVertices();
  19099. }
  19100. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19101. LatheGeometry.prototype.constructor = LatheGeometry;
  19102. // LatheBufferGeometry
  19103. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19104. BufferGeometry.call( this );
  19105. this.type = 'LatheBufferGeometry';
  19106. this.parameters = {
  19107. points: points,
  19108. segments: segments,
  19109. phiStart: phiStart,
  19110. phiLength: phiLength
  19111. };
  19112. segments = Math.floor( segments ) || 12;
  19113. phiStart = phiStart || 0;
  19114. phiLength = phiLength || Math.PI * 2;
  19115. // clamp phiLength so it's in range of [ 0, 2PI ]
  19116. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19117. // buffers
  19118. var indices = [];
  19119. var vertices = [];
  19120. var uvs = [];
  19121. // helper variables
  19122. var base;
  19123. var inverseSegments = 1.0 / segments;
  19124. var vertex = new Vector3();
  19125. var uv = new Vector2();
  19126. var i, j;
  19127. // generate vertices and uvs
  19128. for ( i = 0; i <= segments; i ++ ) {
  19129. var phi = phiStart + i * inverseSegments * phiLength;
  19130. var sin = Math.sin( phi );
  19131. var cos = Math.cos( phi );
  19132. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  19133. // vertex
  19134. vertex.x = points[ j ].x * sin;
  19135. vertex.y = points[ j ].y;
  19136. vertex.z = points[ j ].x * cos;
  19137. vertices.push( vertex.x, vertex.y, vertex.z );
  19138. // uv
  19139. uv.x = i / segments;
  19140. uv.y = j / ( points.length - 1 );
  19141. uvs.push( uv.x, uv.y );
  19142. }
  19143. }
  19144. // indices
  19145. for ( i = 0; i < segments; i ++ ) {
  19146. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  19147. base = j + i * points.length;
  19148. var a = base;
  19149. var b = base + points.length;
  19150. var c = base + points.length + 1;
  19151. var d = base + 1;
  19152. // faces
  19153. indices.push( a, b, d );
  19154. indices.push( b, c, d );
  19155. }
  19156. }
  19157. // build geometry
  19158. this.setIndex( indices );
  19159. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19160. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19161. // generate normals
  19162. this.computeVertexNormals();
  19163. // if the geometry is closed, we need to average the normals along the seam.
  19164. // because the corresponding vertices are identical (but still have different UVs).
  19165. if ( phiLength === Math.PI * 2 ) {
  19166. var normals = this.attributes.normal.array;
  19167. var n1 = new Vector3();
  19168. var n2 = new Vector3();
  19169. var n = new Vector3();
  19170. // this is the buffer offset for the last line of vertices
  19171. base = segments * points.length * 3;
  19172. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  19173. // select the normal of the vertex in the first line
  19174. n1.x = normals[ j + 0 ];
  19175. n1.y = normals[ j + 1 ];
  19176. n1.z = normals[ j + 2 ];
  19177. // select the normal of the vertex in the last line
  19178. n2.x = normals[ base + j + 0 ];
  19179. n2.y = normals[ base + j + 1 ];
  19180. n2.z = normals[ base + j + 2 ];
  19181. // average normals
  19182. n.addVectors( n1, n2 ).normalize();
  19183. // assign the new values to both normals
  19184. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  19185. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  19186. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  19187. }
  19188. }
  19189. }
  19190. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19191. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19192. /**
  19193. * @author jonobr1 / http://jonobr1.com
  19194. * @author Mugen87 / https://github.com/Mugen87
  19195. */
  19196. // ShapeGeometry
  19197. function ShapeGeometry( shapes, curveSegments ) {
  19198. Geometry.call( this );
  19199. this.type = 'ShapeGeometry';
  19200. if ( typeof curveSegments === 'object' ) {
  19201. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19202. curveSegments = curveSegments.curveSegments;
  19203. }
  19204. this.parameters = {
  19205. shapes: shapes,
  19206. curveSegments: curveSegments
  19207. };
  19208. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19209. this.mergeVertices();
  19210. }
  19211. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19212. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19213. ShapeGeometry.prototype.toJSON = function () {
  19214. var data = Geometry.prototype.toJSON.call( this );
  19215. var shapes = this.parameters.shapes;
  19216. return toJSON$1( shapes, data );
  19217. };
  19218. // ShapeBufferGeometry
  19219. function ShapeBufferGeometry( shapes, curveSegments ) {
  19220. BufferGeometry.call( this );
  19221. this.type = 'ShapeBufferGeometry';
  19222. this.parameters = {
  19223. shapes: shapes,
  19224. curveSegments: curveSegments
  19225. };
  19226. curveSegments = curveSegments || 12;
  19227. // buffers
  19228. var indices = [];
  19229. var vertices = [];
  19230. var normals = [];
  19231. var uvs = [];
  19232. // helper variables
  19233. var groupStart = 0;
  19234. var groupCount = 0;
  19235. // allow single and array values for "shapes" parameter
  19236. if ( Array.isArray( shapes ) === false ) {
  19237. addShape( shapes );
  19238. } else {
  19239. for ( var i = 0; i < shapes.length; i ++ ) {
  19240. addShape( shapes[ i ] );
  19241. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19242. groupStart += groupCount;
  19243. groupCount = 0;
  19244. }
  19245. }
  19246. // build geometry
  19247. this.setIndex( indices );
  19248. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19249. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19250. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19251. // helper functions
  19252. function addShape( shape ) {
  19253. var i, l, shapeHole;
  19254. var indexOffset = vertices.length / 3;
  19255. var points = shape.extractPoints( curveSegments );
  19256. var shapeVertices = points.shape;
  19257. var shapeHoles = points.holes;
  19258. // check direction of vertices
  19259. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19260. shapeVertices = shapeVertices.reverse();
  19261. }
  19262. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19263. shapeHole = shapeHoles[ i ];
  19264. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19265. shapeHoles[ i ] = shapeHole.reverse();
  19266. }
  19267. }
  19268. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19269. // join vertices of inner and outer paths to a single array
  19270. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19271. shapeHole = shapeHoles[ i ];
  19272. shapeVertices = shapeVertices.concat( shapeHole );
  19273. }
  19274. // vertices, normals, uvs
  19275. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  19276. var vertex = shapeVertices[ i ];
  19277. vertices.push( vertex.x, vertex.y, 0 );
  19278. normals.push( 0, 0, 1 );
  19279. uvs.push( vertex.x, vertex.y ); // world uvs
  19280. }
  19281. // incides
  19282. for ( i = 0, l = faces.length; i < l; i ++ ) {
  19283. var face = faces[ i ];
  19284. var a = face[ 0 ] + indexOffset;
  19285. var b = face[ 1 ] + indexOffset;
  19286. var c = face[ 2 ] + indexOffset;
  19287. indices.push( a, b, c );
  19288. groupCount += 3;
  19289. }
  19290. }
  19291. }
  19292. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19293. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19294. ShapeBufferGeometry.prototype.toJSON = function () {
  19295. var data = BufferGeometry.prototype.toJSON.call( this );
  19296. var shapes = this.parameters.shapes;
  19297. return toJSON$1( shapes, data );
  19298. };
  19299. //
  19300. function toJSON$1( shapes, data ) {
  19301. data.shapes = [];
  19302. if ( Array.isArray( shapes ) ) {
  19303. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19304. var shape = shapes[ i ];
  19305. data.shapes.push( shape.uuid );
  19306. }
  19307. } else {
  19308. data.shapes.push( shapes.uuid );
  19309. }
  19310. return data;
  19311. }
  19312. /**
  19313. * @author WestLangley / http://github.com/WestLangley
  19314. * @author Mugen87 / https://github.com/Mugen87
  19315. */
  19316. function EdgesGeometry( geometry, thresholdAngle ) {
  19317. BufferGeometry.call( this );
  19318. this.type = 'EdgesGeometry';
  19319. this.parameters = {
  19320. thresholdAngle: thresholdAngle
  19321. };
  19322. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19323. // buffer
  19324. var vertices = [];
  19325. // helper variables
  19326. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19327. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19328. var key, keys = [ 'a', 'b', 'c' ];
  19329. // prepare source geometry
  19330. var geometry2;
  19331. if ( geometry.isBufferGeometry ) {
  19332. geometry2 = new Geometry();
  19333. geometry2.fromBufferGeometry( geometry );
  19334. } else {
  19335. geometry2 = geometry.clone();
  19336. }
  19337. geometry2.mergeVertices();
  19338. geometry2.computeFaceNormals();
  19339. var sourceVertices = geometry2.vertices;
  19340. var faces = geometry2.faces;
  19341. // now create a data structure where each entry represents an edge with its adjoining faces
  19342. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19343. var face = faces[ i ];
  19344. for ( var j = 0; j < 3; j ++ ) {
  19345. edge1 = face[ keys[ j ] ];
  19346. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19347. edge[ 0 ] = Math.min( edge1, edge2 );
  19348. edge[ 1 ] = Math.max( edge1, edge2 );
  19349. key = edge[ 0 ] + ',' + edge[ 1 ];
  19350. if ( edges[ key ] === undefined ) {
  19351. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19352. } else {
  19353. edges[ key ].face2 = i;
  19354. }
  19355. }
  19356. }
  19357. // generate vertices
  19358. for ( key in edges ) {
  19359. var e = edges[ key ];
  19360. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19361. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19362. var vertex = sourceVertices[ e.index1 ];
  19363. vertices.push( vertex.x, vertex.y, vertex.z );
  19364. vertex = sourceVertices[ e.index2 ];
  19365. vertices.push( vertex.x, vertex.y, vertex.z );
  19366. }
  19367. }
  19368. // build geometry
  19369. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19370. }
  19371. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19372. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19373. /**
  19374. * @author mrdoob / http://mrdoob.com/
  19375. * @author Mugen87 / https://github.com/Mugen87
  19376. */
  19377. // CylinderGeometry
  19378. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19379. Geometry.call( this );
  19380. this.type = 'CylinderGeometry';
  19381. this.parameters = {
  19382. radiusTop: radiusTop,
  19383. radiusBottom: radiusBottom,
  19384. height: height,
  19385. radialSegments: radialSegments,
  19386. heightSegments: heightSegments,
  19387. openEnded: openEnded,
  19388. thetaStart: thetaStart,
  19389. thetaLength: thetaLength
  19390. };
  19391. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19392. this.mergeVertices();
  19393. }
  19394. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19395. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19396. // CylinderBufferGeometry
  19397. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19398. BufferGeometry.call( this );
  19399. this.type = 'CylinderBufferGeometry';
  19400. this.parameters = {
  19401. radiusTop: radiusTop,
  19402. radiusBottom: radiusBottom,
  19403. height: height,
  19404. radialSegments: radialSegments,
  19405. heightSegments: heightSegments,
  19406. openEnded: openEnded,
  19407. thetaStart: thetaStart,
  19408. thetaLength: thetaLength
  19409. };
  19410. var scope = this;
  19411. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19412. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19413. height = height || 1;
  19414. radialSegments = Math.floor( radialSegments ) || 8;
  19415. heightSegments = Math.floor( heightSegments ) || 1;
  19416. openEnded = openEnded !== undefined ? openEnded : false;
  19417. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19418. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19419. // buffers
  19420. var indices = [];
  19421. var vertices = [];
  19422. var normals = [];
  19423. var uvs = [];
  19424. // helper variables
  19425. var index = 0;
  19426. var indexArray = [];
  19427. var halfHeight = height / 2;
  19428. var groupStart = 0;
  19429. // generate geometry
  19430. generateTorso();
  19431. if ( openEnded === false ) {
  19432. if ( radiusTop > 0 ) { generateCap( true ); }
  19433. if ( radiusBottom > 0 ) { generateCap( false ); }
  19434. }
  19435. // build geometry
  19436. this.setIndex( indices );
  19437. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19438. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19439. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19440. function generateTorso() {
  19441. var x, y;
  19442. var normal = new Vector3();
  19443. var vertex = new Vector3();
  19444. var groupCount = 0;
  19445. // this will be used to calculate the normal
  19446. var slope = ( radiusBottom - radiusTop ) / height;
  19447. // generate vertices, normals and uvs
  19448. for ( y = 0; y <= heightSegments; y ++ ) {
  19449. var indexRow = [];
  19450. var v = y / heightSegments;
  19451. // calculate the radius of the current row
  19452. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19453. for ( x = 0; x <= radialSegments; x ++ ) {
  19454. var u = x / radialSegments;
  19455. var theta = u * thetaLength + thetaStart;
  19456. var sinTheta = Math.sin( theta );
  19457. var cosTheta = Math.cos( theta );
  19458. // vertex
  19459. vertex.x = radius * sinTheta;
  19460. vertex.y = - v * height + halfHeight;
  19461. vertex.z = radius * cosTheta;
  19462. vertices.push( vertex.x, vertex.y, vertex.z );
  19463. // normal
  19464. normal.set( sinTheta, slope, cosTheta ).normalize();
  19465. normals.push( normal.x, normal.y, normal.z );
  19466. // uv
  19467. uvs.push( u, 1 - v );
  19468. // save index of vertex in respective row
  19469. indexRow.push( index ++ );
  19470. }
  19471. // now save vertices of the row in our index array
  19472. indexArray.push( indexRow );
  19473. }
  19474. // generate indices
  19475. for ( x = 0; x < radialSegments; x ++ ) {
  19476. for ( y = 0; y < heightSegments; y ++ ) {
  19477. // we use the index array to access the correct indices
  19478. var a = indexArray[ y ][ x ];
  19479. var b = indexArray[ y + 1 ][ x ];
  19480. var c = indexArray[ y + 1 ][ x + 1 ];
  19481. var d = indexArray[ y ][ x + 1 ];
  19482. // faces
  19483. indices.push( a, b, d );
  19484. indices.push( b, c, d );
  19485. // update group counter
  19486. groupCount += 6;
  19487. }
  19488. }
  19489. // add a group to the geometry. this will ensure multi material support
  19490. scope.addGroup( groupStart, groupCount, 0 );
  19491. // calculate new start value for groups
  19492. groupStart += groupCount;
  19493. }
  19494. function generateCap( top ) {
  19495. var x, centerIndexStart, centerIndexEnd;
  19496. var uv = new Vector2();
  19497. var vertex = new Vector3();
  19498. var groupCount = 0;
  19499. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19500. var sign = ( top === true ) ? 1 : - 1;
  19501. // save the index of the first center vertex
  19502. centerIndexStart = index;
  19503. // first we generate the center vertex data of the cap.
  19504. // because the geometry needs one set of uvs per face,
  19505. // we must generate a center vertex per face/segment
  19506. for ( x = 1; x <= radialSegments; x ++ ) {
  19507. // vertex
  19508. vertices.push( 0, halfHeight * sign, 0 );
  19509. // normal
  19510. normals.push( 0, sign, 0 );
  19511. // uv
  19512. uvs.push( 0.5, 0.5 );
  19513. // increase index
  19514. index ++;
  19515. }
  19516. // save the index of the last center vertex
  19517. centerIndexEnd = index;
  19518. // now we generate the surrounding vertices, normals and uvs
  19519. for ( x = 0; x <= radialSegments; x ++ ) {
  19520. var u = x / radialSegments;
  19521. var theta = u * thetaLength + thetaStart;
  19522. var cosTheta = Math.cos( theta );
  19523. var sinTheta = Math.sin( theta );
  19524. // vertex
  19525. vertex.x = radius * sinTheta;
  19526. vertex.y = halfHeight * sign;
  19527. vertex.z = radius * cosTheta;
  19528. vertices.push( vertex.x, vertex.y, vertex.z );
  19529. // normal
  19530. normals.push( 0, sign, 0 );
  19531. // uv
  19532. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19533. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19534. uvs.push( uv.x, uv.y );
  19535. // increase index
  19536. index ++;
  19537. }
  19538. // generate indices
  19539. for ( x = 0; x < radialSegments; x ++ ) {
  19540. var c = centerIndexStart + x;
  19541. var i = centerIndexEnd + x;
  19542. if ( top === true ) {
  19543. // face top
  19544. indices.push( i, i + 1, c );
  19545. } else {
  19546. // face bottom
  19547. indices.push( i + 1, i, c );
  19548. }
  19549. groupCount += 3;
  19550. }
  19551. // add a group to the geometry. this will ensure multi material support
  19552. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19553. // calculate new start value for groups
  19554. groupStart += groupCount;
  19555. }
  19556. }
  19557. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19558. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19559. /**
  19560. * @author abelnation / http://github.com/abelnation
  19561. */
  19562. // ConeGeometry
  19563. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19564. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19565. this.type = 'ConeGeometry';
  19566. this.parameters = {
  19567. radius: radius,
  19568. height: height,
  19569. radialSegments: radialSegments,
  19570. heightSegments: heightSegments,
  19571. openEnded: openEnded,
  19572. thetaStart: thetaStart,
  19573. thetaLength: thetaLength
  19574. };
  19575. }
  19576. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19577. ConeGeometry.prototype.constructor = ConeGeometry;
  19578. // ConeBufferGeometry
  19579. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19580. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19581. this.type = 'ConeBufferGeometry';
  19582. this.parameters = {
  19583. radius: radius,
  19584. height: height,
  19585. radialSegments: radialSegments,
  19586. heightSegments: heightSegments,
  19587. openEnded: openEnded,
  19588. thetaStart: thetaStart,
  19589. thetaLength: thetaLength
  19590. };
  19591. }
  19592. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19593. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19594. /**
  19595. * @author benaadams / https://twitter.com/ben_a_adams
  19596. * @author Mugen87 / https://github.com/Mugen87
  19597. * @author hughes
  19598. */
  19599. // CircleGeometry
  19600. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19601. Geometry.call( this );
  19602. this.type = 'CircleGeometry';
  19603. this.parameters = {
  19604. radius: radius,
  19605. segments: segments,
  19606. thetaStart: thetaStart,
  19607. thetaLength: thetaLength
  19608. };
  19609. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19610. this.mergeVertices();
  19611. }
  19612. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19613. CircleGeometry.prototype.constructor = CircleGeometry;
  19614. // CircleBufferGeometry
  19615. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19616. BufferGeometry.call( this );
  19617. this.type = 'CircleBufferGeometry';
  19618. this.parameters = {
  19619. radius: radius,
  19620. segments: segments,
  19621. thetaStart: thetaStart,
  19622. thetaLength: thetaLength
  19623. };
  19624. radius = radius || 1;
  19625. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19626. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19627. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19628. // buffers
  19629. var indices = [];
  19630. var vertices = [];
  19631. var normals = [];
  19632. var uvs = [];
  19633. // helper variables
  19634. var i, s;
  19635. var vertex = new Vector3();
  19636. var uv = new Vector2();
  19637. // center point
  19638. vertices.push( 0, 0, 0 );
  19639. normals.push( 0, 0, 1 );
  19640. uvs.push( 0.5, 0.5 );
  19641. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19642. var segment = thetaStart + s / segments * thetaLength;
  19643. // vertex
  19644. vertex.x = radius * Math.cos( segment );
  19645. vertex.y = radius * Math.sin( segment );
  19646. vertices.push( vertex.x, vertex.y, vertex.z );
  19647. // normal
  19648. normals.push( 0, 0, 1 );
  19649. // uvs
  19650. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19651. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19652. uvs.push( uv.x, uv.y );
  19653. }
  19654. // indices
  19655. for ( i = 1; i <= segments; i ++ ) {
  19656. indices.push( i, i + 1, 0 );
  19657. }
  19658. // build geometry
  19659. this.setIndex( indices );
  19660. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19661. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19662. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19663. }
  19664. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19665. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19666. var Geometries = /*#__PURE__*/Object.freeze({
  19667. __proto__: null,
  19668. WireframeGeometry: WireframeGeometry,
  19669. ParametricGeometry: ParametricGeometry,
  19670. ParametricBufferGeometry: ParametricBufferGeometry,
  19671. TetrahedronGeometry: TetrahedronGeometry,
  19672. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19673. OctahedronGeometry: OctahedronGeometry,
  19674. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19675. IcosahedronGeometry: IcosahedronGeometry,
  19676. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19677. DodecahedronGeometry: DodecahedronGeometry,
  19678. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19679. PolyhedronGeometry: PolyhedronGeometry,
  19680. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19681. TubeGeometry: TubeGeometry,
  19682. TubeBufferGeometry: TubeBufferGeometry,
  19683. TorusKnotGeometry: TorusKnotGeometry,
  19684. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19685. TorusGeometry: TorusGeometry,
  19686. TorusBufferGeometry: TorusBufferGeometry,
  19687. TextGeometry: TextGeometry,
  19688. TextBufferGeometry: TextBufferGeometry,
  19689. SphereGeometry: SphereGeometry,
  19690. SphereBufferGeometry: SphereBufferGeometry,
  19691. RingGeometry: RingGeometry,
  19692. RingBufferGeometry: RingBufferGeometry,
  19693. PlaneGeometry: PlaneGeometry,
  19694. PlaneBufferGeometry: PlaneBufferGeometry,
  19695. LatheGeometry: LatheGeometry,
  19696. LatheBufferGeometry: LatheBufferGeometry,
  19697. ShapeGeometry: ShapeGeometry,
  19698. ShapeBufferGeometry: ShapeBufferGeometry,
  19699. ExtrudeGeometry: ExtrudeGeometry,
  19700. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19701. EdgesGeometry: EdgesGeometry,
  19702. ConeGeometry: ConeGeometry,
  19703. ConeBufferGeometry: ConeBufferGeometry,
  19704. CylinderGeometry: CylinderGeometry,
  19705. CylinderBufferGeometry: CylinderBufferGeometry,
  19706. CircleGeometry: CircleGeometry,
  19707. CircleBufferGeometry: CircleBufferGeometry,
  19708. BoxGeometry: BoxGeometry,
  19709. BoxBufferGeometry: BoxBufferGeometry
  19710. });
  19711. /**
  19712. * @author mrdoob / http://mrdoob.com/
  19713. *
  19714. * parameters = {
  19715. * color: <THREE.Color>
  19716. * }
  19717. */
  19718. function ShadowMaterial( parameters ) {
  19719. Material.call( this );
  19720. this.type = 'ShadowMaterial';
  19721. this.color = new Color( 0x000000 );
  19722. this.transparent = true;
  19723. this.setValues( parameters );
  19724. }
  19725. ShadowMaterial.prototype = Object.create( Material.prototype );
  19726. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19727. ShadowMaterial.prototype.isShadowMaterial = true;
  19728. ShadowMaterial.prototype.copy = function ( source ) {
  19729. Material.prototype.copy.call( this, source );
  19730. this.color.copy( source.color );
  19731. return this;
  19732. };
  19733. /**
  19734. * @author mrdoob / http://mrdoob.com/
  19735. */
  19736. function RawShaderMaterial( parameters ) {
  19737. ShaderMaterial.call( this, parameters );
  19738. this.type = 'RawShaderMaterial';
  19739. }
  19740. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19741. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19742. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19743. /**
  19744. * @author WestLangley / http://github.com/WestLangley
  19745. *
  19746. * parameters = {
  19747. * color: <hex>,
  19748. * roughness: <float>,
  19749. * metalness: <float>,
  19750. * opacity: <float>,
  19751. *
  19752. * map: new THREE.Texture( <Image> ),
  19753. *
  19754. * lightMap: new THREE.Texture( <Image> ),
  19755. * lightMapIntensity: <float>
  19756. *
  19757. * aoMap: new THREE.Texture( <Image> ),
  19758. * aoMapIntensity: <float>
  19759. *
  19760. * emissive: <hex>,
  19761. * emissiveIntensity: <float>
  19762. * emissiveMap: new THREE.Texture( <Image> ),
  19763. *
  19764. * bumpMap: new THREE.Texture( <Image> ),
  19765. * bumpScale: <float>,
  19766. *
  19767. * normalMap: new THREE.Texture( <Image> ),
  19768. * normalMapType: THREE.TangentSpaceNormalMap,
  19769. * normalScale: <Vector2>,
  19770. *
  19771. * displacementMap: new THREE.Texture( <Image> ),
  19772. * displacementScale: <float>,
  19773. * displacementBias: <float>,
  19774. *
  19775. * roughnessMap: new THREE.Texture( <Image> ),
  19776. *
  19777. * metalnessMap: new THREE.Texture( <Image> ),
  19778. *
  19779. * alphaMap: new THREE.Texture( <Image> ),
  19780. *
  19781. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19782. * envMapIntensity: <float>
  19783. *
  19784. * refractionRatio: <float>,
  19785. *
  19786. * wireframe: <boolean>,
  19787. * wireframeLinewidth: <float>,
  19788. *
  19789. * skinning: <bool>,
  19790. * morphTargets: <bool>,
  19791. * morphNormals: <bool>
  19792. * }
  19793. */
  19794. function MeshStandardMaterial( parameters ) {
  19795. Material.call( this );
  19796. this.defines = { 'STANDARD': '' };
  19797. this.type = 'MeshStandardMaterial';
  19798. this.color = new Color( 0xffffff ); // diffuse
  19799. this.roughness = 1.0;
  19800. this.metalness = 0.0;
  19801. this.map = null;
  19802. this.lightMap = null;
  19803. this.lightMapIntensity = 1.0;
  19804. this.aoMap = null;
  19805. this.aoMapIntensity = 1.0;
  19806. this.emissive = new Color( 0x000000 );
  19807. this.emissiveIntensity = 1.0;
  19808. this.emissiveMap = null;
  19809. this.bumpMap = null;
  19810. this.bumpScale = 1;
  19811. this.normalMap = null;
  19812. this.normalMapType = TangentSpaceNormalMap;
  19813. this.normalScale = new Vector2( 1, 1 );
  19814. this.displacementMap = null;
  19815. this.displacementScale = 1;
  19816. this.displacementBias = 0;
  19817. this.roughnessMap = null;
  19818. this.metalnessMap = null;
  19819. this.alphaMap = null;
  19820. this.envMap = null;
  19821. this.envMapIntensity = 1.0;
  19822. this.refractionRatio = 0.98;
  19823. this.wireframe = false;
  19824. this.wireframeLinewidth = 1;
  19825. this.wireframeLinecap = 'round';
  19826. this.wireframeLinejoin = 'round';
  19827. this.skinning = false;
  19828. this.morphTargets = false;
  19829. this.morphNormals = false;
  19830. this.vertexTangents = false;
  19831. this.setValues( parameters );
  19832. }
  19833. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19834. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19835. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19836. MeshStandardMaterial.prototype.copy = function ( source ) {
  19837. Material.prototype.copy.call( this, source );
  19838. this.defines = { 'STANDARD': '' };
  19839. this.color.copy( source.color );
  19840. this.roughness = source.roughness;
  19841. this.metalness = source.metalness;
  19842. this.map = source.map;
  19843. this.lightMap = source.lightMap;
  19844. this.lightMapIntensity = source.lightMapIntensity;
  19845. this.aoMap = source.aoMap;
  19846. this.aoMapIntensity = source.aoMapIntensity;
  19847. this.emissive.copy( source.emissive );
  19848. this.emissiveMap = source.emissiveMap;
  19849. this.emissiveIntensity = source.emissiveIntensity;
  19850. this.bumpMap = source.bumpMap;
  19851. this.bumpScale = source.bumpScale;
  19852. this.normalMap = source.normalMap;
  19853. this.normalMapType = source.normalMapType;
  19854. this.normalScale.copy( source.normalScale );
  19855. this.displacementMap = source.displacementMap;
  19856. this.displacementScale = source.displacementScale;
  19857. this.displacementBias = source.displacementBias;
  19858. this.roughnessMap = source.roughnessMap;
  19859. this.metalnessMap = source.metalnessMap;
  19860. this.alphaMap = source.alphaMap;
  19861. this.envMap = source.envMap;
  19862. this.envMapIntensity = source.envMapIntensity;
  19863. this.refractionRatio = source.refractionRatio;
  19864. this.wireframe = source.wireframe;
  19865. this.wireframeLinewidth = source.wireframeLinewidth;
  19866. this.wireframeLinecap = source.wireframeLinecap;
  19867. this.wireframeLinejoin = source.wireframeLinejoin;
  19868. this.skinning = source.skinning;
  19869. this.morphTargets = source.morphTargets;
  19870. this.morphNormals = source.morphNormals;
  19871. this.vertexTangents = source.vertexTangents;
  19872. return this;
  19873. };
  19874. /**
  19875. * @author WestLangley / http://github.com/WestLangley
  19876. *
  19877. * parameters = {
  19878. * clearcoat: <float>,
  19879. * clearcoatMap: new THREE.Texture( <Image> ),
  19880. * clearcoatRoughness: <float>,
  19881. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19882. * clearcoatNormalScale: <Vector2>,
  19883. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19884. *
  19885. * reflectivity: <float>,
  19886. *
  19887. * sheen: <Color>,
  19888. *
  19889. * transparency: <float>
  19890. * }
  19891. */
  19892. function MeshPhysicalMaterial( parameters ) {
  19893. MeshStandardMaterial.call( this );
  19894. this.defines = {
  19895. 'STANDARD': '',
  19896. 'PHYSICAL': ''
  19897. };
  19898. this.type = 'MeshPhysicalMaterial';
  19899. this.clearcoat = 0.0;
  19900. this.clearcoatMap = null;
  19901. this.clearcoatRoughness = 0.0;
  19902. this.clearcoatRoughnessMap = null;
  19903. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19904. this.clearcoatNormalMap = null;
  19905. this.reflectivity = 0.5; // maps to F0 = 0.04
  19906. this.sheen = null; // null will disable sheen bsdf
  19907. this.transparency = 0.0;
  19908. this.setValues( parameters );
  19909. }
  19910. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19911. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19912. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19913. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19914. MeshStandardMaterial.prototype.copy.call( this, source );
  19915. this.defines = {
  19916. 'STANDARD': '',
  19917. 'PHYSICAL': ''
  19918. };
  19919. this.clearcoat = source.clearcoat;
  19920. this.clearcoatMap = source.clearcoatMap;
  19921. this.clearcoatRoughness = source.clearcoatRoughness;
  19922. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19923. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19924. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19925. this.reflectivity = source.reflectivity;
  19926. if ( source.sheen ) {
  19927. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19928. } else {
  19929. this.sheen = null;
  19930. }
  19931. this.transparency = source.transparency;
  19932. return this;
  19933. };
  19934. /**
  19935. * @author mrdoob / http://mrdoob.com/
  19936. * @author alteredq / http://alteredqualia.com/
  19937. *
  19938. * parameters = {
  19939. * color: <hex>,
  19940. * specular: <hex>,
  19941. * shininess: <float>,
  19942. * opacity: <float>,
  19943. *
  19944. * map: new THREE.Texture( <Image> ),
  19945. *
  19946. * lightMap: new THREE.Texture( <Image> ),
  19947. * lightMapIntensity: <float>
  19948. *
  19949. * aoMap: new THREE.Texture( <Image> ),
  19950. * aoMapIntensity: <float>
  19951. *
  19952. * emissive: <hex>,
  19953. * emissiveIntensity: <float>
  19954. * emissiveMap: new THREE.Texture( <Image> ),
  19955. *
  19956. * bumpMap: new THREE.Texture( <Image> ),
  19957. * bumpScale: <float>,
  19958. *
  19959. * normalMap: new THREE.Texture( <Image> ),
  19960. * normalMapType: THREE.TangentSpaceNormalMap,
  19961. * normalScale: <Vector2>,
  19962. *
  19963. * displacementMap: new THREE.Texture( <Image> ),
  19964. * displacementScale: <float>,
  19965. * displacementBias: <float>,
  19966. *
  19967. * specularMap: new THREE.Texture( <Image> ),
  19968. *
  19969. * alphaMap: new THREE.Texture( <Image> ),
  19970. *
  19971. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19972. * combine: THREE.MultiplyOperation,
  19973. * reflectivity: <float>,
  19974. * refractionRatio: <float>,
  19975. *
  19976. * wireframe: <boolean>,
  19977. * wireframeLinewidth: <float>,
  19978. *
  19979. * skinning: <bool>,
  19980. * morphTargets: <bool>,
  19981. * morphNormals: <bool>
  19982. * }
  19983. */
  19984. function MeshPhongMaterial( parameters ) {
  19985. Material.call( this );
  19986. this.type = 'MeshPhongMaterial';
  19987. this.color = new Color( 0xffffff ); // diffuse
  19988. this.specular = new Color( 0x111111 );
  19989. this.shininess = 30;
  19990. this.map = null;
  19991. this.lightMap = null;
  19992. this.lightMapIntensity = 1.0;
  19993. this.aoMap = null;
  19994. this.aoMapIntensity = 1.0;
  19995. this.emissive = new Color( 0x000000 );
  19996. this.emissiveIntensity = 1.0;
  19997. this.emissiveMap = null;
  19998. this.bumpMap = null;
  19999. this.bumpScale = 1;
  20000. this.normalMap = null;
  20001. this.normalMapType = TangentSpaceNormalMap;
  20002. this.normalScale = new Vector2( 1, 1 );
  20003. this.displacementMap = null;
  20004. this.displacementScale = 1;
  20005. this.displacementBias = 0;
  20006. this.specularMap = null;
  20007. this.alphaMap = null;
  20008. this.envMap = null;
  20009. this.combine = MultiplyOperation;
  20010. this.reflectivity = 1;
  20011. this.refractionRatio = 0.98;
  20012. this.wireframe = false;
  20013. this.wireframeLinewidth = 1;
  20014. this.wireframeLinecap = 'round';
  20015. this.wireframeLinejoin = 'round';
  20016. this.skinning = false;
  20017. this.morphTargets = false;
  20018. this.morphNormals = false;
  20019. this.setValues( parameters );
  20020. }
  20021. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  20022. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20023. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20024. MeshPhongMaterial.prototype.copy = function ( source ) {
  20025. Material.prototype.copy.call( this, source );
  20026. this.color.copy( source.color );
  20027. this.specular.copy( source.specular );
  20028. this.shininess = source.shininess;
  20029. this.map = source.map;
  20030. this.lightMap = source.lightMap;
  20031. this.lightMapIntensity = source.lightMapIntensity;
  20032. this.aoMap = source.aoMap;
  20033. this.aoMapIntensity = source.aoMapIntensity;
  20034. this.emissive.copy( source.emissive );
  20035. this.emissiveMap = source.emissiveMap;
  20036. this.emissiveIntensity = source.emissiveIntensity;
  20037. this.bumpMap = source.bumpMap;
  20038. this.bumpScale = source.bumpScale;
  20039. this.normalMap = source.normalMap;
  20040. this.normalMapType = source.normalMapType;
  20041. this.normalScale.copy( source.normalScale );
  20042. this.displacementMap = source.displacementMap;
  20043. this.displacementScale = source.displacementScale;
  20044. this.displacementBias = source.displacementBias;
  20045. this.specularMap = source.specularMap;
  20046. this.alphaMap = source.alphaMap;
  20047. this.envMap = source.envMap;
  20048. this.combine = source.combine;
  20049. this.reflectivity = source.reflectivity;
  20050. this.refractionRatio = source.refractionRatio;
  20051. this.wireframe = source.wireframe;
  20052. this.wireframeLinewidth = source.wireframeLinewidth;
  20053. this.wireframeLinecap = source.wireframeLinecap;
  20054. this.wireframeLinejoin = source.wireframeLinejoin;
  20055. this.skinning = source.skinning;
  20056. this.morphTargets = source.morphTargets;
  20057. this.morphNormals = source.morphNormals;
  20058. return this;
  20059. };
  20060. /**
  20061. * @author takahirox / http://github.com/takahirox
  20062. *
  20063. * parameters = {
  20064. * color: <hex>,
  20065. * specular: <hex>,
  20066. * shininess: <float>,
  20067. *
  20068. * map: new THREE.Texture( <Image> ),
  20069. * gradientMap: new THREE.Texture( <Image> ),
  20070. *
  20071. * lightMap: new THREE.Texture( <Image> ),
  20072. * lightMapIntensity: <float>
  20073. *
  20074. * aoMap: new THREE.Texture( <Image> ),
  20075. * aoMapIntensity: <float>
  20076. *
  20077. * emissive: <hex>,
  20078. * emissiveIntensity: <float>
  20079. * emissiveMap: new THREE.Texture( <Image> ),
  20080. *
  20081. * bumpMap: new THREE.Texture( <Image> ),
  20082. * bumpScale: <float>,
  20083. *
  20084. * normalMap: new THREE.Texture( <Image> ),
  20085. * normalMapType: THREE.TangentSpaceNormalMap,
  20086. * normalScale: <Vector2>,
  20087. *
  20088. * displacementMap: new THREE.Texture( <Image> ),
  20089. * displacementScale: <float>,
  20090. * displacementBias: <float>,
  20091. *
  20092. * specularMap: new THREE.Texture( <Image> ),
  20093. *
  20094. * alphaMap: new THREE.Texture( <Image> ),
  20095. *
  20096. * wireframe: <boolean>,
  20097. * wireframeLinewidth: <float>,
  20098. *
  20099. * skinning: <bool>,
  20100. * morphTargets: <bool>,
  20101. * morphNormals: <bool>
  20102. * }
  20103. */
  20104. function MeshToonMaterial( parameters ) {
  20105. Material.call( this );
  20106. this.defines = { 'TOON': '' };
  20107. this.type = 'MeshToonMaterial';
  20108. this.color = new Color( 0xffffff );
  20109. this.specular = new Color( 0x111111 );
  20110. this.shininess = 30;
  20111. this.map = null;
  20112. this.gradientMap = null;
  20113. this.lightMap = null;
  20114. this.lightMapIntensity = 1.0;
  20115. this.aoMap = null;
  20116. this.aoMapIntensity = 1.0;
  20117. this.emissive = new Color( 0x000000 );
  20118. this.emissiveIntensity = 1.0;
  20119. this.emissiveMap = null;
  20120. this.bumpMap = null;
  20121. this.bumpScale = 1;
  20122. this.normalMap = null;
  20123. this.normalMapType = TangentSpaceNormalMap;
  20124. this.normalScale = new Vector2( 1, 1 );
  20125. this.displacementMap = null;
  20126. this.displacementScale = 1;
  20127. this.displacementBias = 0;
  20128. this.specularMap = null;
  20129. this.alphaMap = null;
  20130. this.wireframe = false;
  20131. this.wireframeLinewidth = 1;
  20132. this.wireframeLinecap = 'round';
  20133. this.wireframeLinejoin = 'round';
  20134. this.skinning = false;
  20135. this.morphTargets = false;
  20136. this.morphNormals = false;
  20137. this.setValues( parameters );
  20138. }
  20139. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20140. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20141. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20142. MeshToonMaterial.prototype.copy = function ( source ) {
  20143. Material.prototype.copy.call( this, source );
  20144. this.color.copy( source.color );
  20145. this.specular.copy( source.specular );
  20146. this.shininess = source.shininess;
  20147. this.map = source.map;
  20148. this.gradientMap = source.gradientMap;
  20149. this.lightMap = source.lightMap;
  20150. this.lightMapIntensity = source.lightMapIntensity;
  20151. this.aoMap = source.aoMap;
  20152. this.aoMapIntensity = source.aoMapIntensity;
  20153. this.emissive.copy( source.emissive );
  20154. this.emissiveMap = source.emissiveMap;
  20155. this.emissiveIntensity = source.emissiveIntensity;
  20156. this.bumpMap = source.bumpMap;
  20157. this.bumpScale = source.bumpScale;
  20158. this.normalMap = source.normalMap;
  20159. this.normalMapType = source.normalMapType;
  20160. this.normalScale.copy( source.normalScale );
  20161. this.displacementMap = source.displacementMap;
  20162. this.displacementScale = source.displacementScale;
  20163. this.displacementBias = source.displacementBias;
  20164. this.specularMap = source.specularMap;
  20165. this.alphaMap = source.alphaMap;
  20166. this.wireframe = source.wireframe;
  20167. this.wireframeLinewidth = source.wireframeLinewidth;
  20168. this.wireframeLinecap = source.wireframeLinecap;
  20169. this.wireframeLinejoin = source.wireframeLinejoin;
  20170. this.skinning = source.skinning;
  20171. this.morphTargets = source.morphTargets;
  20172. this.morphNormals = source.morphNormals;
  20173. return this;
  20174. };
  20175. /**
  20176. * @author mrdoob / http://mrdoob.com/
  20177. * @author WestLangley / http://github.com/WestLangley
  20178. *
  20179. * parameters = {
  20180. * opacity: <float>,
  20181. *
  20182. * bumpMap: new THREE.Texture( <Image> ),
  20183. * bumpScale: <float>,
  20184. *
  20185. * normalMap: new THREE.Texture( <Image> ),
  20186. * normalMapType: THREE.TangentSpaceNormalMap,
  20187. * normalScale: <Vector2>,
  20188. *
  20189. * displacementMap: new THREE.Texture( <Image> ),
  20190. * displacementScale: <float>,
  20191. * displacementBias: <float>,
  20192. *
  20193. * wireframe: <boolean>,
  20194. * wireframeLinewidth: <float>
  20195. *
  20196. * skinning: <bool>,
  20197. * morphTargets: <bool>,
  20198. * morphNormals: <bool>
  20199. * }
  20200. */
  20201. function MeshNormalMaterial( parameters ) {
  20202. Material.call( this );
  20203. this.type = 'MeshNormalMaterial';
  20204. this.bumpMap = null;
  20205. this.bumpScale = 1;
  20206. this.normalMap = null;
  20207. this.normalMapType = TangentSpaceNormalMap;
  20208. this.normalScale = new Vector2( 1, 1 );
  20209. this.displacementMap = null;
  20210. this.displacementScale = 1;
  20211. this.displacementBias = 0;
  20212. this.wireframe = false;
  20213. this.wireframeLinewidth = 1;
  20214. this.fog = false;
  20215. this.skinning = false;
  20216. this.morphTargets = false;
  20217. this.morphNormals = false;
  20218. this.setValues( parameters );
  20219. }
  20220. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20221. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20222. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20223. MeshNormalMaterial.prototype.copy = function ( source ) {
  20224. Material.prototype.copy.call( this, source );
  20225. this.bumpMap = source.bumpMap;
  20226. this.bumpScale = source.bumpScale;
  20227. this.normalMap = source.normalMap;
  20228. this.normalMapType = source.normalMapType;
  20229. this.normalScale.copy( source.normalScale );
  20230. this.displacementMap = source.displacementMap;
  20231. this.displacementScale = source.displacementScale;
  20232. this.displacementBias = source.displacementBias;
  20233. this.wireframe = source.wireframe;
  20234. this.wireframeLinewidth = source.wireframeLinewidth;
  20235. this.skinning = source.skinning;
  20236. this.morphTargets = source.morphTargets;
  20237. this.morphNormals = source.morphNormals;
  20238. return this;
  20239. };
  20240. /**
  20241. * @author mrdoob / http://mrdoob.com/
  20242. * @author alteredq / http://alteredqualia.com/
  20243. *
  20244. * parameters = {
  20245. * color: <hex>,
  20246. * opacity: <float>,
  20247. *
  20248. * map: new THREE.Texture( <Image> ),
  20249. *
  20250. * lightMap: new THREE.Texture( <Image> ),
  20251. * lightMapIntensity: <float>
  20252. *
  20253. * aoMap: new THREE.Texture( <Image> ),
  20254. * aoMapIntensity: <float>
  20255. *
  20256. * emissive: <hex>,
  20257. * emissiveIntensity: <float>
  20258. * emissiveMap: new THREE.Texture( <Image> ),
  20259. *
  20260. * specularMap: new THREE.Texture( <Image> ),
  20261. *
  20262. * alphaMap: new THREE.Texture( <Image> ),
  20263. *
  20264. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20265. * combine: THREE.Multiply,
  20266. * reflectivity: <float>,
  20267. * refractionRatio: <float>,
  20268. *
  20269. * wireframe: <boolean>,
  20270. * wireframeLinewidth: <float>,
  20271. *
  20272. * skinning: <bool>,
  20273. * morphTargets: <bool>,
  20274. * morphNormals: <bool>
  20275. * }
  20276. */
  20277. function MeshLambertMaterial( parameters ) {
  20278. Material.call( this );
  20279. this.type = 'MeshLambertMaterial';
  20280. this.color = new Color( 0xffffff ); // diffuse
  20281. this.map = null;
  20282. this.lightMap = null;
  20283. this.lightMapIntensity = 1.0;
  20284. this.aoMap = null;
  20285. this.aoMapIntensity = 1.0;
  20286. this.emissive = new Color( 0x000000 );
  20287. this.emissiveIntensity = 1.0;
  20288. this.emissiveMap = null;
  20289. this.specularMap = null;
  20290. this.alphaMap = null;
  20291. this.envMap = null;
  20292. this.combine = MultiplyOperation;
  20293. this.reflectivity = 1;
  20294. this.refractionRatio = 0.98;
  20295. this.wireframe = false;
  20296. this.wireframeLinewidth = 1;
  20297. this.wireframeLinecap = 'round';
  20298. this.wireframeLinejoin = 'round';
  20299. this.skinning = false;
  20300. this.morphTargets = false;
  20301. this.morphNormals = false;
  20302. this.setValues( parameters );
  20303. }
  20304. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20305. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20306. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20307. MeshLambertMaterial.prototype.copy = function ( source ) {
  20308. Material.prototype.copy.call( this, source );
  20309. this.color.copy( source.color );
  20310. this.map = source.map;
  20311. this.lightMap = source.lightMap;
  20312. this.lightMapIntensity = source.lightMapIntensity;
  20313. this.aoMap = source.aoMap;
  20314. this.aoMapIntensity = source.aoMapIntensity;
  20315. this.emissive.copy( source.emissive );
  20316. this.emissiveMap = source.emissiveMap;
  20317. this.emissiveIntensity = source.emissiveIntensity;
  20318. this.specularMap = source.specularMap;
  20319. this.alphaMap = source.alphaMap;
  20320. this.envMap = source.envMap;
  20321. this.combine = source.combine;
  20322. this.reflectivity = source.reflectivity;
  20323. this.refractionRatio = source.refractionRatio;
  20324. this.wireframe = source.wireframe;
  20325. this.wireframeLinewidth = source.wireframeLinewidth;
  20326. this.wireframeLinecap = source.wireframeLinecap;
  20327. this.wireframeLinejoin = source.wireframeLinejoin;
  20328. this.skinning = source.skinning;
  20329. this.morphTargets = source.morphTargets;
  20330. this.morphNormals = source.morphNormals;
  20331. return this;
  20332. };
  20333. /**
  20334. * @author WestLangley / http://github.com/WestLangley
  20335. *
  20336. * parameters = {
  20337. * color: <hex>,
  20338. * opacity: <float>,
  20339. *
  20340. * matcap: new THREE.Texture( <Image> ),
  20341. *
  20342. * map: new THREE.Texture( <Image> ),
  20343. *
  20344. * bumpMap: new THREE.Texture( <Image> ),
  20345. * bumpScale: <float>,
  20346. *
  20347. * normalMap: new THREE.Texture( <Image> ),
  20348. * normalMapType: THREE.TangentSpaceNormalMap,
  20349. * normalScale: <Vector2>,
  20350. *
  20351. * displacementMap: new THREE.Texture( <Image> ),
  20352. * displacementScale: <float>,
  20353. * displacementBias: <float>,
  20354. *
  20355. * alphaMap: new THREE.Texture( <Image> ),
  20356. *
  20357. * skinning: <bool>,
  20358. * morphTargets: <bool>,
  20359. * morphNormals: <bool>
  20360. * }
  20361. */
  20362. function MeshMatcapMaterial( parameters ) {
  20363. Material.call( this );
  20364. this.defines = { 'MATCAP': '' };
  20365. this.type = 'MeshMatcapMaterial';
  20366. this.color = new Color( 0xffffff ); // diffuse
  20367. this.matcap = null;
  20368. this.map = null;
  20369. this.bumpMap = null;
  20370. this.bumpScale = 1;
  20371. this.normalMap = null;
  20372. this.normalMapType = TangentSpaceNormalMap;
  20373. this.normalScale = new Vector2( 1, 1 );
  20374. this.displacementMap = null;
  20375. this.displacementScale = 1;
  20376. this.displacementBias = 0;
  20377. this.alphaMap = null;
  20378. this.skinning = false;
  20379. this.morphTargets = false;
  20380. this.morphNormals = false;
  20381. this.setValues( parameters );
  20382. }
  20383. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20384. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20385. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20386. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20387. Material.prototype.copy.call( this, source );
  20388. this.defines = { 'MATCAP': '' };
  20389. this.color.copy( source.color );
  20390. this.matcap = source.matcap;
  20391. this.map = source.map;
  20392. this.bumpMap = source.bumpMap;
  20393. this.bumpScale = source.bumpScale;
  20394. this.normalMap = source.normalMap;
  20395. this.normalMapType = source.normalMapType;
  20396. this.normalScale.copy( source.normalScale );
  20397. this.displacementMap = source.displacementMap;
  20398. this.displacementScale = source.displacementScale;
  20399. this.displacementBias = source.displacementBias;
  20400. this.alphaMap = source.alphaMap;
  20401. this.skinning = source.skinning;
  20402. this.morphTargets = source.morphTargets;
  20403. this.morphNormals = source.morphNormals;
  20404. return this;
  20405. };
  20406. /**
  20407. * @author alteredq / http://alteredqualia.com/
  20408. *
  20409. * parameters = {
  20410. * color: <hex>,
  20411. * opacity: <float>,
  20412. *
  20413. * linewidth: <float>,
  20414. *
  20415. * scale: <float>,
  20416. * dashSize: <float>,
  20417. * gapSize: <float>
  20418. * }
  20419. */
  20420. function LineDashedMaterial( parameters ) {
  20421. LineBasicMaterial.call( this );
  20422. this.type = 'LineDashedMaterial';
  20423. this.scale = 1;
  20424. this.dashSize = 3;
  20425. this.gapSize = 1;
  20426. this.setValues( parameters );
  20427. }
  20428. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20429. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20430. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20431. LineDashedMaterial.prototype.copy = function ( source ) {
  20432. LineBasicMaterial.prototype.copy.call( this, source );
  20433. this.scale = source.scale;
  20434. this.dashSize = source.dashSize;
  20435. this.gapSize = source.gapSize;
  20436. return this;
  20437. };
  20438. var Materials = /*#__PURE__*/Object.freeze({
  20439. __proto__: null,
  20440. ShadowMaterial: ShadowMaterial,
  20441. SpriteMaterial: SpriteMaterial,
  20442. RawShaderMaterial: RawShaderMaterial,
  20443. ShaderMaterial: ShaderMaterial,
  20444. PointsMaterial: PointsMaterial,
  20445. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20446. MeshStandardMaterial: MeshStandardMaterial,
  20447. MeshPhongMaterial: MeshPhongMaterial,
  20448. MeshToonMaterial: MeshToonMaterial,
  20449. MeshNormalMaterial: MeshNormalMaterial,
  20450. MeshLambertMaterial: MeshLambertMaterial,
  20451. MeshDepthMaterial: MeshDepthMaterial,
  20452. MeshDistanceMaterial: MeshDistanceMaterial,
  20453. MeshBasicMaterial: MeshBasicMaterial,
  20454. MeshMatcapMaterial: MeshMatcapMaterial,
  20455. LineDashedMaterial: LineDashedMaterial,
  20456. LineBasicMaterial: LineBasicMaterial,
  20457. Material: Material
  20458. });
  20459. /**
  20460. * @author tschw
  20461. * @author Ben Houston / http://clara.io/
  20462. * @author David Sarno / http://lighthaus.us/
  20463. */
  20464. var AnimationUtils = {
  20465. // same as Array.prototype.slice, but also works on typed arrays
  20466. arraySlice: function ( array, from, to ) {
  20467. if ( AnimationUtils.isTypedArray( array ) ) {
  20468. // in ios9 array.subarray(from, undefined) will return empty array
  20469. // but array.subarray(from) or array.subarray(from, len) is correct
  20470. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20471. }
  20472. return array.slice( from, to );
  20473. },
  20474. // converts an array to a specific type
  20475. convertArray: function ( array, type, forceClone ) {
  20476. if ( ! array || // let 'undefined' and 'null' pass
  20477. ! forceClone && array.constructor === type ) { return array; }
  20478. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20479. return new type( array ); // create typed array
  20480. }
  20481. return Array.prototype.slice.call( array ); // create Array
  20482. },
  20483. isTypedArray: function ( object ) {
  20484. return ArrayBuffer.isView( object ) &&
  20485. ! ( object instanceof DataView );
  20486. },
  20487. // returns an array by which times and values can be sorted
  20488. getKeyframeOrder: function ( times ) {
  20489. function compareTime( i, j ) {
  20490. return times[ i ] - times[ j ];
  20491. }
  20492. var n = times.length;
  20493. var result = new Array( n );
  20494. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20495. result.sort( compareTime );
  20496. return result;
  20497. },
  20498. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20499. sortedArray: function ( values, stride, order ) {
  20500. var nValues = values.length;
  20501. var result = new values.constructor( nValues );
  20502. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20503. var srcOffset = order[ i ] * stride;
  20504. for ( var j = 0; j !== stride; ++ j ) {
  20505. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20506. }
  20507. }
  20508. return result;
  20509. },
  20510. // function for parsing AOS keyframe formats
  20511. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20512. var i = 1, key = jsonKeys[ 0 ];
  20513. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20514. key = jsonKeys[ i ++ ];
  20515. }
  20516. if ( key === undefined ) { return; } // no data
  20517. var value = key[ valuePropertyName ];
  20518. if ( value === undefined ) { return; } // no data
  20519. if ( Array.isArray( value ) ) {
  20520. do {
  20521. value = key[ valuePropertyName ];
  20522. if ( value !== undefined ) {
  20523. times.push( key.time );
  20524. values.push.apply( values, value ); // push all elements
  20525. }
  20526. key = jsonKeys[ i ++ ];
  20527. } while ( key !== undefined );
  20528. } else if ( value.toArray !== undefined ) {
  20529. // ...assume THREE.Math-ish
  20530. do {
  20531. value = key[ valuePropertyName ];
  20532. if ( value !== undefined ) {
  20533. times.push( key.time );
  20534. value.toArray( values, values.length );
  20535. }
  20536. key = jsonKeys[ i ++ ];
  20537. } while ( key !== undefined );
  20538. } else {
  20539. // otherwise push as-is
  20540. do {
  20541. value = key[ valuePropertyName ];
  20542. if ( value !== undefined ) {
  20543. times.push( key.time );
  20544. values.push( value );
  20545. }
  20546. key = jsonKeys[ i ++ ];
  20547. } while ( key !== undefined );
  20548. }
  20549. },
  20550. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20551. fps = fps || 30;
  20552. var clip = sourceClip.clone();
  20553. clip.name = name;
  20554. var tracks = [];
  20555. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20556. var track = clip.tracks[ i ];
  20557. var valueSize = track.getValueSize();
  20558. var times = [];
  20559. var values = [];
  20560. for ( var j = 0; j < track.times.length; ++ j ) {
  20561. var frame = track.times[ j ] * fps;
  20562. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20563. times.push( track.times[ j ] );
  20564. for ( var k = 0; k < valueSize; ++ k ) {
  20565. values.push( track.values[ j * valueSize + k ] );
  20566. }
  20567. }
  20568. if ( times.length === 0 ) { continue; }
  20569. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20570. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20571. tracks.push( track );
  20572. }
  20573. clip.tracks = tracks;
  20574. // find minimum .times value across all tracks in the trimmed clip
  20575. var minStartTime = Infinity;
  20576. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20577. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20578. minStartTime = clip.tracks[ i ].times[ 0 ];
  20579. }
  20580. }
  20581. // shift all tracks such that clip begins at t=0
  20582. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20583. clip.tracks[ i ].shift( - 1 * minStartTime );
  20584. }
  20585. clip.resetDuration();
  20586. return clip;
  20587. },
  20588. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20589. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20590. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20591. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20592. var numTracks = targetClip.tracks.length;
  20593. var referenceTime = referenceFrame / fps;
  20594. // Make each track's values relative to the values at the reference frame
  20595. for ( var i = 0; i < numTracks; ++ i ) {
  20596. var referenceTrack = referenceClip.tracks[ i ];
  20597. var referenceTrackType = referenceTrack.ValueTypeName;
  20598. // Skip this track if it's non-numeric
  20599. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { continue; }
  20600. // Find the track in the target clip whose name and type matches the reference track
  20601. var targetTrack = targetClip.tracks.find( function ( track ) {
  20602. return track.name === referenceTrack.name
  20603. && track.ValueTypeName === referenceTrackType;
  20604. } );
  20605. if ( targetTrack === undefined ) { continue; }
  20606. var valueSize = referenceTrack.getValueSize();
  20607. var lastIndex = referenceTrack.times.length - 1;
  20608. var referenceValue;
  20609. // Find the value to subtract out of the track
  20610. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20611. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20612. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20613. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20614. // Reference frame is after the last keyframe, so just use the last keyframe
  20615. var startIndex = lastIndex * valueSize;
  20616. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20617. } else {
  20618. // Interpolate to the reference value
  20619. var interpolant = referenceTrack.createInterpolant();
  20620. interpolant.evaluate( referenceTime );
  20621. referenceValue = interpolant.resultBuffer;
  20622. }
  20623. // Conjugate the quaternion
  20624. if ( referenceTrackType === 'quaternion' ) {
  20625. var referenceQuat = new Quaternion(
  20626. referenceValue[ 0 ],
  20627. referenceValue[ 1 ],
  20628. referenceValue[ 2 ],
  20629. referenceValue[ 3 ]
  20630. ).normalize().conjugate();
  20631. referenceQuat.toArray( referenceValue );
  20632. }
  20633. // Subtract the reference value from all of the track values
  20634. var numTimes = targetTrack.times.length;
  20635. for ( var j = 0; j < numTimes; ++ j ) {
  20636. var valueStart = j * valueSize;
  20637. if ( referenceTrackType === 'quaternion' ) {
  20638. // Multiply the conjugate for quaternion track types
  20639. Quaternion.multiplyQuaternionsFlat(
  20640. targetTrack.values,
  20641. valueStart,
  20642. referenceValue,
  20643. 0,
  20644. targetTrack.values,
  20645. valueStart
  20646. );
  20647. } else {
  20648. // Subtract each value for all other numeric track types
  20649. for ( var k = 0; k < valueSize; ++ k ) {
  20650. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20651. }
  20652. }
  20653. }
  20654. }
  20655. targetClip.blendMode = AdditiveAnimationBlendMode;
  20656. return targetClip;
  20657. }
  20658. };
  20659. /**
  20660. * Abstract base class of interpolants over parametric samples.
