three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '109';
  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 NoColors = 0;
  73. var FaceColors = 1;
  74. var VertexColors = 2;
  75. var NoBlending = 0;
  76. var NormalBlending = 1;
  77. var AdditiveBlending = 2;
  78. var SubtractiveBlending = 3;
  79. var MultiplyBlending = 4;
  80. var CustomBlending = 5;
  81. var AddEquation = 100;
  82. var SubtractEquation = 101;
  83. var ReverseSubtractEquation = 102;
  84. var MinEquation = 103;
  85. var MaxEquation = 104;
  86. var ZeroFactor = 200;
  87. var OneFactor = 201;
  88. var SrcColorFactor = 202;
  89. var OneMinusSrcColorFactor = 203;
  90. var SrcAlphaFactor = 204;
  91. var OneMinusSrcAlphaFactor = 205;
  92. var DstAlphaFactor = 206;
  93. var OneMinusDstAlphaFactor = 207;
  94. var DstColorFactor = 208;
  95. var OneMinusDstColorFactor = 209;
  96. var SrcAlphaSaturateFactor = 210;
  97. var NeverDepth = 0;
  98. var AlwaysDepth = 1;
  99. var LessDepth = 2;
  100. var LessEqualDepth = 3;
  101. var EqualDepth = 4;
  102. var GreaterEqualDepth = 5;
  103. var GreaterDepth = 6;
  104. var NotEqualDepth = 7;
  105. var MultiplyOperation = 0;
  106. var MixOperation = 1;
  107. var AddOperation = 2;
  108. var NoToneMapping = 0;
  109. var LinearToneMapping = 1;
  110. var ReinhardToneMapping = 2;
  111. var Uncharted2ToneMapping = 3;
  112. var CineonToneMapping = 4;
  113. var ACESFilmicToneMapping = 5;
  114. var UVMapping = 300;
  115. var CubeReflectionMapping = 301;
  116. var CubeRefractionMapping = 302;
  117. var EquirectangularReflectionMapping = 303;
  118. var EquirectangularRefractionMapping = 304;
  119. var SphericalReflectionMapping = 305;
  120. var CubeUVReflectionMapping = 306;
  121. var CubeUVRefractionMapping = 307;
  122. var RepeatWrapping = 1000;
  123. var ClampToEdgeWrapping = 1001;
  124. var MirroredRepeatWrapping = 1002;
  125. var NearestFilter = 1003;
  126. var NearestMipmapNearestFilter = 1004;
  127. var NearestMipMapNearestFilter = 1004;
  128. var NearestMipmapLinearFilter = 1005;
  129. var NearestMipMapLinearFilter = 1005;
  130. var LinearFilter = 1006;
  131. var LinearMipmapNearestFilter = 1007;
  132. var LinearMipMapNearestFilter = 1007;
  133. var LinearMipmapLinearFilter = 1008;
  134. var LinearMipMapLinearFilter = 1008;
  135. var UnsignedByteType = 1009;
  136. var ByteType = 1010;
  137. var ShortType = 1011;
  138. var UnsignedShortType = 1012;
  139. var IntType = 1013;
  140. var UnsignedIntType = 1014;
  141. var FloatType = 1015;
  142. var HalfFloatType = 1016;
  143. var UnsignedShort4444Type = 1017;
  144. var UnsignedShort5551Type = 1018;
  145. var UnsignedShort565Type = 1019;
  146. var UnsignedInt248Type = 1020;
  147. var AlphaFormat = 1021;
  148. var RGBFormat = 1022;
  149. var RGBAFormat = 1023;
  150. var LuminanceFormat = 1024;
  151. var LuminanceAlphaFormat = 1025;
  152. var RGBEFormat = RGBAFormat;
  153. var DepthFormat = 1026;
  154. var DepthStencilFormat = 1027;
  155. var RedFormat = 1028;
  156. var RGB_S3TC_DXT1_Format = 33776;
  157. var RGBA_S3TC_DXT1_Format = 33777;
  158. var RGBA_S3TC_DXT3_Format = 33778;
  159. var RGBA_S3TC_DXT5_Format = 33779;
  160. var RGB_PVRTC_4BPPV1_Format = 35840;
  161. var RGB_PVRTC_2BPPV1_Format = 35841;
  162. var RGBA_PVRTC_4BPPV1_Format = 35842;
  163. var RGBA_PVRTC_2BPPV1_Format = 35843;
  164. var RGB_ETC1_Format = 36196;
  165. var RGBA_ASTC_4x4_Format = 37808;
  166. var RGBA_ASTC_5x4_Format = 37809;
  167. var RGBA_ASTC_5x5_Format = 37810;
  168. var RGBA_ASTC_6x5_Format = 37811;
  169. var RGBA_ASTC_6x6_Format = 37812;
  170. var RGBA_ASTC_8x5_Format = 37813;
  171. var RGBA_ASTC_8x6_Format = 37814;
  172. var RGBA_ASTC_8x8_Format = 37815;
  173. var RGBA_ASTC_10x5_Format = 37816;
  174. var RGBA_ASTC_10x6_Format = 37817;
  175. var RGBA_ASTC_10x8_Format = 37818;
  176. var RGBA_ASTC_10x10_Format = 37819;
  177. var RGBA_ASTC_12x10_Format = 37820;
  178. var RGBA_ASTC_12x12_Format = 37821;
  179. var LoopOnce = 2200;
  180. var LoopRepeat = 2201;
  181. var LoopPingPong = 2202;
  182. var InterpolateDiscrete = 2300;
  183. var InterpolateLinear = 2301;
  184. var InterpolateSmooth = 2302;
  185. var ZeroCurvatureEnding = 2400;
  186. var ZeroSlopeEnding = 2401;
  187. var WrapAroundEnding = 2402;
  188. var TrianglesDrawMode = 0;
  189. var TriangleStripDrawMode = 1;
  190. var TriangleFanDrawMode = 2;
  191. var LinearEncoding = 3000;
  192. var sRGBEncoding = 3001;
  193. var GammaEncoding = 3007;
  194. var RGBEEncoding = 3002;
  195. var LogLuvEncoding = 3003;
  196. var RGBM7Encoding = 3004;
  197. var RGBM16Encoding = 3005;
  198. var RGBDEncoding = 3006;
  199. var BasicDepthPacking = 3200;
  200. var RGBADepthPacking = 3201;
  201. var TangentSpaceNormalMap = 0;
  202. var ObjectSpaceNormalMap = 1;
  203. var ZeroStencilOp = 0;
  204. var KeepStencilOp = 7680;
  205. var ReplaceStencilOp = 7681;
  206. var IncrementStencilOp = 7682;
  207. var DecrementStencilOp = 7683;
  208. var IncrementWrapStencilOp = 34055;
  209. var DecrementWrapStencilOp = 34056;
  210. var InvertStencilOp = 5386;
  211. var NeverStencilFunc = 512;
  212. var LessStencilFunc = 513;
  213. var EqualStencilFunc = 514;
  214. var LessEqualStencilFunc = 515;
  215. var GreaterStencilFunc = 516;
  216. var NotEqualStencilFunc = 517;
  217. var GreaterEqualStencilFunc = 518;
  218. var AlwaysStencilFunc = 519;
  219. /**
  220. * https://github.com/mrdoob/eventdispatcher.js/
  221. */
  222. function EventDispatcher() {}
  223. Object.assign( EventDispatcher.prototype, {
  224. addEventListener: function ( type, listener ) {
  225. if ( this._listeners === undefined ) { this._listeners = {}; }
  226. var listeners = this._listeners;
  227. if ( listeners[ type ] === undefined ) {
  228. listeners[ type ] = [];
  229. }
  230. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  231. listeners[ type ].push( listener );
  232. }
  233. },
  234. hasEventListener: function ( type, listener ) {
  235. if ( this._listeners === undefined ) { return false; }
  236. var listeners = this._listeners;
  237. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  238. },
  239. removeEventListener: function ( type, listener ) {
  240. if ( this._listeners === undefined ) { return; }
  241. var listeners = this._listeners;
  242. var listenerArray = listeners[ type ];
  243. if ( listenerArray !== undefined ) {
  244. var index = listenerArray.indexOf( listener );
  245. if ( index !== - 1 ) {
  246. listenerArray.splice( index, 1 );
  247. }
  248. }
  249. },
  250. dispatchEvent: function ( event ) {
  251. if ( this._listeners === undefined ) { return; }
  252. var listeners = this._listeners;
  253. var listenerArray = listeners[ event.type ];
  254. if ( listenerArray !== undefined ) {
  255. event.target = this;
  256. var array = listenerArray.slice( 0 );
  257. for ( var i = 0, l = array.length; i < l; i ++ ) {
  258. array[ i ].call( this, event );
  259. }
  260. }
  261. }
  262. } );
  263. /**
  264. * @author alteredq / http://alteredqualia.com/
  265. * @author mrdoob / http://mrdoob.com/
  266. */
  267. var _lut = [];
  268. for ( var i = 0; i < 256; i ++ ) {
  269. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  270. }
  271. var _Math = {
  272. DEG2RAD: Math.PI / 180,
  273. RAD2DEG: 180 / Math.PI,
  274. generateUUID: function () {
  275. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  276. var d0 = Math.random() * 0xffffffff | 0;
  277. var d1 = Math.random() * 0xffffffff | 0;
  278. var d2 = Math.random() * 0xffffffff | 0;
  279. var d3 = Math.random() * 0xffffffff | 0;
  280. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  281. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  282. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  283. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  284. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  285. return uuid.toUpperCase();
  286. },
  287. clamp: function ( value, min, max ) {
  288. return Math.max( min, Math.min( max, value ) );
  289. },
  290. // compute euclidian modulo of m % n
  291. // https://en.wikipedia.org/wiki/Modulo_operation
  292. euclideanModulo: function ( n, m ) {
  293. return ( ( n % m ) + m ) % m;
  294. },
  295. // Linear mapping from range <a1, a2> to range <b1, b2>
  296. mapLinear: function ( x, a1, a2, b1, b2 ) {
  297. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  298. },
  299. // https://en.wikipedia.org/wiki/Linear_interpolation
  300. lerp: function ( x, y, t ) {
  301. return ( 1 - t ) * x + t * y;
  302. },
  303. // http://en.wikipedia.org/wiki/Smoothstep
  304. smoothstep: function ( x, min, max ) {
  305. if ( x <= min ) { return 0; }
  306. if ( x >= max ) { return 1; }
  307. x = ( x - min ) / ( max - min );
  308. return x * x * ( 3 - 2 * x );
  309. },
  310. smootherstep: function ( x, min, max ) {
  311. if ( x <= min ) { return 0; }
  312. if ( x >= max ) { return 1; }
  313. x = ( x - min ) / ( max - min );
  314. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  315. },
  316. // Random integer from <low, high> interval
  317. randInt: function ( low, high ) {
  318. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  319. },
  320. // Random float from <low, high> interval
  321. randFloat: function ( low, high ) {
  322. return low + Math.random() * ( high - low );
  323. },
  324. // Random float from <-range/2, range/2> interval
  325. randFloatSpread: function ( range ) {
  326. return range * ( 0.5 - Math.random() );
  327. },
  328. degToRad: function ( degrees ) {
  329. return degrees * _Math.DEG2RAD;
  330. },
  331. radToDeg: function ( radians ) {
  332. return radians * _Math.RAD2DEG;
  333. },
  334. isPowerOfTwo: function ( value ) {
  335. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  336. },
  337. ceilPowerOfTwo: function ( value ) {
  338. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  339. },
  340. floorPowerOfTwo: function ( value ) {
  341. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  342. }
  343. };
  344. /**
  345. * @author mrdoob / http://mrdoob.com/
  346. * @author philogb / http://blog.thejit.org/
  347. * @author egraether / http://egraether.com/
  348. * @author zz85 / http://www.lab4games.net/zz85/blog
  349. */
  350. function Vector2( x, y ) {
  351. this.x = x || 0;
  352. this.y = y || 0;
  353. }
  354. Object.defineProperties( Vector2.prototype, {
  355. "width": {
  356. get: function () {
  357. return this.x;
  358. },
  359. set: function ( value ) {
  360. this.x = value;
  361. }
  362. },
  363. "height": {
  364. get: function () {
  365. return this.y;
  366. },
  367. set: function ( value ) {
  368. this.y = value;
  369. }
  370. }
  371. } );
  372. Object.assign( Vector2.prototype, {
  373. isVector2: true,
  374. set: function ( x, y ) {
  375. this.x = x;
  376. this.y = y;
  377. return this;
  378. },
  379. setScalar: function ( scalar ) {
  380. this.x = scalar;
  381. this.y = scalar;
  382. return this;
  383. },
  384. setX: function ( x ) {
  385. this.x = x;
  386. return this;
  387. },
  388. setY: function ( y ) {
  389. this.y = y;
  390. return this;
  391. },
  392. setComponent: function ( index, value ) {
  393. switch ( index ) {
  394. case 0: this.x = value; break;
  395. case 1: this.y = value; break;
  396. default: throw new Error( 'index is out of range: ' + index );
  397. }
  398. return this;
  399. },
  400. getComponent: function ( index ) {
  401. switch ( index ) {
  402. case 0: return this.x;
  403. case 1: return this.y;
  404. default: throw new Error( 'index is out of range: ' + index );
  405. }
  406. },
  407. clone: function () {
  408. return new this.constructor( this.x, this.y );
  409. },
  410. copy: function ( v ) {
  411. this.x = v.x;
  412. this.y = v.y;
  413. return this;
  414. },
  415. add: function ( v, w ) {
  416. if ( w !== undefined ) {
  417. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  418. return this.addVectors( v, w );
  419. }
  420. this.x += v.x;
  421. this.y += v.y;
  422. return this;
  423. },
  424. addScalar: function ( s ) {
  425. this.x += s;
  426. this.y += s;
  427. return this;
  428. },
  429. addVectors: function ( a, b ) {
  430. this.x = a.x + b.x;
  431. this.y = a.y + b.y;
  432. return this;
  433. },
  434. addScaledVector: function ( v, s ) {
  435. this.x += v.x * s;
  436. this.y += v.y * s;
  437. return this;
  438. },
  439. sub: function ( v, w ) {
  440. if ( w !== undefined ) {
  441. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  442. return this.subVectors( v, w );
  443. }
  444. this.x -= v.x;
  445. this.y -= v.y;
  446. return this;
  447. },
  448. subScalar: function ( s ) {
  449. this.x -= s;
  450. this.y -= s;
  451. return this;
  452. },
  453. subVectors: function ( a, b ) {
  454. this.x = a.x - b.x;
  455. this.y = a.y - b.y;
  456. return this;
  457. },
  458. multiply: function ( v ) {
  459. this.x *= v.x;
  460. this.y *= v.y;
  461. return this;
  462. },
  463. multiplyScalar: function ( scalar ) {
  464. this.x *= scalar;
  465. this.y *= scalar;
  466. return this;
  467. },
  468. divide: function ( v ) {
  469. this.x /= v.x;
  470. this.y /= v.y;
  471. return this;
  472. },
  473. divideScalar: function ( scalar ) {
  474. return this.multiplyScalar( 1 / scalar );
  475. },
  476. applyMatrix3: function ( m ) {
  477. var x = this.x, y = this.y;
  478. var e = m.elements;
  479. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  480. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  481. return this;
  482. },
  483. min: function ( v ) {
  484. this.x = Math.min( this.x, v.x );
  485. this.y = Math.min( this.y, v.y );
  486. return this;
  487. },
  488. max: function ( v ) {
  489. this.x = Math.max( this.x, v.x );
  490. this.y = Math.max( this.y, v.y );
  491. return this;
  492. },
  493. clamp: function ( min, max ) {
  494. // assumes min < max, componentwise
  495. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  496. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  497. return this;
  498. },
  499. clampScalar: function ( minVal, maxVal ) {
  500. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  501. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  502. return this;
  503. },
  504. clampLength: function ( min, max ) {
  505. var length = this.length();
  506. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  507. },
  508. floor: function () {
  509. this.x = Math.floor( this.x );
  510. this.y = Math.floor( this.y );
  511. return this;
  512. },
  513. ceil: function () {
  514. this.x = Math.ceil( this.x );
  515. this.y = Math.ceil( this.y );
  516. return this;
  517. },
  518. round: function () {
  519. this.x = Math.round( this.x );
  520. this.y = Math.round( this.y );
  521. return this;
  522. },
  523. roundToZero: function () {
  524. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  525. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  526. return this;
  527. },
  528. negate: function () {
  529. this.x = - this.x;
  530. this.y = - this.y;
  531. return this;
  532. },
  533. dot: function ( v ) {
  534. return this.x * v.x + this.y * v.y;
  535. },
  536. cross: function ( v ) {
  537. return this.x * v.y - this.y * v.x;
  538. },
  539. lengthSq: function () {
  540. return this.x * this.x + this.y * this.y;
  541. },
  542. length: function () {
  543. return Math.sqrt( this.x * this.x + this.y * this.y );
  544. },
  545. manhattanLength: function () {
  546. return Math.abs( this.x ) + Math.abs( this.y );
  547. },
  548. normalize: function () {
  549. return this.divideScalar( this.length() || 1 );
  550. },
  551. angle: function () {
  552. // computes the angle in radians with respect to the positive x-axis
  553. var angle = Math.atan2( this.y, this.x );
  554. if ( angle < 0 ) { angle += 2 * Math.PI; }
  555. return angle;
  556. },
  557. distanceTo: function ( v ) {
  558. return Math.sqrt( this.distanceToSquared( v ) );
  559. },
  560. distanceToSquared: function ( v ) {
  561. var dx = this.x - v.x, dy = this.y - v.y;
  562. return dx * dx + dy * dy;
  563. },
  564. manhattanDistanceTo: function ( v ) {
  565. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  566. },
  567. setLength: function ( length ) {
  568. return this.normalize().multiplyScalar( length );
  569. },
  570. lerp: function ( v, alpha ) {
  571. this.x += ( v.x - this.x ) * alpha;
  572. this.y += ( v.y - this.y ) * alpha;
  573. return this;
  574. },
  575. lerpVectors: function ( v1, v2, alpha ) {
  576. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  577. },
  578. equals: function ( v ) {
  579. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  580. },
  581. fromArray: function ( array, offset ) {
  582. if ( offset === undefined ) { offset = 0; }
  583. this.x = array[ offset ];
  584. this.y = array[ offset + 1 ];
  585. return this;
  586. },
  587. toArray: function ( array, offset ) {
  588. if ( array === undefined ) { array = []; }
  589. if ( offset === undefined ) { offset = 0; }
  590. array[ offset ] = this.x;
  591. array[ offset + 1 ] = this.y;
  592. return array;
  593. },
  594. fromBufferAttribute: function ( attribute, index, offset ) {
  595. if ( offset !== undefined ) {
  596. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  597. }
  598. this.x = attribute.getX( index );
  599. this.y = attribute.getY( index );
  600. return this;
  601. },
  602. rotateAround: function ( center, angle ) {
  603. var c = Math.cos( angle ), s = Math.sin( angle );
  604. var x = this.x - center.x;
  605. var y = this.y - center.y;
  606. this.x = x * c - y * s + center.x;
  607. this.y = x * s + y * c + center.y;
  608. return this;
  609. }
  610. } );
  611. /**
  612. * @author mikael emtinger / http://gomo.se/
  613. * @author alteredq / http://alteredqualia.com/
  614. * @author WestLangley / http://github.com/WestLangley
  615. * @author bhouston / http://clara.io
  616. */
  617. function Quaternion( x, y, z, w ) {
  618. this._x = x || 0;
  619. this._y = y || 0;
  620. this._z = z || 0;
  621. this._w = ( w !== undefined ) ? w : 1;
  622. }
  623. Object.assign( Quaternion, {
  624. slerp: function ( qa, qb, qm, t ) {
  625. return qm.copy( qa ).slerp( qb, t );
  626. },
  627. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  628. // fuzz-free, array-based Quaternion SLERP operation
  629. var x0 = src0[ srcOffset0 + 0 ],
  630. y0 = src0[ srcOffset0 + 1 ],
  631. z0 = src0[ srcOffset0 + 2 ],
  632. w0 = src0[ srcOffset0 + 3 ],
  633. x1 = src1[ srcOffset1 + 0 ],
  634. y1 = src1[ srcOffset1 + 1 ],
  635. z1 = src1[ srcOffset1 + 2 ],
  636. w1 = src1[ srcOffset1 + 3 ];
  637. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  638. var s = 1 - t,
  639. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  640. dir = ( cos >= 0 ? 1 : - 1 ),
  641. sqrSin = 1 - cos * cos;
  642. // Skip the Slerp for tiny steps to avoid numeric problems:
  643. if ( sqrSin > Number.EPSILON ) {
  644. var sin = Math.sqrt( sqrSin ),
  645. len = Math.atan2( sin, cos * dir );
  646. s = Math.sin( s * len ) / sin;
  647. t = Math.sin( t * len ) / sin;
  648. }
  649. var tDir = t * dir;
  650. x0 = x0 * s + x1 * tDir;
  651. y0 = y0 * s + y1 * tDir;
  652. z0 = z0 * s + z1 * tDir;
  653. w0 = w0 * s + w1 * tDir;
  654. // Normalize in case we just did a lerp:
  655. if ( s === 1 - t ) {
  656. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  657. x0 *= f;
  658. y0 *= f;
  659. z0 *= f;
  660. w0 *= f;
  661. }
  662. }
  663. dst[ dstOffset ] = x0;
  664. dst[ dstOffset + 1 ] = y0;
  665. dst[ dstOffset + 2 ] = z0;
  666. dst[ dstOffset + 3 ] = w0;
  667. }
  668. } );
  669. Object.defineProperties( Quaternion.prototype, {
  670. x: {
  671. get: function () {
  672. return this._x;
  673. },
  674. set: function ( value ) {
  675. this._x = value;
  676. this._onChangeCallback();
  677. }
  678. },
  679. y: {
  680. get: function () {
  681. return this._y;
  682. },
  683. set: function ( value ) {
  684. this._y = value;
  685. this._onChangeCallback();
  686. }
  687. },
  688. z: {
  689. get: function () {
  690. return this._z;
  691. },
  692. set: function ( value ) {
  693. this._z = value;
  694. this._onChangeCallback();
  695. }
  696. },
  697. w: {
  698. get: function () {
  699. return this._w;
  700. },
  701. set: function ( value ) {
  702. this._w = value;
  703. this._onChangeCallback();
  704. }
  705. }
  706. } );
  707. Object.assign( Quaternion.prototype, {
  708. isQuaternion: true,
  709. set: function ( x, y, z, w ) {
  710. this._x = x;
  711. this._y = y;
  712. this._z = z;
  713. this._w = w;
  714. this._onChangeCallback();
  715. return this;
  716. },
  717. clone: function () {
  718. return new this.constructor( this._x, this._y, this._z, this._w );
  719. },
  720. copy: function ( quaternion ) {
  721. this._x = quaternion.x;
  722. this._y = quaternion.y;
  723. this._z = quaternion.z;
  724. this._w = quaternion.w;
  725. this._onChangeCallback();
  726. return this;
  727. },
  728. setFromEuler: function ( euler, update ) {
  729. if ( ! ( euler && euler.isEuler ) ) {
  730. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  731. }
  732. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  733. // http://www.mathworks.com/matlabcentral/fileexchange/
  734. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  735. // content/SpinCalc.m
  736. var cos = Math.cos;
  737. var sin = Math.sin;
  738. var c1 = cos( x / 2 );
  739. var c2 = cos( y / 2 );
  740. var c3 = cos( z / 2 );
  741. var s1 = sin( x / 2 );
  742. var s2 = sin( y / 2 );
  743. var s3 = sin( z / 2 );
  744. if ( order === 'XYZ' ) {
  745. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  746. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  747. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  748. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  749. } else if ( order === 'YXZ' ) {
  750. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  751. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  752. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  753. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  754. } else if ( order === 'ZXY' ) {
  755. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  756. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  757. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  758. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  759. } else if ( order === 'ZYX' ) {
  760. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  761. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  762. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  763. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  764. } else if ( order === 'YZX' ) {
  765. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  766. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  767. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  768. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  769. } else if ( order === 'XZY' ) {
  770. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  771. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  772. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  773. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  774. }
  775. if ( update !== false ) { this._onChangeCallback(); }
  776. return this;
  777. },
  778. setFromAxisAngle: function ( axis, angle ) {
  779. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  780. // assumes axis is normalized
  781. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  782. this._x = axis.x * s;
  783. this._y = axis.y * s;
  784. this._z = axis.z * s;
  785. this._w = Math.cos( halfAngle );
  786. this._onChangeCallback();
  787. return this;
  788. },
  789. setFromRotationMatrix: function ( m ) {
  790. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  791. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  792. var te = m.elements,
  793. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  794. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  795. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  796. trace = m11 + m22 + m33,
  797. s;
  798. if ( trace > 0 ) {
  799. s = 0.5 / Math.sqrt( trace + 1.0 );
  800. this._w = 0.25 / s;
  801. this._x = ( m32 - m23 ) * s;
  802. this._y = ( m13 - m31 ) * s;
  803. this._z = ( m21 - m12 ) * s;
  804. } else if ( m11 > m22 && m11 > m33 ) {
  805. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  806. this._w = ( m32 - m23 ) / s;
  807. this._x = 0.25 * s;
  808. this._y = ( m12 + m21 ) / s;
  809. this._z = ( m13 + m31 ) / s;
  810. } else if ( m22 > m33 ) {
  811. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  812. this._w = ( m13 - m31 ) / s;
  813. this._x = ( m12 + m21 ) / s;
  814. this._y = 0.25 * s;
  815. this._z = ( m23 + m32 ) / s;
  816. } else {
  817. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  818. this._w = ( m21 - m12 ) / s;
  819. this._x = ( m13 + m31 ) / s;
  820. this._y = ( m23 + m32 ) / s;
  821. this._z = 0.25 * s;
  822. }
  823. this._onChangeCallback();
  824. return this;
  825. },
  826. setFromUnitVectors: function ( vFrom, vTo ) {
  827. // assumes direction vectors vFrom and vTo are normalized
  828. var EPS = 0.000001;
  829. var r = vFrom.dot( vTo ) + 1;
  830. if ( r < EPS ) {
  831. r = 0;
  832. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  833. this._x = - vFrom.y;
  834. this._y = vFrom.x;
  835. this._z = 0;
  836. this._w = r;
  837. } else {
  838. this._x = 0;
  839. this._y = - vFrom.z;
  840. this._z = vFrom.y;
  841. this._w = r;
  842. }
  843. } else {
  844. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  845. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  846. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  847. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  848. this._w = r;
  849. }
  850. return this.normalize();
  851. },
  852. angleTo: function ( q ) {
  853. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  854. },
  855. rotateTowards: function ( q, step ) {
  856. var angle = this.angleTo( q );
  857. if ( angle === 0 ) { return this; }
  858. var t = Math.min( 1, step / angle );
  859. this.slerp( q, t );
  860. return this;
  861. },
  862. inverse: function () {
  863. // quaternion is assumed to have unit length
  864. return this.conjugate();
  865. },
  866. conjugate: function () {
  867. this._x *= - 1;
  868. this._y *= - 1;
  869. this._z *= - 1;
  870. this._onChangeCallback();
  871. return this;
  872. },
  873. dot: function ( v ) {
  874. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  875. },
  876. lengthSq: function () {
  877. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  878. },
  879. length: function () {
  880. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  881. },
  882. normalize: function () {
  883. var l = this.length();
  884. if ( l === 0 ) {
  885. this._x = 0;
  886. this._y = 0;
  887. this._z = 0;
  888. this._w = 1;
  889. } else {
  890. l = 1 / l;
  891. this._x = this._x * l;
  892. this._y = this._y * l;
  893. this._z = this._z * l;
  894. this._w = this._w * l;
  895. }
  896. this._onChangeCallback();
  897. return this;
  898. },
  899. multiply: function ( q, p ) {
  900. if ( p !== undefined ) {
  901. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  902. return this.multiplyQuaternions( q, p );
  903. }
  904. return this.multiplyQuaternions( this, q );
  905. },
  906. premultiply: function ( q ) {
  907. return this.multiplyQuaternions( q, this );
  908. },
  909. multiplyQuaternions: function ( a, b ) {
  910. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  911. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  912. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  913. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  914. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  915. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  916. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  917. this._onChangeCallback();
  918. return this;
  919. },
  920. slerp: function ( qb, t ) {
  921. if ( t === 0 ) { return this; }
  922. if ( t === 1 ) { return this.copy( qb ); }
  923. var x = this._x, y = this._y, z = this._z, w = this._w;
  924. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  925. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  926. if ( cosHalfTheta < 0 ) {
  927. this._w = - qb._w;
  928. this._x = - qb._x;
  929. this._y = - qb._y;
  930. this._z = - qb._z;
  931. cosHalfTheta = - cosHalfTheta;
  932. } else {
  933. this.copy( qb );
  934. }
  935. if ( cosHalfTheta >= 1.0 ) {
  936. this._w = w;
  937. this._x = x;
  938. this._y = y;
  939. this._z = z;
  940. return this;
  941. }
  942. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  943. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  944. var s = 1 - t;
  945. this._w = s * w + t * this._w;
  946. this._x = s * x + t * this._x;
  947. this._y = s * y + t * this._y;
  948. this._z = s * z + t * this._z;
  949. this.normalize();
  950. this._onChangeCallback();
  951. return this;
  952. }
  953. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  954. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  955. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  956. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  957. this._w = ( w * ratioA + this._w * ratioB );
  958. this._x = ( x * ratioA + this._x * ratioB );
  959. this._y = ( y * ratioA + this._y * ratioB );
  960. this._z = ( z * ratioA + this._z * ratioB );
  961. this._onChangeCallback();
  962. return this;
  963. },
  964. equals: function ( quaternion ) {
  965. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  966. },
  967. fromArray: function ( array, offset ) {
  968. if ( offset === undefined ) { offset = 0; }
  969. this._x = array[ offset ];
  970. this._y = array[ offset + 1 ];
  971. this._z = array[ offset + 2 ];
  972. this._w = array[ offset + 3 ];
  973. this._onChangeCallback();
  974. return this;
  975. },
  976. toArray: function ( array, offset ) {
  977. if ( array === undefined ) { array = []; }
  978. if ( offset === undefined ) { offset = 0; }
  979. array[ offset ] = this._x;
  980. array[ offset + 1 ] = this._y;
  981. array[ offset + 2 ] = this._z;
  982. array[ offset + 3 ] = this._w;
  983. return array;
  984. },
  985. _onChange: function ( callback ) {
  986. this._onChangeCallback = callback;
  987. return this;
  988. },
  989. _onChangeCallback: function () {}
  990. } );
  991. /**
  992. * @author mrdoob / http://mrdoob.com/
  993. * @author kile / http://kile.stravaganza.org/
  994. * @author philogb / http://blog.thejit.org/
  995. * @author mikael emtinger / http://gomo.se/
  996. * @author egraether / http://egraether.com/
  997. * @author WestLangley / http://github.com/WestLangley
  998. */
  999. var _vector = new Vector3();
  1000. var _quaternion = new Quaternion();
  1001. function Vector3( x, y, z ) {
  1002. this.x = x || 0;
  1003. this.y = y || 0;
  1004. this.z = z || 0;
  1005. }
  1006. Object.assign( Vector3.prototype, {
  1007. isVector3: true,
  1008. set: function ( x, y, z ) {
  1009. this.x = x;
  1010. this.y = y;
  1011. this.z = z;
  1012. return this;
  1013. },
  1014. setScalar: function ( scalar ) {
  1015. this.x = scalar;
  1016. this.y = scalar;
  1017. this.z = scalar;
  1018. return this;
  1019. },
  1020. setX: function ( x ) {
  1021. this.x = x;
  1022. return this;
  1023. },
  1024. setY: function ( y ) {
  1025. this.y = y;
  1026. return this;
  1027. },
  1028. setZ: function ( z ) {
  1029. this.z = z;
  1030. return this;
  1031. },
  1032. setComponent: function ( index, value ) {
  1033. switch ( index ) {
  1034. case 0: this.x = value; break;
  1035. case 1: this.y = value; break;
  1036. case 2: this.z = value; break;
  1037. default: throw new Error( 'index is out of range: ' + index );
  1038. }
  1039. return this;
  1040. },
  1041. getComponent: function ( index ) {
  1042. switch ( index ) {
  1043. case 0: return this.x;
  1044. case 1: return this.y;
  1045. case 2: return this.z;
  1046. default: throw new Error( 'index is out of range: ' + index );
  1047. }
  1048. },
  1049. clone: function () {
  1050. return new this.constructor( this.x, this.y, this.z );
  1051. },
  1052. copy: function ( v ) {
  1053. this.x = v.x;
  1054. this.y = v.y;
  1055. this.z = v.z;
  1056. return this;
  1057. },
  1058. add: function ( v, w ) {
  1059. if ( w !== undefined ) {
  1060. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1061. return this.addVectors( v, w );
  1062. }
  1063. this.x += v.x;
  1064. this.y += v.y;
  1065. this.z += v.z;
  1066. return this;
  1067. },
  1068. addScalar: function ( s ) {
  1069. this.x += s;
  1070. this.y += s;
  1071. this.z += s;
  1072. return this;
  1073. },
  1074. addVectors: function ( a, b ) {
  1075. this.x = a.x + b.x;
  1076. this.y = a.y + b.y;
  1077. this.z = a.z + b.z;
  1078. return this;
  1079. },
  1080. addScaledVector: function ( v, s ) {
  1081. this.x += v.x * s;
  1082. this.y += v.y * s;
  1083. this.z += v.z * s;
  1084. return this;
  1085. },
  1086. sub: function ( v, w ) {
  1087. if ( w !== undefined ) {
  1088. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1089. return this.subVectors( v, w );
  1090. }
  1091. this.x -= v.x;
  1092. this.y -= v.y;
  1093. this.z -= v.z;
  1094. return this;
  1095. },
  1096. subScalar: function ( s ) {
  1097. this.x -= s;
  1098. this.y -= s;
  1099. this.z -= s;
  1100. return this;
  1101. },
  1102. subVectors: function ( a, b ) {
  1103. this.x = a.x - b.x;
  1104. this.y = a.y - b.y;
  1105. this.z = a.z - b.z;
  1106. return this;
  1107. },
  1108. multiply: function ( v, w ) {
  1109. if ( w !== undefined ) {
  1110. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1111. return this.multiplyVectors( v, w );
  1112. }
  1113. this.x *= v.x;
  1114. this.y *= v.y;
  1115. this.z *= v.z;
  1116. return this;
  1117. },
  1118. multiplyScalar: function ( scalar ) {
  1119. this.x *= scalar;
  1120. this.y *= scalar;
  1121. this.z *= scalar;
  1122. return this;
  1123. },
  1124. multiplyVectors: function ( a, b ) {
  1125. this.x = a.x * b.x;
  1126. this.y = a.y * b.y;
  1127. this.z = a.z * b.z;
  1128. return this;
  1129. },
  1130. applyEuler: function ( euler ) {
  1131. if ( ! ( euler && euler.isEuler ) ) {
  1132. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1133. }
  1134. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1135. },
  1136. applyAxisAngle: function ( axis, angle ) {
  1137. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1138. },
  1139. applyMatrix3: function ( m ) {
  1140. var x = this.x, y = this.y, z = this.z;
  1141. var e = m.elements;
  1142. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1143. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1144. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1145. return this;
  1146. },
  1147. applyMatrix4: function ( m ) {
  1148. var x = this.x, y = this.y, z = this.z;
  1149. var e = m.elements;
  1150. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1151. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1152. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1153. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1154. return this;
  1155. },
  1156. applyQuaternion: function ( q ) {
  1157. var x = this.x, y = this.y, z = this.z;
  1158. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1159. // calculate quat * vector
  1160. var ix = qw * x + qy * z - qz * y;
  1161. var iy = qw * y + qz * x - qx * z;
  1162. var iz = qw * z + qx * y - qy * x;
  1163. var iw = - qx * x - qy * y - qz * z;
  1164. // calculate result * inverse quat
  1165. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1166. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1167. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1168. return this;
  1169. },
  1170. project: function ( camera ) {
  1171. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1172. },
  1173. unproject: function ( camera ) {
  1174. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1175. },
  1176. transformDirection: function ( m ) {
  1177. // input: THREE.Matrix4 affine matrix
  1178. // vector interpreted as a direction
  1179. var x = this.x, y = this.y, z = this.z;
  1180. var e = m.elements;
  1181. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1182. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1183. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1184. return this.normalize();
  1185. },
  1186. divide: function ( v ) {
  1187. this.x /= v.x;
  1188. this.y /= v.y;
  1189. this.z /= v.z;
  1190. return this;
  1191. },
  1192. divideScalar: function ( scalar ) {
  1193. return this.multiplyScalar( 1 / scalar );
  1194. },
  1195. min: function ( v ) {
  1196. this.x = Math.min( this.x, v.x );
  1197. this.y = Math.min( this.y, v.y );
  1198. this.z = Math.min( this.z, v.z );
  1199. return this;
  1200. },
  1201. max: function ( v ) {
  1202. this.x = Math.max( this.x, v.x );
  1203. this.y = Math.max( this.y, v.y );
  1204. this.z = Math.max( this.z, v.z );
  1205. return this;
  1206. },
  1207. clamp: function ( min, max ) {
  1208. // assumes min < max, componentwise
  1209. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1210. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1211. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1212. return this;
  1213. },
  1214. clampScalar: function ( minVal, maxVal ) {
  1215. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1216. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1217. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1218. return this;
  1219. },
  1220. clampLength: function ( min, max ) {
  1221. var length = this.length();
  1222. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1223. },
  1224. floor: function () {
  1225. this.x = Math.floor( this.x );
  1226. this.y = Math.floor( this.y );
  1227. this.z = Math.floor( this.z );
  1228. return this;
  1229. },
  1230. ceil: function () {
  1231. this.x = Math.ceil( this.x );
  1232. this.y = Math.ceil( this.y );
  1233. this.z = Math.ceil( this.z );
  1234. return this;
  1235. },
  1236. round: function () {
  1237. this.x = Math.round( this.x );
  1238. this.y = Math.round( this.y );
  1239. this.z = Math.round( this.z );
  1240. return this;
  1241. },
  1242. roundToZero: function () {
  1243. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1244. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1245. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1246. return this;
  1247. },
  1248. negate: function () {
  1249. this.x = - this.x;
  1250. this.y = - this.y;
  1251. this.z = - this.z;
  1252. return this;
  1253. },
  1254. dot: function ( v ) {
  1255. return this.x * v.x + this.y * v.y + this.z * v.z;
  1256. },
  1257. // TODO lengthSquared?
  1258. lengthSq: function () {
  1259. return this.x * this.x + this.y * this.y + this.z * this.z;
  1260. },
  1261. length: function () {
  1262. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1263. },
  1264. manhattanLength: function () {
  1265. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1266. },
  1267. normalize: function () {
  1268. return this.divideScalar( this.length() || 1 );
  1269. },
  1270. setLength: function ( length ) {
  1271. return this.normalize().multiplyScalar( length );
  1272. },
  1273. lerp: function ( v, alpha ) {
  1274. this.x += ( v.x - this.x ) * alpha;
  1275. this.y += ( v.y - this.y ) * alpha;
  1276. this.z += ( v.z - this.z ) * alpha;
  1277. return this;
  1278. },
  1279. lerpVectors: function ( v1, v2, alpha ) {
  1280. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1281. },
  1282. cross: function ( v, w ) {
  1283. if ( w !== undefined ) {
  1284. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1285. return this.crossVectors( v, w );
  1286. }
  1287. return this.crossVectors( this, v );
  1288. },
  1289. crossVectors: function ( a, b ) {
  1290. var ax = a.x, ay = a.y, az = a.z;
  1291. var bx = b.x, by = b.y, bz = b.z;
  1292. this.x = ay * bz - az * by;
  1293. this.y = az * bx - ax * bz;
  1294. this.z = ax * by - ay * bx;
  1295. return this;
  1296. },
  1297. projectOnVector: function ( v ) {
  1298. // v cannot be the zero v
  1299. var scalar = v.dot( this ) / v.lengthSq();
  1300. return this.copy( v ).multiplyScalar( scalar );
  1301. },
  1302. projectOnPlane: function ( planeNormal ) {
  1303. _vector.copy( this ).projectOnVector( planeNormal );
  1304. return this.sub( _vector );
  1305. },
  1306. reflect: function ( normal ) {
  1307. // reflect incident vector off plane orthogonal to normal
  1308. // normal is assumed to have unit length
  1309. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1310. },
  1311. angleTo: function ( v ) {
  1312. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  1313. if ( denominator === 0 ) { console.error( 'THREE.Vector3: angleTo() can\'t handle zero length vectors.' ); }
  1314. var theta = this.dot( v ) / denominator;
  1315. // clamp, to handle numerical problems
  1316. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1317. },
  1318. distanceTo: function ( v ) {
  1319. return Math.sqrt( this.distanceToSquared( v ) );
  1320. },
  1321. distanceToSquared: function ( v ) {
  1322. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1323. return dx * dx + dy * dy + dz * dz;
  1324. },
  1325. manhattanDistanceTo: function ( v ) {
  1326. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1327. },
  1328. setFromSpherical: function ( s ) {
  1329. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1330. },
  1331. setFromSphericalCoords: function ( radius, phi, theta ) {
  1332. var sinPhiRadius = Math.sin( phi ) * radius;
  1333. this.x = sinPhiRadius * Math.sin( theta );
  1334. this.y = Math.cos( phi ) * radius;
  1335. this.z = sinPhiRadius * Math.cos( theta );
  1336. return this;
  1337. },
  1338. setFromCylindrical: function ( c ) {
  1339. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1340. },
  1341. setFromCylindricalCoords: function ( radius, theta, y ) {
  1342. this.x = radius * Math.sin( theta );
  1343. this.y = y;
  1344. this.z = radius * Math.cos( theta );
  1345. return this;
  1346. },
  1347. setFromMatrixPosition: function ( m ) {
  1348. var e = m.elements;
  1349. this.x = e[ 12 ];
  1350. this.y = e[ 13 ];
  1351. this.z = e[ 14 ];
  1352. return this;
  1353. },
  1354. setFromMatrixScale: function ( m ) {
  1355. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1356. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1357. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1358. this.x = sx;
  1359. this.y = sy;
  1360. this.z = sz;
  1361. return this;
  1362. },
  1363. setFromMatrixColumn: function ( m, index ) {
  1364. return this.fromArray( m.elements, index * 4 );
  1365. },
  1366. equals: function ( v ) {
  1367. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1368. },
  1369. fromArray: function ( array, offset ) {
  1370. if ( offset === undefined ) { offset = 0; }
  1371. this.x = array[ offset ];
  1372. this.y = array[ offset + 1 ];
  1373. this.z = array[ offset + 2 ];
  1374. return this;
  1375. },
  1376. toArray: function ( array, offset ) {
  1377. if ( array === undefined ) { array = []; }
  1378. if ( offset === undefined ) { offset = 0; }
  1379. array[ offset ] = this.x;
  1380. array[ offset + 1 ] = this.y;
  1381. array[ offset + 2 ] = this.z;
  1382. return array;
  1383. },
  1384. fromBufferAttribute: function ( attribute, index, offset ) {
  1385. if ( offset !== undefined ) {
  1386. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1387. }
  1388. this.x = attribute.getX( index );
  1389. this.y = attribute.getY( index );
  1390. this.z = attribute.getZ( index );
  1391. return this;
  1392. }
  1393. } );
  1394. /**
  1395. * @author alteredq / http://alteredqualia.com/
  1396. * @author WestLangley / http://github.com/WestLangley
  1397. * @author bhouston / http://clara.io
  1398. * @author tschw
  1399. */
  1400. var _vector$1 = new Vector3();
  1401. function Matrix3() {
  1402. this.elements = [
  1403. 1, 0, 0,
  1404. 0, 1, 0,
  1405. 0, 0, 1
  1406. ];
  1407. if ( arguments.length > 0 ) {
  1408. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1409. }
  1410. }
  1411. Object.assign( Matrix3.prototype, {
  1412. isMatrix3: true,
  1413. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1414. var te = this.elements;
  1415. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1416. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1417. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1418. return this;
  1419. },
  1420. identity: function () {
  1421. this.set(
  1422. 1, 0, 0,
  1423. 0, 1, 0,
  1424. 0, 0, 1
  1425. );
  1426. return this;
  1427. },
  1428. clone: function () {
  1429. return new this.constructor().fromArray( this.elements );
  1430. },
  1431. copy: function ( m ) {
  1432. var te = this.elements;
  1433. var me = m.elements;
  1434. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1435. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1436. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1437. return this;
  1438. },
  1439. setFromMatrix4: function ( m ) {
  1440. var me = m.elements;
  1441. this.set(
  1442. me[ 0 ], me[ 4 ], me[ 8 ],
  1443. me[ 1 ], me[ 5 ], me[ 9 ],
  1444. me[ 2 ], me[ 6 ], me[ 10 ]
  1445. );
  1446. return this;
  1447. },
  1448. applyToBufferAttribute: function ( attribute ) {
  1449. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1450. _vector$1.x = attribute.getX( i );
  1451. _vector$1.y = attribute.getY( i );
  1452. _vector$1.z = attribute.getZ( i );
  1453. _vector$1.applyMatrix3( this );
  1454. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1455. }
  1456. return attribute;
  1457. },
  1458. multiply: function ( m ) {
  1459. return this.multiplyMatrices( this, m );
  1460. },
  1461. premultiply: function ( m ) {
  1462. return this.multiplyMatrices( m, this );
  1463. },
  1464. multiplyMatrices: function ( a, b ) {
  1465. var ae = a.elements;
  1466. var be = b.elements;
  1467. var te = this.elements;
  1468. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1469. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1470. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1471. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1472. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1473. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1474. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1475. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1476. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1477. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1478. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1479. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1480. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1481. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1482. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1483. return this;
  1484. },
  1485. multiplyScalar: function ( s ) {
  1486. var te = this.elements;
  1487. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1488. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1489. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1490. return this;
  1491. },
  1492. determinant: function () {
  1493. var te = this.elements;
  1494. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1495. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1496. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1497. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1498. },
  1499. getInverse: function ( matrix, throwOnDegenerate ) {
  1500. if ( matrix && matrix.isMatrix4 ) {
  1501. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1502. }
  1503. var me = matrix.elements,
  1504. te = this.elements,
  1505. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1506. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1507. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1508. t11 = n33 * n22 - n32 * n23,
  1509. t12 = n32 * n13 - n33 * n12,
  1510. t13 = n23 * n12 - n22 * n13,
  1511. det = n11 * t11 + n21 * t12 + n31 * t13;
  1512. if ( det === 0 ) {
  1513. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1514. if ( throwOnDegenerate === true ) {
  1515. throw new Error( msg );
  1516. } else {
  1517. console.warn( msg );
  1518. }
  1519. return this.identity();
  1520. }
  1521. var detInv = 1 / det;
  1522. te[ 0 ] = t11 * detInv;
  1523. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1524. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1525. te[ 3 ] = t12 * detInv;
  1526. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1527. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1528. te[ 6 ] = t13 * detInv;
  1529. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1530. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1531. return this;
  1532. },
  1533. transpose: function () {
  1534. var tmp, m = this.elements;
  1535. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1536. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1537. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1538. return this;
  1539. },
  1540. getNormalMatrix: function ( matrix4 ) {
  1541. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1542. },
  1543. transposeIntoArray: function ( r ) {
  1544. var m = this.elements;
  1545. r[ 0 ] = m[ 0 ];
  1546. r[ 1 ] = m[ 3 ];
  1547. r[ 2 ] = m[ 6 ];
  1548. r[ 3 ] = m[ 1 ];
  1549. r[ 4 ] = m[ 4 ];
  1550. r[ 5 ] = m[ 7 ];
  1551. r[ 6 ] = m[ 2 ];
  1552. r[ 7 ] = m[ 5 ];
  1553. r[ 8 ] = m[ 8 ];
  1554. return this;
  1555. },
  1556. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1557. var c = Math.cos( rotation );
  1558. var s = Math.sin( rotation );
  1559. this.set(
  1560. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1561. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1562. 0, 0, 1
  1563. );
  1564. },
  1565. scale: function ( sx, sy ) {
  1566. var te = this.elements;
  1567. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1568. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1569. return this;
  1570. },
  1571. rotate: function ( theta ) {
  1572. var c = Math.cos( theta );
  1573. var s = Math.sin( theta );
  1574. var te = this.elements;
  1575. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1576. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1577. te[ 0 ] = c * a11 + s * a21;
  1578. te[ 3 ] = c * a12 + s * a22;
  1579. te[ 6 ] = c * a13 + s * a23;
  1580. te[ 1 ] = - s * a11 + c * a21;
  1581. te[ 4 ] = - s * a12 + c * a22;
  1582. te[ 7 ] = - s * a13 + c * a23;
  1583. return this;
  1584. },
  1585. translate: function ( tx, ty ) {
  1586. var te = this.elements;
  1587. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1588. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1589. return this;
  1590. },
  1591. equals: function ( matrix ) {
  1592. var te = this.elements;
  1593. var me = matrix.elements;
  1594. for ( var i = 0; i < 9; i ++ ) {
  1595. if ( te[ i ] !== me[ i ] ) { return false; }
  1596. }
  1597. return true;
  1598. },
  1599. fromArray: function ( array, offset ) {
  1600. if ( offset === undefined ) { offset = 0; }
  1601. for ( var i = 0; i < 9; i ++ ) {
  1602. this.elements[ i ] = array[ i + offset ];
  1603. }
  1604. return this;
  1605. },
  1606. toArray: function ( array, offset ) {
  1607. if ( array === undefined ) { array = []; }
  1608. if ( offset === undefined ) { offset = 0; }
  1609. var te = this.elements;
  1610. array[ offset ] = te[ 0 ];
  1611. array[ offset + 1 ] = te[ 1 ];
  1612. array[ offset + 2 ] = te[ 2 ];
  1613. array[ offset + 3 ] = te[ 3 ];
  1614. array[ offset + 4 ] = te[ 4 ];
  1615. array[ offset + 5 ] = te[ 5 ];
  1616. array[ offset + 6 ] = te[ 6 ];
  1617. array[ offset + 7 ] = te[ 7 ];
  1618. array[ offset + 8 ] = te[ 8 ];
  1619. return array;
  1620. }
  1621. } );
  1622. /**
  1623. * @author mrdoob / http://mrdoob.com/
  1624. * @author alteredq / http://alteredqualia.com/
  1625. * @author szimek / https://github.com/szimek/
  1626. */
  1627. var _canvas;
  1628. var ImageUtils = {
  1629. getDataURL: function ( image ) {
  1630. var canvas;
  1631. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1632. return image.src;
  1633. } else if ( image instanceof HTMLCanvasElement ) {
  1634. canvas = image;
  1635. } else {
  1636. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  1637. _canvas.width = image.width;
  1638. _canvas.height = image.height;
  1639. var context = _canvas.getContext( '2d' );
  1640. if ( image instanceof ImageData ) {
  1641. context.putImageData( image, 0, 0 );
  1642. } else {
  1643. context.drawImage( image, 0, 0, image.width, image.height );
  1644. }
  1645. canvas = _canvas;
  1646. }
  1647. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1648. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1649. } else {
  1650. return canvas.toDataURL( 'image/png' );
  1651. }
  1652. }
  1653. };
  1654. /**
  1655. * @author mrdoob / http://mrdoob.com/
  1656. * @author alteredq / http://alteredqualia.com/
  1657. * @author szimek / https://github.com/szimek/
  1658. */
  1659. var textureId = 0;
  1660. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1661. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1662. this.uuid = _Math.generateUUID();
  1663. this.name = '';
  1664. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1665. this.mipmaps = [];
  1666. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1667. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1668. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1669. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1670. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1671. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1672. this.format = format !== undefined ? format : RGBAFormat;
  1673. this.type = type !== undefined ? type : UnsignedByteType;
  1674. this.offset = new Vector2( 0, 0 );
  1675. this.repeat = new Vector2( 1, 1 );
  1676. this.center = new Vector2( 0, 0 );
  1677. this.rotation = 0;
  1678. this.matrixAutoUpdate = true;
  1679. this.matrix = new Matrix3();
  1680. this.generateMipmaps = true;
  1681. this.premultiplyAlpha = false;
  1682. this.flipY = true;
  1683. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1684. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1685. //
  1686. // Also changing the encoding after already used by a Material will not automatically make the Material
  1687. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1688. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1689. this.version = 0;
  1690. this.onUpdate = null;
  1691. }
  1692. Texture.DEFAULT_IMAGE = undefined;
  1693. Texture.DEFAULT_MAPPING = UVMapping;
  1694. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1695. constructor: Texture,
  1696. isTexture: true,
  1697. updateMatrix: function () {
  1698. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1699. },
  1700. clone: function () {
  1701. return new this.constructor().copy( this );
  1702. },
  1703. copy: function ( source ) {
  1704. this.name = source.name;
  1705. this.image = source.image;
  1706. this.mipmaps = source.mipmaps.slice( 0 );
  1707. this.mapping = source.mapping;
  1708. this.wrapS = source.wrapS;
  1709. this.wrapT = source.wrapT;
  1710. this.magFilter = source.magFilter;
  1711. this.minFilter = source.minFilter;
  1712. this.anisotropy = source.anisotropy;
  1713. this.format = source.format;
  1714. this.type = source.type;
  1715. this.offset.copy( source.offset );
  1716. this.repeat.copy( source.repeat );
  1717. this.center.copy( source.center );
  1718. this.rotation = source.rotation;
  1719. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1720. this.matrix.copy( source.matrix );
  1721. this.generateMipmaps = source.generateMipmaps;
  1722. this.premultiplyAlpha = source.premultiplyAlpha;
  1723. this.flipY = source.flipY;
  1724. this.unpackAlignment = source.unpackAlignment;
  1725. this.encoding = source.encoding;
  1726. return this;
  1727. },
  1728. toJSON: function ( meta ) {
  1729. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1730. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1731. return meta.textures[ this.uuid ];
  1732. }
  1733. var output = {
  1734. metadata: {
  1735. version: 4.5,
  1736. type: 'Texture',
  1737. generator: 'Texture.toJSON'
  1738. },
  1739. uuid: this.uuid,
  1740. name: this.name,
  1741. mapping: this.mapping,
  1742. repeat: [ this.repeat.x, this.repeat.y ],
  1743. offset: [ this.offset.x, this.offset.y ],
  1744. center: [ this.center.x, this.center.y ],
  1745. rotation: this.rotation,
  1746. wrap: [ this.wrapS, this.wrapT ],
  1747. format: this.format,
  1748. type: this.type,
  1749. encoding: this.encoding,
  1750. minFilter: this.minFilter,
  1751. magFilter: this.magFilter,
  1752. anisotropy: this.anisotropy,
  1753. flipY: this.flipY,
  1754. premultiplyAlpha: this.premultiplyAlpha,
  1755. unpackAlignment: this.unpackAlignment
  1756. };
  1757. if ( this.image !== undefined ) {
  1758. // TODO: Move to THREE.Image
  1759. var image = this.image;
  1760. if ( image.uuid === undefined ) {
  1761. image.uuid = _Math.generateUUID(); // UGH
  1762. }
  1763. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1764. var url;
  1765. if ( Array.isArray( image ) ) {
  1766. // process array of images e.g. CubeTexture
  1767. url = [];
  1768. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1769. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1770. }
  1771. } else {
  1772. // process single image
  1773. url = ImageUtils.getDataURL( image );
  1774. }
  1775. meta.images[ image.uuid ] = {
  1776. uuid: image.uuid,
  1777. url: url
  1778. };
  1779. }
  1780. output.image = image.uuid;
  1781. }
  1782. if ( ! isRootObject ) {
  1783. meta.textures[ this.uuid ] = output;
  1784. }
  1785. return output;
  1786. },
  1787. dispose: function () {
  1788. this.dispatchEvent( { type: 'dispose' } );
  1789. },
  1790. transformUv: function ( uv ) {
  1791. if ( this.mapping !== UVMapping ) { return uv; }
  1792. uv.applyMatrix3( this.matrix );
  1793. if ( uv.x < 0 || uv.x > 1 ) {
  1794. switch ( this.wrapS ) {
  1795. case RepeatWrapping:
  1796. uv.x = uv.x - Math.floor( uv.x );
  1797. break;
  1798. case ClampToEdgeWrapping:
  1799. uv.x = uv.x < 0 ? 0 : 1;
  1800. break;
  1801. case MirroredRepeatWrapping:
  1802. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1803. uv.x = Math.ceil( uv.x ) - uv.x;
  1804. } else {
  1805. uv.x = uv.x - Math.floor( uv.x );
  1806. }
  1807. break;
  1808. }
  1809. }
  1810. if ( uv.y < 0 || uv.y > 1 ) {
  1811. switch ( this.wrapT ) {
  1812. case RepeatWrapping:
  1813. uv.y = uv.y - Math.floor( uv.y );
  1814. break;
  1815. case ClampToEdgeWrapping:
  1816. uv.y = uv.y < 0 ? 0 : 1;
  1817. break;
  1818. case MirroredRepeatWrapping:
  1819. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1820. uv.y = Math.ceil( uv.y ) - uv.y;
  1821. } else {
  1822. uv.y = uv.y - Math.floor( uv.y );
  1823. }
  1824. break;
  1825. }
  1826. }
  1827. if ( this.flipY ) {
  1828. uv.y = 1 - uv.y;
  1829. }
  1830. return uv;
  1831. }
  1832. } );
  1833. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1834. set: function ( value ) {
  1835. if ( value === true ) { this.version ++; }
  1836. }
  1837. } );
  1838. /**
  1839. * @author supereggbert / http://www.paulbrunt.co.uk/
  1840. * @author philogb / http://blog.thejit.org/
  1841. * @author mikael emtinger / http://gomo.se/
  1842. * @author egraether / http://egraether.com/
  1843. * @author WestLangley / http://github.com/WestLangley
  1844. */
  1845. function Vector4( x, y, z, w ) {
  1846. this.x = x || 0;
  1847. this.y = y || 0;
  1848. this.z = z || 0;
  1849. this.w = ( w !== undefined ) ? w : 1;
  1850. }
  1851. Object.defineProperties( Vector4.prototype, {
  1852. "width": {
  1853. get: function () {
  1854. return this.z;
  1855. },
  1856. set: function ( value ) {
  1857. this.z = value;
  1858. }
  1859. },
  1860. "height": {
  1861. get: function () {
  1862. return this.w;
  1863. },
  1864. set: function ( value ) {
  1865. this.w = value;
  1866. }
  1867. }
  1868. } );
  1869. Object.assign( Vector4.prototype, {
  1870. isVector4: true,
  1871. set: function ( x, y, z, w ) {
  1872. this.x = x;
  1873. this.y = y;
  1874. this.z = z;
  1875. this.w = w;
  1876. return this;
  1877. },
  1878. setScalar: function ( scalar ) {
  1879. this.x = scalar;
  1880. this.y = scalar;
  1881. this.z = scalar;
  1882. this.w = scalar;
  1883. return this;
  1884. },
  1885. setX: function ( x ) {
  1886. this.x = x;
  1887. return this;
  1888. },
  1889. setY: function ( y ) {
  1890. this.y = y;
  1891. return this;
  1892. },
  1893. setZ: function ( z ) {
  1894. this.z = z;
  1895. return this;
  1896. },
  1897. setW: function ( w ) {
  1898. this.w = w;
  1899. return this;
  1900. },
  1901. setComponent: function ( index, value ) {
  1902. switch ( index ) {
  1903. case 0: this.x = value; break;
  1904. case 1: this.y = value; break;
  1905. case 2: this.z = value; break;
  1906. case 3: this.w = value; break;
  1907. default: throw new Error( 'index is out of range: ' + index );
  1908. }
  1909. return this;
  1910. },
  1911. getComponent: function ( index ) {
  1912. switch ( index ) {
  1913. case 0: return this.x;
  1914. case 1: return this.y;
  1915. case 2: return this.z;
  1916. case 3: return this.w;
  1917. default: throw new Error( 'index is out of range: ' + index );
  1918. }
  1919. },
  1920. clone: function () {
  1921. return new this.constructor( this.x, this.y, this.z, this.w );
  1922. },
  1923. copy: function ( v ) {
  1924. this.x = v.x;
  1925. this.y = v.y;
  1926. this.z = v.z;
  1927. this.w = ( v.w !== undefined ) ? v.w : 1;
  1928. return this;
  1929. },
  1930. add: function ( v, w ) {
  1931. if ( w !== undefined ) {
  1932. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1933. return this.addVectors( v, w );
  1934. }
  1935. this.x += v.x;
  1936. this.y += v.y;
  1937. this.z += v.z;
  1938. this.w += v.w;
  1939. return this;
  1940. },
  1941. addScalar: function ( s ) {
  1942. this.x += s;
  1943. this.y += s;
  1944. this.z += s;
  1945. this.w += s;
  1946. return this;
  1947. },
  1948. addVectors: function ( a, b ) {
  1949. this.x = a.x + b.x;
  1950. this.y = a.y + b.y;
  1951. this.z = a.z + b.z;
  1952. this.w = a.w + b.w;
  1953. return this;
  1954. },
  1955. addScaledVector: function ( v, s ) {
  1956. this.x += v.x * s;
  1957. this.y += v.y * s;
  1958. this.z += v.z * s;
  1959. this.w += v.w * s;
  1960. return this;
  1961. },
  1962. sub: function ( v, w ) {
  1963. if ( w !== undefined ) {
  1964. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1965. return this.subVectors( v, w );
  1966. }
  1967. this.x -= v.x;
  1968. this.y -= v.y;
  1969. this.z -= v.z;
  1970. this.w -= v.w;
  1971. return this;
  1972. },
  1973. subScalar: function ( s ) {
  1974. this.x -= s;
  1975. this.y -= s;
  1976. this.z -= s;
  1977. this.w -= s;
  1978. return this;
  1979. },
  1980. subVectors: function ( a, b ) {
  1981. this.x = a.x - b.x;
  1982. this.y = a.y - b.y;
  1983. this.z = a.z - b.z;
  1984. this.w = a.w - b.w;
  1985. return this;
  1986. },
  1987. multiplyScalar: function ( scalar ) {
  1988. this.x *= scalar;
  1989. this.y *= scalar;
  1990. this.z *= scalar;
  1991. this.w *= scalar;
  1992. return this;
  1993. },
  1994. applyMatrix4: function ( m ) {
  1995. var x = this.x, y = this.y, z = this.z, w = this.w;
  1996. var e = m.elements;
  1997. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1998. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1999. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2000. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2001. return this;
  2002. },
  2003. divideScalar: function ( scalar ) {
  2004. return this.multiplyScalar( 1 / scalar );
  2005. },
  2006. setAxisAngleFromQuaternion: function ( q ) {
  2007. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2008. // q is assumed to be normalized
  2009. this.w = 2 * Math.acos( q.w );
  2010. var s = Math.sqrt( 1 - q.w * q.w );
  2011. if ( s < 0.0001 ) {
  2012. this.x = 1;
  2013. this.y = 0;
  2014. this.z = 0;
  2015. } else {
  2016. this.x = q.x / s;
  2017. this.y = q.y / s;
  2018. this.z = q.z / s;
  2019. }
  2020. return this;
  2021. },
  2022. setAxisAngleFromRotationMatrix: function ( m ) {
  2023. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2024. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2025. var angle, x, y, z, // variables for result
  2026. epsilon = 0.01, // margin to allow for rounding errors
  2027. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2028. te = m.elements,
  2029. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2030. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2031. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2032. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2033. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2034. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2035. // singularity found
  2036. // first check for identity matrix which must have +1 for all terms
  2037. // in leading diagonal and zero in other terms
  2038. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2039. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2040. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2041. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2042. // this singularity is identity matrix so angle = 0
  2043. this.set( 1, 0, 0, 0 );
  2044. return this; // zero angle, arbitrary axis
  2045. }
  2046. // otherwise this singularity is angle = 180
  2047. angle = Math.PI;
  2048. var xx = ( m11 + 1 ) / 2;
  2049. var yy = ( m22 + 1 ) / 2;
  2050. var zz = ( m33 + 1 ) / 2;
  2051. var xy = ( m12 + m21 ) / 4;
  2052. var xz = ( m13 + m31 ) / 4;
  2053. var yz = ( m23 + m32 ) / 4;
  2054. if ( ( xx > yy ) && ( xx > zz ) ) {
  2055. // m11 is the largest diagonal term
  2056. if ( xx < epsilon ) {
  2057. x = 0;
  2058. y = 0.707106781;
  2059. z = 0.707106781;
  2060. } else {
  2061. x = Math.sqrt( xx );
  2062. y = xy / x;
  2063. z = xz / x;
  2064. }
  2065. } else if ( yy > zz ) {
  2066. // m22 is the largest diagonal term
  2067. if ( yy < epsilon ) {
  2068. x = 0.707106781;
  2069. y = 0;
  2070. z = 0.707106781;
  2071. } else {
  2072. y = Math.sqrt( yy );
  2073. x = xy / y;
  2074. z = yz / y;
  2075. }
  2076. } else {
  2077. // m33 is the largest diagonal term so base result on this
  2078. if ( zz < epsilon ) {
  2079. x = 0.707106781;
  2080. y = 0.707106781;
  2081. z = 0;
  2082. } else {
  2083. z = Math.sqrt( zz );
  2084. x = xz / z;
  2085. y = yz / z;
  2086. }
  2087. }
  2088. this.set( x, y, z, angle );
  2089. return this; // return 180 deg rotation
  2090. }
  2091. // as we have reached here there are no singularities so we can handle normally
  2092. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2093. ( m13 - m31 ) * ( m13 - m31 ) +
  2094. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2095. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  2096. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2097. // caught by singularity test above, but I've left it in just in case
  2098. this.x = ( m32 - m23 ) / s;
  2099. this.y = ( m13 - m31 ) / s;
  2100. this.z = ( m21 - m12 ) / s;
  2101. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2102. return this;
  2103. },
  2104. min: function ( v ) {
  2105. this.x = Math.min( this.x, v.x );
  2106. this.y = Math.min( this.y, v.y );
  2107. this.z = Math.min( this.z, v.z );
  2108. this.w = Math.min( this.w, v.w );
  2109. return this;
  2110. },
  2111. max: function ( v ) {
  2112. this.x = Math.max( this.x, v.x );
  2113. this.y = Math.max( this.y, v.y );
  2114. this.z = Math.max( this.z, v.z );
  2115. this.w = Math.max( this.w, v.w );
  2116. return this;
  2117. },
  2118. clamp: function ( min, max ) {
  2119. // assumes min < max, componentwise
  2120. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2121. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2122. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2123. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2124. return this;
  2125. },
  2126. clampScalar: function ( minVal, maxVal ) {
  2127. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2128. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2129. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2130. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2131. return this;
  2132. },
  2133. clampLength: function ( min, max ) {
  2134. var length = this.length();
  2135. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2136. },
  2137. floor: function () {
  2138. this.x = Math.floor( this.x );
  2139. this.y = Math.floor( this.y );
  2140. this.z = Math.floor( this.z );
  2141. this.w = Math.floor( this.w );
  2142. return this;
  2143. },
  2144. ceil: function () {
  2145. this.x = Math.ceil( this.x );
  2146. this.y = Math.ceil( this.y );
  2147. this.z = Math.ceil( this.z );
  2148. this.w = Math.ceil( this.w );
  2149. return this;
  2150. },
  2151. round: function () {
  2152. this.x = Math.round( this.x );
  2153. this.y = Math.round( this.y );
  2154. this.z = Math.round( this.z );
  2155. this.w = Math.round( this.w );
  2156. return this;
  2157. },
  2158. roundToZero: function () {
  2159. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2160. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2161. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2162. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2163. return this;
  2164. },
  2165. negate: function () {
  2166. this.x = - this.x;
  2167. this.y = - this.y;
  2168. this.z = - this.z;
  2169. this.w = - this.w;
  2170. return this;
  2171. },
  2172. dot: function ( v ) {
  2173. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2174. },
  2175. lengthSq: function () {
  2176. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2177. },
  2178. length: function () {
  2179. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2180. },
  2181. manhattanLength: function () {
  2182. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2183. },
  2184. normalize: function () {
  2185. return this.divideScalar( this.length() || 1 );
  2186. },
  2187. setLength: function ( length ) {
  2188. return this.normalize().multiplyScalar( length );
  2189. },
  2190. lerp: function ( v, alpha ) {
  2191. this.x += ( v.x - this.x ) * alpha;
  2192. this.y += ( v.y - this.y ) * alpha;
  2193. this.z += ( v.z - this.z ) * alpha;
  2194. this.w += ( v.w - this.w ) * alpha;
  2195. return this;
  2196. },
  2197. lerpVectors: function ( v1, v2, alpha ) {
  2198. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2199. },
  2200. equals: function ( v ) {
  2201. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2202. },
  2203. fromArray: function ( array, offset ) {
  2204. if ( offset === undefined ) { offset = 0; }
  2205. this.x = array[ offset ];
  2206. this.y = array[ offset + 1 ];
  2207. this.z = array[ offset + 2 ];
  2208. this.w = array[ offset + 3 ];
  2209. return this;
  2210. },
  2211. toArray: function ( array, offset ) {
  2212. if ( array === undefined ) { array = []; }
  2213. if ( offset === undefined ) { offset = 0; }
  2214. array[ offset ] = this.x;
  2215. array[ offset + 1 ] = this.y;
  2216. array[ offset + 2 ] = this.z;
  2217. array[ offset + 3 ] = this.w;
  2218. return array;
  2219. },
  2220. fromBufferAttribute: function ( attribute, index, offset ) {
  2221. if ( offset !== undefined ) {
  2222. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2223. }
  2224. this.x = attribute.getX( index );
  2225. this.y = attribute.getY( index );
  2226. this.z = attribute.getZ( index );
  2227. this.w = attribute.getW( index );
  2228. return this;
  2229. }
  2230. } );
  2231. /**
  2232. * @author szimek / https://github.com/szimek/
  2233. * @author alteredq / http://alteredqualia.com/
  2234. * @author Marius Kintel / https://github.com/kintel
  2235. */
  2236. /*
  2237. In options, we can specify:
  2238. * Texture parameters for an auto-generated target texture
  2239. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2240. */
  2241. function WebGLRenderTarget( width, height, options ) {
  2242. this.width = width;
  2243. this.height = height;
  2244. this.scissor = new Vector4( 0, 0, width, height );
  2245. this.scissorTest = false;
  2246. this.viewport = new Vector4( 0, 0, width, height );
  2247. options = options || {};
  2248. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2249. this.texture.image = {};
  2250. this.texture.image.width = width;
  2251. this.texture.image.height = height;
  2252. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2253. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2254. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2255. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2256. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2257. }
  2258. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2259. constructor: WebGLRenderTarget,
  2260. isWebGLRenderTarget: true,
  2261. setSize: function ( width, height ) {
  2262. if ( this.width !== width || this.height !== height ) {
  2263. this.width = width;
  2264. this.height = height;
  2265. this.texture.image.width = width;
  2266. this.texture.image.height = height;
  2267. this.dispose();
  2268. }
  2269. this.viewport.set( 0, 0, width, height );
  2270. this.scissor.set( 0, 0, width, height );
  2271. },
  2272. clone: function () {
  2273. return new this.constructor().copy( this );
  2274. },
  2275. copy: function ( source ) {
  2276. this.width = source.width;
  2277. this.height = source.height;
  2278. this.viewport.copy( source.viewport );
  2279. this.texture = source.texture.clone();
  2280. this.depthBuffer = source.depthBuffer;
  2281. this.stencilBuffer = source.stencilBuffer;
  2282. this.depthTexture = source.depthTexture;
  2283. return this;
  2284. },
  2285. dispose: function () {
  2286. this.dispatchEvent( { type: 'dispose' } );
  2287. }
  2288. } );
  2289. /**
  2290. * @author Mugen87 / https://github.com/Mugen87
  2291. * @author Matt DesLauriers / @mattdesl
  2292. */
  2293. function WebGLMultisampleRenderTarget( width, height, options ) {
  2294. WebGLRenderTarget.call( this, width, height, options );
  2295. this.samples = 4;
  2296. }
  2297. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2298. constructor: WebGLMultisampleRenderTarget,
  2299. isWebGLMultisampleRenderTarget: true,
  2300. copy: function ( source ) {
  2301. WebGLRenderTarget.prototype.copy.call( this, source );
  2302. this.samples = source.samples;
  2303. return this;
  2304. }
  2305. } );
  2306. var _v1 = new Vector3();
  2307. var _m1 = new Matrix4();
  2308. var _zero = new Vector3( 0, 0, 0 );
  2309. var _one = new Vector3( 1, 1, 1 );
  2310. var _x = new Vector3();
  2311. var _y = new Vector3();
  2312. var _z = new Vector3();
  2313. /**
  2314. * @author mrdoob / http://mrdoob.com/
  2315. * @author supereggbert / http://www.paulbrunt.co.uk/
  2316. * @author philogb / http://blog.thejit.org/
  2317. * @author jordi_ros / http://plattsoft.com
  2318. * @author D1plo1d / http://github.com/D1plo1d
  2319. * @author alteredq / http://alteredqualia.com/
  2320. * @author mikael emtinger / http://gomo.se/
  2321. * @author timknip / http://www.floorplanner.com/
  2322. * @author bhouston / http://clara.io
  2323. * @author WestLangley / http://github.com/WestLangley
  2324. */
  2325. function Matrix4() {
  2326. this.elements = [
  2327. 1, 0, 0, 0,
  2328. 0, 1, 0, 0,
  2329. 0, 0, 1, 0,
  2330. 0, 0, 0, 1
  2331. ];
  2332. if ( arguments.length > 0 ) {
  2333. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2334. }
  2335. }
  2336. Object.assign( Matrix4.prototype, {
  2337. isMatrix4: true,
  2338. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2339. var te = this.elements;
  2340. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2341. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2342. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2343. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2344. return this;
  2345. },
  2346. identity: function () {
  2347. this.set(
  2348. 1, 0, 0, 0,
  2349. 0, 1, 0, 0,
  2350. 0, 0, 1, 0,
  2351. 0, 0, 0, 1
  2352. );
  2353. return this;
  2354. },
  2355. clone: function () {
  2356. return new Matrix4().fromArray( this.elements );
  2357. },
  2358. copy: function ( m ) {
  2359. var te = this.elements;
  2360. var me = m.elements;
  2361. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2362. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2363. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2364. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2365. return this;
  2366. },
  2367. copyPosition: function ( m ) {
  2368. var te = this.elements, me = m.elements;
  2369. te[ 12 ] = me[ 12 ];
  2370. te[ 13 ] = me[ 13 ];
  2371. te[ 14 ] = me[ 14 ];
  2372. return this;
  2373. },
  2374. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2375. xAxis.setFromMatrixColumn( this, 0 );
  2376. yAxis.setFromMatrixColumn( this, 1 );
  2377. zAxis.setFromMatrixColumn( this, 2 );
  2378. return this;
  2379. },
  2380. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2381. this.set(
  2382. xAxis.x, yAxis.x, zAxis.x, 0,
  2383. xAxis.y, yAxis.y, zAxis.y, 0,
  2384. xAxis.z, yAxis.z, zAxis.z, 0,
  2385. 0, 0, 0, 1
  2386. );
  2387. return this;
  2388. },
  2389. extractRotation: function ( m ) {
  2390. // this method does not support reflection matrices
  2391. var te = this.elements;
  2392. var me = m.elements;
  2393. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2394. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2395. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2396. te[ 0 ] = me[ 0 ] * scaleX;
  2397. te[ 1 ] = me[ 1 ] * scaleX;
  2398. te[ 2 ] = me[ 2 ] * scaleX;
  2399. te[ 3 ] = 0;
  2400. te[ 4 ] = me[ 4 ] * scaleY;
  2401. te[ 5 ] = me[ 5 ] * scaleY;
  2402. te[ 6 ] = me[ 6 ] * scaleY;
  2403. te[ 7 ] = 0;
  2404. te[ 8 ] = me[ 8 ] * scaleZ;
  2405. te[ 9 ] = me[ 9 ] * scaleZ;
  2406. te[ 10 ] = me[ 10 ] * scaleZ;
  2407. te[ 11 ] = 0;
  2408. te[ 12 ] = 0;
  2409. te[ 13 ] = 0;
  2410. te[ 14 ] = 0;
  2411. te[ 15 ] = 1;
  2412. return this;
  2413. },
  2414. makeRotationFromEuler: function ( euler ) {
  2415. if ( ! ( euler && euler.isEuler ) ) {
  2416. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2417. }
  2418. var te = this.elements;
  2419. var x = euler.x, y = euler.y, z = euler.z;
  2420. var a = Math.cos( x ), b = Math.sin( x );
  2421. var c = Math.cos( y ), d = Math.sin( y );
  2422. var e = Math.cos( z ), f = Math.sin( z );
  2423. if ( euler.order === 'XYZ' ) {
  2424. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2425. te[ 0 ] = c * e;
  2426. te[ 4 ] = - c * f;
  2427. te[ 8 ] = d;
  2428. te[ 1 ] = af + be * d;
  2429. te[ 5 ] = ae - bf * d;
  2430. te[ 9 ] = - b * c;
  2431. te[ 2 ] = bf - ae * d;
  2432. te[ 6 ] = be + af * d;
  2433. te[ 10 ] = a * c;
  2434. } else if ( euler.order === 'YXZ' ) {
  2435. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2436. te[ 0 ] = ce + df * b;
  2437. te[ 4 ] = de * b - cf;
  2438. te[ 8 ] = a * d;
  2439. te[ 1 ] = a * f;
  2440. te[ 5 ] = a * e;
  2441. te[ 9 ] = - b;
  2442. te[ 2 ] = cf * b - de;
  2443. te[ 6 ] = df + ce * b;
  2444. te[ 10 ] = a * c;
  2445. } else if ( euler.order === 'ZXY' ) {
  2446. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2447. te[ 0 ] = ce - df * b;
  2448. te[ 4 ] = - a * f;
  2449. te[ 8 ] = de + cf * b;
  2450. te[ 1 ] = cf + de * b;
  2451. te[ 5 ] = a * e;
  2452. te[ 9 ] = df - ce * b;
  2453. te[ 2 ] = - a * d;
  2454. te[ 6 ] = b;
  2455. te[ 10 ] = a * c;
  2456. } else if ( euler.order === 'ZYX' ) {
  2457. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2458. te[ 0 ] = c * e;
  2459. te[ 4 ] = be * d - af;
  2460. te[ 8 ] = ae * d + bf;
  2461. te[ 1 ] = c * f;
  2462. te[ 5 ] = bf * d + ae;
  2463. te[ 9 ] = af * d - be;
  2464. te[ 2 ] = - d;
  2465. te[ 6 ] = b * c;
  2466. te[ 10 ] = a * c;
  2467. } else if ( euler.order === 'YZX' ) {
  2468. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2469. te[ 0 ] = c * e;
  2470. te[ 4 ] = bd - ac * f;
  2471. te[ 8 ] = bc * f + ad;
  2472. te[ 1 ] = f;
  2473. te[ 5 ] = a * e;
  2474. te[ 9 ] = - b * e;
  2475. te[ 2 ] = - d * e;
  2476. te[ 6 ] = ad * f + bc;
  2477. te[ 10 ] = ac - bd * f;
  2478. } else if ( euler.order === 'XZY' ) {
  2479. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2480. te[ 0 ] = c * e;
  2481. te[ 4 ] = - f;
  2482. te[ 8 ] = d * e;
  2483. te[ 1 ] = ac * f + bd;
  2484. te[ 5 ] = a * e;
  2485. te[ 9 ] = ad * f - bc;
  2486. te[ 2 ] = bc * f - ad;
  2487. te[ 6 ] = b * e;
  2488. te[ 10 ] = bd * f + ac;
  2489. }
  2490. // bottom row
  2491. te[ 3 ] = 0;
  2492. te[ 7 ] = 0;
  2493. te[ 11 ] = 0;
  2494. // last column
  2495. te[ 12 ] = 0;
  2496. te[ 13 ] = 0;
  2497. te[ 14 ] = 0;
  2498. te[ 15 ] = 1;
  2499. return this;
  2500. },
  2501. makeRotationFromQuaternion: function ( q ) {
  2502. return this.compose( _zero, q, _one );
  2503. },
  2504. lookAt: function ( eye, target, up ) {
  2505. var te = this.elements;
  2506. _z.subVectors( eye, target );
  2507. if ( _z.lengthSq() === 0 ) {
  2508. // eye and target are in the same position
  2509. _z.z = 1;
  2510. }
  2511. _z.normalize();
  2512. _x.crossVectors( up, _z );
  2513. if ( _x.lengthSq() === 0 ) {
  2514. // up and z are parallel
  2515. if ( Math.abs( up.z ) === 1 ) {
  2516. _z.x += 0.0001;
  2517. } else {
  2518. _z.z += 0.0001;
  2519. }
  2520. _z.normalize();
  2521. _x.crossVectors( up, _z );
  2522. }
  2523. _x.normalize();
  2524. _y.crossVectors( _z, _x );
  2525. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2526. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2527. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2528. return this;
  2529. },
  2530. multiply: function ( m, n ) {
  2531. if ( n !== undefined ) {
  2532. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2533. return this.multiplyMatrices( m, n );
  2534. }
  2535. return this.multiplyMatrices( this, m );
  2536. },
  2537. premultiply: function ( m ) {
  2538. return this.multiplyMatrices( m, this );
  2539. },
  2540. multiplyMatrices: function ( a, b ) {
  2541. var ae = a.elements;
  2542. var be = b.elements;
  2543. var te = this.elements;
  2544. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2545. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2546. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2547. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2548. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2549. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2550. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2551. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2552. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2553. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2554. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2555. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2556. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2557. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2558. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2559. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2560. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2561. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2562. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2563. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2564. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2565. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2566. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2567. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2568. return this;
  2569. },
  2570. multiplyScalar: function ( s ) {
  2571. var te = this.elements;
  2572. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2573. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2574. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2575. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2576. return this;
  2577. },
  2578. applyToBufferAttribute: function ( attribute ) {
  2579. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2580. _v1.x = attribute.getX( i );
  2581. _v1.y = attribute.getY( i );
  2582. _v1.z = attribute.getZ( i );
  2583. _v1.applyMatrix4( this );
  2584. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2585. }
  2586. return attribute;
  2587. },
  2588. determinant: function () {
  2589. var te = this.elements;
  2590. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2591. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2592. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2593. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2594. //TODO: make this more efficient
  2595. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2596. return (
  2597. n41 * (
  2598. + n14 * n23 * n32
  2599. - n13 * n24 * n32
  2600. - n14 * n22 * n33
  2601. + n12 * n24 * n33
  2602. + n13 * n22 * n34
  2603. - n12 * n23 * n34
  2604. ) +
  2605. n42 * (
  2606. + n11 * n23 * n34
  2607. - n11 * n24 * n33
  2608. + n14 * n21 * n33
  2609. - n13 * n21 * n34
  2610. + n13 * n24 * n31
  2611. - n14 * n23 * n31
  2612. ) +
  2613. n43 * (
  2614. + n11 * n24 * n32
  2615. - n11 * n22 * n34
  2616. - n14 * n21 * n32
  2617. + n12 * n21 * n34
  2618. + n14 * n22 * n31
  2619. - n12 * n24 * n31
  2620. ) +
  2621. n44 * (
  2622. - n13 * n22 * n31
  2623. - n11 * n23 * n32
  2624. + n11 * n22 * n33
  2625. + n13 * n21 * n32
  2626. - n12 * n21 * n33
  2627. + n12 * n23 * n31
  2628. )
  2629. );
  2630. },
  2631. transpose: function () {
  2632. var te = this.elements;
  2633. var tmp;
  2634. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2635. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2636. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2637. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2638. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2639. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2640. return this;
  2641. },
  2642. setPosition: function ( x, y, z ) {
  2643. var te = this.elements;
  2644. if ( x.isVector3 ) {
  2645. te[ 12 ] = x.x;
  2646. te[ 13 ] = x.y;
  2647. te[ 14 ] = x.z;
  2648. } else {
  2649. te[ 12 ] = x;
  2650. te[ 13 ] = y;
  2651. te[ 14 ] = z;
  2652. }
  2653. return this;
  2654. },
  2655. getInverse: function ( m, throwOnDegenerate ) {
  2656. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2657. var te = this.elements,
  2658. me = m.elements,
  2659. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2660. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2661. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2662. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2663. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2664. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2665. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2666. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2667. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2668. if ( det === 0 ) {
  2669. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2670. if ( throwOnDegenerate === true ) {
  2671. throw new Error( msg );
  2672. } else {
  2673. console.warn( msg );
  2674. }
  2675. return this.identity();
  2676. }
  2677. var detInv = 1 / det;
  2678. te[ 0 ] = t11 * detInv;
  2679. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2680. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2681. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2682. te[ 4 ] = t12 * detInv;
  2683. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2684. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2685. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2686. te[ 8 ] = t13 * detInv;
  2687. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2688. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2689. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2690. te[ 12 ] = t14 * detInv;
  2691. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2692. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2693. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2694. return this;
  2695. },
  2696. scale: function ( v ) {
  2697. var te = this.elements;
  2698. var x = v.x, y = v.y, z = v.z;
  2699. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2700. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2701. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2702. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2703. return this;
  2704. },
  2705. getMaxScaleOnAxis: function () {
  2706. var te = this.elements;
  2707. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2708. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2709. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2710. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2711. },
  2712. makeTranslation: function ( x, y, z ) {
  2713. this.set(
  2714. 1, 0, 0, x,
  2715. 0, 1, 0, y,
  2716. 0, 0, 1, z,
  2717. 0, 0, 0, 1
  2718. );
  2719. return this;
  2720. },
  2721. makeRotationX: function ( theta ) {
  2722. var c = Math.cos( theta ), s = Math.sin( theta );
  2723. this.set(
  2724. 1, 0, 0, 0,
  2725. 0, c, - s, 0,
  2726. 0, s, c, 0,
  2727. 0, 0, 0, 1
  2728. );
  2729. return this;
  2730. },
  2731. makeRotationY: function ( theta ) {
  2732. var c = Math.cos( theta ), s = Math.sin( theta );
  2733. this.set(
  2734. c, 0, s, 0,
  2735. 0, 1, 0, 0,
  2736. - s, 0, c, 0,
  2737. 0, 0, 0, 1
  2738. );
  2739. return this;
  2740. },
  2741. makeRotationZ: function ( theta ) {
  2742. var c = Math.cos( theta ), s = Math.sin( theta );
  2743. this.set(
  2744. c, - s, 0, 0,
  2745. s, c, 0, 0,
  2746. 0, 0, 1, 0,
  2747. 0, 0, 0, 1
  2748. );
  2749. return this;
  2750. },
  2751. makeRotationAxis: function ( axis, angle ) {
  2752. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2753. var c = Math.cos( angle );
  2754. var s = Math.sin( angle );
  2755. var t = 1 - c;
  2756. var x = axis.x, y = axis.y, z = axis.z;
  2757. var tx = t * x, ty = t * y;
  2758. this.set(
  2759. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2760. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2761. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2762. 0, 0, 0, 1
  2763. );
  2764. return this;
  2765. },
  2766. makeScale: function ( x, y, z ) {
  2767. this.set(
  2768. x, 0, 0, 0,
  2769. 0, y, 0, 0,
  2770. 0, 0, z, 0,
  2771. 0, 0, 0, 1
  2772. );
  2773. return this;
  2774. },
  2775. makeShear: function ( x, y, z ) {
  2776. this.set(
  2777. 1, y, z, 0,
  2778. x, 1, z, 0,
  2779. x, y, 1, 0,
  2780. 0, 0, 0, 1
  2781. );
  2782. return this;
  2783. },
  2784. compose: function ( position, quaternion, scale ) {
  2785. var te = this.elements;
  2786. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2787. var x2 = x + x, y2 = y + y, z2 = z + z;
  2788. var xx = x * x2, xy = x * y2, xz = x * z2;
  2789. var yy = y * y2, yz = y * z2, zz = z * z2;
  2790. var wx = w * x2, wy = w * y2, wz = w * z2;
  2791. var sx = scale.x, sy = scale.y, sz = scale.z;
  2792. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2793. te[ 1 ] = ( xy + wz ) * sx;
  2794. te[ 2 ] = ( xz - wy ) * sx;
  2795. te[ 3 ] = 0;
  2796. te[ 4 ] = ( xy - wz ) * sy;
  2797. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2798. te[ 6 ] = ( yz + wx ) * sy;
  2799. te[ 7 ] = 0;
  2800. te[ 8 ] = ( xz + wy ) * sz;
  2801. te[ 9 ] = ( yz - wx ) * sz;
  2802. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2803. te[ 11 ] = 0;
  2804. te[ 12 ] = position.x;
  2805. te[ 13 ] = position.y;
  2806. te[ 14 ] = position.z;
  2807. te[ 15 ] = 1;
  2808. return this;
  2809. },
  2810. decompose: function ( position, quaternion, scale ) {
  2811. var te = this.elements;
  2812. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2813. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2814. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2815. // if determine is negative, we need to invert one scale
  2816. var det = this.determinant();
  2817. if ( det < 0 ) { sx = - sx; }
  2818. position.x = te[ 12 ];
  2819. position.y = te[ 13 ];
  2820. position.z = te[ 14 ];
  2821. // scale the rotation part
  2822. _m1.copy( this );
  2823. var invSX = 1 / sx;
  2824. var invSY = 1 / sy;
  2825. var invSZ = 1 / sz;
  2826. _m1.elements[ 0 ] *= invSX;
  2827. _m1.elements[ 1 ] *= invSX;
  2828. _m1.elements[ 2 ] *= invSX;
  2829. _m1.elements[ 4 ] *= invSY;
  2830. _m1.elements[ 5 ] *= invSY;
  2831. _m1.elements[ 6 ] *= invSY;
  2832. _m1.elements[ 8 ] *= invSZ;
  2833. _m1.elements[ 9 ] *= invSZ;
  2834. _m1.elements[ 10 ] *= invSZ;
  2835. quaternion.setFromRotationMatrix( _m1 );
  2836. scale.x = sx;
  2837. scale.y = sy;
  2838. scale.z = sz;
  2839. return this;
  2840. },
  2841. makePerspective: function ( left, right, top, bottom, near, far ) {
  2842. if ( far === undefined ) {
  2843. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2844. }
  2845. var te = this.elements;
  2846. var x = 2 * near / ( right - left );
  2847. var y = 2 * near / ( top - bottom );
  2848. var a = ( right + left ) / ( right - left );
  2849. var b = ( top + bottom ) / ( top - bottom );
  2850. var c = - ( far + near ) / ( far - near );
  2851. var d = - 2 * far * near / ( far - near );
  2852. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2853. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2854. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2855. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2856. return this;
  2857. },
  2858. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2859. var te = this.elements;
  2860. var w = 1.0 / ( right - left );
  2861. var h = 1.0 / ( top - bottom );
  2862. var p = 1.0 / ( far - near );
  2863. var x = ( right + left ) * w;
  2864. var y = ( top + bottom ) * h;
  2865. var z = ( far + near ) * p;
  2866. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2867. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2868. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2869. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2870. return this;
  2871. },
  2872. equals: function ( matrix ) {
  2873. var te = this.elements;
  2874. var me = matrix.elements;
  2875. for ( var i = 0; i < 16; i ++ ) {
  2876. if ( te[ i ] !== me[ i ] ) { return false; }
  2877. }
  2878. return true;
  2879. },
  2880. fromArray: function ( array, offset ) {
  2881. if ( offset === undefined ) { offset = 0; }
  2882. for ( var i = 0; i < 16; i ++ ) {
  2883. this.elements[ i ] = array[ i + offset ];
  2884. }
  2885. return this;
  2886. },
  2887. toArray: function ( array, offset ) {
  2888. if ( array === undefined ) { array = []; }
  2889. if ( offset === undefined ) { offset = 0; }
  2890. var te = this.elements;
  2891. array[ offset ] = te[ 0 ];
  2892. array[ offset + 1 ] = te[ 1 ];
  2893. array[ offset + 2 ] = te[ 2 ];
  2894. array[ offset + 3 ] = te[ 3 ];
  2895. array[ offset + 4 ] = te[ 4 ];
  2896. array[ offset + 5 ] = te[ 5 ];
  2897. array[ offset + 6 ] = te[ 6 ];
  2898. array[ offset + 7 ] = te[ 7 ];
  2899. array[ offset + 8 ] = te[ 8 ];
  2900. array[ offset + 9 ] = te[ 9 ];
  2901. array[ offset + 10 ] = te[ 10 ];
  2902. array[ offset + 11 ] = te[ 11 ];
  2903. array[ offset + 12 ] = te[ 12 ];
  2904. array[ offset + 13 ] = te[ 13 ];
  2905. array[ offset + 14 ] = te[ 14 ];
  2906. array[ offset + 15 ] = te[ 15 ];
  2907. return array;
  2908. }
  2909. } );
  2910. /**
  2911. * @author mrdoob / http://mrdoob.com/
  2912. * @author WestLangley / http://github.com/WestLangley
  2913. * @author bhouston / http://clara.io
  2914. */
  2915. var _matrix = new Matrix4();
  2916. var _quaternion$1 = new Quaternion();
  2917. function Euler( x, y, z, order ) {
  2918. this._x = x || 0;
  2919. this._y = y || 0;
  2920. this._z = z || 0;
  2921. this._order = order || Euler.DefaultOrder;
  2922. }
  2923. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2924. Euler.DefaultOrder = 'XYZ';
  2925. Object.defineProperties( Euler.prototype, {
  2926. x: {
  2927. get: function () {
  2928. return this._x;
  2929. },
  2930. set: function ( value ) {
  2931. this._x = value;
  2932. this._onChangeCallback();
  2933. }
  2934. },
  2935. y: {
  2936. get: function () {
  2937. return this._y;
  2938. },
  2939. set: function ( value ) {
  2940. this._y = value;
  2941. this._onChangeCallback();
  2942. }
  2943. },
  2944. z: {
  2945. get: function () {
  2946. return this._z;
  2947. },
  2948. set: function ( value ) {
  2949. this._z = value;
  2950. this._onChangeCallback();
  2951. }
  2952. },
  2953. order: {
  2954. get: function () {
  2955. return this._order;
  2956. },
  2957. set: function ( value ) {
  2958. this._order = value;
  2959. this._onChangeCallback();
  2960. }
  2961. }
  2962. } );
  2963. Object.assign( Euler.prototype, {
  2964. isEuler: true,
  2965. set: function ( x, y, z, order ) {
  2966. this._x = x;
  2967. this._y = y;
  2968. this._z = z;
  2969. this._order = order || this._order;
  2970. this._onChangeCallback();
  2971. return this;
  2972. },
  2973. clone: function () {
  2974. return new this.constructor( this._x, this._y, this._z, this._order );
  2975. },
  2976. copy: function ( euler ) {
  2977. this._x = euler._x;
  2978. this._y = euler._y;
  2979. this._z = euler._z;
  2980. this._order = euler._order;
  2981. this._onChangeCallback();
  2982. return this;
  2983. },
  2984. setFromRotationMatrix: function ( m, order, update ) {
  2985. var clamp = _Math.clamp;
  2986. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2987. var te = m.elements;
  2988. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2989. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2990. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2991. order = order || this._order;
  2992. if ( order === 'XYZ' ) {
  2993. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  2994. if ( Math.abs( m13 ) < 0.9999999 ) {
  2995. this._x = Math.atan2( - m23, m33 );
  2996. this._z = Math.atan2( - m12, m11 );
  2997. } else {
  2998. this._x = Math.atan2( m32, m22 );
  2999. this._z = 0;
  3000. }
  3001. } else if ( order === 'YXZ' ) {
  3002. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3003. if ( Math.abs( m23 ) < 0.9999999 ) {
  3004. this._y = Math.atan2( m13, m33 );
  3005. this._z = Math.atan2( m21, m22 );
  3006. } else {
  3007. this._y = Math.atan2( - m31, m11 );
  3008. this._z = 0;
  3009. }
  3010. } else if ( order === 'ZXY' ) {
  3011. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3012. if ( Math.abs( m32 ) < 0.9999999 ) {
  3013. this._y = Math.atan2( - m31, m33 );
  3014. this._z = Math.atan2( - m12, m22 );
  3015. } else {
  3016. this._y = 0;
  3017. this._z = Math.atan2( m21, m11 );
  3018. }
  3019. } else if ( order === 'ZYX' ) {
  3020. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3021. if ( Math.abs( m31 ) < 0.9999999 ) {
  3022. this._x = Math.atan2( m32, m33 );
  3023. this._z = Math.atan2( m21, m11 );
  3024. } else {
  3025. this._x = 0;
  3026. this._z = Math.atan2( - m12, m22 );
  3027. }
  3028. } else if ( order === 'YZX' ) {
  3029. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3030. if ( Math.abs( m21 ) < 0.9999999 ) {
  3031. this._x = Math.atan2( - m23, m22 );
  3032. this._y = Math.atan2( - m31, m11 );
  3033. } else {
  3034. this._x = 0;
  3035. this._y = Math.atan2( m13, m33 );
  3036. }
  3037. } else if ( order === 'XZY' ) {
  3038. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3039. if ( Math.abs( m12 ) < 0.9999999 ) {
  3040. this._x = Math.atan2( m32, m22 );
  3041. this._y = Math.atan2( m13, m11 );
  3042. } else {
  3043. this._x = Math.atan2( - m23, m33 );
  3044. this._y = 0;
  3045. }
  3046. } else {
  3047. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3048. }
  3049. this._order = order;
  3050. if ( update !== false ) { this._onChangeCallback(); }
  3051. return this;
  3052. },
  3053. setFromQuaternion: function ( q, order, update ) {
  3054. _matrix.makeRotationFromQuaternion( q );
  3055. return this.setFromRotationMatrix( _matrix, order, update );
  3056. },
  3057. setFromVector3: function ( v, order ) {
  3058. return this.set( v.x, v.y, v.z, order || this._order );
  3059. },
  3060. reorder: function ( newOrder ) {
  3061. // WARNING: this discards revolution information -bhouston
  3062. _quaternion$1.setFromEuler( this );
  3063. return this.setFromQuaternion( _quaternion$1, newOrder );
  3064. },
  3065. equals: function ( euler ) {
  3066. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3067. },
  3068. fromArray: function ( array ) {
  3069. this._x = array[ 0 ];
  3070. this._y = array[ 1 ];
  3071. this._z = array[ 2 ];
  3072. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3073. this._onChangeCallback();
  3074. return this;
  3075. },
  3076. toArray: function ( array, offset ) {
  3077. if ( array === undefined ) { array = []; }
  3078. if ( offset === undefined ) { offset = 0; }
  3079. array[ offset ] = this._x;
  3080. array[ offset + 1 ] = this._y;
  3081. array[ offset + 2 ] = this._z;
  3082. array[ offset + 3 ] = this._order;
  3083. return array;
  3084. },
  3085. toVector3: function ( optionalResult ) {
  3086. if ( optionalResult ) {
  3087. return optionalResult.set( this._x, this._y, this._z );
  3088. } else {
  3089. return new Vector3( this._x, this._y, this._z );
  3090. }
  3091. },
  3092. _onChange: function ( callback ) {
  3093. this._onChangeCallback = callback;
  3094. return this;
  3095. },
  3096. _onChangeCallback: function () {}
  3097. } );
  3098. /**
  3099. * @author mrdoob / http://mrdoob.com/
  3100. */
  3101. function Layers() {
  3102. this.mask = 1 | 0;
  3103. }
  3104. Object.assign( Layers.prototype, {
  3105. set: function ( channel ) {
  3106. this.mask = 1 << channel | 0;
  3107. },
  3108. enable: function ( channel ) {
  3109. this.mask |= 1 << channel | 0;
  3110. },
  3111. enableAll: function () {
  3112. this.mask = 0xffffffff | 0;
  3113. },
  3114. toggle: function ( channel ) {
  3115. this.mask ^= 1 << channel | 0;
  3116. },
  3117. disable: function ( channel ) {
  3118. this.mask &= ~ ( 1 << channel | 0 );
  3119. },
  3120. disableAll: function () {
  3121. this.mask = 0;
  3122. },
  3123. test: function ( layers ) {
  3124. return ( this.mask & layers.mask ) !== 0;
  3125. }
  3126. } );
  3127. var _object3DId = 0;
  3128. var _v1$1 = new Vector3();
  3129. var _q1 = new Quaternion();
  3130. var _m1$1 = new Matrix4();
  3131. var _target = new Vector3();
  3132. var _position = new Vector3();
  3133. var _scale = new Vector3();
  3134. var _quaternion$2 = new Quaternion();
  3135. var _xAxis = new Vector3( 1, 0, 0 );
  3136. var _yAxis = new Vector3( 0, 1, 0 );
  3137. var _zAxis = new Vector3( 0, 0, 1 );
  3138. var _addedEvent = { type: 'added' };
  3139. var _removedEvent = { type: 'removed' };
  3140. /**
  3141. * @author mrdoob / http://mrdoob.com/
  3142. * @author mikael emtinger / http://gomo.se/
  3143. * @author alteredq / http://alteredqualia.com/
  3144. * @author WestLangley / http://github.com/WestLangley
  3145. * @author elephantatwork / www.elephantatwork.ch
  3146. */
  3147. function Object3D() {
  3148. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3149. this.uuid = _Math.generateUUID();
  3150. this.name = '';
  3151. this.type = 'Object3D';
  3152. this.parent = null;
  3153. this.children = [];
  3154. this.up = Object3D.DefaultUp.clone();
  3155. var position = new Vector3();
  3156. var rotation = new Euler();
  3157. var quaternion = new Quaternion();
  3158. var scale = new Vector3( 1, 1, 1 );
  3159. function onRotationChange() {
  3160. quaternion.setFromEuler( rotation, false );
  3161. }
  3162. function onQuaternionChange() {
  3163. rotation.setFromQuaternion( quaternion, undefined, false );
  3164. }
  3165. rotation._onChange( onRotationChange );
  3166. quaternion._onChange( onQuaternionChange );
  3167. Object.defineProperties( this, {
  3168. position: {
  3169. configurable: true,
  3170. enumerable: true,
  3171. value: position
  3172. },
  3173. rotation: {
  3174. configurable: true,
  3175. enumerable: true,
  3176. value: rotation
  3177. },
  3178. quaternion: {
  3179. configurable: true,
  3180. enumerable: true,
  3181. value: quaternion
  3182. },
  3183. scale: {
  3184. configurable: true,
  3185. enumerable: true,
  3186. value: scale
  3187. },
  3188. modelViewMatrix: {
  3189. value: new Matrix4()
  3190. },
  3191. normalMatrix: {
  3192. value: new Matrix3()
  3193. }
  3194. } );
  3195. this.matrix = new Matrix4();
  3196. this.matrixWorld = new Matrix4();
  3197. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3198. this.matrixWorldNeedsUpdate = false;
  3199. this.layers = new Layers();
  3200. this.visible = true;
  3201. this.castShadow = false;
  3202. this.receiveShadow = false;
  3203. this.frustumCulled = true;
  3204. this.renderOrder = 0;
  3205. this.userData = {};
  3206. }
  3207. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3208. Object3D.DefaultMatrixAutoUpdate = true;
  3209. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3210. constructor: Object3D,
  3211. isObject3D: true,
  3212. onBeforeRender: function () {},
  3213. onAfterRender: function () {},
  3214. applyMatrix: function ( matrix ) {
  3215. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3216. this.matrix.premultiply( matrix );
  3217. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3218. },
  3219. applyQuaternion: function ( q ) {
  3220. this.quaternion.premultiply( q );
  3221. return this;
  3222. },
  3223. setRotationFromAxisAngle: function ( axis, angle ) {
  3224. // assumes axis is normalized
  3225. this.quaternion.setFromAxisAngle( axis, angle );
  3226. },
  3227. setRotationFromEuler: function ( euler ) {
  3228. this.quaternion.setFromEuler( euler, true );
  3229. },
  3230. setRotationFromMatrix: function ( m ) {
  3231. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3232. this.quaternion.setFromRotationMatrix( m );
  3233. },
  3234. setRotationFromQuaternion: function ( q ) {
  3235. // assumes q is normalized
  3236. this.quaternion.copy( q );
  3237. },
  3238. rotateOnAxis: function ( axis, angle ) {
  3239. // rotate object on axis in object space
  3240. // axis is assumed to be normalized
  3241. _q1.setFromAxisAngle( axis, angle );
  3242. this.quaternion.multiply( _q1 );
  3243. return this;
  3244. },
  3245. rotateOnWorldAxis: function ( axis, angle ) {
  3246. // rotate object on axis in world space
  3247. // axis is assumed to be normalized
  3248. // method assumes no rotated parent
  3249. _q1.setFromAxisAngle( axis, angle );
  3250. this.quaternion.premultiply( _q1 );
  3251. return this;
  3252. },
  3253. rotateX: function ( angle ) {
  3254. return this.rotateOnAxis( _xAxis, angle );
  3255. },
  3256. rotateY: function ( angle ) {
  3257. return this.rotateOnAxis( _yAxis, angle );
  3258. },
  3259. rotateZ: function ( angle ) {
  3260. return this.rotateOnAxis( _zAxis, angle );
  3261. },
  3262. translateOnAxis: function ( axis, distance ) {
  3263. // translate object by distance along axis in object space
  3264. // axis is assumed to be normalized
  3265. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3266. this.position.add( _v1$1.multiplyScalar( distance ) );
  3267. return this;
  3268. },
  3269. translateX: function ( distance ) {
  3270. return this.translateOnAxis( _xAxis, distance );
  3271. },
  3272. translateY: function ( distance ) {
  3273. return this.translateOnAxis( _yAxis, distance );
  3274. },
  3275. translateZ: function ( distance ) {
  3276. return this.translateOnAxis( _zAxis, distance );
  3277. },
  3278. localToWorld: function ( vector ) {
  3279. return vector.applyMatrix4( this.matrixWorld );
  3280. },
  3281. worldToLocal: function ( vector ) {
  3282. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3283. },
  3284. lookAt: function ( x, y, z ) {
  3285. // This method does not support objects having non-uniformly-scaled parent(s)
  3286. if ( x.isVector3 ) {
  3287. _target.copy( x );
  3288. } else {
  3289. _target.set( x, y, z );
  3290. }
  3291. var parent = this.parent;
  3292. this.updateWorldMatrix( true, false );
  3293. _position.setFromMatrixPosition( this.matrixWorld );
  3294. if ( this.isCamera || this.isLight ) {
  3295. _m1$1.lookAt( _position, _target, this.up );
  3296. } else {
  3297. _m1$1.lookAt( _target, _position, this.up );
  3298. }
  3299. this.quaternion.setFromRotationMatrix( _m1$1 );
  3300. if ( parent ) {
  3301. _m1$1.extractRotation( parent.matrixWorld );
  3302. _q1.setFromRotationMatrix( _m1$1 );
  3303. this.quaternion.premultiply( _q1.inverse() );
  3304. }
  3305. },
  3306. add: function ( object ) {
  3307. if ( arguments.length > 1 ) {
  3308. for ( var i = 0; i < arguments.length; i ++ ) {
  3309. this.add( arguments[ i ] );
  3310. }
  3311. return this;
  3312. }
  3313. if ( object === this ) {
  3314. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3315. return this;
  3316. }
  3317. if ( ( object && object.isObject3D ) ) {
  3318. if ( object.parent !== null ) {
  3319. object.parent.remove( object );
  3320. }
  3321. object.parent = this;
  3322. this.children.push( object );
  3323. object.dispatchEvent( _addedEvent );
  3324. } else {
  3325. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3326. }
  3327. return this;
  3328. },
  3329. remove: function ( object ) {
  3330. if ( arguments.length > 1 ) {
  3331. for ( var i = 0; i < arguments.length; i ++ ) {
  3332. this.remove( arguments[ i ] );
  3333. }
  3334. return this;
  3335. }
  3336. var index = this.children.indexOf( object );
  3337. if ( index !== - 1 ) {
  3338. object.parent = null;
  3339. this.children.splice( index, 1 );
  3340. object.dispatchEvent( _removedEvent );
  3341. }
  3342. return this;
  3343. },
  3344. attach: function ( object ) {
  3345. // adds object as a child of this, while maintaining the object's world transform
  3346. this.updateWorldMatrix( true, false );
  3347. _m1$1.getInverse( this.matrixWorld );
  3348. if ( object.parent !== null ) {
  3349. object.parent.updateWorldMatrix( true, false );
  3350. _m1$1.multiply( object.parent.matrixWorld );
  3351. }
  3352. object.applyMatrix( _m1$1 );
  3353. object.updateWorldMatrix( false, false );
  3354. this.add( object );
  3355. return this;
  3356. },
  3357. getObjectById: function ( id ) {
  3358. return this.getObjectByProperty( 'id', id );
  3359. },
  3360. getObjectByName: function ( name ) {
  3361. return this.getObjectByProperty( 'name', name );
  3362. },
  3363. getObjectByProperty: function ( name, value ) {
  3364. if ( this[ name ] === value ) { return this; }
  3365. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3366. var child = this.children[ i ];
  3367. var object = child.getObjectByProperty( name, value );
  3368. if ( object !== undefined ) {
  3369. return object;
  3370. }
  3371. }
  3372. return undefined;
  3373. },
  3374. getWorldPosition: function ( target ) {
  3375. if ( target === undefined ) {
  3376. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3377. target = new Vector3();
  3378. }
  3379. this.updateMatrixWorld( true );
  3380. return target.setFromMatrixPosition( this.matrixWorld );
  3381. },
  3382. getWorldQuaternion: function ( target ) {
  3383. if ( target === undefined ) {
  3384. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3385. target = new Quaternion();
  3386. }
  3387. this.updateMatrixWorld( true );
  3388. this.matrixWorld.decompose( _position, target, _scale );
  3389. return target;
  3390. },
  3391. getWorldScale: function ( target ) {
  3392. if ( target === undefined ) {
  3393. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3394. target = new Vector3();
  3395. }
  3396. this.updateMatrixWorld( true );
  3397. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3398. return target;
  3399. },
  3400. getWorldDirection: function ( target ) {
  3401. if ( target === undefined ) {
  3402. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3403. target = new Vector3();
  3404. }
  3405. this.updateMatrixWorld( true );
  3406. var e = this.matrixWorld.elements;
  3407. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3408. },
  3409. raycast: function () {},
  3410. traverse: function ( callback ) {
  3411. callback( this );
  3412. var children = this.children;
  3413. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3414. children[ i ].traverse( callback );
  3415. }
  3416. },
  3417. traverseVisible: function ( callback ) {
  3418. if ( this.visible === false ) { return; }
  3419. callback( this );
  3420. var children = this.children;
  3421. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3422. children[ i ].traverseVisible( callback );
  3423. }
  3424. },
  3425. traverseAncestors: function ( callback ) {
  3426. var parent = this.parent;
  3427. if ( parent !== null ) {
  3428. callback( parent );
  3429. parent.traverseAncestors( callback );
  3430. }
  3431. },
  3432. updateMatrix: function () {
  3433. this.matrix.compose( this.position, this.quaternion, this.scale );
  3434. this.matrixWorldNeedsUpdate = true;
  3435. },
  3436. updateMatrixWorld: function ( force ) {
  3437. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3438. if ( this.matrixWorldNeedsUpdate || force ) {
  3439. if ( this.parent === null ) {
  3440. this.matrixWorld.copy( this.matrix );
  3441. } else {
  3442. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3443. }
  3444. this.matrixWorldNeedsUpdate = false;
  3445. force = true;
  3446. }
  3447. // update children
  3448. var children = this.children;
  3449. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3450. children[ i ].updateMatrixWorld( force );
  3451. }
  3452. },
  3453. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3454. var parent = this.parent;
  3455. if ( updateParents === true && parent !== null ) {
  3456. parent.updateWorldMatrix( true, false );
  3457. }
  3458. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3459. if ( this.parent === null ) {
  3460. this.matrixWorld.copy( this.matrix );
  3461. } else {
  3462. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3463. }
  3464. // update children
  3465. if ( updateChildren === true ) {
  3466. var children = this.children;
  3467. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3468. children[ i ].updateWorldMatrix( false, true );
  3469. }
  3470. }
  3471. },
  3472. toJSON: function ( meta ) {
  3473. // meta is a string when called from JSON.stringify
  3474. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3475. var output = {};
  3476. // meta is a hash used to collect geometries, materials.
  3477. // not providing it implies that this is the root object
  3478. // being serialized.
  3479. if ( isRootObject ) {
  3480. // initialize meta obj
  3481. meta = {
  3482. geometries: {},
  3483. materials: {},
  3484. textures: {},
  3485. images: {},
  3486. shapes: {}
  3487. };
  3488. output.metadata = {
  3489. version: 4.5,
  3490. type: 'Object',
  3491. generator: 'Object3D.toJSON'
  3492. };
  3493. }
  3494. // standard Object3D serialization
  3495. var object = {};
  3496. object.uuid = this.uuid;
  3497. object.type = this.type;
  3498. if ( this.name !== '' ) { object.name = this.name; }
  3499. if ( this.castShadow === true ) { object.castShadow = true; }
  3500. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3501. if ( this.visible === false ) { object.visible = false; }
  3502. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3503. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3504. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3505. object.layers = this.layers.mask;
  3506. object.matrix = this.matrix.toArray();
  3507. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3508. // object specific properties
  3509. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) { object.drawMode = this.drawMode; }
  3510. //
  3511. function serialize( library, element ) {
  3512. if ( library[ element.uuid ] === undefined ) {
  3513. library[ element.uuid ] = element.toJSON( meta );
  3514. }
  3515. return element.uuid;
  3516. }
  3517. if ( this.isMesh || this.isLine || this.isPoints ) {
  3518. object.geometry = serialize( meta.geometries, this.geometry );
  3519. var parameters = this.geometry.parameters;
  3520. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3521. var shapes = parameters.shapes;
  3522. if ( Array.isArray( shapes ) ) {
  3523. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3524. var shape = shapes[ i ];
  3525. serialize( meta.shapes, shape );
  3526. }
  3527. } else {
  3528. serialize( meta.shapes, shapes );
  3529. }
  3530. }
  3531. }
  3532. if ( this.material !== undefined ) {
  3533. if ( Array.isArray( this.material ) ) {
  3534. var uuids = [];
  3535. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3536. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3537. }
  3538. object.material = uuids;
  3539. } else {
  3540. object.material = serialize( meta.materials, this.material );
  3541. }
  3542. }
  3543. //
  3544. if ( this.children.length > 0 ) {
  3545. object.children = [];
  3546. for ( var i = 0; i < this.children.length; i ++ ) {
  3547. object.children.push( this.children[ i ].toJSON( meta ).object );
  3548. }
  3549. }
  3550. if ( isRootObject ) {
  3551. var geometries = extractFromCache( meta.geometries );
  3552. var materials = extractFromCache( meta.materials );
  3553. var textures = extractFromCache( meta.textures );
  3554. var images = extractFromCache( meta.images );
  3555. var shapes = extractFromCache( meta.shapes );
  3556. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3557. if ( materials.length > 0 ) { output.materials = materials; }
  3558. if ( textures.length > 0 ) { output.textures = textures; }
  3559. if ( images.length > 0 ) { output.images = images; }
  3560. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3561. }
  3562. output.object = object;
  3563. return output;
  3564. // extract data from the cache hash
  3565. // remove metadata on each item
  3566. // and return as array
  3567. function extractFromCache( cache ) {
  3568. var values = [];
  3569. for ( var key in cache ) {
  3570. var data = cache[ key ];
  3571. delete data.metadata;
  3572. values.push( data );
  3573. }
  3574. return values;
  3575. }
  3576. },
  3577. clone: function ( recursive ) {
  3578. return new this.constructor().copy( this, recursive );
  3579. },
  3580. copy: function ( source, recursive ) {
  3581. if ( recursive === undefined ) { recursive = true; }
  3582. this.name = source.name;
  3583. this.up.copy( source.up );
  3584. this.position.copy( source.position );
  3585. this.quaternion.copy( source.quaternion );
  3586. this.scale.copy( source.scale );
  3587. this.matrix.copy( source.matrix );
  3588. this.matrixWorld.copy( source.matrixWorld );
  3589. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3590. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3591. this.layers.mask = source.layers.mask;
  3592. this.visible = source.visible;
  3593. this.castShadow = source.castShadow;
  3594. this.receiveShadow = source.receiveShadow;
  3595. this.frustumCulled = source.frustumCulled;
  3596. this.renderOrder = source.renderOrder;
  3597. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3598. if ( recursive === true ) {
  3599. for ( var i = 0; i < source.children.length; i ++ ) {
  3600. var child = source.children[ i ];
  3601. this.add( child.clone() );
  3602. }
  3603. }
  3604. return this;
  3605. }
  3606. } );
  3607. /**
  3608. * @author mrdoob / http://mrdoob.com/
  3609. */
  3610. function Scene() {
  3611. Object3D.call( this );
  3612. this.type = 'Scene';
  3613. this.background = null;
  3614. this.fog = null;
  3615. this.overrideMaterial = null;
  3616. this.autoUpdate = true; // checked by the renderer
  3617. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3618. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3619. }
  3620. }
  3621. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3622. constructor: Scene,
  3623. isScene: true,
  3624. copy: function ( source, recursive ) {
  3625. Object3D.prototype.copy.call( this, source, recursive );
  3626. if ( source.background !== null ) { this.background = source.background.clone(); }
  3627. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3628. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3629. this.autoUpdate = source.autoUpdate;
  3630. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3631. return this;
  3632. },
  3633. toJSON: function ( meta ) {
  3634. var data = Object3D.prototype.toJSON.call( this, meta );
  3635. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3636. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3637. return data;
  3638. },
  3639. dispose: function () {
  3640. this.dispatchEvent( { type: 'dispose' } );
  3641. }
  3642. } );
  3643. var _points = [
  3644. new Vector3(),
  3645. new Vector3(),
  3646. new Vector3(),
  3647. new Vector3(),
  3648. new Vector3(),
  3649. new Vector3(),
  3650. new Vector3(),
  3651. new Vector3()
  3652. ];
  3653. var _vector$2 = new Vector3();
  3654. // triangle centered vertices
  3655. var _v0 = new Vector3();
  3656. var _v1$2 = new Vector3();
  3657. var _v2 = new Vector3();
  3658. // triangle edge vectors
  3659. var _f0 = new Vector3();
  3660. var _f1 = new Vector3();
  3661. var _f2 = new Vector3();
  3662. var _center = new Vector3();
  3663. var _extents = new Vector3();
  3664. var _triangleNormal = new Vector3();
  3665. var _testAxis = new Vector3();
  3666. /**
  3667. * @author bhouston / http://clara.io
  3668. * @author WestLangley / http://github.com/WestLangley
  3669. */
  3670. function Box3( min, max ) {
  3671. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3672. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3673. }
  3674. Object.assign( Box3.prototype, {
  3675. isBox3: true,
  3676. set: function ( min, max ) {
  3677. this.min.copy( min );
  3678. this.max.copy( max );
  3679. return this;
  3680. },
  3681. setFromArray: function ( array ) {
  3682. var minX = + Infinity;
  3683. var minY = + Infinity;
  3684. var minZ = + Infinity;
  3685. var maxX = - Infinity;
  3686. var maxY = - Infinity;
  3687. var maxZ = - Infinity;
  3688. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3689. var x = array[ i ];
  3690. var y = array[ i + 1 ];
  3691. var z = array[ i + 2 ];
  3692. if ( x < minX ) { minX = x; }
  3693. if ( y < minY ) { minY = y; }
  3694. if ( z < minZ ) { minZ = z; }
  3695. if ( x > maxX ) { maxX = x; }
  3696. if ( y > maxY ) { maxY = y; }
  3697. if ( z > maxZ ) { maxZ = z; }
  3698. }
  3699. this.min.set( minX, minY, minZ );
  3700. this.max.set( maxX, maxY, maxZ );
  3701. return this;
  3702. },
  3703. setFromBufferAttribute: function ( attribute ) {
  3704. var minX = + Infinity;
  3705. var minY = + Infinity;
  3706. var minZ = + Infinity;
  3707. var maxX = - Infinity;
  3708. var maxY = - Infinity;
  3709. var maxZ = - Infinity;
  3710. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3711. var x = attribute.getX( i );
  3712. var y = attribute.getY( i );
  3713. var z = attribute.getZ( i );
  3714. if ( x < minX ) { minX = x; }
  3715. if ( y < minY ) { minY = y; }
  3716. if ( z < minZ ) { minZ = z; }
  3717. if ( x > maxX ) { maxX = x; }
  3718. if ( y > maxY ) { maxY = y; }
  3719. if ( z > maxZ ) { maxZ = z; }
  3720. }
  3721. this.min.set( minX, minY, minZ );
  3722. this.max.set( maxX, maxY, maxZ );
  3723. return this;
  3724. },
  3725. setFromPoints: function ( points ) {
  3726. this.makeEmpty();
  3727. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3728. this.expandByPoint( points[ i ] );
  3729. }
  3730. return this;
  3731. },
  3732. setFromCenterAndSize: function ( center, size ) {
  3733. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3734. this.min.copy( center ).sub( halfSize );
  3735. this.max.copy( center ).add( halfSize );
  3736. return this;
  3737. },
  3738. setFromObject: function ( object ) {
  3739. this.makeEmpty();
  3740. return this.expandByObject( object );
  3741. },
  3742. clone: function () {
  3743. return new this.constructor().copy( this );
  3744. },
  3745. copy: function ( box ) {
  3746. this.min.copy( box.min );
  3747. this.max.copy( box.max );
  3748. return this;
  3749. },
  3750. makeEmpty: function () {
  3751. this.min.x = this.min.y = this.min.z = + Infinity;
  3752. this.max.x = this.max.y = this.max.z = - Infinity;
  3753. return this;
  3754. },
  3755. isEmpty: function () {
  3756. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3757. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3758. },
  3759. getCenter: function ( target ) {
  3760. if ( target === undefined ) {
  3761. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3762. target = new Vector3();
  3763. }
  3764. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3765. },
  3766. getSize: function ( target ) {
  3767. if ( target === undefined ) {
  3768. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3769. target = new Vector3();
  3770. }
  3771. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3772. },
  3773. expandByPoint: function ( point ) {
  3774. this.min.min( point );
  3775. this.max.max( point );
  3776. return this;
  3777. },
  3778. expandByVector: function ( vector ) {
  3779. this.min.sub( vector );
  3780. this.max.add( vector );
  3781. return this;
  3782. },
  3783. expandByScalar: function ( scalar ) {
  3784. this.min.addScalar( - scalar );
  3785. this.max.addScalar( scalar );
  3786. return this;
  3787. },
  3788. expandByObject: function ( object ) {
  3789. var i, l;
  3790. // Computes the world-axis-aligned bounding box of an object (including its children),
  3791. // accounting for both the object's, and children's, world transforms
  3792. object.updateWorldMatrix( false, false );
  3793. var geometry = object.geometry;
  3794. if ( geometry !== undefined ) {
  3795. if ( geometry.isGeometry ) {
  3796. var vertices = geometry.vertices;
  3797. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3798. _vector$2.copy( vertices[ i ] );
  3799. _vector$2.applyMatrix4( object.matrixWorld );
  3800. this.expandByPoint( _vector$2 );
  3801. }
  3802. } else if ( geometry.isBufferGeometry ) {
  3803. var attribute = geometry.attributes.position;
  3804. if ( attribute !== undefined ) {
  3805. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3806. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3807. this.expandByPoint( _vector$2 );
  3808. }
  3809. }
  3810. }
  3811. }
  3812. //
  3813. var children = object.children;
  3814. for ( i = 0, l = children.length; i < l; i ++ ) {
  3815. this.expandByObject( children[ i ] );
  3816. }
  3817. return this;
  3818. },
  3819. containsPoint: function ( point ) {
  3820. return point.x < this.min.x || point.x > this.max.x ||
  3821. point.y < this.min.y || point.y > this.max.y ||
  3822. point.z < this.min.z || point.z > this.max.z ? false : true;
  3823. },
  3824. containsBox: function ( box ) {
  3825. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3826. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3827. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3828. },
  3829. getParameter: function ( point, target ) {
  3830. // This can potentially have a divide by zero if the box
  3831. // has a size dimension of 0.
  3832. if ( target === undefined ) {
  3833. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3834. target = new Vector3();
  3835. }
  3836. return target.set(
  3837. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3838. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3839. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3840. );
  3841. },
  3842. intersectsBox: function ( box ) {
  3843. // using 6 splitting planes to rule out intersections.
  3844. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3845. box.max.y < this.min.y || box.min.y > this.max.y ||
  3846. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3847. },
  3848. intersectsSphere: function ( sphere ) {
  3849. // Find the point on the AABB closest to the sphere center.
  3850. this.clampPoint( sphere.center, _vector$2 );
  3851. // If that point is inside the sphere, the AABB and sphere intersect.
  3852. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3853. },
  3854. intersectsPlane: function ( plane ) {
  3855. // We compute the minimum and maximum dot product values. If those values
  3856. // are on the same side (back or front) of the plane, then there is no intersection.