  20661. *
  20662. * The parameter domain is one dimensional, typically the time or a path
  20663. * along a curve defined by the data.
  20664. *
  20665. * The sample values can have any dimensionality and derived classes may
  20666. * apply special interpretations to the data.
  20667. *
  20668. * This class provides the interval seek in a Template Method, deferring
  20669. * the actual interpolation to derived classes.
  20670. *
  20671. * Time complexity is O(1) for linear access crossing at most two points
  20672. * and O(log N) for random access, where N is the number of positions.
  20673. *
  20674. * References:
  20675. *
  20676. * http://www.oodesign.com/template-method-pattern.html
  20677. *
  20678. * @author tschw
  20679. */
  20680. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20681. this.parameterPositions = parameterPositions;
  20682. this._cachedIndex = 0;
  20683. this.resultBuffer = resultBuffer !== undefined ?
  20684. resultBuffer : new sampleValues.constructor( sampleSize );
  20685. this.sampleValues = sampleValues;
  20686. this.valueSize = sampleSize;
  20687. }
  20688. Object.assign( Interpolant.prototype, {
  20689. evaluate: function ( t ) {
  20690. var pp = this.parameterPositions,
  20691. i1 = this._cachedIndex,
  20692. t1 = pp[ i1 ],
  20693. t0 = pp[ i1 - 1 ];
  20694. validate_interval: {
  20695. seek: {
  20696. var right;
  20697. linear_scan: {
  20698. //- See http://jsperf.com/comparison-to-undefined/3
  20699. //- slower code:
  20700. //-
  20701. //- if ( t >= t1 || t1 === undefined ) {
  20702. forward_scan: if ( ! ( t < t1 ) ) {
  20703. for ( var giveUpAt = i1 + 2; ; ) {
  20704. if ( t1 === undefined ) {
  20705. if ( t < t0 ) { break forward_scan; }
  20706. // after end
  20707. i1 = pp.length;
  20708. this._cachedIndex = i1;
  20709. return this.afterEnd_( i1 - 1, t, t0 );
  20710. }
  20711. if ( i1 === giveUpAt ) { break; } // this loop
  20712. t0 = t1;
  20713. t1 = pp[ ++ i1 ];
  20714. if ( t < t1 ) {
  20715. // we have arrived at the sought interval
  20716. break seek;
  20717. }
  20718. }
  20719. // prepare binary search on the right side of the index
  20720. right = pp.length;
  20721. break linear_scan;
  20722. }
  20723. //- slower code:
  20724. //- if ( t < t0 || t0 === undefined ) {
  20725. if ( ! ( t >= t0 ) ) {
  20726. // looping?
  20727. var t1global = pp[ 1 ];
  20728. if ( t < t1global ) {
  20729. i1 = 2; // + 1, using the scan for the details
  20730. t0 = t1global;
  20731. }
  20732. // linear reverse scan
  20733. for ( var giveUpAt = i1 - 2; ; ) {
  20734. if ( t0 === undefined ) {
  20735. // before start
  20736. this._cachedIndex = 0;
  20737. return this.beforeStart_( 0, t, t1 );
  20738. }
  20739. if ( i1 === giveUpAt ) { break; } // this loop
  20740. t1 = t0;
  20741. t0 = pp[ -- i1 - 1 ];
  20742. if ( t >= t0 ) {
  20743. // we have arrived at the sought interval
  20744. break seek;
  20745. }
  20746. }
  20747. // prepare binary search on the left side of the index
  20748. right = i1;
  20749. i1 = 0;
  20750. break linear_scan;
  20751. }
  20752. // the interval is valid
  20753. break validate_interval;
  20754. } // linear scan
  20755. // binary search
  20756. while ( i1 < right ) {
  20757. var mid = ( i1 + right ) >>> 1;
  20758. if ( t < pp[ mid ] ) {
  20759. right = mid;
  20760. } else {
  20761. i1 = mid + 1;
  20762. }
  20763. }
  20764. t1 = pp[ i1 ];
  20765. t0 = pp[ i1 - 1 ];
  20766. // check boundary cases, again
  20767. if ( t0 === undefined ) {
  20768. this._cachedIndex = 0;
  20769. return this.beforeStart_( 0, t, t1 );
  20770. }
  20771. if ( t1 === undefined ) {
  20772. i1 = pp.length;
  20773. this._cachedIndex = i1;
  20774. return this.afterEnd_( i1 - 1, t0, t );
  20775. }
  20776. } // seek
  20777. this._cachedIndex = i1;
  20778. this.intervalChanged_( i1, t0, t1 );
  20779. } // validate_interval
  20780. return this.interpolate_( i1, t0, t, t1 );
  20781. },
  20782. settings: null, // optional, subclass-specific settings structure
  20783. // Note: The indirection allows central control of many interpolants.
  20784. // --- Protected interface
  20785. DefaultSettings_: {},
  20786. getSettings_: function () {
  20787. return this.settings || this.DefaultSettings_;
  20788. },
  20789. copySampleValue_: function ( index ) {
  20790. // copies a sample value to the result buffer
  20791. var result = this.resultBuffer,
  20792. values = this.sampleValues,
  20793. stride = this.valueSize,
  20794. offset = index * stride;
  20795. for ( var i = 0; i !== stride; ++ i ) {
  20796. result[ i ] = values[ offset + i ];
  20797. }
  20798. return result;
  20799. },
  20800. // Template methods for derived classes:
  20801. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20802. throw new Error( 'call to abstract method' );
  20803. // implementations shall return this.resultBuffer
  20804. },
  20805. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20806. // empty
  20807. }
  20808. } );
  20809. // DECLARE ALIAS AFTER assign prototype
  20810. Object.assign( Interpolant.prototype, {
  20811. //( 0, t, t0 ), returns this.resultBuffer
  20812. beforeStart_: Interpolant.prototype.copySampleValue_,
  20813. //( N-1, tN-1, t ), returns this.resultBuffer
  20814. afterEnd_: Interpolant.prototype.copySampleValue_,
  20815. } );
  20816. /**
  20817. * Fast and simple cubic spline interpolant.
  20818. *
  20819. * It was derived from a Hermitian construction setting the first derivative
  20820. * at each sample position to the linear slope between neighboring positions
  20821. * over their parameter interval.
  20822. *
  20823. * @author tschw
  20824. */
  20825. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20826. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20827. this._weightPrev = - 0;
  20828. this._offsetPrev = - 0;
  20829. this._weightNext = - 0;
  20830. this._offsetNext = - 0;
  20831. }
  20832. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20833. constructor: CubicInterpolant,
  20834. DefaultSettings_: {
  20835. endingStart: ZeroCurvatureEnding,
  20836. endingEnd: ZeroCurvatureEnding
  20837. },
  20838. intervalChanged_: function ( i1, t0, t1 ) {
  20839. var pp = this.parameterPositions,
  20840. iPrev = i1 - 2,
  20841. iNext = i1 + 1,
  20842. tPrev = pp[ iPrev ],
  20843. tNext = pp[ iNext ];
  20844. if ( tPrev === undefined ) {
  20845. switch ( this.getSettings_().endingStart ) {
  20846. case ZeroSlopeEnding:
  20847. // f'(t0) = 0
  20848. iPrev = i1;
  20849. tPrev = 2 * t0 - t1;
  20850. break;
  20851. case WrapAroundEnding:
  20852. // use the other end of the curve
  20853. iPrev = pp.length - 2;
  20854. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20855. break;
  20856. default: // ZeroCurvatureEnding
  20857. // f''(t0) = 0 a.k.a. Natural Spline
  20858. iPrev = i1;
  20859. tPrev = t1;
  20860. }
  20861. }
  20862. if ( tNext === undefined ) {
  20863. switch ( this.getSettings_().endingEnd ) {
  20864. case ZeroSlopeEnding:
  20865. // f'(tN) = 0
  20866. iNext = i1;
  20867. tNext = 2 * t1 - t0;
  20868. break;
  20869. case WrapAroundEnding:
  20870. // use the other end of the curve
  20871. iNext = 1;
  20872. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20873. break;
  20874. default: // ZeroCurvatureEnding
  20875. // f''(tN) = 0, a.k.a. Natural Spline
  20876. iNext = i1 - 1;
  20877. tNext = t0;
  20878. }
  20879. }
  20880. var halfDt = ( t1 - t0 ) * 0.5,
  20881. stride = this.valueSize;
  20882. this._weightPrev = halfDt / ( t0 - tPrev );
  20883. this._weightNext = halfDt / ( tNext - t1 );
  20884. this._offsetPrev = iPrev * stride;
  20885. this._offsetNext = iNext * stride;
  20886. },
  20887. interpolate_: function ( i1, t0, t, t1 ) {
  20888. var result = this.resultBuffer,
  20889. values = this.sampleValues,
  20890. stride = this.valueSize,
  20891. o1 = i1 * stride, o0 = o1 - stride,
  20892. oP = this._offsetPrev, oN = this._offsetNext,
  20893. wP = this._weightPrev, wN = this._weightNext,
  20894. p = ( t - t0 ) / ( t1 - t0 ),
  20895. pp = p * p,
  20896. ppp = pp * p;
  20897. // evaluate polynomials
  20898. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20899. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20900. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20901. var sN = wN * ppp - wN * pp;
  20902. // combine data linearly
  20903. for ( var i = 0; i !== stride; ++ i ) {
  20904. result[ i ] =
  20905. sP * values[ oP + i ] +
  20906. s0 * values[ o0 + i ] +
  20907. s1 * values[ o1 + i ] +
  20908. sN * values[ oN + i ];
  20909. }
  20910. return result;
  20911. }
  20912. } );
  20913. /**
  20914. * @author tschw
  20915. */
  20916. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20917. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20918. }
  20919. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20920. constructor: LinearInterpolant,
  20921. interpolate_: function ( i1, t0, t, t1 ) {
  20922. var result = this.resultBuffer,
  20923. values = this.sampleValues,
  20924. stride = this.valueSize,
  20925. offset1 = i1 * stride,
  20926. offset0 = offset1 - stride,
  20927. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20928. weight0 = 1 - weight1;
  20929. for ( var i = 0; i !== stride; ++ i ) {
  20930. result[ i ] =
  20931. values[ offset0 + i ] * weight0 +
  20932. values[ offset1 + i ] * weight1;
  20933. }
  20934. return result;
  20935. }
  20936. } );
  20937. /**
  20938. *
  20939. * Interpolant that evaluates to the sample value at the position preceeding
  20940. * the parameter.
  20941. *
  20942. * @author tschw
  20943. */
  20944. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20945. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20946. }
  20947. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20948. constructor: DiscreteInterpolant,
  20949. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20950. return this.copySampleValue_( i1 - 1 );
  20951. }
  20952. } );
  20953. /**
  20954. *
  20955. * A timed sequence of keyframes for a specific property.
  20956. *
  20957. *
  20958. * @author Ben Houston / http://clara.io/
  20959. * @author David Sarno / http://lighthaus.us/
  20960. * @author tschw
  20961. */
  20962. function KeyframeTrack( name, times, values, interpolation ) {
  20963. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20964. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20965. this.name = name;
  20966. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20967. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20968. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20969. }
  20970. // Static methods
  20971. Object.assign( KeyframeTrack, {
  20972. // Serialization (in static context, because of constructor invocation
  20973. // and automatic invocation of .toJSON):
  20974. toJSON: function ( track ) {
  20975. var trackType = track.constructor;
  20976. var json;
  20977. // derived classes can define a static toJSON method
  20978. if ( trackType.toJSON !== undefined ) {
  20979. json = trackType.toJSON( track );
  20980. } else {
  20981. // by default, we assume the data can be serialized as-is
  20982. json = {
  20983. 'name': track.name,
  20984. 'times': AnimationUtils.convertArray( track.times, Array ),
  20985. 'values': AnimationUtils.convertArray( track.values, Array )
  20986. };
  20987. var interpolation = track.getInterpolation();
  20988. if ( interpolation !== track.DefaultInterpolation ) {
  20989. json.interpolation = interpolation;
  20990. }
  20991. }
  20992. json.type = track.ValueTypeName; // mandatory
  20993. return json;
  20994. }
  20995. } );
  20996. Object.assign( KeyframeTrack.prototype, {
  20997. constructor: KeyframeTrack,
  20998. TimeBufferType: Float32Array,
  20999. ValueBufferType: Float32Array,
  21000. DefaultInterpolation: InterpolateLinear,
  21001. InterpolantFactoryMethodDiscrete: function ( result ) {
  21002. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  21003. },
  21004. InterpolantFactoryMethodLinear: function ( result ) {
  21005. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21006. },
  21007. InterpolantFactoryMethodSmooth: function ( result ) {
  21008. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  21009. },
  21010. setInterpolation: function ( interpolation ) {
  21011. var factoryMethod;
  21012. switch ( interpolation ) {
  21013. case InterpolateDiscrete:
  21014. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21015. break;
  21016. case InterpolateLinear:
  21017. factoryMethod = this.InterpolantFactoryMethodLinear;
  21018. break;
  21019. case InterpolateSmooth:
  21020. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21021. break;
  21022. }
  21023. if ( factoryMethod === undefined ) {
  21024. var message = "unsupported interpolation for " +
  21025. this.ValueTypeName + " keyframe track named " + this.name;
  21026. if ( this.createInterpolant === undefined ) {
  21027. // fall back to default, unless the default itself is messed up
  21028. if ( interpolation !== this.DefaultInterpolation ) {
  21029. this.setInterpolation( this.DefaultInterpolation );
  21030. } else {
  21031. throw new Error( message ); // fatal, in this case
  21032. }
  21033. }
  21034. console.warn( 'THREE.KeyframeTrack:', message );
  21035. return this;
  21036. }
  21037. this.createInterpolant = factoryMethod;
  21038. return this;
  21039. },
  21040. getInterpolation: function () {
  21041. switch ( this.createInterpolant ) {
  21042. case this.InterpolantFactoryMethodDiscrete:
  21043. return InterpolateDiscrete;
  21044. case this.InterpolantFactoryMethodLinear:
  21045. return InterpolateLinear;
  21046. case this.InterpolantFactoryMethodSmooth:
  21047. return InterpolateSmooth;
  21048. }
  21049. },
  21050. getValueSize: function () {
  21051. return this.values.length / this.times.length;
  21052. },
  21053. // move all keyframes either forwards or backwards in time
  21054. shift: function ( timeOffset ) {
  21055. if ( timeOffset !== 0.0 ) {
  21056. var times = this.times;
  21057. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21058. times[ i ] += timeOffset;
  21059. }
  21060. }
  21061. return this;
  21062. },
  21063. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21064. scale: function ( timeScale ) {
  21065. if ( timeScale !== 1.0 ) {
  21066. var times = this.times;
  21067. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21068. times[ i ] *= timeScale;
  21069. }
  21070. }
  21071. return this;
  21072. },
  21073. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21074. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21075. trim: function ( startTime, endTime ) {
  21076. var times = this.times,
  21077. nKeys = times.length,
  21078. from = 0,
  21079. to = nKeys - 1;
  21080. while ( from !== nKeys && times[ from ] < startTime ) {
  21081. ++ from;
  21082. }
  21083. while ( to !== - 1 && times[ to ] > endTime ) {
  21084. -- to;
  21085. }
  21086. ++ to; // inclusive -> exclusive bound
  21087. if ( from !== 0 || to !== nKeys ) {
  21088. // empty tracks are forbidden, so keep at least one keyframe
  21089. if ( from >= to ) {
  21090. to = Math.max( to, 1 );
  21091. from = to - 1;
  21092. }
  21093. var stride = this.getValueSize();
  21094. this.times = AnimationUtils.arraySlice( times, from, to );
  21095. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21096. }
  21097. return this;
  21098. },
  21099. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21100. validate: function () {
  21101. var valid = true;
  21102. var valueSize = this.getValueSize();
  21103. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21104. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21105. valid = false;
  21106. }
  21107. var times = this.times,
  21108. values = this.values,
  21109. nKeys = times.length;
  21110. if ( nKeys === 0 ) {
  21111. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21112. valid = false;
  21113. }
  21114. var prevTime = null;
  21115. for ( var i = 0; i !== nKeys; i ++ ) {
  21116. var currTime = times[ i ];
  21117. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21118. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21119. valid = false;
  21120. break;
  21121. }
  21122. if ( prevTime !== null && prevTime > currTime ) {
  21123. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21124. valid = false;
  21125. break;
  21126. }
  21127. prevTime = currTime;
  21128. }
  21129. if ( values !== undefined ) {
  21130. if ( AnimationUtils.isTypedArray( values ) ) {
  21131. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  21132. var value = values[ i ];
  21133. if ( isNaN( value ) ) {
  21134. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  21135. valid = false;
  21136. break;
  21137. }
  21138. }
  21139. }
  21140. }
  21141. return valid;
  21142. },
  21143. // removes equivalent sequential keys as common in morph target sequences
  21144. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21145. optimize: function () {
  21146. // times or values may be shared with other tracks, so overwriting is unsafe
  21147. var times = AnimationUtils.arraySlice( this.times ),
  21148. values = AnimationUtils.arraySlice( this.values ),
  21149. stride = this.getValueSize(),
  21150. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21151. writeIndex = 1,
  21152. lastIndex = times.length - 1;
  21153. for ( var i = 1; i < lastIndex; ++ i ) {
  21154. var keep = false;
  21155. var time = times[ i ];
  21156. var timeNext = times[ i + 1 ];
  21157. // remove adjacent keyframes scheduled at the same time
  21158. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21159. if ( ! smoothInterpolation ) {
  21160. // remove unnecessary keyframes same as their neighbors
  21161. var offset = i * stride,
  21162. offsetP = offset - stride,
  21163. offsetN = offset + stride;
  21164. for ( var j = 0; j !== stride; ++ j ) {
  21165. var value = values[ offset + j ];
  21166. if ( value !== values[ offsetP + j ] ||
  21167. value !== values[ offsetN + j ] ) {
  21168. keep = true;
  21169. break;
  21170. }
  21171. }
  21172. } else {
  21173. keep = true;
  21174. }
  21175. }
  21176. // in-place compaction
  21177. if ( keep ) {
  21178. if ( i !== writeIndex ) {
  21179. times[ writeIndex ] = times[ i ];
  21180. var readOffset = i * stride,
  21181. writeOffset = writeIndex * stride;
  21182. for ( var j = 0; j !== stride; ++ j ) {
  21183. values[ writeOffset + j ] = values[ readOffset + j ];
  21184. }
  21185. }
  21186. ++ writeIndex;
  21187. }
  21188. }
  21189. // flush last keyframe (compaction looks ahead)
  21190. if ( lastIndex > 0 ) {
  21191. times[ writeIndex ] = times[ lastIndex ];
  21192. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  21193. values[ writeOffset + j ] = values[ readOffset + j ];
  21194. }
  21195. ++ writeIndex;
  21196. }
  21197. if ( writeIndex !== times.length ) {
  21198. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21199. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21200. } else {
  21201. this.times = times;
  21202. this.values = values;
  21203. }
  21204. return this;
  21205. },
  21206. clone: function () {
  21207. var times = AnimationUtils.arraySlice( this.times, 0 );
  21208. var values = AnimationUtils.arraySlice( this.values, 0 );
  21209. var TypedKeyframeTrack = this.constructor;
  21210. var track = new TypedKeyframeTrack( this.name, times, values );
  21211. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21212. track.createInterpolant = this.createInterpolant;
  21213. return track;
  21214. }
  21215. } );
  21216. /**
  21217. *
  21218. * A Track of Boolean keyframe values.
  21219. *
  21220. *
  21221. * @author Ben Houston / http://clara.io/
  21222. * @author David Sarno / http://lighthaus.us/
  21223. * @author tschw
  21224. */
  21225. function BooleanKeyframeTrack( name, times, values ) {
  21226. KeyframeTrack.call( this, name, times, values );
  21227. }
  21228. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21229. constructor: BooleanKeyframeTrack,
  21230. ValueTypeName: 'bool',
  21231. ValueBufferType: Array,
  21232. DefaultInterpolation: InterpolateDiscrete,
  21233. InterpolantFactoryMethodLinear: undefined,
  21234. InterpolantFactoryMethodSmooth: undefined
  21235. // Note: Actually this track could have a optimized / compressed
  21236. // representation of a single value and a custom interpolant that
  21237. // computes "firstValue ^ isOdd( index )".
  21238. } );
  21239. /**
  21240. *
  21241. * A Track of keyframe values that represent color.
  21242. *
  21243. *
  21244. * @author Ben Houston / http://clara.io/
  21245. * @author David Sarno / http://lighthaus.us/
  21246. * @author tschw
  21247. */
  21248. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21249. KeyframeTrack.call( this, name, times, values, interpolation );
  21250. }
  21251. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21252. constructor: ColorKeyframeTrack,
  21253. ValueTypeName: 'color'
  21254. // ValueBufferType is inherited
  21255. // DefaultInterpolation is inherited
  21256. // Note: Very basic implementation and nothing special yet.
  21257. // However, this is the place for color space parameterization.
  21258. } );
  21259. /**
  21260. *
  21261. * A Track of numeric keyframe values.
  21262. *
  21263. * @author Ben Houston / http://clara.io/
  21264. * @author David Sarno / http://lighthaus.us/
  21265. * @author tschw
  21266. */
  21267. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21268. KeyframeTrack.call( this, name, times, values, interpolation );
  21269. }
  21270. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21271. constructor: NumberKeyframeTrack,
  21272. ValueTypeName: 'number'
  21273. // ValueBufferType is inherited
  21274. // DefaultInterpolation is inherited
  21275. } );
  21276. /**
  21277. * Spherical linear unit quaternion interpolant.
  21278. *
  21279. * @author tschw
  21280. */
  21281. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21282. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21283. }
  21284. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21285. constructor: QuaternionLinearInterpolant,
  21286. interpolate_: function ( i1, t0, t, t1 ) {
  21287. var result = this.resultBuffer,
  21288. values = this.sampleValues,
  21289. stride = this.valueSize,
  21290. offset = i1 * stride,
  21291. alpha = ( t - t0 ) / ( t1 - t0 );
  21292. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21293. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21294. }
  21295. return result;
  21296. }
  21297. } );
  21298. /**
  21299. *
  21300. * A Track of quaternion keyframe values.
  21301. *
  21302. * @author Ben Houston / http://clara.io/
  21303. * @author David Sarno / http://lighthaus.us/
  21304. * @author tschw
  21305. */
  21306. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21307. KeyframeTrack.call( this, name, times, values, interpolation );
  21308. }
  21309. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21310. constructor: QuaternionKeyframeTrack,
  21311. ValueTypeName: 'quaternion',
  21312. // ValueBufferType is inherited
  21313. DefaultInterpolation: InterpolateLinear,
  21314. InterpolantFactoryMethodLinear: function ( result ) {
  21315. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21316. },
  21317. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21318. } );
  21319. /**
  21320. *
  21321. * A Track that interpolates Strings
  21322. *
  21323. *
  21324. * @author Ben Houston / http://clara.io/
  21325. * @author David Sarno / http://lighthaus.us/
  21326. * @author tschw
  21327. */
  21328. function StringKeyframeTrack( name, times, values, interpolation ) {
  21329. KeyframeTrack.call( this, name, times, values, interpolation );
  21330. }
  21331. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21332. constructor: StringKeyframeTrack,
  21333. ValueTypeName: 'string',
  21334. ValueBufferType: Array,
  21335. DefaultInterpolation: InterpolateDiscrete,
  21336. InterpolantFactoryMethodLinear: undefined,
  21337. InterpolantFactoryMethodSmooth: undefined
  21338. } );
  21339. /**
  21340. *
  21341. * A Track of vectored keyframe values.
  21342. *
  21343. *
  21344. * @author Ben Houston / http://clara.io/
  21345. * @author David Sarno / http://lighthaus.us/
  21346. * @author tschw
  21347. */
  21348. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21349. KeyframeTrack.call( this, name, times, values, interpolation );
  21350. }
  21351. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21352. constructor: VectorKeyframeTrack,
  21353. ValueTypeName: 'vector'
  21354. // ValueBufferType is inherited
  21355. // DefaultInterpolation is inherited
  21356. } );
  21357. /**
  21358. *
  21359. * Reusable set of Tracks that represent an animation.
  21360. *
  21361. * @author Ben Houston / http://clara.io/
  21362. * @author David Sarno / http://lighthaus.us/
  21363. */
  21364. function AnimationClip( name, duration, tracks, blendMode ) {
  21365. this.name = name;
  21366. this.tracks = tracks;
  21367. this.duration = ( duration !== undefined ) ? duration : - 1;
  21368. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21369. this.uuid = MathUtils.generateUUID();
  21370. // this means it should figure out its duration by scanning the tracks
  21371. if ( this.duration < 0 ) {
  21372. this.resetDuration();
  21373. }
  21374. }
  21375. function getTrackTypeForValueTypeName( typeName ) {
  21376. switch ( typeName.toLowerCase() ) {
  21377. case 'scalar':
  21378. case 'double':
  21379. case 'float':
  21380. case 'number':
  21381. case 'integer':
  21382. return NumberKeyframeTrack;
  21383. case 'vector':
  21384. case 'vector2':
  21385. case 'vector3':
  21386. case 'vector4':
  21387. return VectorKeyframeTrack;
  21388. case 'color':
  21389. return ColorKeyframeTrack;
  21390. case 'quaternion':
  21391. return QuaternionKeyframeTrack;
  21392. case 'bool':
  21393. case 'boolean':
  21394. return BooleanKeyframeTrack;
  21395. case 'string':
  21396. return StringKeyframeTrack;
  21397. }
  21398. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21399. }
  21400. function parseKeyframeTrack( json ) {
  21401. if ( json.type === undefined ) {
  21402. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21403. }
  21404. var trackType = getTrackTypeForValueTypeName( json.type );
  21405. if ( json.times === undefined ) {
  21406. var times = [], values = [];
  21407. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21408. json.times = times;
  21409. json.values = values;
  21410. }
  21411. // derived classes can define a static parse method
  21412. if ( trackType.parse !== undefined ) {
  21413. return trackType.parse( json );
  21414. } else {
  21415. // by default, we assume a constructor compatible with the base
  21416. return new trackType( json.name, json.times, json.values, json.interpolation );
  21417. }
  21418. }
  21419. Object.assign( AnimationClip, {
  21420. parse: function ( json ) {
  21421. var tracks = [],
  21422. jsonTracks = json.tracks,
  21423. frameTime = 1.0 / ( json.fps || 1.0 );
  21424. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21425. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21426. }
  21427. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21428. },
  21429. toJSON: function ( clip ) {
  21430. var tracks = [],
  21431. clipTracks = clip.tracks;
  21432. var json = {
  21433. 'name': clip.name,
  21434. 'duration': clip.duration,
  21435. 'tracks': tracks,
  21436. 'uuid': clip.uuid,
  21437. 'blendMode': clip.blendMode
  21438. };
  21439. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21440. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21441. }
  21442. return json;
  21443. },
  21444. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21445. var numMorphTargets = morphTargetSequence.length;
  21446. var tracks = [];
  21447. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21448. var times = [];
  21449. var values = [];
  21450. times.push(
  21451. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21452. i,
  21453. ( i + 1 ) % numMorphTargets );
  21454. values.push( 0, 1, 0 );
  21455. var order = AnimationUtils.getKeyframeOrder( times );
  21456. times = AnimationUtils.sortedArray( times, 1, order );
  21457. values = AnimationUtils.sortedArray( values, 1, order );
  21458. // if there is a key at the first frame, duplicate it as the
  21459. // last frame as well for perfect loop.
  21460. if ( ! noLoop && times[ 0 ] === 0 ) {
  21461. times.push( numMorphTargets );
  21462. values.push( values[ 0 ] );
  21463. }
  21464. tracks.push(
  21465. new NumberKeyframeTrack(
  21466. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21467. times, values
  21468. ).scale( 1.0 / fps ) );
  21469. }
  21470. return new AnimationClip( name, - 1, tracks );
  21471. },
  21472. findByName: function ( objectOrClipArray, name ) {
  21473. var clipArray = objectOrClipArray;
  21474. if ( ! Array.isArray( objectOrClipArray ) ) {
  21475. var o = objectOrClipArray;
  21476. clipArray = o.geometry && o.geometry.animations || o.animations;
  21477. }
  21478. for ( var i = 0; i < clipArray.length; i ++ ) {
  21479. if ( clipArray[ i ].name === name ) {
  21480. return clipArray[ i ];
  21481. }
  21482. }
  21483. return null;
  21484. },
  21485. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21486. var animationToMorphTargets = {};
  21487. // tested with https://regex101.com/ on trick sequences
  21488. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21489. var pattern = /^([\w-]*?)([\d]+)$/;
  21490. // sort morph target names into animation groups based
  21491. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21492. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21493. var morphTarget = morphTargets[ i ];
  21494. var parts = morphTarget.name.match( pattern );
  21495. if ( parts && parts.length > 1 ) {
  21496. var name = parts[ 1 ];
  21497. var animationMorphTargets = animationToMorphTargets[ name ];
  21498. if ( ! animationMorphTargets ) {
  21499. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21500. }
  21501. animationMorphTargets.push( morphTarget );
  21502. }
  21503. }
  21504. var clips = [];
  21505. for ( var name in animationToMorphTargets ) {
  21506. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21507. }
  21508. return clips;
  21509. },
  21510. // parse the animation.hierarchy format
  21511. parseAnimation: function ( animation, bones ) {
  21512. if ( ! animation ) {
  21513. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21514. return null;
  21515. }
  21516. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21517. // only return track if there are actually keys.
  21518. if ( animationKeys.length !== 0 ) {
  21519. var times = [];
  21520. var values = [];
  21521. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21522. // empty keys are filtered out, so check again
  21523. if ( times.length !== 0 ) {
  21524. destTracks.push( new trackType( trackName, times, values ) );
  21525. }
  21526. }
  21527. };
  21528. var tracks = [];
  21529. var clipName = animation.name || 'default';
  21530. // automatic length determination in AnimationClip.
  21531. var duration = animation.length || - 1;
  21532. var fps = animation.fps || 30;
  21533. var blendMode = animation.blendMode;
  21534. var hierarchyTracks = animation.hierarchy || [];
  21535. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21536. var animationKeys = hierarchyTracks[ h ].keys;
  21537. // skip empty tracks
  21538. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21539. // process morph targets
  21540. if ( animationKeys[ 0 ].morphTargets ) {
  21541. // figure out all morph targets used in this track
  21542. var morphTargetNames = {};
  21543. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21544. if ( animationKeys[ k ].morphTargets ) {
  21545. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21546. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21547. }
  21548. }
  21549. }
  21550. // create a track for each morph target with all zero
  21551. // morphTargetInfluences except for the keys in which
  21552. // the morphTarget is named.
  21553. for ( var morphTargetName in morphTargetNames ) {
  21554. var times = [];
  21555. var values = [];
  21556. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21557. var animationKey = animationKeys[ k ];
  21558. times.push( animationKey.time );
  21559. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21560. }
  21561. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21562. }
  21563. duration = morphTargetNames.length * ( fps || 1.0 );
  21564. } else {
  21565. // ...assume skeletal animation
  21566. var boneName = '.bones[' + bones[ h ].name + ']';
  21567. addNonemptyTrack(
  21568. VectorKeyframeTrack, boneName + '.position',
  21569. animationKeys, 'pos', tracks );
  21570. addNonemptyTrack(
  21571. QuaternionKeyframeTrack, boneName + '.quaternion',
  21572. animationKeys, 'rot', tracks );
  21573. addNonemptyTrack(
  21574. VectorKeyframeTrack, boneName + '.scale',
  21575. animationKeys, 'scl', tracks );
  21576. }
  21577. }
  21578. if ( tracks.length === 0 ) {
  21579. return null;
  21580. }
  21581. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21582. return clip;
  21583. }
  21584. } );
  21585. Object.assign( AnimationClip.prototype, {
  21586. resetDuration: function () {
  21587. var tracks = this.tracks, duration = 0;
  21588. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21589. var track = this.tracks[ i ];
  21590. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21591. }
  21592. this.duration = duration;
  21593. return this;
  21594. },
  21595. trim: function () {
  21596. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21597. this.tracks[ i ].trim( 0, this.duration );
  21598. }
  21599. return this;
  21600. },
  21601. validate: function () {
  21602. var valid = true;
  21603. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21604. valid = valid && this.tracks[ i ].validate();
  21605. }
  21606. return valid;
  21607. },
  21608. optimize: function () {
  21609. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21610. this.tracks[ i ].optimize();
  21611. }
  21612. return this;
  21613. },
  21614. clone: function () {
  21615. var tracks = [];
  21616. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21617. tracks.push( this.tracks[ i ].clone() );
  21618. }
  21619. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21620. }
  21621. } );
  21622. /**
  21623. * @author mrdoob / http://mrdoob.com/
  21624. */
  21625. var Cache = {
  21626. enabled: false,
  21627. files: {},
  21628. add: function ( key, file ) {
  21629. if ( this.enabled === false ) { return; }
  21630. // console.log( 'THREE.Cache', 'Adding key:', key );
  21631. this.files[ key ] = file;
  21632. },
  21633. get: function ( key ) {
  21634. if ( this.enabled === false ) { return; }
  21635. // console.log( 'THREE.Cache', 'Checking key:', key );
  21636. return this.files[ key ];
  21637. },
  21638. remove: function ( key ) {
  21639. delete this.files[ key ];
  21640. },
  21641. clear: function () {
  21642. this.files = {};
  21643. }
  21644. };
  21645. /**
  21646. * @author mrdoob / http://mrdoob.com/
  21647. */
  21648. function LoadingManager( onLoad, onProgress, onError ) {
  21649. var scope = this;
  21650. var isLoading = false;
  21651. var itemsLoaded = 0;
  21652. var itemsTotal = 0;
  21653. var urlModifier = undefined;
  21654. var handlers = [];
  21655. // Refer to #5689 for the reason why we don't set .onStart
  21656. // in the constructor
  21657. this.onStart = undefined;
  21658. this.onLoad = onLoad;
  21659. this.onProgress = onProgress;
  21660. this.onError = onError;
  21661. this.itemStart = function ( url ) {
  21662. itemsTotal ++;
  21663. if ( isLoading === false ) {
  21664. if ( scope.onStart !== undefined ) {
  21665. scope.onStart( url, itemsLoaded, itemsTotal );
  21666. }
  21667. }
  21668. isLoading = true;
  21669. };
  21670. this.itemEnd = function ( url ) {
  21671. itemsLoaded ++;
  21672. if ( scope.onProgress !== undefined ) {
  21673. scope.onProgress( url, itemsLoaded, itemsTotal );
  21674. }
  21675. if ( itemsLoaded === itemsTotal ) {
  21676. isLoading = false;
  21677. if ( scope.onLoad !== undefined ) {
  21678. scope.onLoad();
  21679. }
  21680. }
  21681. };
  21682. this.itemError = function ( url ) {
  21683. if ( scope.onError !== undefined ) {
  21684. scope.onError( url );
  21685. }
  21686. };
  21687. this.resolveURL = function ( url ) {
  21688. if ( urlModifier ) {
  21689. return urlModifier( url );
  21690. }
  21691. return url;
  21692. };
  21693. this.setURLModifier = function ( transform ) {
  21694. urlModifier = transform;
  21695. return this;
  21696. };
  21697. this.addHandler = function ( regex, loader ) {
  21698. handlers.push( regex, loader );
  21699. return this;
  21700. };
  21701. this.removeHandler = function ( regex ) {
  21702. var index = handlers.indexOf( regex );
  21703. if ( index !== - 1 ) {
  21704. handlers.splice( index, 2 );
  21705. }
  21706. return this;
  21707. };
  21708. this.getHandler = function ( file ) {
  21709. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21710. var regex = handlers[ i ];
  21711. var loader = handlers[ i + 1 ];
  21712. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21713. if ( regex.test( file ) ) {
  21714. return loader;
  21715. }
  21716. }
  21717. return null;
  21718. };
  21719. }
  21720. var DefaultLoadingManager = new LoadingManager();
  21721. /**
  21722. * @author alteredq / http://alteredqualia.com/
  21723. */
  21724. function Loader( manager ) {
  21725. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21726. this.crossOrigin = 'anonymous';
  21727. this.path = '';
  21728. this.resourcePath = '';
  21729. this.requestHeader = {};
  21730. }
  21731. Object.assign( Loader.prototype, {
  21732. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21733. loadAsync: function ( url, onProgress ) {
  21734. var scope = this;
  21735. return new Promise( function ( resolve, reject ) {
  21736. scope.load( url, resolve, onProgress, reject );
  21737. } );
  21738. },
  21739. parse: function ( /* data */ ) {},
  21740. setCrossOrigin: function ( crossOrigin ) {
  21741. this.crossOrigin = crossOrigin;
  21742. return this;
  21743. },
  21744. setPath: function ( path ) {
  21745. this.path = path;
  21746. return this;
  21747. },
  21748. setResourcePath: function ( resourcePath ) {
  21749. this.resourcePath = resourcePath;
  21750. return this;
  21751. },
  21752. setRequestHeader: function ( requestHeader ) {
  21753. this.requestHeader = requestHeader;
  21754. return this;
  21755. }
  21756. } );
  21757. /**
  21758. * @author mrdoob / http://mrdoob.com/
  21759. */
  21760. var loading = {};
  21761. function FileLoader( manager ) {
  21762. Loader.call( this, manager );
  21763. }
  21764. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21765. constructor: FileLoader,
  21766. load: function ( url, onLoad, onProgress, onError ) {
  21767. if ( url === undefined ) { url = ''; }
  21768. if ( this.path !== undefined ) { url = this.path + url; }
  21769. url = this.manager.resolveURL( url );
  21770. var scope = this;
  21771. var cached = Cache.get( url );
  21772. if ( cached !== undefined ) {
  21773. scope.manager.itemStart( url );
  21774. setTimeout( function () {
  21775. if ( onLoad ) { onLoad( cached ); }
  21776. scope.manager.itemEnd( url );
  21777. }, 0 );
  21778. return cached;
  21779. }
  21780. // Check if request is duplicate
  21781. if ( loading[ url ] !== undefined ) {
  21782. loading[ url ].push( {
  21783. onLoad: onLoad,
  21784. onProgress: onProgress,
  21785. onError: onError
  21786. } );
  21787. return;
  21788. }
  21789. // Check for data: URI
  21790. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21791. var dataUriRegexResult = url.match( dataUriRegex );
  21792. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21793. if ( dataUriRegexResult ) {
  21794. var mimeType = dataUriRegexResult[ 1 ];
  21795. var isBase64 = !! dataUriRegexResult[ 2 ];
  21796. var data = dataUriRegexResult[ 3 ];
  21797. data = decodeURIComponent( data );
  21798. if ( isBase64 ) { data = atob( data ); }
  21799. try {
  21800. var response;
  21801. var responseType = ( this.responseType || '' ).toLowerCase();
  21802. switch ( responseType ) {
  21803. case 'arraybuffer':
  21804. case 'blob':
  21805. var view = new Uint8Array( data.length );
  21806. for ( var i = 0; i < data.length; i ++ ) {
  21807. view[ i ] = data.charCodeAt( i );
  21808. }
  21809. if ( responseType === 'blob' ) {
  21810. response = new Blob( [ view.buffer ], { type: mimeType } );
  21811. } else {
  21812. response = view.buffer;
  21813. }
  21814. break;
  21815. case 'document':
  21816. var parser = new DOMParser();
  21817. response = parser.parseFromString( data, mimeType );
  21818. break;
  21819. case 'json':
  21820. response = JSON.parse( data );
  21821. break;
  21822. default: // 'text' or other
  21823. response = data;
  21824. break;
  21825. }
  21826. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21827. setTimeout( function () {
  21828. if ( onLoad ) { onLoad( response ); }
  21829. scope.manager.itemEnd( url );
  21830. }, 0 );
  21831. } catch ( error ) {
  21832. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21833. setTimeout( function () {
  21834. if ( onError ) { onError( error ); }
  21835. scope.manager.itemError( url );
  21836. scope.manager.itemEnd( url );
  21837. }, 0 );
  21838. }
  21839. } else {
  21840. // Initialise array for duplicate requests
  21841. loading[ url ] = [];
  21842. loading[ url ].push( {
  21843. onLoad: onLoad,
  21844. onProgress: onProgress,
  21845. onError: onError
  21846. } );
  21847. var request = new XMLHttpRequest();
  21848. request.open( 'GET', url, true );
  21849. request.addEventListener( 'load', function ( event ) {
  21850. var response = this.response;
  21851. var callbacks = loading[ url ];
  21852. delete loading[ url ];
  21853. if ( this.status === 200 || this.status === 0 ) {
  21854. // Some browsers return HTTP Status 0 when using non-http protocol
  21855. // e.g. 'file://' or 'data://'. Handle as success.
  21856. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21857. // Add to cache only on HTTP success, so that we do not cache
  21858. // error response bodies as proper responses to requests.