  3857. var min, max;
  3858. if ( plane.normal.x > 0 ) {
  3859. min = plane.normal.x * this.min.x;
  3860. max = plane.normal.x * this.max.x;
  3861. } else {
  3862. min = plane.normal.x * this.max.x;
  3863. max = plane.normal.x * this.min.x;
  3864. }
  3865. if ( plane.normal.y > 0 ) {
  3866. min += plane.normal.y * this.min.y;
  3867. max += plane.normal.y * this.max.y;
  3868. } else {
  3869. min += plane.normal.y * this.max.y;
  3870. max += plane.normal.y * this.min.y;
  3871. }
  3872. if ( plane.normal.z > 0 ) {
  3873. min += plane.normal.z * this.min.z;
  3874. max += plane.normal.z * this.max.z;
  3875. } else {
  3876. min += plane.normal.z * this.max.z;
  3877. max += plane.normal.z * this.min.z;
  3878. }
  3879. return ( min <= - plane.constant && max >= - plane.constant );
  3880. },
  3881. intersectsTriangle: function ( triangle ) {
  3882. if ( this.isEmpty() ) {
  3883. return false;
  3884. }
  3885. // compute box center and extents
  3886. this.getCenter( _center );
  3887. _extents.subVectors( this.max, _center );
  3888. // translate triangle to aabb origin
  3889. _v0.subVectors( triangle.a, _center );
  3890. _v1$2.subVectors( triangle.b, _center );
  3891. _v2.subVectors( triangle.c, _center );
  3892. // compute edge vectors for triangle
  3893. _f0.subVectors( _v1$2, _v0 );
  3894. _f1.subVectors( _v2, _v1$2 );
  3895. _f2.subVectors( _v0, _v2 );
  3896. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3897. // 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
  3898. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3899. var axes = [
  3900. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3901. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3902. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3903. ];
  3904. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3905. return false;
  3906. }
  3907. // test 3 face normals from the aabb
  3908. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3909. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3910. return false;
  3911. }
  3912. // finally testing the face normal of the triangle
  3913. // use already existing triangle edge vectors here
  3914. _triangleNormal.crossVectors( _f0, _f1 );
  3915. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3916. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3917. },
  3918. clampPoint: function ( point, target ) {
  3919. if ( target === undefined ) {
  3920. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3921. target = new Vector3();
  3922. }
  3923. return target.copy( point ).clamp( this.min, this.max );
  3924. },
  3925. distanceToPoint: function ( point ) {
  3926. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3927. return clampedPoint.sub( point ).length();
  3928. },
  3929. getBoundingSphere: function ( target ) {
  3930. if ( target === undefined ) {
  3931. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3932. //target = new Sphere(); // removed to avoid cyclic dependency
  3933. }
  3934. this.getCenter( target.center );
  3935. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3936. return target;
  3937. },
  3938. intersect: function ( box ) {
  3939. this.min.max( box.min );
  3940. this.max.min( box.max );
  3941. // 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.
  3942. if ( this.isEmpty() ) { this.makeEmpty(); }
  3943. return this;
  3944. },
  3945. union: function ( box ) {
  3946. this.min.min( box.min );
  3947. this.max.max( box.max );
  3948. return this;
  3949. },
  3950. applyMatrix4: function ( matrix ) {
  3951. // transform of empty box is an empty box.
  3952. if ( this.isEmpty() ) { return this; }
  3953. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3954. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3955. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3956. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3957. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3958. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3959. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3960. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3961. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3962. this.setFromPoints( _points );
  3963. return this;
  3964. },
  3965. translate: function ( offset ) {
  3966. this.min.add( offset );
  3967. this.max.add( offset );
  3968. return this;
  3969. },
  3970. equals: function ( box ) {
  3971. return box.min.equals( this.min ) && box.max.equals( this.max );
  3972. }
  3973. } );
  3974. function satForAxes( axes, v0, v1, v2, extents ) {
  3975. var i, j;
  3976. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3977. _testAxis.fromArray( axes, i );
  3978. // project the aabb onto the seperating axis
  3979. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3980. // project all 3 vertices of the triangle onto the seperating axis
  3981. var p0 = v0.dot( _testAxis );
  3982. var p1 = v1.dot( _testAxis );
  3983. var p2 = v2.dot( _testAxis );
  3984. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3985. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3986. // points of the projected triangle are outside the projected half-length of the aabb
  3987. // the axis is seperating and we can exit
  3988. return false;
  3989. }
  3990. }
  3991. return true;
  3992. }
  3993. var _box = new Box3();
  3994. /**
  3995. * @author bhouston / http://clara.io
  3996. * @author mrdoob / http://mrdoob.com/
  3997. */
  3998. function Sphere( center, radius ) {
  3999. this.center = ( center !== undefined ) ? center : new Vector3();
  4000. this.radius = ( radius !== undefined ) ? radius : 0;
  4001. }
  4002. Object.assign( Sphere.prototype, {
  4003. set: function ( center, radius ) {
  4004. this.center.copy( center );
  4005. this.radius = radius;
  4006. return this;
  4007. },
  4008. setFromPoints: function ( points, optionalCenter ) {
  4009. var center = this.center;
  4010. if ( optionalCenter !== undefined ) {
  4011. center.copy( optionalCenter );
  4012. } else {
  4013. _box.setFromPoints( points ).getCenter( center );
  4014. }
  4015. var maxRadiusSq = 0;
  4016. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4017. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4018. }
  4019. this.radius = Math.sqrt( maxRadiusSq );
  4020. return this;
  4021. },
  4022. clone: function () {
  4023. return new this.constructor().copy( this );
  4024. },
  4025. copy: function ( sphere ) {
  4026. this.center.copy( sphere.center );
  4027. this.radius = sphere.radius;
  4028. return this;
  4029. },
  4030. empty: function () {
  4031. return ( this.radius <= 0 );
  4032. },
  4033. containsPoint: function ( point ) {
  4034. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4035. },
  4036. distanceToPoint: function ( point ) {
  4037. return ( point.distanceTo( this.center ) - this.radius );
  4038. },
  4039. intersectsSphere: function ( sphere ) {
  4040. var radiusSum = this.radius + sphere.radius;
  4041. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4042. },
  4043. intersectsBox: function ( box ) {
  4044. return box.intersectsSphere( this );
  4045. },
  4046. intersectsPlane: function ( plane ) {
  4047. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4048. },
  4049. clampPoint: function ( point, target ) {
  4050. var deltaLengthSq = this.center.distanceToSquared( point );
  4051. if ( target === undefined ) {
  4052. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4053. target = new Vector3();
  4054. }
  4055. target.copy( point );
  4056. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4057. target.sub( this.center ).normalize();
  4058. target.multiplyScalar( this.radius ).add( this.center );
  4059. }
  4060. return target;
  4061. },
  4062. getBoundingBox: function ( target ) {
  4063. if ( target === undefined ) {
  4064. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4065. target = new Box3();
  4066. }
  4067. target.set( this.center, this.center );
  4068. target.expandByScalar( this.radius );
  4069. return target;
  4070. },
  4071. applyMatrix4: function ( matrix ) {
  4072. this.center.applyMatrix4( matrix );
  4073. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4074. return this;
  4075. },
  4076. translate: function ( offset ) {
  4077. this.center.add( offset );
  4078. return this;
  4079. },
  4080. equals: function ( sphere ) {
  4081. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4082. }
  4083. } );
  4084. var _vector$3 = new Vector3();
  4085. var _segCenter = new Vector3();
  4086. var _segDir = new Vector3();
  4087. var _diff = new Vector3();
  4088. var _edge1 = new Vector3();
  4089. var _edge2 = new Vector3();
  4090. var _normal = new Vector3();
  4091. /**
  4092. * @author bhouston / http://clara.io
  4093. */
  4094. function Ray( origin, direction ) {
  4095. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4096. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4097. }
  4098. Object.assign( Ray.prototype, {
  4099. set: function ( origin, direction ) {
  4100. this.origin.copy( origin );
  4101. this.direction.copy( direction );
  4102. return this;
  4103. },
  4104. clone: function () {
  4105. return new this.constructor().copy( this );
  4106. },
  4107. copy: function ( ray ) {
  4108. this.origin.copy( ray.origin );
  4109. this.direction.copy( ray.direction );
  4110. return this;
  4111. },
  4112. at: function ( t, target ) {
  4113. if ( target === undefined ) {
  4114. console.warn( 'THREE.Ray: .at() target is now required' );
  4115. target = new Vector3();
  4116. }
  4117. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4118. },
  4119. lookAt: function ( v ) {
  4120. this.direction.copy( v ).sub( this.origin ).normalize();
  4121. return this;
  4122. },
  4123. recast: function ( t ) {
  4124. this.origin.copy( this.at( t, _vector$3 ) );
  4125. return this;
  4126. },
  4127. closestPointToPoint: function ( point, target ) {
  4128. if ( target === undefined ) {
  4129. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4130. target = new Vector3();
  4131. }
  4132. target.subVectors( point, this.origin );
  4133. var directionDistance = target.dot( this.direction );
  4134. if ( directionDistance < 0 ) {
  4135. return target.copy( this.origin );
  4136. }
  4137. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4138. },
  4139. distanceToPoint: function ( point ) {
  4140. return Math.sqrt( this.distanceSqToPoint( point ) );
  4141. },
  4142. distanceSqToPoint: function ( point ) {
  4143. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4144. // point behind the ray
  4145. if ( directionDistance < 0 ) {
  4146. return this.origin.distanceToSquared( point );
  4147. }
  4148. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4149. return _vector$3.distanceToSquared( point );
  4150. },
  4151. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4152. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4153. // It returns the min distance between the ray and the segment
  4154. // defined by v0 and v1
  4155. // It can also set two optional targets :
  4156. // - The closest point on the ray
  4157. // - The closest point on the segment
  4158. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4159. _segDir.copy( v1 ).sub( v0 ).normalize();
  4160. _diff.copy( this.origin ).sub( _segCenter );
  4161. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4162. var a01 = - this.direction.dot( _segDir );
  4163. var b0 = _diff.dot( this.direction );
  4164. var b1 = - _diff.dot( _segDir );
  4165. var c = _diff.lengthSq();
  4166. var det = Math.abs( 1 - a01 * a01 );
  4167. var s0, s1, sqrDist, extDet;
  4168. if ( det > 0 ) {
  4169. // The ray and segment are not parallel.
  4170. s0 = a01 * b1 - b0;
  4171. s1 = a01 * b0 - b1;
  4172. extDet = segExtent * det;
  4173. if ( s0 >= 0 ) {
  4174. if ( s1 >= - extDet ) {
  4175. if ( s1 <= extDet ) {
  4176. // region 0
  4177. // Minimum at interior points of ray and segment.
  4178. var invDet = 1 / det;
  4179. s0 *= invDet;
  4180. s1 *= invDet;
  4181. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4182. } else {
  4183. // region 1
  4184. s1 = segExtent;
  4185. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4186. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4187. }
  4188. } else {
  4189. // region 5
  4190. s1 = - segExtent;
  4191. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4192. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4193. }
  4194. } else {
  4195. if ( s1 <= - extDet ) {
  4196. // region 4
  4197. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4198. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4199. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4200. } else if ( s1 <= extDet ) {
  4201. // region 3
  4202. s0 = 0;
  4203. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4204. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4205. } else {
  4206. // region 2
  4207. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4208. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4209. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4210. }
  4211. }
  4212. } else {
  4213. // Ray and segment are parallel.
  4214. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4215. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4216. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4217. }
  4218. if ( optionalPointOnRay ) {
  4219. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4220. }
  4221. if ( optionalPointOnSegment ) {
  4222. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4223. }
  4224. return sqrDist;
  4225. },
  4226. intersectSphere: function ( sphere, target ) {
  4227. _vector$3.subVectors( sphere.center, this.origin );
  4228. var tca = _vector$3.dot( this.direction );
  4229. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4230. var radius2 = sphere.radius * sphere.radius;
  4231. if ( d2 > radius2 ) { return null; }
  4232. var thc = Math.sqrt( radius2 - d2 );
  4233. // t0 = first intersect point - entrance on front of sphere
  4234. var t0 = tca - thc;
  4235. // t1 = second intersect point - exit point on back of sphere
  4236. var t1 = tca + thc;
  4237. // test to see if both t0 and t1 are behind the ray - if so, return null
  4238. if ( t0 < 0 && t1 < 0 ) { return null; }
  4239. // test to see if t0 is behind the ray:
  4240. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4241. // in order to always return an intersect point that is in front of the ray.
  4242. if ( t0 < 0 ) { return this.at( t1, target ); }
  4243. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4244. return this.at( t0, target );
  4245. },
  4246. intersectsSphere: function ( sphere ) {
  4247. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4248. },
  4249. distanceToPlane: function ( plane ) {
  4250. var denominator = plane.normal.dot( this.direction );
  4251. if ( denominator === 0 ) {
  4252. // line is coplanar, return origin
  4253. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4254. return 0;
  4255. }
  4256. // Null is preferable to undefined since undefined means.... it is undefined
  4257. return null;
  4258. }
  4259. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4260. // Return if the ray never intersects the plane
  4261. return t >= 0 ? t : null;
  4262. },
  4263. intersectPlane: function ( plane, target ) {
  4264. var t = this.distanceToPlane( plane );
  4265. if ( t === null ) {
  4266. return null;
  4267. }
  4268. return this.at( t, target );
  4269. },
  4270. intersectsPlane: function ( plane ) {
  4271. // check if the ray lies on the plane first
  4272. var distToPoint = plane.distanceToPoint( this.origin );
  4273. if ( distToPoint === 0 ) {
  4274. return true;
  4275. }
  4276. var denominator = plane.normal.dot( this.direction );
  4277. if ( denominator * distToPoint < 0 ) {
  4278. return true;
  4279. }
  4280. // ray origin is behind the plane (and is pointing behind it)
  4281. return false;
  4282. },
  4283. intersectBox: function ( box, target ) {
  4284. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4285. var invdirx = 1 / this.direction.x,
  4286. invdiry = 1 / this.direction.y,
  4287. invdirz = 1 / this.direction.z;
  4288. var origin = this.origin;
  4289. if ( invdirx >= 0 ) {
  4290. tmin = ( box.min.x - origin.x ) * invdirx;
  4291. tmax = ( box.max.x - origin.x ) * invdirx;
  4292. } else {
  4293. tmin = ( box.max.x - origin.x ) * invdirx;
  4294. tmax = ( box.min.x - origin.x ) * invdirx;
  4295. }
  4296. if ( invdiry >= 0 ) {
  4297. tymin = ( box.min.y - origin.y ) * invdiry;
  4298. tymax = ( box.max.y - origin.y ) * invdiry;
  4299. } else {
  4300. tymin = ( box.max.y - origin.y ) * invdiry;
  4301. tymax = ( box.min.y - origin.y ) * invdiry;
  4302. }
  4303. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4304. // These lines also handle the case where tmin or tmax is NaN
  4305. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4306. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4307. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4308. if ( invdirz >= 0 ) {
  4309. tzmin = ( box.min.z - origin.z ) * invdirz;
  4310. tzmax = ( box.max.z - origin.z ) * invdirz;
  4311. } else {
  4312. tzmin = ( box.max.z - origin.z ) * invdirz;
  4313. tzmax = ( box.min.z - origin.z ) * invdirz;
  4314. }
  4315. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4316. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4317. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4318. //return point closest to the ray (positive side)
  4319. if ( tmax < 0 ) { return null; }
  4320. return this.at( tmin >= 0 ? tmin : tmax, target );
  4321. },
  4322. intersectsBox: function ( box ) {
  4323. return this.intersectBox( box, _vector$3 ) !== null;
  4324. },
  4325. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4326. // Compute the offset origin, edges, and normal.
  4327. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4328. _edge1.subVectors( b, a );
  4329. _edge2.subVectors( c, a );
  4330. _normal.crossVectors( _edge1, _edge2 );
  4331. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4332. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4333. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4334. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4335. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4336. var DdN = this.direction.dot( _normal );
  4337. var sign;
  4338. if ( DdN > 0 ) {
  4339. if ( backfaceCulling ) { return null; }
  4340. sign = 1;
  4341. } else if ( DdN < 0 ) {
  4342. sign = - 1;
  4343. DdN = - DdN;
  4344. } else {
  4345. return null;
  4346. }
  4347. _diff.subVectors( this.origin, a );
  4348. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4349. // b1 < 0, no intersection
  4350. if ( DdQxE2 < 0 ) {
  4351. return null;
  4352. }
  4353. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4354. // b2 < 0, no intersection
  4355. if ( DdE1xQ < 0 ) {
  4356. return null;
  4357. }
  4358. // b1+b2 > 1, no intersection
  4359. if ( DdQxE2 + DdE1xQ > DdN ) {
  4360. return null;
  4361. }
  4362. // Line intersects triangle, check if ray does.
  4363. var QdN = - sign * _diff.dot( _normal );
  4364. // t < 0, no intersection
  4365. if ( QdN < 0 ) {
  4366. return null;
  4367. }
  4368. // Ray intersects triangle.
  4369. return this.at( QdN / DdN, target );
  4370. },
  4371. applyMatrix4: function ( matrix4 ) {
  4372. this.origin.applyMatrix4( matrix4 );
  4373. this.direction.transformDirection( matrix4 );
  4374. return this;
  4375. },
  4376. equals: function ( ray ) {
  4377. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4378. }
  4379. } );
  4380. /**
  4381. * @author bhouston / http://clara.io
  4382. * @author mrdoob / http://mrdoob.com/
  4383. */
  4384. var _v0$1 = new Vector3();
  4385. var _v1$3 = new Vector3();
  4386. var _v2$1 = new Vector3();
  4387. var _v3 = new Vector3();
  4388. var _vab = new Vector3();
  4389. var _vac = new Vector3();
  4390. var _vbc = new Vector3();
  4391. var _vap = new Vector3();
  4392. var _vbp = new Vector3();
  4393. var _vcp = new Vector3();
  4394. function Triangle( a, b, c ) {
  4395. this.a = ( a !== undefined ) ? a : new Vector3();
  4396. this.b = ( b !== undefined ) ? b : new Vector3();
  4397. this.c = ( c !== undefined ) ? c : new Vector3();
  4398. }
  4399. Object.assign( Triangle, {
  4400. getNormal: function ( a, b, c, target ) {
  4401. if ( target === undefined ) {
  4402. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4403. target = new Vector3();
  4404. }
  4405. target.subVectors( c, b );
  4406. _v0$1.subVectors( a, b );
  4407. target.cross( _v0$1 );
  4408. var targetLengthSq = target.lengthSq();
  4409. if ( targetLengthSq > 0 ) {
  4410. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4411. }
  4412. return target.set( 0, 0, 0 );
  4413. },
  4414. // static/instance method to calculate barycentric coordinates
  4415. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4416. getBarycoord: function ( point, a, b, c, target ) {
  4417. _v0$1.subVectors( c, a );
  4418. _v1$3.subVectors( b, a );
  4419. _v2$1.subVectors( point, a );
  4420. var dot00 = _v0$1.dot( _v0$1 );
  4421. var dot01 = _v0$1.dot( _v1$3 );
  4422. var dot02 = _v0$1.dot( _v2$1 );
  4423. var dot11 = _v1$3.dot( _v1$3 );
  4424. var dot12 = _v1$3.dot( _v2$1 );
  4425. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4426. if ( target === undefined ) {
  4427. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4428. target = new Vector3();
  4429. }
  4430. // collinear or singular triangle
  4431. if ( denom === 0 ) {
  4432. // arbitrary location outside of triangle?
  4433. // not sure if this is the best idea, maybe should be returning undefined
  4434. return target.set( - 2, - 1, - 1 );
  4435. }
  4436. var invDenom = 1 / denom;
  4437. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4438. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4439. // barycentric coordinates must always sum to 1
  4440. return target.set( 1 - u - v, v, u );
  4441. },
  4442. containsPoint: function ( point, a, b, c ) {
  4443. Triangle.getBarycoord( point, a, b, c, _v3 );
  4444. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4445. },
  4446. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4447. this.getBarycoord( point, p1, p2, p3, _v3 );
  4448. target.set( 0, 0 );
  4449. target.addScaledVector( uv1, _v3.x );
  4450. target.addScaledVector( uv2, _v3.y );
  4451. target.addScaledVector( uv3, _v3.z );
  4452. return target;
  4453. },
  4454. isFrontFacing: function ( a, b, c, direction ) {
  4455. _v0$1.subVectors( c, b );
  4456. _v1$3.subVectors( a, b );
  4457. // strictly front facing
  4458. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4459. }
  4460. } );
  4461. Object.assign( Triangle.prototype, {
  4462. set: function ( a, b, c ) {
  4463. this.a.copy( a );
  4464. this.b.copy( b );
  4465. this.c.copy( c );
  4466. return this;
  4467. },
  4468. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4469. this.a.copy( points[ i0 ] );
  4470. this.b.copy( points[ i1 ] );
  4471. this.c.copy( points[ i2 ] );
  4472. return this;
  4473. },
  4474. clone: function () {
  4475. return new this.constructor().copy( this );
  4476. },
  4477. copy: function ( triangle ) {
  4478. this.a.copy( triangle.a );
  4479. this.b.copy( triangle.b );
  4480. this.c.copy( triangle.c );
  4481. return this;
  4482. },
  4483. getArea: function () {
  4484. _v0$1.subVectors( this.c, this.b );
  4485. _v1$3.subVectors( this.a, this.b );
  4486. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4487. },
  4488. getMidpoint: function ( target ) {
  4489. if ( target === undefined ) {
  4490. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4491. target = new Vector3();
  4492. }
  4493. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4494. },
  4495. getNormal: function ( target ) {
  4496. return Triangle.getNormal( this.a, this.b, this.c, target );
  4497. },
  4498. getPlane: function ( target ) {
  4499. if ( target === undefined ) {
  4500. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4501. target = new Vector3();
  4502. }
  4503. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4504. },
  4505. getBarycoord: function ( point, target ) {
  4506. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4507. },
  4508. getUV: function ( point, uv1, uv2, uv3, target ) {
  4509. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4510. },
  4511. containsPoint: function ( point ) {
  4512. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4513. },
  4514. isFrontFacing: function ( direction ) {
  4515. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4516. },
  4517. intersectsBox: function ( box ) {
  4518. return box.intersectsTriangle( this );
  4519. },
  4520. closestPointToPoint: function ( p, target ) {
  4521. if ( target === undefined ) {
  4522. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4523. target = new Vector3();
  4524. }
  4525. var a = this.a, b = this.b, c = this.c;
  4526. var v, w;
  4527. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4528. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4529. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4530. // basically, we're distinguishing which of the voronoi regions of the triangle
  4531. // the point lies in with the minimum amount of redundant computation.
  4532. _vab.subVectors( b, a );
  4533. _vac.subVectors( c, a );
  4534. _vap.subVectors( p, a );
  4535. var d1 = _vab.dot( _vap );
  4536. var d2 = _vac.dot( _vap );
  4537. if ( d1 <= 0 && d2 <= 0 ) {
  4538. // vertex region of A; barycentric coords (1, 0, 0)
  4539. return target.copy( a );
  4540. }
  4541. _vbp.subVectors( p, b );
  4542. var d3 = _vab.dot( _vbp );
  4543. var d4 = _vac.dot( _vbp );
  4544. if ( d3 >= 0 && d4 <= d3 ) {
  4545. // vertex region of B; barycentric coords (0, 1, 0)
  4546. return target.copy( b );
  4547. }
  4548. var vc = d1 * d4 - d3 * d2;
  4549. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4550. v = d1 / ( d1 - d3 );
  4551. // edge region of AB; barycentric coords (1-v, v, 0)
  4552. return target.copy( a ).addScaledVector( _vab, v );
  4553. }
  4554. _vcp.subVectors( p, c );
  4555. var d5 = _vab.dot( _vcp );
  4556. var d6 = _vac.dot( _vcp );
  4557. if ( d6 >= 0 && d5 <= d6 ) {
  4558. // vertex region of C; barycentric coords (0, 0, 1)
  4559. return target.copy( c );
  4560. }
  4561. var vb = d5 * d2 - d1 * d6;
  4562. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4563. w = d2 / ( d2 - d6 );
  4564. // edge region of AC; barycentric coords (1-w, 0, w)
  4565. return target.copy( a ).addScaledVector( _vac, w );
  4566. }
  4567. var va = d3 * d6 - d5 * d4;
  4568. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4569. _vbc.subVectors( c, b );
  4570. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4571. // edge region of BC; barycentric coords (0, 1-w, w)
  4572. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4573. }
  4574. // face region
  4575. var denom = 1 / ( va + vb + vc );
  4576. // u = va * denom
  4577. v = vb * denom;
  4578. w = vc * denom;
  4579. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4580. },
  4581. equals: function ( triangle ) {
  4582. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4583. }
  4584. } );
  4585. /**
  4586. * @author mrdoob / http://mrdoob.com/
  4587. */
  4588. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4589. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4590. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4591. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4592. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4593. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4594. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4595. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4596. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4597. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4598. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4599. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4600. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4601. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4602. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4603. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4604. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4605. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4606. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4607. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4608. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4609. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4610. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4611. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4612. var _hslA = { h: 0, s: 0, l: 0 };
  4613. var _hslB = { h: 0, s: 0, l: 0 };
  4614. function Color( r, g, b ) {
  4615. if ( g === undefined && b === undefined ) {
  4616. // r is THREE.Color, hex or string
  4617. return this.set( r );
  4618. }
  4619. return this.setRGB( r, g, b );
  4620. }
  4621. function hue2rgb( p, q, t ) {
  4622. if ( t < 0 ) { t += 1; }
  4623. if ( t > 1 ) { t -= 1; }
  4624. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4625. if ( t < 1 / 2 ) { return q; }
  4626. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4627. return p;
  4628. }
  4629. function SRGBToLinear( c ) {
  4630. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4631. }
  4632. function LinearToSRGB( c ) {
  4633. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4634. }
  4635. Object.assign( Color.prototype, {
  4636. isColor: true,
  4637. r: 1, g: 1, b: 1,
  4638. set: function ( value ) {
  4639. if ( value && value.isColor ) {
  4640. this.copy( value );
  4641. } else if ( typeof value === 'number' ) {
  4642. this.setHex( value );
  4643. } else if ( typeof value === 'string' ) {
  4644. this.setStyle( value );
  4645. }
  4646. return this;
  4647. },
  4648. setScalar: function ( scalar ) {
  4649. this.r = scalar;
  4650. this.g = scalar;
  4651. this.b = scalar;
  4652. return this;
  4653. },
  4654. setHex: function ( hex ) {
  4655. hex = Math.floor( hex );
  4656. this.r = ( hex >> 16 & 255 ) / 255;
  4657. this.g = ( hex >> 8 & 255 ) / 255;
  4658. this.b = ( hex & 255 ) / 255;
  4659. return this;
  4660. },
  4661. setRGB: function ( r, g, b ) {
  4662. this.r = r;
  4663. this.g = g;
  4664. this.b = b;
  4665. return this;
  4666. },
  4667. setHSL: function ( h, s, l ) {
  4668. // h,s,l ranges are in 0.0 - 1.0
  4669. h = _Math.euclideanModulo( h, 1 );
  4670. s = _Math.clamp( s, 0, 1 );
  4671. l = _Math.clamp( l, 0, 1 );
  4672. if ( s === 0 ) {
  4673. this.r = this.g = this.b = l;
  4674. } else {
  4675. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4676. var q = ( 2 * l ) - p;
  4677. this.r = hue2rgb( q, p, h + 1 / 3 );
  4678. this.g = hue2rgb( q, p, h );
  4679. this.b = hue2rgb( q, p, h - 1 / 3 );
  4680. }
  4681. return this;
  4682. },
  4683. setStyle: function ( style ) {
  4684. function handleAlpha( string ) {
  4685. if ( string === undefined ) { return; }
  4686. if ( parseFloat( string ) < 1 ) {
  4687. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4688. }
  4689. }
  4690. var m;
  4691. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4692. // rgb / hsl
  4693. var color;
  4694. var name = m[ 1 ];
  4695. var components = m[ 2 ];
  4696. switch ( name ) {
  4697. case 'rgb':
  4698. case 'rgba':
  4699. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4700. // rgb(255,0,0) rgba(255,0,0,0.5)
  4701. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4702. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4703. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4704. handleAlpha( color[ 5 ] );
  4705. return this;
  4706. }
  4707. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4708. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4709. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4710. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4711. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4712. handleAlpha( color[ 5 ] );
  4713. return this;
  4714. }
  4715. break;
  4716. case 'hsl':
  4717. case 'hsla':
  4718. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4719. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4720. var h = parseFloat( color[ 1 ] ) / 360;
  4721. var s = parseInt( color[ 2 ], 10 ) / 100;
  4722. var l = parseInt( color[ 3 ], 10 ) / 100;
  4723. handleAlpha( color[ 5 ] );
  4724. return this.setHSL( h, s, l );
  4725. }
  4726. break;
  4727. }
  4728. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4729. // hex color
  4730. var hex = m[ 1 ];
  4731. var size = hex.length;
  4732. if ( size === 3 ) {
  4733. // #ff0
  4734. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4735. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4736. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4737. return this;
  4738. } else if ( size === 6 ) {
  4739. // #ff0000
  4740. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4741. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4742. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4743. return this;
  4744. }
  4745. }
  4746. if ( style && style.length > 0 ) {
  4747. // color keywords
  4748. var hex = _colorKeywords[ style ];
  4749. if ( hex !== undefined ) {
  4750. // red
  4751. this.setHex( hex );
  4752. } else {
  4753. // unknown color
  4754. console.warn( 'THREE.Color: Unknown color ' + style );
  4755. }
  4756. }
  4757. return this;
  4758. },
  4759. clone: function () {
  4760. return new this.constructor( this.r, this.g, this.b );
  4761. },
  4762. copy: function ( color ) {
  4763. this.r = color.r;
  4764. this.g = color.g;
  4765. this.b = color.b;
  4766. return this;
  4767. },
  4768. copyGammaToLinear: function ( color, gammaFactor ) {
  4769. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4770. this.r = Math.pow( color.r, gammaFactor );
  4771. this.g = Math.pow( color.g, gammaFactor );
  4772. this.b = Math.pow( color.b, gammaFactor );
  4773. return this;
  4774. },
  4775. copyLinearToGamma: function ( color, gammaFactor ) {
  4776. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4777. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4778. this.r = Math.pow( color.r, safeInverse );
  4779. this.g = Math.pow( color.g, safeInverse );
  4780. this.b = Math.pow( color.b, safeInverse );
  4781. return this;
  4782. },
  4783. convertGammaToLinear: function ( gammaFactor ) {
  4784. this.copyGammaToLinear( this, gammaFactor );
  4785. return this;
  4786. },
  4787. convertLinearToGamma: function ( gammaFactor ) {
  4788. this.copyLinearToGamma( this, gammaFactor );
  4789. return this;
  4790. },
  4791. copySRGBToLinear: function ( color ) {
  4792. this.r = SRGBToLinear( color.r );
  4793. this.g = SRGBToLinear( color.g );
  4794. this.b = SRGBToLinear( color.b );
  4795. return this;
  4796. },
  4797. copyLinearToSRGB: function ( color ) {
  4798. this.r = LinearToSRGB( color.r );
  4799. this.g = LinearToSRGB( color.g );
  4800. this.b = LinearToSRGB( color.b );
  4801. return this;
  4802. },
  4803. convertSRGBToLinear: function () {
  4804. this.copySRGBToLinear( this );
  4805. return this;
  4806. },
  4807. convertLinearToSRGB: function () {
  4808. this.copyLinearToSRGB( this );
  4809. return this;
  4810. },
  4811. getHex: function () {
  4812. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4813. },
  4814. getHexString: function () {
  4815. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4816. },
  4817. getHSL: function ( target ) {
  4818. // h,s,l ranges are in 0.0 - 1.0
  4819. if ( target === undefined ) {
  4820. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4821. target = { h: 0, s: 0, l: 0 };
  4822. }
  4823. var r = this.r, g = this.g, b = this.b;
  4824. var max = Math.max( r, g, b );
  4825. var min = Math.min( r, g, b );
  4826. var hue, saturation;
  4827. var lightness = ( min + max ) / 2.0;
  4828. if ( min === max ) {
  4829. hue = 0;
  4830. saturation = 0;
  4831. } else {
  4832. var delta = max - min;
  4833. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4834. switch ( max ) {
  4835. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4836. case g: hue = ( b - r ) / delta + 2; break;
  4837. case b: hue = ( r - g ) / delta + 4; break;
  4838. }
  4839. hue /= 6;
  4840. }
  4841. target.h = hue;
  4842. target.s = saturation;
  4843. target.l = lightness;
  4844. return target;
  4845. },
  4846. getStyle: function () {
  4847. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4848. },
  4849. offsetHSL: function ( h, s, l ) {
  4850. this.getHSL( _hslA );
  4851. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4852. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4853. return this;
  4854. },
  4855. add: function ( color ) {
  4856. this.r += color.r;
  4857. this.g += color.g;
  4858. this.b += color.b;
  4859. return this;
  4860. },
  4861. addColors: function ( color1, color2 ) {
  4862. this.r = color1.r + color2.r;
  4863. this.g = color1.g + color2.g;
  4864. this.b = color1.b + color2.b;
  4865. return this;
  4866. },
  4867. addScalar: function ( s ) {
  4868. this.r += s;
  4869. this.g += s;
  4870. this.b += s;
  4871. return this;
  4872. },
  4873. sub: function ( color ) {
  4874. this.r = Math.max( 0, this.r - color.r );
  4875. this.g = Math.max( 0, this.g - color.g );
  4876. this.b = Math.max( 0, this.b - color.b );
  4877. return this;
  4878. },
  4879. multiply: function ( color ) {
  4880. this.r *= color.r;
  4881. this.g *= color.g;
  4882. this.b *= color.b;
  4883. return this;
  4884. },
  4885. multiplyScalar: function ( s ) {
  4886. this.r *= s;
  4887. this.g *= s;
  4888. this.b *= s;
  4889. return this;
  4890. },
  4891. lerp: function ( color, alpha ) {
  4892. this.r += ( color.r - this.r ) * alpha;
  4893. this.g += ( color.g - this.g ) * alpha;
  4894. this.b += ( color.b - this.b ) * alpha;
  4895. return this;
  4896. },
  4897. lerpHSL: function ( color, alpha ) {
  4898. this.getHSL( _hslA );
  4899. color.getHSL( _hslB );
  4900. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4901. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4902. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4903. this.setHSL( h, s, l );
  4904. return this;
  4905. },
  4906. equals: function ( c ) {
  4907. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4908. },
  4909. fromArray: function ( array, offset ) {
  4910. if ( offset === undefined ) { offset = 0; }
  4911. this.r = array[ offset ];
  4912. this.g = array[ offset + 1 ];
  4913. this.b = array[ offset + 2 ];
  4914. return this;
  4915. },
  4916. toArray: function ( array, offset ) {
  4917. if ( array === undefined ) { array = []; }
  4918. if ( offset === undefined ) { offset = 0; }
  4919. array[ offset ] = this.r;
  4920. array[ offset + 1 ] = this.g;
  4921. array[ offset + 2 ] = this.b;
  4922. return array;
  4923. },
  4924. toJSON: function () {
  4925. return this.getHex();
  4926. }
  4927. } );
  4928. /**
  4929. * @author mrdoob / http://mrdoob.com/
  4930. * @author alteredq / http://alteredqualia.com/
  4931. */
  4932. function Face3( a, b, c, normal, color, materialIndex ) {
  4933. this.a = a;
  4934. this.b = b;
  4935. this.c = c;
  4936. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4937. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4938. this.color = ( color && color.isColor ) ? color : new Color();
  4939. this.vertexColors = Array.isArray( color ) ? color : [];
  4940. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4941. }
  4942. Object.assign( Face3.prototype, {
  4943. clone: function () {
  4944. return new this.constructor().copy( this );
  4945. },
  4946. copy: function ( source ) {
  4947. this.a = source.a;
  4948. this.b = source.b;
  4949. this.c = source.c;
  4950. this.normal.copy( source.normal );
  4951. this.color.copy( source.color );
  4952. this.materialIndex = source.materialIndex;
  4953. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4954. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4955. }
  4956. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4957. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4958. }
  4959. return this;
  4960. }
  4961. } );
  4962. /**
  4963. * @author mrdoob / http://mrdoob.com/
  4964. * @author alteredq / http://alteredqualia.com/
  4965. */
  4966. var materialId = 0;
  4967. function Material() {
  4968. Object.defineProperty( this, 'id', { value: materialId ++ } );
  4969. this.uuid = _Math.generateUUID();
  4970. this.name = '';
  4971. this.type = 'Material';
  4972. this.fog = true;
  4973. this.blending = NormalBlending;
  4974. this.side = FrontSide;
  4975. this.flatShading = false;
  4976. this.vertexTangents = false;
  4977. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  4978. this.opacity = 1;
  4979. this.transparent = false;
  4980. this.blendSrc = SrcAlphaFactor;
  4981. this.blendDst = OneMinusSrcAlphaFactor;
  4982. this.blendEquation = AddEquation;
  4983. this.blendSrcAlpha = null;
  4984. this.blendDstAlpha = null;
  4985. this.blendEquationAlpha = null;
  4986. this.depthFunc = LessEqualDepth;
  4987. this.depthTest = true;
  4988. this.depthWrite = true;
  4989. this.stencilWriteMask = 0xff;
  4990. this.stencilFunc = AlwaysStencilFunc;
  4991. this.stencilRef = 0;
  4992. this.stencilFuncMask = 0xff;
  4993. this.stencilFail = KeepStencilOp;
  4994. this.stencilZFail = KeepStencilOp;
  4995. this.stencilZPass = KeepStencilOp;
  4996. this.stencilWrite = false;
  4997. this.clippingPlanes = null;
  4998. this.clipIntersection = false;
  4999. this.clipShadows = false;
  5000. this.shadowSide = null;
  5001. this.colorWrite = true;
  5002. this.precision = null; // override the renderer's default precision for this material
  5003. this.polygonOffset = false;
  5004. this.polygonOffsetFactor = 0;
  5005. this.polygonOffsetUnits = 0;
  5006. this.dithering = false;
  5007. this.alphaTest = 0;
  5008. this.premultipliedAlpha = false;
  5009. this.visible = true;
  5010. this.toneMapped = true;
  5011. this.userData = {};
  5012. this.needsUpdate = true;
  5013. }
  5014. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5015. constructor: Material,
  5016. isMaterial: true,
  5017. onBeforeCompile: function () {},
  5018. setValues: function ( values ) {
  5019. if ( values === undefined ) { return; }
  5020. for ( var key in values ) {
  5021. var newValue = values[ key ];
  5022. if ( newValue === undefined ) {
  5023. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5024. continue;
  5025. }
  5026. // for backward compatability if shading is set in the constructor
  5027. if ( key === 'shading' ) {
  5028. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5029. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5030. continue;
  5031. }
  5032. var currentValue = this[ key ];
  5033. if ( currentValue === undefined ) {
  5034. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5035. continue;
  5036. }
  5037. if ( currentValue && currentValue.isColor ) {
  5038. currentValue.set( newValue );
  5039. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5040. currentValue.copy( newValue );
  5041. } else {
  5042. this[ key ] = newValue;
  5043. }
  5044. }
  5045. },
  5046. toJSON: function ( meta ) {
  5047. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5048. if ( isRoot ) {
  5049. meta = {
  5050. textures: {},
  5051. images: {}
  5052. };
  5053. }
  5054. var data = {
  5055. metadata: {
  5056. version: 4.5,
  5057. type: 'Material',
  5058. generator: 'Material.toJSON'
  5059. }
  5060. };
  5061. // standard Material serialization
  5062. data.uuid = this.uuid;
  5063. data.type = this.type;
  5064. if ( this.name !== '' ) { data.name = this.name; }
  5065. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5066. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5067. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5068. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5069. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5070. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5071. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5072. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5073. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5074. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5075. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5076. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5077. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5078. }
  5079. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5080. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5081. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5082. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5083. if ( this.aoMap && this.aoMap.isTexture ) {
  5084. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5085. data.aoMapIntensity = this.aoMapIntensity;
  5086. }
  5087. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5088. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5089. data.bumpScale = this.bumpScale;
  5090. }
  5091. if ( this.normalMap && this.normalMap.isTexture ) {
  5092. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5093. data.normalMapType = this.normalMapType;
  5094. data.normalScale = this.normalScale.toArray();
  5095. }
  5096. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5097. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5098. data.displacementScale = this.displacementScale;
  5099. data.displacementBias = this.displacementBias;
  5100. }
  5101. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5102. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5103. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5104. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5105. if ( this.envMap && this.envMap.isTexture ) {
  5106. data.envMap = this.envMap.toJSON( meta ).uuid;
  5107. data.reflectivity = this.reflectivity; // Scale behind envMap
  5108. data.refractionRatio = this.refractionRatio;
  5109. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5110. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5111. }
  5112. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5113. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5114. }
  5115. if ( this.size !== undefined ) { data.size = this.size; }
  5116. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5117. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5118. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5119. if ( this.side !== FrontSide ) { data.side = this.side; }
  5120. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5121. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5122. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5123. data.depthFunc = this.depthFunc;
  5124. data.depthTest = this.depthTest;
  5125. data.depthWrite = this.depthWrite;
  5126. data.stencilWrite = this.stencilWrite;
  5127. data.stencilWriteMask = this.stencilWriteMask;
  5128. data.stencilFunc = this.stencilFunc;
  5129. data.stencilRef = this.stencilRef;
  5130. data.stencilFuncMask = this.stencilFuncMask;
  5131. data.stencilFail = this.stencilFail;
  5132. data.stencilZFail = this.stencilZFail;
  5133. data.stencilZPass = this.stencilZPass;
  5134. // rotation (SpriteMaterial)
  5135. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5136. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5137. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5138. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5139. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5140. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5141. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5142. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5143. if ( this.dithering === true ) { data.dithering = true; }
  5144. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5145. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5146. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5147. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5148. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5149. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5150. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5151. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5152. if ( this.skinning === true ) { data.skinning = true; }
  5153. if ( this.visible === false ) { data.visible = false; }
  5154. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5155. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5156. // TODO: Copied from Object3D.toJSON
  5157. function extractFromCache( cache ) {
  5158. var values = [];
  5159. for ( var key in cache ) {
  5160. var data = cache[ key ];
  5161. delete data.metadata;
  5162. values.push( data );
  5163. }
  5164. return values;
  5165. }
  5166. if ( isRoot ) {
  5167. var textures = extractFromCache( meta.textures );
  5168. var images = extractFromCache( meta.images );
  5169. if ( textures.length > 0 ) { data.textures = textures; }
  5170. if ( images.length > 0 ) { data.images = images; }
  5171. }
  5172. return data;
  5173. },
  5174. clone: function () {
  5175. return new this.constructor().copy( this );
  5176. },
  5177. copy: function ( source ) {
  5178. this.name = source.name;
  5179. this.fog = source.fog;
  5180. this.blending = source.blending;
  5181. this.side = source.side;
  5182. this.flatShading = source.flatShading;
  5183. this.vertexColors = source.vertexColors;
  5184. this.opacity = source.opacity;
  5185. this.transparent = source.transparent;
  5186. this.blendSrc = source.blendSrc;
  5187. this.blendDst = source.blendDst;
  5188. this.blendEquation = source.blendEquation;
  5189. this.blendSrcAlpha = source.blendSrcAlpha;
  5190. this.blendDstAlpha = source.blendDstAlpha;
  5191. this.blendEquationAlpha = source.blendEquationAlpha;
  5192. this.depthFunc = source.depthFunc;
  5193. this.depthTest = source.depthTest;
  5194. this.depthWrite = source.depthWrite;
  5195. this.stencilWrite = source.stencilWrite;
  5196. this.stencilWriteMask = source.stencilWriteMask;
  5197. this.stencilFunc = source.stencilFunc;
  5198. this.stencilRef = source.stencilRef;
  5199. this.stencilFuncMask = source.stencilFuncMask;
  5200. this.stencilFail = source.stencilFail;
  5201. this.stencilZFail = source.stencilZFail;
  5202. this.stencilZPass = source.stencilZPass;
  5203. this.colorWrite = source.colorWrite;
  5204. this.precision = source.precision;
  5205. this.polygonOffset = source.polygonOffset;
  5206. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5207. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5208. this.dithering = source.dithering;
  5209. this.alphaTest = source.alphaTest;
  5210. this.premultipliedAlpha = source.premultipliedAlpha;
  5211. this.visible = source.visible;
  5212. this.toneMapped = source.toneMapped;
  5213. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5214. this.clipShadows = source.clipShadows;
  5215. this.clipIntersection = source.clipIntersection;
  5216. var srcPlanes = source.clippingPlanes,
  5217. dstPlanes = null;
  5218. if ( srcPlanes !== null ) {
  5219. var n = srcPlanes.length;
  5220. dstPlanes = new Array( n );
  5221. for ( var i = 0; i !== n; ++ i )
  5222. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5223. }
  5224. this.clippingPlanes = dstPlanes;
  5225. this.shadowSide = source.shadowSide;
  5226. return this;
  5227. },
  5228. dispose: function () {
  5229. this.dispatchEvent( { type: 'dispose' } );
  5230. }
  5231. } );
  5232. /**
  5233. * @author mrdoob / http://mrdoob.com/
  5234. * @author alteredq / http://alteredqualia.com/
  5235. *
  5236. * parameters = {
  5237. * color: <hex>,
  5238. * opacity: <float>,
  5239. * map: new THREE.Texture( <Image> ),
  5240. *
  5241. * lightMap: new THREE.Texture( <Image> ),
  5242. * lightMapIntensity: <float>
  5243. *
  5244. * aoMap: new THREE.Texture( <Image> ),
  5245. * aoMapIntensity: <float>
  5246. *
  5247. * specularMap: new THREE.Texture( <Image> ),
  5248. *
  5249. * alphaMap: new THREE.Texture( <Image> ),
  5250. *
  5251. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5252. * combine: THREE.Multiply,
  5253. * reflectivity: <float>,
  5254. * refractionRatio: <float>,
  5255. *
  5256. * depthTest: <bool>,
  5257. * depthWrite: <bool>,
  5258. *
  5259. * wireframe: <boolean>,
  5260. * wireframeLinewidth: <float>,
  5261. *
  5262. * skinning: <bool>,
  5263. * morphTargets: <bool>
  5264. * }
  5265. */
  5266. function MeshBasicMaterial( parameters ) {
  5267. Material.call( this );
  5268. this.type = 'MeshBasicMaterial';
  5269. this.color = new Color( 0xffffff ); // emissive
  5270. this.map = null;
  5271. this.lightMap = null;
  5272. this.lightMapIntensity = 1.0;
  5273. this.aoMap = null;
  5274. this.aoMapIntensity = 1.0;
  5275. this.specularMap = null;
  5276. this.alphaMap = null;
  5277. this.envMap = null;
  5278. this.combine = MultiplyOperation;
  5279. this.reflectivity = 1;
  5280. this.refractionRatio = 0.98;
  5281. this.wireframe = false;
  5282. this.wireframeLinewidth = 1;
  5283. this.wireframeLinecap = 'round';
  5284. this.wireframeLinejoin = 'round';
  5285. this.skinning = false;
  5286. this.morphTargets = false;
  5287. this.setValues( parameters );
  5288. }
  5289. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5290. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5291. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5292. MeshBasicMaterial.prototype.copy = function ( source ) {
  5293. Material.prototype.copy.call( this, source );
  5294. this.color.copy( source.color );
  5295. this.map = source.map;
  5296. this.lightMap = source.lightMap;
  5297. this.lightMapIntensity = source.lightMapIntensity;
  5298. this.aoMap = source.aoMap;
  5299. this.aoMapIntensity = source.aoMapIntensity;
  5300. this.specularMap = source.specularMap;
  5301. this.alphaMap = source.alphaMap;
  5302. this.envMap = source.envMap;
  5303. this.combine = source.combine;
  5304. this.reflectivity = source.reflectivity;
  5305. this.refractionRatio = source.refractionRatio;
  5306. this.wireframe = source.wireframe;
  5307. this.wireframeLinewidth = source.wireframeLinewidth;
  5308. this.wireframeLinecap = source.wireframeLinecap;
  5309. this.wireframeLinejoin = source.wireframeLinejoin;
  5310. this.skinning = source.skinning;
  5311. this.morphTargets = source.morphTargets;
  5312. return this;
  5313. };
  5314. /**
  5315. * @author mrdoob / http://mrdoob.com/
  5316. */
  5317. function BufferAttribute( array, itemSize, normalized ) {
  5318. if ( Array.isArray( array ) ) {
  5319. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5320. }
  5321. this.name = '';
  5322. this.array = array;
  5323. this.itemSize = itemSize;
  5324. this.count = array !== undefined ? array.length / itemSize : 0;
  5325. this.normalized = normalized === true;
  5326. this.dynamic = false;
  5327. this.updateRange = { offset: 0, count: - 1 };
  5328. this.version = 0;
  5329. }
  5330. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5331. set: function ( value ) {
  5332. if ( value === true ) { this.version ++; }
  5333. }
  5334. } );
  5335. Object.assign( BufferAttribute.prototype, {
  5336. isBufferAttribute: true,
  5337. onUploadCallback: function () {},
  5338. setDynamic: function ( value ) {
  5339. this.dynamic = value;
  5340. return this;
  5341. },
  5342. copy: function ( source ) {
  5343. this.name = source.name;
  5344. this.array = new source.array.constructor( source.array );
  5345. this.itemSize = source.itemSize;
  5346. this.count = source.count;
  5347. this.normalized = source.normalized;
  5348. this.dynamic = source.dynamic;
  5349. return this;
  5350. },
  5351. copyAt: function ( index1, attribute, index2 ) {
  5352. index1 *= this.itemSize;
  5353. index2 *= attribute.itemSize;
  5354. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5355. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5356. }
  5357. return this;
  5358. },
  5359. copyArray: function ( array ) {
  5360. this.array.set( array );
  5361. return this;
  5362. },
  5363. copyColorsArray: function ( colors ) {
  5364. var array = this.array, offset = 0;
  5365. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5366. var color = colors[ i ];
  5367. if ( color === undefined ) {
  5368. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5369. color = new Color();
  5370. }
  5371. array[ offset ++ ] = color.r;
  5372. array[ offset ++ ] = color.g;
  5373. array[ offset ++ ] = color.b;
  5374. }
  5375. return this;
  5376. },
  5377. copyVector2sArray: function ( vectors ) {
  5378. var array = this.array, offset = 0;
  5379. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5380. var vector = vectors[ i ];
  5381. if ( vector === undefined ) {
  5382. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5383. vector = new Vector2();
  5384. }
  5385. array[ offset ++ ] = vector.x;
  5386. array[ offset ++ ] = vector.y;
  5387. }
  5388. return this;
  5389. },
  5390. copyVector3sArray: function ( vectors ) {
  5391. var array = this.array, offset = 0;
  5392. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5393. var vector = vectors[ i ];
  5394. if ( vector === undefined ) {
  5395. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5396. vector = new Vector3();
  5397. }
  5398. array[ offset ++ ] = vector.x;
  5399. array[ offset ++ ] = vector.y;
  5400. array[ offset ++ ] = vector.z;
  5401. }
  5402. return this;
  5403. },
  5404. copyVector4sArray: function ( vectors ) {
  5405. var array = this.array, offset = 0;
  5406. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5407. var vector = vectors[ i ];
  5408. if ( vector === undefined ) {
  5409. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5410. vector = new Vector4();
  5411. }
  5412. array[ offset ++ ] = vector.x;
  5413. array[ offset ++ ] = vector.y;
  5414. array[ offset ++ ] = vector.z;
  5415. array[ offset ++ ] = vector.w;
  5416. }
  5417. return this;
  5418. },
  5419. set: function ( value, offset ) {
  5420. if ( offset === undefined ) { offset = 0; }
  5421. this.array.set( value, offset );
  5422. return this;
  5423. },
  5424. getX: function ( index ) {
  5425. return this.array[ index * this.itemSize ];
  5426. },
  5427. setX: function ( index, x ) {
  5428. this.array[ index * this.itemSize ] = x;
  5429. return this;
  5430. },
  5431. getY: function ( index ) {
  5432. return this.array[ index * this.itemSize + 1 ];
  5433. },
  5434. setY: function ( index, y ) {
  5435. this.array[ index * this.itemSize + 1 ] = y;
  5436. return this;
  5437. },
  5438. getZ: function ( index ) {
  5439. return this.array[ index * this.itemSize + 2 ];
  5440. },
  5441. setZ: function ( index, z ) {
  5442. this.array[ index * this.itemSize + 2 ] = z;
  5443. return this;
  5444. },
  5445. getW: function ( index ) {
  5446. return this.array[ index * this.itemSize + 3 ];
  5447. },
  5448. setW: function ( index, w ) {
  5449. this.array[ index * this.itemSize + 3 ] = w;
  5450. return this;
  5451. },
  5452. setXY: function ( index, x, y ) {
  5453. index *= this.itemSize;
  5454. this.array[ index + 0 ] = x;
  5455. this.array[ index + 1 ] = y;
  5456. return this;
  5457. },
  5458. setXYZ: function ( index, x, y, z ) {
  5459. index *= this.itemSize;
  5460. this.array[ index + 0 ] = x;
  5461. this.array[ index + 1 ] = y;
  5462. this.array[ index + 2 ] = z;
  5463. return this;
  5464. },
  5465. setXYZW: function ( index, x, y, z, w ) {
  5466. index *= this.itemSize;
  5467. this.array[ index + 0 ] = x;
  5468. this.array[ index + 1 ] = y;
  5469. this.array[ index + 2 ] = z;
  5470. this.array[ index + 3 ] = w;
  5471. return this;
  5472. },
  5473. onUpload: function ( callback ) {
  5474. this.onUploadCallback = callback;
  5475. return this;
  5476. },
  5477. clone: function () {
  5478. return new this.constructor( this.array, this.itemSize ).copy( this );
  5479. },
  5480. toJSON: function () {
  5481. return {
  5482. itemSize: this.itemSize,
  5483. type: this.array.constructor.name,
  5484. array: Array.prototype.slice.call( this.array ),
  5485. normalized: this.normalized
  5486. };
  5487. }
  5488. } );
  5489. //
  5490. function Int8BufferAttribute( array, itemSize, normalized ) {
  5491. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5492. }
  5493. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5494. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5495. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5496. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5497. }
  5498. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5499. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5500. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5501. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5502. }
  5503. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5504. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5505. function Int16BufferAttribute( array, itemSize, normalized ) {
  5506. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5507. }
  5508. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5509. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5510. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5511. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5512. }
  5513. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5514. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5515. function Int32BufferAttribute( array, itemSize, normalized ) {
  5516. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5517. }
  5518. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5519. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5520. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5521. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5522. }
  5523. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5524. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5525. function Float32BufferAttribute( array, itemSize, normalized ) {
  5526. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5527. }
  5528. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5529. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5530. function Float64BufferAttribute( array, itemSize, normalized ) {
  5531. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5532. }
  5533. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5534. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5535. /**
  5536. * @author mrdoob / http://mrdoob.com/
  5537. */
  5538. function DirectGeometry() {
  5539. this.vertices = [];
  5540. this.normals = [];
  5541. this.colors = [];
  5542. this.uvs = [];
  5543. this.uvs2 = [];
  5544. this.groups = [];
  5545. this.morphTargets = {};
  5546. this.skinWeights = [];
  5547. this.skinIndices = [];
  5548. // this.lineDistances = [];
  5549. this.boundingBox = null;
  5550. this.boundingSphere = null;
  5551. // update flags
  5552. this.verticesNeedUpdate = false;
  5553. this.normalsNeedUpdate = false;
  5554. this.colorsNeedUpdate = false;
  5555. this.uvsNeedUpdate = false;
  5556. this.groupsNeedUpdate = false;
  5557. }
  5558. Object.assign( DirectGeometry.prototype, {
  5559. computeGroups: function ( geometry ) {
  5560. var group;
  5561. var groups = [];
  5562. var materialIndex = undefined;
  5563. var faces = geometry.faces;
  5564. for ( var i = 0; i < faces.length; i ++ ) {
  5565. var face = faces[ i ];
  5566. // materials
  5567. if ( face.materialIndex !== materialIndex ) {
  5568. materialIndex = face.materialIndex;
  5569. if ( group !== undefined ) {
  5570. group.count = ( i * 3 ) - group.start;
  5571. groups.push( group );
  5572. }
  5573. group = {
  5574. start: i * 3,
  5575. materialIndex: materialIndex
  5576. };
  5577. }
  5578. }
  5579. if ( group !== undefined ) {
  5580. group.count = ( i * 3 ) - group.start;
  5581. groups.push( group );
  5582. }
  5583. this.groups = groups;
  5584. },
  5585. fromGeometry: function ( geometry ) {
  5586. var faces = geometry.faces;
  5587. var vertices = geometry.vertices;
  5588. var faceVertexUvs = geometry.faceVertexUvs;
  5589. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5590. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5591. // morphs
  5592. var morphTargets = geometry.morphTargets;
  5593. var morphTargetsLength = morphTargets.length;
  5594. var morphTargetsPosition;
  5595. if ( morphTargetsLength > 0 ) {
  5596. morphTargetsPosition = [];
  5597. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5598. morphTargetsPosition[ i ] = {
  5599. name: morphTargets[ i ].name,
  5600. data: []
  5601. };
  5602. }
  5603. this.morphTargets.position = morphTargetsPosition;
  5604. }
  5605. var morphNormals = geometry.morphNormals;
  5606. var morphNormalsLength = morphNormals.length;
  5607. var morphTargetsNormal;
  5608. if ( morphNormalsLength > 0 ) {
  5609. morphTargetsNormal = [];
  5610. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5611. morphTargetsNormal[ i ] = {
  5612. name: morphNormals[ i ].name,
  5613. data: []
  5614. };
  5615. }
  5616. this.morphTargets.normal = morphTargetsNormal;
  5617. }
  5618. // skins
  5619. var skinIndices = geometry.skinIndices;
  5620. var skinWeights = geometry.skinWeights;
  5621. var hasSkinIndices = skinIndices.length === vertices.length;
  5622. var hasSkinWeights = skinWeights.length === vertices.length;
  5623. //
  5624. if ( vertices.length > 0 && faces.length === 0 ) {
  5625. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5626. }
  5627. for ( var i = 0; i < faces.length; i ++ ) {
  5628. var face = faces[ i ];
  5629. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5630. var vertexNormals = face.vertexNormals;
  5631. if ( vertexNormals.length === 3 ) {
  5632. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5633. } else {
  5634. var normal = face.normal;
  5635. this.normals.push( normal, normal, normal );
  5636. }
  5637. var vertexColors = face.vertexColors;
  5638. if ( vertexColors.length === 3 ) {
  5639. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5640. } else {
  5641. var color = face.color;
  5642. this.colors.push( color, color, color );
  5643. }
  5644. if ( hasFaceVertexUv === true ) {
  5645. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5646. if ( vertexUvs !== undefined ) {
  5647. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5648. } else {
  5649. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5650. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5651. }
  5652. }
  5653. if ( hasFaceVertexUv2 === true ) {
  5654. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5655. if ( vertexUvs !== undefined ) {
  5656. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5657. } else {
  5658. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5659. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5660. }
  5661. }
  5662. // morphs
  5663. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5664. var morphTarget = morphTargets[ j ].vertices;
  5665. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5666. }
  5667. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5668. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5669. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5670. }
  5671. // skins
  5672. if ( hasSkinIndices ) {
  5673. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5674. }
  5675. if ( hasSkinWeights ) {
  5676. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5677. }
  5678. }
  5679. this.computeGroups( geometry );
  5680. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5681. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5682. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5683. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5684. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5685. if ( geometry.boundingSphere !== null ) {
  5686. this.boundingSphere = geometry.boundingSphere.clone();
  5687. }
  5688. if ( geometry.boundingBox !== null ) {
  5689. this.boundingBox = geometry.boundingBox.clone();
  5690. }
  5691. return this;
  5692. }
  5693. } );
  5694. /**
  5695. * @author mrdoob / http://mrdoob.com/
  5696. */
  5697. function arrayMax( array ) {
  5698. if ( array.length === 0 ) { return - Infinity; }
  5699. var max = array[ 0 ];
  5700. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5701. if ( array[ i ] > max ) { max = array[ i ]; }
  5702. }
  5703. return max;
  5704. }
  5705. /**
  5706. * @author alteredq / http://alteredqualia.com/
  5707. * @author mrdoob / http://mrdoob.com/
  5708. */
  5709. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5710. var _m1$2 = new Matrix4();
  5711. var _obj = new Object3D();
  5712. var _offset = new Vector3();
  5713. var _box$1 = new Box3();
  5714. var _boxMorphTargets = new Box3();
  5715. var _vector$4 = new Vector3();
  5716. function BufferGeometry() {
  5717. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5718. this.uuid = _Math.generateUUID();
  5719. this.name = '';
  5720. this.type = 'BufferGeometry';
  5721. this.index = null;
  5722. this.attributes = {};
  5723. this.morphAttributes = {};
  5724. this.groups = [];
  5725. this.boundingBox = null;
  5726. this.boundingSphere = null;
  5727. this.drawRange = { start: 0, count: Infinity };
  5728. this.userData = {};
  5729. }
  5730. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5731. constructor: BufferGeometry,
  5732. isBufferGeometry: true,
  5733. getIndex: function () {
  5734. return this.index;
  5735. },
  5736. setIndex: function ( index ) {
  5737. if ( Array.isArray( index ) ) {
  5738. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5739. } else {
  5740. this.index = index;
  5741. }
  5742. },
  5743. addAttribute: function ( name, attribute ) {
  5744. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5745. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5746. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5747. }
  5748. if ( name === 'index' ) {
  5749. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5750. this.setIndex( attribute );
  5751. return this;
  5752. }
  5753. return this.setAttribute( name, attribute );
  5754. },
  5755. getAttribute: function ( name ) {
  5756. return this.attributes[ name ];
  5757. },
  5758. setAttribute: function ( name, attribute ) {
  5759. this.attributes[ name ] = attribute;
  5760. return this;
  5761. },
  5762. removeAttribute: function ( name ) {
  5763. delete this.attributes[ name ];
  5764. return this;
  5765. },
  5766. addGroup: function ( start, count, materialIndex ) {
  5767. this.groups.push( {
  5768. start: start,
  5769. count: count,
  5770. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5771. } );
  5772. },
  5773. clearGroups: function () {
  5774. this.groups = [];
  5775. },
  5776. setDrawRange: function ( start, count ) {
  5777. this.drawRange.start = start;
  5778. this.drawRange.count = count;
  5779. },
  5780. applyMatrix: function ( matrix ) {
  5781. var position = this.attributes.position;
  5782. if ( position !== undefined ) {
  5783. matrix.applyToBufferAttribute( position );
  5784. position.needsUpdate = true;
  5785. }
  5786. var normal = this.attributes.normal;
  5787. if ( normal !== undefined ) {
  5788. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5789. normalMatrix.applyToBufferAttribute( normal );
  5790. normal.needsUpdate = true;
  5791. }
  5792. var tangent = this.attributes.tangent;
  5793. if ( tangent !== undefined ) {
  5794. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5795. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5796. normalMatrix.applyToBufferAttribute( tangent );
  5797. tangent.needsUpdate = true;
  5798. }
  5799. if ( this.boundingBox !== null ) {
  5800. this.computeBoundingBox();
  5801. }
  5802. if ( this.boundingSphere !== null ) {
  5803. this.computeBoundingSphere();
  5804. }
  5805. return this;
  5806. },
  5807. rotateX: function ( angle ) {
  5808. // rotate geometry around world x-axis
  5809. _m1$2.makeRotationX( angle );
  5810. this.applyMatrix( _m1$2 );
  5811. return this;
  5812. },
  5813. rotateY: function ( angle ) {
  5814. // rotate geometry around world y-axis
  5815. _m1$2.makeRotationY( angle );
  5816. this.applyMatrix( _m1$2 );
  5817. return this;
  5818. },
  5819. rotateZ: function ( angle ) {
  5820. // rotate geometry around world z-axis
  5821. _m1$2.makeRotationZ( angle );
  5822. this.applyMatrix( _m1$2 );
  5823. return this;
  5824. },
  5825. translate: function ( x, y, z ) {
  5826. // translate geometry
  5827. _m1$2.makeTranslation( x, y, z );
  5828. this.applyMatrix( _m1$2 );
  5829. return this;
  5830. },
  5831. scale: function ( x, y, z ) {
  5832. // scale geometry
  5833. _m1$2.makeScale( x, y, z );
  5834. this.applyMatrix( _m1$2 );
  5835. return this;
  5836. },
  5837. lookAt: function ( vector ) {
  5838. _obj.lookAt( vector );
  5839. _obj.updateMatrix();
  5840. this.applyMatrix( _obj.matrix );
  5841. return this;
  5842. },
  5843. center: function () {
  5844. this.computeBoundingBox();
  5845. this.boundingBox.getCenter( _offset ).negate();
  5846. this.translate( _offset.x, _offset.y, _offset.z );
  5847. return this;
  5848. },
  5849. setFromObject: function ( object ) {
  5850. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5851. var geometry = object.geometry;
  5852. if ( object.isPoints || object.isLine ) {
  5853. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5854. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5855. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5856. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5857. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5858. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5859. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5860. }
  5861. if ( geometry.boundingSphere !== null ) {
  5862. this.boundingSphere = geometry.boundingSphere.clone();
  5863. }
  5864. if ( geometry.boundingBox !== null ) {
  5865. this.boundingBox = geometry.boundingBox.clone();
  5866. }
  5867. } else if ( object.isMesh ) {
  5868. if ( geometry && geometry.isGeometry ) {
  5869. this.fromGeometry( geometry );
  5870. }
  5871. }
  5872. return this;
  5873. },
  5874. setFromPoints: function ( points ) {
  5875. var position = [];
  5876. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5877. var point = points[ i ];
  5878. position.push( point.x, point.y, point.z || 0 );
  5879. }
  5880. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5881. return this;
  5882. },
  5883. updateFromObject: function ( object ) {
  5884. var geometry = object.geometry;
  5885. if ( object.isMesh ) {
  5886. var direct = geometry.__directGeometry;
  5887. if ( geometry.elementsNeedUpdate === true ) {
  5888. direct = undefined;
  5889. geometry.elementsNeedUpdate = false;
  5890. }
  5891. if ( direct === undefined ) {
  5892. return this.fromGeometry( geometry );
  5893. }
  5894. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5895. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5896. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5897. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5898. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5899. geometry.verticesNeedUpdate = false;
  5900. geometry.normalsNeedUpdate = false;
  5901. geometry.colorsNeedUpdate = false;
  5902. geometry.uvsNeedUpdate = false;
  5903. geometry.groupsNeedUpdate = false;
  5904. geometry = direct;
  5905. }
  5906. var attribute;
  5907. if ( geometry.verticesNeedUpdate === true ) {
  5908. attribute = this.attributes.position;
  5909. if ( attribute !== undefined ) {
  5910. attribute.copyVector3sArray( geometry.vertices );
  5911. attribute.needsUpdate = true;
  5912. }
  5913. geometry.verticesNeedUpdate = false;
  5914. }
  5915. if ( geometry.normalsNeedUpdate === true ) {
  5916. attribute = this.attributes.normal;
  5917. if ( attribute !== undefined ) {
  5918. attribute.copyVector3sArray( geometry.normals );
  5919. attribute.needsUpdate = true;
  5920. }
  5921. geometry.normalsNeedUpdate = false;
  5922. }
  5923. if ( geometry.colorsNeedUpdate === true ) {
  5924. attribute = this.attributes.color;
  5925. if ( attribute !== undefined ) {
  5926. attribute.copyColorsArray( geometry.colors );
  5927. attribute.needsUpdate = true;
  5928. }
  5929. geometry.colorsNeedUpdate = false;
  5930. }
  5931. if ( geometry.uvsNeedUpdate ) {
  5932. attribute = this.attributes.uv;
  5933. if ( attribute !== undefined ) {
  5934. attribute.copyVector2sArray( geometry.uvs );
  5935. attribute.needsUpdate = true;
  5936. }
  5937. geometry.uvsNeedUpdate = false;
  5938. }
  5939. if ( geometry.lineDistancesNeedUpdate ) {
  5940. attribute = this.attributes.lineDistance;
  5941. if ( attribute !== undefined ) {
  5942. attribute.copyArray( geometry.lineDistances );
  5943. attribute.needsUpdate = true;
  5944. }
  5945. geometry.lineDistancesNeedUpdate = false;
  5946. }
  5947. if ( geometry.groupsNeedUpdate ) {
  5948. geometry.computeGroups( object.geometry );
  5949. this.groups = geometry.groups;
  5950. geometry.groupsNeedUpdate = false;
  5951. }
  5952. return this;
  5953. },
  5954. fromGeometry: function ( geometry ) {
  5955. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  5956. return this.fromDirectGeometry( geometry.__directGeometry );
  5957. },
  5958. fromDirectGeometry: function ( geometry ) {
  5959. var positions = new Float32Array( geometry.vertices.length * 3 );
  5960. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  5961. if ( geometry.normals.length > 0 ) {
  5962. var normals = new Float32Array( geometry.normals.length * 3 );
  5963. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  5964. }
  5965. if ( geometry.colors.length > 0 ) {
  5966. var colors = new Float32Array( geometry.colors.length * 3 );
  5967. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  5968. }
  5969. if ( geometry.uvs.length > 0 ) {
  5970. var uvs = new Float32Array( geometry.uvs.length * 2 );
  5971. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  5972. }
  5973. if ( geometry.uvs2.length > 0 ) {
  5974. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  5975. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  5976. }
  5977. // groups
  5978. this.groups = geometry.groups;
  5979. // morphs
  5980. for ( var name in geometry.morphTargets ) {
  5981. var array = [];
  5982. var morphTargets = geometry.morphTargets[ name ];
  5983. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  5984. var morphTarget = morphTargets[ i ];
  5985. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  5986. attribute.name = morphTarget.name;
  5987. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  5988. }
  5989. this.morphAttributes[ name ] = array;
  5990. }
  5991. // skinning
  5992. if ( geometry.skinIndices.length > 0 ) {
  5993. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  5994. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  5995. }
  5996. if ( geometry.skinWeights.length > 0 ) {
  5997. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  5998. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  5999. }
  6000. //
  6001. if ( geometry.boundingSphere !== null ) {
  6002. this.boundingSphere = geometry.boundingSphere.clone();
  6003. }
  6004. if ( geometry.boundingBox !== null ) {
  6005. this.boundingBox = geometry.boundingBox.clone();
  6006. }
  6007. return this;
  6008. },
  6009. computeBoundingBox: function () {
  6010. if ( this.boundingBox === null ) {
  6011. this.boundingBox = new Box3();
  6012. }
  6013. var position = this.attributes.position;
  6014. var morphAttributesPosition = this.morphAttributes.position;
  6015. if ( position !== undefined ) {
  6016. this.boundingBox.setFromBufferAttribute( position );
  6017. // process morph attributes if present
  6018. if ( morphAttributesPosition ) {
  6019. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6020. var morphAttribute = morphAttributesPosition[ i ];
  6021. _box$1.setFromBufferAttribute( morphAttribute );
  6022. this.boundingBox.expandByPoint( _box$1.min );
  6023. this.boundingBox.expandByPoint( _box$1.max );
  6024. }
  6025. }
  6026. } else {
  6027. this.boundingBox.makeEmpty();
  6028. }
  6029. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6030. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6031. }
  6032. },
  6033. computeBoundingSphere: function () {
  6034. if ( this.boundingSphere === null ) {
  6035. this.boundingSphere = new Sphere();
  6036. }
  6037. var position = this.attributes.position;
  6038. var morphAttributesPosition = this.morphAttributes.position;
  6039. if ( position ) {
  6040. // first, find the center of the bounding sphere
  6041. var center = this.boundingSphere.center;
  6042. _box$1.setFromBufferAttribute( position );
  6043. // process morph attributes if present
  6044. if ( morphAttributesPosition ) {
  6045. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6046. var morphAttribute = morphAttributesPosition[ i ];
  6047. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6048. _box$1.expandByPoint( _boxMorphTargets.min );
  6049. _box$1.expandByPoint( _boxMorphTargets.max );
  6050. }
  6051. }
  6052. _box$1.getCenter( center );
  6053. // second, try to find a boundingSphere with a radius smaller than the
  6054. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6055. var maxRadiusSq = 0;
  6056. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6057. _vector$4.fromBufferAttribute( position, i );
  6058. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6059. }
  6060. // process morph attributes if present
  6061. if ( morphAttributesPosition ) {
  6062. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6063. var morphAttribute = morphAttributesPosition[ i ];
  6064. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6065. _vector$4.fromBufferAttribute( morphAttribute, j );
  6066. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6067. }
  6068. }
  6069. }
  6070. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6071. if ( isNaN( this.boundingSphere.radius ) ) {
  6072. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6073. }
  6074. }
  6075. },
  6076. computeFaceNormals: function () {
  6077. // backwards compatibility
  6078. },
  6079. computeVertexNormals: function () {
  6080. var index = this.index;
  6081. var attributes = this.attributes;
  6082. if ( attributes.position ) {
  6083. var positions = attributes.position.array;
  6084. if ( attributes.normal === undefined ) {
  6085. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6086. } else {
  6087. // reset existing normals to zero
  6088. var array = attributes.normal.array;
  6089. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6090. array[ i ] = 0;
  6091. }
  6092. }
  6093. var normals = attributes.normal.array;
  6094. var vA, vB, vC;
  6095. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6096. var cb = new Vector3(), ab = new Vector3();
  6097. // indexed elements
  6098. if ( index ) {
  6099. var indices = index.array;
  6100. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6101. vA = indices[ i + 0 ] * 3;
  6102. vB = indices[ i + 1 ] * 3;
  6103. vC = indices[ i + 2 ] * 3;
  6104. pA.fromArray( positions, vA );
  6105. pB.fromArray( positions, vB );
  6106. pC.fromArray( positions, vC );
  6107. cb.subVectors( pC, pB );
  6108. ab.subVectors( pA, pB );
  6109. cb.cross( ab );
  6110. normals[ vA ] += cb.x;
  6111. normals[ vA + 1 ] += cb.y;
  6112. normals[ vA + 2 ] += cb.z;
  6113. normals[ vB ] += cb.x;
  6114. normals[ vB + 1 ] += cb.y;
  6115. normals[ vB + 2 ] += cb.z;
  6116. normals[ vC ] += cb.x;
  6117. normals[ vC + 1 ] += cb.y;
  6118. normals[ vC + 2 ] += cb.z;
  6119. }
  6120. } else {
  6121. // non-indexed elements (unconnected triangle soup)
  6122. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6123. pA.fromArray( positions, i );
  6124. pB.fromArray( positions, i + 3 );
  6125. pC.fromArray( positions, i + 6 );
  6126. cb.subVectors( pC, pB );
  6127. ab.subVectors( pA, pB );
  6128. cb.cross( ab );
  6129. normals[ i ] = cb.x;
  6130. normals[ i + 1 ] = cb.y;
  6131. normals[ i + 2 ] = cb.z;
  6132. normals[ i + 3 ] = cb.x;
  6133. normals[ i + 4 ] = cb.y;
  6134. normals[ i + 5 ] = cb.z;
  6135. normals[ i + 6 ] = cb.x;
  6136. normals[ i + 7 ] = cb.y;
  6137. normals[ i + 8 ] = cb.z;
  6138. }
  6139. }
  6140. this.normalizeNormals();
  6141. attributes.normal.needsUpdate = true;
  6142. }
  6143. },
  6144. merge: function ( geometry, offset ) {
  6145. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6146. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6147. return;
  6148. }
  6149. if ( offset === undefined ) {
  6150. offset = 0;
  6151. console.warn(
  6152. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6153. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6154. );
  6155. }
  6156. var attributes = this.attributes;
  6157. for ( var key in attributes ) {
  6158. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6159. var attribute1 = attributes[ key ];
  6160. var attributeArray1 = attribute1.array;
  6161. var attribute2 = geometry.attributes[ key ];
  6162. var attributeArray2 = attribute2.array;
  6163. var attributeOffset = attribute2.itemSize * offset;
  6164. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6165. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6166. attributeArray1[ j ] = attributeArray2[ i ];
  6167. }
  6168. }
  6169. return this;
  6170. },
  6171. normalizeNormals: function () {
  6172. var normals = this.attributes.normal;
  6173. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6174. _vector$4.x = normals.getX( i );
  6175. _vector$4.y = normals.getY( i );
  6176. _vector$4.z = normals.getZ( i );
  6177. _vector$4.normalize();
  6178. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6179. }
  6180. },
  6181. toNonIndexed: function () {
  6182. function convertBufferAttribute( attribute, indices ) {
  6183. var array = attribute.array;
  6184. var itemSize = attribute.itemSize;
  6185. var array2 = new array.constructor( indices.length * itemSize );
  6186. var index = 0, index2 = 0;
  6187. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6188. index = indices[ i ] * itemSize;
  6189. for ( var j = 0; j < itemSize; j ++ ) {
  6190. array2[ index2 ++ ] = array[ index ++ ];
  6191. }
  6192. }
  6193. return new BufferAttribute( array2, itemSize );
  6194. }
  6195. //
  6196. if ( this.index === null ) {
  6197. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6198. return this;
  6199. }
  6200. var geometry2 = new BufferGeometry();
  6201. var indices = this.index.array;
  6202. var attributes = this.attributes;
  6203. // attributes
  6204. for ( var name in attributes ) {
  6205. var attribute = attributes[ name ];
  6206. var newAttribute = convertBufferAttribute( attribute, indices );
  6207. geometry2.addAttribute( name, newAttribute );
  6208. }
  6209. // morph attributes
  6210. var morphAttributes = this.morphAttributes;
  6211. for ( name in morphAttributes ) {
  6212. var morphArray = [];
  6213. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6214. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6215. var attribute = morphAttribute[ i ];
  6216. var newAttribute = convertBufferAttribute( attribute, indices );
  6217. morphArray.push( newAttribute );
  6218. }
  6219. geometry2.morphAttributes[ name ] = morphArray;
  6220. }
  6221. // groups
  6222. var groups = this.groups;
  6223. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6224. var group = groups[ i ];
  6225. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6226. }
  6227. return geometry2;
  6228. },
  6229. toJSON: function () {
  6230. var data = {
  6231. metadata: {
  6232. version: 4.5,
  6233. type: 'BufferGeometry',
  6234. generator: 'BufferGeometry.toJSON'
  6235. }
  6236. };
  6237. // standard BufferGeometry serialization
  6238. data.uuid = this.uuid;
  6239. data.type = this.type;
  6240. if ( this.name !== '' ) { data.name = this.name; }
  6241. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6242. if ( this.parameters !== undefined ) {
  6243. var parameters = this.parameters;
  6244. for ( var key in parameters ) {
  6245. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6246. }
  6247. return data;
  6248. }
  6249. data.data = { attributes: {} };
  6250. var index = this.index;
  6251. if ( index !== null ) {
  6252. data.data.index = {
  6253. type: index.array.constructor.name,
  6254. array: Array.prototype.slice.call( index.array )
  6255. };
  6256. }
  6257. var attributes = this.attributes;
  6258. for ( var key in attributes ) {
  6259. var attribute = attributes[ key ];
  6260. var attributeData = attribute.toJSON();
  6261. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6262. data.data.attributes[ key ] = attributeData;
  6263. }
  6264. var morphAttributes = {};
  6265. var hasMorphAttributes = false;
  6266. for ( var key in this.morphAttributes ) {
  6267. var attributeArray = this.morphAttributes[ key ];
  6268. var array = [];
  6269. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6270. var attribute = attributeArray[ i ];
  6271. var attributeData = attribute.toJSON();
  6272. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6273. array.push( attributeData );
  6274. }
  6275. if ( array.length > 0 ) {
  6276. morphAttributes[ key ] = array;
  6277. hasMorphAttributes = true;
  6278. }
  6279. }
  6280. if ( hasMorphAttributes ) { data.data.morphAttributes = morphAttributes; }
  6281. var groups = this.groups;
  6282. if ( groups.length > 0 ) {
  6283. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6284. }
  6285. var boundingSphere = this.boundingSphere;
  6286. if ( boundingSphere !== null ) {
  6287. data.data.boundingSphere = {
  6288. center: boundingSphere.center.toArray(),
  6289. radius: boundingSphere.radius
  6290. };
  6291. }
  6292. return data;
  6293. },
  6294. clone: function () {
  6295. /*
  6296. // Handle primitives
  6297. var parameters = this.parameters;
  6298. if ( parameters !== undefined ) {
  6299. var values = [];
  6300. for ( var key in parameters ) {
  6301. values.push( parameters[ key ] );
  6302. }
  6303. var geometry = Object.create( this.constructor.prototype );
  6304. this.constructor.apply( geometry, values );
  6305. return geometry;
  6306. }
  6307. return new this.constructor().copy( this );
  6308. */
  6309. return new BufferGeometry().copy( this );
  6310. },
  6311. copy: function ( source ) {
  6312. var name, i, l;
  6313. // reset
  6314. this.index = null;
  6315. this.attributes = {};
  6316. this.morphAttributes = {};
  6317. this.groups = [];
  6318. this.boundingBox = null;
  6319. this.boundingSphere = null;
  6320. // name
  6321. this.name = source.name;
  6322. // index
  6323. var index = source.index;
  6324. if ( index !== null ) {
  6325. this.setIndex( index.clone() );
  6326. }
  6327. // attributes
  6328. var attributes = source.attributes;
  6329. for ( name in attributes ) {
  6330. var attribute = attributes[ name ];
  6331. this.addAttribute( name, attribute.clone() );
  6332. }
  6333. // morph attributes
  6334. var morphAttributes = source.morphAttributes;
  6335. for ( name in morphAttributes ) {
  6336. var array = [];
  6337. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6338. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6339. array.push( morphAttribute[ i ].clone() );
  6340. }
  6341. this.morphAttributes[ name ] = array;
  6342. }
  6343. // groups
  6344. var groups = source.groups;
  6345. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6346. var group = groups[ i ];
  6347. this.addGroup( group.start, group.count, group.materialIndex );
  6348. }
  6349. // bounding box
  6350. var boundingBox = source.boundingBox;
  6351. if ( boundingBox !== null ) {
  6352. this.boundingBox = boundingBox.clone();
  6353. }
  6354. // bounding sphere
  6355. var boundingSphere = source.boundingSphere;
  6356. if ( boundingSphere !== null ) {
  6357. this.boundingSphere = boundingSphere.clone();
  6358. }
  6359. // draw range
  6360. this.drawRange.start = source.drawRange.start;
  6361. this.drawRange.count = source.drawRange.count;
  6362. // user data
  6363. this.userData = source.userData;
  6364. return this;
  6365. },
  6366. dispose: function () {
  6367. this.dispatchEvent( { type: 'dispose' } );
  6368. }
  6369. } );
  6370. /**
  6371. * @author mrdoob / http://mrdoob.com/
  6372. * @author alteredq / http://alteredqualia.com/
  6373. * @author mikael emtinger / http://gomo.se/
  6374. * @author jonobr1 / http://jonobr1.com/
  6375. */
  6376. var _inverseMatrix = new Matrix4();
  6377. var _ray = new Ray();
  6378. var _sphere = new Sphere();
  6379. var _vA = new Vector3();
  6380. var _vB = new Vector3();
  6381. var _vC = new Vector3();
  6382. var _tempA = new Vector3();
  6383. var _tempB = new Vector3();
  6384. var _tempC = new Vector3();
  6385. var _morphA = new Vector3();
  6386. var _morphB = new Vector3();
  6387. var _morphC = new Vector3();
  6388. var _uvA = new Vector2();
  6389. var _uvB = new Vector2();
  6390. var _uvC = new Vector2();
  6391. var _intersectionPoint = new Vector3();
  6392. var _intersectionPointWorld = new Vector3();
  6393. function Mesh( geometry, material ) {
  6394. Object3D.call( this );
  6395. this.type = 'Mesh';
  6396. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6397. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6398. this.drawMode = TrianglesDrawMode;
  6399. this.updateMorphTargets();
  6400. }
  6401. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6402. constructor: Mesh,
  6403. isMesh: true,
  6404. setDrawMode: function ( value ) {
  6405. this.drawMode = value;
  6406. },
  6407. copy: function ( source ) {
  6408. Object3D.prototype.copy.call( this, source );
  6409. this.drawMode = source.drawMode;
  6410. if ( source.morphTargetInfluences !== undefined ) {
  6411. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6412. }
  6413. if ( source.morphTargetDictionary !== undefined ) {
  6414. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6415. }
  6416. return this;
  6417. },
  6418. updateMorphTargets: function () {
  6419. var geometry = this.geometry;
  6420. var m, ml, name;
  6421. if ( geometry.isBufferGeometry ) {
  6422. var morphAttributes = geometry.morphAttributes;
  6423. var keys = Object.keys( morphAttributes );
  6424. if ( keys.length > 0 ) {
  6425. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6426. if ( morphAttribute !== undefined ) {
  6427. this.morphTargetInfluences = [];
  6428. this.morphTargetDictionary = {};
  6429. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6430. name = morphAttribute[ m ].name || String( m );
  6431. this.morphTargetInfluences.push( 0 );
  6432. this.morphTargetDictionary[ name ] = m;
  6433. }
  6434. }
  6435. }
  6436. } else {
  6437. var morphTargets = geometry.morphTargets;
  6438. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6439. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6440. }
  6441. }
  6442. },
  6443. raycast: function ( raycaster, intersects ) {
  6444. var geometry = this.geometry;
  6445. var material = this.material;
  6446. var matrixWorld = this.matrixWorld;
  6447. if ( material === undefined ) { return; }
  6448. // Checking boundingSphere distance to ray
  6449. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6450. _sphere.copy( geometry.boundingSphere );
  6451. _sphere.applyMatrix4( matrixWorld );
  6452. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6453. //
  6454. _inverseMatrix.getInverse( matrixWorld );
  6455. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6456. // Check boundingBox before continuing
  6457. if ( geometry.boundingBox !== null ) {
  6458. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6459. }
  6460. var intersection;
  6461. if ( geometry.isBufferGeometry ) {
  6462. var a, b, c;
  6463. var index = geometry.index;
  6464. var position = geometry.attributes.position;
  6465. var morphPosition = geometry.morphAttributes.position;
  6466. var uv = geometry.attributes.uv;
  6467. var uv2 = geometry.attributes.uv2;
  6468. var groups = geometry.groups;
  6469. var drawRange = geometry.drawRange;
  6470. var i, j, il, jl;
  6471. var group, groupMaterial;
  6472. var start, end;
  6473. if ( index !== null ) {
  6474. // indexed buffer geometry
  6475. if ( Array.isArray( material ) ) {
  6476. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6477. group = groups[ i ];
  6478. groupMaterial = material[ group.materialIndex ];
  6479. start = Math.max( group.start, drawRange.start );
  6480. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6481. for ( j = start, jl = end; j < jl; j += 3 ) {
  6482. a = index.getX( j );
  6483. b = index.getX( j + 1 );
  6484. c = index.getX( j + 2 );
  6485. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6486. if ( intersection ) {
  6487. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6488. intersection.face.materialIndex = group.materialIndex;
  6489. intersects.push( intersection );
  6490. }
  6491. }
  6492. }
  6493. } else {
  6494. start = Math.max( 0, drawRange.start );
  6495. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6496. for ( i = start, il = end; i < il; i += 3 ) {
  6497. a = index.getX( i );
  6498. b = index.getX( i + 1 );
  6499. c = index.getX( i + 2 );
  6500. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6501. if ( intersection ) {
  6502. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6503. intersects.push( intersection );
  6504. }
  6505. }
  6506. }
  6507. } else if ( position !== undefined ) {
  6508. // non-indexed buffer geometry
  6509. if ( Array.isArray( material ) ) {
  6510. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6511. group = groups[ i ];
  6512. groupMaterial = material[ group.materialIndex ];
  6513. start = Math.max( group.start, drawRange.start );
  6514. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6515. for ( j = start, jl = end; j < jl; j += 3 ) {
  6516. a = j;
  6517. b = j + 1;
  6518. c = j + 2;
  6519. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6520. if ( intersection ) {
  6521. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6522. intersection.face.materialIndex = group.materialIndex;
  6523. intersects.push( intersection );
  6524. }
  6525. }
  6526. }
  6527. } else {
  6528. start = Math.max( 0, drawRange.start );
  6529. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6530. for ( i = start, il = end; i < il; i += 3 ) {
  6531. a = i;
  6532. b = i + 1;
  6533. c = i + 2;
  6534. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6535. if ( intersection ) {
  6536. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6537. intersects.push( intersection );
  6538. }
  6539. }
  6540. }
  6541. }
  6542. } else if ( geometry.isGeometry ) {
  6543. var fvA, fvB, fvC;
  6544. var isMultiMaterial = Array.isArray( material );
  6545. var vertices = geometry.vertices;
  6546. var faces = geometry.faces;
  6547. var uvs;
  6548. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6549. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6550. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6551. var face = faces[ f ];
  6552. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6553. if ( faceMaterial === undefined ) { continue; }
  6554. fvA = vertices[ face.a ];
  6555. fvB = vertices[ face.b ];
  6556. fvC = vertices[ face.c ];
  6557. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6558. if ( intersection ) {
  6559. if ( uvs && uvs[ f ] ) {
  6560. var uvs_f = uvs[ f ];
  6561. _uvA.copy( uvs_f[ 0 ] );
  6562. _uvB.copy( uvs_f[ 1 ] );
  6563. _uvC.copy( uvs_f[ 2 ] );
  6564. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6565. }
  6566. intersection.face = face;
  6567. intersection.faceIndex = f;
  6568. intersects.push( intersection );
  6569. }
  6570. }
  6571. }
  6572. },
  6573. clone: function () {
  6574. return new this.constructor( this.geometry, this.material ).copy( this );
  6575. }
  6576. } );
  6577. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6578. var intersect;
  6579. if ( material.side === BackSide ) {
  6580. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6581. } else {
  6582. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6583. }
  6584. if ( intersect === null ) { return null; }
  6585. _intersectionPointWorld.copy( point );
  6586. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6587. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6588. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6589. return {
  6590. distance: distance,
  6591. point: _intersectionPointWorld.clone(),
  6592. object: object
  6593. };
  6594. }
  6595. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6596. _vA.fromBufferAttribute( position, a );
  6597. _vB.fromBufferAttribute( position, b );
  6598. _vC.fromBufferAttribute( position, c );
  6599. var morphInfluences = object.morphTargetInfluences;
  6600. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6601. _morphA.set( 0, 0, 0 );
  6602. _morphB.set( 0, 0, 0 );
  6603. _morphC.set( 0, 0, 0 );
  6604. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6605. var influence = morphInfluences[ i ];
  6606. var morphAttribute = morphPosition[ i ];
  6607. if ( influence === 0 ) { continue; }
  6608. _tempA.fromBufferAttribute( morphAttribute, a );
  6609. _tempB.fromBufferAttribute( morphAttribute, b );
  6610. _tempC.fromBufferAttribute( morphAttribute, c );
  6611. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6612. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6613. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6614. }
  6615. _vA.add( _morphA );
  6616. _vB.add( _morphB );
  6617. _vC.add( _morphC );
  6618. }
  6619. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6620. if ( intersection ) {
  6621. if ( uv ) {
  6622. _uvA.fromBufferAttribute( uv, a );
  6623. _uvB.fromBufferAttribute( uv, b );
  6624. _uvC.fromBufferAttribute( uv, c );
  6625. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6626. }
  6627. if ( uv2 ) {
  6628. _uvA.fromBufferAttribute( uv2, a );
  6629. _uvB.fromBufferAttribute( uv2, b );
  6630. _uvC.fromBufferAttribute( uv2, c );
  6631. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6632. }
  6633. var face = new Face3( a, b, c );
  6634. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6635. intersection.face = face;
  6636. }
  6637. return intersection;
  6638. }
  6639. /**
  6640. * @author mrdoob / http://mrdoob.com/
  6641. * @author kile / http://kile.stravaganza.org/
  6642. * @author alteredq / http://alteredqualia.com/
  6643. * @author mikael emtinger / http://gomo.se/
  6644. * @author zz85 / http://www.lab4games.net/zz85/blog
  6645. * @author bhouston / http://clara.io
  6646. */
  6647. var _geometryId = 0; // Geometry uses even numbers as Id
  6648. var _m1$3 = new Matrix4();
  6649. var _obj$1 = new Object3D();
  6650. var _offset$1 = new Vector3();
  6651. function Geometry() {
  6652. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6653. this.uuid = _Math.generateUUID();
  6654. this.name = '';
  6655. this.type = 'Geometry';
  6656. this.vertices = [];
  6657. this.colors = [];
  6658. this.faces = [];
  6659. this.faceVertexUvs = [[]];
  6660. this.morphTargets = [];
  6661. this.morphNormals = [];
  6662. this.skinWeights = [];
  6663. this.skinIndices = [];
  6664. this.lineDistances = [];
  6665. this.boundingBox = null;
  6666. this.boundingSphere = null;
  6667. // update flags
  6668. this.elementsNeedUpdate = false;
  6669. this.verticesNeedUpdate = false;
  6670. this.uvsNeedUpdate = false;
  6671. this.normalsNeedUpdate = false;
  6672. this.colorsNeedUpdate = false;
  6673. this.lineDistancesNeedUpdate = false;
  6674. this.groupsNeedUpdate = false;
  6675. }
  6676. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6677. constructor: Geometry,
  6678. isGeometry: true,
  6679. applyMatrix: function ( matrix ) {
  6680. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6681. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6682. var vertex = this.vertices[ i ];
  6683. vertex.applyMatrix4( matrix );
  6684. }
  6685. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6686. var face = this.faces[ i ];
  6687. face.normal.applyMatrix3( normalMatrix ).normalize();
  6688. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6689. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6690. }
  6691. }
  6692. if ( this.boundingBox !== null ) {
  6693. this.computeBoundingBox();
  6694. }
  6695. if ( this.boundingSphere !== null ) {
  6696. this.computeBoundingSphere();
  6697. }
  6698. this.verticesNeedUpdate = true;
  6699. this.normalsNeedUpdate = true;
  6700. return this;
  6701. },
  6702. rotateX: function ( angle ) {
  6703. // rotate geometry around world x-axis
  6704. _m1$3.makeRotationX( angle );
  6705. this.applyMatrix( _m1$3 );
  6706. return this;
  6707. },
  6708. rotateY: function ( angle ) {
  6709. // rotate geometry around world y-axis
  6710. _m1$3.makeRotationY( angle );
  6711. this.applyMatrix( _m1$3 );
  6712. return this;
  6713. },
  6714. rotateZ: function ( angle ) {
  6715. // rotate geometry around world z-axis
  6716. _m1$3.makeRotationZ( angle );
  6717. this.applyMatrix( _m1$3 );
  6718. return this;
  6719. },
  6720. translate: function ( x, y, z ) {
  6721. // translate geometry
  6722. _m1$3.makeTranslation( x, y, z );
  6723. this.applyMatrix( _m1$3 );
  6724. return this;
  6725. },
  6726. scale: function ( x, y, z ) {
  6727. // scale geometry
  6728. _m1$3.makeScale( x, y, z );
  6729. this.applyMatrix( _m1$3 );
  6730. return this;
  6731. },
  6732. lookAt: function ( vector ) {
  6733. _obj$1.lookAt( vector );
  6734. _obj$1.updateMatrix();
  6735. this.applyMatrix( _obj$1.matrix );
  6736. return this;
  6737. },
  6738. fromBufferGeometry: function ( geometry ) {
  6739. var scope = this;
  6740. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6741. var attributes = geometry.attributes;
  6742. if ( attributes.position === undefined ) {
  6743. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6744. return this;
  6745. }
  6746. var positions = attributes.position.array;
  6747. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6748. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6749. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6750. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6751. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6752. for ( var i = 0; i < positions.length; i += 3 ) {
  6753. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6754. if ( colors !== undefined ) {
  6755. scope.colors.push( new Color().fromArray( colors, i ) );
  6756. }
  6757. }
  6758. function addFace( a, b, c, materialIndex ) {
  6759. var vertexColors = ( colors === undefined ) ? [] : [
  6760. scope.colors[ a ].clone(),
  6761. scope.colors[ b ].clone(),
  6762. scope.colors[ c ].clone() ];
  6763. var vertexNormals = ( normals === undefined ) ? [] : [
  6764. new Vector3().fromArray( normals, a * 3 ),
  6765. new Vector3().fromArray( normals, b * 3 ),
  6766. new Vector3().fromArray( normals, c * 3 )
  6767. ];
  6768. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6769. scope.faces.push( face );
  6770. if ( uvs !== undefined ) {
  6771. scope.faceVertexUvs[ 0 ].push( [
  6772. new Vector2().fromArray( uvs, a * 2 ),
  6773. new Vector2().fromArray( uvs, b * 2 ),
  6774. new Vector2().fromArray( uvs, c * 2 )
  6775. ] );
  6776. }
  6777. if ( uvs2 !== undefined ) {
  6778. scope.faceVertexUvs[ 1 ].push( [
  6779. new Vector2().fromArray( uvs2, a * 2 ),
  6780. new Vector2().fromArray( uvs2, b * 2 ),
  6781. new Vector2().fromArray( uvs2, c * 2 )
  6782. ] );
  6783. }
  6784. }
  6785. var groups = geometry.groups;
  6786. if ( groups.length > 0 ) {
  6787. for ( var i = 0; i < groups.length; i ++ ) {
  6788. var group = groups[ i ];
  6789. var start = group.start;
  6790. var count = group.count;
  6791. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6792. if ( indices !== undefined ) {
  6793. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6794. } else {
  6795. addFace( j, j + 1, j + 2, group.materialIndex );
  6796. }
  6797. }
  6798. }
  6799. } else {
  6800. if ( indices !== undefined ) {
  6801. for ( var i = 0; i < indices.length; i += 3 ) {
  6802. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6803. }
  6804. } else {
  6805. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6806. addFace( i, i + 1, i + 2 );
  6807. }
  6808. }
  6809. }
  6810. this.computeFaceNormals();
  6811. if ( geometry.boundingBox !== null ) {
  6812. this.boundingBox = geometry.boundingBox.clone();
  6813. }
  6814. if ( geometry.boundingSphere !== null ) {
  6815. this.boundingSphere = geometry.boundingSphere.clone();
  6816. }
  6817. return this;
  6818. },
  6819. center: function () {
  6820. this.computeBoundingBox();
  6821. this.boundingBox.getCenter( _offset$1 ).negate();
  6822. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6823. return this;
  6824. },
  6825. normalize: function () {
  6826. this.computeBoundingSphere();
  6827. var center = this.boundingSphere.center;
  6828. var radius = this.boundingSphere.radius;
  6829. var s = radius === 0 ? 1 : 1.0 / radius;
  6830. var matrix = new Matrix4();
  6831. matrix.set(
  6832. s, 0, 0, - s * center.x,
  6833. 0, s, 0, - s * center.y,
  6834. 0, 0, s, - s * center.z,
  6835. 0, 0, 0, 1
  6836. );
  6837. this.applyMatrix( matrix );
  6838. return this;
  6839. },
  6840. computeFaceNormals: function () {
  6841. var cb = new Vector3(), ab = new Vector3();
  6842. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6843. var face = this.faces[ f ];
  6844. var vA = this.vertices[ face.a ];
  6845. var vB = this.vertices[ face.b ];
  6846. var vC = this.vertices[ face.c ];
  6847. cb.subVectors( vC, vB );
  6848. ab.subVectors( vA, vB );
  6849. cb.cross( ab );
  6850. cb.normalize();
  6851. face.normal.copy( cb );
  6852. }
  6853. },
  6854. computeVertexNormals: function ( areaWeighted ) {
  6855. if ( areaWeighted === undefined ) { areaWeighted = true; }
  6856. var v, vl, f, fl, face, vertices;
  6857. vertices = new Array( this.vertices.length );
  6858. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6859. vertices[ v ] = new Vector3();
  6860. }
  6861. if ( areaWeighted ) {
  6862. // vertex normals weighted by triangle areas
  6863. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6864. var vA, vB, vC;
  6865. var cb = new Vector3(), ab = new Vector3();
  6866. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6867. face = this.faces[ f ];
  6868. vA = this.vertices[ face.a ];
  6869. vB = this.vertices[ face.b ];
  6870. vC = this.vertices[ face.c ];
  6871. cb.subVectors( vC, vB );
  6872. ab.subVectors( vA, vB );
  6873. cb.cross( ab );
  6874. vertices[ face.a ].add( cb );
  6875. vertices[ face.b ].add( cb );
  6876. vertices[ face.c ].add( cb );
  6877. }
  6878. } else {
  6879. this.computeFaceNormals();
  6880. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6881. face = this.faces[ f ];
  6882. vertices[ face.a ].add( face.normal );
  6883. vertices[ face.b ].add( face.normal );
  6884. vertices[ face.c ].add( face.normal );
  6885. }
  6886. }
  6887. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6888. vertices[ v ].normalize();
  6889. }
  6890. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6891. face = this.faces[ f ];
  6892. var vertexNormals = face.vertexNormals;
  6893. if ( vertexNormals.length === 3 ) {
  6894. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  6895. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  6896. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  6897. } else {
  6898. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6899. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6900. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6901. }
  6902. }
  6903. if ( this.faces.length > 0 ) {
  6904. this.normalsNeedUpdate = true;
  6905. }
  6906. },
  6907. computeFlatVertexNormals: function () {
  6908. var f, fl, face;
  6909. this.computeFaceNormals();
  6910. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6911. face = this.faces[ f ];
  6912. var vertexNormals = face.vertexNormals;
  6913. if ( vertexNormals.length === 3 ) {
  6914. vertexNormals[ 0 ].copy( face.normal );
  6915. vertexNormals[ 1 ].copy( face.normal );
  6916. vertexNormals[ 2 ].copy( face.normal );
  6917. } else {
  6918. vertexNormals[ 0 ] = face.normal.clone();
  6919. vertexNormals[ 1 ] = face.normal.clone();
  6920. vertexNormals[ 2 ] = face.normal.clone();
  6921. }
  6922. }
  6923. if ( this.faces.length > 0 ) {
  6924. this.normalsNeedUpdate = true;
  6925. }
  6926. },
  6927. computeMorphNormals: function () {
  6928. var i, il, f, fl, face;
  6929. // save original normals
  6930. // - create temp variables on first access
  6931. // otherwise just copy (for faster repeated calls)
  6932. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6933. face = this.faces[ f ];
  6934. if ( ! face.__originalFaceNormal ) {
  6935. face.__originalFaceNormal = face.normal.clone();
  6936. } else {
  6937. face.__originalFaceNormal.copy( face.normal );
  6938. }
  6939. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  6940. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6941. if ( ! face.__originalVertexNormals[ i ] ) {
  6942. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6943. } else {
  6944. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6945. }
  6946. }
  6947. }
  6948. // use temp geometry to compute face and vertex normals for each morph
  6949. var tmpGeo = new Geometry();
  6950. tmpGeo.faces = this.faces;
  6951. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6952. // create on first access
  6953. if ( ! this.morphNormals[ i ] ) {
  6954. this.morphNormals[ i ] = {};
  6955. this.morphNormals[ i ].faceNormals = [];
  6956. this.morphNormals[ i ].vertexNormals = [];
  6957. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6958. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6959. var faceNormal, vertexNormals;
  6960. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6961. faceNormal = new Vector3();
  6962. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  6963. dstNormalsFace.push( faceNormal );
  6964. dstNormalsVertex.push( vertexNormals );
  6965. }
  6966. }
  6967. var morphNormals = this.morphNormals[ i ];
  6968. // set vertices to morph target
  6969. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6970. // compute morph normals
  6971. tmpGeo.computeFaceNormals();
  6972. tmpGeo.computeVertexNormals();
  6973. // store morph normals
  6974. var faceNormal, vertexNormals;
  6975. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6976. face = this.faces[ f ];
  6977. faceNormal = morphNormals.faceNormals[ f ];
  6978. vertexNormals = morphNormals.vertexNormals[ f ];
  6979. faceNormal.copy( face.normal );
  6980. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6981. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6982. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6983. }
  6984. }
  6985. // restore original normals
  6986. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6987. face = this.faces[ f ];
  6988. face.normal = face.__originalFaceNormal;
  6989. face.vertexNormals = face.__originalVertexNormals;
  6990. }
  6991. },
  6992. computeBoundingBox: function () {
  6993. if ( this.boundingBox === null ) {
  6994. this.boundingBox = new Box3();
  6995. }
  6996. this.boundingBox.setFromPoints( this.vertices );
  6997. },
  6998. computeBoundingSphere: function () {
  6999. if ( this.boundingSphere === null ) {
  7000. this.boundingSphere = new Sphere();
  7001. }
  7002. this.boundingSphere.setFromPoints( this.vertices );
  7003. },
  7004. merge: function ( geometry, matrix, materialIndexOffset ) {
  7005. if ( ! ( geometry && geometry.isGeometry ) ) {
  7006. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7007. return;
  7008. }
  7009. var normalMatrix,
  7010. vertexOffset = this.vertices.length,
  7011. vertices1 = this.vertices,
  7012. vertices2 = geometry.vertices,
  7013. faces1 = this.faces,
  7014. faces2 = geometry.faces,
  7015. colors1 = this.colors,
  7016. colors2 = geometry.colors;
  7017. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7018. if ( matrix !== undefined ) {
  7019. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7020. }
  7021. // vertices
  7022. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7023. var vertex = vertices2[ i ];
  7024. var vertexCopy = vertex.clone();
  7025. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7026. vertices1.push( vertexCopy );
  7027. }
  7028. // colors
  7029. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7030. colors1.push( colors2[ i ].clone() );
  7031. }
  7032. // faces
  7033. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7034. var face = faces2[ i ], faceCopy, normal, color,
  7035. faceVertexNormals = face.vertexNormals,
  7036. faceVertexColors = face.vertexColors;
  7037. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7038. faceCopy.normal.copy( face.normal );
  7039. if ( normalMatrix !== undefined ) {
  7040. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7041. }
  7042. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7043. normal = faceVertexNormals[ j ].clone();
  7044. if ( normalMatrix !== undefined ) {
  7045. normal.applyMatrix3( normalMatrix ).normalize();
  7046. }
  7047. faceCopy.vertexNormals.push( normal );
  7048. }
  7049. faceCopy.color.copy( face.color );
  7050. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7051. color = faceVertexColors[ j ];
  7052. faceCopy.vertexColors.push( color.clone() );
  7053. }
  7054. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7055. faces1.push( faceCopy );
  7056. }
  7057. // uvs
  7058. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7059. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7060. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7061. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7062. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7063. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7064. uvsCopy.push( uvs2[ k ].clone() );
  7065. }
  7066. this.faceVertexUvs[ i ].push( uvsCopy );
  7067. }
  7068. }
  7069. },
  7070. mergeMesh: function ( mesh ) {
  7071. if ( ! ( mesh && mesh.isMesh ) ) {
  7072. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7073. return;
  7074. }
  7075. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7076. this.merge( mesh.geometry, mesh.matrix );
  7077. },
  7078. /*
  7079. * Checks for duplicate vertices with hashmap.
  7080. * Duplicated vertices are removed
  7081. * and faces' vertices are updated.
  7082. */
  7083. mergeVertices: function () {
  7084. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7085. var unique = [], changes = [];
  7086. var v, key;
  7087. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7088. var precision = Math.pow( 10, precisionPoints );
  7089. var i, il, face;
  7090. var indices, j, jl;
  7091. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7092. v = this.vertices[ i ];
  7093. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7094. if ( verticesMap[ key ] === undefined ) {
  7095. verticesMap[ key ] = i;
  7096. unique.push( this.vertices[ i ] );
  7097. changes[ i ] = unique.length - 1;
  7098. } else {
  7099. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7100. changes[ i ] = changes[ verticesMap[ key ] ];
  7101. }
  7102. }
  7103. // if faces are completely degenerate after merging vertices, we
  7104. // have to remove them from the geometry.
  7105. var faceIndicesToRemove = [];
  7106. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7107. face = this.faces[ i ];
  7108. face.a = changes[ face.a ];
  7109. face.b = changes[ face.b ];
  7110. face.c = changes[ face.c ];
  7111. indices = [ face.a, face.b, face.c ];
  7112. // if any duplicate vertices are found in a Face3
  7113. // we have to remove the face as nothing can be saved
  7114. for ( var n = 0; n < 3; n ++ ) {
  7115. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7116. faceIndicesToRemove.push( i );
  7117. break;
  7118. }
  7119. }
  7120. }
  7121. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7122. var idx = faceIndicesToRemove[ i ];
  7123. this.faces.splice( idx, 1 );
  7124. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7125. this.faceVertexUvs[ j ].splice( idx, 1 );
  7126. }
  7127. }
  7128. // Use unique set of vertices
  7129. var diff = this.vertices.length - unique.length;
  7130. this.vertices = unique;
  7131. return diff;
  7132. },
  7133. setFromPoints: function ( points ) {
  7134. this.vertices = [];
  7135. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7136. var point = points[ i ];
  7137. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7138. }
  7139. return this;
  7140. },
  7141. sortFacesByMaterialIndex: function () {
  7142. var faces = this.faces;
  7143. var length = faces.length;
  7144. // tag faces
  7145. for ( var i = 0; i < length; i ++ ) {
  7146. faces[ i ]._id = i;
  7147. }
  7148. // sort faces
  7149. function materialIndexSort( a, b ) {
  7150. return a.materialIndex - b.materialIndex;
  7151. }
  7152. faces.sort( materialIndexSort );
  7153. // sort uvs
  7154. var uvs1 = this.faceVertexUvs[ 0 ];
  7155. var uvs2 = this.faceVertexUvs[ 1 ];
  7156. var newUvs1, newUvs2;
  7157. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7158. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7159. for ( var i = 0; i < length; i ++ ) {
  7160. var id = faces[ i ]._id;
  7161. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7162. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7163. }
  7164. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7165. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7166. },
  7167. toJSON: function () {
  7168. var data = {
  7169. metadata: {
  7170. version: 4.5,
  7171. type: 'Geometry',
  7172. generator: 'Geometry.toJSON'
  7173. }
  7174. };
  7175. // standard Geometry serialization
  7176. data.uuid = this.uuid;
  7177. data.type = this.type;
  7178. if ( this.name !== '' ) { data.name = this.name; }
  7179. if ( this.parameters !== undefined ) {
  7180. var parameters = this.parameters;
  7181. for ( var key in parameters ) {
  7182. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7183. }
  7184. return data;
  7185. }
  7186. var vertices = [];
  7187. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7188. var vertex = this.vertices[ i ];
  7189. vertices.push( vertex.x, vertex.y, vertex.z );
  7190. }
  7191. var faces = [];
  7192. var normals = [];
  7193. var normalsHash = {};
  7194. var colors = [];
  7195. var colorsHash = {};
  7196. var uvs = [];
  7197. var uvsHash = {};
  7198. for ( var i = 0; i < this.faces.length; i ++ ) {
  7199. var face = this.faces[ i ];
  7200. var hasMaterial = true;
  7201. var hasFaceUv = false; // deprecated
  7202. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7203. var hasFaceNormal = face.normal.length() > 0;
  7204. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7205. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7206. var hasFaceVertexColor = face.vertexColors.length > 0;
  7207. var faceType = 0;
  7208. faceType = setBit( faceType, 0, 0 ); // isQuad
  7209. faceType = setBit( faceType, 1, hasMaterial );
  7210. faceType = setBit( faceType, 2, hasFaceUv );
  7211. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7212. faceType = setBit( faceType, 4, hasFaceNormal );
  7213. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7214. faceType = setBit( faceType, 6, hasFaceColor );
  7215. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7216. faces.push( faceType );
  7217. faces.push( face.a, face.b, face.c );
  7218. faces.push( face.materialIndex );
  7219. if ( hasFaceVertexUv ) {
  7220. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7221. faces.push(
  7222. getUvIndex( faceVertexUvs[ 0 ] ),
  7223. getUvIndex( faceVertexUvs[ 1 ] ),
  7224. getUvIndex( faceVertexUvs[ 2 ] )
  7225. );
  7226. }
  7227. if ( hasFaceNormal ) {
  7228. faces.push( getNormalIndex( face.normal ) );
  7229. }
  7230. if ( hasFaceVertexNormal ) {
  7231. var vertexNormals = face.vertexNormals;
  7232. faces.push(
  7233. getNormalIndex( vertexNormals[ 0 ] ),
  7234. getNormalIndex( vertexNormals[ 1 ] ),
  7235. getNormalIndex( vertexNormals[ 2 ] )
  7236. );
  7237. }
  7238. if ( hasFaceColor ) {
  7239. faces.push( getColorIndex( face.color ) );
  7240. }
  7241. if ( hasFaceVertexColor ) {
  7242. var vertexColors = face.vertexColors;
  7243. faces.push(
  7244. getColorIndex( vertexColors[ 0 ] ),
  7245. getColorIndex( vertexColors[ 1 ] ),
  7246. getColorIndex( vertexColors[ 2 ] )
  7247. );
  7248. }
  7249. }
  7250. function setBit( value, position, enabled ) {
  7251. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7252. }
  7253. function getNormalIndex( normal ) {
  7254. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7255. if ( normalsHash[ hash ] !== undefined ) {
  7256. return normalsHash[ hash ];
  7257. }
  7258. normalsHash[ hash ] = normals.length / 3;
  7259. normals.push( normal.x, normal.y, normal.z );
  7260. return normalsHash[ hash ];
  7261. }
  7262. function getColorIndex( color ) {
  7263. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7264. if ( colorsHash[ hash ] !== undefined ) {
  7265. return colorsHash[ hash ];
  7266. }
  7267. colorsHash[ hash ] = colors.length;
  7268. colors.push( color.getHex() );
  7269. return colorsHash[ hash ];
  7270. }
  7271. function getUvIndex( uv ) {
  7272. var hash = uv.x.toString() + uv.y.toString();
  7273. if ( uvsHash[ hash ] !== undefined ) {
  7274. return uvsHash[ hash ];
  7275. }
  7276. uvsHash[ hash ] = uvs.length / 2;
  7277. uvs.push( uv.x, uv.y );
  7278. return uvsHash[ hash ];
  7279. }
  7280. data.data = {};
  7281. data.data.vertices = vertices;
  7282. data.data.normals = normals;
  7283. if ( colors.length > 0 ) { data.data.colors = colors; }
  7284. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7285. data.data.faces = faces;
  7286. return data;
  7287. },
  7288. clone: function () {
  7289. /*
  7290. // Handle primitives
  7291. var parameters = this.parameters;
  7292. if ( parameters !== undefined ) {
  7293. var values = [];
  7294. for ( var key in parameters ) {
  7295. values.push( parameters[ key ] );
  7296. }
  7297. var geometry = Object.create( this.constructor.prototype );
  7298. this.constructor.apply( geometry, values );
  7299. return geometry;
  7300. }
  7301. return new this.constructor().copy( this );
  7302. */
  7303. return new Geometry().copy( this );
  7304. },
  7305. copy: function ( source ) {
  7306. var i, il, j, jl, k, kl;
  7307. // reset
  7308. this.vertices = [];
  7309. this.colors = [];
  7310. this.faces = [];
  7311. this.faceVertexUvs = [[]];
  7312. this.morphTargets = [];
  7313. this.morphNormals = [];
  7314. this.skinWeights = [];
  7315. this.skinIndices = [];
  7316. this.lineDistances = [];
  7317. this.boundingBox = null;
  7318. this.boundingSphere = null;
  7319. // name
  7320. this.name = source.name;
  7321. // vertices
  7322. var vertices = source.vertices;
  7323. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7324. this.vertices.push( vertices[ i ].clone() );
  7325. }
  7326. // colors
  7327. var colors = source.colors;
  7328. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7329. this.colors.push( colors[ i ].clone() );
  7330. }
  7331. // faces
  7332. var faces = source.faces;
  7333. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7334. this.faces.push( faces[ i ].clone() );
  7335. }
  7336. // face vertex uvs
  7337. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7338. var faceVertexUvs = source.faceVertexUvs[ i ];
  7339. if ( this.faceVertexUvs[ i ] === undefined ) {
  7340. this.faceVertexUvs[ i ] = [];
  7341. }
  7342. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7343. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7344. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7345. var uv = uvs[ k ];
  7346. uvsCopy.push( uv.clone() );
  7347. }
  7348. this.faceVertexUvs[ i ].push( uvsCopy );
  7349. }
  7350. }
  7351. // morph targets
  7352. var morphTargets = source.morphTargets;
  7353. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7354. var morphTarget = {};
  7355. morphTarget.name = morphTargets[ i ].name;
  7356. // vertices
  7357. if ( morphTargets[ i ].vertices !== undefined ) {
  7358. morphTarget.vertices = [];
  7359. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7360. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7361. }
  7362. }
  7363. // normals
  7364. if ( morphTargets[ i ].normals !== undefined ) {
  7365. morphTarget.normals = [];
  7366. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7367. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7368. }
  7369. }
  7370. this.morphTargets.push( morphTarget );
  7371. }
  7372. // morph normals
  7373. var morphNormals = source.morphNormals;
  7374. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7375. var morphNormal = {};
  7376. // vertex normals
  7377. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7378. morphNormal.vertexNormals = [];
  7379. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7380. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7381. var destVertexNormal = {};
  7382. destVertexNormal.a = srcVertexNormal.a.clone();
  7383. destVertexNormal.b = srcVertexNormal.b.clone();
  7384. destVertexNormal.c = srcVertexNormal.c.clone();
  7385. morphNormal.vertexNormals.push( destVertexNormal );
  7386. }
  7387. }
  7388. // face normals
  7389. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7390. morphNormal.faceNormals = [];
  7391. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7392. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7393. }
  7394. }
  7395. this.morphNormals.push( morphNormal );
  7396. }
  7397. // skin weights
  7398. var skinWeights = source.skinWeights;
  7399. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7400. this.skinWeights.push( skinWeights[ i ].clone() );
  7401. }
  7402. // skin indices
  7403. var skinIndices = source.skinIndices;
  7404. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7405. this.skinIndices.push( skinIndices[ i ].clone() );
  7406. }
  7407. // line distances
  7408. var lineDistances = source.lineDistances;
  7409. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7410. this.lineDistances.push( lineDistances[ i ] );
  7411. }
  7412. // bounding box
  7413. var boundingBox = source.boundingBox;
  7414. if ( boundingBox !== null ) {
  7415. this.boundingBox = boundingBox.clone();
  7416. }
  7417. // bounding sphere
  7418. var boundingSphere = source.boundingSphere;
  7419. if ( boundingSphere !== null ) {
  7420. this.boundingSphere = boundingSphere.clone();
  7421. }
  7422. // update flags
  7423. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7424. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7425. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7426. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7427. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7428. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7429. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7430. return this;
  7431. },
  7432. dispose: function () {
  7433. this.dispatchEvent( { type: 'dispose' } );
  7434. }
  7435. } );
  7436. /**
  7437. * @author mrdoob / http://mrdoob.com/
  7438. * @author Mugen87 / https://github.com/Mugen87
  7439. */
  7440. // BoxGeometry
  7441. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7442. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7443. Geometry.call(this);
  7444. this.type = 'BoxGeometry';
  7445. this.parameters = {
  7446. width: width,
  7447. height: height,
  7448. depth: depth,
  7449. widthSegments: widthSegments,
  7450. heightSegments: heightSegments,
  7451. depthSegments: depthSegments
  7452. };
  7453. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7454. this.mergeVertices();
  7455. }
  7456. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7457. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7458. BoxGeometry.prototype.constructor = BoxGeometry;
  7459. return BoxGeometry;
  7460. }(Geometry));
  7461. // BoxBufferGeometry
  7462. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7463. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7464. BufferGeometry.call(this);
  7465. this.type = 'BoxBufferGeometry';
  7466. this.parameters = {
  7467. width: width,
  7468. height: height,
  7469. depth: depth,
  7470. widthSegments: widthSegments,
  7471. heightSegments: heightSegments,
  7472. depthSegments: depthSegments
  7473. };
  7474. var scope = this;
  7475. width = width || 1;
  7476. height = height || 1;
  7477. depth = depth || 1;
  7478. // segments
  7479. widthSegments = Math.floor( widthSegments ) || 1;
  7480. heightSegments = Math.floor( heightSegments ) || 1;
  7481. depthSegments = Math.floor( depthSegments ) || 1;
  7482. // buffers
  7483. var indices = [];
  7484. var vertices = [];
  7485. var normals = [];
  7486. var uvs = [];
  7487. // helper variables
  7488. var numberOfVertices = 0;
  7489. var groupStart = 0;
  7490. // build each side of the box geometry
  7491. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7492. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7493. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7494. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7495. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7496. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7497. // build geometry
  7498. this.setIndex( indices );
  7499. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7500. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7501. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7502. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7503. var segmentWidth = width / gridX;
  7504. var segmentHeight = height / gridY;
  7505. var widthHalf = width / 2;
  7506. var heightHalf = height / 2;
  7507. var depthHalf = depth / 2;
  7508. var gridX1 = gridX + 1;
  7509. var gridY1 = gridY + 1;
  7510. var vertexCounter = 0;
  7511. var groupCount = 0;
  7512. var ix, iy;
  7513. var vector = new Vector3();
  7514. // generate vertices, normals and uvs
  7515. for ( iy = 0; iy < gridY1; iy ++ ) {
  7516. var y = iy * segmentHeight - heightHalf;
  7517. for ( ix = 0; ix < gridX1; ix ++ ) {
  7518. var x = ix * segmentWidth - widthHalf;
  7519. // set values to correct vector component
  7520. vector[ u ] = x * udir;
  7521. vector[ v ] = y * vdir;
  7522. vector[ w ] = depthHalf;
  7523. // now apply vector to vertex buffer
  7524. vertices.push( vector.x, vector.y, vector.z );
  7525. // set values to correct vector component
  7526. vector[ u ] = 0;
  7527. vector[ v ] = 0;
  7528. vector[ w ] = depth > 0 ? 1 : - 1;
  7529. // now apply vector to normal buffer
  7530. normals.push( vector.x, vector.y, vector.z );
  7531. // uvs
  7532. uvs.push( ix / gridX );
  7533. uvs.push( 1 - ( iy / gridY ) );
  7534. // counters
  7535. vertexCounter += 1;
  7536. }
  7537. }
  7538. // indices
  7539. // 1. you need three indices to draw a single face
  7540. // 2. a single segment consists of two faces
  7541. // 3. so we need to generate six (2*3) indices per segment
  7542. for ( iy = 0; iy < gridY; iy ++ ) {
  7543. for ( ix = 0; ix < gridX; ix ++ ) {
  7544. var a = numberOfVertices + ix + gridX1 * iy;
  7545. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7546. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7547. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7548. // faces
  7549. indices.push( a, b, d );
  7550. indices.push( b, c, d );
  7551. // increase counter
  7552. groupCount += 6;
  7553. }
  7554. }
  7555. // add a group to the geometry. this will ensure multi material support
  7556. scope.addGroup( groupStart, groupCount, materialIndex );
  7557. // calculate new start value for groups
  7558. groupStart += groupCount;
  7559. // update total number of vertices
  7560. numberOfVertices += vertexCounter;
  7561. }
  7562. }
  7563. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7564. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7565. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7566. return BoxBufferGeometry;
  7567. }(BufferGeometry));
  7568. /**
  7569. * Uniform Utilities
  7570. */
  7571. function cloneUniforms( src ) {
  7572. var dst = {};
  7573. for ( var u in src ) {
  7574. dst[ u ] = {};
  7575. for ( var p in src[ u ] ) {
  7576. var property = src[ u ][ p ];
  7577. if ( property && ( property.isColor ||
  7578. property.isMatrix3 || property.isMatrix4 ||
  7579. property.isVector2 || property.isVector3 || property.isVector4 ||
  7580. property.isTexture ) ) {
  7581. dst[ u ][ p ] = property.clone();
  7582. } else if ( Array.isArray( property ) ) {
  7583. dst[ u ][ p ] = property.slice();
  7584. } else {
  7585. dst[ u ][ p ] = property;
  7586. }
  7587. }
  7588. }
  7589. return dst;
  7590. }
  7591. function mergeUniforms( uniforms ) {
  7592. var merged = {};
  7593. for ( var u = 0; u < uniforms.length; u ++ ) {
  7594. var tmp = cloneUniforms( uniforms[ u ] );
  7595. for ( var p in tmp ) {
  7596. merged[ p ] = tmp[ p ];
  7597. }
  7598. }
  7599. return merged;
  7600. }
  7601. // Legacy
  7602. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7603. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7604. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7605. /**
  7606. * @author alteredq / http://alteredqualia.com/
  7607. *
  7608. * parameters = {
  7609. * defines: { "label" : "value" },
  7610. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7611. *
  7612. * fragmentShader: <string>,
  7613. * vertexShader: <string>,
  7614. *
  7615. * wireframe: <boolean>,
  7616. * wireframeLinewidth: <float>,
  7617. *
  7618. * lights: <bool>,
  7619. *
  7620. * skinning: <bool>,
  7621. * morphTargets: <bool>,
  7622. * morphNormals: <bool>
  7623. * }
  7624. */
  7625. function ShaderMaterial( parameters ) {
  7626. Material.call( this );
  7627. this.type = 'ShaderMaterial';
  7628. this.defines = {};
  7629. this.uniforms = {};
  7630. this.vertexShader = default_vertex;
  7631. this.fragmentShader = default_fragment;
  7632. this.linewidth = 1;
  7633. this.wireframe = false;
  7634. this.wireframeLinewidth = 1;
  7635. this.fog = false; // set to use scene fog
  7636. this.lights = false; // set to use scene lights
  7637. this.clipping = false; // set to use user-defined clipping planes
  7638. this.skinning = false; // set to use skinning attribute streams
  7639. this.morphTargets = false; // set to use morph targets
  7640. this.morphNormals = false; // set to use morph normals
  7641. this.extensions = {
  7642. derivatives: false, // set to use derivatives
  7643. fragDepth: false, // set to use fragment depth values
  7644. drawBuffers: false, // set to use draw buffers
  7645. shaderTextureLOD: false // set to use shader texture LOD
  7646. };
  7647. // When rendered geometry doesn't include these attributes but the material does,
  7648. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7649. this.defaultAttributeValues = {
  7650. 'color': [ 1, 1, 1 ],
  7651. 'uv': [ 0, 0 ],
  7652. 'uv2': [ 0, 0 ]
  7653. };
  7654. this.index0AttributeName = undefined;
  7655. this.uniformsNeedUpdate = false;
  7656. if ( parameters !== undefined ) {
  7657. if ( parameters.attributes !== undefined ) {
  7658. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7659. }
  7660. this.setValues( parameters );
  7661. }
  7662. }
  7663. ShaderMaterial.prototype = Object.create( Material.prototype );
  7664. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7665. ShaderMaterial.prototype.isShaderMaterial = true;
  7666. ShaderMaterial.prototype.copy = function ( source ) {
  7667. Material.prototype.copy.call( this, source );
  7668. this.fragmentShader = source.fragmentShader;
  7669. this.vertexShader = source.vertexShader;
  7670. this.uniforms = cloneUniforms( source.uniforms );
  7671. this.defines = Object.assign( {}, source.defines );
  7672. this.wireframe = source.wireframe;
  7673. this.wireframeLinewidth = source.wireframeLinewidth;
  7674. this.lights = source.lights;
  7675. this.clipping = source.clipping;
  7676. this.skinning = source.skinning;
  7677. this.morphTargets = source.morphTargets;
  7678. this.morphNormals = source.morphNormals;
  7679. this.extensions = source.extensions;
  7680. return this;
  7681. };
  7682. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7683. var data = Material.prototype.toJSON.call( this, meta );
  7684. data.uniforms = {};
  7685. for ( var name in this.uniforms ) {
  7686. var uniform = this.uniforms[ name ];
  7687. var value = uniform.value;
  7688. if ( value && value.isTexture ) {
  7689. data.uniforms[ name ] = {
  7690. type: 't',
  7691. value: value.toJSON( meta ).uuid
  7692. };
  7693. } else if ( value && value.isColor ) {
  7694. data.uniforms[ name ] = {
  7695. type: 'c',
  7696. value: value.getHex()
  7697. };
  7698. } else if ( value && value.isVector2 ) {
  7699. data.uniforms[ name ] = {
  7700. type: 'v2',
  7701. value: value.toArray()
  7702. };
  7703. } else if ( value && value.isVector3 ) {
  7704. data.uniforms[ name ] = {
  7705. type: 'v3',
  7706. value: value.toArray()
  7707. };
  7708. } else if ( value && value.isVector4 ) {
  7709. data.uniforms[ name ] = {
  7710. type: 'v4',
  7711. value: value.toArray()
  7712. };
  7713. } else if ( value && value.isMatrix3 ) {
  7714. data.uniforms[ name ] = {
  7715. type: 'm3',
  7716. value: value.toArray()
  7717. };
  7718. } else if ( value && value.isMatrix4 ) {
  7719. data.uniforms[ name ] = {
  7720. type: 'm4',
  7721. value: value.toArray()
  7722. };
  7723. } else {
  7724. data.uniforms[ name ] = {
  7725. value: value
  7726. };
  7727. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7728. }
  7729. }
  7730. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7731. data.vertexShader = this.vertexShader;
  7732. data.fragmentShader = this.fragmentShader;
  7733. var extensions = {};
  7734. for ( var key in this.extensions ) {
  7735. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7736. }
  7737. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7738. return data;
  7739. };
  7740. /**
  7741. * @author mrdoob / http://mrdoob.com/
  7742. * @author mikael emtinger / http://gomo.se/
  7743. * @author WestLangley / http://github.com/WestLangley
  7744. */
  7745. function Camera() {
  7746. Object3D.call( this );
  7747. this.type = 'Camera';
  7748. this.matrixWorldInverse = new Matrix4();
  7749. this.projectionMatrix = new Matrix4();
  7750. this.projectionMatrixInverse = new Matrix4();
  7751. }
  7752. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7753. constructor: Camera,
  7754. isCamera: true,
  7755. copy: function ( source, recursive ) {
  7756. Object3D.prototype.copy.call( this, source, recursive );
  7757. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7758. this.projectionMatrix.copy( source.projectionMatrix );
  7759. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7760. return this;
  7761. },
  7762. getWorldDirection: function ( target ) {
  7763. if ( target === undefined ) {
  7764. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7765. target = new Vector3();
  7766. }
  7767. this.updateMatrixWorld( true );
  7768. var e = this.matrixWorld.elements;
  7769. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7770. },
  7771. updateMatrixWorld: function ( force ) {
  7772. Object3D.prototype.updateMatrixWorld.call( this, force );
  7773. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7774. },
  7775. clone: function () {
  7776. return new this.constructor().copy( this );
  7777. }
  7778. } );
  7779. /**
  7780. * @author mrdoob / http://mrdoob.com/
  7781. * @author greggman / http://games.greggman.com/
  7782. * @author zz85 / http://www.lab4games.net/zz85/blog
  7783. * @author tschw
  7784. */
  7785. function PerspectiveCamera( fov, aspect, near, far ) {
  7786. Camera.call( this );
  7787. this.type = 'PerspectiveCamera';
  7788. this.fov = fov !== undefined ? fov : 50;
  7789. this.zoom = 1;
  7790. this.near = near !== undefined ? near : 0.1;
  7791. this.far = far !== undefined ? far : 2000;
  7792. this.focus = 10;
  7793. this.aspect = aspect !== undefined ? aspect : 1;
  7794. this.view = null;
  7795. this.filmGauge = 35; // width of the film (default in millimeters)
  7796. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7797. this.updateProjectionMatrix();
  7798. }
  7799. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7800. constructor: PerspectiveCamera,
  7801. isPerspectiveCamera: true,
  7802. copy: function ( source, recursive ) {
  7803. Camera.prototype.copy.call( this, source, recursive );
  7804. this.fov = source.fov;
  7805. this.zoom = source.zoom;
  7806. this.near = source.near;
  7807. this.far = source.far;
  7808. this.focus = source.focus;
  7809. this.aspect = source.aspect;
  7810. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7811. this.filmGauge = source.filmGauge;
  7812. this.filmOffset = source.filmOffset;
  7813. return this;
  7814. },
  7815. /**
  7816. * Sets the FOV by focal length in respect to the current .filmGauge.
  7817. *
  7818. * The default film gauge is 35, so that the focal length can be specified for
  7819. * a 35mm (full frame) camera.
  7820. *
  7821. * Values for focal length and film gauge must have the same unit.
  7822. */
  7823. setFocalLength: function ( focalLength ) {
  7824. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7825. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7826. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7827. this.updateProjectionMatrix();
  7828. },
  7829. /**
  7830. * Calculates the focal length from the current .fov and .filmGauge.
  7831. */
  7832. getFocalLength: function () {
  7833. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7834. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7835. },
  7836. getEffectiveFOV: function () {
  7837. return _Math.RAD2DEG * 2 * Math.atan(
  7838. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7839. },
  7840. getFilmWidth: function () {
  7841. // film not completely covered in portrait format (aspect < 1)
  7842. return this.filmGauge * Math.min( this.aspect, 1 );
  7843. },
  7844. getFilmHeight: function () {
  7845. // film not completely covered in landscape format (aspect > 1)
  7846. return this.filmGauge / Math.max( this.aspect, 1 );
  7847. },
  7848. /**
  7849. * Sets an offset in a larger frustum. This is useful for multi-window or
  7850. * multi-monitor/multi-machine setups.
  7851. *
  7852. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7853. * the monitors are in grid like this
  7854. *
  7855. * +---+---+---+
  7856. * | A | B | C |
  7857. * +---+---+---+
  7858. * | D | E | F |
  7859. * +---+---+---+
  7860. *
  7861. * then for each monitor you would call it like this
  7862. *
  7863. * var w = 1920;
  7864. * var h = 1080;
  7865. * var fullWidth = w * 3;
  7866. * var fullHeight = h * 2;
  7867. *
  7868. * --A--
  7869. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7870. * --B--
  7871. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7872. * --C--
  7873. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7874. * --D--
  7875. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7876. * --E--
  7877. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7878. * --F--
  7879. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7880. *
  7881. * Note there is no reason monitors have to be the same size or in a grid.
  7882. */
  7883. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7884. this.aspect = fullWidth / fullHeight;
  7885. if ( this.view === null ) {
  7886. this.view = {
  7887. enabled: true,
  7888. fullWidth: 1,
  7889. fullHeight: 1,
  7890. offsetX: 0,
  7891. offsetY: 0,
  7892. width: 1,
  7893. height: 1
  7894. };
  7895. }
  7896. this.view.enabled = true;
  7897. this.view.fullWidth = fullWidth;
  7898. this.view.fullHeight = fullHeight;
  7899. this.view.offsetX = x;
  7900. this.view.offsetY = y;
  7901. this.view.width = width;
  7902. this.view.height = height;
  7903. this.updateProjectionMatrix();
  7904. },
  7905. clearViewOffset: function () {
  7906. if ( this.view !== null ) {
  7907. this.view.enabled = false;
  7908. }
  7909. this.updateProjectionMatrix();
  7910. },
  7911. updateProjectionMatrix: function () {
  7912. var near = this.near,
  7913. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  7914. height = 2 * top,
  7915. width = this.aspect * height,
  7916. left = - 0.5 * width,
  7917. view = this.view;
  7918. if ( this.view !== null && this.view.enabled ) {
  7919. var fullWidth = view.fullWidth,
  7920. fullHeight = view.fullHeight;
  7921. left += view.offsetX * width / fullWidth;
  7922. top -= view.offsetY * height / fullHeight;
  7923. width *= view.width / fullWidth;
  7924. height *= view.height / fullHeight;
  7925. }
  7926. var skew = this.filmOffset;
  7927. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  7928. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  7929. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  7930. },
  7931. toJSON: function ( meta ) {
  7932. var data = Object3D.prototype.toJSON.call( this, meta );
  7933. data.object.fov = this.fov;
  7934. data.object.zoom = this.zoom;
  7935. data.object.near = this.near;
  7936. data.object.far = this.far;
  7937. data.object.focus = this.focus;
  7938. data.object.aspect = this.aspect;
  7939. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  7940. data.object.filmGauge = this.filmGauge;
  7941. data.object.filmOffset = this.filmOffset;
  7942. return data;
  7943. }
  7944. } );
  7945. /**
  7946. * Camera for rendering cube maps
  7947. * - renders scene into axis-aligned cube
  7948. *
  7949. * @author alteredq / http://alteredqualia.com/
  7950. */
  7951. var fov = 90, aspect = 1;
  7952. function CubeCamera( near, far, cubeResolution, options ) {
  7953. Object3D.call( this );
  7954. this.type = 'CubeCamera';
  7955. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7956. cameraPX.up.set( 0, - 1, 0 );
  7957. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  7958. this.add( cameraPX );
  7959. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7960. cameraNX.up.set( 0, - 1, 0 );
  7961. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  7962. this.add( cameraNX );
  7963. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7964. cameraPY.up.set( 0, 0, 1 );
  7965. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  7966. this.add( cameraPY );
  7967. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7968. cameraNY.up.set( 0, 0, - 1 );
  7969. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  7970. this.add( cameraNY );
  7971. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7972. cameraPZ.up.set( 0, - 1, 0 );
  7973. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  7974. this.add( cameraPZ );
  7975. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7976. cameraNZ.up.set( 0, - 1, 0 );
  7977. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  7978. this.add( cameraNZ );
  7979. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  7980. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  7981. this.renderTarget.texture.name = "CubeCamera";
  7982. this.update = function ( renderer, scene ) {
  7983. if ( this.parent === null ) { this.updateMatrixWorld(); }
  7984. var currentRenderTarget = renderer.getRenderTarget();
  7985. var renderTarget = this.renderTarget;
  7986. var generateMipmaps = renderTarget.texture.generateMipmaps;
  7987. renderTarget.texture.generateMipmaps = false;
  7988. renderer.setRenderTarget( renderTarget, 0 );
  7989. renderer.render( scene, cameraPX );
  7990. renderer.setRenderTarget( renderTarget, 1 );
  7991. renderer.render( scene, cameraNX );
  7992. renderer.setRenderTarget( renderTarget, 2 );
  7993. renderer.render( scene, cameraPY );
  7994. renderer.setRenderTarget( renderTarget, 3 );
  7995. renderer.render( scene, cameraNY );
  7996. renderer.setRenderTarget( renderTarget, 4 );
  7997. renderer.render( scene, cameraPZ );
  7998. renderTarget.texture.generateMipmaps = generateMipmaps;
  7999. renderer.setRenderTarget( renderTarget, 5 );
  8000. renderer.render( scene, cameraNZ );
  8001. renderer.setRenderTarget( currentRenderTarget );
  8002. };
  8003. this.clear = function ( renderer, color, depth, stencil ) {
  8004. var currentRenderTarget = renderer.getRenderTarget();
  8005. var renderTarget = this.renderTarget;
  8006. for ( var i = 0; i < 6; i ++ ) {
  8007. renderer.setRenderTarget( renderTarget, i );
  8008. renderer.clear( color, depth, stencil );
  8009. }
  8010. renderer.setRenderTarget( currentRenderTarget );
  8011. };
  8012. }
  8013. CubeCamera.prototype = Object.create( Object3D.prototype );
  8014. CubeCamera.prototype.constructor = CubeCamera;
  8015. /**
  8016. * @author alteredq / http://alteredqualia.com
  8017. * @author WestLangley / http://github.com/WestLangley
  8018. */
  8019. function WebGLRenderTargetCube( width, height, options ) {
  8020. WebGLRenderTarget.call( this, width, height, options );
  8021. }
  8022. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8023. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8024. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8025. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8026. this.texture.type = texture.type;
  8027. this.texture.format = texture.format;
  8028. this.texture.encoding = texture.encoding;
  8029. var scene = new Scene();
  8030. var shader = {
  8031. uniforms: {
  8032. tEquirect: { value: null },
  8033. },
  8034. vertexShader: [
  8035. "varying vec3 vWorldDirection;",
  8036. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8037. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8038. "}",
  8039. "void main() {",
  8040. " vWorldDirection = transformDirection( position, modelMatrix );",
  8041. " #include <begin_vertex>",
  8042. " #include <project_vertex>",
  8043. "}"
  8044. ].join( '\n' ),
  8045. fragmentShader: [
  8046. "uniform sampler2D tEquirect;",
  8047. "varying vec3 vWorldDirection;",
  8048. "#define RECIPROCAL_PI 0.31830988618",
  8049. "#define RECIPROCAL_PI2 0.15915494",
  8050. "void main() {",
  8051. " vec3 direction = normalize( vWorldDirection );",
  8052. " vec2 sampleUV;",
  8053. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8054. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8055. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8056. "}"
  8057. ].join( '\n' ),
  8058. };
  8059. var material = new ShaderMaterial( {
  8060. type: 'CubemapFromEquirect',
  8061. uniforms: cloneUniforms( shader.uniforms ),
  8062. vertexShader: shader.vertexShader,
  8063. fragmentShader: shader.fragmentShader,
  8064. side: BackSide,
  8065. blending: NoBlending
  8066. } );
  8067. material.uniforms.tEquirect.value = texture;
  8068. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8069. scene.add( mesh );
  8070. var camera = new CubeCamera( 1, 10, 1 );
  8071. camera.renderTarget = this;
  8072. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8073. camera.update( renderer, scene );
  8074. mesh.geometry.dispose();
  8075. mesh.material.dispose();
  8076. return this;
  8077. };
  8078. /**
  8079. * @author alteredq / http://alteredqualia.com/
  8080. */
  8081. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8082. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8083. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8084. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8085. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8086. this.generateMipmaps = false;
  8087. this.flipY = false;
  8088. this.unpackAlignment = 1;
  8089. this.needsUpdate = true;
  8090. }
  8091. DataTexture.prototype = Object.create( Texture.prototype );
  8092. DataTexture.prototype.constructor = DataTexture;
  8093. DataTexture.prototype.isDataTexture = true;
  8094. /**
  8095. * @author bhouston / http://clara.io
  8096. */
  8097. var _vector1 = new Vector3();
  8098. var _vector2 = new Vector3();
  8099. var _normalMatrix = new Matrix3();
  8100. function Plane( normal, constant ) {
  8101. // normal is assumed to be normalized
  8102. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8103. this.constant = ( constant !== undefined ) ? constant : 0;
  8104. }
  8105. Object.assign( Plane.prototype, {
  8106. isPlane: true,
  8107. set: function ( normal, constant ) {
  8108. this.normal.copy( normal );
  8109. this.constant = constant;
  8110. return this;
  8111. },
  8112. setComponents: function ( x, y, z, w ) {
  8113. this.normal.set( x, y, z );
  8114. this.constant = w;
  8115. return this;
  8116. },
  8117. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8118. this.normal.copy( normal );
  8119. this.constant = - point.dot( this.normal );
  8120. return this;
  8121. },
  8122. setFromCoplanarPoints: function ( a, b, c ) {
  8123. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8124. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8125. this.setFromNormalAndCoplanarPoint( normal, a );
  8126. return this;
  8127. },
  8128. clone: function () {
  8129. return new this.constructor().copy( this );
  8130. },
  8131. copy: function ( plane ) {
  8132. this.normal.copy( plane.normal );
  8133. this.constant = plane.constant;
  8134. return this;
  8135. },
  8136. normalize: function () {
  8137. // Note: will lead to a divide by zero if the plane is invalid.
  8138. var inverseNormalLength = 1.0 / this.normal.length();
  8139. this.normal.multiplyScalar( inverseNormalLength );
  8140. this.constant *= inverseNormalLength;
  8141. return this;
  8142. },
  8143. negate: function () {
  8144. this.constant *= - 1;
  8145. this.normal.negate();
  8146. return this;
  8147. },
  8148. distanceToPoint: function ( point ) {
  8149. return this.normal.dot( point ) + this.constant;
  8150. },
  8151. distanceToSphere: function ( sphere ) {
  8152. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8153. },
  8154. projectPoint: function ( point, target ) {
  8155. if ( target === undefined ) {
  8156. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8157. target = new Vector3();
  8158. }
  8159. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8160. },
  8161. intersectLine: function ( line, target ) {
  8162. if ( target === undefined ) {
  8163. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8164. target = new Vector3();
  8165. }
  8166. var direction = line.delta( _vector1 );
  8167. var denominator = this.normal.dot( direction );
  8168. if ( denominator === 0 ) {
  8169. // line is coplanar, return origin
  8170. if ( this.distanceToPoint( line.start ) === 0 ) {
  8171. return target.copy( line.start );
  8172. }
  8173. // Unsure if this is the correct method to handle this case.
  8174. return undefined;
  8175. }
  8176. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8177. if ( t < 0 || t > 1 ) {
  8178. return undefined;
  8179. }
  8180. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8181. },
  8182. intersectsLine: function ( line ) {
  8183. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8184. var startSign = this.distanceToPoint( line.start );
  8185. var endSign = this.distanceToPoint( line.end );
  8186. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8187. },
  8188. intersectsBox: function ( box ) {
  8189. return box.intersectsPlane( this );
  8190. },
  8191. intersectsSphere: function ( sphere ) {
  8192. return sphere.intersectsPlane( this );
  8193. },
  8194. coplanarPoint: function ( target ) {
  8195. if ( target === undefined ) {
  8196. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8197. target = new Vector3();
  8198. }
  8199. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8200. },
  8201. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8202. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8203. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8204. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8205. this.constant = - referencePoint.dot( normal );
  8206. return this;
  8207. },
  8208. translate: function ( offset ) {
  8209. this.constant -= offset.dot( this.normal );
  8210. return this;
  8211. },
  8212. equals: function ( plane ) {
  8213. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8214. }
  8215. } );
  8216. /**
  8217. * @author mrdoob / http://mrdoob.com/
  8218. * @author alteredq / http://alteredqualia.com/
  8219. * @author bhouston / http://clara.io
  8220. */
  8221. var _sphere$1 = new Sphere();
  8222. var _vector$5 = new Vector3();
  8223. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8224. this.planes = [
  8225. ( p0 !== undefined ) ? p0 : new Plane(),
  8226. ( p1 !== undefined ) ? p1 : new Plane(),
  8227. ( p2 !== undefined ) ? p2 : new Plane(),
  8228. ( p3 !== undefined ) ? p3 : new Plane(),
  8229. ( p4 !== undefined ) ? p4 : new Plane(),
  8230. ( p5 !== undefined ) ? p5 : new Plane()
  8231. ];
  8232. }
  8233. Object.assign( Frustum.prototype, {
  8234. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8235. var planes = this.planes;
  8236. planes[ 0 ].copy( p0 );
  8237. planes[ 1 ].copy( p1 );
  8238. planes[ 2 ].copy( p2 );
  8239. planes[ 3 ].copy( p3 );
  8240. planes[ 4 ].copy( p4 );
  8241. planes[ 5 ].copy( p5 );
  8242. return this;
  8243. },
  8244. clone: function () {
  8245. return new this.constructor().copy( this );
  8246. },
  8247. copy: function ( frustum ) {
  8248. var planes = this.planes;
  8249. for ( var i = 0; i < 6; i ++ ) {
  8250. planes[ i ].copy( frustum.planes[ i ] );
  8251. }
  8252. return this;
  8253. },
  8254. setFromMatrix: function ( m ) {
  8255. var planes = this.planes;
  8256. var me = m.elements;
  8257. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8258. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8259. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8260. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8261. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8262. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8263. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8264. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8265. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8266. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8267. return this;
  8268. },
  8269. intersectsObject: function ( object ) {
  8270. var geometry = object.geometry;
  8271. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8272. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8273. return this.intersectsSphere( _sphere$1 );
  8274. },
  8275. intersectsSprite: function ( sprite ) {
  8276. _sphere$1.center.set( 0, 0, 0 );
  8277. _sphere$1.radius = 0.7071067811865476;
  8278. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8279. return this.intersectsSphere( _sphere$1 );
  8280. },
  8281. intersectsSphere: function ( sphere ) {
  8282. var planes = this.planes;
  8283. var center = sphere.center;
  8284. var negRadius = - sphere.radius;
  8285. for ( var i = 0; i < 6; i ++ ) {
  8286. var distance = planes[ i ].distanceToPoint( center );
  8287. if ( distance < negRadius ) {
  8288. return false;
  8289. }
  8290. }
  8291. return true;
  8292. },
  8293. intersectsBox: function ( box ) {
  8294. var planes = this.planes;
  8295. for ( var i = 0; i < 6; i ++ ) {
  8296. var plane = planes[ i ];
  8297. // corner at max distance
  8298. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8299. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8300. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8301. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8302. return false;
  8303. }
  8304. }
  8305. return true;
  8306. },
  8307. containsPoint: function ( point ) {
  8308. var planes = this.planes;
  8309. for ( var i = 0; i < 6; i ++ ) {
  8310. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8311. return false;
  8312. }
  8313. }
  8314. return true;
  8315. }
  8316. } );
  8317. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8318. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8319. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8320. 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";
  8321. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8322. var begin_vertex = "vec3 transformed = vec3( position );";
  8323. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8324. 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";
  8325. 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";
  8326. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8327. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8328. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8329. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8330. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8331. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8332. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8333. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8334. 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}";
  8335. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  8336. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8337. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8338. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8339. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8340. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8341. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8342. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8343. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8344. 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";
  8345. 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";
  8346. 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";
  8347. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8348. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8349. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8350. 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";
  8351. 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";
  8352. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  8353. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8354. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8355. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8356. 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\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8357. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8358. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8359. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8360. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8361. 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}";
  8362. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8363. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8364. 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";
  8365. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 1.0 ? log2( vFragDepth ) * logDepthBufFC * 0.5 : gl_FragCoord.z;\n#endif";
  8366. 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";
  8367. 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";
  8368. 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";
  8369. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8370. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8371. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  8372. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8373. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8374. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8375. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  8376. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8377. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8378. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8379. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, normalScale, normalMap );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8380. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec2 normalScale, in sampler2D normalMap ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy *= normalScale;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tbool frontFacing = dot( cross( S, T ), N ) > 0.0;\n\t\t\tmapN.xy *= ( float( frontFacing ) * 2.0 - 1.0 );\n\t\t#else\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8381. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8382. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, clearcoatNormal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = clearcoatNormalScale * mapN.xy;\n\t\tclearcoatNormal = normalize( vTBN * mapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatNormalScale, clearcoatNormalMap );\n\t#endif\n#endif";
  8383. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8384. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 encodeHalfRGBA ( vec2 v ) {\n\tvec4 encoded = vec4( 0.0 );\n\tconst vec2 offset = vec2( 1.0 / 255.0, 0.0 );\n\tencoded.xy = vec2( v.x, fract( v.x * 255.0 ) );\n\tencoded.xy = encoded.xy - ( encoded.yy * offset );\n\tencoded.zw = vec2( v.y, fract( v.y * 255.0 ) );\n\tencoded.zw = encoded.zw - ( encoded.ww * offset );\n\treturn encoded;\n}\nvec2 decodeHalfRGBA( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8385. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8386. 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;";
  8387. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8388. 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";
  8389. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8390. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8391. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn decodeHalfRGBA( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8392. 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";
  8393. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8394. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8395. 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";
  8396. 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";
  8397. 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";
  8398. 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";
  8399. 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";
  8400. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8401. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8402. 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}";
  8403. var uv_pars_fragment = "#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif";
  8404. var uv_pars_vertex = "#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8405. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8406. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8407. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8408. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8409. 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";
  8410. 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}";
  8411. 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}";
  8412. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8413. 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}";
  8414. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
  8415. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}";
  8416. 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}";
  8417. 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}";
  8418. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8419. 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}";
  8420. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8421. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8422. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8423. 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}";
  8424. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8425. 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}";
  8426. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8427. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8428. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8429. 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}";
  8430. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8431. 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}";
  8432. 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}";
  8433. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8434. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8435. 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}";
  8436. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
  8437. 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}";
  8438. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8439. 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}";
  8440. var ShaderChunk = {
  8441. alphamap_fragment: alphamap_fragment,
  8442. alphamap_pars_fragment: alphamap_pars_fragment,
  8443. alphatest_fragment: alphatest_fragment,
  8444. aomap_fragment: aomap_fragment,
  8445. aomap_pars_fragment: aomap_pars_fragment,
  8446. begin_vertex: begin_vertex,
  8447. beginnormal_vertex: beginnormal_vertex,
  8448. bsdfs: bsdfs,
  8449. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8450. clipping_planes_fragment: clipping_planes_fragment,
  8451. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8452. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8453. clipping_planes_vertex: clipping_planes_vertex,
  8454. color_fragment: color_fragment,
  8455. color_pars_fragment: color_pars_fragment,
  8456. color_pars_vertex: color_pars_vertex,
  8457. color_vertex: color_vertex,
  8458. common: common,
  8459. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8460. defaultnormal_vertex: defaultnormal_vertex,
  8461. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8462. displacementmap_vertex: displacementmap_vertex,
  8463. emissivemap_fragment: emissivemap_fragment,
  8464. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8465. encodings_fragment: encodings_fragment,
  8466. encodings_pars_fragment: encodings_pars_fragment,
  8467. envmap_fragment: envmap_fragment,
  8468. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8469. envmap_pars_fragment: envmap_pars_fragment,
  8470. envmap_pars_vertex: envmap_pars_vertex,
  8471. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8472. envmap_vertex: envmap_vertex,
  8473. fog_vertex: fog_vertex,
  8474. fog_pars_vertex: fog_pars_vertex,
  8475. fog_fragment: fog_fragment,
  8476. fog_pars_fragment: fog_pars_fragment,
  8477. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8478. lightmap_fragment: lightmap_fragment,
  8479. lightmap_pars_fragment: lightmap_pars_fragment,
  8480. lights_lambert_vertex: lights_lambert_vertex,
  8481. lights_pars_begin: lights_pars_begin,
  8482. lights_phong_fragment: lights_phong_fragment,
  8483. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8484. lights_physical_fragment: lights_physical_fragment,
  8485. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8486. lights_fragment_begin: lights_fragment_begin,
  8487. lights_fragment_maps: lights_fragment_maps,
  8488. lights_fragment_end: lights_fragment_end,
  8489. logdepthbuf_fragment: logdepthbuf_fragment,
  8490. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8491. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8492. logdepthbuf_vertex: logdepthbuf_vertex,
  8493. map_fragment: map_fragment,
  8494. map_pars_fragment: map_pars_fragment,
  8495. map_particle_fragment: map_particle_fragment,
  8496. map_particle_pars_fragment: map_particle_pars_fragment,
  8497. metalnessmap_fragment: metalnessmap_fragment,
  8498. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8499. morphnormal_vertex: morphnormal_vertex,
  8500. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8501. morphtarget_vertex: morphtarget_vertex,
  8502. normal_fragment_begin: normal_fragment_begin,
  8503. normal_fragment_maps: normal_fragment_maps,
  8504. normalmap_pars_fragment: normalmap_pars_fragment,
  8505. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8506. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8507. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8508. packing: packing,
  8509. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8510. project_vertex: project_vertex,
  8511. dithering_fragment: dithering_fragment,
  8512. dithering_pars_fragment: dithering_pars_fragment,
  8513. roughnessmap_fragment: roughnessmap_fragment,
  8514. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8515. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8516. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8517. shadowmap_vertex: shadowmap_vertex,
  8518. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8519. skinbase_vertex: skinbase_vertex,
  8520. skinning_pars_vertex: skinning_pars_vertex,
  8521. skinning_vertex: skinning_vertex,
  8522. skinnormal_vertex: skinnormal_vertex,
  8523. specularmap_fragment: specularmap_fragment,
  8524. specularmap_pars_fragment: specularmap_pars_fragment,
  8525. tonemapping_fragment: tonemapping_fragment,
  8526. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8527. uv_pars_fragment: uv_pars_fragment,
  8528. uv_pars_vertex: uv_pars_vertex,
  8529. uv_vertex: uv_vertex,
  8530. uv2_pars_fragment: uv2_pars_fragment,
  8531. uv2_pars_vertex: uv2_pars_vertex,
  8532. uv2_vertex: uv2_vertex,
  8533. worldpos_vertex: worldpos_vertex,
  8534. background_frag: background_frag,
  8535. background_vert: background_vert,
  8536. cube_frag: cube_frag,
  8537. cube_vert: cube_vert,
  8538. depth_frag: depth_frag,
  8539. depth_vert: depth_vert,
  8540. distanceRGBA_frag: distanceRGBA_frag,
  8541. distanceRGBA_vert: distanceRGBA_vert,
  8542. equirect_frag: equirect_frag,
  8543. equirect_vert: equirect_vert,
  8544. linedashed_frag: linedashed_frag,
  8545. linedashed_vert: linedashed_vert,
  8546. meshbasic_frag: meshbasic_frag,
  8547. meshbasic_vert: meshbasic_vert,
  8548. meshlambert_frag: meshlambert_frag,
  8549. meshlambert_vert: meshlambert_vert,
  8550. meshmatcap_frag: meshmatcap_frag,
  8551. meshmatcap_vert: meshmatcap_vert,
  8552. meshphong_frag: meshphong_frag,
  8553. meshphong_vert: meshphong_vert,
  8554. meshphysical_frag: meshphysical_frag,
  8555. meshphysical_vert: meshphysical_vert,
  8556. normal_frag: normal_frag,
  8557. normal_vert: normal_vert,
  8558. points_frag: points_frag,
  8559. points_vert: points_vert,
  8560. shadow_frag: shadow_frag,
  8561. shadow_vert: shadow_vert,
  8562. sprite_frag: sprite_frag,
  8563. sprite_vert: sprite_vert
  8564. };
  8565. /**
  8566. * Uniforms library for shared webgl shaders
  8567. */
  8568. var UniformsLib = {
  8569. common: {
  8570. diffuse: { value: new Color( 0xeeeeee ) },
  8571. opacity: { value: 1.0 },
  8572. map: { value: null },
  8573. uvTransform: { value: new Matrix3() },
  8574. alphaMap: { value: null },
  8575. },
  8576. specularmap: {
  8577. specularMap: { value: null },
  8578. },
  8579. envmap: {
  8580. envMap: { value: null },
  8581. flipEnvMap: { value: - 1 },
  8582. reflectivity: { value: 1.0 },
  8583. refractionRatio: { value: 0.98 },
  8584. maxMipLevel: { value: 0 }
  8585. },
  8586. aomap: {
  8587. aoMap: { value: null },
  8588. aoMapIntensity: { value: 1 }
  8589. },
  8590. lightmap: {
  8591. lightMap: { value: null },
  8592. lightMapIntensity: { value: 1 }
  8593. },
  8594. emissivemap: {
  8595. emissiveMap: { value: null }
  8596. },
  8597. bumpmap: {
  8598. bumpMap: { value: null },
  8599. bumpScale: { value: 1 }
  8600. },
  8601. normalmap: {
  8602. normalMap: { value: null },
  8603. normalScale: { value: new Vector2( 1, 1 ) }
  8604. },
  8605. displacementmap: {
  8606. displacementMap: { value: null },
  8607. displacementScale: { value: 1 },
  8608. displacementBias: { value: 0 }
  8609. },
  8610. roughnessmap: {
  8611. roughnessMap: { value: null }
  8612. },
  8613. metalnessmap: {
  8614. metalnessMap: { value: null }
  8615. },
  8616. gradientmap: {
  8617. gradientMap: { value: null }
  8618. },
  8619. fog: {
  8620. fogDensity: { value: 0.00025 },
  8621. fogNear: { value: 1 },
  8622. fogFar: { value: 2000 },
  8623. fogColor: { value: new Color( 0xffffff ) }
  8624. },
  8625. lights: {
  8626. ambientLightColor: { value: [] },
  8627. lightProbe: { value: [] },
  8628. directionalLights: { value: [], properties: {
  8629. direction: {},
  8630. color: {},
  8631. shadow: {},
  8632. shadowBias: {},
  8633. shadowRadius: {},
  8634. shadowMapSize: {}
  8635. } },
  8636. directionalShadowMap: { value: [] },
  8637. directionalShadowMatrix: { value: [] },
  8638. spotLights: { value: [], properties: {
  8639. color: {},
  8640. position: {},
  8641. direction: {},
  8642. distance: {},
  8643. coneCos: {},
  8644. penumbraCos: {},
  8645. decay: {},
  8646. shadow: {},
  8647. shadowBias: {},
  8648. shadowRadius: {},
  8649. shadowMapSize: {}
  8650. } },
  8651. spotShadowMap: { value: [] },
  8652. spotShadowMatrix: { value: [] },
  8653. pointLights: { value: [], properties: {
  8654. color: {},
  8655. position: {},
  8656. decay: {},
  8657. distance: {},
  8658. shadow: {},
  8659. shadowBias: {},
  8660. shadowRadius: {},
  8661. shadowMapSize: {},
  8662. shadowCameraNear: {},
  8663. shadowCameraFar: {}
  8664. } },
  8665. pointShadowMap: { value: [] },
  8666. pointShadowMatrix: { value: [] },
  8667. hemisphereLights: { value: [], properties: {
  8668. direction: {},
  8669. skyColor: {},
  8670. groundColor: {}
  8671. } },
  8672. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8673. rectAreaLights: { value: [], properties: {
  8674. color: {},
  8675. position: {},
  8676. width: {},
  8677. height: {}
  8678. } }
  8679. },
  8680. points: {
  8681. diffuse: { value: new Color( 0xeeeeee ) },
  8682. opacity: { value: 1.0 },
  8683. size: { value: 1.0 },
  8684. scale: { value: 1.0 },
  8685. map: { value: null },
  8686. uvTransform: { value: new Matrix3() }
  8687. },
  8688. sprite: {
  8689. diffuse: { value: new Color( 0xeeeeee ) },
  8690. opacity: { value: 1.0 },
  8691. center: { value: new Vector2( 0.5, 0.5 ) },
  8692. rotation: { value: 0.0 },
  8693. map: { value: null },
  8694. uvTransform: { value: new Matrix3() }
  8695. }
  8696. };
  8697. /**
  8698. * @author alteredq / http://alteredqualia.com/
  8699. * @author mrdoob / http://mrdoob.com/
  8700. * @author mikael emtinger / http://gomo.se/
  8701. */
  8702. var ShaderLib = {
  8703. basic: {
  8704. uniforms: mergeUniforms( [
  8705. UniformsLib.common,
  8706. UniformsLib.specularmap,
  8707. UniformsLib.envmap,
  8708. UniformsLib.aomap,
  8709. UniformsLib.lightmap,
  8710. UniformsLib.fog
  8711. ] ),
  8712. vertexShader: ShaderChunk.meshbasic_vert,
  8713. fragmentShader: ShaderChunk.meshbasic_frag
  8714. },
  8715. lambert: {
  8716. uniforms: mergeUniforms( [
  8717. UniformsLib.common,
  8718. UniformsLib.specularmap,
  8719. UniformsLib.envmap,
  8720. UniformsLib.aomap,
  8721. UniformsLib.lightmap,
  8722. UniformsLib.emissivemap,
  8723. UniformsLib.fog,
  8724. UniformsLib.lights,
  8725. {
  8726. emissive: { value: new Color( 0x000000 ) }
  8727. }
  8728. ] ),
  8729. vertexShader: ShaderChunk.meshlambert_vert,
  8730. fragmentShader: ShaderChunk.meshlambert_frag
  8731. },
  8732. phong: {
  8733. uniforms: mergeUniforms( [
  8734. UniformsLib.common,
  8735. UniformsLib.specularmap,
  8736. UniformsLib.envmap,
  8737. UniformsLib.aomap,
  8738. UniformsLib.lightmap,
  8739. UniformsLib.emissivemap,
  8740. UniformsLib.bumpmap,
  8741. UniformsLib.normalmap,
  8742. UniformsLib.displacementmap,
  8743. UniformsLib.gradientmap,
  8744. UniformsLib.fog,
  8745. UniformsLib.lights,
  8746. {
  8747. emissive: { value: new Color( 0x000000 ) },
  8748. specular: { value: new Color( 0x111111 ) },
  8749. shininess: { value: 30 }
  8750. }
  8751. ] ),
  8752. vertexShader: ShaderChunk.meshphong_vert,
  8753. fragmentShader: ShaderChunk.meshphong_frag
  8754. },
  8755. standard: {
  8756. uniforms: mergeUniforms( [
  8757. UniformsLib.common,
  8758. UniformsLib.envmap,
  8759. UniformsLib.aomap,
  8760. UniformsLib.lightmap,
  8761. UniformsLib.emissivemap,
  8762. UniformsLib.bumpmap,
  8763. UniformsLib.normalmap,
  8764. UniformsLib.displacementmap,
  8765. UniformsLib.roughnessmap,
  8766. UniformsLib.metalnessmap,
  8767. UniformsLib.fog,
  8768. UniformsLib.lights,
  8769. {
  8770. emissive: { value: new Color( 0x000000 ) },
  8771. roughness: { value: 0.5 },
  8772. metalness: { value: 0.5 },
  8773. envMapIntensity: { value: 1 } // temporary
  8774. }
  8775. ] ),
  8776. vertexShader: ShaderChunk.meshphysical_vert,
  8777. fragmentShader: ShaderChunk.meshphysical_frag
  8778. },
  8779. matcap: {
  8780. uniforms: mergeUniforms( [
  8781. UniformsLib.common,
  8782. UniformsLib.bumpmap,
  8783. UniformsLib.normalmap,
  8784. UniformsLib.displacementmap,
  8785. UniformsLib.fog,
  8786. {
  8787. matcap: { value: null }
  8788. }
  8789. ] ),
  8790. vertexShader: ShaderChunk.meshmatcap_vert,
  8791. fragmentShader: ShaderChunk.meshmatcap_frag
  8792. },
  8793. points: {
  8794. uniforms: mergeUniforms( [
  8795. UniformsLib.points,
  8796. UniformsLib.fog
  8797. ] ),
  8798. vertexShader: ShaderChunk.points_vert,
  8799. fragmentShader: ShaderChunk.points_frag
  8800. },
  8801. dashed: {
  8802. uniforms: mergeUniforms( [
  8803. UniformsLib.common,
  8804. UniformsLib.fog,
  8805. {
  8806. scale: { value: 1 },
  8807. dashSize: { value: 1 },
  8808. totalSize: { value: 2 }
  8809. }
  8810. ] ),
  8811. vertexShader: ShaderChunk.linedashed_vert,
  8812. fragmentShader: ShaderChunk.linedashed_frag
  8813. },
  8814. depth: {
  8815. uniforms: mergeUniforms( [
  8816. UniformsLib.common,
  8817. UniformsLib.displacementmap
  8818. ] ),
  8819. vertexShader: ShaderChunk.depth_vert,
  8820. fragmentShader: ShaderChunk.depth_frag
  8821. },
  8822. normal: {
  8823. uniforms: mergeUniforms( [
  8824. UniformsLib.common,
  8825. UniformsLib.bumpmap,
  8826. UniformsLib.normalmap,
  8827. UniformsLib.displacementmap,
  8828. {
  8829. opacity: { value: 1.0 }
  8830. }
  8831. ] ),
  8832. vertexShader: ShaderChunk.normal_vert,
  8833. fragmentShader: ShaderChunk.normal_frag
  8834. },
  8835. sprite: {
  8836. uniforms: mergeUniforms( [
  8837. UniformsLib.sprite,
  8838. UniformsLib.fog
  8839. ] ),
  8840. vertexShader: ShaderChunk.sprite_vert,
  8841. fragmentShader: ShaderChunk.sprite_frag
  8842. },
  8843. background: {
  8844. uniforms: {
  8845. uvTransform: { value: new Matrix3() },
  8846. t2D: { value: null },
  8847. },
  8848. vertexShader: ShaderChunk.background_vert,
  8849. fragmentShader: ShaderChunk.background_frag
  8850. },
  8851. /* -------------------------------------------------------------------------
  8852. // Cube map shader
  8853. ------------------------------------------------------------------------- */
  8854. cube: {
  8855. uniforms: {
  8856. tCube: { value: null },
  8857. tFlip: { value: - 1 },
  8858. opacity: { value: 1.0 }
  8859. },
  8860. vertexShader: ShaderChunk.cube_vert,
  8861. fragmentShader: ShaderChunk.cube_frag
  8862. },
  8863. equirect: {
  8864. uniforms: {
  8865. tEquirect: { value: null },
  8866. },
  8867. vertexShader: ShaderChunk.equirect_vert,
  8868. fragmentShader: ShaderChunk.equirect_frag
  8869. },
  8870. distanceRGBA: {
  8871. uniforms: mergeUniforms( [
  8872. UniformsLib.common,
  8873. UniformsLib.displacementmap,
  8874. {
  8875. referencePosition: { value: new Vector3() },
  8876. nearDistance: { value: 1 },
  8877. farDistance: { value: 1000 }
  8878. }
  8879. ] ),
  8880. vertexShader: ShaderChunk.distanceRGBA_vert,
  8881. fragmentShader: ShaderChunk.distanceRGBA_frag
  8882. },
  8883. shadow: {
  8884. uniforms: mergeUniforms( [
  8885. UniformsLib.lights,
  8886. UniformsLib.fog,
  8887. {
  8888. color: { value: new Color( 0x00000 ) },
  8889. opacity: { value: 1.0 }
  8890. } ] ),
  8891. vertexShader: ShaderChunk.shadow_vert,
  8892. fragmentShader: ShaderChunk.shadow_frag
  8893. }
  8894. };
  8895. ShaderLib.physical = {
  8896. uniforms: mergeUniforms( [
  8897. ShaderLib.standard.uniforms,
  8898. {
  8899. transparency: { value: 0 },
  8900. clearcoat: { value: 0 },
  8901. clearcoatRoughness: { value: 0 },
  8902. sheen: { value: new Color( 0x000000 ) },
  8903. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8904. clearcoatNormalMap: { value: null },
  8905. }
  8906. ] ),
  8907. vertexShader: ShaderChunk.meshphysical_vert,
  8908. fragmentShader: ShaderChunk.meshphysical_frag
  8909. };
  8910. /**
  8911. * @author mrdoob / http://mrdoob.com/
  8912. */
  8913. function WebGLAnimation() {
  8914. var context = null;
  8915. var isAnimating = false;
  8916. var animationLoop = null;
  8917. function onAnimationFrame( time, frame ) {
  8918. if ( isAnimating === false ) { return; }
  8919. animationLoop( time, frame );
  8920. context.requestAnimationFrame( onAnimationFrame );
  8921. }
  8922. return {
  8923. start: function () {
  8924. if ( isAnimating === true ) { return; }
  8925. if ( animationLoop === null ) { return; }
  8926. context.requestAnimationFrame( onAnimationFrame );
  8927. isAnimating = true;
  8928. },
  8929. stop: function () {
  8930. isAnimating = false;
  8931. },
  8932. setAnimationLoop: function ( callback ) {
  8933. animationLoop = callback;
  8934. },
  8935. setContext: function ( value ) {
  8936. context = value;
  8937. }
  8938. };
  8939. }
  8940. /**
  8941. * @author mrdoob / http://mrdoob.com/
  8942. */
  8943. function WebGLAttributes( gl ) {
  8944. var buffers = new WeakMap();
  8945. function createBuffer( attribute, bufferType ) {
  8946. var array = attribute.array;
  8947. var usage = attribute.dynamic ? 35048 : 35044;
  8948. var buffer = gl.createBuffer();
  8949. gl.bindBuffer( bufferType, buffer );
  8950. gl.bufferData( bufferType, array, usage );
  8951. attribute.onUploadCallback();
  8952. var type = 5126;
  8953. if ( array instanceof Float32Array ) {
  8954. type = 5126;
  8955. } else if ( array instanceof Float64Array ) {
  8956. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8957. } else if ( array instanceof Uint16Array ) {
  8958. type = 5123;
  8959. } else if ( array instanceof Int16Array ) {
  8960. type = 5122;
  8961. } else if ( array instanceof Uint32Array ) {
  8962. type = 5125;
  8963. } else if ( array instanceof Int32Array ) {
  8964. type = 5124;
  8965. } else if ( array instanceof Int8Array ) {
  8966. type = 5120;
  8967. } else if ( array instanceof Uint8Array ) {
  8968. type = 5121;
  8969. }
  8970. return {
  8971. buffer: buffer,
  8972. type: type,
  8973. bytesPerElement: array.BYTES_PER_ELEMENT,
  8974. version: attribute.version
  8975. };
  8976. }
  8977. function updateBuffer( buffer, attribute, bufferType ) {
  8978. var array = attribute.array;
  8979. var updateRange = attribute.updateRange;
  8980. gl.bindBuffer( bufferType, buffer );
  8981. if ( attribute.dynamic === false ) {
  8982. gl.bufferData( bufferType, array, 35044 );
  8983. } else if ( updateRange.count === - 1 ) {
  8984. // Not using update ranges
  8985. gl.bufferSubData( bufferType, 0, array );
  8986. } else if ( updateRange.count === 0 ) {
  8987. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  8988. } else {
  8989. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8990. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8991. updateRange.count = - 1; // reset range
  8992. }
  8993. }
  8994. //
  8995. function get( attribute ) {
  8996. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8997. return buffers.get( attribute );
  8998. }
  8999. function remove( attribute ) {
  9000. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9001. var data = buffers.get( attribute );
  9002. if ( data ) {
  9003. gl.deleteBuffer( data.buffer );
  9004. buffers.delete( attribute );
  9005. }
  9006. }
  9007. function update( attribute, bufferType ) {
  9008. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9009. var data = buffers.get( attribute );
  9010. if ( data === undefined ) {
  9011. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9012. } else if ( data.version < attribute.version ) {
  9013. updateBuffer( data.buffer, attribute, bufferType );
  9014. data.version = attribute.version;
  9015. }
  9016. }
  9017. return {
  9018. get: get,
  9019. remove: remove,
  9020. update: update
  9021. };
  9022. }
  9023. /**
  9024. * @author mrdoob / http://mrdoob.com/
  9025. * @author Mugen87 / https://github.com/Mugen87
  9026. */
  9027. // PlaneGeometry
  9028. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9029. Geometry.call( this );
  9030. this.type = 'PlaneGeometry';
  9031. this.parameters = {
  9032. width: width,
  9033. height: height,
  9034. widthSegments: widthSegments,
  9035. heightSegments: heightSegments
  9036. };
  9037. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9038. this.mergeVertices();
  9039. }
  9040. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9041. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9042. // PlaneBufferGeometry
  9043. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9044. BufferGeometry.call( this );
  9045. this.type = 'PlaneBufferGeometry';
  9046. this.parameters = {
  9047. width: width,
  9048. height: height,
  9049. widthSegments: widthSegments,
  9050. heightSegments: heightSegments
  9051. };
  9052. width = width || 1;
  9053. height = height || 1;
  9054. var width_half = width / 2;
  9055. var height_half = height / 2;
  9056. var gridX = Math.floor( widthSegments ) || 1;
  9057. var gridY = Math.floor( heightSegments ) || 1;
  9058. var gridX1 = gridX + 1;
  9059. var gridY1 = gridY + 1;
  9060. var segment_width = width / gridX;
  9061. var segment_height = height / gridY;
  9062. var ix, iy;
  9063. // buffers
  9064. var indices = [];
  9065. var vertices = [];
  9066. var normals = [];
  9067. var uvs = [];
  9068. // generate vertices, normals and uvs
  9069. for ( iy = 0; iy < gridY1; iy ++ ) {
  9070. var y = iy * segment_height - height_half;
  9071. for ( ix = 0; ix < gridX1; ix ++ ) {
  9072. var x = ix * segment_width - width_half;
  9073. vertices.push( x, - y, 0 );
  9074. normals.push( 0, 0, 1 );
  9075. uvs.push( ix / gridX );
  9076. uvs.push( 1 - ( iy / gridY ) );
  9077. }
  9078. }
  9079. // indices
  9080. for ( iy = 0; iy < gridY; iy ++ ) {
  9081. for ( ix = 0; ix < gridX; ix ++ ) {
  9082. var a = ix + gridX1 * iy;
  9083. var b = ix + gridX1 * ( iy + 1 );
  9084. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9085. var d = ( ix + 1 ) + gridX1 * iy;
  9086. // faces
  9087. indices.push( a, b, d );
  9088. indices.push( b, c, d );
  9089. }
  9090. }
  9091. // build geometry
  9092. this.setIndex( indices );
  9093. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9094. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9095. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9096. }
  9097. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9098. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9099. /**
  9100. * @author mrdoob / http://mrdoob.com/
  9101. */
  9102. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9103. var clearColor = new Color( 0x000000 );
  9104. var clearAlpha = 0;
  9105. var planeMesh;
  9106. var boxMesh;
  9107. // Store the current background texture and its `version`
  9108. // so we can recompile the material accordingly.
  9109. var currentBackground = null;
  9110. var currentBackgroundVersion = 0;
  9111. function render( renderList, scene, camera, forceClear ) {
  9112. var background = scene.background;
  9113. // Ignore background in AR
  9114. // TODO: Reconsider this.
  9115. var vr = renderer.vr;
  9116. var session = vr.getSession && vr.getSession();
  9117. if ( session && session.environmentBlendMode === 'additive' ) {
  9118. background = null;
  9119. }
  9120. if ( background === null ) {
  9121. setClear( clearColor, clearAlpha );
  9122. currentBackground = null;
  9123. currentBackgroundVersion = 0;
  9124. } else if ( background && background.isColor ) {
  9125. setClear( background, 1 );
  9126. forceClear = true;
  9127. currentBackground = null;
  9128. currentBackgroundVersion = 0;
  9129. }
  9130. if ( renderer.autoClear || forceClear ) {
  9131. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9132. }
  9133. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9134. if ( boxMesh === undefined ) {
  9135. boxMesh = new Mesh(
  9136. new BoxBufferGeometry( 1, 1, 1 ),
  9137. new ShaderMaterial( {
  9138. type: 'BackgroundCubeMaterial',
  9139. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9140. vertexShader: ShaderLib.cube.vertexShader,
  9141. fragmentShader: ShaderLib.cube.fragmentShader,
  9142. side: BackSide,
  9143. depthTest: false,
  9144. depthWrite: false,
  9145. fog: false
  9146. } )
  9147. );
  9148. boxMesh.geometry.removeAttribute( 'normal' );
  9149. boxMesh.geometry.removeAttribute( 'uv' );
  9150. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9151. this.matrixWorld.copyPosition( camera.matrixWorld );
  9152. };
  9153. // enable code injection for non-built-in material
  9154. Object.defineProperty( boxMesh.material, 'map', {
  9155. get: function () {
  9156. return this.uniforms.tCube.value;
  9157. }
  9158. } );
  9159. objects.update( boxMesh );
  9160. }
  9161. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9162. boxMesh.material.uniforms.tCube.value = texture;
  9163. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9164. if ( currentBackground !== background ||
  9165. currentBackgroundVersion !== texture.version ) {
  9166. boxMesh.material.needsUpdate = true;
  9167. currentBackground = background;
  9168. currentBackgroundVersion = texture.version;
  9169. }
  9170. // push to the pre-sorted opaque render list
  9171. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9172. } else if ( background && background.isTexture ) {
  9173. if ( planeMesh === undefined ) {
  9174. planeMesh = new Mesh(
  9175. new PlaneBufferGeometry( 2, 2 ),
  9176. new ShaderMaterial( {
  9177. type: 'BackgroundMaterial',
  9178. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9179. vertexShader: ShaderLib.background.vertexShader,
  9180. fragmentShader: ShaderLib.background.fragmentShader,
  9181. side: FrontSide,
  9182. depthTest: false,
  9183. depthWrite: false,
  9184. fog: false
  9185. } )
  9186. );
  9187. planeMesh.geometry.removeAttribute( 'normal' );
  9188. // enable code injection for non-built-in material
  9189. Object.defineProperty( planeMesh.material, 'map', {
  9190. get: function () {
  9191. return this.uniforms.t2D.value;
  9192. }
  9193. } );
  9194. objects.update( planeMesh );
  9195. }
  9196. planeMesh.material.uniforms.t2D.value = background;
  9197. if ( background.matrixAutoUpdate === true ) {
  9198. background.updateMatrix();
  9199. }
  9200. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9201. if ( currentBackground !== background ||
  9202. currentBackgroundVersion !== background.version ) {
  9203. planeMesh.material.needsUpdate = true;
  9204. currentBackground = background;
  9205. currentBackgroundVersion = background.version;
  9206. }
  9207. // push to the pre-sorted opaque render list
  9208. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9209. }
  9210. }
  9211. function setClear( color, alpha ) {
  9212. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9213. }
  9214. return {
  9215. getClearColor: function () {
  9216. return clearColor;
  9217. },
  9218. setClearColor: function ( color, alpha ) {
  9219. clearColor.set( color );
  9220. clearAlpha = alpha !== undefined ? alpha : 1;
  9221. setClear( clearColor, clearAlpha );
  9222. },
  9223. getClearAlpha: function () {
  9224. return clearAlpha;
  9225. },
  9226. setClearAlpha: function ( alpha ) {
  9227. clearAlpha = alpha;
  9228. setClear( clearColor, clearAlpha );
  9229. },
  9230. render: render
  9231. };
  9232. }
  9233. /**
  9234. * @author mrdoob / http://mrdoob.com/
  9235. */
  9236. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9237. var mode;
  9238. function setMode( value ) {
  9239. mode = value;
  9240. }
  9241. function render( start, count ) {
  9242. gl.drawArrays( mode, start, count );
  9243. info.update( count, mode );
  9244. }
  9245. function renderInstances( geometry, start, count, primcount ) {
  9246. if ( primcount === 0 ) { return; }
  9247. var extension, methodName;
  9248. if ( capabilities.isWebGL2 ) {
  9249. extension = gl;
  9250. methodName = 'drawArraysInstanced';
  9251. } else {
  9252. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9253. methodName = 'drawArraysInstancedANGLE';
  9254. if ( extension === null ) {
  9255. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9256. return;
  9257. }
  9258. }
  9259. extension[ methodName ]( mode, start, count, primcount );
  9260. info.update( count, mode, primcount );
  9261. }
  9262. //
  9263. this.setMode = setMode;
  9264. this.render = render;
  9265. this.renderInstances = renderInstances;
  9266. }
  9267. /**
  9268. * @author mrdoob / http://mrdoob.com/
  9269. */
  9270. function WebGLCapabilities( gl, extensions, parameters ) {
  9271. var maxAnisotropy;
  9272. function getMaxAnisotropy() {
  9273. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9274. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9275. if ( extension !== null ) {
  9276. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9277. } else {
  9278. maxAnisotropy = 0;
  9279. }
  9280. return maxAnisotropy;
  9281. }
  9282. function getMaxPrecision( precision ) {
  9283. if ( precision === 'highp' ) {
  9284. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9285. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9286. return 'highp';
  9287. }
  9288. precision = 'mediump';
  9289. }
  9290. if ( precision === 'mediump' ) {
  9291. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9292. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9293. return 'mediump';
  9294. }
  9295. }
  9296. return 'lowp';
  9297. }
  9298. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9299. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9300. var maxPrecision = getMaxPrecision( precision );
  9301. if ( maxPrecision !== precision ) {
  9302. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9303. precision = maxPrecision;
  9304. }
  9305. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9306. var maxTextures = gl.getParameter( 34930 );
  9307. var maxVertexTextures = gl.getParameter( 35660 );
  9308. var maxTextureSize = gl.getParameter( 3379 );
  9309. var maxCubemapSize = gl.getParameter( 34076 );
  9310. var maxAttributes = gl.getParameter( 34921 );
  9311. var maxVertexUniforms = gl.getParameter( 36347 );
  9312. var maxVaryings = gl.getParameter( 36348 );
  9313. var maxFragmentUniforms = gl.getParameter( 36349 );
  9314. var vertexTextures = maxVertexTextures > 0;
  9315. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9316. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9317. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9318. return {
  9319. isWebGL2: isWebGL2,
  9320. getMaxAnisotropy: getMaxAnisotropy,
  9321. getMaxPrecision: getMaxPrecision,
  9322. precision: precision,
  9323. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9324. maxTextures: maxTextures,
  9325. maxVertexTextures: maxVertexTextures,
  9326. maxTextureSize: maxTextureSize,
  9327. maxCubemapSize: maxCubemapSize,
  9328. maxAttributes: maxAttributes,
  9329. maxVertexUniforms: maxVertexUniforms,
  9330. maxVaryings: maxVaryings,
  9331. maxFragmentUniforms: maxFragmentUniforms,
  9332. vertexTextures: vertexTextures,
  9333. floatFragmentTextures: floatFragmentTextures,
  9334. floatVertexTextures: floatVertexTextures,
  9335. maxSamples: maxSamples
  9336. };
  9337. }
  9338. /**
  9339. * @author tschw
  9340. */
  9341. function WebGLClipping() {
  9342. var scope = this,
  9343. globalState = null,
  9344. numGlobalPlanes = 0,
  9345. localClippingEnabled = false,
  9346. renderingShadows = false,
  9347. plane = new Plane(),
  9348. viewNormalMatrix = new Matrix3(),
  9349. uniform = { value: null, needsUpdate: false };
  9350. this.uniform = uniform;
  9351. this.numPlanes = 0;
  9352. this.numIntersection = 0;
  9353. this.init = function ( planes, enableLocalClipping, camera ) {
  9354. var enabled =
  9355. planes.length !== 0 ||
  9356. enableLocalClipping ||
  9357. // enable state of previous frame - the clipping code has to
  9358. // run another frame in order to reset the state:
  9359. numGlobalPlanes !== 0 ||
  9360. localClippingEnabled;
  9361. localClippingEnabled = enableLocalClipping;
  9362. globalState = projectPlanes( planes, camera, 0 );
  9363. numGlobalPlanes = planes.length;
  9364. return enabled;
  9365. };
  9366. this.beginShadows = function () {
  9367. renderingShadows = true;
  9368. projectPlanes( null );
  9369. };
  9370. this.endShadows = function () {
  9371. renderingShadows = false;
  9372. resetGlobalState();
  9373. };
  9374. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9375. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9376. // there's no local clipping
  9377. if ( renderingShadows ) {
  9378. // there's no global clipping
  9379. projectPlanes( null );
  9380. } else {
  9381. resetGlobalState();
  9382. }
  9383. } else {
  9384. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9385. lGlobal = nGlobal * 4,
  9386. dstArray = cache.clippingState || null;
  9387. uniform.value = dstArray; // ensure unique state
  9388. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9389. for ( var i = 0; i !== lGlobal; ++ i ) {
  9390. dstArray[ i ] = globalState[ i ];
  9391. }
  9392. cache.clippingState = dstArray;
  9393. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9394. this.numPlanes += nGlobal;
  9395. }
  9396. };
  9397. function resetGlobalState() {
  9398. if ( uniform.value !== globalState ) {
  9399. uniform.value = globalState;
  9400. uniform.needsUpdate = numGlobalPlanes > 0;
  9401. }
  9402. scope.numPlanes = numGlobalPlanes;
  9403. scope.numIntersection = 0;
  9404. }
  9405. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9406. var nPlanes = planes !== null ? planes.length : 0,
  9407. dstArray = null;
  9408. if ( nPlanes !== 0 ) {
  9409. dstArray = uniform.value;
  9410. if ( skipTransform !== true || dstArray === null ) {
  9411. var flatSize = dstOffset + nPlanes * 4,
  9412. viewMatrix = camera.matrixWorldInverse;
  9413. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9414. if ( dstArray === null || dstArray.length < flatSize ) {
  9415. dstArray = new Float32Array( flatSize );
  9416. }
  9417. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9418. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9419. plane.normal.toArray( dstArray, i4 );
  9420. dstArray[ i4 + 3 ] = plane.constant;
  9421. }
  9422. }
  9423. uniform.value = dstArray;
  9424. uniform.needsUpdate = true;
  9425. }
  9426. scope.numPlanes = nPlanes;
  9427. return dstArray;
  9428. }
  9429. }
  9430. /**
  9431. * @author mrdoob / http://mrdoob.com/
  9432. */
  9433. function WebGLExtensions( gl ) {
  9434. var extensions = {};
  9435. return {
  9436. get: function ( name ) {
  9437. if ( extensions[ name ] !== undefined ) {
  9438. return extensions[ name ];
  9439. }
  9440. var extension;
  9441. switch ( name ) {
  9442. case 'WEBGL_depth_texture':
  9443. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9444. break;
  9445. case 'EXT_texture_filter_anisotropic':
  9446. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9447. break;
  9448. case 'WEBGL_compressed_texture_s3tc':
  9449. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9450. break;
  9451. case 'WEBGL_compressed_texture_pvrtc':
  9452. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9453. break;
  9454. default:
  9455. extension = gl.getExtension( name );
  9456. }
  9457. if ( extension === null ) {
  9458. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9459. }
  9460. extensions[ name ] = extension;
  9461. return extension;
  9462. }
  9463. };
  9464. }
  9465. /**
  9466. * @author mrdoob / http://mrdoob.com/
  9467. */
  9468. function WebGLGeometries( gl, attributes, info ) {
  9469. var geometries = new WeakMap();
  9470. var wireframeAttributes = new WeakMap();
  9471. function onGeometryDispose( event ) {
  9472. var geometry = event.target;
  9473. var buffergeometry = geometries.get( geometry );
  9474. if ( buffergeometry.index !== null ) {
  9475. attributes.remove( buffergeometry.index );
  9476. }
  9477. for ( var name in buffergeometry.attributes ) {
  9478. attributes.remove( buffergeometry.attributes[ name ] );
  9479. }
  9480. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9481. geometries.delete( geometry );
  9482. var attribute = wireframeAttributes.get( buffergeometry );
  9483. if ( attribute ) {
  9484. attributes.remove( attribute );
  9485. wireframeAttributes.delete( buffergeometry );
  9486. }
  9487. //
  9488. info.memory.geometries --;
  9489. }
  9490. function get( object, geometry ) {
  9491. var buffergeometry = geometries.get( geometry );
  9492. if ( buffergeometry ) { return buffergeometry; }
  9493. geometry.addEventListener( 'dispose', onGeometryDispose );
  9494. if ( geometry.isBufferGeometry ) {
  9495. buffergeometry = geometry;
  9496. } else if ( geometry.isGeometry ) {
  9497. if ( geometry._bufferGeometry === undefined ) {
  9498. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9499. }
  9500. buffergeometry = geometry._bufferGeometry;
  9501. }
  9502. geometries.set( geometry, buffergeometry );
  9503. info.memory.geometries ++;
  9504. return buffergeometry;
  9505. }
  9506. function update( geometry ) {
  9507. var index = geometry.index;
  9508. var geometryAttributes = geometry.attributes;
  9509. if ( index !== null ) {
  9510. attributes.update( index, 34963 );
  9511. }
  9512. for ( var name in geometryAttributes ) {
  9513. attributes.update( geometryAttributes[ name ], 34962 );
  9514. }
  9515. // morph targets
  9516. var morphAttributes = geometry.morphAttributes;
  9517. for ( var name in morphAttributes ) {
  9518. var array = morphAttributes[ name ];
  9519. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9520. attributes.update( array[ i ], 34962 );
  9521. }
  9522. }
  9523. }
  9524. function updateWireframeAttribute( geometry ) {
  9525. var indices = [];
  9526. var geometryIndex = geometry.index;
  9527. var geometryPosition = geometry.attributes.position;
  9528. var version = 0;
  9529. if ( geometryIndex !== null ) {
  9530. var array = geometryIndex.array;
  9531. version = geometryIndex.version;
  9532. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9533. var a = array[ i + 0 ];
  9534. var b = array[ i + 1 ];
  9535. var c = array[ i + 2 ];
  9536. indices.push( a, b, b, c, c, a );
  9537. }
  9538. } else {
  9539. var array = geometryPosition.array;
  9540. version = geometryPosition.version;
  9541. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9542. var a = i + 0;
  9543. var b = i + 1;
  9544. var c = i + 2;
  9545. indices.push( a, b, b, c, c, a );
  9546. }
  9547. }
  9548. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9549. attribute.version = version;
  9550. attributes.update( attribute, 34963 );
  9551. //
  9552. var previousAttribute = wireframeAttributes.get( geometry );
  9553. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9554. //
  9555. wireframeAttributes.set( geometry, attribute );
  9556. }
  9557. function getWireframeAttribute( geometry ) {
  9558. var currentAttribute = wireframeAttributes.get( geometry );
  9559. if ( currentAttribute ) {
  9560. var geometryIndex = geometry.index;
  9561. if ( geometryIndex !== null ) {
  9562. // if the attribute is obsolete, create a new one
  9563. if ( currentAttribute.version < geometryIndex.version ) {
  9564. updateWireframeAttribute( geometry );
  9565. }
  9566. }
  9567. } else {
  9568. updateWireframeAttribute( geometry );
  9569. }
  9570. return wireframeAttributes.get( geometry );
  9571. }
  9572. return {
  9573. get: get,
  9574. update: update,
  9575. getWireframeAttribute: getWireframeAttribute
  9576. };
  9577. }
  9578. /**
  9579. * @author mrdoob / http://mrdoob.com/
  9580. */
  9581. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9582. var mode;
  9583. function setMode( value ) {
  9584. mode = value;
  9585. }
  9586. var type, bytesPerElement;
  9587. function setIndex( value ) {
  9588. type = value.type;
  9589. bytesPerElement = value.bytesPerElement;
  9590. }
  9591. function render( start, count ) {
  9592. gl.drawElements( mode, count, type, start * bytesPerElement );
  9593. info.update( count, mode );
  9594. }
  9595. function renderInstances( geometry, start, count, primcount ) {
  9596. if ( primcount === 0 ) { return; }
  9597. var extension, methodName;
  9598. if ( capabilities.isWebGL2 ) {
  9599. extension = gl;
  9600. methodName = 'drawElementsInstanced';
  9601. } else {
  9602. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9603. methodName = 'drawElementsInstancedANGLE';
  9604. if ( extension === null ) {
  9605. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9606. return;
  9607. }
  9608. }
  9609. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9610. info.update( count, mode, primcount );
  9611. }
  9612. //
  9613. this.setMode = setMode;
  9614. this.setIndex = setIndex;
  9615. this.render = render;
  9616. this.renderInstances = renderInstances;
  9617. }
  9618. /**
  9619. * @author Mugen87 / https://github.com/Mugen87
  9620. */
  9621. function WebGLInfo( gl ) {
  9622. var memory = {
  9623. geometries: 0,
  9624. textures: 0
  9625. };
  9626. var render = {
  9627. frame: 0,
  9628. calls: 0,
  9629. triangles: 0,
  9630. points: 0,
  9631. lines: 0
  9632. };
  9633. function update( count, mode, instanceCount ) {
  9634. instanceCount = instanceCount || 1;
  9635. render.calls ++;
  9636. switch ( mode ) {
  9637. case 4:
  9638. render.triangles += instanceCount * ( count / 3 );
  9639. break;
  9640. case 5:
  9641. case 6:
  9642. render.triangles += instanceCount * ( count - 2 );
  9643. break;
  9644. case 1:
  9645. render.lines += instanceCount * ( count / 2 );
  9646. break;
  9647. case 3:
  9648. render.lines += instanceCount * ( count - 1 );
  9649. break;
  9650. case 2:
  9651. render.lines += instanceCount * count;
  9652. break;
  9653. case 0:
  9654. render.points += instanceCount * count;
  9655. break;
  9656. default:
  9657. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9658. break;
  9659. }
  9660. }
  9661. function reset() {
  9662. render.frame ++;
  9663. render.calls = 0;
  9664. render.triangles = 0;
  9665. render.points = 0;
  9666. render.lines = 0;
  9667. }
  9668. return {
  9669. memory: memory,
  9670. render: render,
  9671. programs: null,
  9672. autoReset: true,
  9673. reset: reset,
  9674. update: update
  9675. };
  9676. }
  9677. /**
  9678. * @author mrdoob / http://mrdoob.com/
  9679. */
  9680. function absNumericalSort( a, b ) {
  9681. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9682. }
  9683. function WebGLMorphtargets( gl ) {
  9684. var influencesList = {};
  9685. var morphInfluences = new Float32Array( 8 );
  9686. function update( object, geometry, material, program ) {
  9687. var objectInfluences = object.morphTargetInfluences;
  9688. var length = objectInfluences.length;
  9689. var influences = influencesList[ geometry.id ];
  9690. if ( influences === undefined ) {
  9691. // initialise list
  9692. influences = [];
  9693. for ( var i = 0; i < length; i ++ ) {
  9694. influences[ i ] = [ i, 0 ];
  9695. }
  9696. influencesList[ geometry.id ] = influences;
  9697. }
  9698. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9699. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9700. // Remove current morphAttributes
  9701. for ( var i = 0; i < length; i ++ ) {
  9702. var influence = influences[ i ];
  9703. if ( influence[ 1 ] !== 0 ) {
  9704. if ( morphTargets ) { geometry.removeAttribute( 'morphTarget' + i ); }
  9705. if ( morphNormals ) { geometry.removeAttribute( 'morphNormal' + i ); }
  9706. }
  9707. }
  9708. // Collect influences
  9709. for ( var i = 0; i < length; i ++ ) {
  9710. var influence = influences[ i ];
  9711. influence[ 0 ] = i;
  9712. influence[ 1 ] = objectInfluences[ i ];
  9713. }
  9714. influences.sort( absNumericalSort );
  9715. // Add morphAttributes
  9716. for ( var i = 0; i < 8; i ++ ) {
  9717. var influence = influences[ i ];
  9718. if ( influence ) {
  9719. var index = influence[ 0 ];
  9720. var value = influence[ 1 ];
  9721. if ( value ) {
  9722. if ( morphTargets ) { geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9723. if ( morphNormals ) { geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9724. morphInfluences[ i ] = value;
  9725. continue;
  9726. }
  9727. }
  9728. morphInfluences[ i ] = 0;
  9729. }
  9730. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9731. }
  9732. return {
  9733. update: update
  9734. };
  9735. }
  9736. /**
  9737. * @author mrdoob / http://mrdoob.com/
  9738. */
  9739. function WebGLObjects( gl, geometries, attributes, info ) {
  9740. var updateList = {};
  9741. function update( object ) {
  9742. var frame = info.render.frame;
  9743. var geometry = object.geometry;
  9744. var buffergeometry = geometries.get( object, geometry );
  9745. // Update once per frame
  9746. if ( updateList[ buffergeometry.id ] !== frame ) {
  9747. if ( geometry.isGeometry ) {
  9748. buffergeometry.updateFromObject( object );
  9749. }
  9750. geometries.update( buffergeometry );
  9751. updateList[ buffergeometry.id ] = frame;
  9752. }
  9753. if ( object.isInstancedMesh ) {
  9754. attributes.update( object.instanceMatrix, 34962 );
  9755. }
  9756. return buffergeometry;
  9757. }
  9758. function dispose() {
  9759. updateList = {};
  9760. }
  9761. return {
  9762. update: update,
  9763. dispose: dispose
  9764. };
  9765. }
  9766. /**
  9767. * @author mrdoob / http://mrdoob.com/
  9768. */
  9769. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9770. images = images !== undefined ? images : [];
  9771. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9772. format = format !== undefined ? format : RGBFormat;
  9773. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9774. this.flipY = false;
  9775. }
  9776. CubeTexture.prototype = Object.create( Texture.prototype );
  9777. CubeTexture.prototype.constructor = CubeTexture;
  9778. CubeTexture.prototype.isCubeTexture = true;
  9779. Object.defineProperty( CubeTexture.prototype, 'images', {
  9780. get: function () {
  9781. return this.image;
  9782. },
  9783. set: function ( value ) {
  9784. this.image = value;
  9785. }
  9786. } );
  9787. /**
  9788. * @author Takahiro https://github.com/takahirox
  9789. */
  9790. function DataTexture2DArray( data, width, height, depth ) {
  9791. Texture.call( this, null );
  9792. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9793. this.magFilter = NearestFilter;
  9794. this.minFilter = NearestFilter;
  9795. this.wrapR = ClampToEdgeWrapping;
  9796. this.generateMipmaps = false;
  9797. this.flipY = false;
  9798. this.needsUpdate = true;
  9799. }
  9800. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9801. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9802. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9803. /**
  9804. * @author Artur Trzesiok
  9805. */
  9806. function DataTexture3D( data, width, height, depth ) {
  9807. // We're going to add .setXXX() methods for setting properties later.
  9808. // Users can still set in DataTexture3D directly.
  9809. //
  9810. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9811. // texture.anisotropy = 16;
  9812. //
  9813. // See #14839
  9814. Texture.call( this, null );
  9815. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9816. this.magFilter = NearestFilter;
  9817. this.minFilter = NearestFilter;
  9818. this.wrapR = ClampToEdgeWrapping;
  9819. this.generateMipmaps = false;
  9820. this.flipY = false;
  9821. this.needsUpdate = true;
  9822. }
  9823. DataTexture3D.prototype = Object.create( Texture.prototype );
  9824. DataTexture3D.prototype.constructor = DataTexture3D;
  9825. DataTexture3D.prototype.isDataTexture3D = true;
  9826. /**
  9827. * @author tschw
  9828. * @author Mugen87 / https://github.com/Mugen87
  9829. * @author mrdoob / http://mrdoob.com/
  9830. *
  9831. * Uniforms of a program.
  9832. * Those form a tree structure with a special top-level container for the root,
  9833. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9834. *
  9835. *
  9836. * Properties of inner nodes including the top-level container:
  9837. *
  9838. * .seq - array of nested uniforms
  9839. * .map - nested uniforms by name
  9840. *
  9841. *
  9842. * Methods of all nodes except the top-level container:
  9843. *
  9844. * .setValue( gl, value, [textures] )
  9845. *
  9846. * uploads a uniform value(s)
  9847. * the 'textures' parameter is needed for sampler uniforms
  9848. *
  9849. *
  9850. * Static methods of the top-level container (textures factorizations):
  9851. *
  9852. * .upload( gl, seq, values, textures )
  9853. *
  9854. * sets uniforms in 'seq' to 'values[id].value'
  9855. *
  9856. * .seqWithValue( seq, values ) : filteredSeq
  9857. *
  9858. * filters 'seq' entries with corresponding entry in values
  9859. *
  9860. *
  9861. * Methods of the top-level container (textures factorizations):
  9862. *
  9863. * .setValue( gl, name, value, textures )
  9864. *
  9865. * sets uniform with name 'name' to 'value'
  9866. *
  9867. * .setOptional( gl, obj, prop )
  9868. *
  9869. * like .set for an optional property of the object
  9870. *
  9871. */
  9872. var emptyTexture = new Texture();
  9873. var emptyTexture2dArray = new DataTexture2DArray();
  9874. var emptyTexture3d = new DataTexture3D();
  9875. var emptyCubeTexture = new CubeTexture();
  9876. // --- Utilities ---
  9877. // Array Caches (provide typed arrays for temporary by size)
  9878. var arrayCacheF32 = [];
  9879. var arrayCacheI32 = [];
  9880. // Float32Array caches used for uploading Matrix uniforms
  9881. var mat4array = new Float32Array( 16 );
  9882. var mat3array = new Float32Array( 9 );
  9883. var mat2array = new Float32Array( 4 );
  9884. // Flattening for arrays of vectors and matrices
  9885. function flatten( array, nBlocks, blockSize ) {
  9886. var firstElem = array[ 0 ];
  9887. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  9888. // unoptimized: ! isNaN( firstElem )
  9889. // see http://jacksondunstan.com/articles/983
  9890. var n = nBlocks * blockSize,
  9891. r = arrayCacheF32[ n ];
  9892. if ( r === undefined ) {
  9893. r = new Float32Array( n );
  9894. arrayCacheF32[ n ] = r;
  9895. }
  9896. if ( nBlocks !== 0 ) {
  9897. firstElem.toArray( r, 0 );
  9898. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9899. offset += blockSize;
  9900. array[ i ].toArray( r, offset );
  9901. }
  9902. }
  9903. return r;
  9904. }
  9905. function arraysEqual( a, b ) {
  9906. if ( a.length !== b.length ) { return false; }
  9907. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9908. if ( a[ i ] !== b[ i ] ) { return false; }
  9909. }
  9910. return true;
  9911. }
  9912. function copyArray( a, b ) {
  9913. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9914. a[ i ] = b[ i ];
  9915. }
  9916. }
  9917. // Texture unit allocation
  9918. function allocTexUnits( textures, n ) {
  9919. var r = arrayCacheI32[ n ];
  9920. if ( r === undefined ) {
  9921. r = new Int32Array( n );
  9922. arrayCacheI32[ n ] = r;
  9923. }
  9924. for ( var i = 0; i !== n; ++ i )
  9925. { r[ i ] = textures.allocateTextureUnit(); }
  9926. return r;
  9927. }
  9928. // --- Setters ---
  9929. // Note: Defining these methods externally, because they come in a bunch
  9930. // and this way their names minify.
  9931. // Single scalar
  9932. function setValueV1f( gl, v ) {
  9933. var cache = this.cache;
  9934. if ( cache[ 0 ] === v ) { return; }
  9935. gl.uniform1f( this.addr, v );
  9936. cache[ 0 ] = v;
  9937. }
  9938. // Single float vector (from flat array or THREE.VectorN)
  9939. function setValueV2f( gl, v ) {
  9940. var cache = this.cache;
  9941. if ( v.x !== undefined ) {
  9942. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9943. gl.uniform2f( this.addr, v.x, v.y );
  9944. cache[ 0 ] = v.x;
  9945. cache[ 1 ] = v.y;
  9946. }
  9947. } else {
  9948. if ( arraysEqual( cache, v ) ) { return; }
  9949. gl.uniform2fv( this.addr, v );
  9950. copyArray( cache, v );
  9951. }
  9952. }
  9953. function setValueV3f( gl, v ) {
  9954. var cache = this.cache;
  9955. if ( v.x !== undefined ) {
  9956. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9957. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9958. cache[ 0 ] = v.x;
  9959. cache[ 1 ] = v.y;
  9960. cache[ 2 ] = v.z;
  9961. }
  9962. } else if ( v.r !== undefined ) {
  9963. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9964. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9965. cache[ 0 ] = v.r;
  9966. cache[ 1 ] = v.g;
  9967. cache[ 2 ] = v.b;
  9968. }
  9969. } else {
  9970. if ( arraysEqual( cache, v ) ) { return; }
  9971. gl.uniform3fv( this.addr, v );
  9972. copyArray( cache, v );
  9973. }
  9974. }
  9975. function setValueV4f( gl, v ) {
  9976. var cache = this.cache;
  9977. if ( v.x !== undefined ) {
  9978. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9979. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9980. cache[ 0 ] = v.x;
  9981. cache[ 1 ] = v.y;
  9982. cache[ 2 ] = v.z;
  9983. cache[ 3 ] = v.w;
  9984. }
  9985. } else {
  9986. if ( arraysEqual( cache, v ) ) { return; }
  9987. gl.uniform4fv( this.addr, v );
  9988. copyArray( cache, v );
  9989. }
  9990. }
  9991. // Single matrix (from flat array or MatrixN)
  9992. function setValueM2( gl, v ) {
  9993. var cache = this.cache;
  9994. var elements = v.elements;
  9995. if ( elements === undefined ) {
  9996. if ( arraysEqual( cache, v ) ) { return; }
  9997. gl.uniformMatrix2fv( this.addr, false, v );
  9998. copyArray( cache, v );
  9999. } else {
  10000. if ( arraysEqual( cache, elements ) ) { return; }
  10001. mat2array.set( elements );
  10002. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10003. copyArray( cache, elements );
  10004. }
  10005. }
  10006. function setValueM3( gl, v ) {
  10007. var cache = this.cache;
  10008. var elements = v.elements;
  10009. if ( elements === undefined ) {
  10010. if ( arraysEqual( cache, v ) ) { return; }
  10011. gl.uniformMatrix3fv( this.addr, false, v );
  10012. copyArray( cache, v );
  10013. } else {
  10014. if ( arraysEqual( cache, elements ) ) { return; }
  10015. mat3array.set( elements );
  10016. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10017. copyArray( cache, elements );
  10018. }
  10019. }
  10020. function setValueM4( gl, v ) {
  10021. var cache = this.cache;
  10022. var elements = v.elements;
  10023. if ( elements === undefined ) {
  10024. if ( arraysEqual( cache, v ) ) { return; }
  10025. gl.uniformMatrix4fv( this.addr, false, v );
  10026. copyArray( cache, v );
  10027. } else {
  10028. if ( arraysEqual( cache, elements ) ) { return; }
  10029. mat4array.set( elements );
  10030. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10031. copyArray( cache, elements );
  10032. }
  10033. }
  10034. // Single texture (2D / Cube)
  10035. function setValueT1( gl, v, textures ) {
  10036. var cache = this.cache;
  10037. var unit = textures.allocateTextureUnit();
  10038. if ( cache[ 0 ] !== unit ) {
  10039. gl.uniform1i( this.addr, unit );
  10040. cache[ 0 ] = unit;
  10041. }
  10042. textures.safeSetTexture2D( v || emptyTexture, unit );
  10043. }
  10044. function setValueT2DArray1( gl, v, textures ) {
  10045. var cache = this.cache;
  10046. var unit = textures.allocateTextureUnit();
  10047. if ( cache[ 0 ] !== unit ) {
  10048. gl.uniform1i( this.addr, unit );
  10049. cache[ 0 ] = unit;
  10050. }
  10051. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10052. }
  10053. function setValueT3D1( gl, v, textures ) {
  10054. var cache = this.cache;
  10055. var unit = textures.allocateTextureUnit();
  10056. if ( cache[ 0 ] !== unit ) {
  10057. gl.uniform1i( this.addr, unit );
  10058. cache[ 0 ] = unit;
  10059. }
  10060. textures.setTexture3D( v || emptyTexture3d, unit );
  10061. }
  10062. function setValueT6( gl, v, textures ) {
  10063. var cache = this.cache;
  10064. var unit = textures.allocateTextureUnit();
  10065. if ( cache[ 0 ] !== unit ) {
  10066. gl.uniform1i( this.addr, unit );
  10067. cache[ 0 ] = unit;
  10068. }
  10069. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10070. }
  10071. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10072. function setValueV1i( gl, v ) {
  10073. var cache = this.cache;
  10074. if ( cache[ 0 ] === v ) { return; }
  10075. gl.uniform1i( this.addr, v );
  10076. cache[ 0 ] = v;
  10077. }
  10078. function setValueV2i( gl, v ) {
  10079. var cache = this.cache;
  10080. if ( arraysEqual( cache, v ) ) { return; }
  10081. gl.uniform2iv( this.addr, v );
  10082. copyArray( cache, v );
  10083. }
  10084. function setValueV3i( gl, v ) {
  10085. var cache = this.cache;
  10086. if ( arraysEqual( cache, v ) ) { return; }
  10087. gl.uniform3iv( this.addr, v );
  10088. copyArray( cache, v );
  10089. }
  10090. function setValueV4i( gl, v ) {
  10091. var cache = this.cache;
  10092. if ( arraysEqual( cache, v ) ) { return; }
  10093. gl.uniform4iv( this.addr, v );
  10094. copyArray( cache, v );
  10095. }
  10096. // Helper to pick the right setter for the singular case
  10097. function getSingularSetter( type ) {
  10098. switch ( type ) {
  10099. case 0x1406: return setValueV1f; // FLOAT
  10100. case 0x8b50: return setValueV2f; // _VEC2
  10101. case 0x8b51: return setValueV3f; // _VEC3
  10102. case 0x8b52: return setValueV4f; // _VEC4
  10103. case 0x8b5a: return setValueM2; // _MAT2
  10104. case 0x8b5b: return setValueM3; // _MAT3
  10105. case 0x8b5c: return setValueM4; // _MAT4
  10106. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10107. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10108. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10109. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10110. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10111. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10112. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10113. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10114. }
  10115. }
  10116. // Array of scalars
  10117. function setValueV1fArray( gl, v ) {
  10118. gl.uniform1fv( this.addr, v );
  10119. }
  10120. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10121. function setValueV1iArray( gl, v ) {
  10122. gl.uniform1iv( this.addr, v );
  10123. }
  10124. function setValueV2iArray( gl, v ) {
  10125. gl.uniform2iv( this.addr, v );
  10126. }
  10127. function setValueV3iArray( gl, v ) {
  10128. gl.uniform3iv( this.addr, v );
  10129. }
  10130. function setValueV4iArray( gl, v ) {
  10131. gl.uniform4iv( this.addr, v );
  10132. }
  10133. // Array of vectors (flat or from THREE classes)
  10134. function setValueV2fArray( gl, v ) {
  10135. var data = flatten( v, this.size, 2 );
  10136. gl.uniform2fv( this.addr, data );
  10137. }
  10138. function setValueV3fArray( gl, v ) {
  10139. var data = flatten( v, this.size, 3 );
  10140. gl.uniform3fv( this.addr, data );
  10141. }
  10142. function setValueV4fArray( gl, v ) {
  10143. var data = flatten( v, this.size, 4 );
  10144. gl.uniform4fv( this.addr, data );
  10145. }
  10146. // Array of matrices (flat or from THREE clases)
  10147. function setValueM2Array( gl, v ) {
  10148. var data = flatten( v, this.size, 4 );
  10149. gl.uniformMatrix2fv( this.addr, false, data );
  10150. }
  10151. function setValueM3Array( gl, v ) {
  10152. var data = flatten( v, this.size, 9 );
  10153. gl.uniformMatrix3fv( this.addr, false, data );
  10154. }
  10155. function setValueM4Array( gl, v ) {
  10156. var data = flatten( v, this.size, 16 );
  10157. gl.uniformMatrix4fv( this.addr, false, data );
  10158. }
  10159. // Array of textures (2D / Cube)
  10160. function setValueT1Array( gl, v, textures ) {
  10161. var n = v.length;
  10162. var units = allocTexUnits( textures, n );
  10163. gl.uniform1iv( this.addr, units );
  10164. for ( var i = 0; i !== n; ++ i ) {
  10165. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10166. }
  10167. }
  10168. function setValueT6Array( gl, v, textures ) {
  10169. var n = v.length;
  10170. var units = allocTexUnits( textures, n );
  10171. gl.uniform1iv( this.addr, units );
  10172. for ( var i = 0; i !== n; ++ i ) {
  10173. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10174. }
  10175. }
  10176. // Helper to pick the right setter for a pure (bottom-level) array
  10177. function getPureArraySetter( type ) {
  10178. switch ( type ) {
  10179. case 0x1406: return setValueV1fArray; // FLOAT
  10180. case 0x8b50: return setValueV2fArray; // _VEC2
  10181. case 0x8b51: return setValueV3fArray; // _VEC3
  10182. case 0x8b52: return setValueV4fArray; // _VEC4
  10183. case 0x8b5a: return setValueM2Array; // _MAT2
  10184. case 0x8b5b: return setValueM3Array; // _MAT3
  10185. case 0x8b5c: return setValueM4Array; // _MAT4
  10186. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10187. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10188. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10189. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10190. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10191. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10192. }
  10193. }
  10194. // --- Uniform Classes ---
  10195. function SingleUniform( id, activeInfo, addr ) {
  10196. this.id = id;
  10197. this.addr = addr;
  10198. this.cache = [];
  10199. this.setValue = getSingularSetter( activeInfo.type );
  10200. // this.path = activeInfo.name; // DEBUG
  10201. }
  10202. function PureArrayUniform( id, activeInfo, addr ) {
  10203. this.id = id;
  10204. this.addr = addr;
  10205. this.cache = [];
  10206. this.size = activeInfo.size;
  10207. this.setValue = getPureArraySetter( activeInfo.type );
  10208. // this.path = activeInfo.name; // DEBUG
  10209. }
  10210. PureArrayUniform.prototype.updateCache = function ( data ) {
  10211. var cache = this.cache;
  10212. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10213. this.cache = new Float32Array( data.length );
  10214. }
  10215. copyArray( cache, data );
  10216. };
  10217. function StructuredUniform( id ) {
  10218. this.id = id;
  10219. this.seq = [];
  10220. this.map = {};
  10221. }
  10222. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10223. var seq = this.seq;
  10224. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10225. var u = seq[ i ];
  10226. u.setValue( gl, value[ u.id ], textures );
  10227. }
  10228. };
  10229. // --- Top-level ---
  10230. // Parser - builds up the property tree from the path strings
  10231. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10232. // extracts
  10233. // - the identifier (member name or array index)
  10234. // - followed by an optional right bracket (found when array index)
  10235. // - followed by an optional left bracket or dot (type of subscript)
  10236. //
  10237. // Note: These portions can be read in a non-overlapping fashion and
  10238. // allow straightforward parsing of the hierarchy that WebGL encodes
  10239. // in the uniform names.
  10240. function addUniform( container, uniformObject ) {
  10241. container.seq.push( uniformObject );
  10242. container.map[ uniformObject.id ] = uniformObject;
  10243. }
  10244. function parseUniform( activeInfo, addr, container ) {
  10245. var path = activeInfo.name,
  10246. pathLength = path.length;
  10247. // reset RegExp object, because of the early exit of a previous run
  10248. RePathPart.lastIndex = 0;
  10249. while ( true ) {
  10250. var match = RePathPart.exec( path ),
  10251. matchEnd = RePathPart.lastIndex,
  10252. id = match[ 1 ],
  10253. idIsIndex = match[ 2 ] === ']',
  10254. subscript = match[ 3 ];
  10255. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10256. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10257. // bare name or "pure" bottom-level array "[0]" suffix
  10258. addUniform( container, subscript === undefined ?
  10259. new SingleUniform( id, activeInfo, addr ) :
  10260. new PureArrayUniform( id, activeInfo, addr ) );
  10261. break;
  10262. } else {
  10263. // step into inner node / create it in case it doesn't exist
  10264. var map = container.map, next = map[ id ];
  10265. if ( next === undefined ) {
  10266. next = new StructuredUniform( id );
  10267. addUniform( container, next );
  10268. }
  10269. container = next;
  10270. }
  10271. }
  10272. }
  10273. // Root Container
  10274. function WebGLUniforms( gl, program ) {
  10275. this.seq = [];
  10276. this.map = {};
  10277. var n = gl.getProgramParameter( program, 35718 );
  10278. for ( var i = 0; i < n; ++ i ) {
  10279. var info = gl.getActiveUniform( program, i ),
  10280. addr = gl.getUniformLocation( program, info.name );
  10281. parseUniform( info, addr, this );
  10282. }
  10283. }
  10284. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10285. var u = this.map[ name ];
  10286. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10287. };
  10288. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10289. var v = object[ name ];
  10290. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10291. };
  10292. // Static interface
  10293. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10294. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10295. var u = seq[ i ],
  10296. v = values[ u.id ];
  10297. if ( v.needsUpdate !== false ) {
  10298. // note: always updating when .needsUpdate is undefined
  10299. u.setValue( gl, v.value, textures );
  10300. }
  10301. }
  10302. };
  10303. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10304. var r = [];
  10305. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10306. var u = seq[ i ];
  10307. if ( u.id in values ) { r.push( u ); }
  10308. }
  10309. return r;
  10310. };
  10311. /**
  10312. * @author mrdoob / http://mrdoob.com/
  10313. */
  10314. function WebGLShader( gl, type, string ) {
  10315. var shader = gl.createShader( type );
  10316. gl.shaderSource( shader, string );
  10317. gl.compileShader( shader );
  10318. return shader;
  10319. }
  10320. /**
  10321. * @author mrdoob / http://mrdoob.com/
  10322. */
  10323. var programIdCount = 0;
  10324. function addLineNumbers( string ) {
  10325. var lines = string.split( '\n' );
  10326. for ( var i = 0; i < lines.length; i ++ ) {
  10327. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10328. }
  10329. return lines.join( '\n' );
  10330. }
  10331. function getEncodingComponents( encoding ) {
  10332. switch ( encoding ) {
  10333. case LinearEncoding:
  10334. return [ 'Linear', '( value )' ];
  10335. case sRGBEncoding:
  10336. return [ 'sRGB', '( value )' ];
  10337. case RGBEEncoding:
  10338. return [ 'RGBE', '( value )' ];
  10339. case RGBM7Encoding:
  10340. return [ 'RGBM', '( value, 7.0 )' ];
  10341. case RGBM16Encoding:
  10342. return [ 'RGBM', '( value, 16.0 )' ];
  10343. case RGBDEncoding:
  10344. return [ 'RGBD', '( value, 256.0 )' ];
  10345. case GammaEncoding:
  10346. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10347. case LogLuvEncoding:
  10348. return [ 'LogLuv', '( value )' ];
  10349. default:
  10350. throw new Error( 'unsupported encoding: ' + encoding );
  10351. }
  10352. }
  10353. function getShaderErrors( gl, shader, type ) {
  10354. var status = gl.getShaderParameter( shader, 35713 );
  10355. var log = gl.getShaderInfoLog( shader ).trim();
  10356. if ( status && log === '' ) { return ''; }
  10357. // --enable-privileged-webgl-extension
  10358. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10359. var source = gl.getShaderSource( shader );
  10360. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10361. }
  10362. function getTexelDecodingFunction( functionName, encoding ) {
  10363. var components = getEncodingComponents( encoding );
  10364. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10365. }
  10366. function getTexelEncodingFunction( functionName, encoding ) {
  10367. var components = getEncodingComponents( encoding );
  10368. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10369. }
  10370. function getToneMappingFunction( functionName, toneMapping ) {
  10371. var toneMappingName;
  10372. switch ( toneMapping ) {
  10373. case LinearToneMapping:
  10374. toneMappingName = 'Linear';
  10375. break;
  10376. case ReinhardToneMapping:
  10377. toneMappingName = 'Reinhard';
  10378. break;
  10379. case Uncharted2ToneMapping:
  10380. toneMappingName = 'Uncharted2';
  10381. break;
  10382. case CineonToneMapping:
  10383. toneMappingName = 'OptimizedCineon';
  10384. break;
  10385. case ACESFilmicToneMapping:
  10386. toneMappingName = 'ACESFilmic';
  10387. break;
  10388. default:
  10389. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10390. }
  10391. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10392. }
  10393. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10394. extensions = extensions || {};
  10395. var chunks = [
  10396. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10397. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10398. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10399. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10400. ];
  10401. return chunks.filter( filterEmptyLine ).join( '\n' );
  10402. }
  10403. function generateDefines( defines ) {
  10404. var chunks = [];
  10405. for ( var name in defines ) {
  10406. var value = defines[ name ];
  10407. if ( value === false ) { continue; }
  10408. chunks.push( '#define ' + name + ' ' + value );
  10409. }
  10410. return chunks.join( '\n' );
  10411. }
  10412. function fetchAttributeLocations( gl, program ) {
  10413. var attributes = {};
  10414. var n = gl.getProgramParameter( program, 35721 );
  10415. for ( var i = 0; i < n; i ++ ) {
  10416. var info = gl.getActiveAttrib( program, i );
  10417. var name = info.name;
  10418. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10419. attributes[ name ] = gl.getAttribLocation( program, name );
  10420. }
  10421. return attributes;
  10422. }
  10423. function filterEmptyLine( string ) {
  10424. return string !== '';
  10425. }
  10426. function replaceLightNums( string, parameters ) {
  10427. return string
  10428. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10429. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10430. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10431. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10432. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10433. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10434. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10435. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10436. }
  10437. function replaceClippingPlaneNums( string, parameters ) {
  10438. return string
  10439. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10440. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10441. }
  10442. // Resolve Includes
  10443. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10444. function resolveIncludes( string ) {
  10445. return string.replace( includePattern, includeReplacer );
  10446. }
  10447. function includeReplacer( match, include ) {
  10448. var string = ShaderChunk[ include ];
  10449. if ( string === undefined ) {
  10450. throw new Error( 'Can not resolve #include <' + include + '>' );
  10451. }
  10452. return resolveIncludes( string );
  10453. }
  10454. // Unroll Loops
  10455. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10456. function unrollLoops( string ) {
  10457. return string.replace( loopPattern, loopReplacer );
  10458. }
  10459. function loopReplacer( match, start, end, snippet ) {
  10460. var string = '';
  10461. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10462. string += snippet
  10463. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10464. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10465. }
  10466. return string;
  10467. }
  10468. //
  10469. function generatePrecision( parameters ) {
  10470. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10471. if ( parameters.precision === "highp" ) {
  10472. precisionstring += "\n#define HIGH_PRECISION";
  10473. } else if ( parameters.precision === "mediump" ) {
  10474. precisionstring += "\n#define MEDIUM_PRECISION";
  10475. } else if ( parameters.precision === "lowp" ) {
  10476. precisionstring += "\n#define LOW_PRECISION";
  10477. }
  10478. return precisionstring;
  10479. }
  10480. function generateShadowMapTypeDefine( parameters ) {
  10481. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10482. if ( parameters.shadowMapType === PCFShadowMap ) {
  10483. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10484. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10485. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10486. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10487. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10488. }
  10489. return shadowMapTypeDefine;
  10490. }
  10491. function generateEnvMapTypeDefine( parameters, material ) {
  10492. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10493. if ( parameters.envMap ) {
  10494. switch ( material.envMap.mapping ) {
  10495. case CubeReflectionMapping:
  10496. case CubeRefractionMapping:
  10497. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10498. break;
  10499. case CubeUVReflectionMapping:
  10500. case CubeUVRefractionMapping:
  10501. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10502. break;
  10503. case EquirectangularReflectionMapping:
  10504. case EquirectangularRefractionMapping:
  10505. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10506. break;
  10507. case SphericalReflectionMapping:
  10508. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10509. break;
  10510. }
  10511. }
  10512. return envMapTypeDefine;
  10513. }
  10514. function generateEnvMapModeDefine( parameters, material ) {
  10515. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10516. if ( parameters.envMap ) {
  10517. switch ( material.envMap.mapping ) {
  10518. case CubeRefractionMapping:
  10519. case EquirectangularRefractionMapping:
  10520. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10521. break;
  10522. }
  10523. }
  10524. return envMapModeDefine;
  10525. }
  10526. function generateEnvMapBlendingDefine( parameters, material ) {
  10527. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10528. if ( parameters.envMap ) {
  10529. switch ( material.combine ) {
  10530. case MultiplyOperation:
  10531. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10532. break;
  10533. case MixOperation:
  10534. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10535. break;
  10536. case AddOperation:
  10537. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10538. break;
  10539. }
  10540. }
  10541. return envMapBlendingDefine;
  10542. }
  10543. function WebGLProgram( renderer, extensions, code, material, shader, parameters ) {
  10544. var gl = renderer.getContext();
  10545. var defines = material.defines;
  10546. var vertexShader = shader.vertexShader;
  10547. var fragmentShader = shader.fragmentShader;
  10548. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10549. var envMapTypeDefine = generateEnvMapTypeDefine( parameters, material );
  10550. var envMapModeDefine = generateEnvMapModeDefine( parameters, material );
  10551. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters, material );
  10552. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10553. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10554. var customDefines = generateDefines( defines );
  10555. var program = gl.createProgram();
  10556. var prefixVertex, prefixFragment;
  10557. var renderTarget = renderer.getRenderTarget();
  10558. var numMultiviewViews = renderTarget && renderTarget.isWebGLMultiviewRenderTarget ? renderTarget.numViews : 0;
  10559. if ( material.isRawShaderMaterial ) {
  10560. prefixVertex = [
  10561. customDefines
  10562. ].filter( filterEmptyLine ).join( '\n' );
  10563. if ( prefixVertex.length > 0 ) {
  10564. prefixVertex += '\n';
  10565. }
  10566. prefixFragment = [
  10567. customExtensions,
  10568. customDefines
  10569. ].filter( filterEmptyLine ).join( '\n' );
  10570. if ( prefixFragment.length > 0 ) {
  10571. prefixFragment += '\n';
  10572. }
  10573. } else {
  10574. prefixVertex = [
  10575. generatePrecision( parameters ),
  10576. '#define SHADER_NAME ' + shader.name,
  10577. customDefines,
  10578. parameters.instancing ? '#define USE_INSTANCING' : '',
  10579. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10580. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10581. '#define MAX_BONES ' + parameters.maxBones,
  10582. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10583. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10584. parameters.map ? '#define USE_MAP' : '',
  10585. parameters.envMap ? '#define USE_ENVMAP' : '',
  10586. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10587. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10588. parameters.aoMap ? '#define USE_AOMAP' : '',
  10589. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10590. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10591. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10592. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10593. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10594. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10595. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10596. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10597. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10598. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10599. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10600. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10601. parameters.vertexColors ? '#define USE_COLOR' : '',
  10602. parameters.vertexUvs ? '#define USE_UV' : '',
  10603. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10604. parameters.skinning ? '#define USE_SKINNING' : '',
  10605. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10606. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10607. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10608. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10609. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10610. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10611. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10612. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10613. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10614. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10615. 'uniform mat4 modelMatrix;',
  10616. 'uniform mat4 modelViewMatrix;',
  10617. 'uniform mat4 projectionMatrix;',
  10618. 'uniform mat4 viewMatrix;',
  10619. 'uniform mat3 normalMatrix;',
  10620. 'uniform vec3 cameraPosition;',
  10621. '#ifdef USE_INSTANCING',
  10622. ' attribute mat4 instanceMatrix;',
  10623. '#endif',
  10624. 'attribute vec3 position;',
  10625. 'attribute vec3 normal;',
  10626. 'attribute vec2 uv;',
  10627. '#ifdef USE_TANGENT',
  10628. ' attribute vec4 tangent;',
  10629. '#endif',
  10630. '#ifdef USE_COLOR',
  10631. ' attribute vec3 color;',
  10632. '#endif',
  10633. '#ifdef USE_MORPHTARGETS',
  10634. ' attribute vec3 morphTarget0;',
  10635. ' attribute vec3 morphTarget1;',
  10636. ' attribute vec3 morphTarget2;',
  10637. ' attribute vec3 morphTarget3;',
  10638. ' #ifdef USE_MORPHNORMALS',
  10639. ' attribute vec3 morphNormal0;',
  10640. ' attribute vec3 morphNormal1;',
  10641. ' attribute vec3 morphNormal2;',
  10642. ' attribute vec3 morphNormal3;',
  10643. ' #else',
  10644. ' attribute vec3 morphTarget4;',
  10645. ' attribute vec3 morphTarget5;',
  10646. ' attribute vec3 morphTarget6;',
  10647. ' attribute vec3 morphTarget7;',
  10648. ' #endif',
  10649. '#endif',
  10650. '#ifdef USE_SKINNING',
  10651. ' attribute vec4 skinIndex;',
  10652. ' attribute vec4 skinWeight;',
  10653. '#endif',
  10654. '\n'
  10655. ].filter( filterEmptyLine ).join( '\n' );
  10656. prefixFragment = [
  10657. customExtensions,
  10658. generatePrecision( parameters ),
  10659. '#define SHADER_NAME ' + shader.name,
  10660. customDefines,
  10661. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10662. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10663. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10664. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10665. parameters.map ? '#define USE_MAP' : '',
  10666. parameters.matcap ? '#define USE_MATCAP' : '',
  10667. parameters.envMap ? '#define USE_ENVMAP' : '',
  10668. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10669. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10670. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10671. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10672. parameters.aoMap ? '#define USE_AOMAP' : '',
  10673. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10674. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10675. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10676. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10677. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10678. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10679. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10680. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10681. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10682. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10683. parameters.sheen ? '#define USE_SHEEN' : '',
  10684. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10685. parameters.vertexColors ? '#define USE_COLOR' : '',
  10686. parameters.vertexUvs ? '#define USE_UV' : '',
  10687. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10688. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10689. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10690. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10691. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10692. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10693. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10694. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10695. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10696. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10697. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10698. 'uniform mat4 viewMatrix;',
  10699. 'uniform vec3 cameraPosition;',
  10700. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10701. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10702. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10703. parameters.dithering ? '#define DITHERING' : '',
  10704. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10705. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10706. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10707. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10708. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10709. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10710. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10711. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10712. '\n'
  10713. ].filter( filterEmptyLine ).join( '\n' );
  10714. }
  10715. vertexShader = resolveIncludes( vertexShader );
  10716. vertexShader = replaceLightNums( vertexShader, parameters );
  10717. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10718. fragmentShader = resolveIncludes( fragmentShader );
  10719. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10720. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10721. vertexShader = unrollLoops( vertexShader );
  10722. fragmentShader = unrollLoops( fragmentShader );
  10723. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  10724. var isGLSL3ShaderMaterial = false;
  10725. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10726. if ( material.isShaderMaterial &&
  10727. vertexShader.match( versionRegex ) !== null &&
  10728. fragmentShader.match( versionRegex ) !== null ) {
  10729. isGLSL3ShaderMaterial = true;
  10730. vertexShader = vertexShader.replace( versionRegex, '' );
  10731. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10732. }
  10733. // GLSL 3.0 conversion
  10734. prefixVertex = [
  10735. '#version 300 es\n',
  10736. '#define attribute in',
  10737. '#define varying out',
  10738. '#define texture2D texture'
  10739. ].join( '\n' ) + '\n' + prefixVertex;
  10740. prefixFragment = [
  10741. '#version 300 es\n',
  10742. '#define varying in',
  10743. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10744. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10745. '#define gl_FragDepthEXT gl_FragDepth',
  10746. '#define texture2D texture',
  10747. '#define textureCube texture',
  10748. '#define texture2DProj textureProj',
  10749. '#define texture2DLodEXT textureLod',
  10750. '#define texture2DProjLodEXT textureProjLod',
  10751. '#define textureCubeLodEXT textureLod',
  10752. '#define texture2DGradEXT textureGrad',
  10753. '#define texture2DProjGradEXT textureProjGrad',
  10754. '#define textureCubeGradEXT textureGrad'
  10755. ].join( '\n' ) + '\n' + prefixFragment;
  10756. // Multiview
  10757. if ( numMultiviewViews > 0 ) {
  10758. prefixVertex = prefixVertex.replace(
  10759. '#version 300 es\n',
  10760. [
  10761. '#version 300 es\n',
  10762. '#extension GL_OVR_multiview2 : require',
  10763. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10764. '#define VIEW_ID gl_ViewID_OVR'
  10765. ].join( '\n' )
  10766. );
  10767. prefixVertex = prefixVertex.replace(
  10768. [
  10769. 'uniform mat4 modelViewMatrix;',
  10770. 'uniform mat4 projectionMatrix;',
  10771. 'uniform mat4 viewMatrix;',
  10772. 'uniform mat3 normalMatrix;'
  10773. ].join( '\n' ),
  10774. [
  10775. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10776. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10777. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10778. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10779. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10780. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  10781. '#define viewMatrix viewMatrices[VIEW_ID]',
  10782. '#define normalMatrix normalMatrices[VIEW_ID]'
  10783. ].join( '\n' )
  10784. );
  10785. prefixFragment = prefixFragment.replace(
  10786. '#version 300 es\n',
  10787. [
  10788. '#version 300 es\n',
  10789. '#extension GL_OVR_multiview2 : require',
  10790. '#define VIEW_ID gl_ViewID_OVR'
  10791. ].join( '\n' )
  10792. );
  10793. prefixFragment = prefixFragment.replace(
  10794. 'uniform mat4 viewMatrix;',
  10795. [
  10796. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10797. '#define viewMatrix viewMatrices[VIEW_ID]'
  10798. ].join( '\n' )
  10799. );
  10800. }
  10801. }
  10802. var vertexGlsl = prefixVertex + vertexShader;
  10803. var fragmentGlsl = prefixFragment + fragmentShader;
  10804. // console.log( '*VERTEX*', vertexGlsl );
  10805. // console.log( '*FRAGMENT*', fragmentGlsl );
  10806. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10807. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10808. gl.attachShader( program, glVertexShader );
  10809. gl.attachShader( program, glFragmentShader );
  10810. // Force a particular attribute to index 0.
  10811. if ( material.index0AttributeName !== undefined ) {
  10812. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10813. } else if ( parameters.morphTargets === true ) {
  10814. // programs with morphTargets displace position out of attribute 0
  10815. gl.bindAttribLocation( program, 0, 'position' );
  10816. }
  10817. gl.linkProgram( program );
  10818. // check for link errors
  10819. if ( renderer.debug.checkShaderErrors ) {
  10820. var programLog = gl.getProgramInfoLog( program ).trim();
  10821. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10822. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10823. var runnable = true;
  10824. var haveDiagnostics = true;
  10825. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10826. runnable = false;
  10827. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10828. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10829. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10830. } else if ( programLog !== '' ) {
  10831. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10832. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10833. haveDiagnostics = false;
  10834. }
  10835. if ( haveDiagnostics ) {
  10836. this.diagnostics = {
  10837. runnable: runnable,
  10838. material: material,
  10839. programLog: programLog,
  10840. vertexShader: {
  10841. log: vertexLog,
  10842. prefix: prefixVertex
  10843. },
  10844. fragmentShader: {
  10845. log: fragmentLog,
  10846. prefix: prefixFragment
  10847. }
  10848. };
  10849. }
  10850. }
  10851. // clean up
  10852. gl.deleteShader( glVertexShader );
  10853. gl.deleteShader( glFragmentShader );
  10854. // set up caching for uniform locations
  10855. var cachedUniforms;
  10856. this.getUniforms = function () {
  10857. if ( cachedUniforms === undefined ) {
  10858. cachedUniforms = new WebGLUniforms( gl, program );
  10859. }
  10860. return cachedUniforms;
  10861. };
  10862. // set up caching for attribute locations
  10863. var cachedAttributes;
  10864. this.getAttributes = function () {
  10865. if ( cachedAttributes === undefined ) {
  10866. cachedAttributes = fetchAttributeLocations( gl, program );
  10867. }
  10868. return cachedAttributes;
  10869. };
  10870. // free resource
  10871. this.destroy = function () {
  10872. gl.deleteProgram( program );
  10873. this.program = undefined;
  10874. };
  10875. //
  10876. this.name = shader.name;
  10877. this.id = programIdCount ++;
  10878. this.code = code;
  10879. this.usedTimes = 1;
  10880. this.program = program;
  10881. this.vertexShader = glVertexShader;
  10882. this.fragmentShader = glFragmentShader;
  10883. this.numMultiviewViews = numMultiviewViews;
  10884. return this;
  10885. }
  10886. /**
  10887. * @author mrdoob / http://mrdoob.com/
  10888. */
  10889. function WebGLPrograms( renderer, extensions, capabilities ) {
  10890. var programs = [];
  10891. var shaderIDs = {
  10892. MeshDepthMaterial: 'depth',
  10893. MeshDistanceMaterial: 'distanceRGBA',
  10894. MeshNormalMaterial: 'normal',
  10895. MeshBasicMaterial: 'basic',
  10896. MeshLambertMaterial: 'lambert',
  10897. MeshPhongMaterial: 'phong',
  10898. MeshToonMaterial: 'phong',
  10899. MeshStandardMaterial: 'physical',
  10900. MeshPhysicalMaterial: 'physical',
  10901. MeshMatcapMaterial: 'matcap',
  10902. LineBasicMaterial: 'basic',
  10903. LineDashedMaterial: 'dashed',
  10904. PointsMaterial: 'points',
  10905. ShadowMaterial: 'shadow',
  10906. SpriteMaterial: 'sprite'
  10907. };
  10908. var parameterNames = [
  10909. "precision", "supportsVertexTextures", "instancing",
  10910. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10911. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  10912. "roughnessMap", "metalnessMap", "gradientMap",
  10913. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp2",
  10914. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10915. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10916. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10917. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10918. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10919. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  10920. "sheen"
  10921. ];
  10922. function allocateBones( object ) {
  10923. var skeleton = object.skeleton;
  10924. var bones = skeleton.bones;
  10925. if ( capabilities.floatVertexTextures ) {
  10926. return 1024;
  10927. } else {
  10928. // default for when object is not specified
  10929. // ( for example when prebuilding shader to be used with multiple objects )
  10930. //
  10931. // - leave some extra space for other uniforms
  10932. // - limit here is ANGLE's 254 max uniform vectors
  10933. // (up to 54 should be safe)
  10934. var nVertexUniforms = capabilities.maxVertexUniforms;
  10935. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10936. var maxBones = Math.min( nVertexMatrices, bones.length );
  10937. if ( maxBones < bones.length ) {
  10938. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10939. return 0;
  10940. }
  10941. return maxBones;
  10942. }
  10943. }
  10944. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10945. var encoding;
  10946. if ( ! map ) {
  10947. encoding = LinearEncoding;
  10948. } else if ( map.isTexture ) {
  10949. encoding = map.encoding;
  10950. } else if ( map.isWebGLRenderTarget ) {
  10951. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10952. encoding = map.texture.encoding;
  10953. }
  10954. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10955. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10956. encoding = GammaEncoding;
  10957. }
  10958. return encoding;
  10959. }
  10960. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10961. var shaderID = shaderIDs[ material.type ];
  10962. // heuristics to create shader parameters according to lights in the scene
  10963. // (not to blow over maxLights budget)
  10964. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10965. var precision = capabilities.precision;
  10966. if ( material.precision !== null ) {
  10967. precision = capabilities.getMaxPrecision( material.precision );
  10968. if ( precision !== material.precision ) {
  10969. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10970. }
  10971. }
  10972. var currentRenderTarget = renderer.getRenderTarget();
  10973. var parameters = {
  10974. isWebGL2: capabilities.isWebGL2,
  10975. shaderID: shaderID,
  10976. precision: precision,
  10977. instancing: object.isInstancedMesh === true,
  10978. supportsVertexTextures: capabilities.vertexTextures,
  10979. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10980. map: !! material.map,
  10981. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10982. matcap: !! material.matcap,
  10983. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10984. envMap: !! material.envMap,
  10985. envMapMode: material.envMap && material.envMap.mapping,
  10986. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10987. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10988. lightMap: !! material.lightMap,
  10989. aoMap: !! material.aoMap,
  10990. emissiveMap: !! material.emissiveMap,
  10991. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10992. bumpMap: !! material.bumpMap,
  10993. normalMap: !! material.normalMap,
  10994. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10995. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  10996. clearcoatNormalMap: !! material.clearcoatNormalMap,
  10997. displacementMap: !! material.displacementMap,
  10998. roughnessMap: !! material.roughnessMap,
  10999. metalnessMap: !! material.metalnessMap,
  11000. specularMap: !! material.specularMap,
  11001. alphaMap: !! material.alphaMap,
  11002. gradientMap: !! material.gradientMap,
  11003. sheen: !! material.sheen,
  11004. combine: material.combine,
  11005. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11006. vertexColors: material.vertexColors,
  11007. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap,
  11008. fog: !! fog,
  11009. useFog: material.fog,
  11010. fogExp2: ( fog && fog.isFogExp2 ),
  11011. flatShading: material.flatShading,
  11012. sizeAttenuation: material.sizeAttenuation,
  11013. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  11014. skinning: material.skinning && maxBones > 0,
  11015. maxBones: maxBones,
  11016. useVertexTexture: capabilities.floatVertexTextures,
  11017. morphTargets: material.morphTargets,
  11018. morphNormals: material.morphNormals,
  11019. maxMorphTargets: renderer.maxMorphTargets,
  11020. maxMorphNormals: renderer.maxMorphNormals,
  11021. numDirLights: lights.directional.length,
  11022. numPointLights: lights.point.length,
  11023. numSpotLights: lights.spot.length,
  11024. numRectAreaLights: lights.rectArea.length,
  11025. numHemiLights: lights.hemi.length,
  11026. numDirLightShadows: lights.directionalShadowMap.length,
  11027. numPointLightShadows: lights.pointShadowMap.length,
  11028. numSpotLightShadows: lights.spotShadowMap.length,
  11029. numClippingPlanes: nClipPlanes,
  11030. numClipIntersection: nClipIntersection,
  11031. dithering: material.dithering,
  11032. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11033. shadowMapType: renderer.shadowMap.type,
  11034. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11035. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11036. premultipliedAlpha: material.premultipliedAlpha,
  11037. alphaTest: material.alphaTest,
  11038. doubleSided: material.side === DoubleSide,
  11039. flipSided: material.side === BackSide,
  11040. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11041. };
  11042. return parameters;
  11043. };
  11044. this.getProgramCode = function ( material, parameters ) {
  11045. var array = [];
  11046. if ( parameters.shaderID ) {
  11047. array.push( parameters.shaderID );
  11048. } else {
  11049. array.push( material.fragmentShader );
  11050. array.push( material.vertexShader );
  11051. }
  11052. if ( material.defines !== undefined ) {
  11053. for ( var name in material.defines ) {
  11054. array.push( name );
  11055. array.push( material.defines[ name ] );
  11056. }
  11057. }
  11058. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11059. array.push( parameters[ parameterNames[ i ] ] );
  11060. }
  11061. array.push( material.onBeforeCompile.toString() );
  11062. array.push( renderer.gammaOutput );
  11063. array.push( renderer.gammaFactor );
  11064. return array.join();
  11065. };
  11066. this.acquireProgram = function ( material, shader, parameters, code ) {
  11067. var program;
  11068. // Check if code has been already compiled
  11069. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11070. var programInfo = programs[ p ];
  11071. if ( programInfo.code === code ) {
  11072. program = programInfo;
  11073. ++ program.usedTimes;
  11074. break;
  11075. }
  11076. }
  11077. if ( program === undefined ) {
  11078. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters );
  11079. programs.push( program );
  11080. }
  11081. return program;
  11082. };
  11083. this.releaseProgram = function ( program ) {
  11084. if ( -- program.usedTimes === 0 ) {
  11085. // Remove from unordered set
  11086. var i = programs.indexOf( program );
  11087. programs[ i ] = programs[ programs.length - 1 ];
  11088. programs.pop();
  11089. // Free WebGL resources
  11090. program.destroy();
  11091. }
  11092. };
  11093. // Exposed for resource monitoring & error feedback via renderer.info:
  11094. this.programs = programs;
  11095. }
  11096. /**
  11097. * @author fordacious / fordacious.github.io
  11098. */
  11099. function WebGLProperties() {
  11100. var properties = new WeakMap();
  11101. function get( object ) {
  11102. var map = properties.get( object );
  11103. if ( map === undefined ) {
  11104. map = {};
  11105. properties.set( object, map );
  11106. }
  11107. return map;
  11108. }
  11109. function remove( object ) {
  11110. properties.delete( object );
  11111. }
  11112. function update( object, key, value ) {
  11113. properties.get( object )[ key ] = value;
  11114. }
  11115. function dispose() {
  11116. properties = new WeakMap();
  11117. }
  11118. return {
  11119. get: get,
  11120. remove: remove,
  11121. update: update,
  11122. dispose: dispose
  11123. };
  11124. }
  11125. /**
  11126. * @author mrdoob / http://mrdoob.com/
  11127. */
  11128. function painterSortStable( a, b ) {
  11129. if ( a.groupOrder !== b.groupOrder ) {
  11130. return a.groupOrder - b.groupOrder;
  11131. } else if ( a.renderOrder !== b.renderOrder ) {
  11132. return a.renderOrder - b.renderOrder;
  11133. } else if ( a.program !== b.program ) {
  11134. return a.program.id - b.program.id;
  11135. } else if ( a.material.id !== b.material.id ) {
  11136. return a.material.id - b.material.id;
  11137. } else if ( a.z !== b.z ) {
  11138. return a.z - b.z;
  11139. } else {
  11140. return a.id - b.id;
  11141. }
  11142. }
  11143. function reversePainterSortStable( a, b ) {
  11144. if ( a.groupOrder !== b.groupOrder ) {
  11145. return a.groupOrder - b.groupOrder;
  11146. } else if ( a.renderOrder !== b.renderOrder ) {
  11147. return a.renderOrder - b.renderOrder;
  11148. } else if ( a.z !== b.z ) {
  11149. return b.z - a.z;
  11150. } else {
  11151. return a.id - b.id;
  11152. }
  11153. }
  11154. function WebGLRenderList() {
  11155. var renderItems = [];
  11156. var renderItemsIndex = 0;
  11157. var opaque = [];
  11158. var transparent = [];
  11159. var defaultProgram = { id: - 1 };
  11160. function init() {
  11161. renderItemsIndex = 0;
  11162. opaque.length = 0;
  11163. transparent.length = 0;
  11164. }
  11165. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11166. var renderItem = renderItems[ renderItemsIndex ];
  11167. if ( renderItem === undefined ) {
  11168. renderItem = {
  11169. id: object.id,
  11170. object: object,
  11171. geometry: geometry,
  11172. material: material,
  11173. program: material.program || defaultProgram,
  11174. groupOrder: groupOrder,
  11175. renderOrder: object.renderOrder,
  11176. z: z,
  11177. group: group
  11178. };
  11179. renderItems[ renderItemsIndex ] = renderItem;
  11180. } else {
  11181. renderItem.id = object.id;
  11182. renderItem.object = object;
  11183. renderItem.geometry = geometry;
  11184. renderItem.material = material;
  11185. renderItem.program = material.program || defaultProgram;
  11186. renderItem.groupOrder = groupOrder;
  11187. renderItem.renderOrder = object.renderOrder;
  11188. renderItem.z = z;
  11189. renderItem.group = group;
  11190. }
  11191. renderItemsIndex ++;
  11192. return renderItem;
  11193. }
  11194. function push( object, geometry, material, groupOrder, z, group ) {
  11195. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11196. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11197. }
  11198. function unshift( object, geometry, material, groupOrder, z, group ) {
  11199. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11200. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11201. }
  11202. function sort() {
  11203. if ( opaque.length > 1 ) { opaque.sort( painterSortStable ); }
  11204. if ( transparent.length > 1 ) { transparent.sort( reversePainterSortStable ); }
  11205. }
  11206. return {
  11207. opaque: opaque,
  11208. transparent: transparent,
  11209. init: init,
  11210. push: push,
  11211. unshift: unshift,
  11212. sort: sort
  11213. };
  11214. }
  11215. function WebGLRenderLists() {
  11216. var lists = new WeakMap();
  11217. function onSceneDispose( event ) {
  11218. var scene = event.target;
  11219. scene.removeEventListener( 'dispose', onSceneDispose );
  11220. lists.delete( scene );
  11221. }
  11222. function get( scene, camera ) {
  11223. var cameras = lists.get( scene );
  11224. var list;
  11225. if ( cameras === undefined ) {
  11226. list = new WebGLRenderList();
  11227. lists.set( scene, new WeakMap() );
  11228. lists.get( scene ).set( camera, list );
  11229. scene.addEventListener( 'dispose', onSceneDispose );
  11230. } else {
  11231. list = cameras.get( camera );
  11232. if ( list === undefined ) {
  11233. list = new WebGLRenderList();
  11234. cameras.set( camera, list );
  11235. }
  11236. }
  11237. return list;
  11238. }
  11239. function dispose() {
  11240. lists = new WeakMap();
  11241. }
  11242. return {
  11243. get: get,
  11244. dispose: dispose
  11245. };
  11246. }
  11247. /**
  11248. * @author mrdoob / http://mrdoob.com/
  11249. */
  11250. function UniformsCache() {
  11251. var lights = {};
  11252. return {
  11253. get: function ( light ) {
  11254. if ( lights[ light.id ] !== undefined ) {
  11255. return lights[ light.id ];
  11256. }
  11257. var uniforms;
  11258. switch ( light.type ) {
  11259. case 'DirectionalLight':
  11260. uniforms = {
  11261. direction: new Vector3(),
  11262. color: new Color(),
  11263. shadow: false,
  11264. shadowBias: 0,
  11265. shadowRadius: 1,
  11266. shadowMapSize: new Vector2()
  11267. };
  11268. break;
  11269. case 'SpotLight':
  11270. uniforms = {
  11271. position: new Vector3(),
  11272. direction: new Vector3(),
  11273. color: new Color(),
  11274. distance: 0,
  11275. coneCos: 0,
  11276. penumbraCos: 0,
  11277. decay: 0,
  11278. shadow: false,
  11279. shadowBias: 0,
  11280. shadowRadius: 1,
  11281. shadowMapSize: new Vector2()
  11282. };
  11283. break;
  11284. case 'PointLight':
  11285. uniforms = {
  11286. position: new Vector3(),
  11287. color: new Color(),
  11288. distance: 0,
  11289. decay: 0,
  11290. shadow: false,
  11291. shadowBias: 0,
  11292. shadowRadius: 1,
  11293. shadowMapSize: new Vector2(),
  11294. shadowCameraNear: 1,
  11295. shadowCameraFar: 1000
  11296. };
  11297. break;
  11298. case 'HemisphereLight':
  11299. uniforms = {
  11300. direction: new Vector3(),
  11301. skyColor: new Color(),
  11302. groundColor: new Color()
  11303. };
  11304. break;
  11305. case 'RectAreaLight':
  11306. uniforms = {
  11307. color: new Color(),
  11308. position: new Vector3(),
  11309. halfWidth: new Vector3(),
  11310. halfHeight: new Vector3()
  11311. // TODO (abelnation): set RectAreaLight shadow uniforms
  11312. };
  11313. break;
  11314. }
  11315. lights[ light.id ] = uniforms;
  11316. return uniforms;
  11317. }
  11318. };
  11319. }
  11320. var nextVersion = 0;
  11321. function shadowCastingLightsFirst( lightA, lightB ) {
  11322. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11323. }
  11324. function WebGLLights() {
  11325. var cache = new UniformsCache();
  11326. var state = {
  11327. version: 0,
  11328. hash: {
  11329. directionalLength: - 1,
  11330. pointLength: - 1,
  11331. spotLength: - 1,
  11332. rectAreaLength: - 1,
  11333. hemiLength: - 1,
  11334. numDirectionalShadows: - 1,
  11335. numPointShadows: - 1,
  11336. numSpotShadows: - 1,
  11337. },
  11338. ambient: [ 0, 0, 0 ],
  11339. probe: [],
  11340. directional: [],
  11341. directionalShadowMap: [],
  11342. directionalShadowMatrix: [],
  11343. spot: [],
  11344. spotShadowMap: [],
  11345. spotShadowMatrix: [],
  11346. rectArea: [],
  11347. point: [],
  11348. pointShadowMap: [],
  11349. pointShadowMatrix: [],
  11350. hemi: [],
  11351. numDirectionalShadows: - 1,
  11352. numPointShadows: - 1,
  11353. numSpotShadows: - 1
  11354. };
  11355. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11356. var vector3 = new Vector3();
  11357. var matrix4 = new Matrix4();
  11358. var matrix42 = new Matrix4();
  11359. function setup( lights, shadows, camera ) {
  11360. var r = 0, g = 0, b = 0;
  11361. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11362. var directionalLength = 0;
  11363. var pointLength = 0;
  11364. var spotLength = 0;
  11365. var rectAreaLength = 0;
  11366. var hemiLength = 0;
  11367. var numDirectionalShadows = 0;
  11368. var numPointShadows = 0;
  11369. var numSpotShadows = 0;
  11370. var viewMatrix = camera.matrixWorldInverse;
  11371. lights.sort( shadowCastingLightsFirst );
  11372. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11373. var light = lights[ i ];
  11374. var color = light.color;
  11375. var intensity = light.intensity;
  11376. var distance = light.distance;
  11377. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11378. if ( light.isAmbientLight ) {
  11379. r += color.r * intensity;
  11380. g += color.g * intensity;
  11381. b += color.b * intensity;
  11382. } else if ( light.isLightProbe ) {
  11383. for ( var j = 0; j < 9; j ++ ) {
  11384. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11385. }
  11386. } else if ( light.isDirectionalLight ) {
  11387. var uniforms = cache.get( light );
  11388. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11389. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11390. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11391. uniforms.direction.sub( vector3 );
  11392. uniforms.direction.transformDirection( viewMatrix );
  11393. uniforms.shadow = light.castShadow;
  11394. if ( light.castShadow ) {
  11395. var shadow = light.shadow;
  11396. uniforms.shadowBias = shadow.bias;
  11397. uniforms.shadowRadius = shadow.radius;
  11398. uniforms.shadowMapSize = shadow.mapSize;
  11399. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11400. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11401. numDirectionalShadows ++;
  11402. }
  11403. state.directional[ directionalLength ] = uniforms;
  11404. directionalLength ++;
  11405. } else if ( light.isSpotLight ) {
  11406. var uniforms = cache.get( light );
  11407. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11408. uniforms.position.applyMatrix4( viewMatrix );
  11409. uniforms.color.copy( color ).multiplyScalar( intensity );
  11410. uniforms.distance = distance;
  11411. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11412. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11413. uniforms.direction.sub( vector3 );
  11414. uniforms.direction.transformDirection( viewMatrix );
  11415. uniforms.coneCos = Math.cos( light.angle );
  11416. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11417. uniforms.decay = light.decay;
  11418. uniforms.shadow = light.castShadow;
  11419. if ( light.castShadow ) {
  11420. var shadow = light.shadow;
  11421. uniforms.shadowBias = shadow.bias;
  11422. uniforms.shadowRadius = shadow.radius;
  11423. uniforms.shadowMapSize = shadow.mapSize;
  11424. state.spotShadowMap[ spotLength ] = shadowMap;
  11425. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11426. numSpotShadows ++;
  11427. }
  11428. state.spot[ spotLength ] = uniforms;
  11429. spotLength ++;
  11430. } else if ( light.isRectAreaLight ) {
  11431. var uniforms = cache.get( light );
  11432. // (a) intensity is the total visible light emitted
  11433. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11434. // (b) intensity is the brightness of the light
  11435. uniforms.color.copy( color ).multiplyScalar( intensity );
  11436. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11437. uniforms.position.applyMatrix4( viewMatrix );
  11438. // extract local rotation of light to derive width/height half vectors
  11439. matrix42.identity();
  11440. matrix4.copy( light.matrixWorld );
  11441. matrix4.premultiply( viewMatrix );
  11442. matrix42.extractRotation( matrix4 );
  11443. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11444. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11445. uniforms.halfWidth.applyMatrix4( matrix42 );
  11446. uniforms.halfHeight.applyMatrix4( matrix42 );
  11447. // TODO (abelnation): RectAreaLight distance?