  21859. Cache.add( url, response );
  21860. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21861. var callback = callbacks[ i ];
  21862. if ( callback.onLoad ) { callback.onLoad( response ); }
  21863. }
  21864. scope.manager.itemEnd( url );
  21865. } else {
  21866. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21867. var callback = callbacks[ i ];
  21868. if ( callback.onError ) { callback.onError( event ); }
  21869. }
  21870. scope.manager.itemError( url );
  21871. scope.manager.itemEnd( url );
  21872. }
  21873. }, false );
  21874. request.addEventListener( 'progress', function ( event ) {
  21875. var callbacks = loading[ url ];
  21876. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21877. var callback = callbacks[ i ];
  21878. if ( callback.onProgress ) { callback.onProgress( event ); }
  21879. }
  21880. }, false );
  21881. request.addEventListener( 'error', function ( event ) {
  21882. var callbacks = loading[ url ];
  21883. delete loading[ url ];
  21884. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21885. var callback = callbacks[ i ];
  21886. if ( callback.onError ) { callback.onError( event ); }
  21887. }
  21888. scope.manager.itemError( url );
  21889. scope.manager.itemEnd( url );
  21890. }, false );
  21891. request.addEventListener( 'abort', function ( event ) {
  21892. var callbacks = loading[ url ];
  21893. delete loading[ url ];
  21894. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21895. var callback = callbacks[ i ];
  21896. if ( callback.onError ) { callback.onError( event ); }
  21897. }
  21898. scope.manager.itemError( url );
  21899. scope.manager.itemEnd( url );
  21900. }, false );
  21901. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21902. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21903. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21904. for ( var header in this.requestHeader ) {
  21905. request.setRequestHeader( header, this.requestHeader[ header ] );
  21906. }
  21907. request.send( null );
  21908. }
  21909. scope.manager.itemStart( url );
  21910. return request;
  21911. },
  21912. setResponseType: function ( value ) {
  21913. this.responseType = value;
  21914. return this;
  21915. },
  21916. setWithCredentials: function ( value ) {
  21917. this.withCredentials = value;
  21918. return this;
  21919. },
  21920. setMimeType: function ( value ) {
  21921. this.mimeType = value;
  21922. return this;
  21923. }
  21924. } );
  21925. /**
  21926. * @author bhouston / http://clara.io/
  21927. */
  21928. function AnimationLoader( manager ) {
  21929. Loader.call( this, manager );
  21930. }
  21931. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21932. constructor: AnimationLoader,
  21933. load: function ( url, onLoad, onProgress, onError ) {
  21934. var scope = this;
  21935. var loader = new FileLoader( scope.manager );
  21936. loader.setPath( scope.path );
  21937. loader.load( url, function ( text ) {
  21938. try {
  21939. onLoad( scope.parse( JSON.parse( text ) ) );
  21940. } catch ( e ) {
  21941. if ( onError ) {
  21942. onError( e );
  21943. } else {
  21944. console.error( e );
  21945. }
  21946. scope.manager.itemError( url );
  21947. }
  21948. }, onProgress, onError );
  21949. },
  21950. parse: function ( json ) {
  21951. var animations = [];
  21952. for ( var i = 0; i < json.length; i ++ ) {
  21953. var clip = AnimationClip.parse( json[ i ] );
  21954. animations.push( clip );
  21955. }
  21956. return animations;
  21957. }
  21958. } );
  21959. /**
  21960. * @author mrdoob / http://mrdoob.com/
  21961. *
  21962. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21963. *
  21964. * Sub classes have to implement the parse() method which will be used in load().
  21965. */
  21966. function CompressedTextureLoader( manager ) {
  21967. Loader.call( this, manager );
  21968. }
  21969. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21970. constructor: CompressedTextureLoader,
  21971. load: function ( url, onLoad, onProgress, onError ) {
  21972. var scope = this;
  21973. var images = [];
  21974. var texture = new CompressedTexture();
  21975. texture.image = images;
  21976. var loader = new FileLoader( this.manager );
  21977. loader.setPath( this.path );
  21978. loader.setResponseType( 'arraybuffer' );
  21979. function loadTexture( i ) {
  21980. loader.load( url[ i ], function ( buffer ) {
  21981. var texDatas = scope.parse( buffer, true );
  21982. images[ i ] = {
  21983. width: texDatas.width,
  21984. height: texDatas.height,
  21985. format: texDatas.format,
  21986. mipmaps: texDatas.mipmaps
  21987. };
  21988. loaded += 1;
  21989. if ( loaded === 6 ) {
  21990. if ( texDatas.mipmapCount === 1 )
  21991. { texture.minFilter = LinearFilter; }
  21992. texture.format = texDatas.format;
  21993. texture.needsUpdate = true;
  21994. if ( onLoad ) { onLoad( texture ); }
  21995. }
  21996. }, onProgress, onError );
  21997. }
  21998. if ( Array.isArray( url ) ) {
  21999. var loaded = 0;
  22000. for ( var i = 0, il = url.length; i < il; ++ i ) {
  22001. loadTexture( i );
  22002. }
  22003. } else {
  22004. // compressed cubemap texture stored in a single DDS file
  22005. loader.load( url, function ( buffer ) {
  22006. var texDatas = scope.parse( buffer, true );
  22007. if ( texDatas.isCubemap ) {
  22008. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22009. for ( var f = 0; f < faces; f ++ ) {
  22010. images[ f ] = { mipmaps: [] };
  22011. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  22012. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  22013. images[ f ].format = texDatas.format;
  22014. images[ f ].width = texDatas.width;
  22015. images[ f ].height = texDatas.height;
  22016. }
  22017. }
  22018. } else {
  22019. texture.image.width = texDatas.width;
  22020. texture.image.height = texDatas.height;
  22021. texture.mipmaps = texDatas.mipmaps;
  22022. }
  22023. if ( texDatas.mipmapCount === 1 ) {
  22024. texture.minFilter = LinearFilter;
  22025. }
  22026. texture.format = texDatas.format;
  22027. texture.needsUpdate = true;
  22028. if ( onLoad ) { onLoad( texture ); }
  22029. }, onProgress, onError );
  22030. }
  22031. return texture;
  22032. }
  22033. } );
  22034. /**
  22035. * @author Nikos M. / https://github.com/foo123/
  22036. *
  22037. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22038. *
  22039. * Sub classes have to implement the parse() method which will be used in load().
  22040. */
  22041. function DataTextureLoader( manager ) {
  22042. Loader.call( this, manager );
  22043. }
  22044. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22045. constructor: DataTextureLoader,
  22046. load: function ( url, onLoad, onProgress, onError ) {
  22047. var scope = this;
  22048. var texture = new DataTexture();
  22049. var loader = new FileLoader( this.manager );
  22050. loader.setResponseType( 'arraybuffer' );
  22051. loader.setPath( this.path );
  22052. loader.load( url, function ( buffer ) {
  22053. var texData = scope.parse( buffer );
  22054. if ( ! texData ) { return; }
  22055. if ( texData.image !== undefined ) {
  22056. texture.image = texData.image;
  22057. } else if ( texData.data !== undefined ) {
  22058. texture.image.width = texData.width;
  22059. texture.image.height = texData.height;
  22060. texture.image.data = texData.data;
  22061. }
  22062. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22063. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22064. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22065. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22066. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22067. if ( texData.format !== undefined ) {
  22068. texture.format = texData.format;
  22069. }
  22070. if ( texData.type !== undefined ) {
  22071. texture.type = texData.type;
  22072. }
  22073. if ( texData.mipmaps !== undefined ) {
  22074. texture.mipmaps = texData.mipmaps;
  22075. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22076. }
  22077. if ( texData.mipmapCount === 1 ) {
  22078. texture.minFilter = LinearFilter;
  22079. }
  22080. texture.needsUpdate = true;
  22081. if ( onLoad ) { onLoad( texture, texData ); }
  22082. }, onProgress, onError );
  22083. return texture;
  22084. }
  22085. } );
  22086. /**
  22087. * @author mrdoob / http://mrdoob.com/
  22088. */
  22089. function ImageLoader( manager ) {
  22090. Loader.call( this, manager );
  22091. }
  22092. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22093. constructor: ImageLoader,
  22094. load: function ( url, onLoad, onProgress, onError ) {
  22095. if ( this.path !== undefined ) { url = this.path + url; }
  22096. url = this.manager.resolveURL( url );
  22097. var scope = this;
  22098. var cached = Cache.get( url );
  22099. if ( cached !== undefined ) {
  22100. scope.manager.itemStart( url );
  22101. setTimeout( function () {
  22102. if ( onLoad ) { onLoad( cached ); }
  22103. scope.manager.itemEnd( url );
  22104. }, 0 );
  22105. return cached;
  22106. }
  22107. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22108. function onImageLoad() {
  22109. image.removeEventListener( 'load', onImageLoad, false );
  22110. image.removeEventListener( 'error', onImageError, false );
  22111. Cache.add( url, this );
  22112. if ( onLoad ) { onLoad( this ); }
  22113. scope.manager.itemEnd( url );
  22114. }
  22115. function onImageError( event ) {
  22116. image.removeEventListener( 'load', onImageLoad, false );
  22117. image.removeEventListener( 'error', onImageError, false );
  22118. if ( onError ) { onError( event ); }
  22119. scope.manager.itemError( url );
  22120. scope.manager.itemEnd( url );
  22121. }
  22122. image.addEventListener( 'load', onImageLoad, false );
  22123. image.addEventListener( 'error', onImageError, false );
  22124. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22125. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  22126. }
  22127. scope.manager.itemStart( url );
  22128. image.src = url;
  22129. return image;
  22130. }
  22131. } );
  22132. /**
  22133. * @author mrdoob / http://mrdoob.com/
  22134. */
  22135. function CubeTextureLoader( manager ) {
  22136. Loader.call( this, manager );
  22137. }
  22138. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22139. constructor: CubeTextureLoader,
  22140. load: function ( urls, onLoad, onProgress, onError ) {
  22141. var texture = new CubeTexture();
  22142. var loader = new ImageLoader( this.manager );
  22143. loader.setCrossOrigin( this.crossOrigin );
  22144. loader.setPath( this.path );
  22145. var loaded = 0;
  22146. function loadTexture( i ) {
  22147. loader.load( urls[ i ], function ( image ) {
  22148. texture.images[ i ] = image;
  22149. loaded ++;
  22150. if ( loaded === 6 ) {
  22151. texture.needsUpdate = true;
  22152. if ( onLoad ) { onLoad( texture ); }
  22153. }
  22154. }, undefined, onError );
  22155. }
  22156. for ( var i = 0; i < urls.length; ++ i ) {
  22157. loadTexture( i );
  22158. }
  22159. return texture;
  22160. }
  22161. } );
  22162. /**
  22163. * @author mrdoob / http://mrdoob.com/
  22164. */
  22165. function TextureLoader( manager ) {
  22166. Loader.call( this, manager );
  22167. }
  22168. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22169. constructor: TextureLoader,
  22170. load: function ( url, onLoad, onProgress, onError ) {
  22171. var texture = new Texture();
  22172. var loader = new ImageLoader( this.manager );
  22173. loader.setCrossOrigin( this.crossOrigin );
  22174. loader.setPath( this.path );
  22175. loader.load( url, function ( image ) {
  22176. texture.image = image;
  22177. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22178. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22179. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22180. texture.needsUpdate = true;
  22181. if ( onLoad !== undefined ) {
  22182. onLoad( texture );
  22183. }
  22184. }, onProgress, onError );
  22185. return texture;
  22186. }
  22187. } );
  22188. /**
  22189. * @author zz85 / http://www.lab4games.net/zz85/blog
  22190. * Extensible curve object
  22191. *
  22192. * Some common of curve methods:
  22193. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22194. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22195. * .getPoints(), .getSpacedPoints()
  22196. * .getLength()
  22197. * .updateArcLengths()
  22198. *
  22199. * This following curves inherit from THREE.Curve:
  22200. *
  22201. * -- 2D curves --
  22202. * THREE.ArcCurve
  22203. * THREE.CubicBezierCurve
  22204. * THREE.EllipseCurve
  22205. * THREE.LineCurve
  22206. * THREE.QuadraticBezierCurve
  22207. * THREE.SplineCurve
  22208. *
  22209. * -- 3D curves --
  22210. * THREE.CatmullRomCurve3
  22211. * THREE.CubicBezierCurve3
  22212. * THREE.LineCurve3
  22213. * THREE.QuadraticBezierCurve3
  22214. *
  22215. * A series of curves can be represented as a THREE.CurvePath.
  22216. *
  22217. **/
  22218. /**************************************************************
  22219. * Abstract Curve base class
  22220. **************************************************************/
  22221. function Curve() {
  22222. this.type = 'Curve';
  22223. this.arcLengthDivisions = 200;
  22224. }
  22225. Object.assign( Curve.prototype, {
  22226. // Virtual base class method to overwrite and implement in subclasses
  22227. // - t [0 .. 1]
  22228. getPoint: function ( /* t, optionalTarget */ ) {
  22229. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22230. return null;
  22231. },
  22232. // Get point at relative position in curve according to arc length
  22233. // - u [0 .. 1]
  22234. getPointAt: function ( u, optionalTarget ) {
  22235. var t = this.getUtoTmapping( u );
  22236. return this.getPoint( t, optionalTarget );
  22237. },
  22238. // Get sequence of points using getPoint( t )
  22239. getPoints: function ( divisions ) {
  22240. if ( divisions === undefined ) { divisions = 5; }
  22241. var points = [];
  22242. for ( var d = 0; d <= divisions; d ++ ) {
  22243. points.push( this.getPoint( d / divisions ) );
  22244. }
  22245. return points;
  22246. },
  22247. // Get sequence of points using getPointAt( u )
  22248. getSpacedPoints: function ( divisions ) {
  22249. if ( divisions === undefined ) { divisions = 5; }
  22250. var points = [];
  22251. for ( var d = 0; d <= divisions; d ++ ) {
  22252. points.push( this.getPointAt( d / divisions ) );
  22253. }
  22254. return points;
  22255. },
  22256. // Get total curve arc length
  22257. getLength: function () {
  22258. var lengths = this.getLengths();
  22259. return lengths[ lengths.length - 1 ];
  22260. },
  22261. // Get list of cumulative segment lengths
  22262. getLengths: function ( divisions ) {
  22263. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22264. if ( this.cacheArcLengths &&
  22265. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22266. ! this.needsUpdate ) {
  22267. return this.cacheArcLengths;
  22268. }
  22269. this.needsUpdate = false;
  22270. var cache = [];
  22271. var current, last = this.getPoint( 0 );
  22272. var p, sum = 0;
  22273. cache.push( 0 );
  22274. for ( p = 1; p <= divisions; p ++ ) {
  22275. current = this.getPoint( p / divisions );
  22276. sum += current.distanceTo( last );
  22277. cache.push( sum );
  22278. last = current;
  22279. }
  22280. this.cacheArcLengths = cache;
  22281. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22282. },
  22283. updateArcLengths: function () {
  22284. this.needsUpdate = true;
  22285. this.getLengths();
  22286. },
  22287. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22288. getUtoTmapping: function ( u, distance ) {
  22289. var arcLengths = this.getLengths();
  22290. var i = 0, il = arcLengths.length;
  22291. var targetArcLength; // The targeted u distance value to get
  22292. if ( distance ) {
  22293. targetArcLength = distance;
  22294. } else {
  22295. targetArcLength = u * arcLengths[ il - 1 ];
  22296. }
  22297. // binary search for the index with largest value smaller than target u distance
  22298. var low = 0, high = il - 1, comparison;
  22299. while ( low <= high ) {
  22300. 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
  22301. comparison = arcLengths[ i ] - targetArcLength;
  22302. if ( comparison < 0 ) {
  22303. low = i + 1;
  22304. } else if ( comparison > 0 ) {
  22305. high = i - 1;
  22306. } else {
  22307. high = i;
  22308. break;
  22309. // DONE
  22310. }
  22311. }
  22312. i = high;
  22313. if ( arcLengths[ i ] === targetArcLength ) {
  22314. return i / ( il - 1 );
  22315. }
  22316. // we could get finer grain at lengths, or use simple interpolation between two points
  22317. var lengthBefore = arcLengths[ i ];
  22318. var lengthAfter = arcLengths[ i + 1 ];
  22319. var segmentLength = lengthAfter - lengthBefore;
  22320. // determine where we are between the 'before' and 'after' points
  22321. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22322. // add that fractional amount to t
  22323. var t = ( i + segmentFraction ) / ( il - 1 );
  22324. return t;
  22325. },
  22326. // Returns a unit vector tangent at t
  22327. // In case any sub curve does not implement its tangent derivation,
  22328. // 2 points a small delta apart will be used to find its gradient
  22329. // which seems to give a reasonable approximation
  22330. getTangent: function ( t, optionalTarget ) {
  22331. var delta = 0.0001;
  22332. var t1 = t - delta;
  22333. var t2 = t + delta;
  22334. // Capping in case of danger
  22335. if ( t1 < 0 ) { t1 = 0; }
  22336. if ( t2 > 1 ) { t2 = 1; }
  22337. var pt1 = this.getPoint( t1 );
  22338. var pt2 = this.getPoint( t2 );
  22339. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22340. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22341. return tangent;
  22342. },
  22343. getTangentAt: function ( u, optionalTarget ) {
  22344. var t = this.getUtoTmapping( u );
  22345. return this.getTangent( t, optionalTarget );
  22346. },
  22347. computeFrenetFrames: function ( segments, closed ) {
  22348. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22349. var normal = new Vector3();
  22350. var tangents = [];
  22351. var normals = [];
  22352. var binormals = [];
  22353. var vec = new Vector3();
  22354. var mat = new Matrix4();
  22355. var i, u, theta;
  22356. // compute the tangent vectors for each segment on the curve
  22357. for ( i = 0; i <= segments; i ++ ) {
  22358. u = i / segments;
  22359. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22360. tangents[ i ].normalize();
  22361. }
  22362. // select an initial normal vector perpendicular to the first tangent vector,
  22363. // and in the direction of the minimum tangent xyz component
  22364. normals[ 0 ] = new Vector3();
  22365. binormals[ 0 ] = new Vector3();
  22366. var min = Number.MAX_VALUE;
  22367. var tx = Math.abs( tangents[ 0 ].x );
  22368. var ty = Math.abs( tangents[ 0 ].y );
  22369. var tz = Math.abs( tangents[ 0 ].z );
  22370. if ( tx <= min ) {
  22371. min = tx;
  22372. normal.set( 1, 0, 0 );
  22373. }
  22374. if ( ty <= min ) {
  22375. min = ty;
  22376. normal.set( 0, 1, 0 );
  22377. }
  22378. if ( tz <= min ) {
  22379. normal.set( 0, 0, 1 );
  22380. }
  22381. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22382. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22383. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22384. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22385. for ( i = 1; i <= segments; i ++ ) {
  22386. normals[ i ] = normals[ i - 1 ].clone();
  22387. binormals[ i ] = binormals[ i - 1 ].clone();
  22388. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22389. if ( vec.length() > Number.EPSILON ) {
  22390. vec.normalize();
  22391. theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  22392. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22393. }
  22394. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22395. }
  22396. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22397. if ( closed === true ) {
  22398. theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22399. theta /= segments;
  22400. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22401. theta = - theta;
  22402. }
  22403. for ( i = 1; i <= segments; i ++ ) {
  22404. // twist a little...
  22405. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22406. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22407. }
  22408. }
  22409. return {
  22410. tangents: tangents,
  22411. normals: normals,
  22412. binormals: binormals
  22413. };
  22414. },
  22415. clone: function () {
  22416. return new this.constructor().copy( this );
  22417. },
  22418. copy: function ( source ) {
  22419. this.arcLengthDivisions = source.arcLengthDivisions;
  22420. return this;
  22421. },
  22422. toJSON: function () {
  22423. var data = {
  22424. metadata: {
  22425. version: 4.5,
  22426. type: 'Curve',
  22427. generator: 'Curve.toJSON'
  22428. }
  22429. };
  22430. data.arcLengthDivisions = this.arcLengthDivisions;
  22431. data.type = this.type;
  22432. return data;
  22433. },
  22434. fromJSON: function ( json ) {
  22435. this.arcLengthDivisions = json.arcLengthDivisions;
  22436. return this;
  22437. }
  22438. } );
  22439. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22440. Curve.call( this );
  22441. this.type = 'EllipseCurve';
  22442. this.aX = aX || 0;
  22443. this.aY = aY || 0;
  22444. this.xRadius = xRadius || 1;
  22445. this.yRadius = yRadius || 1;
  22446. this.aStartAngle = aStartAngle || 0;
  22447. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22448. this.aClockwise = aClockwise || false;
  22449. this.aRotation = aRotation || 0;
  22450. }
  22451. EllipseCurve.prototype = Object.create( Curve.prototype );
  22452. EllipseCurve.prototype.constructor = EllipseCurve;
  22453. EllipseCurve.prototype.isEllipseCurve = true;
  22454. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22455. var point = optionalTarget || new Vector2();
  22456. var twoPi = Math.PI * 2;
  22457. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22458. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22459. // ensures that deltaAngle is 0 .. 2 PI
  22460. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22461. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22462. if ( deltaAngle < Number.EPSILON ) {
  22463. if ( samePoints ) {
  22464. deltaAngle = 0;
  22465. } else {
  22466. deltaAngle = twoPi;
  22467. }
  22468. }
  22469. if ( this.aClockwise === true && ! samePoints ) {
  22470. if ( deltaAngle === twoPi ) {
  22471. deltaAngle = - twoPi;
  22472. } else {
  22473. deltaAngle = deltaAngle - twoPi;
  22474. }
  22475. }
  22476. var angle = this.aStartAngle + t * deltaAngle;
  22477. var x = this.aX + this.xRadius * Math.cos( angle );
  22478. var y = this.aY + this.yRadius * Math.sin( angle );
  22479. if ( this.aRotation !== 0 ) {
  22480. var cos = Math.cos( this.aRotation );
  22481. var sin = Math.sin( this.aRotation );
  22482. var tx = x - this.aX;
  22483. var ty = y - this.aY;
  22484. // Rotate the point about the center of the ellipse.
  22485. x = tx * cos - ty * sin + this.aX;
  22486. y = tx * sin + ty * cos + this.aY;
  22487. }
  22488. return point.set( x, y );
  22489. };
  22490. EllipseCurve.prototype.copy = function ( source ) {
  22491. Curve.prototype.copy.call( this, source );
  22492. this.aX = source.aX;
  22493. this.aY = source.aY;
  22494. this.xRadius = source.xRadius;
  22495. this.yRadius = source.yRadius;
  22496. this.aStartAngle = source.aStartAngle;
  22497. this.aEndAngle = source.aEndAngle;
  22498. this.aClockwise = source.aClockwise;
  22499. this.aRotation = source.aRotation;
  22500. return this;
  22501. };
  22502. EllipseCurve.prototype.toJSON = function () {
  22503. var data = Curve.prototype.toJSON.call( this );
  22504. data.aX = this.aX;
  22505. data.aY = this.aY;
  22506. data.xRadius = this.xRadius;
  22507. data.yRadius = this.yRadius;
  22508. data.aStartAngle = this.aStartAngle;
  22509. data.aEndAngle = this.aEndAngle;
  22510. data.aClockwise = this.aClockwise;
  22511. data.aRotation = this.aRotation;
  22512. return data;
  22513. };
  22514. EllipseCurve.prototype.fromJSON = function ( json ) {
  22515. Curve.prototype.fromJSON.call( this, json );
  22516. this.aX = json.aX;
  22517. this.aY = json.aY;
  22518. this.xRadius = json.xRadius;
  22519. this.yRadius = json.yRadius;
  22520. this.aStartAngle = json.aStartAngle;
  22521. this.aEndAngle = json.aEndAngle;
  22522. this.aClockwise = json.aClockwise;
  22523. this.aRotation = json.aRotation;
  22524. return this;
  22525. };
  22526. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22527. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22528. this.type = 'ArcCurve';
  22529. }
  22530. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22531. ArcCurve.prototype.constructor = ArcCurve;
  22532. ArcCurve.prototype.isArcCurve = true;
  22533. /**
  22534. * @author zz85 https://github.com/zz85
  22535. *
  22536. * Centripetal CatmullRom Curve - which is useful for avoiding
  22537. * cusps and self-intersections in non-uniform catmull rom curves.
  22538. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22539. *
  22540. * curve.type accepts centripetal(default), chordal and catmullrom
  22541. * curve.tension is used for catmullrom which defaults to 0.5
  22542. */
  22543. /*
  22544. Based on an optimized c++ solution in
  22545. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22546. - http://ideone.com/NoEbVM
  22547. This CubicPoly class could be used for reusing some variables and calculations,
  22548. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22549. which can be placed in CurveUtils.
  22550. */
  22551. function CubicPoly() {
  22552. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22553. /*
  22554. * Compute coefficients for a cubic polynomial
  22555. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22556. * such that
  22557. * p(0) = x0, p(1) = x1
  22558. * and
  22559. * p'(0) = t0, p'(1) = t1.
  22560. */
  22561. function init( x0, x1, t0, t1 ) {
  22562. c0 = x0;
  22563. c1 = t0;
  22564. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22565. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22566. }
  22567. return {
  22568. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22569. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22570. },
  22571. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22572. // compute tangents when parameterized in [t1,t2]
  22573. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22574. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22575. // rescale tangents for parametrization in [0,1]
  22576. t1 *= dt1;
  22577. t2 *= dt1;
  22578. init( x1, x2, t1, t2 );
  22579. },
  22580. calc: function ( t ) {
  22581. var t2 = t * t;
  22582. var t3 = t2 * t;
  22583. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22584. }
  22585. };
  22586. }
  22587. //
  22588. var tmp = new Vector3();
  22589. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22590. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22591. Curve.call( this );
  22592. this.type = 'CatmullRomCurve3';
  22593. this.points = points || [];
  22594. this.closed = closed || false;
  22595. this.curveType = curveType || 'centripetal';
  22596. this.tension = tension || 0.5;
  22597. }
  22598. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22599. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22600. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22601. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22602. var point = optionalTarget || new Vector3();
  22603. var points = this.points;
  22604. var l = points.length;
  22605. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22606. var intPoint = Math.floor( p );
  22607. var weight = p - intPoint;
  22608. if ( this.closed ) {
  22609. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22610. } else if ( weight === 0 && intPoint === l - 1 ) {
  22611. intPoint = l - 2;
  22612. weight = 1;
  22613. }
  22614. var p0, p1, p2, p3; // 4 points
  22615. if ( this.closed || intPoint > 0 ) {
  22616. p0 = points[ ( intPoint - 1 ) % l ];
  22617. } else {
  22618. // extrapolate first point
  22619. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22620. p0 = tmp;
  22621. }
  22622. p1 = points[ intPoint % l ];
  22623. p2 = points[ ( intPoint + 1 ) % l ];
  22624. if ( this.closed || intPoint + 2 < l ) {
  22625. p3 = points[ ( intPoint + 2 ) % l ];
  22626. } else {
  22627. // extrapolate last point
  22628. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22629. p3 = tmp;
  22630. }
  22631. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22632. // init Centripetal / Chordal Catmull-Rom
  22633. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22634. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22635. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22636. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22637. // safety check for repeated points
  22638. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22639. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22640. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22641. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22642. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22643. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22644. } else if ( this.curveType === 'catmullrom' ) {
  22645. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22646. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22647. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22648. }
  22649. point.set(
  22650. px.calc( weight ),
  22651. py.calc( weight ),
  22652. pz.calc( weight )
  22653. );
  22654. return point;
  22655. };
  22656. CatmullRomCurve3.prototype.copy = function ( source ) {
  22657. Curve.prototype.copy.call( this, source );
  22658. this.points = [];
  22659. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22660. var point = source.points[ i ];
  22661. this.points.push( point.clone() );
  22662. }
  22663. this.closed = source.closed;
  22664. this.curveType = source.curveType;
  22665. this.tension = source.tension;
  22666. return this;
  22667. };
  22668. CatmullRomCurve3.prototype.toJSON = function () {
  22669. var data = Curve.prototype.toJSON.call( this );
  22670. data.points = [];
  22671. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22672. var point = this.points[ i ];
  22673. data.points.push( point.toArray() );
  22674. }
  22675. data.closed = this.closed;
  22676. data.curveType = this.curveType;
  22677. data.tension = this.tension;
  22678. return data;
  22679. };
  22680. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22681. Curve.prototype.fromJSON.call( this, json );
  22682. this.points = [];
  22683. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22684. var point = json.points[ i ];
  22685. this.points.push( new Vector3().fromArray( point ) );
  22686. }
  22687. this.closed = json.closed;
  22688. this.curveType = json.curveType;
  22689. this.tension = json.tension;
  22690. return this;
  22691. };
  22692. /**
  22693. * @author zz85 / http://www.lab4games.net/zz85/blog
  22694. *
  22695. * Bezier Curves formulas obtained from
  22696. * http://en.wikipedia.org/wiki/Bézier_curve
  22697. */
  22698. function CatmullRom( t, p0, p1, p2, p3 ) {
  22699. var v0 = ( p2 - p0 ) * 0.5;
  22700. var v1 = ( p3 - p1 ) * 0.5;
  22701. var t2 = t * t;
  22702. var t3 = t * t2;
  22703. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22704. }
  22705. //
  22706. function QuadraticBezierP0( t, p ) {
  22707. var k = 1 - t;
  22708. return k * k * p;
  22709. }
  22710. function QuadraticBezierP1( t, p ) {
  22711. return 2 * ( 1 - t ) * t * p;
  22712. }
  22713. function QuadraticBezierP2( t, p ) {
  22714. return t * t * p;
  22715. }
  22716. function QuadraticBezier( t, p0, p1, p2 ) {
  22717. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22718. QuadraticBezierP2( t, p2 );
  22719. }
  22720. //
  22721. function CubicBezierP0( t, p ) {
  22722. var k = 1 - t;
  22723. return k * k * k * p;
  22724. }
  22725. function CubicBezierP1( t, p ) {
  22726. var k = 1 - t;
  22727. return 3 * k * k * t * p;
  22728. }
  22729. function CubicBezierP2( t, p ) {
  22730. return 3 * ( 1 - t ) * t * t * p;
  22731. }
  22732. function CubicBezierP3( t, p ) {
  22733. return t * t * t * p;
  22734. }
  22735. function CubicBezier( t, p0, p1, p2, p3 ) {
  22736. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22737. CubicBezierP3( t, p3 );
  22738. }
  22739. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22740. Curve.call( this );
  22741. this.type = 'CubicBezierCurve';
  22742. this.v0 = v0 || new Vector2();
  22743. this.v1 = v1 || new Vector2();
  22744. this.v2 = v2 || new Vector2();
  22745. this.v3 = v3 || new Vector2();
  22746. }
  22747. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22748. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22749. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22750. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22751. var point = optionalTarget || new Vector2();
  22752. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22753. point.set(
  22754. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22755. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22756. );
  22757. return point;
  22758. };
  22759. CubicBezierCurve.prototype.copy = function ( source ) {
  22760. Curve.prototype.copy.call( this, source );
  22761. this.v0.copy( source.v0 );
  22762. this.v1.copy( source.v1 );
  22763. this.v2.copy( source.v2 );
  22764. this.v3.copy( source.v3 );
  22765. return this;
  22766. };
  22767. CubicBezierCurve.prototype.toJSON = function () {
  22768. var data = Curve.prototype.toJSON.call( this );
  22769. data.v0 = this.v0.toArray();
  22770. data.v1 = this.v1.toArray();
  22771. data.v2 = this.v2.toArray();
  22772. data.v3 = this.v3.toArray();
  22773. return data;
  22774. };
  22775. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22776. Curve.prototype.fromJSON.call( this, json );
  22777. this.v0.fromArray( json.v0 );
  22778. this.v1.fromArray( json.v1 );
  22779. this.v2.fromArray( json.v2 );
  22780. this.v3.fromArray( json.v3 );
  22781. return this;
  22782. };
  22783. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22784. Curve.call( this );
  22785. this.type = 'CubicBezierCurve3';
  22786. this.v0 = v0 || new Vector3();
  22787. this.v1 = v1 || new Vector3();
  22788. this.v2 = v2 || new Vector3();
  22789. this.v3 = v3 || new Vector3();
  22790. }
  22791. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22792. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22793. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22794. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22795. var point = optionalTarget || new Vector3();
  22796. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22797. point.set(
  22798. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22799. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22800. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22801. );
  22802. return point;
  22803. };
  22804. CubicBezierCurve3.prototype.copy = function ( source ) {
  22805. Curve.prototype.copy.call( this, source );
  22806. this.v0.copy( source.v0 );
  22807. this.v1.copy( source.v1 );
  22808. this.v2.copy( source.v2 );
  22809. this.v3.copy( source.v3 );
  22810. return this;
  22811. };
  22812. CubicBezierCurve3.prototype.toJSON = function () {
  22813. var data = Curve.prototype.toJSON.call( this );
  22814. data.v0 = this.v0.toArray();
  22815. data.v1 = this.v1.toArray();
  22816. data.v2 = this.v2.toArray();
  22817. data.v3 = this.v3.toArray();
  22818. return data;
  22819. };
  22820. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22821. Curve.prototype.fromJSON.call( this, json );
  22822. this.v0.fromArray( json.v0 );
  22823. this.v1.fromArray( json.v1 );
  22824. this.v2.fromArray( json.v2 );
  22825. this.v3.fromArray( json.v3 );
  22826. return this;
  22827. };
  22828. function LineCurve( v1, v2 ) {
  22829. Curve.call( this );
  22830. this.type = 'LineCurve';
  22831. this.v1 = v1 || new Vector2();
  22832. this.v2 = v2 || new Vector2();
  22833. }
  22834. LineCurve.prototype = Object.create( Curve.prototype );
  22835. LineCurve.prototype.constructor = LineCurve;
  22836. LineCurve.prototype.isLineCurve = true;
  22837. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22838. var point = optionalTarget || new Vector2();
  22839. if ( t === 1 ) {
  22840. point.copy( this.v2 );
  22841. } else {
  22842. point.copy( this.v2 ).sub( this.v1 );
  22843. point.multiplyScalar( t ).add( this.v1 );
  22844. }
  22845. return point;
  22846. };
  22847. // Line curve is linear, so we can overwrite default getPointAt
  22848. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22849. return this.getPoint( u, optionalTarget );
  22850. };
  22851. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  22852. var tangent = optionalTarget || new Vector2();
  22853. var tangent = tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  22854. return tangent;
  22855. };
  22856. LineCurve.prototype.copy = function ( source ) {
  22857. Curve.prototype.copy.call( this, source );
  22858. this.v1.copy( source.v1 );
  22859. this.v2.copy( source.v2 );
  22860. return this;
  22861. };
  22862. LineCurve.prototype.toJSON = function () {
  22863. var data = Curve.prototype.toJSON.call( this );
  22864. data.v1 = this.v1.toArray();
  22865. data.v2 = this.v2.toArray();
  22866. return data;
  22867. };
  22868. LineCurve.prototype.fromJSON = function ( json ) {
  22869. Curve.prototype.fromJSON.call( this, json );
  22870. this.v1.fromArray( json.v1 );
  22871. this.v2.fromArray( json.v2 );
  22872. return this;
  22873. };
  22874. function LineCurve3( v1, v2 ) {
  22875. Curve.call( this );
  22876. this.type = 'LineCurve3';
  22877. this.v1 = v1 || new Vector3();
  22878. this.v2 = v2 || new Vector3();
  22879. }
  22880. LineCurve3.prototype = Object.create( Curve.prototype );
  22881. LineCurve3.prototype.constructor = LineCurve3;
  22882. LineCurve3.prototype.isLineCurve3 = true;
  22883. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22884. var point = optionalTarget || new Vector3();
  22885. if ( t === 1 ) {
  22886. point.copy( this.v2 );
  22887. } else {
  22888. point.copy( this.v2 ).sub( this.v1 );
  22889. point.multiplyScalar( t ).add( this.v1 );
  22890. }
  22891. return point;
  22892. };
  22893. // Line curve is linear, so we can overwrite default getPointAt
  22894. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22895. return this.getPoint( u, optionalTarget );
  22896. };
  22897. LineCurve3.prototype.copy = function ( source ) {
  22898. Curve.prototype.copy.call( this, source );
  22899. this.v1.copy( source.v1 );
  22900. this.v2.copy( source.v2 );
  22901. return this;
  22902. };
  22903. LineCurve3.prototype.toJSON = function () {
  22904. var data = Curve.prototype.toJSON.call( this );
  22905. data.v1 = this.v1.toArray();
  22906. data.v2 = this.v2.toArray();
  22907. return data;
  22908. };
  22909. LineCurve3.prototype.fromJSON = function ( json ) {
  22910. Curve.prototype.fromJSON.call( this, json );
  22911. this.v1.fromArray( json.v1 );
  22912. this.v2.fromArray( json.v2 );
  22913. return this;
  22914. };
  22915. function QuadraticBezierCurve( v0, v1, v2 ) {
  22916. Curve.call( this );
  22917. this.type = 'QuadraticBezierCurve';
  22918. this.v0 = v0 || new Vector2();
  22919. this.v1 = v1 || new Vector2();
  22920. this.v2 = v2 || new Vector2();
  22921. }
  22922. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22923. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22924. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22925. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22926. var point = optionalTarget || new Vector2();
  22927. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22928. point.set(
  22929. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22930. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22931. );
  22932. return point;
  22933. };
  22934. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22935. Curve.prototype.copy.call( this, source );
  22936. this.v0.copy( source.v0 );
  22937. this.v1.copy( source.v1 );
  22938. this.v2.copy( source.v2 );
  22939. return this;
  22940. };
  22941. QuadraticBezierCurve.prototype.toJSON = function () {
  22942. var data = Curve.prototype.toJSON.call( this );
  22943. data.v0 = this.v0.toArray();
  22944. data.v1 = this.v1.toArray();
  22945. data.v2 = this.v2.toArray();
  22946. return data;
  22947. };
  22948. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22949. Curve.prototype.fromJSON.call( this, json );
  22950. this.v0.fromArray( json.v0 );
  22951. this.v1.fromArray( json.v1 );
  22952. this.v2.fromArray( json.v2 );
  22953. return this;
  22954. };
  22955. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22956. Curve.call( this );
  22957. this.type = 'QuadraticBezierCurve3';
  22958. this.v0 = v0 || new Vector3();
  22959. this.v1 = v1 || new Vector3();
  22960. this.v2 = v2 || new Vector3();
  22961. }
  22962. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22963. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22964. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22965. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22966. var point = optionalTarget || new Vector3();
  22967. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22968. point.set(
  22969. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22970. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22971. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22972. );
  22973. return point;
  22974. };
  22975. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22976. Curve.prototype.copy.call( this, source );
  22977. this.v0.copy( source.v0 );
  22978. this.v1.copy( source.v1 );
  22979. this.v2.copy( source.v2 );
  22980. return this;
  22981. };
  22982. QuadraticBezierCurve3.prototype.toJSON = function () {
  22983. var data = Curve.prototype.toJSON.call( this );
  22984. data.v0 = this.v0.toArray();
  22985. data.v1 = this.v1.toArray();
  22986. data.v2 = this.v2.toArray();
  22987. return data;
  22988. };
  22989. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22990. Curve.prototype.fromJSON.call( this, json );
  22991. this.v0.fromArray( json.v0 );
  22992. this.v1.fromArray( json.v1 );
  22993. this.v2.fromArray( json.v2 );
  22994. return this;
  22995. };
  22996. function SplineCurve( points /* array of Vector2 */ ) {
  22997. Curve.call( this );
  22998. this.type = 'SplineCurve';
  22999. this.points = points || [];
  23000. }
  23001. SplineCurve.prototype = Object.create( Curve.prototype );
  23002. SplineCurve.prototype.constructor = SplineCurve;
  23003. SplineCurve.prototype.isSplineCurve = true;
  23004. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23005. var point = optionalTarget || new Vector2();
  23006. var points = this.points;
  23007. var p = ( points.length - 1 ) * t;
  23008. var intPoint = Math.floor( p );
  23009. var weight = p - intPoint;
  23010. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23011. var p1 = points[ intPoint ];
  23012. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23013. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23014. point.set(
  23015. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23016. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23017. );
  23018. return point;
  23019. };
  23020. SplineCurve.prototype.copy = function ( source ) {
  23021. Curve.prototype.copy.call( this, source );
  23022. this.points = [];
  23023. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23024. var point = source.points[ i ];
  23025. this.points.push( point.clone() );
  23026. }
  23027. return this;
  23028. };
  23029. SplineCurve.prototype.toJSON = function () {
  23030. var data = Curve.prototype.toJSON.call( this );
  23031. data.points = [];
  23032. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23033. var point = this.points[ i ];
  23034. data.points.push( point.toArray() );
  23035. }
  23036. return data;
  23037. };
  23038. SplineCurve.prototype.fromJSON = function ( json ) {
  23039. Curve.prototype.fromJSON.call( this, json );
  23040. this.points = [];
  23041. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23042. var point = json.points[ i ];
  23043. this.points.push( new Vector2().fromArray( point ) );
  23044. }
  23045. return this;
  23046. };
  23047. var Curves = /*#__PURE__*/Object.freeze({
  23048. __proto__: null,
  23049. ArcCurve: ArcCurve,
  23050. CatmullRomCurve3: CatmullRomCurve3,
  23051. CubicBezierCurve: CubicBezierCurve,
  23052. CubicBezierCurve3: CubicBezierCurve3,
  23053. EllipseCurve: EllipseCurve,
  23054. LineCurve: LineCurve,
  23055. LineCurve3: LineCurve3,
  23056. QuadraticBezierCurve: QuadraticBezierCurve,
  23057. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23058. SplineCurve: SplineCurve
  23059. });
  23060. /**
  23061. * @author zz85 / http://www.lab4games.net/zz85/blog
  23062. *
  23063. **/
  23064. /**************************************************************
  23065. * Curved Path - a curve path is simply a array of connected
  23066. * curves, but retains the api of a curve
  23067. **************************************************************/
  23068. function CurvePath() {
  23069. Curve.call( this );
  23070. this.type = 'CurvePath';
  23071. this.curves = [];
  23072. this.autoClose = false; // Automatically closes the path
  23073. }
  23074. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23075. constructor: CurvePath,
  23076. add: function ( curve ) {
  23077. this.curves.push( curve );
  23078. },
  23079. closePath: function () {
  23080. // Add a line curve if start and end of lines are not connected
  23081. var startPoint = this.curves[ 0 ].getPoint( 0 );
  23082. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23083. if ( ! startPoint.equals( endPoint ) ) {
  23084. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23085. }
  23086. },
  23087. // To get accurate point with reference to
  23088. // entire path distance at time t,
  23089. // following has to be done:
  23090. // 1. Length of each sub path have to be known
  23091. // 2. Locate and identify type of curve
  23092. // 3. Get t for the curve
  23093. // 4. Return curve.getPointAt(t')
  23094. getPoint: function ( t ) {
  23095. var d = t * this.getLength();
  23096. var curveLengths = this.getCurveLengths();
  23097. var i = 0;
  23098. // To think about boundaries points.
  23099. while ( i < curveLengths.length ) {
  23100. if ( curveLengths[ i ] >= d ) {
  23101. var diff = curveLengths[ i ] - d;
  23102. var curve = this.curves[ i ];
  23103. var segmentLength = curve.getLength();
  23104. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23105. return curve.getPointAt( u );
  23106. }
  23107. i ++;
  23108. }
  23109. return null;
  23110. // loop where sum != 0, sum > d , sum+1 <d
  23111. },
  23112. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23113. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23114. // getPoint() depends on getLength
  23115. getLength: function () {
  23116. var lens = this.getCurveLengths();
  23117. return lens[ lens.length - 1 ];
  23118. },
  23119. // cacheLengths must be recalculated.
  23120. updateArcLengths: function () {
  23121. this.needsUpdate = true;
  23122. this.cacheLengths = null;
  23123. this.getCurveLengths();
  23124. },
  23125. // Compute lengths and cache them
  23126. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23127. getCurveLengths: function () {
  23128. // We use cache values if curves and cache array are same length
  23129. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23130. return this.cacheLengths;
  23131. }
  23132. // Get length of sub-curve
  23133. // Push sums into cached array
  23134. var lengths = [], sums = 0;
  23135. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23136. sums += this.curves[ i ].getLength();
  23137. lengths.push( sums );
  23138. }
  23139. this.cacheLengths = lengths;
  23140. return lengths;
  23141. },
  23142. getSpacedPoints: function ( divisions ) {
  23143. if ( divisions === undefined ) { divisions = 40; }
  23144. var points = [];
  23145. for ( var i = 0; i <= divisions; i ++ ) {
  23146. points.push( this.getPoint( i / divisions ) );
  23147. }
  23148. if ( this.autoClose ) {
  23149. points.push( points[ 0 ] );
  23150. }
  23151. return points;
  23152. },
  23153. getPoints: function ( divisions ) {
  23154. divisions = divisions || 12;
  23155. var points = [], last;
  23156. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23157. var curve = curves[ i ];
  23158. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23159. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23160. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23161. : divisions;
  23162. var pts = curve.getPoints( resolution );
  23163. for ( var j = 0; j < pts.length; j ++ ) {
  23164. var point = pts[ j ];
  23165. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  23166. points.push( point );
  23167. last = point;
  23168. }
  23169. }
  23170. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23171. points.push( points[ 0 ] );
  23172. }
  23173. return points;
  23174. },
  23175. copy: function ( source ) {
  23176. Curve.prototype.copy.call( this, source );
  23177. this.curves = [];
  23178. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23179. var curve = source.curves[ i ];
  23180. this.curves.push( curve.clone() );
  23181. }
  23182. this.autoClose = source.autoClose;
  23183. return this;
  23184. },
  23185. toJSON: function () {
  23186. var data = Curve.prototype.toJSON.call( this );
  23187. data.autoClose = this.autoClose;
  23188. data.curves = [];
  23189. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23190. var curve = this.curves[ i ];
  23191. data.curves.push( curve.toJSON() );
  23192. }
  23193. return data;
  23194. },
  23195. fromJSON: function ( json ) {
  23196. Curve.prototype.fromJSON.call( this, json );
  23197. this.autoClose = json.autoClose;
  23198. this.curves = [];
  23199. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23200. var curve = json.curves[ i ];
  23201. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23202. }
  23203. return this;
  23204. }
  23205. } );
  23206. /**
  23207. * @author zz85 / http://www.lab4games.net/zz85/blog
  23208. * Creates free form 2d path using series of points, lines or curves.
  23209. **/
  23210. function Path( points ) {
  23211. CurvePath.call( this );
  23212. this.type = 'Path';
  23213. this.currentPoint = new Vector2();
  23214. if ( points ) {
  23215. this.setFromPoints( points );
  23216. }
  23217. }
  23218. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23219. constructor: Path,
  23220. setFromPoints: function ( points ) {
  23221. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23222. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23223. this.lineTo( points[ i ].x, points[ i ].y );
  23224. }
  23225. return this;
  23226. },
  23227. moveTo: function ( x, y ) {
  23228. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23229. return this;
  23230. },
  23231. lineTo: function ( x, y ) {
  23232. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23233. this.curves.push( curve );
  23234. this.currentPoint.set( x, y );
  23235. return this;
  23236. },
  23237. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23238. var curve = new QuadraticBezierCurve(
  23239. this.currentPoint.clone(),
  23240. new Vector2( aCPx, aCPy ),
  23241. new Vector2( aX, aY )
  23242. );
  23243. this.curves.push( curve );
  23244. this.currentPoint.set( aX, aY );
  23245. return this;
  23246. },
  23247. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23248. var curve = new CubicBezierCurve(
  23249. this.currentPoint.clone(),
  23250. new Vector2( aCP1x, aCP1y ),
  23251. new Vector2( aCP2x, aCP2y ),
  23252. new Vector2( aX, aY )
  23253. );
  23254. this.curves.push( curve );
  23255. this.currentPoint.set( aX, aY );
  23256. return this;
  23257. },
  23258. splineThru: function ( pts /*Array of Vector*/ ) {
  23259. var npts = [ this.currentPoint.clone() ].concat( pts );
  23260. var curve = new SplineCurve( npts );
  23261. this.curves.push( curve );
  23262. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23263. return this;
  23264. },
  23265. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23266. var x0 = this.currentPoint.x;
  23267. var y0 = this.currentPoint.y;
  23268. this.absarc( aX + x0, aY + y0, aRadius,
  23269. aStartAngle, aEndAngle, aClockwise );
  23270. return this;
  23271. },
  23272. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23273. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23274. return this;
  23275. },
  23276. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23277. var x0 = this.currentPoint.x;
  23278. var y0 = this.currentPoint.y;
  23279. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23280. return this;
  23281. },
  23282. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23283. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23284. if ( this.curves.length > 0 ) {
  23285. // if a previous curve is present, attempt to join
  23286. var firstPoint = curve.getPoint( 0 );
  23287. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23288. this.lineTo( firstPoint.x, firstPoint.y );
  23289. }
  23290. }
  23291. this.curves.push( curve );
  23292. var lastPoint = curve.getPoint( 1 );
  23293. this.currentPoint.copy( lastPoint );
  23294. return this;
  23295. },
  23296. copy: function ( source ) {
  23297. CurvePath.prototype.copy.call( this, source );
  23298. this.currentPoint.copy( source.currentPoint );
  23299. return this;
  23300. },
  23301. toJSON: function () {
  23302. var data = CurvePath.prototype.toJSON.call( this );
  23303. data.currentPoint = this.currentPoint.toArray();
  23304. return data;
  23305. },
  23306. fromJSON: function ( json ) {
  23307. CurvePath.prototype.fromJSON.call( this, json );
  23308. this.currentPoint.fromArray( json.currentPoint );
  23309. return this;
  23310. }
  23311. } );
  23312. /**
  23313. * @author zz85 / http://www.lab4games.net/zz85/blog
  23314. * Defines a 2d shape plane using paths.
  23315. **/
  23316. // STEP 1 Create a path.
  23317. // STEP 2 Turn path into shape.
  23318. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23319. // STEP 3a - Extract points from each shape, turn to vertices
  23320. // STEP 3b - Triangulate each shape, add faces.