  11448. // uniforms.distance = distance;
  11449. state.rectArea[ rectAreaLength ] = uniforms;
  11450. rectAreaLength ++;
  11451. } else if ( light.isPointLight ) {
  11452. var uniforms = cache.get( light );
  11453. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11454. uniforms.position.applyMatrix4( viewMatrix );
  11455. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11456. uniforms.distance = light.distance;
  11457. uniforms.decay = light.decay;
  11458. uniforms.shadow = light.castShadow;
  11459. if ( light.castShadow ) {
  11460. var shadow = light.shadow;
  11461. uniforms.shadowBias = shadow.bias;
  11462. uniforms.shadowRadius = shadow.radius;
  11463. uniforms.shadowMapSize = shadow.mapSize;
  11464. uniforms.shadowCameraNear = shadow.camera.near;
  11465. uniforms.shadowCameraFar = shadow.camera.far;
  11466. state.pointShadowMap[ pointLength ] = shadowMap;
  11467. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11468. numPointShadows ++;
  11469. }
  11470. state.point[ pointLength ] = uniforms;
  11471. pointLength ++;
  11472. } else if ( light.isHemisphereLight ) {
  11473. var uniforms = cache.get( light );
  11474. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11475. uniforms.direction.transformDirection( viewMatrix );
  11476. uniforms.direction.normalize();
  11477. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11478. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11479. state.hemi[ hemiLength ] = uniforms;
  11480. hemiLength ++;
  11481. }
  11482. }
  11483. state.ambient[ 0 ] = r;
  11484. state.ambient[ 1 ] = g;
  11485. state.ambient[ 2 ] = b;
  11486. var hash = state.hash;
  11487. if ( hash.directionalLength !== directionalLength ||
  11488. hash.pointLength !== pointLength ||
  11489. hash.spotLength !== spotLength ||
  11490. hash.rectAreaLength !== rectAreaLength ||
  11491. hash.hemiLength !== hemiLength ||
  11492. hash.numDirectionalShadows !== numDirectionalShadows ||
  11493. hash.numPointShadows !== numPointShadows ||
  11494. hash.numSpotShadows !== numSpotShadows ) {
  11495. state.directional.length = directionalLength;
  11496. state.spot.length = spotLength;
  11497. state.rectArea.length = rectAreaLength;
  11498. state.point.length = pointLength;
  11499. state.hemi.length = hemiLength;
  11500. state.directionalShadowMap.length = numDirectionalShadows;
  11501. state.pointShadowMap.length = numPointShadows;
  11502. state.spotShadowMap.length = numSpotShadows;
  11503. state.directionalShadowMatrix.length = numDirectionalShadows;
  11504. state.pointShadowMatrix.length = numPointShadows;
  11505. state.spotShadowMatrix.length = numSpotShadows;
  11506. hash.directionalLength = directionalLength;
  11507. hash.pointLength = pointLength;
  11508. hash.spotLength = spotLength;
  11509. hash.rectAreaLength = rectAreaLength;
  11510. hash.hemiLength = hemiLength;
  11511. hash.numDirectionalShadows = numDirectionalShadows;
  11512. hash.numPointShadows = numPointShadows;
  11513. hash.numSpotShadows = numSpotShadows;
  11514. state.version = nextVersion ++;
  11515. }
  11516. }
  11517. return {
  11518. setup: setup,
  11519. state: state
  11520. };
  11521. }
  11522. /**
  11523. * @author Mugen87 / https://github.com/Mugen87
  11524. */
  11525. function WebGLRenderState() {
  11526. var lights = new WebGLLights();
  11527. var lightsArray = [];
  11528. var shadowsArray = [];
  11529. function init() {
  11530. lightsArray.length = 0;
  11531. shadowsArray.length = 0;
  11532. }
  11533. function pushLight( light ) {
  11534. lightsArray.push( light );
  11535. }
  11536. function pushShadow( shadowLight ) {
  11537. shadowsArray.push( shadowLight );
  11538. }
  11539. function setupLights( camera ) {
  11540. lights.setup( lightsArray, shadowsArray, camera );
  11541. }
  11542. var state = {
  11543. lightsArray: lightsArray,
  11544. shadowsArray: shadowsArray,
  11545. lights: lights
  11546. };
  11547. return {
  11548. init: init,
  11549. state: state,
  11550. setupLights: setupLights,
  11551. pushLight: pushLight,
  11552. pushShadow: pushShadow
  11553. };
  11554. }
  11555. function WebGLRenderStates() {
  11556. var renderStates = new WeakMap();
  11557. function onSceneDispose( event ) {
  11558. var scene = event.target;
  11559. scene.removeEventListener( 'dispose', onSceneDispose );
  11560. renderStates.delete( scene );
  11561. }
  11562. function get( scene, camera ) {
  11563. var renderState;
  11564. if ( renderStates.has( scene ) === false ) {
  11565. renderState = new WebGLRenderState();
  11566. renderStates.set( scene, new WeakMap() );
  11567. renderStates.get( scene ).set( camera, renderState );
  11568. scene.addEventListener( 'dispose', onSceneDispose );
  11569. } else {
  11570. if ( renderStates.get( scene ).has( camera ) === false ) {
  11571. renderState = new WebGLRenderState();
  11572. renderStates.get( scene ).set( camera, renderState );
  11573. } else {
  11574. renderState = renderStates.get( scene ).get( camera );
  11575. }
  11576. }
  11577. return renderState;
  11578. }
  11579. function dispose() {
  11580. renderStates = new WeakMap();
  11581. }
  11582. return {
  11583. get: get,
  11584. dispose: dispose
  11585. };
  11586. }
  11587. /**
  11588. * @author mrdoob / http://mrdoob.com/
  11589. * @author alteredq / http://alteredqualia.com/
  11590. * @author bhouston / https://clara.io
  11591. * @author WestLangley / http://github.com/WestLangley
  11592. *
  11593. * parameters = {
  11594. *
  11595. * opacity: <float>,
  11596. *
  11597. * map: new THREE.Texture( <Image> ),
  11598. *
  11599. * alphaMap: new THREE.Texture( <Image> ),
  11600. *
  11601. * displacementMap: new THREE.Texture( <Image> ),
  11602. * displacementScale: <float>,
  11603. * displacementBias: <float>,
  11604. *
  11605. * wireframe: <boolean>,
  11606. * wireframeLinewidth: <float>
  11607. * }
  11608. */
  11609. function MeshDepthMaterial( parameters ) {
  11610. Material.call( this );
  11611. this.type = 'MeshDepthMaterial';
  11612. this.depthPacking = BasicDepthPacking;
  11613. this.skinning = false;
  11614. this.morphTargets = false;
  11615. this.map = null;
  11616. this.alphaMap = null;
  11617. this.displacementMap = null;
  11618. this.displacementScale = 1;
  11619. this.displacementBias = 0;
  11620. this.wireframe = false;
  11621. this.wireframeLinewidth = 1;
  11622. this.fog = false;
  11623. this.setValues( parameters );
  11624. }
  11625. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11626. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11627. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11628. MeshDepthMaterial.prototype.copy = function ( source ) {
  11629. Material.prototype.copy.call( this, source );
  11630. this.depthPacking = source.depthPacking;
  11631. this.skinning = source.skinning;
  11632. this.morphTargets = source.morphTargets;
  11633. this.map = source.map;
  11634. this.alphaMap = source.alphaMap;
  11635. this.displacementMap = source.displacementMap;
  11636. this.displacementScale = source.displacementScale;
  11637. this.displacementBias = source.displacementBias;
  11638. this.wireframe = source.wireframe;
  11639. this.wireframeLinewidth = source.wireframeLinewidth;
  11640. return this;
  11641. };
  11642. /**
  11643. * @author WestLangley / http://github.com/WestLangley
  11644. *
  11645. * parameters = {
  11646. *
  11647. * referencePosition: <float>,
  11648. * nearDistance: <float>,
  11649. * farDistance: <float>,
  11650. *
  11651. * skinning: <bool>,
  11652. * morphTargets: <bool>,
  11653. *
  11654. * map: new THREE.Texture( <Image> ),
  11655. *
  11656. * alphaMap: new THREE.Texture( <Image> ),
  11657. *
  11658. * displacementMap: new THREE.Texture( <Image> ),
  11659. * displacementScale: <float>,
  11660. * displacementBias: <float>
  11661. *
  11662. * }
  11663. */
  11664. function MeshDistanceMaterial( parameters ) {
  11665. Material.call( this );
  11666. this.type = 'MeshDistanceMaterial';
  11667. this.referencePosition = new Vector3();
  11668. this.nearDistance = 1;
  11669. this.farDistance = 1000;
  11670. this.skinning = false;
  11671. this.morphTargets = false;
  11672. this.map = null;
  11673. this.alphaMap = null;
  11674. this.displacementMap = null;
  11675. this.displacementScale = 1;
  11676. this.displacementBias = 0;
  11677. this.fog = false;
  11678. this.setValues( parameters );
  11679. }
  11680. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11681. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11682. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11683. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11684. Material.prototype.copy.call( this, source );
  11685. this.referencePosition.copy( source.referencePosition );
  11686. this.nearDistance = source.nearDistance;
  11687. this.farDistance = source.farDistance;
  11688. this.skinning = source.skinning;
  11689. this.morphTargets = source.morphTargets;
  11690. this.map = source.map;
  11691. this.alphaMap = source.alphaMap;
  11692. this.displacementMap = source.displacementMap;
  11693. this.displacementScale = source.displacementScale;
  11694. this.displacementBias = source.displacementBias;
  11695. return this;
  11696. };
  11697. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n \n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = decodeHalfRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = pow( squared_mean - mean * mean, 0.5 );\n gl_FragColor = encodeHalfRGBA( vec2( mean, std_dev ) );\n}";
  11698. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11699. /**
  11700. * @author alteredq / http://alteredqualia.com/
  11701. * @author mrdoob / http://mrdoob.com/
  11702. */
  11703. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11704. var _frustum = new Frustum(),
  11705. _shadowMapSize = new Vector2(),
  11706. _viewportSize = new Vector2(),
  11707. _viewport = new Vector4(),
  11708. _MorphingFlag = 1,
  11709. _SkinningFlag = 2,
  11710. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11711. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11712. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11713. _materialCache = {};
  11714. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11715. var shadowMaterialVertical = new ShaderMaterial( {
  11716. defines: {
  11717. SAMPLE_RATE: 2.0 / 8.0,
  11718. HALF_SAMPLE_RATE: 1.0 / 8.0
  11719. },
  11720. uniforms: {
  11721. shadow_pass: { value: null },
  11722. resolution: { value: new Vector2() },
  11723. radius: { value: 4.0 }
  11724. },
  11725. vertexShader: vsm_vert,
  11726. fragmentShader: vsm_frag
  11727. } );
  11728. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11729. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11730. var fullScreenTri = new BufferGeometry();
  11731. fullScreenTri.addAttribute(
  11732. "position",
  11733. new BufferAttribute(
  11734. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11735. 3
  11736. )
  11737. );
  11738. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11739. // init
  11740. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11741. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11742. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11743. var depthMaterial = new MeshDepthMaterial( {
  11744. depthPacking: RGBADepthPacking,
  11745. morphTargets: useMorphing,
  11746. skinning: useSkinning
  11747. } );
  11748. _depthMaterials[ i ] = depthMaterial;
  11749. var distanceMaterial = new MeshDistanceMaterial( {
  11750. morphTargets: useMorphing,
  11751. skinning: useSkinning
  11752. } );
  11753. _distanceMaterials[ i ] = distanceMaterial;
  11754. }
  11755. var scope = this;
  11756. this.enabled = false;
  11757. this.autoUpdate = true;
  11758. this.needsUpdate = false;
  11759. this.type = PCFShadowMap;
  11760. this.render = function ( lights, scene, camera ) {
  11761. if ( scope.enabled === false ) { return; }
  11762. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11763. if ( lights.length === 0 ) { return; }
  11764. var currentRenderTarget = _renderer.getRenderTarget();
  11765. var activeCubeFace = _renderer.getActiveCubeFace();
  11766. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11767. var _state = _renderer.state;
  11768. // Set GL state for depth map.
  11769. _state.setBlending( NoBlending );
  11770. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11771. _state.buffers.depth.setTest( true );
  11772. _state.setScissorTest( false );
  11773. // render depth map
  11774. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11775. var light = lights[ i ];
  11776. var shadow = light.shadow;
  11777. if ( shadow === undefined ) {
  11778. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11779. continue;
  11780. }
  11781. _shadowMapSize.copy( shadow.mapSize );
  11782. var shadowFrameExtents = shadow.getFrameExtents();
  11783. _shadowMapSize.multiply( shadowFrameExtents );
  11784. _viewportSize.copy( shadow.mapSize );
  11785. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11786. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11787. if ( _shadowMapSize.x > maxTextureSize ) {
  11788. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11789. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11790. shadow.mapSize.x = _viewportSize.x;
  11791. }
  11792. if ( _shadowMapSize.y > maxTextureSize ) {
  11793. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11794. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11795. shadow.mapSize.y = _viewportSize.y;
  11796. }
  11797. }
  11798. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11799. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11800. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11801. shadow.map.texture.name = light.name + ".shadowMap";
  11802. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11803. shadow.camera.updateProjectionMatrix();
  11804. }
  11805. if ( shadow.map === null ) {
  11806. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11807. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11808. shadow.map.texture.name = light.name + ".shadowMap";
  11809. shadow.camera.updateProjectionMatrix();
  11810. }
  11811. _renderer.setRenderTarget( shadow.map );
  11812. _renderer.clear();
  11813. var viewportCount = shadow.getViewportCount();
  11814. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11815. var viewport = shadow.getViewport( vp );
  11816. _viewport.set(
  11817. _viewportSize.x * viewport.x,
  11818. _viewportSize.y * viewport.y,
  11819. _viewportSize.x * viewport.z,
  11820. _viewportSize.y * viewport.w
  11821. );
  11822. _state.viewport( _viewport );
  11823. shadow.updateMatrices( light, camera, vp );
  11824. _frustum = shadow.getFrustum();
  11825. renderObject( scene, camera, shadow.camera, light, this.type );
  11826. }
  11827. // do blur pass for VSM
  11828. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11829. VSMPass( shadow, camera );
  11830. }
  11831. }
  11832. scope.needsUpdate = false;
  11833. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11834. };
  11835. function VSMPass( shadow, camera ) {
  11836. var geometry = _objects.update( fullScreenMesh );
  11837. // vertical pass
  11838. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11839. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11840. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11841. _renderer.setRenderTarget( shadow.mapPass );
  11842. _renderer.clear();
  11843. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11844. // horizonal pass
  11845. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11846. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11847. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11848. _renderer.setRenderTarget( shadow.map );
  11849. _renderer.clear();
  11850. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11851. }
  11852. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11853. var geometry = object.geometry;
  11854. var result = null;
  11855. var materialVariants = _depthMaterials;
  11856. var customMaterial = object.customDepthMaterial;
  11857. if ( light.isPointLight ) {
  11858. materialVariants = _distanceMaterials;
  11859. customMaterial = object.customDistanceMaterial;
  11860. }
  11861. if ( ! customMaterial ) {
  11862. var useMorphing = false;
  11863. if ( material.morphTargets ) {
  11864. if ( geometry && geometry.isBufferGeometry ) {
  11865. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11866. } else if ( geometry && geometry.isGeometry ) {
  11867. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11868. }
  11869. }
  11870. if ( object.isSkinnedMesh && material.skinning === false ) {
  11871. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11872. }
  11873. var useSkinning = object.isSkinnedMesh && material.skinning;
  11874. var variantIndex = 0;
  11875. if ( useMorphing ) { variantIndex |= _MorphingFlag; }
  11876. if ( useSkinning ) { variantIndex |= _SkinningFlag; }
  11877. result = materialVariants[ variantIndex ];
  11878. } else {
  11879. result = customMaterial;
  11880. }
  11881. if ( _renderer.localClippingEnabled &&
  11882. material.clipShadows === true &&
  11883. material.clippingPlanes.length !== 0 ) {
  11884. // in this case we need a unique material instance reflecting the
  11885. // appropriate state
  11886. var keyA = result.uuid, keyB = material.uuid;
  11887. var materialsForVariant = _materialCache[ keyA ];
  11888. if ( materialsForVariant === undefined ) {
  11889. materialsForVariant = {};
  11890. _materialCache[ keyA ] = materialsForVariant;
  11891. }
  11892. var cachedMaterial = materialsForVariant[ keyB ];
  11893. if ( cachedMaterial === undefined ) {
  11894. cachedMaterial = result.clone();
  11895. materialsForVariant[ keyB ] = cachedMaterial;
  11896. }
  11897. result = cachedMaterial;
  11898. }
  11899. result.visible = material.visible;
  11900. result.wireframe = material.wireframe;
  11901. if ( type === VSMShadowMap ) {
  11902. result.side = ( material.shadowSide != null ) ? material.shadowSide : material.side;
  11903. } else {
  11904. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11905. }
  11906. result.clipShadows = material.clipShadows;
  11907. result.clippingPlanes = material.clippingPlanes;
  11908. result.clipIntersection = material.clipIntersection;
  11909. result.wireframeLinewidth = material.wireframeLinewidth;
  11910. result.linewidth = material.linewidth;
  11911. if ( light.isPointLight && result.isMeshDistanceMaterial ) {
  11912. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  11913. result.nearDistance = shadowCameraNear;
  11914. result.farDistance = shadowCameraFar;
  11915. }
  11916. return result;
  11917. }
  11918. function renderObject( object, camera, shadowCamera, light, type ) {
  11919. if ( object.visible === false ) { return; }
  11920. var visible = object.layers.test( camera.layers );
  11921. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11922. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11923. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11924. var geometry = _objects.update( object );
  11925. var material = object.material;
  11926. if ( Array.isArray( material ) ) {
  11927. var groups = geometry.groups;
  11928. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11929. var group = groups[ k ];
  11930. var groupMaterial = material[ group.materialIndex ];
  11931. if ( groupMaterial && groupMaterial.visible ) {
  11932. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  11933. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11934. }
  11935. }
  11936. } else if ( material.visible ) {
  11937. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  11938. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11939. }
  11940. }
  11941. }
  11942. var children = object.children;
  11943. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11944. renderObject( children[ i ], camera, shadowCamera, light, type );
  11945. }
  11946. }
  11947. }
  11948. /**
  11949. * @author mrdoob / http://mrdoob.com/
  11950. */
  11951. function WebGLState( gl, extensions, utils, capabilities ) {
  11952. function ColorBuffer() {
  11953. var locked = false;
  11954. var color = new Vector4();
  11955. var currentColorMask = null;
  11956. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11957. return {
  11958. setMask: function ( colorMask ) {
  11959. if ( currentColorMask !== colorMask && ! locked ) {
  11960. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11961. currentColorMask = colorMask;
  11962. }
  11963. },
  11964. setLocked: function ( lock ) {
  11965. locked = lock;
  11966. },
  11967. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11968. if ( premultipliedAlpha === true ) {
  11969. r *= a; g *= a; b *= a;
  11970. }
  11971. color.set( r, g, b, a );
  11972. if ( currentColorClear.equals( color ) === false ) {
  11973. gl.clearColor( r, g, b, a );
  11974. currentColorClear.copy( color );
  11975. }
  11976. },
  11977. reset: function () {
  11978. locked = false;
  11979. currentColorMask = null;
  11980. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11981. }
  11982. };
  11983. }
  11984. function DepthBuffer() {
  11985. var locked = false;
  11986. var currentDepthMask = null;
  11987. var currentDepthFunc = null;
  11988. var currentDepthClear = null;
  11989. return {
  11990. setTest: function ( depthTest ) {
  11991. if ( depthTest ) {
  11992. enable( 2929 );
  11993. } else {
  11994. disable( 2929 );
  11995. }
  11996. },
  11997. setMask: function ( depthMask ) {
  11998. if ( currentDepthMask !== depthMask && ! locked ) {
  11999. gl.depthMask( depthMask );
  12000. currentDepthMask = depthMask;
  12001. }
  12002. },
  12003. setFunc: function ( depthFunc ) {
  12004. if ( currentDepthFunc !== depthFunc ) {
  12005. if ( depthFunc ) {
  12006. switch ( depthFunc ) {
  12007. case NeverDepth:
  12008. gl.depthFunc( 512 );
  12009. break;
  12010. case AlwaysDepth:
  12011. gl.depthFunc( 519 );
  12012. break;
  12013. case LessDepth:
  12014. gl.depthFunc( 513 );
  12015. break;
  12016. case LessEqualDepth:
  12017. gl.depthFunc( 515 );
  12018. break;
  12019. case EqualDepth:
  12020. gl.depthFunc( 514 );
  12021. break;
  12022. case GreaterEqualDepth:
  12023. gl.depthFunc( 518 );
  12024. break;
  12025. case GreaterDepth:
  12026. gl.depthFunc( 516 );
  12027. break;
  12028. case NotEqualDepth:
  12029. gl.depthFunc( 517 );
  12030. break;
  12031. default:
  12032. gl.depthFunc( 515 );
  12033. }
  12034. } else {
  12035. gl.depthFunc( 515 );
  12036. }
  12037. currentDepthFunc = depthFunc;
  12038. }
  12039. },
  12040. setLocked: function ( lock ) {
  12041. locked = lock;
  12042. },
  12043. setClear: function ( depth ) {
  12044. if ( currentDepthClear !== depth ) {
  12045. gl.clearDepth( depth );
  12046. currentDepthClear = depth;
  12047. }
  12048. },
  12049. reset: function () {
  12050. locked = false;
  12051. currentDepthMask = null;
  12052. currentDepthFunc = null;
  12053. currentDepthClear = null;
  12054. }
  12055. };
  12056. }
  12057. function StencilBuffer() {
  12058. var locked = false;
  12059. var currentStencilMask = null;
  12060. var currentStencilFunc = null;
  12061. var currentStencilRef = null;
  12062. var currentStencilFuncMask = null;
  12063. var currentStencilFail = null;
  12064. var currentStencilZFail = null;
  12065. var currentStencilZPass = null;
  12066. var currentStencilClear = null;
  12067. return {
  12068. setTest: function ( stencilTest ) {
  12069. if ( ! locked ) {
  12070. if ( stencilTest ) {
  12071. enable( 2960 );
  12072. } else {
  12073. disable( 2960 );
  12074. }
  12075. }
  12076. },
  12077. setMask: function ( stencilMask ) {
  12078. if ( currentStencilMask !== stencilMask && ! locked ) {
  12079. gl.stencilMask( stencilMask );
  12080. currentStencilMask = stencilMask;
  12081. }
  12082. },
  12083. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12084. if ( currentStencilFunc !== stencilFunc ||
  12085. currentStencilRef !== stencilRef ||
  12086. currentStencilFuncMask !== stencilMask ) {
  12087. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12088. currentStencilFunc = stencilFunc;
  12089. currentStencilRef = stencilRef;
  12090. currentStencilFuncMask = stencilMask;
  12091. }
  12092. },
  12093. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12094. if ( currentStencilFail !== stencilFail ||
  12095. currentStencilZFail !== stencilZFail ||
  12096. currentStencilZPass !== stencilZPass ) {
  12097. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12098. currentStencilFail = stencilFail;
  12099. currentStencilZFail = stencilZFail;
  12100. currentStencilZPass = stencilZPass;
  12101. }
  12102. },
  12103. setLocked: function ( lock ) {
  12104. locked = lock;
  12105. },
  12106. setClear: function ( stencil ) {
  12107. if ( currentStencilClear !== stencil ) {
  12108. gl.clearStencil( stencil );
  12109. currentStencilClear = stencil;
  12110. }
  12111. },
  12112. reset: function () {
  12113. locked = false;
  12114. currentStencilMask = null;
  12115. currentStencilFunc = null;
  12116. currentStencilRef = null;
  12117. currentStencilFuncMask = null;
  12118. currentStencilFail = null;
  12119. currentStencilZFail = null;
  12120. currentStencilZPass = null;
  12121. currentStencilClear = null;
  12122. }
  12123. };
  12124. }
  12125. //
  12126. var colorBuffer = new ColorBuffer();
  12127. var depthBuffer = new DepthBuffer();
  12128. var stencilBuffer = new StencilBuffer();
  12129. var maxVertexAttributes = gl.getParameter( 34921 );
  12130. var newAttributes = new Uint8Array( maxVertexAttributes );
  12131. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12132. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12133. var enabledCapabilities = {};
  12134. var compressedTextureFormats = null;
  12135. var currentProgram = null;
  12136. var currentBlendingEnabled = null;
  12137. var currentBlending = null;
  12138. var currentBlendEquation = null;
  12139. var currentBlendSrc = null;
  12140. var currentBlendDst = null;
  12141. var currentBlendEquationAlpha = null;
  12142. var currentBlendSrcAlpha = null;
  12143. var currentBlendDstAlpha = null;
  12144. var currentPremultipledAlpha = false;
  12145. var currentFlipSided = null;
  12146. var currentCullFace = null;
  12147. var currentLineWidth = null;
  12148. var currentPolygonOffsetFactor = null;
  12149. var currentPolygonOffsetUnits = null;
  12150. var maxTextures = gl.getParameter( 35661 );
  12151. var lineWidthAvailable = false;
  12152. var version = 0;
  12153. var glVersion = gl.getParameter( 7938 );
  12154. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12155. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12156. lineWidthAvailable = ( version >= 1.0 );
  12157. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12158. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12159. lineWidthAvailable = ( version >= 2.0 );
  12160. }
  12161. var currentTextureSlot = null;
  12162. var currentBoundTextures = {};
  12163. var currentScissor = new Vector4();
  12164. var currentViewport = new Vector4();
  12165. function createTexture( type, target, count ) {
  12166. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12167. var texture = gl.createTexture();
  12168. gl.bindTexture( type, texture );
  12169. gl.texParameteri( type, 10241, 9728 );
  12170. gl.texParameteri( type, 10240, 9728 );
  12171. for ( var i = 0; i < count; i ++ ) {
  12172. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12173. }
  12174. return texture;
  12175. }
  12176. var emptyTextures = {};
  12177. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12178. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12179. // init
  12180. colorBuffer.setClear( 0, 0, 0, 1 );
  12181. depthBuffer.setClear( 1 );
  12182. stencilBuffer.setClear( 0 );
  12183. enable( 2929 );
  12184. depthBuffer.setFunc( LessEqualDepth );
  12185. setFlipSided( false );
  12186. setCullFace( CullFaceBack );
  12187. enable( 2884 );
  12188. setBlending( NoBlending );
  12189. //
  12190. function initAttributes() {
  12191. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12192. newAttributes[ i ] = 0;
  12193. }
  12194. }
  12195. function enableAttribute( attribute ) {
  12196. enableAttributeAndDivisor( attribute, 0 );
  12197. }
  12198. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12199. newAttributes[ attribute ] = 1;
  12200. if ( enabledAttributes[ attribute ] === 0 ) {
  12201. gl.enableVertexAttribArray( attribute );
  12202. enabledAttributes[ attribute ] = 1;
  12203. }
  12204. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12205. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12206. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12207. attributeDivisors[ attribute ] = meshPerAttribute;
  12208. }
  12209. }
  12210. function disableUnusedAttributes() {
  12211. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12212. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12213. gl.disableVertexAttribArray( i );
  12214. enabledAttributes[ i ] = 0;
  12215. }
  12216. }
  12217. }
  12218. function enable( id ) {
  12219. if ( enabledCapabilities[ id ] !== true ) {
  12220. gl.enable( id );
  12221. enabledCapabilities[ id ] = true;
  12222. }
  12223. }
  12224. function disable( id ) {
  12225. if ( enabledCapabilities[ id ] !== false ) {
  12226. gl.disable( id );
  12227. enabledCapabilities[ id ] = false;
  12228. }
  12229. }
  12230. function getCompressedTextureFormats() {
  12231. if ( compressedTextureFormats === null ) {
  12232. compressedTextureFormats = [];
  12233. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12234. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12235. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12236. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12237. var formats = gl.getParameter( 34467 );
  12238. for ( var i = 0; i < formats.length; i ++ ) {
  12239. compressedTextureFormats.push( formats[ i ] );
  12240. }
  12241. }
  12242. }
  12243. return compressedTextureFormats;
  12244. }
  12245. function useProgram( program ) {
  12246. if ( currentProgram !== program ) {
  12247. gl.useProgram( program );
  12248. currentProgram = program;
  12249. return true;
  12250. }
  12251. return false;
  12252. }
  12253. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12254. if ( blending === NoBlending ) {
  12255. if ( currentBlendingEnabled ) {
  12256. disable( 3042 );
  12257. currentBlendingEnabled = false;
  12258. }
  12259. return;
  12260. }
  12261. if ( ! currentBlendingEnabled ) {
  12262. enable( 3042 );
  12263. currentBlendingEnabled = true;
  12264. }
  12265. if ( blending !== CustomBlending ) {
  12266. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12267. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12268. gl.blendEquation( 32774 );
  12269. currentBlendEquation = AddEquation;
  12270. currentBlendEquationAlpha = AddEquation;
  12271. }
  12272. if ( premultipliedAlpha ) {
  12273. switch ( blending ) {
  12274. case NormalBlending:
  12275. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12276. break;
  12277. case AdditiveBlending:
  12278. gl.blendFunc( 1, 1 );
  12279. break;
  12280. case SubtractiveBlending:
  12281. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12282. break;
  12283. case MultiplyBlending:
  12284. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12285. break;
  12286. default:
  12287. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12288. break;
  12289. }
  12290. } else {
  12291. switch ( blending ) {
  12292. case NormalBlending:
  12293. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12294. break;
  12295. case AdditiveBlending:
  12296. gl.blendFunc( 770, 1 );
  12297. break;
  12298. case SubtractiveBlending:
  12299. gl.blendFunc( 0, 769 );
  12300. break;
  12301. case MultiplyBlending:
  12302. gl.blendFunc( 0, 768 );
  12303. break;
  12304. default:
  12305. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12306. break;
  12307. }
  12308. }
  12309. currentBlendSrc = null;
  12310. currentBlendDst = null;
  12311. currentBlendSrcAlpha = null;
  12312. currentBlendDstAlpha = null;
  12313. currentBlending = blending;
  12314. currentPremultipledAlpha = premultipliedAlpha;
  12315. }
  12316. return;
  12317. }
  12318. // custom blending
  12319. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12320. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12321. blendDstAlpha = blendDstAlpha || blendDst;
  12322. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12323. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12324. currentBlendEquation = blendEquation;
  12325. currentBlendEquationAlpha = blendEquationAlpha;
  12326. }
  12327. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12328. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12329. currentBlendSrc = blendSrc;
  12330. currentBlendDst = blendDst;
  12331. currentBlendSrcAlpha = blendSrcAlpha;
  12332. currentBlendDstAlpha = blendDstAlpha;
  12333. }
  12334. currentBlending = blending;
  12335. currentPremultipledAlpha = null;
  12336. }
  12337. function setMaterial( material, frontFaceCW ) {
  12338. material.side === DoubleSide
  12339. ? disable( 2884 )
  12340. : enable( 2884 );
  12341. var flipSided = ( material.side === BackSide );
  12342. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12343. setFlipSided( flipSided );
  12344. ( material.blending === NormalBlending && material.transparent === false )
  12345. ? setBlending( NoBlending )
  12346. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12347. depthBuffer.setFunc( material.depthFunc );
  12348. depthBuffer.setTest( material.depthTest );
  12349. depthBuffer.setMask( material.depthWrite );
  12350. colorBuffer.setMask( material.colorWrite );
  12351. var stencilWrite = material.stencilWrite;
  12352. stencilBuffer.setTest( stencilWrite );
  12353. if ( stencilWrite ) {
  12354. stencilBuffer.setMask( material.stencilWriteMask );
  12355. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12356. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12357. }
  12358. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12359. }
  12360. //
  12361. function setFlipSided( flipSided ) {
  12362. if ( currentFlipSided !== flipSided ) {
  12363. if ( flipSided ) {
  12364. gl.frontFace( 2304 );
  12365. } else {
  12366. gl.frontFace( 2305 );
  12367. }
  12368. currentFlipSided = flipSided;
  12369. }
  12370. }
  12371. function setCullFace( cullFace ) {
  12372. if ( cullFace !== CullFaceNone ) {
  12373. enable( 2884 );
  12374. if ( cullFace !== currentCullFace ) {
  12375. if ( cullFace === CullFaceBack ) {
  12376. gl.cullFace( 1029 );
  12377. } else if ( cullFace === CullFaceFront ) {
  12378. gl.cullFace( 1028 );
  12379. } else {
  12380. gl.cullFace( 1032 );
  12381. }
  12382. }
  12383. } else {
  12384. disable( 2884 );
  12385. }
  12386. currentCullFace = cullFace;
  12387. }
  12388. function setLineWidth( width ) {
  12389. if ( width !== currentLineWidth ) {
  12390. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12391. currentLineWidth = width;
  12392. }
  12393. }
  12394. function setPolygonOffset( polygonOffset, factor, units ) {
  12395. if ( polygonOffset ) {
  12396. enable( 32823 );
  12397. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12398. gl.polygonOffset( factor, units );
  12399. currentPolygonOffsetFactor = factor;
  12400. currentPolygonOffsetUnits = units;
  12401. }
  12402. } else {
  12403. disable( 32823 );
  12404. }
  12405. }
  12406. function setScissorTest( scissorTest ) {
  12407. if ( scissorTest ) {
  12408. enable( 3089 );
  12409. } else {
  12410. disable( 3089 );
  12411. }
  12412. }
  12413. // texture
  12414. function activeTexture( webglSlot ) {
  12415. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12416. if ( currentTextureSlot !== webglSlot ) {
  12417. gl.activeTexture( webglSlot );
  12418. currentTextureSlot = webglSlot;
  12419. }
  12420. }
  12421. function bindTexture( webglType, webglTexture ) {
  12422. if ( currentTextureSlot === null ) {
  12423. activeTexture();
  12424. }
  12425. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12426. if ( boundTexture === undefined ) {
  12427. boundTexture = { type: undefined, texture: undefined };
  12428. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12429. }
  12430. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12431. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12432. boundTexture.type = webglType;
  12433. boundTexture.texture = webglTexture;
  12434. }
  12435. }
  12436. function compressedTexImage2D() {
  12437. try {
  12438. gl.compressedTexImage2D.apply( gl, arguments );
  12439. } catch ( error ) {
  12440. console.error( 'THREE.WebGLState:', error );
  12441. }
  12442. }
  12443. function texImage2D() {
  12444. try {
  12445. gl.texImage2D.apply( gl, arguments );
  12446. } catch ( error ) {
  12447. console.error( 'THREE.WebGLState:', error );
  12448. }
  12449. }
  12450. function texImage3D() {
  12451. try {
  12452. gl.texImage3D.apply( gl, arguments );
  12453. } catch ( error ) {
  12454. console.error( 'THREE.WebGLState:', error );
  12455. }
  12456. }
  12457. //
  12458. function scissor( scissor ) {
  12459. if ( currentScissor.equals( scissor ) === false ) {
  12460. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12461. currentScissor.copy( scissor );
  12462. }
  12463. }
  12464. function viewport( viewport ) {
  12465. if ( currentViewport.equals( viewport ) === false ) {
  12466. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12467. currentViewport.copy( viewport );
  12468. }
  12469. }
  12470. //
  12471. function reset() {
  12472. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12473. if ( enabledAttributes[ i ] === 1 ) {
  12474. gl.disableVertexAttribArray( i );
  12475. enabledAttributes[ i ] = 0;
  12476. }
  12477. }
  12478. enabledCapabilities = {};
  12479. compressedTextureFormats = null;
  12480. currentTextureSlot = null;
  12481. currentBoundTextures = {};
  12482. currentProgram = null;
  12483. currentBlending = null;
  12484. currentFlipSided = null;
  12485. currentCullFace = null;
  12486. colorBuffer.reset();
  12487. depthBuffer.reset();
  12488. stencilBuffer.reset();
  12489. }
  12490. return {
  12491. buffers: {
  12492. color: colorBuffer,
  12493. depth: depthBuffer,
  12494. stencil: stencilBuffer
  12495. },
  12496. initAttributes: initAttributes,
  12497. enableAttribute: enableAttribute,
  12498. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12499. disableUnusedAttributes: disableUnusedAttributes,
  12500. enable: enable,
  12501. disable: disable,
  12502. getCompressedTextureFormats: getCompressedTextureFormats,
  12503. useProgram: useProgram,
  12504. setBlending: setBlending,
  12505. setMaterial: setMaterial,
  12506. setFlipSided: setFlipSided,
  12507. setCullFace: setCullFace,
  12508. setLineWidth: setLineWidth,
  12509. setPolygonOffset: setPolygonOffset,
  12510. setScissorTest: setScissorTest,
  12511. activeTexture: activeTexture,
  12512. bindTexture: bindTexture,
  12513. compressedTexImage2D: compressedTexImage2D,
  12514. texImage2D: texImage2D,
  12515. texImage3D: texImage3D,
  12516. scissor: scissor,
  12517. viewport: viewport,
  12518. reset: reset
  12519. };
  12520. }
  12521. /**
  12522. * @author mrdoob / http://mrdoob.com/
  12523. */
  12524. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12525. var _videoTextures = new WeakMap();
  12526. var _canvas;
  12527. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12528. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12529. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12530. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12531. function createCanvas( width, height ) {
  12532. // Use OffscreenCanvas when available. Specially needed in web workers
  12533. return useOffscreenCanvas ?
  12534. new OffscreenCanvas( width, height ) :
  12535. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12536. }
  12537. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12538. var scale = 1;
  12539. // handle case if texture exceeds max size
  12540. if ( image.width > maxSize || image.height > maxSize ) {
  12541. scale = maxSize / Math.max( image.width, image.height );
  12542. }
  12543. // only perform resize if necessary
  12544. if ( scale < 1 || needsPowerOfTwo === true ) {
  12545. // only perform resize for certain image types
  12546. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12547. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12548. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12549. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12550. var width = floor( scale * image.width );
  12551. var height = floor( scale * image.height );
  12552. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12553. // cube textures can't reuse the same canvas
  12554. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12555. canvas.width = width;
  12556. canvas.height = height;
  12557. var context = canvas.getContext( '2d' );
  12558. context.drawImage( image, 0, 0, width, height );
  12559. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12560. return canvas;
  12561. } else {
  12562. if ( 'data' in image ) {
  12563. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12564. }
  12565. return image;
  12566. }
  12567. }
  12568. return image;
  12569. }
  12570. function isPowerOfTwo( image ) {
  12571. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12572. }
  12573. function textureNeedsPowerOfTwo( texture ) {
  12574. if ( capabilities.isWebGL2 ) { return false; }
  12575. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12576. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12577. }
  12578. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12579. return texture.generateMipmaps && supportsMips &&
  12580. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12581. }
  12582. function generateMipmap( target, texture, width, height ) {
  12583. _gl.generateMipmap( target );
  12584. var textureProperties = properties.get( texture );
  12585. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12586. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12587. }
  12588. function getInternalFormat( glFormat, glType ) {
  12589. if ( ! capabilities.isWebGL2 ) { return glFormat; }
  12590. var internalFormat = glFormat;
  12591. if ( glFormat === 6403 ) {
  12592. if ( glType === 5126 ) { internalFormat = 33326; }
  12593. if ( glType === 5131 ) { internalFormat = 33325; }
  12594. if ( glType === 5121 ) { internalFormat = 33321; }
  12595. }
  12596. if ( glFormat === 6407 ) {
  12597. if ( glType === 5126 ) { internalFormat = 34837; }
  12598. if ( glType === 5131 ) { internalFormat = 34843; }
  12599. if ( glType === 5121 ) { internalFormat = 32849; }
  12600. }
  12601. if ( glFormat === 6408 ) {
  12602. if ( glType === 5126 ) { internalFormat = 34836; }
  12603. if ( glType === 5131 ) { internalFormat = 34842; }
  12604. if ( glType === 5121 ) { internalFormat = 32856; }
  12605. }
  12606. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12607. internalFormat === 34842 || internalFormat === 34836 ) {
  12608. extensions.get( 'EXT_color_buffer_float' );
  12609. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12610. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12611. }
  12612. return internalFormat;
  12613. }
  12614. // Fallback filters for non-power-of-2 textures
  12615. function filterFallback( f ) {
  12616. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12617. return 9728;
  12618. }
  12619. return 9729;
  12620. }
  12621. //
  12622. function onTextureDispose( event ) {
  12623. var texture = event.target;
  12624. texture.removeEventListener( 'dispose', onTextureDispose );
  12625. deallocateTexture( texture );
  12626. if ( texture.isVideoTexture ) {
  12627. _videoTextures.delete( texture );
  12628. }
  12629. info.memory.textures --;
  12630. }
  12631. function onRenderTargetDispose( event ) {
  12632. var renderTarget = event.target;
  12633. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12634. deallocateRenderTarget( renderTarget );
  12635. info.memory.textures --;
  12636. }
  12637. //
  12638. function deallocateTexture( texture ) {
  12639. var textureProperties = properties.get( texture );
  12640. if ( textureProperties.__webglInit === undefined ) { return; }
  12641. _gl.deleteTexture( textureProperties.__webglTexture );
  12642. properties.remove( texture );
  12643. }
  12644. function deallocateRenderTarget( renderTarget ) {
  12645. var renderTargetProperties = properties.get( renderTarget );
  12646. var textureProperties = properties.get( renderTarget.texture );
  12647. if ( ! renderTarget ) { return; }
  12648. if ( textureProperties.__webglTexture !== undefined ) {
  12649. _gl.deleteTexture( textureProperties.__webglTexture );
  12650. }
  12651. if ( renderTarget.depthTexture ) {
  12652. renderTarget.depthTexture.dispose();
  12653. }
  12654. if ( renderTarget.isWebGLRenderTargetCube ) {
  12655. for ( var i = 0; i < 6; i ++ ) {
  12656. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12657. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12658. }
  12659. } else {
  12660. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12661. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12662. }
  12663. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12664. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12665. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12666. info.memory.textures -= 2;
  12667. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12668. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12669. }
  12670. }
  12671. properties.remove( renderTarget.texture );
  12672. properties.remove( renderTarget );
  12673. }
  12674. //
  12675. var textureUnits = 0;
  12676. function resetTextureUnits() {
  12677. textureUnits = 0;
  12678. }
  12679. function allocateTextureUnit() {
  12680. var textureUnit = textureUnits;
  12681. if ( textureUnit >= capabilities.maxTextures ) {
  12682. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12683. }
  12684. textureUnits += 1;
  12685. return textureUnit;
  12686. }
  12687. //
  12688. function setTexture2D( texture, slot ) {
  12689. var textureProperties = properties.get( texture );
  12690. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12691. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12692. var image = texture.image;
  12693. if ( image === undefined ) {
  12694. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12695. } else if ( image.complete === false ) {
  12696. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12697. } else {
  12698. uploadTexture( textureProperties, texture, slot );
  12699. return;
  12700. }
  12701. }
  12702. state.activeTexture( 33984 + slot );
  12703. state.bindTexture( 3553, textureProperties.__webglTexture );
  12704. }
  12705. function setTexture2DArray( texture, slot ) {
  12706. var textureProperties = properties.get( texture );
  12707. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12708. uploadTexture( textureProperties, texture, slot );
  12709. return;
  12710. }
  12711. state.activeTexture( 33984 + slot );
  12712. state.bindTexture( 35866, textureProperties.__webglTexture );
  12713. }
  12714. function setTexture3D( texture, slot ) {
  12715. var textureProperties = properties.get( texture );
  12716. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12717. uploadTexture( textureProperties, texture, slot );
  12718. return;
  12719. }
  12720. state.activeTexture( 33984 + slot );
  12721. state.bindTexture( 32879, textureProperties.__webglTexture );
  12722. }
  12723. function setTextureCube( texture, slot ) {
  12724. if ( texture.image.length !== 6 ) { return; }
  12725. var textureProperties = properties.get( texture );
  12726. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12727. initTexture( textureProperties, texture );
  12728. state.activeTexture( 33984 + slot );
  12729. state.bindTexture( 34067, textureProperties.__webglTexture );
  12730. _gl.pixelStorei( 37440, texture.flipY );
  12731. var isCompressed = ( texture && texture.isCompressedTexture );
  12732. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12733. var cubeImage = [];
  12734. for ( var i = 0; i < 6; i ++ ) {
  12735. if ( ! isCompressed && ! isDataTexture ) {
  12736. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12737. } else {
  12738. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12739. }
  12740. }
  12741. var image = cubeImage[ 0 ],
  12742. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12743. glFormat = utils.convert( texture.format ),
  12744. glType = utils.convert( texture.type ),
  12745. glInternalFormat = getInternalFormat( glFormat, glType );
  12746. setTextureParameters( 34067, texture, supportsMips );
  12747. var mipmaps;
  12748. if ( isCompressed ) {
  12749. for ( var i = 0; i < 6; i ++ ) {
  12750. mipmaps = cubeImage[ i ].mipmaps;
  12751. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12752. var mipmap = mipmaps[ j ];
  12753. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12754. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12755. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12756. } else {
  12757. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12758. }
  12759. } else {
  12760. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12761. }
  12762. }
  12763. }
  12764. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12765. } else {
  12766. mipmaps = texture.mipmaps;
  12767. for ( var i = 0; i < 6; i ++ ) {
  12768. if ( isDataTexture ) {
  12769. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12770. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12771. var mipmap = mipmaps[ j ];
  12772. var mipmapImage = mipmap.image[ i ].image;
  12773. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12774. }
  12775. } else {
  12776. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12777. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12778. var mipmap = mipmaps[ j ];
  12779. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12780. }
  12781. }
  12782. }
  12783. textureProperties.__maxMipLevel = mipmaps.length;
  12784. }
  12785. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12786. // We assume images for cube map have the same size.
  12787. generateMipmap( 34067, texture, image.width, image.height );
  12788. }
  12789. textureProperties.__version = texture.version;
  12790. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12791. } else {
  12792. state.activeTexture( 33984 + slot );
  12793. state.bindTexture( 34067, textureProperties.__webglTexture );
  12794. }
  12795. }
  12796. function setTextureCubeDynamic( texture, slot ) {
  12797. state.activeTexture( 33984 + slot );
  12798. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12799. }
  12800. function setTextureParameters( textureType, texture, supportsMips ) {
  12801. var extension;
  12802. if ( supportsMips ) {
  12803. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12804. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12805. if ( textureType === 32879 || textureType === 35866 ) {
  12806. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12807. }
  12808. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12809. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12810. } else {
  12811. _gl.texParameteri( textureType, 10242, 33071 );
  12812. _gl.texParameteri( textureType, 10243, 33071 );
  12813. if ( textureType === 32879 || textureType === 35866 ) {
  12814. _gl.texParameteri( textureType, 32882, 33071 );
  12815. }
  12816. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12817. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12818. }
  12819. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12820. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12821. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12822. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12823. }
  12824. }
  12825. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12826. if ( extension ) {
  12827. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  12828. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  12829. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12830. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12831. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12832. }
  12833. }
  12834. }
  12835. function initTexture( textureProperties, texture ) {
  12836. if ( textureProperties.__webglInit === undefined ) {
  12837. textureProperties.__webglInit = true;
  12838. texture.addEventListener( 'dispose', onTextureDispose );
  12839. textureProperties.__webglTexture = _gl.createTexture();
  12840. info.memory.textures ++;
  12841. }
  12842. }
  12843. function uploadTexture( textureProperties, texture, slot ) {
  12844. var textureType = 3553;
  12845. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  12846. if ( texture.isDataTexture3D ) { textureType = 32879; }
  12847. initTexture( textureProperties, texture );
  12848. state.activeTexture( 33984 + slot );
  12849. state.bindTexture( textureType, textureProperties.__webglTexture );
  12850. _gl.pixelStorei( 37440, texture.flipY );
  12851. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12852. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12853. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12854. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12855. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12856. glFormat = utils.convert( texture.format ),
  12857. glType = utils.convert( texture.type ),
  12858. glInternalFormat = getInternalFormat( glFormat, glType );
  12859. setTextureParameters( textureType, texture, supportsMips );
  12860. var mipmap, mipmaps = texture.mipmaps;
  12861. if ( texture.isDepthTexture ) {
  12862. // populate depth texture with dummy data
  12863. glInternalFormat = 6402;
  12864. if ( texture.type === FloatType ) {
  12865. if ( ! capabilities.isWebGL2 ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  12866. glInternalFormat = 36012;
  12867. } else if ( capabilities.isWebGL2 ) {
  12868. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12869. glInternalFormat = 33189;
  12870. }
  12871. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12872. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12873. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12874. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12875. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12876. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12877. texture.type = UnsignedShortType;
  12878. glType = utils.convert( texture.type );
  12879. }
  12880. }
  12881. // Depth stencil textures need the DEPTH_STENCIL internal format
  12882. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12883. if ( texture.format === DepthStencilFormat ) {
  12884. glInternalFormat = 34041;
  12885. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12886. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12887. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12888. if ( texture.type !== UnsignedInt248Type ) {
  12889. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12890. texture.type = UnsignedInt248Type;
  12891. glType = utils.convert( texture.type );
  12892. }
  12893. }
  12894. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12895. } else if ( texture.isDataTexture ) {
  12896. // use manually created mipmaps if available
  12897. // if there are no manual mipmaps
  12898. // set 0 level mipmap and then use GL to generate other mipmap levels
  12899. if ( mipmaps.length > 0 && supportsMips ) {
  12900. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12901. mipmap = mipmaps[ i ];
  12902. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12903. }
  12904. texture.generateMipmaps = false;
  12905. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12906. } else {
  12907. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12908. textureProperties.__maxMipLevel = 0;
  12909. }
  12910. } else if ( texture.isCompressedTexture ) {
  12911. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12912. mipmap = mipmaps[ i ];
  12913. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12914. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12915. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12916. } else {
  12917. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12918. }
  12919. } else {
  12920. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12921. }
  12922. }
  12923. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12924. } else if ( texture.isDataTexture2DArray ) {
  12925. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12926. textureProperties.__maxMipLevel = 0;
  12927. } else if ( texture.isDataTexture3D ) {
  12928. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12929. textureProperties.__maxMipLevel = 0;
  12930. } else {
  12931. // regular Texture (image, videoFusion, canvas)
  12932. // use manually created mipmaps if available
  12933. // if there are no manual mipmaps
  12934. // set 0 level mipmap and then use GL to generate other mipmap levels
  12935. if ( mipmaps.length > 0 && supportsMips ) {
  12936. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12937. mipmap = mipmaps[ i ];
  12938. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12939. }
  12940. texture.generateMipmaps = false;
  12941. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12942. } else {
  12943. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12944. textureProperties.__maxMipLevel = 0;
  12945. }
  12946. }
  12947. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12948. generateMipmap( 3553, texture, image.width, image.height );
  12949. }
  12950. textureProperties.__version = texture.version;
  12951. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12952. }
  12953. // Render targets
  12954. // Setup storage for target texture and bind it to correct framebuffer
  12955. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12956. var glFormat = utils.convert( renderTarget.texture.format );
  12957. var glType = utils.convert( renderTarget.texture.type );
  12958. var glInternalFormat = getInternalFormat( glFormat, glType );
  12959. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12960. _gl.bindFramebuffer( 36160, framebuffer );
  12961. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12962. _gl.bindFramebuffer( 36160, null );
  12963. }
  12964. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12965. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12966. _gl.bindRenderbuffer( 36161, renderbuffer );
  12967. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12968. if ( isMultisample ) {
  12969. var samples = getRenderTargetSamples( renderTarget );
  12970. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12971. } else {
  12972. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12973. }
  12974. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12975. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12976. if ( isMultisample ) {
  12977. var samples = getRenderTargetSamples( renderTarget );
  12978. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12979. } else {
  12980. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12981. }
  12982. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12983. } else {
  12984. var glFormat = utils.convert( renderTarget.texture.format );
  12985. var glType = utils.convert( renderTarget.texture.type );
  12986. var glInternalFormat = getInternalFormat( glFormat, glType );
  12987. if ( isMultisample ) {
  12988. var samples = getRenderTargetSamples( renderTarget );
  12989. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12990. } else {
  12991. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12992. }
  12993. }
  12994. _gl.bindRenderbuffer( 36161, null );
  12995. }
  12996. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12997. function setupDepthTexture( framebuffer, renderTarget ) {
  12998. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12999. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13000. _gl.bindFramebuffer( 36160, framebuffer );
  13001. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13002. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13003. }
  13004. // upload an empty depth texture with framebuffer size
  13005. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13006. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13007. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13008. renderTarget.depthTexture.image.width = renderTarget.width;
  13009. renderTarget.depthTexture.image.height = renderTarget.height;
  13010. renderTarget.depthTexture.needsUpdate = true;
  13011. }
  13012. setTexture2D( renderTarget.depthTexture, 0 );
  13013. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13014. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13015. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13016. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13017. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13018. } else {
  13019. throw new Error( 'Unknown depthTexture format' );
  13020. }
  13021. }
  13022. // Setup GL resources for a non-texture depth buffer
  13023. function setupDepthRenderbuffer( renderTarget ) {
  13024. var renderTargetProperties = properties.get( renderTarget );
  13025. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13026. if ( renderTarget.depthTexture ) {
  13027. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13028. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13029. } else {
  13030. if ( isCube ) {
  13031. renderTargetProperties.__webglDepthbuffer = [];
  13032. for ( var i = 0; i < 6; i ++ ) {
  13033. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13034. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13035. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13036. }
  13037. } else {
  13038. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13039. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13040. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13041. }
  13042. }
  13043. _gl.bindFramebuffer( 36160, null );
  13044. }
  13045. // Set up GL resources for the render target
  13046. function setupRenderTarget( renderTarget ) {
  13047. var renderTargetProperties = properties.get( renderTarget );
  13048. var textureProperties = properties.get( renderTarget.texture );
  13049. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13050. textureProperties.__webglTexture = _gl.createTexture();
  13051. info.memory.textures ++;
  13052. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13053. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13054. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13055. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13056. // Setup framebuffer
  13057. if ( isCube ) {
  13058. renderTargetProperties.__webglFramebuffer = [];
  13059. for ( var i = 0; i < 6; i ++ ) {
  13060. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13061. }
  13062. } else {
  13063. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13064. if ( isMultisample ) {
  13065. if ( capabilities.isWebGL2 ) {
  13066. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13067. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13068. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13069. var glFormat = utils.convert( renderTarget.texture.format );
  13070. var glType = utils.convert( renderTarget.texture.type );
  13071. var glInternalFormat = getInternalFormat( glFormat, glType );
  13072. var samples = getRenderTargetSamples( renderTarget );
  13073. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13074. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13075. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13076. _gl.bindRenderbuffer( 36161, null );
  13077. if ( renderTarget.depthBuffer ) {
  13078. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13079. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13080. }
  13081. _gl.bindFramebuffer( 36160, null );
  13082. } else {
  13083. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13084. }
  13085. } else if ( isMultiview ) {
  13086. var width = renderTarget.width;
  13087. var height = renderTarget.height;
  13088. var numViews = renderTarget.numViews;
  13089. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13090. var ext = extensions.get( 'OVR_multiview2' );
  13091. info.memory.textures += 2;
  13092. var colorTexture = _gl.createTexture();
  13093. _gl.bindTexture( 35866, colorTexture );
  13094. _gl.texParameteri( 35866, 10240, 9728 );
  13095. _gl.texParameteri( 35866, 10241, 9728 );
  13096. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13097. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13098. var depthStencilTexture = _gl.createTexture();
  13099. _gl.bindTexture( 35866, depthStencilTexture );
  13100. _gl.texParameteri( 35866, 10240, 9728 );
  13101. _gl.texParameteri( 35866, 10241, 9728 );
  13102. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13103. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13104. var viewFramebuffers = new Array( numViews );
  13105. for ( var i = 0; i < numViews; ++ i ) {
  13106. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13107. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13108. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13109. }
  13110. renderTargetProperties.__webglColorTexture = colorTexture;
  13111. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13112. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13113. _gl.bindFramebuffer( 36160, null );
  13114. _gl.bindTexture( 35866, null );
  13115. }
  13116. }
  13117. // Setup color buffer
  13118. if ( isCube ) {
  13119. state.bindTexture( 34067, textureProperties.__webglTexture );
  13120. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13121. for ( var i = 0; i < 6; i ++ ) {
  13122. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13123. }
  13124. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13125. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13126. }
  13127. state.bindTexture( 34067, null );
  13128. } else if ( ! isMultiview ) {
  13129. state.bindTexture( 3553, textureProperties.__webglTexture );
  13130. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13131. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13132. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13133. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13134. }
  13135. state.bindTexture( 3553, null );
  13136. }
  13137. // Setup depth and stencil buffers
  13138. if ( renderTarget.depthBuffer ) {
  13139. setupDepthRenderbuffer( renderTarget );
  13140. }
  13141. }
  13142. function updateRenderTargetMipmap( renderTarget ) {
  13143. var texture = renderTarget.texture;
  13144. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13145. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13146. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13147. var webglTexture = properties.get( texture ).__webglTexture;
  13148. state.bindTexture( target, webglTexture );
  13149. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13150. state.bindTexture( target, null );
  13151. }
  13152. }
  13153. function updateMultisampleRenderTarget( renderTarget ) {
  13154. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13155. if ( capabilities.isWebGL2 ) {
  13156. var renderTargetProperties = properties.get( renderTarget );
  13157. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13158. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13159. var width = renderTarget.width;
  13160. var height = renderTarget.height;
  13161. var mask = 16384;
  13162. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13163. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13164. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13165. } else {
  13166. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13167. }
  13168. }
  13169. }
  13170. function getRenderTargetSamples( renderTarget ) {
  13171. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13172. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  13173. }
  13174. function updateVideoTexture( texture ) {
  13175. var frame = info.render.frame;
  13176. // Check the last frame we updated the VideoTexture
  13177. if ( _videoTextures.get( texture ) !== frame ) {
  13178. _videoTextures.set( texture, frame );
  13179. texture.update();
  13180. }
  13181. }
  13182. // backwards compatibility
  13183. var warnedTexture2D = false;
  13184. var warnedTextureCube = false;
  13185. function safeSetTexture2D( texture, slot ) {
  13186. if ( texture && texture.isWebGLRenderTarget ) {
  13187. if ( warnedTexture2D === false ) {
  13188. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13189. warnedTexture2D = true;
  13190. }
  13191. texture = texture.texture;
  13192. }
  13193. setTexture2D( texture, slot );
  13194. }
  13195. function safeSetTextureCube( texture, slot ) {
  13196. if ( texture && texture.isWebGLRenderTargetCube ) {
  13197. if ( warnedTextureCube === false ) {
  13198. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13199. warnedTextureCube = true;
  13200. }
  13201. texture = texture.texture;
  13202. }
  13203. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13204. // TODO: unify these code paths
  13205. if ( ( texture && texture.isCubeTexture ) ||
  13206. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13207. // CompressedTexture can have Array in image :/
  13208. // this function alone should take care of cube textures
  13209. setTextureCube( texture, slot );
  13210. } else {
  13211. // assumed: texture property of THREE.WebGLRenderTargetCube
  13212. setTextureCubeDynamic( texture, slot );
  13213. }
  13214. }
  13215. //
  13216. this.allocateTextureUnit = allocateTextureUnit;
  13217. this.resetTextureUnits = resetTextureUnits;
  13218. this.setTexture2D = setTexture2D;
  13219. this.setTexture2DArray = setTexture2DArray;
  13220. this.setTexture3D = setTexture3D;
  13221. this.setTextureCube = setTextureCube;
  13222. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13223. this.setupRenderTarget = setupRenderTarget;
  13224. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13225. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13226. this.safeSetTexture2D = safeSetTexture2D;
  13227. this.safeSetTextureCube = safeSetTextureCube;
  13228. }
  13229. /**
  13230. * @author thespite / http://www.twitter.com/thespite
  13231. */
  13232. function WebGLUtils( gl, extensions, capabilities ) {
  13233. function convert( p ) {
  13234. var extension;
  13235. if ( p === RepeatWrapping ) { return 10497; }
  13236. if ( p === ClampToEdgeWrapping ) { return 33071; }
  13237. if ( p === MirroredRepeatWrapping ) { return 33648; }
  13238. if ( p === NearestFilter ) { return 9728; }
  13239. if ( p === NearestMipmapNearestFilter ) { return 9984; }
  13240. if ( p === NearestMipmapLinearFilter ) { return 9986; }
  13241. if ( p === LinearFilter ) { return 9729; }
  13242. if ( p === LinearMipmapNearestFilter ) { return 9985; }
  13243. if ( p === LinearMipmapLinearFilter ) { return 9987; }
  13244. if ( p === UnsignedByteType ) { return 5121; }
  13245. if ( p === UnsignedShort4444Type ) { return 32819; }
  13246. if ( p === UnsignedShort5551Type ) { return 32820; }
  13247. if ( p === UnsignedShort565Type ) { return 33635; }
  13248. if ( p === ByteType ) { return 5120; }
  13249. if ( p === ShortType ) { return 5122; }
  13250. if ( p === UnsignedShortType ) { return 5123; }
  13251. if ( p === IntType ) { return 5124; }
  13252. if ( p === UnsignedIntType ) { return 5125; }
  13253. if ( p === FloatType ) { return 5126; }
  13254. if ( p === HalfFloatType ) {
  13255. if ( capabilities.isWebGL2 ) { return 5131; }
  13256. extension = extensions.get( 'OES_texture_half_float' );
  13257. if ( extension !== null ) { return extension.HALF_FLOAT_OES; }
  13258. }
  13259. if ( p === AlphaFormat ) { return 6406; }
  13260. if ( p === RGBFormat ) { return 6407; }
  13261. if ( p === RGBAFormat ) { return 6408; }
  13262. if ( p === LuminanceFormat ) { return 6409; }
  13263. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13264. if ( p === DepthFormat ) { return 6402; }
  13265. if ( p === DepthStencilFormat ) { return 34041; }
  13266. if ( p === RedFormat ) { return 6403; }
  13267. if ( p === AddEquation ) { return 32774; }
  13268. if ( p === SubtractEquation ) { return 32778; }
  13269. if ( p === ReverseSubtractEquation ) { return 32779; }
  13270. if ( p === ZeroFactor ) { return 0; }
  13271. if ( p === OneFactor ) { return 1; }
  13272. if ( p === SrcColorFactor ) { return 768; }
  13273. if ( p === OneMinusSrcColorFactor ) { return 769; }
  13274. if ( p === SrcAlphaFactor ) { return 770; }
  13275. if ( p === OneMinusSrcAlphaFactor ) { return 771; }
  13276. if ( p === DstAlphaFactor ) { return 772; }
  13277. if ( p === OneMinusDstAlphaFactor ) { return 773; }
  13278. if ( p === DstColorFactor ) { return 774; }
  13279. if ( p === OneMinusDstColorFactor ) { return 775; }
  13280. if ( p === SrcAlphaSaturateFactor ) { return 776; }
  13281. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13282. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13283. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13284. if ( extension !== null ) {
  13285. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13286. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13287. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13288. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13289. }
  13290. }
  13291. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13292. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13293. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13294. if ( extension !== null ) {
  13295. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13296. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13297. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13298. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13299. }
  13300. }
  13301. if ( p === RGB_ETC1_Format ) {
  13302. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13303. if ( extension !== null ) { return extension.COMPRESSED_RGB_ETC1_WEBGL; }
  13304. }
  13305. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13306. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13307. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13308. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13309. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13310. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13311. if ( extension !== null ) {
  13312. return p;
  13313. }
  13314. }
  13315. if ( p === MinEquation || p === MaxEquation ) {
  13316. if ( capabilities.isWebGL2 ) {
  13317. if ( p === MinEquation ) { return 32775; }
  13318. if ( p === MaxEquation ) { return 32776; }
  13319. }
  13320. extension = extensions.get( 'EXT_blend_minmax' );
  13321. if ( extension !== null ) {
  13322. if ( p === MinEquation ) { return extension.MIN_EXT; }
  13323. if ( p === MaxEquation ) { return extension.MAX_EXT; }
  13324. }
  13325. }
  13326. if ( p === UnsignedInt248Type ) {
  13327. if ( capabilities.isWebGL2 ) { return 34042; }
  13328. extension = extensions.get( 'WEBGL_depth_texture' );
  13329. if ( extension !== null ) { return extension.UNSIGNED_INT_24_8_WEBGL; }
  13330. }
  13331. return 0;
  13332. }
  13333. return { convert: convert };
  13334. }
  13335. /**
  13336. * @author fernandojsg / http://fernandojsg.com
  13337. * @author Takahiro https://github.com/takahirox
  13338. */
  13339. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13340. WebGLRenderTarget.call( this, width, height, options );
  13341. this.depthBuffer = false;
  13342. this.stencilBuffer = false;
  13343. this.numViews = numViews;
  13344. }
  13345. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13346. constructor: WebGLMultiviewRenderTarget,
  13347. isWebGLMultiviewRenderTarget: true,
  13348. copy: function ( source ) {
  13349. WebGLRenderTarget.prototype.copy.call( this, source );
  13350. this.numViews = source.numViews;
  13351. return this;
  13352. },
  13353. setNumViews: function ( numViews ) {
  13354. if ( this.numViews !== numViews ) {
  13355. this.numViews = numViews;
  13356. this.dispose();
  13357. }
  13358. return this;
  13359. }
  13360. } );
  13361. /**
  13362. * @author fernandojsg / http://fernandojsg.com
  13363. * @author Takahiro https://github.com/takahirox
  13364. */
  13365. function WebGLMultiview( renderer, gl ) {
  13366. var DEFAULT_NUMVIEWS = 2;
  13367. var extensions = renderer.extensions;
  13368. var properties = renderer.properties;
  13369. var renderTarget, currentRenderTarget;
  13370. var mat3, mat4, cameraArray, renderSize;
  13371. var available;
  13372. var maxNumViews = 0;
  13373. //
  13374. function isAvailable() {
  13375. if ( available === undefined ) {
  13376. var extension = extensions.get( 'OVR_multiview2' );
  13377. available = extension !== null && gl.getContextAttributes().antialias === false;
  13378. if ( available ) {
  13379. maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
  13380. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13381. renderSize = new Vector2();
  13382. mat4 = [];
  13383. mat3 = [];
  13384. cameraArray = [];
  13385. for ( var i = 0; i < maxNumViews; i ++ ) {
  13386. mat4[ i ] = new Matrix4();
  13387. mat3[ i ] = new Matrix3();
  13388. }
  13389. }
  13390. }
  13391. return available;
  13392. }
  13393. function getCameraArray( camera ) {
  13394. if ( camera.isArrayCamera ) { return camera.cameras; }
  13395. cameraArray[ 0 ] = camera;
  13396. return cameraArray;
  13397. }
  13398. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13399. var cameras = getCameraArray( camera );
  13400. for ( var i = 0; i < cameras.length; i ++ ) {
  13401. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13402. }
  13403. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13404. }
  13405. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13406. var cameras = getCameraArray( camera );
  13407. for ( var i = 0; i < cameras.length; i ++ ) {
  13408. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13409. }
  13410. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13411. }
  13412. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13413. var cameras = getCameraArray( camera );
  13414. for ( var i = 0; i < cameras.length; i ++ ) {
  13415. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13416. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13417. }
  13418. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13419. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13420. }
  13421. function isMultiviewCompatible( camera ) {
  13422. if ( camera.isArrayCamera === undefined ) { return true; }
  13423. var cameras = camera.cameras;
  13424. if ( cameras.length > maxNumViews ) { return false; }
  13425. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13426. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13427. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13428. }
  13429. return true;
  13430. }
  13431. function resizeRenderTarget( camera ) {
  13432. if ( currentRenderTarget ) {
  13433. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13434. } else {
  13435. renderer.getDrawingBufferSize( renderSize );
  13436. }
  13437. if ( camera.isArrayCamera ) {
  13438. var viewport = camera.cameras[ 0 ].viewport;
  13439. renderTarget.setSize( viewport.z, viewport.w );
  13440. renderTarget.setNumViews( camera.cameras.length );
  13441. } else {
  13442. renderTarget.setSize( renderSize.x, renderSize.y );
  13443. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13444. }
  13445. }
  13446. function attachCamera( camera ) {
  13447. if ( isMultiviewCompatible( camera ) === false ) { return; }
  13448. currentRenderTarget = renderer.getRenderTarget();
  13449. resizeRenderTarget( camera );
  13450. renderer.setRenderTarget( renderTarget );
  13451. }
  13452. function detachCamera( camera ) {
  13453. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13454. renderer.setRenderTarget( currentRenderTarget );
  13455. flush( camera );
  13456. }
  13457. function flush( camera ) {
  13458. var srcRenderTarget = renderTarget;
  13459. var numViews = srcRenderTarget.numViews;
  13460. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13461. var viewWidth = srcRenderTarget.width;
  13462. var viewHeight = srcRenderTarget.height;
  13463. if ( camera.isArrayCamera ) {
  13464. for ( var i = 0; i < numViews; i ++ ) {
  13465. var viewport = camera.cameras[ i ].viewport;
  13466. var x1 = viewport.x;
  13467. var y1 = viewport.y;
  13468. var x2 = x1 + viewport.z;
  13469. var y2 = y1 + viewport.w;
  13470. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13471. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13472. }
  13473. } else {
  13474. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13475. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13476. }
  13477. }
  13478. this.isAvailable = isAvailable;
  13479. this.attachCamera = attachCamera;
  13480. this.detachCamera = detachCamera;
  13481. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13482. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13483. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13484. }
  13485. /**
  13486. * @author mrdoob / http://mrdoob.com/
  13487. */
  13488. function Group() {
  13489. Object3D.call( this );
  13490. this.type = 'Group';
  13491. }
  13492. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13493. constructor: Group,
  13494. isGroup: true
  13495. } );
  13496. /**
  13497. * @author mrdoob / http://mrdoob.com/
  13498. */
  13499. function ArrayCamera( array ) {
  13500. PerspectiveCamera.call( this );
  13501. this.cameras = array || [];
  13502. }
  13503. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13504. constructor: ArrayCamera,
  13505. isArrayCamera: true
  13506. } );
  13507. /**
  13508. * @author jsantell / https://www.jsantell.com/
  13509. * @author mrdoob / http://mrdoob.com/
  13510. */
  13511. var cameraLPos = new Vector3();
  13512. var cameraRPos = new Vector3();
  13513. /**
  13514. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13515. * the cameras' projection and world matrices have already been set.
  13516. * And that near and far planes are identical for both cameras.
  13517. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13518. */
  13519. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13520. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13521. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13522. var ipd = cameraLPos.distanceTo( cameraRPos );
  13523. var projL = cameraL.projectionMatrix.elements;
  13524. var projR = cameraR.projectionMatrix.elements;
  13525. // VR systems will have identical far and near planes, and
  13526. // most likely identical top and bottom frustum extents.
  13527. // Use the left camera for these values.
  13528. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13529. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13530. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13531. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13532. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13533. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13534. var left = near * leftFov;
  13535. var right = near * rightFov;
  13536. // Calculate the new camera's position offset from the
  13537. // left camera. xOffset should be roughly half `ipd`.
  13538. var zOffset = ipd / ( - leftFov + rightFov );
  13539. var xOffset = zOffset * - leftFov;
  13540. // TODO: Better way to apply this offset?
  13541. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13542. camera.translateX( xOffset );
  13543. camera.translateZ( zOffset );
  13544. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13545. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13546. // Find the union of the frustum values of the cameras and scale
  13547. // the values so that the near plane's position does not change in world space,
  13548. // although must now be relative to the new union camera.
  13549. var near2 = near + zOffset;
  13550. var far2 = far + zOffset;
  13551. var left2 = left - xOffset;
  13552. var right2 = right + ( ipd - xOffset );
  13553. var top2 = topFov * far / far2 * near2;
  13554. var bottom2 = bottomFov * far / far2 * near2;
  13555. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13556. }
  13557. /**
  13558. * @author mrdoob / http://mrdoob.com/
  13559. */
  13560. function WebVRManager( renderer ) {
  13561. var renderWidth, renderHeight;
  13562. var scope = this;
  13563. var device = null;
  13564. var frameData = null;
  13565. var poseTarget = null;
  13566. var controllers = [];
  13567. var standingMatrix = new Matrix4();
  13568. var standingMatrixInverse = new Matrix4();
  13569. var framebufferScaleFactor = 1.0;
  13570. var referenceSpaceType = 'local-floor';
  13571. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13572. frameData = new window.VRFrameData();
  13573. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13574. }
  13575. var matrixWorldInverse = new Matrix4();
  13576. var tempQuaternion = new Quaternion();
  13577. var tempPosition = new Vector3();
  13578. var cameraL = new PerspectiveCamera();
  13579. cameraL.viewport = new Vector4();
  13580. cameraL.layers.enable( 1 );
  13581. var cameraR = new PerspectiveCamera();
  13582. cameraR.viewport = new Vector4();
  13583. cameraR.layers.enable( 2 );
  13584. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13585. cameraVR.layers.enable( 1 );
  13586. cameraVR.layers.enable( 2 );
  13587. //
  13588. function isPresenting() {
  13589. return device !== null && device.isPresenting === true;
  13590. }
  13591. var currentSize = new Vector2(), currentPixelRatio;
  13592. function onVRDisplayPresentChange() {
  13593. if ( isPresenting() ) {
  13594. var eyeParameters = device.getEyeParameters( 'left' );
  13595. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13596. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13597. currentPixelRatio = renderer.getPixelRatio();
  13598. renderer.getSize( currentSize );
  13599. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13600. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13601. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13602. animation.start();
  13603. scope.dispatchEvent( { type: 'sessionstart' } );
  13604. } else {
  13605. if ( scope.enabled ) {
  13606. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13607. }
  13608. animation.stop();
  13609. scope.dispatchEvent( { type: 'sessionend' } );
  13610. }
  13611. }
  13612. //
  13613. var triggers = [];
  13614. function findGamepad( id ) {
  13615. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13616. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13617. var gamepad = gamepads[ i ];
  13618. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13619. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13620. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13621. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13622. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13623. if ( j === id ) { return gamepad; }
  13624. j ++;
  13625. }
  13626. }
  13627. }
  13628. function updateControllers() {
  13629. for ( var i = 0; i < controllers.length; i ++ ) {
  13630. var controller = controllers[ i ];
  13631. var gamepad = findGamepad( i );
  13632. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13633. if ( gamepad.pose === null ) { return; }
  13634. // Pose
  13635. var pose = gamepad.pose;
  13636. if ( pose.hasPosition === false ) { controller.position.set( 0.2, - 0.6, - 0.05 ); }
  13637. if ( pose.position !== null ) { controller.position.fromArray( pose.position ); }
  13638. if ( pose.orientation !== null ) { controller.quaternion.fromArray( pose.orientation ); }
  13639. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13640. controller.matrix.premultiply( standingMatrix );
  13641. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13642. controller.matrixWorldNeedsUpdate = true;
  13643. controller.visible = true;
  13644. // Trigger
  13645. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13646. if ( triggers[ i ] === undefined ) { triggers[ i ] = false; }
  13647. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13648. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13649. if ( triggers[ i ] === true ) {
  13650. controller.dispatchEvent( { type: 'selectstart' } );
  13651. } else {
  13652. controller.dispatchEvent( { type: 'selectend' } );
  13653. controller.dispatchEvent( { type: 'select' } );
  13654. }
  13655. }
  13656. } else {
  13657. controller.visible = false;
  13658. }
  13659. }
  13660. }
  13661. function updateViewportFromBounds( viewport, bounds ) {
  13662. if ( bounds !== null && bounds.length === 4 ) {
  13663. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13664. }
  13665. }
  13666. //
  13667. this.enabled = false;
  13668. this.getController = function ( id ) {
  13669. var controller = controllers[ id ];
  13670. if ( controller === undefined ) {
  13671. controller = new Group();
  13672. controller.matrixAutoUpdate = false;
  13673. controller.visible = false;
  13674. controllers[ id ] = controller;
  13675. }
  13676. return controller;
  13677. };
  13678. this.getDevice = function () {
  13679. return device;
  13680. };
  13681. this.setDevice = function ( value ) {
  13682. if ( value !== undefined ) { device = value; }
  13683. animation.setContext( value );
  13684. };
  13685. this.setFramebufferScaleFactor = function ( value ) {
  13686. framebufferScaleFactor = value;
  13687. };
  13688. this.setReferenceSpaceType = function ( value ) {
  13689. referenceSpaceType = value;
  13690. };
  13691. this.setPoseTarget = function ( object ) {
  13692. if ( object !== undefined ) { poseTarget = object; }
  13693. };
  13694. this.getCamera = function ( camera ) {
  13695. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13696. if ( isPresenting() === false ) {
  13697. camera.position.set( 0, userHeight, 0 );
  13698. camera.rotation.set( 0, 0, 0 );
  13699. return camera;
  13700. }
  13701. device.depthNear = camera.near;
  13702. device.depthFar = camera.far;
  13703. device.getFrameData( frameData );
  13704. //
  13705. if ( referenceSpaceType === 'local-floor' ) {
  13706. var stageParameters = device.stageParameters;
  13707. if ( stageParameters ) {
  13708. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13709. } else {
  13710. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13711. }
  13712. }
  13713. var pose = frameData.pose;
  13714. var poseObject = poseTarget !== null ? poseTarget : camera;
  13715. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13716. poseObject.matrix.copy( standingMatrix );
  13717. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13718. if ( pose.orientation !== null ) {
  13719. tempQuaternion.fromArray( pose.orientation );
  13720. poseObject.quaternion.multiply( tempQuaternion );
  13721. }
  13722. if ( pose.position !== null ) {
  13723. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13724. tempPosition.fromArray( pose.position );
  13725. tempPosition.applyQuaternion( tempQuaternion );
  13726. poseObject.position.add( tempPosition );
  13727. }
  13728. poseObject.updateMatrixWorld();
  13729. //
  13730. cameraL.near = camera.near;
  13731. cameraR.near = camera.near;
  13732. cameraL.far = camera.far;
  13733. cameraR.far = camera.far;
  13734. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13735. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13736. // TODO (mrdoob) Double check this code
  13737. standingMatrixInverse.getInverse( standingMatrix );
  13738. if ( referenceSpaceType === 'local-floor' ) {
  13739. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13740. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13741. }
  13742. var parent = poseObject.parent;
  13743. if ( parent !== null ) {
  13744. matrixWorldInverse.getInverse( parent.matrixWorld );
  13745. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13746. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13747. }
  13748. // envMap and Mirror needs camera.matrixWorld
  13749. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13750. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13751. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13752. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13753. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13754. //
  13755. var layers = device.getLayers();
  13756. if ( layers.length ) {
  13757. var layer = layers[ 0 ];
  13758. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13759. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13760. }
  13761. updateControllers();
  13762. return cameraVR;
  13763. };
  13764. this.getStandingMatrix = function () {
  13765. return standingMatrix;
  13766. };
  13767. this.isPresenting = isPresenting;
  13768. // Animation Loop
  13769. var animation = new WebGLAnimation();
  13770. this.setAnimationLoop = function ( callback ) {
  13771. animation.setAnimationLoop( callback );
  13772. if ( isPresenting() ) { animation.start(); }
  13773. };
  13774. this.submitFrame = function () {
  13775. if ( isPresenting() ) { device.submitFrame(); }
  13776. };
  13777. this.dispose = function () {
  13778. if ( typeof window !== 'undefined' ) {
  13779. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13780. }
  13781. };
  13782. // DEPRECATED
  13783. this.setFrameOfReferenceType = function () {
  13784. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13785. };
  13786. }
  13787. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13788. /**
  13789. * @author mrdoob / http://mrdoob.com/
  13790. */
  13791. function WebXRManager( renderer, gl ) {
  13792. var scope = this;
  13793. var session = null;
  13794. // var framebufferScaleFactor = 1.0;
  13795. var referenceSpace = null;
  13796. var referenceSpaceType = 'local-floor';
  13797. var pose = null;
  13798. var controllers = [];
  13799. var inputSources = [];
  13800. function isPresenting() {
  13801. return session !== null && referenceSpace !== null;
  13802. }
  13803. //
  13804. var cameraL = new PerspectiveCamera();
  13805. cameraL.layers.enable( 1 );
  13806. cameraL.viewport = new Vector4();
  13807. var cameraR = new PerspectiveCamera();
  13808. cameraR.layers.enable( 2 );
  13809. cameraR.viewport = new Vector4();
  13810. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13811. cameraVR.layers.enable( 1 );
  13812. cameraVR.layers.enable( 2 );
  13813. //
  13814. this.enabled = false;
  13815. this.getController = function ( id ) {
  13816. var controller = controllers[ id ];
  13817. if ( controller === undefined ) {
  13818. controller = new Group();
  13819. controller.matrixAutoUpdate = false;
  13820. controller.visible = false;
  13821. controllers[ id ] = controller;
  13822. }
  13823. return controller;
  13824. };
  13825. //
  13826. function onSessionEvent( event ) {
  13827. for ( var i = 0; i < controllers.length; i ++ ) {
  13828. if ( inputSources[ i ] === event.inputSource ) {
  13829. controllers[ i ].dispatchEvent( { type: event.type } );
  13830. }
  13831. }
  13832. }
  13833. function onSessionEnd() {
  13834. renderer.setFramebuffer( null );
  13835. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13836. animation.stop();
  13837. scope.dispatchEvent( { type: 'sessionend' } );
  13838. }
  13839. function onRequestReferenceSpace( value ) {
  13840. referenceSpace = value;
  13841. animation.setContext( session );
  13842. animation.start();
  13843. scope.dispatchEvent( { type: 'sessionstart' } );
  13844. }
  13845. this.setFramebufferScaleFactor = function ( /* value */ ) {
  13846. // framebufferScaleFactor = value;
  13847. };
  13848. this.setReferenceSpaceType = function ( value ) {
  13849. referenceSpaceType = value;
  13850. };
  13851. this.getSession = function () {
  13852. return session;
  13853. };
  13854. this.setSession = function ( value ) {
  13855. session = value;
  13856. if ( session !== null ) {
  13857. session.addEventListener( 'select', onSessionEvent );
  13858. session.addEventListener( 'selectstart', onSessionEvent );
  13859. session.addEventListener( 'selectend', onSessionEvent );
  13860. session.addEventListener( 'end', onSessionEnd );
  13861. // eslint-disable-next-line no-undef
  13862. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13863. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13864. //
  13865. inputSources = session.inputSources;
  13866. session.addEventListener( 'inputsourceschange', function () {
  13867. inputSources = session.inputSources;
  13868. console.log( inputSources );
  13869. for ( var i = 0; i < controllers.length; i ++ ) {
  13870. var controller = controllers[ i ];
  13871. controller.userData.inputSource = inputSources[ i ];
  13872. }
  13873. } );
  13874. }
  13875. };
  13876. function updateCamera( camera, parent ) {
  13877. if ( parent === null ) {
  13878. camera.matrixWorld.copy( camera.matrix );
  13879. } else {
  13880. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13881. }
  13882. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13883. }
  13884. this.getCamera = function ( camera ) {
  13885. if ( isPresenting() ) {
  13886. var parent = camera.parent;
  13887. var cameras = cameraVR.cameras;
  13888. updateCamera( cameraVR, parent );
  13889. for ( var i = 0; i < cameras.length; i ++ ) {
  13890. updateCamera( cameras[ i ], parent );
  13891. }
  13892. // update camera and its children
  13893. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13894. var children = camera.children;
  13895. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13896. children[ i ].updateMatrixWorld( true );
  13897. }
  13898. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13899. return cameraVR;
  13900. }
  13901. return camera;
  13902. };
  13903. this.isPresenting = isPresenting;
  13904. // Animation Loop
  13905. var onAnimationFrameCallback = null;
  13906. function onAnimationFrame( time, frame ) {
  13907. pose = frame.getViewerPose( referenceSpace );
  13908. if ( pose !== null ) {
  13909. var views = pose.views;
  13910. var baseLayer = session.renderState.baseLayer;
  13911. renderer.setFramebuffer( baseLayer.framebuffer );
  13912. for ( var i = 0; i < views.length; i ++ ) {
  13913. var view = views[ i ];
  13914. var viewport = baseLayer.getViewport( view );
  13915. var viewMatrix = view.transform.inverse.matrix;
  13916. var camera = cameraVR.cameras[ i ];
  13917. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13918. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13919. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13920. if ( i === 0 ) {
  13921. cameraVR.matrix.copy( camera.matrix );
  13922. }
  13923. }
  13924. }
  13925. //
  13926. for ( var i = 0; i < controllers.length; i ++ ) {
  13927. var controller = controllers[ i ];
  13928. var inputSource = inputSources[ i ];
  13929. if ( inputSource ) {
  13930. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13931. if ( inputPose !== null ) {
  13932. controller.matrix.fromArray( inputPose.transform.matrix );
  13933. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13934. controller.visible = true;
  13935. continue;
  13936. }
  13937. }
  13938. controller.visible = false;
  13939. }
  13940. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  13941. }
  13942. var animation = new WebGLAnimation();
  13943. animation.setAnimationLoop( onAnimationFrame );
  13944. this.setAnimationLoop = function ( callback ) {
  13945. onAnimationFrameCallback = callback;
  13946. };
  13947. this.dispose = function () {};
  13948. // DEPRECATED
  13949. this.getStandingMatrix = function () {
  13950. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13951. return new Matrix4();
  13952. };
  13953. this.getDevice = function () {
  13954. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13955. };
  13956. this.setDevice = function () {
  13957. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13958. };
  13959. this.setFrameOfReferenceType = function () {
  13960. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13961. };
  13962. this.submitFrame = function () {};
  13963. }
  13964. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13965. /**
  13966. * @author supereggbert / http://www.paulbrunt.co.uk/
  13967. * @author mrdoob / http://mrdoob.com/
  13968. * @author alteredq / http://alteredqualia.com/
  13969. * @author szimek / https://github.com/szimek/
  13970. * @author tschw
  13971. */
  13972. function WebGLRenderer( parameters ) {
  13973. parameters = parameters || {};
  13974. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13975. _context = parameters.context !== undefined ? parameters.context : null,
  13976. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13977. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13978. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13979. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13980. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13981. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13982. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13983. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13984. var currentRenderList = null;
  13985. var currentRenderState = null;
  13986. // public properties
  13987. this.domElement = _canvas;
  13988. // Debug configuration container
  13989. this.debug = {
  13990. /**
  13991. * Enables error checking and reporting when shader programs are being compiled
  13992. * @type {boolean}
  13993. */
  13994. checkShaderErrors: true
  13995. };
  13996. // clearing
  13997. this.autoClear = true;
  13998. this.autoClearColor = true;
  13999. this.autoClearDepth = true;
  14000. this.autoClearStencil = true;
  14001. // scene graph
  14002. this.sortObjects = true;
  14003. // user-defined clipping
  14004. this.clippingPlanes = [];
  14005. this.localClippingEnabled = false;
  14006. // physically based shading
  14007. this.gammaFactor = 2.0; // for backwards compatibility
  14008. this.gammaInput = false;
  14009. this.gammaOutput = false;
  14010. // physical lights
  14011. this.physicallyCorrectLights = false;
  14012. // tone mapping
  14013. this.toneMapping = LinearToneMapping;
  14014. this.toneMappingExposure = 1.0;
  14015. this.toneMappingWhitePoint = 1.0;
  14016. // morphs
  14017. this.maxMorphTargets = 8;
  14018. this.maxMorphNormals = 4;
  14019. // internal properties
  14020. var _this = this,
  14021. _isContextLost = false,
  14022. // internal state cache
  14023. _framebuffer = null,
  14024. _currentActiveCubeFace = 0,
  14025. _currentActiveMipmapLevel = 0,
  14026. _currentRenderTarget = null,
  14027. _currentFramebuffer = null,
  14028. _currentMaterialId = - 1,
  14029. // geometry and program caching
  14030. _currentGeometryProgram = {
  14031. geometry: null,
  14032. program: null,
  14033. wireframe: false
  14034. },
  14035. _currentCamera = null,
  14036. _currentArrayCamera = null,
  14037. _currentViewport = new Vector4(),
  14038. _currentScissor = new Vector4(),
  14039. _currentScissorTest = null,
  14040. //
  14041. _width = _canvas.width,
  14042. _height = _canvas.height,
  14043. _pixelRatio = 1,
  14044. _viewport = new Vector4( 0, 0, _width, _height ),
  14045. _scissor = new Vector4( 0, 0, _width, _height ),
  14046. _scissorTest = false,
  14047. // frustum
  14048. _frustum = new Frustum(),
  14049. // clipping
  14050. _clipping = new WebGLClipping(),
  14051. _clippingEnabled = false,
  14052. _localClippingEnabled = false,
  14053. // camera matrices cache
  14054. _projScreenMatrix = new Matrix4(),
  14055. _vector3 = new Vector3();
  14056. function getTargetPixelRatio() {
  14057. return _currentRenderTarget === null ? _pixelRatio : 1;
  14058. }
  14059. // initialize
  14060. var _gl;
  14061. try {
  14062. var contextAttributes = {
  14063. alpha: _alpha,
  14064. depth: _depth,
  14065. stencil: _stencil,
  14066. antialias: _antialias,
  14067. premultipliedAlpha: _premultipliedAlpha,
  14068. preserveDrawingBuffer: _preserveDrawingBuffer,
  14069. powerPreference: _powerPreference,
  14070. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14071. xrCompatible: true
  14072. };
  14073. // event listeners must be registered before WebGL context is created, see #12753
  14074. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14075. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14076. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14077. if ( _gl === null ) {
  14078. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14079. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14080. } else {
  14081. throw new Error( 'Error creating WebGL context.' );
  14082. }
  14083. }
  14084. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14085. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14086. _gl.getShaderPrecisionFormat = function () {
  14087. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14088. };
  14089. }
  14090. } catch ( error ) {
  14091. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14092. throw error;
  14093. }
  14094. var extensions, capabilities, state, info;
  14095. var properties, textures, attributes, geometries, objects;
  14096. var programCache, renderLists, renderStates;
  14097. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14098. var utils;
  14099. function initGLContext() {
  14100. extensions = new WebGLExtensions( _gl );
  14101. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14102. if ( capabilities.isWebGL2 === false ) {
  14103. extensions.get( 'WEBGL_depth_texture' );
  14104. extensions.get( 'OES_texture_float' );
  14105. extensions.get( 'OES_texture_half_float' );
  14106. extensions.get( 'OES_texture_half_float_linear' );
  14107. extensions.get( 'OES_standard_derivatives' );
  14108. extensions.get( 'OES_element_index_uint' );
  14109. extensions.get( 'ANGLE_instanced_arrays' );
  14110. }
  14111. extensions.get( 'OES_texture_float_linear' );
  14112. utils = new WebGLUtils( _gl, extensions, capabilities );
  14113. state = new WebGLState( _gl, extensions, utils, capabilities );
  14114. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14115. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14116. info = new WebGLInfo( _gl );
  14117. properties = new WebGLProperties();
  14118. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14119. attributes = new WebGLAttributes( _gl );
  14120. geometries = new WebGLGeometries( _gl, attributes, info );
  14121. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14122. morphtargets = new WebGLMorphtargets( _gl );
  14123. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14124. renderLists = new WebGLRenderLists();
  14125. renderStates = new WebGLRenderStates();
  14126. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14127. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14128. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14129. info.programs = programCache.programs;
  14130. _this.capabilities = capabilities;
  14131. _this.extensions = extensions;
  14132. _this.properties = properties;
  14133. _this.renderLists = renderLists;
  14134. _this.state = state;
  14135. _this.info = info;
  14136. }
  14137. initGLContext();
  14138. // vr
  14139. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  14140. this.vr = vr;
  14141. // Multiview
  14142. var multiview = new WebGLMultiview( _this, _gl );
  14143. // shadow map
  14144. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14145. this.shadowMap = shadowMap;
  14146. // API
  14147. this.getContext = function () {
  14148. return _gl;
  14149. };
  14150. this.getContextAttributes = function () {
  14151. return _gl.getContextAttributes();
  14152. };
  14153. this.forceContextLoss = function () {
  14154. var extension = extensions.get( 'WEBGL_lose_context' );
  14155. if ( extension ) { extension.loseContext(); }
  14156. };
  14157. this.forceContextRestore = function () {
  14158. var extension = extensions.get( 'WEBGL_lose_context' );
  14159. if ( extension ) { extension.restoreContext(); }
  14160. };
  14161. this.getPixelRatio = function () {
  14162. return _pixelRatio;
  14163. };
  14164. this.setPixelRatio = function ( value ) {
  14165. if ( value === undefined ) { return; }
  14166. _pixelRatio = value;
  14167. this.setSize( _width, _height, false );
  14168. };
  14169. this.getSize = function ( target ) {
  14170. if ( target === undefined ) {
  14171. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14172. target = new Vector2();
  14173. }
  14174. return target.set( _width, _height );
  14175. };
  14176. this.setSize = function ( width, height, updateStyle ) {
  14177. if ( vr.isPresenting() ) {
  14178. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14179. return;
  14180. }
  14181. _width = width;
  14182. _height = height;
  14183. _canvas.width = Math.floor( width * _pixelRatio );
  14184. _canvas.height = Math.floor( height * _pixelRatio );
  14185. if ( updateStyle !== false ) {
  14186. _canvas.style.width = width + 'px';
  14187. _canvas.style.height = height + 'px';
  14188. }
  14189. this.setViewport( 0, 0, width, height );
  14190. };
  14191. this.getDrawingBufferSize = function ( target ) {
  14192. if ( target === undefined ) {
  14193. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14194. target = new Vector2();
  14195. }
  14196. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14197. };
  14198. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14199. _width = width;
  14200. _height = height;
  14201. _pixelRatio = pixelRatio;
  14202. _canvas.width = Math.floor( width * pixelRatio );
  14203. _canvas.height = Math.floor( height * pixelRatio );
  14204. this.setViewport( 0, 0, width, height );
  14205. };
  14206. this.getCurrentViewport = function ( target ) {
  14207. if ( target === undefined ) {
  14208. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14209. target = new Vector4();
  14210. }
  14211. return target.copy( _currentViewport );
  14212. };
  14213. this.getViewport = function ( target ) {
  14214. return target.copy( _viewport );
  14215. };
  14216. this.setViewport = function ( x, y, width, height ) {
  14217. if ( x.isVector4 ) {
  14218. _viewport.set( x.x, x.y, x.z, x.w );
  14219. } else {
  14220. _viewport.set( x, y, width, height );
  14221. }
  14222. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14223. };
  14224. this.getScissor = function ( target ) {
  14225. return target.copy( _scissor );
  14226. };
  14227. this.setScissor = function ( x, y, width, height ) {
  14228. if ( x.isVector4 ) {
  14229. _scissor.set( x.x, x.y, x.z, x.w );
  14230. } else {
  14231. _scissor.set( x, y, width, height );
  14232. }
  14233. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14234. };
  14235. this.getScissorTest = function () {
  14236. return _scissorTest;
  14237. };
  14238. this.setScissorTest = function ( boolean ) {
  14239. state.setScissorTest( _scissorTest = boolean );
  14240. };
  14241. // Clearing
  14242. this.getClearColor = function () {
  14243. return background.getClearColor();
  14244. };
  14245. this.setClearColor = function () {
  14246. background.setClearColor.apply( background, arguments );
  14247. };
  14248. this.getClearAlpha = function () {
  14249. return background.getClearAlpha();
  14250. };
  14251. this.setClearAlpha = function () {
  14252. background.setClearAlpha.apply( background, arguments );
  14253. };
  14254. this.clear = function ( color, depth, stencil ) {
  14255. var bits = 0;
  14256. if ( color === undefined || color ) { bits |= 16384; }
  14257. if ( depth === undefined || depth ) { bits |= 256; }
  14258. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14259. _gl.clear( bits );
  14260. };
  14261. this.clearColor = function () {
  14262. this.clear( true, false, false );
  14263. };
  14264. this.clearDepth = function () {
  14265. this.clear( false, true, false );
  14266. };
  14267. this.clearStencil = function () {
  14268. this.clear( false, false, true );
  14269. };
  14270. //
  14271. this.dispose = function () {
  14272. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14273. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14274. renderLists.dispose();
  14275. renderStates.dispose();
  14276. properties.dispose();
  14277. objects.dispose();
  14278. vr.dispose();
  14279. animation.stop();
  14280. };
  14281. // Events
  14282. function onContextLost( event ) {
  14283. event.preventDefault();
  14284. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14285. _isContextLost = true;
  14286. }
  14287. function onContextRestore( /* event */ ) {
  14288. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14289. _isContextLost = false;
  14290. initGLContext();
  14291. }
  14292. function onMaterialDispose( event ) {
  14293. var material = event.target;
  14294. material.removeEventListener( 'dispose', onMaterialDispose );
  14295. deallocateMaterial( material );
  14296. }
  14297. // Buffer deallocation
  14298. function deallocateMaterial( material ) {
  14299. releaseMaterialProgramReference( material );
  14300. properties.remove( material );
  14301. }
  14302. function releaseMaterialProgramReference( material ) {
  14303. var programInfo = properties.get( material ).program;
  14304. material.program = undefined;
  14305. if ( programInfo !== undefined ) {
  14306. programCache.releaseProgram( programInfo );
  14307. }
  14308. }
  14309. // Buffer rendering
  14310. function renderObjectImmediate( object, program ) {
  14311. object.render( function ( object ) {
  14312. _this.renderBufferImmediate( object, program );
  14313. } );
  14314. }
  14315. this.renderBufferImmediate = function ( object, program ) {
  14316. state.initAttributes();
  14317. var buffers = properties.get( object );
  14318. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14319. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14320. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14321. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14322. var programAttributes = program.getAttributes();
  14323. if ( object.hasPositions ) {
  14324. _gl.bindBuffer( 34962, buffers.position );
  14325. _gl.bufferData( 34962, object.positionArray, 35048 );
  14326. state.enableAttribute( programAttributes.position );
  14327. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14328. }
  14329. if ( object.hasNormals ) {
  14330. _gl.bindBuffer( 34962, buffers.normal );
  14331. _gl.bufferData( 34962, object.normalArray, 35048 );
  14332. state.enableAttribute( programAttributes.normal );
  14333. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14334. }
  14335. if ( object.hasUvs ) {
  14336. _gl.bindBuffer( 34962, buffers.uv );
  14337. _gl.bufferData( 34962, object.uvArray, 35048 );
  14338. state.enableAttribute( programAttributes.uv );
  14339. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14340. }
  14341. if ( object.hasColors ) {
  14342. _gl.bindBuffer( 34962, buffers.color );
  14343. _gl.bufferData( 34962, object.colorArray, 35048 );
  14344. state.enableAttribute( programAttributes.color );
  14345. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14346. }
  14347. state.disableUnusedAttributes();
  14348. _gl.drawArrays( 4, 0, object.count );
  14349. object.count = 0;
  14350. };
  14351. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14352. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14353. state.setMaterial( material, frontFaceCW );
  14354. var program = setProgram( camera, fog, material, object );
  14355. var updateBuffers = false;
  14356. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14357. _currentGeometryProgram.program !== program.id ||
  14358. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14359. _currentGeometryProgram.geometry = geometry.id;
  14360. _currentGeometryProgram.program = program.id;
  14361. _currentGeometryProgram.wireframe = material.wireframe === true;
  14362. updateBuffers = true;
  14363. }
  14364. if ( object.morphTargetInfluences ) {
  14365. morphtargets.update( object, geometry, material, program );
  14366. updateBuffers = true;
  14367. }
  14368. //
  14369. var index = geometry.index;
  14370. var position = geometry.attributes.position;
  14371. var rangeFactor = 1;
  14372. if ( material.wireframe === true ) {
  14373. index = geometries.getWireframeAttribute( geometry );
  14374. rangeFactor = 2;
  14375. }
  14376. var attribute;
  14377. var renderer = bufferRenderer;
  14378. if ( index !== null ) {
  14379. attribute = attributes.get( index );
  14380. renderer = indexedBufferRenderer;
  14381. renderer.setIndex( attribute );
  14382. }
  14383. if ( updateBuffers ) {
  14384. setupVertexAttributes( object, geometry, material, program );
  14385. if ( index !== null ) {
  14386. _gl.bindBuffer( 34963, attribute.buffer );
  14387. }
  14388. }
  14389. //
  14390. var dataCount = Infinity;
  14391. if ( index !== null ) {
  14392. dataCount = index.count;
  14393. } else if ( position !== undefined ) {
  14394. dataCount = position.count;
  14395. }
  14396. var rangeStart = geometry.drawRange.start * rangeFactor;
  14397. var rangeCount = geometry.drawRange.count * rangeFactor;
  14398. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14399. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14400. var drawStart = Math.max( rangeStart, groupStart );
  14401. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14402. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14403. if ( drawCount === 0 ) { return; }
  14404. //
  14405. if ( object.isMesh ) {
  14406. if ( material.wireframe === true ) {
  14407. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14408. renderer.setMode( 1 );
  14409. } else {
  14410. switch ( object.drawMode ) {
  14411. case TrianglesDrawMode:
  14412. renderer.setMode( 4 );
  14413. break;
  14414. case TriangleStripDrawMode:
  14415. renderer.setMode( 5 );
  14416. break;
  14417. case TriangleFanDrawMode:
  14418. renderer.setMode( 6 );
  14419. break;
  14420. }
  14421. }
  14422. } else if ( object.isLine ) {
  14423. var lineWidth = material.linewidth;
  14424. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14425. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14426. if ( object.isLineSegments ) {
  14427. renderer.setMode( 1 );
  14428. } else if ( object.isLineLoop ) {
  14429. renderer.setMode( 2 );
  14430. } else {
  14431. renderer.setMode( 3 );
  14432. }
  14433. } else if ( object.isPoints ) {
  14434. renderer.setMode( 0 );
  14435. } else if ( object.isSprite ) {
  14436. renderer.setMode( 4 );
  14437. }
  14438. if ( object.isInstancedMesh ) {
  14439. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14440. } else if ( geometry.isInstancedBufferGeometry ) {
  14441. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14442. } else {
  14443. renderer.render( drawStart, drawCount );
  14444. }
  14445. };
  14446. function setupVertexAttributes( object, geometry, material, program ) {
  14447. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14448. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14449. }
  14450. state.initAttributes();
  14451. var geometryAttributes = geometry.attributes;
  14452. var programAttributes = program.getAttributes();
  14453. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14454. for ( var name in programAttributes ) {
  14455. var programAttribute = programAttributes[ name ];
  14456. if ( programAttribute >= 0 ) {
  14457. var geometryAttribute = geometryAttributes[ name ];
  14458. if ( geometryAttribute !== undefined ) {
  14459. var normalized = geometryAttribute.normalized;
  14460. var size = geometryAttribute.itemSize;
  14461. var attribute = attributes.get( geometryAttribute );
  14462. // TODO Attribute may not be available on context restore
  14463. if ( attribute === undefined ) { continue; }
  14464. var buffer = attribute.buffer;
  14465. var type = attribute.type;
  14466. var bytesPerElement = attribute.bytesPerElement;
  14467. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14468. var data = geometryAttribute.data;
  14469. var stride = data.stride;
  14470. var offset = geometryAttribute.offset;
  14471. if ( data && data.isInstancedInterleavedBuffer ) {
  14472. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14473. if ( geometry.maxInstancedCount === undefined ) {
  14474. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14475. }
  14476. } else {
  14477. state.enableAttribute( programAttribute );
  14478. }
  14479. _gl.bindBuffer( 34962, buffer );
  14480. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14481. } else {
  14482. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14483. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14484. if ( geometry.maxInstancedCount === undefined ) {
  14485. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14486. }
  14487. } else {
  14488. state.enableAttribute( programAttribute );
  14489. }
  14490. _gl.bindBuffer( 34962, buffer );
  14491. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14492. }
  14493. } else if ( name === 'instanceMatrix' ) {
  14494. var attribute = attributes.get( object.instanceMatrix );
  14495. // TODO Attribute may not be available on context restore
  14496. if ( attribute === undefined ) { continue; }
  14497. var buffer = attribute.buffer;
  14498. var type = attribute.type;
  14499. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14500. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14501. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14502. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14503. _gl.bindBuffer( 34962, buffer );
  14504. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14505. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14506. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14507. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14508. } else if ( materialDefaultAttributeValues !== undefined ) {
  14509. var value = materialDefaultAttributeValues[ name ];
  14510. if ( value !== undefined ) {
  14511. switch ( value.length ) {
  14512. case 2:
  14513. _gl.vertexAttrib2fv( programAttribute, value );
  14514. break;
  14515. case 3:
  14516. _gl.vertexAttrib3fv( programAttribute, value );
  14517. break;
  14518. case 4:
  14519. _gl.vertexAttrib4fv( programAttribute, value );
  14520. break;
  14521. default:
  14522. _gl.vertexAttrib1fv( programAttribute, value );
  14523. }
  14524. }
  14525. }
  14526. }
  14527. }
  14528. state.disableUnusedAttributes();
  14529. }
  14530. // Compile
  14531. this.compile = function ( scene, camera ) {
  14532. currentRenderState = renderStates.get( scene, camera );
  14533. currentRenderState.init();
  14534. scene.traverse( function ( object ) {
  14535. if ( object.isLight ) {
  14536. currentRenderState.pushLight( object );
  14537. if ( object.castShadow ) {
  14538. currentRenderState.pushShadow( object );
  14539. }
  14540. }
  14541. } );
  14542. currentRenderState.setupLights( camera );
  14543. scene.traverse( function ( object ) {
  14544. if ( object.material ) {
  14545. if ( Array.isArray( object.material ) ) {
  14546. for ( var i = 0; i < object.material.length; i ++ ) {
  14547. initMaterial( object.material[ i ], scene.fog, object );
  14548. }
  14549. } else {
  14550. initMaterial( object.material, scene.fog, object );
  14551. }
  14552. }
  14553. } );
  14554. };
  14555. // Animation Loop
  14556. var onAnimationFrameCallback = null;
  14557. function onAnimationFrame( time ) {
  14558. if ( vr.isPresenting() ) { return; }
  14559. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14560. }
  14561. var animation = new WebGLAnimation();
  14562. animation.setAnimationLoop( onAnimationFrame );
  14563. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14564. this.setAnimationLoop = function ( callback ) {
  14565. onAnimationFrameCallback = callback;
  14566. vr.setAnimationLoop( callback );
  14567. animation.start();
  14568. };
  14569. // Rendering
  14570. this.render = function ( scene, camera ) {
  14571. var renderTarget, forceClear;
  14572. if ( arguments[ 2 ] !== undefined ) {
  14573. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14574. renderTarget = arguments[ 2 ];
  14575. }
  14576. if ( arguments[ 3 ] !== undefined ) {
  14577. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14578. forceClear = arguments[ 3 ];
  14579. }
  14580. if ( ! ( camera && camera.isCamera ) ) {
  14581. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14582. return;
  14583. }
  14584. if ( _isContextLost ) { return; }
  14585. // reset caching for this frame
  14586. _currentGeometryProgram.geometry = null;
  14587. _currentGeometryProgram.program = null;
  14588. _currentGeometryProgram.wireframe = false;
  14589. _currentMaterialId = - 1;
  14590. _currentCamera = null;
  14591. // update scene graph
  14592. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14593. // update camera matrices and frustum
  14594. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14595. if ( vr.enabled ) {
  14596. camera = vr.getCamera( camera );
  14597. }
  14598. //
  14599. currentRenderState = renderStates.get( scene, camera );
  14600. currentRenderState.init();
  14601. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14602. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14603. _frustum.setFromMatrix( _projScreenMatrix );
  14604. _localClippingEnabled = this.localClippingEnabled;
  14605. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14606. currentRenderList = renderLists.get( scene, camera );
  14607. currentRenderList.init();
  14608. projectObject( scene, camera, 0, _this.sortObjects );
  14609. if ( _this.sortObjects === true ) {
  14610. currentRenderList.sort();
  14611. }
  14612. //
  14613. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14614. var shadowsArray = currentRenderState.state.shadowsArray;
  14615. shadowMap.render( shadowsArray, scene, camera );
  14616. currentRenderState.setupLights( camera );
  14617. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14618. //
  14619. if ( this.info.autoReset ) { this.info.reset(); }
  14620. if ( renderTarget !== undefined ) {
  14621. this.setRenderTarget( renderTarget );
  14622. }
  14623. if ( vr.enabled && multiview.isAvailable() ) {
  14624. multiview.attachCamera( camera );
  14625. }
  14626. //
  14627. background.render( currentRenderList, scene, camera, forceClear );
  14628. // render scene
  14629. var opaqueObjects = currentRenderList.opaque;
  14630. var transparentObjects = currentRenderList.transparent;
  14631. if ( scene.overrideMaterial ) {
  14632. var overrideMaterial = scene.overrideMaterial;
  14633. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14634. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14635. } else {
  14636. // opaque pass (front-to-back order)
  14637. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14638. // transparent pass (back-to-front order)
  14639. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14640. }
  14641. //
  14642. scene.onAfterRender( _this, scene, camera );
  14643. //
  14644. if ( _currentRenderTarget !== null ) {
  14645. // Generate mipmap if we're using any kind of mipmap filtering
  14646. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14647. // resolve multisample renderbuffers to a single-sample texture if necessary
  14648. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14649. }
  14650. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14651. state.buffers.depth.setTest( true );
  14652. state.buffers.depth.setMask( true );
  14653. state.buffers.color.setMask( true );
  14654. state.setPolygonOffset( false );
  14655. if ( vr.enabled ) {
  14656. if ( multiview.isAvailable() ) {
  14657. multiview.detachCamera( camera );
  14658. }
  14659. vr.submitFrame();
  14660. }
  14661. // _gl.finish();
  14662. currentRenderList = null;
  14663. currentRenderState = null;
  14664. };
  14665. function projectObject( object, camera, groupOrder, sortObjects ) {
  14666. if ( object.visible === false ) { return; }
  14667. var visible = object.layers.test( camera.layers );
  14668. if ( visible ) {
  14669. if ( object.isGroup ) {
  14670. groupOrder = object.renderOrder;
  14671. } else if ( object.isLOD ) {
  14672. if ( object.autoUpdate === true ) { object.update( camera ); }
  14673. } else if ( object.isLight ) {
  14674. currentRenderState.pushLight( object );
  14675. if ( object.castShadow ) {
  14676. currentRenderState.pushShadow( object );
  14677. }
  14678. } else if ( object.isSprite ) {
  14679. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14680. if ( sortObjects ) {
  14681. _vector3.setFromMatrixPosition( object.matrixWorld )
  14682. .applyMatrix4( _projScreenMatrix );
  14683. }
  14684. var geometry = objects.update( object );
  14685. var material = object.material;
  14686. if ( material.visible ) {
  14687. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14688. }
  14689. }
  14690. } else if ( object.isImmediateRenderObject ) {
  14691. if ( sortObjects ) {
  14692. _vector3.setFromMatrixPosition( object.matrixWorld )
  14693. .applyMatrix4( _projScreenMatrix );
  14694. }
  14695. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14696. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14697. if ( object.isSkinnedMesh ) {
  14698. // update skeleton only once in a frame
  14699. if ( object.skeleton.frame !== info.render.frame ) {
  14700. object.skeleton.update();
  14701. object.skeleton.frame = info.render.frame;
  14702. }
  14703. }
  14704. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14705. if ( sortObjects ) {
  14706. _vector3.setFromMatrixPosition( object.matrixWorld )
  14707. .applyMatrix4( _projScreenMatrix );
  14708. }
  14709. var geometry = objects.update( object );
  14710. var material = object.material;
  14711. if ( Array.isArray( material ) ) {
  14712. var groups = geometry.groups;
  14713. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14714. var group = groups[ i ];
  14715. var groupMaterial = material[ group.materialIndex ];
  14716. if ( groupMaterial && groupMaterial.visible ) {
  14717. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14718. }
  14719. }
  14720. } else if ( material.visible ) {
  14721. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14722. }
  14723. }
  14724. }
  14725. }
  14726. var children = object.children;
  14727. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14728. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14729. }
  14730. }
  14731. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14732. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14733. var renderItem = renderList[ i ];
  14734. var object = renderItem.object;
  14735. var geometry = renderItem.geometry;
  14736. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14737. var group = renderItem.group;
  14738. if ( camera.isArrayCamera ) {
  14739. _currentArrayCamera = camera;
  14740. if ( vr.enabled && multiview.isAvailable() ) {
  14741. renderObject( object, scene, camera, geometry, material, group );
  14742. } else {
  14743. var cameras = camera.cameras;
  14744. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14745. var camera2 = cameras[ j ];
  14746. if ( object.layers.test( camera2.layers ) ) {
  14747. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14748. currentRenderState.setupLights( camera2 );
  14749. renderObject( object, scene, camera2, geometry, material, group );
  14750. }
  14751. }
  14752. }
  14753. } else {
  14754. _currentArrayCamera = null;
  14755. renderObject( object, scene, camera, geometry, material, group );
  14756. }
  14757. }
  14758. }
  14759. function renderObject( object, scene, camera, geometry, material, group ) {
  14760. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14761. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14762. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14763. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14764. if ( object.isImmediateRenderObject ) {
  14765. state.setMaterial( material );
  14766. var program = setProgram( camera, scene.fog, material, object );
  14767. _currentGeometryProgram.geometry = null;
  14768. _currentGeometryProgram.program = null;
  14769. _currentGeometryProgram.wireframe = false;
  14770. renderObjectImmediate( object, program );
  14771. } else {
  14772. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14773. }
  14774. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14775. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14776. }
  14777. function initMaterial( material, fog, object ) {
  14778. var materialProperties = properties.get( material );
  14779. var lights = currentRenderState.state.lights;
  14780. var shadowsArray = currentRenderState.state.shadowsArray;
  14781. var lightsStateVersion = lights.state.version;
  14782. var parameters = programCache.getParameters(
  14783. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14784. var code = programCache.getProgramCode( material, parameters );
  14785. var program = materialProperties.program;
  14786. var programChange = true;
  14787. if ( program === undefined ) {
  14788. // new material
  14789. material.addEventListener( 'dispose', onMaterialDispose );
  14790. } else if ( program.code !== code ) {
  14791. // changed glsl or parameters
  14792. releaseMaterialProgramReference( material );
  14793. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14794. materialProperties.lightsStateVersion = lightsStateVersion;
  14795. programChange = false;
  14796. } else if ( parameters.shaderID !== undefined ) {
  14797. // same glsl and uniform list
  14798. return;
  14799. } else {
  14800. // only rebuild uniform list
  14801. programChange = false;
  14802. }
  14803. if ( programChange ) {
  14804. if ( parameters.shaderID ) {
  14805. var shader = ShaderLib[ parameters.shaderID ];
  14806. materialProperties.shader = {
  14807. name: material.type,
  14808. uniforms: cloneUniforms( shader.uniforms ),
  14809. vertexShader: shader.vertexShader,
  14810. fragmentShader: shader.fragmentShader
  14811. };
  14812. } else {
  14813. materialProperties.shader = {
  14814. name: material.type,
  14815. uniforms: material.uniforms,
  14816. vertexShader: material.vertexShader,
  14817. fragmentShader: material.fragmentShader
  14818. };
  14819. }
  14820. material.onBeforeCompile( materialProperties.shader, _this );
  14821. // Computing code again as onBeforeCompile may have changed the shaders
  14822. code = programCache.getProgramCode( material, parameters );
  14823. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14824. materialProperties.program = program;
  14825. material.program = program;
  14826. }
  14827. var programAttributes = program.getAttributes();
  14828. if ( material.morphTargets ) {
  14829. material.numSupportedMorphTargets = 0;
  14830. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14831. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14832. material.numSupportedMorphTargets ++;
  14833. }
  14834. }
  14835. }
  14836. if ( material.morphNormals ) {
  14837. material.numSupportedMorphNormals = 0;
  14838. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14839. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14840. material.numSupportedMorphNormals ++;
  14841. }
  14842. }
  14843. }
  14844. var uniforms = materialProperties.shader.uniforms;
  14845. if ( ! material.isShaderMaterial &&
  14846. ! material.isRawShaderMaterial ||
  14847. material.clipping === true ) {
  14848. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14849. materialProperties.numIntersection = _clipping.numIntersection;
  14850. uniforms.clippingPlanes = _clipping.uniform;
  14851. }
  14852. materialProperties.fog = fog;
  14853. // store the light setup it was created for
  14854. materialProperties.needsLights = materialNeedsLights( material );
  14855. materialProperties.lightsStateVersion = lightsStateVersion;
  14856. if ( materialProperties.needsLights ) {
  14857. // wire up the material to this renderer's lighting state
  14858. uniforms.ambientLightColor.value = lights.state.ambient;
  14859. uniforms.lightProbe.value = lights.state.probe;
  14860. uniforms.directionalLights.value = lights.state.directional;
  14861. uniforms.spotLights.value = lights.state.spot;
  14862. uniforms.rectAreaLights.value = lights.state.rectArea;
  14863. uniforms.pointLights.value = lights.state.point;
  14864. uniforms.hemisphereLights.value = lights.state.hemi;
  14865. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14866. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14867. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14868. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14869. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14870. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14871. // TODO (abelnation): add area lights shadow info to uniforms
  14872. }
  14873. var progUniforms = materialProperties.program.getUniforms(),
  14874. uniformsList =
  14875. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14876. materialProperties.uniformsList = uniformsList;
  14877. }
  14878. function setProgram( camera, fog, material, object ) {
  14879. textures.resetTextureUnits();
  14880. var materialProperties = properties.get( material );
  14881. var lights = currentRenderState.state.lights;
  14882. if ( _clippingEnabled ) {
  14883. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14884. var useCache =
  14885. camera === _currentCamera &&
  14886. material.id === _currentMaterialId;
  14887. // we might want to call this function with some ClippingGroup
  14888. // object instead of the material, once it becomes feasible
  14889. // (#8465, #8379)
  14890. _clipping.setState(
  14891. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14892. camera, materialProperties, useCache );
  14893. }
  14894. }
  14895. if ( material.needsUpdate === false ) {
  14896. if ( materialProperties.program === undefined ) {
  14897. material.needsUpdate = true;
  14898. } else if ( material.fog && materialProperties.fog !== fog ) {
  14899. material.needsUpdate = true;
  14900. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14901. material.needsUpdate = true;
  14902. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14903. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14904. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14905. material.needsUpdate = true;
  14906. }
  14907. }
  14908. if ( material.needsUpdate ) {
  14909. initMaterial( material, fog, object );
  14910. material.needsUpdate = false;
  14911. }
  14912. var refreshProgram = false;
  14913. var refreshMaterial = false;
  14914. var refreshLights = false;
  14915. var program = materialProperties.program,
  14916. p_uniforms = program.getUniforms(),
  14917. m_uniforms = materialProperties.shader.uniforms;
  14918. if ( state.useProgram( program.program ) ) {
  14919. refreshProgram = true;
  14920. refreshMaterial = true;
  14921. refreshLights = true;
  14922. }
  14923. if ( material.id !== _currentMaterialId ) {
  14924. _currentMaterialId = material.id;
  14925. refreshMaterial = true;
  14926. }
  14927. if ( refreshProgram || _currentCamera !== camera ) {
  14928. if ( program.numMultiviewViews > 0 ) {
  14929. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  14930. } else {
  14931. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14932. }
  14933. if ( capabilities.logarithmicDepthBuffer ) {
  14934. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14935. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14936. }
  14937. if ( _currentCamera !== camera ) {
  14938. _currentCamera = camera;
  14939. // lighting uniforms depend on the camera so enforce an update
  14940. // now, in case this material supports lights - or later, when
  14941. // the next material that does gets activated:
  14942. refreshMaterial = true; // set to true on material change
  14943. refreshLights = true; // remains set until update done
  14944. }
  14945. // load material specific uniforms
  14946. // (shader material also gets them for the sake of genericity)
  14947. if ( material.isShaderMaterial ||
  14948. material.isMeshPhongMaterial ||
  14949. material.isMeshStandardMaterial ||
  14950. material.envMap ) {
  14951. var uCamPos = p_uniforms.map.cameraPosition;
  14952. if ( uCamPos !== undefined ) {
  14953. uCamPos.setValue( _gl,
  14954. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14955. }
  14956. }
  14957. if ( material.isMeshPhongMaterial ||
  14958. material.isMeshLambertMaterial ||
  14959. material.isMeshBasicMaterial ||
  14960. material.isMeshStandardMaterial ||
  14961. material.isShaderMaterial ||
  14962. material.skinning ) {
  14963. if ( program.numMultiviewViews > 0 ) {
  14964. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  14965. } else {
  14966. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14967. }
  14968. }
  14969. }
  14970. // skinning uniforms must be set even if material didn't change
  14971. // auto-setting of texture unit for bone texture must go before other textures
  14972. // not sure why, but otherwise weird things happen
  14973. if ( material.skinning ) {
  14974. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14975. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14976. var skeleton = object.skeleton;
  14977. if ( skeleton ) {
  14978. var bones = skeleton.bones;
  14979. if ( capabilities.floatVertexTextures ) {
  14980. if ( skeleton.boneTexture === undefined ) {
  14981. // layout (1 matrix = 4 pixels)
  14982. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14983. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14984. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14985. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14986. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14987. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14988. size = _Math.ceilPowerOfTwo( size );
  14989. size = Math.max( size, 4 );
  14990. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14991. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14992. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14993. skeleton.boneMatrices = boneMatrices;
  14994. skeleton.boneTexture = boneTexture;
  14995. skeleton.boneTextureSize = size;
  14996. }
  14997. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14998. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14999. } else {
  15000. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15001. }
  15002. }
  15003. }
  15004. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15005. materialProperties.receiveShadow = object.receiveShadow;
  15006. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15007. }
  15008. if ( refreshMaterial ) {
  15009. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15010. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15011. if ( materialProperties.needsLights ) {
  15012. // the current material requires lighting info
  15013. // note: all lighting uniforms are always set correctly
  15014. // they simply reference the renderer's state for their
  15015. // values
  15016. //
  15017. // use the current material's .needsUpdate flags to set
  15018. // the GL state when required
  15019. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15020. }
  15021. // refresh uniforms common to several materials
  15022. if ( fog && material.fog ) {
  15023. refreshUniformsFog( m_uniforms, fog );
  15024. }
  15025. if ( material.isMeshBasicMaterial ) {
  15026. refreshUniformsCommon( m_uniforms, material );
  15027. } else if ( material.isMeshLambertMaterial ) {
  15028. refreshUniformsCommon( m_uniforms, material );
  15029. refreshUniformsLambert( m_uniforms, material );
  15030. } else if ( material.isMeshPhongMaterial ) {
  15031. refreshUniformsCommon( m_uniforms, material );
  15032. if ( material.isMeshToonMaterial ) {
  15033. refreshUniformsToon( m_uniforms, material );
  15034. } else {
  15035. refreshUniformsPhong( m_uniforms, material );
  15036. }
  15037. } else if ( material.isMeshStandardMaterial ) {
  15038. refreshUniformsCommon( m_uniforms, material );
  15039. if ( material.isMeshPhysicalMaterial ) {
  15040. refreshUniformsPhysical( m_uniforms, material );
  15041. } else {
  15042. refreshUniformsStandard( m_uniforms, material );
  15043. }
  15044. } else if ( material.isMeshMatcapMaterial ) {
  15045. refreshUniformsCommon( m_uniforms, material );
  15046. refreshUniformsMatcap( m_uniforms, material );
  15047. } else if ( material.isMeshDepthMaterial ) {
  15048. refreshUniformsCommon( m_uniforms, material );
  15049. refreshUniformsDepth( m_uniforms, material );
  15050. } else if ( material.isMeshDistanceMaterial ) {
  15051. refreshUniformsCommon( m_uniforms, material );
  15052. refreshUniformsDistance( m_uniforms, material );
  15053. } else if ( material.isMeshNormalMaterial ) {
  15054. refreshUniformsCommon( m_uniforms, material );
  15055. refreshUniformsNormal( m_uniforms, material );
  15056. } else if ( material.isLineBasicMaterial ) {
  15057. refreshUniformsLine( m_uniforms, material );
  15058. if ( material.isLineDashedMaterial ) {
  15059. refreshUniformsDash( m_uniforms, material );
  15060. }
  15061. } else if ( material.isPointsMaterial ) {
  15062. refreshUniformsPoints( m_uniforms, material );
  15063. } else if ( material.isSpriteMaterial ) {
  15064. refreshUniformsSprites( m_uniforms, material );
  15065. } else if ( material.isShadowMaterial ) {
  15066. m_uniforms.color.value.copy( material.color );
  15067. m_uniforms.opacity.value = material.opacity;
  15068. }
  15069. // RectAreaLight Texture
  15070. // TODO (mrdoob): Find a nicer implementation
  15071. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15072. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15073. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15074. }
  15075. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15076. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15077. material.uniformsNeedUpdate = false;
  15078. }
  15079. if ( material.isSpriteMaterial ) {
  15080. p_uniforms.setValue( _gl, 'center', object.center );
  15081. }
  15082. // common matrices
  15083. if ( program.numMultiviewViews > 0 ) {
  15084. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15085. } else {
  15086. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15087. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15088. }
  15089. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15090. return program;
  15091. }
  15092. // Uniforms (refresh uniforms objects)
  15093. function refreshUniformsCommon( uniforms, material ) {
  15094. uniforms.opacity.value = material.opacity;
  15095. if ( material.color ) {
  15096. uniforms.diffuse.value.copy( material.color );
  15097. }
  15098. if ( material.emissive ) {
  15099. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15100. }
  15101. if ( material.map ) {
  15102. uniforms.map.value = material.map;
  15103. }
  15104. if ( material.alphaMap ) {
  15105. uniforms.alphaMap.value = material.alphaMap;
  15106. }
  15107. if ( material.specularMap ) {
  15108. uniforms.specularMap.value = material.specularMap;
  15109. }
  15110. if ( material.envMap ) {
  15111. uniforms.envMap.value = material.envMap;
  15112. // don't flip CubeTexture envMaps, flip everything else:
  15113. // WebGLRenderTargetCube will be flipped for backwards compatibility
  15114. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  15115. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  15116. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  15117. uniforms.reflectivity.value = material.reflectivity;
  15118. uniforms.refractionRatio.value = material.refractionRatio;
  15119. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  15120. }
  15121. if ( material.lightMap ) {
  15122. uniforms.lightMap.value = material.lightMap;
  15123. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15124. }
  15125. if ( material.aoMap ) {
  15126. uniforms.aoMap.value = material.aoMap;
  15127. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15128. }
  15129. // uv repeat and offset setting priorities
  15130. // 1. color map
  15131. // 2. specular map
  15132. // 3. normal map
  15133. // 4. bump map
  15134. // 5. alpha map
  15135. // 6. emissive map
  15136. var uvScaleMap;
  15137. if ( material.map ) {
  15138. uvScaleMap = material.map;
  15139. } else if ( material.specularMap ) {
  15140. uvScaleMap = material.specularMap;
  15141. } else if ( material.displacementMap ) {
  15142. uvScaleMap = material.displacementMap;
  15143. } else if ( material.normalMap ) {
  15144. uvScaleMap = material.normalMap;
  15145. } else if ( material.bumpMap ) {
  15146. uvScaleMap = material.bumpMap;
  15147. } else if ( material.roughnessMap ) {
  15148. uvScaleMap = material.roughnessMap;
  15149. } else if ( material.metalnessMap ) {
  15150. uvScaleMap = material.metalnessMap;
  15151. } else if ( material.alphaMap ) {
  15152. uvScaleMap = material.alphaMap;
  15153. } else if ( material.emissiveMap ) {
  15154. uvScaleMap = material.emissiveMap;
  15155. }
  15156. if ( uvScaleMap !== undefined ) {
  15157. // backwards compatibility
  15158. if ( uvScaleMap.isWebGLRenderTarget ) {
  15159. uvScaleMap = uvScaleMap.texture;
  15160. }
  15161. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15162. uvScaleMap.updateMatrix();
  15163. }
  15164. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15165. }
  15166. }
  15167. function refreshUniformsLine( uniforms, material ) {
  15168. uniforms.diffuse.value.copy( material.color );
  15169. uniforms.opacity.value = material.opacity;
  15170. }
  15171. function refreshUniformsDash( uniforms, material ) {
  15172. uniforms.dashSize.value = material.dashSize;
  15173. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15174. uniforms.scale.value = material.scale;
  15175. }
  15176. function refreshUniformsPoints( uniforms, material ) {
  15177. uniforms.diffuse.value.copy( material.color );
  15178. uniforms.opacity.value = material.opacity;
  15179. uniforms.size.value = material.size * _pixelRatio;
  15180. uniforms.scale.value = _height * 0.5;
  15181. uniforms.map.value = material.map;
  15182. if ( material.map !== null ) {
  15183. if ( material.map.matrixAutoUpdate === true ) {
  15184. material.map.updateMatrix();
  15185. }
  15186. uniforms.uvTransform.value.copy( material.map.matrix );
  15187. }
  15188. }
  15189. function refreshUniformsSprites( uniforms, material ) {
  15190. uniforms.diffuse.value.copy( material.color );
  15191. uniforms.opacity.value = material.opacity;
  15192. uniforms.rotation.value = material.rotation;
  15193. uniforms.map.value = material.map;
  15194. if ( material.map !== null ) {
  15195. if ( material.map.matrixAutoUpdate === true ) {
  15196. material.map.updateMatrix();
  15197. }
  15198. uniforms.uvTransform.value.copy( material.map.matrix );
  15199. }
  15200. }
  15201. function refreshUniformsFog( uniforms, fog ) {
  15202. uniforms.fogColor.value.copy( fog.color );
  15203. if ( fog.isFog ) {
  15204. uniforms.fogNear.value = fog.near;
  15205. uniforms.fogFar.value = fog.far;
  15206. } else if ( fog.isFogExp2 ) {
  15207. uniforms.fogDensity.value = fog.density;
  15208. }
  15209. }
  15210. function refreshUniformsLambert( uniforms, material ) {
  15211. if ( material.emissiveMap ) {
  15212. uniforms.emissiveMap.value = material.emissiveMap;
  15213. }
  15214. }
  15215. function refreshUniformsPhong( uniforms, material ) {
  15216. uniforms.specular.value.copy( material.specular );
  15217. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15218. if ( material.emissiveMap ) {
  15219. uniforms.emissiveMap.value = material.emissiveMap;
  15220. }
  15221. if ( material.bumpMap ) {
  15222. uniforms.bumpMap.value = material.bumpMap;
  15223. uniforms.bumpScale.value = material.bumpScale;
  15224. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15225. }
  15226. if ( material.normalMap ) {
  15227. uniforms.normalMap.value = material.normalMap;
  15228. uniforms.normalScale.value.copy( material.normalScale );
  15229. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15230. }
  15231. if ( material.displacementMap ) {
  15232. uniforms.displacementMap.value = material.displacementMap;
  15233. uniforms.displacementScale.value = material.displacementScale;
  15234. uniforms.displacementBias.value = material.displacementBias;
  15235. }
  15236. }
  15237. function refreshUniformsToon( uniforms, material ) {
  15238. refreshUniformsPhong( uniforms, material );
  15239. if ( material.gradientMap ) {
  15240. uniforms.gradientMap.value = material.gradientMap;
  15241. }
  15242. }
  15243. function refreshUniformsStandard( uniforms, material ) {
  15244. uniforms.roughness.value = material.roughness;
  15245. uniforms.metalness.value = material.metalness;
  15246. if ( material.roughnessMap ) {
  15247. uniforms.roughnessMap.value = material.roughnessMap;
  15248. }
  15249. if ( material.metalnessMap ) {
  15250. uniforms.metalnessMap.value = material.metalnessMap;
  15251. }
  15252. if ( material.emissiveMap ) {
  15253. uniforms.emissiveMap.value = material.emissiveMap;
  15254. }
  15255. if ( material.bumpMap ) {
  15256. uniforms.bumpMap.value = material.bumpMap;
  15257. uniforms.bumpScale.value = material.bumpScale;
  15258. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15259. }
  15260. if ( material.normalMap ) {
  15261. uniforms.normalMap.value = material.normalMap;
  15262. uniforms.normalScale.value.copy( material.normalScale );
  15263. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15264. }
  15265. if ( material.displacementMap ) {
  15266. uniforms.displacementMap.value = material.displacementMap;
  15267. uniforms.displacementScale.value = material.displacementScale;
  15268. uniforms.displacementBias.value = material.displacementBias;
  15269. }
  15270. if ( material.envMap ) {
  15271. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15272. uniforms.envMapIntensity.value = material.envMapIntensity;
  15273. }
  15274. }
  15275. function refreshUniformsPhysical( uniforms, material ) {
  15276. refreshUniformsStandard( uniforms, material );
  15277. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15278. uniforms.clearcoat.value = material.clearcoat;
  15279. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15280. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15281. if ( material.clearcoatNormalMap ) {
  15282. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15283. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15284. if ( material.side === BackSide ) {
  15285. uniforms.clearcoatNormalScale.value.negate();
  15286. }
  15287. }
  15288. uniforms.transparency.value = material.transparency;
  15289. }
  15290. function refreshUniformsMatcap( uniforms, material ) {
  15291. if ( material.matcap ) {
  15292. uniforms.matcap.value = material.matcap;
  15293. }
  15294. if ( material.bumpMap ) {
  15295. uniforms.bumpMap.value = material.bumpMap;
  15296. uniforms.bumpScale.value = material.bumpScale;
  15297. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15298. }
  15299. if ( material.normalMap ) {
  15300. uniforms.normalMap.value = material.normalMap;
  15301. uniforms.normalScale.value.copy( material.normalScale );
  15302. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15303. }
  15304. if ( material.displacementMap ) {
  15305. uniforms.displacementMap.value = material.displacementMap;
  15306. uniforms.displacementScale.value = material.displacementScale;
  15307. uniforms.displacementBias.value = material.displacementBias;
  15308. }
  15309. }
  15310. function refreshUniformsDepth( uniforms, material ) {
  15311. if ( material.displacementMap ) {
  15312. uniforms.displacementMap.value = material.displacementMap;
  15313. uniforms.displacementScale.value = material.displacementScale;
  15314. uniforms.displacementBias.value = material.displacementBias;
  15315. }
  15316. }
  15317. function refreshUniformsDistance( uniforms, material ) {
  15318. if ( material.displacementMap ) {
  15319. uniforms.displacementMap.value = material.displacementMap;
  15320. uniforms.displacementScale.value = material.displacementScale;
  15321. uniforms.displacementBias.value = material.displacementBias;
  15322. }
  15323. uniforms.referencePosition.value.copy( material.referencePosition );
  15324. uniforms.nearDistance.value = material.nearDistance;
  15325. uniforms.farDistance.value = material.farDistance;
  15326. }
  15327. function refreshUniformsNormal( uniforms, material ) {
  15328. if ( material.bumpMap ) {
  15329. uniforms.bumpMap.value = material.bumpMap;
  15330. uniforms.bumpScale.value = material.bumpScale;
  15331. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15332. }
  15333. if ( material.normalMap ) {
  15334. uniforms.normalMap.value = material.normalMap;
  15335. uniforms.normalScale.value.copy( material.normalScale );
  15336. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15337. }
  15338. if ( material.displacementMap ) {
  15339. uniforms.displacementMap.value = material.displacementMap;
  15340. uniforms.displacementScale.value = material.displacementScale;
  15341. uniforms.displacementBias.value = material.displacementBias;
  15342. }
  15343. }
  15344. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15345. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15346. uniforms.ambientLightColor.needsUpdate = value;
  15347. uniforms.lightProbe.needsUpdate = value;
  15348. uniforms.directionalLights.needsUpdate = value;
  15349. uniforms.pointLights.needsUpdate = value;
  15350. uniforms.spotLights.needsUpdate = value;
  15351. uniforms.rectAreaLights.needsUpdate = value;
  15352. uniforms.hemisphereLights.needsUpdate = value;
  15353. }
  15354. function materialNeedsLights( material ) {
  15355. return material.isMeshLambertMaterial || material.isMeshPhongMaterial ||
  15356. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15357. ( material.isShaderMaterial && material.lights === true );
  15358. }
  15359. //
  15360. this.setFramebuffer = function ( value ) {
  15361. if ( _framebuffer !== value ) { _gl.bindFramebuffer( 36160, value ); }
  15362. _framebuffer = value;
  15363. };
  15364. this.getActiveCubeFace = function () {
  15365. return _currentActiveCubeFace;
  15366. };
  15367. this.getActiveMipmapLevel = function () {
  15368. return _currentActiveMipmapLevel;
  15369. };
  15370. this.getRenderTarget = function () {
  15371. return _currentRenderTarget;
  15372. };
  15373. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15374. _currentRenderTarget = renderTarget;
  15375. _currentActiveCubeFace = activeCubeFace;
  15376. _currentActiveMipmapLevel = activeMipmapLevel;
  15377. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15378. textures.setupRenderTarget( renderTarget );
  15379. }
  15380. var framebuffer = _framebuffer;
  15381. var isCube = false;
  15382. if ( renderTarget ) {
  15383. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15384. if ( renderTarget.isWebGLRenderTargetCube ) {
  15385. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15386. isCube = true;
  15387. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15388. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15389. } else {
  15390. framebuffer = __webglFramebuffer;
  15391. }
  15392. _currentViewport.copy( renderTarget.viewport );
  15393. _currentScissor.copy( renderTarget.scissor );
  15394. _currentScissorTest = renderTarget.scissorTest;
  15395. } else {
  15396. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15397. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15398. _currentScissorTest = _scissorTest;
  15399. }
  15400. if ( _currentFramebuffer !== framebuffer ) {
  15401. _gl.bindFramebuffer( 36160, framebuffer );
  15402. _currentFramebuffer = framebuffer;
  15403. }
  15404. state.viewport( _currentViewport );
  15405. state.scissor( _currentScissor );
  15406. state.setScissorTest( _currentScissorTest );
  15407. if ( isCube ) {
  15408. var textureProperties = properties.get( renderTarget.texture );
  15409. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15410. }
  15411. };
  15412. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15413. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15414. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15415. return;
  15416. }
  15417. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15418. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15419. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15420. }
  15421. if ( framebuffer ) {
  15422. var restore = false;
  15423. if ( framebuffer !== _currentFramebuffer ) {
  15424. _gl.bindFramebuffer( 36160, framebuffer );
  15425. restore = true;
  15426. }
  15427. try {
  15428. var texture = renderTarget.texture;
  15429. var textureFormat = texture.format;
  15430. var textureType = texture.type;
  15431. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15432. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15433. return;
  15434. }
  15435. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15436. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15437. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15438. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15439. return;
  15440. }
  15441. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15442. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15443. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15444. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15445. }
  15446. } else {
  15447. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15448. }
  15449. } finally {
  15450. if ( restore ) {
  15451. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15452. }
  15453. }
  15454. }
  15455. };
  15456. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15457. var width = texture.image.width;
  15458. var height = texture.image.height;
  15459. var glFormat = utils.convert( texture.format );
  15460. textures.setTexture2D( texture, 0 );
  15461. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15462. };
  15463. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15464. var width = srcTexture.image.width;
  15465. var height = srcTexture.image.height;
  15466. var glFormat = utils.convert( dstTexture.format );
  15467. var glType = utils.convert( dstTexture.type );
  15468. textures.setTexture2D( dstTexture, 0 );
  15469. if ( srcTexture.isDataTexture ) {
  15470. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15471. } else {
  15472. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15473. }
  15474. };
  15475. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15476. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15477. }
  15478. }
  15479. /**
  15480. * @author mrdoob / http://mrdoob.com/
  15481. * @author alteredq / http://alteredqualia.com/
  15482. */
  15483. function FogExp2( color, density ) {
  15484. this.name = '';
  15485. this.color = new Color( color );
  15486. this.density = ( density !== undefined ) ? density : 0.00025;
  15487. }
  15488. Object.assign( FogExp2.prototype, {
  15489. isFogExp2: true,
  15490. clone: function () {
  15491. return new FogExp2( this.color, this.density );
  15492. },
  15493. toJSON: function ( /* meta */ ) {
  15494. return {
  15495. type: 'FogExp2',
  15496. color: this.color.getHex(),
  15497. density: this.density
  15498. };
  15499. }
  15500. } );
  15501. /**
  15502. * @author mrdoob / http://mrdoob.com/
  15503. * @author alteredq / http://alteredqualia.com/
  15504. */
  15505. function Fog( color, near, far ) {
  15506. this.name = '';
  15507. this.color = new Color( color );
  15508. this.near = ( near !== undefined ) ? near : 1;
  15509. this.far = ( far !== undefined ) ? far : 1000;
  15510. }
  15511. Object.assign( Fog.prototype, {
  15512. isFog: true,
  15513. clone: function () {
  15514. return new Fog( this.color, this.near, this.far );
  15515. },
  15516. toJSON: function ( /* meta */ ) {
  15517. return {
  15518. type: 'Fog',
  15519. color: this.color.getHex(),
  15520. near: this.near,
  15521. far: this.far
  15522. };
  15523. }
  15524. } );
  15525. /**
  15526. * @author benaadams / https://twitter.com/ben_a_adams
  15527. */
  15528. function InterleavedBuffer( array, stride ) {
  15529. this.array = array;
  15530. this.stride = stride;
  15531. this.count = array !== undefined ? array.length / stride : 0;
  15532. this.dynamic = false;
  15533. this.updateRange = { offset: 0, count: - 1 };
  15534. this.version = 0;
  15535. }
  15536. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15537. set: function ( value ) {
  15538. if ( value === true ) { this.version ++; }
  15539. }
  15540. } );
  15541. Object.assign( InterleavedBuffer.prototype, {
  15542. isInterleavedBuffer: true,
  15543. onUploadCallback: function () {},
  15544. setDynamic: function ( value ) {
  15545. this.dynamic = value;
  15546. return this;
  15547. },
  15548. copy: function ( source ) {
  15549. this.array = new source.array.constructor( source.array );
  15550. this.count = source.count;
  15551. this.stride = source.stride;
  15552. this.dynamic = source.dynamic;
  15553. return this;
  15554. },
  15555. copyAt: function ( index1, attribute, index2 ) {
  15556. index1 *= this.stride;
  15557. index2 *= attribute.stride;
  15558. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15559. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15560. }
  15561. return this;
  15562. },
  15563. set: function ( value, offset ) {
  15564. if ( offset === undefined ) { offset = 0; }
  15565. this.array.set( value, offset );
  15566. return this;
  15567. },
  15568. clone: function () {
  15569. return new this.constructor().copy( this );
  15570. },
  15571. onUpload: function ( callback ) {
  15572. this.onUploadCallback = callback;
  15573. return this;
  15574. }
  15575. } );
  15576. /**
  15577. * @author benaadams / https://twitter.com/ben_a_adams
  15578. */
  15579. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15580. this.data = interleavedBuffer;
  15581. this.itemSize = itemSize;
  15582. this.offset = offset;
  15583. this.normalized = normalized === true;
  15584. }
  15585. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15586. count: {
  15587. get: function () {
  15588. return this.data.count;
  15589. }
  15590. },
  15591. array: {
  15592. get: function () {
  15593. return this.data.array;
  15594. }
  15595. }
  15596. } );
  15597. Object.assign( InterleavedBufferAttribute.prototype, {
  15598. isInterleavedBufferAttribute: true,
  15599. setX: function ( index, x ) {
  15600. this.data.array[ index * this.data.stride + this.offset ] = x;
  15601. return this;
  15602. },
  15603. setY: function ( index, y ) {
  15604. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15605. return this;
  15606. },
  15607. setZ: function ( index, z ) {
  15608. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15609. return this;
  15610. },
  15611. setW: function ( index, w ) {
  15612. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15613. return this;
  15614. },
  15615. getX: function ( index ) {
  15616. return this.data.array[ index * this.data.stride + this.offset ];
  15617. },
  15618. getY: function ( index ) {
  15619. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15620. },
  15621. getZ: function ( index ) {
  15622. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15623. },
  15624. getW: function ( index ) {
  15625. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15626. },
  15627. setXY: function ( index, x, y ) {
  15628. index = index * this.data.stride + this.offset;
  15629. this.data.array[ index + 0 ] = x;
  15630. this.data.array[ index + 1 ] = y;
  15631. return this;
  15632. },
  15633. setXYZ: function ( index, x, y, z ) {
  15634. index = index * this.data.stride + this.offset;
  15635. this.data.array[ index + 0 ] = x;
  15636. this.data.array[ index + 1 ] = y;
  15637. this.data.array[ index + 2 ] = z;
  15638. return this;
  15639. },
  15640. setXYZW: function ( index, x, y, z, w ) {
  15641. index = index * this.data.stride + this.offset;
  15642. this.data.array[ index + 0 ] = x;
  15643. this.data.array[ index + 1 ] = y;
  15644. this.data.array[ index + 2 ] = z;
  15645. this.data.array[ index + 3 ] = w;
  15646. return this;
  15647. }
  15648. } );
  15649. /**
  15650. * @author alteredq / http://alteredqualia.com/
  15651. *
  15652. * parameters = {
  15653. * color: <hex>,
  15654. * map: new THREE.Texture( <Image> ),
  15655. * rotation: <float>,
  15656. * sizeAttenuation: <bool>
  15657. * }
  15658. */
  15659. function SpriteMaterial( parameters ) {
  15660. Material.call( this );
  15661. this.type = 'SpriteMaterial';
  15662. this.color = new Color( 0xffffff );
  15663. this.map = null;
  15664. this.rotation = 0;
  15665. this.sizeAttenuation = true;
  15666. this.transparent = true;
  15667. this.setValues( parameters );
  15668. }
  15669. SpriteMaterial.prototype = Object.create( Material.prototype );
  15670. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15671. SpriteMaterial.prototype.isSpriteMaterial = true;
  15672. SpriteMaterial.prototype.copy = function ( source ) {
  15673. Material.prototype.copy.call( this, source );
  15674. this.color.copy( source.color );
  15675. this.map = source.map;
  15676. this.rotation = source.rotation;
  15677. this.sizeAttenuation = source.sizeAttenuation;
  15678. return this;
  15679. };
  15680. /**
  15681. * @author mikael emtinger / http://gomo.se/
  15682. * @author alteredq / http://alteredqualia.com/
  15683. */
  15684. var _geometry;
  15685. var _intersectPoint = new Vector3();
  15686. var _worldScale = new Vector3();
  15687. var _mvPosition = new Vector3();
  15688. var _alignedPosition = new Vector2();
  15689. var _rotatedPosition = new Vector2();
  15690. var _viewWorldMatrix = new Matrix4();
  15691. var _vA$1 = new Vector3();
  15692. var _vB$1 = new Vector3();
  15693. var _vC$1 = new Vector3();
  15694. var _uvA$1 = new Vector2();
  15695. var _uvB$1 = new Vector2();
  15696. var _uvC$1 = new Vector2();
  15697. function Sprite( material ) {
  15698. Object3D.call( this );
  15699. this.type = 'Sprite';
  15700. if ( _geometry === undefined ) {
  15701. _geometry = new BufferGeometry();
  15702. var float32Array = new Float32Array( [
  15703. - 0.5, - 0.5, 0, 0, 0,
  15704. 0.5, - 0.5, 0, 1, 0,
  15705. 0.5, 0.5, 0, 1, 1,
  15706. - 0.5, 0.5, 0, 0, 1
  15707. ] );
  15708. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15709. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15710. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15711. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15712. }
  15713. this.geometry = _geometry;
  15714. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15715. this.center = new Vector2( 0.5, 0.5 );
  15716. }
  15717. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15718. constructor: Sprite,
  15719. isSprite: true,
  15720. raycast: function ( raycaster, intersects ) {
  15721. if ( raycaster.camera === null ) {
  15722. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15723. }
  15724. _worldScale.setFromMatrixScale( this.matrixWorld );
  15725. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15726. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15727. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15728. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15729. _worldScale.multiplyScalar( - _mvPosition.z );
  15730. }
  15731. var rotation = this.material.rotation;
  15732. var sin, cos;
  15733. if ( rotation !== 0 ) {
  15734. cos = Math.cos( rotation );
  15735. sin = Math.sin( rotation );
  15736. }
  15737. var center = this.center;
  15738. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15739. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15740. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15741. _uvA$1.set( 0, 0 );
  15742. _uvB$1.set( 1, 0 );
  15743. _uvC$1.set( 1, 1 );
  15744. // check first triangle
  15745. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15746. if ( intersect === null ) {
  15747. // check second triangle
  15748. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15749. _uvB$1.set( 0, 1 );
  15750. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15751. if ( intersect === null ) {
  15752. return;
  15753. }
  15754. }
  15755. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15756. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15757. intersects.push( {
  15758. distance: distance,
  15759. point: _intersectPoint.clone(),
  15760. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15761. face: null,
  15762. object: this
  15763. } );
  15764. },
  15765. clone: function () {
  15766. return new this.constructor( this.material ).copy( this );
  15767. },
  15768. copy: function ( source ) {
  15769. Object3D.prototype.copy.call( this, source );
  15770. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15771. return this;
  15772. }
  15773. } );
  15774. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15775. // compute position in camera space
  15776. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15777. // to check if rotation is not zero
  15778. if ( sin !== undefined ) {
  15779. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15780. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15781. } else {
  15782. _rotatedPosition.copy( _alignedPosition );
  15783. }
  15784. vertexPosition.copy( mvPosition );
  15785. vertexPosition.x += _rotatedPosition.x;
  15786. vertexPosition.y += _rotatedPosition.y;
  15787. // transform to world space
  15788. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15789. }
  15790. /**
  15791. * @author mikael emtinger / http://gomo.se/
  15792. * @author alteredq / http://alteredqualia.com/
  15793. * @author mrdoob / http://mrdoob.com/
  15794. */
  15795. var _v1$4 = new Vector3();
  15796. var _v2$2 = new Vector3();
  15797. function LOD() {
  15798. Object3D.call( this );
  15799. this.type = 'LOD';
  15800. Object.defineProperties( this, {
  15801. levels: {
  15802. enumerable: true,
  15803. value: []
  15804. }
  15805. } );
  15806. this.autoUpdate = true;
  15807. }
  15808. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15809. constructor: LOD,
  15810. isLOD: true,
  15811. copy: function ( source ) {
  15812. Object3D.prototype.copy.call( this, source, false );
  15813. var levels = source.levels;
  15814. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15815. var level = levels[ i ];
  15816. this.addLevel( level.object.clone(), level.distance );
  15817. }
  15818. return this;
  15819. },
  15820. addLevel: function ( object, distance ) {
  15821. if ( distance === undefined ) { distance = 0; }
  15822. distance = Math.abs( distance );
  15823. var levels = this.levels;
  15824. for ( var l = 0; l < levels.length; l ++ ) {
  15825. if ( distance < levels[ l ].distance ) {
  15826. break;
  15827. }
  15828. }
  15829. levels.splice( l, 0, { distance: distance, object: object } );
  15830. this.add( object );
  15831. return this;
  15832. },
  15833. getObjectForDistance: function ( distance ) {
  15834. var levels = this.levels;
  15835. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15836. if ( distance < levels[ i ].distance ) {
  15837. break;
  15838. }
  15839. }
  15840. return levels[ i - 1 ].object;
  15841. },
  15842. raycast: function ( raycaster, intersects ) {
  15843. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15844. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15845. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15846. },
  15847. update: function ( camera ) {
  15848. var levels = this.levels;
  15849. if ( levels.length > 1 ) {
  15850. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15851. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15852. var distance = _v1$4.distanceTo( _v2$2 );
  15853. levels[ 0 ].object.visible = true;
  15854. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15855. if ( distance >= levels[ i ].distance ) {
  15856. levels[ i - 1 ].object.visible = false;
  15857. levels[ i ].object.visible = true;
  15858. } else {
  15859. break;
  15860. }
  15861. }
  15862. for ( ; i < l; i ++ ) {
  15863. levels[ i ].object.visible = false;
  15864. }
  15865. }
  15866. },
  15867. toJSON: function ( meta ) {
  15868. var data = Object3D.prototype.toJSON.call( this, meta );
  15869. data.object.levels = [];
  15870. var levels = this.levels;
  15871. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15872. var level = levels[ i ];
  15873. data.object.levels.push( {
  15874. object: level.object.uuid,
  15875. distance: level.distance
  15876. } );
  15877. }
  15878. return data;
  15879. }
  15880. } );
  15881. /**
  15882. * @author mikael emtinger / http://gomo.se/
  15883. * @author alteredq / http://alteredqualia.com/
  15884. * @author ikerr / http://verold.com
  15885. */
  15886. function SkinnedMesh( geometry, material ) {
  15887. if ( geometry && geometry.isGeometry ) {
  15888. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15889. }
  15890. Mesh.call( this, geometry, material );
  15891. this.type = 'SkinnedMesh';
  15892. this.bindMode = 'attached';
  15893. this.bindMatrix = new Matrix4();
  15894. this.bindMatrixInverse = new Matrix4();
  15895. }
  15896. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15897. constructor: SkinnedMesh,
  15898. isSkinnedMesh: true,
  15899. bind: function ( skeleton, bindMatrix ) {
  15900. this.skeleton = skeleton;
  15901. if ( bindMatrix === undefined ) {
  15902. this.updateMatrixWorld( true );
  15903. this.skeleton.calculateInverses();
  15904. bindMatrix = this.matrixWorld;
  15905. }
  15906. this.bindMatrix.copy( bindMatrix );
  15907. this.bindMatrixInverse.getInverse( bindMatrix );
  15908. },
  15909. pose: function () {
  15910. this.skeleton.pose();
  15911. },
  15912. normalizeSkinWeights: function () {
  15913. var vector = new Vector4();
  15914. var skinWeight = this.geometry.attributes.skinWeight;
  15915. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15916. vector.x = skinWeight.getX( i );
  15917. vector.y = skinWeight.getY( i );
  15918. vector.z = skinWeight.getZ( i );
  15919. vector.w = skinWeight.getW( i );
  15920. var scale = 1.0 / vector.manhattanLength();
  15921. if ( scale !== Infinity ) {
  15922. vector.multiplyScalar( scale );
  15923. } else {
  15924. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15925. }
  15926. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15927. }
  15928. },
  15929. updateMatrixWorld: function ( force ) {
  15930. Mesh.prototype.updateMatrixWorld.call( this, force );
  15931. if ( this.bindMode === 'attached' ) {
  15932. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15933. } else if ( this.bindMode === 'detached' ) {
  15934. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15935. } else {
  15936. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15937. }
  15938. },
  15939. clone: function () {
  15940. return new this.constructor( this.geometry, this.material ).copy( this );
  15941. }
  15942. } );
  15943. /**
  15944. * @author mikael emtinger / http://gomo.se/
  15945. * @author alteredq / http://alteredqualia.com/
  15946. * @author michael guerrero / http://realitymeltdown.com
  15947. * @author ikerr / http://verold.com
  15948. */
  15949. var _offsetMatrix = new Matrix4();
  15950. var _identityMatrix = new Matrix4();
  15951. function Skeleton( bones, boneInverses ) {
  15952. // copy the bone array
  15953. bones = bones || [];
  15954. this.bones = bones.slice( 0 );
  15955. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15956. this.frame = - 1;
  15957. // use the supplied bone inverses or calculate the inverses
  15958. if ( boneInverses === undefined ) {
  15959. this.calculateInverses();
  15960. } else {
  15961. if ( this.bones.length === boneInverses.length ) {
  15962. this.boneInverses = boneInverses.slice( 0 );
  15963. } else {
  15964. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15965. this.boneInverses = [];
  15966. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15967. this.boneInverses.push( new Matrix4() );
  15968. }
  15969. }
  15970. }
  15971. }
  15972. Object.assign( Skeleton.prototype, {
  15973. calculateInverses: function () {
  15974. this.boneInverses = [];
  15975. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15976. var inverse = new Matrix4();
  15977. if ( this.bones[ i ] ) {
  15978. inverse.getInverse( this.bones[ i ].matrixWorld );
  15979. }
  15980. this.boneInverses.push( inverse );
  15981. }
  15982. },
  15983. pose: function () {
  15984. var bone, i, il;
  15985. // recover the bind-time world matrices
  15986. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15987. bone = this.bones[ i ];
  15988. if ( bone ) {
  15989. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15990. }
  15991. }
  15992. // compute the local matrices, positions, rotations and scales
  15993. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15994. bone = this.bones[ i ];
  15995. if ( bone ) {
  15996. if ( bone.parent && bone.parent.isBone ) {
  15997. bone.matrix.getInverse( bone.parent.matrixWorld );
  15998. bone.matrix.multiply( bone.matrixWorld );
  15999. } else {
  16000. bone.matrix.copy( bone.matrixWorld );
  16001. }
  16002. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16003. }
  16004. }
  16005. },
  16006. update: function () {
  16007. var bones = this.bones;
  16008. var boneInverses = this.boneInverses;
  16009. var boneMatrices = this.boneMatrices;
  16010. var boneTexture = this.boneTexture;
  16011. // flatten bone matrices to array
  16012. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16013. // compute the offset between the current and the original transform
  16014. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16015. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16016. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16017. }
  16018. if ( boneTexture !== undefined ) {
  16019. boneTexture.needsUpdate = true;
  16020. }
  16021. },
  16022. clone: function () {
  16023. return new Skeleton( this.bones, this.boneInverses );
  16024. },
  16025. getBoneByName: function ( name ) {
  16026. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16027. var bone = this.bones[ i ];
  16028. if ( bone.name === name ) {
  16029. return bone;
  16030. }
  16031. }
  16032. return undefined;
  16033. }
  16034. } );
  16035. /**
  16036. * @author mikael emtinger / http://gomo.se/
  16037. * @author alteredq / http://alteredqualia.com/
  16038. * @author ikerr / http://verold.com
  16039. */
  16040. function Bone() {
  16041. Object3D.call( this );
  16042. this.type = 'Bone';
  16043. }
  16044. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16045. constructor: Bone,
  16046. isBone: true
  16047. } );
  16048. /**
  16049. * @author mrdoob / http://mrdoob.com/
  16050. */
  16051. function InstancedMesh( geometry, material, count ) {
  16052. Mesh.call( this, geometry, material );
  16053. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16054. this.count = count;
  16055. }
  16056. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16057. constructor: InstancedMesh,
  16058. isInstancedMesh: true,
  16059. raycast: function () {},
  16060. setMatrixAt: function ( index, matrix ) {
  16061. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16062. },
  16063. updateMorphTargets: function () {}
  16064. } );
  16065. /**
  16066. * @author mrdoob / http://mrdoob.com/
  16067. * @author alteredq / http://alteredqualia.com/
  16068. *
  16069. * parameters = {
  16070. * color: <hex>,
  16071. * opacity: <float>,
  16072. *
  16073. * linewidth: <float>,
  16074. * linecap: "round",
  16075. * linejoin: "round"
  16076. * }
  16077. */
  16078. function LineBasicMaterial( parameters ) {
  16079. Material.call( this );
  16080. this.type = 'LineBasicMaterial';
  16081. this.color = new Color( 0xffffff );
  16082. this.linewidth = 1;
  16083. this.linecap = 'round';
  16084. this.linejoin = 'round';
  16085. this.setValues( parameters );
  16086. }
  16087. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16088. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16089. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16090. LineBasicMaterial.prototype.copy = function ( source ) {
  16091. Material.prototype.copy.call( this, source );
  16092. this.color.copy( source.color );
  16093. this.linewidth = source.linewidth;
  16094. this.linecap = source.linecap;
  16095. this.linejoin = source.linejoin;
  16096. return this;
  16097. };
  16098. /**
  16099. * @author mrdoob / http://mrdoob.com/
  16100. */
  16101. var _start = new Vector3();
  16102. var _end = new Vector3();
  16103. var _inverseMatrix$1 = new Matrix4();
  16104. var _ray$1 = new Ray();
  16105. var _sphere$2 = new Sphere();
  16106. function Line( geometry, material, mode ) {
  16107. if ( mode === 1 ) {
  16108. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16109. }
  16110. Object3D.call( this );
  16111. this.type = 'Line';
  16112. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16113. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  16114. }
  16115. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16116. constructor: Line,
  16117. isLine: true,
  16118. computeLineDistances: function () {
  16119. var geometry = this.geometry;
  16120. if ( geometry.isBufferGeometry ) {
  16121. // we assume non-indexed geometry
  16122. if ( geometry.index === null ) {
  16123. var positionAttribute = geometry.attributes.position;
  16124. var lineDistances = [ 0 ];
  16125. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16126. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16127. _end.fromBufferAttribute( positionAttribute, i );
  16128. lineDistances[ i ] = lineDistances[ i - 1 ];
  16129. lineDistances[ i ] += _start.distanceTo( _end );
  16130. }
  16131. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16132. } else {
  16133. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16134. }
  16135. } else if ( geometry.isGeometry ) {
  16136. var vertices = geometry.vertices;
  16137. var lineDistances = geometry.lineDistances;
  16138. lineDistances[ 0 ] = 0;
  16139. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16140. lineDistances[ i ] = lineDistances[ i - 1 ];
  16141. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16142. }
  16143. }
  16144. return this;
  16145. },
  16146. raycast: function ( raycaster, intersects ) {
  16147. var precision = raycaster.linePrecision;
  16148. var geometry = this.geometry;
  16149. var matrixWorld = this.matrixWorld;
  16150. // Checking boundingSphere distance to ray
  16151. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16152. _sphere$2.copy( geometry.boundingSphere );
  16153. _sphere$2.applyMatrix4( matrixWorld );
  16154. _sphere$2.radius += precision;
  16155. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16156. //
  16157. _inverseMatrix$1.getInverse( matrixWorld );
  16158. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16159. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16160. var localPrecisionSq = localPrecision * localPrecision;
  16161. var vStart = new Vector3();
  16162. var vEnd = new Vector3();
  16163. var interSegment = new Vector3();
  16164. var interRay = new Vector3();
  16165. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16166. if ( geometry.isBufferGeometry ) {
  16167. var index = geometry.index;
  16168. var attributes = geometry.attributes;
  16169. var positions = attributes.position.array;
  16170. if ( index !== null ) {
  16171. var indices = index.array;
  16172. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16173. var a = indices[ i ];
  16174. var b = indices[ i + 1 ];
  16175. vStart.fromArray( positions, a * 3 );
  16176. vEnd.fromArray( positions, b * 3 );
  16177. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16178. if ( distSq > localPrecisionSq ) { continue; }
  16179. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16180. var distance = raycaster.ray.origin.distanceTo( interRay );
  16181. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16182. intersects.push( {
  16183. distance: distance,
  16184. // What do we want? intersection point on the ray or on the segment??
  16185. // point: raycaster.ray.at( distance ),
  16186. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16187. index: i,
  16188. face: null,
  16189. faceIndex: null,
  16190. object: this
  16191. } );
  16192. }
  16193. } else {
  16194. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16195. vStart.fromArray( positions, 3 * i );
  16196. vEnd.fromArray( positions, 3 * i + 3 );
  16197. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16198. if ( distSq > localPrecisionSq ) { continue; }
  16199. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16200. var distance = raycaster.ray.origin.distanceTo( interRay );
  16201. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16202. intersects.push( {
  16203. distance: distance,
  16204. // What do we want? intersection point on the ray or on the segment??
  16205. // point: raycaster.ray.at( distance ),
  16206. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16207. index: i,
  16208. face: null,
  16209. faceIndex: null,
  16210. object: this
  16211. } );
  16212. }
  16213. }
  16214. } else if ( geometry.isGeometry ) {
  16215. var vertices = geometry.vertices;
  16216. var nbVertices = vertices.length;
  16217. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16218. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16219. if ( distSq > localPrecisionSq ) { continue; }
  16220. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16221. var distance = raycaster.ray.origin.distanceTo( interRay );
  16222. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16223. intersects.push( {
  16224. distance: distance,
  16225. // What do we want? intersection point on the ray or on the segment??
  16226. // point: raycaster.ray.at( distance ),
  16227. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16228. index: i,
  16229. face: null,
  16230. faceIndex: null,
  16231. object: this
  16232. } );
  16233. }
  16234. }
  16235. },
  16236. clone: function () {
  16237. return new this.constructor( this.geometry, this.material ).copy( this );
  16238. }
  16239. } );
  16240. /**
  16241. * @author mrdoob / http://mrdoob.com/
  16242. */
  16243. var _start$1 = new Vector3();
  16244. var _end$1 = new Vector3();
  16245. function LineSegments( geometry, material ) {
  16246. Line.call( this, geometry, material );
  16247. this.type = 'LineSegments';
  16248. }
  16249. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16250. constructor: LineSegments,
  16251. isLineSegments: true,
  16252. computeLineDistances: function () {
  16253. var geometry = this.geometry;
  16254. if ( geometry.isBufferGeometry ) {
  16255. // we assume non-indexed geometry
  16256. if ( geometry.index === null ) {
  16257. var positionAttribute = geometry.attributes.position;
  16258. var lineDistances = [];
  16259. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16260. _start$1.fromBufferAttribute( positionAttribute, i );
  16261. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16262. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16263. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16264. }
  16265. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16266. } else {
  16267. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16268. }
  16269. } else if ( geometry.isGeometry ) {
  16270. var vertices = geometry.vertices;
  16271. var lineDistances = geometry.lineDistances;
  16272. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16273. _start$1.copy( vertices[ i ] );
  16274. _end$1.copy( vertices[ i + 1 ] );
  16275. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16276. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16277. }
  16278. }
  16279. return this;
  16280. }
  16281. } );
  16282. /**
  16283. * @author mgreter / http://github.com/mgreter
  16284. */
  16285. function LineLoop( geometry, material ) {
  16286. Line.call( this, geometry, material );
  16287. this.type = 'LineLoop';
  16288. }
  16289. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16290. constructor: LineLoop,
  16291. isLineLoop: true,
  16292. } );
  16293. /**
  16294. * @author mrdoob / http://mrdoob.com/
  16295. * @author alteredq / http://alteredqualia.com/
  16296. *
  16297. * parameters = {
  16298. * color: <hex>,
  16299. * opacity: <float>,
  16300. * map: new THREE.Texture( <Image> ),
  16301. *
  16302. * size: <float>,
  16303. * sizeAttenuation: <bool>
  16304. *
  16305. * morphTargets: <bool>
  16306. * }
  16307. */
  16308. function PointsMaterial( parameters ) {
  16309. Material.call( this );
  16310. this.type = 'PointsMaterial';
  16311. this.color = new Color( 0xffffff );
  16312. this.map = null;
  16313. this.size = 1;
  16314. this.sizeAttenuation = true;
  16315. this.morphTargets = false;
  16316. this.setValues( parameters );
  16317. }
  16318. PointsMaterial.prototype = Object.create( Material.prototype );
  16319. PointsMaterial.prototype.constructor = PointsMaterial;
  16320. PointsMaterial.prototype.isPointsMaterial = true;
  16321. PointsMaterial.prototype.copy = function ( source ) {
  16322. Material.prototype.copy.call( this, source );
  16323. this.color.copy( source.color );
  16324. this.map = source.map;
  16325. this.size = source.size;
  16326. this.sizeAttenuation = source.sizeAttenuation;
  16327. this.morphTargets = source.morphTargets;
  16328. return this;
  16329. };
  16330. /**
  16331. * @author alteredq / http://alteredqualia.com/
  16332. */
  16333. var _inverseMatrix$2 = new Matrix4();
  16334. var _ray$2 = new Ray();
  16335. var _sphere$3 = new Sphere();
  16336. var _position$1 = new Vector3();
  16337. function Points( geometry, material ) {
  16338. Object3D.call( this );
  16339. this.type = 'Points';
  16340. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16341. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16342. this.updateMorphTargets();
  16343. }
  16344. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16345. constructor: Points,
  16346. isPoints: true,
  16347. raycast: function ( raycaster, intersects ) {
  16348. var geometry = this.geometry;
  16349. var matrixWorld = this.matrixWorld;
  16350. var threshold = raycaster.params.Points.threshold;
  16351. // Checking boundingSphere distance to ray
  16352. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16353. _sphere$3.copy( geometry.boundingSphere );
  16354. _sphere$3.applyMatrix4( matrixWorld );
  16355. _sphere$3.radius += threshold;
  16356. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16357. //
  16358. _inverseMatrix$2.getInverse( matrixWorld );
  16359. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16360. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16361. var localThresholdSq = localThreshold * localThreshold;
  16362. if ( geometry.isBufferGeometry ) {
  16363. var index = geometry.index;
  16364. var attributes = geometry.attributes;
  16365. var positions = attributes.position.array;
  16366. if ( index !== null ) {
  16367. var indices = index.array;
  16368. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16369. var a = indices[ i ];
  16370. _position$1.fromArray( positions, a * 3 );
  16371. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16372. }
  16373. } else {
  16374. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16375. _position$1.fromArray( positions, i * 3 );
  16376. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16377. }
  16378. }
  16379. } else {
  16380. var vertices = geometry.vertices;
  16381. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16382. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16383. }
  16384. }
  16385. },
  16386. updateMorphTargets: function () {
  16387. var geometry = this.geometry;
  16388. var m, ml, name;
  16389. if ( geometry.isBufferGeometry ) {
  16390. var morphAttributes = geometry.morphAttributes;
  16391. var keys = Object.keys( morphAttributes );
  16392. if ( keys.length > 0 ) {
  16393. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16394. if ( morphAttribute !== undefined ) {
  16395. this.morphTargetInfluences = [];
  16396. this.morphTargetDictionary = {};
  16397. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16398. name = morphAttribute[ m ].name || String( m );
  16399. this.morphTargetInfluences.push( 0 );
  16400. this.morphTargetDictionary[ name ] = m;
  16401. }
  16402. }
  16403. }
  16404. } else {
  16405. var morphTargets = geometry.morphTargets;
  16406. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16407. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16408. }
  16409. }
  16410. },
  16411. clone: function () {
  16412. return new this.constructor( this.geometry, this.material ).copy( this );
  16413. }
  16414. } );
  16415. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16416. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16417. if ( rayPointDistanceSq < localThresholdSq ) {
  16418. var intersectPoint = new Vector3();
  16419. _ray$2.closestPointToPoint( point, intersectPoint );
  16420. intersectPoint.applyMatrix4( matrixWorld );
  16421. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16422. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16423. intersects.push( {
  16424. distance: distance,
  16425. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16426. point: intersectPoint,
  16427. index: index,
  16428. face: null,
  16429. object: object
  16430. } );
  16431. }
  16432. }
  16433. /**
  16434. * @author mrdoob / http://mrdoob.com/
  16435. */
  16436. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16437. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16438. this.format = format !== undefined ? format : RGBFormat;
  16439. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16440. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16441. this.generateMipmaps = false;
  16442. }
  16443. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16444. constructor: VideoTexture,
  16445. isVideoTexture: true,
  16446. update: function () {
  16447. var video = this.image;
  16448. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16449. this.needsUpdate = true;
  16450. }
  16451. }
  16452. } );
  16453. /**
  16454. * @author alteredq / http://alteredqualia.com/
  16455. */
  16456. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16457. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16458. this.image = { width: width, height: height };
  16459. this.mipmaps = mipmaps;
  16460. // no flipping for cube textures
  16461. // (also flipping doesn't work for compressed textures )
  16462. this.flipY = false;
  16463. // can't generate mipmaps for compressed textures
  16464. // mips must be embedded in DDS files
  16465. this.generateMipmaps = false;
  16466. }
  16467. CompressedTexture.prototype = Object.create( Texture.prototype );
  16468. CompressedTexture.prototype.constructor = CompressedTexture;
  16469. CompressedTexture.prototype.isCompressedTexture = true;
  16470. /**
  16471. * @author mrdoob / http://mrdoob.com/
  16472. */
  16473. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16474. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16475. this.needsUpdate = true;
  16476. }
  16477. CanvasTexture.prototype = Object.create( Texture.prototype );
  16478. CanvasTexture.prototype.constructor = CanvasTexture;
  16479. CanvasTexture.prototype.isCanvasTexture = true;
  16480. /**
  16481. * @author Matt DesLauriers / @mattdesl
  16482. * @author atix / arthursilber.de
  16483. */
  16484. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16485. format = format !== undefined ? format : DepthFormat;
  16486. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16487. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16488. }
  16489. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16490. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16491. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16492. this.image = { width: width, height: height };
  16493. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16494. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16495. this.flipY = false;
  16496. this.generateMipmaps = false;
  16497. }
  16498. DepthTexture.prototype = Object.create( Texture.prototype );
  16499. DepthTexture.prototype.constructor = DepthTexture;
  16500. DepthTexture.prototype.isDepthTexture = true;
  16501. /**
  16502. * @author mrdoob / http://mrdoob.com/
  16503. * @author Mugen87 / https://github.com/Mugen87
  16504. */
  16505. function WireframeGeometry( geometry ) {
  16506. BufferGeometry.call( this );
  16507. this.type = 'WireframeGeometry';
  16508. // buffer
  16509. var vertices = [];
  16510. // helper variables
  16511. var i, j, l, o, ol;
  16512. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16513. var key, keys = [ 'a', 'b', 'c' ];
  16514. var vertex;
  16515. // different logic for Geometry and BufferGeometry
  16516. if ( geometry && geometry.isGeometry ) {
  16517. // create a data structure that contains all edges without duplicates
  16518. var faces = geometry.faces;
  16519. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16520. var face = faces[ i ];
  16521. for ( j = 0; j < 3; j ++ ) {
  16522. edge1 = face[ keys[ j ] ];
  16523. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16524. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16525. edge[ 1 ] = Math.max( edge1, edge2 );
  16526. key = edge[ 0 ] + ',' + edge[ 1 ];
  16527. if ( edges[ key ] === undefined ) {
  16528. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16529. }
  16530. }
  16531. }
  16532. // generate vertices
  16533. for ( key in edges ) {
  16534. e = edges[ key ];
  16535. vertex = geometry.vertices[ e.index1 ];
  16536. vertices.push( vertex.x, vertex.y, vertex.z );
  16537. vertex = geometry.vertices[ e.index2 ];
  16538. vertices.push( vertex.x, vertex.y, vertex.z );
  16539. }
  16540. } else if ( geometry && geometry.isBufferGeometry ) {
  16541. var position, indices, groups;
  16542. var group, start, count;
  16543. var index1, index2;
  16544. vertex = new Vector3();
  16545. if ( geometry.index !== null ) {
  16546. // indexed BufferGeometry
  16547. position = geometry.attributes.position;
  16548. indices = geometry.index;
  16549. groups = geometry.groups;
  16550. if ( groups.length === 0 ) {
  16551. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16552. }
  16553. // create a data structure that contains all eges without duplicates
  16554. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16555. group = groups[ o ];
  16556. start = group.start;
  16557. count = group.count;
  16558. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16559. for ( j = 0; j < 3; j ++ ) {
  16560. edge1 = indices.getX( i + j );
  16561. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16562. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16563. edge[ 1 ] = Math.max( edge1, edge2 );
  16564. key = edge[ 0 ] + ',' + edge[ 1 ];
  16565. if ( edges[ key ] === undefined ) {
  16566. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16567. }
  16568. }
  16569. }
  16570. }
  16571. // generate vertices
  16572. for ( key in edges ) {
  16573. e = edges[ key ];
  16574. vertex.fromBufferAttribute( position, e.index1 );
  16575. vertices.push( vertex.x, vertex.y, vertex.z );
  16576. vertex.fromBufferAttribute( position, e.index2 );
  16577. vertices.push( vertex.x, vertex.y, vertex.z );
  16578. }
  16579. } else {
  16580. // non-indexed BufferGeometry
  16581. position = geometry.attributes.position;
  16582. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16583. for ( j = 0; j < 3; j ++ ) {
  16584. // three edges per triangle, an edge is represented as (index1, index2)
  16585. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16586. index1 = 3 * i + j;
  16587. vertex.fromBufferAttribute( position, index1 );
  16588. vertices.push( vertex.x, vertex.y, vertex.z );
  16589. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16590. vertex.fromBufferAttribute( position, index2 );
  16591. vertices.push( vertex.x, vertex.y, vertex.z );
  16592. }
  16593. }
  16594. }
  16595. }
  16596. // build geometry
  16597. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16598. }
  16599. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16600. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16601. /**
  16602. * @author zz85 / https://github.com/zz85
  16603. * @author Mugen87 / https://github.com/Mugen87
  16604. *
  16605. * Parametric Surfaces Geometry
  16606. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16607. */
  16608. // ParametricGeometry
  16609. function ParametricGeometry( func, slices, stacks ) {
  16610. Geometry.call( this );
  16611. this.type = 'ParametricGeometry';
  16612. this.parameters = {
  16613. func: func,
  16614. slices: slices,
  16615. stacks: stacks
  16616. };
  16617. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16618. this.mergeVertices();
  16619. }
  16620. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16621. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16622. // ParametricBufferGeometry
  16623. function ParametricBufferGeometry( func, slices, stacks ) {
  16624. BufferGeometry.call( this );
  16625. this.type = 'ParametricBufferGeometry';
  16626. this.parameters = {
  16627. func: func,
  16628. slices: slices,
  16629. stacks: stacks
  16630. };
  16631. // buffers
  16632. var indices = [];
  16633. var vertices = [];
  16634. var normals = [];
  16635. var uvs = [];
  16636. var EPS = 0.00001;
  16637. var normal = new Vector3();
  16638. var p0 = new Vector3(), p1 = new Vector3();
  16639. var pu = new Vector3(), pv = new Vector3();
  16640. var i, j;
  16641. if ( func.length < 3 ) {
  16642. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16643. }
  16644. // generate vertices, normals and uvs
  16645. var sliceCount = slices + 1;
  16646. for ( i = 0; i <= stacks; i ++ ) {
  16647. var v = i / stacks;
  16648. for ( j = 0; j <= slices; j ++ ) {
  16649. var u = j / slices;
  16650. // vertex
  16651. func( u, v, p0 );
  16652. vertices.push( p0.x, p0.y, p0.z );
  16653. // normal
  16654. // approximate tangent vectors via finite differences
  16655. if ( u - EPS >= 0 ) {
  16656. func( u - EPS, v, p1 );
  16657. pu.subVectors( p0, p1 );
  16658. } else {
  16659. func( u + EPS, v, p1 );
  16660. pu.subVectors( p1, p0 );
  16661. }
  16662. if ( v - EPS >= 0 ) {
  16663. func( u, v - EPS, p1 );
  16664. pv.subVectors( p0, p1 );
  16665. } else {
  16666. func( u, v + EPS, p1 );
  16667. pv.subVectors( p1, p0 );
  16668. }
  16669. // cross product of tangent vectors returns surface normal
  16670. normal.crossVectors( pu, pv ).normalize();
  16671. normals.push( normal.x, normal.y, normal.z );
  16672. // uv
  16673. uvs.push( u, v );
  16674. }
  16675. }
  16676. // generate indices
  16677. for ( i = 0; i < stacks; i ++ ) {
  16678. for ( j = 0; j < slices; j ++ ) {
  16679. var a = i * sliceCount + j;
  16680. var b = i * sliceCount + j + 1;
  16681. var c = ( i + 1 ) * sliceCount + j + 1;
  16682. var d = ( i + 1 ) * sliceCount + j;
  16683. // faces one and two
  16684. indices.push( a, b, d );
  16685. indices.push( b, c, d );
  16686. }
  16687. }
  16688. // build geometry
  16689. this.setIndex( indices );
  16690. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16691. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16692. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16693. }
  16694. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16695. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16696. /**
  16697. * @author clockworkgeek / https://github.com/clockworkgeek
  16698. * @author timothypratley / https://github.com/timothypratley
  16699. * @author WestLangley / http://github.com/WestLangley
  16700. * @author Mugen87 / https://github.com/Mugen87
  16701. */
  16702. // PolyhedronGeometry
  16703. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16704. Geometry.call( this );
  16705. this.type = 'PolyhedronGeometry';
  16706. this.parameters = {
  16707. vertices: vertices,
  16708. indices: indices,
  16709. radius: radius,
  16710. detail: detail
  16711. };
  16712. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16713. this.mergeVertices();
  16714. }
  16715. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16716. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16717. // PolyhedronBufferGeometry
  16718. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16719. BufferGeometry.call( this );
  16720. this.type = 'PolyhedronBufferGeometry';
  16721. this.parameters = {
  16722. vertices: vertices,
  16723. indices: indices,
  16724. radius: radius,
  16725. detail: detail
  16726. };
  16727. radius = radius || 1;
  16728. detail = detail || 0;
  16729. // default buffer data
  16730. var vertexBuffer = [];
  16731. var uvBuffer = [];
  16732. // the subdivision creates the vertex buffer data
  16733. subdivide( detail );
  16734. // all vertices should lie on a conceptual sphere with a given radius
  16735. applyRadius( radius );
  16736. // finally, create the uv data
  16737. generateUVs();
  16738. // build non-indexed geometry
  16739. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16740. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16741. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16742. if ( detail === 0 ) {
  16743. this.computeVertexNormals(); // flat normals
  16744. } else {
  16745. this.normalizeNormals(); // smooth normals
  16746. }
  16747. // helper functions
  16748. function subdivide( detail ) {
  16749. var a = new Vector3();
  16750. var b = new Vector3();
  16751. var c = new Vector3();
  16752. // iterate over all faces and apply a subdivison with the given detail value
  16753. for ( var i = 0; i < indices.length; i += 3 ) {
  16754. // get the vertices of the face
  16755. getVertexByIndex( indices[ i + 0 ], a );
  16756. getVertexByIndex( indices[ i + 1 ], b );
  16757. getVertexByIndex( indices[ i + 2 ], c );
  16758. // perform subdivision
  16759. subdivideFace( a, b, c, detail );
  16760. }
  16761. }
  16762. function subdivideFace( a, b, c, detail ) {
  16763. var cols = Math.pow( 2, detail );
  16764. // we use this multidimensional array as a data structure for creating the subdivision
  16765. var v = [];
  16766. var i, j;
  16767. // construct all of the vertices for this subdivision
  16768. for ( i = 0; i <= cols; i ++ ) {
  16769. v[ i ] = [];
  16770. var aj = a.clone().lerp( c, i / cols );
  16771. var bj = b.clone().lerp( c, i / cols );
  16772. var rows = cols - i;
  16773. for ( j = 0; j <= rows; j ++ ) {
  16774. if ( j === 0 && i === cols ) {
  16775. v[ i ][ j ] = aj;
  16776. } else {
  16777. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16778. }
  16779. }
  16780. }
  16781. // construct all of the faces
  16782. for ( i = 0; i < cols; i ++ ) {
  16783. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16784. var k = Math.floor( j / 2 );
  16785. if ( j % 2 === 0 ) {
  16786. pushVertex( v[ i ][ k + 1 ] );
  16787. pushVertex( v[ i + 1 ][ k ] );
  16788. pushVertex( v[ i ][ k ] );
  16789. } else {
  16790. pushVertex( v[ i ][ k + 1 ] );
  16791. pushVertex( v[ i + 1 ][ k + 1 ] );
  16792. pushVertex( v[ i + 1 ][ k ] );
  16793. }
  16794. }
  16795. }
  16796. }
  16797. function applyRadius( radius ) {
  16798. var vertex = new Vector3();
  16799. // iterate over the entire buffer and apply the radius to each vertex
  16800. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16801. vertex.x = vertexBuffer[ i + 0 ];
  16802. vertex.y = vertexBuffer[ i + 1 ];
  16803. vertex.z = vertexBuffer[ i + 2 ];
  16804. vertex.normalize().multiplyScalar( radius );
  16805. vertexBuffer[ i + 0 ] = vertex.x;
  16806. vertexBuffer[ i + 1 ] = vertex.y;
  16807. vertexBuffer[ i + 2 ] = vertex.z;
  16808. }
  16809. }
  16810. function generateUVs() {
  16811. var vertex = new Vector3();
  16812. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16813. vertex.x = vertexBuffer[ i + 0 ];
  16814. vertex.y = vertexBuffer[ i + 1 ];
  16815. vertex.z = vertexBuffer[ i + 2 ];
  16816. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16817. var v = inclination( vertex ) / Math.PI + 0.5;
  16818. uvBuffer.push( u, 1 - v );
  16819. }
  16820. correctUVs();
  16821. correctSeam();
  16822. }
  16823. function correctSeam() {
  16824. // handle case when face straddles the seam, see #3269
  16825. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16826. // uv data of a single face
  16827. var x0 = uvBuffer[ i + 0 ];
  16828. var x1 = uvBuffer[ i + 2 ];
  16829. var x2 = uvBuffer[ i + 4 ];
  16830. var max = Math.max( x0, x1, x2 );
  16831. var min = Math.min( x0, x1, x2 );
  16832. // 0.9 is somewhat arbitrary
  16833. if ( max > 0.9 && min < 0.1 ) {
  16834. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16835. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16836. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16837. }
  16838. }
  16839. }
  16840. function pushVertex( vertex ) {
  16841. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16842. }
  16843. function getVertexByIndex( index, vertex ) {
  16844. var stride = index * 3;
  16845. vertex.x = vertices[ stride + 0 ];
  16846. vertex.y = vertices[ stride + 1 ];
  16847. vertex.z = vertices[ stride + 2 ];
  16848. }
  16849. function correctUVs() {
  16850. var a = new Vector3();
  16851. var b = new Vector3();
  16852. var c = new Vector3();
  16853. var centroid = new Vector3();
  16854. var uvA = new Vector2();
  16855. var uvB = new Vector2();
  16856. var uvC = new Vector2();
  16857. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16858. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16859. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16860. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16861. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16862. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16863. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16864. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16865. var azi = azimuth( centroid );
  16866. correctUV( uvA, j + 0, a, azi );
  16867. correctUV( uvB, j + 2, b, azi );
  16868. correctUV( uvC, j + 4, c, azi );
  16869. }
  16870. }
  16871. function correctUV( uv, stride, vector, azimuth ) {
  16872. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16873. uvBuffer[ stride ] = uv.x - 1;
  16874. }
  16875. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16876. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16877. }
  16878. }
  16879. // Angle around the Y axis, counter-clockwise when looking from above.
  16880. function azimuth( vector ) {
  16881. return Math.atan2( vector.z, - vector.x );
  16882. }
  16883. // Angle above the XZ plane.
  16884. function inclination( vector ) {
  16885. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16886. }
  16887. }
  16888. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16889. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16890. /**
  16891. * @author timothypratley / https://github.com/timothypratley
  16892. * @author Mugen87 / https://github.com/Mugen87
  16893. */
  16894. // TetrahedronGeometry
  16895. function TetrahedronGeometry( radius, detail ) {
  16896. Geometry.call( this );
  16897. this.type = 'TetrahedronGeometry';
  16898. this.parameters = {
  16899. radius: radius,
  16900. detail: detail
  16901. };
  16902. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16903. this.mergeVertices();
  16904. }
  16905. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16906. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16907. // TetrahedronBufferGeometry
  16908. function TetrahedronBufferGeometry( radius, detail ) {
  16909. var vertices = [
  16910. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16911. ];
  16912. var indices = [
  16913. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16914. ];
  16915. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16916. this.type = 'TetrahedronBufferGeometry';
  16917. this.parameters = {
  16918. radius: radius,
  16919. detail: detail
  16920. };
  16921. }
  16922. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16923. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16924. /**
  16925. * @author timothypratley / https://github.com/timothypratley
  16926. * @author Mugen87 / https://github.com/Mugen87
  16927. */
  16928. // OctahedronGeometry
  16929. function OctahedronGeometry( radius, detail ) {
  16930. Geometry.call( this );
  16931. this.type = 'OctahedronGeometry';
  16932. this.parameters = {
  16933. radius: radius,
  16934. detail: detail
  16935. };
  16936. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16937. this.mergeVertices();
  16938. }
  16939. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16940. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16941. // OctahedronBufferGeometry
  16942. function OctahedronBufferGeometry( radius, detail ) {
  16943. var vertices = [
  16944. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16945. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16946. ];
  16947. var indices = [
  16948. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16949. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16950. 1, 3, 4, 1, 4, 2
  16951. ];
  16952. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16953. this.type = 'OctahedronBufferGeometry';
  16954. this.parameters = {
  16955. radius: radius,
  16956. detail: detail
  16957. };
  16958. }
  16959. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16960. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16961. /**
  16962. * @author timothypratley / https://github.com/timothypratley
  16963. * @author Mugen87 / https://github.com/Mugen87
  16964. */
  16965. // IcosahedronGeometry
  16966. function IcosahedronGeometry( radius, detail ) {
  16967. Geometry.call( this );
  16968. this.type = 'IcosahedronGeometry';
  16969. this.parameters = {
  16970. radius: radius,
  16971. detail: detail
  16972. };
  16973. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16974. this.mergeVertices();
  16975. }
  16976. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16977. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16978. // IcosahedronBufferGeometry
  16979. function IcosahedronBufferGeometry( radius, detail ) {
  16980. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16981. var vertices = [
  16982. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16983. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16984. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16985. ];
  16986. var indices = [
  16987. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16988. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16989. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16990. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16991. ];
  16992. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16993. this.type = 'IcosahedronBufferGeometry';
  16994. this.parameters = {
  16995. radius: radius,
  16996. detail: detail
  16997. };
  16998. }
  16999. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17000. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17001. /**
  17002. * @author Abe Pazos / https://hamoid.com
  17003. * @author Mugen87 / https://github.com/Mugen87
  17004. */
  17005. // DodecahedronGeometry
  17006. function DodecahedronGeometry( radius, detail ) {
  17007. Geometry.call( this );
  17008. this.type = 'DodecahedronGeometry';
  17009. this.parameters = {
  17010. radius: radius,
  17011. detail: detail
  17012. };
  17013. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17014. this.mergeVertices();
  17015. }
  17016. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17017. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17018. // DodecahedronBufferGeometry
  17019. function DodecahedronBufferGeometry( radius, detail ) {
  17020. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17021. var r = 1 / t;
  17022. var vertices = [
  17023. // (±1, ±1, ±1)
  17024. - 1, - 1, - 1, - 1, - 1, 1,
  17025. - 1, 1, - 1, - 1, 1, 1,
  17026. 1, - 1, - 1, 1, - 1, 1,
  17027. 1, 1, - 1, 1, 1, 1,
  17028. // (0, ±1/φ, ±φ)
  17029. 0, - r, - t, 0, - r, t,
  17030. 0, r, - t, 0, r, t,
  17031. // (±1/φ, ±φ, 0)
  17032. - r, - t, 0, - r, t, 0,
  17033. r, - t, 0, r, t, 0,
  17034. // (±φ, 0, ±1/φ)
  17035. - t, 0, - r, t, 0, - r,
  17036. - t, 0, r, t, 0, r
  17037. ];
  17038. var indices = [
  17039. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17040. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17041. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17042. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17043. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17044. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17045. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17046. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17047. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17048. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17049. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17050. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17051. ];
  17052. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17053. this.type = 'DodecahedronBufferGeometry';
  17054. this.parameters = {
  17055. radius: radius,
  17056. detail: detail
  17057. };
  17058. }
  17059. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17060. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17061. /**
  17062. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17063. * @author WestLangley / https://github.com/WestLangley
  17064. * @author zz85 / https://github.com/zz85
  17065. * @author miningold / https://github.com/miningold
  17066. * @author jonobr1 / https://github.com/jonobr1
  17067. * @author Mugen87 / https://github.com/Mugen87
  17068. *
  17069. */
  17070. // TubeGeometry
  17071. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17072. Geometry.call( this );
  17073. this.type = 'TubeGeometry';
  17074. this.parameters = {
  17075. path: path,
  17076. tubularSegments: tubularSegments,
  17077. radius: radius,
  17078. radialSegments: radialSegments,
  17079. closed: closed
  17080. };
  17081. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17082. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17083. // expose internals
  17084. this.tangents = bufferGeometry.tangents;
  17085. this.normals = bufferGeometry.normals;
  17086. this.binormals = bufferGeometry.binormals;
  17087. // create geometry
  17088. this.fromBufferGeometry( bufferGeometry );
  17089. this.mergeVertices();
  17090. }
  17091. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17092. TubeGeometry.prototype.constructor = TubeGeometry;
  17093. // TubeBufferGeometry
  17094. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17095. BufferGeometry.call( this );
  17096. this.type = 'TubeBufferGeometry';
  17097. this.parameters = {
  17098. path: path,
  17099. tubularSegments: tubularSegments,
  17100. radius: radius,
  17101. radialSegments: radialSegments,
  17102. closed: closed
  17103. };
  17104. tubularSegments = tubularSegments || 64;
  17105. radius = radius || 1;
  17106. radialSegments = radialSegments || 8;
  17107. closed = closed || false;
  17108. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17109. // expose internals
  17110. this.tangents = frames.tangents;
  17111. this.normals = frames.normals;
  17112. this.binormals = frames.binormals;
  17113. // helper variables
  17114. var vertex = new Vector3();
  17115. var normal = new Vector3();
  17116. var uv = new Vector2();
  17117. var P = new Vector3();
  17118. var i, j;
  17119. // buffer
  17120. var vertices = [];
  17121. var normals = [];
  17122. var uvs = [];
  17123. var indices = [];
  17124. // create buffer data
  17125. generateBufferData();
  17126. // build geometry
  17127. this.setIndex( indices );
  17128. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17129. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17130. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17131. // functions
  17132. function generateBufferData() {
  17133. for ( i = 0; i < tubularSegments; i ++ ) {
  17134. generateSegment( i );
  17135. }
  17136. // if the geometry is not closed, generate the last row of vertices and normals
  17137. // at the regular position on the given path
  17138. //
  17139. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17140. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17141. // uvs are generated in a separate function.
  17142. // this makes it easy compute correct values for closed geometries
  17143. generateUVs();
  17144. // finally create faces
  17145. generateIndices();
  17146. }
  17147. function generateSegment( i ) {
  17148. // we use getPointAt to sample evenly distributed points from the given path
  17149. P = path.getPointAt( i / tubularSegments, P );
  17150. // retrieve corresponding normal and binormal
  17151. var N = frames.normals[ i ];
  17152. var B = frames.binormals[ i ];
  17153. // generate normals and vertices for the current segment
  17154. for ( j = 0; j <= radialSegments; j ++ ) {
  17155. var v = j / radialSegments * Math.PI * 2;
  17156. var sin = Math.sin( v );
  17157. var cos = - Math.cos( v );
  17158. // normal
  17159. normal.x = ( cos * N.x + sin * B.x );
  17160. normal.y = ( cos * N.y + sin * B.y );
  17161. normal.z = ( cos * N.z + sin * B.z );
  17162. normal.normalize();
  17163. normals.push( normal.x, normal.y, normal.z );
  17164. // vertex
  17165. vertex.x = P.x + radius * normal.x;
  17166. vertex.y = P.y + radius * normal.y;
  17167. vertex.z = P.z + radius * normal.z;
  17168. vertices.push( vertex.x, vertex.y, vertex.z );
  17169. }
  17170. }
  17171. function generateIndices() {
  17172. for ( j = 1; j <= tubularSegments; j ++ ) {
  17173. for ( i = 1; i <= radialSegments; i ++ ) {
  17174. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17175. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17176. var c = ( radialSegments + 1 ) * j + i;
  17177. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17178. // faces
  17179. indices.push( a, b, d );
  17180. indices.push( b, c, d );
  17181. }
  17182. }
  17183. }
  17184. function generateUVs() {
  17185. for ( i = 0; i <= tubularSegments; i ++ ) {
  17186. for ( j = 0; j <= radialSegments; j ++ ) {
  17187. uv.x = i / tubularSegments;
  17188. uv.y = j / radialSegments;
  17189. uvs.push( uv.x, uv.y );
  17190. }
  17191. }
  17192. }
  17193. }
  17194. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17195. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17196. TubeBufferGeometry.prototype.toJSON = function () {
  17197. var data = BufferGeometry.prototype.toJSON.call( this );
  17198. data.path = this.parameters.path.toJSON();
  17199. return data;
  17200. };
  17201. /**
  17202. * @author oosmoxiecode
  17203. * @author Mugen87 / https://github.com/Mugen87
  17204. *
  17205. * based on http://www.blackpawn.com/texts/pqtorus/
  17206. */
  17207. // TorusKnotGeometry
  17208. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17209. Geometry.call( this );
  17210. this.type = 'TorusKnotGeometry';
  17211. this.parameters = {
  17212. radius: radius,
  17213. tube: tube,
  17214. tubularSegments: tubularSegments,
  17215. radialSegments: radialSegments,
  17216. p: p,
  17217. q: q
  17218. };
  17219. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17220. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17221. this.mergeVertices();
  17222. }
  17223. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17224. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17225. // TorusKnotBufferGeometry
  17226. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17227. BufferGeometry.call( this );
  17228. this.type = 'TorusKnotBufferGeometry';
  17229. this.parameters = {
  17230. radius: radius,
  17231. tube: tube,
  17232. tubularSegments: tubularSegments,
  17233. radialSegments: radialSegments,
  17234. p: p,
  17235. q: q
  17236. };
  17237. radius = radius || 1;
  17238. tube = tube || 0.4;
  17239. tubularSegments = Math.floor( tubularSegments ) || 64;
  17240. radialSegments = Math.floor( radialSegments ) || 8;
  17241. p = p || 2;
  17242. q = q || 3;
  17243. // buffers
  17244. var indices = [];
  17245. var vertices = [];
  17246. var normals = [];
  17247. var uvs = [];
  17248. // helper variables
  17249. var i, j;
  17250. var vertex = new Vector3();
  17251. var normal = new Vector3();
  17252. var P1 = new Vector3();
  17253. var P2 = new Vector3();
  17254. var B = new Vector3();
  17255. var T = new Vector3();
  17256. var N = new Vector3();
  17257. // generate vertices, normals and uvs
  17258. for ( i = 0; i <= tubularSegments; ++ i ) {
  17259. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17260. var u = i / tubularSegments * p * Math.PI * 2;
  17261. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17262. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17263. calculatePositionOnCurve( u, p, q, radius, P1 );
  17264. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17265. // calculate orthonormal basis
  17266. T.subVectors( P2, P1 );
  17267. N.addVectors( P2, P1 );
  17268. B.crossVectors( T, N );
  17269. N.crossVectors( B, T );
  17270. // normalize B, N. T can be ignored, we don't use it
  17271. B.normalize();
  17272. N.normalize();
  17273. for ( j = 0; j <= radialSegments; ++ j ) {
  17274. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17275. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17276. var v = j / radialSegments * Math.PI * 2;
  17277. var cx = - tube * Math.cos( v );
  17278. var cy = tube * Math.sin( v );
  17279. // now calculate the final vertex position.
  17280. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17281. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17282. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17283. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17284. vertices.push( vertex.x, vertex.y, vertex.z );
  17285. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17286. normal.subVectors( vertex, P1 ).normalize();
  17287. normals.push( normal.x, normal.y, normal.z );
  17288. // uv
  17289. uvs.push( i / tubularSegments );
  17290. uvs.push( j / radialSegments );
  17291. }
  17292. }
  17293. // generate indices
  17294. for ( j = 1; j <= tubularSegments; j ++ ) {
  17295. for ( i = 1; i <= radialSegments; i ++ ) {
  17296. // indices
  17297. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17298. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17299. var c = ( radialSegments + 1 ) * j + i;
  17300. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17301. // faces
  17302. indices.push( a, b, d );
  17303. indices.push( b, c, d );
  17304. }
  17305. }
  17306. // build geometry
  17307. this.setIndex( indices );
  17308. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17309. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17310. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17311. // this function calculates the current position on the torus curve
  17312. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17313. var cu = Math.cos( u );
  17314. var su = Math.sin( u );
  17315. var quOverP = q / p * u;
  17316. var cs = Math.cos( quOverP );
  17317. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17318. position.y = radius * ( 2 + cs ) * su * 0.5;
  17319. position.z = radius * Math.sin( quOverP ) * 0.5;
  17320. }
  17321. }
  17322. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17323. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17324. /**
  17325. * @author oosmoxiecode
  17326. * @author mrdoob / http://mrdoob.com/
  17327. * @author Mugen87 / https://github.com/Mugen87
  17328. */
  17329. // TorusGeometry
  17330. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17331. Geometry.call( this );
  17332. this.type = 'TorusGeometry';
  17333. this.parameters = {
  17334. radius: radius,
  17335. tube: tube,
  17336. radialSegments: radialSegments,
  17337. tubularSegments: tubularSegments,
  17338. arc: arc
  17339. };
  17340. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17341. this.mergeVertices();
  17342. }
  17343. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17344. TorusGeometry.prototype.constructor = TorusGeometry;
  17345. // TorusBufferGeometry
  17346. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17347. BufferGeometry.call( this );
  17348. this.type = 'TorusBufferGeometry';
  17349. this.parameters = {
  17350. radius: radius,
  17351. tube: tube,
  17352. radialSegments: radialSegments,
  17353. tubularSegments: tubularSegments,
  17354. arc: arc
  17355. };
  17356. radius = radius || 1;
  17357. tube = tube || 0.4;
  17358. radialSegments = Math.floor( radialSegments ) || 8;
  17359. tubularSegments = Math.floor( tubularSegments ) || 6;
  17360. arc = arc || Math.PI * 2;
  17361. // buffers
  17362. var indices = [];
  17363. var vertices = [];
  17364. var normals = [];
  17365. var uvs = [];
  17366. // helper variables
  17367. var center = new Vector3();
  17368. var vertex = new Vector3();
  17369. var normal = new Vector3();
  17370. var j, i;
  17371. // generate vertices, normals and uvs
  17372. for ( j = 0; j <= radialSegments; j ++ ) {
  17373. for ( i = 0; i <= tubularSegments; i ++ ) {
  17374. var u = i / tubularSegments * arc;
  17375. var v = j / radialSegments * Math.PI * 2;
  17376. // vertex
  17377. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17378. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17379. vertex.z = tube * Math.sin( v );
  17380. vertices.push( vertex.x, vertex.y, vertex.z );
  17381. // normal
  17382. center.x = radius * Math.cos( u );
  17383. center.y = radius * Math.sin( u );
  17384. normal.subVectors( vertex, center ).normalize();
  17385. normals.push( normal.x, normal.y, normal.z );
  17386. // uv
  17387. uvs.push( i / tubularSegments );
  17388. uvs.push( j / radialSegments );
  17389. }
  17390. }
  17391. // generate indices
  17392. for ( j = 1; j <= radialSegments; j ++ ) {
  17393. for ( i = 1; i <= tubularSegments; i ++ ) {
  17394. // indices
  17395. var a = ( tubularSegments + 1 ) * j + i - 1;
  17396. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17397. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17398. var d = ( tubularSegments + 1 ) * j + i;
  17399. // faces
  17400. indices.push( a, b, d );
  17401. indices.push( b, c, d );
  17402. }
  17403. }
  17404. // build geometry
  17405. this.setIndex( indices );
  17406. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17407. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17408. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17409. }
  17410. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17411. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17412. /**
  17413. * @author Mugen87 / https://github.com/Mugen87
  17414. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17415. */
  17416. var Earcut = {
  17417. triangulate: function ( data, holeIndices, dim ) {
  17418. dim = dim || 2;
  17419. var hasHoles = holeIndices && holeIndices.length,
  17420. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17421. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17422. triangles = [];
  17423. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17424. var minX, minY, maxX, maxY, x, y, invSize;
  17425. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17426. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17427. if ( data.length > 80 * dim ) {
  17428. minX = maxX = data[ 0 ];
  17429. minY = maxY = data[ 1 ];
  17430. for ( var i = dim; i < outerLen; i += dim ) {
  17431. x = data[ i ];
  17432. y = data[ i + 1 ];
  17433. if ( x < minX ) { minX = x; }
  17434. if ( y < minY ) { minY = y; }
  17435. if ( x > maxX ) { maxX = x; }
  17436. if ( y > maxY ) { maxY = y; }
  17437. }
  17438. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17439. invSize = Math.max( maxX - minX, maxY - minY );
  17440. invSize = invSize !== 0 ? 1 / invSize : 0;
  17441. }
  17442. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17443. return triangles;
  17444. }
  17445. };
  17446. // create a circular doubly linked list from polygon points in the specified winding order
  17447. function linkedList( data, start, end, dim, clockwise ) {
  17448. var i, last;
  17449. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17450. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17451. } else {
  17452. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17453. }
  17454. if ( last && equals( last, last.next ) ) {
  17455. removeNode( last );
  17456. last = last.next;
  17457. }
  17458. return last;
  17459. }
  17460. // eliminate colinear or duplicate points
  17461. function filterPoints( start, end ) {
  17462. if ( ! start ) { return start; }
  17463. if ( ! end ) { end = start; }
  17464. var p = start,
  17465. again;
  17466. do {
  17467. again = false;
  17468. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17469. removeNode( p );
  17470. p = end = p.prev;
  17471. if ( p === p.next ) { break; }
  17472. again = true;
  17473. } else {
  17474. p = p.next;
  17475. }
  17476. } while ( again || p !== end );
  17477. return end;
  17478. }
  17479. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17480. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17481. if ( ! ear ) { return; }
  17482. // interlink polygon nodes in z-order
  17483. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17484. var stop = ear,
  17485. prev, next;
  17486. // iterate through ears, slicing them one by one
  17487. while ( ear.prev !== ear.next ) {
  17488. prev = ear.prev;
  17489. next = ear.next;
  17490. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17491. // cut off the triangle
  17492. triangles.push( prev.i / dim );
  17493. triangles.push( ear.i / dim );
  17494. triangles.push( next.i / dim );
  17495. removeNode( ear );
  17496. // skipping the next vertex leads to less sliver triangles
  17497. ear = next.next;
  17498. stop = next.next;
  17499. continue;
  17500. }
  17501. ear = next;
  17502. // if we looped through the whole remaining polygon and can't find any more ears
  17503. if ( ear === stop ) {
  17504. // try filtering points and slicing again
  17505. if ( ! pass ) {
  17506. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17507. // if this didn't work, try curing all small self-intersections locally
  17508. } else if ( pass === 1 ) {
  17509. ear = cureLocalIntersections( ear, triangles, dim );
  17510. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17511. // as a last resort, try splitting the remaining polygon into two
  17512. } else if ( pass === 2 ) {
  17513. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17514. }
  17515. break;
  17516. }
  17517. }
  17518. }
  17519. // check whether a polygon node forms a valid ear with adjacent nodes
  17520. function isEar( ear ) {
  17521. var a = ear.prev,
  17522. b = ear,
  17523. c = ear.next;
  17524. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17525. // now make sure we don't have other points inside the potential ear
  17526. var p = ear.next.next;
  17527. while ( p !== ear.prev ) {
  17528. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17529. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17530. p = p.next;
  17531. }
  17532. return true;
  17533. }
  17534. function isEarHashed( ear, minX, minY, invSize ) {
  17535. var a = ear.prev,
  17536. b = ear,
  17537. c = ear.next;
  17538. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17539. // triangle bbox; min & max are calculated like this for speed
  17540. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17541. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17542. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17543. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17544. // z-order range for the current triangle bbox;
  17545. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17546. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17547. var p = ear.prevZ,
  17548. n = ear.nextZ;
  17549. // look for points inside the triangle in both directions
  17550. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17551. if ( p !== ear.prev && p !== ear.next &&
  17552. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17553. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17554. p = p.prevZ;
  17555. if ( n !== ear.prev && n !== ear.next &&
  17556. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17557. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17558. n = n.nextZ;
  17559. }
  17560. // look for remaining points in decreasing z-order
  17561. while ( p && p.z >= minZ ) {
  17562. if ( p !== ear.prev && p !== ear.next &&
  17563. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17564. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17565. p = p.prevZ;
  17566. }
  17567. // look for remaining points in increasing z-order
  17568. while ( n && n.z <= maxZ ) {
  17569. if ( n !== ear.prev && n !== ear.next &&
  17570. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17571. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17572. n = n.nextZ;
  17573. }
  17574. return true;
  17575. }
  17576. // go through all polygon nodes and cure small local self-intersections
  17577. function cureLocalIntersections( start, triangles, dim ) {
  17578. var p = start;
  17579. do {
  17580. var a = p.prev,
  17581. b = p.next.next;
  17582. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17583. triangles.push( a.i / dim );
  17584. triangles.push( p.i / dim );
  17585. triangles.push( b.i / dim );
  17586. // remove two nodes involved
  17587. removeNode( p );
  17588. removeNode( p.next );
  17589. p = start = b;
  17590. }
  17591. p = p.next;
  17592. } while ( p !== start );
  17593. return p;
  17594. }
  17595. // try splitting polygon into two and triangulate them independently
  17596. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17597. // look for a valid diagonal that divides the polygon into two
  17598. var a = start;
  17599. do {
  17600. var b = a.next.next;
  17601. while ( b !== a.prev ) {
  17602. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17603. // split the polygon in two by the diagonal
  17604. var c = splitPolygon( a, b );
  17605. // filter colinear points around the cuts
  17606. a = filterPoints( a, a.next );
  17607. c = filterPoints( c, c.next );
  17608. // run earcut on each half
  17609. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17610. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17611. return;
  17612. }
  17613. b = b.next;
  17614. }
  17615. a = a.next;
  17616. } while ( a !== start );
  17617. }
  17618. // link every hole into the outer loop, producing a single-ring polygon without holes
  17619. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17620. var queue = [],
  17621. i, len, start, end, list;
  17622. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17623. start = holeIndices[ i ] * dim;
  17624. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17625. list = linkedList( data, start, end, dim, false );
  17626. if ( list === list.next ) { list.steiner = true; }
  17627. queue.push( getLeftmost( list ) );
  17628. }
  17629. queue.sort( compareX );
  17630. // process holes from left to right
  17631. for ( i = 0; i < queue.length; i ++ ) {
  17632. eliminateHole( queue[ i ], outerNode );
  17633. outerNode = filterPoints( outerNode, outerNode.next );
  17634. }
  17635. return outerNode;
  17636. }
  17637. function compareX( a, b ) {
  17638. return a.x - b.x;
  17639. }
  17640. // find a bridge between vertices that connects hole with an outer ring and and link it
  17641. function eliminateHole( hole, outerNode ) {
  17642. outerNode = findHoleBridge( hole, outerNode );
  17643. if ( outerNode ) {
  17644. var b = splitPolygon( outerNode, hole );
  17645. filterPoints( b, b.next );
  17646. }
  17647. }
  17648. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17649. function findHoleBridge( hole, outerNode ) {
  17650. var p = outerNode,
  17651. hx = hole.x,
  17652. hy = hole.y,
  17653. qx = - Infinity,
  17654. m;
  17655. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17656. // segment's endpoint with lesser x will be potential connection point
  17657. do {
  17658. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17659. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17660. if ( x <= hx && x > qx ) {
  17661. qx = x;
  17662. if ( x === hx ) {
  17663. if ( hy === p.y ) { return p; }
  17664. if ( hy === p.next.y ) { return p.next; }
  17665. }
  17666. m = p.x < p.next.x ? p : p.next;
  17667. }
  17668. }
  17669. p = p.next;
  17670. } while ( p !== outerNode );
  17671. if ( ! m ) { return null; }
  17672. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17673. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17674. // if there are no points found, we have a valid connection;
  17675. // otherwise choose the point of the minimum angle with the ray as connection point
  17676. var stop = m,
  17677. mx = m.x,
  17678. my = m.y,
  17679. tanMin = Infinity,
  17680. tan;
  17681. p = m.next;
  17682. while ( p !== stop ) {
  17683. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17684. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17685. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17686. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17687. m = p;
  17688. tanMin = tan;
  17689. }
  17690. }
  17691. p = p.next;
  17692. }
  17693. return m;
  17694. }
  17695. // interlink polygon nodes in z-order
  17696. function indexCurve( start, minX, minY, invSize ) {
  17697. var p = start;
  17698. do {
  17699. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17700. p.prevZ = p.prev;
  17701. p.nextZ = p.next;
  17702. p = p.next;
  17703. } while ( p !== start );
  17704. p.prevZ.nextZ = null;
  17705. p.prevZ = null;
  17706. sortLinked( p );
  17707. }
  17708. // Simon Tatham's linked list merge sort algorithm
  17709. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17710. function sortLinked( list ) {
  17711. var i, p, q, e, tail, numMerges, pSize, qSize,
  17712. inSize = 1;
  17713. do {
  17714. p = list;
  17715. list = null;
  17716. tail = null;
  17717. numMerges = 0;
  17718. while ( p ) {
  17719. numMerges ++;
  17720. q = p;
  17721. pSize = 0;
  17722. for ( i = 0; i < inSize; i ++ ) {
  17723. pSize ++;
  17724. q = q.nextZ;
  17725. if ( ! q ) { break; }
  17726. }
  17727. qSize = inSize;
  17728. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17729. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17730. e = p;
  17731. p = p.nextZ;
  17732. pSize --;
  17733. } else {
  17734. e = q;
  17735. q = q.nextZ;
  17736. qSize --;
  17737. }
  17738. if ( tail ) { tail.nextZ = e; }
  17739. else { list = e; }
  17740. e.prevZ = tail;
  17741. tail = e;
  17742. }
  17743. p = q;
  17744. }
  17745. tail.nextZ = null;
  17746. inSize *= 2;
  17747. } while ( numMerges > 1 );
  17748. return list;
  17749. }
  17750. // z-order of a point given coords and inverse of the longer side of data bbox
  17751. function zOrder( x, y, minX, minY, invSize ) {
  17752. // coords are transformed into non-negative 15-bit integer range
  17753. x = 32767 * ( x - minX ) * invSize;
  17754. y = 32767 * ( y - minY ) * invSize;
  17755. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17756. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17757. x = ( x | ( x << 2 ) ) & 0x33333333;
  17758. x = ( x | ( x << 1 ) ) & 0x55555555;
  17759. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17760. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17761. y = ( y | ( y << 2 ) ) & 0x33333333;
  17762. y = ( y | ( y << 1 ) ) & 0x55555555;
  17763. return x | ( y << 1 );
  17764. }
  17765. // find the leftmost node of a polygon ring
  17766. function getLeftmost( start ) {
  17767. var p = start,
  17768. leftmost = start;
  17769. do {
  17770. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17771. p = p.next;
  17772. } while ( p !== start );
  17773. return leftmost;
  17774. }
  17775. // check if a point lies within a convex triangle
  17776. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17777. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17778. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17779. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17780. }
  17781. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17782. function isValidDiagonal( a, b ) {
  17783. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17784. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17785. }
  17786. // signed area of a triangle
  17787. function area( p, q, r ) {
  17788. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17789. }
  17790. // check if two points are equal
  17791. function equals( p1, p2 ) {
  17792. return p1.x === p2.x && p1.y === p2.y;
  17793. }
  17794. // check if two segments intersect
  17795. function intersects( p1, q1, p2, q2 ) {
  17796. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17797. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17798. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17799. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17800. }
  17801. // check if a polygon diagonal intersects any polygon segments
  17802. function intersectsPolygon( a, b ) {
  17803. var p = a;
  17804. do {
  17805. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17806. intersects( p, p.next, a, b ) ) { return true; }
  17807. p = p.next;
  17808. } while ( p !== a );
  17809. return false;
  17810. }
  17811. // check if a polygon diagonal is locally inside the polygon
  17812. function locallyInside( a, b ) {
  17813. return area( a.prev, a, a.next ) < 0 ?
  17814. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17815. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17816. }
  17817. // check if the middle point of a polygon diagonal is inside the polygon
  17818. function middleInside( a, b ) {
  17819. var p = a,
  17820. inside = false,
  17821. px = ( a.x + b.x ) / 2,
  17822. py = ( a.y + b.y ) / 2;
  17823. do {
  17824. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17825. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17826. { inside = ! inside; }
  17827. p = p.next;
  17828. } while ( p !== a );
  17829. return inside;
  17830. }
  17831. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17832. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17833. function splitPolygon( a, b ) {
  17834. var a2 = new Node( a.i, a.x, a.y ),
  17835. b2 = new Node( b.i, b.x, b.y ),
  17836. an = a.next,
  17837. bp = b.prev;
  17838. a.next = b;
  17839. b.prev = a;
  17840. a2.next = an;
  17841. an.prev = a2;
  17842. b2.next = a2;
  17843. a2.prev = b2;
  17844. bp.next = b2;
  17845. b2.prev = bp;
  17846. return b2;
  17847. }
  17848. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17849. function insertNode( i, x, y, last ) {
  17850. var p = new Node( i, x, y );
  17851. if ( ! last ) {
  17852. p.prev = p;
  17853. p.next = p;
  17854. } else {
  17855. p.next = last.next;
  17856. p.prev = last;
  17857. last.next.prev = p;
  17858. last.next = p;
  17859. }
  17860. return p;
  17861. }
  17862. function removeNode( p ) {
  17863. p.next.prev = p.prev;
  17864. p.prev.next = p.next;
  17865. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17866. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17867. }
  17868. function Node( i, x, y ) {
  17869. // vertex index in coordinates array
  17870. this.i = i;
  17871. // vertex coordinates
  17872. this.x = x;
  17873. this.y = y;
  17874. // previous and next vertex nodes in a polygon ring
  17875. this.prev = null;
  17876. this.next = null;
  17877. // z-order curve value
  17878. this.z = null;
  17879. // previous and next nodes in z-order
  17880. this.prevZ = null;
  17881. this.nextZ = null;
  17882. // indicates whether this is a steiner point
  17883. this.steiner = false;
  17884. }
  17885. function signedArea( data, start, end, dim ) {
  17886. var sum = 0;
  17887. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17888. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17889. j = i;
  17890. }
  17891. return sum;
  17892. }
  17893. /**
  17894. * @author zz85 / http://www.lab4games.net/zz85/blog
  17895. */
  17896. var ShapeUtils = {
  17897. // calculate area of the contour polygon
  17898. area: function ( contour ) {
  17899. var n = contour.length;
  17900. var a = 0.0;
  17901. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17902. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17903. }
  17904. return a * 0.5;
  17905. },
  17906. isClockWise: function ( pts ) {
  17907. return ShapeUtils.area( pts ) < 0;
  17908. },
  17909. triangulateShape: function ( contour, holes ) {
  17910. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17911. var holeIndices = []; // array of hole indices
  17912. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17913. removeDupEndPts( contour );
  17914. addContour( vertices, contour );
  17915. //
  17916. var holeIndex = contour.length;
  17917. holes.forEach( removeDupEndPts );
  17918. for ( var i = 0; i < holes.length; i ++ ) {
  17919. holeIndices.push( holeIndex );
  17920. holeIndex += holes[ i ].length;
  17921. addContour( vertices, holes[ i ] );
  17922. }
  17923. //
  17924. var triangles = Earcut.triangulate( vertices, holeIndices );
  17925. //
  17926. for ( var i = 0; i < triangles.length; i += 3 ) {
  17927. faces.push( triangles.slice( i, i + 3 ) );
  17928. }
  17929. return faces;
  17930. }
  17931. };
  17932. function removeDupEndPts( points ) {
  17933. var l = points.length;
  17934. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17935. points.pop();
  17936. }
  17937. }
  17938. function addContour( vertices, contour ) {
  17939. for ( var i = 0; i < contour.length; i ++ ) {
  17940. vertices.push( contour[ i ].x );
  17941. vertices.push( contour[ i ].y );
  17942. }
  17943. }
  17944. /**
  17945. * @author zz85 / http://www.lab4games.net/zz85/blog
  17946. *
  17947. * Creates extruded geometry from a path shape.
  17948. *
  17949. * parameters = {
  17950. *
  17951. * curveSegments: <int>, // number of points on the curves
  17952. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17953. * depth: <float>, // Depth to extrude the shape
  17954. *
  17955. * bevelEnabled: <bool>, // turn on bevel
  17956. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17957. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17958. * bevelOffset: <float>, // how far from shape outline does bevel start
  17959. * bevelSegments: <int>, // number of bevel layers
  17960. *
  17961. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17962. *
  17963. * UVGenerator: <Object> // object that provides UV generator functions
  17964. *
  17965. * }
  17966. */
  17967. // ExtrudeGeometry
  17968. function ExtrudeGeometry( shapes, options ) {
  17969. Geometry.call( this );
  17970. this.type = 'ExtrudeGeometry';
  17971. this.parameters = {
  17972. shapes: shapes,
  17973. options: options
  17974. };
  17975. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17976. this.mergeVertices();
  17977. }
  17978. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17979. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17980. ExtrudeGeometry.prototype.toJSON = function () {
  17981. var data = Geometry.prototype.toJSON.call( this );
  17982. var shapes = this.parameters.shapes;
  17983. var options = this.parameters.options;
  17984. return toJSON( shapes, options, data );
  17985. };
  17986. // ExtrudeBufferGeometry
  17987. function ExtrudeBufferGeometry( shapes, options ) {
  17988. BufferGeometry.call( this );
  17989. this.type = 'ExtrudeBufferGeometry';
  17990. this.parameters = {
  17991. shapes: shapes,
  17992. options: options
  17993. };
  17994. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17995. var scope = this;
  17996. var verticesArray = [];
  17997. var uvArray = [];
  17998. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17999. var shape = shapes[ i ];
  18000. addShape( shape );
  18001. }
  18002. // build geometry
  18003. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18004. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18005. this.computeVertexNormals();
  18006. // functions
  18007. function addShape( shape ) {
  18008. var placeholder = [];
  18009. // options
  18010. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18011. var steps = options.steps !== undefined ? options.steps : 1;
  18012. var depth = options.depth !== undefined ? options.depth : 100;
  18013. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18014. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18015. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18016. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18017. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18018. var extrudePath = options.extrudePath;
  18019. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18020. // deprecated options
  18021. if ( options.amount !== undefined ) {
  18022. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18023. depth = options.amount;
  18024. }
  18025. //
  18026. var extrudePts, extrudeByPath = false;
  18027. var splineTube, binormal, normal, position2;
  18028. if ( extrudePath ) {
  18029. extrudePts = extrudePath.getSpacedPoints( steps );
  18030. extrudeByPath = true;
  18031. bevelEnabled = false; // bevels not supported for path extrusion
  18032. // SETUP TNB variables
  18033. // TODO1 - have a .isClosed in spline?
  18034. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18035. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18036. binormal = new Vector3();
  18037. normal = new Vector3();
  18038. position2 = new Vector3();
  18039. }
  18040. // Safeguards if bevels are not enabled
  18041. if ( ! bevelEnabled ) {
  18042. bevelSegments = 0;
  18043. bevelThickness = 0;
  18044. bevelSize = 0;
  18045. bevelOffset = 0;
  18046. }
  18047. // Variables initialization
  18048. var ahole, h, hl; // looping of holes
  18049. var shapePoints = shape.extractPoints( curveSegments );
  18050. var vertices = shapePoints.shape;
  18051. var holes = shapePoints.holes;
  18052. var reverse = ! ShapeUtils.isClockWise( vertices );
  18053. if ( reverse ) {
  18054. vertices = vertices.reverse();
  18055. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18056. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18057. ahole = holes[ h ];
  18058. if ( ShapeUtils.isClockWise( ahole ) ) {
  18059. holes[ h ] = ahole.reverse();
  18060. }
  18061. }
  18062. }
  18063. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18064. /* Vertices */
  18065. var contour = vertices; // vertices has all points but contour has only points of circumference
  18066. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18067. ahole = holes[ h ];
  18068. vertices = vertices.concat( ahole );
  18069. }
  18070. function scalePt2( pt, vec, size ) {
  18071. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18072. return vec.clone().multiplyScalar( size ).add( pt );
  18073. }
  18074. var b, bs, t, z,
  18075. vert, vlen = vertices.length,
  18076. face, flen = faces.length;
  18077. // Find directions for point movement
  18078. function getBevelVec( inPt, inPrev, inNext ) {
  18079. // computes for inPt the corresponding point inPt' on a new contour
  18080. // shifted by 1 unit (length of normalized vector) to the left
  18081. // if we walk along contour clockwise, this new contour is outside the old one
  18082. //
  18083. // inPt' is the intersection of the two lines parallel to the two
  18084. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18085. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18086. // good reading for geometry algorithms (here: line-line intersection)
  18087. // http://geomalgorithms.com/a05-_intersect-1.html
  18088. var v_prev_x = inPt.x - inPrev.x,
  18089. v_prev_y = inPt.y - inPrev.y;
  18090. var v_next_x = inNext.x - inPt.x,
  18091. v_next_y = inNext.y - inPt.y;
  18092. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18093. // check for collinear edges
  18094. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18095. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18096. // not collinear
  18097. // length of vectors for normalizing
  18098. var v_prev_len = Math.sqrt( v_prev_lensq );
  18099. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18100. // shift adjacent points by unit vectors to the left
  18101. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18102. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18103. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18104. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18105. // scaling factor for v_prev to intersection point
  18106. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18107. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18108. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18109. // vector from inPt to intersection point
  18110. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18111. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18112. // Don't normalize!, otherwise sharp corners become ugly
  18113. // but prevent crazy spikes
  18114. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18115. if ( v_trans_lensq <= 2 ) {
  18116. return new Vector2( v_trans_x, v_trans_y );
  18117. } else {
  18118. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18119. }
  18120. } else {
  18121. // handle special case of collinear edges
  18122. var direction_eq = false; // assumes: opposite
  18123. if ( v_prev_x > Number.EPSILON ) {
  18124. if ( v_next_x > Number.EPSILON ) {
  18125. direction_eq = true;
  18126. }
  18127. } else {
  18128. if ( v_prev_x < - Number.EPSILON ) {
  18129. if ( v_next_x < - Number.EPSILON ) {
  18130. direction_eq = true;
  18131. }
  18132. } else {
  18133. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18134. direction_eq = true;
  18135. }
  18136. }
  18137. }
  18138. if ( direction_eq ) {
  18139. // console.log("Warning: lines are a straight sequence");
  18140. v_trans_x = - v_prev_y;
  18141. v_trans_y = v_prev_x;
  18142. shrink_by = Math.sqrt( v_prev_lensq );
  18143. } else {
  18144. // console.log("Warning: lines are a straight spike");
  18145. v_trans_x = v_prev_x;
  18146. v_trans_y = v_prev_y;
  18147. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18148. }
  18149. }
  18150. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18151. }
  18152. var contourMovements = [];
  18153. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18154. if ( j === il ) { j = 0; }
  18155. if ( k === il ) { k = 0; }
  18156. // (j)---(i)---(k)
  18157. // console.log('i,j,k', i, j , k)
  18158. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18159. }
  18160. var holesMovements = [],
  18161. oneHoleMovements, verticesMovements = contourMovements.concat();
  18162. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18163. ahole = holes[ h ];
  18164. oneHoleMovements = [];
  18165. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18166. if ( j === il ) { j = 0; }
  18167. if ( k === il ) { k = 0; }
  18168. // (j)---(i)---(k)
  18169. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18170. }
  18171. holesMovements.push( oneHoleMovements );
  18172. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18173. }
  18174. // Loop bevelSegments, 1 for the front, 1 for the back
  18175. for ( b = 0; b < bevelSegments; b ++ ) {
  18176. //for ( b = bevelSegments; b > 0; b -- ) {
  18177. t = b / bevelSegments;
  18178. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18179. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18180. // contract shape
  18181. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18182. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18183. v( vert.x, vert.y, - z );
  18184. }
  18185. // expand holes
  18186. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18187. ahole = holes[ h ];
  18188. oneHoleMovements = holesMovements[ h ];
  18189. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18190. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18191. v( vert.x, vert.y, - z );
  18192. }
  18193. }
  18194. }
  18195. bs = bevelSize + bevelOffset;
  18196. // Back facing vertices
  18197. for ( i = 0; i < vlen; i ++ ) {
  18198. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18199. if ( ! extrudeByPath ) {
  18200. v( vert.x, vert.y, 0 );
  18201. } else {
  18202. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18203. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18204. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18205. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18206. v( position2.x, position2.y, position2.z );
  18207. }
  18208. }
  18209. // Add stepped vertices...
  18210. // Including front facing vertices
  18211. var s;
  18212. for ( s = 1; s <= steps; s ++ ) {
  18213. for ( i = 0; i < vlen; i ++ ) {
  18214. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18215. if ( ! extrudeByPath ) {
  18216. v( vert.x, vert.y, depth / steps * s );
  18217. } else {
  18218. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18219. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18220. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18221. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18222. v( position2.x, position2.y, position2.z );
  18223. }
  18224. }
  18225. }
  18226. // Add bevel segments planes
  18227. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18228. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18229. t = b / bevelSegments;
  18230. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18231. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18232. // contract shape
  18233. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18234. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18235. v( vert.x, vert.y, depth + z );
  18236. }
  18237. // expand holes
  18238. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18239. ahole = holes[ h ];
  18240. oneHoleMovements = holesMovements[ h ];
  18241. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18242. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18243. if ( ! extrudeByPath ) {
  18244. v( vert.x, vert.y, depth + z );
  18245. } else {
  18246. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18247. }
  18248. }
  18249. }
  18250. }
  18251. /* Faces */
  18252. // Top and bottom faces
  18253. buildLidFaces();
  18254. // Sides faces
  18255. buildSideFaces();
  18256. ///// Internal functions
  18257. function buildLidFaces() {
  18258. var start = verticesArray.length / 3;
  18259. if ( bevelEnabled ) {
  18260. var layer = 0; // steps + 1
  18261. var offset = vlen * layer;
  18262. // Bottom faces
  18263. for ( i = 0; i < flen; i ++ ) {
  18264. face = faces[ i ];
  18265. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18266. }
  18267. layer = steps + bevelSegments * 2;
  18268. offset = vlen * layer;
  18269. // Top faces
  18270. for ( i = 0; i < flen; i ++ ) {
  18271. face = faces[ i ];
  18272. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18273. }
  18274. } else {
  18275. // Bottom faces
  18276. for ( i = 0; i < flen; i ++ ) {
  18277. face = faces[ i ];
  18278. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18279. }
  18280. // Top faces
  18281. for ( i = 0; i < flen; i ++ ) {
  18282. face = faces[ i ];
  18283. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18284. }
  18285. }
  18286. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18287. }
  18288. // Create faces for the z-sides of the shape
  18289. function buildSideFaces() {
  18290. var start = verticesArray.length / 3;
  18291. var layeroffset = 0;
  18292. sidewalls( contour, layeroffset );
  18293. layeroffset += contour.length;
  18294. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18295. ahole = holes[ h ];
  18296. sidewalls( ahole, layeroffset );
  18297. //, true
  18298. layeroffset += ahole.length;
  18299. }
  18300. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18301. }
  18302. function sidewalls( contour, layeroffset ) {
  18303. var j, k;
  18304. i = contour.length;
  18305. while ( -- i >= 0 ) {
  18306. j = i;
  18307. k = i - 1;
  18308. if ( k < 0 ) { k = contour.length - 1; }
  18309. //console.log('b', i,j, i-1, k,vertices.length);
  18310. var s = 0,
  18311. sl = steps + bevelSegments * 2;
  18312. for ( s = 0; s < sl; s ++ ) {
  18313. var slen1 = vlen * s;
  18314. var slen2 = vlen * ( s + 1 );
  18315. var a = layeroffset + j + slen1,
  18316. b = layeroffset + k + slen1,
  18317. c = layeroffset + k + slen2,
  18318. d = layeroffset + j + slen2;
  18319. f4( a, b, c, d );
  18320. }
  18321. }
  18322. }
  18323. function v( x, y, z ) {
  18324. placeholder.push( x );
  18325. placeholder.push( y );
  18326. placeholder.push( z );
  18327. }
  18328. function f3( a, b, c ) {
  18329. addVertex( a );
  18330. addVertex( b );
  18331. addVertex( c );
  18332. var nextIndex = verticesArray.length / 3;
  18333. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18334. addUV( uvs[ 0 ] );
  18335. addUV( uvs[ 1 ] );
  18336. addUV( uvs[ 2 ] );
  18337. }
  18338. function f4( a, b, c, d ) {
  18339. addVertex( a );
  18340. addVertex( b );
  18341. addVertex( d );
  18342. addVertex( b );
  18343. addVertex( c );
  18344. addVertex( d );
  18345. var nextIndex = verticesArray.length / 3;
  18346. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18347. addUV( uvs[ 0 ] );
  18348. addUV( uvs[ 1 ] );
  18349. addUV( uvs[ 3 ] );
  18350. addUV( uvs[ 1 ] );
  18351. addUV( uvs[ 2 ] );
  18352. addUV( uvs[ 3 ] );
  18353. }
  18354. function addVertex( index ) {
  18355. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18356. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18357. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18358. }
  18359. function addUV( vector2 ) {
  18360. uvArray.push( vector2.x );
  18361. uvArray.push( vector2.y );
  18362. }
  18363. }
  18364. }
  18365. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18366. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18367. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18368. var data = BufferGeometry.prototype.toJSON.call( this );
  18369. var shapes = this.parameters.shapes;
  18370. var options = this.parameters.options;
  18371. return toJSON( shapes, options, data );
  18372. };
  18373. //
  18374. var WorldUVGenerator = {
  18375. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18376. var a_x = vertices[ indexA * 3 ];
  18377. var a_y = vertices[ indexA * 3 + 1 ];
  18378. var b_x = vertices[ indexB * 3 ];
  18379. var b_y = vertices[ indexB * 3 + 1 ];
  18380. var c_x = vertices[ indexC * 3 ];
  18381. var c_y = vertices[ indexC * 3 + 1 ];
  18382. return [
  18383. new Vector2( a_x, a_y ),
  18384. new Vector2( b_x, b_y ),
  18385. new Vector2( c_x, c_y )
  18386. ];
  18387. },
  18388. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18389. var a_x = vertices[ indexA * 3 ];
  18390. var a_y = vertices[ indexA * 3 + 1 ];
  18391. var a_z = vertices[ indexA * 3 + 2 ];
  18392. var b_x = vertices[ indexB * 3 ];
  18393. var b_y = vertices[ indexB * 3 + 1 ];
  18394. var b_z = vertices[ indexB * 3 + 2 ];
  18395. var c_x = vertices[ indexC * 3 ];
  18396. var c_y = vertices[ indexC * 3 + 1 ];
  18397. var c_z = vertices[ indexC * 3 + 2 ];
  18398. var d_x = vertices[ indexD * 3 ];
  18399. var d_y = vertices[ indexD * 3 + 1 ];
  18400. var d_z = vertices[ indexD * 3 + 2 ];
  18401. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18402. return [
  18403. new Vector2( a_x, 1 - a_z ),
  18404. new Vector2( b_x, 1 - b_z ),
  18405. new Vector2( c_x, 1 - c_z ),
  18406. new Vector2( d_x, 1 - d_z )
  18407. ];
  18408. } else {
  18409. return [
  18410. new Vector2( a_y, 1 - a_z ),
  18411. new Vector2( b_y, 1 - b_z ),
  18412. new Vector2( c_y, 1 - c_z ),
  18413. new Vector2( d_y, 1 - d_z )
  18414. ];
  18415. }
  18416. }
  18417. };
  18418. function toJSON( shapes, options, data ) {
  18419. //
  18420. data.shapes = [];
  18421. if ( Array.isArray( shapes ) ) {
  18422. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18423. var shape = shapes[ i ];
  18424. data.shapes.push( shape.uuid );
  18425. }
  18426. } else {
  18427. data.shapes.push( shapes.uuid );
  18428. }
  18429. //
  18430. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18431. return data;
  18432. }
  18433. /**
  18434. * @author zz85 / http://www.lab4games.net/zz85/blog
  18435. * @author alteredq / http://alteredqualia.com/
  18436. *
  18437. * Text = 3D Text
  18438. *
  18439. * parameters = {
  18440. * font: <THREE.Font>, // font
  18441. *
  18442. * size: <float>, // size of the text
  18443. * height: <float>, // thickness to extrude text
  18444. * curveSegments: <int>, // number of points on the curves
  18445. *
  18446. * bevelEnabled: <bool>, // turn on bevel
  18447. * bevelThickness: <float>, // how deep into text bevel goes
  18448. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18449. * bevelOffset: <float> // how far from text outline does bevel start
  18450. * }
  18451. */
  18452. // TextGeometry
  18453. function TextGeometry( text, parameters ) {
  18454. Geometry.call( this );
  18455. this.type = 'TextGeometry';
  18456. this.parameters = {
  18457. text: text,
  18458. parameters: parameters
  18459. };
  18460. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18461. this.mergeVertices();
  18462. }
  18463. TextGeometry.prototype = Object.create( Geometry.prototype );
  18464. TextGeometry.prototype.constructor = TextGeometry;
  18465. // TextBufferGeometry
  18466. function TextBufferGeometry( text, parameters ) {
  18467. parameters = parameters || {};
  18468. var font = parameters.font;
  18469. if ( ! ( font && font.isFont ) ) {
  18470. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18471. return new Geometry();
  18472. }
  18473. var shapes = font.generateShapes( text, parameters.size );
  18474. // translate parameters to ExtrudeGeometry API
  18475. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18476. // defaults
  18477. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18478. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18479. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18480. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18481. this.type = 'TextBufferGeometry';
  18482. }
  18483. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18484. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18485. /**
  18486. * @author mrdoob / http://mrdoob.com/
  18487. * @author benaadams / https://twitter.com/ben_a_adams
  18488. * @author Mugen87 / https://github.com/Mugen87
  18489. */
  18490. // SphereGeometry
  18491. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18492. Geometry.call( this );
  18493. this.type = 'SphereGeometry';
  18494. this.parameters = {
  18495. radius: radius,
  18496. widthSegments: widthSegments,
  18497. heightSegments: heightSegments,
  18498. phiStart: phiStart,
  18499. phiLength: phiLength,
  18500. thetaStart: thetaStart,
  18501. thetaLength: thetaLength
  18502. };
  18503. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18504. this.mergeVertices();
  18505. }
  18506. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18507. SphereGeometry.prototype.constructor = SphereGeometry;
  18508. // SphereBufferGeometry
  18509. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18510. BufferGeometry.call( this );
  18511. this.type = 'SphereBufferGeometry';
  18512. this.parameters = {
  18513. radius: radius,
  18514. widthSegments: widthSegments,
  18515. heightSegments: heightSegments,
  18516. phiStart: phiStart,
  18517. phiLength: phiLength,
  18518. thetaStart: thetaStart,
  18519. thetaLength: thetaLength
  18520. };
  18521. radius = radius || 1;
  18522. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18523. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18524. phiStart = phiStart !== undefined ? phiStart : 0;
  18525. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18526. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18527. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18528. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18529. var ix, iy;
  18530. var index = 0;
  18531. var grid = [];
  18532. var vertex = new Vector3();
  18533. var normal = new Vector3();
  18534. // buffers
  18535. var indices = [];
  18536. var vertices = [];
  18537. var normals = [];
  18538. var uvs = [];
  18539. // generate vertices, normals and uvs
  18540. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18541. var verticesRow = [];
  18542. var v = iy / heightSegments;
  18543. // special case for the poles
  18544. var uOffset = 0;
  18545. if ( iy == 0 && thetaStart == 0 ) {
  18546. uOffset = 0.5 / widthSegments;
  18547. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18548. uOffset = - 0.5 / widthSegments;
  18549. }
  18550. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18551. var u = ix / widthSegments;
  18552. // vertex
  18553. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18554. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18555. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18556. vertices.push( vertex.x, vertex.y, vertex.z );
  18557. // normal
  18558. normal.copy( vertex ).normalize();
  18559. normals.push( normal.x, normal.y, normal.z );
  18560. // uv
  18561. uvs.push( u + uOffset, 1 - v );
  18562. verticesRow.push( index ++ );
  18563. }
  18564. grid.push( verticesRow );
  18565. }
  18566. // indices
  18567. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18568. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18569. var a = grid[ iy ][ ix + 1 ];
  18570. var b = grid[ iy ][ ix ];
  18571. var c = grid[ iy + 1 ][ ix ];
  18572. var d = grid[ iy + 1 ][ ix + 1 ];
  18573. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18574. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18575. }
  18576. }
  18577. // build geometry
  18578. this.setIndex( indices );
  18579. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18580. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18581. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18582. }
  18583. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18584. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18585. /**
  18586. * @author Kaleb Murphy
  18587. * @author Mugen87 / https://github.com/Mugen87
  18588. */
  18589. // RingGeometry
  18590. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18591. Geometry.call( this );
  18592. this.type = 'RingGeometry';
  18593. this.parameters = {
  18594. innerRadius: innerRadius,
  18595. outerRadius: outerRadius,
  18596. thetaSegments: thetaSegments,
  18597. phiSegments: phiSegments,
  18598. thetaStart: thetaStart,
  18599. thetaLength: thetaLength
  18600. };
  18601. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18602. this.mergeVertices();
  18603. }
  18604. RingGeometry.prototype = Object.create( Geometry.prototype );
  18605. RingGeometry.prototype.constructor = RingGeometry;
  18606. // RingBufferGeometry
  18607. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18608. BufferGeometry.call( this );
  18609. this.type = 'RingBufferGeometry';
  18610. this.parameters = {
  18611. innerRadius: innerRadius,
  18612. outerRadius: outerRadius,
  18613. thetaSegments: thetaSegments,
  18614. phiSegments: phiSegments,
  18615. thetaStart: thetaStart,
  18616. thetaLength: thetaLength
  18617. };
  18618. innerRadius = innerRadius || 0.5;
  18619. outerRadius = outerRadius || 1;
  18620. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18621. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18622. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18623. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18624. // buffers
  18625. var indices = [];
  18626. var vertices = [];
  18627. var normals = [];
  18628. var uvs = [];
  18629. // some helper variables
  18630. var segment;
  18631. var radius = innerRadius;
  18632. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18633. var vertex = new Vector3();
  18634. var uv = new Vector2();
  18635. var j, i;
  18636. // generate vertices, normals and uvs
  18637. for ( j = 0; j <= phiSegments; j ++ ) {
  18638. for ( i = 0; i <= thetaSegments; i ++ ) {
  18639. // values are generate from the inside of the ring to the outside
  18640. segment = thetaStart + i / thetaSegments * thetaLength;
  18641. // vertex
  18642. vertex.x = radius * Math.cos( segment );
  18643. vertex.y = radius * Math.sin( segment );
  18644. vertices.push( vertex.x, vertex.y, vertex.z );
  18645. // normal
  18646. normals.push( 0, 0, 1 );
  18647. // uv
  18648. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18649. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18650. uvs.push( uv.x, uv.y );
  18651. }
  18652. // increase the radius for next row of vertices
  18653. radius += radiusStep;
  18654. }
  18655. // indices
  18656. for ( j = 0; j < phiSegments; j ++ ) {
  18657. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18658. for ( i = 0; i < thetaSegments; i ++ ) {
  18659. segment = i + thetaSegmentLevel;
  18660. var a = segment;
  18661. var b = segment + thetaSegments + 1;
  18662. var c = segment + thetaSegments + 2;
  18663. var d = segment + 1;
  18664. // faces
  18665. indices.push( a, b, d );
  18666. indices.push( b, c, d );
  18667. }
  18668. }
  18669. // build geometry
  18670. this.setIndex( indices );
  18671. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18672. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18673. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18674. }
  18675. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18676. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18677. /**
  18678. * @author zz85 / https://github.com/zz85
  18679. * @author bhouston / http://clara.io
  18680. * @author Mugen87 / https://github.com/Mugen87
  18681. */
  18682. // LatheGeometry
  18683. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18684. Geometry.call( this );
  18685. this.type = 'LatheGeometry';
  18686. this.parameters = {
  18687. points: points,
  18688. segments: segments,
  18689. phiStart: phiStart,
  18690. phiLength: phiLength
  18691. };
  18692. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18693. this.mergeVertices();
  18694. }
  18695. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18696. LatheGeometry.prototype.constructor = LatheGeometry;
  18697. // LatheBufferGeometry
  18698. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18699. BufferGeometry.call( this );
  18700. this.type = 'LatheBufferGeometry';
  18701. this.parameters = {
  18702. points: points,
  18703. segments: segments,
  18704. phiStart: phiStart,
  18705. phiLength: phiLength
  18706. };
  18707. segments = Math.floor( segments ) || 12;
  18708. phiStart = phiStart || 0;
  18709. phiLength = phiLength || Math.PI * 2;
  18710. // clamp phiLength so it's in range of [ 0, 2PI ]
  18711. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18712. // buffers
  18713. var indices = [];
  18714. var vertices = [];
  18715. var uvs = [];
  18716. // helper variables
  18717. var base;
  18718. var inverseSegments = 1.0 / segments;
  18719. var vertex = new Vector3();
  18720. var uv = new Vector2();
  18721. var i, j;
  18722. // generate vertices and uvs
  18723. for ( i = 0; i <= segments; i ++ ) {
  18724. var phi = phiStart + i * inverseSegments * phiLength;
  18725. var sin = Math.sin( phi );
  18726. var cos = Math.cos( phi );
  18727. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18728. // vertex
  18729. vertex.x = points[ j ].x * sin;
  18730. vertex.y = points[ j ].y;
  18731. vertex.z = points[ j ].x * cos;
  18732. vertices.push( vertex.x, vertex.y, vertex.z );
  18733. // uv
  18734. uv.x = i / segments;
  18735. uv.y = j / ( points.length - 1 );
  18736. uvs.push( uv.x, uv.y );
  18737. }
  18738. }
  18739. // indices
  18740. for ( i = 0; i < segments; i ++ ) {
  18741. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18742. base = j + i * points.length;
  18743. var a = base;
  18744. var b = base + points.length;
  18745. var c = base + points.length + 1;
  18746. var d = base + 1;
  18747. // faces
  18748. indices.push( a, b, d );
  18749. indices.push( b, c, d );
  18750. }
  18751. }
  18752. // build geometry
  18753. this.setIndex( indices );
  18754. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18755. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18756. // generate normals
  18757. this.computeVertexNormals();
  18758. // if the geometry is closed, we need to average the normals along the seam.