  23321. function Shape( points ) {
  23322. Path.call( this, points );
  23323. this.uuid = MathUtils.generateUUID();
  23324. this.type = 'Shape';
  23325. this.holes = [];
  23326. }
  23327. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23328. constructor: Shape,
  23329. getPointsHoles: function ( divisions ) {
  23330. var holesPts = [];
  23331. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23332. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23333. }
  23334. return holesPts;
  23335. },
  23336. // get points of shape and holes (keypoints based on segments parameter)
  23337. extractPoints: function ( divisions ) {
  23338. return {
  23339. shape: this.getPoints( divisions ),
  23340. holes: this.getPointsHoles( divisions )
  23341. };
  23342. },
  23343. copy: function ( source ) {
  23344. Path.prototype.copy.call( this, source );
  23345. this.holes = [];
  23346. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23347. var hole = source.holes[ i ];
  23348. this.holes.push( hole.clone() );
  23349. }
  23350. return this;
  23351. },
  23352. toJSON: function () {
  23353. var data = Path.prototype.toJSON.call( this );
  23354. data.uuid = this.uuid;
  23355. data.holes = [];
  23356. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23357. var hole = this.holes[ i ];
  23358. data.holes.push( hole.toJSON() );
  23359. }
  23360. return data;
  23361. },
  23362. fromJSON: function ( json ) {
  23363. Path.prototype.fromJSON.call( this, json );
  23364. this.uuid = json.uuid;
  23365. this.holes = [];
  23366. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23367. var hole = json.holes[ i ];
  23368. this.holes.push( new Path().fromJSON( hole ) );
  23369. }
  23370. return this;
  23371. }
  23372. } );
  23373. /**
  23374. * @author mrdoob / http://mrdoob.com/
  23375. * @author alteredq / http://alteredqualia.com/
  23376. */
  23377. function Light( color, intensity ) {
  23378. Object3D.call( this );
  23379. this.type = 'Light';
  23380. this.color = new Color( color );
  23381. this.intensity = intensity !== undefined ? intensity : 1;
  23382. this.receiveShadow = undefined;
  23383. }
  23384. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23385. constructor: Light,
  23386. isLight: true,
  23387. copy: function ( source ) {
  23388. Object3D.prototype.copy.call( this, source );
  23389. this.color.copy( source.color );
  23390. this.intensity = source.intensity;
  23391. return this;
  23392. },
  23393. toJSON: function ( meta ) {
  23394. var data = Object3D.prototype.toJSON.call( this, meta );
  23395. data.object.color = this.color.getHex();
  23396. data.object.intensity = this.intensity;
  23397. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23398. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23399. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23400. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23401. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23402. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23403. return data;
  23404. }
  23405. } );
  23406. /**
  23407. * @author alteredq / http://alteredqualia.com/
  23408. */
  23409. function HemisphereLight( skyColor, groundColor, intensity ) {
  23410. Light.call( this, skyColor, intensity );
  23411. this.type = 'HemisphereLight';
  23412. this.castShadow = undefined;
  23413. this.position.copy( Object3D.DefaultUp );
  23414. this.updateMatrix();
  23415. this.groundColor = new Color( groundColor );
  23416. }
  23417. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23418. constructor: HemisphereLight,
  23419. isHemisphereLight: true,
  23420. copy: function ( source ) {
  23421. Light.prototype.copy.call( this, source );
  23422. this.groundColor.copy( source.groundColor );
  23423. return this;
  23424. }
  23425. } );
  23426. /**
  23427. * @author mrdoob / http://mrdoob.com/
  23428. */
  23429. function LightShadow( camera ) {
  23430. this.camera = camera;
  23431. this.bias = 0;
  23432. this.radius = 1;
  23433. this.mapSize = new Vector2( 512, 512 );
  23434. this.map = null;
  23435. this.mapPass = null;
  23436. this.matrix = new Matrix4();
  23437. this._frustum = new Frustum();
  23438. this._frameExtents = new Vector2( 1, 1 );
  23439. this._viewportCount = 1;
  23440. this._viewports = [
  23441. new Vector4( 0, 0, 1, 1 )
  23442. ];
  23443. }
  23444. Object.assign( LightShadow.prototype, {
  23445. _projScreenMatrix: new Matrix4(),
  23446. _lightPositionWorld: new Vector3(),
  23447. _lookTarget: new Vector3(),
  23448. getViewportCount: function () {
  23449. return this._viewportCount;
  23450. },
  23451. getFrustum: function () {
  23452. return this._frustum;
  23453. },
  23454. updateMatrices: function ( light ) {
  23455. var shadowCamera = this.camera,
  23456. shadowMatrix = this.matrix,
  23457. projScreenMatrix = this._projScreenMatrix,
  23458. lookTarget = this._lookTarget,
  23459. lightPositionWorld = this._lightPositionWorld;
  23460. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23461. shadowCamera.position.copy( lightPositionWorld );
  23462. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23463. shadowCamera.lookAt( lookTarget );
  23464. shadowCamera.updateMatrixWorld();
  23465. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23466. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23467. shadowMatrix.set(
  23468. 0.5, 0.0, 0.0, 0.5,
  23469. 0.0, 0.5, 0.0, 0.5,
  23470. 0.0, 0.0, 0.5, 0.5,
  23471. 0.0, 0.0, 0.0, 1.0
  23472. );
  23473. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23474. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23475. },
  23476. getViewport: function ( viewportIndex ) {
  23477. return this._viewports[ viewportIndex ];
  23478. },
  23479. getFrameExtents: function () {
  23480. return this._frameExtents;
  23481. },
  23482. copy: function ( source ) {
  23483. this.camera = source.camera.clone();
  23484. this.bias = source.bias;
  23485. this.radius = source.radius;
  23486. this.mapSize.copy( source.mapSize );
  23487. return this;
  23488. },
  23489. clone: function () {
  23490. return new this.constructor().copy( this );
  23491. },
  23492. toJSON: function () {
  23493. var object = {};
  23494. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23495. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23496. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23497. object.camera = this.camera.toJSON( false ).object;
  23498. delete object.camera.matrix;
  23499. return object;
  23500. }
  23501. } );
  23502. /**
  23503. * @author mrdoob / http://mrdoob.com/
  23504. */
  23505. function SpotLightShadow() {
  23506. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23507. }
  23508. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23509. constructor: SpotLightShadow,
  23510. isSpotLightShadow: true,
  23511. updateMatrices: function ( light ) {
  23512. var camera = this.camera;
  23513. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23514. var aspect = this.mapSize.width / this.mapSize.height;
  23515. var far = light.distance || camera.far;
  23516. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23517. camera.fov = fov;
  23518. camera.aspect = aspect;
  23519. camera.far = far;
  23520. camera.updateProjectionMatrix();
  23521. }
  23522. LightShadow.prototype.updateMatrices.call( this, light );
  23523. }
  23524. } );
  23525. /**
  23526. * @author alteredq / http://alteredqualia.com/
  23527. */
  23528. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23529. Light.call( this, color, intensity );
  23530. this.type = 'SpotLight';
  23531. this.position.copy( Object3D.DefaultUp );
  23532. this.updateMatrix();
  23533. this.target = new Object3D();
  23534. Object.defineProperty( this, 'power', {
  23535. get: function () {
  23536. // intensity = power per solid angle.
  23537. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23538. return this.intensity * Math.PI;
  23539. },
  23540. set: function ( power ) {
  23541. // intensity = power per solid angle.
  23542. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23543. this.intensity = power / Math.PI;
  23544. }
  23545. } );
  23546. this.distance = ( distance !== undefined ) ? distance : 0;
  23547. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23548. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23549. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23550. this.shadow = new SpotLightShadow();
  23551. }
  23552. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23553. constructor: SpotLight,
  23554. isSpotLight: true,
  23555. copy: function ( source ) {
  23556. Light.prototype.copy.call( this, source );
  23557. this.distance = source.distance;
  23558. this.angle = source.angle;
  23559. this.penumbra = source.penumbra;
  23560. this.decay = source.decay;
  23561. this.target = source.target.clone();
  23562. this.shadow = source.shadow.clone();
  23563. return this;
  23564. }
  23565. } );
  23566. function PointLightShadow() {
  23567. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23568. this._frameExtents = new Vector2( 4, 2 );
  23569. this._viewportCount = 6;
  23570. this._viewports = [
  23571. // These viewports map a cube-map onto a 2D texture with the
  23572. // following orientation:
  23573. //
  23574. // xzXZ
  23575. // y Y
  23576. //
  23577. // X - Positive x direction
  23578. // x - Negative x direction
  23579. // Y - Positive y direction
  23580. // y - Negative y direction
  23581. // Z - Positive z direction
  23582. // z - Negative z direction
  23583. // positive X
  23584. new Vector4( 2, 1, 1, 1 ),
  23585. // negative X
  23586. new Vector4( 0, 1, 1, 1 ),
  23587. // positive Z
  23588. new Vector4( 3, 1, 1, 1 ),
  23589. // negative Z
  23590. new Vector4( 1, 1, 1, 1 ),
  23591. // positive Y
  23592. new Vector4( 3, 0, 1, 1 ),
  23593. // negative Y
  23594. new Vector4( 1, 0, 1, 1 )
  23595. ];
  23596. this._cubeDirections = [
  23597. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23598. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23599. ];
  23600. this._cubeUps = [
  23601. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23602. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23603. ];
  23604. }
  23605. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23606. constructor: PointLightShadow,
  23607. isPointLightShadow: true,
  23608. updateMatrices: function ( light, viewportIndex ) {
  23609. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23610. var camera = this.camera,
  23611. shadowMatrix = this.matrix,
  23612. lightPositionWorld = this._lightPositionWorld,
  23613. lookTarget = this._lookTarget,
  23614. projScreenMatrix = this._projScreenMatrix;
  23615. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23616. camera.position.copy( lightPositionWorld );
  23617. lookTarget.copy( camera.position );
  23618. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23619. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23620. camera.lookAt( lookTarget );
  23621. camera.updateMatrixWorld();
  23622. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23623. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23624. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23625. }
  23626. } );
  23627. /**
  23628. * @author mrdoob / http://mrdoob.com/
  23629. */
  23630. function PointLight( color, intensity, distance, decay ) {
  23631. Light.call( this, color, intensity );
  23632. this.type = 'PointLight';
  23633. Object.defineProperty( this, 'power', {
  23634. get: function () {
  23635. // intensity = power per solid angle.
  23636. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23637. return this.intensity * 4 * Math.PI;
  23638. },
  23639. set: function ( power ) {
  23640. // intensity = power per solid angle.
  23641. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23642. this.intensity = power / ( 4 * Math.PI );
  23643. }
  23644. } );
  23645. this.distance = ( distance !== undefined ) ? distance : 0;
  23646. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23647. this.shadow = new PointLightShadow();
  23648. }
  23649. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23650. constructor: PointLight,
  23651. isPointLight: true,
  23652. copy: function ( source ) {
  23653. Light.prototype.copy.call( this, source );
  23654. this.distance = source.distance;
  23655. this.decay = source.decay;
  23656. this.shadow = source.shadow.clone();
  23657. return this;
  23658. }
  23659. } );
  23660. /**
  23661. * @author alteredq / http://alteredqualia.com/
  23662. * @author arose / http://github.com/arose
  23663. */
  23664. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23665. Camera.call( this );
  23666. this.type = 'OrthographicCamera';
  23667. this.zoom = 1;
  23668. this.view = null;
  23669. this.left = ( left !== undefined ) ? left : - 1;
  23670. this.right = ( right !== undefined ) ? right : 1;
  23671. this.top = ( top !== undefined ) ? top : 1;
  23672. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23673. this.near = ( near !== undefined ) ? near : 0.1;
  23674. this.far = ( far !== undefined ) ? far : 2000;
  23675. this.updateProjectionMatrix();
  23676. }
  23677. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23678. constructor: OrthographicCamera,
  23679. isOrthographicCamera: true,
  23680. copy: function ( source, recursive ) {
  23681. Camera.prototype.copy.call( this, source, recursive );
  23682. this.left = source.left;
  23683. this.right = source.right;
  23684. this.top = source.top;
  23685. this.bottom = source.bottom;
  23686. this.near = source.near;
  23687. this.far = source.far;
  23688. this.zoom = source.zoom;
  23689. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23690. return this;
  23691. },
  23692. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23693. if ( this.view === null ) {
  23694. this.view = {
  23695. enabled: true,
  23696. fullWidth: 1,
  23697. fullHeight: 1,
  23698. offsetX: 0,
  23699. offsetY: 0,
  23700. width: 1,
  23701. height: 1
  23702. };
  23703. }
  23704. this.view.enabled = true;
  23705. this.view.fullWidth = fullWidth;
  23706. this.view.fullHeight = fullHeight;
  23707. this.view.offsetX = x;
  23708. this.view.offsetY = y;
  23709. this.view.width = width;
  23710. this.view.height = height;
  23711. this.updateProjectionMatrix();
  23712. },
  23713. clearViewOffset: function () {
  23714. if ( this.view !== null ) {
  23715. this.view.enabled = false;
  23716. }
  23717. this.updateProjectionMatrix();
  23718. },
  23719. updateProjectionMatrix: function () {
  23720. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23721. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23722. var cx = ( this.right + this.left ) / 2;
  23723. var cy = ( this.top + this.bottom ) / 2;
  23724. var left = cx - dx;
  23725. var right = cx + dx;
  23726. var top = cy + dy;
  23727. var bottom = cy - dy;
  23728. if ( this.view !== null && this.view.enabled ) {
  23729. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23730. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23731. left += scaleW * this.view.offsetX;
  23732. right = left + scaleW * this.view.width;
  23733. top -= scaleH * this.view.offsetY;
  23734. bottom = top - scaleH * this.view.height;
  23735. }
  23736. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23737. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23738. },
  23739. toJSON: function ( meta ) {
  23740. var data = Object3D.prototype.toJSON.call( this, meta );
  23741. data.object.zoom = this.zoom;
  23742. data.object.left = this.left;
  23743. data.object.right = this.right;
  23744. data.object.top = this.top;
  23745. data.object.bottom = this.bottom;
  23746. data.object.near = this.near;
  23747. data.object.far = this.far;
  23748. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23749. return data;
  23750. }
  23751. } );
  23752. /**
  23753. * @author mrdoob / http://mrdoob.com/
  23754. */
  23755. function DirectionalLightShadow() {
  23756. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23757. }
  23758. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23759. constructor: DirectionalLightShadow,
  23760. isDirectionalLightShadow: true,
  23761. updateMatrices: function ( light ) {
  23762. LightShadow.prototype.updateMatrices.call( this, light );
  23763. }
  23764. } );
  23765. /**
  23766. * @author mrdoob / http://mrdoob.com/
  23767. * @author alteredq / http://alteredqualia.com/
  23768. */
  23769. function DirectionalLight( color, intensity ) {
  23770. Light.call( this, color, intensity );
  23771. this.type = 'DirectionalLight';
  23772. this.position.copy( Object3D.DefaultUp );
  23773. this.updateMatrix();
  23774. this.target = new Object3D();
  23775. this.shadow = new DirectionalLightShadow();
  23776. }
  23777. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23778. constructor: DirectionalLight,
  23779. isDirectionalLight: true,
  23780. copy: function ( source ) {
  23781. Light.prototype.copy.call( this, source );
  23782. this.target = source.target.clone();
  23783. this.shadow = source.shadow.clone();
  23784. return this;
  23785. }
  23786. } );
  23787. /**
  23788. * @author mrdoob / http://mrdoob.com/
  23789. */
  23790. function AmbientLight( color, intensity ) {
  23791. Light.call( this, color, intensity );
  23792. this.type = 'AmbientLight';
  23793. this.castShadow = undefined;
  23794. }
  23795. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23796. constructor: AmbientLight,
  23797. isAmbientLight: true
  23798. } );
  23799. /**
  23800. * @author abelnation / http://github.com/abelnation
  23801. */
  23802. function RectAreaLight( color, intensity, width, height ) {
  23803. Light.call( this, color, intensity );
  23804. this.type = 'RectAreaLight';
  23805. this.width = ( width !== undefined ) ? width : 10;
  23806. this.height = ( height !== undefined ) ? height : 10;
  23807. }
  23808. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23809. constructor: RectAreaLight,
  23810. isRectAreaLight: true,
  23811. copy: function ( source ) {
  23812. Light.prototype.copy.call( this, source );
  23813. this.width = source.width;
  23814. this.height = source.height;
  23815. return this;
  23816. },
  23817. toJSON: function ( meta ) {
  23818. var data = Light.prototype.toJSON.call( this, meta );
  23819. data.object.width = this.width;
  23820. data.object.height = this.height;
  23821. return data;
  23822. }
  23823. } );
  23824. /**
  23825. * @author bhouston / http://clara.io
  23826. * @author WestLangley / http://github.com/WestLangley
  23827. *
  23828. * Primary reference:
  23829. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23830. *
  23831. * Secondary reference:
  23832. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23833. */
  23834. // 3-band SH defined by 9 coefficients
  23835. function SphericalHarmonics3() {
  23836. this.coefficients = [];
  23837. for ( var i = 0; i < 9; i ++ ) {
  23838. this.coefficients.push( new Vector3() );
  23839. }
  23840. }
  23841. Object.assign( SphericalHarmonics3.prototype, {
  23842. isSphericalHarmonics3: true,
  23843. set: function ( coefficients ) {
  23844. for ( var i = 0; i < 9; i ++ ) {
  23845. this.coefficients[ i ].copy( coefficients[ i ] );
  23846. }
  23847. return this;
  23848. },
  23849. zero: function () {
  23850. for ( var i = 0; i < 9; i ++ ) {
  23851. this.coefficients[ i ].set( 0, 0, 0 );
  23852. }
  23853. return this;
  23854. },
  23855. // get the radiance in the direction of the normal
  23856. // target is a Vector3
  23857. getAt: function ( normal, target ) {
  23858. // normal is assumed to be unit length
  23859. var x = normal.x, y = normal.y, z = normal.z;
  23860. var coeff = this.coefficients;
  23861. // band 0
  23862. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  23863. // band 1
  23864. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  23865. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  23866. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  23867. // band 2
  23868. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  23869. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  23870. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  23871. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  23872. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  23873. return target;
  23874. },
  23875. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23876. // target is a Vector3
  23877. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23878. getIrradianceAt: function ( normal, target ) {
  23879. // normal is assumed to be unit length
  23880. var x = normal.x, y = normal.y, z = normal.z;
  23881. var coeff = this.coefficients;
  23882. // band 0
  23883. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  23884. // band 1
  23885. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  23886. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  23887. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  23888. // band 2
  23889. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  23890. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  23891. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  23892. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  23893. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  23894. return target;
  23895. },
  23896. add: function ( sh ) {
  23897. for ( var i = 0; i < 9; i ++ ) {
  23898. this.coefficients[ i ].add( sh.coefficients[ i ] );
  23899. }
  23900. return this;
  23901. },
  23902. addScaledSH: function ( sh, s ) {
  23903. for ( var i = 0; i < 9; i ++ ) {
  23904. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  23905. }
  23906. return this;
  23907. },
  23908. scale: function ( s ) {
  23909. for ( var i = 0; i < 9; i ++ ) {
  23910. this.coefficients[ i ].multiplyScalar( s );
  23911. }
  23912. return this;
  23913. },
  23914. lerp: function ( sh, alpha ) {
  23915. for ( var i = 0; i < 9; i ++ ) {
  23916. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  23917. }
  23918. return this;
  23919. },
  23920. equals: function ( sh ) {
  23921. for ( var i = 0; i < 9; i ++ ) {
  23922. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  23923. return false;
  23924. }
  23925. }
  23926. return true;
  23927. },
  23928. copy: function ( sh ) {
  23929. return this.set( sh.coefficients );
  23930. },
  23931. clone: function () {
  23932. return new this.constructor().copy( this );
  23933. },
  23934. fromArray: function ( array, offset ) {
  23935. if ( offset === undefined ) { offset = 0; }
  23936. var coefficients = this.coefficients;
  23937. for ( var i = 0; i < 9; i ++ ) {
  23938. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  23939. }
  23940. return this;
  23941. },
  23942. toArray: function ( array, offset ) {
  23943. if ( array === undefined ) { array = []; }
  23944. if ( offset === undefined ) { offset = 0; }
  23945. var coefficients = this.coefficients;
  23946. for ( var i = 0; i < 9; i ++ ) {
  23947. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  23948. }
  23949. return array;
  23950. }
  23951. } );
  23952. Object.assign( SphericalHarmonics3, {
  23953. // evaluate the basis functions
  23954. // shBasis is an Array[ 9 ]
  23955. getBasisAt: function ( normal, shBasis ) {
  23956. // normal is assumed to be unit length
  23957. var x = normal.x, y = normal.y, z = normal.z;
  23958. // band 0
  23959. shBasis[ 0 ] = 0.282095;
  23960. // band 1
  23961. shBasis[ 1 ] = 0.488603 * y;
  23962. shBasis[ 2 ] = 0.488603 * z;
  23963. shBasis[ 3 ] = 0.488603 * x;
  23964. // band 2
  23965. shBasis[ 4 ] = 1.092548 * x * y;
  23966. shBasis[ 5 ] = 1.092548 * y * z;
  23967. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  23968. shBasis[ 7 ] = 1.092548 * x * z;
  23969. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  23970. }
  23971. } );
  23972. /**
  23973. * @author WestLangley / http://github.com/WestLangley
  23974. *
  23975. * A LightProbe is a source of indirect-diffuse light
  23976. */
  23977. function LightProbe( sh, intensity ) {
  23978. Light.call( this, undefined, intensity );
  23979. this.type = 'LightProbe';
  23980. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  23981. }
  23982. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  23983. constructor: LightProbe,
  23984. isLightProbe: true,
  23985. copy: function ( source ) {
  23986. Light.prototype.copy.call( this, source );
  23987. this.sh.copy( source.sh );
  23988. return this;
  23989. },
  23990. fromJSON: function ( json ) {
  23991. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  23992. this.sh.fromArray( json.sh );
  23993. return this;
  23994. },
  23995. toJSON: function ( meta ) {
  23996. var data = Light.prototype.toJSON.call( this, meta );
  23997. data.object.sh = this.sh.toArray();
  23998. return data;
  23999. }
  24000. } );
  24001. /**
  24002. * @author mrdoob / http://mrdoob.com/
  24003. */
  24004. function MaterialLoader( manager ) {
  24005. Loader.call( this, manager );
  24006. this.textures = {};
  24007. }
  24008. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24009. constructor: MaterialLoader,
  24010. load: function ( url, onLoad, onProgress, onError ) {
  24011. var scope = this;
  24012. var loader = new FileLoader( scope.manager );
  24013. loader.setPath( scope.path );
  24014. loader.load( url, function ( text ) {
  24015. try {
  24016. onLoad( scope.parse( JSON.parse( text ) ) );
  24017. } catch ( e ) {
  24018. if ( onError ) {
  24019. onError( e );
  24020. } else {
  24021. console.error( e );
  24022. }
  24023. scope.manager.itemError( url );
  24024. }
  24025. }, onProgress, onError );
  24026. },
  24027. parse: function ( json ) {
  24028. var textures = this.textures;
  24029. function getTexture( name ) {
  24030. if ( textures[ name ] === undefined ) {
  24031. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24032. }
  24033. return textures[ name ];
  24034. }
  24035. var material = new Materials[ json.type ]();
  24036. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  24037. if ( json.name !== undefined ) { material.name = json.name; }
  24038. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  24039. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  24040. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  24041. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  24042. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  24043. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  24044. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  24045. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  24046. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  24047. if ( json.fog !== undefined ) { material.fog = json.fog; }
  24048. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  24049. if ( json.blending !== undefined ) { material.blending = json.blending; }
  24050. if ( json.combine !== undefined ) { material.combine = json.combine; }
  24051. if ( json.side !== undefined ) { material.side = json.side; }
  24052. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  24053. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  24054. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  24055. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  24056. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  24057. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  24058. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  24059. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  24060. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  24061. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  24062. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  24063. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  24064. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  24065. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  24066. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  24067. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  24068. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  24069. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  24070. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  24071. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  24072. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  24073. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  24074. if ( json.scale !== undefined ) { material.scale = json.scale; }
  24075. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  24076. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  24077. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  24078. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  24079. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  24080. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  24081. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  24082. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  24083. if ( json.visible !== undefined ) { material.visible = json.visible; }
  24084. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  24085. if ( json.userData !== undefined ) { material.userData = json.userData; }
  24086. if ( json.vertexColors !== undefined ) {
  24087. if ( typeof json.vertexColors === 'number' ) {
  24088. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24089. } else {
  24090. material.vertexColors = json.vertexColors;
  24091. }
  24092. }
  24093. // Shader Material
  24094. if ( json.uniforms !== undefined ) {
  24095. for ( var name in json.uniforms ) {
  24096. var uniform = json.uniforms[ name ];
  24097. material.uniforms[ name ] = {};
  24098. switch ( uniform.type ) {
  24099. case 't':
  24100. material.uniforms[ name ].value = getTexture( uniform.value );
  24101. break;
  24102. case 'c':
  24103. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24104. break;
  24105. case 'v2':
  24106. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24107. break;
  24108. case 'v3':
  24109. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24110. break;
  24111. case 'v4':
  24112. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24113. break;
  24114. case 'm3':
  24115. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24116. case 'm4':
  24117. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24118. break;
  24119. default:
  24120. material.uniforms[ name ].value = uniform.value;
  24121. }
  24122. }
  24123. }
  24124. if ( json.defines !== undefined ) { material.defines = json.defines; }
  24125. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  24126. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  24127. if ( json.extensions !== undefined ) {
  24128. for ( var key in json.extensions ) {
  24129. material.extensions[ key ] = json.extensions[ key ];
  24130. }
  24131. }
  24132. // Deprecated
  24133. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  24134. // for PointsMaterial
  24135. if ( json.size !== undefined ) { material.size = json.size; }
  24136. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  24137. // maps
  24138. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  24139. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  24140. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  24141. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  24142. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  24143. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  24144. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  24145. if ( json.normalScale !== undefined ) {
  24146. var normalScale = json.normalScale;
  24147. if ( Array.isArray( normalScale ) === false ) {
  24148. // Blender exporter used to export a scalar. See #7459
  24149. normalScale = [ normalScale, normalScale ];
  24150. }
  24151. material.normalScale = new Vector2().fromArray( normalScale );
  24152. }
  24153. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  24154. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  24155. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  24156. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  24157. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  24158. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  24159. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  24160. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  24161. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  24162. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  24163. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  24164. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  24165. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  24166. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  24167. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  24168. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  24169. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  24170. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  24171. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  24172. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  24173. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  24174. return material;
  24175. },
  24176. setTextures: function ( value ) {
  24177. this.textures = value;
  24178. return this;
  24179. }
  24180. } );
  24181. /**
  24182. * @author Don McCurdy / https://www.donmccurdy.com
  24183. */
  24184. var LoaderUtils = {
  24185. decodeText: function ( array ) {
  24186. if ( typeof TextDecoder !== 'undefined' ) {
  24187. return new TextDecoder().decode( array );
  24188. }
  24189. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24190. // throws a "maximum call stack size exceeded" error for large arrays.
  24191. var s = '';
  24192. for ( var i = 0, il = array.length; i < il; i ++ ) {
  24193. // Implicitly assumes little-endian.
  24194. s += String.fromCharCode( array[ i ] );
  24195. }
  24196. try {
  24197. // merges multi-byte utf-8 characters.
  24198. return decodeURIComponent( escape( s ) );
  24199. } catch ( e ) { // see #16358
  24200. return s;
  24201. }
  24202. },
  24203. extractUrlBase: function ( url ) {
  24204. var index = url.lastIndexOf( '/' );
  24205. if ( index === - 1 ) { return './'; }
  24206. return url.substr( 0, index + 1 );
  24207. }
  24208. };
  24209. /**
  24210. * @author benaadams / https://twitter.com/ben_a_adams
  24211. */
  24212. function InstancedBufferGeometry() {
  24213. BufferGeometry.call( this );
  24214. this.type = 'InstancedBufferGeometry';
  24215. this.instanceCount = Infinity;
  24216. }
  24217. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24218. constructor: InstancedBufferGeometry,
  24219. isInstancedBufferGeometry: true,
  24220. copy: function ( source ) {
  24221. BufferGeometry.prototype.copy.call( this, source );
  24222. this.instanceCount = source.instanceCount;
  24223. return this;
  24224. },
  24225. clone: function () {
  24226. return new this.constructor().copy( this );
  24227. },
  24228. toJSON: function () {
  24229. var data = BufferGeometry.prototype.toJSON.call( this );
  24230. data.instanceCount = this.instanceCount;
  24231. data.isInstancedBufferGeometry = true;
  24232. return data;
  24233. }
  24234. } );
  24235. /**
  24236. * @author benaadams / https://twitter.com/ben_a_adams
  24237. */
  24238. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24239. if ( typeof ( normalized ) === 'number' ) {
  24240. meshPerAttribute = normalized;
  24241. normalized = false;
  24242. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24243. }
  24244. BufferAttribute.call( this, array, itemSize, normalized );
  24245. this.meshPerAttribute = meshPerAttribute || 1;
  24246. }
  24247. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24248. constructor: InstancedBufferAttribute,
  24249. isInstancedBufferAttribute: true,
  24250. copy: function ( source ) {
  24251. BufferAttribute.prototype.copy.call( this, source );
  24252. this.meshPerAttribute = source.meshPerAttribute;
  24253. return this;
  24254. },
  24255. toJSON: function () {
  24256. var data = BufferAttribute.prototype.toJSON.call( this );
  24257. data.meshPerAttribute = this.meshPerAttribute;
  24258. data.isInstancedBufferAttribute = true;
  24259. return data;
  24260. }
  24261. } );
  24262. /**
  24263. * @author mrdoob / http://mrdoob.com/
  24264. */
  24265. function BufferGeometryLoader( manager ) {
  24266. Loader.call( this, manager );
  24267. }
  24268. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24269. constructor: BufferGeometryLoader,
  24270. load: function ( url, onLoad, onProgress, onError ) {
  24271. var scope = this;
  24272. var loader = new FileLoader( scope.manager );
  24273. loader.setPath( scope.path );
  24274. loader.load( url, function ( text ) {
  24275. try {
  24276. onLoad( scope.parse( JSON.parse( text ) ) );
  24277. } catch ( e ) {
  24278. if ( onError ) {
  24279. onError( e );
  24280. } else {
  24281. console.error( e );
  24282. }
  24283. scope.manager.itemError( url );
  24284. }
  24285. }, onProgress, onError );
  24286. },
  24287. parse: function ( json ) {
  24288. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24289. var index = json.data.index;
  24290. if ( index !== undefined ) {
  24291. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24292. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24293. }
  24294. var attributes = json.data.attributes;
  24295. for ( var key in attributes ) {
  24296. var attribute = attributes[ key ];
  24297. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24298. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24299. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  24300. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24301. geometry.setAttribute( key, bufferAttribute );
  24302. }
  24303. var morphAttributes = json.data.morphAttributes;
  24304. if ( morphAttributes ) {
  24305. for ( var key in morphAttributes ) {
  24306. var attributeArray = morphAttributes[ key ];
  24307. var array = [];
  24308. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24309. var attribute = attributeArray[ i ];
  24310. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24311. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  24312. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24313. array.push( bufferAttribute );
  24314. }
  24315. geometry.morphAttributes[ key ] = array;
  24316. }
  24317. }
  24318. var morphTargetsRelative = json.data.morphTargetsRelative;
  24319. if ( morphTargetsRelative ) {
  24320. geometry.morphTargetsRelative = true;
  24321. }
  24322. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24323. if ( groups !== undefined ) {
  24324. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  24325. var group = groups[ i ];
  24326. geometry.addGroup( group.start, group.count, group.materialIndex );
  24327. }
  24328. }
  24329. var boundingSphere = json.data.boundingSphere;
  24330. if ( boundingSphere !== undefined ) {
  24331. var center = new Vector3();
  24332. if ( boundingSphere.center !== undefined ) {
  24333. center.fromArray( boundingSphere.center );
  24334. }
  24335. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24336. }
  24337. if ( json.name ) { geometry.name = json.name; }
  24338. if ( json.userData ) { geometry.userData = json.userData; }
  24339. return geometry;
  24340. }
  24341. } );
  24342. var TYPED_ARRAYS = {
  24343. Int8Array: Int8Array,
  24344. Uint8Array: Uint8Array,
  24345. // Workaround for IE11 pre KB2929437. See #11440
  24346. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24347. Int16Array: Int16Array,
  24348. Uint16Array: Uint16Array,
  24349. Int32Array: Int32Array,
  24350. Uint32Array: Uint32Array,
  24351. Float32Array: Float32Array,
  24352. Float64Array: Float64Array
  24353. };
  24354. /**
  24355. * @author mrdoob / http://mrdoob.com/
  24356. */
  24357. function ObjectLoader( manager ) {
  24358. Loader.call( this, manager );
  24359. }
  24360. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24361. constructor: ObjectLoader,
  24362. load: function ( url, onLoad, onProgress, onError ) {
  24363. var scope = this;
  24364. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24365. this.resourcePath = this.resourcePath || path;
  24366. var loader = new FileLoader( scope.manager );
  24367. loader.setPath( this.path );
  24368. loader.load( url, function ( text ) {
  24369. var json = null;
  24370. try {
  24371. json = JSON.parse( text );
  24372. } catch ( error ) {
  24373. if ( onError !== undefined ) { onError( error ); }
  24374. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24375. return;
  24376. }
  24377. var metadata = json.metadata;
  24378. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24379. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24380. return;
  24381. }
  24382. scope.parse( json, onLoad );
  24383. }, onProgress, onError );
  24384. },
  24385. parse: function ( json, onLoad ) {
  24386. var shapes = this.parseShape( json.shapes );
  24387. var geometries = this.parseGeometries( json.geometries, shapes );
  24388. var images = this.parseImages( json.images, function () {
  24389. if ( onLoad !== undefined ) { onLoad( object ); }
  24390. } );
  24391. var textures = this.parseTextures( json.textures, images );
  24392. var materials = this.parseMaterials( json.materials, textures );
  24393. var object = this.parseObject( json.object, geometries, materials );
  24394. if ( json.animations ) {
  24395. object.animations = this.parseAnimations( json.animations );
  24396. }
  24397. if ( json.images === undefined || json.images.length === 0 ) {
  24398. if ( onLoad !== undefined ) { onLoad( object ); }
  24399. }
  24400. return object;
  24401. },
  24402. parseShape: function ( json ) {
  24403. var shapes = {};
  24404. if ( json !== undefined ) {
  24405. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24406. var shape = new Shape().fromJSON( json[ i ] );
  24407. shapes[ shape.uuid ] = shape;
  24408. }
  24409. }
  24410. return shapes;
  24411. },
  24412. parseGeometries: function ( json, shapes ) {
  24413. var geometries = {};
  24414. if ( json !== undefined ) {
  24415. var bufferGeometryLoader = new BufferGeometryLoader();
  24416. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24417. var geometry;
  24418. var data = json[ i ];
  24419. switch ( data.type ) {
  24420. case 'PlaneGeometry':
  24421. case 'PlaneBufferGeometry':
  24422. geometry = new Geometries[ data.type ](
  24423. data.width,
  24424. data.height,
  24425. data.widthSegments,
  24426. data.heightSegments
  24427. );
  24428. break;
  24429. case 'BoxGeometry':
  24430. case 'BoxBufferGeometry':
  24431. case 'CubeGeometry': // backwards compatible
  24432. geometry = new Geometries[ data.type ](
  24433. data.width,
  24434. data.height,
  24435. data.depth,
  24436. data.widthSegments,
  24437. data.heightSegments,
  24438. data.depthSegments
  24439. );
  24440. break;
  24441. case 'CircleGeometry':
  24442. case 'CircleBufferGeometry':
  24443. geometry = new Geometries[ data.type ](
  24444. data.radius,
  24445. data.segments,
  24446. data.thetaStart,
  24447. data.thetaLength
  24448. );
  24449. break;
  24450. case 'CylinderGeometry':
  24451. case 'CylinderBufferGeometry':
  24452. geometry = new Geometries[ data.type ](
  24453. data.radiusTop,
  24454. data.radiusBottom,
  24455. data.height,
  24456. data.radialSegments,
  24457. data.heightSegments,
  24458. data.openEnded,
  24459. data.thetaStart,
  24460. data.thetaLength
  24461. );
  24462. break;
  24463. case 'ConeGeometry':
  24464. case 'ConeBufferGeometry':
  24465. geometry = new Geometries[ data.type ](
  24466. data.radius,
  24467. data.height,
  24468. data.radialSegments,
  24469. data.heightSegments,
  24470. data.openEnded,
  24471. data.thetaStart,
  24472. data.thetaLength
  24473. );
  24474. break;
  24475. case 'SphereGeometry':
  24476. case 'SphereBufferGeometry':
  24477. geometry = new Geometries[ data.type ](
  24478. data.radius,
  24479. data.widthSegments,
  24480. data.heightSegments,
  24481. data.phiStart,
  24482. data.phiLength,
  24483. data.thetaStart,
  24484. data.thetaLength
  24485. );
  24486. break;
  24487. case 'DodecahedronGeometry':
  24488. case 'DodecahedronBufferGeometry':
  24489. case 'IcosahedronGeometry':
  24490. case 'IcosahedronBufferGeometry':
  24491. case 'OctahedronGeometry':
  24492. case 'OctahedronBufferGeometry':
  24493. case 'TetrahedronGeometry':
  24494. case 'TetrahedronBufferGeometry':
  24495. geometry = new Geometries[ data.type ](
  24496. data.radius,
  24497. data.detail
  24498. );
  24499. break;
  24500. case 'RingGeometry':
  24501. case 'RingBufferGeometry':
  24502. geometry = new Geometries[ data.type ](
  24503. data.innerRadius,
  24504. data.outerRadius,
  24505. data.thetaSegments,
  24506. data.phiSegments,
  24507. data.thetaStart,
  24508. data.thetaLength
  24509. );
  24510. break;
  24511. case 'TorusGeometry':
  24512. case 'TorusBufferGeometry':
  24513. geometry = new Geometries[ data.type ](
  24514. data.radius,
  24515. data.tube,
  24516. data.radialSegments,
  24517. data.tubularSegments,
  24518. data.arc
  24519. );
  24520. break;
  24521. case 'TorusKnotGeometry':
  24522. case 'TorusKnotBufferGeometry':
  24523. geometry = new Geometries[ data.type ](
  24524. data.radius,
  24525. data.tube,
  24526. data.tubularSegments,
  24527. data.radialSegments,
  24528. data.p,
  24529. data.q
  24530. );
  24531. break;
  24532. case 'TubeGeometry':
  24533. case 'TubeBufferGeometry':
  24534. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24535. // User defined curves or instances of CurvePath will not be deserialized.
  24536. geometry = new Geometries[ data.type ](
  24537. new Curves[ data.path.type ]().fromJSON( data.path ),
  24538. data.tubularSegments,
  24539. data.radius,
  24540. data.radialSegments,
  24541. data.closed
  24542. );
  24543. break;
  24544. case 'LatheGeometry':
  24545. case 'LatheBufferGeometry':
  24546. geometry = new Geometries[ data.type ](
  24547. data.points,
  24548. data.segments,
  24549. data.phiStart,
  24550. data.phiLength
  24551. );
  24552. break;
  24553. case 'PolyhedronGeometry':
  24554. case 'PolyhedronBufferGeometry':
  24555. geometry = new Geometries[ data.type ](
  24556. data.vertices,
  24557. data.indices,
  24558. data.radius,
  24559. data.details
  24560. );
  24561. break;
  24562. case 'ShapeGeometry':
  24563. case 'ShapeBufferGeometry':
  24564. var geometryShapes = [];
  24565. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24566. var shape = shapes[ data.shapes[ j ] ];
  24567. geometryShapes.push( shape );
  24568. }
  24569. geometry = new Geometries[ data.type ](
  24570. geometryShapes,
  24571. data.curveSegments
  24572. );
  24573. break;
  24574. case 'ExtrudeGeometry':
  24575. case 'ExtrudeBufferGeometry':
  24576. var geometryShapes = [];
  24577. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24578. var shape = shapes[ data.shapes[ j ] ];
  24579. geometryShapes.push( shape );
  24580. }
  24581. var extrudePath = data.options.extrudePath;
  24582. if ( extrudePath !== undefined ) {
  24583. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24584. }
  24585. geometry = new Geometries[ data.type ](
  24586. geometryShapes,
  24587. data.options
  24588. );
  24589. break;
  24590. case 'BufferGeometry':
  24591. case 'InstancedBufferGeometry':
  24592. geometry = bufferGeometryLoader.parse( data );
  24593. break;
  24594. case 'Geometry':
  24595. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24596. break;
  24597. default:
  24598. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24599. continue;
  24600. }
  24601. geometry.uuid = data.uuid;
  24602. if ( data.name !== undefined ) { geometry.name = data.name; }
  24603. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24604. geometries[ data.uuid ] = geometry;
  24605. }
  24606. }
  24607. return geometries;
  24608. },
  24609. parseMaterials: function ( json, textures ) {
  24610. var cache = {}; // MultiMaterial
  24611. var materials = {};
  24612. if ( json !== undefined ) {
  24613. var loader = new MaterialLoader();
  24614. loader.setTextures( textures );
  24615. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24616. var data = json[ i ];
  24617. if ( data.type === 'MultiMaterial' ) {
  24618. // Deprecated
  24619. var array = [];
  24620. for ( var j = 0; j < data.materials.length; j ++ ) {
  24621. var material = data.materials[ j ];
  24622. if ( cache[ material.uuid ] === undefined ) {
  24623. cache[ material.uuid ] = loader.parse( material );
  24624. }
  24625. array.push( cache[ material.uuid ] );
  24626. }
  24627. materials[ data.uuid ] = array;
  24628. } else {
  24629. if ( cache[ data.uuid ] === undefined ) {
  24630. cache[ data.uuid ] = loader.parse( data );
  24631. }
  24632. materials[ data.uuid ] = cache[ data.uuid ];
  24633. }
  24634. }
  24635. }
  24636. return materials;
  24637. },
  24638. parseAnimations: function ( json ) {
  24639. var animations = [];
  24640. for ( var i = 0; i < json.length; i ++ ) {
  24641. var data = json[ i ];
  24642. var clip = AnimationClip.parse( data );
  24643. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24644. animations.push( clip );
  24645. }
  24646. return animations;
  24647. },
  24648. parseImages: function ( json, onLoad ) {
  24649. var scope = this;
  24650. var images = {};
  24651. function loadImage( url ) {
  24652. scope.manager.itemStart( url );
  24653. return loader.load( url, function () {
  24654. scope.manager.itemEnd( url );
  24655. }, undefined, function () {
  24656. scope.manager.itemError( url );
  24657. scope.manager.itemEnd( url );
  24658. } );
  24659. }
  24660. if ( json !== undefined && json.length > 0 ) {
  24661. var manager = new LoadingManager( onLoad );
  24662. var loader = new ImageLoader( manager );
  24663. loader.setCrossOrigin( this.crossOrigin );
  24664. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24665. var image = json[ i ];
  24666. var url = image.url;
  24667. if ( Array.isArray( url ) ) {
  24668. // load array of images e.g CubeTexture
  24669. images[ image.uuid ] = [];
  24670. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24671. var currentUrl = url[ j ];
  24672. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24673. images[ image.uuid ].push( loadImage( path ) );
  24674. }
  24675. } else {
  24676. // load single image
  24677. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24678. images[ image.uuid ] = loadImage( path );
  24679. }
  24680. }
  24681. }
  24682. return images;
  24683. },
  24684. parseTextures: function ( json, images ) {
  24685. function parseConstant( value, type ) {
  24686. if ( typeof value === 'number' ) { return value; }
  24687. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24688. return type[ value ];
  24689. }
  24690. var textures = {};
  24691. if ( json !== undefined ) {
  24692. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24693. var data = json[ i ];
  24694. if ( data.image === undefined ) {
  24695. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24696. }
  24697. if ( images[ data.image ] === undefined ) {
  24698. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24699. }
  24700. var texture;
  24701. if ( Array.isArray( images[ data.image ] ) ) {
  24702. texture = new CubeTexture( images[ data.image ] );
  24703. } else {
  24704. texture = new Texture( images[ data.image ] );
  24705. }
  24706. texture.needsUpdate = true;
  24707. texture.uuid = data.uuid;
  24708. if ( data.name !== undefined ) { texture.name = data.name; }
  24709. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24710. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24711. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24712. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24713. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24714. if ( data.wrap !== undefined ) {
  24715. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24716. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24717. }
  24718. if ( data.format !== undefined ) { texture.format = data.format; }
  24719. if ( data.type !== undefined ) { texture.type = data.type; }
  24720. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24721. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24722. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24723. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24724. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24725. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24726. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24727. textures[ data.uuid ] = texture;
  24728. }
  24729. }
  24730. return textures;
  24731. },
  24732. parseObject: function ( data, geometries, materials ) {
  24733. var object;
  24734. function getGeometry( name ) {
  24735. if ( geometries[ name ] === undefined ) {
  24736. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24737. }
  24738. return geometries[ name ];
  24739. }
  24740. function getMaterial( name ) {
  24741. if ( name === undefined ) { return undefined; }
  24742. if ( Array.isArray( name ) ) {
  24743. var array = [];
  24744. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24745. var uuid = name[ i ];
  24746. if ( materials[ uuid ] === undefined ) {
  24747. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24748. }
  24749. array.push( materials[ uuid ] );
  24750. }
  24751. return array;
  24752. }
  24753. if ( materials[ name ] === undefined ) {
  24754. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24755. }
  24756. return materials[ name ];
  24757. }
  24758. switch ( data.type ) {
  24759. case 'Scene':
  24760. object = new Scene();
  24761. if ( data.background !== undefined ) {
  24762. if ( Number.isInteger( data.background ) ) {
  24763. object.background = new Color( data.background );
  24764. }
  24765. }
  24766. if ( data.fog !== undefined ) {
  24767. if ( data.fog.type === 'Fog' ) {
  24768. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24769. } else if ( data.fog.type === 'FogExp2' ) {
  24770. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24771. }
  24772. }
  24773. break;
  24774. case 'PerspectiveCamera':
  24775. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24776. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24777. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24778. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24779. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24780. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24781. break;
  24782. case 'OrthographicCamera':
  24783. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24784. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24785. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24786. break;
  24787. case 'AmbientLight':
  24788. object = new AmbientLight( data.color, data.intensity );
  24789. break;
  24790. case 'DirectionalLight':
  24791. object = new DirectionalLight( data.color, data.intensity );
  24792. break;
  24793. case 'PointLight':
  24794. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24795. break;
  24796. case 'RectAreaLight':
  24797. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24798. break;
  24799. case 'SpotLight':
  24800. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24801. break;
  24802. case 'HemisphereLight':
  24803. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24804. break;
  24805. case 'LightProbe':
  24806. object = new LightProbe().fromJSON( data );
  24807. break;
  24808. case 'SkinnedMesh':
  24809. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24810. case 'Mesh':
  24811. var geometry = getGeometry( data.geometry );
  24812. var material = getMaterial( data.material );
  24813. object = new Mesh( geometry, material );
  24814. break;
  24815. case 'InstancedMesh':
  24816. var geometry = getGeometry( data.geometry );
  24817. var material = getMaterial( data.material );
  24818. var count = data.count;
  24819. var instanceMatrix = data.instanceMatrix;
  24820. object = new InstancedMesh( geometry, material, count );
  24821. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24822. break;
  24823. case 'LOD':
  24824. object = new LOD();
  24825. break;
  24826. case 'Line':
  24827. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24828. break;
  24829. case 'LineLoop':
  24830. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24831. break;
  24832. case 'LineSegments':
  24833. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24834. break;
  24835. case 'PointCloud':
  24836. case 'Points':
  24837. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24838. break;
  24839. case 'Sprite':
  24840. object = new Sprite( getMaterial( data.material ) );
  24841. break;
  24842. case 'Group':
  24843. object = new Group();
  24844. break;
  24845. default:
  24846. object = new Object3D();
  24847. }
  24848. object.uuid = data.uuid;
  24849. if ( data.name !== undefined ) { object.name = data.name; }
  24850. if ( data.matrix !== undefined ) {
  24851. object.matrix.fromArray( data.matrix );
  24852. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24853. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24854. } else {
  24855. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24856. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24857. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24858. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24859. }
  24860. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24861. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24862. if ( data.shadow ) {
  24863. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24864. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24865. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24866. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24867. }
  24868. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24869. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24870. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24871. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24872. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24873. if ( data.children !== undefined ) {
  24874. var children = data.children;
  24875. for ( var i = 0; i < children.length; i ++ ) {
  24876. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24877. }
  24878. }
  24879. if ( data.type === 'LOD' ) {
  24880. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24881. var levels = data.levels;
  24882. for ( var l = 0; l < levels.length; l ++ ) {
  24883. var level = levels[ l ];
  24884. var child = object.getObjectByProperty( 'uuid', level.object );
  24885. if ( child !== undefined ) {
  24886. object.addLevel( child, level.distance );
  24887. }
  24888. }
  24889. }
  24890. return object;
  24891. }
  24892. } );
  24893. var TEXTURE_MAPPING = {
  24894. UVMapping: UVMapping,
  24895. CubeReflectionMapping: CubeReflectionMapping,
  24896. CubeRefractionMapping: CubeRefractionMapping,
  24897. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24898. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24899. SphericalReflectionMapping: SphericalReflectionMapping,
  24900. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24901. CubeUVRefractionMapping: CubeUVRefractionMapping
  24902. };
  24903. var TEXTURE_WRAPPING = {
  24904. RepeatWrapping: RepeatWrapping,
  24905. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24906. MirroredRepeatWrapping: MirroredRepeatWrapping
  24907. };
  24908. var TEXTURE_FILTER = {
  24909. NearestFilter: NearestFilter,
  24910. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24911. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24912. LinearFilter: LinearFilter,
  24913. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24914. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24915. };
  24916. /**
  24917. * @author thespite / http://clicktorelease.com/
  24918. */
  24919. function ImageBitmapLoader( manager ) {
  24920. if ( typeof createImageBitmap === 'undefined' ) {
  24921. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24922. }
  24923. if ( typeof fetch === 'undefined' ) {
  24924. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24925. }
  24926. Loader.call( this, manager );
  24927. this.options = undefined;
  24928. }
  24929. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24930. constructor: ImageBitmapLoader,
  24931. setOptions: function setOptions( options ) {
  24932. this.options = options;
  24933. return this;
  24934. },
  24935. load: function ( url, onLoad, onProgress, onError ) {
  24936. if ( url === undefined ) { url = ''; }
  24937. if ( this.path !== undefined ) { url = this.path + url; }
  24938. url = this.manager.resolveURL( url );
  24939. var scope = this;
  24940. var cached = Cache.get( url );
  24941. if ( cached !== undefined ) {
  24942. scope.manager.itemStart( url );
  24943. setTimeout( function () {
  24944. if ( onLoad ) { onLoad( cached ); }
  24945. scope.manager.itemEnd( url );
  24946. }, 0 );
  24947. return cached;
  24948. }
  24949. fetch( url ).then( function ( res ) {
  24950. return res.blob();
  24951. } ).then( function ( blob ) {
  24952. if ( scope.options === undefined ) {
  24953. // Workaround for FireFox. It causes an error if you pass options.