  18759. // because the corresponding vertices are identical (but still have different UVs).
  18760. if ( phiLength === Math.PI * 2 ) {
  18761. var normals = this.attributes.normal.array;
  18762. var n1 = new Vector3();
  18763. var n2 = new Vector3();
  18764. var n = new Vector3();
  18765. // this is the buffer offset for the last line of vertices
  18766. base = segments * points.length * 3;
  18767. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18768. // select the normal of the vertex in the first line
  18769. n1.x = normals[ j + 0 ];
  18770. n1.y = normals[ j + 1 ];
  18771. n1.z = normals[ j + 2 ];
  18772. // select the normal of the vertex in the last line
  18773. n2.x = normals[ base + j + 0 ];
  18774. n2.y = normals[ base + j + 1 ];
  18775. n2.z = normals[ base + j + 2 ];
  18776. // average normals
  18777. n.addVectors( n1, n2 ).normalize();
  18778. // assign the new values to both normals
  18779. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18780. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18781. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18782. }
  18783. }
  18784. }
  18785. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18786. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18787. /**
  18788. * @author jonobr1 / http://jonobr1.com
  18789. * @author Mugen87 / https://github.com/Mugen87
  18790. */
  18791. // ShapeGeometry
  18792. function ShapeGeometry( shapes, curveSegments ) {
  18793. Geometry.call( this );
  18794. this.type = 'ShapeGeometry';
  18795. if ( typeof curveSegments === 'object' ) {
  18796. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18797. curveSegments = curveSegments.curveSegments;
  18798. }
  18799. this.parameters = {
  18800. shapes: shapes,
  18801. curveSegments: curveSegments
  18802. };
  18803. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18804. this.mergeVertices();
  18805. }
  18806. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18807. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18808. ShapeGeometry.prototype.toJSON = function () {
  18809. var data = Geometry.prototype.toJSON.call( this );
  18810. var shapes = this.parameters.shapes;
  18811. return toJSON$1( shapes, data );
  18812. };
  18813. // ShapeBufferGeometry
  18814. function ShapeBufferGeometry( shapes, curveSegments ) {
  18815. BufferGeometry.call( this );
  18816. this.type = 'ShapeBufferGeometry';
  18817. this.parameters = {
  18818. shapes: shapes,
  18819. curveSegments: curveSegments
  18820. };
  18821. curveSegments = curveSegments || 12;
  18822. // buffers
  18823. var indices = [];
  18824. var vertices = [];
  18825. var normals = [];
  18826. var uvs = [];
  18827. // helper variables
  18828. var groupStart = 0;
  18829. var groupCount = 0;
  18830. // allow single and array values for "shapes" parameter
  18831. if ( Array.isArray( shapes ) === false ) {
  18832. addShape( shapes );
  18833. } else {
  18834. for ( var i = 0; i < shapes.length; i ++ ) {
  18835. addShape( shapes[ i ] );
  18836. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18837. groupStart += groupCount;
  18838. groupCount = 0;
  18839. }
  18840. }
  18841. // build geometry
  18842. this.setIndex( indices );
  18843. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18844. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18845. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18846. // helper functions
  18847. function addShape( shape ) {
  18848. var i, l, shapeHole;
  18849. var indexOffset = vertices.length / 3;
  18850. var points = shape.extractPoints( curveSegments );
  18851. var shapeVertices = points.shape;
  18852. var shapeHoles = points.holes;
  18853. // check direction of vertices
  18854. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18855. shapeVertices = shapeVertices.reverse();
  18856. }
  18857. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18858. shapeHole = shapeHoles[ i ];
  18859. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18860. shapeHoles[ i ] = shapeHole.reverse();
  18861. }
  18862. }
  18863. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18864. // join vertices of inner and outer paths to a single array
  18865. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18866. shapeHole = shapeHoles[ i ];
  18867. shapeVertices = shapeVertices.concat( shapeHole );
  18868. }
  18869. // vertices, normals, uvs
  18870. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18871. var vertex = shapeVertices[ i ];
  18872. vertices.push( vertex.x, vertex.y, 0 );
  18873. normals.push( 0, 0, 1 );
  18874. uvs.push( vertex.x, vertex.y ); // world uvs
  18875. }
  18876. // incides
  18877. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18878. var face = faces[ i ];
  18879. var a = face[ 0 ] + indexOffset;
  18880. var b = face[ 1 ] + indexOffset;
  18881. var c = face[ 2 ] + indexOffset;
  18882. indices.push( a, b, c );
  18883. groupCount += 3;
  18884. }
  18885. }
  18886. }
  18887. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18888. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18889. ShapeBufferGeometry.prototype.toJSON = function () {
  18890. var data = BufferGeometry.prototype.toJSON.call( this );
  18891. var shapes = this.parameters.shapes;
  18892. return toJSON$1( shapes, data );
  18893. };
  18894. //
  18895. function toJSON$1( shapes, data ) {
  18896. data.shapes = [];
  18897. if ( Array.isArray( shapes ) ) {
  18898. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18899. var shape = shapes[ i ];
  18900. data.shapes.push( shape.uuid );
  18901. }
  18902. } else {
  18903. data.shapes.push( shapes.uuid );
  18904. }
  18905. return data;
  18906. }
  18907. /**
  18908. * @author WestLangley / http://github.com/WestLangley
  18909. * @author Mugen87 / https://github.com/Mugen87
  18910. */
  18911. function EdgesGeometry( geometry, thresholdAngle ) {
  18912. BufferGeometry.call( this );
  18913. this.type = 'EdgesGeometry';
  18914. this.parameters = {
  18915. thresholdAngle: thresholdAngle
  18916. };
  18917. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18918. // buffer
  18919. var vertices = [];
  18920. // helper variables
  18921. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18922. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18923. var key, keys = [ 'a', 'b', 'c' ];
  18924. // prepare source geometry
  18925. var geometry2;
  18926. if ( geometry.isBufferGeometry ) {
  18927. geometry2 = new Geometry();
  18928. geometry2.fromBufferGeometry( geometry );
  18929. } else {
  18930. geometry2 = geometry.clone();
  18931. }
  18932. geometry2.mergeVertices();
  18933. geometry2.computeFaceNormals();
  18934. var sourceVertices = geometry2.vertices;
  18935. var faces = geometry2.faces;
  18936. // now create a data structure where each entry represents an edge with its adjoining faces
  18937. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18938. var face = faces[ i ];
  18939. for ( var j = 0; j < 3; j ++ ) {
  18940. edge1 = face[ keys[ j ] ];
  18941. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18942. edge[ 0 ] = Math.min( edge1, edge2 );
  18943. edge[ 1 ] = Math.max( edge1, edge2 );
  18944. key = edge[ 0 ] + ',' + edge[ 1 ];
  18945. if ( edges[ key ] === undefined ) {
  18946. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18947. } else {
  18948. edges[ key ].face2 = i;
  18949. }
  18950. }
  18951. }
  18952. // generate vertices
  18953. for ( key in edges ) {
  18954. var e = edges[ key ];
  18955. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18956. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18957. var vertex = sourceVertices[ e.index1 ];
  18958. vertices.push( vertex.x, vertex.y, vertex.z );
  18959. vertex = sourceVertices[ e.index2 ];
  18960. vertices.push( vertex.x, vertex.y, vertex.z );
  18961. }
  18962. }
  18963. // build geometry
  18964. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18965. }
  18966. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18967. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18968. /**
  18969. * @author mrdoob / http://mrdoob.com/
  18970. * @author Mugen87 / https://github.com/Mugen87
  18971. */
  18972. // CylinderGeometry
  18973. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18974. Geometry.call( this );
  18975. this.type = 'CylinderGeometry';
  18976. this.parameters = {
  18977. radiusTop: radiusTop,
  18978. radiusBottom: radiusBottom,
  18979. height: height,
  18980. radialSegments: radialSegments,
  18981. heightSegments: heightSegments,
  18982. openEnded: openEnded,
  18983. thetaStart: thetaStart,
  18984. thetaLength: thetaLength
  18985. };
  18986. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18987. this.mergeVertices();
  18988. }
  18989. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18990. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18991. // CylinderBufferGeometry
  18992. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18993. BufferGeometry.call( this );
  18994. this.type = 'CylinderBufferGeometry';
  18995. this.parameters = {
  18996. radiusTop: radiusTop,
  18997. radiusBottom: radiusBottom,
  18998. height: height,
  18999. radialSegments: radialSegments,
  19000. heightSegments: heightSegments,
  19001. openEnded: openEnded,
  19002. thetaStart: thetaStart,
  19003. thetaLength: thetaLength
  19004. };
  19005. var scope = this;
  19006. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19007. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19008. height = height || 1;
  19009. radialSegments = Math.floor( radialSegments ) || 8;
  19010. heightSegments = Math.floor( heightSegments ) || 1;
  19011. openEnded = openEnded !== undefined ? openEnded : false;
  19012. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19013. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19014. // buffers
  19015. var indices = [];
  19016. var vertices = [];
  19017. var normals = [];
  19018. var uvs = [];
  19019. // helper variables
  19020. var index = 0;
  19021. var indexArray = [];
  19022. var halfHeight = height / 2;
  19023. var groupStart = 0;
  19024. // generate geometry
  19025. generateTorso();
  19026. if ( openEnded === false ) {
  19027. if ( radiusTop > 0 ) { generateCap( true ); }
  19028. if ( radiusBottom > 0 ) { generateCap( false ); }
  19029. }
  19030. // build geometry
  19031. this.setIndex( indices );
  19032. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19033. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19034. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19035. function generateTorso() {
  19036. var x, y;
  19037. var normal = new Vector3();
  19038. var vertex = new Vector3();
  19039. var groupCount = 0;
  19040. // this will be used to calculate the normal
  19041. var slope = ( radiusBottom - radiusTop ) / height;
  19042. // generate vertices, normals and uvs
  19043. for ( y = 0; y <= heightSegments; y ++ ) {
  19044. var indexRow = [];
  19045. var v = y / heightSegments;
  19046. // calculate the radius of the current row
  19047. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19048. for ( x = 0; x <= radialSegments; x ++ ) {
  19049. var u = x / radialSegments;
  19050. var theta = u * thetaLength + thetaStart;
  19051. var sinTheta = Math.sin( theta );
  19052. var cosTheta = Math.cos( theta );
  19053. // vertex
  19054. vertex.x = radius * sinTheta;
  19055. vertex.y = - v * height + halfHeight;
  19056. vertex.z = radius * cosTheta;
  19057. vertices.push( vertex.x, vertex.y, vertex.z );
  19058. // normal
  19059. normal.set( sinTheta, slope, cosTheta ).normalize();
  19060. normals.push( normal.x, normal.y, normal.z );
  19061. // uv
  19062. uvs.push( u, 1 - v );
  19063. // save index of vertex in respective row
  19064. indexRow.push( index ++ );
  19065. }
  19066. // now save vertices of the row in our index array
  19067. indexArray.push( indexRow );
  19068. }
  19069. // generate indices
  19070. for ( x = 0; x < radialSegments; x ++ ) {
  19071. for ( y = 0; y < heightSegments; y ++ ) {
  19072. // we use the index array to access the correct indices
  19073. var a = indexArray[ y ][ x ];
  19074. var b = indexArray[ y + 1 ][ x ];
  19075. var c = indexArray[ y + 1 ][ x + 1 ];
  19076. var d = indexArray[ y ][ x + 1 ];
  19077. // faces
  19078. indices.push( a, b, d );
  19079. indices.push( b, c, d );
  19080. // update group counter
  19081. groupCount += 6;
  19082. }
  19083. }
  19084. // add a group to the geometry. this will ensure multi material support
  19085. scope.addGroup( groupStart, groupCount, 0 );
  19086. // calculate new start value for groups
  19087. groupStart += groupCount;
  19088. }
  19089. function generateCap( top ) {
  19090. var x, centerIndexStart, centerIndexEnd;
  19091. var uv = new Vector2();
  19092. var vertex = new Vector3();
  19093. var groupCount = 0;
  19094. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19095. var sign = ( top === true ) ? 1 : - 1;
  19096. // save the index of the first center vertex
  19097. centerIndexStart = index;
  19098. // first we generate the center vertex data of the cap.
  19099. // because the geometry needs one set of uvs per face,
  19100. // we must generate a center vertex per face/segment
  19101. for ( x = 1; x <= radialSegments; x ++ ) {
  19102. // vertex
  19103. vertices.push( 0, halfHeight * sign, 0 );
  19104. // normal
  19105. normals.push( 0, sign, 0 );
  19106. // uv
  19107. uvs.push( 0.5, 0.5 );
  19108. // increase index
  19109. index ++;
  19110. }
  19111. // save the index of the last center vertex
  19112. centerIndexEnd = index;
  19113. // now we generate the surrounding vertices, normals and uvs
  19114. for ( x = 0; x <= radialSegments; x ++ ) {
  19115. var u = x / radialSegments;
  19116. var theta = u * thetaLength + thetaStart;
  19117. var cosTheta = Math.cos( theta );
  19118. var sinTheta = Math.sin( theta );
  19119. // vertex
  19120. vertex.x = radius * sinTheta;
  19121. vertex.y = halfHeight * sign;
  19122. vertex.z = radius * cosTheta;
  19123. vertices.push( vertex.x, vertex.y, vertex.z );
  19124. // normal
  19125. normals.push( 0, sign, 0 );
  19126. // uv
  19127. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19128. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19129. uvs.push( uv.x, uv.y );
  19130. // increase index
  19131. index ++;
  19132. }
  19133. // generate indices
  19134. for ( x = 0; x < radialSegments; x ++ ) {
  19135. var c = centerIndexStart + x;
  19136. var i = centerIndexEnd + x;
  19137. if ( top === true ) {
  19138. // face top
  19139. indices.push( i, i + 1, c );
  19140. } else {
  19141. // face bottom
  19142. indices.push( i + 1, i, c );
  19143. }
  19144. groupCount += 3;
  19145. }
  19146. // add a group to the geometry. this will ensure multi material support
  19147. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19148. // calculate new start value for groups
  19149. groupStart += groupCount;
  19150. }
  19151. }
  19152. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19153. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19154. /**
  19155. * @author abelnation / http://github.com/abelnation
  19156. */
  19157. // ConeGeometry
  19158. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19159. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19160. this.type = 'ConeGeometry';
  19161. this.parameters = {
  19162. radius: radius,
  19163. height: height,
  19164. radialSegments: radialSegments,
  19165. heightSegments: heightSegments,
  19166. openEnded: openEnded,
  19167. thetaStart: thetaStart,
  19168. thetaLength: thetaLength
  19169. };
  19170. }
  19171. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19172. ConeGeometry.prototype.constructor = ConeGeometry;
  19173. // ConeBufferGeometry
  19174. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19175. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19176. this.type = 'ConeBufferGeometry';
  19177. this.parameters = {
  19178. radius: radius,
  19179. height: height,
  19180. radialSegments: radialSegments,
  19181. heightSegments: heightSegments,
  19182. openEnded: openEnded,
  19183. thetaStart: thetaStart,
  19184. thetaLength: thetaLength
  19185. };
  19186. }
  19187. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19188. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19189. /**
  19190. * @author benaadams / https://twitter.com/ben_a_adams
  19191. * @author Mugen87 / https://github.com/Mugen87
  19192. * @author hughes
  19193. */
  19194. // CircleGeometry
  19195. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19196. Geometry.call( this );
  19197. this.type = 'CircleGeometry';
  19198. this.parameters = {
  19199. radius: radius,
  19200. segments: segments,
  19201. thetaStart: thetaStart,
  19202. thetaLength: thetaLength
  19203. };
  19204. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19205. this.mergeVertices();
  19206. }
  19207. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19208. CircleGeometry.prototype.constructor = CircleGeometry;
  19209. // CircleBufferGeometry
  19210. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19211. BufferGeometry.call( this );
  19212. this.type = 'CircleBufferGeometry';
  19213. this.parameters = {
  19214. radius: radius,
  19215. segments: segments,
  19216. thetaStart: thetaStart,
  19217. thetaLength: thetaLength
  19218. };
  19219. radius = radius || 1;
  19220. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19221. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19222. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19223. // buffers
  19224. var indices = [];
  19225. var vertices = [];
  19226. var normals = [];
  19227. var uvs = [];
  19228. // helper variables
  19229. var i, s;
  19230. var vertex = new Vector3();
  19231. var uv = new Vector2();
  19232. // center point
  19233. vertices.push( 0, 0, 0 );
  19234. normals.push( 0, 0, 1 );
  19235. uvs.push( 0.5, 0.5 );
  19236. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19237. var segment = thetaStart + s / segments * thetaLength;
  19238. // vertex
  19239. vertex.x = radius * Math.cos( segment );
  19240. vertex.y = radius * Math.sin( segment );
  19241. vertices.push( vertex.x, vertex.y, vertex.z );
  19242. // normal
  19243. normals.push( 0, 0, 1 );
  19244. // uvs
  19245. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19246. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19247. uvs.push( uv.x, uv.y );
  19248. }
  19249. // indices
  19250. for ( i = 1; i <= segments; i ++ ) {
  19251. indices.push( i, i + 1, 0 );
  19252. }
  19253. // build geometry
  19254. this.setIndex( indices );
  19255. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19256. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19257. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19258. }
  19259. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19260. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19261. var Geometries = /*#__PURE__*/Object.freeze({
  19262. WireframeGeometry: WireframeGeometry,
  19263. ParametricGeometry: ParametricGeometry,
  19264. ParametricBufferGeometry: ParametricBufferGeometry,
  19265. TetrahedronGeometry: TetrahedronGeometry,
  19266. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19267. OctahedronGeometry: OctahedronGeometry,
  19268. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19269. IcosahedronGeometry: IcosahedronGeometry,
  19270. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19271. DodecahedronGeometry: DodecahedronGeometry,
  19272. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19273. PolyhedronGeometry: PolyhedronGeometry,
  19274. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19275. TubeGeometry: TubeGeometry,
  19276. TubeBufferGeometry: TubeBufferGeometry,
  19277. TorusKnotGeometry: TorusKnotGeometry,
  19278. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19279. TorusGeometry: TorusGeometry,
  19280. TorusBufferGeometry: TorusBufferGeometry,
  19281. TextGeometry: TextGeometry,
  19282. TextBufferGeometry: TextBufferGeometry,
  19283. SphereGeometry: SphereGeometry,
  19284. SphereBufferGeometry: SphereBufferGeometry,
  19285. RingGeometry: RingGeometry,
  19286. RingBufferGeometry: RingBufferGeometry,
  19287. PlaneGeometry: PlaneGeometry,
  19288. PlaneBufferGeometry: PlaneBufferGeometry,
  19289. LatheGeometry: LatheGeometry,
  19290. LatheBufferGeometry: LatheBufferGeometry,
  19291. ShapeGeometry: ShapeGeometry,
  19292. ShapeBufferGeometry: ShapeBufferGeometry,
  19293. ExtrudeGeometry: ExtrudeGeometry,
  19294. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19295. EdgesGeometry: EdgesGeometry,
  19296. ConeGeometry: ConeGeometry,
  19297. ConeBufferGeometry: ConeBufferGeometry,
  19298. CylinderGeometry: CylinderGeometry,
  19299. CylinderBufferGeometry: CylinderBufferGeometry,
  19300. CircleGeometry: CircleGeometry,
  19301. CircleBufferGeometry: CircleBufferGeometry,
  19302. BoxGeometry: BoxGeometry,
  19303. BoxBufferGeometry: BoxBufferGeometry
  19304. });
  19305. /**
  19306. * @author mrdoob / http://mrdoob.com/
  19307. *
  19308. * parameters = {
  19309. * color: <THREE.Color>
  19310. * }
  19311. */
  19312. function ShadowMaterial( parameters ) {
  19313. Material.call( this );
  19314. this.type = 'ShadowMaterial';
  19315. this.color = new Color( 0x000000 );
  19316. this.transparent = true;
  19317. this.setValues( parameters );
  19318. }
  19319. ShadowMaterial.prototype = Object.create( Material.prototype );
  19320. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19321. ShadowMaterial.prototype.isShadowMaterial = true;
  19322. ShadowMaterial.prototype.copy = function ( source ) {
  19323. Material.prototype.copy.call( this, source );
  19324. this.color.copy( source.color );
  19325. return this;
  19326. };
  19327. /**
  19328. * @author mrdoob / http://mrdoob.com/
  19329. */
  19330. function RawShaderMaterial( parameters ) {
  19331. ShaderMaterial.call( this, parameters );
  19332. this.type = 'RawShaderMaterial';
  19333. }
  19334. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19335. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19336. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19337. /**
  19338. * @author WestLangley / http://github.com/WestLangley
  19339. *
  19340. * parameters = {
  19341. * color: <hex>,
  19342. * roughness: <float>,
  19343. * metalness: <float>,
  19344. * opacity: <float>,
  19345. *
  19346. * map: new THREE.Texture( <Image> ),
  19347. *
  19348. * lightMap: new THREE.Texture( <Image> ),
  19349. * lightMapIntensity: <float>
  19350. *
  19351. * aoMap: new THREE.Texture( <Image> ),
  19352. * aoMapIntensity: <float>
  19353. *
  19354. * emissive: <hex>,
  19355. * emissiveIntensity: <float>
  19356. * emissiveMap: new THREE.Texture( <Image> ),
  19357. *
  19358. * bumpMap: new THREE.Texture( <Image> ),
  19359. * bumpScale: <float>,
  19360. *
  19361. * normalMap: new THREE.Texture( <Image> ),
  19362. * normalMapType: THREE.TangentSpaceNormalMap,
  19363. * normalScale: <Vector2>,
  19364. *
  19365. * displacementMap: new THREE.Texture( <Image> ),
  19366. * displacementScale: <float>,
  19367. * displacementBias: <float>,
  19368. *
  19369. * roughnessMap: new THREE.Texture( <Image> ),
  19370. *
  19371. * metalnessMap: new THREE.Texture( <Image> ),
  19372. *
  19373. * alphaMap: new THREE.Texture( <Image> ),
  19374. *
  19375. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19376. * envMapIntensity: <float>
  19377. *
  19378. * refractionRatio: <float>,
  19379. *
  19380. * wireframe: <boolean>,
  19381. * wireframeLinewidth: <float>,
  19382. *
  19383. * skinning: <bool>,
  19384. * morphTargets: <bool>,
  19385. * morphNormals: <bool>
  19386. * }
  19387. */
  19388. function MeshStandardMaterial( parameters ) {
  19389. Material.call( this );
  19390. this.defines = { 'STANDARD': '' };
  19391. this.type = 'MeshStandardMaterial';
  19392. this.color = new Color( 0xffffff ); // diffuse
  19393. this.roughness = 0.5;
  19394. this.metalness = 0.5;
  19395. this.map = null;
  19396. this.lightMap = null;
  19397. this.lightMapIntensity = 1.0;
  19398. this.aoMap = null;
  19399. this.aoMapIntensity = 1.0;
  19400. this.emissive = new Color( 0x000000 );
  19401. this.emissiveIntensity = 1.0;
  19402. this.emissiveMap = null;
  19403. this.bumpMap = null;
  19404. this.bumpScale = 1;
  19405. this.normalMap = null;
  19406. this.normalMapType = TangentSpaceNormalMap;
  19407. this.normalScale = new Vector2( 1, 1 );
  19408. this.displacementMap = null;
  19409. this.displacementScale = 1;
  19410. this.displacementBias = 0;
  19411. this.roughnessMap = null;
  19412. this.metalnessMap = null;
  19413. this.alphaMap = null;
  19414. this.envMap = null;
  19415. this.envMapIntensity = 1.0;
  19416. this.refractionRatio = 0.98;
  19417. this.wireframe = false;
  19418. this.wireframeLinewidth = 1;
  19419. this.wireframeLinecap = 'round';
  19420. this.wireframeLinejoin = 'round';
  19421. this.skinning = false;
  19422. this.morphTargets = false;
  19423. this.morphNormals = false;
  19424. this.setValues( parameters );
  19425. }
  19426. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19427. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19428. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19429. MeshStandardMaterial.prototype.copy = function ( source ) {
  19430. Material.prototype.copy.call( this, source );
  19431. this.defines = { 'STANDARD': '' };
  19432. this.color.copy( source.color );
  19433. this.roughness = source.roughness;
  19434. this.metalness = source.metalness;
  19435. this.map = source.map;
  19436. this.lightMap = source.lightMap;
  19437. this.lightMapIntensity = source.lightMapIntensity;
  19438. this.aoMap = source.aoMap;
  19439. this.aoMapIntensity = source.aoMapIntensity;
  19440. this.emissive.copy( source.emissive );
  19441. this.emissiveMap = source.emissiveMap;
  19442. this.emissiveIntensity = source.emissiveIntensity;
  19443. this.bumpMap = source.bumpMap;
  19444. this.bumpScale = source.bumpScale;
  19445. this.normalMap = source.normalMap;
  19446. this.normalMapType = source.normalMapType;
  19447. this.normalScale.copy( source.normalScale );
  19448. this.displacementMap = source.displacementMap;
  19449. this.displacementScale = source.displacementScale;
  19450. this.displacementBias = source.displacementBias;
  19451. this.roughnessMap = source.roughnessMap;
  19452. this.metalnessMap = source.metalnessMap;
  19453. this.alphaMap = source.alphaMap;
  19454. this.envMap = source.envMap;
  19455. this.envMapIntensity = source.envMapIntensity;
  19456. this.refractionRatio = source.refractionRatio;
  19457. this.wireframe = source.wireframe;
  19458. this.wireframeLinewidth = source.wireframeLinewidth;
  19459. this.wireframeLinecap = source.wireframeLinecap;
  19460. this.wireframeLinejoin = source.wireframeLinejoin;
  19461. this.skinning = source.skinning;
  19462. this.morphTargets = source.morphTargets;
  19463. this.morphNormals = source.morphNormals;
  19464. return this;
  19465. };
  19466. /**
  19467. * @author WestLangley / http://github.com/WestLangley
  19468. *
  19469. * parameters = {
  19470. * reflectivity: <float>
  19471. * clearcoat: <float>
  19472. * clearcoatRoughness: <float>
  19473. *
  19474. * sheen: <Color>
  19475. *
  19476. * clearcoatNormalScale: <Vector2>,
  19477. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19478. * }
  19479. */
  19480. function MeshPhysicalMaterial( parameters ) {
  19481. MeshStandardMaterial.call( this );
  19482. this.defines = {
  19483. 'STANDARD': '',
  19484. 'PHYSICAL': ''
  19485. };
  19486. this.type = 'MeshPhysicalMaterial';
  19487. this.reflectivity = 0.5; // maps to F0 = 0.04
  19488. this.clearcoat = 0.0;
  19489. this.clearcoatRoughness = 0.0;
  19490. this.sheen = null; // null will disable sheen bsdf
  19491. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19492. this.clearcoatNormalMap = null;
  19493. this.transparency = 0.0;
  19494. this.setValues( parameters );
  19495. }
  19496. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19497. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19498. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19499. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19500. MeshStandardMaterial.prototype.copy.call( this, source );
  19501. this.defines = {
  19502. 'STANDARD': '',
  19503. 'PHYSICAL': ''
  19504. };
  19505. this.reflectivity = source.reflectivity;
  19506. this.clearcoat = source.clearcoat;
  19507. this.clearcoatRoughness = source.clearcoatRoughness;
  19508. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19509. else { this.sheen = null; }
  19510. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19511. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19512. this.transparency = source.transparency;
  19513. return this;
  19514. };
  19515. /**
  19516. * @author mrdoob / http://mrdoob.com/
  19517. * @author alteredq / http://alteredqualia.com/
  19518. *
  19519. * parameters = {
  19520. * color: <hex>,
  19521. * specular: <hex>,
  19522. * shininess: <float>,
  19523. * opacity: <float>,
  19524. *
  19525. * map: new THREE.Texture( <Image> ),
  19526. *
  19527. * lightMap: new THREE.Texture( <Image> ),
  19528. * lightMapIntensity: <float>
  19529. *
  19530. * aoMap: new THREE.Texture( <Image> ),
  19531. * aoMapIntensity: <float>
  19532. *
  19533. * emissive: <hex>,
  19534. * emissiveIntensity: <float>
  19535. * emissiveMap: new THREE.Texture( <Image> ),
  19536. *
  19537. * bumpMap: new THREE.Texture( <Image> ),
  19538. * bumpScale: <float>,
  19539. *
  19540. * normalMap: new THREE.Texture( <Image> ),
  19541. * normalMapType: THREE.TangentSpaceNormalMap,
  19542. * normalScale: <Vector2>,
  19543. *
  19544. * displacementMap: new THREE.Texture( <Image> ),
  19545. * displacementScale: <float>,
  19546. * displacementBias: <float>,
  19547. *
  19548. * specularMap: new THREE.Texture( <Image> ),
  19549. *
  19550. * alphaMap: new THREE.Texture( <Image> ),
  19551. *
  19552. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19553. * combine: THREE.Multiply,
  19554. * reflectivity: <float>,
  19555. * refractionRatio: <float>,
  19556. *
  19557. * wireframe: <boolean>,
  19558. * wireframeLinewidth: <float>,
  19559. *
  19560. * skinning: <bool>,
  19561. * morphTargets: <bool>,
  19562. * morphNormals: <bool>
  19563. * }
  19564. */
  19565. function MeshPhongMaterial( parameters ) {
  19566. Material.call( this );
  19567. this.type = 'MeshPhongMaterial';
  19568. this.color = new Color( 0xffffff ); // diffuse
  19569. this.specular = new Color( 0x111111 );
  19570. this.shininess = 30;
  19571. this.map = null;
  19572. this.lightMap = null;
  19573. this.lightMapIntensity = 1.0;
  19574. this.aoMap = null;
  19575. this.aoMapIntensity = 1.0;
  19576. this.emissive = new Color( 0x000000 );
  19577. this.emissiveIntensity = 1.0;
  19578. this.emissiveMap = null;
  19579. this.bumpMap = null;
  19580. this.bumpScale = 1;
  19581. this.normalMap = null;
  19582. this.normalMapType = TangentSpaceNormalMap;
  19583. this.normalScale = new Vector2( 1, 1 );
  19584. this.displacementMap = null;
  19585. this.displacementScale = 1;
  19586. this.displacementBias = 0;
  19587. this.specularMap = null;
  19588. this.alphaMap = null;
  19589. this.envMap = null;
  19590. this.combine = MultiplyOperation;
  19591. this.reflectivity = 1;
  19592. this.refractionRatio = 0.98;
  19593. this.wireframe = false;
  19594. this.wireframeLinewidth = 1;
  19595. this.wireframeLinecap = 'round';
  19596. this.wireframeLinejoin = 'round';
  19597. this.skinning = false;
  19598. this.morphTargets = false;
  19599. this.morphNormals = false;
  19600. this.setValues( parameters );
  19601. }
  19602. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19603. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19604. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19605. MeshPhongMaterial.prototype.copy = function ( source ) {
  19606. Material.prototype.copy.call( this, source );
  19607. this.color.copy( source.color );
  19608. this.specular.copy( source.specular );
  19609. this.shininess = source.shininess;
  19610. this.map = source.map;
  19611. this.lightMap = source.lightMap;
  19612. this.lightMapIntensity = source.lightMapIntensity;
  19613. this.aoMap = source.aoMap;
  19614. this.aoMapIntensity = source.aoMapIntensity;
  19615. this.emissive.copy( source.emissive );
  19616. this.emissiveMap = source.emissiveMap;
  19617. this.emissiveIntensity = source.emissiveIntensity;
  19618. this.bumpMap = source.bumpMap;
  19619. this.bumpScale = source.bumpScale;
  19620. this.normalMap = source.normalMap;
  19621. this.normalMapType = source.normalMapType;
  19622. this.normalScale.copy( source.normalScale );
  19623. this.displacementMap = source.displacementMap;
  19624. this.displacementScale = source.displacementScale;
  19625. this.displacementBias = source.displacementBias;
  19626. this.specularMap = source.specularMap;
  19627. this.alphaMap = source.alphaMap;
  19628. this.envMap = source.envMap;
  19629. this.combine = source.combine;
  19630. this.reflectivity = source.reflectivity;
  19631. this.refractionRatio = source.refractionRatio;
  19632. this.wireframe = source.wireframe;
  19633. this.wireframeLinewidth = source.wireframeLinewidth;
  19634. this.wireframeLinecap = source.wireframeLinecap;
  19635. this.wireframeLinejoin = source.wireframeLinejoin;
  19636. this.skinning = source.skinning;
  19637. this.morphTargets = source.morphTargets;
  19638. this.morphNormals = source.morphNormals;
  19639. return this;
  19640. };
  19641. /**
  19642. * @author takahirox / http://github.com/takahirox
  19643. *
  19644. * parameters = {
  19645. * gradientMap: new THREE.Texture( <Image> )
  19646. * }
  19647. */
  19648. function MeshToonMaterial( parameters ) {
  19649. MeshPhongMaterial.call( this );
  19650. this.defines = { 'TOON': '' };
  19651. this.type = 'MeshToonMaterial';
  19652. this.gradientMap = null;
  19653. this.setValues( parameters );
  19654. }
  19655. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19656. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19657. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19658. MeshToonMaterial.prototype.copy = function ( source ) {
  19659. MeshPhongMaterial.prototype.copy.call( this, source );
  19660. this.gradientMap = source.gradientMap;
  19661. return this;
  19662. };
  19663. /**
  19664. * @author mrdoob / http://mrdoob.com/
  19665. * @author WestLangley / http://github.com/WestLangley
  19666. *
  19667. * parameters = {
  19668. * opacity: <float>,
  19669. *
  19670. * bumpMap: new THREE.Texture( <Image> ),
  19671. * bumpScale: <float>,
  19672. *
  19673. * normalMap: new THREE.Texture( <Image> ),
  19674. * normalMapType: THREE.TangentSpaceNormalMap,
  19675. * normalScale: <Vector2>,
  19676. *
  19677. * displacementMap: new THREE.Texture( <Image> ),
  19678. * displacementScale: <float>,
  19679. * displacementBias: <float>,
  19680. *
  19681. * wireframe: <boolean>,
  19682. * wireframeLinewidth: <float>
  19683. *
  19684. * skinning: <bool>,
  19685. * morphTargets: <bool>,
  19686. * morphNormals: <bool>
  19687. * }
  19688. */
  19689. function MeshNormalMaterial( parameters ) {
  19690. Material.call( this );
  19691. this.type = 'MeshNormalMaterial';
  19692. this.bumpMap = null;
  19693. this.bumpScale = 1;
  19694. this.normalMap = null;
  19695. this.normalMapType = TangentSpaceNormalMap;
  19696. this.normalScale = new Vector2( 1, 1 );
  19697. this.displacementMap = null;
  19698. this.displacementScale = 1;
  19699. this.displacementBias = 0;
  19700. this.wireframe = false;
  19701. this.wireframeLinewidth = 1;
  19702. this.fog = false;
  19703. this.skinning = false;
  19704. this.morphTargets = false;
  19705. this.morphNormals = false;
  19706. this.setValues( parameters );
  19707. }
  19708. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19709. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19710. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19711. MeshNormalMaterial.prototype.copy = function ( source ) {
  19712. Material.prototype.copy.call( this, source );
  19713. this.bumpMap = source.bumpMap;
  19714. this.bumpScale = source.bumpScale;
  19715. this.normalMap = source.normalMap;
  19716. this.normalMapType = source.normalMapType;
  19717. this.normalScale.copy( source.normalScale );
  19718. this.displacementMap = source.displacementMap;
  19719. this.displacementScale = source.displacementScale;
  19720. this.displacementBias = source.displacementBias;
  19721. this.wireframe = source.wireframe;
  19722. this.wireframeLinewidth = source.wireframeLinewidth;
  19723. this.skinning = source.skinning;
  19724. this.morphTargets = source.morphTargets;
  19725. this.morphNormals = source.morphNormals;
  19726. return this;
  19727. };
  19728. /**
  19729. * @author mrdoob / http://mrdoob.com/
  19730. * @author alteredq / http://alteredqualia.com/
  19731. *
  19732. * parameters = {
  19733. * color: <hex>,
  19734. * opacity: <float>,
  19735. *
  19736. * map: new THREE.Texture( <Image> ),
  19737. *
  19738. * lightMap: new THREE.Texture( <Image> ),
  19739. * lightMapIntensity: <float>
  19740. *
  19741. * aoMap: new THREE.Texture( <Image> ),
  19742. * aoMapIntensity: <float>
  19743. *
  19744. * emissive: <hex>,
  19745. * emissiveIntensity: <float>
  19746. * emissiveMap: new THREE.Texture( <Image> ),
  19747. *
  19748. * specularMap: new THREE.Texture( <Image> ),
  19749. *
  19750. * alphaMap: new THREE.Texture( <Image> ),
  19751. *
  19752. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19753. * combine: THREE.Multiply,
  19754. * reflectivity: <float>,
  19755. * refractionRatio: <float>,
  19756. *
  19757. * wireframe: <boolean>,
  19758. * wireframeLinewidth: <float>,
  19759. *
  19760. * skinning: <bool>,
  19761. * morphTargets: <bool>,
  19762. * morphNormals: <bool>
  19763. * }
  19764. */
  19765. function MeshLambertMaterial( parameters ) {
  19766. Material.call( this );
  19767. this.type = 'MeshLambertMaterial';
  19768. this.color = new Color( 0xffffff ); // diffuse
  19769. this.map = null;
  19770. this.lightMap = null;
  19771. this.lightMapIntensity = 1.0;
  19772. this.aoMap = null;
  19773. this.aoMapIntensity = 1.0;
  19774. this.emissive = new Color( 0x000000 );
  19775. this.emissiveIntensity = 1.0;
  19776. this.emissiveMap = null;
  19777. this.specularMap = null;
  19778. this.alphaMap = null;
  19779. this.envMap = null;
  19780. this.combine = MultiplyOperation;
  19781. this.reflectivity = 1;
  19782. this.refractionRatio = 0.98;
  19783. this.wireframe = false;
  19784. this.wireframeLinewidth = 1;
  19785. this.wireframeLinecap = 'round';
  19786. this.wireframeLinejoin = 'round';
  19787. this.skinning = false;
  19788. this.morphTargets = false;
  19789. this.morphNormals = false;
  19790. this.setValues( parameters );
  19791. }
  19792. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19793. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19794. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19795. MeshLambertMaterial.prototype.copy = function ( source ) {
  19796. Material.prototype.copy.call( this, source );
  19797. this.color.copy( source.color );
  19798. this.map = source.map;
  19799. this.lightMap = source.lightMap;
  19800. this.lightMapIntensity = source.lightMapIntensity;
  19801. this.aoMap = source.aoMap;
  19802. this.aoMapIntensity = source.aoMapIntensity;
  19803. this.emissive.copy( source.emissive );
  19804. this.emissiveMap = source.emissiveMap;
  19805. this.emissiveIntensity = source.emissiveIntensity;
  19806. this.specularMap = source.specularMap;
  19807. this.alphaMap = source.alphaMap;
  19808. this.envMap = source.envMap;
  19809. this.combine = source.combine;
  19810. this.reflectivity = source.reflectivity;
  19811. this.refractionRatio = source.refractionRatio;
  19812. this.wireframe = source.wireframe;
  19813. this.wireframeLinewidth = source.wireframeLinewidth;
  19814. this.wireframeLinecap = source.wireframeLinecap;
  19815. this.wireframeLinejoin = source.wireframeLinejoin;
  19816. this.skinning = source.skinning;
  19817. this.morphTargets = source.morphTargets;
  19818. this.morphNormals = source.morphNormals;
  19819. return this;
  19820. };
  19821. /**
  19822. * @author WestLangley / http://github.com/WestLangley
  19823. *
  19824. * parameters = {
  19825. * color: <hex>,
  19826. * opacity: <float>,
  19827. *
  19828. * matcap: new THREE.Texture( <Image> ),
  19829. *
  19830. * map: new THREE.Texture( <Image> ),
  19831. *
  19832. * bumpMap: new THREE.Texture( <Image> ),
  19833. * bumpScale: <float>,
  19834. *
  19835. * normalMap: new THREE.Texture( <Image> ),
  19836. * normalMapType: THREE.TangentSpaceNormalMap,
  19837. * normalScale: <Vector2>,
  19838. *
  19839. * displacementMap: new THREE.Texture( <Image> ),
  19840. * displacementScale: <float>,
  19841. * displacementBias: <float>,
  19842. *
  19843. * alphaMap: new THREE.Texture( <Image> ),
  19844. *
  19845. * skinning: <bool>,
  19846. * morphTargets: <bool>,
  19847. * morphNormals: <bool>
  19848. * }
  19849. */
  19850. function MeshMatcapMaterial( parameters ) {
  19851. Material.call( this );
  19852. this.defines = { 'MATCAP': '' };
  19853. this.type = 'MeshMatcapMaterial';
  19854. this.color = new Color( 0xffffff ); // diffuse
  19855. this.matcap = null;
  19856. this.map = null;
  19857. this.bumpMap = null;
  19858. this.bumpScale = 1;
  19859. this.normalMap = null;
  19860. this.normalMapType = TangentSpaceNormalMap;
  19861. this.normalScale = new Vector2( 1, 1 );
  19862. this.displacementMap = null;
  19863. this.displacementScale = 1;
  19864. this.displacementBias = 0;
  19865. this.alphaMap = null;
  19866. this.skinning = false;
  19867. this.morphTargets = false;
  19868. this.morphNormals = false;
  19869. this.setValues( parameters );
  19870. }
  19871. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19872. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19873. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19874. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19875. Material.prototype.copy.call( this, source );
  19876. this.defines = { 'MATCAP': '' };
  19877. this.color.copy( source.color );
  19878. this.matcap = source.matcap;
  19879. this.map = source.map;
  19880. this.bumpMap = source.bumpMap;
  19881. this.bumpScale = source.bumpScale;
  19882. this.normalMap = source.normalMap;
  19883. this.normalMapType = source.normalMapType;
  19884. this.normalScale.copy( source.normalScale );
  19885. this.displacementMap = source.displacementMap;
  19886. this.displacementScale = source.displacementScale;
  19887. this.displacementBias = source.displacementBias;
  19888. this.alphaMap = source.alphaMap;
  19889. this.skinning = source.skinning;
  19890. this.morphTargets = source.morphTargets;
  19891. this.morphNormals = source.morphNormals;
  19892. return this;
  19893. };
  19894. /**
  19895. * @author alteredq / http://alteredqualia.com/
  19896. *
  19897. * parameters = {
  19898. * color: <hex>,
  19899. * opacity: <float>,
  19900. *
  19901. * linewidth: <float>,
  19902. *
  19903. * scale: <float>,
  19904. * dashSize: <float>,
  19905. * gapSize: <float>
  19906. * }
  19907. */
  19908. function LineDashedMaterial( parameters ) {
  19909. LineBasicMaterial.call( this );
  19910. this.type = 'LineDashedMaterial';
  19911. this.scale = 1;
  19912. this.dashSize = 3;
  19913. this.gapSize = 1;
  19914. this.setValues( parameters );
  19915. }
  19916. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19917. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19918. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19919. LineDashedMaterial.prototype.copy = function ( source ) {
  19920. LineBasicMaterial.prototype.copy.call( this, source );
  19921. this.scale = source.scale;
  19922. this.dashSize = source.dashSize;
  19923. this.gapSize = source.gapSize;
  19924. return this;
  19925. };
  19926. var Materials = /*#__PURE__*/Object.freeze({
  19927. ShadowMaterial: ShadowMaterial,
  19928. SpriteMaterial: SpriteMaterial,
  19929. RawShaderMaterial: RawShaderMaterial,
  19930. ShaderMaterial: ShaderMaterial,
  19931. PointsMaterial: PointsMaterial,
  19932. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19933. MeshStandardMaterial: MeshStandardMaterial,
  19934. MeshPhongMaterial: MeshPhongMaterial,
  19935. MeshToonMaterial: MeshToonMaterial,
  19936. MeshNormalMaterial: MeshNormalMaterial,
  19937. MeshLambertMaterial: MeshLambertMaterial,
  19938. MeshDepthMaterial: MeshDepthMaterial,
  19939. MeshDistanceMaterial: MeshDistanceMaterial,
  19940. MeshBasicMaterial: MeshBasicMaterial,
  19941. MeshMatcapMaterial: MeshMatcapMaterial,
  19942. LineDashedMaterial: LineDashedMaterial,
  19943. LineBasicMaterial: LineBasicMaterial,
  19944. Material: Material
  19945. });
  19946. /**
  19947. * @author tschw
  19948. * @author Ben Houston / http://clara.io/
  19949. * @author David Sarno / http://lighthaus.us/
  19950. */
  19951. var AnimationUtils = {
  19952. // same as Array.prototype.slice, but also works on typed arrays
  19953. arraySlice: function ( array, from, to ) {
  19954. if ( AnimationUtils.isTypedArray( array ) ) {
  19955. // in ios9 array.subarray(from, undefined) will return empty array
  19956. // but array.subarray(from) or array.subarray(from, len) is correct
  19957. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19958. }
  19959. return array.slice( from, to );
  19960. },
  19961. // converts an array to a specific type
  19962. convertArray: function ( array, type, forceClone ) {
  19963. if ( ! array || // let 'undefined' and 'null' pass
  19964. ! forceClone && array.constructor === type ) { return array; }
  19965. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19966. return new type( array ); // create typed array
  19967. }
  19968. return Array.prototype.slice.call( array ); // create Array
  19969. },
  19970. isTypedArray: function ( object ) {
  19971. return ArrayBuffer.isView( object ) &&
  19972. ! ( object instanceof DataView );
  19973. },
  19974. // returns an array by which times and values can be sorted
  19975. getKeyframeOrder: function ( times ) {
  19976. function compareTime( i, j ) {
  19977. return times[ i ] - times[ j ];
  19978. }
  19979. var n = times.length;
  19980. var result = new Array( n );
  19981. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  19982. result.sort( compareTime );
  19983. return result;
  19984. },
  19985. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19986. sortedArray: function ( values, stride, order ) {
  19987. var nValues = values.length;
  19988. var result = new values.constructor( nValues );
  19989. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19990. var srcOffset = order[ i ] * stride;
  19991. for ( var j = 0; j !== stride; ++ j ) {
  19992. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19993. }
  19994. }
  19995. return result;
  19996. },
  19997. // function for parsing AOS keyframe formats
  19998. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19999. var i = 1, key = jsonKeys[ 0 ];
  20000. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20001. key = jsonKeys[ i ++ ];
  20002. }
  20003. if ( key === undefined ) { return; } // no data
  20004. var value = key[ valuePropertyName ];
  20005. if ( value === undefined ) { return; } // no data
  20006. if ( Array.isArray( value ) ) {
  20007. do {
  20008. value = key[ valuePropertyName ];
  20009. if ( value !== undefined ) {
  20010. times.push( key.time );
  20011. values.push.apply( values, value ); // push all elements
  20012. }
  20013. key = jsonKeys[ i ++ ];
  20014. } while ( key !== undefined );
  20015. } else if ( value.toArray !== undefined ) {
  20016. // ...assume THREE.Math-ish
  20017. do {
  20018. value = key[ valuePropertyName ];
  20019. if ( value !== undefined ) {
  20020. times.push( key.time );
  20021. value.toArray( values, values.length );
  20022. }
  20023. key = jsonKeys[ i ++ ];
  20024. } while ( key !== undefined );
  20025. } else {
  20026. // otherwise push as-is
  20027. do {
  20028. value = key[ valuePropertyName ];
  20029. if ( value !== undefined ) {
  20030. times.push( key.time );
  20031. values.push( value );
  20032. }
  20033. key = jsonKeys[ i ++ ];
  20034. } while ( key !== undefined );
  20035. }
  20036. }
  20037. };
  20038. /**
  20039. * Abstract base class of interpolants over parametric samples.
  20040. *
  20041. * The parameter domain is one dimensional, typically the time or a path
  20042. * along a curve defined by the data.
  20043. *
  20044. * The sample values can have any dimensionality and derived classes may
  20045. * apply special interpretations to the data.
  20046. *
  20047. * This class provides the interval seek in a Template Method, deferring
  20048. * the actual interpolation to derived classes.
  20049. *
  20050. * Time complexity is O(1) for linear access crossing at most two points
  20051. * and O(log N) for random access, where N is the number of positions.
  20052. *
  20053. * References:
  20054. *
  20055. * http://www.oodesign.com/template-method-pattern.html
  20056. *
  20057. * @author tschw
  20058. */
  20059. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20060. this.parameterPositions = parameterPositions;
  20061. this._cachedIndex = 0;
  20062. this.resultBuffer = resultBuffer !== undefined ?
  20063. resultBuffer : new sampleValues.constructor( sampleSize );
  20064. this.sampleValues = sampleValues;
  20065. this.valueSize = sampleSize;
  20066. }
  20067. Object.assign( Interpolant.prototype, {
  20068. evaluate: function ( t ) {
  20069. var pp = this.parameterPositions,
  20070. i1 = this._cachedIndex,
  20071. t1 = pp[ i1 ],
  20072. t0 = pp[ i1 - 1 ];
  20073. validate_interval: {
  20074. seek: {
  20075. var right;
  20076. linear_scan: {
  20077. //- See http://jsperf.com/comparison-to-undefined/3
  20078. //- slower code:
  20079. //-
  20080. //- if ( t >= t1 || t1 === undefined ) {
  20081. forward_scan: if ( ! ( t < t1 ) ) {
  20082. for ( var giveUpAt = i1 + 2; ; ) {
  20083. if ( t1 === undefined ) {
  20084. if ( t < t0 ) { break forward_scan; }
  20085. // after end
  20086. i1 = pp.length;
  20087. this._cachedIndex = i1;
  20088. return this.afterEnd_( i1 - 1, t, t0 );
  20089. }
  20090. if ( i1 === giveUpAt ) { break; } // this loop
  20091. t0 = t1;
  20092. t1 = pp[ ++ i1 ];
  20093. if ( t < t1 ) {
  20094. // we have arrived at the sought interval
  20095. break seek;
  20096. }
  20097. }
  20098. // prepare binary search on the right side of the index
  20099. right = pp.length;
  20100. break linear_scan;
  20101. }
  20102. //- slower code:
  20103. //- if ( t < t0 || t0 === undefined ) {
  20104. if ( ! ( t >= t0 ) ) {
  20105. // looping?
  20106. var t1global = pp[ 1 ];
  20107. if ( t < t1global ) {
  20108. i1 = 2; // + 1, using the scan for the details
  20109. t0 = t1global;
  20110. }
  20111. // linear reverse scan
  20112. for ( var giveUpAt = i1 - 2; ; ) {
  20113. if ( t0 === undefined ) {
  20114. // before start
  20115. this._cachedIndex = 0;
  20116. return this.beforeStart_( 0, t, t1 );
  20117. }
  20118. if ( i1 === giveUpAt ) { break; } // this loop
  20119. t1 = t0;
  20120. t0 = pp[ -- i1 - 1 ];
  20121. if ( t >= t0 ) {
  20122. // we have arrived at the sought interval
  20123. break seek;
  20124. }
  20125. }
  20126. // prepare binary search on the left side of the index
  20127. right = i1;
  20128. i1 = 0;
  20129. break linear_scan;
  20130. }
  20131. // the interval is valid
  20132. break validate_interval;
  20133. } // linear scan
  20134. // binary search
  20135. while ( i1 < right ) {
  20136. var mid = ( i1 + right ) >>> 1;
  20137. if ( t < pp[ mid ] ) {
  20138. right = mid;
  20139. } else {
  20140. i1 = mid + 1;
  20141. }
  20142. }
  20143. t1 = pp[ i1 ];
  20144. t0 = pp[ i1 - 1 ];
  20145. // check boundary cases, again
  20146. if ( t0 === undefined ) {
  20147. this._cachedIndex = 0;
  20148. return this.beforeStart_( 0, t, t1 );
  20149. }
  20150. if ( t1 === undefined ) {
  20151. i1 = pp.length;
  20152. this._cachedIndex = i1;
  20153. return this.afterEnd_( i1 - 1, t0, t );
  20154. }
  20155. } // seek
  20156. this._cachedIndex = i1;
  20157. this.intervalChanged_( i1, t0, t1 );
  20158. } // validate_interval
  20159. return this.interpolate_( i1, t0, t, t1 );
  20160. },
  20161. settings: null, // optional, subclass-specific settings structure
  20162. // Note: The indirection allows central control of many interpolants.
  20163. // --- Protected interface
  20164. DefaultSettings_: {},
  20165. getSettings_: function () {
  20166. return this.settings || this.DefaultSettings_;
  20167. },
  20168. copySampleValue_: function ( index ) {
  20169. // copies a sample value to the result buffer
  20170. var result = this.resultBuffer,
  20171. values = this.sampleValues,
  20172. stride = this.valueSize,
  20173. offset = index * stride;
  20174. for ( var i = 0; i !== stride; ++ i ) {
  20175. result[ i ] = values[ offset + i ];
  20176. }
  20177. return result;
  20178. },
  20179. // Template methods for derived classes:
  20180. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20181. throw new Error( 'call to abstract method' );
  20182. // implementations shall return this.resultBuffer
  20183. },
  20184. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20185. // empty
  20186. }
  20187. } );
  20188. //!\ DECLARE ALIAS AFTER assign prototype !
  20189. Object.assign( Interpolant.prototype, {
  20190. //( 0, t, t0 ), returns this.resultBuffer
  20191. beforeStart_: Interpolant.prototype.copySampleValue_,
  20192. //( N-1, tN-1, t ), returns this.resultBuffer
  20193. afterEnd_: Interpolant.prototype.copySampleValue_,
  20194. } );
  20195. /**
  20196. * Fast and simple cubic spline interpolant.
  20197. *
  20198. * It was derived from a Hermitian construction setting the first derivative
  20199. * at each sample position to the linear slope between neighboring positions
  20200. * over their parameter interval.
  20201. *
  20202. * @author tschw
  20203. */
  20204. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20205. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20206. this._weightPrev = - 0;
  20207. this._offsetPrev = - 0;
  20208. this._weightNext = - 0;
  20209. this._offsetNext = - 0;
  20210. }
  20211. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20212. constructor: CubicInterpolant,
  20213. DefaultSettings_: {
  20214. endingStart: ZeroCurvatureEnding,
  20215. endingEnd: ZeroCurvatureEnding
  20216. },
  20217. intervalChanged_: function ( i1, t0, t1 ) {
  20218. var pp = this.parameterPositions,
  20219. iPrev = i1 - 2,
  20220. iNext = i1 + 1,
  20221. tPrev = pp[ iPrev ],
  20222. tNext = pp[ iNext ];
  20223. if ( tPrev === undefined ) {
  20224. switch ( this.getSettings_().endingStart ) {
  20225. case ZeroSlopeEnding:
  20226. // f'(t0) = 0
  20227. iPrev = i1;
  20228. tPrev = 2 * t0 - t1;
  20229. break;
  20230. case WrapAroundEnding:
  20231. // use the other end of the curve
  20232. iPrev = pp.length - 2;
  20233. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20234. break;
  20235. default: // ZeroCurvatureEnding
  20236. // f''(t0) = 0 a.k.a. Natural Spline
  20237. iPrev = i1;
  20238. tPrev = t1;
  20239. }
  20240. }
  20241. if ( tNext === undefined ) {
  20242. switch ( this.getSettings_().endingEnd ) {
  20243. case ZeroSlopeEnding:
  20244. // f'(tN) = 0
  20245. iNext = i1;
  20246. tNext = 2 * t1 - t0;
  20247. break;
  20248. case WrapAroundEnding:
  20249. // use the other end of the curve
  20250. iNext = 1;
  20251. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20252. break;
  20253. default: // ZeroCurvatureEnding
  20254. // f''(tN) = 0, a.k.a. Natural Spline
  20255. iNext = i1 - 1;
  20256. tNext = t0;
  20257. }
  20258. }
  20259. var halfDt = ( t1 - t0 ) * 0.5,
  20260. stride = this.valueSize;
  20261. this._weightPrev = halfDt / ( t0 - tPrev );
  20262. this._weightNext = halfDt / ( tNext - t1 );
  20263. this._offsetPrev = iPrev * stride;
  20264. this._offsetNext = iNext * stride;
  20265. },
  20266. interpolate_: function ( i1, t0, t, t1 ) {
  20267. var result = this.resultBuffer,
  20268. values = this.sampleValues,
  20269. stride = this.valueSize,
  20270. o1 = i1 * stride, o0 = o1 - stride,
  20271. oP = this._offsetPrev, oN = this._offsetNext,
  20272. wP = this._weightPrev, wN = this._weightNext,
  20273. p = ( t - t0 ) / ( t1 - t0 ),
  20274. pp = p * p,
  20275. ppp = pp * p;
  20276. // evaluate polynomials
  20277. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20278. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20279. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20280. var sN = wN * ppp - wN * pp;
  20281. // combine data linearly
  20282. for ( var i = 0; i !== stride; ++ i ) {
  20283. result[ i ] =
  20284. sP * values[ oP + i ] +
  20285. s0 * values[ o0 + i ] +
  20286. s1 * values[ o1 + i ] +
  20287. sN * values[ oN + i ];
  20288. }
  20289. return result;
  20290. }
  20291. } );
  20292. /**
  20293. * @author tschw
  20294. */
  20295. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20296. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20297. }
  20298. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20299. constructor: LinearInterpolant,
  20300. interpolate_: function ( i1, t0, t, t1 ) {
  20301. var result = this.resultBuffer,
  20302. values = this.sampleValues,
  20303. stride = this.valueSize,
  20304. offset1 = i1 * stride,
  20305. offset0 = offset1 - stride,
  20306. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20307. weight0 = 1 - weight1;
  20308. for ( var i = 0; i !== stride; ++ i ) {
  20309. result[ i ] =
  20310. values[ offset0 + i ] * weight0 +
  20311. values[ offset1 + i ] * weight1;
  20312. }
  20313. return result;
  20314. }
  20315. } );
  20316. /**
  20317. *
  20318. * Interpolant that evaluates to the sample value at the position preceeding
  20319. * the parameter.
  20320. *
  20321. * @author tschw
  20322. */
  20323. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20324. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20325. }
  20326. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20327. constructor: DiscreteInterpolant,
  20328. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20329. return this.copySampleValue_( i1 - 1 );
  20330. }
  20331. } );
  20332. /**
  20333. *
  20334. * A timed sequence of keyframes for a specific property.
  20335. *
  20336. *
  20337. * @author Ben Houston / http://clara.io/
  20338. * @author David Sarno / http://lighthaus.us/
  20339. * @author tschw
  20340. */
  20341. function KeyframeTrack( name, times, values, interpolation ) {
  20342. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20343. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20344. this.name = name;
  20345. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20346. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20347. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20348. }
  20349. // Static methods
  20350. Object.assign( KeyframeTrack, {
  20351. // Serialization (in static context, because of constructor invocation
  20352. // and automatic invocation of .toJSON):
  20353. toJSON: function ( track ) {
  20354. var trackType = track.constructor;
  20355. var json;
  20356. // derived classes can define a static toJSON method
  20357. if ( trackType.toJSON !== undefined ) {
  20358. json = trackType.toJSON( track );
  20359. } else {
  20360. // by default, we assume the data can be serialized as-is
  20361. json = {
  20362. 'name': track.name,
  20363. 'times': AnimationUtils.convertArray( track.times, Array ),
  20364. 'values': AnimationUtils.convertArray( track.values, Array )
  20365. };
  20366. var interpolation = track.getInterpolation();
  20367. if ( interpolation !== track.DefaultInterpolation ) {
  20368. json.interpolation = interpolation;
  20369. }
  20370. }
  20371. json.type = track.ValueTypeName; // mandatory
  20372. return json;
  20373. }
  20374. } );
  20375. Object.assign( KeyframeTrack.prototype, {
  20376. constructor: KeyframeTrack,
  20377. TimeBufferType: Float32Array,
  20378. ValueBufferType: Float32Array,
  20379. DefaultInterpolation: InterpolateLinear,
  20380. InterpolantFactoryMethodDiscrete: function ( result ) {
  20381. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20382. },
  20383. InterpolantFactoryMethodLinear: function ( result ) {
  20384. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20385. },
  20386. InterpolantFactoryMethodSmooth: function ( result ) {
  20387. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20388. },
  20389. setInterpolation: function ( interpolation ) {
  20390. var factoryMethod;
  20391. switch ( interpolation ) {
  20392. case InterpolateDiscrete:
  20393. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20394. break;
  20395. case InterpolateLinear:
  20396. factoryMethod = this.InterpolantFactoryMethodLinear;
  20397. break;
  20398. case InterpolateSmooth:
  20399. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20400. break;
  20401. }
  20402. if ( factoryMethod === undefined ) {
  20403. var message = "unsupported interpolation for " +
  20404. this.ValueTypeName + " keyframe track named " + this.name;
  20405. if ( this.createInterpolant === undefined ) {
  20406. // fall back to default, unless the default itself is messed up
  20407. if ( interpolation !== this.DefaultInterpolation ) {
  20408. this.setInterpolation( this.DefaultInterpolation );
  20409. } else {
  20410. throw new Error( message ); // fatal, in this case
  20411. }
  20412. }
  20413. console.warn( 'THREE.KeyframeTrack:', message );
  20414. return this;
  20415. }
  20416. this.createInterpolant = factoryMethod;
  20417. return this;
  20418. },
  20419. getInterpolation: function () {
  20420. switch ( this.createInterpolant ) {
  20421. case this.InterpolantFactoryMethodDiscrete:
  20422. return InterpolateDiscrete;
  20423. case this.InterpolantFactoryMethodLinear:
  20424. return InterpolateLinear;
  20425. case this.InterpolantFactoryMethodSmooth:
  20426. return InterpolateSmooth;
  20427. }
  20428. },
  20429. getValueSize: function () {
  20430. return this.values.length / this.times.length;
  20431. },
  20432. // move all keyframes either forwards or backwards in time
  20433. shift: function ( timeOffset ) {
  20434. if ( timeOffset !== 0.0 ) {
  20435. var times = this.times;
  20436. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20437. times[ i ] += timeOffset;
  20438. }
  20439. }
  20440. return this;
  20441. },
  20442. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20443. scale: function ( timeScale ) {
  20444. if ( timeScale !== 1.0 ) {
  20445. var times = this.times;
  20446. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20447. times[ i ] *= timeScale;
  20448. }
  20449. }
  20450. return this;
  20451. },
  20452. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20453. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20454. trim: function ( startTime, endTime ) {
  20455. var times = this.times,
  20456. nKeys = times.length,
  20457. from = 0,
  20458. to = nKeys - 1;
  20459. while ( from !== nKeys && times[ from ] < startTime ) {
  20460. ++ from;
  20461. }
  20462. while ( to !== - 1 && times[ to ] > endTime ) {
  20463. -- to;
  20464. }
  20465. ++ to; // inclusive -> exclusive bound
  20466. if ( from !== 0 || to !== nKeys ) {
  20467. // empty tracks are forbidden, so keep at least one keyframe
  20468. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20469. var stride = this.getValueSize();
  20470. this.times = AnimationUtils.arraySlice( times, from, to );
  20471. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20472. }
  20473. return this;
  20474. },
  20475. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20476. validate: function () {
  20477. var valid = true;
  20478. var valueSize = this.getValueSize();
  20479. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20480. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20481. valid = false;
  20482. }
  20483. var times = this.times,
  20484. values = this.values,
  20485. nKeys = times.length;
  20486. if ( nKeys === 0 ) {
  20487. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20488. valid = false;
  20489. }
  20490. var prevTime = null;
  20491. for ( var i = 0; i !== nKeys; i ++ ) {
  20492. var currTime = times[ i ];
  20493. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20494. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20495. valid = false;
  20496. break;
  20497. }
  20498. if ( prevTime !== null && prevTime > currTime ) {
  20499. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20500. valid = false;
  20501. break;
  20502. }
  20503. prevTime = currTime;
  20504. }
  20505. if ( values !== undefined ) {
  20506. if ( AnimationUtils.isTypedArray( values ) ) {
  20507. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20508. var value = values[ i ];
  20509. if ( isNaN( value ) ) {
  20510. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20511. valid = false;
  20512. break;
  20513. }
  20514. }
  20515. }
  20516. }
  20517. return valid;
  20518. },
  20519. // removes equivalent sequential keys as common in morph target sequences
  20520. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20521. optimize: function () {
  20522. var times = this.times,
  20523. values = this.values,
  20524. stride = this.getValueSize(),
  20525. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20526. writeIndex = 1,
  20527. lastIndex = times.length - 1;
  20528. for ( var i = 1; i < lastIndex; ++ i ) {
  20529. var keep = false;
  20530. var time = times[ i ];
  20531. var timeNext = times[ i + 1 ];
  20532. // remove adjacent keyframes scheduled at the same time
  20533. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20534. if ( ! smoothInterpolation ) {
  20535. // remove unnecessary keyframes same as their neighbors
  20536. var offset = i * stride,
  20537. offsetP = offset - stride,
  20538. offsetN = offset + stride;
  20539. for ( var j = 0; j !== stride; ++ j ) {
  20540. var value = values[ offset + j ];
  20541. if ( value !== values[ offsetP + j ] ||
  20542. value !== values[ offsetN + j ] ) {
  20543. keep = true;
  20544. break;
  20545. }
  20546. }
  20547. } else {
  20548. keep = true;
  20549. }
  20550. }
  20551. // in-place compaction
  20552. if ( keep ) {
  20553. if ( i !== writeIndex ) {
  20554. times[ writeIndex ] = times[ i ];
  20555. var readOffset = i * stride,
  20556. writeOffset = writeIndex * stride;
  20557. for ( var j = 0; j !== stride; ++ j ) {
  20558. values[ writeOffset + j ] = values[ readOffset + j ];
  20559. }
  20560. }
  20561. ++ writeIndex;
  20562. }
  20563. }
  20564. // flush last keyframe (compaction looks ahead)
  20565. if ( lastIndex > 0 ) {
  20566. times[ writeIndex ] = times[ lastIndex ];
  20567. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20568. values[ writeOffset + j ] = values[ readOffset + j ];
  20569. }
  20570. ++ writeIndex;
  20571. }
  20572. if ( writeIndex !== times.length ) {
  20573. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20574. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20575. }
  20576. return this;
  20577. },
  20578. clone: function () {
  20579. var times = AnimationUtils.arraySlice( this.times, 0 );
  20580. var values = AnimationUtils.arraySlice( this.values, 0 );
  20581. var TypedKeyframeTrack = this.constructor;
  20582. var track = new TypedKeyframeTrack( this.name, times, values );
  20583. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20584. track.createInterpolant = this.createInterpolant;
  20585. return track;
  20586. }
  20587. } );
  20588. /**
  20589. *
  20590. * A Track of Boolean keyframe values.
  20591. *
  20592. *
  20593. * @author Ben Houston / http://clara.io/
  20594. * @author David Sarno / http://lighthaus.us/
  20595. * @author tschw
  20596. */
  20597. function BooleanKeyframeTrack( name, times, values ) {
  20598. KeyframeTrack.call( this, name, times, values );
  20599. }
  20600. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20601. constructor: BooleanKeyframeTrack,
  20602. ValueTypeName: 'bool',
  20603. ValueBufferType: Array,
  20604. DefaultInterpolation: InterpolateDiscrete,
  20605. InterpolantFactoryMethodLinear: undefined,
  20606. InterpolantFactoryMethodSmooth: undefined
  20607. // Note: Actually this track could have a optimized / compressed
  20608. // representation of a single value and a custom interpolant that
  20609. // computes "firstValue ^ isOdd( index )".
  20610. } );
  20611. /**
  20612. *
  20613. * A Track of keyframe values that represent color.
  20614. *
  20615. *
  20616. * @author Ben Houston / http://clara.io/
  20617. * @author David Sarno / http://lighthaus.us/
  20618. * @author tschw
  20619. */
  20620. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20621. KeyframeTrack.call( this, name, times, values, interpolation );
  20622. }
  20623. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20624. constructor: ColorKeyframeTrack,
  20625. ValueTypeName: 'color'
  20626. // ValueBufferType is inherited
  20627. // DefaultInterpolation is inherited
  20628. // Note: Very basic implementation and nothing special yet.
  20629. // However, this is the place for color space parameterization.
  20630. } );
  20631. /**
  20632. *
  20633. * A Track of numeric keyframe values.
  20634. *
  20635. * @author Ben Houston / http://clara.io/
  20636. * @author David Sarno / http://lighthaus.us/
  20637. * @author tschw
  20638. */
  20639. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20640. KeyframeTrack.call( this, name, times, values, interpolation );
  20641. }
  20642. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20643. constructor: NumberKeyframeTrack,
  20644. ValueTypeName: 'number'
  20645. // ValueBufferType is inherited
  20646. // DefaultInterpolation is inherited
  20647. } );
  20648. /**
  20649. * Spherical linear unit quaternion interpolant.
  20650. *
  20651. * @author tschw
  20652. */
  20653. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20654. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20655. }
  20656. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20657. constructor: QuaternionLinearInterpolant,
  20658. interpolate_: function ( i1, t0, t, t1 ) {
  20659. var result = this.resultBuffer,
  20660. values = this.sampleValues,
  20661. stride = this.valueSize,
  20662. offset = i1 * stride,
  20663. alpha = ( t - t0 ) / ( t1 - t0 );
  20664. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20665. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20666. }
  20667. return result;
  20668. }
  20669. } );
  20670. /**
  20671. *
  20672. * A Track of quaternion keyframe values.
  20673. *
  20674. * @author Ben Houston / http://clara.io/
  20675. * @author David Sarno / http://lighthaus.us/
  20676. * @author tschw
  20677. */
  20678. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20679. KeyframeTrack.call( this, name, times, values, interpolation );
  20680. }
  20681. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20682. constructor: QuaternionKeyframeTrack,
  20683. ValueTypeName: 'quaternion',
  20684. // ValueBufferType is inherited
  20685. DefaultInterpolation: InterpolateLinear,
  20686. InterpolantFactoryMethodLinear: function ( result ) {
  20687. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20688. },
  20689. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20690. } );
  20691. /**
  20692. *
  20693. * A Track that interpolates Strings
  20694. *
  20695. *
  20696. * @author Ben Houston / http://clara.io/
  20697. * @author David Sarno / http://lighthaus.us/
  20698. * @author tschw
  20699. */
  20700. function StringKeyframeTrack( name, times, values, interpolation ) {
  20701. KeyframeTrack.call( this, name, times, values, interpolation );
  20702. }
  20703. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20704. constructor: StringKeyframeTrack,
  20705. ValueTypeName: 'string',
  20706. ValueBufferType: Array,
  20707. DefaultInterpolation: InterpolateDiscrete,
  20708. InterpolantFactoryMethodLinear: undefined,
  20709. InterpolantFactoryMethodSmooth: undefined
  20710. } );
  20711. /**
  20712. *
  20713. * A Track of vectored keyframe values.
  20714. *
  20715. *
  20716. * @author Ben Houston / http://clara.io/
  20717. * @author David Sarno / http://lighthaus.us/
  20718. * @author tschw
  20719. */
  20720. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20721. KeyframeTrack.call( this, name, times, values, interpolation );
  20722. }
  20723. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20724. constructor: VectorKeyframeTrack,
  20725. ValueTypeName: 'vector'
  20726. // ValueBufferType is inherited
  20727. // DefaultInterpolation is inherited
  20728. } );
  20729. /**
  20730. *
  20731. * Reusable set of Tracks that represent an animation.
  20732. *
  20733. * @author Ben Houston / http://clara.io/
  20734. * @author David Sarno / http://lighthaus.us/
  20735. */
  20736. function AnimationClip( name, duration, tracks ) {
  20737. this.name = name;
  20738. this.tracks = tracks;
  20739. this.duration = ( duration !== undefined ) ? duration : - 1;
  20740. this.uuid = _Math.generateUUID();
  20741. // this means it should figure out its duration by scanning the tracks
  20742. if ( this.duration < 0 ) {
  20743. this.resetDuration();
  20744. }
  20745. }
  20746. function getTrackTypeForValueTypeName( typeName ) {
  20747. switch ( typeName.toLowerCase() ) {
  20748. case 'scalar':
  20749. case 'double':
  20750. case 'float':
  20751. case 'number':
  20752. case 'integer':
  20753. return NumberKeyframeTrack;
  20754. case 'vector':
  20755. case 'vector2':
  20756. case 'vector3':
  20757. case 'vector4':
  20758. return VectorKeyframeTrack;
  20759. case 'color':
  20760. return ColorKeyframeTrack;
  20761. case 'quaternion':
  20762. return QuaternionKeyframeTrack;
  20763. case 'bool':
  20764. case 'boolean':
  20765. return BooleanKeyframeTrack;
  20766. case 'string':
  20767. return StringKeyframeTrack;
  20768. }
  20769. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20770. }
  20771. function parseKeyframeTrack( json ) {
  20772. if ( json.type === undefined ) {
  20773. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20774. }
  20775. var trackType = getTrackTypeForValueTypeName( json.type );
  20776. if ( json.times === undefined ) {
  20777. var times = [], values = [];
  20778. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20779. json.times = times;
  20780. json.values = values;
  20781. }
  20782. // derived classes can define a static parse method
  20783. if ( trackType.parse !== undefined ) {
  20784. return trackType.parse( json );
  20785. } else {
  20786. // by default, we assume a constructor compatible with the base
  20787. return new trackType( json.name, json.times, json.values, json.interpolation );
  20788. }
  20789. }
  20790. Object.assign( AnimationClip, {
  20791. parse: function ( json ) {
  20792. var tracks = [],
  20793. jsonTracks = json.tracks,
  20794. frameTime = 1.0 / ( json.fps || 1.0 );
  20795. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20796. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20797. }
  20798. return new AnimationClip( json.name, json.duration, tracks );
  20799. },
  20800. toJSON: function ( clip ) {
  20801. var tracks = [],
  20802. clipTracks = clip.tracks;
  20803. var json = {
  20804. 'name': clip.name,
  20805. 'duration': clip.duration,
  20806. 'tracks': tracks,
  20807. 'uuid': clip.uuid
  20808. };
  20809. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20810. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20811. }
  20812. return json;
  20813. },
  20814. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20815. var numMorphTargets = morphTargetSequence.length;
  20816. var tracks = [];
  20817. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20818. var times = [];
  20819. var values = [];
  20820. times.push(
  20821. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20822. i,
  20823. ( i + 1 ) % numMorphTargets );
  20824. values.push( 0, 1, 0 );
  20825. var order = AnimationUtils.getKeyframeOrder( times );
  20826. times = AnimationUtils.sortedArray( times, 1, order );
  20827. values = AnimationUtils.sortedArray( values, 1, order );
  20828. // if there is a key at the first frame, duplicate it as the
  20829. // last frame as well for perfect loop.
  20830. if ( ! noLoop && times[ 0 ] === 0 ) {
  20831. times.push( numMorphTargets );
  20832. values.push( values[ 0 ] );
  20833. }
  20834. tracks.push(
  20835. new NumberKeyframeTrack(
  20836. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20837. times, values
  20838. ).scale( 1.0 / fps ) );
  20839. }
  20840. return new AnimationClip( name, - 1, tracks );
  20841. },
  20842. findByName: function ( objectOrClipArray, name ) {
  20843. var clipArray = objectOrClipArray;
  20844. if ( ! Array.isArray( objectOrClipArray ) ) {
  20845. var o = objectOrClipArray;
  20846. clipArray = o.geometry && o.geometry.animations || o.animations;
  20847. }
  20848. for ( var i = 0; i < clipArray.length; i ++ ) {
  20849. if ( clipArray[ i ].name === name ) {
  20850. return clipArray[ i ];
  20851. }
  20852. }
  20853. return null;
  20854. },
  20855. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20856. var animationToMorphTargets = {};
  20857. // tested with https://regex101.com/ on trick sequences
  20858. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20859. var pattern = /^([\w-]*?)([\d]+)$/;
  20860. // sort morph target names into animation groups based
  20861. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20862. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20863. var morphTarget = morphTargets[ i ];
  20864. var parts = morphTarget.name.match( pattern );
  20865. if ( parts && parts.length > 1 ) {
  20866. var name = parts[ 1 ];
  20867. var animationMorphTargets = animationToMorphTargets[ name ];
  20868. if ( ! animationMorphTargets ) {
  20869. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20870. }
  20871. animationMorphTargets.push( morphTarget );
  20872. }
  20873. }
  20874. var clips = [];
  20875. for ( var name in animationToMorphTargets ) {
  20876. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20877. }
  20878. return clips;
  20879. },
  20880. // parse the animation.hierarchy format
  20881. parseAnimation: function ( animation, bones ) {
  20882. if ( ! animation ) {
  20883. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20884. return null;
  20885. }
  20886. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20887. // only return track if there are actually keys.
  20888. if ( animationKeys.length !== 0 ) {
  20889. var times = [];
  20890. var values = [];
  20891. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20892. // empty keys are filtered out, so check again
  20893. if ( times.length !== 0 ) {
  20894. destTracks.push( new trackType( trackName, times, values ) );
  20895. }
  20896. }
  20897. };
  20898. var tracks = [];
  20899. var clipName = animation.name || 'default';
  20900. // automatic length determination in AnimationClip.
  20901. var duration = animation.length || - 1;
  20902. var fps = animation.fps || 30;
  20903. var hierarchyTracks = animation.hierarchy || [];
  20904. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20905. var animationKeys = hierarchyTracks[ h ].keys;
  20906. // skip empty tracks
  20907. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  20908. // process morph targets
  20909. if ( animationKeys[ 0 ].morphTargets ) {
  20910. // figure out all morph targets used in this track
  20911. var morphTargetNames = {};
  20912. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20913. if ( animationKeys[ k ].morphTargets ) {
  20914. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20915. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20916. }
  20917. }
  20918. }
  20919. // create a track for each morph target with all zero
  20920. // morphTargetInfluences except for the keys in which
  20921. // the morphTarget is named.
  20922. for ( var morphTargetName in morphTargetNames ) {
  20923. var times = [];
  20924. var values = [];
  20925. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20926. var animationKey = animationKeys[ k ];
  20927. times.push( animationKey.time );
  20928. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20929. }
  20930. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20931. }
  20932. duration = morphTargetNames.length * ( fps || 1.0 );
  20933. } else {
  20934. // ...assume skeletal animation
  20935. var boneName = '.bones[' + bones[ h ].name + ']';
  20936. addNonemptyTrack(
  20937. VectorKeyframeTrack, boneName + '.position',
  20938. animationKeys, 'pos', tracks );
  20939. addNonemptyTrack(
  20940. QuaternionKeyframeTrack, boneName + '.quaternion',
  20941. animationKeys, 'rot', tracks );
  20942. addNonemptyTrack(
  20943. VectorKeyframeTrack, boneName + '.scale',
  20944. animationKeys, 'scl', tracks );
  20945. }
  20946. }
  20947. if ( tracks.length === 0 ) {
  20948. return null;
  20949. }
  20950. var clip = new AnimationClip( clipName, duration, tracks );
  20951. return clip;
  20952. }
  20953. } );
  20954. Object.assign( AnimationClip.prototype, {
  20955. resetDuration: function () {
  20956. var tracks = this.tracks, duration = 0;
  20957. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20958. var track = this.tracks[ i ];
  20959. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20960. }
  20961. this.duration = duration;
  20962. return this;
  20963. },
  20964. trim: function () {
  20965. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20966. this.tracks[ i ].trim( 0, this.duration );
  20967. }
  20968. return this;
  20969. },
  20970. validate: function () {
  20971. var valid = true;
  20972. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20973. valid = valid && this.tracks[ i ].validate();
  20974. }
  20975. return valid;
  20976. },
  20977. optimize: function () {
  20978. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20979. this.tracks[ i ].optimize();
  20980. }
  20981. return this;
  20982. },
  20983. clone: function () {
  20984. var tracks = [];
  20985. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20986. tracks.push( this.tracks[ i ].clone() );
  20987. }
  20988. return new AnimationClip( this.name, this.duration, tracks );
  20989. }
  20990. } );
  20991. /**
  20992. * @author mrdoob / http://mrdoob.com/
  20993. */
  20994. var Cache = {
  20995. enabled: false,
  20996. files: {},
  20997. add: function ( key, file ) {
  20998. if ( this.enabled === false ) { return; }
  20999. // console.log( 'THREE.Cache', 'Adding key:', key );
  21000. this.files[ key ] = file;
  21001. },
  21002. get: function ( key ) {
  21003. if ( this.enabled === false ) { return; }
  21004. // console.log( 'THREE.Cache', 'Checking key:', key );
  21005. return this.files[ key ];
  21006. },
  21007. remove: function ( key ) {
  21008. delete this.files[ key ];
  21009. },
  21010. clear: function () {
  21011. this.files = {};
  21012. }
  21013. };
  21014. /**
  21015. * @author mrdoob / http://mrdoob.com/
  21016. */
  21017. function LoadingManager( onLoad, onProgress, onError ) {
  21018. var scope = this;
  21019. var isLoading = false;
  21020. var itemsLoaded = 0;
  21021. var itemsTotal = 0;
  21022. var urlModifier = undefined;
  21023. var handlers = [];
  21024. // Refer to #5689 for the reason why we don't set .onStart
  21025. // in the constructor
  21026. this.onStart = undefined;
  21027. this.onLoad = onLoad;
  21028. this.onProgress = onProgress;
  21029. this.onError = onError;
  21030. this.itemStart = function ( url ) {
  21031. itemsTotal ++;
  21032. if ( isLoading === false ) {
  21033. if ( scope.onStart !== undefined ) {
  21034. scope.onStart( url, itemsLoaded, itemsTotal );
  21035. }
  21036. }
  21037. isLoading = true;
  21038. };
  21039. this.itemEnd = function ( url ) {
  21040. itemsLoaded ++;
  21041. if ( scope.onProgress !== undefined ) {
  21042. scope.onProgress( url, itemsLoaded, itemsTotal );
  21043. }
  21044. if ( itemsLoaded === itemsTotal ) {
  21045. isLoading = false;
  21046. if ( scope.onLoad !== undefined ) {
  21047. scope.onLoad();
  21048. }
  21049. }
  21050. };
  21051. this.itemError = function ( url ) {
  21052. if ( scope.onError !== undefined ) {
  21053. scope.onError( url );
  21054. }
  21055. };
  21056. this.resolveURL = function ( url ) {
  21057. if ( urlModifier ) {
  21058. return urlModifier( url );
  21059. }
  21060. return url;
  21061. };
  21062. this.setURLModifier = function ( transform ) {
  21063. urlModifier = transform;
  21064. return this;
  21065. };
  21066. this.addHandler = function ( regex, loader ) {
  21067. handlers.push( regex, loader );
  21068. return this;
  21069. };
  21070. this.removeHandler = function ( regex ) {
  21071. var index = handlers.indexOf( regex );
  21072. if ( index !== - 1 ) {
  21073. handlers.splice( index, 2 );
  21074. }
  21075. return this;
  21076. };
  21077. this.getHandler = function ( file ) {
  21078. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21079. var regex = handlers[ i ];
  21080. var loader = handlers[ i + 1 ];
  21081. if ( regex.test( file ) ) {
  21082. return loader;
  21083. }
  21084. }
  21085. return null;
  21086. };
  21087. }
  21088. var DefaultLoadingManager = new LoadingManager();
  21089. /**
  21090. * @author alteredq / http://alteredqualia.com/
  21091. */
  21092. function Loader( manager ) {
  21093. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21094. this.crossOrigin = 'anonymous';
  21095. this.path = '';
  21096. this.resourcePath = '';
  21097. }
  21098. Object.assign( Loader.prototype, {
  21099. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21100. parse: function ( /* data */ ) {},
  21101. setCrossOrigin: function ( crossOrigin ) {
  21102. this.crossOrigin = crossOrigin;
  21103. return this;
  21104. },
  21105. setPath: function ( path ) {
  21106. this.path = path;
  21107. return this;
  21108. },
  21109. setResourcePath: function ( resourcePath ) {
  21110. this.resourcePath = resourcePath;
  21111. return this;
  21112. }
  21113. } );
  21114. /**
  21115. * @author mrdoob / http://mrdoob.com/
  21116. */
  21117. var loading = {};
  21118. function FileLoader( manager ) {
  21119. Loader.call( this, manager );
  21120. }
  21121. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21122. constructor: FileLoader,
  21123. load: function ( url, onLoad, onProgress, onError ) {
  21124. if ( url === undefined ) { url = ''; }
  21125. if ( this.path !== undefined ) { url = this.path + url; }
  21126. url = this.manager.resolveURL( url );
  21127. var scope = this;
  21128. var cached = Cache.get( url );
  21129. if ( cached !== undefined ) {
  21130. scope.manager.itemStart( url );
  21131. setTimeout( function () {
  21132. if ( onLoad ) { onLoad( cached ); }
  21133. scope.manager.itemEnd( url );
  21134. }, 0 );
  21135. return cached;
  21136. }
  21137. // Check if request is duplicate
  21138. if ( loading[ url ] !== undefined ) {
  21139. loading[ url ].push( {
  21140. onLoad: onLoad,
  21141. onProgress: onProgress,
  21142. onError: onError
  21143. } );
  21144. return;
  21145. }
  21146. // Check for data: URI
  21147. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21148. var dataUriRegexResult = url.match( dataUriRegex );
  21149. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21150. if ( dataUriRegexResult ) {
  21151. var mimeType = dataUriRegexResult[ 1 ];
  21152. var isBase64 = !! dataUriRegexResult[ 2 ];
  21153. var data = dataUriRegexResult[ 3 ];
  21154. data = decodeURIComponent( data );
  21155. if ( isBase64 ) { data = atob( data ); }
  21156. try {
  21157. var response;
  21158. var responseType = ( this.responseType || '' ).toLowerCase();
  21159. switch ( responseType ) {
  21160. case 'arraybuffer':
  21161. case 'blob':
  21162. var view = new Uint8Array( data.length );
  21163. for ( var i = 0; i < data.length; i ++ ) {
  21164. view[ i ] = data.charCodeAt( i );
  21165. }
  21166. if ( responseType === 'blob' ) {
  21167. response = new Blob( [ view.buffer ], { type: mimeType } );
  21168. } else {
  21169. response = view.buffer;
  21170. }
  21171. break;
  21172. case 'document':
  21173. var parser = new DOMParser();
  21174. response = parser.parseFromString( data, mimeType );
  21175. break;
  21176. case 'json':
  21177. response = JSON.parse( data );
  21178. break;
  21179. default: // 'text' or other
  21180. response = data;
  21181. break;
  21182. }
  21183. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21184. setTimeout( function () {
  21185. if ( onLoad ) { onLoad( response ); }
  21186. scope.manager.itemEnd( url );
  21187. }, 0 );
  21188. } catch ( error ) {
  21189. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21190. setTimeout( function () {
  21191. if ( onError ) { onError( error ); }
  21192. scope.manager.itemError( url );
  21193. scope.manager.itemEnd( url );
  21194. }, 0 );
  21195. }
  21196. } else {
  21197. // Initialise array for duplicate requests
  21198. loading[ url ] = [];
  21199. loading[ url ].push( {
  21200. onLoad: onLoad,
  21201. onProgress: onProgress,
  21202. onError: onError
  21203. } );
  21204. var request = new XMLHttpRequest();
  21205. request.open( 'GET', url, true );
  21206. request.addEventListener( 'load', function ( event ) {
  21207. var response = this.response;
  21208. Cache.add( url, response );
  21209. var callbacks = loading[ url ];
  21210. delete loading[ url ];
  21211. if ( this.status === 200 || this.status === 0 ) {
  21212. // Some browsers return HTTP Status 0 when using non-http protocol
  21213. // e.g. 'file://' or 'data://'. Handle as success.
  21214. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21215. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21216. var callback = callbacks[ i ];
  21217. if ( callback.onLoad ) { callback.onLoad( response ); }
  21218. }
  21219. scope.manager.itemEnd( url );
  21220. } else {
  21221. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21222. var callback = callbacks[ i ];
  21223. if ( callback.onError ) { callback.onError( event ); }
  21224. }
  21225. scope.manager.itemError( url );
  21226. scope.manager.itemEnd( url );
  21227. }
  21228. }, false );
  21229. request.addEventListener( 'progress', function ( event ) {
  21230. var callbacks = loading[ url ];
  21231. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21232. var callback = callbacks[ i ];
  21233. if ( callback.onProgress ) { callback.onProgress( event ); }
  21234. }
  21235. }, false );
  21236. request.addEventListener( 'error', function ( event ) {
  21237. var callbacks = loading[ url ];
  21238. delete loading[ url ];
  21239. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21240. var callback = callbacks[ i ];
  21241. if ( callback.onError ) { callback.onError( event ); }
  21242. }
  21243. scope.manager.itemError( url );
  21244. scope.manager.itemEnd( url );
  21245. }, false );
  21246. request.addEventListener( 'abort', function ( event ) {
  21247. var callbacks = loading[ url ];
  21248. delete loading[ url ];
  21249. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21250. var callback = callbacks[ i ];
  21251. if ( callback.onError ) { callback.onError( event ); }
  21252. }
  21253. scope.manager.itemError( url );
  21254. scope.manager.itemEnd( url );
  21255. }, false );
  21256. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21257. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21258. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21259. for ( var header in this.requestHeader ) {
  21260. request.setRequestHeader( header, this.requestHeader[ header ] );
  21261. }
  21262. request.send( null );
  21263. }
  21264. scope.manager.itemStart( url );
  21265. return request;
  21266. },
  21267. setResponseType: function ( value ) {
  21268. this.responseType = value;
  21269. return this;
  21270. },
  21271. setWithCredentials: function ( value ) {
  21272. this.withCredentials = value;
  21273. return this;
  21274. },
  21275. setMimeType: function ( value ) {
  21276. this.mimeType = value;
  21277. return this;
  21278. },
  21279. setRequestHeader: function ( value ) {
  21280. this.requestHeader = value;
  21281. return this;
  21282. }
  21283. } );
  21284. /**
  21285. * @author bhouston / http://clara.io/
  21286. */
  21287. function AnimationLoader( manager ) {
  21288. Loader.call( this, manager );
  21289. }
  21290. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21291. constructor: AnimationLoader,
  21292. load: function ( url, onLoad, onProgress, onError ) {
  21293. var scope = this;
  21294. var loader = new FileLoader( scope.manager );
  21295. loader.setPath( scope.path );
  21296. loader.load( url, function ( text ) {
  21297. onLoad( scope.parse( JSON.parse( text ) ) );
  21298. }, onProgress, onError );
  21299. },
  21300. parse: function ( json ) {
  21301. var animations = [];
  21302. for ( var i = 0; i < json.length; i ++ ) {
  21303. var clip = AnimationClip.parse( json[ i ] );
  21304. animations.push( clip );
  21305. }
  21306. return animations;
  21307. }
  21308. } );
  21309. /**
  21310. * @author mrdoob / http://mrdoob.com/
  21311. *
  21312. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21313. *
  21314. * Sub classes have to implement the parse() method which will be used in load().
  21315. */
  21316. function CompressedTextureLoader( manager ) {
  21317. Loader.call( this, manager );
  21318. }
  21319. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21320. constructor: CompressedTextureLoader,
  21321. load: function ( url, onLoad, onProgress, onError ) {
  21322. var scope = this;
  21323. var images = [];
  21324. var texture = new CompressedTexture();
  21325. texture.image = images;
  21326. var loader = new FileLoader( this.manager );
  21327. loader.setPath( this.path );
  21328. loader.setResponseType( 'arraybuffer' );
  21329. function loadTexture( i ) {
  21330. loader.load( url[ i ], function ( buffer ) {
  21331. var texDatas = scope.parse( buffer, true );
  21332. images[ i ] = {
  21333. width: texDatas.width,
  21334. height: texDatas.height,
  21335. format: texDatas.format,
  21336. mipmaps: texDatas.mipmaps
  21337. };
  21338. loaded += 1;
  21339. if ( loaded === 6 ) {
  21340. if ( texDatas.mipmapCount === 1 )
  21341. { texture.minFilter = LinearFilter; }
  21342. texture.format = texDatas.format;
  21343. texture.needsUpdate = true;
  21344. if ( onLoad ) { onLoad( texture ); }
  21345. }
  21346. }, onProgress, onError );
  21347. }
  21348. if ( Array.isArray( url ) ) {
  21349. var loaded = 0;
  21350. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21351. loadTexture( i );
  21352. }
  21353. } else {
  21354. // compressed cubemap texture stored in a single DDS file
  21355. loader.load( url, function ( buffer ) {
  21356. var texDatas = scope.parse( buffer, true );
  21357. if ( texDatas.isCubemap ) {
  21358. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21359. for ( var f = 0; f < faces; f ++ ) {
  21360. images[ f ] = { mipmaps: [] };
  21361. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21362. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21363. images[ f ].format = texDatas.format;
  21364. images[ f ].width = texDatas.width;
  21365. images[ f ].height = texDatas.height;
  21366. }
  21367. }
  21368. } else {
  21369. texture.image.width = texDatas.width;
  21370. texture.image.height = texDatas.height;
  21371. texture.mipmaps = texDatas.mipmaps;
  21372. }
  21373. if ( texDatas.mipmapCount === 1 ) {
  21374. texture.minFilter = LinearFilter;
  21375. }
  21376. texture.format = texDatas.format;
  21377. texture.needsUpdate = true;
  21378. if ( onLoad ) { onLoad( texture ); }
  21379. }, onProgress, onError );
  21380. }
  21381. return texture;
  21382. }
  21383. } );
  21384. /**
  21385. * @author Nikos M. / https://github.com/foo123/
  21386. *
  21387. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21388. *
  21389. * Sub classes have to implement the parse() method which will be used in load().
  21390. */
  21391. function DataTextureLoader( manager ) {
  21392. Loader.call( this, manager );
  21393. }
  21394. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21395. constructor: DataTextureLoader,
  21396. load: function ( url, onLoad, onProgress, onError ) {
  21397. var scope = this;
  21398. var texture = new DataTexture();
  21399. var loader = new FileLoader( this.manager );
  21400. loader.setResponseType( 'arraybuffer' );
  21401. loader.setPath( this.path );
  21402. loader.load( url, function ( buffer ) {
  21403. var texData = scope.parse( buffer );
  21404. if ( ! texData ) { return; }
  21405. if ( texData.image !== undefined ) {
  21406. texture.image = texData.image;
  21407. } else if ( texData.data !== undefined ) {
  21408. texture.image.width = texData.width;
  21409. texture.image.height = texData.height;
  21410. texture.image.data = texData.data;
  21411. }
  21412. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21413. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21414. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21415. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21416. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21417. if ( texData.format !== undefined ) {
  21418. texture.format = texData.format;
  21419. }
  21420. if ( texData.type !== undefined ) {
  21421. texture.type = texData.type;
  21422. }
  21423. if ( texData.mipmaps !== undefined ) {
  21424. texture.mipmaps = texData.mipmaps;
  21425. }
  21426. if ( texData.mipmapCount === 1 ) {
  21427. texture.minFilter = LinearFilter;
  21428. }
  21429. texture.needsUpdate = true;
  21430. if ( onLoad ) { onLoad( texture, texData ); }
  21431. }, onProgress, onError );
  21432. return texture;
  21433. }
  21434. } );
  21435. /**
  21436. * @author mrdoob / http://mrdoob.com/
  21437. */
  21438. function ImageLoader( manager ) {
  21439. Loader.call( this, manager );
  21440. }
  21441. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21442. constructor: ImageLoader,
  21443. load: function ( url, onLoad, onProgress, onError ) {
  21444. if ( this.path !== undefined ) { url = this.path + url; }
  21445. url = this.manager.resolveURL( url );
  21446. var scope = this;
  21447. var cached = Cache.get( url );
  21448. if ( cached !== undefined ) {
  21449. scope.manager.itemStart( url );
  21450. setTimeout( function () {
  21451. if ( onLoad ) { onLoad( cached ); }
  21452. scope.manager.itemEnd( url );
  21453. }, 0 );
  21454. return cached;
  21455. }
  21456. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21457. function onImageLoad() {
  21458. image.removeEventListener( 'load', onImageLoad, false );
  21459. image.removeEventListener( 'error', onImageError, false );
  21460. Cache.add( url, this );
  21461. if ( onLoad ) { onLoad( this ); }
  21462. scope.manager.itemEnd( url );
  21463. }
  21464. function onImageError( event ) {
  21465. image.removeEventListener( 'load', onImageLoad, false );
  21466. image.removeEventListener( 'error', onImageError, false );
  21467. if ( onError ) { onError( event ); }
  21468. scope.manager.itemError( url );
  21469. scope.manager.itemEnd( url );
  21470. }
  21471. image.addEventListener( 'load', onImageLoad, false );
  21472. image.addEventListener( 'error', onImageError, false );
  21473. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21474. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21475. }
  21476. scope.manager.itemStart( url );
  21477. image.src = url;
  21478. return image;
  21479. }
  21480. } );
  21481. /**
  21482. * @author mrdoob / http://mrdoob.com/
  21483. */
  21484. function CubeTextureLoader( manager ) {
  21485. Loader.call( this, manager );
  21486. }
  21487. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21488. constructor: CubeTextureLoader,
  21489. load: function ( urls, onLoad, onProgress, onError ) {
  21490. var texture = new CubeTexture();
  21491. var loader = new ImageLoader( this.manager );
  21492. loader.setCrossOrigin( this.crossOrigin );
  21493. loader.setPath( this.path );
  21494. var loaded = 0;
  21495. function loadTexture( i ) {
  21496. loader.load( urls[ i ], function ( image ) {
  21497. texture.images[ i ] = image;
  21498. loaded ++;
  21499. if ( loaded === 6 ) {
  21500. texture.needsUpdate = true;
  21501. if ( onLoad ) { onLoad( texture ); }
  21502. }
  21503. }, undefined, onError );
  21504. }
  21505. for ( var i = 0; i < urls.length; ++ i ) {
  21506. loadTexture( i );
  21507. }
  21508. return texture;
  21509. }
  21510. } );
  21511. /**
  21512. * @author mrdoob / http://mrdoob.com/
  21513. */
  21514. function TextureLoader( manager ) {
  21515. Loader.call( this, manager );
  21516. }
  21517. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21518. constructor: TextureLoader,
  21519. load: function ( url, onLoad, onProgress, onError ) {
  21520. var texture = new Texture();
  21521. var loader = new ImageLoader( this.manager );
  21522. loader.setCrossOrigin( this.crossOrigin );
  21523. loader.setPath( this.path );
  21524. loader.load( url, function ( image ) {
  21525. texture.image = image;
  21526. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21527. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21528. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21529. texture.needsUpdate = true;
  21530. if ( onLoad !== undefined ) {
  21531. onLoad( texture );
  21532. }
  21533. }, onProgress, onError );
  21534. return texture;
  21535. }
  21536. } );
  21537. /**
  21538. * @author zz85 / http://www.lab4games.net/zz85/blog
  21539. * Extensible curve object
  21540. *
  21541. * Some common of curve methods:
  21542. * .getPoint( t, optionalTarget ), .getTangent( t )
  21543. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21544. * .getPoints(), .getSpacedPoints()
  21545. * .getLength()
  21546. * .updateArcLengths()
  21547. *
  21548. * This following curves inherit from THREE.Curve:
  21549. *
  21550. * -- 2D curves --
  21551. * THREE.ArcCurve
  21552. * THREE.CubicBezierCurve
  21553. * THREE.EllipseCurve
  21554. * THREE.LineCurve
  21555. * THREE.QuadraticBezierCurve
  21556. * THREE.SplineCurve
  21557. *
  21558. * -- 3D curves --
  21559. * THREE.CatmullRomCurve3
  21560. * THREE.CubicBezierCurve3
  21561. * THREE.LineCurve3
  21562. * THREE.QuadraticBezierCurve3
  21563. *
  21564. * A series of curves can be represented as a THREE.CurvePath.
  21565. *
  21566. **/
  21567. /**************************************************************
  21568. * Abstract Curve base class
  21569. **************************************************************/
  21570. function Curve() {
  21571. this.type = 'Curve';
  21572. this.arcLengthDivisions = 200;
  21573. }
  21574. Object.assign( Curve.prototype, {
  21575. // Virtual base class method to overwrite and implement in subclasses
  21576. // - t [0 .. 1]
  21577. getPoint: function ( /* t, optionalTarget */ ) {
  21578. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21579. return null;
  21580. },
  21581. // Get point at relative position in curve according to arc length
  21582. // - u [0 .. 1]
  21583. getPointAt: function ( u, optionalTarget ) {
  21584. var t = this.getUtoTmapping( u );
  21585. return this.getPoint( t, optionalTarget );
  21586. },
  21587. // Get sequence of points using getPoint( t )
  21588. getPoints: function ( divisions ) {
  21589. if ( divisions === undefined ) { divisions = 5; }
  21590. var points = [];
  21591. for ( var d = 0; d <= divisions; d ++ ) {
  21592. points.push( this.getPoint( d / divisions ) );
  21593. }
  21594. return points;
  21595. },
  21596. // Get sequence of points using getPointAt( u )
  21597. getSpacedPoints: function ( divisions ) {
  21598. if ( divisions === undefined ) { divisions = 5; }
  21599. var points = [];
  21600. for ( var d = 0; d <= divisions; d ++ ) {
  21601. points.push( this.getPointAt( d / divisions ) );
  21602. }
  21603. return points;
  21604. },
  21605. // Get total curve arc length
  21606. getLength: function () {
  21607. var lengths = this.getLengths();
  21608. return lengths[ lengths.length - 1 ];
  21609. },
  21610. // Get list of cumulative segment lengths
  21611. getLengths: function ( divisions ) {
  21612. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21613. if ( this.cacheArcLengths &&
  21614. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21615. ! this.needsUpdate ) {
  21616. return this.cacheArcLengths;
  21617. }
  21618. this.needsUpdate = false;
  21619. var cache = [];
  21620. var current, last = this.getPoint( 0 );
  21621. var p, sum = 0;
  21622. cache.push( 0 );
  21623. for ( p = 1; p <= divisions; p ++ ) {
  21624. current = this.getPoint( p / divisions );
  21625. sum += current.distanceTo( last );
  21626. cache.push( sum );
  21627. last = current;
  21628. }
  21629. this.cacheArcLengths = cache;
  21630. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21631. },
  21632. updateArcLengths: function () {
  21633. this.needsUpdate = true;
  21634. this.getLengths();
  21635. },
  21636. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21637. getUtoTmapping: function ( u, distance ) {
  21638. var arcLengths = this.getLengths();
  21639. var i = 0, il = arcLengths.length;
  21640. var targetArcLength; // The targeted u distance value to get
  21641. if ( distance ) {
  21642. targetArcLength = distance;
  21643. } else {
  21644. targetArcLength = u * arcLengths[ il - 1 ];
  21645. }
  21646. // binary search for the index with largest value smaller than target u distance
  21647. var low = 0, high = il - 1, comparison;
  21648. while ( low <= high ) {
  21649. 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
  21650. comparison = arcLengths[ i ] - targetArcLength;
  21651. if ( comparison < 0 ) {
  21652. low = i + 1;
  21653. } else if ( comparison > 0 ) {
  21654. high = i - 1;
  21655. } else {
  21656. high = i;
  21657. break;
  21658. // DONE
  21659. }
  21660. }
  21661. i = high;
  21662. if ( arcLengths[ i ] === targetArcLength ) {
  21663. return i / ( il - 1 );
  21664. }
  21665. // we could get finer grain at lengths, or use simple interpolation between two points
  21666. var lengthBefore = arcLengths[ i ];
  21667. var lengthAfter = arcLengths[ i + 1 ];
  21668. var segmentLength = lengthAfter - lengthBefore;
  21669. // determine where we are between the 'before' and 'after' points
  21670. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21671. // add that fractional amount to t
  21672. var t = ( i + segmentFraction ) / ( il - 1 );
  21673. return t;
  21674. },
  21675. // Returns a unit vector tangent at t
  21676. // In case any sub curve does not implement its tangent derivation,
  21677. // 2 points a small delta apart will be used to find its gradient
  21678. // which seems to give a reasonable approximation
  21679. getTangent: function ( t ) {
  21680. var delta = 0.0001;
  21681. var t1 = t - delta;
  21682. var t2 = t + delta;
  21683. // Capping in case of danger
  21684. if ( t1 < 0 ) { t1 = 0; }
  21685. if ( t2 > 1 ) { t2 = 1; }
  21686. var pt1 = this.getPoint( t1 );
  21687. var pt2 = this.getPoint( t2 );
  21688. var vec = pt2.clone().sub( pt1 );
  21689. return vec.normalize();
  21690. },
  21691. getTangentAt: function ( u ) {
  21692. var t = this.getUtoTmapping( u );
  21693. return this.getTangent( t );
  21694. },
  21695. computeFrenetFrames: function ( segments, closed ) {
  21696. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21697. var normal = new Vector3();
  21698. var tangents = [];
  21699. var normals = [];
  21700. var binormals = [];
  21701. var vec = new Vector3();
  21702. var mat = new Matrix4();
  21703. var i, u, theta;
  21704. // compute the tangent vectors for each segment on the curve
  21705. for ( i = 0; i <= segments; i ++ ) {
  21706. u = i / segments;
  21707. tangents[ i ] = this.getTangentAt( u );
  21708. tangents[ i ].normalize();
  21709. }
  21710. // select an initial normal vector perpendicular to the first tangent vector,
  21711. // and in the direction of the minimum tangent xyz component
  21712. normals[ 0 ] = new Vector3();
  21713. binormals[ 0 ] = new Vector3();
  21714. var min = Number.MAX_VALUE;
  21715. var tx = Math.abs( tangents[ 0 ].x );
  21716. var ty = Math.abs( tangents[ 0 ].y );
  21717. var tz = Math.abs( tangents[ 0 ].z );
  21718. if ( tx <= min ) {
  21719. min = tx;
  21720. normal.set( 1, 0, 0 );
  21721. }
  21722. if ( ty <= min ) {
  21723. min = ty;
  21724. normal.set( 0, 1, 0 );
  21725. }
  21726. if ( tz <= min ) {
  21727. normal.set( 0, 0, 1 );
  21728. }
  21729. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21730. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21731. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21732. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21733. for ( i = 1; i <= segments; i ++ ) {
  21734. normals[ i ] = normals[ i - 1 ].clone();
  21735. binormals[ i ] = binormals[ i - 1 ].clone();
  21736. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21737. if ( vec.length() > Number.EPSILON ) {
  21738. vec.normalize();
  21739. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21740. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21741. }
  21742. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21743. }
  21744. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21745. if ( closed === true ) {
  21746. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21747. theta /= segments;
  21748. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21749. theta = - theta;
  21750. }
  21751. for ( i = 1; i <= segments; i ++ ) {
  21752. // twist a little...
  21753. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21754. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21755. }
  21756. }
  21757. return {
  21758. tangents: tangents,
  21759. normals: normals,
  21760. binormals: binormals
  21761. };
  21762. },
  21763. clone: function () {
  21764. return new this.constructor().copy( this );
  21765. },
  21766. copy: function ( source ) {
  21767. this.arcLengthDivisions = source.arcLengthDivisions;
  21768. return this;
  21769. },
  21770. toJSON: function () {
  21771. var data = {
  21772. metadata: {
  21773. version: 4.5,
  21774. type: 'Curve',
  21775. generator: 'Curve.toJSON'
  21776. }
  21777. };
  21778. data.arcLengthDivisions = this.arcLengthDivisions;
  21779. data.type = this.type;
  21780. return data;
  21781. },
  21782. fromJSON: function ( json ) {
  21783. this.arcLengthDivisions = json.arcLengthDivisions;
  21784. return this;
  21785. }
  21786. } );
  21787. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21788. Curve.call( this );
  21789. this.type = 'EllipseCurve';
  21790. this.aX = aX || 0;
  21791. this.aY = aY || 0;
  21792. this.xRadius = xRadius || 1;
  21793. this.yRadius = yRadius || 1;
  21794. this.aStartAngle = aStartAngle || 0;
  21795. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21796. this.aClockwise = aClockwise || false;
  21797. this.aRotation = aRotation || 0;
  21798. }
  21799. EllipseCurve.prototype = Object.create( Curve.prototype );
  21800. EllipseCurve.prototype.constructor = EllipseCurve;
  21801. EllipseCurve.prototype.isEllipseCurve = true;
  21802. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21803. var point = optionalTarget || new Vector2();
  21804. var twoPi = Math.PI * 2;
  21805. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21806. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21807. // ensures that deltaAngle is 0 .. 2 PI
  21808. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  21809. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  21810. if ( deltaAngle < Number.EPSILON ) {
  21811. if ( samePoints ) {
  21812. deltaAngle = 0;
  21813. } else {
  21814. deltaAngle = twoPi;
  21815. }
  21816. }
  21817. if ( this.aClockwise === true && ! samePoints ) {
  21818. if ( deltaAngle === twoPi ) {
  21819. deltaAngle = - twoPi;
  21820. } else {
  21821. deltaAngle = deltaAngle - twoPi;
  21822. }
  21823. }
  21824. var angle = this.aStartAngle + t * deltaAngle;
  21825. var x = this.aX + this.xRadius * Math.cos( angle );
  21826. var y = this.aY + this.yRadius * Math.sin( angle );
  21827. if ( this.aRotation !== 0 ) {
  21828. var cos = Math.cos( this.aRotation );
  21829. var sin = Math.sin( this.aRotation );
  21830. var tx = x - this.aX;
  21831. var ty = y - this.aY;
  21832. // Rotate the point about the center of the ellipse.
  21833. x = tx * cos - ty * sin + this.aX;
  21834. y = tx * sin + ty * cos + this.aY;
  21835. }
  21836. return point.set( x, y );
  21837. };
  21838. EllipseCurve.prototype.copy = function ( source ) {
  21839. Curve.prototype.copy.call( this, source );
  21840. this.aX = source.aX;
  21841. this.aY = source.aY;
  21842. this.xRadius = source.xRadius;
  21843. this.yRadius = source.yRadius;
  21844. this.aStartAngle = source.aStartAngle;
  21845. this.aEndAngle = source.aEndAngle;
  21846. this.aClockwise = source.aClockwise;
  21847. this.aRotation = source.aRotation;
  21848. return this;
  21849. };
  21850. EllipseCurve.prototype.toJSON = function () {
  21851. var data = Curve.prototype.toJSON.call( this );
  21852. data.aX = this.aX;
  21853. data.aY = this.aY;
  21854. data.xRadius = this.xRadius;
  21855. data.yRadius = this.yRadius;
  21856. data.aStartAngle = this.aStartAngle;
  21857. data.aEndAngle = this.aEndAngle;
  21858. data.aClockwise = this.aClockwise;
  21859. data.aRotation = this.aRotation;
  21860. return data;
  21861. };
  21862. EllipseCurve.prototype.fromJSON = function ( json ) {
  21863. Curve.prototype.fromJSON.call( this, json );
  21864. this.aX = json.aX;
  21865. this.aY = json.aY;
  21866. this.xRadius = json.xRadius;
  21867. this.yRadius = json.yRadius;
  21868. this.aStartAngle = json.aStartAngle;
  21869. this.aEndAngle = json.aEndAngle;
  21870. this.aClockwise = json.aClockwise;
  21871. this.aRotation = json.aRotation;
  21872. return this;
  21873. };
  21874. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21875. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21876. this.type = 'ArcCurve';
  21877. }
  21878. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21879. ArcCurve.prototype.constructor = ArcCurve;
  21880. ArcCurve.prototype.isArcCurve = true;
  21881. /**
  21882. * @author zz85 https://github.com/zz85
  21883. *
  21884. * Centripetal CatmullRom Curve - which is useful for avoiding
  21885. * cusps and self-intersections in non-uniform catmull rom curves.
  21886. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21887. *
  21888. * curve.type accepts centripetal(default), chordal and catmullrom
  21889. * curve.tension is used for catmullrom which defaults to 0.5
  21890. */
  21891. /*
  21892. Based on an optimized c++ solution in
  21893. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21894. - http://ideone.com/NoEbVM
  21895. This CubicPoly class could be used for reusing some variables and calculations,
  21896. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21897. which can be placed in CurveUtils.
  21898. */
  21899. function CubicPoly() {
  21900. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21901. /*
  21902. * Compute coefficients for a cubic polynomial
  21903. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21904. * such that
  21905. * p(0) = x0, p(1) = x1
  21906. * and
  21907. * p'(0) = t0, p'(1) = t1.
  21908. */
  21909. function init( x0, x1, t0, t1 ) {
  21910. c0 = x0;
  21911. c1 = t0;
  21912. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21913. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21914. }
  21915. return {
  21916. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21917. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21918. },
  21919. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21920. // compute tangents when parameterized in [t1,t2]
  21921. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21922. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21923. // rescale tangents for parametrization in [0,1]
  21924. t1 *= dt1;
  21925. t2 *= dt1;
  21926. init( x1, x2, t1, t2 );
  21927. },
  21928. calc: function ( t ) {
  21929. var t2 = t * t;
  21930. var t3 = t2 * t;
  21931. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21932. }
  21933. };
  21934. }
  21935. //
  21936. var tmp = new Vector3();
  21937. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21938. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21939. Curve.call( this );
  21940. this.type = 'CatmullRomCurve3';
  21941. this.points = points || [];
  21942. this.closed = closed || false;
  21943. this.curveType = curveType || 'centripetal';
  21944. this.tension = tension || 0.5;
  21945. }
  21946. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21947. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21948. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21949. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21950. var point = optionalTarget || new Vector3();
  21951. var points = this.points;
  21952. var l = points.length;
  21953. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21954. var intPoint = Math.floor( p );
  21955. var weight = p - intPoint;
  21956. if ( this.closed ) {
  21957. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21958. } else if ( weight === 0 && intPoint === l - 1 ) {
  21959. intPoint = l - 2;
  21960. weight = 1;
  21961. }
  21962. var p0, p1, p2, p3; // 4 points
  21963. if ( this.closed || intPoint > 0 ) {
  21964. p0 = points[ ( intPoint - 1 ) % l ];
  21965. } else {
  21966. // extrapolate first point
  21967. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21968. p0 = tmp;
  21969. }
  21970. p1 = points[ intPoint % l ];
  21971. p2 = points[ ( intPoint + 1 ) % l ];
  21972. if ( this.closed || intPoint + 2 < l ) {
  21973. p3 = points[ ( intPoint + 2 ) % l ];
  21974. } else {
  21975. // extrapolate last point
  21976. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21977. p3 = tmp;
  21978. }
  21979. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21980. // init Centripetal / Chordal Catmull-Rom
  21981. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21982. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21983. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21984. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21985. // safety check for repeated points
  21986. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  21987. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  21988. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  21989. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21990. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21991. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21992. } else if ( this.curveType === 'catmullrom' ) {
  21993. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21994. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21995. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21996. }
  21997. point.set(
  21998. px.calc( weight ),
  21999. py.calc( weight ),
  22000. pz.calc( weight )
  22001. );
  22002. return point;
  22003. };
  22004. CatmullRomCurve3.prototype.copy = function ( source ) {
  22005. Curve.prototype.copy.call( this, source );
  22006. this.points = [];
  22007. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22008. var point = source.points[ i ];
  22009. this.points.push( point.clone() );
  22010. }
  22011. this.closed = source.closed;
  22012. this.curveType = source.curveType;
  22013. this.tension = source.tension;
  22014. return this;
  22015. };
  22016. CatmullRomCurve3.prototype.toJSON = function () {
  22017. var data = Curve.prototype.toJSON.call( this );
  22018. data.points = [];
  22019. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22020. var point = this.points[ i ];
  22021. data.points.push( point.toArray() );
  22022. }
  22023. data.closed = this.closed;
  22024. data.curveType = this.curveType;
  22025. data.tension = this.tension;
  22026. return data;
  22027. };
  22028. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22029. Curve.prototype.fromJSON.call( this, json );
  22030. this.points = [];
  22031. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22032. var point = json.points[ i ];
  22033. this.points.push( new Vector3().fromArray( point ) );
  22034. }
  22035. this.closed = json.closed;
  22036. this.curveType = json.curveType;
  22037. this.tension = json.tension;
  22038. return this;
  22039. };
  22040. /**
  22041. * @author zz85 / http://www.lab4games.net/zz85/blog
  22042. *
  22043. * Bezier Curves formulas obtained from
  22044. * http://en.wikipedia.org/wiki/Bézier_curve
  22045. */
  22046. function CatmullRom( t, p0, p1, p2, p3 ) {
  22047. var v0 = ( p2 - p0 ) * 0.5;
  22048. var v1 = ( p3 - p1 ) * 0.5;
  22049. var t2 = t * t;
  22050. var t3 = t * t2;
  22051. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22052. }
  22053. //
  22054. function QuadraticBezierP0( t, p ) {
  22055. var k = 1 - t;
  22056. return k * k * p;
  22057. }
  22058. function QuadraticBezierP1( t, p ) {
  22059. return 2 * ( 1 - t ) * t * p;
  22060. }
  22061. function QuadraticBezierP2( t, p ) {
  22062. return t * t * p;
  22063. }
  22064. function QuadraticBezier( t, p0, p1, p2 ) {
  22065. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22066. QuadraticBezierP2( t, p2 );
  22067. }
  22068. //
  22069. function CubicBezierP0( t, p ) {
  22070. var k = 1 - t;
  22071. return k * k * k * p;
  22072. }
  22073. function CubicBezierP1( t, p ) {
  22074. var k = 1 - t;
  22075. return 3 * k * k * t * p;
  22076. }
  22077. function CubicBezierP2( t, p ) {
  22078. return 3 * ( 1 - t ) * t * t * p;
  22079. }
  22080. function CubicBezierP3( t, p ) {
  22081. return t * t * t * p;
  22082. }
  22083. function CubicBezier( t, p0, p1, p2, p3 ) {
  22084. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22085. CubicBezierP3( t, p3 );
  22086. }
  22087. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22088. Curve.call( this );
  22089. this.type = 'CubicBezierCurve';
  22090. this.v0 = v0 || new Vector2();
  22091. this.v1 = v1 || new Vector2();
  22092. this.v2 = v2 || new Vector2();
  22093. this.v3 = v3 || new Vector2();
  22094. }
  22095. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22096. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22097. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22098. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22099. var point = optionalTarget || new Vector2();
  22100. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22101. point.set(
  22102. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22103. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22104. );
  22105. return point;
  22106. };
  22107. CubicBezierCurve.prototype.copy = function ( source ) {
  22108. Curve.prototype.copy.call( this, source );
  22109. this.v0.copy( source.v0 );
  22110. this.v1.copy( source.v1 );
  22111. this.v2.copy( source.v2 );
  22112. this.v3.copy( source.v3 );
  22113. return this;
  22114. };
  22115. CubicBezierCurve.prototype.toJSON = function () {
  22116. var data = Curve.prototype.toJSON.call( this );
  22117. data.v0 = this.v0.toArray();
  22118. data.v1 = this.v1.toArray();
  22119. data.v2 = this.v2.toArray();
  22120. data.v3 = this.v3.toArray();
  22121. return data;
  22122. };
  22123. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22124. Curve.prototype.fromJSON.call( this, json );
  22125. this.v0.fromArray( json.v0 );
  22126. this.v1.fromArray( json.v1 );
  22127. this.v2.fromArray( json.v2 );
  22128. this.v3.fromArray( json.v3 );
  22129. return this;
  22130. };
  22131. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22132. Curve.call( this );
  22133. this.type = 'CubicBezierCurve3';
  22134. this.v0 = v0 || new Vector3();
  22135. this.v1 = v1 || new Vector3();
  22136. this.v2 = v2 || new Vector3();
  22137. this.v3 = v3 || new Vector3();
  22138. }
  22139. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22140. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22141. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22142. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22143. var point = optionalTarget || new Vector3();
  22144. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22145. point.set(
  22146. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22147. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22148. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22149. );
  22150. return point;
  22151. };
  22152. CubicBezierCurve3.prototype.copy = function ( source ) {
  22153. Curve.prototype.copy.call( this, source );
  22154. this.v0.copy( source.v0 );
  22155. this.v1.copy( source.v1 );
  22156. this.v2.copy( source.v2 );
  22157. this.v3.copy( source.v3 );
  22158. return this;
  22159. };
  22160. CubicBezierCurve3.prototype.toJSON = function () {
  22161. var data = Curve.prototype.toJSON.call( this );
  22162. data.v0 = this.v0.toArray();
  22163. data.v1 = this.v1.toArray();
  22164. data.v2 = this.v2.toArray();
  22165. data.v3 = this.v3.toArray();
  22166. return data;
  22167. };
  22168. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22169. Curve.prototype.fromJSON.call( this, json );
  22170. this.v0.fromArray( json.v0 );
  22171. this.v1.fromArray( json.v1 );
  22172. this.v2.fromArray( json.v2 );
  22173. this.v3.fromArray( json.v3 );
  22174. return this;
  22175. };
  22176. function LineCurve( v1, v2 ) {
  22177. Curve.call( this );
  22178. this.type = 'LineCurve';
  22179. this.v1 = v1 || new Vector2();
  22180. this.v2 = v2 || new Vector2();
  22181. }
  22182. LineCurve.prototype = Object.create( Curve.prototype );
  22183. LineCurve.prototype.constructor = LineCurve;
  22184. LineCurve.prototype.isLineCurve = true;
  22185. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22186. var point = optionalTarget || new Vector2();
  22187. if ( t === 1 ) {
  22188. point.copy( this.v2 );
  22189. } else {
  22190. point.copy( this.v2 ).sub( this.v1 );
  22191. point.multiplyScalar( t ).add( this.v1 );
  22192. }
  22193. return point;
  22194. };
  22195. // Line curve is linear, so we can overwrite default getPointAt
  22196. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22197. return this.getPoint( u, optionalTarget );
  22198. };
  22199. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22200. var tangent = this.v2.clone().sub( this.v1 );
  22201. return tangent.normalize();
  22202. };
  22203. LineCurve.prototype.copy = function ( source ) {
  22204. Curve.prototype.copy.call( this, source );
  22205. this.v1.copy( source.v1 );
  22206. this.v2.copy( source.v2 );
  22207. return this;
  22208. };
  22209. LineCurve.prototype.toJSON = function () {
  22210. var data = Curve.prototype.toJSON.call( this );
  22211. data.v1 = this.v1.toArray();
  22212. data.v2 = this.v2.toArray();
  22213. return data;
  22214. };
  22215. LineCurve.prototype.fromJSON = function ( json ) {
  22216. Curve.prototype.fromJSON.call( this, json );
  22217. this.v1.fromArray( json.v1 );
  22218. this.v2.fromArray( json.v2 );
  22219. return this;
  22220. };
  22221. function LineCurve3( v1, v2 ) {
  22222. Curve.call( this );
  22223. this.type = 'LineCurve3';
  22224. this.v1 = v1 || new Vector3();
  22225. this.v2 = v2 || new Vector3();
  22226. }
  22227. LineCurve3.prototype = Object.create( Curve.prototype );
  22228. LineCurve3.prototype.constructor = LineCurve3;
  22229. LineCurve3.prototype.isLineCurve3 = true;
  22230. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22231. var point = optionalTarget || new Vector3();
  22232. if ( t === 1 ) {
  22233. point.copy( this.v2 );
  22234. } else {
  22235. point.copy( this.v2 ).sub( this.v1 );
  22236. point.multiplyScalar( t ).add( this.v1 );
  22237. }
  22238. return point;
  22239. };
  22240. // Line curve is linear, so we can overwrite default getPointAt
  22241. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22242. return this.getPoint( u, optionalTarget );
  22243. };
  22244. LineCurve3.prototype.copy = function ( source ) {
  22245. Curve.prototype.copy.call( this, source );
  22246. this.v1.copy( source.v1 );
  22247. this.v2.copy( source.v2 );
  22248. return this;
  22249. };
  22250. LineCurve3.prototype.toJSON = function () {
  22251. var data = Curve.prototype.toJSON.call( this );
  22252. data.v1 = this.v1.toArray();
  22253. data.v2 = this.v2.toArray();
  22254. return data;
  22255. };
  22256. LineCurve3.prototype.fromJSON = function ( json ) {
  22257. Curve.prototype.fromJSON.call( this, json );
  22258. this.v1.fromArray( json.v1 );
  22259. this.v2.fromArray( json.v2 );
  22260. return this;
  22261. };
  22262. function QuadraticBezierCurve( v0, v1, v2 ) {
  22263. Curve.call( this );
  22264. this.type = 'QuadraticBezierCurve';
  22265. this.v0 = v0 || new Vector2();
  22266. this.v1 = v1 || new Vector2();
  22267. this.v2 = v2 || new Vector2();
  22268. }
  22269. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22270. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22271. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22272. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22273. var point = optionalTarget || new Vector2();
  22274. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22275. point.set(
  22276. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22277. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22278. );
  22279. return point;
  22280. };
  22281. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22282. Curve.prototype.copy.call( this, source );
  22283. this.v0.copy( source.v0 );
  22284. this.v1.copy( source.v1 );
  22285. this.v2.copy( source.v2 );
  22286. return this;
  22287. };
  22288. QuadraticBezierCurve.prototype.toJSON = function () {
  22289. var data = Curve.prototype.toJSON.call( this );
  22290. data.v0 = this.v0.toArray();
  22291. data.v1 = this.v1.toArray();
  22292. data.v2 = this.v2.toArray();
  22293. return data;
  22294. };
  22295. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22296. Curve.prototype.fromJSON.call( this, json );
  22297. this.v0.fromArray( json.v0 );
  22298. this.v1.fromArray( json.v1 );
  22299. this.v2.fromArray( json.v2 );
  22300. return this;
  22301. };
  22302. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22303. Curve.call( this );
  22304. this.type = 'QuadraticBezierCurve3';
  22305. this.v0 = v0 || new Vector3();
  22306. this.v1 = v1 || new Vector3();
  22307. this.v2 = v2 || new Vector3();
  22308. }
  22309. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22310. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22311. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22312. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22313. var point = optionalTarget || new Vector3();
  22314. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22315. point.set(
  22316. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22317. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22318. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22319. );
  22320. return point;
  22321. };
  22322. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22323. Curve.prototype.copy.call( this, source );
  22324. this.v0.copy( source.v0 );
  22325. this.v1.copy( source.v1 );
  22326. this.v2.copy( source.v2 );
  22327. return this;
  22328. };
  22329. QuadraticBezierCurve3.prototype.toJSON = function () {
  22330. var data = Curve.prototype.toJSON.call( this );
  22331. data.v0 = this.v0.toArray();
  22332. data.v1 = this.v1.toArray();
  22333. data.v2 = this.v2.toArray();
  22334. return data;
  22335. };
  22336. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22337. Curve.prototype.fromJSON.call( this, json );
  22338. this.v0.fromArray( json.v0 );
  22339. this.v1.fromArray( json.v1 );
  22340. this.v2.fromArray( json.v2 );
  22341. return this;
  22342. };
  22343. function SplineCurve( points /* array of Vector2 */ ) {
  22344. Curve.call( this );
  22345. this.type = 'SplineCurve';
  22346. this.points = points || [];
  22347. }
  22348. SplineCurve.prototype = Object.create( Curve.prototype );
  22349. SplineCurve.prototype.constructor = SplineCurve;
  22350. SplineCurve.prototype.isSplineCurve = true;
  22351. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22352. var point = optionalTarget || new Vector2();
  22353. var points = this.points;
  22354. var p = ( points.length - 1 ) * t;
  22355. var intPoint = Math.floor( p );
  22356. var weight = p - intPoint;
  22357. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22358. var p1 = points[ intPoint ];
  22359. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22360. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22361. point.set(
  22362. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22363. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22364. );
  22365. return point;
  22366. };
  22367. SplineCurve.prototype.copy = function ( source ) {
  22368. Curve.prototype.copy.call( this, source );
  22369. this.points = [];
  22370. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22371. var point = source.points[ i ];
  22372. this.points.push( point.clone() );
  22373. }
  22374. return this;
  22375. };
  22376. SplineCurve.prototype.toJSON = function () {
  22377. var data = Curve.prototype.toJSON.call( this );
  22378. data.points = [];
  22379. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22380. var point = this.points[ i ];
  22381. data.points.push( point.toArray() );
  22382. }
  22383. return data;
  22384. };
  22385. SplineCurve.prototype.fromJSON = function ( json ) {
  22386. Curve.prototype.fromJSON.call( this, json );
  22387. this.points = [];
  22388. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22389. var point = json.points[ i ];
  22390. this.points.push( new Vector2().fromArray( point ) );
  22391. }
  22392. return this;
  22393. };
  22394. var Curves = /*#__PURE__*/Object.freeze({
  22395. ArcCurve: ArcCurve,
  22396. CatmullRomCurve3: CatmullRomCurve3,
  22397. CubicBezierCurve: CubicBezierCurve,
  22398. CubicBezierCurve3: CubicBezierCurve3,
  22399. EllipseCurve: EllipseCurve,
  22400. LineCurve: LineCurve,
  22401. LineCurve3: LineCurve3,
  22402. QuadraticBezierCurve: QuadraticBezierCurve,
  22403. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22404. SplineCurve: SplineCurve
  22405. });
  22406. /**
  22407. * @author zz85 / http://www.lab4games.net/zz85/blog
  22408. *
  22409. **/
  22410. /**************************************************************
  22411. * Curved Path - a curve path is simply a array of connected
  22412. * curves, but retains the api of a curve
  22413. **************************************************************/
  22414. function CurvePath() {
  22415. Curve.call( this );
  22416. this.type = 'CurvePath';
  22417. this.curves = [];
  22418. this.autoClose = false; // Automatically closes the path
  22419. }
  22420. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22421. constructor: CurvePath,
  22422. add: function ( curve ) {
  22423. this.curves.push( curve );
  22424. },
  22425. closePath: function () {
  22426. // Add a line curve if start and end of lines are not connected
  22427. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22428. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22429. if ( ! startPoint.equals( endPoint ) ) {
  22430. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22431. }
  22432. },
  22433. // To get accurate point with reference to
  22434. // entire path distance at time t,
  22435. // following has to be done:
  22436. // 1. Length of each sub path have to be known
  22437. // 2. Locate and identify type of curve
  22438. // 3. Get t for the curve
  22439. // 4. Return curve.getPointAt(t')
  22440. getPoint: function ( t ) {
  22441. var d = t * this.getLength();
  22442. var curveLengths = this.getCurveLengths();
  22443. var i = 0;
  22444. // To think about boundaries points.
  22445. while ( i < curveLengths.length ) {
  22446. if ( curveLengths[ i ] >= d ) {
  22447. var diff = curveLengths[ i ] - d;
  22448. var curve = this.curves[ i ];
  22449. var segmentLength = curve.getLength();
  22450. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22451. return curve.getPointAt( u );
  22452. }
  22453. i ++;
  22454. }
  22455. return null;
  22456. // loop where sum != 0, sum > d , sum+1 <d
  22457. },
  22458. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22459. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22460. // getPoint() depends on getLength
  22461. getLength: function () {
  22462. var lens = this.getCurveLengths();
  22463. return lens[ lens.length - 1 ];
  22464. },
  22465. // cacheLengths must be recalculated.
  22466. updateArcLengths: function () {
  22467. this.needsUpdate = true;
  22468. this.cacheLengths = null;
  22469. this.getCurveLengths();
  22470. },
  22471. // Compute lengths and cache them
  22472. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22473. getCurveLengths: function () {
  22474. // We use cache values if curves and cache array are same length
  22475. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22476. return this.cacheLengths;
  22477. }
  22478. // Get length of sub-curve
  22479. // Push sums into cached array
  22480. var lengths = [], sums = 0;
  22481. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22482. sums += this.curves[ i ].getLength();
  22483. lengths.push( sums );
  22484. }
  22485. this.cacheLengths = lengths;
  22486. return lengths;
  22487. },
  22488. getSpacedPoints: function ( divisions ) {
  22489. if ( divisions === undefined ) { divisions = 40; }
  22490. var points = [];
  22491. for ( var i = 0; i <= divisions; i ++ ) {
  22492. points.push( this.getPoint( i / divisions ) );
  22493. }
  22494. if ( this.autoClose ) {
  22495. points.push( points[ 0 ] );
  22496. }
  22497. return points;
  22498. },
  22499. getPoints: function ( divisions ) {
  22500. divisions = divisions || 12;
  22501. var points = [], last;
  22502. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22503. var curve = curves[ i ];
  22504. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22505. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22506. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22507. : divisions;
  22508. var pts = curve.getPoints( resolution );
  22509. for ( var j = 0; j < pts.length; j ++ ) {
  22510. var point = pts[ j ];
  22511. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22512. points.push( point );
  22513. last = point;
  22514. }
  22515. }
  22516. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22517. points.push( points[ 0 ] );
  22518. }
  22519. return points;
  22520. },
  22521. copy: function ( source ) {
  22522. Curve.prototype.copy.call( this, source );
  22523. this.curves = [];
  22524. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22525. var curve = source.curves[ i ];
  22526. this.curves.push( curve.clone() );
  22527. }
  22528. this.autoClose = source.autoClose;
  22529. return this;
  22530. },
  22531. toJSON: function () {
  22532. var data = Curve.prototype.toJSON.call( this );
  22533. data.autoClose = this.autoClose;
  22534. data.curves = [];
  22535. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22536. var curve = this.curves[ i ];
  22537. data.curves.push( curve.toJSON() );
  22538. }
  22539. return data;
  22540. },
  22541. fromJSON: function ( json ) {
  22542. Curve.prototype.fromJSON.call( this, json );
  22543. this.autoClose = json.autoClose;
  22544. this.curves = [];
  22545. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22546. var curve = json.curves[ i ];
  22547. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22548. }
  22549. return this;
  22550. }
  22551. } );
  22552. /**
  22553. * @author zz85 / http://www.lab4games.net/zz85/blog
  22554. * Creates free form 2d path using series of points, lines or curves.
  22555. **/
  22556. function Path( points ) {
  22557. CurvePath.call( this );
  22558. this.type = 'Path';
  22559. this.currentPoint = new Vector2();
  22560. if ( points ) {
  22561. this.setFromPoints( points );
  22562. }
  22563. }
  22564. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22565. constructor: Path,
  22566. setFromPoints: function ( points ) {
  22567. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22568. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22569. this.lineTo( points[ i ].x, points[ i ].y );
  22570. }
  22571. },
  22572. moveTo: function ( x, y ) {
  22573. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22574. },
  22575. lineTo: function ( x, y ) {
  22576. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22577. this.curves.push( curve );
  22578. this.currentPoint.set( x, y );
  22579. },
  22580. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22581. var curve = new QuadraticBezierCurve(
  22582. this.currentPoint.clone(),
  22583. new Vector2( aCPx, aCPy ),
  22584. new Vector2( aX, aY )
  22585. );
  22586. this.curves.push( curve );
  22587. this.currentPoint.set( aX, aY );
  22588. },
  22589. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22590. var curve = new CubicBezierCurve(
  22591. this.currentPoint.clone(),
  22592. new Vector2( aCP1x, aCP1y ),
  22593. new Vector2( aCP2x, aCP2y ),
  22594. new Vector2( aX, aY )
  22595. );
  22596. this.curves.push( curve );
  22597. this.currentPoint.set( aX, aY );
  22598. },
  22599. splineThru: function ( pts /*Array of Vector*/ ) {
  22600. var npts = [ this.currentPoint.clone() ].concat( pts );
  22601. var curve = new SplineCurve( npts );
  22602. this.curves.push( curve );
  22603. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22604. },
  22605. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22606. var x0 = this.currentPoint.x;
  22607. var y0 = this.currentPoint.y;
  22608. this.absarc( aX + x0, aY + y0, aRadius,
  22609. aStartAngle, aEndAngle, aClockwise );
  22610. },
  22611. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22612. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22613. },
  22614. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22615. var x0 = this.currentPoint.x;
  22616. var y0 = this.currentPoint.y;
  22617. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22618. },
  22619. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22620. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22621. if ( this.curves.length > 0 ) {
  22622. // if a previous curve is present, attempt to join
  22623. var firstPoint = curve.getPoint( 0 );
  22624. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22625. this.lineTo( firstPoint.x, firstPoint.y );
  22626. }
  22627. }
  22628. this.curves.push( curve );
  22629. var lastPoint = curve.getPoint( 1 );
  22630. this.currentPoint.copy( lastPoint );
  22631. },
  22632. copy: function ( source ) {
  22633. CurvePath.prototype.copy.call( this, source );
  22634. this.currentPoint.copy( source.currentPoint );
  22635. return this;
  22636. },
  22637. toJSON: function () {
  22638. var data = CurvePath.prototype.toJSON.call( this );
  22639. data.currentPoint = this.currentPoint.toArray();
  22640. return data;
  22641. },
  22642. fromJSON: function ( json ) {
  22643. CurvePath.prototype.fromJSON.call( this, json );
  22644. this.currentPoint.fromArray( json.currentPoint );
  22645. return this;
  22646. }
  22647. } );
  22648. /**
  22649. * @author zz85 / http://www.lab4games.net/zz85/blog
  22650. * Defines a 2d shape plane using paths.
  22651. **/
  22652. // STEP 1 Create a path.
  22653. // STEP 2 Turn path into shape.
  22654. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22655. // STEP 3a - Extract points from each shape, turn to vertices
  22656. // STEP 3b - Triangulate each shape, add faces.
  22657. function Shape( points ) {
  22658. Path.call( this, points );
  22659. this.uuid = _Math.generateUUID();
  22660. this.type = 'Shape';
  22661. this.holes = [];
  22662. }
  22663. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22664. constructor: Shape,
  22665. getPointsHoles: function ( divisions ) {
  22666. var holesPts = [];
  22667. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22668. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22669. }
  22670. return holesPts;
  22671. },
  22672. // get points of shape and holes (keypoints based on segments parameter)
  22673. extractPoints: function ( divisions ) {
  22674. return {
  22675. shape: this.getPoints( divisions ),
  22676. holes: this.getPointsHoles( divisions )
  22677. };
  22678. },
  22679. copy: function ( source ) {
  22680. Path.prototype.copy.call( this, source );
  22681. this.holes = [];
  22682. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22683. var hole = source.holes[ i ];
  22684. this.holes.push( hole.clone() );
  22685. }
  22686. return this;
  22687. },
  22688. toJSON: function () {
  22689. var data = Path.prototype.toJSON.call( this );
  22690. data.uuid = this.uuid;
  22691. data.holes = [];
  22692. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22693. var hole = this.holes[ i ];
  22694. data.holes.push( hole.toJSON() );
  22695. }
  22696. return data;
  22697. },
  22698. fromJSON: function ( json ) {
  22699. Path.prototype.fromJSON.call( this, json );
  22700. this.uuid = json.uuid;
  22701. this.holes = [];
  22702. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22703. var hole = json.holes[ i ];
  22704. this.holes.push( new Path().fromJSON( hole ) );
  22705. }
  22706. return this;
  22707. }
  22708. } );
  22709. /**
  22710. * @author mrdoob / http://mrdoob.com/
  22711. * @author alteredq / http://alteredqualia.com/
  22712. */
  22713. function Light( color, intensity ) {
  22714. Object3D.call( this );
  22715. this.type = 'Light';
  22716. this.color = new Color( color );
  22717. this.intensity = intensity !== undefined ? intensity : 1;
  22718. this.receiveShadow = undefined;
  22719. }
  22720. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22721. constructor: Light,
  22722. isLight: true,
  22723. copy: function ( source ) {
  22724. Object3D.prototype.copy.call( this, source );
  22725. this.color.copy( source.color );
  22726. this.intensity = source.intensity;
  22727. return this;
  22728. },
  22729. toJSON: function ( meta ) {
  22730. var data = Object3D.prototype.toJSON.call( this, meta );
  22731. data.object.color = this.color.getHex();
  22732. data.object.intensity = this.intensity;
  22733. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  22734. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  22735. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  22736. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  22737. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  22738. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  22739. return data;
  22740. }
  22741. } );
  22742. /**
  22743. * @author alteredq / http://alteredqualia.com/
  22744. */
  22745. function HemisphereLight( skyColor, groundColor, intensity ) {
  22746. Light.call( this, skyColor, intensity );
  22747. this.type = 'HemisphereLight';
  22748. this.castShadow = undefined;
  22749. this.position.copy( Object3D.DefaultUp );
  22750. this.updateMatrix();
  22751. this.groundColor = new Color( groundColor );
  22752. }
  22753. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22754. constructor: HemisphereLight,
  22755. isHemisphereLight: true,
  22756. copy: function ( source ) {
  22757. Light.prototype.copy.call( this, source );
  22758. this.groundColor.copy( source.groundColor );
  22759. return this;
  22760. }
  22761. } );
  22762. /**
  22763. * @author mrdoob / http://mrdoob.com/
  22764. */
  22765. function LightShadow( camera ) {
  22766. this.camera = camera;
  22767. this.bias = 0;
  22768. this.radius = 1;
  22769. this.mapSize = new Vector2( 512, 512 );
  22770. this.map = null;
  22771. this.mapPass = null;
  22772. this.matrix = new Matrix4();
  22773. this._frustum = new Frustum();
  22774. this._frameExtents = new Vector2( 1, 1 );
  22775. this._viewportCount = 1;
  22776. this._viewports = [
  22777. new Vector4( 0, 0, 1, 1 )
  22778. ];
  22779. }
  22780. Object.assign( LightShadow.prototype, {
  22781. _projScreenMatrix: new Matrix4(),
  22782. _lightPositionWorld: new Vector3(),
  22783. _lookTarget: new Vector3(),
  22784. getViewportCount: function () {
  22785. return this._viewportCount;
  22786. },
  22787. getFrustum: function () {
  22788. return this._frustum;
  22789. },
  22790. updateMatrices: function ( light ) {
  22791. var shadowCamera = this.camera,
  22792. shadowMatrix = this.matrix,
  22793. projScreenMatrix = this._projScreenMatrix,
  22794. lookTarget = this._lookTarget,
  22795. lightPositionWorld = this._lightPositionWorld;
  22796. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22797. shadowCamera.position.copy( lightPositionWorld );
  22798. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  22799. shadowCamera.lookAt( lookTarget );
  22800. shadowCamera.updateMatrixWorld();
  22801. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  22802. this._frustum.setFromMatrix( projScreenMatrix );
  22803. shadowMatrix.set(
  22804. 0.5, 0.0, 0.0, 0.5,
  22805. 0.0, 0.5, 0.0, 0.5,
  22806. 0.0, 0.0, 0.5, 0.5,
  22807. 0.0, 0.0, 0.0, 1.0
  22808. );
  22809. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  22810. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  22811. },
  22812. getViewport: function ( viewportIndex ) {
  22813. return this._viewports[ viewportIndex ];
  22814. },
  22815. getFrameExtents: function () {
  22816. return this._frameExtents;
  22817. },
  22818. copy: function ( source ) {
  22819. this.camera = source.camera.clone();
  22820. this.bias = source.bias;
  22821. this.radius = source.radius;
  22822. this.mapSize.copy( source.mapSize );
  22823. return this;
  22824. },
  22825. clone: function () {
  22826. return new this.constructor().copy( this );
  22827. },
  22828. toJSON: function () {
  22829. var object = {};
  22830. if ( this.bias !== 0 ) { object.bias = this.bias; }
  22831. if ( this.radius !== 1 ) { object.radius = this.radius; }
  22832. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  22833. object.camera = this.camera.toJSON( false ).object;
  22834. delete object.camera.matrix;
  22835. return object;
  22836. }
  22837. } );
  22838. /**
  22839. * @author mrdoob / http://mrdoob.com/
  22840. */
  22841. function SpotLightShadow() {
  22842. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22843. }
  22844. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22845. constructor: SpotLightShadow,
  22846. isSpotLightShadow: true,
  22847. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22848. var camera = this.camera;
  22849. var fov = _Math.RAD2DEG * 2 * light.angle;
  22850. var aspect = this.mapSize.width / this.mapSize.height;
  22851. var far = light.distance || camera.far;
  22852. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22853. camera.fov = fov;
  22854. camera.aspect = aspect;
  22855. camera.far = far;
  22856. camera.updateProjectionMatrix();
  22857. }
  22858. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22859. }
  22860. } );
  22861. /**
  22862. * @author alteredq / http://alteredqualia.com/
  22863. */
  22864. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22865. Light.call( this, color, intensity );
  22866. this.type = 'SpotLight';
  22867. this.position.copy( Object3D.DefaultUp );
  22868. this.updateMatrix();
  22869. this.target = new Object3D();
  22870. Object.defineProperty( this, 'power', {
  22871. get: function () {
  22872. // intensity = power per solid angle.
  22873. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22874. return this.intensity * Math.PI;
  22875. },
  22876. set: function ( power ) {
  22877. // intensity = power per solid angle.
  22878. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22879. this.intensity = power / Math.PI;
  22880. }
  22881. } );
  22882. this.distance = ( distance !== undefined ) ? distance : 0;
  22883. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22884. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22885. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22886. this.shadow = new SpotLightShadow();
  22887. }
  22888. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22889. constructor: SpotLight,
  22890. isSpotLight: true,
  22891. copy: function ( source ) {
  22892. Light.prototype.copy.call( this, source );
  22893. this.distance = source.distance;
  22894. this.angle = source.angle;
  22895. this.penumbra = source.penumbra;
  22896. this.decay = source.decay;
  22897. this.target = source.target.clone();
  22898. this.shadow = source.shadow.clone();
  22899. return this;
  22900. }
  22901. } );
  22902. function PointLightShadow() {
  22903. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22904. this._frameExtents = new Vector2( 4, 2 );
  22905. this._viewportCount = 6;
  22906. this._viewports = [
  22907. // These viewports map a cube-map onto a 2D texture with the
  22908. // following orientation:
  22909. //
  22910. // xzXZ
  22911. // y Y
  22912. //
  22913. // X - Positive x direction
  22914. // x - Negative x direction
  22915. // Y - Positive y direction
  22916. // y - Negative y direction
  22917. // Z - Positive z direction
  22918. // z - Negative z direction
  22919. // positive X
  22920. new Vector4( 2, 1, 1, 1 ),
  22921. // negative X
  22922. new Vector4( 0, 1, 1, 1 ),
  22923. // positive Z
  22924. new Vector4( 3, 1, 1, 1 ),
  22925. // negative Z
  22926. new Vector4( 1, 1, 1, 1 ),
  22927. // positive Y
  22928. new Vector4( 3, 0, 1, 1 ),
  22929. // negative Y
  22930. new Vector4( 1, 0, 1, 1 )
  22931. ];
  22932. this._cubeDirections = [
  22933. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  22934. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  22935. ];
  22936. this._cubeUps = [
  22937. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  22938. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  22939. ];
  22940. }
  22941. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22942. constructor: PointLightShadow,
  22943. isPointLightShadow: true,
  22944. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22945. var camera = this.camera,
  22946. shadowMatrix = this.matrix,
  22947. lightPositionWorld = this._lightPositionWorld,
  22948. lookTarget = this._lookTarget,
  22949. projScreenMatrix = this._projScreenMatrix;
  22950. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22951. camera.position.copy( lightPositionWorld );
  22952. lookTarget.copy( camera.position );
  22953. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  22954. camera.up.copy( this._cubeUps[ viewportIndex ] );
  22955. camera.lookAt( lookTarget );
  22956. camera.updateMatrixWorld();
  22957. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  22958. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  22959. this._frustum.setFromMatrix( projScreenMatrix );
  22960. }
  22961. } );
  22962. /**
  22963. * @author mrdoob / http://mrdoob.com/
  22964. */
  22965. function PointLight( color, intensity, distance, decay ) {
  22966. Light.call( this, color, intensity );
  22967. this.type = 'PointLight';
  22968. Object.defineProperty( this, 'power', {
  22969. get: function () {
  22970. // intensity = power per solid angle.
  22971. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22972. return this.intensity * 4 * Math.PI;
  22973. },
  22974. set: function ( power ) {
  22975. // intensity = power per solid angle.
  22976. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22977. this.intensity = power / ( 4 * Math.PI );
  22978. }
  22979. } );
  22980. this.distance = ( distance !== undefined ) ? distance : 0;
  22981. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22982. this.shadow = new PointLightShadow();
  22983. }
  22984. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22985. constructor: PointLight,
  22986. isPointLight: true,
  22987. copy: function ( source ) {
  22988. Light.prototype.copy.call( this, source );
  22989. this.distance = source.distance;
  22990. this.decay = source.decay;
  22991. this.shadow = source.shadow.clone();
  22992. return this;
  22993. }
  22994. } );
  22995. /**
  22996. * @author alteredq / http://alteredqualia.com/
  22997. * @author arose / http://github.com/arose
  22998. */
  22999. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23000. Camera.call( this );
  23001. this.type = 'OrthographicCamera';
  23002. this.zoom = 1;
  23003. this.view = null;
  23004. this.left = ( left !== undefined ) ? left : - 1;
  23005. this.right = ( right !== undefined ) ? right : 1;
  23006. this.top = ( top !== undefined ) ? top : 1;
  23007. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23008. this.near = ( near !== undefined ) ? near : 0.1;
  23009. this.far = ( far !== undefined ) ? far : 2000;
  23010. this.updateProjectionMatrix();
  23011. }
  23012. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23013. constructor: OrthographicCamera,
  23014. isOrthographicCamera: true,
  23015. copy: function ( source, recursive ) {
  23016. Camera.prototype.copy.call( this, source, recursive );
  23017. this.left = source.left;
  23018. this.right = source.right;
  23019. this.top = source.top;
  23020. this.bottom = source.bottom;
  23021. this.near = source.near;
  23022. this.far = source.far;
  23023. this.zoom = source.zoom;
  23024. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23025. return this;
  23026. },
  23027. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23028. if ( this.view === null ) {
  23029. this.view = {
  23030. enabled: true,
  23031. fullWidth: 1,
  23032. fullHeight: 1,
  23033. offsetX: 0,
  23034. offsetY: 0,
  23035. width: 1,
  23036. height: 1
  23037. };
  23038. }
  23039. this.view.enabled = true;
  23040. this.view.fullWidth = fullWidth;
  23041. this.view.fullHeight = fullHeight;
  23042. this.view.offsetX = x;
  23043. this.view.offsetY = y;
  23044. this.view.width = width;
  23045. this.view.height = height;
  23046. this.updateProjectionMatrix();
  23047. },
  23048. clearViewOffset: function () {
  23049. if ( this.view !== null ) {
  23050. this.view.enabled = false;
  23051. }
  23052. this.updateProjectionMatrix();
  23053. },
  23054. updateProjectionMatrix: function () {
  23055. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23056. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23057. var cx = ( this.right + this.left ) / 2;
  23058. var cy = ( this.top + this.bottom ) / 2;
  23059. var left = cx - dx;
  23060. var right = cx + dx;
  23061. var top = cy + dy;
  23062. var bottom = cy - dy;
  23063. if ( this.view !== null && this.view.enabled ) {
  23064. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  23065. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  23066. var scaleW = ( this.right - this.left ) / this.view.width;
  23067. var scaleH = ( this.top - this.bottom ) / this.view.height;
  23068. left += scaleW * ( this.view.offsetX / zoomW );
  23069. right = left + scaleW * ( this.view.width / zoomW );
  23070. top -= scaleH * ( this.view.offsetY / zoomH );
  23071. bottom = top - scaleH * ( this.view.height / zoomH );
  23072. }
  23073. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23074. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23075. },
  23076. toJSON: function ( meta ) {
  23077. var data = Object3D.prototype.toJSON.call( this, meta );
  23078. data.object.zoom = this.zoom;
  23079. data.object.left = this.left;
  23080. data.object.right = this.right;
  23081. data.object.top = this.top;
  23082. data.object.bottom = this.bottom;
  23083. data.object.near = this.near;
  23084. data.object.far = this.far;
  23085. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23086. return data;
  23087. }
  23088. } );
  23089. /**
  23090. * @author mrdoob / http://mrdoob.com/
  23091. */
  23092. function DirectionalLightShadow() {
  23093. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23094. }
  23095. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23096. constructor: DirectionalLightShadow,
  23097. isDirectionalLightShadow: true,
  23098. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  23099. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  23100. }
  23101. } );
  23102. /**
  23103. * @author mrdoob / http://mrdoob.com/
  23104. * @author alteredq / http://alteredqualia.com/
  23105. */
  23106. function DirectionalLight( color, intensity ) {
  23107. Light.call( this, color, intensity );
  23108. this.type = 'DirectionalLight';
  23109. this.position.copy( Object3D.DefaultUp );
  23110. this.updateMatrix();
  23111. this.target = new Object3D();
  23112. this.shadow = new DirectionalLightShadow();
  23113. }
  23114. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23115. constructor: DirectionalLight,
  23116. isDirectionalLight: true,
  23117. copy: function ( source ) {
  23118. Light.prototype.copy.call( this, source );
  23119. this.target = source.target.clone();
  23120. this.shadow = source.shadow.clone();
  23121. return this;
  23122. }
  23123. } );
  23124. /**
  23125. * @author mrdoob / http://mrdoob.com/
  23126. */
  23127. function AmbientLight( color, intensity ) {
  23128. Light.call( this, color, intensity );
  23129. this.type = 'AmbientLight';
  23130. this.castShadow = undefined;
  23131. }
  23132. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23133. constructor: AmbientLight,
  23134. isAmbientLight: true
  23135. } );
  23136. /**
  23137. * @author abelnation / http://github.com/abelnation
  23138. */
  23139. function RectAreaLight( color, intensity, width, height ) {
  23140. Light.call( this, color, intensity );
  23141. this.type = 'RectAreaLight';
  23142. this.width = ( width !== undefined ) ? width : 10;
  23143. this.height = ( height !== undefined ) ? height : 10;
  23144. }
  23145. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23146. constructor: RectAreaLight,
  23147. isRectAreaLight: true,
  23148. copy: function ( source ) {
  23149. Light.prototype.copy.call( this, source );
  23150. this.width = source.width;
  23151. this.height = source.height;
  23152. return this;
  23153. },
  23154. toJSON: function ( meta ) {
  23155. var data = Light.prototype.toJSON.call( this, meta );
  23156. data.object.width = this.width;
  23157. data.object.height = this.height;
  23158. return data;
  23159. }
  23160. } );
  23161. /**
  23162. * @author mrdoob / http://mrdoob.com/
  23163. */
  23164. function MaterialLoader( manager ) {
  23165. Loader.call( this, manager );
  23166. this.textures = {};
  23167. }
  23168. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23169. constructor: MaterialLoader,
  23170. load: function ( url, onLoad, onProgress, onError ) {
  23171. var scope = this;
  23172. var loader = new FileLoader( scope.manager );
  23173. loader.setPath( scope.path );
  23174. loader.load( url, function ( text ) {
  23175. onLoad( scope.parse( JSON.parse( text ) ) );
  23176. }, onProgress, onError );
  23177. },
  23178. parse: function ( json ) {
  23179. var textures = this.textures;
  23180. function getTexture( name ) {
  23181. if ( textures[ name ] === undefined ) {
  23182. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23183. }
  23184. return textures[ name ];
  23185. }
  23186. var material = new Materials[ json.type ]();
  23187. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23188. if ( json.name !== undefined ) { material.name = json.name; }
  23189. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23190. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23191. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23192. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23193. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23194. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23195. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23196. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23197. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23198. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23199. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23200. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23201. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23202. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23203. if ( json.side !== undefined ) { material.side = json.side; }
  23204. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23205. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23206. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23207. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23208. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23209. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23210. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23211. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23212. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23213. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23214. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23215. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23216. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23217. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23218. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23219. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23220. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23221. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23222. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23223. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23224. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23225. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23226. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23227. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23228. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23229. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23230. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23231. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23232. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23233. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23234. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23235. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23236. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23237. // Shader Material
  23238. if ( json.uniforms !== undefined ) {
  23239. for ( var name in json.uniforms ) {
  23240. var uniform = json.uniforms[ name ];
  23241. material.uniforms[ name ] = {};
  23242. switch ( uniform.type ) {
  23243. case 't':
  23244. material.uniforms[ name ].value = getTexture( uniform.value );
  23245. break;
  23246. case 'c':
  23247. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23248. break;
  23249. case 'v2':
  23250. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23251. break;
  23252. case 'v3':
  23253. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23254. break;
  23255. case 'v4':
  23256. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23257. break;
  23258. case 'm3':
  23259. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23260. case 'm4':
  23261. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23262. break;
  23263. default:
  23264. material.uniforms[ name ].value = uniform.value;
  23265. }
  23266. }
  23267. }
  23268. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23269. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23270. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23271. if ( json.extensions !== undefined ) {
  23272. for ( var key in json.extensions ) {
  23273. material.extensions[ key ] = json.extensions[ key ];
  23274. }
  23275. }
  23276. // Deprecated
  23277. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23278. // for PointsMaterial
  23279. if ( json.size !== undefined ) { material.size = json.size; }
  23280. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23281. // maps
  23282. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23283. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23284. if ( json.alphaMap !== undefined ) {
  23285. material.alphaMap = getTexture( json.alphaMap );
  23286. material.transparent = true;
  23287. }
  23288. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23289. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23290. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23291. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23292. if ( json.normalScale !== undefined ) {
  23293. var normalScale = json.normalScale;
  23294. if ( Array.isArray( normalScale ) === false ) {
  23295. // Blender exporter used to export a scalar. See #7459
  23296. normalScale = [ normalScale, normalScale ];
  23297. }
  23298. material.normalScale = new Vector2().fromArray( normalScale );
  23299. }
  23300. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23301. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23302. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23303. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23304. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23305. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23306. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23307. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23308. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23309. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23310. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23311. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23312. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23313. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23314. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23315. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23316. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23317. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23318. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23319. return material;
  23320. },
  23321. setTextures: function ( value ) {
  23322. this.textures = value;
  23323. return this;
  23324. }
  23325. } );
  23326. /**
  23327. * @author Don McCurdy / https://www.donmccurdy.com
  23328. */
  23329. var LoaderUtils = {
  23330. decodeText: function ( array ) {
  23331. if ( typeof TextDecoder !== 'undefined' ) {
  23332. return new TextDecoder().decode( array );
  23333. }
  23334. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23335. // throws a "maximum call stack size exceeded" error for large arrays.
  23336. var s = '';
  23337. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23338. // Implicitly assumes little-endian.
  23339. s += String.fromCharCode( array[ i ] );
  23340. }
  23341. try {
  23342. // merges multi-byte utf-8 characters.
  23343. return decodeURIComponent( escape( s ) );
  23344. } catch ( e ) { // see #16358
  23345. return s;
  23346. }
  23347. },
  23348. extractUrlBase: function ( url ) {
  23349. var index = url.lastIndexOf( '/' );
  23350. if ( index === - 1 ) { return './'; }
  23351. return url.substr( 0, index + 1 );
  23352. }
  23353. };
  23354. /**
  23355. * @author benaadams / https://twitter.com/ben_a_adams
  23356. */
  23357. function InstancedBufferGeometry() {
  23358. BufferGeometry.call( this );
  23359. this.type = 'InstancedBufferGeometry';
  23360. this.maxInstancedCount = undefined;
  23361. }
  23362. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23363. constructor: InstancedBufferGeometry,
  23364. isInstancedBufferGeometry: true,
  23365. copy: function ( source ) {
  23366. BufferGeometry.prototype.copy.call( this, source );
  23367. this.maxInstancedCount = source.maxInstancedCount;
  23368. return this;
  23369. },
  23370. clone: function () {
  23371. return new this.constructor().copy( this );
  23372. },
  23373. toJSON: function () {
  23374. var data = BufferGeometry.prototype.toJSON.call( this );
  23375. data.maxInstancedCount = this.maxInstancedCount;
  23376. data.isInstancedBufferGeometry = true;
  23377. return data;
  23378. }
  23379. } );
  23380. /**
  23381. * @author benaadams / https://twitter.com/ben_a_adams
  23382. */
  23383. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23384. if ( typeof ( normalized ) === 'number' ) {
  23385. meshPerAttribute = normalized;
  23386. normalized = false;
  23387. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23388. }
  23389. BufferAttribute.call( this, array, itemSize, normalized );
  23390. this.meshPerAttribute = meshPerAttribute || 1;
  23391. }
  23392. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23393. constructor: InstancedBufferAttribute,
  23394. isInstancedBufferAttribute: true,
  23395. copy: function ( source ) {
  23396. BufferAttribute.prototype.copy.call( this, source );
  23397. this.meshPerAttribute = source.meshPerAttribute;
  23398. return this;
  23399. },
  23400. toJSON: function () {
  23401. var data = BufferAttribute.prototype.toJSON.call( this );
  23402. data.meshPerAttribute = this.meshPerAttribute;
  23403. data.isInstancedBufferAttribute = true;
  23404. return data;
  23405. }
  23406. } );
  23407. /**
  23408. * @author mrdoob / http://mrdoob.com/
  23409. */
  23410. function BufferGeometryLoader( manager ) {
  23411. Loader.call( this, manager );
  23412. }
  23413. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23414. constructor: BufferGeometryLoader,
  23415. load: function ( url, onLoad, onProgress, onError ) {
  23416. var scope = this;
  23417. var loader = new FileLoader( scope.manager );
  23418. loader.setPath( scope.path );
  23419. loader.load( url, function ( text ) {
  23420. onLoad( scope.parse( JSON.parse( text ) ) );
  23421. }, onProgress, onError );
  23422. },
  23423. parse: function ( json ) {
  23424. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23425. var index = json.data.index;
  23426. if ( index !== undefined ) {
  23427. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23428. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23429. }
  23430. var attributes = json.data.attributes;
  23431. for ( var key in attributes ) {
  23432. var attribute = attributes[ key ];
  23433. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23434. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23435. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23436. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23437. geometry.addAttribute( key, bufferAttribute );
  23438. }
  23439. var morphAttributes = json.data.morphAttributes;
  23440. if ( morphAttributes ) {
  23441. for ( var key in morphAttributes ) {
  23442. var attributeArray = morphAttributes[ key ];
  23443. var array = [];
  23444. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23445. var attribute = attributeArray[ i ];
  23446. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23447. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23448. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23449. array.push( bufferAttribute );
  23450. }
  23451. geometry.morphAttributes[ key ] = array;
  23452. }
  23453. }
  23454. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23455. if ( groups !== undefined ) {
  23456. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23457. var group = groups[ i ];
  23458. geometry.addGroup( group.start, group.count, group.materialIndex );
  23459. }
  23460. }
  23461. var boundingSphere = json.data.boundingSphere;
  23462. if ( boundingSphere !== undefined ) {
  23463. var center = new Vector3();
  23464. if ( boundingSphere.center !== undefined ) {
  23465. center.fromArray( boundingSphere.center );
  23466. }
  23467. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23468. }
  23469. if ( json.name ) { geometry.name = json.name; }
  23470. if ( json.userData ) { geometry.userData = json.userData; }
  23471. return geometry;
  23472. }
  23473. } );
  23474. var TYPED_ARRAYS = {
  23475. Int8Array: Int8Array,
  23476. Uint8Array: Uint8Array,
  23477. // Workaround for IE11 pre KB2929437. See #11440
  23478. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23479. Int16Array: Int16Array,
  23480. Uint16Array: Uint16Array,
  23481. Int32Array: Int32Array,
  23482. Uint32Array: Uint32Array,
  23483. Float32Array: Float32Array,
  23484. Float64Array: Float64Array
  23485. };
  23486. /**
  23487. * @author mrdoob / http://mrdoob.com/
  23488. */
  23489. function ObjectLoader( manager ) {
  23490. Loader.call( this, manager );
  23491. }
  23492. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23493. constructor: ObjectLoader,
  23494. load: function ( url, onLoad, onProgress, onError ) {
  23495. var scope = this;
  23496. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23497. this.resourcePath = this.resourcePath || path;
  23498. var loader = new FileLoader( scope.manager );
  23499. loader.setPath( this.path );
  23500. loader.load( url, function ( text ) {
  23501. var json = null;
  23502. try {
  23503. json = JSON.parse( text );
  23504. } catch ( error ) {
  23505. if ( onError !== undefined ) { onError( error ); }
  23506. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23507. return;
  23508. }
  23509. var metadata = json.metadata;
  23510. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23511. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23512. return;
  23513. }
  23514. scope.parse( json, onLoad );
  23515. }, onProgress, onError );
  23516. },
  23517. parse: function ( json, onLoad ) {
  23518. var shapes = this.parseShape( json.shapes );
  23519. var geometries = this.parseGeometries( json.geometries, shapes );
  23520. var images = this.parseImages( json.images, function () {
  23521. if ( onLoad !== undefined ) { onLoad( object ); }
  23522. } );
  23523. var textures = this.parseTextures( json.textures, images );
  23524. var materials = this.parseMaterials( json.materials, textures );
  23525. var object = this.parseObject( json.object, geometries, materials );
  23526. if ( json.animations ) {
  23527. object.animations = this.parseAnimations( json.animations );
  23528. }
  23529. if ( json.images === undefined || json.images.length === 0 ) {
  23530. if ( onLoad !== undefined ) { onLoad( object ); }
  23531. }
  23532. return object;
  23533. },
  23534. parseShape: function ( json ) {
  23535. var shapes = {};
  23536. if ( json !== undefined ) {
  23537. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23538. var shape = new Shape().fromJSON( json[ i ] );
  23539. shapes[ shape.uuid ] = shape;
  23540. }
  23541. }
  23542. return shapes;
  23543. },
  23544. parseGeometries: function ( json, shapes ) {
  23545. var geometries = {};
  23546. if ( json !== undefined ) {
  23547. var bufferGeometryLoader = new BufferGeometryLoader();
  23548. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23549. var geometry;
  23550. var data = json[ i ];
  23551. switch ( data.type ) {
  23552. case 'PlaneGeometry':
  23553. case 'PlaneBufferGeometry':
  23554. geometry = new Geometries[ data.type ](
  23555. data.width,
  23556. data.height,
  23557. data.widthSegments,
  23558. data.heightSegments
  23559. );
  23560. break;
  23561. case 'BoxGeometry':
  23562. case 'BoxBufferGeometry':
  23563. case 'CubeGeometry': // backwards compatible
  23564. geometry = new Geometries[ data.type ](
  23565. data.width,
  23566. data.height,
  23567. data.depth,
  23568. data.widthSegments,
  23569. data.heightSegments,
  23570. data.depthSegments
  23571. );
  23572. break;
  23573. case 'CircleGeometry':
  23574. case 'CircleBufferGeometry':
  23575. geometry = new Geometries[ data.type ](
  23576. data.radius,
  23577. data.segments,
  23578. data.thetaStart,
  23579. data.thetaLength
  23580. );
  23581. break;
  23582. case 'CylinderGeometry':
  23583. case 'CylinderBufferGeometry':
  23584. geometry = new Geometries[ data.type ](
  23585. data.radiusTop,
  23586. data.radiusBottom,
  23587. data.height,
  23588. data.radialSegments,
  23589. data.heightSegments,
  23590. data.openEnded,
  23591. data.thetaStart,
  23592. data.thetaLength
  23593. );
  23594. break;
  23595. case 'ConeGeometry':
  23596. case 'ConeBufferGeometry':
  23597. geometry = new Geometries[ data.type ](
  23598. data.radius,
  23599. data.height,
  23600. data.radialSegments,
  23601. data.heightSegments,
  23602. data.openEnded,
  23603. data.thetaStart,
  23604. data.thetaLength
  23605. );
  23606. break;
  23607. case 'SphereGeometry':
  23608. case 'SphereBufferGeometry':
  23609. geometry = new Geometries[ data.type ](
  23610. data.radius,
  23611. data.widthSegments,
  23612. data.heightSegments,
  23613. data.phiStart,
  23614. data.phiLength,
  23615. data.thetaStart,
  23616. data.thetaLength
  23617. );
  23618. break;
  23619. case 'DodecahedronGeometry':
  23620. case 'DodecahedronBufferGeometry':
  23621. case 'IcosahedronGeometry':
  23622. case 'IcosahedronBufferGeometry':
  23623. case 'OctahedronGeometry':
  23624. case 'OctahedronBufferGeometry':
  23625. case 'TetrahedronGeometry':
  23626. case 'TetrahedronBufferGeometry':
  23627. geometry = new Geometries[ data.type ](
  23628. data.radius,
  23629. data.detail
  23630. );
  23631. break;
  23632. case 'RingGeometry':
  23633. case 'RingBufferGeometry':
  23634. geometry = new Geometries[ data.type ](
  23635. data.innerRadius,
  23636. data.outerRadius,
  23637. data.thetaSegments,
  23638. data.phiSegments,
  23639. data.thetaStart,
  23640. data.thetaLength
  23641. );
  23642. break;
  23643. case 'TorusGeometry':
  23644. case 'TorusBufferGeometry':
  23645. geometry = new Geometries[ data.type ](
  23646. data.radius,
  23647. data.tube,
  23648. data.radialSegments,
  23649. data.tubularSegments,
  23650. data.arc
  23651. );
  23652. break;
  23653. case 'TorusKnotGeometry':
  23654. case 'TorusKnotBufferGeometry':
  23655. geometry = new Geometries[ data.type ](
  23656. data.radius,
  23657. data.tube,
  23658. data.tubularSegments,
  23659. data.radialSegments,
  23660. data.p,
  23661. data.q
  23662. );
  23663. break;
  23664. case 'TubeGeometry':
  23665. case 'TubeBufferGeometry':
  23666. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23667. // User defined curves or instances of CurvePath will not be deserialized.
  23668. geometry = new Geometries[ data.type ](
  23669. new Curves[ data.path.type ]().fromJSON( data.path ),
  23670. data.tubularSegments,
  23671. data.radius,
  23672. data.radialSegments,
  23673. data.closed
  23674. );
  23675. break;
  23676. case 'LatheGeometry':
  23677. case 'LatheBufferGeometry':
  23678. geometry = new Geometries[ data.type ](
  23679. data.points,
  23680. data.segments,
  23681. data.phiStart,
  23682. data.phiLength
  23683. );
  23684. break;
  23685. case 'PolyhedronGeometry':
  23686. case 'PolyhedronBufferGeometry':
  23687. geometry = new Geometries[ data.type ](
  23688. data.vertices,
  23689. data.indices,
  23690. data.radius,
  23691. data.details
  23692. );
  23693. break;
  23694. case 'ShapeGeometry':
  23695. case 'ShapeBufferGeometry':
  23696. var geometryShapes = [];
  23697. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23698. var shape = shapes[ data.shapes[ j ] ];
  23699. geometryShapes.push( shape );
  23700. }
  23701. geometry = new Geometries[ data.type ](
  23702. geometryShapes,
  23703. data.curveSegments
  23704. );
  23705. break;
  23706. case 'ExtrudeGeometry':
  23707. case 'ExtrudeBufferGeometry':
  23708. var geometryShapes = [];
  23709. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23710. var shape = shapes[ data.shapes[ j ] ];
  23711. geometryShapes.push( shape );
  23712. }
  23713. var extrudePath = data.options.extrudePath;
  23714. if ( extrudePath !== undefined ) {
  23715. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23716. }
  23717. geometry = new Geometries[ data.type ](
  23718. geometryShapes,
  23719. data.options
  23720. );
  23721. break;
  23722. case 'BufferGeometry':
  23723. case 'InstancedBufferGeometry':
  23724. geometry = bufferGeometryLoader.parse( data );
  23725. break;
  23726. case 'Geometry':
  23727. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23728. var geometryLoader = new THREE.LegacyJSONLoader();
  23729. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23730. } else {
  23731. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23732. }
  23733. break;
  23734. default:
  23735. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23736. continue;
  23737. }
  23738. geometry.uuid = data.uuid;
  23739. if ( data.name !== undefined ) { geometry.name = data.name; }
  23740. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  23741. geometries[ data.uuid ] = geometry;
  23742. }
  23743. }
  23744. return geometries;
  23745. },
  23746. parseMaterials: function ( json, textures ) {
  23747. var cache = {}; // MultiMaterial
  23748. var materials = {};
  23749. if ( json !== undefined ) {
  23750. var loader = new MaterialLoader();
  23751. loader.setTextures( textures );
  23752. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23753. var data = json[ i ];
  23754. if ( data.type === 'MultiMaterial' ) {
  23755. // Deprecated
  23756. var array = [];
  23757. for ( var j = 0; j < data.materials.length; j ++ ) {
  23758. var material = data.materials[ j ];
  23759. if ( cache[ material.uuid ] === undefined ) {
  23760. cache[ material.uuid ] = loader.parse( material );
  23761. }
  23762. array.push( cache[ material.uuid ] );
  23763. }
  23764. materials[ data.uuid ] = array;
  23765. } else {
  23766. if ( cache[ data.uuid ] === undefined ) {
  23767. cache[ data.uuid ] = loader.parse( data );
  23768. }
  23769. materials[ data.uuid ] = cache[ data.uuid ];
  23770. }
  23771. }
  23772. }
  23773. return materials;
  23774. },
  23775. parseAnimations: function ( json ) {
  23776. var animations = [];
  23777. for ( var i = 0; i < json.length; i ++ ) {
  23778. var data = json[ i ];
  23779. var clip = AnimationClip.parse( data );
  23780. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  23781. animations.push( clip );
  23782. }
  23783. return animations;
  23784. },
  23785. parseImages: function ( json, onLoad ) {
  23786. var scope = this;
  23787. var images = {};
  23788. function loadImage( url ) {
  23789. scope.manager.itemStart( url );
  23790. return loader.load( url, function () {
  23791. scope.manager.itemEnd( url );
  23792. }, undefined, function () {
  23793. scope.manager.itemError( url );
  23794. scope.manager.itemEnd( url );
  23795. } );
  23796. }
  23797. if ( json !== undefined && json.length > 0 ) {
  23798. var manager = new LoadingManager( onLoad );
  23799. var loader = new ImageLoader( manager );
  23800. loader.setCrossOrigin( this.crossOrigin );
  23801. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23802. var image = json[ i ];
  23803. var url = image.url;
  23804. if ( Array.isArray( url ) ) {
  23805. // load array of images e.g CubeTexture
  23806. images[ image.uuid ] = [];
  23807. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23808. var currentUrl = url[ j ];
  23809. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23810. images[ image.uuid ].push( loadImage( path ) );
  23811. }
  23812. } else {
  23813. // load single image
  23814. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23815. images[ image.uuid ] = loadImage( path );
  23816. }
  23817. }
  23818. }
  23819. return images;
  23820. },
  23821. parseTextures: function ( json, images ) {
  23822. function parseConstant( value, type ) {
  23823. if ( typeof value === 'number' ) { return value; }
  23824. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23825. return type[ value ];
  23826. }
  23827. var textures = {};
  23828. if ( json !== undefined ) {
  23829. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23830. var data = json[ i ];
  23831. if ( data.image === undefined ) {
  23832. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23833. }
  23834. if ( images[ data.image ] === undefined ) {
  23835. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23836. }
  23837. var texture;
  23838. if ( Array.isArray( images[ data.image ] ) ) {
  23839. texture = new CubeTexture( images[ data.image ] );
  23840. } else {
  23841. texture = new Texture( images[ data.image ] );
  23842. }
  23843. texture.needsUpdate = true;
  23844. texture.uuid = data.uuid;
  23845. if ( data.name !== undefined ) { texture.name = data.name; }
  23846. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  23847. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  23848. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  23849. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  23850. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  23851. if ( data.wrap !== undefined ) {
  23852. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23853. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23854. }
  23855. if ( data.format !== undefined ) { texture.format = data.format; }
  23856. if ( data.type !== undefined ) { texture.type = data.type; }
  23857. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  23858. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  23859. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  23860. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  23861. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  23862. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  23863. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  23864. textures[ data.uuid ] = texture;
  23865. }
  23866. }
  23867. return textures;
  23868. },
  23869. parseObject: function ( data, geometries, materials ) {
  23870. var object;
  23871. function getGeometry( name ) {
  23872. if ( geometries[ name ] === undefined ) {
  23873. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23874. }
  23875. return geometries[ name ];
  23876. }
  23877. function getMaterial( name ) {
  23878. if ( name === undefined ) { return undefined; }
  23879. if ( Array.isArray( name ) ) {
  23880. var array = [];
  23881. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23882. var uuid = name[ i ];
  23883. if ( materials[ uuid ] === undefined ) {
  23884. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23885. }
  23886. array.push( materials[ uuid ] );
  23887. }
  23888. return array;
  23889. }
  23890. if ( materials[ name ] === undefined ) {
  23891. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23892. }
  23893. return materials[ name ];
  23894. }
  23895. switch ( data.type ) {
  23896. case 'Scene':
  23897. object = new Scene();
  23898. if ( data.background !== undefined ) {
  23899. if ( Number.isInteger( data.background ) ) {
  23900. object.background = new Color( data.background );
  23901. }
  23902. }
  23903. if ( data.fog !== undefined ) {
  23904. if ( data.fog.type === 'Fog' ) {
  23905. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23906. } else if ( data.fog.type === 'FogExp2' ) {
  23907. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23908. }
  23909. }
  23910. break;
  23911. case 'PerspectiveCamera':
  23912. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23913. if ( data.focus !== undefined ) { object.focus = data.focus; }
  23914. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23915. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  23916. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  23917. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23918. break;
  23919. case 'OrthographicCamera':
  23920. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23921. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23922. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23923. break;
  23924. case 'AmbientLight':
  23925. object = new AmbientLight( data.color, data.intensity );
  23926. break;
  23927. case 'DirectionalLight':
  23928. object = new DirectionalLight( data.color, data.intensity );
  23929. break;
  23930. case 'PointLight':
  23931. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23932. break;
  23933. case 'RectAreaLight':
  23934. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23935. break;
  23936. case 'SpotLight':
  23937. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23938. break;
  23939. case 'HemisphereLight':
  23940. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23941. break;
  23942. case 'SkinnedMesh':
  23943. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23944. case 'Mesh':
  23945. var geometry = getGeometry( data.geometry );
  23946. var material = getMaterial( data.material );
  23947. if ( geometry.bones && geometry.bones.length > 0 ) {
  23948. object = new SkinnedMesh( geometry, material );
  23949. } else {
  23950. object = new Mesh( geometry, material );
  23951. }
  23952. if ( data.drawMode !== undefined ) { object.setDrawMode( data.drawMode ); }
  23953. break;
  23954. case 'LOD':
  23955. object = new LOD();
  23956. break;
  23957. case 'Line':
  23958. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23959. break;
  23960. case 'LineLoop':
  23961. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23962. break;
  23963. case 'LineSegments':
  23964. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23965. break;
  23966. case 'PointCloud':
  23967. case 'Points':
  23968. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23969. break;
  23970. case 'Sprite':
  23971. object = new Sprite( getMaterial( data.material ) );
  23972. break;
  23973. case 'Group':
  23974. object = new Group();
  23975. break;
  23976. default:
  23977. object = new Object3D();
  23978. }
  23979. object.uuid = data.uuid;
  23980. if ( data.name !== undefined ) { object.name = data.name; }
  23981. if ( data.matrix !== undefined ) {
  23982. object.matrix.fromArray( data.matrix );
  23983. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  23984. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  23985. } else {
  23986. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  23987. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  23988. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  23989. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  23990. }
  23991. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  23992. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  23993. if ( data.shadow ) {
  23994. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  23995. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  23996. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  23997. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  23998. }
  23999. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24000. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24001. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24002. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24003. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24004. if ( data.children !== undefined ) {
  24005. var children = data.children;
  24006. for ( var i = 0; i < children.length; i ++ ) {
  24007. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24008. }
  24009. }
  24010. if ( data.type === 'LOD' ) {
  24011. var levels = data.levels;
  24012. for ( var l = 0; l < levels.length; l ++ ) {
  24013. var level = levels[ l ];
  24014. var child = object.getObjectByProperty( 'uuid', level.object );
  24015. if ( child !== undefined ) {
  24016. object.addLevel( child, level.distance );
  24017. }
  24018. }
  24019. }
  24020. return object;
  24021. }
  24022. } );
  24023. var TEXTURE_MAPPING = {
  24024. UVMapping: UVMapping,
  24025. CubeReflectionMapping: CubeReflectionMapping,
  24026. CubeRefractionMapping: CubeRefractionMapping,
  24027. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24028. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24029. SphericalReflectionMapping: SphericalReflectionMapping,
  24030. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24031. CubeUVRefractionMapping: CubeUVRefractionMapping
  24032. };
  24033. var TEXTURE_WRAPPING = {
  24034. RepeatWrapping: RepeatWrapping,
  24035. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24036. MirroredRepeatWrapping: MirroredRepeatWrapping
  24037. };
  24038. var TEXTURE_FILTER = {
  24039. NearestFilter: NearestFilter,
  24040. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24041. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24042. LinearFilter: LinearFilter,
  24043. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24044. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24045. };
  24046. /**
  24047. * @author thespite / http://clicktorelease.com/
  24048. */
  24049. function ImageBitmapLoader( manager ) {
  24050. if ( typeof createImageBitmap === 'undefined' ) {
  24051. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24052. }
  24053. if ( typeof fetch === 'undefined' ) {
  24054. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24055. }
  24056. Loader.call( this, manager );
  24057. this.options = undefined;
  24058. }
  24059. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24060. constructor: ImageBitmapLoader,
  24061. setOptions: function setOptions( options ) {
  24062. this.options = options;
  24063. return this;
  24064. },
  24065. load: function ( url, onLoad, onProgress, onError ) {
  24066. if ( url === undefined ) { url = ''; }
  24067. if ( this.path !== undefined ) { url = this.path + url; }
  24068. url = this.manager.resolveURL( url );
  24069. var scope = this;
  24070. var cached = Cache.get( url );
  24071. if ( cached !== undefined ) {
  24072. scope.manager.itemStart( url );
  24073. setTimeout( function () {
  24074. if ( onLoad ) { onLoad( cached ); }
  24075. scope.manager.itemEnd( url );
  24076. }, 0 );
  24077. return cached;
  24078. }
  24079. fetch( url ).then( function ( res ) {
  24080. return res.blob();
  24081. } ).then( function ( blob ) {
  24082. if ( scope.options === undefined ) {
  24083. // Workaround for FireFox. It causes an error if you pass options.
  24084. return createImageBitmap( blob );
  24085. } else {
  24086. return createImageBitmap( blob, scope.options );
  24087. }
  24088. } ).then( function ( imageBitmap ) {
  24089. Cache.add( url, imageBitmap );
  24090. if ( onLoad ) { onLoad( imageBitmap ); }
  24091. scope.manager.itemEnd( url );
  24092. } ).catch( function ( e ) {
  24093. if ( onError ) { onError( e ); }
  24094. scope.manager.itemError( url );
  24095. scope.manager.itemEnd( url );
  24096. } );
  24097. scope.manager.itemStart( url );
  24098. }
  24099. } );
  24100. /**
  24101. * @author zz85 / http://www.lab4games.net/zz85/blog
  24102. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24103. **/
  24104. function ShapePath() {
  24105. this.type = 'ShapePath';
  24106. this.color = new Color();
  24107. this.subPaths = [];
  24108. this.currentPath = null;
  24109. }
  24110. Object.assign( ShapePath.prototype, {
  24111. moveTo: function ( x, y ) {
  24112. this.currentPath = new Path();
  24113. this.subPaths.push( this.currentPath );
  24114. this.currentPath.moveTo( x, y );
  24115. },
  24116. lineTo: function ( x, y ) {
  24117. this.currentPath.lineTo( x, y );
  24118. },
  24119. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24120. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24121. },
  24122. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24123. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24124. },
  24125. splineThru: function ( pts ) {
  24126. this.currentPath.splineThru( pts );
  24127. },
  24128. toShapes: function ( isCCW, noHoles ) {
  24129. function toShapesNoHoles( inSubpaths ) {
  24130. var shapes = [];
  24131. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24132. var tmpPath = inSubpaths[ i ];
  24133. var tmpShape = new Shape();
  24134. tmpShape.curves = tmpPath.curves;
  24135. shapes.push( tmpShape );
  24136. }
  24137. return shapes;
  24138. }
  24139. function isPointInsidePolygon( inPt, inPolygon ) {
  24140. var polyLen = inPolygon.length;
  24141. // inPt on polygon contour => immediate success or
  24142. // toggling of inside/outside at every single! intersection point of an edge
  24143. // with the horizontal line through inPt, left of inPt
  24144. // not counting lowerY endpoints of edges and whole edges on that line
  24145. var inside = false;
  24146. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24147. var edgeLowPt = inPolygon[ p ];
  24148. var edgeHighPt = inPolygon[ q ];
  24149. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24150. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24151. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24152. // not parallel
  24153. if ( edgeDy < 0 ) {
  24154. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24155. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24156. }
  24157. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24158. if ( inPt.y === edgeLowPt.y ) {
  24159. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24160. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24161. } else {
  24162. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24163. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24164. if ( perpEdge < 0 ) { continue; }
  24165. inside = ! inside; // true intersection left of inPt
  24166. }
  24167. } else {
  24168. // parallel or collinear
  24169. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24170. // edge lies on the same horizontal line as inPt
  24171. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24172. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24173. // continue;
  24174. }
  24175. }
  24176. return inside;
  24177. }
  24178. var isClockWise = ShapeUtils.isClockWise;
  24179. var subPaths = this.subPaths;
  24180. if ( subPaths.length === 0 ) { return []; }
  24181. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24182. var solid, tmpPath, tmpShape, shapes = [];
  24183. if ( subPaths.length === 1 ) {
  24184. tmpPath = subPaths[ 0 ];
  24185. tmpShape = new Shape();
  24186. tmpShape.curves = tmpPath.curves;
  24187. shapes.push( tmpShape );
  24188. return shapes;
  24189. }
  24190. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24191. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24192. // console.log("Holes first", holesFirst);
  24193. var betterShapeHoles = [];
  24194. var newShapes = [];
  24195. var newShapeHoles = [];
  24196. var mainIdx = 0;
  24197. var tmpPoints;
  24198. newShapes[ mainIdx ] = undefined;
  24199. newShapeHoles[ mainIdx ] = [];
  24200. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24201. tmpPath = subPaths[ i ];
  24202. tmpPoints = tmpPath.getPoints();
  24203. solid = isClockWise( tmpPoints );
  24204. solid = isCCW ? ! solid : solid;
  24205. if ( solid ) {
  24206. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24207. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24208. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24209. if ( holesFirst ) { mainIdx ++; }
  24210. newShapeHoles[ mainIdx ] = [];
  24211. //console.log('cw', i);
  24212. } else {
  24213. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24214. //console.log('ccw', i);
  24215. }
  24216. }
  24217. // only Holes? -> probably all Shapes with wrong orientation
  24218. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24219. if ( newShapes.length > 1 ) {
  24220. var ambiguous = false;
  24221. var toChange = [];
  24222. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24223. betterShapeHoles[ sIdx ] = [];
  24224. }
  24225. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24226. var sho = newShapeHoles[ sIdx ];
  24227. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24228. var ho = sho[ hIdx ];
  24229. var hole_unassigned = true;
  24230. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24231. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24232. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24233. if ( hole_unassigned ) {
  24234. hole_unassigned = false;
  24235. betterShapeHoles[ s2Idx ].push( ho );
  24236. } else {
  24237. ambiguous = true;
  24238. }
  24239. }
  24240. }
  24241. if ( hole_unassigned ) {
  24242. betterShapeHoles[ sIdx ].push( ho );
  24243. }
  24244. }
  24245. }
  24246. // console.log("ambiguous: ", ambiguous);
  24247. if ( toChange.length > 0 ) {
  24248. // console.log("to change: ", toChange);
  24249. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24250. }
  24251. }
  24252. var tmpHoles;
  24253. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24254. tmpShape = newShapes[ i ].s;
  24255. shapes.push( tmpShape );
  24256. tmpHoles = newShapeHoles[ i ];
  24257. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24258. tmpShape.holes.push( tmpHoles[ j ].h );
  24259. }
  24260. }
  24261. //console.log("shape", shapes);
  24262. return shapes;
  24263. }
  24264. } );
  24265. /**
  24266. * @author zz85 / http://www.lab4games.net/zz85/blog
  24267. * @author mrdoob / http://mrdoob.com/
  24268. */
  24269. function Font( data ) {
  24270. this.type = 'Font';
  24271. this.data = data;
  24272. }
  24273. Object.assign( Font.prototype, {
  24274. isFont: true,
  24275. generateShapes: function ( text, size ) {
  24276. if ( size === undefined ) { size = 100; }
  24277. var shapes = [];
  24278. var paths = createPaths( text, size, this.data );
  24279. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24280. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24281. }
  24282. return shapes;
  24283. }
  24284. } );
  24285. function createPaths( text, size, data ) {
  24286. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  24287. var scale = size / data.resolution;
  24288. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24289. var paths = [];
  24290. var offsetX = 0, offsetY = 0;
  24291. for ( var i = 0; i < chars.length; i ++ ) {
  24292. var char = chars[ i ];
  24293. if ( char === '\n' ) {
  24294. offsetX = 0;
  24295. offsetY -= line_height;
  24296. } else {
  24297. var ret = createPath( char, scale, offsetX, offsetY, data );
  24298. offsetX += ret.offsetX;
  24299. paths.push( ret.path );
  24300. }
  24301. }
  24302. return paths;
  24303. }
  24304. function createPath( char, scale, offsetX, offsetY, data ) {
  24305. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24306. if ( ! glyph ) {
  24307. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24308. return;
  24309. }
  24310. var path = new ShapePath();
  24311. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24312. if ( glyph.o ) {
  24313. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24314. for ( var i = 0, l = outline.length; i < l; ) {
  24315. var action = outline[ i ++ ];
  24316. switch ( action ) {
  24317. case 'm': // moveTo
  24318. x = outline[ i ++ ] * scale + offsetX;
  24319. y = outline[ i ++ ] * scale + offsetY;
  24320. path.moveTo( x, y );
  24321. break;
  24322. case 'l': // lineTo
  24323. x = outline[ i ++ ] * scale + offsetX;
  24324. y = outline[ i ++ ] * scale + offsetY;
  24325. path.lineTo( x, y );
  24326. break;
  24327. case 'q': // quadraticCurveTo
  24328. cpx = outline[ i ++ ] * scale + offsetX;
  24329. cpy = outline[ i ++ ] * scale + offsetY;
  24330. cpx1 = outline[ i ++ ] * scale + offsetX;
  24331. cpy1 = outline[ i ++ ] * scale + offsetY;
  24332. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24333. break;
  24334. case 'b': // bezierCurveTo
  24335. cpx = outline[ i ++ ] * scale + offsetX;
  24336. cpy = outline[ i ++ ] * scale + offsetY;
  24337. cpx1 = outline[ i ++ ] * scale + offsetX;
  24338. cpy1 = outline[ i ++ ] * scale + offsetY;
  24339. cpx2 = outline[ i ++ ] * scale + offsetX;
  24340. cpy2 = outline[ i ++ ] * scale + offsetY;
  24341. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24342. break;
  24343. }
  24344. }
  24345. }
  24346. return { offsetX: glyph.ha * scale, path: path };
  24347. }
  24348. /**
  24349. * @author mrdoob / http://mrdoob.com/
  24350. */
  24351. function FontLoader( manager ) {
  24352. Loader.call( this, manager );
  24353. }
  24354. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24355. constructor: FontLoader,
  24356. load: function ( url, onLoad, onProgress, onError ) {
  24357. var scope = this;
  24358. var loader = new FileLoader( this.manager );
  24359. loader.setPath( this.path );
  24360. loader.load( url, function ( text ) {
  24361. var json;
  24362. try {
  24363. json = JSON.parse( text );
  24364. } catch ( e ) {
  24365. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24366. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24367. }
  24368. var font = scope.parse( json );
  24369. if ( onLoad ) { onLoad( font ); }
  24370. }, onProgress, onError );
  24371. },
  24372. parse: function ( json ) {
  24373. return new Font( json );
  24374. }
  24375. } );
  24376. /**
  24377. * @author mrdoob / http://mrdoob.com/
  24378. */
  24379. var _context;
  24380. var AudioContext = {
  24381. getContext: function () {
  24382. if ( _context === undefined ) {
  24383. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24384. }
  24385. return _context;
  24386. },
  24387. setContext: function ( value ) {
  24388. _context = value;
  24389. }
  24390. };
  24391. /**
  24392. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24393. */
  24394. function AudioLoader( manager ) {
  24395. Loader.call( this, manager );
  24396. }
  24397. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24398. constructor: AudioLoader,
  24399. load: function ( url, onLoad, onProgress, onError ) {
  24400. var loader = new FileLoader( this.manager );
  24401. loader.setResponseType( 'arraybuffer' );
  24402. loader.setPath( this.path );
  24403. loader.load( url, function ( buffer ) {
  24404. // Create a copy of the buffer. The `decodeAudioData` method
  24405. // detaches the buffer when complete, preventing reuse.
  24406. var bufferCopy = buffer.slice( 0 );
  24407. var context = AudioContext.getContext();
  24408. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24409. onLoad( audioBuffer );
  24410. } );
  24411. }, onProgress, onError );
  24412. }
  24413. } );
  24414. /**
  24415. * @author bhouston / http://clara.io
  24416. * @author WestLangley / http://github.com/WestLangley
  24417. *
  24418. * Primary reference:
  24419. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24420. *
  24421. * Secondary reference:
  24422. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24423. */
  24424. // 3-band SH defined by 9 coefficients
  24425. function SphericalHarmonics3() {
  24426. this.coefficients = [];
  24427. for ( var i = 0; i < 9; i ++ ) {
  24428. this.coefficients.push( new Vector3() );
  24429. }
  24430. }
  24431. Object.assign( SphericalHarmonics3.prototype, {
  24432. isSphericalHarmonics3: true,
  24433. set: function ( coefficients ) {
  24434. for ( var i = 0; i < 9; i ++ ) {
  24435. this.coefficients[ i ].copy( coefficients[ i ] );
  24436. }
  24437. return this;
  24438. },
  24439. zero: function () {
  24440. for ( var i = 0; i < 9; i ++ ) {
  24441. this.coefficients[ i ].set( 0, 0, 0 );
  24442. }
  24443. return this;
  24444. },
  24445. // get the radiance in the direction of the normal
  24446. // target is a Vector3
  24447. getAt: function ( normal, target ) {
  24448. // normal is assumed to be unit length
  24449. var x = normal.x, y = normal.y, z = normal.z;
  24450. var coeff = this.coefficients;
  24451. // band 0
  24452. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24453. // band 1
  24454. target.addScale( coeff[ 1 ], 0.488603 * y );
  24455. target.addScale( coeff[ 2 ], 0.488603 * z );
  24456. target.addScale( coeff[ 3 ], 0.488603 * x );
  24457. // band 2
  24458. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24459. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24460. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24461. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24462. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24463. return target;
  24464. },
  24465. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24466. // target is a Vector3
  24467. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24468. getIrradianceAt: function ( normal, target ) {
  24469. // normal is assumed to be unit length
  24470. var x = normal.x, y = normal.y, z = normal.z;
  24471. var coeff = this.coefficients;
  24472. // band 0
  24473. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24474. // band 1
  24475. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24476. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24477. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24478. // band 2
  24479. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24480. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24481. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24482. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24483. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24484. return target;
  24485. },
  24486. add: function ( sh ) {
  24487. for ( var i = 0; i < 9; i ++ ) {
  24488. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24489. }
  24490. return this;
  24491. },
  24492. scale: function ( s ) {
  24493. for ( var i = 0; i < 9; i ++ ) {
  24494. this.coefficients[ i ].multiplyScalar( s );
  24495. }
  24496. return this;
  24497. },
  24498. lerp: function ( sh, alpha ) {
  24499. for ( var i = 0; i < 9; i ++ ) {
  24500. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24501. }
  24502. return this;
  24503. },
  24504. equals: function ( sh ) {
  24505. for ( var i = 0; i < 9; i ++ ) {
  24506. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24507. return false;
  24508. }
  24509. }
  24510. return true;
  24511. },
  24512. copy: function ( sh ) {
  24513. return this.set( sh.coefficients );
  24514. },
  24515. clone: function () {
  24516. return new this.constructor().copy( this );
  24517. },
  24518. fromArray: function ( array, offset ) {
  24519. if ( offset === undefined ) { offset = 0; }
  24520. var coefficients = this.coefficients;
  24521. for ( var i = 0; i < 9; i ++ ) {
  24522. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24523. }
  24524. return this;
  24525. },
  24526. toArray: function ( array, offset ) {
  24527. if ( array === undefined ) { array = []; }
  24528. if ( offset === undefined ) { offset = 0; }
  24529. var coefficients = this.coefficients;
  24530. for ( var i = 0; i < 9; i ++ ) {
  24531. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24532. }
  24533. return array;
  24534. }
  24535. } );
  24536. Object.assign( SphericalHarmonics3, {
  24537. // evaluate the basis functions
  24538. // shBasis is an Array[ 9 ]
  24539. getBasisAt: function ( normal, shBasis ) {
  24540. // normal is assumed to be unit length
  24541. var x = normal.x, y = normal.y, z = normal.z;
  24542. // band 0
  24543. shBasis[ 0 ] = 0.282095;
  24544. // band 1
  24545. shBasis[ 1 ] = 0.488603 * y;
  24546. shBasis[ 2 ] = 0.488603 * z;
  24547. shBasis[ 3 ] = 0.488603 * x;
  24548. // band 2
  24549. shBasis[ 4 ] = 1.092548 * x * y;
  24550. shBasis[ 5 ] = 1.092548 * y * z;
  24551. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24552. shBasis[ 7 ] = 1.092548 * x * z;
  24553. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24554. }
  24555. } );
  24556. /**
  24557. * @author WestLangley / http://github.com/WestLangley
  24558. *
  24559. * A LightProbe is a source of indirect-diffuse light
  24560. */
  24561. function LightProbe( sh, intensity ) {
  24562. Light.call( this, undefined, intensity );
  24563. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24564. }
  24565. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24566. constructor: LightProbe,
  24567. isLightProbe: true,
  24568. copy: function ( source ) {
  24569. Light.prototype.copy.call( this, source );
  24570. this.sh.copy( source.sh );
  24571. this.intensity = source.intensity;
  24572. return this;
  24573. },
  24574. toJSON: function ( meta ) {
  24575. var data = Light.prototype.toJSON.call( this, meta );
  24576. // data.sh = this.sh.toArray(); // todo
  24577. return data;
  24578. }
  24579. } );
  24580. /**
  24581. * @author WestLangley / http://github.com/WestLangley
  24582. */
  24583. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24584. LightProbe.call( this, undefined, intensity );
  24585. var color1 = new Color().set( skyColor );
  24586. var color2 = new Color().set( groundColor );
  24587. var sky = new Vector3( color1.r, color1.g, color1.b );
  24588. var ground = new Vector3( color2.r, color2.g, color2.b );
  24589. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24590. var c0 = Math.sqrt( Math.PI );
  24591. var c1 = c0 * Math.sqrt( 0.75 );
  24592. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24593. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24594. }
  24595. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24596. constructor: HemisphereLightProbe,
  24597. isHemisphereLightProbe: true,
  24598. copy: function ( source ) { // modifying colors not currently supported
  24599. LightProbe.prototype.copy.call( this, source );
  24600. return this;
  24601. },
  24602. toJSON: function ( meta ) {
  24603. var data = LightProbe.prototype.toJSON.call( this, meta );
  24604. // data.sh = this.sh.toArray(); // todo
  24605. return data;
  24606. }
  24607. } );
  24608. /**
  24609. * @author WestLangley / http://github.com/WestLangley
  24610. */
  24611. function AmbientLightProbe( color, intensity ) {
  24612. LightProbe.call( this, undefined, intensity );
  24613. var color1 = new Color().set( color );
  24614. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24615. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24616. }
  24617. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24618. constructor: AmbientLightProbe,
  24619. isAmbientLightProbe: true,
  24620. copy: function ( source ) { // modifying color not currently supported
  24621. LightProbe.prototype.copy.call( this, source );
  24622. return this;
  24623. },
  24624. toJSON: function ( meta ) {
  24625. var data = LightProbe.prototype.toJSON.call( this, meta );
  24626. // data.sh = this.sh.toArray(); // todo
  24627. return data;
  24628. }
  24629. } );
  24630. var _eyeRight = new Matrix4();
  24631. var _eyeLeft = new Matrix4();
  24632. /**
  24633. * @author mrdoob / http://mrdoob.com/
  24634. */
  24635. function StereoCamera() {
  24636. this.type = 'StereoCamera';
  24637. this.aspect = 1;
  24638. this.eyeSep = 0.064;
  24639. this.cameraL = new PerspectiveCamera();
  24640. this.cameraL.layers.enable( 1 );
  24641. this.cameraL.matrixAutoUpdate = false;
  24642. this.cameraR = new PerspectiveCamera();
  24643. this.cameraR.layers.enable( 2 );
  24644. this.cameraR.matrixAutoUpdate = false;
  24645. this._cache = {
  24646. focus: null,
  24647. fov: null,
  24648. aspect: null,
  24649. near: null,
  24650. far: null,
  24651. zoom: null,
  24652. eyeSep: null
  24653. };
  24654. }
  24655. Object.assign( StereoCamera.prototype, {
  24656. update: function ( camera ) {
  24657. var cache = this._cache;
  24658. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24659. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24660. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24661. if ( needsUpdate ) {
  24662. cache.focus = camera.focus;
  24663. cache.fov = camera.fov;
  24664. cache.aspect = camera.aspect * this.aspect;
  24665. cache.near = camera.near;
  24666. cache.far = camera.far;
  24667. cache.zoom = camera.zoom;
  24668. cache.eyeSep = this.eyeSep;
  24669. // Off-axis stereoscopic effect based on
  24670. // http://paulbourke.net/stereographics/stereorender/
  24671. var projectionMatrix = camera.projectionMatrix.clone();
  24672. var eyeSepHalf = cache.eyeSep / 2;
  24673. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24674. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24675. var xmin, xmax;
  24676. // translate xOffset
  24677. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24678. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24679. // for left eye
  24680. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24681. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24682. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24683. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24684. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24685. // for right eye
  24686. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24687. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24688. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24689. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24690. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24691. }
  24692. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24693. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24694. }
  24695. } );
  24696. /**
  24697. * @author alteredq / http://alteredqualia.com/
  24698. */
  24699. function Clock( autoStart ) {
  24700. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24701. this.startTime = 0;
  24702. this.oldTime = 0;
  24703. this.elapsedTime = 0;
  24704. this.running = false;
  24705. }
  24706. Object.assign( Clock.prototype, {
  24707. start: function () {
  24708. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24709. this.oldTime = this.startTime;
  24710. this.elapsedTime = 0;
  24711. this.running = true;
  24712. },
  24713. stop: function () {
  24714. this.getElapsedTime();
  24715. this.running = false;
  24716. this.autoStart = false;
  24717. },
  24718. getElapsedTime: function () {
  24719. this.getDelta();
  24720. return this.elapsedTime;
  24721. },
  24722. getDelta: function () {
  24723. var diff = 0;
  24724. if ( this.autoStart && ! this.running ) {
  24725. this.start();
  24726. return 0;
  24727. }
  24728. if ( this.running ) {
  24729. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24730. diff = ( newTime - this.oldTime ) / 1000;
  24731. this.oldTime = newTime;
  24732. this.elapsedTime += diff;
  24733. }
  24734. return diff;
  24735. }
  24736. } );
  24737. /**
  24738. * @author mrdoob / http://mrdoob.com/
  24739. */
  24740. var _position$2 = new Vector3();
  24741. var _quaternion$3 = new Quaternion();
  24742. var _scale$1 = new Vector3();
  24743. var _orientation = new Vector3();
  24744. function AudioListener() {
  24745. Object3D.call( this );
  24746. this.type = 'AudioListener';
  24747. this.context = AudioContext.getContext();
  24748. this.gain = this.context.createGain();
  24749. this.gain.connect( this.context.destination );
  24750. this.filter = null;
  24751. this.timeDelta = 0;
  24752. // private
  24753. this._clock = new Clock();
  24754. }
  24755. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24756. constructor: AudioListener,
  24757. getInput: function () {
  24758. return this.gain;
  24759. },
  24760. removeFilter: function ( ) {
  24761. if ( this.filter !== null ) {
  24762. this.gain.disconnect( this.filter );
  24763. this.filter.disconnect( this.context.destination );
  24764. this.gain.connect( this.context.destination );
  24765. this.filter = null;
  24766. }
  24767. return this;
  24768. },
  24769. getFilter: function () {
  24770. return this.filter;
  24771. },
  24772. setFilter: function ( value ) {
  24773. if ( this.filter !== null ) {
  24774. this.gain.disconnect( this.filter );
  24775. this.filter.disconnect( this.context.destination );
  24776. } else {
  24777. this.gain.disconnect( this.context.destination );
  24778. }
  24779. this.filter = value;
  24780. this.gain.connect( this.filter );
  24781. this.filter.connect( this.context.destination );
  24782. return this;
  24783. },
  24784. getMasterVolume: function () {
  24785. return this.gain.gain.value;
  24786. },
  24787. setMasterVolume: function ( value ) {
  24788. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24789. return this;
  24790. },
  24791. updateMatrixWorld: function ( force ) {
  24792. Object3D.prototype.updateMatrixWorld.call( this, force );
  24793. var listener = this.context.listener;
  24794. var up = this.up;
  24795. this.timeDelta = this._clock.getDelta();
  24796. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  24797. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  24798. if ( listener.positionX ) {
  24799. // code path for Chrome (see #14393)
  24800. var endTime = this.context.currentTime + this.timeDelta;
  24801. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  24802. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  24803. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  24804. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24805. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24806. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24807. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24808. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24809. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24810. } else {
  24811. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  24812. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24813. }
  24814. }
  24815. } );
  24816. /**
  24817. * @author mrdoob / http://mrdoob.com/
  24818. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24819. */
  24820. function Audio( listener ) {
  24821. Object3D.call( this );
  24822. this.type = 'Audio';
  24823. this.listener = listener;
  24824. this.context = listener.context;
  24825. this.gain = this.context.createGain();
  24826. this.gain.connect( listener.getInput() );
  24827. this.autoplay = false;
  24828. this.buffer = null;
  24829. this.detune = 0;
  24830. this.loop = false;
  24831. this.startTime = 0;
  24832. this.offset = 0;
  24833. this.duration = undefined;
  24834. this.playbackRate = 1;
  24835. this.isPlaying = false;
  24836. this.hasPlaybackControl = true;
  24837. this.sourceType = 'empty';
  24838. this.filters = [];
  24839. }
  24840. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24841. constructor: Audio,
  24842. getOutput: function () {
  24843. return this.gain;
  24844. },
  24845. setNodeSource: function ( audioNode ) {
  24846. this.hasPlaybackControl = false;
  24847. this.sourceType = 'audioNode';
  24848. this.source = audioNode;
  24849. this.connect();
  24850. return this;
  24851. },
  24852. setMediaElementSource: function ( mediaElement ) {
  24853. this.hasPlaybackControl = false;
  24854. this.sourceType = 'mediaNode';
  24855. this.source = this.context.createMediaElementSource( mediaElement );
  24856. this.connect();
  24857. return this;
  24858. },
  24859. setMediaStreamSource: function ( mediaStream ) {
  24860. this.hasPlaybackControl = false;
  24861. this.sourceType = 'mediaStreamNode';
  24862. this.source = this.context.createMediaStreamSource( mediaStream );
  24863. this.connect();
  24864. return this;
  24865. },
  24866. setBuffer: function ( audioBuffer ) {
  24867. this.buffer = audioBuffer;
  24868. this.sourceType = 'buffer';
  24869. if ( this.autoplay ) { this.play(); }
  24870. return this;
  24871. },
  24872. play: function () {
  24873. if ( this.isPlaying === true ) {
  24874. console.warn( 'THREE.Audio: Audio is already playing.' );
  24875. return;
  24876. }
  24877. if ( this.hasPlaybackControl === false ) {
  24878. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24879. return;
  24880. }
  24881. var source = this.context.createBufferSource();
  24882. source.buffer = this.buffer;
  24883. source.loop = this.loop;
  24884. source.onended = this.onEnded.bind( this );
  24885. this.startTime = this.context.currentTime;
  24886. source.start( this.startTime, this.offset, this.duration );
  24887. this.isPlaying = true;
  24888. this.source = source;
  24889. this.setDetune( this.detune );
  24890. this.setPlaybackRate( this.playbackRate );
  24891. return this.connect();
  24892. },
  24893. pause: function () {
  24894. if ( this.hasPlaybackControl === false ) {
  24895. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24896. return;
  24897. }
  24898. if ( this.isPlaying === true ) {
  24899. this.source.stop();
  24900. this.source.onended = null;
  24901. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24902. this.isPlaying = false;
  24903. }
  24904. return this;
  24905. },
  24906. stop: function () {
  24907. if ( this.hasPlaybackControl === false ) {
  24908. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24909. return;
  24910. }
  24911. this.source.stop();
  24912. this.source.onended = null;
  24913. this.offset = 0;
  24914. this.isPlaying = false;
  24915. return this;
  24916. },
  24917. connect: function () {
  24918. if ( this.filters.length > 0 ) {
  24919. this.source.connect( this.filters[ 0 ] );
  24920. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24921. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24922. }
  24923. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24924. } else {
  24925. this.source.connect( this.getOutput() );
  24926. }
  24927. return this;
  24928. },
  24929. disconnect: function () {
  24930. if ( this.filters.length > 0 ) {
  24931. this.source.disconnect( this.filters[ 0 ] );
  24932. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24933. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24934. }
  24935. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24936. } else {
  24937. this.source.disconnect( this.getOutput() );
  24938. }
  24939. return this;
  24940. },
  24941. getFilters: function () {
  24942. return this.filters;
  24943. },
  24944. setFilters: function ( value ) {
  24945. if ( ! value ) { value = []; }
  24946. if ( this.isPlaying === true ) {
  24947. this.disconnect();
  24948. this.filters = value;
  24949. this.connect();
  24950. } else {
  24951. this.filters = value;
  24952. }
  24953. return this;
  24954. },
  24955. setDetune: function ( value ) {
  24956. this.detune = value;
  24957. if ( this.source.detune === undefined ) { return; } // only set detune when available
  24958. if ( this.isPlaying === true ) {
  24959. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24960. }
  24961. return this;
  24962. },
  24963. getDetune: function () {
  24964. return this.detune;
  24965. },
  24966. getFilter: function () {
  24967. return this.getFilters()[ 0 ];
  24968. },
  24969. setFilter: function ( filter ) {
  24970. return this.setFilters( filter ? [ filter ] : [] );
  24971. },
  24972. setPlaybackRate: function ( value ) {
  24973. if ( this.hasPlaybackControl === false ) {
  24974. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24975. return;
  24976. }
  24977. this.playbackRate = value;
  24978. if ( this.isPlaying === true ) {
  24979. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24980. }
  24981. return this;
  24982. },
  24983. getPlaybackRate: function () {
  24984. return this.playbackRate;
  24985. },
  24986. onEnded: function () {
  24987. this.isPlaying = false;
  24988. },
  24989. getLoop: function () {
  24990. if ( this.hasPlaybackControl === false ) {
  24991. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24992. return false;
  24993. }
  24994. return this.loop;
  24995. },
  24996. setLoop: function ( value ) {
  24997. if ( this.hasPlaybackControl === false ) {
  24998. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24999. return;
  25000. }
  25001. this.loop = value;
  25002. if ( this.isPlaying === true ) {
  25003. this.source.loop = this.loop;
  25004. }
  25005. return this;
  25006. },
  25007. getVolume: function () {
  25008. return this.gain.gain.value;
  25009. },
  25010. setVolume: function ( value ) {
  25011. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25012. return this;
  25013. }
  25014. } );
  25015. /**
  25016. * @author mrdoob / http://mrdoob.com/
  25017. */
  25018. var _position$3 = new Vector3();
  25019. var _quaternion$4 = new Quaternion();
  25020. var _scale$2 = new Vector3();
  25021. var _orientation$1 = new Vector3();
  25022. function PositionalAudio( listener ) {
  25023. Audio.call( this, listener );
  25024. this.panner = this.context.createPanner();
  25025. this.panner.panningModel = 'HRTF';
  25026. this.panner.connect( this.gain );
  25027. }
  25028. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25029. constructor: PositionalAudio,
  25030. getOutput: function () {
  25031. return this.panner;
  25032. },
  25033. getRefDistance: function () {
  25034. return this.panner.refDistance;
  25035. },
  25036. setRefDistance: function ( value ) {
  25037. this.panner.refDistance = value;
  25038. return this;
  25039. },
  25040. getRolloffFactor: function () {
  25041. return this.panner.rolloffFactor;
  25042. },
  25043. setRolloffFactor: function ( value ) {
  25044. this.panner.rolloffFactor = value;
  25045. return this;
  25046. },
  25047. getDistanceModel: function () {
  25048. return this.panner.distanceModel;
  25049. },
  25050. setDistanceModel: function ( value ) {
  25051. this.panner.distanceModel = value;
  25052. return this;
  25053. },
  25054. getMaxDistance: function () {
  25055. return this.panner.maxDistance;
  25056. },
  25057. setMaxDistance: function ( value ) {
  25058. this.panner.maxDistance = value;
  25059. return this;
  25060. },
  25061. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25062. this.panner.coneInnerAngle = coneInnerAngle;
  25063. this.panner.coneOuterAngle = coneOuterAngle;
  25064. this.panner.coneOuterGain = coneOuterGain;
  25065. return this;
  25066. },
  25067. updateMatrixWorld: function ( force ) {
  25068. Object3D.prototype.updateMatrixWorld.call( this, force );
  25069. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25070. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25071. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25072. var panner = this.panner;
  25073. if ( panner.positionX ) {
  25074. // code path for Chrome and Firefox (see #14393)
  25075. var endTime = this.context.currentTime + this.listener.timeDelta;
  25076. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25077. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25078. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25079. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25080. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25081. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25082. } else {
  25083. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25084. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25085. }
  25086. }
  25087. } );
  25088. /**
  25089. * @author mrdoob / http://mrdoob.com/
  25090. */
  25091. function AudioAnalyser( audio, fftSize ) {
  25092. this.analyser = audio.context.createAnalyser();
  25093. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25094. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25095. audio.getOutput().connect( this.analyser );
  25096. }
  25097. Object.assign( AudioAnalyser.prototype, {
  25098. getFrequencyData: function () {
  25099. this.analyser.getByteFrequencyData( this.data );
  25100. return this.data;
  25101. },
  25102. getAverageFrequency: function () {
  25103. var value = 0, data = this.getFrequencyData();
  25104. for ( var i = 0; i < data.length; i ++ ) {
  25105. value += data[ i ];
  25106. }
  25107. return value / data.length;
  25108. }
  25109. } );
  25110. /**
  25111. *
  25112. * Buffered scene graph property that allows weighted accumulation.
  25113. *
  25114. *
  25115. * @author Ben Houston / http://clara.io/
  25116. * @author David Sarno / http://lighthaus.us/
  25117. * @author tschw
  25118. */
  25119. function PropertyMixer( binding, typeName, valueSize ) {
  25120. this.binding = binding;
  25121. this.valueSize = valueSize;
  25122. var bufferType = Float64Array,
  25123. mixFunction;
  25124. switch ( typeName ) {
  25125. case 'quaternion':
  25126. mixFunction = this._slerp;
  25127. break;
  25128. case 'string':
  25129. case 'bool':
  25130. bufferType = Array;
  25131. mixFunction = this._select;
  25132. break;
  25133. default:
  25134. mixFunction = this._lerp;
  25135. }
  25136. this.buffer = new bufferType( valueSize * 4 );
  25137. // layout: [ incoming | accu0 | accu1 | orig ]
  25138. //
  25139. // interpolators can use .buffer as their .result
  25140. // the data then goes to 'incoming'
  25141. //
  25142. // 'accu0' and 'accu1' are used frame-interleaved for
  25143. // the cumulative result and are compared to detect
  25144. // changes
  25145. //
  25146. // 'orig' stores the original state of the property
  25147. this._mixBufferRegion = mixFunction;
  25148. this.cumulativeWeight = 0;
  25149. this.useCount = 0;
  25150. this.referenceCount = 0;
  25151. }
  25152. Object.assign( PropertyMixer.prototype, {
  25153. // accumulate data in the 'incoming' region into 'accu<i>'
  25154. accumulate: function ( accuIndex, weight ) {
  25155. // note: happily accumulating nothing when weight = 0, the caller knows
  25156. // the weight and shouldn't have made the call in the first place
  25157. var buffer = this.buffer,
  25158. stride = this.valueSize,
  25159. offset = accuIndex * stride + stride,
  25160. currentWeight = this.cumulativeWeight;
  25161. if ( currentWeight === 0 ) {
  25162. // accuN := incoming * weight
  25163. for ( var i = 0; i !== stride; ++ i ) {
  25164. buffer[ offset + i ] = buffer[ i ];
  25165. }
  25166. currentWeight = weight;
  25167. } else {
  25168. // accuN := accuN + incoming * weight
  25169. currentWeight += weight;
  25170. var mix = weight / currentWeight;
  25171. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25172. }
  25173. this.cumulativeWeight = currentWeight;
  25174. },
  25175. // apply the state of 'accu<i>' to the binding when accus differ
  25176. apply: function ( accuIndex ) {
  25177. var stride = this.valueSize,
  25178. buffer = this.buffer,
  25179. offset = accuIndex * stride + stride,
  25180. weight = this.cumulativeWeight,
  25181. binding = this.binding;
  25182. this.cumulativeWeight = 0;
  25183. if ( weight < 1 ) {
  25184. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25185. var originalValueOffset = stride * 3;
  25186. this._mixBufferRegion(
  25187. buffer, offset, originalValueOffset, 1 - weight, stride );
  25188. }
  25189. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25190. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25191. // value has changed -> update scene graph
  25192. binding.setValue( buffer, offset );
  25193. break;
  25194. }
  25195. }
  25196. },
  25197. // remember the state of the bound property and copy it to both accus
  25198. saveOriginalState: function () {
  25199. var binding = this.binding;
  25200. var buffer = this.buffer,
  25201. stride = this.valueSize,
  25202. originalValueOffset = stride * 3;
  25203. binding.getValue( buffer, originalValueOffset );
  25204. // accu[0..1] := orig -- initially detect changes against the original
  25205. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25206. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25207. }
  25208. this.cumulativeWeight = 0;
  25209. },
  25210. // apply the state previously taken via 'saveOriginalState' to the binding
  25211. restoreOriginalState: function () {
  25212. var originalValueOffset = this.valueSize * 3;
  25213. this.binding.setValue( this.buffer, originalValueOffset );
  25214. },
  25215. // mix functions
  25216. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25217. if ( t >= 0.5 ) {
  25218. for ( var i = 0; i !== stride; ++ i ) {
  25219. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25220. }
  25221. }
  25222. },
  25223. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25224. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25225. },
  25226. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25227. var s = 1 - t;
  25228. for ( var i = 0; i !== stride; ++ i ) {
  25229. var j = dstOffset + i;
  25230. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25231. }
  25232. }
  25233. } );
  25234. /**
  25235. *
  25236. * A reference to a real property in the scene graph.
  25237. *
  25238. *
  25239. * @author Ben Houston / http://clara.io/
  25240. * @author David Sarno / http://lighthaus.us/
  25241. * @author tschw
  25242. */
  25243. // Characters [].:/ are reserved for track binding syntax.
  25244. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25245. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25246. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25247. // only latin characters, and the unicode \p{L} is not yet supported. So
  25248. // instead, we exclude reserved characters and match everything else.
  25249. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25250. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25251. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25252. // be matched to parse the rest of the track name.
  25253. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25254. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25255. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25256. // Object on target node, and accessor. May not contain reserved
  25257. // characters. Accessor may contain any character except closing bracket.
  25258. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25259. // Property and accessor. May not contain reserved characters. Accessor may
  25260. // contain any non-bracket characters.
  25261. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25262. var _trackRe = new RegExp( ''
  25263. + '^'
  25264. + _directoryRe
  25265. + _nodeRe
  25266. + _objectRe
  25267. + _propertyRe
  25268. + '$'
  25269. );
  25270. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25271. function Composite( targetGroup, path, optionalParsedPath ) {
  25272. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25273. this._targetGroup = targetGroup;
  25274. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25275. }
  25276. Object.assign( Composite.prototype, {
  25277. getValue: function ( array, offset ) {
  25278. this.bind(); // bind all binding
  25279. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25280. binding = this._bindings[ firstValidIndex ];
  25281. // and only call .getValue on the first
  25282. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25283. },
  25284. setValue: function ( array, offset ) {
  25285. var bindings = this._bindings;
  25286. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25287. bindings[ i ].setValue( array, offset );
  25288. }
  25289. },
  25290. bind: function () {
  25291. var bindings = this._bindings;
  25292. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25293. bindings[ i ].bind();
  25294. }
  25295. },
  25296. unbind: function () {
  25297. var bindings = this._bindings;
  25298. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25299. bindings[ i ].unbind();
  25300. }
  25301. }
  25302. } );
  25303. function PropertyBinding( rootNode, path, parsedPath ) {
  25304. this.path = path;
  25305. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25306. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25307. this.rootNode = rootNode;
  25308. }
  25309. Object.assign( PropertyBinding, {
  25310. Composite: Composite,
  25311. create: function ( root, path, parsedPath ) {
  25312. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25313. return new PropertyBinding( root, path, parsedPath );
  25314. } else {
  25315. return new PropertyBinding.Composite( root, path, parsedPath );
  25316. }
  25317. },
  25318. /**
  25319. * Replaces spaces with underscores and removes unsupported characters from
  25320. * node names, to ensure compatibility with parseTrackName().
  25321. *
  25322. * @param {string} name Node name to be sanitized.
  25323. * @return {string}
  25324. */
  25325. sanitizeNodeName: function ( name ) {
  25326. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25327. },
  25328. parseTrackName: function ( trackName ) {
  25329. var matches = _trackRe.exec( trackName );
  25330. if ( ! matches ) {
  25331. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25332. }
  25333. var results = {
  25334. // directoryName: matches[ 1 ], // (tschw) currently unused
  25335. nodeName: matches[ 2 ],
  25336. objectName: matches[ 3 ],
  25337. objectIndex: matches[ 4 ],
  25338. propertyName: matches[ 5 ], // required
  25339. propertyIndex: matches[ 6 ]
  25340. };
  25341. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25342. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25343. var objectName = results.nodeName.substring( lastDot + 1 );
  25344. // Object names must be checked against a whitelist. Otherwise, there
  25345. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25346. // 'bar' could be the objectName, or part of a nodeName (which can
  25347. // include '.' characters).
  25348. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25349. results.nodeName = results.nodeName.substring( 0, lastDot );
  25350. results.objectName = objectName;
  25351. }
  25352. }
  25353. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25354. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25355. }
  25356. return results;
  25357. },
  25358. findNode: function ( root, nodeName ) {
  25359. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25360. return root;
  25361. }
  25362. // search into skeleton bones.
  25363. if ( root.skeleton ) {
  25364. var bone = root.skeleton.getBoneByName( nodeName );
  25365. if ( bone !== undefined ) {
  25366. return bone;
  25367. }
  25368. }
  25369. // search into node subtree.
  25370. if ( root.children ) {
  25371. var searchNodeSubtree = function ( children ) {
  25372. for ( var i = 0; i < children.length; i ++ ) {
  25373. var childNode = children[ i ];
  25374. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25375. return childNode;
  25376. }
  25377. var result = searchNodeSubtree( childNode.children );
  25378. if ( result ) { return result; }
  25379. }
  25380. return null;
  25381. };
  25382. var subTreeNode = searchNodeSubtree( root.children );
  25383. if ( subTreeNode ) {
  25384. return subTreeNode;
  25385. }
  25386. }
  25387. return null;
  25388. }
  25389. } );
  25390. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25391. // these are used to "bind" a nonexistent property
  25392. _getValue_unavailable: function () {},
  25393. _setValue_unavailable: function () {},
  25394. BindingType: {
  25395. Direct: 0,
  25396. EntireArray: 1,
  25397. ArrayElement: 2,
  25398. HasFromToArray: 3
  25399. },
  25400. Versioning: {
  25401. None: 0,
  25402. NeedsUpdate: 1,
  25403. MatrixWorldNeedsUpdate: 2
  25404. },
  25405. GetterByBindingType: [
  25406. function getValue_direct( buffer, offset ) {
  25407. buffer[ offset ] = this.node[ this.propertyName ];
  25408. },
  25409. function getValue_array( buffer, offset ) {
  25410. var source = this.resolvedProperty;
  25411. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25412. buffer[ offset ++ ] = source[ i ];
  25413. }
  25414. },
  25415. function getValue_arrayElement( buffer, offset ) {
  25416. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25417. },
  25418. function getValue_toArray( buffer, offset ) {
  25419. this.resolvedProperty.toArray( buffer, offset );
  25420. }
  25421. ],
  25422. SetterByBindingTypeAndVersioning: [
  25423. [
  25424. // Direct
  25425. function setValue_direct( buffer, offset ) {
  25426. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25427. },
  25428. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25429. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25430. this.targetObject.needsUpdate = true;
  25431. },
  25432. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25433. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25434. this.targetObject.matrixWorldNeedsUpdate = true;
  25435. }
  25436. ], [
  25437. // EntireArray
  25438. function setValue_array( buffer, offset ) {
  25439. var dest = this.resolvedProperty;
  25440. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25441. dest[ i ] = buffer[ offset ++ ];
  25442. }
  25443. },
  25444. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25445. var dest = this.resolvedProperty;
  25446. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25447. dest[ i ] = buffer[ offset ++ ];
  25448. }
  25449. this.targetObject.needsUpdate = true;
  25450. },
  25451. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25452. var dest = this.resolvedProperty;
  25453. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25454. dest[ i ] = buffer[ offset ++ ];
  25455. }
  25456. this.targetObject.matrixWorldNeedsUpdate = true;
  25457. }
  25458. ], [
  25459. // ArrayElement
  25460. function setValue_arrayElement( buffer, offset ) {
  25461. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25462. },
  25463. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25464. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25465. this.targetObject.needsUpdate = true;
  25466. },
  25467. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25468. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25469. this.targetObject.matrixWorldNeedsUpdate = true;
  25470. }
  25471. ], [
  25472. // HasToFromArray
  25473. function setValue_fromArray( buffer, offset ) {
  25474. this.resolvedProperty.fromArray( buffer, offset );
  25475. },
  25476. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25477. this.resolvedProperty.fromArray( buffer, offset );
  25478. this.targetObject.needsUpdate = true;
  25479. },
  25480. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25481. this.resolvedProperty.fromArray( buffer, offset );
  25482. this.targetObject.matrixWorldNeedsUpdate = true;
  25483. }
  25484. ]
  25485. ],
  25486. getValue: function getValue_unbound( targetArray, offset ) {
  25487. this.bind();
  25488. this.getValue( targetArray, offset );
  25489. // Note: This class uses a State pattern on a per-method basis:
  25490. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25491. // prototype version of these methods with one that represents
  25492. // the bound state. When the property is not found, the methods
  25493. // become no-ops.
  25494. },
  25495. setValue: function getValue_unbound( sourceArray, offset ) {
  25496. this.bind();
  25497. this.setValue( sourceArray, offset );
  25498. },
  25499. // create getter / setter pair for a property in the scene graph
  25500. bind: function () {
  25501. var targetObject = this.node,
  25502. parsedPath = this.parsedPath,
  25503. objectName = parsedPath.objectName,
  25504. propertyName = parsedPath.propertyName,
  25505. propertyIndex = parsedPath.propertyIndex;
  25506. if ( ! targetObject ) {
  25507. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25508. this.node = targetObject;
  25509. }
  25510. // set fail state so we can just 'return' on error
  25511. this.getValue = this._getValue_unavailable;
  25512. this.setValue = this._setValue_unavailable;
  25513. // ensure there is a value node
  25514. if ( ! targetObject ) {
  25515. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25516. return;
  25517. }
  25518. if ( objectName ) {
  25519. var objectIndex = parsedPath.objectIndex;
  25520. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25521. switch ( objectName ) {
  25522. case 'materials':
  25523. if ( ! targetObject.material ) {
  25524. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25525. return;
  25526. }
  25527. if ( ! targetObject.material.materials ) {
  25528. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25529. return;
  25530. }
  25531. targetObject = targetObject.material.materials;
  25532. break;
  25533. case 'bones':
  25534. if ( ! targetObject.skeleton ) {
  25535. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25536. return;
  25537. }
  25538. // potential future optimization: skip this if propertyIndex is already an integer
  25539. // and convert the integer string to a true integer.
  25540. targetObject = targetObject.skeleton.bones;
  25541. // support resolving morphTarget names into indices.
  25542. for ( var i = 0; i < targetObject.length; i ++ ) {
  25543. if ( targetObject[ i ].name === objectIndex ) {
  25544. objectIndex = i;
  25545. break;
  25546. }
  25547. }
  25548. break;
  25549. default:
  25550. if ( targetObject[ objectName ] === undefined ) {
  25551. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25552. return;
  25553. }
  25554. targetObject = targetObject[ objectName ];
  25555. }
  25556. if ( objectIndex !== undefined ) {
  25557. if ( targetObject[ objectIndex ] === undefined ) {
  25558. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25559. return;
  25560. }
  25561. targetObject = targetObject[ objectIndex ];
  25562. }
  25563. }
  25564. // resolve property
  25565. var nodeProperty = targetObject[ propertyName ];
  25566. if ( nodeProperty === undefined ) {
  25567. var nodeName = parsedPath.nodeName;
  25568. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25569. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25570. return;
  25571. }
  25572. // determine versioning scheme
  25573. var versioning = this.Versioning.None;
  25574. this.targetObject = targetObject;
  25575. if ( targetObject.needsUpdate !== undefined ) { // material
  25576. versioning = this.Versioning.NeedsUpdate;
  25577. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25578. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25579. }
  25580. // determine how the property gets bound
  25581. var bindingType = this.BindingType.Direct;
  25582. if ( propertyIndex !== undefined ) {
  25583. // access a sub element of the property array (only primitives are supported right now)
  25584. if ( propertyName === "morphTargetInfluences" ) {
  25585. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25586. // support resolving morphTarget names into indices.
  25587. if ( ! targetObject.geometry ) {
  25588. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25589. return;
  25590. }
  25591. if ( targetObject.geometry.isBufferGeometry ) {
  25592. if ( ! targetObject.geometry.morphAttributes ) {
  25593. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25594. return;
  25595. }
  25596. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25597. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25598. propertyIndex = i;
  25599. break;
  25600. }
  25601. }
  25602. } else {
  25603. if ( ! targetObject.geometry.morphTargets ) {
  25604. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25605. return;
  25606. }
  25607. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25608. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25609. propertyIndex = i;
  25610. break;
  25611. }
  25612. }
  25613. }
  25614. }
  25615. bindingType = this.BindingType.ArrayElement;
  25616. this.resolvedProperty = nodeProperty;
  25617. this.propertyIndex = propertyIndex;
  25618. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25619. // must use copy for Object3D.Euler/Quaternion
  25620. bindingType = this.BindingType.HasFromToArray;
  25621. this.resolvedProperty = nodeProperty;
  25622. } else if ( Array.isArray( nodeProperty ) ) {
  25623. bindingType = this.BindingType.EntireArray;
  25624. this.resolvedProperty = nodeProperty;
  25625. } else {
  25626. this.propertyName = propertyName;
  25627. }
  25628. // select getter / setter
  25629. this.getValue = this.GetterByBindingType[ bindingType ];
  25630. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25631. },
  25632. unbind: function () {
  25633. this.node = null;
  25634. // back to the prototype version of getValue / setValue
  25635. // note: avoiding to mutate the shape of 'this' via 'delete'
  25636. this.getValue = this._getValue_unbound;
  25637. this.setValue = this._setValue_unbound;
  25638. }
  25639. } );
  25640. //!\ DECLARE ALIAS AFTER assign prototype !
  25641. Object.assign( PropertyBinding.prototype, {
  25642. // initial state of these methods that calls 'bind'
  25643. _getValue_unbound: PropertyBinding.prototype.getValue,
  25644. _setValue_unbound: PropertyBinding.prototype.setValue,
  25645. } );
  25646. /**
  25647. *
  25648. * A group of objects that receives a shared animation state.
  25649. *
  25650. * Usage:
  25651. *
  25652. * - Add objects you would otherwise pass as 'root' to the
  25653. * constructor or the .clipAction method of AnimationMixer.
  25654. *
  25655. * - Instead pass this object as 'root'.
  25656. *
  25657. * - You can also add and remove objects later when the mixer
  25658. * is running.
  25659. *
  25660. * Note:
  25661. *
  25662. * Objects of this class appear as one object to the mixer,
  25663. * so cache control of the individual objects must be done
  25664. * on the group.
  25665. *
  25666. * Limitation:
  25667. *
  25668. * - The animated properties must be compatible among the
  25669. * all objects in the group.
  25670. *
  25671. * - A single property can either be controlled through a
  25672. * target group or directly, but not both.
  25673. *
  25674. * @author tschw
  25675. */
  25676. function AnimationObjectGroup() {
  25677. this.uuid = _Math.generateUUID();
  25678. // cached objects followed by the active ones
  25679. this._objects = Array.prototype.slice.call( arguments );
  25680. this.nCachedObjects_ = 0; // threshold
  25681. // note: read by PropertyBinding.Composite
  25682. var indices = {};
  25683. this._indicesByUUID = indices; // for bookkeeping
  25684. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25685. indices[ arguments[ i ].uuid ] = i;
  25686. }
  25687. this._paths = []; // inside: string
  25688. this._parsedPaths = []; // inside: { we don't care, here }
  25689. this._bindings = []; // inside: Array< PropertyBinding >
  25690. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25691. var scope = this;
  25692. this.stats = {
  25693. objects: {
  25694. get total() {
  25695. return scope._objects.length;
  25696. },
  25697. get inUse() {
  25698. return this.total - scope.nCachedObjects_;
  25699. }
  25700. },
  25701. get bindingsPerObject() {
  25702. return scope._bindings.length;
  25703. }
  25704. };
  25705. }
  25706. Object.assign( AnimationObjectGroup.prototype, {
  25707. isAnimationObjectGroup: true,
  25708. add: function () {
  25709. var objects = this._objects,
  25710. nObjects = objects.length,
  25711. nCachedObjects = this.nCachedObjects_,
  25712. indicesByUUID = this._indicesByUUID,
  25713. paths = this._paths,
  25714. parsedPaths = this._parsedPaths,
  25715. bindings = this._bindings,
  25716. nBindings = bindings.length,
  25717. knownObject = undefined;
  25718. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25719. var object = arguments[ i ],
  25720. uuid = object.uuid,
  25721. index = indicesByUUID[ uuid ];
  25722. if ( index === undefined ) {
  25723. // unknown object -> add it to the ACTIVE region
  25724. index = nObjects ++;
  25725. indicesByUUID[ uuid ] = index;
  25726. objects.push( object );
  25727. // accounting is done, now do the same for all bindings
  25728. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25729. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25730. }
  25731. } else if ( index < nCachedObjects ) {
  25732. knownObject = objects[ index ];
  25733. // move existing object to the ACTIVE region
  25734. var firstActiveIndex = -- nCachedObjects,
  25735. lastCachedObject = objects[ firstActiveIndex ];
  25736. indicesByUUID[ lastCachedObject.uuid ] = index;
  25737. objects[ index ] = lastCachedObject;
  25738. indicesByUUID[ uuid ] = firstActiveIndex;
  25739. objects[ firstActiveIndex ] = object;
  25740. // accounting is done, now do the same for all bindings
  25741. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25742. var bindingsForPath = bindings[ j ],
  25743. lastCached = bindingsForPath[ firstActiveIndex ],
  25744. binding = bindingsForPath[ index ];
  25745. bindingsForPath[ index ] = lastCached;
  25746. if ( binding === undefined ) {
  25747. // since we do not bother to create new bindings
  25748. // for objects that are cached, the binding may
  25749. // or may not exist
  25750. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25751. }
  25752. bindingsForPath[ firstActiveIndex ] = binding;
  25753. }
  25754. } else if ( objects[ index ] !== knownObject ) {
  25755. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25756. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25757. } // else the object is already where we want it to be
  25758. } // for arguments
  25759. this.nCachedObjects_ = nCachedObjects;
  25760. },
  25761. remove: function () {
  25762. var objects = this._objects,
  25763. nCachedObjects = this.nCachedObjects_,
  25764. indicesByUUID = this._indicesByUUID,
  25765. bindings = this._bindings,
  25766. nBindings = bindings.length;
  25767. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25768. var object = arguments[ i ],
  25769. uuid = object.uuid,
  25770. index = indicesByUUID[ uuid ];
  25771. if ( index !== undefined && index >= nCachedObjects ) {
  25772. // move existing object into the CACHED region
  25773. var lastCachedIndex = nCachedObjects ++,
  25774. firstActiveObject = objects[ lastCachedIndex ];
  25775. indicesByUUID[ firstActiveObject.uuid ] = index;
  25776. objects[ index ] = firstActiveObject;
  25777. indicesByUUID[ uuid ] = lastCachedIndex;
  25778. objects[ lastCachedIndex ] = object;
  25779. // accounting is done, now do the same for all bindings
  25780. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25781. var bindingsForPath = bindings[ j ],
  25782. firstActive = bindingsForPath[ lastCachedIndex ],
  25783. binding = bindingsForPath[ index ];
  25784. bindingsForPath[ index ] = firstActive;
  25785. bindingsForPath[ lastCachedIndex ] = binding;
  25786. }
  25787. }
  25788. } // for arguments
  25789. this.nCachedObjects_ = nCachedObjects;
  25790. },
  25791. // remove & forget
  25792. uncache: function () {
  25793. var objects = this._objects,
  25794. nObjects = objects.length,
  25795. nCachedObjects = this.nCachedObjects_,
  25796. indicesByUUID = this._indicesByUUID,
  25797. bindings = this._bindings,
  25798. nBindings = bindings.length;
  25799. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25800. var object = arguments[ i ],
  25801. uuid = object.uuid,
  25802. index = indicesByUUID[ uuid ];
  25803. if ( index !== undefined ) {
  25804. delete indicesByUUID[ uuid ];
  25805. if ( index < nCachedObjects ) {
  25806. // object is cached, shrink the CACHED region
  25807. var firstActiveIndex = -- nCachedObjects,
  25808. lastCachedObject = objects[ firstActiveIndex ],
  25809. lastIndex = -- nObjects,
  25810. lastObject = objects[ lastIndex ];
  25811. // last cached object takes this object's place
  25812. indicesByUUID[ lastCachedObject.uuid ] = index;
  25813. objects[ index ] = lastCachedObject;
  25814. // last object goes to the activated slot and pop
  25815. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25816. objects[ firstActiveIndex ] = lastObject;
  25817. objects.pop();
  25818. // accounting is done, now do the same for all bindings
  25819. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25820. var bindingsForPath = bindings[ j ],
  25821. lastCached = bindingsForPath[ firstActiveIndex ],
  25822. last = bindingsForPath[ lastIndex ];
  25823. bindingsForPath[ index ] = lastCached;
  25824. bindingsForPath[ firstActiveIndex ] = last;
  25825. bindingsForPath.pop();
  25826. }
  25827. } else {
  25828. // object is active, just swap with the last and pop
  25829. var lastIndex = -- nObjects,
  25830. lastObject = objects[ lastIndex ];
  25831. indicesByUUID[ lastObject.uuid ] = index;
  25832. objects[ index ] = lastObject;
  25833. objects.pop();
  25834. // accounting is done, now do the same for all bindings
  25835. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25836. var bindingsForPath = bindings[ j ];
  25837. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25838. bindingsForPath.pop();
  25839. }
  25840. } // cached or active
  25841. } // if object is known
  25842. } // for arguments
  25843. this.nCachedObjects_ = nCachedObjects;
  25844. },
  25845. // Internal interface used by befriended PropertyBinding.Composite:
  25846. subscribe_: function ( path, parsedPath ) {
  25847. // returns an array of bindings for the given path that is changed
  25848. // according to the contained objects in the group
  25849. var indicesByPath = this._bindingsIndicesByPath,
  25850. index = indicesByPath[ path ],
  25851. bindings = this._bindings;
  25852. if ( index !== undefined ) { return bindings[ index ]; }
  25853. var paths = this._paths,
  25854. parsedPaths = this._parsedPaths,
  25855. objects = this._objects,
  25856. nObjects = objects.length,
  25857. nCachedObjects = this.nCachedObjects_,
  25858. bindingsForPath = new Array( nObjects );
  25859. index = bindings.length;
  25860. indicesByPath[ path ] = index;
  25861. paths.push( path );
  25862. parsedPaths.push( parsedPath );
  25863. bindings.push( bindingsForPath );
  25864. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25865. var object = objects[ i ];
  25866. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25867. }
  25868. return bindingsForPath;
  25869. },
  25870. unsubscribe_: function ( path ) {
  25871. // tells the group to forget about a property path and no longer
  25872. // update the array previously obtained with 'subscribe_'
  25873. var indicesByPath = this._bindingsIndicesByPath,
  25874. index = indicesByPath[ path ];
  25875. if ( index !== undefined ) {
  25876. var paths = this._paths,
  25877. parsedPaths = this._parsedPaths,
  25878. bindings = this._bindings,
  25879. lastBindingsIndex = bindings.length - 1,
  25880. lastBindings = bindings[ lastBindingsIndex ],
  25881. lastBindingsPath = path[ lastBindingsIndex ];
  25882. indicesByPath[ lastBindingsPath ] = index;
  25883. bindings[ index ] = lastBindings;
  25884. bindings.pop();
  25885. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25886. parsedPaths.pop();
  25887. paths[ index ] = paths[ lastBindingsIndex ];
  25888. paths.pop();
  25889. }
  25890. }
  25891. } );
  25892. /**
  25893. *
  25894. * Action provided by AnimationMixer for scheduling clip playback on specific
  25895. * objects.
  25896. *
  25897. * @author Ben Houston / http://clara.io/
  25898. * @author David Sarno / http://lighthaus.us/
  25899. * @author tschw
  25900. *
  25901. */
  25902. function AnimationAction( mixer, clip, localRoot ) {
  25903. this._mixer = mixer;
  25904. this._clip = clip;
  25905. this._localRoot = localRoot || null;
  25906. var tracks = clip.tracks,
  25907. nTracks = tracks.length,
  25908. interpolants = new Array( nTracks );
  25909. var interpolantSettings = {
  25910. endingStart: ZeroCurvatureEnding,
  25911. endingEnd: ZeroCurvatureEnding
  25912. };
  25913. for ( var i = 0; i !== nTracks; ++ i ) {
  25914. var interpolant = tracks[ i ].createInterpolant( null );
  25915. interpolants[ i ] = interpolant;
  25916. interpolant.settings = interpolantSettings;
  25917. }
  25918. this._interpolantSettings = interpolantSettings;
  25919. this._interpolants = interpolants; // bound by the mixer
  25920. // inside: PropertyMixer (managed by the mixer)
  25921. this._propertyBindings = new Array( nTracks );
  25922. this._cacheIndex = null; // for the memory manager
  25923. this._byClipCacheIndex = null; // for the memory manager
  25924. this._timeScaleInterpolant = null;
  25925. this._weightInterpolant = null;
  25926. this.loop = LoopRepeat;
  25927. this._loopCount = - 1;
  25928. // global mixer time when the action is to be started
  25929. // it's set back to 'null' upon start of the action
  25930. this._startTime = null;
  25931. // scaled local time of the action
  25932. // gets clamped or wrapped to 0..clip.duration according to loop
  25933. this.time = 0;
  25934. this.timeScale = 1;
  25935. this._effectiveTimeScale = 1;
  25936. this.weight = 1;
  25937. this._effectiveWeight = 1;
  25938. this.repetitions = Infinity; // no. of repetitions when looping
  25939. this.paused = false; // true -> zero effective time scale
  25940. this.enabled = true; // false -> zero effective weight
  25941. this.clampWhenFinished = false;// keep feeding the last frame?