  24954. return createImageBitmap( blob );
  24955. } else {
  24956. return createImageBitmap( blob, scope.options );
  24957. }
  24958. } ).then( function ( imageBitmap ) {
  24959. Cache.add( url, imageBitmap );
  24960. if ( onLoad ) { onLoad( imageBitmap ); }
  24961. scope.manager.itemEnd( url );
  24962. } ).catch( function ( e ) {
  24963. if ( onError ) { onError( e ); }
  24964. scope.manager.itemError( url );
  24965. scope.manager.itemEnd( url );
  24966. } );
  24967. scope.manager.itemStart( url );
  24968. }
  24969. } );
  24970. /**
  24971. * @author zz85 / http://www.lab4games.net/zz85/blog
  24972. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24973. **/
  24974. function ShapePath() {
  24975. this.type = 'ShapePath';
  24976. this.color = new Color();
  24977. this.subPaths = [];
  24978. this.currentPath = null;
  24979. }
  24980. Object.assign( ShapePath.prototype, {
  24981. moveTo: function ( x, y ) {
  24982. this.currentPath = new Path();
  24983. this.subPaths.push( this.currentPath );
  24984. this.currentPath.moveTo( x, y );
  24985. return this;
  24986. },
  24987. lineTo: function ( x, y ) {
  24988. this.currentPath.lineTo( x, y );
  24989. return this;
  24990. },
  24991. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24992. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24993. return this;
  24994. },
  24995. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24996. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24997. return this;
  24998. },
  24999. splineThru: function ( pts ) {
  25000. this.currentPath.splineThru( pts );
  25001. return this;
  25002. },
  25003. toShapes: function ( isCCW, noHoles ) {
  25004. function toShapesNoHoles( inSubpaths ) {
  25005. var shapes = [];
  25006. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  25007. var tmpPath = inSubpaths[ i ];
  25008. var tmpShape = new Shape();
  25009. tmpShape.curves = tmpPath.curves;
  25010. shapes.push( tmpShape );
  25011. }
  25012. return shapes;
  25013. }
  25014. function isPointInsidePolygon( inPt, inPolygon ) {
  25015. var polyLen = inPolygon.length;
  25016. // inPt on polygon contour => immediate success or
  25017. // toggling of inside/outside at every single! intersection point of an edge
  25018. // with the horizontal line through inPt, left of inPt
  25019. // not counting lowerY endpoints of edges and whole edges on that line
  25020. var inside = false;
  25021. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  25022. var edgeLowPt = inPolygon[ p ];
  25023. var edgeHighPt = inPolygon[ q ];
  25024. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  25025. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  25026. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  25027. // not parallel
  25028. if ( edgeDy < 0 ) {
  25029. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25030. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25031. }
  25032. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  25033. if ( inPt.y === edgeLowPt.y ) {
  25034. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  25035. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25036. } else {
  25037. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25038. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  25039. if ( perpEdge < 0 ) { continue; }
  25040. inside = ! inside; // true intersection left of inPt
  25041. }
  25042. } else {
  25043. // parallel or collinear
  25044. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  25045. // edge lies on the same horizontal line as inPt
  25046. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25047. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  25048. // continue;
  25049. }
  25050. }
  25051. return inside;
  25052. }
  25053. var isClockWise = ShapeUtils.isClockWise;
  25054. var subPaths = this.subPaths;
  25055. if ( subPaths.length === 0 ) { return []; }
  25056. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  25057. var solid, tmpPath, tmpShape, shapes = [];
  25058. if ( subPaths.length === 1 ) {
  25059. tmpPath = subPaths[ 0 ];
  25060. tmpShape = new Shape();
  25061. tmpShape.curves = tmpPath.curves;
  25062. shapes.push( tmpShape );
  25063. return shapes;
  25064. }
  25065. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25066. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25067. // console.log("Holes first", holesFirst);
  25068. var betterShapeHoles = [];
  25069. var newShapes = [];
  25070. var newShapeHoles = [];
  25071. var mainIdx = 0;
  25072. var tmpPoints;
  25073. newShapes[ mainIdx ] = undefined;
  25074. newShapeHoles[ mainIdx ] = [];
  25075. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  25076. tmpPath = subPaths[ i ];
  25077. tmpPoints = tmpPath.getPoints();
  25078. solid = isClockWise( tmpPoints );
  25079. solid = isCCW ? ! solid : solid;
  25080. if ( solid ) {
  25081. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  25082. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25083. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25084. if ( holesFirst ) { mainIdx ++; }
  25085. newShapeHoles[ mainIdx ] = [];
  25086. //console.log('cw', i);
  25087. } else {
  25088. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25089. //console.log('ccw', i);
  25090. }
  25091. }
  25092. // only Holes? -> probably all Shapes with wrong orientation
  25093. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  25094. if ( newShapes.length > 1 ) {
  25095. var ambiguous = false;
  25096. var toChange = [];
  25097. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25098. betterShapeHoles[ sIdx ] = [];
  25099. }
  25100. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25101. var sho = newShapeHoles[ sIdx ];
  25102. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25103. var ho = sho[ hIdx ];
  25104. var hole_unassigned = true;
  25105. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25106. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25107. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  25108. if ( hole_unassigned ) {
  25109. hole_unassigned = false;
  25110. betterShapeHoles[ s2Idx ].push( ho );
  25111. } else {
  25112. ambiguous = true;
  25113. }
  25114. }
  25115. }
  25116. if ( hole_unassigned ) {
  25117. betterShapeHoles[ sIdx ].push( ho );
  25118. }
  25119. }
  25120. }
  25121. // console.log("ambiguous: ", ambiguous);
  25122. if ( toChange.length > 0 ) {
  25123. // console.log("to change: ", toChange);
  25124. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  25125. }
  25126. }
  25127. var tmpHoles;
  25128. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  25129. tmpShape = newShapes[ i ].s;
  25130. shapes.push( tmpShape );
  25131. tmpHoles = newShapeHoles[ i ];
  25132. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25133. tmpShape.holes.push( tmpHoles[ j ].h );
  25134. }
  25135. }
  25136. //console.log("shape", shapes);
  25137. return shapes;
  25138. }
  25139. } );
  25140. /**
  25141. * @author zz85 / http://www.lab4games.net/zz85/blog
  25142. * @author mrdoob / http://mrdoob.com/
  25143. */
  25144. function Font( data ) {
  25145. this.type = 'Font';
  25146. this.data = data;
  25147. }
  25148. Object.assign( Font.prototype, {
  25149. isFont: true,
  25150. generateShapes: function ( text, size ) {
  25151. if ( size === undefined ) { size = 100; }
  25152. var shapes = [];
  25153. var paths = createPaths( text, size, this.data );
  25154. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  25155. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25156. }
  25157. return shapes;
  25158. }
  25159. } );
  25160. function createPaths( text, size, data ) {
  25161. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25162. var scale = size / data.resolution;
  25163. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25164. var paths = [];
  25165. var offsetX = 0, offsetY = 0;
  25166. for ( var i = 0; i < chars.length; i ++ ) {
  25167. var char = chars[ i ];
  25168. if ( char === '\n' ) {
  25169. offsetX = 0;
  25170. offsetY -= line_height;
  25171. } else {
  25172. var ret = createPath( char, scale, offsetX, offsetY, data );
  25173. offsetX += ret.offsetX;
  25174. paths.push( ret.path );
  25175. }
  25176. }
  25177. return paths;
  25178. }
  25179. function createPath( char, scale, offsetX, offsetY, data ) {
  25180. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25181. if ( ! glyph ) {
  25182. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25183. return;
  25184. }
  25185. var path = new ShapePath();
  25186. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25187. if ( glyph.o ) {
  25188. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25189. for ( var i = 0, l = outline.length; i < l; ) {
  25190. var action = outline[ i ++ ];
  25191. switch ( action ) {
  25192. case 'm': // moveTo
  25193. x = outline[ i ++ ] * scale + offsetX;
  25194. y = outline[ i ++ ] * scale + offsetY;
  25195. path.moveTo( x, y );
  25196. break;
  25197. case 'l': // lineTo
  25198. x = outline[ i ++ ] * scale + offsetX;
  25199. y = outline[ i ++ ] * scale + offsetY;
  25200. path.lineTo( x, y );
  25201. break;
  25202. case 'q': // quadraticCurveTo
  25203. cpx = outline[ i ++ ] * scale + offsetX;
  25204. cpy = outline[ i ++ ] * scale + offsetY;
  25205. cpx1 = outline[ i ++ ] * scale + offsetX;
  25206. cpy1 = outline[ i ++ ] * scale + offsetY;
  25207. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25208. break;
  25209. case 'b': // bezierCurveTo
  25210. cpx = outline[ i ++ ] * scale + offsetX;
  25211. cpy = outline[ i ++ ] * scale + offsetY;
  25212. cpx1 = outline[ i ++ ] * scale + offsetX;
  25213. cpy1 = outline[ i ++ ] * scale + offsetY;
  25214. cpx2 = outline[ i ++ ] * scale + offsetX;
  25215. cpy2 = outline[ i ++ ] * scale + offsetY;
  25216. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25217. break;
  25218. }
  25219. }
  25220. }
  25221. return { offsetX: glyph.ha * scale, path: path };
  25222. }
  25223. /**
  25224. * @author mrdoob / http://mrdoob.com/
  25225. */
  25226. function FontLoader( manager ) {
  25227. Loader.call( this, manager );
  25228. }
  25229. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25230. constructor: FontLoader,
  25231. load: function ( url, onLoad, onProgress, onError ) {
  25232. var scope = this;
  25233. var loader = new FileLoader( this.manager );
  25234. loader.setPath( this.path );
  25235. loader.load( url, function ( text ) {
  25236. var json;
  25237. try {
  25238. json = JSON.parse( text );
  25239. } catch ( e ) {
  25240. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25241. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25242. }
  25243. var font = scope.parse( json );
  25244. if ( onLoad ) { onLoad( font ); }
  25245. }, onProgress, onError );
  25246. },
  25247. parse: function ( json ) {
  25248. return new Font( json );
  25249. }
  25250. } );
  25251. /**
  25252. * @author mrdoob / http://mrdoob.com/
  25253. */
  25254. var _context;
  25255. var AudioContext = {
  25256. getContext: function () {
  25257. if ( _context === undefined ) {
  25258. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25259. }
  25260. return _context;
  25261. },
  25262. setContext: function ( value ) {
  25263. _context = value;
  25264. }
  25265. };
  25266. /**
  25267. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25268. */
  25269. function AudioLoader( manager ) {
  25270. Loader.call( this, manager );
  25271. }
  25272. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25273. constructor: AudioLoader,
  25274. load: function ( url, onLoad, onProgress, onError ) {
  25275. var scope = this;
  25276. var loader = new FileLoader( scope.manager );
  25277. loader.setResponseType( 'arraybuffer' );
  25278. loader.setPath( scope.path );
  25279. loader.load( url, function ( buffer ) {
  25280. try {
  25281. // Create a copy of the buffer. The `decodeAudioData` method
  25282. // detaches the buffer when complete, preventing reuse.
  25283. var bufferCopy = buffer.slice( 0 );
  25284. var context = AudioContext.getContext();
  25285. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25286. onLoad( audioBuffer );
  25287. } );
  25288. } catch ( e ) {
  25289. if ( onError ) {
  25290. onError( e );
  25291. } else {
  25292. console.error( e );
  25293. }
  25294. scope.manager.itemError( url );
  25295. }
  25296. }, onProgress, onError );
  25297. }
  25298. } );
  25299. /**
  25300. * @author WestLangley / http://github.com/WestLangley
  25301. */
  25302. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25303. LightProbe.call( this, undefined, intensity );
  25304. var color1 = new Color().set( skyColor );
  25305. var color2 = new Color().set( groundColor );
  25306. var sky = new Vector3( color1.r, color1.g, color1.b );
  25307. var ground = new Vector3( color2.r, color2.g, color2.b );
  25308. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25309. var c0 = Math.sqrt( Math.PI );
  25310. var c1 = c0 * Math.sqrt( 0.75 );
  25311. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25312. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25313. }
  25314. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25315. constructor: HemisphereLightProbe,
  25316. isHemisphereLightProbe: true,
  25317. copy: function ( source ) { // modifying colors not currently supported
  25318. LightProbe.prototype.copy.call( this, source );
  25319. return this;
  25320. },
  25321. toJSON: function ( meta ) {
  25322. var data = LightProbe.prototype.toJSON.call( this, meta );
  25323. // data.sh = this.sh.toArray(); // todo
  25324. return data;
  25325. }
  25326. } );
  25327. /**
  25328. * @author WestLangley / http://github.com/WestLangley
  25329. */
  25330. function AmbientLightProbe( color, intensity ) {
  25331. LightProbe.call( this, undefined, intensity );
  25332. var color1 = new Color().set( color );
  25333. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25334. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25335. }
  25336. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25337. constructor: AmbientLightProbe,
  25338. isAmbientLightProbe: true,
  25339. copy: function ( source ) { // modifying color not currently supported
  25340. LightProbe.prototype.copy.call( this, source );
  25341. return this;
  25342. },
  25343. toJSON: function ( meta ) {
  25344. var data = LightProbe.prototype.toJSON.call( this, meta );
  25345. // data.sh = this.sh.toArray(); // todo
  25346. return data;
  25347. }
  25348. } );
  25349. var _eyeRight = new Matrix4();
  25350. var _eyeLeft = new Matrix4();
  25351. /**
  25352. * @author mrdoob / http://mrdoob.com/
  25353. */
  25354. function StereoCamera() {
  25355. this.type = 'StereoCamera';
  25356. this.aspect = 1;
  25357. this.eyeSep = 0.064;
  25358. this.cameraL = new PerspectiveCamera();
  25359. this.cameraL.layers.enable( 1 );
  25360. this.cameraL.matrixAutoUpdate = false;
  25361. this.cameraR = new PerspectiveCamera();
  25362. this.cameraR.layers.enable( 2 );
  25363. this.cameraR.matrixAutoUpdate = false;
  25364. this._cache = {
  25365. focus: null,
  25366. fov: null,
  25367. aspect: null,
  25368. near: null,
  25369. far: null,
  25370. zoom: null,
  25371. eyeSep: null
  25372. };
  25373. }
  25374. Object.assign( StereoCamera.prototype, {
  25375. update: function ( camera ) {
  25376. var cache = this._cache;
  25377. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25378. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25379. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25380. if ( needsUpdate ) {
  25381. cache.focus = camera.focus;
  25382. cache.fov = camera.fov;
  25383. cache.aspect = camera.aspect * this.aspect;
  25384. cache.near = camera.near;
  25385. cache.far = camera.far;
  25386. cache.zoom = camera.zoom;
  25387. cache.eyeSep = this.eyeSep;
  25388. // Off-axis stereoscopic effect based on
  25389. // http://paulbourke.net/stereographics/stereorender/
  25390. var projectionMatrix = camera.projectionMatrix.clone();
  25391. var eyeSepHalf = cache.eyeSep / 2;
  25392. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25393. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25394. var xmin, xmax;
  25395. // translate xOffset
  25396. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25397. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25398. // for left eye
  25399. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25400. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25401. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25402. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25403. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25404. // for right eye
  25405. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25406. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25407. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25408. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25409. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25410. }
  25411. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25412. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25413. }
  25414. } );
  25415. /**
  25416. * @author alteredq / http://alteredqualia.com/
  25417. */
  25418. function Clock( autoStart ) {
  25419. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25420. this.startTime = 0;
  25421. this.oldTime = 0;
  25422. this.elapsedTime = 0;
  25423. this.running = false;
  25424. }
  25425. Object.assign( Clock.prototype, {
  25426. start: function () {
  25427. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25428. this.oldTime = this.startTime;
  25429. this.elapsedTime = 0;
  25430. this.running = true;
  25431. },
  25432. stop: function () {
  25433. this.getElapsedTime();
  25434. this.running = false;
  25435. this.autoStart = false;
  25436. },
  25437. getElapsedTime: function () {
  25438. this.getDelta();
  25439. return this.elapsedTime;
  25440. },
  25441. getDelta: function () {
  25442. var diff = 0;
  25443. if ( this.autoStart && ! this.running ) {
  25444. this.start();
  25445. return 0;
  25446. }
  25447. if ( this.running ) {
  25448. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25449. diff = ( newTime - this.oldTime ) / 1000;
  25450. this.oldTime = newTime;
  25451. this.elapsedTime += diff;
  25452. }
  25453. return diff;
  25454. }
  25455. } );
  25456. /**
  25457. * @author mrdoob / http://mrdoob.com/
  25458. */
  25459. var _position$2 = new Vector3();
  25460. var _quaternion$3 = new Quaternion();
  25461. var _scale$1 = new Vector3();
  25462. var _orientation = new Vector3();
  25463. function AudioListener() {
  25464. Object3D.call( this );
  25465. this.type = 'AudioListener';
  25466. this.context = AudioContext.getContext();
  25467. this.gain = this.context.createGain();
  25468. this.gain.connect( this.context.destination );
  25469. this.filter = null;
  25470. this.timeDelta = 0;
  25471. // private
  25472. this._clock = new Clock();
  25473. }
  25474. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25475. constructor: AudioListener,
  25476. getInput: function () {
  25477. return this.gain;
  25478. },
  25479. removeFilter: function ( ) {
  25480. if ( this.filter !== null ) {
  25481. this.gain.disconnect( this.filter );
  25482. this.filter.disconnect( this.context.destination );
  25483. this.gain.connect( this.context.destination );
  25484. this.filter = null;
  25485. }
  25486. return this;
  25487. },
  25488. getFilter: function () {
  25489. return this.filter;
  25490. },
  25491. setFilter: function ( value ) {
  25492. if ( this.filter !== null ) {
  25493. this.gain.disconnect( this.filter );
  25494. this.filter.disconnect( this.context.destination );
  25495. } else {
  25496. this.gain.disconnect( this.context.destination );
  25497. }
  25498. this.filter = value;
  25499. this.gain.connect( this.filter );
  25500. this.filter.connect( this.context.destination );
  25501. return this;
  25502. },
  25503. getMasterVolume: function () {
  25504. return this.gain.gain.value;
  25505. },
  25506. setMasterVolume: function ( value ) {
  25507. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25508. return this;
  25509. },
  25510. updateMatrixWorld: function ( force ) {
  25511. Object3D.prototype.updateMatrixWorld.call( this, force );
  25512. var listener = this.context.listener;
  25513. var up = this.up;
  25514. this.timeDelta = this._clock.getDelta();
  25515. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25516. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25517. if ( listener.positionX ) {
  25518. // code path for Chrome (see #14393)
  25519. var endTime = this.context.currentTime + this.timeDelta;
  25520. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25521. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25522. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25523. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25524. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25525. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25526. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25527. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25528. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25529. } else {
  25530. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25531. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25532. }
  25533. }
  25534. } );
  25535. /**
  25536. * @author mrdoob / http://mrdoob.com/
  25537. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25538. */
  25539. function Audio( listener ) {
  25540. Object3D.call( this );
  25541. this.type = 'Audio';
  25542. this.listener = listener;
  25543. this.context = listener.context;
  25544. this.gain = this.context.createGain();
  25545. this.gain.connect( listener.getInput() );
  25546. this.autoplay = false;
  25547. this.buffer = null;
  25548. this.detune = 0;
  25549. this.loop = false;
  25550. this.loopStart = 0;
  25551. this.loopEnd = 0;
  25552. this.offset = 0;
  25553. this.duration = undefined;
  25554. this.playbackRate = 1;
  25555. this.isPlaying = false;
  25556. this.hasPlaybackControl = true;
  25557. this.sourceType = 'empty';
  25558. this._startedAt = 0;
  25559. this._progress = 0;
  25560. this.filters = [];
  25561. }
  25562. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25563. constructor: Audio,
  25564. getOutput: function () {
  25565. return this.gain;
  25566. },
  25567. setNodeSource: function ( audioNode ) {
  25568. this.hasPlaybackControl = false;
  25569. this.sourceType = 'audioNode';
  25570. this.source = audioNode;
  25571. this.connect();
  25572. return this;
  25573. },
  25574. setMediaElementSource: function ( mediaElement ) {
  25575. this.hasPlaybackControl = false;
  25576. this.sourceType = 'mediaNode';
  25577. this.source = this.context.createMediaElementSource( mediaElement );
  25578. this.connect();
  25579. return this;
  25580. },
  25581. setMediaStreamSource: function ( mediaStream ) {
  25582. this.hasPlaybackControl = false;
  25583. this.sourceType = 'mediaStreamNode';
  25584. this.source = this.context.createMediaStreamSource( mediaStream );
  25585. this.connect();
  25586. return this;
  25587. },
  25588. setBuffer: function ( audioBuffer ) {
  25589. this.buffer = audioBuffer;
  25590. this.sourceType = 'buffer';
  25591. if ( this.autoplay ) { this.play(); }
  25592. return this;
  25593. },
  25594. play: function ( delay ) {
  25595. if ( delay === undefined ) { delay = 0; }
  25596. if ( this.isPlaying === true ) {
  25597. console.warn( 'THREE.Audio: Audio is already playing.' );
  25598. return;
  25599. }
  25600. if ( this.hasPlaybackControl === false ) {
  25601. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25602. return;
  25603. }
  25604. this._startedAt = this.context.currentTime + delay;
  25605. var source = this.context.createBufferSource();
  25606. source.buffer = this.buffer;
  25607. source.loop = this.loop;
  25608. source.loopStart = this.loopStart;
  25609. source.loopEnd = this.loopEnd;
  25610. source.onended = this.onEnded.bind( this );
  25611. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25612. this.isPlaying = true;
  25613. this.source = source;
  25614. this.setDetune( this.detune );
  25615. this.setPlaybackRate( this.playbackRate );
  25616. return this.connect();
  25617. },
  25618. pause: function () {
  25619. if ( this.hasPlaybackControl === false ) {
  25620. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25621. return;
  25622. }
  25623. if ( this.isPlaying === true ) {
  25624. // update current progress
  25625. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25626. if ( this.loop === true ) {
  25627. // ensure _progress does not exceed duration with looped audios
  25628. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25629. }
  25630. this.source.stop();
  25631. this.source.onended = null;
  25632. this.isPlaying = false;
  25633. }
  25634. return this;
  25635. },
  25636. stop: function () {
  25637. if ( this.hasPlaybackControl === false ) {
  25638. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25639. return;
  25640. }
  25641. this._progress = 0;
  25642. this.source.stop();
  25643. this.source.onended = null;
  25644. this.isPlaying = false;
  25645. return this;
  25646. },
  25647. connect: function () {
  25648. if ( this.filters.length > 0 ) {
  25649. this.source.connect( this.filters[ 0 ] );
  25650. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25651. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25652. }
  25653. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25654. } else {
  25655. this.source.connect( this.getOutput() );
  25656. }
  25657. return this;
  25658. },
  25659. disconnect: function () {
  25660. if ( this.filters.length > 0 ) {
  25661. this.source.disconnect( this.filters[ 0 ] );
  25662. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25663. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25664. }
  25665. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25666. } else {
  25667. this.source.disconnect( this.getOutput() );
  25668. }
  25669. return this;
  25670. },
  25671. getFilters: function () {
  25672. return this.filters;
  25673. },
  25674. setFilters: function ( value ) {
  25675. if ( ! value ) { value = []; }
  25676. if ( this.isPlaying === true ) {
  25677. this.disconnect();
  25678. this.filters = value;
  25679. this.connect();
  25680. } else {
  25681. this.filters = value;
  25682. }
  25683. return this;
  25684. },
  25685. setDetune: function ( value ) {
  25686. this.detune = value;
  25687. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25688. if ( this.isPlaying === true ) {
  25689. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25690. }
  25691. return this;
  25692. },
  25693. getDetune: function () {
  25694. return this.detune;
  25695. },
  25696. getFilter: function () {
  25697. return this.getFilters()[ 0 ];
  25698. },
  25699. setFilter: function ( filter ) {
  25700. return this.setFilters( filter ? [ filter ] : [] );
  25701. },
  25702. setPlaybackRate: function ( value ) {
  25703. if ( this.hasPlaybackControl === false ) {
  25704. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25705. return;
  25706. }
  25707. this.playbackRate = value;
  25708. if ( this.isPlaying === true ) {
  25709. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25710. }
  25711. return this;
  25712. },
  25713. getPlaybackRate: function () {
  25714. return this.playbackRate;
  25715. },
  25716. onEnded: function () {
  25717. this.isPlaying = false;
  25718. },
  25719. getLoop: function () {
  25720. if ( this.hasPlaybackControl === false ) {
  25721. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25722. return false;
  25723. }
  25724. return this.loop;
  25725. },
  25726. setLoop: function ( value ) {
  25727. if ( this.hasPlaybackControl === false ) {
  25728. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25729. return;
  25730. }
  25731. this.loop = value;
  25732. if ( this.isPlaying === true ) {
  25733. this.source.loop = this.loop;
  25734. }
  25735. return this;
  25736. },
  25737. setLoopStart: function ( value ) {
  25738. this.loopStart = value;
  25739. return this;
  25740. },
  25741. setLoopEnd: function ( value ) {
  25742. this.loopEnd = value;
  25743. return this;
  25744. },
  25745. getVolume: function () {
  25746. return this.gain.gain.value;
  25747. },
  25748. setVolume: function ( value ) {
  25749. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25750. return this;
  25751. }
  25752. } );
  25753. /**
  25754. * @author mrdoob / http://mrdoob.com/
  25755. */
  25756. var _position$3 = new Vector3();
  25757. var _quaternion$4 = new Quaternion();
  25758. var _scale$2 = new Vector3();
  25759. var _orientation$1 = new Vector3();
  25760. function PositionalAudio( listener ) {
  25761. Audio.call( this, listener );
  25762. this.panner = this.context.createPanner();
  25763. this.panner.panningModel = 'HRTF';
  25764. this.panner.connect( this.gain );
  25765. }
  25766. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25767. constructor: PositionalAudio,
  25768. getOutput: function () {
  25769. return this.panner;
  25770. },
  25771. getRefDistance: function () {
  25772. return this.panner.refDistance;
  25773. },
  25774. setRefDistance: function ( value ) {
  25775. this.panner.refDistance = value;
  25776. return this;
  25777. },
  25778. getRolloffFactor: function () {
  25779. return this.panner.rolloffFactor;
  25780. },
  25781. setRolloffFactor: function ( value ) {
  25782. this.panner.rolloffFactor = value;
  25783. return this;
  25784. },
  25785. getDistanceModel: function () {
  25786. return this.panner.distanceModel;
  25787. },
  25788. setDistanceModel: function ( value ) {
  25789. this.panner.distanceModel = value;
  25790. return this;
  25791. },
  25792. getMaxDistance: function () {
  25793. return this.panner.maxDistance;
  25794. },
  25795. setMaxDistance: function ( value ) {
  25796. this.panner.maxDistance = value;
  25797. return this;
  25798. },
  25799. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25800. this.panner.coneInnerAngle = coneInnerAngle;
  25801. this.panner.coneOuterAngle = coneOuterAngle;
  25802. this.panner.coneOuterGain = coneOuterGain;
  25803. return this;
  25804. },
  25805. updateMatrixWorld: function ( force ) {
  25806. Object3D.prototype.updateMatrixWorld.call( this, force );
  25807. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25808. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25809. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25810. var panner = this.panner;
  25811. if ( panner.positionX ) {
  25812. // code path for Chrome and Firefox (see #14393)
  25813. var endTime = this.context.currentTime + this.listener.timeDelta;
  25814. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25815. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25816. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25817. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25818. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25819. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25820. } else {
  25821. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25822. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25823. }
  25824. }
  25825. } );
  25826. /**
  25827. * @author mrdoob / http://mrdoob.com/
  25828. */
  25829. function AudioAnalyser( audio, fftSize ) {
  25830. this.analyser = audio.context.createAnalyser();
  25831. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25832. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25833. audio.getOutput().connect( this.analyser );
  25834. }
  25835. Object.assign( AudioAnalyser.prototype, {
  25836. getFrequencyData: function () {
  25837. this.analyser.getByteFrequencyData( this.data );
  25838. return this.data;
  25839. },
  25840. getAverageFrequency: function () {
  25841. var value = 0, data = this.getFrequencyData();
  25842. for ( var i = 0; i < data.length; i ++ ) {
  25843. value += data[ i ];
  25844. }
  25845. return value / data.length;
  25846. }
  25847. } );
  25848. /**
  25849. *
  25850. * Buffered scene graph property that allows weighted accumulation.
  25851. *
  25852. *
  25853. * @author Ben Houston / http://clara.io/
  25854. * @author David Sarno / http://lighthaus.us/
  25855. * @author tschw
  25856. */
  25857. function PropertyMixer( binding, typeName, valueSize ) {
  25858. this.binding = binding;
  25859. this.valueSize = valueSize;
  25860. var mixFunction,
  25861. mixFunctionAdditive,
  25862. setIdentity;
  25863. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  25864. //
  25865. // interpolators can use .buffer as their .result
  25866. // the data then goes to 'incoming'
  25867. //
  25868. // 'accu0' and 'accu1' are used frame-interleaved for
  25869. // the cumulative result and are compared to detect
  25870. // changes
  25871. //
  25872. // 'orig' stores the original state of the property
  25873. //
  25874. // 'add' is used for additive cumulative results
  25875. //
  25876. // 'work' is optional and is only present for quaternion types. It is used
  25877. // to store intermediate quaternion multiplication results
  25878. switch ( typeName ) {
  25879. case 'quaternion':
  25880. mixFunction = this._slerp;
  25881. mixFunctionAdditive = this._slerpAdditive;
  25882. setIdentity = this._setAdditiveIdentityQuaternion;
  25883. this.buffer = new Float64Array( valueSize * 6 );
  25884. this._workIndex = 5;
  25885. break;
  25886. case 'string':
  25887. case 'bool':
  25888. mixFunction = this._select;
  25889. // Use the regular mix function and for additive on these types,
  25890. // additive is not relevant for non-numeric types
  25891. mixFunctionAdditive = this._select;
  25892. setIdentity = this._setAdditiveIdentityOther;
  25893. this.buffer = new Array( valueSize * 5 );
  25894. break;
  25895. default:
  25896. mixFunction = this._lerp;
  25897. mixFunctionAdditive = this._lerpAdditive;
  25898. setIdentity = this._setAdditiveIdentityNumeric;
  25899. this.buffer = new Float64Array( valueSize * 5 );
  25900. }
  25901. this._mixBufferRegion = mixFunction;
  25902. this._mixBufferRegionAdditive = mixFunctionAdditive;
  25903. this._setIdentity = setIdentity;
  25904. this._origIndex = 3;
  25905. this._addIndex = 4;
  25906. this.cumulativeWeight = 0;
  25907. this.cumulativeWeightAdditive = 0;
  25908. this.useCount = 0;
  25909. this.referenceCount = 0;
  25910. }
  25911. Object.assign( PropertyMixer.prototype, {
  25912. // accumulate data in the 'incoming' region into 'accu<i>'
  25913. accumulate: function ( accuIndex, weight ) {
  25914. // note: happily accumulating nothing when weight = 0, the caller knows
  25915. // the weight and shouldn't have made the call in the first place
  25916. var buffer = this.buffer,
  25917. stride = this.valueSize,
  25918. offset = accuIndex * stride + stride,
  25919. currentWeight = this.cumulativeWeight;
  25920. if ( currentWeight === 0 ) {
  25921. // accuN := incoming * weight
  25922. for ( var i = 0; i !== stride; ++ i ) {
  25923. buffer[ offset + i ] = buffer[ i ];
  25924. }
  25925. currentWeight = weight;
  25926. } else {
  25927. // accuN := accuN + incoming * weight
  25928. currentWeight += weight;
  25929. var mix = weight / currentWeight;
  25930. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25931. }
  25932. this.cumulativeWeight = currentWeight;
  25933. },
  25934. // accumulate data in the 'incoming' region into 'add'
  25935. accumulateAdditive: function ( weight ) {
  25936. var buffer = this.buffer,
  25937. stride = this.valueSize,
  25938. offset = stride * this._addIndex;
  25939. if ( this.cumulativeWeightAdditive === 0 ) {
  25940. // add = identity
  25941. this._setIdentity();
  25942. }
  25943. // add := add + incoming * weight
  25944. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  25945. this.cumulativeWeightAdditive += weight;
  25946. },
  25947. // apply the state of 'accu<i>' to the binding when accus differ
  25948. apply: function ( accuIndex ) {
  25949. var stride = this.valueSize,
  25950. buffer = this.buffer,
  25951. offset = accuIndex * stride + stride,
  25952. weight = this.cumulativeWeight,
  25953. weightAdditive = this.cumulativeWeightAdditive,
  25954. binding = this.binding;
  25955. this.cumulativeWeight = 0;
  25956. this.cumulativeWeightAdditive = 0;
  25957. if ( weight < 1 ) {
  25958. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25959. var originalValueOffset = stride * this._origIndex;
  25960. this._mixBufferRegion(
  25961. buffer, offset, originalValueOffset, 1 - weight, stride );
  25962. }
  25963. if ( weightAdditive > 0 ) {
  25964. // accuN := accuN + additive accuN
  25965. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  25966. }
  25967. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25968. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25969. // value has changed -> update scene graph
  25970. binding.setValue( buffer, offset );
  25971. break;
  25972. }
  25973. }
  25974. },
  25975. // remember the state of the bound property and copy it to both accus
  25976. saveOriginalState: function () {
  25977. var binding = this.binding;
  25978. var buffer = this.buffer,
  25979. stride = this.valueSize,
  25980. originalValueOffset = stride * this._origIndex;
  25981. binding.getValue( buffer, originalValueOffset );
  25982. // accu[0..1] := orig -- initially detect changes against the original
  25983. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25984. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25985. }
  25986. // Add to identity for additive
  25987. this._setIdentity();
  25988. this.cumulativeWeight = 0;
  25989. this.cumulativeWeightAdditive = 0;
  25990. },
  25991. // apply the state previously taken via 'saveOriginalState' to the binding
  25992. restoreOriginalState: function () {
  25993. var originalValueOffset = this.valueSize * 3;
  25994. this.binding.setValue( this.buffer, originalValueOffset );
  25995. },
  25996. _setAdditiveIdentityNumeric: function () {
  25997. var startIndex = this._addIndex * this.valueSize;
  25998. var endIndex = startIndex + this.valueSize;
  25999. for ( var i = startIndex; i < endIndex; i ++ ) {
  26000. this.buffer[ i ] = 0;
  26001. }
  26002. },
  26003. _setAdditiveIdentityQuaternion: function () {
  26004. this._setAdditiveIdentityNumeric();
  26005. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  26006. },
  26007. _setAdditiveIdentityOther: function () {
  26008. var startIndex = this._origIndex * this.valueSize;
  26009. var targetIndex = this._addIndex * this.valueSize;
  26010. for ( var i = 0; i < this.valueSize; i ++ ) {
  26011. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  26012. }
  26013. },
  26014. // mix functions
  26015. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26016. if ( t >= 0.5 ) {
  26017. for ( var i = 0; i !== stride; ++ i ) {
  26018. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  26019. }
  26020. }
  26021. },
  26022. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  26023. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  26024. },
  26025. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26026. var workOffset = this._workIndex * stride;
  26027. // Store result in intermediate buffer offset
  26028. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  26029. // Slerp to the intermediate result
  26030. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  26031. },
  26032. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26033. var s = 1 - t;
  26034. for ( var i = 0; i !== stride; ++ i ) {
  26035. var j = dstOffset + i;
  26036. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  26037. }
  26038. },
  26039. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26040. for ( var i = 0; i !== stride; ++ i ) {
  26041. var j = dstOffset + i;
  26042. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26043. }
  26044. }
  26045. } );
  26046. /**
  26047. *
  26048. * A reference to a real property in the scene graph.
  26049. *
  26050. *
  26051. * @author Ben Houston / http://clara.io/
  26052. * @author David Sarno / http://lighthaus.us/
  26053. * @author tschw
  26054. */
  26055. // Characters [].:/ are reserved for track binding syntax.
  26056. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26057. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26058. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26059. // only latin characters, and the unicode \p{L} is not yet supported. So
  26060. // instead, we exclude reserved characters and match everything else.
  26061. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26062. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26063. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26064. // be matched to parse the rest of the track name.
  26065. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26066. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26067. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26068. // Object on target node, and accessor. May not contain reserved
  26069. // characters. Accessor may contain any character except closing bracket.
  26070. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26071. // Property and accessor. May not contain reserved characters. Accessor may
  26072. // contain any non-bracket characters.
  26073. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26074. var _trackRe = new RegExp( ''
  26075. + '^'
  26076. + _directoryRe
  26077. + _nodeRe
  26078. + _objectRe
  26079. + _propertyRe
  26080. + '$'
  26081. );
  26082. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26083. function Composite( targetGroup, path, optionalParsedPath ) {
  26084. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26085. this._targetGroup = targetGroup;
  26086. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26087. }
  26088. Object.assign( Composite.prototype, {
  26089. getValue: function ( array, offset ) {
  26090. this.bind(); // bind all binding
  26091. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26092. binding = this._bindings[ firstValidIndex ];
  26093. // and only call .getValue on the first
  26094. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  26095. },
  26096. setValue: function ( array, offset ) {
  26097. var bindings = this._bindings;
  26098. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26099. bindings[ i ].setValue( array, offset );
  26100. }
  26101. },
  26102. bind: function () {
  26103. var bindings = this._bindings;
  26104. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26105. bindings[ i ].bind();
  26106. }
  26107. },
  26108. unbind: function () {
  26109. var bindings = this._bindings;
  26110. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26111. bindings[ i ].unbind();
  26112. }
  26113. }
  26114. } );
  26115. function PropertyBinding( rootNode, path, parsedPath ) {
  26116. this.path = path;
  26117. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26118. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26119. this.rootNode = rootNode;
  26120. }
  26121. Object.assign( PropertyBinding, {
  26122. Composite: Composite,
  26123. create: function ( root, path, parsedPath ) {
  26124. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26125. return new PropertyBinding( root, path, parsedPath );
  26126. } else {
  26127. return new PropertyBinding.Composite( root, path, parsedPath );
  26128. }
  26129. },
  26130. /**
  26131. * Replaces spaces with underscores and removes unsupported characters from
  26132. * node names, to ensure compatibility with parseTrackName().
  26133. *
  26134. * @param {string} name Node name to be sanitized.
  26135. * @return {string}
  26136. */
  26137. sanitizeNodeName: function ( name ) {
  26138. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26139. },
  26140. parseTrackName: function ( trackName ) {
  26141. var matches = _trackRe.exec( trackName );
  26142. if ( ! matches ) {
  26143. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26144. }
  26145. var results = {
  26146. // directoryName: matches[ 1 ], // (tschw) currently unused
  26147. nodeName: matches[ 2 ],
  26148. objectName: matches[ 3 ],
  26149. objectIndex: matches[ 4 ],
  26150. propertyName: matches[ 5 ], // required
  26151. propertyIndex: matches[ 6 ]
  26152. };
  26153. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26154. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26155. var objectName = results.nodeName.substring( lastDot + 1 );
  26156. // Object names must be checked against a whitelist. Otherwise, there
  26157. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26158. // 'bar' could be the objectName, or part of a nodeName (which can
  26159. // include '.' characters).
  26160. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26161. results.nodeName = results.nodeName.substring( 0, lastDot );
  26162. results.objectName = objectName;
  26163. }
  26164. }
  26165. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26166. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26167. }
  26168. return results;
  26169. },
  26170. findNode: function ( root, nodeName ) {
  26171. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26172. return root;
  26173. }
  26174. // search into skeleton bones.
  26175. if ( root.skeleton ) {
  26176. var bone = root.skeleton.getBoneByName( nodeName );
  26177. if ( bone !== undefined ) {
  26178. return bone;
  26179. }
  26180. }
  26181. // search into node subtree.
  26182. if ( root.children ) {
  26183. var searchNodeSubtree = function ( children ) {
  26184. for ( var i = 0; i < children.length; i ++ ) {
  26185. var childNode = children[ i ];
  26186. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26187. return childNode;
  26188. }
  26189. var result = searchNodeSubtree( childNode.children );
  26190. if ( result ) { return result; }
  26191. }
  26192. return null;
  26193. };
  26194. var subTreeNode = searchNodeSubtree( root.children );
  26195. if ( subTreeNode ) {
  26196. return subTreeNode;
  26197. }
  26198. }
  26199. return null;
  26200. }
  26201. } );
  26202. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26203. // these are used to "bind" a nonexistent property
  26204. _getValue_unavailable: function () {},
  26205. _setValue_unavailable: function () {},
  26206. BindingType: {
  26207. Direct: 0,
  26208. EntireArray: 1,
  26209. ArrayElement: 2,
  26210. HasFromToArray: 3
  26211. },
  26212. Versioning: {
  26213. None: 0,
  26214. NeedsUpdate: 1,
  26215. MatrixWorldNeedsUpdate: 2
  26216. },
  26217. GetterByBindingType: [
  26218. function getValue_direct( buffer, offset ) {
  26219. buffer[ offset ] = this.node[ this.propertyName ];
  26220. },
  26221. function getValue_array( buffer, offset ) {
  26222. var source = this.resolvedProperty;
  26223. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  26224. buffer[ offset ++ ] = source[ i ];
  26225. }
  26226. },
  26227. function getValue_arrayElement( buffer, offset ) {
  26228. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26229. },
  26230. function getValue_toArray( buffer, offset ) {
  26231. this.resolvedProperty.toArray( buffer, offset );
  26232. }
  26233. ],
  26234. SetterByBindingTypeAndVersioning: [
  26235. [
  26236. // Direct
  26237. function setValue_direct( buffer, offset ) {
  26238. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26239. },
  26240. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26241. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26242. this.targetObject.needsUpdate = true;
  26243. },
  26244. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26245. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26246. this.targetObject.matrixWorldNeedsUpdate = true;
  26247. }
  26248. ], [
  26249. // EntireArray
  26250. function setValue_array( buffer, offset ) {
  26251. var dest = this.resolvedProperty;
  26252. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26253. dest[ i ] = buffer[ offset ++ ];
  26254. }
  26255. },
  26256. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26257. var dest = this.resolvedProperty;
  26258. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26259. dest[ i ] = buffer[ offset ++ ];
  26260. }
  26261. this.targetObject.needsUpdate = true;
  26262. },
  26263. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26264. var dest = this.resolvedProperty;
  26265. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26266. dest[ i ] = buffer[ offset ++ ];
  26267. }
  26268. this.targetObject.matrixWorldNeedsUpdate = true;
  26269. }
  26270. ], [
  26271. // ArrayElement
  26272. function setValue_arrayElement( buffer, offset ) {
  26273. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26274. },
  26275. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26276. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26277. this.targetObject.needsUpdate = true;
  26278. },
  26279. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26280. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26281. this.targetObject.matrixWorldNeedsUpdate = true;
  26282. }
  26283. ], [
  26284. // HasToFromArray
  26285. function setValue_fromArray( buffer, offset ) {
  26286. this.resolvedProperty.fromArray( buffer, offset );
  26287. },
  26288. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26289. this.resolvedProperty.fromArray( buffer, offset );
  26290. this.targetObject.needsUpdate = true;
  26291. },
  26292. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26293. this.resolvedProperty.fromArray( buffer, offset );
  26294. this.targetObject.matrixWorldNeedsUpdate = true;
  26295. }
  26296. ]
  26297. ],
  26298. getValue: function getValue_unbound( targetArray, offset ) {
  26299. this.bind();
  26300. this.getValue( targetArray, offset );
  26301. // Note: This class uses a State pattern on a per-method basis:
  26302. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26303. // prototype version of these methods with one that represents
  26304. // the bound state. When the property is not found, the methods
  26305. // become no-ops.
  26306. },
  26307. setValue: function getValue_unbound( sourceArray, offset ) {
  26308. this.bind();
  26309. this.setValue( sourceArray, offset );
  26310. },
  26311. // create getter / setter pair for a property in the scene graph
  26312. bind: function () {
  26313. var targetObject = this.node,
  26314. parsedPath = this.parsedPath,
  26315. objectName = parsedPath.objectName,
  26316. propertyName = parsedPath.propertyName,
  26317. propertyIndex = parsedPath.propertyIndex;
  26318. if ( ! targetObject ) {
  26319. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26320. this.node = targetObject;
  26321. }
  26322. // set fail state so we can just 'return' on error
  26323. this.getValue = this._getValue_unavailable;
  26324. this.setValue = this._setValue_unavailable;
  26325. // ensure there is a value node
  26326. if ( ! targetObject ) {
  26327. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26328. return;
  26329. }
  26330. if ( objectName ) {
  26331. var objectIndex = parsedPath.objectIndex;
  26332. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26333. switch ( objectName ) {
  26334. case 'materials':
  26335. if ( ! targetObject.material ) {
  26336. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26337. return;
  26338. }
  26339. if ( ! targetObject.material.materials ) {
  26340. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26341. return;
  26342. }
  26343. targetObject = targetObject.material.materials;
  26344. break;
  26345. case 'bones':
  26346. if ( ! targetObject.skeleton ) {
  26347. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26348. return;
  26349. }
  26350. // potential future optimization: skip this if propertyIndex is already an integer
  26351. // and convert the integer string to a true integer.
  26352. targetObject = targetObject.skeleton.bones;
  26353. // support resolving morphTarget names into indices.
  26354. for ( var i = 0; i < targetObject.length; i ++ ) {
  26355. if ( targetObject[ i ].name === objectIndex ) {
  26356. objectIndex = i;
  26357. break;
  26358. }
  26359. }
  26360. break;
  26361. default:
  26362. if ( targetObject[ objectName ] === undefined ) {
  26363. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26364. return;
  26365. }
  26366. targetObject = targetObject[ objectName ];
  26367. }
  26368. if ( objectIndex !== undefined ) {
  26369. if ( targetObject[ objectIndex ] === undefined ) {
  26370. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26371. return;
  26372. }
  26373. targetObject = targetObject[ objectIndex ];
  26374. }
  26375. }
  26376. // resolve property
  26377. var nodeProperty = targetObject[ propertyName ];
  26378. if ( nodeProperty === undefined ) {
  26379. var nodeName = parsedPath.nodeName;
  26380. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26381. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26382. return;
  26383. }
  26384. // determine versioning scheme
  26385. var versioning = this.Versioning.None;
  26386. this.targetObject = targetObject;
  26387. if ( targetObject.needsUpdate !== undefined ) { // material
  26388. versioning = this.Versioning.NeedsUpdate;
  26389. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26390. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26391. }
  26392. // determine how the property gets bound
  26393. var bindingType = this.BindingType.Direct;
  26394. if ( propertyIndex !== undefined ) {
  26395. // access a sub element of the property array (only primitives are supported right now)
  26396. if ( propertyName === "morphTargetInfluences" ) {
  26397. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26398. // support resolving morphTarget names into indices.
  26399. if ( ! targetObject.geometry ) {
  26400. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26401. return;
  26402. }
  26403. if ( targetObject.geometry.isBufferGeometry ) {
  26404. if ( ! targetObject.geometry.morphAttributes ) {
  26405. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26406. return;
  26407. }
  26408. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26409. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26410. }
  26411. } else {
  26412. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26413. return;
  26414. }
  26415. }
  26416. bindingType = this.BindingType.ArrayElement;
  26417. this.resolvedProperty = nodeProperty;
  26418. this.propertyIndex = propertyIndex;
  26419. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26420. // must use copy for Object3D.Euler/Quaternion
  26421. bindingType = this.BindingType.HasFromToArray;
  26422. this.resolvedProperty = nodeProperty;
  26423. } else if ( Array.isArray( nodeProperty ) ) {
  26424. bindingType = this.BindingType.EntireArray;
  26425. this.resolvedProperty = nodeProperty;
  26426. } else {
  26427. this.propertyName = propertyName;
  26428. }
  26429. // select getter / setter
  26430. this.getValue = this.GetterByBindingType[ bindingType ];
  26431. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26432. },
  26433. unbind: function () {
  26434. this.node = null;
  26435. // back to the prototype version of getValue / setValue
  26436. // note: avoiding to mutate the shape of 'this' via 'delete'
  26437. this.getValue = this._getValue_unbound;
  26438. this.setValue = this._setValue_unbound;
  26439. }
  26440. } );
  26441. // DECLARE ALIAS AFTER assign prototype
  26442. Object.assign( PropertyBinding.prototype, {
  26443. // initial state of these methods that calls 'bind'
  26444. _getValue_unbound: PropertyBinding.prototype.getValue,
  26445. _setValue_unbound: PropertyBinding.prototype.setValue,
  26446. } );
  26447. /**
  26448. *
  26449. * A group of objects that receives a shared animation state.
  26450. *
  26451. * Usage:
  26452. *
  26453. * - Add objects you would otherwise pass as 'root' to the
  26454. * constructor or the .clipAction method of AnimationMixer.
  26455. *
  26456. * - Instead pass this object as 'root'.
  26457. *
  26458. * - You can also add and remove objects later when the mixer
  26459. * is running.
  26460. *
  26461. * Note:
  26462. *
  26463. * Objects of this class appear as one object to the mixer,
  26464. * so cache control of the individual objects must be done
  26465. * on the group.
  26466. *
  26467. * Limitation:
  26468. *
  26469. * - The animated properties must be compatible among the
  26470. * all objects in the group.
  26471. *
  26472. * - A single property can either be controlled through a
  26473. * target group or directly, but not both.
  26474. *
  26475. * @author tschw
  26476. */
  26477. function AnimationObjectGroup() {
  26478. this.uuid = MathUtils.generateUUID();
  26479. // cached objects followed by the active ones
  26480. this._objects = Array.prototype.slice.call( arguments );
  26481. this.nCachedObjects_ = 0; // threshold
  26482. // note: read by PropertyBinding.Composite
  26483. var indices = {};
  26484. this._indicesByUUID = indices; // for bookkeeping
  26485. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26486. indices[ arguments[ i ].uuid ] = i;
  26487. }
  26488. this._paths = []; // inside: string
  26489. this._parsedPaths = []; // inside: { we don't care, here }
  26490. this._bindings = []; // inside: Array< PropertyBinding >
  26491. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26492. var scope = this;
  26493. this.stats = {
  26494. objects: {
  26495. get total() {
  26496. return scope._objects.length;
  26497. },
  26498. get inUse() {
  26499. return this.total - scope.nCachedObjects_;
  26500. }
  26501. },
  26502. get bindingsPerObject() {
  26503. return scope._bindings.length;
  26504. }
  26505. };
  26506. }
  26507. Object.assign( AnimationObjectGroup.prototype, {
  26508. isAnimationObjectGroup: true,
  26509. add: function () {
  26510. var objects = this._objects,
  26511. nObjects = objects.length,
  26512. nCachedObjects = this.nCachedObjects_,
  26513. indicesByUUID = this._indicesByUUID,
  26514. paths = this._paths,
  26515. parsedPaths = this._parsedPaths,
  26516. bindings = this._bindings,
  26517. nBindings = bindings.length,
  26518. knownObject = undefined;
  26519. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26520. var object = arguments[ i ],
  26521. uuid = object.uuid,
  26522. index = indicesByUUID[ uuid ];
  26523. if ( index === undefined ) {
  26524. // unknown object -> add it to the ACTIVE region
  26525. index = nObjects ++;
  26526. indicesByUUID[ uuid ] = index;
  26527. objects.push( object );
  26528. // accounting is done, now do the same for all bindings
  26529. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26530. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26531. }
  26532. } else if ( index < nCachedObjects ) {
  26533. knownObject = objects[ index ];
  26534. // move existing object to the ACTIVE region
  26535. var firstActiveIndex = -- nCachedObjects,
  26536. lastCachedObject = objects[ firstActiveIndex ];
  26537. indicesByUUID[ lastCachedObject.uuid ] = index;
  26538. objects[ index ] = lastCachedObject;
  26539. indicesByUUID[ uuid ] = firstActiveIndex;
  26540. objects[ firstActiveIndex ] = object;
  26541. // accounting is done, now do the same for all bindings
  26542. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26543. var bindingsForPath = bindings[ j ],
  26544. lastCached = bindingsForPath[ firstActiveIndex ],
  26545. binding = bindingsForPath[ index ];
  26546. bindingsForPath[ index ] = lastCached;
  26547. if ( binding === undefined ) {
  26548. // since we do not bother to create new bindings
  26549. // for objects that are cached, the binding may
  26550. // or may not exist
  26551. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26552. }
  26553. bindingsForPath[ firstActiveIndex ] = binding;
  26554. }
  26555. } else if ( objects[ index ] !== knownObject ) {
  26556. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26557. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26558. } // else the object is already where we want it to be
  26559. } // for arguments
  26560. this.nCachedObjects_ = nCachedObjects;
  26561. },
  26562. remove: function () {
  26563. var objects = this._objects,
  26564. nCachedObjects = this.nCachedObjects_,
  26565. indicesByUUID = this._indicesByUUID,
  26566. bindings = this._bindings,
  26567. nBindings = bindings.length;
  26568. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26569. var object = arguments[ i ],
  26570. uuid = object.uuid,
  26571. index = indicesByUUID[ uuid ];
  26572. if ( index !== undefined && index >= nCachedObjects ) {
  26573. // move existing object into the CACHED region
  26574. var lastCachedIndex = nCachedObjects ++,
  26575. firstActiveObject = objects[ lastCachedIndex ];
  26576. indicesByUUID[ firstActiveObject.uuid ] = index;
  26577. objects[ index ] = firstActiveObject;
  26578. indicesByUUID[ uuid ] = lastCachedIndex;
  26579. objects[ lastCachedIndex ] = object;
  26580. // accounting is done, now do the same for all bindings
  26581. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26582. var bindingsForPath = bindings[ j ],
  26583. firstActive = bindingsForPath[ lastCachedIndex ],
  26584. binding = bindingsForPath[ index ];
  26585. bindingsForPath[ index ] = firstActive;
  26586. bindingsForPath[ lastCachedIndex ] = binding;
  26587. }
  26588. }
  26589. } // for arguments
  26590. this.nCachedObjects_ = nCachedObjects;
  26591. },
  26592. // remove & forget
  26593. uncache: function () {
  26594. var objects = this._objects,
  26595. nObjects = objects.length,
  26596. nCachedObjects = this.nCachedObjects_,
  26597. indicesByUUID = this._indicesByUUID,
  26598. bindings = this._bindings,
  26599. nBindings = bindings.length;
  26600. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26601. var object = arguments[ i ],
  26602. uuid = object.uuid,
  26603. index = indicesByUUID[ uuid ];
  26604. if ( index !== undefined ) {
  26605. delete indicesByUUID[ uuid ];
  26606. if ( index < nCachedObjects ) {
  26607. // object is cached, shrink the CACHED region
  26608. var firstActiveIndex = -- nCachedObjects,
  26609. lastCachedObject = objects[ firstActiveIndex ],
  26610. lastIndex = -- nObjects,
  26611. lastObject = objects[ lastIndex ];
  26612. // last cached object takes this object's place
  26613. indicesByUUID[ lastCachedObject.uuid ] = index;
  26614. objects[ index ] = lastCachedObject;
  26615. // last object goes to the activated slot and pop
  26616. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26617. objects[ firstActiveIndex ] = lastObject;
  26618. objects.pop();
  26619. // accounting is done, now do the same for all bindings
  26620. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26621. var bindingsForPath = bindings[ j ],
  26622. lastCached = bindingsForPath[ firstActiveIndex ],
  26623. last = bindingsForPath[ lastIndex ];
  26624. bindingsForPath[ index ] = lastCached;
  26625. bindingsForPath[ firstActiveIndex ] = last;
  26626. bindingsForPath.pop();
  26627. }
  26628. } else {
  26629. // object is active, just swap with the last and pop
  26630. var lastIndex = -- nObjects,
  26631. lastObject = objects[ lastIndex ];
  26632. indicesByUUID[ lastObject.uuid ] = index;
  26633. objects[ index ] = lastObject;
  26634. objects.pop();
  26635. // accounting is done, now do the same for all bindings
  26636. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26637. var bindingsForPath = bindings[ j ];
  26638. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26639. bindingsForPath.pop();
  26640. }
  26641. } // cached or active
  26642. } // if object is known
  26643. } // for arguments
  26644. this.nCachedObjects_ = nCachedObjects;
  26645. },
  26646. // Internal interface used by befriended PropertyBinding.Composite:
  26647. subscribe_: function ( path, parsedPath ) {
  26648. // returns an array of bindings for the given path that is changed
  26649. // according to the contained objects in the group
  26650. var indicesByPath = this._bindingsIndicesByPath,
  26651. index = indicesByPath[ path ],
  26652. bindings = this._bindings;
  26653. if ( index !== undefined ) { return bindings[ index ]; }
  26654. var paths = this._paths,
  26655. parsedPaths = this._parsedPaths,
  26656. objects = this._objects,
  26657. nObjects = objects.length,
  26658. nCachedObjects = this.nCachedObjects_,
  26659. bindingsForPath = new Array( nObjects );
  26660. index = bindings.length;
  26661. indicesByPath[ path ] = index;
  26662. paths.push( path );
  26663. parsedPaths.push( parsedPath );
  26664. bindings.push( bindingsForPath );
  26665. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26666. var object = objects[ i ];
  26667. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26668. }
  26669. return bindingsForPath;
  26670. },
  26671. unsubscribe_: function ( path ) {
  26672. // tells the group to forget about a property path and no longer
  26673. // update the array previously obtained with 'subscribe_'
  26674. var indicesByPath = this._bindingsIndicesByPath,
  26675. index = indicesByPath[ path ];
  26676. if ( index !== undefined ) {
  26677. var paths = this._paths,
  26678. parsedPaths = this._parsedPaths,
  26679. bindings = this._bindings,
  26680. lastBindingsIndex = bindings.length - 1,
  26681. lastBindings = bindings[ lastBindingsIndex ],
  26682. lastBindingsPath = path[ lastBindingsIndex ];
  26683. indicesByPath[ lastBindingsPath ] = index;
  26684. bindings[ index ] = lastBindings;
  26685. bindings.pop();
  26686. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26687. parsedPaths.pop();
  26688. paths[ index ] = paths[ lastBindingsIndex ];
  26689. paths.pop();
  26690. }
  26691. }
  26692. } );
  26693. /**
  26694. *
  26695. * Action provided by AnimationMixer for scheduling clip playback on specific
  26696. * objects.
  26697. *
  26698. * @author Ben Houston / http://clara.io/
  26699. * @author David Sarno / http://lighthaus.us/
  26700. * @author tschw
  26701. *
  26702. */
  26703. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  26704. this._mixer = mixer;
  26705. this._clip = clip;
  26706. this._localRoot = localRoot || null;
  26707. this.blendMode = blendMode || clip.blendMode;
  26708. var tracks = clip.tracks,
  26709. nTracks = tracks.length,
  26710. interpolants = new Array( nTracks );
  26711. var interpolantSettings = {
  26712. endingStart: ZeroCurvatureEnding,
  26713. endingEnd: ZeroCurvatureEnding
  26714. };
  26715. for ( var i = 0; i !== nTracks; ++ i ) {
  26716. var interpolant = tracks[ i ].createInterpolant( null );
  26717. interpolants[ i ] = interpolant;
  26718. interpolant.settings = interpolantSettings;
  26719. }
  26720. this._interpolantSettings = interpolantSettings;
  26721. this._interpolants = interpolants; // bound by the mixer
  26722. // inside: PropertyMixer (managed by the mixer)
  26723. this._propertyBindings = new Array( nTracks );
  26724. this._cacheIndex = null; // for the memory manager
  26725. this._byClipCacheIndex = null; // for the memory manager
  26726. this._timeScaleInterpolant = null;
  26727. this._weightInterpolant = null;
  26728. this.loop = LoopRepeat;
  26729. this._loopCount = - 1;
  26730. // global mixer time when the action is to be started
  26731. // it's set back to 'null' upon start of the action
  26732. this._startTime = null;
  26733. // scaled local time of the action
  26734. // gets clamped or wrapped to 0..clip.duration according to loop
  26735. this.time = 0;
  26736. this.timeScale = 1;
  26737. this._effectiveTimeScale = 1;
  26738. this.weight = 1;
  26739. this._effectiveWeight = 1;
  26740. this.repetitions = Infinity; // no. of repetitions when looping
  26741. this.paused = false; // true -> zero effective time scale
  26742. this.enabled = true; // false -> zero effective weight
  26743. this.clampWhenFinished = false;// keep feeding the last frame?
  26744. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26745. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26746. }
  26747. Object.assign( AnimationAction.prototype, {
  26748. // State & Scheduling
  26749. play: function () {
  26750. this._mixer._activateAction( this );
  26751. return this;
  26752. },
  26753. stop: function () {
  26754. this._mixer._deactivateAction( this );
  26755. return this.reset();
  26756. },
  26757. reset: function () {
  26758. this.paused = false;
  26759. this.enabled = true;
  26760. this.time = 0; // restart clip
  26761. this._loopCount = - 1;// forget previous loops
  26762. this._startTime = null;// forget scheduling
  26763. return this.stopFading().stopWarping();
  26764. },
  26765. isRunning: function () {
  26766. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26767. this._startTime === null && this._mixer._isActiveAction( this );
  26768. },
  26769. // return true when play has been called
  26770. isScheduled: function () {
  26771. return this._mixer._isActiveAction( this );
  26772. },
  26773. startAt: function ( time ) {
  26774. this._startTime = time;
  26775. return this;
  26776. },
  26777. setLoop: function ( mode, repetitions ) {
  26778. this.loop = mode;
  26779. this.repetitions = repetitions;
  26780. return this;
  26781. },
  26782. // Weight
  26783. // set the weight stopping any scheduled fading
  26784. // although .enabled = false yields an effective weight of zero, this
  26785. // method does *not* change .enabled, because it would be confusing
  26786. setEffectiveWeight: function ( weight ) {
  26787. this.weight = weight;
  26788. // note: same logic as when updated at runtime
  26789. this._effectiveWeight = this.enabled ? weight : 0;
  26790. return this.stopFading();
  26791. },
  26792. // return the weight considering fading and .enabled
  26793. getEffectiveWeight: function () {
  26794. return this._effectiveWeight;
  26795. },
  26796. fadeIn: function ( duration ) {
  26797. return this._scheduleFading( duration, 0, 1 );
  26798. },
  26799. fadeOut: function ( duration ) {
  26800. return this._scheduleFading( duration, 1, 0 );
  26801. },
  26802. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26803. fadeOutAction.fadeOut( duration );
  26804. this.fadeIn( duration );
  26805. if ( warp ) {
  26806. var fadeInDuration = this._clip.duration,
  26807. fadeOutDuration = fadeOutAction._clip.duration,
  26808. startEndRatio = fadeOutDuration / fadeInDuration,
  26809. endStartRatio = fadeInDuration / fadeOutDuration;
  26810. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26811. this.warp( endStartRatio, 1.0, duration );
  26812. }
  26813. return this;
  26814. },
  26815. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26816. return fadeInAction.crossFadeFrom( this, duration, warp );
  26817. },
  26818. stopFading: function () {
  26819. var weightInterpolant = this._weightInterpolant;
  26820. if ( weightInterpolant !== null ) {
  26821. this._weightInterpolant = null;
  26822. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26823. }
  26824. return this;
  26825. },
  26826. // Time Scale Control
  26827. // set the time scale stopping any scheduled warping
  26828. // although .paused = true yields an effective time scale of zero, this
  26829. // method does *not* change .paused, because it would be confusing
  26830. setEffectiveTimeScale: function ( timeScale ) {
  26831. this.timeScale = timeScale;
  26832. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26833. return this.stopWarping();
  26834. },
  26835. // return the time scale considering warping and .paused
  26836. getEffectiveTimeScale: function () {
  26837. return this._effectiveTimeScale;
  26838. },
  26839. setDuration: function ( duration ) {
  26840. this.timeScale = this._clip.duration / duration;
  26841. return this.stopWarping();
  26842. },
  26843. syncWith: function ( action ) {
  26844. this.time = action.time;
  26845. this.timeScale = action.timeScale;
  26846. return this.stopWarping();
  26847. },
  26848. halt: function ( duration ) {
  26849. return this.warp( this._effectiveTimeScale, 0, duration );
  26850. },
  26851. warp: function ( startTimeScale, endTimeScale, duration ) {
  26852. var mixer = this._mixer, now = mixer.time,
  26853. interpolant = this._timeScaleInterpolant,
  26854. timeScale = this.timeScale;
  26855. if ( interpolant === null ) {
  26856. interpolant = mixer._lendControlInterpolant();
  26857. this._timeScaleInterpolant = interpolant;
  26858. }
  26859. var times = interpolant.parameterPositions,
  26860. values = interpolant.sampleValues;
  26861. times[ 0 ] = now;
  26862. times[ 1 ] = now + duration;
  26863. values[ 0 ] = startTimeScale / timeScale;
  26864. values[ 1 ] = endTimeScale / timeScale;
  26865. return this;
  26866. },
  26867. stopWarping: function () {
  26868. var timeScaleInterpolant = this._timeScaleInterpolant;
  26869. if ( timeScaleInterpolant !== null ) {
  26870. this._timeScaleInterpolant = null;
  26871. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26872. }
  26873. return this;
  26874. },
  26875. // Object Accessors
  26876. getMixer: function () {
  26877. return this._mixer;
  26878. },
  26879. getClip: function () {
  26880. return this._clip;
  26881. },
  26882. getRoot: function () {
  26883. return this._localRoot || this._mixer._root;
  26884. },
  26885. // Interna
  26886. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26887. // called by the mixer
  26888. if ( ! this.enabled ) {
  26889. // call ._updateWeight() to update ._effectiveWeight
  26890. this._updateWeight( time );
  26891. return;
  26892. }
  26893. var startTime = this._startTime;
  26894. if ( startTime !== null ) {
  26895. // check for scheduled start of action
  26896. var timeRunning = ( time - startTime ) * timeDirection;
  26897. if ( timeRunning < 0 || timeDirection === 0 ) {
  26898. return; // yet to come / don't decide when delta = 0
  26899. }
  26900. // start
  26901. this._startTime = null; // unschedule
  26902. deltaTime = timeDirection * timeRunning;
  26903. }
  26904. // apply time scale and advance time
  26905. deltaTime *= this._updateTimeScale( time );
  26906. var clipTime = this._updateTime( deltaTime );
  26907. // note: _updateTime may disable the action resulting in
  26908. // an effective weight of 0
  26909. var weight = this._updateWeight( time );
  26910. if ( weight > 0 ) {
  26911. var interpolants = this._interpolants;
  26912. var propertyMixers = this._propertyBindings;
  26913. switch ( this.blendMode ) {
  26914. case AdditiveAnimationBlendMode:
  26915. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26916. interpolants[ j ].evaluate( clipTime );
  26917. propertyMixers[ j ].accumulateAdditive( weight );
  26918. }
  26919. break;
  26920. case NormalAnimationBlendMode:
  26921. default:
  26922. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26923. interpolants[ j ].evaluate( clipTime );
  26924. propertyMixers[ j ].accumulate( accuIndex, weight );
  26925. }
  26926. }
  26927. }
  26928. },
  26929. _updateWeight: function ( time ) {
  26930. var weight = 0;
  26931. if ( this.enabled ) {
  26932. weight = this.weight;
  26933. var interpolant = this._weightInterpolant;
  26934. if ( interpolant !== null ) {
  26935. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26936. weight *= interpolantValue;
  26937. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26938. this.stopFading();
  26939. if ( interpolantValue === 0 ) {
  26940. // faded out, disable
  26941. this.enabled = false;
  26942. }
  26943. }
  26944. }
  26945. }
  26946. this._effectiveWeight = weight;
  26947. return weight;
  26948. },
  26949. _updateTimeScale: function ( time ) {
  26950. var timeScale = 0;
  26951. if ( ! this.paused ) {
  26952. timeScale = this.timeScale;
  26953. var interpolant = this._timeScaleInterpolant;
  26954. if ( interpolant !== null ) {
  26955. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26956. timeScale *= interpolantValue;
  26957. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26958. this.stopWarping();
  26959. if ( timeScale === 0 ) {
  26960. // motion has halted, pause
  26961. this.paused = true;
  26962. } else {
  26963. // warp done - apply final time scale
  26964. this.timeScale = timeScale;
  26965. }
  26966. }
  26967. }
  26968. }
  26969. this._effectiveTimeScale = timeScale;
  26970. return timeScale;
  26971. },
  26972. _updateTime: function ( deltaTime ) {
  26973. var time = this.time + deltaTime;
  26974. var duration = this._clip.duration;
  26975. var loop = this.loop;
  26976. var loopCount = this._loopCount;
  26977. var pingPong = ( loop === LoopPingPong );
  26978. if ( deltaTime === 0 ) {
  26979. if ( loopCount === - 1 ) { return time; }
  26980. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26981. }
  26982. if ( loop === LoopOnce ) {
  26983. if ( loopCount === - 1 ) {
  26984. // just started
  26985. this._loopCount = 0;
  26986. this._setEndings( true, true, false );
  26987. }
  26988. handle_stop: {
  26989. if ( time >= duration ) {
  26990. time = duration;
  26991. } else if ( time < 0 ) {
  26992. time = 0;
  26993. } else {
  26994. this.time = time;
  26995. break handle_stop;
  26996. }
  26997. if ( this.clampWhenFinished ) { this.paused = true; }
  26998. else { this.enabled = false; }
  26999. this.time = time;
  27000. this._mixer.dispatchEvent( {
  27001. type: 'finished', action: this,
  27002. direction: deltaTime < 0 ? - 1 : 1
  27003. } );
  27004. }
  27005. } else { // repetitive Repeat or PingPong
  27006. if ( loopCount === - 1 ) {
  27007. // just started
  27008. if ( deltaTime >= 0 ) {
  27009. loopCount = 0;
  27010. this._setEndings( true, this.repetitions === 0, pingPong );
  27011. } else {
  27012. // when looping in reverse direction, the initial
  27013. // transition through zero counts as a repetition,
  27014. // so leave loopCount at -1
  27015. this._setEndings( this.repetitions === 0, true, pingPong );
  27016. }
  27017. }
  27018. if ( time >= duration || time < 0 ) {
  27019. // wrap around
  27020. var loopDelta = Math.floor( time / duration ); // signed
  27021. time -= duration * loopDelta;
  27022. loopCount += Math.abs( loopDelta );
  27023. var pending = this.repetitions - loopCount;
  27024. if ( pending <= 0 ) {
  27025. // have to stop (switch state, clamp time, fire event)
  27026. if ( this.clampWhenFinished ) { this.paused = true; }
  27027. else { this.enabled = false; }
  27028. time = deltaTime > 0 ? duration : 0;
  27029. this.time = time;
  27030. this._mixer.dispatchEvent( {
  27031. type: 'finished', action: this,
  27032. direction: deltaTime > 0 ? 1 : - 1
  27033. } );
  27034. } else {
  27035. // keep running
  27036. if ( pending === 1 ) {
  27037. // entering the last round
  27038. var atStart = deltaTime < 0;
  27039. this._setEndings( atStart, ! atStart, pingPong );
  27040. } else {
  27041. this._setEndings( false, false, pingPong );
  27042. }
  27043. this._loopCount = loopCount;
  27044. this.time = time;
  27045. this._mixer.dispatchEvent( {
  27046. type: 'loop', action: this, loopDelta: loopDelta
  27047. } );
  27048. }
  27049. } else {
  27050. this.time = time;
  27051. }
  27052. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27053. // invert time for the "pong round"
  27054. return duration - time;
  27055. }
  27056. }
  27057. return time;
  27058. },
  27059. _setEndings: function ( atStart, atEnd, pingPong ) {
  27060. var settings = this._interpolantSettings;
  27061. if ( pingPong ) {
  27062. settings.endingStart = ZeroSlopeEnding;
  27063. settings.endingEnd = ZeroSlopeEnding;
  27064. } else {
  27065. // assuming for LoopOnce atStart == atEnd == true
  27066. if ( atStart ) {
  27067. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27068. } else {
  27069. settings.endingStart = WrapAroundEnding;
  27070. }
  27071. if ( atEnd ) {
  27072. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27073. } else {
  27074. settings.endingEnd = WrapAroundEnding;
  27075. }
  27076. }
  27077. },
  27078. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27079. var mixer = this._mixer, now = mixer.time,
  27080. interpolant = this._weightInterpolant;
  27081. if ( interpolant === null ) {
  27082. interpolant = mixer._lendControlInterpolant();
  27083. this._weightInterpolant = interpolant;
  27084. }
  27085. var times = interpolant.parameterPositions,
  27086. values = interpolant.sampleValues;
  27087. times[ 0 ] = now;
  27088. values[ 0 ] = weightNow;
  27089. times[ 1 ] = now + duration;
  27090. values[ 1 ] = weightThen;
  27091. return this;
  27092. }
  27093. } );
  27094. /**
  27095. *
  27096. * Player for AnimationClips.
  27097. *
  27098. *
  27099. * @author Ben Houston / http://clara.io/
  27100. * @author David Sarno / http://lighthaus.us/
  27101. * @author tschw
  27102. */
  27103. function AnimationMixer( root ) {
  27104. this._root = root;
  27105. this._initMemoryManager();
  27106. this._accuIndex = 0;
  27107. this.time = 0;
  27108. this.timeScale = 1.0;
  27109. }
  27110. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27111. constructor: AnimationMixer,
  27112. _bindAction: function ( action, prototypeAction ) {
  27113. var root = action._localRoot || this._root,
  27114. tracks = action._clip.tracks,
  27115. nTracks = tracks.length,
  27116. bindings = action._propertyBindings,
  27117. interpolants = action._interpolants,
  27118. rootUuid = root.uuid,
  27119. bindingsByRoot = this._bindingsByRootAndName,
  27120. bindingsByName = bindingsByRoot[ rootUuid ];
  27121. if ( bindingsByName === undefined ) {
  27122. bindingsByName = {};
  27123. bindingsByRoot[ rootUuid ] = bindingsByName;
  27124. }
  27125. for ( var i = 0; i !== nTracks; ++ i ) {
  27126. var track = tracks[ i ],
  27127. trackName = track.name,
  27128. binding = bindingsByName[ trackName ];
  27129. if ( binding !== undefined ) {
  27130. bindings[ i ] = binding;
  27131. } else {
  27132. binding = bindings[ i ];
  27133. if ( binding !== undefined ) {
  27134. // existing binding, make sure the cache knows
  27135. if ( binding._cacheIndex === null ) {
  27136. ++ binding.referenceCount;
  27137. this._addInactiveBinding( binding, rootUuid, trackName );
  27138. }
  27139. continue;
  27140. }
  27141. var path = prototypeAction && prototypeAction.
  27142. _propertyBindings[ i ].binding.parsedPath;
  27143. binding = new PropertyMixer(
  27144. PropertyBinding.create( root, trackName, path ),
  27145. track.ValueTypeName, track.getValueSize() );
  27146. ++ binding.referenceCount;
  27147. this._addInactiveBinding( binding, rootUuid, trackName );
  27148. bindings[ i ] = binding;
  27149. }
  27150. interpolants[ i ].resultBuffer = binding.buffer;
  27151. }
  27152. },
  27153. _activateAction: function ( action ) {
  27154. if ( ! this._isActiveAction( action ) ) {
  27155. if ( action._cacheIndex === null ) {
  27156. // this action has been forgotten by the cache, but the user
  27157. // appears to be still using it -> rebind
  27158. var rootUuid = ( action._localRoot || this._root ).uuid,
  27159. clipUuid = action._clip.uuid,
  27160. actionsForClip = this._actionsByClip[ clipUuid ];
  27161. this._bindAction( action,
  27162. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27163. this._addInactiveAction( action, clipUuid, rootUuid );
  27164. }
  27165. var bindings = action._propertyBindings;
  27166. // increment reference counts / sort out state
  27167. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27168. var binding = bindings[ i ];
  27169. if ( binding.useCount ++ === 0 ) {
  27170. this._lendBinding( binding );
  27171. binding.saveOriginalState();
  27172. }
  27173. }
  27174. this._lendAction( action );
  27175. }
  27176. },
  27177. _deactivateAction: function ( action ) {
  27178. if ( this._isActiveAction( action ) ) {
  27179. var bindings = action._propertyBindings;
  27180. // decrement reference counts / sort out state
  27181. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27182. var binding = bindings[ i ];
  27183. if ( -- binding.useCount === 0 ) {
  27184. binding.restoreOriginalState();
  27185. this._takeBackBinding( binding );
  27186. }
  27187. }
  27188. this._takeBackAction( action );
  27189. }
  27190. },
  27191. // Memory manager
  27192. _initMemoryManager: function () {
  27193. this._actions = []; // 'nActiveActions' followed by inactive ones
  27194. this._nActiveActions = 0;
  27195. this._actionsByClip = {};
  27196. // inside:
  27197. // {
  27198. // knownActions: Array< AnimationAction > - used as prototypes
  27199. // actionByRoot: AnimationAction - lookup
  27200. // }
  27201. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27202. this._nActiveBindings = 0;
  27203. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27204. this._controlInterpolants = []; // same game as above
  27205. this._nActiveControlInterpolants = 0;
  27206. var scope = this;
  27207. this.stats = {
  27208. actions: {
  27209. get total() {
  27210. return scope._actions.length;
  27211. },
  27212. get inUse() {
  27213. return scope._nActiveActions;
  27214. }
  27215. },
  27216. bindings: {
  27217. get total() {
  27218. return scope._bindings.length;
  27219. },
  27220. get inUse() {
  27221. return scope._nActiveBindings;
  27222. }
  27223. },
  27224. controlInterpolants: {
  27225. get total() {
  27226. return scope._controlInterpolants.length;
  27227. },
  27228. get inUse() {
  27229. return scope._nActiveControlInterpolants;
  27230. }
  27231. }
  27232. };
  27233. },
  27234. // Memory management for AnimationAction objects
  27235. _isActiveAction: function ( action ) {
  27236. var index = action._cacheIndex;
  27237. return index !== null && index < this._nActiveActions;
  27238. },
  27239. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27240. var actions = this._actions,
  27241. actionsByClip = this._actionsByClip,
  27242. actionsForClip = actionsByClip[ clipUuid ];
  27243. if ( actionsForClip === undefined ) {
  27244. actionsForClip = {
  27245. knownActions: [ action ],
  27246. actionByRoot: {}
  27247. };
  27248. action._byClipCacheIndex = 0;
  27249. actionsByClip[ clipUuid ] = actionsForClip;
  27250. } else {
  27251. var knownActions = actionsForClip.knownActions;
  27252. action._byClipCacheIndex = knownActions.length;
  27253. knownActions.push( action );
  27254. }
  27255. action._cacheIndex = actions.length;
  27256. actions.push( action );
  27257. actionsForClip.actionByRoot[ rootUuid ] = action;
  27258. },
  27259. _removeInactiveAction: function ( action ) {
  27260. var actions = this._actions,
  27261. lastInactiveAction = actions[ actions.length - 1 ],
  27262. cacheIndex = action._cacheIndex;
  27263. lastInactiveAction._cacheIndex = cacheIndex;
  27264. actions[ cacheIndex ] = lastInactiveAction;
  27265. actions.pop();
  27266. action._cacheIndex = null;
  27267. var clipUuid = action._clip.uuid,
  27268. actionsByClip = this._actionsByClip,
  27269. actionsForClip = actionsByClip[ clipUuid ],
  27270. knownActionsForClip = actionsForClip.knownActions,
  27271. lastKnownAction =
  27272. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27273. byClipCacheIndex = action._byClipCacheIndex;
  27274. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27275. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27276. knownActionsForClip.pop();
  27277. action._byClipCacheIndex = null;
  27278. var actionByRoot = actionsForClip.actionByRoot,
  27279. rootUuid = ( action._localRoot || this._root ).uuid;
  27280. delete actionByRoot[ rootUuid ];
  27281. if ( knownActionsForClip.length === 0 ) {
  27282. delete actionsByClip[ clipUuid ];
  27283. }
  27284. this._removeInactiveBindingsForAction( action );
  27285. },
  27286. _removeInactiveBindingsForAction: function ( action ) {
  27287. var bindings = action._propertyBindings;
  27288. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27289. var binding = bindings[ i ];
  27290. if ( -- binding.referenceCount === 0 ) {
  27291. this._removeInactiveBinding( binding );
  27292. }
  27293. }
  27294. },
  27295. _lendAction: function ( action ) {
  27296. // [ active actions | inactive actions ]
  27297. // [ active actions >| inactive actions ]
  27298. // s a
  27299. // <-swap->
  27300. // a s
  27301. var actions = this._actions,
  27302. prevIndex = action._cacheIndex,
  27303. lastActiveIndex = this._nActiveActions ++,
  27304. firstInactiveAction = actions[ lastActiveIndex ];
  27305. action._cacheIndex = lastActiveIndex;
  27306. actions[ lastActiveIndex ] = action;
  27307. firstInactiveAction._cacheIndex = prevIndex;
  27308. actions[ prevIndex ] = firstInactiveAction;
  27309. },
  27310. _takeBackAction: function ( action ) {
  27311. // [ active actions | inactive actions ]
  27312. // [ active actions |< inactive actions ]
  27313. // a s
  27314. // <-swap->
  27315. // s a
  27316. var actions = this._actions,
  27317. prevIndex = action._cacheIndex,
  27318. firstInactiveIndex = -- this._nActiveActions,
  27319. lastActiveAction = actions[ firstInactiveIndex ];
  27320. action._cacheIndex = firstInactiveIndex;
  27321. actions[ firstInactiveIndex ] = action;
  27322. lastActiveAction._cacheIndex = prevIndex;
  27323. actions[ prevIndex ] = lastActiveAction;
  27324. },
  27325. // Memory management for PropertyMixer objects
  27326. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27327. var bindingsByRoot = this._bindingsByRootAndName,
  27328. bindingByName = bindingsByRoot[ rootUuid ],
  27329. bindings = this._bindings;
  27330. if ( bindingByName === undefined ) {
  27331. bindingByName = {};
  27332. bindingsByRoot[ rootUuid ] = bindingByName;
  27333. }
  27334. bindingByName[ trackName ] = binding;
  27335. binding._cacheIndex = bindings.length;
  27336. bindings.push( binding );
  27337. },
  27338. _removeInactiveBinding: function ( binding ) {
  27339. var bindings = this._bindings,
  27340. propBinding = binding.binding,
  27341. rootUuid = propBinding.rootNode.uuid,
  27342. trackName = propBinding.path,
  27343. bindingsByRoot = this._bindingsByRootAndName,
  27344. bindingByName = bindingsByRoot[ rootUuid ],
  27345. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27346. cacheIndex = binding._cacheIndex;
  27347. lastInactiveBinding._cacheIndex = cacheIndex;
  27348. bindings[ cacheIndex ] = lastInactiveBinding;
  27349. bindings.pop();
  27350. delete bindingByName[ trackName ];
  27351. if ( Object.keys( bindingByName ).length === 0 ) {
  27352. delete bindingsByRoot[ rootUuid ];
  27353. }
  27354. },
  27355. _lendBinding: function ( binding ) {
  27356. var bindings = this._bindings,
  27357. prevIndex = binding._cacheIndex,
  27358. lastActiveIndex = this._nActiveBindings ++,
  27359. firstInactiveBinding = bindings[ lastActiveIndex ];
  27360. binding._cacheIndex = lastActiveIndex;
  27361. bindings[ lastActiveIndex ] = binding;
  27362. firstInactiveBinding._cacheIndex = prevIndex;
  27363. bindings[ prevIndex ] = firstInactiveBinding;
  27364. },
  27365. _takeBackBinding: function ( binding ) {
  27366. var bindings = this._bindings,
  27367. prevIndex = binding._cacheIndex,
  27368. firstInactiveIndex = -- this._nActiveBindings,
  27369. lastActiveBinding = bindings[ firstInactiveIndex ];
  27370. binding._cacheIndex = firstInactiveIndex;
  27371. bindings[ firstInactiveIndex ] = binding;
  27372. lastActiveBinding._cacheIndex = prevIndex;
  27373. bindings[ prevIndex ] = lastActiveBinding;
  27374. },
  27375. // Memory management of Interpolants for weight and time scale
  27376. _lendControlInterpolant: function () {
  27377. var interpolants = this._controlInterpolants,
  27378. lastActiveIndex = this._nActiveControlInterpolants ++,
  27379. interpolant = interpolants[ lastActiveIndex ];
  27380. if ( interpolant === undefined ) {
  27381. interpolant = new LinearInterpolant(
  27382. new Float32Array( 2 ), new Float32Array( 2 ),
  27383. 1, this._controlInterpolantsResultBuffer );
  27384. interpolant.__cacheIndex = lastActiveIndex;
  27385. interpolants[ lastActiveIndex ] = interpolant;
  27386. }
  27387. return interpolant;
  27388. },
  27389. _takeBackControlInterpolant: function ( interpolant ) {
  27390. var interpolants = this._controlInterpolants,
  27391. prevIndex = interpolant.__cacheIndex,
  27392. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27393. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27394. interpolant.__cacheIndex = firstInactiveIndex;
  27395. interpolants[ firstInactiveIndex ] = interpolant;
  27396. lastActiveInterpolant.__cacheIndex = prevIndex;
  27397. interpolants[ prevIndex ] = lastActiveInterpolant;
  27398. },
  27399. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27400. // return an action for a clip optionally using a custom root target
  27401. // object (this method allocates a lot of dynamic memory in case a
  27402. // previously unknown clip/root combination is specified)
  27403. clipAction: function ( clip, optionalRoot, blendMode ) {
  27404. var root = optionalRoot || this._root,
  27405. rootUuid = root.uuid,
  27406. clipObject = typeof clip === 'string' ?
  27407. AnimationClip.findByName( root, clip ) : clip,
  27408. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  27409. actionsForClip = this._actionsByClip[ clipUuid ],
  27410. prototypeAction = null;
  27411. if ( blendMode === undefined ) {
  27412. if ( clipObject !== null ) {
  27413. blendMode = clipObject.blendMode;
  27414. } else {
  27415. blendMode = NormalAnimationBlendMode;
  27416. }
  27417. }
  27418. if ( actionsForClip !== undefined ) {
  27419. var existingAction =
  27420. actionsForClip.actionByRoot[ rootUuid ];
  27421. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27422. return existingAction;
  27423. }
  27424. // we know the clip, so we don't have to parse all
  27425. // the bindings again but can just copy
  27426. prototypeAction = actionsForClip.knownActions[ 0 ];
  27427. // also, take the clip from the prototype action
  27428. if ( clipObject === null )
  27429. { clipObject = prototypeAction._clip; }
  27430. }
  27431. // clip must be known when specified via string
  27432. if ( clipObject === null ) { return null; }
  27433. // allocate all resources required to run it
  27434. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27435. this._bindAction( newAction, prototypeAction );
  27436. // and make the action known to the memory manager
  27437. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27438. return newAction;
  27439. },
  27440. // get an existing action
  27441. existingAction: function ( clip, optionalRoot ) {
  27442. var root = optionalRoot || this._root,
  27443. rootUuid = root.uuid,
  27444. clipObject = typeof clip === 'string' ?
  27445. AnimationClip.findByName( root, clip ) : clip,
  27446. clipUuid = clipObject ? clipObject.uuid : clip,
  27447. actionsForClip = this._actionsByClip[ clipUuid ];
  27448. if ( actionsForClip !== undefined ) {
  27449. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27450. }
  27451. return null;
  27452. },
  27453. // deactivates all previously scheduled actions
  27454. stopAllAction: function () {
  27455. var actions = this._actions,
  27456. nActions = this._nActiveActions;
  27457. for ( var i = nActions - 1; i >= 0; -- i ) {
  27458. actions[ i ].stop();
  27459. }
  27460. return this;
  27461. },
  27462. // advance the time and update apply the animation
  27463. update: function ( deltaTime ) {
  27464. deltaTime *= this.timeScale;
  27465. var actions = this._actions,
  27466. nActions = this._nActiveActions,
  27467. time = this.time += deltaTime,
  27468. timeDirection = Math.sign( deltaTime ),
  27469. accuIndex = this._accuIndex ^= 1;
  27470. // run active actions
  27471. for ( var i = 0; i !== nActions; ++ i ) {
  27472. var action = actions[ i ];
  27473. action._update( time, deltaTime, timeDirection, accuIndex );
  27474. }
  27475. // update scene graph
  27476. var bindings = this._bindings,
  27477. nBindings = this._nActiveBindings;
  27478. for ( var i = 0; i !== nBindings; ++ i ) {
  27479. bindings[ i ].apply( accuIndex );
  27480. }
  27481. return this;
  27482. },
  27483. // Allows you to seek to a specific time in an animation.
  27484. setTime: function ( timeInSeconds ) {
  27485. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27486. for ( var i = 0; i < this._actions.length; i ++ ) {
  27487. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27488. }
  27489. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27490. },
  27491. // return this mixer's root target object
  27492. getRoot: function () {
  27493. return this._root;
  27494. },
  27495. // free all resources specific to a particular clip
  27496. uncacheClip: function ( clip ) {
  27497. var actions = this._actions,
  27498. clipUuid = clip.uuid,
  27499. actionsByClip = this._actionsByClip,
  27500. actionsForClip = actionsByClip[ clipUuid ];
  27501. if ( actionsForClip !== undefined ) {
  27502. // note: just calling _removeInactiveAction would mess up the
  27503. // iteration state and also require updating the state we can
  27504. // just throw away
  27505. var actionsToRemove = actionsForClip.knownActions;
  27506. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27507. var action = actionsToRemove[ i ];
  27508. this._deactivateAction( action );
  27509. var cacheIndex = action._cacheIndex,
  27510. lastInactiveAction = actions[ actions.length - 1 ];
  27511. action._cacheIndex = null;
  27512. action._byClipCacheIndex = null;
  27513. lastInactiveAction._cacheIndex = cacheIndex;
  27514. actions[ cacheIndex ] = lastInactiveAction;
  27515. actions.pop();
  27516. this._removeInactiveBindingsForAction( action );
  27517. }
  27518. delete actionsByClip[ clipUuid ];
  27519. }
  27520. },
  27521. // free all resources specific to a particular root target object
  27522. uncacheRoot: function ( root ) {
  27523. var rootUuid = root.uuid,
  27524. actionsByClip = this._actionsByClip;
  27525. for ( var clipUuid in actionsByClip ) {
  27526. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27527. action = actionByRoot[ rootUuid ];
  27528. if ( action !== undefined ) {
  27529. this._deactivateAction( action );
  27530. this._removeInactiveAction( action );
  27531. }
  27532. }
  27533. var bindingsByRoot = this._bindingsByRootAndName,
  27534. bindingByName = bindingsByRoot[ rootUuid ];
  27535. if ( bindingByName !== undefined ) {
  27536. for ( var trackName in bindingByName ) {
  27537. var binding = bindingByName[ trackName ];
  27538. binding.restoreOriginalState();
  27539. this._removeInactiveBinding( binding );
  27540. }
  27541. }
  27542. },
  27543. // remove a targeted clip from the cache
  27544. uncacheAction: function ( clip, optionalRoot ) {
  27545. var action = this.existingAction( clip, optionalRoot );
  27546. if ( action !== null ) {
  27547. this._deactivateAction( action );
  27548. this._removeInactiveAction( action );
  27549. }
  27550. }
  27551. } );
  27552. /**
  27553. * @author mrdoob / http://mrdoob.com/
  27554. */
  27555. function Uniform( value ) {
  27556. if ( typeof value === 'string' ) {
  27557. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27558. value = arguments[ 1 ];
  27559. }
  27560. this.value = value;
  27561. }
  27562. Uniform.prototype.clone = function () {
  27563. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27564. };
  27565. /**
  27566. * @author benaadams / https://twitter.com/ben_a_adams
  27567. */
  27568. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27569. InterleavedBuffer.call( this, array, stride );
  27570. this.meshPerAttribute = meshPerAttribute || 1;
  27571. }
  27572. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27573. constructor: InstancedInterleavedBuffer,
  27574. isInstancedInterleavedBuffer: true,
  27575. copy: function ( source ) {
  27576. InterleavedBuffer.prototype.copy.call( this, source );
  27577. this.meshPerAttribute = source.meshPerAttribute;
  27578. return this;
  27579. }
  27580. } );
  27581. /**
  27582. * @author mrdoob / http://mrdoob.com/
  27583. * @author bhouston / http://clara.io/
  27584. * @author stephomi / http://stephaneginier.com/
  27585. */
  27586. function Raycaster( origin, direction, near, far ) {
  27587. this.ray = new Ray( origin, direction );
  27588. // direction is assumed to be normalized (for accurate distance calculations)
  27589. this.near = near || 0;
  27590. this.far = far || Infinity;
  27591. this.camera = null;
  27592. this.layers = new Layers();
  27593. this.params = {
  27594. Mesh: {},
  27595. Line: { threshold: 1 },
  27596. LOD: {},
  27597. Points: { threshold: 1 },
  27598. Sprite: {}
  27599. };
  27600. Object.defineProperties( this.params, {
  27601. PointCloud: {
  27602. get: function () {
  27603. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27604. return this.Points;
  27605. }
  27606. }
  27607. } );
  27608. }
  27609. function ascSort( a, b ) {
  27610. return a.distance - b.distance;
  27611. }
  27612. function intersectObject( object, raycaster, intersects, recursive ) {
  27613. if ( object.layers.test( raycaster.layers ) ) {
  27614. object.raycast( raycaster, intersects );
  27615. }
  27616. if ( recursive === true ) {
  27617. var children = object.children;
  27618. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27619. intersectObject( children[ i ], raycaster, intersects, true );
  27620. }
  27621. }
  27622. }
  27623. Object.assign( Raycaster.prototype, {
  27624. set: function ( origin, direction ) {
  27625. // direction is assumed to be normalized (for accurate distance calculations)
  27626. this.ray.set( origin, direction );
  27627. },
  27628. setFromCamera: function ( coords, camera ) {
  27629. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27630. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27631. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27632. this.camera = camera;
  27633. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27634. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27635. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27636. this.camera = camera;
  27637. } else {
  27638. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27639. }
  27640. },
  27641. intersectObject: function ( object, recursive, optionalTarget ) {
  27642. var intersects = optionalTarget || [];
  27643. intersectObject( object, this, intersects, recursive );
  27644. intersects.sort( ascSort );
  27645. return intersects;
  27646. },
  27647. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27648. var intersects = optionalTarget || [];
  27649. if ( Array.isArray( objects ) === false ) {
  27650. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27651. return intersects;
  27652. }
  27653. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27654. intersectObject( objects[ i ], this, intersects, recursive );
  27655. }
  27656. intersects.sort( ascSort );
  27657. return intersects;
  27658. }
  27659. } );
  27660. /**
  27661. * @author bhouston / http://clara.io
  27662. * @author WestLangley / http://github.com/WestLangley
  27663. *
  27664. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27665. *
  27666. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27667. * The azimuthal angle (theta) is measured from the positive z-axis.
  27668. */
  27669. function Spherical( radius, phi, theta ) {
  27670. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27671. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27672. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27673. return this;
  27674. }
  27675. Object.assign( Spherical.prototype, {
  27676. set: function ( radius, phi, theta ) {
  27677. this.radius = radius;
  27678. this.phi = phi;
  27679. this.theta = theta;
  27680. return this;
  27681. },
  27682. clone: function () {
  27683. return new this.constructor().copy( this );
  27684. },
  27685. copy: function ( other ) {
  27686. this.radius = other.radius;
  27687. this.phi = other.phi;
  27688. this.theta = other.theta;
  27689. return this;
  27690. },
  27691. // restrict phi to be betwee EPS and PI-EPS
  27692. makeSafe: function () {
  27693. var EPS = 0.000001;
  27694. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27695. return this;
  27696. },
  27697. setFromVector3: function ( v ) {
  27698. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27699. },
  27700. setFromCartesianCoords: function ( x, y, z ) {
  27701. this.radius = Math.sqrt( x * x + y * y + z * z );
  27702. if ( this.radius === 0 ) {
  27703. this.theta = 0;
  27704. this.phi = 0;
  27705. } else {
  27706. this.theta = Math.atan2( x, z );
  27707. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27708. }
  27709. return this;
  27710. }
  27711. } );
  27712. /**
  27713. * @author Mugen87 / https://github.com/Mugen87
  27714. *
  27715. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27716. *
  27717. */
  27718. function Cylindrical( radius, theta, y ) {
  27719. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27720. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27721. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27722. return this;
  27723. }
  27724. Object.assign( Cylindrical.prototype, {
  27725. set: function ( radius, theta, y ) {
  27726. this.radius = radius;
  27727. this.theta = theta;
  27728. this.y = y;
  27729. return this;
  27730. },
  27731. clone: function () {
  27732. return new this.constructor().copy( this );
  27733. },
  27734. copy: function ( other ) {
  27735. this.radius = other.radius;
  27736. this.theta = other.theta;
  27737. this.y = other.y;
  27738. return this;
  27739. },
  27740. setFromVector3: function ( v ) {
  27741. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27742. },
  27743. setFromCartesianCoords: function ( x, y, z ) {
  27744. this.radius = Math.sqrt( x * x + z * z );
  27745. this.theta = Math.atan2( x, z );
  27746. this.y = y;
  27747. return this;
  27748. }
  27749. } );
  27750. /**
  27751. * @author bhouston / http://clara.io
  27752. */
  27753. var _vector$7 = new Vector2();
  27754. function Box2( min, max ) {
  27755. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27756. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27757. }
  27758. Object.assign( Box2.prototype, {
  27759. set: function ( min, max ) {
  27760. this.min.copy( min );
  27761. this.max.copy( max );
  27762. return this;
  27763. },
  27764. setFromPoints: function ( points ) {
  27765. this.makeEmpty();
  27766. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27767. this.expandByPoint( points[ i ] );
  27768. }
  27769. return this;
  27770. },
  27771. setFromCenterAndSize: function ( center, size ) {
  27772. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27773. this.min.copy( center ).sub( halfSize );
  27774. this.max.copy( center ).add( halfSize );
  27775. return this;
  27776. },
  27777. clone: function () {
  27778. return new this.constructor().copy( this );
  27779. },
  27780. copy: function ( box ) {
  27781. this.min.copy( box.min );
  27782. this.max.copy( box.max );
  27783. return this;
  27784. },
  27785. makeEmpty: function () {
  27786. this.min.x = this.min.y = + Infinity;
  27787. this.max.x = this.max.y = - Infinity;
  27788. return this;
  27789. },
  27790. isEmpty: function () {
  27791. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27792. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27793. },
  27794. getCenter: function ( target ) {
  27795. if ( target === undefined ) {
  27796. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27797. target = new Vector2();
  27798. }
  27799. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27800. },
  27801. getSize: function ( target ) {
  27802. if ( target === undefined ) {
  27803. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27804. target = new Vector2();
  27805. }
  27806. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27807. },
  27808. expandByPoint: function ( point ) {
  27809. this.min.min( point );
  27810. this.max.max( point );
  27811. return this;
  27812. },
  27813. expandByVector: function ( vector ) {
  27814. this.min.sub( vector );
  27815. this.max.add( vector );
  27816. return this;
  27817. },
  27818. expandByScalar: function ( scalar ) {
  27819. this.min.addScalar( - scalar );
  27820. this.max.addScalar( scalar );
  27821. return this;
  27822. },
  27823. containsPoint: function ( point ) {
  27824. return point.x < this.min.x || point.x > this.max.x ||
  27825. point.y < this.min.y || point.y > this.max.y ? false : true;
  27826. },
  27827. containsBox: function ( box ) {
  27828. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27829. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27830. },
  27831. getParameter: function ( point, target ) {
  27832. // This can potentially have a divide by zero if the box
  27833. // has a size dimension of 0.