  25942. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25943. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25944. }
  25945. Object.assign( AnimationAction.prototype, {
  25946. // State & Scheduling
  25947. play: function () {
  25948. this._mixer._activateAction( this );
  25949. return this;
  25950. },
  25951. stop: function () {
  25952. this._mixer._deactivateAction( this );
  25953. return this.reset();
  25954. },
  25955. reset: function () {
  25956. this.paused = false;
  25957. this.enabled = true;
  25958. this.time = 0; // restart clip
  25959. this._loopCount = - 1;// forget previous loops
  25960. this._startTime = null;// forget scheduling
  25961. return this.stopFading().stopWarping();
  25962. },
  25963. isRunning: function () {
  25964. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25965. this._startTime === null && this._mixer._isActiveAction( this );
  25966. },
  25967. // return true when play has been called
  25968. isScheduled: function () {
  25969. return this._mixer._isActiveAction( this );
  25970. },
  25971. startAt: function ( time ) {
  25972. this._startTime = time;
  25973. return this;
  25974. },
  25975. setLoop: function ( mode, repetitions ) {
  25976. this.loop = mode;
  25977. this.repetitions = repetitions;
  25978. return this;
  25979. },
  25980. // Weight
  25981. // set the weight stopping any scheduled fading
  25982. // although .enabled = false yields an effective weight of zero, this
  25983. // method does *not* change .enabled, because it would be confusing
  25984. setEffectiveWeight: function ( weight ) {
  25985. this.weight = weight;
  25986. // note: same logic as when updated at runtime
  25987. this._effectiveWeight = this.enabled ? weight : 0;
  25988. return this.stopFading();
  25989. },
  25990. // return the weight considering fading and .enabled
  25991. getEffectiveWeight: function () {
  25992. return this._effectiveWeight;
  25993. },
  25994. fadeIn: function ( duration ) {
  25995. return this._scheduleFading( duration, 0, 1 );
  25996. },
  25997. fadeOut: function ( duration ) {
  25998. return this._scheduleFading( duration, 1, 0 );
  25999. },
  26000. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26001. fadeOutAction.fadeOut( duration );
  26002. this.fadeIn( duration );
  26003. if ( warp ) {
  26004. var fadeInDuration = this._clip.duration,
  26005. fadeOutDuration = fadeOutAction._clip.duration,
  26006. startEndRatio = fadeOutDuration / fadeInDuration,
  26007. endStartRatio = fadeInDuration / fadeOutDuration;
  26008. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26009. this.warp( endStartRatio, 1.0, duration );
  26010. }
  26011. return this;
  26012. },
  26013. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26014. return fadeInAction.crossFadeFrom( this, duration, warp );
  26015. },
  26016. stopFading: function () {
  26017. var weightInterpolant = this._weightInterpolant;
  26018. if ( weightInterpolant !== null ) {
  26019. this._weightInterpolant = null;
  26020. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26021. }
  26022. return this;
  26023. },
  26024. // Time Scale Control
  26025. // set the time scale stopping any scheduled warping
  26026. // although .paused = true yields an effective time scale of zero, this
  26027. // method does *not* change .paused, because it would be confusing
  26028. setEffectiveTimeScale: function ( timeScale ) {
  26029. this.timeScale = timeScale;
  26030. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26031. return this.stopWarping();
  26032. },
  26033. // return the time scale considering warping and .paused
  26034. getEffectiveTimeScale: function () {
  26035. return this._effectiveTimeScale;
  26036. },
  26037. setDuration: function ( duration ) {
  26038. this.timeScale = this._clip.duration / duration;
  26039. return this.stopWarping();
  26040. },
  26041. syncWith: function ( action ) {
  26042. this.time = action.time;
  26043. this.timeScale = action.timeScale;
  26044. return this.stopWarping();
  26045. },
  26046. halt: function ( duration ) {
  26047. return this.warp( this._effectiveTimeScale, 0, duration );
  26048. },
  26049. warp: function ( startTimeScale, endTimeScale, duration ) {
  26050. var mixer = this._mixer, now = mixer.time,
  26051. interpolant = this._timeScaleInterpolant,
  26052. timeScale = this.timeScale;
  26053. if ( interpolant === null ) {
  26054. interpolant = mixer._lendControlInterpolant();
  26055. this._timeScaleInterpolant = interpolant;
  26056. }
  26057. var times = interpolant.parameterPositions,
  26058. values = interpolant.sampleValues;
  26059. times[ 0 ] = now;
  26060. times[ 1 ] = now + duration;
  26061. values[ 0 ] = startTimeScale / timeScale;
  26062. values[ 1 ] = endTimeScale / timeScale;
  26063. return this;
  26064. },
  26065. stopWarping: function () {
  26066. var timeScaleInterpolant = this._timeScaleInterpolant;
  26067. if ( timeScaleInterpolant !== null ) {
  26068. this._timeScaleInterpolant = null;
  26069. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26070. }
  26071. return this;
  26072. },
  26073. // Object Accessors
  26074. getMixer: function () {
  26075. return this._mixer;
  26076. },
  26077. getClip: function () {
  26078. return this._clip;
  26079. },
  26080. getRoot: function () {
  26081. return this._localRoot || this._mixer._root;
  26082. },
  26083. // Interna
  26084. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26085. // called by the mixer
  26086. if ( ! this.enabled ) {
  26087. // call ._updateWeight() to update ._effectiveWeight
  26088. this._updateWeight( time );
  26089. return;
  26090. }
  26091. var startTime = this._startTime;
  26092. if ( startTime !== null ) {
  26093. // check for scheduled start of action
  26094. var timeRunning = ( time - startTime ) * timeDirection;
  26095. if ( timeRunning < 0 || timeDirection === 0 ) {
  26096. return; // yet to come / don't decide when delta = 0
  26097. }
  26098. // start
  26099. this._startTime = null; // unschedule
  26100. deltaTime = timeDirection * timeRunning;
  26101. }
  26102. // apply time scale and advance time
  26103. deltaTime *= this._updateTimeScale( time );
  26104. var clipTime = this._updateTime( deltaTime );
  26105. // note: _updateTime may disable the action resulting in
  26106. // an effective weight of 0
  26107. var weight = this._updateWeight( time );
  26108. if ( weight > 0 ) {
  26109. var interpolants = this._interpolants;
  26110. var propertyMixers = this._propertyBindings;
  26111. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26112. interpolants[ j ].evaluate( clipTime );
  26113. propertyMixers[ j ].accumulate( accuIndex, weight );
  26114. }
  26115. }
  26116. },
  26117. _updateWeight: function ( time ) {
  26118. var weight = 0;
  26119. if ( this.enabled ) {
  26120. weight = this.weight;
  26121. var interpolant = this._weightInterpolant;
  26122. if ( interpolant !== null ) {
  26123. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26124. weight *= interpolantValue;
  26125. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26126. this.stopFading();
  26127. if ( interpolantValue === 0 ) {
  26128. // faded out, disable
  26129. this.enabled = false;
  26130. }
  26131. }
  26132. }
  26133. }
  26134. this._effectiveWeight = weight;
  26135. return weight;
  26136. },
  26137. _updateTimeScale: function ( time ) {
  26138. var timeScale = 0;
  26139. if ( ! this.paused ) {
  26140. timeScale = this.timeScale;
  26141. var interpolant = this._timeScaleInterpolant;
  26142. if ( interpolant !== null ) {
  26143. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26144. timeScale *= interpolantValue;
  26145. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26146. this.stopWarping();
  26147. if ( timeScale === 0 ) {
  26148. // motion has halted, pause
  26149. this.paused = true;
  26150. } else {
  26151. // warp done - apply final time scale
  26152. this.timeScale = timeScale;
  26153. }
  26154. }
  26155. }
  26156. }
  26157. this._effectiveTimeScale = timeScale;
  26158. return timeScale;
  26159. },
  26160. _updateTime: function ( deltaTime ) {
  26161. var time = this.time + deltaTime;
  26162. var duration = this._clip.duration;
  26163. var loop = this.loop;
  26164. var loopCount = this._loopCount;
  26165. var pingPong = ( loop === LoopPingPong );
  26166. if ( deltaTime === 0 ) {
  26167. if ( loopCount === - 1 ) { return time; }
  26168. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26169. }
  26170. if ( loop === LoopOnce ) {
  26171. if ( loopCount === - 1 ) {
  26172. // just started
  26173. this._loopCount = 0;
  26174. this._setEndings( true, true, false );
  26175. }
  26176. handle_stop: {
  26177. if ( time >= duration ) {
  26178. time = duration;
  26179. } else if ( time < 0 ) {
  26180. time = 0;
  26181. } else {
  26182. this.time = time;
  26183. break handle_stop;
  26184. }
  26185. if ( this.clampWhenFinished ) { this.paused = true; }
  26186. else { this.enabled = false; }
  26187. this.time = time;
  26188. this._mixer.dispatchEvent( {
  26189. type: 'finished', action: this,
  26190. direction: deltaTime < 0 ? - 1 : 1
  26191. } );
  26192. }
  26193. } else { // repetitive Repeat or PingPong
  26194. if ( loopCount === - 1 ) {
  26195. // just started
  26196. if ( deltaTime >= 0 ) {
  26197. loopCount = 0;
  26198. this._setEndings( true, this.repetitions === 0, pingPong );
  26199. } else {
  26200. // when looping in reverse direction, the initial
  26201. // transition through zero counts as a repetition,
  26202. // so leave loopCount at -1
  26203. this._setEndings( this.repetitions === 0, true, pingPong );
  26204. }
  26205. }
  26206. if ( time >= duration || time < 0 ) {
  26207. // wrap around
  26208. var loopDelta = Math.floor( time / duration ); // signed
  26209. time -= duration * loopDelta;
  26210. loopCount += Math.abs( loopDelta );
  26211. var pending = this.repetitions - loopCount;
  26212. if ( pending <= 0 ) {
  26213. // have to stop (switch state, clamp time, fire event)
  26214. if ( this.clampWhenFinished ) { this.paused = true; }
  26215. else { this.enabled = false; }
  26216. time = deltaTime > 0 ? duration : 0;
  26217. this.time = time;
  26218. this._mixer.dispatchEvent( {
  26219. type: 'finished', action: this,
  26220. direction: deltaTime > 0 ? 1 : - 1
  26221. } );
  26222. } else {
  26223. // keep running
  26224. if ( pending === 1 ) {
  26225. // entering the last round
  26226. var atStart = deltaTime < 0;
  26227. this._setEndings( atStart, ! atStart, pingPong );
  26228. } else {
  26229. this._setEndings( false, false, pingPong );
  26230. }
  26231. this._loopCount = loopCount;
  26232. this.time = time;
  26233. this._mixer.dispatchEvent( {
  26234. type: 'loop', action: this, loopDelta: loopDelta
  26235. } );
  26236. }
  26237. } else {
  26238. this.time = time;
  26239. }
  26240. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26241. // invert time for the "pong round"
  26242. return duration - time;
  26243. }
  26244. }
  26245. return time;
  26246. },
  26247. _setEndings: function ( atStart, atEnd, pingPong ) {
  26248. var settings = this._interpolantSettings;
  26249. if ( pingPong ) {
  26250. settings.endingStart = ZeroSlopeEnding;
  26251. settings.endingEnd = ZeroSlopeEnding;
  26252. } else {
  26253. // assuming for LoopOnce atStart == atEnd == true
  26254. if ( atStart ) {
  26255. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26256. } else {
  26257. settings.endingStart = WrapAroundEnding;
  26258. }
  26259. if ( atEnd ) {
  26260. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26261. } else {
  26262. settings.endingEnd = WrapAroundEnding;
  26263. }
  26264. }
  26265. },
  26266. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26267. var mixer = this._mixer, now = mixer.time,
  26268. interpolant = this._weightInterpolant;
  26269. if ( interpolant === null ) {
  26270. interpolant = mixer._lendControlInterpolant();
  26271. this._weightInterpolant = interpolant;
  26272. }
  26273. var times = interpolant.parameterPositions,
  26274. values = interpolant.sampleValues;
  26275. times[ 0 ] = now;
  26276. values[ 0 ] = weightNow;
  26277. times[ 1 ] = now + duration;
  26278. values[ 1 ] = weightThen;
  26279. return this;
  26280. }
  26281. } );
  26282. /**
  26283. *
  26284. * Player for AnimationClips.
  26285. *
  26286. *
  26287. * @author Ben Houston / http://clara.io/
  26288. * @author David Sarno / http://lighthaus.us/
  26289. * @author tschw
  26290. */
  26291. function AnimationMixer( root ) {
  26292. this._root = root;
  26293. this._initMemoryManager();
  26294. this._accuIndex = 0;
  26295. this.time = 0;
  26296. this.timeScale = 1.0;
  26297. }
  26298. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26299. constructor: AnimationMixer,
  26300. _bindAction: function ( action, prototypeAction ) {
  26301. var root = action._localRoot || this._root,
  26302. tracks = action._clip.tracks,
  26303. nTracks = tracks.length,
  26304. bindings = action._propertyBindings,
  26305. interpolants = action._interpolants,
  26306. rootUuid = root.uuid,
  26307. bindingsByRoot = this._bindingsByRootAndName,
  26308. bindingsByName = bindingsByRoot[ rootUuid ];
  26309. if ( bindingsByName === undefined ) {
  26310. bindingsByName = {};
  26311. bindingsByRoot[ rootUuid ] = bindingsByName;
  26312. }
  26313. for ( var i = 0; i !== nTracks; ++ i ) {
  26314. var track = tracks[ i ],
  26315. trackName = track.name,
  26316. binding = bindingsByName[ trackName ];
  26317. if ( binding !== undefined ) {
  26318. bindings[ i ] = binding;
  26319. } else {
  26320. binding = bindings[ i ];
  26321. if ( binding !== undefined ) {
  26322. // existing binding, make sure the cache knows
  26323. if ( binding._cacheIndex === null ) {
  26324. ++ binding.referenceCount;
  26325. this._addInactiveBinding( binding, rootUuid, trackName );
  26326. }
  26327. continue;
  26328. }
  26329. var path = prototypeAction && prototypeAction.
  26330. _propertyBindings[ i ].binding.parsedPath;
  26331. binding = new PropertyMixer(
  26332. PropertyBinding.create( root, trackName, path ),
  26333. track.ValueTypeName, track.getValueSize() );
  26334. ++ binding.referenceCount;
  26335. this._addInactiveBinding( binding, rootUuid, trackName );
  26336. bindings[ i ] = binding;
  26337. }
  26338. interpolants[ i ].resultBuffer = binding.buffer;
  26339. }
  26340. },
  26341. _activateAction: function ( action ) {
  26342. if ( ! this._isActiveAction( action ) ) {
  26343. if ( action._cacheIndex === null ) {
  26344. // this action has been forgotten by the cache, but the user
  26345. // appears to be still using it -> rebind
  26346. var rootUuid = ( action._localRoot || this._root ).uuid,
  26347. clipUuid = action._clip.uuid,
  26348. actionsForClip = this._actionsByClip[ clipUuid ];
  26349. this._bindAction( action,
  26350. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26351. this._addInactiveAction( action, clipUuid, rootUuid );
  26352. }
  26353. var bindings = action._propertyBindings;
  26354. // increment reference counts / sort out state
  26355. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26356. var binding = bindings[ i ];
  26357. if ( binding.useCount ++ === 0 ) {
  26358. this._lendBinding( binding );
  26359. binding.saveOriginalState();
  26360. }
  26361. }
  26362. this._lendAction( action );
  26363. }
  26364. },
  26365. _deactivateAction: function ( action ) {
  26366. if ( this._isActiveAction( action ) ) {
  26367. var bindings = action._propertyBindings;
  26368. // decrement reference counts / sort out state
  26369. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26370. var binding = bindings[ i ];
  26371. if ( -- binding.useCount === 0 ) {
  26372. binding.restoreOriginalState();
  26373. this._takeBackBinding( binding );
  26374. }
  26375. }
  26376. this._takeBackAction( action );
  26377. }
  26378. },
  26379. // Memory manager
  26380. _initMemoryManager: function () {
  26381. this._actions = []; // 'nActiveActions' followed by inactive ones
  26382. this._nActiveActions = 0;
  26383. this._actionsByClip = {};
  26384. // inside:
  26385. // {
  26386. // knownActions: Array< AnimationAction > - used as prototypes
  26387. // actionByRoot: AnimationAction - lookup
  26388. // }
  26389. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26390. this._nActiveBindings = 0;
  26391. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26392. this._controlInterpolants = []; // same game as above
  26393. this._nActiveControlInterpolants = 0;
  26394. var scope = this;
  26395. this.stats = {
  26396. actions: {
  26397. get total() {
  26398. return scope._actions.length;
  26399. },
  26400. get inUse() {
  26401. return scope._nActiveActions;
  26402. }
  26403. },
  26404. bindings: {
  26405. get total() {
  26406. return scope._bindings.length;
  26407. },
  26408. get inUse() {
  26409. return scope._nActiveBindings;
  26410. }
  26411. },
  26412. controlInterpolants: {
  26413. get total() {
  26414. return scope._controlInterpolants.length;
  26415. },
  26416. get inUse() {
  26417. return scope._nActiveControlInterpolants;
  26418. }
  26419. }
  26420. };
  26421. },
  26422. // Memory management for AnimationAction objects
  26423. _isActiveAction: function ( action ) {
  26424. var index = action._cacheIndex;
  26425. return index !== null && index < this._nActiveActions;
  26426. },
  26427. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26428. var actions = this._actions,
  26429. actionsByClip = this._actionsByClip,
  26430. actionsForClip = actionsByClip[ clipUuid ];
  26431. if ( actionsForClip === undefined ) {
  26432. actionsForClip = {
  26433. knownActions: [ action ],
  26434. actionByRoot: {}
  26435. };
  26436. action._byClipCacheIndex = 0;
  26437. actionsByClip[ clipUuid ] = actionsForClip;
  26438. } else {
  26439. var knownActions = actionsForClip.knownActions;
  26440. action._byClipCacheIndex = knownActions.length;
  26441. knownActions.push( action );
  26442. }
  26443. action._cacheIndex = actions.length;
  26444. actions.push( action );
  26445. actionsForClip.actionByRoot[ rootUuid ] = action;
  26446. },
  26447. _removeInactiveAction: function ( action ) {
  26448. var actions = this._actions,
  26449. lastInactiveAction = actions[ actions.length - 1 ],
  26450. cacheIndex = action._cacheIndex;
  26451. lastInactiveAction._cacheIndex = cacheIndex;
  26452. actions[ cacheIndex ] = lastInactiveAction;
  26453. actions.pop();
  26454. action._cacheIndex = null;
  26455. var clipUuid = action._clip.uuid,
  26456. actionsByClip = this._actionsByClip,
  26457. actionsForClip = actionsByClip[ clipUuid ],
  26458. knownActionsForClip = actionsForClip.knownActions,
  26459. lastKnownAction =
  26460. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26461. byClipCacheIndex = action._byClipCacheIndex;
  26462. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26463. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26464. knownActionsForClip.pop();
  26465. action._byClipCacheIndex = null;
  26466. var actionByRoot = actionsForClip.actionByRoot,
  26467. rootUuid = ( action._localRoot || this._root ).uuid;
  26468. delete actionByRoot[ rootUuid ];
  26469. if ( knownActionsForClip.length === 0 ) {
  26470. delete actionsByClip[ clipUuid ];
  26471. }
  26472. this._removeInactiveBindingsForAction( action );
  26473. },
  26474. _removeInactiveBindingsForAction: function ( action ) {
  26475. var bindings = action._propertyBindings;
  26476. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26477. var binding = bindings[ i ];
  26478. if ( -- binding.referenceCount === 0 ) {
  26479. this._removeInactiveBinding( binding );
  26480. }
  26481. }
  26482. },
  26483. _lendAction: function ( action ) {
  26484. // [ active actions | inactive actions ]
  26485. // [ active actions >| inactive actions ]
  26486. // s a
  26487. // <-swap->
  26488. // a s
  26489. var actions = this._actions,
  26490. prevIndex = action._cacheIndex,
  26491. lastActiveIndex = this._nActiveActions ++,
  26492. firstInactiveAction = actions[ lastActiveIndex ];
  26493. action._cacheIndex = lastActiveIndex;
  26494. actions[ lastActiveIndex ] = action;
  26495. firstInactiveAction._cacheIndex = prevIndex;
  26496. actions[ prevIndex ] = firstInactiveAction;
  26497. },
  26498. _takeBackAction: function ( action ) {
  26499. // [ active actions | inactive actions ]
  26500. // [ active actions |< inactive actions ]
  26501. // a s
  26502. // <-swap->
  26503. // s a
  26504. var actions = this._actions,
  26505. prevIndex = action._cacheIndex,
  26506. firstInactiveIndex = -- this._nActiveActions,
  26507. lastActiveAction = actions[ firstInactiveIndex ];
  26508. action._cacheIndex = firstInactiveIndex;
  26509. actions[ firstInactiveIndex ] = action;
  26510. lastActiveAction._cacheIndex = prevIndex;
  26511. actions[ prevIndex ] = lastActiveAction;
  26512. },
  26513. // Memory management for PropertyMixer objects
  26514. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26515. var bindingsByRoot = this._bindingsByRootAndName,
  26516. bindingByName = bindingsByRoot[ rootUuid ],
  26517. bindings = this._bindings;
  26518. if ( bindingByName === undefined ) {
  26519. bindingByName = {};
  26520. bindingsByRoot[ rootUuid ] = bindingByName;
  26521. }
  26522. bindingByName[ trackName ] = binding;
  26523. binding._cacheIndex = bindings.length;
  26524. bindings.push( binding );
  26525. },
  26526. _removeInactiveBinding: function ( binding ) {
  26527. var bindings = this._bindings,
  26528. propBinding = binding.binding,
  26529. rootUuid = propBinding.rootNode.uuid,
  26530. trackName = propBinding.path,
  26531. bindingsByRoot = this._bindingsByRootAndName,
  26532. bindingByName = bindingsByRoot[ rootUuid ],
  26533. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26534. cacheIndex = binding._cacheIndex;
  26535. lastInactiveBinding._cacheIndex = cacheIndex;
  26536. bindings[ cacheIndex ] = lastInactiveBinding;
  26537. bindings.pop();
  26538. delete bindingByName[ trackName ];
  26539. if ( Object.keys( bindingByName ).length === 0 ) {
  26540. delete bindingsByRoot[ rootUuid ];
  26541. }
  26542. },
  26543. _lendBinding: function ( binding ) {
  26544. var bindings = this._bindings,
  26545. prevIndex = binding._cacheIndex,
  26546. lastActiveIndex = this._nActiveBindings ++,
  26547. firstInactiveBinding = bindings[ lastActiveIndex ];
  26548. binding._cacheIndex = lastActiveIndex;
  26549. bindings[ lastActiveIndex ] = binding;
  26550. firstInactiveBinding._cacheIndex = prevIndex;
  26551. bindings[ prevIndex ] = firstInactiveBinding;
  26552. },
  26553. _takeBackBinding: function ( binding ) {
  26554. var bindings = this._bindings,
  26555. prevIndex = binding._cacheIndex,
  26556. firstInactiveIndex = -- this._nActiveBindings,
  26557. lastActiveBinding = bindings[ firstInactiveIndex ];
  26558. binding._cacheIndex = firstInactiveIndex;
  26559. bindings[ firstInactiveIndex ] = binding;
  26560. lastActiveBinding._cacheIndex = prevIndex;
  26561. bindings[ prevIndex ] = lastActiveBinding;
  26562. },
  26563. // Memory management of Interpolants for weight and time scale
  26564. _lendControlInterpolant: function () {
  26565. var interpolants = this._controlInterpolants,
  26566. lastActiveIndex = this._nActiveControlInterpolants ++,
  26567. interpolant = interpolants[ lastActiveIndex ];
  26568. if ( interpolant === undefined ) {
  26569. interpolant = new LinearInterpolant(
  26570. new Float32Array( 2 ), new Float32Array( 2 ),
  26571. 1, this._controlInterpolantsResultBuffer );
  26572. interpolant.__cacheIndex = lastActiveIndex;
  26573. interpolants[ lastActiveIndex ] = interpolant;
  26574. }
  26575. return interpolant;
  26576. },
  26577. _takeBackControlInterpolant: function ( interpolant ) {
  26578. var interpolants = this._controlInterpolants,
  26579. prevIndex = interpolant.__cacheIndex,
  26580. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26581. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26582. interpolant.__cacheIndex = firstInactiveIndex;
  26583. interpolants[ firstInactiveIndex ] = interpolant;
  26584. lastActiveInterpolant.__cacheIndex = prevIndex;
  26585. interpolants[ prevIndex ] = lastActiveInterpolant;
  26586. },
  26587. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26588. // return an action for a clip optionally using a custom root target
  26589. // object (this method allocates a lot of dynamic memory in case a
  26590. // previously unknown clip/root combination is specified)
  26591. clipAction: function ( clip, optionalRoot ) {
  26592. var root = optionalRoot || this._root,
  26593. rootUuid = root.uuid,
  26594. clipObject = typeof clip === 'string' ?
  26595. AnimationClip.findByName( root, clip ) : clip,
  26596. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26597. actionsForClip = this._actionsByClip[ clipUuid ],
  26598. prototypeAction = null;
  26599. if ( actionsForClip !== undefined ) {
  26600. var existingAction =
  26601. actionsForClip.actionByRoot[ rootUuid ];
  26602. if ( existingAction !== undefined ) {
  26603. return existingAction;
  26604. }
  26605. // we know the clip, so we don't have to parse all
  26606. // the bindings again but can just copy
  26607. prototypeAction = actionsForClip.knownActions[ 0 ];
  26608. // also, take the clip from the prototype action
  26609. if ( clipObject === null )
  26610. { clipObject = prototypeAction._clip; }
  26611. }
  26612. // clip must be known when specified via string
  26613. if ( clipObject === null ) { return null; }
  26614. // allocate all resources required to run it
  26615. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26616. this._bindAction( newAction, prototypeAction );
  26617. // and make the action known to the memory manager
  26618. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26619. return newAction;
  26620. },
  26621. // get an existing action
  26622. existingAction: function ( clip, optionalRoot ) {
  26623. var root = optionalRoot || this._root,
  26624. rootUuid = root.uuid,
  26625. clipObject = typeof clip === 'string' ?
  26626. AnimationClip.findByName( root, clip ) : clip,
  26627. clipUuid = clipObject ? clipObject.uuid : clip,
  26628. actionsForClip = this._actionsByClip[ clipUuid ];
  26629. if ( actionsForClip !== undefined ) {
  26630. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26631. }
  26632. return null;
  26633. },
  26634. // deactivates all previously scheduled actions
  26635. stopAllAction: function () {
  26636. var actions = this._actions,
  26637. nActions = this._nActiveActions,
  26638. bindings = this._bindings,
  26639. nBindings = this._nActiveBindings;
  26640. this._nActiveActions = 0;
  26641. this._nActiveBindings = 0;
  26642. for ( var i = 0; i !== nActions; ++ i ) {
  26643. actions[ i ].reset();
  26644. }
  26645. for ( var i = 0; i !== nBindings; ++ i ) {
  26646. bindings[ i ].useCount = 0;
  26647. }
  26648. return this;
  26649. },
  26650. // advance the time and update apply the animation
  26651. update: function ( deltaTime ) {
  26652. deltaTime *= this.timeScale;
  26653. var actions = this._actions,
  26654. nActions = this._nActiveActions,
  26655. time = this.time += deltaTime,
  26656. timeDirection = Math.sign( deltaTime ),
  26657. accuIndex = this._accuIndex ^= 1;
  26658. // run active actions
  26659. for ( var i = 0; i !== nActions; ++ i ) {
  26660. var action = actions[ i ];
  26661. action._update( time, deltaTime, timeDirection, accuIndex );
  26662. }
  26663. // update scene graph
  26664. var bindings = this._bindings,
  26665. nBindings = this._nActiveBindings;
  26666. for ( var i = 0; i !== nBindings; ++ i ) {
  26667. bindings[ i ].apply( accuIndex );
  26668. }
  26669. return this;
  26670. },
  26671. // Allows you to seek to a specific time in an animation.
  26672. setTime: function ( timeInSeconds ) {
  26673. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26674. for ( var i = 0; i < this._actions.length; i ++ ) {
  26675. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26676. }
  26677. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26678. },
  26679. // return this mixer's root target object
  26680. getRoot: function () {
  26681. return this._root;
  26682. },
  26683. // free all resources specific to a particular clip
  26684. uncacheClip: function ( clip ) {
  26685. var actions = this._actions,
  26686. clipUuid = clip.uuid,
  26687. actionsByClip = this._actionsByClip,
  26688. actionsForClip = actionsByClip[ clipUuid ];
  26689. if ( actionsForClip !== undefined ) {
  26690. // note: just calling _removeInactiveAction would mess up the
  26691. // iteration state and also require updating the state we can
  26692. // just throw away
  26693. var actionsToRemove = actionsForClip.knownActions;
  26694. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26695. var action = actionsToRemove[ i ];
  26696. this._deactivateAction( action );
  26697. var cacheIndex = action._cacheIndex,
  26698. lastInactiveAction = actions[ actions.length - 1 ];
  26699. action._cacheIndex = null;
  26700. action._byClipCacheIndex = null;
  26701. lastInactiveAction._cacheIndex = cacheIndex;
  26702. actions[ cacheIndex ] = lastInactiveAction;
  26703. actions.pop();
  26704. this._removeInactiveBindingsForAction( action );
  26705. }
  26706. delete actionsByClip[ clipUuid ];
  26707. }
  26708. },
  26709. // free all resources specific to a particular root target object
  26710. uncacheRoot: function ( root ) {
  26711. var rootUuid = root.uuid,
  26712. actionsByClip = this._actionsByClip;
  26713. for ( var clipUuid in actionsByClip ) {
  26714. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26715. action = actionByRoot[ rootUuid ];
  26716. if ( action !== undefined ) {
  26717. this._deactivateAction( action );
  26718. this._removeInactiveAction( action );
  26719. }
  26720. }
  26721. var bindingsByRoot = this._bindingsByRootAndName,
  26722. bindingByName = bindingsByRoot[ rootUuid ];
  26723. if ( bindingByName !== undefined ) {
  26724. for ( var trackName in bindingByName ) {
  26725. var binding = bindingByName[ trackName ];
  26726. binding.restoreOriginalState();
  26727. this._removeInactiveBinding( binding );
  26728. }
  26729. }
  26730. },
  26731. // remove a targeted clip from the cache
  26732. uncacheAction: function ( clip, optionalRoot ) {
  26733. var action = this.existingAction( clip, optionalRoot );
  26734. if ( action !== null ) {
  26735. this._deactivateAction( action );
  26736. this._removeInactiveAction( action );
  26737. }
  26738. }
  26739. } );
  26740. /**
  26741. * @author mrdoob / http://mrdoob.com/
  26742. */
  26743. function Uniform( value ) {
  26744. if ( typeof value === 'string' ) {
  26745. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26746. value = arguments[ 1 ];
  26747. }
  26748. this.value = value;
  26749. }
  26750. Uniform.prototype.clone = function () {
  26751. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26752. };
  26753. /**
  26754. * @author benaadams / https://twitter.com/ben_a_adams
  26755. */
  26756. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26757. InterleavedBuffer.call( this, array, stride );
  26758. this.meshPerAttribute = meshPerAttribute || 1;
  26759. }
  26760. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26761. constructor: InstancedInterleavedBuffer,
  26762. isInstancedInterleavedBuffer: true,
  26763. copy: function ( source ) {
  26764. InterleavedBuffer.prototype.copy.call( this, source );
  26765. this.meshPerAttribute = source.meshPerAttribute;
  26766. return this;
  26767. }
  26768. } );
  26769. /**
  26770. * @author mrdoob / http://mrdoob.com/
  26771. * @author bhouston / http://clara.io/
  26772. * @author stephomi / http://stephaneginier.com/
  26773. */
  26774. function Raycaster( origin, direction, near, far ) {
  26775. this.ray = new Ray( origin, direction );
  26776. // direction is assumed to be normalized (for accurate distance calculations)
  26777. this.near = near || 0;
  26778. this.far = far || Infinity;
  26779. this.camera = null;
  26780. this.params = {
  26781. Mesh: {},
  26782. Line: {},
  26783. LOD: {},
  26784. Points: { threshold: 1 },
  26785. Sprite: {}
  26786. };
  26787. Object.defineProperties( this.params, {
  26788. PointCloud: {
  26789. get: function () {
  26790. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26791. return this.Points;
  26792. }
  26793. }
  26794. } );
  26795. }
  26796. function ascSort( a, b ) {
  26797. return a.distance - b.distance;
  26798. }
  26799. function intersectObject( object, raycaster, intersects, recursive ) {
  26800. if ( object.visible === false ) { return; }
  26801. object.raycast( raycaster, intersects );
  26802. if ( recursive === true ) {
  26803. var children = object.children;
  26804. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26805. intersectObject( children[ i ], raycaster, intersects, true );
  26806. }
  26807. }
  26808. }
  26809. Object.assign( Raycaster.prototype, {
  26810. linePrecision: 1,
  26811. set: function ( origin, direction ) {
  26812. // direction is assumed to be normalized (for accurate distance calculations)
  26813. this.ray.set( origin, direction );
  26814. },
  26815. setFromCamera: function ( coords, camera ) {
  26816. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26817. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26818. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26819. this.camera = camera;
  26820. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26821. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26822. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26823. this.camera = camera;
  26824. } else {
  26825. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26826. }
  26827. },
  26828. intersectObject: function ( object, recursive, optionalTarget ) {
  26829. var intersects = optionalTarget || [];
  26830. intersectObject( object, this, intersects, recursive );
  26831. intersects.sort( ascSort );
  26832. return intersects;
  26833. },
  26834. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26835. var intersects = optionalTarget || [];
  26836. if ( Array.isArray( objects ) === false ) {
  26837. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26838. return intersects;
  26839. }
  26840. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26841. intersectObject( objects[ i ], this, intersects, recursive );
  26842. }
  26843. intersects.sort( ascSort );
  26844. return intersects;
  26845. }
  26846. } );
  26847. /**
  26848. * @author bhouston / http://clara.io
  26849. * @author WestLangley / http://github.com/WestLangley
  26850. *
  26851. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26852. *
  26853. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26854. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26855. */
  26856. function Spherical( radius, phi, theta ) {
  26857. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26858. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26859. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26860. return this;
  26861. }
  26862. Object.assign( Spherical.prototype, {
  26863. set: function ( radius, phi, theta ) {
  26864. this.radius = radius;
  26865. this.phi = phi;
  26866. this.theta = theta;
  26867. return this;
  26868. },
  26869. clone: function () {
  26870. return new this.constructor().copy( this );
  26871. },
  26872. copy: function ( other ) {
  26873. this.radius = other.radius;
  26874. this.phi = other.phi;
  26875. this.theta = other.theta;
  26876. return this;
  26877. },
  26878. // restrict phi to be betwee EPS and PI-EPS
  26879. makeSafe: function () {
  26880. var EPS = 0.000001;
  26881. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26882. return this;
  26883. },
  26884. setFromVector3: function ( v ) {
  26885. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26886. },
  26887. setFromCartesianCoords: function ( x, y, z ) {
  26888. this.radius = Math.sqrt( x * x + y * y + z * z );
  26889. if ( this.radius === 0 ) {
  26890. this.theta = 0;
  26891. this.phi = 0;
  26892. } else {
  26893. this.theta = Math.atan2( x, z );
  26894. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26895. }
  26896. return this;
  26897. }
  26898. } );
  26899. /**
  26900. * @author Mugen87 / https://github.com/Mugen87
  26901. *
  26902. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26903. *
  26904. */
  26905. function Cylindrical( radius, theta, y ) {
  26906. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26907. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26908. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26909. return this;
  26910. }
  26911. Object.assign( Cylindrical.prototype, {
  26912. set: function ( radius, theta, y ) {
  26913. this.radius = radius;
  26914. this.theta = theta;
  26915. this.y = y;
  26916. return this;
  26917. },
  26918. clone: function () {
  26919. return new this.constructor().copy( this );
  26920. },
  26921. copy: function ( other ) {
  26922. this.radius = other.radius;
  26923. this.theta = other.theta;
  26924. this.y = other.y;
  26925. return this;
  26926. },
  26927. setFromVector3: function ( v ) {
  26928. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26929. },
  26930. setFromCartesianCoords: function ( x, y, z ) {
  26931. this.radius = Math.sqrt( x * x + z * z );
  26932. this.theta = Math.atan2( x, z );
  26933. this.y = y;
  26934. return this;
  26935. }
  26936. } );
  26937. /**
  26938. * @author bhouston / http://clara.io
  26939. */
  26940. var _vector$6 = new Vector2();
  26941. function Box2( min, max ) {
  26942. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26943. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26944. }
  26945. Object.assign( Box2.prototype, {
  26946. set: function ( min, max ) {
  26947. this.min.copy( min );
  26948. this.max.copy( max );
  26949. return this;
  26950. },
  26951. setFromPoints: function ( points ) {
  26952. this.makeEmpty();
  26953. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26954. this.expandByPoint( points[ i ] );
  26955. }
  26956. return this;
  26957. },
  26958. setFromCenterAndSize: function ( center, size ) {
  26959. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  26960. this.min.copy( center ).sub( halfSize );
  26961. this.max.copy( center ).add( halfSize );
  26962. return this;
  26963. },
  26964. clone: function () {
  26965. return new this.constructor().copy( this );
  26966. },
  26967. copy: function ( box ) {
  26968. this.min.copy( box.min );
  26969. this.max.copy( box.max );
  26970. return this;
  26971. },
  26972. makeEmpty: function () {
  26973. this.min.x = this.min.y = + Infinity;
  26974. this.max.x = this.max.y = - Infinity;
  26975. return this;
  26976. },
  26977. isEmpty: function () {
  26978. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26979. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26980. },
  26981. getCenter: function ( target ) {
  26982. if ( target === undefined ) {
  26983. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26984. target = new Vector2();
  26985. }
  26986. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26987. },
  26988. getSize: function ( target ) {
  26989. if ( target === undefined ) {
  26990. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26991. target = new Vector2();
  26992. }
  26993. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26994. },
  26995. expandByPoint: function ( point ) {
  26996. this.min.min( point );
  26997. this.max.max( point );
  26998. return this;
  26999. },
  27000. expandByVector: function ( vector ) {
  27001. this.min.sub( vector );
  27002. this.max.add( vector );
  27003. return this;
  27004. },
  27005. expandByScalar: function ( scalar ) {
  27006. this.min.addScalar( - scalar );
  27007. this.max.addScalar( scalar );
  27008. return this;
  27009. },
  27010. containsPoint: function ( point ) {
  27011. return point.x < this.min.x || point.x > this.max.x ||
  27012. point.y < this.min.y || point.y > this.max.y ? false : true;
  27013. },
  27014. containsBox: function ( box ) {
  27015. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27016. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27017. },
  27018. getParameter: function ( point, target ) {
  27019. // This can potentially have a divide by zero if the box
  27020. // has a size dimension of 0.
  27021. if ( target === undefined ) {
  27022. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27023. target = new Vector2();
  27024. }
  27025. return target.set(
  27026. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27027. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27028. );
  27029. },
  27030. intersectsBox: function ( box ) {
  27031. // using 4 splitting planes to rule out intersections
  27032. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27033. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27034. },
  27035. clampPoint: function ( point, target ) {
  27036. if ( target === undefined ) {
  27037. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27038. target = new Vector2();
  27039. }
  27040. return target.copy( point ).clamp( this.min, this.max );
  27041. },
  27042. distanceToPoint: function ( point ) {
  27043. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  27044. return clampedPoint.sub( point ).length();
  27045. },
  27046. intersect: function ( box ) {
  27047. this.min.max( box.min );
  27048. this.max.min( box.max );
  27049. return this;
  27050. },
  27051. union: function ( box ) {
  27052. this.min.min( box.min );
  27053. this.max.max( box.max );
  27054. return this;
  27055. },
  27056. translate: function ( offset ) {
  27057. this.min.add( offset );
  27058. this.max.add( offset );
  27059. return this;
  27060. },
  27061. equals: function ( box ) {
  27062. return box.min.equals( this.min ) && box.max.equals( this.max );
  27063. }
  27064. } );
  27065. /**
  27066. * @author bhouston / http://clara.io
  27067. */
  27068. var _startP = new Vector3();
  27069. var _startEnd = new Vector3();
  27070. function Line3( start, end ) {
  27071. this.start = ( start !== undefined ) ? start : new Vector3();
  27072. this.end = ( end !== undefined ) ? end : new Vector3();
  27073. }
  27074. Object.assign( Line3.prototype, {
  27075. set: function ( start, end ) {
  27076. this.start.copy( start );
  27077. this.end.copy( end );
  27078. return this;
  27079. },
  27080. clone: function () {
  27081. return new this.constructor().copy( this );
  27082. },
  27083. copy: function ( line ) {
  27084. this.start.copy( line.start );
  27085. this.end.copy( line.end );
  27086. return this;
  27087. },
  27088. getCenter: function ( target ) {
  27089. if ( target === undefined ) {
  27090. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27091. target = new Vector3();
  27092. }
  27093. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27094. },
  27095. delta: function ( target ) {
  27096. if ( target === undefined ) {
  27097. console.warn( 'THREE.Line3: .delta() target is now required' );
  27098. target = new Vector3();
  27099. }
  27100. return target.subVectors( this.end, this.start );
  27101. },
  27102. distanceSq: function () {
  27103. return this.start.distanceToSquared( this.end );
  27104. },
  27105. distance: function () {
  27106. return this.start.distanceTo( this.end );
  27107. },
  27108. at: function ( t, target ) {
  27109. if ( target === undefined ) {
  27110. console.warn( 'THREE.Line3: .at() target is now required' );
  27111. target = new Vector3();
  27112. }
  27113. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27114. },
  27115. closestPointToPointParameter: function ( point, clampToLine ) {
  27116. _startP.subVectors( point, this.start );
  27117. _startEnd.subVectors( this.end, this.start );
  27118. var startEnd2 = _startEnd.dot( _startEnd );
  27119. var startEnd_startP = _startEnd.dot( _startP );
  27120. var t = startEnd_startP / startEnd2;
  27121. if ( clampToLine ) {
  27122. t = _Math.clamp( t, 0, 1 );
  27123. }
  27124. return t;
  27125. },
  27126. closestPointToPoint: function ( point, clampToLine, target ) {
  27127. var t = this.closestPointToPointParameter( point, clampToLine );
  27128. if ( target === undefined ) {
  27129. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27130. target = new Vector3();
  27131. }
  27132. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27133. },
  27134. applyMatrix4: function ( matrix ) {
  27135. this.start.applyMatrix4( matrix );
  27136. this.end.applyMatrix4( matrix );
  27137. return this;
  27138. },
  27139. equals: function ( line ) {
  27140. return line.start.equals( this.start ) && line.end.equals( this.end );
  27141. }
  27142. } );
  27143. /**
  27144. * @author alteredq / http://alteredqualia.com/
  27145. */
  27146. function ImmediateRenderObject( material ) {
  27147. Object3D.call( this );
  27148. this.material = material;
  27149. this.render = function ( /* renderCallback */ ) {};
  27150. }
  27151. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27152. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27153. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27154. /**
  27155. * @author mrdoob / http://mrdoob.com/
  27156. * @author WestLangley / http://github.com/WestLangley
  27157. */
  27158. var _v1$5 = new Vector3();
  27159. var _v2$3 = new Vector3();
  27160. var _normalMatrix$1 = new Matrix3();
  27161. var _keys = [ 'a', 'b', 'c' ];
  27162. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27163. this.object = object;
  27164. this.size = ( size !== undefined ) ? size : 1;
  27165. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27166. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27167. //
  27168. var nNormals = 0;
  27169. var objGeometry = this.object.geometry;
  27170. if ( objGeometry && objGeometry.isGeometry ) {
  27171. nNormals = objGeometry.faces.length * 3;
  27172. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27173. nNormals = objGeometry.attributes.normal.count;
  27174. }
  27175. //
  27176. var geometry = new BufferGeometry();
  27177. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27178. geometry.addAttribute( 'position', positions );
  27179. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27180. //
  27181. this.matrixAutoUpdate = false;
  27182. this.update();
  27183. }
  27184. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27185. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27186. VertexNormalsHelper.prototype.update = function () {
  27187. this.object.updateMatrixWorld( true );
  27188. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  27189. var matrixWorld = this.object.matrixWorld;
  27190. var position = this.geometry.attributes.position;
  27191. //
  27192. var objGeometry = this.object.geometry;
  27193. if ( objGeometry && objGeometry.isGeometry ) {
  27194. var vertices = objGeometry.vertices;
  27195. var faces = objGeometry.faces;
  27196. var idx = 0;
  27197. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27198. var face = faces[ i ];
  27199. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27200. var vertex = vertices[ face[ _keys[ j ] ] ];
  27201. var normal = face.vertexNormals[ j ];
  27202. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  27203. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27204. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27205. idx = idx + 1;
  27206. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27207. idx = idx + 1;
  27208. }
  27209. }
  27210. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27211. var objPos = objGeometry.attributes.position;
  27212. var objNorm = objGeometry.attributes.normal;
  27213. var idx = 0;
  27214. // for simplicity, ignore index and drawcalls, and render every normal
  27215. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27216. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27217. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27218. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27219. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27220. idx = idx + 1;
  27221. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27222. idx = idx + 1;
  27223. }
  27224. }
  27225. position.needsUpdate = true;
  27226. };
  27227. /**
  27228. * @author alteredq / http://alteredqualia.com/
  27229. * @author mrdoob / http://mrdoob.com/
  27230. * @author WestLangley / http://github.com/WestLangley
  27231. */
  27232. var _vector$7 = new Vector3();
  27233. function SpotLightHelper( light, color ) {
  27234. Object3D.call( this );
  27235. this.light = light;
  27236. this.light.updateMatrixWorld();
  27237. this.matrix = light.matrixWorld;
  27238. this.matrixAutoUpdate = false;
  27239. this.color = color;
  27240. var geometry = new BufferGeometry();
  27241. var positions = [
  27242. 0, 0, 0, 0, 0, 1,
  27243. 0, 0, 0, 1, 0, 1,
  27244. 0, 0, 0, - 1, 0, 1,
  27245. 0, 0, 0, 0, 1, 1,
  27246. 0, 0, 0, 0, - 1, 1
  27247. ];
  27248. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27249. var p1 = ( i / l ) * Math.PI * 2;
  27250. var p2 = ( j / l ) * Math.PI * 2;
  27251. positions.push(
  27252. Math.cos( p1 ), Math.sin( p1 ), 1,
  27253. Math.cos( p2 ), Math.sin( p2 ), 1
  27254. );
  27255. }
  27256. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27257. var material = new LineBasicMaterial( { fog: false } );
  27258. this.cone = new LineSegments( geometry, material );
  27259. this.add( this.cone );
  27260. this.update();
  27261. }
  27262. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27263. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27264. SpotLightHelper.prototype.dispose = function () {
  27265. this.cone.geometry.dispose();
  27266. this.cone.material.dispose();
  27267. };
  27268. SpotLightHelper.prototype.update = function () {
  27269. this.light.updateMatrixWorld();
  27270. var coneLength = this.light.distance ? this.light.distance : 1000;
  27271. var coneWidth = coneLength * Math.tan( this.light.angle );
  27272. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27273. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  27274. this.cone.lookAt( _vector$7 );
  27275. if ( this.color !== undefined ) {
  27276. this.cone.material.color.set( this.color );
  27277. } else {
  27278. this.cone.material.color.copy( this.light.color );
  27279. }
  27280. };
  27281. /**
  27282. * @author Sean Griffin / http://twitter.com/sgrif
  27283. * @author Michael Guerrero / http://realitymeltdown.com
  27284. * @author mrdoob / http://mrdoob.com/
  27285. * @author ikerr / http://verold.com
  27286. * @author Mugen87 / https://github.com/Mugen87
  27287. */
  27288. var _vector$8 = new Vector3();
  27289. var _boneMatrix = new Matrix4();
  27290. var _matrixWorldInv = new Matrix4();
  27291. function getBoneList( object ) {
  27292. var boneList = [];
  27293. if ( object && object.isBone ) {
  27294. boneList.push( object );
  27295. }
  27296. for ( var i = 0; i < object.children.length; i ++ ) {
  27297. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27298. }
  27299. return boneList;
  27300. }
  27301. function SkeletonHelper( object ) {
  27302. var bones = getBoneList( object );
  27303. var geometry = new BufferGeometry();
  27304. var vertices = [];
  27305. var colors = [];
  27306. var color1 = new Color( 0, 0, 1 );
  27307. var color2 = new Color( 0, 1, 0 );
  27308. for ( var i = 0; i < bones.length; i ++ ) {
  27309. var bone = bones[ i ];
  27310. if ( bone.parent && bone.parent.isBone ) {
  27311. vertices.push( 0, 0, 0 );
  27312. vertices.push( 0, 0, 0 );
  27313. colors.push( color1.r, color1.g, color1.b );
  27314. colors.push( color2.r, color2.g, color2.b );
  27315. }
  27316. }
  27317. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27318. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27319. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27320. LineSegments.call( this, geometry, material );
  27321. this.root = object;
  27322. this.bones = bones;
  27323. this.matrix = object.matrixWorld;
  27324. this.matrixAutoUpdate = false;
  27325. }
  27326. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27327. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27328. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27329. var bones = this.bones;
  27330. var geometry = this.geometry;
  27331. var position = geometry.getAttribute( 'position' );
  27332. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27333. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27334. var bone = bones[ i ];
  27335. if ( bone.parent && bone.parent.isBone ) {
  27336. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27337. _vector$8.setFromMatrixPosition( _boneMatrix );
  27338. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  27339. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27340. _vector$8.setFromMatrixPosition( _boneMatrix );
  27341. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  27342. j += 2;
  27343. }
  27344. }
  27345. geometry.getAttribute( 'position' ).needsUpdate = true;
  27346. Object3D.prototype.updateMatrixWorld.call( this, force );
  27347. };
  27348. /**
  27349. * @author alteredq / http://alteredqualia.com/
  27350. * @author mrdoob / http://mrdoob.com/
  27351. */
  27352. function PointLightHelper( light, sphereSize, color ) {
  27353. this.light = light;
  27354. this.light.updateMatrixWorld();
  27355. this.color = color;
  27356. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27357. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27358. Mesh.call( this, geometry, material );
  27359. this.matrix = this.light.matrixWorld;
  27360. this.matrixAutoUpdate = false;
  27361. this.update();
  27362. /*
  27363. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27364. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27365. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27366. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27367. var d = light.distance;
  27368. if ( d === 0.0 ) {
  27369. this.lightDistance.visible = false;
  27370. } else {
  27371. this.lightDistance.scale.set( d, d, d );
  27372. }
  27373. this.add( this.lightDistance );
  27374. */
  27375. }
  27376. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27377. PointLightHelper.prototype.constructor = PointLightHelper;
  27378. PointLightHelper.prototype.dispose = function () {
  27379. this.geometry.dispose();
  27380. this.material.dispose();
  27381. };
  27382. PointLightHelper.prototype.update = function () {
  27383. if ( this.color !== undefined ) {
  27384. this.material.color.set( this.color );
  27385. } else {
  27386. this.material.color.copy( this.light.color );
  27387. }
  27388. /*
  27389. var d = this.light.distance;
  27390. if ( d === 0.0 ) {
  27391. this.lightDistance.visible = false;
  27392. } else {
  27393. this.lightDistance.visible = true;
  27394. this.lightDistance.scale.set( d, d, d );
  27395. }
  27396. */
  27397. };
  27398. /**
  27399. * @author abelnation / http://github.com/abelnation
  27400. * @author Mugen87 / http://github.com/Mugen87
  27401. * @author WestLangley / http://github.com/WestLangley
  27402. *
  27403. * This helper must be added as a child of the light
  27404. */
  27405. function RectAreaLightHelper( light, color ) {
  27406. this.type = 'RectAreaLightHelper';
  27407. this.light = light;
  27408. this.color = color; // optional hardwired color for the helper
  27409. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27410. var geometry = new BufferGeometry();
  27411. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27412. geometry.computeBoundingSphere();
  27413. var material = new LineBasicMaterial( { fog: false } );
  27414. Line.call( this, geometry, material );
  27415. //
  27416. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27417. var geometry2 = new BufferGeometry();
  27418. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27419. geometry2.computeBoundingSphere();
  27420. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27421. this.update();
  27422. }
  27423. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27424. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27425. RectAreaLightHelper.prototype.update = function () {
  27426. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27427. if ( this.color !== undefined ) {
  27428. this.material.color.set( this.color );
  27429. this.children[ 0 ].material.color.set( this.color );
  27430. } else {
  27431. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27432. // prevent hue shift
  27433. var c = this.material.color;
  27434. var max = Math.max( c.r, c.g, c.b );
  27435. if ( max > 1 ) { c.multiplyScalar( 1 / max ); }
  27436. this.children[ 0 ].material.color.copy( this.material.color );
  27437. }
  27438. };
  27439. RectAreaLightHelper.prototype.dispose = function () {
  27440. this.geometry.dispose();
  27441. this.material.dispose();
  27442. this.children[ 0 ].geometry.dispose();
  27443. this.children[ 0 ].material.dispose();
  27444. };
  27445. /**
  27446. * @author alteredq / http://alteredqualia.com/
  27447. * @author mrdoob / http://mrdoob.com/
  27448. * @author Mugen87 / https://github.com/Mugen87
  27449. */
  27450. var _vector$9 = new Vector3();
  27451. var _color1 = new Color();
  27452. var _color2 = new Color();
  27453. function HemisphereLightHelper( light, size, color ) {
  27454. Object3D.call( this );
  27455. this.light = light;
  27456. this.light.updateMatrixWorld();
  27457. this.matrix = light.matrixWorld;
  27458. this.matrixAutoUpdate = false;
  27459. this.color = color;
  27460. var geometry = new OctahedronBufferGeometry( size );
  27461. geometry.rotateY( Math.PI * 0.5 );
  27462. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27463. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27464. var position = geometry.getAttribute( 'position' );
  27465. var colors = new Float32Array( position.count * 3 );
  27466. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27467. this.add( new Mesh( geometry, this.material ) );
  27468. this.update();
  27469. }
  27470. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27471. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27472. HemisphereLightHelper.prototype.dispose = function () {
  27473. this.children[ 0 ].geometry.dispose();
  27474. this.children[ 0 ].material.dispose();
  27475. };
  27476. HemisphereLightHelper.prototype.update = function () {
  27477. var mesh = this.children[ 0 ];
  27478. if ( this.color !== undefined ) {
  27479. this.material.color.set( this.color );
  27480. } else {
  27481. var colors = mesh.geometry.getAttribute( 'color' );
  27482. _color1.copy( this.light.color );
  27483. _color2.copy( this.light.groundColor );
  27484. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27485. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27486. colors.setXYZ( i, color.r, color.g, color.b );
  27487. }
  27488. colors.needsUpdate = true;
  27489. }
  27490. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27491. };
  27492. /**
  27493. * @author WestLangley / http://github.com/WestLangley
  27494. */
  27495. function LightProbeHelper( lightProbe, size ) {
  27496. this.lightProbe = lightProbe;
  27497. this.size = size;
  27498. var defines = {};
  27499. defines[ 'GAMMA_OUTPUT' ] = "";
  27500. // material
  27501. var material = new ShaderMaterial( {
  27502. defines: defines,
  27503. uniforms: {
  27504. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27505. intensity: { value: this.lightProbe.intensity }
  27506. },
  27507. vertexShader: [
  27508. 'varying vec3 vNormal;',
  27509. 'void main() {',
  27510. ' vNormal = normalize( normalMatrix * normal );',
  27511. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27512. '}' ].join( '\n' ),
  27513. fragmentShader: [
  27514. '#define RECIPROCAL_PI 0.318309886',
  27515. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27516. ' // matrix is assumed to be orthogonal',
  27517. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27518. '}',
  27519. 'vec3 linearToOutput( in vec3 a ) {',
  27520. ' #ifdef GAMMA_OUTPUT',
  27521. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27522. ' #else',
  27523. ' return a;',
  27524. ' #endif',
  27525. '}',
  27526. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27527. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27528. ' // normal is assumed to have unit length',
  27529. ' float x = normal.x, y = normal.y, z = normal.z;',
  27530. ' // band 0',
  27531. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27532. ' // band 1',
  27533. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27534. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27535. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27536. ' // band 2',
  27537. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27538. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27539. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27540. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27541. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27542. ' return result;',
  27543. '}',
  27544. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27545. 'uniform float intensity; // light probe intensity',
  27546. 'varying vec3 vNormal;',
  27547. 'void main() {',
  27548. ' vec3 normal = normalize( vNormal );',
  27549. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27550. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27551. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27552. ' outgoingLight = linearToOutput( outgoingLight );',
  27553. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27554. '}'
  27555. ].join( '\n' )
  27556. } );
  27557. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27558. Mesh.call( this, geometry, material );
  27559. this.onBeforeRender();
  27560. }
  27561. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27562. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27563. LightProbeHelper.prototype.dispose = function () {
  27564. this.geometry.dispose();
  27565. this.material.dispose();
  27566. };
  27567. LightProbeHelper.prototype.onBeforeRender = function () {
  27568. this.position.copy( this.lightProbe.position );
  27569. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27570. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27571. };
  27572. /**
  27573. * @author mrdoob / http://mrdoob.com/
  27574. */
  27575. function GridHelper( size, divisions, color1, color2 ) {
  27576. size = size || 10;
  27577. divisions = divisions || 10;
  27578. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27579. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27580. var center = divisions / 2;
  27581. var step = size / divisions;
  27582. var halfSize = size / 2;
  27583. var vertices = [], colors = [];
  27584. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27585. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27586. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27587. var color = i === center ? color1 : color2;
  27588. color.toArray( colors, j ); j += 3;
  27589. color.toArray( colors, j ); j += 3;
  27590. color.toArray( colors, j ); j += 3;
  27591. color.toArray( colors, j ); j += 3;
  27592. }
  27593. var geometry = new BufferGeometry();
  27594. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27595. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27596. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27597. LineSegments.call( this, geometry, material );
  27598. }
  27599. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27600. constructor: GridHelper,
  27601. copy: function ( source ) {
  27602. LineSegments.prototype.copy.call( this, source );
  27603. this.geometry.copy( source.geometry );
  27604. this.material.copy( source.material );
  27605. return this;
  27606. },
  27607. clone: function () {
  27608. return new this.constructor().copy( this );
  27609. }
  27610. } );
  27611. /**
  27612. * @author mrdoob / http://mrdoob.com/
  27613. * @author Mugen87 / http://github.com/Mugen87
  27614. * @author Hectate / http://www.github.com/Hectate
  27615. */
  27616. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27617. radius = radius || 10;
  27618. radials = radials || 16;
  27619. circles = circles || 8;
  27620. divisions = divisions || 64;
  27621. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27622. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27623. var vertices = [];
  27624. var colors = [];
  27625. var x, z;
  27626. var v, i, j, r, color;
  27627. // create the radials
  27628. for ( i = 0; i <= radials; i ++ ) {
  27629. v = ( i / radials ) * ( Math.PI * 2 );
  27630. x = Math.sin( v ) * radius;
  27631. z = Math.cos( v ) * radius;
  27632. vertices.push( 0, 0, 0 );
  27633. vertices.push( x, 0, z );
  27634. color = ( i & 1 ) ? color1 : color2;
  27635. colors.push( color.r, color.g, color.b );
  27636. colors.push( color.r, color.g, color.b );
  27637. }
  27638. // create the circles
  27639. for ( i = 0; i <= circles; i ++ ) {
  27640. color = ( i & 1 ) ? color1 : color2;
  27641. r = radius - ( radius / circles * i );
  27642. for ( j = 0; j < divisions; j ++ ) {
  27643. // first vertex
  27644. v = ( j / divisions ) * ( Math.PI * 2 );
  27645. x = Math.sin( v ) * r;
  27646. z = Math.cos( v ) * r;
  27647. vertices.push( x, 0, z );
  27648. colors.push( color.r, color.g, color.b );
  27649. // second vertex
  27650. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27651. x = Math.sin( v ) * r;
  27652. z = Math.cos( v ) * r;
  27653. vertices.push( x, 0, z );
  27654. colors.push( color.r, color.g, color.b );
  27655. }
  27656. }
  27657. var geometry = new BufferGeometry();
  27658. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27659. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27660. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27661. LineSegments.call( this, geometry, material );
  27662. }
  27663. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27664. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27665. /**
  27666. * @author Mugen87 / http://github.com/Mugen87
  27667. */
  27668. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27669. this.audio = audio;
  27670. this.range = range || 1;
  27671. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27672. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27673. var geometry = new BufferGeometry();
  27674. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27675. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27676. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27677. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27678. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27679. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27680. this.update();
  27681. }
  27682. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27683. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27684. PositionalAudioHelper.prototype.update = function () {
  27685. var audio = this.audio;
  27686. var range = this.range;
  27687. var divisionsInnerAngle = this.divisionsInnerAngle;
  27688. var divisionsOuterAngle = this.divisionsOuterAngle;
  27689. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27690. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27691. var halfConeInnerAngle = coneInnerAngle / 2;
  27692. var halfConeOuterAngle = coneOuterAngle / 2;
  27693. var start = 0;
  27694. var count = 0;
  27695. var i, stride;
  27696. var geometry = this.geometry;
  27697. var positionAttribute = geometry.attributes.position;
  27698. geometry.clearGroups();
  27699. //
  27700. function generateSegment( from, to, divisions, materialIndex ) {
  27701. var step = ( to - from ) / divisions;
  27702. positionAttribute.setXYZ( start, 0, 0, 0 );
  27703. count ++;
  27704. for ( i = from; i < to; i += step ) {
  27705. stride = start + count;
  27706. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27707. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27708. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27709. count += 3;
  27710. }
  27711. geometry.addGroup( start, count, materialIndex );
  27712. start += count;
  27713. count = 0;
  27714. }
  27715. //
  27716. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27717. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27718. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27719. //
  27720. positionAttribute.needsUpdate = true;
  27721. if ( coneInnerAngle === coneOuterAngle ) { this.material[ 0 ].visible = false; }
  27722. };
  27723. PositionalAudioHelper.prototype.dispose = function () {
  27724. this.geometry.dispose();
  27725. this.material[ 0 ].dispose();
  27726. this.material[ 1 ].dispose();
  27727. };
  27728. /**
  27729. * @author mrdoob / http://mrdoob.com/
  27730. * @author WestLangley / http://github.com/WestLangley
  27731. */
  27732. var _v1$6 = new Vector3();
  27733. var _v2$4 = new Vector3();
  27734. var _normalMatrix$2 = new Matrix3();
  27735. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27736. // FaceNormalsHelper only supports THREE.Geometry
  27737. this.object = object;
  27738. this.size = ( size !== undefined ) ? size : 1;
  27739. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27740. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27741. //
  27742. var nNormals = 0;
  27743. var objGeometry = this.object.geometry;
  27744. if ( objGeometry && objGeometry.isGeometry ) {
  27745. nNormals = objGeometry.faces.length;
  27746. } else {
  27747. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27748. }
  27749. //
  27750. var geometry = new BufferGeometry();
  27751. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27752. geometry.addAttribute( 'position', positions );
  27753. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27754. //
  27755. this.matrixAutoUpdate = false;
  27756. this.update();
  27757. }
  27758. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27759. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27760. FaceNormalsHelper.prototype.update = function () {
  27761. this.object.updateMatrixWorld( true );
  27762. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27763. var matrixWorld = this.object.matrixWorld;
  27764. var position = this.geometry.attributes.position;
  27765. //
  27766. var objGeometry = this.object.geometry;
  27767. var vertices = objGeometry.vertices;
  27768. var faces = objGeometry.faces;
  27769. var idx = 0;
  27770. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27771. var face = faces[ i ];
  27772. var normal = face.normal;
  27773. _v1$6.copy( vertices[ face.a ] )
  27774. .add( vertices[ face.b ] )
  27775. .add( vertices[ face.c ] )
  27776. .divideScalar( 3 )
  27777. .applyMatrix4( matrixWorld );
  27778. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  27779. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27780. idx = idx + 1;
  27781. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27782. idx = idx + 1;
  27783. }
  27784. position.needsUpdate = true;
  27785. };
  27786. /**
  27787. * @author alteredq / http://alteredqualia.com/
  27788. * @author mrdoob / http://mrdoob.com/
  27789. * @author WestLangley / http://github.com/WestLangley
  27790. */
  27791. var _v1$7 = new Vector3();
  27792. var _v2$5 = new Vector3();
  27793. var _v3$1 = new Vector3();
  27794. function DirectionalLightHelper( light, size, color ) {
  27795. Object3D.call( this );
  27796. this.light = light;
  27797. this.light.updateMatrixWorld();
  27798. this.matrix = light.matrixWorld;
  27799. this.matrixAutoUpdate = false;
  27800. this.color = color;
  27801. if ( size === undefined ) { size = 1; }
  27802. var geometry = new BufferGeometry();
  27803. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27804. - size, size, 0,
  27805. size, size, 0,
  27806. size, - size, 0,
  27807. - size, - size, 0,
  27808. - size, size, 0
  27809. ], 3 ) );
  27810. var material = new LineBasicMaterial( { fog: false } );
  27811. this.lightPlane = new Line( geometry, material );
  27812. this.add( this.lightPlane );
  27813. geometry = new BufferGeometry();
  27814. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27815. this.targetLine = new Line( geometry, material );
  27816. this.add( this.targetLine );
  27817. this.update();
  27818. }
  27819. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27820. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27821. DirectionalLightHelper.prototype.dispose = function () {
  27822. this.lightPlane.geometry.dispose();
  27823. this.lightPlane.material.dispose();
  27824. this.targetLine.geometry.dispose();
  27825. this.targetLine.material.dispose();
  27826. };
  27827. DirectionalLightHelper.prototype.update = function () {
  27828. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  27829. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27830. _v3$1.subVectors( _v2$5, _v1$7 );
  27831. this.lightPlane.lookAt( _v2$5 );
  27832. if ( this.color !== undefined ) {
  27833. this.lightPlane.material.color.set( this.color );
  27834. this.targetLine.material.color.set( this.color );
  27835. } else {
  27836. this.lightPlane.material.color.copy( this.light.color );
  27837. this.targetLine.material.color.copy( this.light.color );
  27838. }
  27839. this.targetLine.lookAt( _v2$5 );
  27840. this.targetLine.scale.z = _v3$1.length();
  27841. };
  27842. /**
  27843. * @author alteredq / http://alteredqualia.com/
  27844. * @author Mugen87 / https://github.com/Mugen87
  27845. *
  27846. * - shows frustum, line of sight and up of the camera
  27847. * - suitable for fast updates
  27848. * - based on frustum visualization in lightgl.js shadowmap example
  27849. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27850. */
  27851. var _vector$a = new Vector3();
  27852. var _camera = new Camera();
  27853. function CameraHelper( camera ) {
  27854. var geometry = new BufferGeometry();
  27855. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27856. var vertices = [];
  27857. var colors = [];
  27858. var pointMap = {};
  27859. // colors
  27860. var colorFrustum = new Color( 0xffaa00 );
  27861. var colorCone = new Color( 0xff0000 );
  27862. var colorUp = new Color( 0x00aaff );
  27863. var colorTarget = new Color( 0xffffff );
  27864. var colorCross = new Color( 0x333333 );
  27865. // near
  27866. addLine( 'n1', 'n2', colorFrustum );
  27867. addLine( 'n2', 'n4', colorFrustum );
  27868. addLine( 'n4', 'n3', colorFrustum );
  27869. addLine( 'n3', 'n1', colorFrustum );
  27870. // far
  27871. addLine( 'f1', 'f2', colorFrustum );
  27872. addLine( 'f2', 'f4', colorFrustum );
  27873. addLine( 'f4', 'f3', colorFrustum );
  27874. addLine( 'f3', 'f1', colorFrustum );
  27875. // sides
  27876. addLine( 'n1', 'f1', colorFrustum );
  27877. addLine( 'n2', 'f2', colorFrustum );
  27878. addLine( 'n3', 'f3', colorFrustum );
  27879. addLine( 'n4', 'f4', colorFrustum );
  27880. // cone
  27881. addLine( 'p', 'n1', colorCone );
  27882. addLine( 'p', 'n2', colorCone );
  27883. addLine( 'p', 'n3', colorCone );
  27884. addLine( 'p', 'n4', colorCone );
  27885. // up
  27886. addLine( 'u1', 'u2', colorUp );
  27887. addLine( 'u2', 'u3', colorUp );
  27888. addLine( 'u3', 'u1', colorUp );
  27889. // target
  27890. addLine( 'c', 't', colorTarget );
  27891. addLine( 'p', 'c', colorCross );
  27892. // cross
  27893. addLine( 'cn1', 'cn2', colorCross );
  27894. addLine( 'cn3', 'cn4', colorCross );
  27895. addLine( 'cf1', 'cf2', colorCross );
  27896. addLine( 'cf3', 'cf4', colorCross );
  27897. function addLine( a, b, color ) {
  27898. addPoint( a, color );
  27899. addPoint( b, color );
  27900. }
  27901. function addPoint( id, color ) {
  27902. vertices.push( 0, 0, 0 );
  27903. colors.push( color.r, color.g, color.b );
  27904. if ( pointMap[ id ] === undefined ) {
  27905. pointMap[ id ] = [];
  27906. }
  27907. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27908. }
  27909. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27910. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27911. LineSegments.call( this, geometry, material );
  27912. this.camera = camera;
  27913. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27914. this.matrix = camera.matrixWorld;
  27915. this.matrixAutoUpdate = false;
  27916. this.pointMap = pointMap;
  27917. this.update();
  27918. }
  27919. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27920. CameraHelper.prototype.constructor = CameraHelper;
  27921. CameraHelper.prototype.update = function () {
  27922. var geometry = this.geometry;
  27923. var pointMap = this.pointMap;
  27924. var w = 1, h = 1;
  27925. // we need just camera projection matrix inverse
  27926. // world matrix must be identity
  27927. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27928. // center / target
  27929. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27930. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27931. // near
  27932. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27933. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27934. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27935. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27936. // far
  27937. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27938. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27939. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27940. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27941. // up
  27942. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27943. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27944. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27945. // cross
  27946. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27947. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27948. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27949. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27950. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27951. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27952. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27953. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27954. geometry.getAttribute( 'position' ).needsUpdate = true;
  27955. };
  27956. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27957. _vector$a.set( x, y, z ).unproject( camera );
  27958. var points = pointMap[ point ];
  27959. if ( points !== undefined ) {
  27960. var position = geometry.getAttribute( 'position' );
  27961. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27962. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  27963. }
  27964. }
  27965. }
  27966. /**
  27967. * @author mrdoob / http://mrdoob.com/
  27968. * @author Mugen87 / http://github.com/Mugen87
  27969. */
  27970. var _box$2 = new Box3();
  27971. function BoxHelper( object, color ) {
  27972. this.object = object;
  27973. if ( color === undefined ) { color = 0xffff00; }
  27974. 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 ] );
  27975. var positions = new Float32Array( 8 * 3 );
  27976. var geometry = new BufferGeometry();
  27977. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27978. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27979. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27980. this.matrixAutoUpdate = false;
  27981. this.update();
  27982. }
  27983. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27984. BoxHelper.prototype.constructor = BoxHelper;
  27985. BoxHelper.prototype.update = function ( object ) {
  27986. if ( object !== undefined ) {
  27987. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27988. }
  27989. if ( this.object !== undefined ) {
  27990. _box$2.setFromObject( this.object );
  27991. }
  27992. if ( _box$2.isEmpty() ) { return; }
  27993. var min = _box$2.min;
  27994. var max = _box$2.max;
  27995. /*
  27996. 5____4
  27997. 1/___0/|
  27998. | 6__|_7
  27999. 2/___3/
  28000. 0: max.x, max.y, max.z
  28001. 1: min.x, max.y, max.z
  28002. 2: min.x, min.y, max.z
  28003. 3: max.x, min.y, max.z
  28004. 4: max.x, max.y, min.z
  28005. 5: min.x, max.y, min.z
  28006. 6: min.x, min.y, min.z
  28007. 7: max.x, min.y, min.z
  28008. */
  28009. var position = this.geometry.attributes.position;
  28010. var array = position.array;
  28011. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28012. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28013. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28014. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28015. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28016. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28017. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28018. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28019. position.needsUpdate = true;
  28020. this.geometry.computeBoundingSphere();
  28021. };
  28022. BoxHelper.prototype.setFromObject = function ( object ) {
  28023. this.object = object;
  28024. this.update();
  28025. return this;
  28026. };
  28027. BoxHelper.prototype.copy = function ( source ) {
  28028. LineSegments.prototype.copy.call( this, source );
  28029. this.object = source.object;
  28030. return this;
  28031. };
  28032. BoxHelper.prototype.clone = function () {
  28033. return new this.constructor().copy( this );
  28034. };
  28035. /**
  28036. * @author WestLangley / http://github.com/WestLangley
  28037. */
  28038. function Box3Helper( box, color ) {
  28039. this.type = 'Box3Helper';
  28040. this.box = box;
  28041. color = color || 0xffff00;
  28042. 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 ] );
  28043. 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 ];
  28044. var geometry = new BufferGeometry();
  28045. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28046. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28047. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28048. this.geometry.computeBoundingSphere();
  28049. }
  28050. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28051. Box3Helper.prototype.constructor = Box3Helper;
  28052. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28053. var box = this.box;
  28054. if ( box.isEmpty() ) { return; }
  28055. box.getCenter( this.position );
  28056. box.getSize( this.scale );
  28057. this.scale.multiplyScalar( 0.5 );
  28058. Object3D.prototype.updateMatrixWorld.call( this, force );
  28059. };
  28060. /**
  28061. * @author WestLangley / http://github.com/WestLangley
  28062. */
  28063. function PlaneHelper( plane, size, hex ) {
  28064. this.type = 'PlaneHelper';
  28065. this.plane = plane;
  28066. this.size = ( size === undefined ) ? 1 : size;
  28067. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28068. 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 ];
  28069. var geometry = new BufferGeometry();
  28070. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28071. geometry.computeBoundingSphere();
  28072. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28073. //
  28074. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28075. var geometry2 = new BufferGeometry();
  28076. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28077. geometry2.computeBoundingSphere();
  28078. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28079. }
  28080. PlaneHelper.prototype = Object.create( Line.prototype );
  28081. PlaneHelper.prototype.constructor = PlaneHelper;
  28082. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28083. var scale = - this.plane.constant;
  28084. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28085. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28086. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28087. this.lookAt( this.plane.normal );
  28088. Object3D.prototype.updateMatrixWorld.call( this, force );
  28089. };
  28090. /**
  28091. * @author WestLangley / http://github.com/WestLangley
  28092. * @author zz85 / http://github.com/zz85
  28093. * @author bhouston / http://clara.io
  28094. *
  28095. * Creates an arrow for visualizing directions
  28096. *
  28097. * Parameters:
  28098. * dir - Vector3
  28099. * origin - Vector3
  28100. * length - Number
  28101. * color - color in hex value
  28102. * headLength - Number
  28103. * headWidth - Number
  28104. */
  28105. var _axis = new Vector3();
  28106. var _lineGeometry, _coneGeometry;
  28107. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28108. // dir is assumed to be normalized
  28109. Object3D.call( this );
  28110. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28111. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28112. if ( length === undefined ) { length = 1; }
  28113. if ( color === undefined ) { color = 0xffff00; }
  28114. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28115. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28116. if ( _lineGeometry === undefined ) {
  28117. _lineGeometry = new BufferGeometry();
  28118. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28119. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28120. _coneGeometry.translate( 0, - 0.5, 0 );
  28121. }
  28122. this.position.copy( origin );
  28123. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28124. this.line.matrixAutoUpdate = false;
  28125. this.add( this.line );
  28126. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28127. this.cone.matrixAutoUpdate = false;
  28128. this.add( this.cone );
  28129. this.setDirection( dir );
  28130. this.setLength( length, headLength, headWidth );
  28131. }
  28132. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28133. ArrowHelper.prototype.constructor = ArrowHelper;
  28134. ArrowHelper.prototype.setDirection = function ( dir ) {
  28135. // dir is assumed to be normalized
  28136. if ( dir.y > 0.99999 ) {
  28137. this.quaternion.set( 0, 0, 0, 1 );
  28138. } else if ( dir.y < - 0.99999 ) {
  28139. this.quaternion.set( 1, 0, 0, 0 );
  28140. } else {
  28141. _axis.set( dir.z, 0, - dir.x ).normalize();
  28142. var radians = Math.acos( dir.y );
  28143. this.quaternion.setFromAxisAngle( _axis, radians );
  28144. }
  28145. };
  28146. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28147. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28148. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28149. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28150. this.line.updateMatrix();
  28151. this.cone.scale.set( headWidth, headLength, headWidth );
  28152. this.cone.position.y = length;
  28153. this.cone.updateMatrix();
  28154. };
  28155. ArrowHelper.prototype.setColor = function ( color ) {
  28156. this.line.material.color.set( color );
  28157. this.cone.material.color.set( color );
  28158. };
  28159. ArrowHelper.prototype.copy = function ( source ) {
  28160. Object3D.prototype.copy.call( this, source, false );
  28161. this.line.copy( source.line );
  28162. this.cone.copy( source.cone );
  28163. return this;
  28164. };
  28165. ArrowHelper.prototype.clone = function () {
  28166. return new this.constructor().copy( this );
  28167. };
  28168. /**
  28169. * @author sroucheray / http://sroucheray.org/
  28170. * @author mrdoob / http://mrdoob.com/
  28171. */
  28172. function AxesHelper( size ) {
  28173. size = size || 1;
  28174. var vertices = [
  28175. 0, 0, 0, size, 0, 0,
  28176. 0, 0, 0, 0, size, 0,
  28177. 0, 0, 0, 0, 0, size
  28178. ];
  28179. var colors = [
  28180. 1, 0, 0, 1, 0.6, 0,
  28181. 0, 1, 0, 0.6, 1, 0,
  28182. 0, 0, 1, 0, 0.6, 1
  28183. ];
  28184. var geometry = new BufferGeometry();
  28185. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28186. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28187. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28188. LineSegments.call( this, geometry, material );
  28189. }
  28190. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28191. AxesHelper.prototype.constructor = AxesHelper;
  28192. /**
  28193. * @author mrdoob / http://mrdoob.com/
  28194. */
  28195. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28196. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28197. return new Face3( a, b, c, normal, color, materialIndex );
  28198. }
  28199. var LineStrip = 0;
  28200. var LinePieces = 1;
  28201. function MeshFaceMaterial( materials ) {
  28202. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28203. return materials;
  28204. }
  28205. function MultiMaterial( materials ) {
  28206. if ( materials === undefined ) { materials = []; }
  28207. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28208. materials.isMultiMaterial = true;
  28209. materials.materials = materials;
  28210. materials.clone = function () {
  28211. return materials.slice();
  28212. };
  28213. return materials;
  28214. }
  28215. function PointCloud( geometry, material ) {
  28216. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28217. return new Points( geometry, material );
  28218. }
  28219. function Particle( material ) {
  28220. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28221. return new Sprite( material );
  28222. }
  28223. function ParticleSystem( geometry, material ) {
  28224. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28225. return new Points( geometry, material );
  28226. }
  28227. function PointCloudMaterial( parameters ) {
  28228. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28229. return new PointsMaterial( parameters );
  28230. }
  28231. function ParticleBasicMaterial( parameters ) {
  28232. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28233. return new PointsMaterial( parameters );
  28234. }
  28235. function ParticleSystemMaterial( parameters ) {
  28236. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28237. return new PointsMaterial( parameters );
  28238. }
  28239. function Vertex( x, y, z ) {
  28240. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28241. return new Vector3( x, y, z );
  28242. }
  28243. //
  28244. function DynamicBufferAttribute( array, itemSize ) {
  28245. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28246. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28247. }
  28248. function Int8Attribute( array, itemSize ) {
  28249. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28250. return new Int8BufferAttribute( array, itemSize );
  28251. }
  28252. function Uint8Attribute( array, itemSize ) {
  28253. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28254. return new Uint8BufferAttribute( array, itemSize );
  28255. }
  28256. function Uint8ClampedAttribute( array, itemSize ) {
  28257. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28258. return new Uint8ClampedBufferAttribute( array, itemSize );
  28259. }
  28260. function Int16Attribute( array, itemSize ) {
  28261. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28262. return new Int16BufferAttribute( array, itemSize );
  28263. }
  28264. function Uint16Attribute( array, itemSize ) {
  28265. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28266. return new Uint16BufferAttribute( array, itemSize );
  28267. }
  28268. function Int32Attribute( array, itemSize ) {
  28269. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28270. return new Int32BufferAttribute( array, itemSize );
  28271. }
  28272. function Uint32Attribute( array, itemSize ) {
  28273. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28274. return new Uint32BufferAttribute( array, itemSize );
  28275. }
  28276. function Float32Attribute( array, itemSize ) {
  28277. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28278. return new Float32BufferAttribute( array, itemSize );
  28279. }
  28280. function Float64Attribute( array, itemSize ) {
  28281. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28282. return new Float64BufferAttribute( array, itemSize );
  28283. }
  28284. //
  28285. Curve.create = function ( construct, getPoint ) {
  28286. console.log( 'THREE.Curve.create() has been deprecated' );
  28287. construct.prototype = Object.create( Curve.prototype );
  28288. construct.prototype.constructor = construct;
  28289. construct.prototype.getPoint = getPoint;
  28290. return construct;
  28291. };
  28292. //
  28293. Object.assign( CurvePath.prototype, {
  28294. createPointsGeometry: function ( divisions ) {
  28295. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28296. // generate geometry from path points (for Line or Points objects)
  28297. var pts = this.getPoints( divisions );
  28298. return this.createGeometry( pts );
  28299. },
  28300. createSpacedPointsGeometry: function ( divisions ) {
  28301. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28302. // generate geometry from equidistant sampling along the path
  28303. var pts = this.getSpacedPoints( divisions );
  28304. return this.createGeometry( pts );
  28305. },
  28306. createGeometry: function ( points ) {
  28307. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28308. var geometry = new Geometry();
  28309. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28310. var point = points[ i ];
  28311. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28312. }
  28313. return geometry;
  28314. }
  28315. } );
  28316. //
  28317. Object.assign( Path.prototype, {
  28318. fromPoints: function ( points ) {
  28319. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28320. this.setFromPoints( points );
  28321. }
  28322. } );
  28323. //
  28324. function ClosedSplineCurve3( points ) {
  28325. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28326. CatmullRomCurve3.call( this, points );
  28327. this.type = 'catmullrom';
  28328. this.closed = true;
  28329. }
  28330. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28331. //
  28332. function SplineCurve3( points ) {
  28333. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28334. CatmullRomCurve3.call( this, points );
  28335. this.type = 'catmullrom';
  28336. }
  28337. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28338. //
  28339. function Spline( points ) {
  28340. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28341. CatmullRomCurve3.call( this, points );
  28342. this.type = 'catmullrom';
  28343. }
  28344. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28345. Object.assign( Spline.prototype, {
  28346. initFromArray: function ( /* a */ ) {
  28347. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28348. },
  28349. getControlPointsArray: function ( /* optionalTarget */ ) {
  28350. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28351. },
  28352. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28353. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28354. }
  28355. } );
  28356. //
  28357. function AxisHelper( size ) {
  28358. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28359. return new AxesHelper( size );
  28360. }
  28361. function BoundingBoxHelper( object, color ) {
  28362. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28363. return new BoxHelper( object, color );
  28364. }
  28365. function EdgesHelper( object, hex ) {
  28366. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28367. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28368. }
  28369. GridHelper.prototype.setColors = function () {
  28370. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28371. };
  28372. SkeletonHelper.prototype.update = function () {
  28373. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28374. };
  28375. function WireframeHelper( object, hex ) {
  28376. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28377. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28378. }
  28379. //
  28380. Object.assign( Loader.prototype, {
  28381. extractUrlBase: function ( url ) {
  28382. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28383. return LoaderUtils.extractUrlBase( url );
  28384. }
  28385. } );
  28386. Loader.Handlers = {
  28387. add: function ( /* regex, loader */ ) {
  28388. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28389. },
  28390. get: function ( /* file */ ) {
  28391. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28392. }
  28393. };
  28394. function XHRLoader( manager ) {
  28395. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28396. return new FileLoader( manager );
  28397. }
  28398. function BinaryTextureLoader( manager ) {
  28399. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28400. return new DataTextureLoader( manager );
  28401. }
  28402. Object.assign( ObjectLoader.prototype, {
  28403. setTexturePath: function ( value ) {
  28404. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28405. return this.setResourcePath( value );
  28406. }
  28407. } );
  28408. //
  28409. Object.assign( Box2.prototype, {
  28410. center: function ( optionalTarget ) {
  28411. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28412. return this.getCenter( optionalTarget );
  28413. },
  28414. empty: function () {
  28415. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28416. return this.isEmpty();
  28417. },
  28418. isIntersectionBox: function ( box ) {
  28419. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28420. return this.intersectsBox( box );
  28421. },
  28422. size: function ( optionalTarget ) {
  28423. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28424. return this.getSize( optionalTarget );
  28425. }
  28426. } );
  28427. Object.assign( Box3.prototype, {
  28428. center: function ( optionalTarget ) {
  28429. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28430. return this.getCenter( optionalTarget );
  28431. },
  28432. empty: function () {
  28433. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28434. return this.isEmpty();
  28435. },
  28436. isIntersectionBox: function ( box ) {
  28437. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28438. return this.intersectsBox( box );
  28439. },
  28440. isIntersectionSphere: function ( sphere ) {
  28441. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28442. return this.intersectsSphere( sphere );
  28443. },
  28444. size: function ( optionalTarget ) {
  28445. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28446. return this.getSize( optionalTarget );
  28447. }
  28448. } );
  28449. Line3.prototype.center = function ( optionalTarget ) {
  28450. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28451. return this.getCenter( optionalTarget );
  28452. };
  28453. Object.assign( _Math, {
  28454. random16: function () {
  28455. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28456. return Math.random();
  28457. },
  28458. nearestPowerOfTwo: function ( value ) {
  28459. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28460. return _Math.floorPowerOfTwo( value );
  28461. },
  28462. nextPowerOfTwo: function ( value ) {
  28463. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28464. return _Math.ceilPowerOfTwo( value );
  28465. }
  28466. } );
  28467. Object.assign( Matrix3.prototype, {
  28468. flattenToArrayOffset: function ( array, offset ) {
  28469. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28470. return this.toArray( array, offset );
  28471. },
  28472. multiplyVector3: function ( vector ) {
  28473. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28474. return vector.applyMatrix3( this );
  28475. },
  28476. multiplyVector3Array: function ( /* a */ ) {
  28477. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28478. },
  28479. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28480. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28481. return this.applyToBufferAttribute( buffer );
  28482. },
  28483. applyToVector3Array: function ( /* array, offset, length */ ) {
  28484. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28485. }
  28486. } );
  28487. Object.assign( Matrix4.prototype, {
  28488. extractPosition: function ( m ) {
  28489. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28490. return this.copyPosition( m );
  28491. },
  28492. flattenToArrayOffset: function ( array, offset ) {
  28493. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28494. return this.toArray( array, offset );
  28495. },
  28496. getPosition: function () {
  28497. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28498. return new Vector3().setFromMatrixColumn( this, 3 );
  28499. },
  28500. setRotationFromQuaternion: function ( q ) {
  28501. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28502. return this.makeRotationFromQuaternion( q );
  28503. },
  28504. multiplyToArray: function () {
  28505. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28506. },
  28507. multiplyVector3: function ( vector ) {
  28508. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28509. return vector.applyMatrix4( this );
  28510. },
  28511. multiplyVector4: function ( vector ) {
  28512. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28513. return vector.applyMatrix4( this );
  28514. },
  28515. multiplyVector3Array: function ( /* a */ ) {
  28516. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28517. },
  28518. rotateAxis: function ( v ) {
  28519. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28520. v.transformDirection( this );
  28521. },
  28522. crossVector: function ( vector ) {
  28523. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28524. return vector.applyMatrix4( this );
  28525. },
  28526. translate: function () {
  28527. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28528. },
  28529. rotateX: function () {
  28530. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28531. },
  28532. rotateY: function () {
  28533. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28534. },
  28535. rotateZ: function () {
  28536. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28537. },
  28538. rotateByAxis: function () {
  28539. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28540. },
  28541. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28542. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28543. return this.applyToBufferAttribute( buffer );
  28544. },
  28545. applyToVector3Array: function ( /* array, offset, length */ ) {
  28546. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28547. },
  28548. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28549. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28550. return this.makePerspective( left, right, top, bottom, near, far );
  28551. }
  28552. } );
  28553. Plane.prototype.isIntersectionLine = function ( line ) {
  28554. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28555. return this.intersectsLine( line );
  28556. };
  28557. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28558. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28559. return vector.applyQuaternion( this );
  28560. };
  28561. Object.assign( Ray.prototype, {
  28562. isIntersectionBox: function ( box ) {
  28563. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28564. return this.intersectsBox( box );
  28565. },
  28566. isIntersectionPlane: function ( plane ) {
  28567. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28568. return this.intersectsPlane( plane );
  28569. },
  28570. isIntersectionSphere: function ( sphere ) {
  28571. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28572. return this.intersectsSphere( sphere );
  28573. }
  28574. } );
  28575. Object.assign( Triangle.prototype, {
  28576. area: function () {
  28577. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28578. return this.getArea();
  28579. },
  28580. barycoordFromPoint: function ( point, target ) {
  28581. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28582. return this.getBarycoord( point, target );
  28583. },
  28584. midpoint: function ( target ) {
  28585. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28586. return this.getMidpoint( target );
  28587. },
  28588. normal: function ( target ) {
  28589. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28590. return this.getNormal( target );
  28591. },
  28592. plane: function ( target ) {
  28593. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28594. return this.getPlane( target );
  28595. }
  28596. } );
  28597. Object.assign( Triangle, {
  28598. barycoordFromPoint: function ( point, a, b, c, target ) {
  28599. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28600. return Triangle.getBarycoord( point, a, b, c, target );
  28601. },
  28602. normal: function ( a, b, c, target ) {
  28603. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28604. return Triangle.getNormal( a, b, c, target );
  28605. }
  28606. } );
  28607. Object.assign( Shape.prototype, {
  28608. extractAllPoints: function ( divisions ) {
  28609. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28610. return this.extractPoints( divisions );
  28611. },
  28612. extrude: function ( options ) {
  28613. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28614. return new ExtrudeGeometry( this, options );
  28615. },
  28616. makeGeometry: function ( options ) {
  28617. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28618. return new ShapeGeometry( this, options );
  28619. }
  28620. } );
  28621. Object.assign( Vector2.prototype, {
  28622. fromAttribute: function ( attribute, index, offset ) {
  28623. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28624. return this.fromBufferAttribute( attribute, index, offset );
  28625. },
  28626. distanceToManhattan: function ( v ) {
  28627. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28628. return this.manhattanDistanceTo( v );
  28629. },
  28630. lengthManhattan: function () {
  28631. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28632. return this.manhattanLength();
  28633. }
  28634. } );
  28635. Object.assign( Vector3.prototype, {
  28636. setEulerFromRotationMatrix: function () {
  28637. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28638. },
  28639. setEulerFromQuaternion: function () {
  28640. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28641. },
  28642. getPositionFromMatrix: function ( m ) {
  28643. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28644. return this.setFromMatrixPosition( m );
  28645. },
  28646. getScaleFromMatrix: function ( m ) {
  28647. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28648. return this.setFromMatrixScale( m );
  28649. },
  28650. getColumnFromMatrix: function ( index, matrix ) {
  28651. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28652. return this.setFromMatrixColumn( matrix, index );
  28653. },
  28654. applyProjection: function ( m ) {
  28655. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28656. return this.applyMatrix4( m );
  28657. },
  28658. fromAttribute: function ( attribute, index, offset ) {
  28659. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28660. return this.fromBufferAttribute( attribute, index, offset );
  28661. },
  28662. distanceToManhattan: function ( v ) {
  28663. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28664. return this.manhattanDistanceTo( v );
  28665. },
  28666. lengthManhattan: function () {
  28667. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28668. return this.manhattanLength();
  28669. }
  28670. } );
  28671. Object.assign( Vector4.prototype, {
  28672. fromAttribute: function ( attribute, index, offset ) {
  28673. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28674. return this.fromBufferAttribute( attribute, index, offset );
  28675. },
  28676. lengthManhattan: function () {
  28677. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28678. return this.manhattanLength();
  28679. }
  28680. } );
  28681. //
  28682. Object.assign( Geometry.prototype, {
  28683. computeTangents: function () {
  28684. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28685. },
  28686. computeLineDistances: function () {
  28687. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28688. }
  28689. } );
  28690. Object.assign( Object3D.prototype, {
  28691. getChildByName: function ( name ) {
  28692. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28693. return this.getObjectByName( name );
  28694. },
  28695. renderDepth: function () {
  28696. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28697. },
  28698. translate: function ( distance, axis ) {
  28699. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28700. return this.translateOnAxis( axis, distance );
  28701. },
  28702. getWorldRotation: function () {
  28703. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28704. }
  28705. } );
  28706. Object.defineProperties( Object3D.prototype, {
  28707. eulerOrder: {
  28708. get: function () {
  28709. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28710. return this.rotation.order;
  28711. },
  28712. set: function ( value ) {
  28713. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28714. this.rotation.order = value;
  28715. }
  28716. },
  28717. useQuaternion: {
  28718. get: function () {
  28719. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28720. },
  28721. set: function () {
  28722. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28723. }
  28724. }
  28725. } );
  28726. Object.defineProperties( LOD.prototype, {
  28727. objects: {
  28728. get: function () {
  28729. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28730. return this.levels;
  28731. }
  28732. }
  28733. } );
  28734. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28735. get: function () {
  28736. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28737. },
  28738. set: function () {
  28739. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28740. }
  28741. } );
  28742. SkinnedMesh.prototype.initBones = function () {
  28743. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28744. };
  28745. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28746. get: function () {
  28747. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28748. return this.arcLengthDivisions;
  28749. },
  28750. set: function ( value ) {
  28751. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28752. this.arcLengthDivisions = value;
  28753. }
  28754. } );
  28755. //
  28756. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28757. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28758. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28759. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  28760. this.setFocalLength( focalLength );
  28761. };
  28762. //
  28763. Object.defineProperties( Light.prototype, {
  28764. onlyShadow: {
  28765. set: function () {
  28766. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28767. }
  28768. },
  28769. shadowCameraFov: {
  28770. set: function ( value ) {
  28771. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28772. this.shadow.camera.fov = value;
  28773. }
  28774. },
  28775. shadowCameraLeft: {
  28776. set: function ( value ) {
  28777. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28778. this.shadow.camera.left = value;
  28779. }
  28780. },
  28781. shadowCameraRight: {
  28782. set: function ( value ) {
  28783. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28784. this.shadow.camera.right = value;
  28785. }
  28786. },
  28787. shadowCameraTop: {
  28788. set: function ( value ) {
  28789. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28790. this.shadow.camera.top = value;
  28791. }
  28792. },
  28793. shadowCameraBottom: {
  28794. set: function ( value ) {
  28795. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28796. this.shadow.camera.bottom = value;
  28797. }
  28798. },
  28799. shadowCameraNear: {
  28800. set: function ( value ) {
  28801. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28802. this.shadow.camera.near = value;
  28803. }
  28804. },
  28805. shadowCameraFar: {
  28806. set: function ( value ) {
  28807. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28808. this.shadow.camera.far = value;
  28809. }
  28810. },
  28811. shadowCameraVisible: {
  28812. set: function () {
  28813. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28814. }
  28815. },
  28816. shadowBias: {
  28817. set: function ( value ) {
  28818. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28819. this.shadow.bias = value;
  28820. }
  28821. },
  28822. shadowDarkness: {
  28823. set: function () {
  28824. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28825. }
  28826. },
  28827. shadowMapWidth: {
  28828. set: function ( value ) {
  28829. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28830. this.shadow.mapSize.width = value;
  28831. }
  28832. },
  28833. shadowMapHeight: {
  28834. set: function ( value ) {
  28835. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28836. this.shadow.mapSize.height = value;
  28837. }
  28838. }
  28839. } );
  28840. //
  28841. Object.defineProperties( BufferAttribute.prototype, {
  28842. length: {
  28843. get: function () {
  28844. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28845. return this.array.length;
  28846. }
  28847. }
  28848. } );
  28849. Object.assign( BufferAttribute.prototype, {
  28850. copyIndicesArray: function ( /* indices */ ) {
  28851. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28852. },
  28853. setArray: function ( array ) {
  28854. console.warn( 'THREE.BufferAttribute: .setArray has been deprecated. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28855. this.count = array !== undefined ? array.length / this.itemSize : 0;
  28856. this.array = array;
  28857. return this;
  28858. }
  28859. } );
  28860. Object.assign( BufferGeometry.prototype, {
  28861. addIndex: function ( index ) {
  28862. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28863. this.setIndex( index );
  28864. },
  28865. addDrawCall: function ( start, count, indexOffset ) {
  28866. if ( indexOffset !== undefined ) {
  28867. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28868. }
  28869. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28870. this.addGroup( start, count );
  28871. },
  28872. clearDrawCalls: function () {
  28873. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28874. this.clearGroups();
  28875. },
  28876. computeTangents: function () {
  28877. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28878. },
  28879. computeOffsets: function () {
  28880. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28881. }
  28882. } );
  28883. Object.defineProperties( BufferGeometry.prototype, {
  28884. drawcalls: {
  28885. get: function () {
  28886. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28887. return this.groups;
  28888. }
  28889. },
  28890. offsets: {
  28891. get: function () {
  28892. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28893. return this.groups;
  28894. }
  28895. }
  28896. } );
  28897. Object.assign( InterleavedBuffer.prototype, {
  28898. setArray: function ( array ) {
  28899. console.warn( 'THREE.InterleavedBuffer: .setArray has been deprecated. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28900. this.count = array !== undefined ? array.length / this.stride : 0;
  28901. this.array = array;
  28902. return this;
  28903. }
  28904. } );
  28905. //
  28906. Object.assign( ExtrudeBufferGeometry.prototype, {
  28907. getArrays: function () {
  28908. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28909. },
  28910. addShapeList: function () {
  28911. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28912. },
  28913. addShape: function () {
  28914. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28915. }
  28916. } );
  28917. //
  28918. Object.defineProperties( Uniform.prototype, {
  28919. dynamic: {
  28920. set: function () {
  28921. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28922. }
  28923. },
  28924. onUpdate: {
  28925. value: function () {
  28926. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28927. return this;
  28928. }
  28929. }
  28930. } );
  28931. //
  28932. Object.defineProperties( Material.prototype, {
  28933. wrapAround: {
  28934. get: function () {
  28935. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28936. },
  28937. set: function () {
  28938. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28939. }
  28940. },
  28941. overdraw: {
  28942. get: function () {
  28943. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28944. },
  28945. set: function () {
  28946. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28947. }
  28948. },
  28949. wrapRGB: {
  28950. get: function () {
  28951. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28952. return new Color();
  28953. }
  28954. },
  28955. shading: {
  28956. get: function () {
  28957. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28958. },
  28959. set: function ( value ) {
  28960. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28961. this.flatShading = ( value === FlatShading );
  28962. }
  28963. },
  28964. stencilMask: {
  28965. get: function () {
  28966. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  28967. return this.stencilFuncMask;
  28968. },
  28969. set: function ( value ) {
  28970. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  28971. this.stencilFuncMask = value;
  28972. }
  28973. }
  28974. } );
  28975. Object.defineProperties( MeshPhongMaterial.prototype, {
  28976. metal: {
  28977. get: function () {
  28978. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28979. return false;
  28980. },
  28981. set: function () {
  28982. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28983. }
  28984. }
  28985. } );
  28986. Object.defineProperties( ShaderMaterial.prototype, {
  28987. derivatives: {
  28988. get: function () {
  28989. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28990. return this.extensions.derivatives;
  28991. },
  28992. set: function ( value ) {
  28993. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28994. this.extensions.derivatives = value;
  28995. }
  28996. }
  28997. } );
  28998. //
  28999. Object.assign( WebGLRenderer.prototype, {
  29000. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29001. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29002. this.setRenderTarget( renderTarget );
  29003. this.clear( color, depth, stencil );
  29004. },
  29005. animate: function ( callback ) {
  29006. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29007. this.setAnimationLoop( callback );
  29008. },
  29009. getCurrentRenderTarget: function () {
  29010. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29011. return this.getRenderTarget();
  29012. },
  29013. getMaxAnisotropy: function () {
  29014. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29015. return this.capabilities.getMaxAnisotropy();
  29016. },
  29017. getPrecision: function () {
  29018. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29019. return this.capabilities.precision;
  29020. },
  29021. resetGLState: function () {
  29022. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29023. return this.state.reset();
  29024. },
  29025. supportsFloatTextures: function () {
  29026. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29027. return this.extensions.get( 'OES_texture_float' );
  29028. },
  29029. supportsHalfFloatTextures: function () {
  29030. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29031. return this.extensions.get( 'OES_texture_half_float' );
  29032. },
  29033. supportsStandardDerivatives: function () {
  29034. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29035. return this.extensions.get( 'OES_standard_derivatives' );
  29036. },
  29037. supportsCompressedTextureS3TC: function () {
  29038. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29039. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29040. },
  29041. supportsCompressedTexturePVRTC: function () {
  29042. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29043. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29044. },
  29045. supportsBlendMinMax: function () {
  29046. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29047. return this.extensions.get( 'EXT_blend_minmax' );
  29048. },
  29049. supportsVertexTextures: function () {
  29050. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29051. return this.capabilities.vertexTextures;
  29052. },
  29053. supportsInstancedArrays: function () {
  29054. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29055. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29056. },
  29057. enableScissorTest: function ( boolean ) {
  29058. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29059. this.setScissorTest( boolean );
  29060. },
  29061. initMaterial: function () {
  29062. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29063. },
  29064. addPrePlugin: function () {
  29065. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29066. },
  29067. addPostPlugin: function () {
  29068. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29069. },
  29070. updateShadowMap: function () {
  29071. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29072. },
  29073. setFaceCulling: function () {
  29074. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29075. },
  29076. allocTextureUnit: function () {
  29077. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29078. },
  29079. setTexture: function () {
  29080. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29081. },
  29082. setTexture2D: function () {
  29083. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29084. },
  29085. setTextureCube: function () {
  29086. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29087. },
  29088. getActiveMipMapLevel: function () {
  29089. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29090. return this.getActiveMipmapLevel();
  29091. }
  29092. } );
  29093. Object.defineProperties( WebGLRenderer.prototype, {
  29094. shadowMapEnabled: {
  29095. get: function () {
  29096. return this.shadowMap.enabled;
  29097. },
  29098. set: function ( value ) {
  29099. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29100. this.shadowMap.enabled = value;
  29101. }
  29102. },
  29103. shadowMapType: {
  29104. get: function () {
  29105. return this.shadowMap.type;
  29106. },
  29107. set: function ( value ) {
  29108. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29109. this.shadowMap.type = value;
  29110. }
  29111. },
  29112. shadowMapCullFace: {
  29113. get: function () {
  29114. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29115. return undefined;
  29116. },
  29117. set: function ( /* value */ ) {
  29118. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29119. }
  29120. },
  29121. context: {
  29122. get: function () {
  29123. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29124. return this.getContext();
  29125. }
  29126. }
  29127. } );
  29128. Object.defineProperties( WebGLShadowMap.prototype, {
  29129. cullFace: {
  29130. get: function () {
  29131. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29132. return undefined;
  29133. },
  29134. set: function ( /* cullFace */ ) {
  29135. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29136. }
  29137. },
  29138. renderReverseSided: {
  29139. get: function () {
  29140. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29141. return undefined;
  29142. },
  29143. set: function () {
  29144. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29145. }
  29146. },
  29147. renderSingleSided: {
  29148. get: function () {
  29149. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29150. return undefined;
  29151. },
  29152. set: function () {
  29153. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29154. }
  29155. }
  29156. } );
  29157. //
  29158. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29159. activeCubeFace: {
  29160. set: function ( /* value */ ) {
  29161. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29162. }
  29163. },
  29164. activeMipMapLevel: {
  29165. set: function ( /* value */ ) {
  29166. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29167. }
  29168. }
  29169. } );
  29170. //
  29171. Object.defineProperties( WebGLRenderTarget.prototype, {
  29172. wrapS: {
  29173. get: function () {
  29174. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29175. return this.texture.wrapS;
  29176. },
  29177. set: function ( value ) {
  29178. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29179. this.texture.wrapS = value;
  29180. }
  29181. },
  29182. wrapT: {
  29183. get: function () {
  29184. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29185. return this.texture.wrapT;
  29186. },
  29187. set: function ( value ) {
  29188. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29189. this.texture.wrapT = value;
  29190. }
  29191. },
  29192. magFilter: {
  29193. get: function () {
  29194. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29195. return this.texture.magFilter;
  29196. },
  29197. set: function ( value ) {
  29198. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29199. this.texture.magFilter = value;
  29200. }
  29201. },
  29202. minFilter: {
  29203. get: function () {
  29204. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29205. return this.texture.minFilter;
  29206. },
  29207. set: function ( value ) {
  29208. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29209. this.texture.minFilter = value;
  29210. }
  29211. },
  29212. anisotropy: {
  29213. get: function () {
  29214. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29215. return this.texture.anisotropy;
  29216. },
  29217. set: function ( value ) {
  29218. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29219. this.texture.anisotropy = value;
  29220. }
  29221. },
  29222. offset: {
  29223. get: function () {
  29224. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29225. return this.texture.offset;
  29226. },
  29227. set: function ( value ) {
  29228. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29229. this.texture.offset = value;
  29230. }
  29231. },
  29232. repeat: {
  29233. get: function () {
  29234. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29235. return this.texture.repeat;
  29236. },
  29237. set: function ( value ) {
  29238. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29239. this.texture.repeat = value;
  29240. }
  29241. },
  29242. format: {
  29243. get: function () {
  29244. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29245. return this.texture.format;
  29246. },
  29247. set: function ( value ) {
  29248. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29249. this.texture.format = value;
  29250. }
  29251. },
  29252. type: {
  29253. get: function () {
  29254. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29255. return this.texture.type;
  29256. },
  29257. set: function ( value ) {
  29258. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29259. this.texture.type = value;
  29260. }
  29261. },
  29262. generateMipmaps: {
  29263. get: function () {
  29264. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29265. return this.texture.generateMipmaps;
  29266. },
  29267. set: function ( value ) {
  29268. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29269. this.texture.generateMipmaps = value;
  29270. }
  29271. }
  29272. } );
  29273. //
  29274. Object.defineProperties( WebVRManager.prototype, {
  29275. standing: {
  29276. set: function ( /* value */ ) {
  29277. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29278. }
  29279. },
  29280. userHeight: {
  29281. set: function ( /* value */ ) {
  29282. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29283. }
  29284. }
  29285. } );
  29286. //
  29287. Audio.prototype.load = function ( file ) {
  29288. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29289. var scope = this;
  29290. var audioLoader = new AudioLoader();
  29291. audioLoader.load( file, function ( buffer ) {
  29292. scope.setBuffer( buffer );
  29293. } );
  29294. return this;
  29295. };
  29296. AudioAnalyser.prototype.getData = function () {
  29297. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29298. return this.getFrequencyData();
  29299. };
  29300. //
  29301. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29302. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29303. return this.update( renderer, scene );
  29304. };
  29305. //
  29306. var GeometryUtils = {
  29307. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29308. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29309. var matrix;
  29310. if ( geometry2.isMesh ) {
  29311. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29312. matrix = geometry2.matrix;
  29313. geometry2 = geometry2.geometry;
  29314. }
  29315. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29316. },
  29317. center: function ( geometry ) {
  29318. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29319. return geometry.center();
  29320. }
  29321. };
  29322. ImageUtils.crossOrigin = undefined;
  29323. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29324. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29325. var loader = new TextureLoader();
  29326. loader.setCrossOrigin( this.crossOrigin );
  29327. var texture = loader.load( url, onLoad, undefined, onError );
  29328. if ( mapping ) { texture.mapping = mapping; }
  29329. return texture;
  29330. };
  29331. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29332. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29333. var loader = new CubeTextureLoader();
  29334. loader.setCrossOrigin( this.crossOrigin );
  29335. var texture = loader.load( urls, onLoad, undefined, onError );
  29336. if ( mapping ) { texture.mapping = mapping; }
  29337. return texture;
  29338. };
  29339. ImageUtils.loadCompressedTexture = function () {
  29340. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29341. };
  29342. ImageUtils.loadCompressedTextureCube = function () {
  29343. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29344. };
  29345. //
  29346. function CanvasRenderer() {
  29347. console.error( 'THREE.CanvasRenderer has been removed' );
  29348. }
  29349. //
  29350. function JSONLoader() {
  29351. console.error( 'THREE.JSONLoader has been removed.' );
  29352. }
  29353. //
  29354. var SceneUtils = {
  29355. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29356. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29357. },
  29358. detach: function ( /* child, parent, scene */ ) {
  29359. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29360. },
  29361. attach: function ( /* child, scene, parent */ ) {
  29362. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29363. }
  29364. };
  29365. //
  29366. function LensFlare() {
  29367. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29368. }
  29369. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29370. /* eslint-disable no-undef */
  29371. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29372. revision: REVISION,
  29373. } } ) );
  29374. /* eslint-enable no-undef */
  29375. }
  29376. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29377. exports.AddEquation = AddEquation;
  29378. exports.AddOperation = AddOperation;
  29379. exports.AdditiveBlending = AdditiveBlending;
  29380. exports.AlphaFormat = AlphaFormat;
  29381. exports.AlwaysDepth = AlwaysDepth;
  29382. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29383. exports.AmbientLight = AmbientLight;
  29384. exports.AmbientLightProbe = AmbientLightProbe;
  29385. exports.AnimationClip = AnimationClip;
  29386. exports.AnimationLoader = AnimationLoader;
  29387. exports.AnimationMixer = AnimationMixer;
  29388. exports.AnimationObjectGroup = AnimationObjectGroup;
  29389. exports.AnimationUtils = AnimationUtils;
  29390. exports.ArcCurve = ArcCurve;
  29391. exports.ArrayCamera = ArrayCamera;
  29392. exports.ArrowHelper = ArrowHelper;
  29393. exports.Audio = Audio;
  29394. exports.AudioAnalyser = AudioAnalyser;
  29395. exports.AudioContext = AudioContext;
  29396. exports.AudioListener = AudioListener;
  29397. exports.AudioLoader = AudioLoader;
  29398. exports.AxesHelper = AxesHelper;
  29399. exports.AxisHelper = AxisHelper;
  29400. exports.BackSide = BackSide;
  29401. exports.BasicDepthPacking = BasicDepthPacking;
  29402. exports.BasicShadowMap = BasicShadowMap;
  29403. exports.BinaryTextureLoader = BinaryTextureLoader;
  29404. exports.Bone = Bone;
  29405. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29406. exports.BoundingBoxHelper = BoundingBoxHelper;
  29407. exports.Box2 = Box2;
  29408. exports.Box3 = Box3;
  29409. exports.Box3Helper = Box3Helper;
  29410. exports.BoxBufferGeometry = BoxBufferGeometry;
  29411. exports.BoxGeometry = BoxGeometry;
  29412. exports.BoxHelper = BoxHelper;
  29413. exports.BufferAttribute = BufferAttribute;
  29414. exports.BufferGeometry = BufferGeometry;
  29415. exports.BufferGeometryLoader = BufferGeometryLoader;
  29416. exports.ByteType = ByteType;
  29417. exports.Cache = Cache;
  29418. exports.Camera = Camera;
  29419. exports.CameraHelper = CameraHelper;
  29420. exports.CanvasRenderer = CanvasRenderer;
  29421. exports.CanvasTexture = CanvasTexture;
  29422. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29423. exports.CineonToneMapping = CineonToneMapping;
  29424. exports.CircleBufferGeometry = CircleBufferGeometry;
  29425. exports.CircleGeometry = CircleGeometry;
  29426. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29427. exports.Clock = Clock;
  29428. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29429. exports.Color = Color;
  29430. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29431. exports.CompressedTexture = CompressedTexture;
  29432. exports.CompressedTextureLoader = CompressedTextureLoader;
  29433. exports.ConeBufferGeometry = ConeBufferGeometry;
  29434. exports.ConeGeometry = ConeGeometry;
  29435. exports.CubeCamera = CubeCamera;
  29436. exports.CubeGeometry = BoxGeometry;
  29437. exports.CubeReflectionMapping = CubeReflectionMapping;
  29438. exports.CubeRefractionMapping = CubeRefractionMapping;
  29439. exports.CubeTexture = CubeTexture;
  29440. exports.CubeTextureLoader = CubeTextureLoader;
  29441. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29442. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29443. exports.CubicBezierCurve = CubicBezierCurve;
  29444. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29445. exports.CubicInterpolant = CubicInterpolant;
  29446. exports.CullFaceBack = CullFaceBack;
  29447. exports.CullFaceFront = CullFaceFront;
  29448. exports.CullFaceFrontBack = CullFaceFrontBack;
  29449. exports.CullFaceNone = CullFaceNone;
  29450. exports.Curve = Curve;
  29451. exports.CurvePath = CurvePath;
  29452. exports.CustomBlending = CustomBlending;
  29453. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29454. exports.CylinderGeometry = CylinderGeometry;
  29455. exports.Cylindrical = Cylindrical;
  29456. exports.DataTexture = DataTexture;
  29457. exports.DataTexture2DArray = DataTexture2DArray;
  29458. exports.DataTexture3D = DataTexture3D;
  29459. exports.DataTextureLoader = DataTextureLoader;
  29460. exports.DecrementStencilOp = DecrementStencilOp;
  29461. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29462. exports.DefaultLoadingManager = DefaultLoadingManager;
  29463. exports.DepthFormat = DepthFormat;
  29464. exports.DepthStencilFormat = DepthStencilFormat;
  29465. exports.DepthTexture = DepthTexture;
  29466. exports.DirectionalLight = DirectionalLight;
  29467. exports.DirectionalLightHelper = DirectionalLightHelper;
  29468. exports.DirectionalLightShadow = DirectionalLightShadow;
  29469. exports.DiscreteInterpolant = DiscreteInterpolant;
  29470. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29471. exports.DodecahedronGeometry = DodecahedronGeometry;
  29472. exports.DoubleSide = DoubleSide;
  29473. exports.DstAlphaFactor = DstAlphaFactor;
  29474. exports.DstColorFactor = DstColorFactor;
  29475. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29476. exports.EdgesGeometry = EdgesGeometry;
  29477. exports.EdgesHelper = EdgesHelper;
  29478. exports.EllipseCurve = EllipseCurve;
  29479. exports.EqualDepth = EqualDepth;
  29480. exports.EqualStencilFunc = EqualStencilFunc;
  29481. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29482. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29483. exports.Euler = Euler;
  29484. exports.EventDispatcher = EventDispatcher;
  29485. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29486. exports.ExtrudeGeometry = ExtrudeGeometry;
  29487. exports.Face3 = Face3;
  29488. exports.Face4 = Face4;
  29489. exports.FaceColors = FaceColors;
  29490. exports.FaceNormalsHelper = FaceNormalsHelper;
  29491. exports.FileLoader = FileLoader;
  29492. exports.FlatShading = FlatShading;
  29493. exports.Float32Attribute = Float32Attribute;
  29494. exports.Float32BufferAttribute = Float32BufferAttribute;
  29495. exports.Float64Attribute = Float64Attribute;
  29496. exports.Float64BufferAttribute = Float64BufferAttribute;
  29497. exports.FloatType = FloatType;
  29498. exports.Fog = Fog;
  29499. exports.FogExp2 = FogExp2;
  29500. exports.Font = Font;
  29501. exports.FontLoader = FontLoader;
  29502. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29503. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29504. exports.FrontSide = FrontSide;
  29505. exports.Frustum = Frustum;
  29506. exports.GammaEncoding = GammaEncoding;
  29507. exports.Geometry = Geometry;
  29508. exports.GeometryUtils = GeometryUtils;
  29509. exports.GreaterDepth = GreaterDepth;
  29510. exports.GreaterEqualDepth = GreaterEqualDepth;
  29511. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29512. exports.GreaterStencilFunc = GreaterStencilFunc;
  29513. exports.GridHelper = GridHelper;
  29514. exports.Group = Group;
  29515. exports.HalfFloatType = HalfFloatType;
  29516. exports.HemisphereLight = HemisphereLight;
  29517. exports.HemisphereLightHelper = HemisphereLightHelper;
  29518. exports.HemisphereLightProbe = HemisphereLightProbe;
  29519. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29520. exports.IcosahedronGeometry = IcosahedronGeometry;
  29521. exports.ImageBitmapLoader = ImageBitmapLoader;
  29522. exports.ImageLoader = ImageLoader;
  29523. exports.ImageUtils = ImageUtils;
  29524. exports.ImmediateRenderObject = ImmediateRenderObject;
  29525. exports.IncrementStencilOp = IncrementStencilOp;
  29526. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29527. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29528. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29529. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29530. exports.InstancedMesh = InstancedMesh;
  29531. exports.Int16Attribute = Int16Attribute;
  29532. exports.Int16BufferAttribute = Int16BufferAttribute;
  29533. exports.Int32Attribute = Int32Attribute;
  29534. exports.Int32BufferAttribute = Int32BufferAttribute;
  29535. exports.Int8Attribute = Int8Attribute;
  29536. exports.Int8BufferAttribute = Int8BufferAttribute;
  29537. exports.IntType = IntType;
  29538. exports.InterleavedBuffer = InterleavedBuffer;
  29539. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29540. exports.Interpolant = Interpolant;
  29541. exports.InterpolateDiscrete = InterpolateDiscrete;
  29542. exports.InterpolateLinear = InterpolateLinear;
  29543. exports.InterpolateSmooth = InterpolateSmooth;
  29544. exports.InvertStencilOp = InvertStencilOp;
  29545. exports.JSONLoader = JSONLoader;
  29546. exports.KeepStencilOp = KeepStencilOp;
  29547. exports.KeyframeTrack = KeyframeTrack;
  29548. exports.LOD = LOD;
  29549. exports.LatheBufferGeometry = LatheBufferGeometry;
  29550. exports.LatheGeometry = LatheGeometry;
  29551. exports.Layers = Layers;
  29552. exports.LensFlare = LensFlare;
  29553. exports.LessDepth = LessDepth;
  29554. exports.LessEqualDepth = LessEqualDepth;
  29555. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29556. exports.LessStencilFunc = LessStencilFunc;
  29557. exports.Light = Light;
  29558. exports.LightProbe = LightProbe;
  29559. exports.LightProbeHelper = LightProbeHelper;
  29560. exports.LightShadow = LightShadow;
  29561. exports.Line = Line;
  29562. exports.Line3 = Line3;
  29563. exports.LineBasicMaterial = LineBasicMaterial;
  29564. exports.LineCurve = LineCurve;
  29565. exports.LineCurve3 = LineCurve3;
  29566. exports.LineDashedMaterial = LineDashedMaterial;
  29567. exports.LineLoop = LineLoop;
  29568. exports.LinePieces = LinePieces;
  29569. exports.LineSegments = LineSegments;
  29570. exports.LineStrip = LineStrip;
  29571. exports.LinearEncoding = LinearEncoding;
  29572. exports.LinearFilter = LinearFilter;
  29573. exports.LinearInterpolant = LinearInterpolant;
  29574. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29575. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29576. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29577. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29578. exports.LinearToneMapping = LinearToneMapping;
  29579. exports.Loader = Loader;
  29580. exports.LoaderUtils = LoaderUtils;
  29581. exports.LoadingManager = LoadingManager;
  29582. exports.LogLuvEncoding = LogLuvEncoding;
  29583. exports.LoopOnce = LoopOnce;
  29584. exports.LoopPingPong = LoopPingPong;
  29585. exports.LoopRepeat = LoopRepeat;
  29586. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29587. exports.LuminanceFormat = LuminanceFormat;
  29588. exports.MOUSE = MOUSE;
  29589. exports.Material = Material;
  29590. exports.MaterialLoader = MaterialLoader;
  29591. exports.Math = _Math;
  29592. exports.Matrix3 = Matrix3;
  29593. exports.Matrix4 = Matrix4;
  29594. exports.MaxEquation = MaxEquation;
  29595. exports.Mesh = Mesh;
  29596. exports.MeshBasicMaterial = MeshBasicMaterial;
  29597. exports.MeshDepthMaterial = MeshDepthMaterial;
  29598. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29599. exports.MeshFaceMaterial = MeshFaceMaterial;
  29600. exports.MeshLambertMaterial = MeshLambertMaterial;
  29601. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29602. exports.MeshNormalMaterial = MeshNormalMaterial;
  29603. exports.MeshPhongMaterial = MeshPhongMaterial;
  29604. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29605. exports.MeshStandardMaterial = MeshStandardMaterial;
  29606. exports.MeshToonMaterial = MeshToonMaterial;
  29607. exports.MinEquation = MinEquation;
  29608. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29609. exports.MixOperation = MixOperation;
  29610. exports.MultiMaterial = MultiMaterial;
  29611. exports.MultiplyBlending = MultiplyBlending;
  29612. exports.MultiplyOperation = MultiplyOperation;
  29613. exports.NearestFilter = NearestFilter;
  29614. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29615. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29616. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29617. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29618. exports.NeverDepth = NeverDepth;
  29619. exports.NeverStencilFunc = NeverStencilFunc;
  29620. exports.NoBlending = NoBlending;
  29621. exports.NoColors = NoColors;
  29622. exports.NoToneMapping = NoToneMapping;
  29623. exports.NormalBlending = NormalBlending;
  29624. exports.NotEqualDepth = NotEqualDepth;
  29625. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29626. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29627. exports.Object3D = Object3D;
  29628. exports.ObjectLoader = ObjectLoader;
  29629. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29630. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29631. exports.OctahedronGeometry = OctahedronGeometry;
  29632. exports.OneFactor = OneFactor;
  29633. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29634. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29635. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29636. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29637. exports.OrthographicCamera = OrthographicCamera;
  29638. exports.PCFShadowMap = PCFShadowMap;
  29639. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29640. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29641. exports.ParametricGeometry = ParametricGeometry;
  29642. exports.Particle = Particle;
  29643. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29644. exports.ParticleSystem = ParticleSystem;
  29645. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29646. exports.Path = Path;
  29647. exports.PerspectiveCamera = PerspectiveCamera;
  29648. exports.Plane = Plane;
  29649. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29650. exports.PlaneGeometry = PlaneGeometry;
  29651. exports.PlaneHelper = PlaneHelper;
  29652. exports.PointCloud = PointCloud;
  29653. exports.PointCloudMaterial = PointCloudMaterial;
  29654. exports.PointLight = PointLight;
  29655. exports.PointLightHelper = PointLightHelper;
  29656. exports.Points = Points;
  29657. exports.PointsMaterial = PointsMaterial;
  29658. exports.PolarGridHelper = PolarGridHelper;
  29659. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29660. exports.PolyhedronGeometry = PolyhedronGeometry;
  29661. exports.PositionalAudio = PositionalAudio;
  29662. exports.PositionalAudioHelper = PositionalAudioHelper;
  29663. exports.PropertyBinding = PropertyBinding;
  29664. exports.PropertyMixer = PropertyMixer;
  29665. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29666. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29667. exports.Quaternion = Quaternion;
  29668. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29669. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29670. exports.REVISION = REVISION;
  29671. exports.RGBADepthPacking = RGBADepthPacking;
  29672. exports.RGBAFormat = RGBAFormat;
  29673. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29674. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29675. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29676. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29677. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29678. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29679. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29680. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29681. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29682. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29683. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29684. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29685. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29686. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29687. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29688. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29689. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29690. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29691. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29692. exports.RGBDEncoding = RGBDEncoding;
  29693. exports.RGBEEncoding = RGBEEncoding;
  29694. exports.RGBEFormat = RGBEFormat;
  29695. exports.RGBFormat = RGBFormat;
  29696. exports.RGBM16Encoding = RGBM16Encoding;
  29697. exports.RGBM7Encoding = RGBM7Encoding;
  29698. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29699. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29700. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29701. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29702. exports.RawShaderMaterial = RawShaderMaterial;
  29703. exports.Ray = Ray;
  29704. exports.Raycaster = Raycaster;
  29705. exports.RectAreaLight = RectAreaLight;
  29706. exports.RectAreaLightHelper = RectAreaLightHelper;
  29707. exports.RedFormat = RedFormat;
  29708. exports.ReinhardToneMapping = ReinhardToneMapping;
  29709. exports.RepeatWrapping = RepeatWrapping;
  29710. exports.ReplaceStencilOp = ReplaceStencilOp;
  29711. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29712. exports.RingBufferGeometry = RingBufferGeometry;
  29713. exports.RingGeometry = RingGeometry;
  29714. exports.Scene = Scene;
  29715. exports.SceneUtils = SceneUtils;
  29716. exports.ShaderChunk = ShaderChunk;
  29717. exports.ShaderLib = ShaderLib;
  29718. exports.ShaderMaterial = ShaderMaterial;
  29719. exports.ShadowMaterial = ShadowMaterial;
  29720. exports.Shape = Shape;
  29721. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29722. exports.ShapeGeometry = ShapeGeometry;
  29723. exports.ShapePath = ShapePath;
  29724. exports.ShapeUtils = ShapeUtils;
  29725. exports.ShortType = ShortType;
  29726. exports.Skeleton = Skeleton;
  29727. exports.SkeletonHelper = SkeletonHelper;
  29728. exports.SkinnedMesh = SkinnedMesh;
  29729. exports.SmoothShading = SmoothShading;
  29730. exports.Sphere = Sphere;
  29731. exports.SphereBufferGeometry = SphereBufferGeometry;
  29732. exports.SphereGeometry = SphereGeometry;
  29733. exports.Spherical = Spherical;
  29734. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29735. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29736. exports.Spline = Spline;
  29737. exports.SplineCurve = SplineCurve;
  29738. exports.SplineCurve3 = SplineCurve3;
  29739. exports.SpotLight = SpotLight;
  29740. exports.SpotLightHelper = SpotLightHelper;
  29741. exports.SpotLightShadow = SpotLightShadow;
  29742. exports.Sprite = Sprite;
  29743. exports.SpriteMaterial = SpriteMaterial;
  29744. exports.SrcAlphaFactor = SrcAlphaFactor;
  29745. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29746. exports.SrcColorFactor = SrcColorFactor;
  29747. exports.StereoCamera = StereoCamera;
  29748. exports.StringKeyframeTrack = StringKeyframeTrack;
  29749. exports.SubtractEquation = SubtractEquation;
  29750. exports.SubtractiveBlending = SubtractiveBlending;
  29751. exports.TOUCH = TOUCH;
  29752. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29753. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29754. exports.TetrahedronGeometry = TetrahedronGeometry;
  29755. exports.TextBufferGeometry = TextBufferGeometry;
  29756. exports.TextGeometry = TextGeometry;
  29757. exports.Texture = Texture;
  29758. exports.TextureLoader = TextureLoader;
  29759. exports.TorusBufferGeometry = TorusBufferGeometry;
  29760. exports.TorusGeometry = TorusGeometry;
  29761. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29762. exports.TorusKnotGeometry = TorusKnotGeometry;
  29763. exports.Triangle = Triangle;
  29764. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29765. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29766. exports.TrianglesDrawMode = TrianglesDrawMode;
  29767. exports.TubeBufferGeometry = TubeBufferGeometry;
  29768. exports.TubeGeometry = TubeGeometry;
  29769. exports.UVMapping = UVMapping;
  29770. exports.Uint16Attribute = Uint16Attribute;
  29771. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29772. exports.Uint32Attribute = Uint32Attribute;
  29773. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29774. exports.Uint8Attribute = Uint8Attribute;
  29775. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29776. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29777. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29778. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29779. exports.Uniform = Uniform;
  29780. exports.UniformsLib = UniformsLib;
  29781. exports.UniformsUtils = UniformsUtils;
  29782. exports.UnsignedByteType = UnsignedByteType;
  29783. exports.UnsignedInt248Type = UnsignedInt248Type;
  29784. exports.UnsignedIntType = UnsignedIntType;
  29785. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29786. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29787. exports.UnsignedShort565Type = UnsignedShort565Type;
  29788. exports.UnsignedShortType = UnsignedShortType;
  29789. exports.VSMShadowMap = VSMShadowMap;
  29790. exports.Vector2 = Vector2;
  29791. exports.Vector3 = Vector3;
  29792. exports.Vector4 = Vector4;
  29793. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29794. exports.Vertex = Vertex;
  29795. exports.VertexColors = VertexColors;
  29796. exports.VertexNormalsHelper = VertexNormalsHelper;
  29797. exports.VideoTexture = VideoTexture;
  29798. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29799. exports.WebGLRenderTarget = WebGLRenderTarget;
  29800. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29801. exports.WebGLRenderer = WebGLRenderer;
  29802. exports.WebGLUtils = WebGLUtils;
  29803. exports.WireframeGeometry = WireframeGeometry;
  29804. exports.WireframeHelper = WireframeHelper;
  29805. exports.WrapAroundEnding = WrapAroundEnding;
  29806. exports.XHRLoader = XHRLoader;
  29807. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29808. exports.ZeroFactor = ZeroFactor;
  29809. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29810. exports.ZeroStencilOp = ZeroStencilOp;
  29811. exports.sRGBEncoding = sRGBEncoding;
  29812. Object.defineProperty(exports, '__esModule', { value: true });
  29813. }));