  27834. if ( target === undefined ) {
  27835. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27836. target = new Vector2();
  27837. }
  27838. return target.set(
  27839. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27840. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27841. );
  27842. },
  27843. intersectsBox: function ( box ) {
  27844. // using 4 splitting planes to rule out intersections
  27845. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27846. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27847. },
  27848. clampPoint: function ( point, target ) {
  27849. if ( target === undefined ) {
  27850. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27851. target = new Vector2();
  27852. }
  27853. return target.copy( point ).clamp( this.min, this.max );
  27854. },
  27855. distanceToPoint: function ( point ) {
  27856. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27857. return clampedPoint.sub( point ).length();
  27858. },
  27859. intersect: function ( box ) {
  27860. this.min.max( box.min );
  27861. this.max.min( box.max );
  27862. return this;
  27863. },
  27864. union: function ( box ) {
  27865. this.min.min( box.min );
  27866. this.max.max( box.max );
  27867. return this;
  27868. },
  27869. translate: function ( offset ) {
  27870. this.min.add( offset );
  27871. this.max.add( offset );
  27872. return this;
  27873. },
  27874. equals: function ( box ) {
  27875. return box.min.equals( this.min ) && box.max.equals( this.max );
  27876. }
  27877. } );
  27878. /**
  27879. * @author bhouston / http://clara.io
  27880. */
  27881. var _startP = new Vector3();
  27882. var _startEnd = new Vector3();
  27883. function Line3( start, end ) {
  27884. this.start = ( start !== undefined ) ? start : new Vector3();
  27885. this.end = ( end !== undefined ) ? end : new Vector3();
  27886. }
  27887. Object.assign( Line3.prototype, {
  27888. set: function ( start, end ) {
  27889. this.start.copy( start );
  27890. this.end.copy( end );
  27891. return this;
  27892. },
  27893. clone: function () {
  27894. return new this.constructor().copy( this );
  27895. },
  27896. copy: function ( line ) {
  27897. this.start.copy( line.start );
  27898. this.end.copy( line.end );
  27899. return this;
  27900. },
  27901. getCenter: function ( target ) {
  27902. if ( target === undefined ) {
  27903. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27904. target = new Vector3();
  27905. }
  27906. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27907. },
  27908. delta: function ( target ) {
  27909. if ( target === undefined ) {
  27910. console.warn( 'THREE.Line3: .delta() target is now required' );
  27911. target = new Vector3();
  27912. }
  27913. return target.subVectors( this.end, this.start );
  27914. },
  27915. distanceSq: function () {
  27916. return this.start.distanceToSquared( this.end );
  27917. },
  27918. distance: function () {
  27919. return this.start.distanceTo( this.end );
  27920. },
  27921. at: function ( t, target ) {
  27922. if ( target === undefined ) {
  27923. console.warn( 'THREE.Line3: .at() target is now required' );
  27924. target = new Vector3();
  27925. }
  27926. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27927. },
  27928. closestPointToPointParameter: function ( point, clampToLine ) {
  27929. _startP.subVectors( point, this.start );
  27930. _startEnd.subVectors( this.end, this.start );
  27931. var startEnd2 = _startEnd.dot( _startEnd );
  27932. var startEnd_startP = _startEnd.dot( _startP );
  27933. var t = startEnd_startP / startEnd2;
  27934. if ( clampToLine ) {
  27935. t = MathUtils.clamp( t, 0, 1 );
  27936. }
  27937. return t;
  27938. },
  27939. closestPointToPoint: function ( point, clampToLine, target ) {
  27940. var t = this.closestPointToPointParameter( point, clampToLine );
  27941. if ( target === undefined ) {
  27942. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27943. target = new Vector3();
  27944. }
  27945. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27946. },
  27947. applyMatrix4: function ( matrix ) {
  27948. this.start.applyMatrix4( matrix );
  27949. this.end.applyMatrix4( matrix );
  27950. return this;
  27951. },
  27952. equals: function ( line ) {
  27953. return line.start.equals( this.start ) && line.end.equals( this.end );
  27954. }
  27955. } );
  27956. /**
  27957. * @author alteredq / http://alteredqualia.com/
  27958. */
  27959. function ImmediateRenderObject( material ) {
  27960. Object3D.call( this );
  27961. this.material = material;
  27962. this.render = function ( /* renderCallback */ ) {};
  27963. this.hasPositions = false;
  27964. this.hasNormals = false;
  27965. this.hasColors = false;
  27966. this.hasUvs = false;
  27967. this.positionArray = null;
  27968. this.normalArray = null;
  27969. this.colorArray = null;
  27970. this.uvArray = null;
  27971. this.count = 0;
  27972. }
  27973. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27974. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27975. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27976. /**
  27977. * @author alteredq / http://alteredqualia.com/
  27978. * @author mrdoob / http://mrdoob.com/
  27979. * @author WestLangley / http://github.com/WestLangley
  27980. */
  27981. var _vector$8 = new Vector3();
  27982. function SpotLightHelper( light, color ) {
  27983. Object3D.call( this );
  27984. this.light = light;
  27985. this.light.updateMatrixWorld();
  27986. this.matrix = light.matrixWorld;
  27987. this.matrixAutoUpdate = false;
  27988. this.color = color;
  27989. var geometry = new BufferGeometry();
  27990. var positions = [
  27991. 0, 0, 0, 0, 0, 1,
  27992. 0, 0, 0, 1, 0, 1,
  27993. 0, 0, 0, - 1, 0, 1,
  27994. 0, 0, 0, 0, 1, 1,
  27995. 0, 0, 0, 0, - 1, 1
  27996. ];
  27997. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27998. var p1 = ( i / l ) * Math.PI * 2;
  27999. var p2 = ( j / l ) * Math.PI * 2;
  28000. positions.push(
  28001. Math.cos( p1 ), Math.sin( p1 ), 1,
  28002. Math.cos( p2 ), Math.sin( p2 ), 1
  28003. );
  28004. }
  28005. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28006. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28007. this.cone = new LineSegments( geometry, material );
  28008. this.add( this.cone );
  28009. this.update();
  28010. }
  28011. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  28012. SpotLightHelper.prototype.constructor = SpotLightHelper;
  28013. SpotLightHelper.prototype.dispose = function () {
  28014. this.cone.geometry.dispose();
  28015. this.cone.material.dispose();
  28016. };
  28017. SpotLightHelper.prototype.update = function () {
  28018. this.light.updateMatrixWorld();
  28019. var coneLength = this.light.distance ? this.light.distance : 1000;
  28020. var coneWidth = coneLength * Math.tan( this.light.angle );
  28021. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  28022. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  28023. this.cone.lookAt( _vector$8 );
  28024. if ( this.color !== undefined ) {
  28025. this.cone.material.color.set( this.color );
  28026. } else {
  28027. this.cone.material.color.copy( this.light.color );
  28028. }
  28029. };
  28030. /**
  28031. * @author Sean Griffin / http://twitter.com/sgrif
  28032. * @author Michael Guerrero / http://realitymeltdown.com
  28033. * @author mrdoob / http://mrdoob.com/
  28034. * @author ikerr / http://verold.com
  28035. * @author Mugen87 / https://github.com/Mugen87
  28036. */
  28037. var _vector$9 = new Vector3();
  28038. var _boneMatrix = new Matrix4();
  28039. var _matrixWorldInv = new Matrix4();
  28040. function getBoneList( object ) {
  28041. var boneList = [];
  28042. if ( object && object.isBone ) {
  28043. boneList.push( object );
  28044. }
  28045. for ( var i = 0; i < object.children.length; i ++ ) {
  28046. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28047. }
  28048. return boneList;
  28049. }
  28050. function SkeletonHelper( object ) {
  28051. var bones = getBoneList( object );
  28052. var geometry = new BufferGeometry();
  28053. var vertices = [];
  28054. var colors = [];
  28055. var color1 = new Color( 0, 0, 1 );
  28056. var color2 = new Color( 0, 1, 0 );
  28057. for ( var i = 0; i < bones.length; i ++ ) {
  28058. var bone = bones[ i ];
  28059. if ( bone.parent && bone.parent.isBone ) {
  28060. vertices.push( 0, 0, 0 );
  28061. vertices.push( 0, 0, 0 );
  28062. colors.push( color1.r, color1.g, color1.b );
  28063. colors.push( color2.r, color2.g, color2.b );
  28064. }
  28065. }
  28066. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28067. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28068. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28069. LineSegments.call( this, geometry, material );
  28070. this.type = 'SkeletonHelper';
  28071. this.root = object;
  28072. this.bones = bones;
  28073. this.matrix = object.matrixWorld;
  28074. this.matrixAutoUpdate = false;
  28075. }
  28076. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28077. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28078. SkeletonHelper.prototype.isSkeletonHelper = true;
  28079. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28080. var bones = this.bones;
  28081. var geometry = this.geometry;
  28082. var position = geometry.getAttribute( 'position' );
  28083. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28084. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  28085. var bone = bones[ i ];
  28086. if ( bone.parent && bone.parent.isBone ) {
  28087. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28088. _vector$9.setFromMatrixPosition( _boneMatrix );
  28089. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28090. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28091. _vector$9.setFromMatrixPosition( _boneMatrix );
  28092. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28093. j += 2;
  28094. }
  28095. }
  28096. geometry.getAttribute( 'position' ).needsUpdate = true;
  28097. Object3D.prototype.updateMatrixWorld.call( this, force );
  28098. };
  28099. /**
  28100. * @author alteredq / http://alteredqualia.com/
  28101. * @author mrdoob / http://mrdoob.com/
  28102. */
  28103. function PointLightHelper( light, sphereSize, color ) {
  28104. this.light = light;
  28105. this.light.updateMatrixWorld();
  28106. this.color = color;
  28107. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28108. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28109. Mesh.call( this, geometry, material );
  28110. this.type = 'PointLightHelper';
  28111. this.matrix = this.light.matrixWorld;
  28112. this.matrixAutoUpdate = false;
  28113. this.update();
  28114. /*
  28115. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28116. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28117. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28118. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28119. var d = light.distance;
  28120. if ( d === 0.0 ) {
  28121. this.lightDistance.visible = false;
  28122. } else {
  28123. this.lightDistance.scale.set( d, d, d );
  28124. }
  28125. this.add( this.lightDistance );
  28126. */
  28127. }
  28128. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28129. PointLightHelper.prototype.constructor = PointLightHelper;
  28130. PointLightHelper.prototype.dispose = function () {
  28131. this.geometry.dispose();
  28132. this.material.dispose();
  28133. };
  28134. PointLightHelper.prototype.update = function () {
  28135. if ( this.color !== undefined ) {
  28136. this.material.color.set( this.color );
  28137. } else {
  28138. this.material.color.copy( this.light.color );
  28139. }
  28140. /*
  28141. var d = this.light.distance;
  28142. if ( d === 0.0 ) {
  28143. this.lightDistance.visible = false;
  28144. } else {
  28145. this.lightDistance.visible = true;
  28146. this.lightDistance.scale.set( d, d, d );
  28147. }
  28148. */
  28149. };
  28150. /**
  28151. * @author alteredq / http://alteredqualia.com/
  28152. * @author mrdoob / http://mrdoob.com/
  28153. * @author Mugen87 / https://github.com/Mugen87
  28154. */
  28155. var _vector$a = new Vector3();
  28156. var _color1 = new Color();
  28157. var _color2 = new Color();
  28158. function HemisphereLightHelper( light, size, color ) {
  28159. Object3D.call( this );
  28160. this.light = light;
  28161. this.light.updateMatrixWorld();
  28162. this.matrix = light.matrixWorld;
  28163. this.matrixAutoUpdate = false;
  28164. this.color = color;
  28165. var geometry = new OctahedronBufferGeometry( size );
  28166. geometry.rotateY( Math.PI * 0.5 );
  28167. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28168. if ( this.color === undefined ) { this.material.vertexColors = true; }
  28169. var position = geometry.getAttribute( 'position' );
  28170. var colors = new Float32Array( position.count * 3 );
  28171. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28172. this.add( new Mesh( geometry, this.material ) );
  28173. this.update();
  28174. }
  28175. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28176. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28177. HemisphereLightHelper.prototype.dispose = function () {
  28178. this.children[ 0 ].geometry.dispose();
  28179. this.children[ 0 ].material.dispose();
  28180. };
  28181. HemisphereLightHelper.prototype.update = function () {
  28182. var mesh = this.children[ 0 ];
  28183. if ( this.color !== undefined ) {
  28184. this.material.color.set( this.color );
  28185. } else {
  28186. var colors = mesh.geometry.getAttribute( 'color' );
  28187. _color1.copy( this.light.color );
  28188. _color2.copy( this.light.groundColor );
  28189. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  28190. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28191. colors.setXYZ( i, color.r, color.g, color.b );
  28192. }
  28193. colors.needsUpdate = true;
  28194. }
  28195. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28196. };
  28197. /**
  28198. * @author mrdoob / http://mrdoob.com/
  28199. */
  28200. function GridHelper( size, divisions, color1, color2 ) {
  28201. size = size || 10;
  28202. divisions = divisions || 10;
  28203. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28204. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28205. var center = divisions / 2;
  28206. var step = size / divisions;
  28207. var halfSize = size / 2;
  28208. var vertices = [], colors = [];
  28209. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28210. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28211. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28212. var color = i === center ? color1 : color2;
  28213. color.toArray( colors, j ); j += 3;
  28214. color.toArray( colors, j ); j += 3;
  28215. color.toArray( colors, j ); j += 3;
  28216. color.toArray( colors, j ); j += 3;
  28217. }
  28218. var geometry = new BufferGeometry();
  28219. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28220. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28221. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28222. LineSegments.call( this, geometry, material );
  28223. this.type = 'GridHelper';
  28224. }
  28225. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  28226. constructor: GridHelper,
  28227. copy: function ( source ) {
  28228. LineSegments.prototype.copy.call( this, source );
  28229. this.geometry.copy( source.geometry );
  28230. this.material.copy( source.material );
  28231. return this;
  28232. },
  28233. clone: function () {
  28234. return new this.constructor().copy( this );
  28235. }
  28236. } );
  28237. /**
  28238. * @author mrdoob / http://mrdoob.com/
  28239. * @author Mugen87 / http://github.com/Mugen87
  28240. * @author Hectate / http://www.github.com/Hectate
  28241. */
  28242. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28243. radius = radius || 10;
  28244. radials = radials || 16;
  28245. circles = circles || 8;
  28246. divisions = divisions || 64;
  28247. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28248. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28249. var vertices = [];
  28250. var colors = [];
  28251. var x, z;
  28252. var v, i, j, r, color;
  28253. // create the radials
  28254. for ( i = 0; i <= radials; i ++ ) {
  28255. v = ( i / radials ) * ( Math.PI * 2 );
  28256. x = Math.sin( v ) * radius;
  28257. z = Math.cos( v ) * radius;
  28258. vertices.push( 0, 0, 0 );
  28259. vertices.push( x, 0, z );
  28260. color = ( i & 1 ) ? color1 : color2;
  28261. colors.push( color.r, color.g, color.b );
  28262. colors.push( color.r, color.g, color.b );
  28263. }
  28264. // create the circles
  28265. for ( i = 0; i <= circles; i ++ ) {
  28266. color = ( i & 1 ) ? color1 : color2;
  28267. r = radius - ( radius / circles * i );
  28268. for ( j = 0; j < divisions; j ++ ) {
  28269. // first vertex
  28270. v = ( j / divisions ) * ( Math.PI * 2 );
  28271. x = Math.sin( v ) * r;
  28272. z = Math.cos( v ) * r;
  28273. vertices.push( x, 0, z );
  28274. colors.push( color.r, color.g, color.b );
  28275. // second vertex
  28276. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28277. x = Math.sin( v ) * r;
  28278. z = Math.cos( v ) * r;
  28279. vertices.push( x, 0, z );
  28280. colors.push( color.r, color.g, color.b );
  28281. }
  28282. }
  28283. var geometry = new BufferGeometry();
  28284. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28285. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28286. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28287. LineSegments.call( this, geometry, material );
  28288. this.type = 'PolarGridHelper';
  28289. }
  28290. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28291. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28292. /**
  28293. * @author alteredq / http://alteredqualia.com/
  28294. * @author mrdoob / http://mrdoob.com/
  28295. * @author WestLangley / http://github.com/WestLangley
  28296. */
  28297. var _v1$5 = new Vector3();
  28298. var _v2$3 = new Vector3();
  28299. var _v3$1 = new Vector3();
  28300. function DirectionalLightHelper( light, size, color ) {
  28301. Object3D.call( this );
  28302. this.light = light;
  28303. this.light.updateMatrixWorld();
  28304. this.matrix = light.matrixWorld;
  28305. this.matrixAutoUpdate = false;
  28306. this.color = color;
  28307. if ( size === undefined ) { size = 1; }
  28308. var geometry = new BufferGeometry();
  28309. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28310. - size, size, 0,
  28311. size, size, 0,
  28312. size, - size, 0,
  28313. - size, - size, 0,
  28314. - size, size, 0
  28315. ], 3 ) );
  28316. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28317. this.lightPlane = new Line( geometry, material );
  28318. this.add( this.lightPlane );
  28319. geometry = new BufferGeometry();
  28320. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28321. this.targetLine = new Line( geometry, material );
  28322. this.add( this.targetLine );
  28323. this.update();
  28324. }
  28325. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28326. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28327. DirectionalLightHelper.prototype.dispose = function () {
  28328. this.lightPlane.geometry.dispose();
  28329. this.lightPlane.material.dispose();
  28330. this.targetLine.geometry.dispose();
  28331. this.targetLine.material.dispose();
  28332. };
  28333. DirectionalLightHelper.prototype.update = function () {
  28334. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28335. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28336. _v3$1.subVectors( _v2$3, _v1$5 );
  28337. this.lightPlane.lookAt( _v2$3 );
  28338. if ( this.color !== undefined ) {
  28339. this.lightPlane.material.color.set( this.color );
  28340. this.targetLine.material.color.set( this.color );
  28341. } else {
  28342. this.lightPlane.material.color.copy( this.light.color );
  28343. this.targetLine.material.color.copy( this.light.color );
  28344. }
  28345. this.targetLine.lookAt( _v2$3 );
  28346. this.targetLine.scale.z = _v3$1.length();
  28347. };
  28348. /**
  28349. * @author alteredq / http://alteredqualia.com/
  28350. * @author Mugen87 / https://github.com/Mugen87
  28351. *
  28352. * - shows frustum, line of sight and up of the camera
  28353. * - suitable for fast updates
  28354. * - based on frustum visualization in lightgl.js shadowmap example
  28355. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28356. */
  28357. var _vector$b = new Vector3();
  28358. var _camera = new Camera();
  28359. function CameraHelper( camera ) {
  28360. var geometry = new BufferGeometry();
  28361. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28362. var vertices = [];
  28363. var colors = [];
  28364. var pointMap = {};
  28365. // colors
  28366. var colorFrustum = new Color( 0xffaa00 );
  28367. var colorCone = new Color( 0xff0000 );
  28368. var colorUp = new Color( 0x00aaff );
  28369. var colorTarget = new Color( 0xffffff );
  28370. var colorCross = new Color( 0x333333 );
  28371. // near
  28372. addLine( 'n1', 'n2', colorFrustum );
  28373. addLine( 'n2', 'n4', colorFrustum );
  28374. addLine( 'n4', 'n3', colorFrustum );
  28375. addLine( 'n3', 'n1', colorFrustum );
  28376. // far
  28377. addLine( 'f1', 'f2', colorFrustum );
  28378. addLine( 'f2', 'f4', colorFrustum );
  28379. addLine( 'f4', 'f3', colorFrustum );
  28380. addLine( 'f3', 'f1', colorFrustum );
  28381. // sides
  28382. addLine( 'n1', 'f1', colorFrustum );
  28383. addLine( 'n2', 'f2', colorFrustum );
  28384. addLine( 'n3', 'f3', colorFrustum );
  28385. addLine( 'n4', 'f4', colorFrustum );
  28386. // cone
  28387. addLine( 'p', 'n1', colorCone );
  28388. addLine( 'p', 'n2', colorCone );
  28389. addLine( 'p', 'n3', colorCone );
  28390. addLine( 'p', 'n4', colorCone );
  28391. // up
  28392. addLine( 'u1', 'u2', colorUp );
  28393. addLine( 'u2', 'u3', colorUp );
  28394. addLine( 'u3', 'u1', colorUp );
  28395. // target
  28396. addLine( 'c', 't', colorTarget );
  28397. addLine( 'p', 'c', colorCross );
  28398. // cross
  28399. addLine( 'cn1', 'cn2', colorCross );
  28400. addLine( 'cn3', 'cn4', colorCross );
  28401. addLine( 'cf1', 'cf2', colorCross );
  28402. addLine( 'cf3', 'cf4', colorCross );
  28403. function addLine( a, b, color ) {
  28404. addPoint( a, color );
  28405. addPoint( b, color );
  28406. }
  28407. function addPoint( id, color ) {
  28408. vertices.push( 0, 0, 0 );
  28409. colors.push( color.r, color.g, color.b );
  28410. if ( pointMap[ id ] === undefined ) {
  28411. pointMap[ id ] = [];
  28412. }
  28413. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28414. }
  28415. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28416. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28417. LineSegments.call( this, geometry, material );
  28418. this.type = 'CameraHelper';
  28419. this.camera = camera;
  28420. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28421. this.matrix = camera.matrixWorld;
  28422. this.matrixAutoUpdate = false;
  28423. this.pointMap = pointMap;
  28424. this.update();
  28425. }
  28426. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28427. CameraHelper.prototype.constructor = CameraHelper;
  28428. CameraHelper.prototype.update = function () {
  28429. var geometry = this.geometry;
  28430. var pointMap = this.pointMap;
  28431. var w = 1, h = 1;
  28432. // we need just camera projection matrix inverse
  28433. // world matrix must be identity
  28434. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28435. // center / target
  28436. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28437. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28438. // near
  28439. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28440. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28441. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28442. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28443. // far
  28444. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28445. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28446. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28447. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28448. // up
  28449. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28450. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28451. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28452. // cross
  28453. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28454. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28455. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28456. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28457. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28458. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28459. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28460. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28461. geometry.getAttribute( 'position' ).needsUpdate = true;
  28462. };
  28463. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28464. _vector$b.set( x, y, z ).unproject( camera );
  28465. var points = pointMap[ point ];
  28466. if ( points !== undefined ) {
  28467. var position = geometry.getAttribute( 'position' );
  28468. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28469. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28470. }
  28471. }
  28472. }
  28473. /**
  28474. * @author mrdoob / http://mrdoob.com/
  28475. * @author Mugen87 / http://github.com/Mugen87
  28476. */
  28477. var _box$3 = new Box3();
  28478. function BoxHelper( object, color ) {
  28479. this.object = object;
  28480. if ( color === undefined ) { color = 0xffff00; }
  28481. 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 ] );
  28482. var positions = new Float32Array( 8 * 3 );
  28483. var geometry = new BufferGeometry();
  28484. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28485. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28486. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28487. this.type = 'BoxHelper';
  28488. this.matrixAutoUpdate = false;
  28489. this.update();
  28490. }
  28491. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28492. BoxHelper.prototype.constructor = BoxHelper;
  28493. BoxHelper.prototype.update = function ( object ) {
  28494. if ( object !== undefined ) {
  28495. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28496. }
  28497. if ( this.object !== undefined ) {
  28498. _box$3.setFromObject( this.object );
  28499. }
  28500. if ( _box$3.isEmpty() ) { return; }
  28501. var min = _box$3.min;
  28502. var max = _box$3.max;
  28503. /*
  28504. 5____4
  28505. 1/___0/|
  28506. | 6__|_7
  28507. 2/___3/
  28508. 0: max.x, max.y, max.z
  28509. 1: min.x, max.y, max.z
  28510. 2: min.x, min.y, max.z
  28511. 3: max.x, min.y, max.z
  28512. 4: max.x, max.y, min.z
  28513. 5: min.x, max.y, min.z
  28514. 6: min.x, min.y, min.z
  28515. 7: max.x, min.y, min.z
  28516. */
  28517. var position = this.geometry.attributes.position;
  28518. var array = position.array;
  28519. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28520. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28521. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28522. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28523. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28524. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28525. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28526. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28527. position.needsUpdate = true;
  28528. this.geometry.computeBoundingSphere();
  28529. };
  28530. BoxHelper.prototype.setFromObject = function ( object ) {
  28531. this.object = object;
  28532. this.update();
  28533. return this;
  28534. };
  28535. BoxHelper.prototype.copy = function ( source ) {
  28536. LineSegments.prototype.copy.call( this, source );
  28537. this.object = source.object;
  28538. return this;
  28539. };
  28540. BoxHelper.prototype.clone = function () {
  28541. return new this.constructor().copy( this );
  28542. };
  28543. /**
  28544. * @author WestLangley / http://github.com/WestLangley
  28545. */
  28546. function Box3Helper( box, color ) {
  28547. this.type = 'Box3Helper';
  28548. this.box = box;
  28549. color = color || 0xffff00;
  28550. 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 ] );
  28551. 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 ];
  28552. var geometry = new BufferGeometry();
  28553. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28554. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28555. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28556. this.type = 'Box3Helper';
  28557. this.geometry.computeBoundingSphere();
  28558. }
  28559. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28560. Box3Helper.prototype.constructor = Box3Helper;
  28561. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28562. var box = this.box;
  28563. if ( box.isEmpty() ) { return; }
  28564. box.getCenter( this.position );
  28565. box.getSize( this.scale );
  28566. this.scale.multiplyScalar( 0.5 );
  28567. Object3D.prototype.updateMatrixWorld.call( this, force );
  28568. };
  28569. /**
  28570. * @author WestLangley / http://github.com/WestLangley
  28571. */
  28572. function PlaneHelper( plane, size, hex ) {
  28573. this.plane = plane;
  28574. this.size = ( size === undefined ) ? 1 : size;
  28575. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28576. 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 ];
  28577. var geometry = new BufferGeometry();
  28578. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28579. geometry.computeBoundingSphere();
  28580. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28581. this.type = 'PlaneHelper';
  28582. //
  28583. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28584. var geometry2 = new BufferGeometry();
  28585. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28586. geometry2.computeBoundingSphere();
  28587. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28588. }
  28589. PlaneHelper.prototype = Object.create( Line.prototype );
  28590. PlaneHelper.prototype.constructor = PlaneHelper;
  28591. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28592. var scale = - this.plane.constant;
  28593. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28594. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28595. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28596. this.lookAt( this.plane.normal );
  28597. Object3D.prototype.updateMatrixWorld.call( this, force );
  28598. };
  28599. /**
  28600. * @author WestLangley / http://github.com/WestLangley
  28601. * @author zz85 / http://github.com/zz85
  28602. * @author bhouston / http://clara.io
  28603. *
  28604. * Creates an arrow for visualizing directions
  28605. *
  28606. * Parameters:
  28607. * dir - Vector3
  28608. * origin - Vector3
  28609. * length - Number
  28610. * color - color in hex value
  28611. * headLength - Number
  28612. * headWidth - Number
  28613. */
  28614. var _axis = new Vector3();
  28615. var _lineGeometry, _coneGeometry;
  28616. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28617. // dir is assumed to be normalized
  28618. Object3D.call( this );
  28619. this.type = 'ArrowHelper';
  28620. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28621. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28622. if ( length === undefined ) { length = 1; }
  28623. if ( color === undefined ) { color = 0xffff00; }
  28624. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28625. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28626. if ( _lineGeometry === undefined ) {
  28627. _lineGeometry = new BufferGeometry();
  28628. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28629. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28630. _coneGeometry.translate( 0, - 0.5, 0 );
  28631. }
  28632. this.position.copy( origin );
  28633. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28634. this.line.matrixAutoUpdate = false;
  28635. this.add( this.line );
  28636. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28637. this.cone.matrixAutoUpdate = false;
  28638. this.add( this.cone );
  28639. this.setDirection( dir );
  28640. this.setLength( length, headLength, headWidth );
  28641. }
  28642. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28643. ArrowHelper.prototype.constructor = ArrowHelper;
  28644. ArrowHelper.prototype.setDirection = function ( dir ) {
  28645. // dir is assumed to be normalized
  28646. if ( dir.y > 0.99999 ) {
  28647. this.quaternion.set( 0, 0, 0, 1 );
  28648. } else if ( dir.y < - 0.99999 ) {
  28649. this.quaternion.set( 1, 0, 0, 0 );
  28650. } else {
  28651. _axis.set( dir.z, 0, - dir.x ).normalize();
  28652. var radians = Math.acos( dir.y );
  28653. this.quaternion.setFromAxisAngle( _axis, radians );
  28654. }
  28655. };
  28656. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28657. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28658. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28659. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28660. this.line.updateMatrix();
  28661. this.cone.scale.set( headWidth, headLength, headWidth );
  28662. this.cone.position.y = length;
  28663. this.cone.updateMatrix();
  28664. };
  28665. ArrowHelper.prototype.setColor = function ( color ) {
  28666. this.line.material.color.set( color );
  28667. this.cone.material.color.set( color );
  28668. };
  28669. ArrowHelper.prototype.copy = function ( source ) {
  28670. Object3D.prototype.copy.call( this, source, false );
  28671. this.line.copy( source.line );
  28672. this.cone.copy( source.cone );
  28673. return this;
  28674. };
  28675. ArrowHelper.prototype.clone = function () {
  28676. return new this.constructor().copy( this );
  28677. };
  28678. /**
  28679. * @author sroucheray / http://sroucheray.org/
  28680. * @author mrdoob / http://mrdoob.com/
  28681. */
  28682. function AxesHelper( size ) {
  28683. size = size || 1;
  28684. var vertices = [
  28685. 0, 0, 0, size, 0, 0,
  28686. 0, 0, 0, 0, size, 0,
  28687. 0, 0, 0, 0, 0, size
  28688. ];
  28689. var colors = [
  28690. 1, 0, 0, 1, 0.6, 0,
  28691. 0, 1, 0, 0.6, 1, 0,
  28692. 0, 0, 1, 0, 0.6, 1
  28693. ];
  28694. var geometry = new BufferGeometry();
  28695. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28696. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28697. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28698. LineSegments.call( this, geometry, material );
  28699. this.type = 'AxesHelper';
  28700. }
  28701. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28702. AxesHelper.prototype.constructor = AxesHelper;
  28703. /**
  28704. * @author Emmett Lalish / elalish
  28705. *
  28706. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28707. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28708. * blur to be quickly accessed based on material roughness. It is packed into a
  28709. * special CubeUV format that allows us to perform custom interpolation so that
  28710. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28711. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28712. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28713. * higher roughness levels. In this way we maintain resolution to smoothly
  28714. * interpolate diffuse lighting while limiting sampling computation.
  28715. */
  28716. var LOD_MIN = 4;
  28717. var LOD_MAX = 8;
  28718. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28719. // The standard deviations (radians) associated with the extra mips. These are
  28720. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28721. // geometric shadowing function. These sigma values squared must match the
  28722. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28723. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28724. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28725. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28726. // samples and exit early, but not recompile the shader.
  28727. var MAX_SAMPLES = 20;
  28728. var ENCODINGS = {};
  28729. ENCODINGS[ LinearEncoding ] = 0;
  28730. ENCODINGS[ sRGBEncoding ] = 1;
  28731. ENCODINGS[ RGBEEncoding ] = 2;
  28732. ENCODINGS[ RGBM7Encoding ] = 3;
  28733. ENCODINGS[ RGBM16Encoding ] = 4;
  28734. ENCODINGS[ RGBDEncoding ] = 5;
  28735. ENCODINGS[ GammaEncoding ] = 6;
  28736. var _flatCamera = new OrthographicCamera();
  28737. var ref = _createPlanes();
  28738. var _lodPlanes = ref._lodPlanes;
  28739. var _sizeLods = ref._sizeLods;
  28740. var _sigmas = ref._sigmas;
  28741. var _oldTarget = null;
  28742. // Golden Ratio
  28743. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28744. var INV_PHI = 1 / PHI;
  28745. // Vertices of a dodecahedron (except the opposites, which represent the
  28746. // same axis), used as axis directions evenly spread on a sphere.
  28747. var _axisDirections = [
  28748. new Vector3( 1, 1, 1 ),
  28749. new Vector3( - 1, 1, 1 ),
  28750. new Vector3( 1, 1, - 1 ),
  28751. new Vector3( - 1, 1, - 1 ),
  28752. new Vector3( 0, PHI, INV_PHI ),
  28753. new Vector3( 0, PHI, - INV_PHI ),
  28754. new Vector3( INV_PHI, 0, PHI ),
  28755. new Vector3( - INV_PHI, 0, PHI ),
  28756. new Vector3( PHI, INV_PHI, 0 ),
  28757. new Vector3( - PHI, INV_PHI, 0 ) ];
  28758. function PMREMGenerator( renderer ) {
  28759. this._renderer = renderer;
  28760. this._pingPongRenderTarget = null;
  28761. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  28762. this._equirectShader = null;
  28763. this._cubemapShader = null;
  28764. this._compileMaterial( this._blurMaterial );
  28765. }
  28766. PMREMGenerator.prototype = {
  28767. constructor: PMREMGenerator,
  28768. /**
  28769. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28770. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28771. * in radians to be applied to the scene before PMREM generation. Optional near
  28772. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28773. * is placed at the origin).
  28774. */
  28775. fromScene: function ( scene, sigma, near, far ) {
  28776. if ( sigma === void 0 ) sigma = 0;
  28777. if ( near === void 0 ) near = 0.1;
  28778. if ( far === void 0 ) far = 100;
  28779. _oldTarget = this._renderer.getRenderTarget();
  28780. var cubeUVRenderTarget = this._allocateTargets();
  28781. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28782. if ( sigma > 0 ) {
  28783. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28784. }
  28785. this._applyPMREM( cubeUVRenderTarget );
  28786. this._cleanup( cubeUVRenderTarget );
  28787. return cubeUVRenderTarget;
  28788. },
  28789. /**
  28790. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28791. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28792. * as this matches best with the 256 x 256 cubemap output.
  28793. */
  28794. fromEquirectangular: function ( equirectangular ) {
  28795. equirectangular.magFilter = NearestFilter;
  28796. equirectangular.minFilter = NearestFilter;
  28797. equirectangular.generateMipmaps = false;
  28798. return this.fromCubemap( equirectangular );
  28799. },
  28800. /**
  28801. * Generates a PMREM from an cubemap texture, which can be either LDR
  28802. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28803. * as this matches best with the 256 x 256 cubemap output.
  28804. */
  28805. fromCubemap: function ( cubemap ) {
  28806. _oldTarget = this._renderer.getRenderTarget();
  28807. var cubeUVRenderTarget = this._allocateTargets( cubemap );
  28808. this._textureToCubeUV( cubemap, cubeUVRenderTarget );
  28809. this._applyPMREM( cubeUVRenderTarget );
  28810. this._cleanup( cubeUVRenderTarget );
  28811. return cubeUVRenderTarget;
  28812. },
  28813. /**
  28814. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28815. * your texture's network fetch for increased concurrency.
  28816. */
  28817. compileCubemapShader: function () {
  28818. if ( this._cubemapShader === null ) {
  28819. this._cubemapShader = _getCubemapShader();
  28820. this._compileMaterial( this._cubemapShader );
  28821. }
  28822. },
  28823. /**
  28824. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28825. * your texture's network fetch for increased concurrency.
  28826. */
  28827. compileEquirectangularShader: function () {
  28828. if ( this._equirectShader === null ) {
  28829. this._equirectShader = _getEquirectShader();
  28830. this._compileMaterial( this._equirectShader );
  28831. }
  28832. },
  28833. /**
  28834. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28835. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28836. * one of them will cause any others to also become unusable.
  28837. */
  28838. dispose: function () {
  28839. this._blurMaterial.dispose();
  28840. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  28841. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  28842. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28843. _lodPlanes[ i ].dispose();
  28844. }
  28845. },
  28846. // private interface
  28847. _cleanup: function ( outputTarget ) {
  28848. this._pingPongRenderTarget.dispose();
  28849. this._renderer.setRenderTarget( _oldTarget );
  28850. outputTarget.scissorTest = false;
  28851. // reset viewport and scissor
  28852. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28853. },
  28854. _allocateTargets: function ( equirectangular ) {
  28855. var params = {
  28856. magFilter: NearestFilter,
  28857. minFilter: NearestFilter,
  28858. generateMipmaps: false,
  28859. type: UnsignedByteType,
  28860. format: RGBEFormat,
  28861. encoding: _isLDR( equirectangular ) ? equirectangular.encoding : RGBEEncoding,
  28862. depthBuffer: false,
  28863. stencilBuffer: false
  28864. };
  28865. var cubeUVRenderTarget = _createRenderTarget( params );
  28866. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28867. this._pingPongRenderTarget = _createRenderTarget( params );
  28868. return cubeUVRenderTarget;
  28869. },
  28870. _compileMaterial: function ( material ) {
  28871. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  28872. this._renderer.compile( tmpMesh, _flatCamera );
  28873. },
  28874. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  28875. var fov = 90;
  28876. var aspect = 1;
  28877. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28878. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  28879. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  28880. var renderer = this._renderer;
  28881. var outputEncoding = renderer.outputEncoding;
  28882. var toneMapping = renderer.toneMapping;
  28883. var toneMappingExposure = renderer.toneMappingExposure;
  28884. var clearColor = renderer.getClearColor();
  28885. var clearAlpha = renderer.getClearAlpha();
  28886. renderer.toneMapping = LinearToneMapping;
  28887. renderer.toneMappingExposure = 1.0;
  28888. renderer.outputEncoding = LinearEncoding;
  28889. var background = scene.background;
  28890. if ( background && background.isColor ) {
  28891. background.convertSRGBToLinear();
  28892. // Convert linear to RGBE
  28893. var maxComponent = Math.max( background.r, background.g, background.b );
  28894. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28895. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28896. var alpha = ( fExp + 128.0 ) / 255.0;
  28897. renderer.setClearColor( background, alpha );
  28898. scene.background = null;
  28899. }
  28900. for ( var i = 0; i < 6; i ++ ) {
  28901. var col = i % 3;
  28902. if ( col == 0 ) {
  28903. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28904. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28905. } else if ( col == 1 ) {
  28906. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28907. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28908. } else {
  28909. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28910. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28911. }
  28912. _setViewport( cubeUVRenderTarget,
  28913. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28914. renderer.setRenderTarget( cubeUVRenderTarget );
  28915. renderer.render( scene, cubeCamera );
  28916. }
  28917. renderer.toneMapping = toneMapping;
  28918. renderer.toneMappingExposure = toneMappingExposure;
  28919. renderer.outputEncoding = outputEncoding;
  28920. renderer.setClearColor( clearColor, clearAlpha );
  28921. },
  28922. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  28923. var renderer = this._renderer;
  28924. if ( texture.isCubeTexture ) {
  28925. if ( this._cubemapShader == null ) {
  28926. this._cubemapShader = _getCubemapShader();
  28927. }
  28928. } else {
  28929. if ( this._equirectShader == null ) {
  28930. this._equirectShader = _getEquirectShader();
  28931. }
  28932. }
  28933. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  28934. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  28935. var uniforms = material.uniforms;
  28936. uniforms[ 'envMap' ].value = texture;
  28937. if ( ! texture.isCubeTexture ) {
  28938. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28939. }
  28940. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28941. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  28942. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28943. renderer.setRenderTarget( cubeUVRenderTarget );
  28944. renderer.render( mesh, _flatCamera );
  28945. },
  28946. _applyPMREM: function ( cubeUVRenderTarget ) {
  28947. var renderer = this._renderer;
  28948. var autoClear = renderer.autoClear;
  28949. renderer.autoClear = false;
  28950. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28951. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28952. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28953. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28954. }
  28955. renderer.autoClear = autoClear;
  28956. },
  28957. /**
  28958. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28959. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28960. * the blur latitudinally (around the poles), and then longitudinally (towards
  28961. * the poles) to approximate the orthogonally-separable blur. It is least
  28962. * accurate at the poles, but still does a decent job.
  28963. */
  28964. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28965. var pingPongRenderTarget = this._pingPongRenderTarget;
  28966. this._halfBlur(
  28967. cubeUVRenderTarget,
  28968. pingPongRenderTarget,
  28969. lodIn,
  28970. lodOut,
  28971. sigma,
  28972. 'latitudinal',
  28973. poleAxis );
  28974. this._halfBlur(
  28975. pingPongRenderTarget,
  28976. cubeUVRenderTarget,
  28977. lodOut,
  28978. lodOut,
  28979. sigma,
  28980. 'longitudinal',
  28981. poleAxis );
  28982. },
  28983. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28984. var renderer = this._renderer;
  28985. var blurMaterial = this._blurMaterial;
  28986. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28987. console.error(
  28988. 'blur direction must be either latitudinal or longitudinal!' );
  28989. }
  28990. // Number of standard deviations at which to cut off the discrete approximation.
  28991. var STANDARD_DEVIATIONS = 3;
  28992. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  28993. var blurUniforms = blurMaterial.uniforms;
  28994. var pixels = _sizeLods[ lodIn ] - 1;
  28995. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28996. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28997. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28998. if ( samples > MAX_SAMPLES ) {
  28999. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  29000. }
  29001. var weights = [];
  29002. var sum = 0;
  29003. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  29004. var x = i / sigmaPixels;
  29005. var weight = Math.exp( - x * x / 2 );
  29006. weights.push( weight );
  29007. if ( i == 0 ) {
  29008. sum += weight;
  29009. } else if ( i < samples ) {
  29010. sum += 2 * weight;
  29011. }
  29012. }
  29013. for ( var i = 0; i < weights.length; i ++ ) {
  29014. weights[ i ] = weights[ i ] / sum;
  29015. }
  29016. blurUniforms[ 'envMap' ].value = targetIn.texture;
  29017. blurUniforms[ 'samples' ].value = samples;
  29018. blurUniforms[ 'weights' ].value = weights;
  29019. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  29020. if ( poleAxis ) {
  29021. blurUniforms[ 'poleAxis' ].value = poleAxis;
  29022. }
  29023. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  29024. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  29025. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29026. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29027. var outputSize = _sizeLods[ lodOut ];
  29028. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  29029. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  29030. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29031. renderer.setRenderTarget( targetOut );
  29032. renderer.render( blurMesh, _flatCamera );
  29033. }
  29034. };
  29035. function _isLDR( texture ) {
  29036. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  29037. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29038. }
  29039. function _createPlanes() {
  29040. var _lodPlanes = [];
  29041. var _sizeLods = [];
  29042. var _sigmas = [];
  29043. var lod = LOD_MAX;
  29044. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  29045. var sizeLod = Math.pow( 2, lod );
  29046. _sizeLods.push( sizeLod );
  29047. var sigma = 1.0 / sizeLod;
  29048. if ( i > LOD_MAX - LOD_MIN ) {
  29049. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29050. } else if ( i == 0 ) {
  29051. sigma = 0;
  29052. }
  29053. _sigmas.push( sigma );
  29054. var texelSize = 1.0 / ( sizeLod - 1 );
  29055. var min = - texelSize / 2;
  29056. var max = 1 + texelSize / 2;
  29057. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29058. var cubeFaces = 6;
  29059. var vertices = 6;
  29060. var positionSize = 3;
  29061. var uvSize = 2;
  29062. var faceIndexSize = 1;
  29063. var position = new Float32Array( positionSize * vertices * cubeFaces );
  29064. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  29065. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29066. for ( var face = 0; face < cubeFaces; face ++ ) {
  29067. var x = ( face % 3 ) * 2 / 3 - 1;
  29068. var y = face > 2 ? 0 : - 1;
  29069. var coordinates = [
  29070. x, y, 0,
  29071. x + 2 / 3, y, 0,
  29072. x + 2 / 3, y + 1, 0,
  29073. x, y, 0,
  29074. x + 2 / 3, y + 1, 0,
  29075. x, y + 1, 0
  29076. ];
  29077. position.set( coordinates, positionSize * vertices * face );
  29078. uv.set( uv1, uvSize * vertices * face );
  29079. var fill = [ face, face, face, face, face, face ];
  29080. faceIndex.set( fill, faceIndexSize * vertices * face );
  29081. }
  29082. var planes = new BufferGeometry();
  29083. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29084. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29085. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29086. _lodPlanes.push( planes );
  29087. if ( lod > LOD_MIN ) {
  29088. lod --;
  29089. }
  29090. }
  29091. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  29092. }
  29093. function _createRenderTarget( params ) {
  29094. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29095. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29096. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29097. cubeUVRenderTarget.scissorTest = true;
  29098. return cubeUVRenderTarget;
  29099. }
  29100. function _setViewport( target, x, y, width, height ) {
  29101. target.viewport.set( x, y, width, height );
  29102. target.scissor.set( x, y, width, height );
  29103. }
  29104. function _getBlurShader( maxSamples ) {
  29105. var weights = new Float32Array( maxSamples );
  29106. var poleAxis = new Vector3( 0, 1, 0 );
  29107. var shaderMaterial = new RawShaderMaterial( {
  29108. defines: { 'n': maxSamples },
  29109. uniforms: {
  29110. 'envMap': { value: null },
  29111. 'samples': { value: 1 },
  29112. 'weights': { value: weights },
  29113. 'latitudinal': { value: false },
  29114. 'dTheta': { value: 0 },
  29115. 'mipInt': { value: 0 },
  29116. 'poleAxis': { value: poleAxis },
  29117. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29118. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29119. },
  29120. vertexShader: _getCommonVertexShader(),
  29121. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29122. blending: NoBlending,
  29123. depthTest: false,
  29124. depthWrite: false
  29125. } );
  29126. shaderMaterial.type = 'SphericalGaussianBlur';
  29127. return shaderMaterial;
  29128. }
  29129. function _getEquirectShader() {
  29130. var texelSize = new Vector2( 1, 1 );
  29131. var shaderMaterial = new RawShaderMaterial( {
  29132. uniforms: {
  29133. 'envMap': { value: null },
  29134. 'texelSize': { value: texelSize },
  29135. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29136. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29137. },
  29138. vertexShader: _getCommonVertexShader(),
  29139. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#include <common>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv = equirectUv( outputDirection );\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29140. blending: NoBlending,
  29141. depthTest: false,
  29142. depthWrite: false
  29143. } );
  29144. shaderMaterial.type = 'EquirectangularToCubeUV';
  29145. return shaderMaterial;
  29146. }
  29147. function _getCubemapShader() {
  29148. var shaderMaterial = new RawShaderMaterial( {
  29149. uniforms: {
  29150. 'envMap': { value: null },
  29151. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29152. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29153. },
  29154. vertexShader: _getCommonVertexShader(),
  29155. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29156. blending: NoBlending,
  29157. depthTest: false,
  29158. depthWrite: false
  29159. } );
  29160. shaderMaterial.type = 'CubemapToCubeUV';
  29161. return shaderMaterial;
  29162. }
  29163. function _getCommonVertexShader() {
  29164. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\n\n// RH coordinate system; PMREM face-indexing convention\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\t} else if (face == 2.0) {\n\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\t} else if (face == 5.0) {\n\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\t}\n\treturn direction;\n}\n\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  29165. }
  29166. function _getEncodings() {
  29167. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  29168. }
  29169. /**
  29170. * @author mrdoob / http://mrdoob.com/
  29171. */
  29172. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29173. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29174. return new Face3( a, b, c, normal, color, materialIndex );
  29175. }
  29176. var LineStrip = 0;
  29177. var LinePieces = 1;
  29178. var NoColors = 0;
  29179. var FaceColors = 1;
  29180. var VertexColors = 2;
  29181. function MeshFaceMaterial( materials ) {
  29182. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29183. return materials;
  29184. }
  29185. function MultiMaterial( materials ) {
  29186. if ( materials === undefined ) { materials = []; }
  29187. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29188. materials.isMultiMaterial = true;
  29189. materials.materials = materials;
  29190. materials.clone = function () {
  29191. return materials.slice();
  29192. };
  29193. return materials;
  29194. }
  29195. function PointCloud( geometry, material ) {
  29196. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29197. return new Points( geometry, material );
  29198. }
  29199. function Particle( material ) {
  29200. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29201. return new Sprite( material );
  29202. }
  29203. function ParticleSystem( geometry, material ) {
  29204. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29205. return new Points( geometry, material );
  29206. }
  29207. function PointCloudMaterial( parameters ) {
  29208. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29209. return new PointsMaterial( parameters );
  29210. }
  29211. function ParticleBasicMaterial( parameters ) {
  29212. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29213. return new PointsMaterial( parameters );
  29214. }
  29215. function ParticleSystemMaterial( parameters ) {
  29216. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29217. return new PointsMaterial( parameters );
  29218. }
  29219. function Vertex( x, y, z ) {
  29220. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29221. return new Vector3( x, y, z );
  29222. }
  29223. //
  29224. function DynamicBufferAttribute( array, itemSize ) {
  29225. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29226. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29227. }
  29228. function Int8Attribute( array, itemSize ) {
  29229. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29230. return new Int8BufferAttribute( array, itemSize );
  29231. }
  29232. function Uint8Attribute( array, itemSize ) {
  29233. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29234. return new Uint8BufferAttribute( array, itemSize );
  29235. }
  29236. function Uint8ClampedAttribute( array, itemSize ) {
  29237. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29238. return new Uint8ClampedBufferAttribute( array, itemSize );
  29239. }
  29240. function Int16Attribute( array, itemSize ) {
  29241. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29242. return new Int16BufferAttribute( array, itemSize );
  29243. }
  29244. function Uint16Attribute( array, itemSize ) {
  29245. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29246. return new Uint16BufferAttribute( array, itemSize );
  29247. }
  29248. function Int32Attribute( array, itemSize ) {
  29249. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29250. return new Int32BufferAttribute( array, itemSize );
  29251. }
  29252. function Uint32Attribute( array, itemSize ) {
  29253. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29254. return new Uint32BufferAttribute( array, itemSize );
  29255. }
  29256. function Float32Attribute( array, itemSize ) {
  29257. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29258. return new Float32BufferAttribute( array, itemSize );
  29259. }
  29260. function Float64Attribute( array, itemSize ) {
  29261. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29262. return new Float64BufferAttribute( array, itemSize );
  29263. }
  29264. //
  29265. Curve.create = function ( construct, getPoint ) {
  29266. console.log( 'THREE.Curve.create() has been deprecated' );
  29267. construct.prototype = Object.create( Curve.prototype );
  29268. construct.prototype.constructor = construct;
  29269. construct.prototype.getPoint = getPoint;
  29270. return construct;
  29271. };
  29272. //
  29273. Object.assign( CurvePath.prototype, {
  29274. createPointsGeometry: function ( divisions ) {
  29275. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29276. // generate geometry from path points (for Line or Points objects)
  29277. var pts = this.getPoints( divisions );
  29278. return this.createGeometry( pts );
  29279. },
  29280. createSpacedPointsGeometry: function ( divisions ) {
  29281. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29282. // generate geometry from equidistant sampling along the path
  29283. var pts = this.getSpacedPoints( divisions );
  29284. return this.createGeometry( pts );
  29285. },
  29286. createGeometry: function ( points ) {
  29287. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29288. var geometry = new Geometry();
  29289. for ( var i = 0, l = points.length; i < l; i ++ ) {
  29290. var point = points[ i ];
  29291. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29292. }
  29293. return geometry;
  29294. }
  29295. } );
  29296. //
  29297. Object.assign( Path.prototype, {
  29298. fromPoints: function ( points ) {
  29299. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29300. return this.setFromPoints( points );
  29301. }
  29302. } );
  29303. //
  29304. function ClosedSplineCurve3( points ) {
  29305. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29306. CatmullRomCurve3.call( this, points );
  29307. this.type = 'catmullrom';
  29308. this.closed = true;
  29309. }
  29310. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29311. //
  29312. function SplineCurve3( points ) {
  29313. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29314. CatmullRomCurve3.call( this, points );
  29315. this.type = 'catmullrom';
  29316. }
  29317. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29318. //
  29319. function Spline( points ) {
  29320. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29321. CatmullRomCurve3.call( this, points );
  29322. this.type = 'catmullrom';
  29323. }
  29324. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29325. Object.assign( Spline.prototype, {
  29326. initFromArray: function ( /* a */ ) {
  29327. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29328. },
  29329. getControlPointsArray: function ( /* optionalTarget */ ) {
  29330. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29331. },
  29332. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29333. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29334. }
  29335. } );
  29336. //
  29337. function AxisHelper( size ) {
  29338. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29339. return new AxesHelper( size );
  29340. }
  29341. function BoundingBoxHelper( object, color ) {
  29342. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29343. return new BoxHelper( object, color );
  29344. }
  29345. function EdgesHelper( object, hex ) {
  29346. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29347. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29348. }
  29349. GridHelper.prototype.setColors = function () {
  29350. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29351. };
  29352. SkeletonHelper.prototype.update = function () {
  29353. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29354. };
  29355. function WireframeHelper( object, hex ) {
  29356. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29357. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29358. }
  29359. //
  29360. Object.assign( Loader.prototype, {
  29361. extractUrlBase: function ( url ) {
  29362. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29363. return LoaderUtils.extractUrlBase( url );
  29364. }
  29365. } );
  29366. Loader.Handlers = {
  29367. add: function ( /* regex, loader */ ) {
  29368. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29369. },
  29370. get: function ( /* file */ ) {
  29371. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29372. }
  29373. };
  29374. function XHRLoader( manager ) {
  29375. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29376. return new FileLoader( manager );
  29377. }
  29378. function BinaryTextureLoader( manager ) {
  29379. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29380. return new DataTextureLoader( manager );
  29381. }
  29382. Object.assign( ObjectLoader.prototype, {
  29383. setTexturePath: function ( value ) {
  29384. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29385. return this.setResourcePath( value );
  29386. }
  29387. } );
  29388. //
  29389. Object.assign( Box2.prototype, {
  29390. center: function ( optionalTarget ) {
  29391. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29392. return this.getCenter( optionalTarget );
  29393. },
  29394. empty: function () {
  29395. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29396. return this.isEmpty();
  29397. },
  29398. isIntersectionBox: function ( box ) {
  29399. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29400. return this.intersectsBox( box );
  29401. },
  29402. size: function ( optionalTarget ) {
  29403. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29404. return this.getSize( optionalTarget );
  29405. }
  29406. } );
  29407. Object.assign( Box3.prototype, {
  29408. center: function ( optionalTarget ) {
  29409. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29410. return this.getCenter( optionalTarget );
  29411. },
  29412. empty: function () {
  29413. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29414. return this.isEmpty();
  29415. },
  29416. isIntersectionBox: function ( box ) {
  29417. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29418. return this.intersectsBox( box );
  29419. },
  29420. isIntersectionSphere: function ( sphere ) {
  29421. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29422. return this.intersectsSphere( sphere );
  29423. },
  29424. size: function ( optionalTarget ) {
  29425. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29426. return this.getSize( optionalTarget );
  29427. }
  29428. } );
  29429. Object.assign( Sphere.prototype, {
  29430. empty: function () {
  29431. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29432. return this.isEmpty();
  29433. },
  29434. } );
  29435. Frustum.prototype.setFromMatrix = function ( m ) {
  29436. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29437. return this.setFromProjectionMatrix( m );
  29438. };
  29439. Line3.prototype.center = function ( optionalTarget ) {
  29440. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29441. return this.getCenter( optionalTarget );
  29442. };
  29443. Object.assign( MathUtils, {
  29444. random16: function () {
  29445. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29446. return Math.random();
  29447. },
  29448. nearestPowerOfTwo: function ( value ) {
  29449. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29450. return MathUtils.floorPowerOfTwo( value );
  29451. },
  29452. nextPowerOfTwo: function ( value ) {
  29453. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29454. return MathUtils.ceilPowerOfTwo( value );
  29455. }
  29456. } );
  29457. Object.assign( Matrix3.prototype, {
  29458. flattenToArrayOffset: function ( array, offset ) {
  29459. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29460. return this.toArray( array, offset );
  29461. },
  29462. multiplyVector3: function ( vector ) {
  29463. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29464. return vector.applyMatrix3( this );
  29465. },
  29466. multiplyVector3Array: function ( /* a */ ) {
  29467. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29468. },
  29469. applyToBufferAttribute: function ( attribute ) {
  29470. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29471. return attribute.applyMatrix3( this );
  29472. },
  29473. applyToVector3Array: function ( /* array, offset, length */ ) {
  29474. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29475. }
  29476. } );
  29477. Object.assign( Matrix4.prototype, {
  29478. extractPosition: function ( m ) {
  29479. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29480. return this.copyPosition( m );
  29481. },
  29482. flattenToArrayOffset: function ( array, offset ) {
  29483. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29484. return this.toArray( array, offset );
  29485. },
  29486. getPosition: function () {
  29487. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29488. return new Vector3().setFromMatrixColumn( this, 3 );
  29489. },
  29490. setRotationFromQuaternion: function ( q ) {
  29491. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29492. return this.makeRotationFromQuaternion( q );
  29493. },
  29494. multiplyToArray: function () {
  29495. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29496. },
  29497. multiplyVector3: function ( vector ) {
  29498. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29499. return vector.applyMatrix4( this );
  29500. },
  29501. multiplyVector4: function ( vector ) {
  29502. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29503. return vector.applyMatrix4( this );
  29504. },
  29505. multiplyVector3Array: function ( /* a */ ) {
  29506. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29507. },
  29508. rotateAxis: function ( v ) {
  29509. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29510. v.transformDirection( this );
  29511. },
  29512. crossVector: function ( vector ) {
  29513. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29514. return vector.applyMatrix4( this );
  29515. },
  29516. translate: function () {
  29517. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29518. },
  29519. rotateX: function () {
  29520. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29521. },
  29522. rotateY: function () {
  29523. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29524. },
  29525. rotateZ: function () {
  29526. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29527. },
  29528. rotateByAxis: function () {
  29529. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29530. },
  29531. applyToBufferAttribute: function ( attribute ) {
  29532. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29533. return attribute.applyMatrix4( this );
  29534. },
  29535. applyToVector3Array: function ( /* array, offset, length */ ) {
  29536. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29537. },
  29538. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29539. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29540. return this.makePerspective( left, right, top, bottom, near, far );
  29541. }
  29542. } );
  29543. Plane.prototype.isIntersectionLine = function ( line ) {
  29544. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29545. return this.intersectsLine( line );
  29546. };
  29547. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29548. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29549. return vector.applyQuaternion( this );
  29550. };
  29551. Object.assign( Ray.prototype, {
  29552. isIntersectionBox: function ( box ) {
  29553. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29554. return this.intersectsBox( box );
  29555. },
  29556. isIntersectionPlane: function ( plane ) {
  29557. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29558. return this.intersectsPlane( plane );
  29559. },
  29560. isIntersectionSphere: function ( sphere ) {
  29561. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29562. return this.intersectsSphere( sphere );
  29563. }
  29564. } );
  29565. Object.assign( Triangle.prototype, {
  29566. area: function () {
  29567. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29568. return this.getArea();
  29569. },
  29570. barycoordFromPoint: function ( point, target ) {
  29571. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29572. return this.getBarycoord( point, target );
  29573. },
  29574. midpoint: function ( target ) {
  29575. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29576. return this.getMidpoint( target );
  29577. },
  29578. normal: function ( target ) {
  29579. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29580. return this.getNormal( target );
  29581. },
  29582. plane: function ( target ) {
  29583. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29584. return this.getPlane( target );
  29585. }
  29586. } );
  29587. Object.assign( Triangle, {
  29588. barycoordFromPoint: function ( point, a, b, c, target ) {
  29589. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29590. return Triangle.getBarycoord( point, a, b, c, target );
  29591. },
  29592. normal: function ( a, b, c, target ) {
  29593. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29594. return Triangle.getNormal( a, b, c, target );
  29595. }
  29596. } );
  29597. Object.assign( Shape.prototype, {
  29598. extractAllPoints: function ( divisions ) {
  29599. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29600. return this.extractPoints( divisions );
  29601. },
  29602. extrude: function ( options ) {
  29603. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29604. return new ExtrudeGeometry( this, options );
  29605. },
  29606. makeGeometry: function ( options ) {
  29607. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29608. return new ShapeGeometry( this, options );
  29609. }
  29610. } );
  29611. Object.assign( Vector2.prototype, {
  29612. fromAttribute: function ( attribute, index, offset ) {
  29613. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29614. return this.fromBufferAttribute( attribute, index, offset );
  29615. },
  29616. distanceToManhattan: function ( v ) {
  29617. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29618. return this.manhattanDistanceTo( v );
  29619. },
  29620. lengthManhattan: function () {
  29621. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29622. return this.manhattanLength();
  29623. }
  29624. } );
  29625. Object.assign( Vector3.prototype, {
  29626. setEulerFromRotationMatrix: function () {
  29627. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29628. },
  29629. setEulerFromQuaternion: function () {
  29630. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29631. },
  29632. getPositionFromMatrix: function ( m ) {
  29633. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29634. return this.setFromMatrixPosition( m );
  29635. },
  29636. getScaleFromMatrix: function ( m ) {
  29637. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29638. return this.setFromMatrixScale( m );
  29639. },
  29640. getColumnFromMatrix: function ( index, matrix ) {
  29641. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29642. return this.setFromMatrixColumn( matrix, index );
  29643. },
  29644. applyProjection: function ( m ) {
  29645. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29646. return this.applyMatrix4( m );
  29647. },
  29648. fromAttribute: function ( attribute, index, offset ) {
  29649. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29650. return this.fromBufferAttribute( attribute, index, offset );
  29651. },
  29652. distanceToManhattan: function ( v ) {
  29653. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29654. return this.manhattanDistanceTo( v );
  29655. },
  29656. lengthManhattan: function () {
  29657. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29658. return this.manhattanLength();
  29659. }
  29660. } );
  29661. Object.assign( Vector4.prototype, {
  29662. fromAttribute: function ( attribute, index, offset ) {
  29663. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29664. return this.fromBufferAttribute( attribute, index, offset );
  29665. },
  29666. lengthManhattan: function () {
  29667. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29668. return this.manhattanLength();
  29669. }
  29670. } );
  29671. //
  29672. Object.assign( Geometry.prototype, {
  29673. computeTangents: function () {
  29674. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29675. },
  29676. computeLineDistances: function () {
  29677. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29678. },
  29679. applyMatrix: function ( matrix ) {
  29680. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29681. return this.applyMatrix4( matrix );
  29682. }
  29683. } );
  29684. Object.assign( Object3D.prototype, {
  29685. getChildByName: function ( name ) {
  29686. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29687. return this.getObjectByName( name );
  29688. },
  29689. renderDepth: function () {
  29690. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29691. },
  29692. translate: function ( distance, axis ) {
  29693. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29694. return this.translateOnAxis( axis, distance );
  29695. },
  29696. getWorldRotation: function () {
  29697. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29698. },
  29699. applyMatrix: function ( matrix ) {
  29700. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29701. return this.applyMatrix4( matrix );
  29702. }
  29703. } );
  29704. Object.defineProperties( Object3D.prototype, {
  29705. eulerOrder: {
  29706. get: function () {
  29707. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29708. return this.rotation.order;
  29709. },
  29710. set: function ( value ) {
  29711. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29712. this.rotation.order = value;
  29713. }
  29714. },
  29715. useQuaternion: {
  29716. get: function () {
  29717. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29718. },
  29719. set: function () {
  29720. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29721. }
  29722. }
  29723. } );
  29724. Object.assign( Mesh.prototype, {
  29725. setDrawMode: function () {
  29726. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29727. },
  29728. } );
  29729. Object.defineProperties( Mesh.prototype, {
  29730. drawMode: {
  29731. get: function () {
  29732. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29733. return TrianglesDrawMode;
  29734. },
  29735. set: function () {
  29736. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29737. }
  29738. }
  29739. } );
  29740. Object.defineProperties( LOD.prototype, {
  29741. objects: {
  29742. get: function () {
  29743. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29744. return this.levels;
  29745. }
  29746. }
  29747. } );
  29748. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29749. get: function () {
  29750. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29751. },
  29752. set: function () {
  29753. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29754. }
  29755. } );
  29756. SkinnedMesh.prototype.initBones = function () {
  29757. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29758. };
  29759. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29760. get: function () {
  29761. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29762. return this.arcLengthDivisions;
  29763. },
  29764. set: function ( value ) {
  29765. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29766. this.arcLengthDivisions = value;
  29767. }
  29768. } );
  29769. //
  29770. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29771. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29772. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29773. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29774. this.setFocalLength( focalLength );
  29775. };
  29776. //
  29777. Object.defineProperties( Light.prototype, {
  29778. onlyShadow: {
  29779. set: function () {
  29780. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29781. }
  29782. },
  29783. shadowCameraFov: {
  29784. set: function ( value ) {
  29785. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29786. this.shadow.camera.fov = value;
  29787. }
  29788. },
  29789. shadowCameraLeft: {
  29790. set: function ( value ) {
  29791. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29792. this.shadow.camera.left = value;
  29793. }
  29794. },
  29795. shadowCameraRight: {
  29796. set: function ( value ) {
  29797. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29798. this.shadow.camera.right = value;
  29799. }
  29800. },
  29801. shadowCameraTop: {
  29802. set: function ( value ) {
  29803. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29804. this.shadow.camera.top = value;
  29805. }
  29806. },
  29807. shadowCameraBottom: {
  29808. set: function ( value ) {
  29809. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29810. this.shadow.camera.bottom = value;
  29811. }
  29812. },
  29813. shadowCameraNear: {
  29814. set: function ( value ) {
  29815. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29816. this.shadow.camera.near = value;
  29817. }
  29818. },
  29819. shadowCameraFar: {
  29820. set: function ( value ) {
  29821. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29822. this.shadow.camera.far = value;
  29823. }
  29824. },
  29825. shadowCameraVisible: {
  29826. set: function () {
  29827. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29828. }
  29829. },
  29830. shadowBias: {
  29831. set: function ( value ) {
  29832. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29833. this.shadow.bias = value;
  29834. }
  29835. },
  29836. shadowDarkness: {
  29837. set: function () {
  29838. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29839. }
  29840. },
  29841. shadowMapWidth: {
  29842. set: function ( value ) {
  29843. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29844. this.shadow.mapSize.width = value;
  29845. }
  29846. },
  29847. shadowMapHeight: {
  29848. set: function ( value ) {
  29849. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29850. this.shadow.mapSize.height = value;
  29851. }
  29852. }
  29853. } );
  29854. //
  29855. Object.defineProperties( BufferAttribute.prototype, {
  29856. length: {
  29857. get: function () {
  29858. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29859. return this.array.length;
  29860. }
  29861. },
  29862. dynamic: {
  29863. get: function () {
  29864. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29865. return this.usage === DynamicDrawUsage;
  29866. },
  29867. set: function ( /* value */ ) {
  29868. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29869. this.setUsage( DynamicDrawUsage );
  29870. }
  29871. }
  29872. } );
  29873. Object.assign( BufferAttribute.prototype, {
  29874. setDynamic: function ( value ) {
  29875. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29876. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29877. return this;
  29878. },
  29879. copyIndicesArray: function ( /* indices */ ) {
  29880. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29881. },
  29882. setArray: function ( /* array */ ) {
  29883. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29884. }
  29885. } );
  29886. Object.assign( BufferGeometry.prototype, {
  29887. addIndex: function ( index ) {
  29888. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29889. this.setIndex( index );
  29890. },
  29891. addAttribute: function ( name, attribute ) {
  29892. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29893. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29894. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29895. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29896. }
  29897. if ( name === 'index' ) {
  29898. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29899. this.setIndex( attribute );
  29900. return this;
  29901. }
  29902. return this.setAttribute( name, attribute );
  29903. },
  29904. addDrawCall: function ( start, count, indexOffset ) {
  29905. if ( indexOffset !== undefined ) {
  29906. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29907. }
  29908. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29909. this.addGroup( start, count );
  29910. },
  29911. clearDrawCalls: function () {
  29912. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29913. this.clearGroups();
  29914. },
  29915. computeTangents: function () {
  29916. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29917. },
  29918. computeOffsets: function () {
  29919. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29920. },
  29921. removeAttribute: function ( name ) {
  29922. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29923. return this.deleteAttribute( name );
  29924. },
  29925. applyMatrix: function ( matrix ) {
  29926. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29927. return this.applyMatrix4( matrix );
  29928. }
  29929. } );
  29930. Object.defineProperties( BufferGeometry.prototype, {
  29931. drawcalls: {
  29932. get: function () {
  29933. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29934. return this.groups;
  29935. }
  29936. },
  29937. offsets: {
  29938. get: function () {
  29939. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29940. return this.groups;
  29941. }
  29942. }
  29943. } );
  29944. Object.defineProperties( InstancedBufferGeometry.prototype, {
  29945. maxInstancedCount: {
  29946. get: function () {
  29947. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  29948. return this.instanceCount;
  29949. },
  29950. set: function ( value ) {
  29951. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  29952. this.instanceCount = value;
  29953. }
  29954. }
  29955. } );
  29956. Object.defineProperties( Raycaster.prototype, {
  29957. linePrecision: {
  29958. get: function () {
  29959. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29960. return this.params.Line.threshold;
  29961. },
  29962. set: function ( value ) {
  29963. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29964. this.params.Line.threshold = value;
  29965. }
  29966. }
  29967. } );
  29968. Object.defineProperties( InterleavedBuffer.prototype, {
  29969. dynamic: {
  29970. get: function () {
  29971. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29972. return this.usage === DynamicDrawUsage;
  29973. },
  29974. set: function ( value ) {
  29975. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29976. this.setUsage( value );
  29977. }
  29978. }
  29979. } );
  29980. Object.assign( InterleavedBuffer.prototype, {
  29981. setDynamic: function ( value ) {
  29982. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29983. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29984. return this;
  29985. },
  29986. setArray: function ( /* array */ ) {
  29987. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29988. }
  29989. } );
  29990. //
  29991. Object.assign( ExtrudeBufferGeometry.prototype, {
  29992. getArrays: function () {
  29993. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29994. },
  29995. addShapeList: function () {
  29996. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29997. },
  29998. addShape: function () {
  29999. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  30000. }
  30001. } );
  30002. //
  30003. Object.defineProperties( Uniform.prototype, {
  30004. dynamic: {
  30005. set: function () {
  30006. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  30007. }
  30008. },
  30009. onUpdate: {
  30010. value: function () {
  30011. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  30012. return this;
  30013. }
  30014. }
  30015. } );
  30016. //
  30017. Object.defineProperties( Material.prototype, {
  30018. wrapAround: {
  30019. get: function () {
  30020. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30021. },
  30022. set: function () {
  30023. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30024. }
  30025. },
  30026. overdraw: {
  30027. get: function () {
  30028. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30029. },
  30030. set: function () {
  30031. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30032. }
  30033. },
  30034. wrapRGB: {
  30035. get: function () {
  30036. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30037. return new Color();
  30038. }
  30039. },
  30040. shading: {
  30041. get: function () {
  30042. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30043. },
  30044. set: function ( value ) {
  30045. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30046. this.flatShading = ( value === FlatShading );
  30047. }
  30048. },
  30049. stencilMask: {
  30050. get: function () {
  30051. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30052. return this.stencilFuncMask;
  30053. },
  30054. set: function ( value ) {
  30055. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30056. this.stencilFuncMask = value;
  30057. }
  30058. }
  30059. } );
  30060. Object.defineProperties( MeshPhongMaterial.prototype, {
  30061. metal: {
  30062. get: function () {
  30063. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30064. return false;
  30065. },
  30066. set: function () {
  30067. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30068. }
  30069. }
  30070. } );
  30071. Object.defineProperties( ShaderMaterial.prototype, {
  30072. derivatives: {
  30073. get: function () {
  30074. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30075. return this.extensions.derivatives;
  30076. },
  30077. set: function ( value ) {
  30078. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30079. this.extensions.derivatives = value;
  30080. }
  30081. }
  30082. } );
  30083. //
  30084. Object.assign( WebGLRenderer.prototype, {
  30085. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30086. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30087. this.setRenderTarget( renderTarget );
  30088. this.clear( color, depth, stencil );
  30089. },
  30090. animate: function ( callback ) {
  30091. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30092. this.setAnimationLoop( callback );
  30093. },
  30094. getCurrentRenderTarget: function () {
  30095. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30096. return this.getRenderTarget();
  30097. },
  30098. getMaxAnisotropy: function () {
  30099. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30100. return this.capabilities.getMaxAnisotropy();
  30101. },
  30102. getPrecision: function () {
  30103. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30104. return this.capabilities.precision;
  30105. },
  30106. resetGLState: function () {
  30107. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30108. return this.state.reset();
  30109. },
  30110. supportsFloatTextures: function () {
  30111. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30112. return this.extensions.get( 'OES_texture_float' );
  30113. },
  30114. supportsHalfFloatTextures: function () {
  30115. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30116. return this.extensions.get( 'OES_texture_half_float' );
  30117. },
  30118. supportsStandardDerivatives: function () {
  30119. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30120. return this.extensions.get( 'OES_standard_derivatives' );
  30121. },
  30122. supportsCompressedTextureS3TC: function () {
  30123. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30124. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30125. },
  30126. supportsCompressedTexturePVRTC: function () {
  30127. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30128. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30129. },
  30130. supportsBlendMinMax: function () {
  30131. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30132. return this.extensions.get( 'EXT_blend_minmax' );
  30133. },
  30134. supportsVertexTextures: function () {
  30135. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30136. return this.capabilities.vertexTextures;
  30137. },
  30138. supportsInstancedArrays: function () {
  30139. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30140. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30141. },
  30142. enableScissorTest: function ( boolean ) {
  30143. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30144. this.setScissorTest( boolean );
  30145. },
  30146. initMaterial: function () {
  30147. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30148. },
  30149. addPrePlugin: function () {
  30150. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30151. },
  30152. addPostPlugin: function () {
  30153. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30154. },
  30155. updateShadowMap: function () {
  30156. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30157. },
  30158. setFaceCulling: function () {
  30159. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30160. },
  30161. allocTextureUnit: function () {
  30162. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30163. },
  30164. setTexture: function () {
  30165. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30166. },
  30167. setTexture2D: function () {
  30168. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30169. },
  30170. setTextureCube: function () {
  30171. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30172. },
  30173. getActiveMipMapLevel: function () {
  30174. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30175. return this.getActiveMipmapLevel();
  30176. }
  30177. } );
  30178. Object.defineProperties( WebGLRenderer.prototype, {
  30179. shadowMapEnabled: {
  30180. get: function () {
  30181. return this.shadowMap.enabled;
  30182. },
  30183. set: function ( value ) {
  30184. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30185. this.shadowMap.enabled = value;
  30186. }
  30187. },
  30188. shadowMapType: {
  30189. get: function () {
  30190. return this.shadowMap.type;
  30191. },
  30192. set: function ( value ) {
  30193. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30194. this.shadowMap.type = value;
  30195. }
  30196. },
  30197. shadowMapCullFace: {
  30198. get: function () {
  30199. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30200. return undefined;
  30201. },
  30202. set: function ( /* value */ ) {
  30203. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30204. }
  30205. },
  30206. context: {
  30207. get: function () {
  30208. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30209. return this.getContext();
  30210. }
  30211. },
  30212. vr: {
  30213. get: function () {
  30214. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30215. return this.xr;
  30216. }
  30217. },
  30218. gammaInput: {
  30219. get: function () {
  30220. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30221. return false;
  30222. },
  30223. set: function () {
  30224. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30225. }
  30226. },
  30227. gammaOutput: {
  30228. get: function () {
  30229. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30230. return false;
  30231. },
  30232. set: function ( value ) {
  30233. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30234. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30235. }
  30236. }
  30237. } );
  30238. Object.defineProperties( WebGLShadowMap.prototype, {
  30239. cullFace: {
  30240. get: function () {
  30241. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30242. return undefined;
  30243. },
  30244. set: function ( /* cullFace */ ) {
  30245. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30246. }
  30247. },
  30248. renderReverseSided: {
  30249. get: function () {
  30250. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30251. return undefined;
  30252. },
  30253. set: function () {
  30254. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30255. }
  30256. },
  30257. renderSingleSided: {
  30258. get: function () {
  30259. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30260. return undefined;
  30261. },
  30262. set: function () {
  30263. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30264. }
  30265. }
  30266. } );
  30267. function WebGLRenderTargetCube( width, height, options ) {
  30268. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30269. return new WebGLCubeRenderTarget( width, options );
  30270. }
  30271. //
  30272. Object.defineProperties( WebGLRenderTarget.prototype, {
  30273. wrapS: {
  30274. get: function () {
  30275. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30276. return this.texture.wrapS;
  30277. },
  30278. set: function ( value ) {
  30279. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30280. this.texture.wrapS = value;
  30281. }
  30282. },
  30283. wrapT: {
  30284. get: function () {
  30285. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30286. return this.texture.wrapT;
  30287. },
  30288. set: function ( value ) {
  30289. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30290. this.texture.wrapT = value;
  30291. }
  30292. },
  30293. magFilter: {
  30294. get: function () {
  30295. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30296. return this.texture.magFilter;
  30297. },
  30298. set: function ( value ) {
  30299. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30300. this.texture.magFilter = value;
  30301. }
  30302. },
  30303. minFilter: {
  30304. get: function () {
  30305. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30306. return this.texture.minFilter;
  30307. },
  30308. set: function ( value ) {
  30309. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30310. this.texture.minFilter = value;
  30311. }
  30312. },
  30313. anisotropy: {
  30314. get: function () {
  30315. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30316. return this.texture.anisotropy;
  30317. },
  30318. set: function ( value ) {
  30319. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30320. this.texture.anisotropy = value;
  30321. }
  30322. },
  30323. offset: {
  30324. get: function () {
  30325. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30326. return this.texture.offset;
  30327. },
  30328. set: function ( value ) {
  30329. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30330. this.texture.offset = value;
  30331. }
  30332. },
  30333. repeat: {
  30334. get: function () {
  30335. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30336. return this.texture.repeat;
  30337. },
  30338. set: function ( value ) {
  30339. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30340. this.texture.repeat = value;
  30341. }
  30342. },
  30343. format: {
  30344. get: function () {
  30345. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30346. return this.texture.format;
  30347. },
  30348. set: function ( value ) {
  30349. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30350. this.texture.format = value;
  30351. }
  30352. },
  30353. type: {
  30354. get: function () {
  30355. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30356. return this.texture.type;
  30357. },
  30358. set: function ( value ) {
  30359. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30360. this.texture.type = value;
  30361. }
  30362. },
  30363. generateMipmaps: {
  30364. get: function () {
  30365. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30366. return this.texture.generateMipmaps;
  30367. },
  30368. set: function ( value ) {
  30369. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30370. this.texture.generateMipmaps = value;
  30371. }
  30372. }
  30373. } );
  30374. //
  30375. Object.defineProperties( Audio.prototype, {
  30376. load: {
  30377. value: function ( file ) {
  30378. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30379. var scope = this;
  30380. var audioLoader = new AudioLoader();
  30381. audioLoader.load( file, function ( buffer ) {
  30382. scope.setBuffer( buffer );
  30383. } );
  30384. return this;
  30385. }
  30386. },
  30387. startTime: {
  30388. set: function () {
  30389. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30390. }
  30391. }
  30392. } );
  30393. AudioAnalyser.prototype.getData = function () {
  30394. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30395. return this.getFrequencyData();
  30396. };
  30397. //
  30398. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30399. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30400. return this.update( renderer, scene );
  30401. };
  30402. //
  30403. var GeometryUtils = {
  30404. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30405. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30406. var matrix;
  30407. if ( geometry2.isMesh ) {
  30408. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30409. matrix = geometry2.matrix;
  30410. geometry2 = geometry2.geometry;
  30411. }
  30412. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30413. },
  30414. center: function ( geometry ) {
  30415. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30416. return geometry.center();
  30417. }
  30418. };
  30419. ImageUtils.crossOrigin = undefined;
  30420. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30421. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30422. var loader = new TextureLoader();
  30423. loader.setCrossOrigin( this.crossOrigin );
  30424. var texture = loader.load( url, onLoad, undefined, onError );
  30425. if ( mapping ) { texture.mapping = mapping; }
  30426. return texture;
  30427. };
  30428. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30429. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30430. var loader = new CubeTextureLoader();
  30431. loader.setCrossOrigin( this.crossOrigin );
  30432. var texture = loader.load( urls, onLoad, undefined, onError );
  30433. if ( mapping ) { texture.mapping = mapping; }
  30434. return texture;
  30435. };
  30436. ImageUtils.loadCompressedTexture = function () {
  30437. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30438. };
  30439. ImageUtils.loadCompressedTextureCube = function () {
  30440. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30441. };
  30442. //
  30443. function CanvasRenderer() {
  30444. console.error( 'THREE.CanvasRenderer has been removed' );
  30445. }
  30446. //
  30447. function JSONLoader() {
  30448. console.error( 'THREE.JSONLoader has been removed.' );
  30449. }
  30450. //
  30451. var SceneUtils = {
  30452. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30453. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30454. },
  30455. detach: function ( /* child, parent, scene */ ) {
  30456. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30457. },
  30458. attach: function ( /* child, scene, parent */ ) {
  30459. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30460. }
  30461. };
  30462. //
  30463. function LensFlare() {
  30464. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30465. }
  30466. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30467. /* eslint-disable no-undef */
  30468. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30469. revision: REVISION,
  30470. } } ) );
  30471. /* eslint-enable no-undef */
  30472. }
  30473. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30474. exports.AddEquation = AddEquation;
  30475. exports.AddOperation = AddOperation;
  30476. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30477. exports.AdditiveBlending = AdditiveBlending;
  30478. exports.AlphaFormat = AlphaFormat;
  30479. exports.AlwaysDepth = AlwaysDepth;
  30480. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30481. exports.AmbientLight = AmbientLight;
  30482. exports.AmbientLightProbe = AmbientLightProbe;
  30483. exports.AnimationClip = AnimationClip;
  30484. exports.AnimationLoader = AnimationLoader;
  30485. exports.AnimationMixer = AnimationMixer;
  30486. exports.AnimationObjectGroup = AnimationObjectGroup;
  30487. exports.AnimationUtils = AnimationUtils;
  30488. exports.ArcCurve = ArcCurve;
  30489. exports.ArrayCamera = ArrayCamera;
  30490. exports.ArrowHelper = ArrowHelper;
  30491. exports.Audio = Audio;
  30492. exports.AudioAnalyser = AudioAnalyser;
  30493. exports.AudioContext = AudioContext;
  30494. exports.AudioListener = AudioListener;
  30495. exports.AudioLoader = AudioLoader;
  30496. exports.AxesHelper = AxesHelper;
  30497. exports.AxisHelper = AxisHelper;
  30498. exports.BackSide = BackSide;
  30499. exports.BasicDepthPacking = BasicDepthPacking;
  30500. exports.BasicShadowMap = BasicShadowMap;
  30501. exports.BinaryTextureLoader = BinaryTextureLoader;
  30502. exports.Bone = Bone;
  30503. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30504. exports.BoundingBoxHelper = BoundingBoxHelper;
  30505. exports.Box2 = Box2;
  30506. exports.Box3 = Box3;
  30507. exports.Box3Helper = Box3Helper;
  30508. exports.BoxBufferGeometry = BoxBufferGeometry;
  30509. exports.BoxGeometry = BoxGeometry;
  30510. exports.BoxHelper = BoxHelper;
  30511. exports.BufferAttribute = BufferAttribute;
  30512. exports.BufferGeometry = BufferGeometry;
  30513. exports.BufferGeometryLoader = BufferGeometryLoader;
  30514. exports.ByteType = ByteType;
  30515. exports.Cache = Cache;
  30516. exports.Camera = Camera;
  30517. exports.CameraHelper = CameraHelper;
  30518. exports.CanvasRenderer = CanvasRenderer;
  30519. exports.CanvasTexture = CanvasTexture;
  30520. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30521. exports.CineonToneMapping = CineonToneMapping;
  30522. exports.CircleBufferGeometry = CircleBufferGeometry;
  30523. exports.CircleGeometry = CircleGeometry;
  30524. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30525. exports.Clock = Clock;
  30526. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30527. exports.Color = Color;
  30528. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30529. exports.CompressedTexture = CompressedTexture;
  30530. exports.CompressedTextureLoader = CompressedTextureLoader;
  30531. exports.ConeBufferGeometry = ConeBufferGeometry;
  30532. exports.ConeGeometry = ConeGeometry;
  30533. exports.CubeCamera = CubeCamera;
  30534. exports.CubeGeometry = BoxGeometry;
  30535. exports.CubeReflectionMapping = CubeReflectionMapping;
  30536. exports.CubeRefractionMapping = CubeRefractionMapping;
  30537. exports.CubeTexture = CubeTexture;
  30538. exports.CubeTextureLoader = CubeTextureLoader;
  30539. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30540. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30541. exports.CubicBezierCurve = CubicBezierCurve;
  30542. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30543. exports.CubicInterpolant = CubicInterpolant;
  30544. exports.CullFaceBack = CullFaceBack;
  30545. exports.CullFaceFront = CullFaceFront;
  30546. exports.CullFaceFrontBack = CullFaceFrontBack;
  30547. exports.CullFaceNone = CullFaceNone;
  30548. exports.Curve = Curve;
  30549. exports.CurvePath = CurvePath;
  30550. exports.CustomBlending = CustomBlending;
  30551. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30552. exports.CylinderGeometry = CylinderGeometry;
  30553. exports.Cylindrical = Cylindrical;
  30554. exports.DataTexture = DataTexture;
  30555. exports.DataTexture2DArray = DataTexture2DArray;
  30556. exports.DataTexture3D = DataTexture3D;
  30557. exports.DataTextureLoader = DataTextureLoader;
  30558. exports.DecrementStencilOp = DecrementStencilOp;
  30559. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30560. exports.DefaultLoadingManager = DefaultLoadingManager;
  30561. exports.DepthFormat = DepthFormat;
  30562. exports.DepthStencilFormat = DepthStencilFormat;
  30563. exports.DepthTexture = DepthTexture;
  30564. exports.DirectionalLight = DirectionalLight;
  30565. exports.DirectionalLightHelper = DirectionalLightHelper;
  30566. exports.DirectionalLightShadow = DirectionalLightShadow;
  30567. exports.DiscreteInterpolant = DiscreteInterpolant;
  30568. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30569. exports.DodecahedronGeometry = DodecahedronGeometry;
  30570. exports.DoubleSide = DoubleSide;
  30571. exports.DstAlphaFactor = DstAlphaFactor;
  30572. exports.DstColorFactor = DstColorFactor;
  30573. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30574. exports.DynamicCopyUsage = DynamicCopyUsage;
  30575. exports.DynamicDrawUsage = DynamicDrawUsage;
  30576. exports.DynamicReadUsage = DynamicReadUsage;
  30577. exports.EdgesGeometry = EdgesGeometry;
  30578. exports.EdgesHelper = EdgesHelper;
  30579. exports.EllipseCurve = EllipseCurve;
  30580. exports.EqualDepth = EqualDepth;
  30581. exports.EqualStencilFunc = EqualStencilFunc;
  30582. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30583. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30584. exports.Euler = Euler;
  30585. exports.EventDispatcher = EventDispatcher;
  30586. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30587. exports.ExtrudeGeometry = ExtrudeGeometry;
  30588. exports.Face3 = Face3;
  30589. exports.Face4 = Face4;
  30590. exports.FaceColors = FaceColors;
  30591. exports.FileLoader = FileLoader;
  30592. exports.FlatShading = FlatShading;
  30593. exports.Float32Attribute = Float32Attribute;
  30594. exports.Float32BufferAttribute = Float32BufferAttribute;
  30595. exports.Float64Attribute = Float64Attribute;
  30596. exports.Float64BufferAttribute = Float64BufferAttribute;
  30597. exports.FloatType = FloatType;
  30598. exports.Fog = Fog;
  30599. exports.FogExp2 = FogExp2;
  30600. exports.Font = Font;
  30601. exports.FontLoader = FontLoader;
  30602. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30603. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30604. exports.FrontSide = FrontSide;
  30605. exports.Frustum = Frustum;
  30606. exports.GammaEncoding = GammaEncoding;
  30607. exports.Geometry = Geometry;
  30608. exports.GeometryUtils = GeometryUtils;
  30609. exports.GreaterDepth = GreaterDepth;
  30610. exports.GreaterEqualDepth = GreaterEqualDepth;
  30611. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30612. exports.GreaterStencilFunc = GreaterStencilFunc;
  30613. exports.GridHelper = GridHelper;
  30614. exports.Group = Group;
  30615. exports.HalfFloatType = HalfFloatType;
  30616. exports.HemisphereLight = HemisphereLight;
  30617. exports.HemisphereLightHelper = HemisphereLightHelper;
  30618. exports.HemisphereLightProbe = HemisphereLightProbe;
  30619. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30620. exports.IcosahedronGeometry = IcosahedronGeometry;
  30621. exports.ImageBitmapLoader = ImageBitmapLoader;
  30622. exports.ImageLoader = ImageLoader;
  30623. exports.ImageUtils = ImageUtils;
  30624. exports.ImmediateRenderObject = ImmediateRenderObject;
  30625. exports.IncrementStencilOp = IncrementStencilOp;
  30626. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30627. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30628. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30629. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30630. exports.InstancedMesh = InstancedMesh;
  30631. exports.Int16Attribute = Int16Attribute;
  30632. exports.Int16BufferAttribute = Int16BufferAttribute;
  30633. exports.Int32Attribute = Int32Attribute;
  30634. exports.Int32BufferAttribute = Int32BufferAttribute;
  30635. exports.Int8Attribute = Int8Attribute;
  30636. exports.Int8BufferAttribute = Int8BufferAttribute;
  30637. exports.IntType = IntType;
  30638. exports.InterleavedBuffer = InterleavedBuffer;
  30639. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30640. exports.Interpolant = Interpolant;
  30641. exports.InterpolateDiscrete = InterpolateDiscrete;
  30642. exports.InterpolateLinear = InterpolateLinear;
  30643. exports.InterpolateSmooth = InterpolateSmooth;
  30644. exports.InvertStencilOp = InvertStencilOp;
  30645. exports.JSONLoader = JSONLoader;
  30646. exports.KeepStencilOp = KeepStencilOp;
  30647. exports.KeyframeTrack = KeyframeTrack;
  30648. exports.LOD = LOD;
  30649. exports.LatheBufferGeometry = LatheBufferGeometry;
  30650. exports.LatheGeometry = LatheGeometry;
  30651. exports.Layers = Layers;
  30652. exports.LensFlare = LensFlare;
  30653. exports.LessDepth = LessDepth;
  30654. exports.LessEqualDepth = LessEqualDepth;
  30655. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30656. exports.LessStencilFunc = LessStencilFunc;
  30657. exports.Light = Light;
  30658. exports.LightProbe = LightProbe;
  30659. exports.LightShadow = LightShadow;
  30660. exports.Line = Line;
  30661. exports.Line3 = Line3;
  30662. exports.LineBasicMaterial = LineBasicMaterial;
  30663. exports.LineCurve = LineCurve;
  30664. exports.LineCurve3 = LineCurve3;
  30665. exports.LineDashedMaterial = LineDashedMaterial;
  30666. exports.LineLoop = LineLoop;
  30667. exports.LinePieces = LinePieces;
  30668. exports.LineSegments = LineSegments;
  30669. exports.LineStrip = LineStrip;
  30670. exports.LinearEncoding = LinearEncoding;
  30671. exports.LinearFilter = LinearFilter;
  30672. exports.LinearInterpolant = LinearInterpolant;
  30673. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30674. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30675. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30676. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30677. exports.LinearToneMapping = LinearToneMapping;
  30678. exports.Loader = Loader;
  30679. exports.LoaderUtils = LoaderUtils;
  30680. exports.LoadingManager = LoadingManager;
  30681. exports.LogLuvEncoding = LogLuvEncoding;
  30682. exports.LoopOnce = LoopOnce;
  30683. exports.LoopPingPong = LoopPingPong;
  30684. exports.LoopRepeat = LoopRepeat;
  30685. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30686. exports.LuminanceFormat = LuminanceFormat;
  30687. exports.MOUSE = MOUSE;
  30688. exports.Material = Material;
  30689. exports.MaterialLoader = MaterialLoader;
  30690. exports.Math = MathUtils;
  30691. exports.MathUtils = MathUtils;
  30692. exports.Matrix3 = Matrix3;
  30693. exports.Matrix4 = Matrix4;
  30694. exports.MaxEquation = MaxEquation;
  30695. exports.Mesh = Mesh;
  30696. exports.MeshBasicMaterial = MeshBasicMaterial;
  30697. exports.MeshDepthMaterial = MeshDepthMaterial;
  30698. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30699. exports.MeshFaceMaterial = MeshFaceMaterial;
  30700. exports.MeshLambertMaterial = MeshLambertMaterial;
  30701. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30702. exports.MeshNormalMaterial = MeshNormalMaterial;
  30703. exports.MeshPhongMaterial = MeshPhongMaterial;
  30704. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30705. exports.MeshStandardMaterial = MeshStandardMaterial;
  30706. exports.MeshToonMaterial = MeshToonMaterial;
  30707. exports.MinEquation = MinEquation;
  30708. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30709. exports.MixOperation = MixOperation;
  30710. exports.MultiMaterial = MultiMaterial;
  30711. exports.MultiplyBlending = MultiplyBlending;
  30712. exports.MultiplyOperation = MultiplyOperation;
  30713. exports.NearestFilter = NearestFilter;
  30714. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30715. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30716. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30717. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30718. exports.NeverDepth = NeverDepth;
  30719. exports.NeverStencilFunc = NeverStencilFunc;
  30720. exports.NoBlending = NoBlending;
  30721. exports.NoColors = NoColors;
  30722. exports.NoToneMapping = NoToneMapping;
  30723. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  30724. exports.NormalBlending = NormalBlending;
  30725. exports.NotEqualDepth = NotEqualDepth;
  30726. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30727. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30728. exports.Object3D = Object3D;
  30729. exports.ObjectLoader = ObjectLoader;
  30730. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30731. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30732. exports.OctahedronGeometry = OctahedronGeometry;
  30733. exports.OneFactor = OneFactor;
  30734. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30735. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30736. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30737. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30738. exports.OrthographicCamera = OrthographicCamera;
  30739. exports.PCFShadowMap = PCFShadowMap;
  30740. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30741. exports.PMREMGenerator = PMREMGenerator;
  30742. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30743. exports.ParametricGeometry = ParametricGeometry;
  30744. exports.Particle = Particle;
  30745. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30746. exports.ParticleSystem = ParticleSystem;
  30747. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30748. exports.Path = Path;
  30749. exports.PerspectiveCamera = PerspectiveCamera;
  30750. exports.Plane = Plane;
  30751. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30752. exports.PlaneGeometry = PlaneGeometry;
  30753. exports.PlaneHelper = PlaneHelper;
  30754. exports.PointCloud = PointCloud;
  30755. exports.PointCloudMaterial = PointCloudMaterial;
  30756. exports.PointLight = PointLight;
  30757. exports.PointLightHelper = PointLightHelper;
  30758. exports.Points = Points;
  30759. exports.PointsMaterial = PointsMaterial;
  30760. exports.PolarGridHelper = PolarGridHelper;
  30761. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30762. exports.PolyhedronGeometry = PolyhedronGeometry;
  30763. exports.PositionalAudio = PositionalAudio;
  30764. exports.PropertyBinding = PropertyBinding;
  30765. exports.PropertyMixer = PropertyMixer;
  30766. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30767. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30768. exports.Quaternion = Quaternion;
  30769. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30770. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30771. exports.REVISION = REVISION;
  30772. exports.RGBADepthPacking = RGBADepthPacking;
  30773. exports.RGBAFormat = RGBAFormat;
  30774. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30775. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30776. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30777. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30778. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30779. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30780. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30781. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30782. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30783. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30784. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30785. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30786. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30787. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30788. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30789. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  30790. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30791. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30792. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30793. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30794. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30795. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30796. exports.RGBDEncoding = RGBDEncoding;
  30797. exports.RGBEEncoding = RGBEEncoding;
  30798. exports.RGBEFormat = RGBEFormat;
  30799. exports.RGBFormat = RGBFormat;
  30800. exports.RGBIntegerFormat = RGBIntegerFormat;
  30801. exports.RGBM16Encoding = RGBM16Encoding;
  30802. exports.RGBM7Encoding = RGBM7Encoding;
  30803. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30804. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30805. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30806. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30807. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30808. exports.RGFormat = RGFormat;
  30809. exports.RGIntegerFormat = RGIntegerFormat;
  30810. exports.RawShaderMaterial = RawShaderMaterial;
  30811. exports.Ray = Ray;
  30812. exports.Raycaster = Raycaster;
  30813. exports.RectAreaLight = RectAreaLight;
  30814. exports.RedFormat = RedFormat;
  30815. exports.RedIntegerFormat = RedIntegerFormat;
  30816. exports.ReinhardToneMapping = ReinhardToneMapping;
  30817. exports.RepeatWrapping = RepeatWrapping;
  30818. exports.ReplaceStencilOp = ReplaceStencilOp;
  30819. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30820. exports.RingBufferGeometry = RingBufferGeometry;
  30821. exports.RingGeometry = RingGeometry;
  30822. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30823. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30824. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30825. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30826. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30827. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30828. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30829. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30830. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30831. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30832. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30833. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30834. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30835. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30836. exports.Scene = Scene;
  30837. exports.SceneUtils = SceneUtils;
  30838. exports.ShaderChunk = ShaderChunk;
  30839. exports.ShaderLib = ShaderLib;
  30840. exports.ShaderMaterial = ShaderMaterial;
  30841. exports.ShadowMaterial = ShadowMaterial;
  30842. exports.Shape = Shape;
  30843. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30844. exports.ShapeGeometry = ShapeGeometry;
  30845. exports.ShapePath = ShapePath;
  30846. exports.ShapeUtils = ShapeUtils;
  30847. exports.ShortType = ShortType;
  30848. exports.Skeleton = Skeleton;
  30849. exports.SkeletonHelper = SkeletonHelper;
  30850. exports.SkinnedMesh = SkinnedMesh;
  30851. exports.SmoothShading = SmoothShading;
  30852. exports.Sphere = Sphere;
  30853. exports.SphereBufferGeometry = SphereBufferGeometry;
  30854. exports.SphereGeometry = SphereGeometry;
  30855. exports.Spherical = Spherical;
  30856. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30857. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30858. exports.Spline = Spline;
  30859. exports.SplineCurve = SplineCurve;
  30860. exports.SplineCurve3 = SplineCurve3;
  30861. exports.SpotLight = SpotLight;
  30862. exports.SpotLightHelper = SpotLightHelper;
  30863. exports.SpotLightShadow = SpotLightShadow;
  30864. exports.Sprite = Sprite;
  30865. exports.SpriteMaterial = SpriteMaterial;
  30866. exports.SrcAlphaFactor = SrcAlphaFactor;
  30867. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30868. exports.SrcColorFactor = SrcColorFactor;
  30869. exports.StaticCopyUsage = StaticCopyUsage;
  30870. exports.StaticDrawUsage = StaticDrawUsage;
  30871. exports.StaticReadUsage = StaticReadUsage;
  30872. exports.StereoCamera = StereoCamera;
  30873. exports.StreamCopyUsage = StreamCopyUsage;
  30874. exports.StreamDrawUsage = StreamDrawUsage;
  30875. exports.StreamReadUsage = StreamReadUsage;
  30876. exports.StringKeyframeTrack = StringKeyframeTrack;
  30877. exports.SubtractEquation = SubtractEquation;
  30878. exports.SubtractiveBlending = SubtractiveBlending;
  30879. exports.TOUCH = TOUCH;
  30880. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30881. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30882. exports.TetrahedronGeometry = TetrahedronGeometry;
  30883. exports.TextBufferGeometry = TextBufferGeometry;
  30884. exports.TextGeometry = TextGeometry;
  30885. exports.Texture = Texture;
  30886. exports.TextureLoader = TextureLoader;
  30887. exports.TorusBufferGeometry = TorusBufferGeometry;
  30888. exports.TorusGeometry = TorusGeometry;
  30889. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30890. exports.TorusKnotGeometry = TorusKnotGeometry;
  30891. exports.Triangle = Triangle;
  30892. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30893. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30894. exports.TrianglesDrawMode = TrianglesDrawMode;
  30895. exports.TubeBufferGeometry = TubeBufferGeometry;
  30896. exports.TubeGeometry = TubeGeometry;
  30897. exports.UVMapping = UVMapping;
  30898. exports.Uint16Attribute = Uint16Attribute;
  30899. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30900. exports.Uint32Attribute = Uint32Attribute;
  30901. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30902. exports.Uint8Attribute = Uint8Attribute;
  30903. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30904. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30905. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30906. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30907. exports.Uniform = Uniform;
  30908. exports.UniformsLib = UniformsLib;
  30909. exports.UniformsUtils = UniformsUtils;
  30910. exports.UnsignedByteType = UnsignedByteType;
  30911. exports.UnsignedInt248Type = UnsignedInt248Type;
  30912. exports.UnsignedIntType = UnsignedIntType;
  30913. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30914. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30915. exports.UnsignedShort565Type = UnsignedShort565Type;
  30916. exports.UnsignedShortType = UnsignedShortType;
  30917. exports.VSMShadowMap = VSMShadowMap;
  30918. exports.Vector2 = Vector2;
  30919. exports.Vector3 = Vector3;
  30920. exports.Vector4 = Vector4;
  30921. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30922. exports.Vertex = Vertex;
  30923. exports.VertexColors = VertexColors;
  30924. exports.VideoTexture = VideoTexture;
  30925. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30926. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30927. exports.WebGLRenderTarget = WebGLRenderTarget;
  30928. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30929. exports.WebGLRenderer = WebGLRenderer;
  30930. exports.WebGLUtils = WebGLUtils;
  30931. exports.WireframeGeometry = WireframeGeometry;
  30932. exports.WireframeHelper = WireframeHelper;
  30933. exports.WrapAroundEnding = WrapAroundEnding;
  30934. exports.XHRLoader = XHRLoader;
  30935. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30936. exports.ZeroFactor = ZeroFactor;
  30937. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30938. exports.ZeroStencilOp = ZeroStencilOp;
  30939. exports.sRGBEncoding = sRGBEncoding;
  30940. Object.defineProperty(exports, '__esModule', { value: true });
  30941. })));